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A_SpawnProjectile("SoulReaperBall",40)
Melee:
TNT1 A 0 A_Jump(128,"Melee2")
SLRP EF 6 A_FaceTarget
SLRP G 10 A_CustomMeleeAttack(random(1,10)*6,"imp/melee")
goto See
Melee2:
SLRP HI 6 A_FaceTarget
SLRP J 10 A_CustomMeleeAttack(random(1,10)*6,"imp/melee")
goto See
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Use A_SpawnProjectile instead of the MissileType property because that shouldn't be used anymore, except with FastProjectiles.There's no need to copy paste its chasing frames at the end of its attacks.A_SpawnProjectile("SoulReaperBall",40)
There are 2 sets of sprites for melee attacks, but it only uses one. If you want it to use both at random, do this:As for the GLDEFS, you can use the Soul Harvester ones.Melee: TNT1 A 0 A_Jump(128,"Melee2") SLRP EF 6 A_FaceTarget SLRP G 10 A_CustomMeleeAttack(random(1,10)*6,"imp/melee") goto See Melee2: SLRP HI 6 A_FaceTarget SLRP J 10 A_CustomMeleeAttack(random(1,10)*6,"imp/melee") goto See
Also, please credit the sounds properly. Soundsnap and Youtube aren't people.
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BrightMap Sprite SLRPK1 { Map "Brightmaps/BMSLRPK1.png" DisableFullBright }
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The brightmaps don't work because you forgot to assign them in the GLDEFSAlso the brightmap for SLRPO4 is wrong.BrightMap Sprite SLRPK1 { Map "Brightmaps/BMSLRPK1.png" DisableFullBright }
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