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CaptainManiac999

An example of how a monster in Doom can fear from radiation

Apr 8th, 2018
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  1. actor ToughBandit
  2. {
  3. obituary "%o cannot fight or stay back for longer from a tough bandit"
  4. hitobituary "%o was rocked like hell by e tough bandit."
  5. health 300
  6. radius 12
  7. height 50
  8. meleedamage 2
  9. meleesound "flyhit"
  10. mass 999
  11. SCALE 0.5
  12. speed 10
  13. DamageFactor Radiation ,1.0
  14. DamageFactor Fire, 1.3
  15. DamageFactor Poison, 1.5
  16. DamageFactor Electric, 5.0
  17. painchance 100
  18. PainChance "Radiation",60
  19. PainChance "Fire", 50
  20. PainChance "Electric", 70
  21. Painchance "Poison", 60
  22. seesound "crack/pain"
  23. painsound "crack/pain"
  24. deathsound "crack/death"
  25. activesound "crack/active"
  26. MONSTER
  27. +FLOORCLIP
  28. +friendly
  29. +QUICKTORETALIATE
  30. +noinfighting
  31. states
  32. {
  33. Spawn:
  34. CHHH A 0
  35. CHHH A 0 A_JumpIfInventory ("WeedAmmo", 1, 2)
  36. SCUM A 0
  37. SCUM A 0 A_JumpifInventory ("HeadToken", 1, 3)
  38. SCUM A 0 A_GiveInventory ("HeadToken", 1)
  39. SCUM A 0 A_Gravity
  40. CHHH A 0 A_Look
  41. CHHH A 4 A_Wander
  42. CHHH A 0 A_Look
  43. CHHH B 4 A_Wander
  44. CHHH A 0 A_Look
  45. CHHH C 4 A_Wander
  46. CHHH A 0 A_Look
  47. CHHH D 4 A_Wander
  48. CHHH A 0 A_Look
  49. goto Spawn +3
  50. See:
  51. SCUM A 0 A_CheckFLag("FRIGHTENED","SafeNow")
  52. SCUM A 0 A_JumpifInventory ("HeadToken", 1, 3)
  53. SCUM A 0 A_GiveInventory ("HeadToken", 1)
  54. CHHH A 0 A_Gravity
  55. CHHH AABBCCDD 3 A_Chase
  56. loop
  57. SafeNow:
  58. SCUM A 0 A_ChangeFlag("Frightened",0)
  59. goto See
  60. Melee:
  61. JJJJ A 0
  62. JJJJ A 0 A_Jump (240, 2)
  63. JJJJ A 0 A_TakeFromTarget ("BasicArmor", 300)
  64. goto Melee2
  65. JJJJ A 0
  66. JJJJ A 0 A_Jump (175, 2)
  67. JJJJ A 0 A_TakeFromTarget ("BasicArmor", 150)
  68. goto Melee2
  69. JJJJ A 0
  70. JJJJ A 0 A_Jump (175, 2)
  71. JJJJ A 0 A_TakeFromTarget ("RedTrench", 50)
  72. goto Melee2
  73. JJJJ A 0
  74. JJJJ A 0 A_Jump (175, 2)
  75. JJJJ A 0 A_TakeFromTarget ("BlueTrench", 50)
  76. goto Melee2
  77. JJJJ A 0
  78. JJJJ A 0 A_Jump (175, 2)
  79. JJJJ A 0 A_TakeFromTarget ("GreenTrench", 50)
  80. goto Melee2
  81. JJJJ A 0
  82. JJJJ A 0 A_Jump (75, 2)
  83. JJJJ A 0 A_TakeFromTarget ("RedTrench", 25)
  84. goto Melee2
  85. JJJJ A 0
  86. JJJJ A 0 A_Jump (75, 2)
  87. JJJJ A 0 A_TakeFromTarget ("GreenTrench", 25)
  88. goto Melee2
  89. JJJJ A 0
  90. JJJJ A 0 A_Jump (75, 2)
  91. JJJJ A 0 A_TakeFromTarget ("BlueTrench", 25)
  92. goto Melee2
  93. JJJJ A 0
  94. JJJJ A 0 A_Jump (35, 2)
  95. JJJJ A 0 A_TakeFromTarget ("RedTrench", 10)
  96. goto Melee2
  97. JJJJ A 0
  98. JJJJ A 0 A_Jump (35, 2)
  99. JJJJ A 0 A_TakeFromTarget ("GreenTrench", 10)
  100. goto Melee2
  101. JJJJ A 0
  102. JJJJ A 0 A_Jump (35, 2)
  103. JJJJ A 0 A_TakeFromTarget ("BlueTrench", 10)
  104. Melee2:
  105. JJJJ A 0
  106. JJJJ A 0 A_Jump (230, 3)
  107. JJJJ A 0 A_TakeFromTarget ("PowerKevlarHelmetJizz", 1)
  108. JJJJ A 0 A_TakeFromTarget ("HelmetToken", 1)
  109. CHAT AA 6 A_FaceTarget
  110. CHAT B 6 A_MeleeAttack
  111. CHAT CC 6
  112. goto See
  113. Pain:
  114. CHHH B 2
  115. CHHH B 2 A_Pain
  116. goto See
  117. Pain.Fire:
  118. CRCK A 0
  119. CHHH B 2 A_GiveInventory ("FireCounter", 9)
  120. CHHH B 2
  121. CHHH B 4 A_Pain
  122. goto See
  123. Pain.Radiation:
  124. CRCK A 0
  125. CHHH B 2 A_Pain
  126. CHHH B 2 A_Pain
  127. goto RunForYourLife
  128. RunForYourLife:
  129. CHHH B 0 A_ChangeFlag("FRIGHTENED",1)
  130. goto See
  131. Missile:
  132. CHAT AA 6 A_FaceTarget
  133. CHAT B 6
  134. CHAT C 12 A_CustomMissile (Rockball, 55, 0, 0, 4)
  135. goto See
  136. Death:
  137. LNUG A 0 A_TakeInventory ("HeadToken", 1)
  138. BTCH A 0 A_GiveToTarget ("Experions", 15)
  139. JJJJ A 0 A_Jump (128, "Death2")
  140. CHDI A 3 A_Scream
  141. CHDI BCDEFGHI 3
  142. CHDI J 5 A_NoBlocking
  143. CHDI K 4 A_TakeInventory ("FireCounter", 9999)
  144. CHDI L -1
  145. stop
  146. Death2:
  147. CRDI A 3 A_Scream
  148. CRDI BCDEFGHI 3
  149. CRDI J 5 A_NoBlocking
  150. CRDI K 4 A_TakeInventory ("FireCounter", 9999)
  151. CRDI L -1
  152. stop
  153. Death.Poison:
  154. LNUG A 0 A_TakeInventory ("HeadToken", 1)
  155. BTCH A 0 A_GiveToTarget ("Experions", 15)
  156. JJJJ A 0 A_Jump (128, "Death2")
  157. CHDI A 6 A_Scream
  158. CHDI BCDEFGHI 3
  159. CHDI J 5 A_NoBlocking
  160. CHDI K 4 A_TakeInventory ("FireCounter", 9999)
  161. CHDI L -1
  162. stop
  163. Death.Fire2:
  164. Death.Fire:
  165. LNUG A 0 A_TakeInventory ("HeadToken", 1)
  166. BTCH A 0 A_GiveToTarget ("Experions", 15)
  167. JJJJ A 0 A_PlaySound ("FlameDie")
  168. FIDT A 7 bright A_TakeInventory ("FireCounter", 9999)
  169. FIDT B 7 bright A_Scream
  170. FIDT C 7 bright A_NoBlocking
  171. FIDT D 7 bright
  172. JJJJ A 0 A_SpawnItem ("SmallFireDeathActor")
  173. JJJJ A -1
  174. Stop
  175. XDeath:
  176. LNUG A 0 A_TakeInventory ("HeadToken", 1)
  177. BTCH A 0 A_GiveToTarget ("Experions", 15)
  178. JJJJ A 0 A_Jump (128, "XDeath2")
  179. CGIB A 4 A_SpawnItemEx ("GibShit")
  180. CGIB B 4 A_TakeInventory ("FireCounter", 9999)
  181. CGIB C 4
  182. CGIB D 4 A_NoBlocking
  183. CGIB EFG 4
  184. CGIB H -1
  185. stop
  186. XDeath2:
  187. CGBB A 4 A_SpawnItemEx ("GibShit")
  188. CGBB B 4 A_TakeInventory ("FireCounter", 9999)
  189. CGBB C 4
  190. CGBB D 4 A_NoBlocking
  191. CGBB EFG 4
  192. CGBB H -1
  193. stop
  194. }
  195. }
  196.  
  197.  
  198.  
  199. actor BanditSpawner:RandomSpawner Replaces Zombieman
  200. {
  201. DropItem "ToughBandit" ,100
  202. DropItem "FatBandit",100
  203. DropItem "pissingbandit",100
  204. DropItem "Psycho",100
  205. DropItem "StealthPsycho",100
  206. }
  207.  
  208.  
  209. actor Rockball
  210. {
  211. radius 6
  212. height 16
  213. speed 20
  214. mass 5
  215. damage 3
  216. PROJECTILE
  217. +DOOMBOUNCE
  218. +THRUGHOST
  219. states
  220. {
  221. Spawn:
  222. ROKK A 10
  223. goto Death
  224. Death:
  225. ROKK A 175 A_Gravity
  226. ROBU ABC 2
  227. stop
  228. }
  229. }
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