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Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
- You do NOT need to copy that actor, since it is already defined.
- In fact, it's not just useless, it will cause problems.
- If you want to modify it, or use a modified version, using inheritance is the way to go.
- The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
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Baron of Hell
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Actor type
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Monster
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Game
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(Doom)
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DoomEd Number
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3003
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Class Name
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BaronOfHell
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Spawn ID
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3
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Identifier
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T_BARON
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Classes: BaronOfHell
→HellKnight
→StealthHellKnight
→StealthBaron
The Baron of Hell is akin to the Hell Knight, but has twice as much health. A pair of Barons serve as the endbosses for the first episode of Doom before becoming a far more common foe later on in the series.
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Note: The ZScript definition below is for reference and may be different in the current version of GZDoom.The most up-to-date version of this code can be found on GZDoom GitHub.
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class BaronOfHell : Actor
{
Default
{
Health 1000;
Radius 24;
Height 64;
Mass 1000;
Speed 8;
PainChance 50;
Monster;
+FLOORCLIP
+BOSSDEATH
SeeSound "baron/sight";
PainSound "baron/pain";
DeathSound "baron/death";
ActiveSound "baron/active";
Obituary "$OB_BARON";
HitObituary "$OB_BARONHIT";
Tag "$FN_BARON";
}
States
{
Spawn:
BOSS AB 10 A_Look ;
Loop;
See:
BOSS AABBCCDD 3 A_Chase;
Loop;
Melee:
Missile:
BOSS EF 8 A_FaceTarget;
BOSS G 8 A_BruisAttack;
Goto See;
Pain:
BOSS H 2;
BOSS H 2 A_Pain;
Goto See;
Death:
BOSS I 8;
BOSS J 8 A_Scream;
BOSS K 8;
BOSS L 8 A_NoBlocking;
BOSS MN 8;
BOSS O -1 A_BossDeath;
Stop;
Raise:
BOSS O 8;
BOSS NMLKJI 8;
Goto See;
}
}
extend class Actor
{
void A_BruisAttack()
{
let targ = target;
if (targ)
{
if (CheckMeleeRange())
{
int damage = random[pr_bruisattack](1, 8) * 10;
A_StartSound ("baron/melee", CHAN_WEAPON);
int newdam = target.DamageMobj (self, self, damage, "Melee");
targ.TraceBleed (newdam > 0 ? newdam : damage, self);
}
else
{
// launch a missile
SpawnMissile (target, "BaronBall");
}
}
}
}
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Note: This is legacy code, kept for archival purposes only. DECORATE is deprecated in GZDoom and is completely superseded by ZScript. GZDoom internally uses the ZScript definition above.
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ACTOR BaronOfHell
{
Health 1000
Radius 24
Height 64
Mass 1000
Speed 8
PainChance 50
Monster
+FLOORCLIP
+BOSSDEATH
SeeSound "baron/sight"
PainSound "baron/pain"
DeathSound "baron/death"
ActiveSound "baron/active"
Obituary "$OB_BARON"
HitObituary "$OB_BARONHIT"
States
{
Spawn:
BOSS AB 10 A_Look
Loop
See:
BOSS AABBCCDD 3 A_Chase
Loop
Melee:
Missile:
BOSS EF 8 A_FaceTarget
BOSS G 8 A_BruisAttack
Goto See
Pain:
BOSS H 2
BOSS H 2 A_Pain
Goto See
Death:
BOSS I 8
BOSS J 8 A_Scream
BOSS K 8
BOSS L 8 A_NoBlocking
BOSS MN 8
BOSS O -1 A_BossDeath
Stop
Raise:
BOSS O 8
BOSS NMLKJI 8
Goto See
}
}