Classes:Heresiarch
Note: Wait! Stop! You do not need to copy this actor's code into your project! Here's why:
|
| Heresiarch | |||
|---|---|---|---|
| Actor type | Monster | Game | |
| DoomEd Number | 10080 | Class Name | Heresiarch |
Classes: Heresiarch
The Heresiarch is a powerful sorcerer with a wide range of attacks and defenses. It has four different attacks, which are seleted mostly at random when it casts a spell:
- Two bouncing lava heads that follow the player like a seeker missile.
- Total invulnerability and missile reflection, that lasts for a long time and makes the game irritating to play. This defense has a visual indicator, in the form of two orbs that encircle the Heresiarch and leave a trail behind him.
- A summoning projectile, that spawns a dark bishop where it lands.
- A wide cone of purple fireballs that spew out rapidly in a whiplash pattern.
It also has three different floating cubes over its head, which spin rapidly when it is charging a spell. These cubes break away when it is killed, bouncing around and eventually exploding violently.
Note that you cannot give a special to this monster: its native action functions make use of its args field, preventing a special from being called with reliable parameters. Instead, when the Heresiarch dies, it will run the script with a number equal to its special. For example, in
Gibbet, the Heresiarch has for special 20. However, when it is killed, instead of calling Floor_LowerByValue, it executes this map's script 20 (which raises a ceiling).
DECORATE definition
ACTOR Heresiarch native
{
Health 5000
PainChance 10
Speed 16
Radius 40
Height 110
Mass 500
Damage 9
Monster
+FLOORCLIP
+BOSS
+DONTMORPH
+NOTARGET
+NOICEDEATH
+DEFLECT
+NOBLOOD
SeeSound "SorcererSight"
PainSound "SorcererPain"
DeathSound "SorcererDeathScream"
ActiveSound "SorcererActive"
Obituary "$OB_HERESIARCH" // "%o had %p bones rolled by the Heresiarch."
action native A_SorcSpinBalls();
action native A_SpeedBalls();
action native A_SorcBossAttack();
action native A_SpawnFizzle();
States
{
Spawn:
SORC A 3
SORC A 2 A_SorcSpinBalls
Idle:
SORC A 10 A_Look
Wait
See:
SORC ABCD 5 A_Chase
Loop
Pain:
SORC G 8
SORC G 8 A_Pain
Goto See
Missile:
SORC F 6 Bright A_FaceTarget
SORC F 6 Bright A_SpeedBalls
SORC F 6 Bright A_FaceTarget
Wait
Attack1:
SORC E 6 Bright
SORC E 6 Bright A_SpawnFizzle
SORC E 5 Bright A_FaceTarget
Goto Attack1+1
Attack2:
SORC E 2 Bright
SORC E 2 Bright A_SorcBossAttack
Goto See
Death:
SORC H 5 Bright
SORC I 5 Bright A_FaceTarget
SORC J 5 Bright A_Scream
SORC KLMNOPQRST 5 Bright
SORC U 5 Bright A_NoBlocking
SORC VWXY 5 Bright
SORC Z -1 Bright
Stop
}
}