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  1. Class Afrit : ACtor
  2. {
  3. Default
  4. {
  5. Health 800;
  6. Speed 6;
  7. Radius 24;
  8. Height 72;
  9. PainChance 50;
  10. Mass 500;
  11. SeeSound "Baron/Sight";
  12. PainSound "Baron/Pain";
  13. DeathSound "Baron/Death";
  14. ActiveSound "Baron/Active";
  15. Obituary "%o was scorched by an Afrit";
  16. HitObituary "%o found the Afrit too hot to handle.";
  17. DamageFactor "HellFire", 0.0;
  18. Monster;
  19. +NoGravity
  20. +NoBlood
  21. +Float
  22. +DontHarmClass
  23. }
  24.  
  25. States
  26. {
  27. Spawn:
  28. FRIT A 0 NoDelay
  29. {
  30. A_SpawnProjectile("OrbitComet", 44, 0, 0, 2, 0);
  31. A_SpawnProjectile("OrbitComet2", 44, 0, 180, 2, 0);
  32. }
  33. //Intentional fall-through to Idle state.
  34. Idle:
  35. FRIT ABCD 4 Bright A_Look();
  36. Loop;
  37. See:
  38. FRIT AABBCCDD 2 Bright A_Chase();
  39. Loop;
  40. Melee:
  41. TNT1 A 0 A_Jump(64, "Melee2");
  42. FRIT ST 6 Bright A_FaceTarget();
  43. FRIT U 6 Bright A_CustomComboAttack("AfritBall", 44, 10, "Baron/Melee");
  44. Goto See;
  45. Melee2:
  46. FRIT E 6 Bright A_FaceTarget();
  47. FRIT F 6 Bright A_SpawnProjectile("HellFire", 44);
  48. FRIT G 6 Bright A_FaceTarget();
  49. Goto See;
  50. Missile:
  51. TNT1 A 0 A_Jump(64, "Missile3");
  52. TNT1 A 0 A_Jump(128, "Missile2");
  53. FRIT ST 6 Bright A_FaceTarget();
  54. FRIT U 6 Bright A_CustomComboAttack("AfritBall", 44, 10, "Baron/Melee");
  55. Goto See;
  56. Missile2:
  57. FRIT EF 6 Bright A_FaceTarget();
  58. FRIT G 6 Bright A_SpawnProjectile("Comet", 44);
  59. Goto See;
  60. Missile3:
  61. FRIT E 6 Bright A_FaceTarget();
  62. FRIT F 6 Bright A_SpawnProjectile("Hellfire", 44);
  63. FRIT G 6 Bright A_FaceTarget();
  64. Goto See;
  65. Pain:
  66. FRIT H 4 Bright;
  67. FRIT H 4 Bright A_Pain();
  68. Goto See;
  69. Death:
  70. TNT1 A 0 A_NoGravity();
  71. FRIT I 6 Bright A_Scream();
  72. FRIT J 5 Bright A_NoBlocking();
  73. FRIT KLMNOPQR 4 Bright;
  74. Stop;
  75. }
  76. }
  77.  
  78. Class AfritBall : Actor
  79. {
  80. Default
  81. {
  82. Radius 6;
  83. Height 8;
  84. Speed 15;
  85. Damage 8;
  86. RenderStyle "Add";
  87. Alpha 0.8;
  88. SeeSound "Imp/Attack";
  89. DeathSound "Imp/ShotX";
  90. Decal "BaronScorch";
  91. Projectile;
  92. }
  93.  
  94. States
  95. {
  96. Spawn:
  97. FRTM AB 5 Bright;
  98. Loop;
  99. Death:
  100. FRTM CDE 6 Bright;
  101. Stop;
  102. }
  103. }
  104.  
  105. Class Comet : Actor
  106. {
  107. Default
  108. {
  109. Radius 6;
  110. Height 8;
  111. Speed 10;
  112. Damage 5;
  113. Scale 0.55;
  114. SeeSound "Afrit/CometFire";
  115. DeathSound "Afrit/CometHit";
  116. Decal "Scorch";
  117. Projectile;
  118. }
  119.  
  120. States
  121. {
  122. Spawn:
  123. COMT AAAABBBBCCCC 1 Bright A_SpawnItemEx("CometTail", 0, 0, 0, 0, 0, 0, 0, 128);
  124. Loop;
  125. Death:
  126. COMT D 3 Bright A_SpawnItemEx("CometDeathGlow", 0, 0, 0, 0, 0, 0, 0, 128);
  127. COMT E 3 Bright A_Explode(80, 80, 0);
  128. TNT1 A 0 A_SpawnItemEx("CometDeath", 0, 0, 0, 0, 0, 0, 0, 128);
  129. Stop;
  130. }
  131. }
  132.  
  133. Class CometTail : Actor
  134. {
  135. Default
  136. {
  137. RenderStyle "Add";
  138. Alpha 0.4;
  139. Projectile;
  140. +NoClip
  141. }
  142. States
  143. {
  144. Spawn:
  145. FRTB ABCDEFGHI 1 Bright;
  146. Stop;
  147. }
  148. }
  149.  
  150. Class CometDeathGlow : CometTail
  151. {
  152. Default
  153. {
  154. Scale 2.0;
  155. Alpha 0.6;
  156. }
  157.  
  158. States
  159. {
  160. Spawn:
  161. FRTB ABCDEFGHI 3 Bright;
  162. Stop;
  163. }
  164. }
  165.  
  166. Class CometDeath : Actor
  167. {
  168. Default
  169. {
  170. RenderStyle "Add";
  171. Alpha 0.7;
  172. Projectile;
  173. +NoClip
  174. }
  175.  
  176. States
  177. {
  178. Spawn:
  179. COMT FGHI 3 Bright;
  180. Stop;
  181. }
  182. }
  183.  
  184. Class OrbitComet : Comet
  185. {
  186. Default
  187. {
  188. SeeSound "";
  189. Scale 0.28;
  190. Speed 5;
  191. +NoClip;
  192. }
  193.  
  194. States
  195. {
  196. Spawn:
  197. COMT AABBCC 1 Bright A_SpawnItemEx("OrbitCometTail", 0, 0, 0, 0, 0, 0, 0, 128);
  198. TNT1 A 0 A_SpawnProjectile("OrbitComet", 0, 0, 75);
  199. TNT1 A 0 A_SpawnItemEx("OrbitCometTail", 0, 0, 0, 0, 0, 0, 0, 128);
  200. Stop;
  201. }
  202. }
  203.  
  204. Class OrbitComet2 : OrbitComet
  205. {
  206. States
  207. {
  208. Spawn:
  209. COMT AABBCC 1 Bright A_SpawnItemEx("OrbitCometTail", 0, 0, 0, 0, 0, 0, 0, 128);
  210. TNT1 A 0 A_SpawnProjectile("OrbitComet2", 0, 0, -75);
  211. TNT1 A 0 A_SpawnItemEx("OrbitCometTail", 0, 0, 0, 0, 0, 0, 0, 128);
  212. Stop;
  213. }
  214. }
  215.  
  216. Class OrbitCometTail : CometTail
  217. {
  218. Default
  219. {
  220. Scale 0.5;
  221. }
  222. }
  223.  
  224. Class HellFire : Actor
  225. {
  226. Default
  227. {
  228. +NoBlockMap
  229. +Painless
  230. +BloodlessImpact
  231. +Missile
  232. +DropOff
  233. }
  234.  
  235. States
  236. {
  237. Spawn:
  238. TNT1 A 1;
  239. Loop;
  240. Death:
  241. TNT1 A 10 Bright
  242. {
  243. A_SpawnProjectile("HellFire1", 0, 0, -180);
  244. A_SpawnProjectile("HellFire1", 0, 16, -175);
  245. A_SpawnProjectile("HellFire1", 0, 32, -170);
  246. A_SpawnProjectile("HellFire1", 0, -16, -185);
  247. A_SpawnProjectile("HellFire1", 0, -32, -190);
  248. A_PlaySound("Afrit/Hellfire");
  249. }
  250. Stop;
  251. }
  252. }
  253.  
  254. Class HellFire1 : Actor
  255. {
  256. Default
  257. {
  258. Speed 2;
  259. +Ripper
  260. +NoExplodeFloor
  261. +Painless
  262. +BloodlessImpact
  263. +Missile
  264. +DropOff
  265. }
  266.  
  267. States
  268. {
  269. Spawn:
  270. TNT1 A 10 A_SpawnProjectile("HellFire2", 0, 0, 0);
  271. TNT1 A 10 A_SpawnProjectile("HellFire2", 0, 16, 0);
  272. TNT1 A 10 A_SpawnProjectile("HellFire2", 0, -16, 0);
  273. TNT1 A 10 A_SpawnProjectile("HellFire2", 0, 0, 0);
  274. TNT1 A 10 A_SpawnProjectile("HellFire2", 0, 16, 0);
  275. TNT1 A 10 A_SpawnProjectile("HellFire2", 0, -16, 0);
  276. TNT1 A 10 A_SpawnProjectile("HellFire2", 0, 0, 0);
  277. TNT1 A 10 A_SpawnProjectile("HellFire2", 0, 16, 0);
  278. TNT1 A 10 A_SpawnProjectile("HellFire2", 0, -16, 0);
  279. TNT1 A 10 A_SpawnProjectile("HellFire2", 0, 0, 0);
  280. TNT1 A 10 A_SpawnProjectile("HellFire2", 0, 16, 0);
  281. TNT1 A 10 A_SpawnProjectile("HellFire2", 0, -16, 0);
  282. TNT1 A 10 A_SpawnProjectile("HellFire2", 0, 0, 0);
  283. TNT1 A 10 A_SpawnProjectile("HellFire2", 0, 16, 0);
  284. TNT1 A 10 A_SpawnProjectile("HellFire2", 0, -16, 0);
  285. Stop;
  286. }
  287. }
  288.  
  289. Class HellFire2 : Actor
  290. {
  291. Default
  292. {
  293. Scale 1.5;
  294. Speed 1;
  295. RenderStyle "Add";
  296. Alpha 0.67;
  297. Damagetype "HellFire";
  298. Obituary "%o was scorched by an Afrit";
  299. +Ripper
  300. +NoExplodeFloor
  301. +BloodlessImpact
  302. +DropOff
  303. +Randomize
  304. }
  305.  
  306. States
  307. {
  308. Spawn:
  309. TNT1 A 8;
  310. FRTF A 3 Bright;
  311. FRTF BC 3 Bright A_Explode(3, 64);
  312. TNT1 A 0 A_Explode(3, 64);
  313. TNT1 A 0 A_Jump(191, "End");
  314. TNT1 A 0 A_SpawnProjectile("HellFire2", 0, 24, 0);
  315. TNT1 A 0 A_SpawnProjectile("HellFire2", 0, 0, 0);
  316. TNT1 A 0 A_SpawnProjectile("HellFire2", 0, -24, 0);
  317. End:
  318. FRTF DEFGHIJKLMNO 3 Bright;
  319. Stop;
  320. }
  321. }
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