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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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Reiver
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Actor type
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Monster
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Game
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(Hexen)
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DoomEd Number
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34
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Class Name
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Wraith
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Spawn ID
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8
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Identifier
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T_WRAITH
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Classes: Wraith
→WraithBuried
Reivers are enemies in Hexen. They only appear in the last hub. Those flying monsters look like the upper half of a human's body, and throw fireballs.
ACTOR Wraith
{
Health 150
PainChance 25
Speed 11
Height 55
Mass 75
Damage 10
Monster
+NOGRAVITY
+DROPOFF
+FLOAT
+FLOORCLIP
+TELESTOMP
SeeSound "WraithSight"
AttackSound "WraithAttack"
PainSound "WraithPain"
DeathSound "WraithDeath"
ActiveSound "WraithActive"
HitObituary "$OB_WRAITHHIT" // "%o had %p life stolen by a Reiver."
Obituary "$OB_WRAITH" // "%o was charred by a Reiver."
action native A_WraithInit();
action native A_WraithChase();
action native A_WraithFX3();
action native A_WraithMelee();
States
{
Spawn:
WRTH A 10
WRTH B 5 A_WraithInit
Goto Look
Look:
WRTH AB 15 A_Look
Loop
See:
WRTH ABCD 4 A_WraithChase
Loop
Pain:
WRTH A 2
WRTH H 6 A_Pain
Goto See
Melee:
WRTH E 6 A_FaceTarget
WRTH F 6 A_WraithFX3
WRTH G 6 A_WraithMelee
Goto See
Missile:
WRTH E 6 A_FaceTarget
WRTH F 6
WRTH G 6 A_CustomMissile("WraithFX1", 32, 0)
Goto See
Death:
WRTH I 4
WRTH J 4 A_Scream
WRTH KL 4
WRTH M 4 A_NoBlocking
WRTH N 4 A_QueueCorpse
WRTH O 4
WRTH PQ 5
WRTH R -1
Stop
XDeath:
WRT2 A 5
WRT2 B 5 A_Scream
WRT2 CD 5
WRT2 E 5 A_NoBlocking
WRT2 F 5 A_QueueCorpse
WRT2 G 5
WRT2 H -1
Stop
Ice:
WRT2 I 5 A_FreezeDeath
WRT2 I 1 A_FreezeDeathChunks
Wait
}
}