Classes:AlienSpectre1

From ZDoom Wiki
Jump to navigation Jump to search
Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
  1. You do not need to copy that actor, since it is already defined.
  2. In fact, it's not just useless, it's actually harmful as it can cause problems.
  3. If you want to modify it, or use a modified version, using inheritance is the way to go.
  4. The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
  5. There is only one exception: if what you want is changing Ammo capacity, you need to create a new type from Ammo.
The Programmer's spectre
Actor type Monster Game MiniStrifeLogoIcon.png
DoomEd Number 129 Class Name AlienSpectre1
Conversation ID 67 Puzzle Item ID N/A


Classes: SpectralMonsterAlienSpectre1
 →AlienSpectre2
 →AlienSpectre3
 →AlienSpectre4
 →AlienSpectre5
A mysterious alien creature that possesses people, bending them to their will, and turning them into dangerous maniacs obsessed with collecting the pieces of the Sigil. They can only be damaged by the Sigil. The Programmer's spectre doesn't accompany the Programmer himself, making him vulnerable to normal weapons and allowing the player to get the first piece of the Sigil. Instead, this spectre is met later in the game, in the ruins of a temple.

DECORATE definition

ACTOR AlienSpectre1 : SpectralMonster
{
  Health 1000
  PainChance 250
  Speed 12
  Radius 64
  Height 64
  FloatSpeed 5
  Mass 1000
  MinMissileChance 150
  RenderStyle Translucent
  Alpha 0.666
  SeeSound "alienspectre/sight"
  AttackSound "alienspectre/blade"
  PainSound "alienspectre/pain"
  DeathSound "alienspectre/death"
  ActiveSound "alienspectre/active"
  Obituary "$OB_ALIENSPECTRE" // "%o was struck down by the Spectre."
  +NOGRAVITY
  +FLOAT
  +SHADOW
  +NOTDMATCH
  +DONTMORPH
  +NOBLOCKMONST
  +INCOMBAT
  +LOOKALLAROUND
  +NOICEDEATH

  action native A_AlienSpectreDeath();

  States
  {
  Spawn:
    ALN1 A 10 A_Look
    ALN1 B 10 A_SentinelBob
    Loop
  See:
    ALN1 AB 4 Bright A_Chase
    ALN1 C 4 Bright A_SentinelBob
    ALN1 DEF 4 Bright A_Chase
    ALN1 G 4 Bright A_SentinelBob
    ALN1 HIJ 4 Bright A_Chase
    ALN1 K 4 Bright A_SentinelBob
    Loop
  Melee:
    ALN1 J 4 Bright A_FaceTarget
    ALN1 I 4 Bright A_CustomMeleeAttack((random[SpectreMelee](0, 255)&9)*5)
    ALN1 H 4 Bright
    Goto See
  Missile:
    ALN1 J 4 Bright A_FaceTarget
    ALN1 I 4 Bright A_SpotLightning
    ALN1 H 4 Bright
    Goto See+10
  Pain:
    ALN1 J 2 A_Pain
    Goto See+6
  Death:
    AL1P A 6 Bright A_SpectreChunkSmall
    AL1P B 6 Bright A_Scream
    AL1P C 6 Bright A_SpectreChunkSmall
    AL1P DE 6 Bright
    AL1P F 6 Bright A_SpectreChunkSmall
    AL1P G 6 Bright
    AL1P H 6 Bright A_SpectreChunkSmall
    AL1P IJK 6 Bright
    AL1P LM 5 Bright
    AL1P N 5 Bright A_SpectreChunkLarge
    AL1P OPQ 5 Bright
    AL1P R 5 Bright A_AlienSpectreDeath
    Stop
  }
}