Classes:EntityBoss
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Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
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Alien entity | |||
---|---|---|---|
Actor type | Monster | Game | (Strife) |
DoomEd Number | 128 | Class Name | EntityBoss |
Conversation ID | 74 | Puzzle Item ID | N/A |
Classes: SpectralMonster→EntityBoss
The One God of the Sigil, the Entity uses all the sigil attacks. Dying while fighting it and recieving the bad ending is relevant to the level it is in, and not the Entity itself. The Entity splits into three sub-entities upon dying.
DECORATE definition
ACTOR EntityBoss : SpectralMonster { Health 2500 PainChance 255 Speed 13 Radius 130 Height 200 FloatSpeed 5 Mass 1000 Monster +SPECIAL +NOGRAVITY +FLOAT +SHADOW +NOTDMATCH +DONTMORPH +NOTARGET +NOBLOCKMONST +INCOMBAT +LOOKALLAROUND +SPECTRAL +NOICEDEATH MinMissileChance 150 RenderStyle Translucent Alpha 0.5 SeeSound "entity/sight" AttackSound "entity/melee" PainSound "entity/pain" DeathSound "entity/death" ActiveSound "entity/active" Obituary "$OB_ENTITY" // "%o felt the wrath of The One God." action native A_EntityAttack(); action native A_EntityDeath(); States { Spawn: MNAM A 100 MNAM B 60 Bright MNAM CDEFGHIJKL 4 Bright MNAL A 4 Bright A_Look MNAL B 4 Bright A_SentinelBob Goto Spawn+12 See: MNAL AB 4 Bright A_Chase MNAL C 4 Bright A_SentinelBob MNAL DEF 4 Bright A_Chase MNAL G 4 Bright A_SentinelBob MNAL HIJ 4 Bright A_Chase MNAL K 4 Bright A_SentinelBob Loop Melee: MNAL J 4 Bright A_FaceTarget MNAL I 4 Bright A_CustomMeleeAttack((random[SpectreMelee](0, 255)&9)*5) MNAL C 4 Bright Goto See+2 Missile: MNAL F 4 Bright A_FaceTarget MNAL I 4 Bright A_EntityAttack MNAL E 4 Bright Goto See+10 Pain: MNAL J 2 Bright A_Pain Goto See+6 Death: MNAL L 7 Bright A_SpectreChunkSmall MNAL M 7 Bright A_Scream MNAL NO 7 Bright A_SpectreChunkSmall MNAL P 7 Bright A_SpectreChunkLarge MNAL Q 64 Bright A_SpectreChunkSmall MNAL Q 6 Bright A_EntityDeath Stop } }