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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 will 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.
Actor type Monster Game MiniHexenLogoIcon.png (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 DoomWikiLogoIcon.pngGibbet, 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
  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();

    SORC A 3
    SORC A 2 A_SorcSpinBalls
    SORC A 10 A_Look
    SORC ABCD 5 A_Chase
    SORC G 8
    SORC G 8 A_Pain
    Goto See
    SORC F 6 Bright A_FaceTarget
    SORC F 6 Bright A_SpeedBalls
    SORC F 6 Bright A_FaceTarget
    SORC E 6 Bright
    SORC E 6 Bright A_SpawnFizzle
    SORC E 5 Bright A_FaceTarget
    Goto Attack1+1
    SORC E 2 Bright
    SORC E 2 Bright A_SorcBossAttack
    Goto See
    SORC H 5 Bright
    SORC I 5 Bright A_FaceTarget
    SORC J 5 Bright A_Scream
    SORC U 5 Bright A_NoBlocking
    SORC VWXY 5 Bright
    SORC Z -1 Bright