|
Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
- This actor is already defined in GZDoom, there's no reason to define it again.
- In fact, trying to define an actor with the same name will cause an error (because it already exists).
- If you want to make your own version of this actor, use inheritance.
- Definitions for existing actors are put on the wiki for reference purpose only.
|
D'Sparil on his mount
|
Actor type
|
Monster
|
Game
|
(Heretic)
|
DoomEd Number
|
7
|
Class Name
|
Sorcerer1
|
Spawn ID
|
142
|
Identifier
|
T_DSPARILONSERPENT
|
Classes: Sorcerer1
The youngest and weakest of the Serpent Riders, D'Sparil doesn't battle alone like his elders Korax and Eidolon; but rides a chaos serpent to the battle. Which is fair enough for a Serpent Rider. In this form, D'Sparil lets his mount do all the work, the native action A_Srcr1Attack makes it spew forth fireballs that are visually similar to those of the average chaos serpent, but twice as powerful. Once the serpent's health lowers to 666 or less, it starts spitting six of these fireballs in two volleys of three. Its native action A_Sor1Pain makes it walk faster the next time it uses A_Sor1Chase. When it finally dies, D'Sparil quickly rises to battle, something handled by the native action A_SorcererRise which spawns a Sorcerer2 and sets it to its "rise" state.
ACTOR Sorcerer1
{
Health 2000
Radius 28
Height 100
Mass 800
Speed 16
PainChance 56
Monster
+BOSS
+DONTMORPH
+NORADIUSDMG
+NOTARGET
+NOICEDEATH
+FLOORCLIP
+DONTGIB
SeeSound "dsparilserpent/sight"
AttackSound "dsparilserpent/attack"
PainSound "dsparilserpent/pain"
DeathSound "dsparilserpent/death"
ActiveSound "dsparilserpent/active"
Obituary "$OB_DSPARIL1"
HitObituary "$OB_DSPARIL1HIT"
action native A_Sor1Pain();
action native A_Sor1Chase();
action native A_Srcr1Attack();
action native A_SorcererRise();
States
{
Spawn:
SRCR AB 10 A_Look
Loop
See:
SRCR ABCD 5 A_Sor1Chase
Loop
Pain:
SRCR Q 6 A_Sor1Pain
Goto See
Missile:
SRCR Q 7 A_FaceTarget
SRCR R 6 A_FaceTarget
SRCR S 10 A_Srcr1Attack
Goto See
Missile2:
SRCR S 10 A_FaceTarget
SRCR Q 7 A_FaceTarget
SRCR R 6 A_FaceTarget
SRCR S 10 A_Srcr1Attack
Goto See
Death:
SRCR E 7
SRCR F 7 A_Scream
SRCR G 7
SRCR HIJK 6
SRCR L 25 A_PlaySound("dsparil/zap", CHAN_BODY, 1, FALSE, ATTN_NONE)
SRCR MN 5
SRCR O 4
SRCR L 20 A_PlaySound("dsparil/zap", CHAN_BODY, 1, FALSE, ATTN_NONE)
SRCR MN 5
SRCR O 4
SRCR L 12
SRCR P -1 A_SorcererRise
}
}