Вы меня извините, но это весь его код.
Ахтунговая тварь!
ACTOR FDeathBringerThanatos 7066
{
Health 100
Speed 12
Radius 20
Scale .6
Height 56
PainChance 5
Mass 100
REACTIONTIME 1
MONSTER
+BOSS
+GHOST
+NOICEDEATH
+FIRERESIST
+FULLVOLACTIVE
+FULLVOLDEATH
SeeSound "dbt/sight"
PainSound "dbt/pain"
DeathSound "dbt/death"
ActiveSound "dbt/idle"
MissileHeight 30
DropItem Mana
DropItem DarkMana 196
DropItem HellHeavenHand
Obituary "%o now is another slave to the DeathBringer."
States
{
Spawn:
DBTW A 0 A_UnSetFloat
DBTW A 0 A_Gravity
DBTW A 0 A_SetReflectiveInvulnerable
DBTI A 10 A_Look
Loop
See:
DBTW A 0 A_SetReflectiveInvulnerable
DBTI AAAAAAAAAAAAAAAAAAAA 5 A_FaceTarget
DBTW A 0 A_SetFloat
DBTW A 0 A_NoGravity
DBTW A 2 A_Chase
DBTW A 0 A_CustomMissile("FDeathBringerThanatosGhostA", 0, 0, 0)
DBTW A 2 A_Chase
DBTW A 0 A_CustomMissile("FDeathBringerThanatosGhostA", 0, 0, 0)
Goto See+23
Missile:
NULL A 0 A_Jump(196,55)
DBTW A 5 A_PlaySound("dbt/wrathofgod")
DBTW A 5 A_FaceTarget
DBTW A 5 A_FaceTarget
DBTW A 5 A_FaceTarget
DBTW A 5 A_FaceTarget
DBTW A 5 A_FaceTarget
DBTW A 5 A_FaceTarget
DBTW A 5 A_FaceTarget
DBTW A 5 A_FaceTarget
DBTW A 5 A_FaceTarget
DBTW A 5 A_FaceTarget
DBTW A 5 A_FaceTarget
DBTW J 0 A_CustomMissile("ThanatosBack1",0,0,0)
DBTA J 1 A_FaceTarget
DBTW J 0 A_CustomMissile("ThanatosBack2",0,0,0)
DBTA J 1 A_FaceTarget
DBTW J 0 A_CustomMissile("ThanatosBack3",0,0,0)
DBTA J 1 A_FaceTarget
DBTW J 0 A_CustomMissile("ThanatosBack4",0,0,0)
DBTA J 1 A_FaceTarget
DBTW J 0 A_CustomMissile("ThanatosBack5",0,0,0)
DBTA J 1 A_FaceTarget
DBTW J 0 A_CustomMissile("ThanatosBack6",0,0,0)
DBTA J 1 A_FaceTarget
DBTW J 0 A_CustomMissile("ThanatosBack7",0,0,0)
DBTA J 1 A_FaceTarget
DBTW J 0 A_CustomMissile("ThanatosBackFull",0,0,0)
DBTA J 4 A_FaceTarget
DBTA K 10 A_FaceTarget
DBTA L 10 Bright A_FaceTarget
DBTW A 0 A_UnSetReflectiveInvulnerable
NULL A 0 A_CustomMissile("GodsWrath2",0,0,0)
NULL A 0 A_CustomMissile("GodsWrath2",0,0,20)
NULL A 0 A_CustomMissile("GodsWrath2",0,0,40)
NULL A 0 A_CustomMissile("GodsWrath2",0,0,60)
NULL A 0 A_CustomMissile("GodsWrath2",0,0,80)
NULL A 0 A_CustomMissile("GodsWrath2",0,0,100)
NULL A 0 A_CustomMissile("GodsWrath2",0,0,120)
NULL A 0 A_CustomMissile("GodsWrath2",0,0,140)
NULL A 0 A_CustomMissile("GodsWrath2",0,0,160)
NULL A 0 A_CustomMissile("GodsWrath2",0,0,180)
NULL A 0 A_CustomMissile("GodsWrath2",0,0,-20)
NULL A 0 A_CustomMissile("GodsWrath2",0,0,-40)
NULL A 0 A_CustomMissile("GodsWrath2",0,0,-60)
NULL A 0 A_CustomMissile("GodsWrath2",0,0,-80)
NULL A 0 A_CustomMissile("GodsWrath2",0,0,-100)
NULL A 0 A_CustomMissile("GodsWrath2",0,0,-120)
NULL A 0 A_CustomMissile("GodsWrath2",0,0,-140)
NULL A 0 A_CustomMissile("GodsWrath2",0,0,-160)
DBTW M 1 Bright
DBTA M 18 Bright A_SetReflectiveInvulnerable
DBTA LKJ 6
Goto See+23
NULL A 0 A_Jump(204,64)
DBTW A 5 A_PlaySound("dbt/raise")
DBTW A 5 A_FaceTarget
DBTW A 5 A_FaceTarget
DBTW J 0 A_CustomMissile("DeathBack1",0,0,0)
DBTA J 1 A_FaceTarget
DBTW J 0 A_CustomMissile("DeathBack2",0,0,0)
DBTA J 1 A_FaceTarget
DBTW J 0 A_CustomMissile("DeathBack3",0,0,0)
DBTA J 1 A_FaceTarget
DBTW J 0 A_CustomMissile("DeathBack4",0,0,0)
DBTA J 1 A_FaceTarget
DBTW J 0 A_CustomMissile("DeathBack5",0,0,0)
DBTA J 1 A_FaceTarget
DBTW J 0 A_CustomMissile("DeathBack6",0,0,0)
DBTA J 1 A_FaceTarget
DBTW J 0 A_CustomMissile("DeathBack7",0,0,0)
DBTA J 1 A_FaceTarget
DBTW J 0 A_CustomMissile("DeathBackFull",0,0,0)
DBTA J 4 A_FaceTarget
DBTA K 10 A_FaceTarget
DBTA L 10 Bright A_FaceTarget
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,0)
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,20)
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,40)
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,60)
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,80)
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,100)
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,120)
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,140)
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,160)
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,180)
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,-20)
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,-40)
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,-60)
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,-80)
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,-100)
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,-120)
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,-140)
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,-160)
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,10)
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,30)
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,50)
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,70)
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,90)
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,110)
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,130)
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,150)
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,170)
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,190)
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,-10)
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,-30)
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,-50)
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,-70)
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,-90)
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,-110)
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,-130)
NULL A 0 A_CustomMissile("KirkResurrecter",0,0,-150)
DBTW M 2 Bright
DBTA M 18 Bright
DBTA LKJ 6
Goto See+23
DBTW A 0 A_FaceTarget
DBTW A 0 A_CustomMissile("GrievousBack1",0,0,0)
DBTA A 1 A_FaceTarget
DBTW A 0 A_CustomMissile("GrievousBack2",0,0,0)
DBTA A 1 A_FaceTarget
DBTW A 0 A_CustomMissile("GrievousBack3",0,0,0)
DBTA A 1 A_FaceTarget
DBTW A 0 A_CustomMissile("GrievousBack4",0,0,0)
DBTA A 1 A_FaceTarget
DBTW A 0 A_CustomMissile("GrievousBack5",0,0,0)
DBTA A 1 A_FaceTarget
DBTW A 0 A_CustomMissile("GrievousBack6",0,0,0)
DBTA A 1 A_FaceTarget
DBTW A 0 A_CustomMissile("GrievousBack7",0,0,0)
DBTA B 1 A_FaceTarget
DBTW A 0 A_CustomMissile("GrievousBackFull",0,0,0)
DBTA BC 6 A_FaceTarget
DBTA DE 6 Bright A_FaceTarget
DBTA F 0 Bright A_CustomMissile("KirkBall",40,7,10)
DBTA F 0 Bright A_CustomMissile("KirkBall2",40,7,0)
DBTA F 7 Bright A_CustomMissile("KirkBall",40,7,-10)
Goto See+23
Pain:
DBTW A 0 A_UnSetShootable
DBTW A 2
DBTW A 2 A_Pain
Goto See+23
Death:
DBTA A 0 A_CustomMissile("BringerDeathJ1",0,0,0)
DBTA J 2 A_Scream
DBTA A 0 A_CustomMissile("BringerDeathJ2",0,0,0)
DBTA J 2
DBTA A 0 A_CustomMissile("BringerDeathJ3",0,0,0)
DBTA J 2
DBTA A 0 A_CustomMissile("BringerDeathJ4",0,0,0)
DBTA J 2
DBTA A 0 A_CustomMissile("BringerDeathJ5",0,0,0)
DBTA J 2
DBTA A 0 A_CustomMissile("BringerDeathJ6",0,0,0)
DBTA J 2
DBTA A 0 A_CustomMissile("BringerDeathK1",0,0,0)
DBTA K 2 A_Fall
DBTA A 0 A_CustomMissile("BringerDeathK2",0,0,0)
DBTA K 2
DBTA A 0 A_CustomMissile("BringerDeathK3",0,0,0)
DBTA K 2
DBTA A 0 A_CustomMissile("BringerDeathK4",0,0,0)
DBTA K 2
DBTA A 0 A_CustomMissile("BringerDeathK5",0,0,0)
DBTA K 2
DBTA A 0 A_CustomMissile("BringerDeathK6",0,0,0)
DBTA K 2
DBTA A 0 A_CustomMissile("BringerDeathL1",0,0,0)
DBTA L 2
DBTA A 0 A_CustomMissile("BringerDeathL1",0,0,0)
DBTA L 2
DBTA A 0 A_CustomMissile("BringerDeathL2",0,0,0)
DBTA L 2
DBTA A 0 A_CustomMissile("BringerDeathL3",0,0,0)
DBTA L 2
DBTA A 0 A_CustomMissile("BringerDeathL4",0,0,0)
DBTA L 2
DBTA A 0 A_CustomMissile("BringerDeathL5",0,0,0)
DBTA L 2
DBTA A 0 A_CustomMissile("BringerDeathL6",0,0,0)
DBTA M 2
DBTA A 0 A_CustomMissile("BringerDeathL7",0,0,0)
DBTA M 2
DBTA A 0 A_CustomMissile("BringerDeathL8",0,0,0)
DBTA L 2
DBTA A 0 A_CustomMissile("BringerDeathL9",0,0,0)
DBTA L 2
DBTA A 0 A_CustomMissile("BringerDeathL10",0,0,0)
DBTA L 2
DBTA A 0 A_CustomMissile("BringerDeathL11",0,0,0)
DBTA L 2
DBTA A 0 A_CustomMissile("BringerDeathL12",0,0,0)
DBTA L 2
DBTA A 0 A_CustomMissile("BringerDeathL12",0,0,0)
DBTA L 2
DBTA A 0 A_CustomMissile("BringerDeathL12",0,0,0)
DBTA L 2
DBTA A 0 A_CustomMissile("BringerDeathL12",0,0,0)
Stop
}
} |