Classes:Heresiarch
Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
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Heresiarch | |||
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Actor type | Monster | Game | (Hexen) |
DoomEd Number | 10080 | Class Name | Heresiarch |
Classes: Heresiarch
The Heresiarch is a powerful sorcerer with a wide range of attacks and defenses. It has four different attacks, which are seleted mostly at random when it casts a spell:
- Two bouncing lava heads that follow the player like a seeker missile.
- Total invulnerability and missile reflection, that lasts for a long time and makes the game irritating to play. This defense has a visual indicator, in the form of two orbs that encircle the Heresiarch and leave a trail behind him.
- A summoning projectile, that spawns a dark bishop where it lands.
- A wide cone of purple fireballs that spew out rapidly in a whiplash pattern.
It also has three different floating cubes over its head, which spin rapidly when it is charging a spell. These cubes break away when it is killed, bouncing around and eventually exploding violently.
Note that you cannot give a special to this monster: its native action functions make use of its args field, preventing a special from being called with reliable parameters. Instead, when the Heresiarch dies, it will run the script with a number equal to its special. For example, in Gibbet, the Heresiarch has for special 20. However, when it is killed, instead of calling Floor_LowerByValue, it executes this map's script 20 (which raises a ceiling).
DECORATE definition
ACTOR Heresiarch native { Health 5000 PainChance 10 Speed 16 Radius 40 Height 110 Mass 500 Damage 9 Monster +FLOORCLIP +BOSS +DONTMORPH +NOTARGET +NOICEDEATH +DEFLECT +NOBLOOD SeeSound "SorcererSight" PainSound "SorcererPain" DeathSound "SorcererDeathScream" ActiveSound "SorcererActive" Obituary "$OB_HERESIARCH" // "%o had %p bones rolled by the Heresiarch." action native A_SorcSpinBalls(); action native A_SpeedBalls(); action native A_SorcBossAttack(); action native A_SpawnFizzle(); States { Spawn: SORC A 3 SORC A 2 A_SorcSpinBalls Idle: SORC A 10 A_Look Wait See: SORC ABCD 5 A_Chase Loop Pain: SORC G 8 SORC G 8 A_Pain Goto See Missile: SORC F 6 Bright A_FaceTarget SORC F 6 Bright A_SpeedBalls SORC F 6 Bright A_FaceTarget Wait Attack1: SORC E 6 Bright SORC E 6 Bright A_SpawnFizzle SORC E 5 Bright A_FaceTarget Goto Attack1+1 Attack2: SORC E 2 Bright SORC E 2 Bright A_SorcBossAttack Goto See Death: SORC H 5 Bright SORC I 5 Bright A_FaceTarget SORC J 5 Bright A_Scream SORC KLMNOPQRST 5 Bright SORC U 5 Bright A_NoBlocking SORC VWXY 5 Bright SORC Z -1 Bright Stop } }