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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's actually harmful as it can 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.
- There is only one exception: if what you want is changing Ammo capacity, you need to create a new type from Ammo.
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The Loremaster
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Actor type
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Monster
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Game
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DoomEd Number
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12
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Class Name
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Loremaster
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Conversation ID
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66, 63, 64
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Puzzle Item ID
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N/A
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Classes: Actor → Loremaster
The Loremaster is the last of the five Sigil-possessing bosses in Strife (or the fourth, depending if you already killed the Oracle). He fires a chain which doesn't do much damage, although it pulls you away. This makes it extremely dangerous as you can lose a lot of health due to falling damage.
ACTOR Loremaster
{
Health 800
Speed 10
Radius 15
Height 56
FloatSpeed 5
Monster
+FLOAT
+NOBLOOD
+NOGRAVITY
+NOTDMATCH
+FLOORCLIP
+NOBLOCKMONST
+INCOMBAT
+LOOKALLAROUND
+NOICEDEATH
+NEVERRESPAWN
DamageFactor "Fire", 0.5
MinMissileChance 150
Tag "$TAG_PRIEST" // "PRIEST"
SeeSound "loremaster/sight"
AttackSound "loremaster/attack"
PainSound "loremaster/pain"
DeathSound "loremaster/death"
ActiveSound "loremaster/active"
Obituary "$OB_LOREMASTER" // "%o couldn't escape from the Lore Master's grasp."
DropItem "Junk"
States
{
Spawn:
PRST A 10 A_Look
PRST B 10 A_SentinelBob
Loop
See:
PRST A 4 A_Chase
PRST A 4 A_SentinelBob
PRST B 4 A_Chase
PRST B 4 A_SentinelBob
PRST C 4 A_Chase
PRST C 4 A_SentinelBob
PRST D 4 A_Chase
PRST D 4 A_SentinelBob
Loop
Melee:
PRST E 4 A_FaceTarget
PRST F 4 A_CustomMeleeAttack((random[SpectreMelee](0, 255)&9)*5)
PRST E 4 A_SentinelBob
Goto See
Missile:
PRST E 4 A_FaceTarget
PRST F 4 A_CustomMissile("LoreShot", 32, 0)
PRST E 4 A_SentinelBob
Goto See
Death:
PDED A 6
PDED B 6 A_Scream
PDED C 6
PDED D 6 A_Fall
PDED E 6
PDED FGHIJIJIJKL 5
PDED MNOP 4
PDED Q 4 A_SpawnItemEx("AlienSpectre5", 0, 0, 0, 0, 0, random[spectrespawn](0, 255)*0.0078125, 0, SXF_NOCHECKPOSITION)
PDED RS 4
PDED T -1
Stop
}
}