ACTOR Anubis : DoomImp replaces Anubis //3001
{
spawnid 5
obituary "so was killed by an Anubis."
hitobituary "so was slashed by an Anubis."
health 60 gibhealth 120
radius 20
height 56
mass 100
speed 8
painchance 200
seesound "imp/sight"
painsound "imp/pain"
deathsound "imp/death"
activesound "imp/active"
MONSTER
+FLOORCLIP +MISSILEMORE
MeleeDamage 9
states
{
Spawn:
ANBS AB 10 A_Look
loop
See:
ANBS AABBCCDD 3 A_Chase
loop
Melee:
ANBS EF 8 A_FaceTarget
ANBS G 0 A_PlaySound("imp/clawattack")
ANBS G 6 A_MeleeAttack
goto See
Missile:
ANBS EF 5 A_FaceTarget
ANBS G 5 A_CustomMissile("DoomImpBall_", 32, 8, Random(-2, 2), 0)
goto See
Pain:
ANBS J 1
ANBS J 2
ANBS J 3
ANBS J 4
ANBS J 2 A_Pain
goto See
Death:
NULL A 0 A_KillMaster
ANBS L 1
ANBS L 2
ANBS L 3 A_Scream
ANBS L 4
ANBS L 5
ANBS L 6
ANBS L 7 A_NoBlocking
ANBS L -1
stop
XDeath:
NULL A 0 A_KillMaster
NULL A 0 A_SpawnDebris("rGib5",0) //(Imp hand [skin brown])
NULL A 0 A_SpawnDebris("rGib5",0) //(Imp hand [skin brown])
NULL A 0 A_SpawnDebris("rGib3",0) //(eyeball)
NULL A 0 A_SpawnDebris("rGib3",0) //(eyeball)
NULL A 0 A_SpawnDebris("rGib19",0) //(brain)
NULL A 0 A_SpawnItem("rxGibGenerator_s",0,0,0,0)
NULL A 0 A_SpawnItem("rxGibGenerator_s",0,0,0,0)
NULL A 0 A_SpawnItem("rxGibGenerator_s",0,0,0,0)
NULL A 0 A_SpawnItem("rxGibGenerator_s",0,0,0,0)
// ANBS M 1
// ANBS M 2 A_XScream
// ANBS M 3
// ANBS M 4 A_NoBlocking
// ANBS M 5
// ANBS M 6
// ANBS M -1
Stop
Burn:
NULL A 0 A_KillMaster
NULL A 0 A_PlaySound("imp/death")
NULL A 0 A_CustomMissile("Human_Burn", 0, 0, 0)
Stop
Raise:
ANBS ML 8
ANBS KJI 6
goto See
}
}