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Glaice

Removing self-damage from monster atks

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I ripped out the Gargantus and Maxibus monsters from ScoreDoom for my own use and found out the Maxi's torpedo shots and Garg's bouncing projectiles harm them as well. I already attempted to use +DONTHURTSHOOTER on the Garg's bouncy balls but Skulltag locks up before the game starts.

Here are the DECORATE files for reference so people can figure out how to make said monsters immune to their own projectiles:

actor Gargantus0 7757
{
  obituary "%o was energised by a gargantus."
  health 750
  radius 48
  height 64
  mass 1000
  speed 8
  painchance 80
  seesound "garg/sight"
  painsound "garg/pain"
  deathsound "garg/death"
  activesound "fatso/active"
  translation "48:79=[188,143,143]:[0,0,0]", "13:15=5:7", "236:239=5:8", "144:151=103:111", "112:127=16:47"
  MONSTER
  +FLOORCLIP
  states
  {
  Spawn:
    FATT AB 15 A_Look
    loop
  See:
    FATT AABBCCDDEEFF 4 A_Chase
    loop
  Missile:
    FATT G 0 A_FaceTarget
    FATT G 20 A_PlaySound ("garg/attack")
    FATT H 0 bright A_CustomMissile (BouncingEnergyBall0, 16, 32, random(3,-3), 1)
    FATT H 0 bright A_PlaySound ("garg/fire")
    FATT H 10 bright A_CustomMissile (BouncingEnergyBall0, 16, -32, random(3,-3), 1)
    FATT IG 5 A_FaceTarget
    FATT H 0 bright A_CustomMissile (BouncingEnergyBall0, 16, 32, random(3,-3), 1)
    FATT H 0 bright A_PlaySound ("garg/fire")
    FATT H 10 bright A_CustomMissile (BouncingEnergyBall0, 16, -32, random(3,-3), 1)
    FATT IG 5 A_FaceTarget
    FATT H 0 bright A_CustomMissile (BouncingEnergyBall0, 16, 32, random(3,-3), 1)
    FATT H 0 bright A_PlaySound ("garg/fire")
    FATT H 10 bright A_CustomMissile (BouncingEnergyBall0, 16, -32, random(3,-3), 1)
    FATT IG 5 A_FaceTarget
    goto See
  Pain:
    FATT J 3
    FATT J 3 A_Pain
    goto See
  Death:
    FATT K 6
    FATT L 6 A_Scream
    FATT M 6 A_NoBlocking
    FATT NOPQRS 6
    FATT T -1 A_BossDeath
    stop
  Raise:
    FATT RQPONMLK 5
    goto See
  }
}

actor BouncingEnergyBall0
{
  Radius 6
  Height 8
  Speed 35
  Damage 4
  Projectile
  +RANDOMIZE
  +HEXENBOUNCE
  +SKYEXPLODE
  +BOUNCEONACTORS
  RenderStyle Add
  Alpha 0.75
  bouncefactor 1 
  scale 0.8
  SeeSound "BouncingBall/Bounce"
  DeathSound "BouncingBall/Explode"
  States
  {
  Spawn:
    7956 A 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 A 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 A 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 B 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 B 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 B 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 A 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 A 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 A 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 B 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 B 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 B 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 A 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 A 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 A 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 B 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 B 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 B 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 A 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 A 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 A 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 B 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 B 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 B 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 A 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 A 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 A 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 B 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 B 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 B 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 A 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 A 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 A 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 B 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 B 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 B 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 A 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 A 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 A 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 B 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 B 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 B 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 A 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 A 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 A 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 B 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 B 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 B 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 A 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 A 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 A 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 B 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 B 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 B 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 A 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 A 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 A 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 B 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 B 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 B 1 bright A_SpawnItemEx (BouncingEnergyBallTrail0, 0, 0, 0, 0, 0, 0, 0, 128)
    7956 A 0 bright A_ChangeFlag (HEXENBOUNCE, 0) 
    loop
  Death:
    7956 C 0 bright A_Explode
    7956 CDEFGH 2 bright
    stop
  }
}

actor BouncingEnergyBallTrail0 : BouncingEnergyBall0
{
  Speed 0
  Damage 0
  -HEXENBOUNCE
  -SKYEXPLODE
  -BOUNCEONACTORS
  +NOBLOCKMAP
  +NOCLIP
  SeeSound ""
  DeathSound ""
  States
  {
  Spawn:
    7956 AB 2 bright A_FadeOut (0.4)
    loop
  Death:
    TNT1 A 4
    stop
  }
}
And Maxibus DECORATE:
actor Maxibus 7762
{
  //$Category Monsters
  health 650 //1000 //2500
  radius 48 //60
  height 64 //80
  mass 1500
  scale 1.25
  speed 9
  painchance 40 //30
  bloodcolor green
  obituary "%o was vapourised by a maxibus."
  seesound "Maxibus/sight"
  painsound "Maxibus/pain"
  deathsound "Maxibus/death"
  activesound "Maxibus/active"
  MONSTER
  +FLOORCLIP
  +MISSILEMORE
  states
  {
  Spawn:
    MATT AB 15 A_Look
    loop
  See:
    MATT AA 4 A_Chase
    MATT A 0 A_PlaySound("maxibus/walk")
    MATT BBCCDD 4 A_Chase
    MATT D 0 A_PlaySound("maxibus/walk")
    MATT EEFF 4 A_Chase
    loop
  Missile:
    MATT G 0 A_Jump (96,6)
    MATT G 20 A_FaceTarget
    MATT H 3 bright A_CustomMissile (MaxPlasmaBall, 24, 34, 0)
    MATT H 1 bright A_CPosRefire
    MATT H 3 bright A_CustomMissile (MaxPlasmaBall, 24, -34, 0)
    MATT H 1 bright A_CPosRefire
    goto Missile+2
    MATT G 0 A_PlaySound("maxibus/sight")
    MATT G 20 A_FaceTarget
    MATT H 10 bright A_FatAttack1 (MaxTorpedo)
    MATT IG 5 A_FaceTarget
    MATT H 10 bright A_FatAttack2 (MaxTorpedo)
    MATT IG 5 A_FaceTarget
    MATT H 10 bright A_FatAttack3 (MaxTorpedo)
    MATT IG 5 A_FaceTarget
    goto See
  Pain:
    MATT J 3
    MATT J 3 A_Pain
    goto See
  Death:
    MATT K 6
    MATT L 6 A_Scream
    MATT M 6 A_NoBlocking
    MATT NOPQRS 6
    MATT T -1 A_BossDeath
    stop
  Raise:
    MATT RQPONMLK 5
    goto See
  }
}

actor MaxPlasmaBall : PlasmaBall
{
  seesound "maxibus/plasmashoot"
  deathsound "maxibus/plasmaimpact"
  states
  {
  Spawn:
    MLSS AB 6 bright
    loop
  Death:
    MLSE ABCDE 4 bright
    stop
  }
}

actor MaxTorpedo
{
  radius 11
  height 8
  speed 15
  damage 5
  renderstyle Add
  alpha 0.75
  seesound "maxibus/torpdeoshoot"
  deathsound "maxibus/torpedoimpact"
  PROJECTILE
  +RANDOMIZE
  +RIPPER
  states
  {
  Spawn:
    MORP ABCD 1 bright
    loop
  Death:
    MHIT ABCDEDCBA 1 bright
    MHIT A 1 bright A_Explode
    stop
  }
}

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