code:
ACTOR BruiserDemon 3333
{
//$Category Monsters
Health 1500
Radius 24
Height 64
Mass 2000
Speed 8
PainChance 15
Monster
+BOSS
+FLOORCLIP
+LOOKALLAROUND
+MISSILEEVENMORE
+NORADIUSDMG
MissileType BruiserBall
SeeSound "superbaron/scream"
PainSound "superbaron/pain"
DeathSound "superbaron/death"
ActiveSound "superbaron/act"
MeleeSound "baron/melee"
Obituary "%o was slaughtered by a Bruiserdemon."
HitObituary "%o was cremated by a Bruiserdemon."
MeleeDamage 20
Scale 1.25
States
{
Spawn:
BRUS AB 10 Bright A_Look
Loop
See:
BRUS AABBCCDD 3 Bright A_Chase
Loop
Melee:
BRUS E 6 Bright A_FaceTarget
BRUS F 6 Bright A_FaceTarget
BRUS G 6 Bright A_ComboAttack
Goto See
Missile:
BRUS E 0 Bright A_Jump(144, 8)
BRUS EF 6 Bright A_FaceTarget
BRUS G 6 Bright A_MissileAttack
BRUS G 0 Bright A_Jump(96, 1)
Goto See
BRUS HI 6 Bright A_FaceTarget
BRUS J 6 Bright A_MissileAttack
Goto See
BRUS E 0 Bright A_Jump(96, 20)
BRUS E 6 Bright A_FaceTarget
BRUS F 4 Bright A_FaceTarget
BRUS F 2 Bright A_Custommissile("BruiserBall2",56,0,-40,0)
BRUS G 1 Bright A_Custommissile("BruiserBall2",56,0,-30,0)
BRUS G 1 Bright A_Custommissile("BruiserBall2",56,0,-20,0)
BRUS G 1 Bright A_Custommissile("BruiserBall2",56,0,-10,0)
BRUS G 1 Bright A_Custommissile("BruiserBall2",56,0,0,0)
BRUS G 1 Bright A_Custommissile("BruiserBall2",56,0,10,0)
BRUS G 1 Bright A_Custommissile("BruiserBall2",56,0,20,0)
BRUS G 0 Bright A_Jump(96, 1)
Goto See
BRUS H 6 Bright A_FaceTarget
BRUS I 4 Bright A_FaceTarget
BRUS I 2 Bright A_Custommissile("BruiserBall2",56,0,40,0)
BRUS J 1 Bright A_Custommissile("BruiserBall2",56,0,30,0)
BRUS J 1 Bright A_Custommissile("BruiserBall2",56,0,20,0)
BRUS J 1 Bright A_Custommissile("BruiserBall2",56,0,10,0)
BRUS J 1 Bright A_Custommissile("BruiserBall2",56,0,0,0)
BRUS J 1 Bright A_Custommissile("BruiserBall2",56,0,-10,0)
BRUS J 1 Bright A_Custommissile("BruiserBall2",56,0,-20,0)
Goto See
BRUS KL 6 Bright A_FaceTarget
BRUS M 2 Bright A_Custommissile("BruiserFireSpawner",16,0,-15,0)
BRUS M 2 Bright A_Custommissile("BruiserFireSpawner",16,0,0,0)
BRUS M 2 Bright A_Custommissile("BruiserFireSpawner",16,0,15,0)
Goto See
Pain:
BRUS N 5 Bright A_Pain
Goto See
Death:
BRUD A 6 Bright A_Scream
BRUD BCD 4 Bright
BRUD EFG 4 Bright
BRUD H 4 Bright A_Fall
BRUD IJKLMNOP 4 Bright
BRUD QRSTUV 4
BRUD W -1
Stop
}
}
ACTOR BruiserBall
{
Radius 16
Height 16
Speed 18
Damage 16
Projectile
+RANDOMIZE
RenderStyle "ADD"
Alpha 0.9
SeeSound "imp/attack"
DeathSound "imp/shotx"
MissileType BruiserBallTrail
Missileheight 0
States
{
Spawn:
BRBA AABB 2 BRIGHT A_MissileAttack
Loop
Death:
BRBA KLMNOPQRSTUVWX 3 Bright
Stop
}
}
ACTOR BruiserBall2
{
Radius 8
Height 8
Speed 10
Damage 8
Projectile
+RANDOMIZE
RenderStyle "ADD"
Alpha 0.9
SeeSound "imp/attack"
DeathSound "imp/shotx"
States
{
Spawn:
BRB2 AB 6 BRIGHT
Loop
Death:
BRB2 CDEFGHI 3 Bright
Stop
}
}
ACTOR BruiserFireSpawner
{
Radius 8
Height 8
Speed 12
Damage 0
+RIPPER
+FLOORHUGGER
+BLOODLESSIMPACT
Projectile
MissileType BruiserFire
Missileheight 0
States
{
Spawn:
TNT1 A 3 Bright A_MissileAttack
TNT1 A 3
TNT1 A 3
Loop
Death:
TNT1 A 6
Stop
}
}
actor BruiserBallTrail
{
Radius 1
Height 1
Speed 0
PROJECTILE
RENDERSTYLE ADD
ALPHA 0.70
+NOCLIP
States
{
Spawn:
BRBA CDEFGHIJ 4 Bright
Stop
}
}
ACTOR BruiserFire
{
Radius 1
Height 1
Speed 0
Damage 20
PROJECTILE
RENDERSTYLE ADD
ALPHA 0.9
+NOCLIP
+FLOORHUGGER
SeeSound "weapons/rocklx"
States
{
Spawn:
XXBF AB 3 Bright
XXBF C 3 Bright A_Explode(48,128,0)
XXBF DEFGHIJKLMNOPQRST 3 Bright
Stop
}
}