Classes:StrifeBishop

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  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.
The Bishop
Actor type Monster Game MiniStrifeLogoIcon.png (Strife)
DoomEd Number 187 Class Name StrifeBishop
Conversation ID 64 Puzzle Item ID N/A


Classes: ActorStrifeBishop
The Bishop is the second Strife Boss. This tall guy fires homing rockets, and has a little more health than a Crusader.

DECORATE definition

ACTOR StrifeBishop
{
  Health 500
  PainChance 128
  Speed 8
  Radius 40
  Height 56
  Mass 500
  Monster
  +NOBLOOD
  +NOTDMATCH
  +FLOORCLIP
  +INCOMBAT
  +NOICEDEATH
  +NEVERRESPAWN
  DamageFactor "Fire", 0.5
  MinMissileChance 150
  MaxDropoffHeight 32
  SeeSound "bishop/sight"
  PainSound "bishop/pain"
  DeathSound "bishop/death"
  ActiveSound "bishop/active"
  DropItem "CrateOfMissiles", 256, 20
  Obituary "$OB_STFBISHOP" // "%o was blown away by the Bishop."
  States
  {
  Spawn:
    MLDR A 10 A_Look
    Loop
  See:
    MLDR AABBCCDD 3 A_Chase
    Loop
  Missile:
    MLDR E 3 A_FaceTarget
    MLDR F 2 Bright A_CustomMissile("BishopMissile", 64, 0, 0, CMF_AIMOFFSET)
    Goto See
  Pain:
    MLDR D 1 A_Pain
    Goto See
  Death:
    MLDR G 3 Bright
    MLDR H 5 Bright A_Scream
    MLDR I 4 Bright A_TossGib
    MLDR J 4 Bright A_Explode(64, 64, 1, 1)
    MLDR KL 3 Bright
    MLDR M 4 Bright A_NoBlocking
    MLDR N 4 Bright
    MLDR O 4 Bright A_TossGib
    MLDR P 4 Bright
    MLDR Q 4 Bright A_TossGib
    MLDR R 4 Bright
    MLDR S 4 Bright A_TossGib
    MLDR T 4 Bright
    MLDR U 4 Bright A_TossGib
    MLDR V 4 Bright A_SpawnItemEx("AlienSpectre2", 0, 0, 0, 0, 0, random[spectrespawn](0, 255)*0.0078125,
                                  0, SXF_NOCHECKPOSITION)
    Stop
  }
}