Classes:Minotaur
Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
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Maulotaur | |||
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Actor type | Monster | Game | (Heretic) |
DoomEd Number | 9 | Class Name | Minotaur |
Classes: Minotaur
→MinotaurFriend
Maulotaurs are giant minotaurs who wield mauls, which explains their very D&Dish portmanteau name. They sport nose rings and, apparently more modest than their distant Doom cousins, wear loincloths. The second-strongest monster of Heretic, surpassed only by D'Sparil himself, they can be considered the Heretic equivalent of Doom's Cyberdemons; though despite their greater variety of attacks they are significantly weaker. For this reason, they are found in large numbers when they are used in boss levels.
In Hexen.wad, the attack sprites are lettered from F to K instead of from U to Z, and the death sprites are missing. For this reason, they are renamed at load time by ZDoom and the native action A_MinotaurDeath causes the maulotaur to enter the FadeOut state if the death sprites are missing.
When slain, they may randomly drop mystic urns and flame orbs with ten charges.
Minotaurs use the following actor fields for specific purposes:
- special1
- Serves as a countdown timer for the Charge attack.
- special2
- Used to prevent repeating the Hammer attack more than once.
Note: Maulotaurs are invulnerable while charging, dark servants aren't.
DECORATE definition
ACTOR Minotaur native { Health 3000 Radius 28 Height 100 Mass 800 Speed 16 Damage 7 PainChance 25 Monster +DROPOFF +FLOORCLIP +BOSS +NORADIUSDMG +DONTMORPH +NOTARGET +BOSSDEATH SeeSound "minotaur/sight" AttackSound "minotaur/attack1" PainSound "minotaur/pain" DeathSound "minotaur/death" ActiveSound "minotaur/active" DropItem "ArtiSuperHealth", 51 DropItem "PhoenixRodAmmo", 84, 10 action native A_MinotaurDecide(); action native A_MinotaurAtk1(); action native A_MinotaurAtk2(); action native A_MinotaurAtk3(); action native A_MinotaurCharge(); action native A_MinotaurLook(); action native A_MinotaurRoam(); action native A_MinotaurChase(); action native A_MinotaurDeath(); States { Spawn: MNTR AB 10 A_MinotaurLook Loop Roam: MNTR ABCD 5 A_MinotaurRoam Loop See: MNTR ABCD 5 A_MinotaurChase Loop Melee: MNTR V 10 A_FaceTarget MNTR W 7 A_FaceTarget MNTR X 12 A_MinotaurAtk1 Goto See Missile: MNTR V 10 A_MinotaurDecide MNTR Y 4 A_FaceTarget MNTR Z 9 A_MinotaurAtk2 Goto See Hammer: MNTR V 10 A_FaceTarget MNTR W 7 A_FaceTarget MNTR X 12 A_MinotaurAtk3 Goto See HammerLoop: MNTR X 12 Goto Hammer Charge: MNTR U 2 A_MinotaurCharge Loop Pain: MNTR E 3 MNTR E 6 A_Pain Goto See Death: MNTR F 6 A_MinotaurDeath MNTR G 5 MNTR H 6 A_Scream MNTR I 5 MNTR J 6 MNTR K 5 MNTR L 6 MNTR M 5 A_NoBlocking MNTR N 6 MNTR O 5 MNTR P 6 MNTR Q 5 MNTR R 6 MNTR S 5 MNTR T -1 A_BossDeath Stop FadeOut: MNTR E 6 MNTR E 2 A_Scream MNTR E 5 A_SpawnItemEx("MinotaurSmokeExit") MNTR E 5 MNTR E 5 A_NoBlocking MNTR E 5 MNTR E 5 A_SetTranslucent(0.66, 0) MNTR E 5 A_SetTranslucent(0.33, 0) MNTR E 10 A_BossDeath Stop } }
Related Classes
MinotaurFX1, MinotaurFX2 and MinotaurFX3 are used for the maulotaur's ranged attacks.