Zeg-Vok Posted July 5, 2005 actor Rogor 10023 { Health 15000 Radius 70 Height 60 Speed 16 Scale 1.4 Mass 10000 PainChance 32 MONSTER +BOSS +FLOAT +SPAWNCEILING +NOGRAVITY +MissileMore +MissileEvenmore +LOOKALLAROUND States { Spawn: DRAG ABCDCB 6 A_Look Loop See: DRAG AB 6 A_FastChase DRAG C 0 A_CustomMissile("Rogorspawncloud", 0, 20, 0) DRAG C 0 A_CustomMissile("Rogorspawncloud", 0, -20, 0) DRAG CDCB 6 A_FastChase Loop Melee: DRAG AB 4 A_FaceTarget DRAG C 0 A_CustomMissile("RogorAttackcloud", 0, 20, 30) DRAG C 0 A_CustomMissile("RogorAttackcloud", 0, -20, 25) DRAG C 0 A_CustomMissile("RogorAttackcloud", 0, 20, 20) DRAG C 0 A_CustomMissile("RogorAttackcloud", 0, -20, 35) DRAG C 0 A_CustomMissile("RogorAttackcloud", 0, 20, 0) DRAG C 0 A_CustomMissile("RogorAttackcloud", 0, -20, 0) DRAG C 0 A_CustomMissile("RogorAttackcloud", 0, 20, 0) DRAG C 0 A_CustomMissile("RogorAttackcloud", 0, -20, 0) DRAG C 0 A_CustomMissile("RogorAttackcloud", 0, 20, 0) DRAG C 0 A_CustomMissile("RogorAttackcloud", 0, -20, 0) DRAG CDCB 4 Goto See Missile: DRAG A 0 DRAG A 0 A_JumpIfHealthLower(4500, 27) //If health is lower than 4500, then goto chance of SkullShot DRAG A 0 A_Jump(30, 3) //Normal Missile DRAG A 0 A_Jump(60, 8) //GassMissile2 DRAG A 0 A_Jump(90, 13) //Death Orbs DRAG A 0 A_Jump(120, 17) //GassMissile DRAG ABCD 4 A_FaceTarget // Normal Missles DRAG E 0 A_CustomMissile("RogorMissile", 0, 0, 0) DRAG E 0 A_CustomMissile("RogorMissile", 0, 20, 0) DRAG E 4 A_CustomMissile("RogorMissile", 0, -20, 0) DRAG DCB 4 A_FaceTarget Goto See DRAG ABCD 4 A_FaceTarget //Red Gass Missles DRAG E 0 A_CustomMissile("RogorGassMissile2", 0, 0, 0) DRAG E 0 A_CustomMissile("RogorGassMissile2", 0, 20, 0) DRAG E 4 A_CustomMissile("RogorGassMissile2", 0, -20, 0) DRAG DCB 4 A_FaceTarget Goto See DRAG ABCDCBABCD 4 A_FaceTarget //Death Orb Spawners DRAG E 0 A_CustomMissile("DeathOrbSpawner", 150, -150, 90) DRAG E 4 A_CustomMissile("DeathOrbSpawner", 150, 150, -90) DRAG DCBABCDCB 4 A_FaceTarget Goto See DRAG ABCD 4 A_FaceTarget //Black Gass Missles DRAG E 0 A_CustomMissile("RogorGassMissile", 0, 0, 0) DRAG E 0 A_CustomMissile("RogorGassMissile", 0, 20, 0) DRAG E 4 A_CustomMissile("RogorGassMissile", 0, -20, 0) DRAG DCB 4 A_FaceTarget Goto See DRAG A 0 A_Jump(60, 1) //Chance for Rogor's Super Attack Goto See //If the Jump Fails, goto the See State DRAG A 0 A_SetInvulnerable DRAG A 0 A_SetReflective DRAG ABCDCBABCD 4 A_FaceTarget DRAG E 6 A_CustomMissile("LostSoulSuperSpawner", 0, 0, 0) DRAG DCB 4 A_FaceTarget DRAG A 0 A_UnsetInvulnerable DRAG A 0 A_UnsetReflective Goto See Pain: DRAG F 4 A_Pain DRAG G 4 Goto See Death: DRAG H 4 A_Scream DRAG I 4 A_Fall DRAG JKL 4 DRAG M -1 Stop } } That is the code for one of the Monsters in my Project in the works, eveerything works except the Lost Soul Spawner part. I want it to pretty much add an extra Attack chance when his health is below 4500, but instead of just adding a chance to do an extra attack. It seems that when his health goes below 4500, all he does is the DeathOrb Spawn attack. 0 Share this post Link to post
Graf Zahl Posted July 5, 2005 You counted the jumps wrong. If you write DRAG ABCDCBABCD 4 A_FaceTarget //Death Orb Spawners it counts as 10 states, not 1. 0 Share this post Link to post