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Missile:
TNT1 A 0 A_JumpIfCloser(768,"Crucifixion",true)
FireballChain:
BLMR B 10 A_Facetarget
BLMR CCCCCC 3 A_SpawnProjectile("BloodMaykrFireball",32,0,random(-2,2),CMF_OFFSETPITCH,random(-2,2))
BLMR B 8
Goto See
Crucifixion:
TNT1 A 0 A_JumpIfHealthLower(200,"HeavyCrucifixion")
BLMR JKL 6 A_Facetarget
BLMR L 6 A_SpawnProjectile("BloodMaykrCrossAttack",32)
BLMR L 8 A_Facetarget
TNT1 A 0 A_SpawnProjectile("BloodMaykrCrossAttack",32,-3,-10)
BLMR L 6 A_SpawnProjectile("BloodMaykrCrossAttack",32,3,10)
BLMR KJ 6
BLMR J 2 A_Jump(180,"FireballChain")
Goto See
HeavyCrucifixion:
BLMR JKL 6 A_Facetarget
BLMR L 6 A_SpawnProjectile("BloodMaykrCrossAttackHeavy",32,0,-4)
BLMR L 6 A_SpawnProjectile("BloodMaykrCrossAttackHeavy",32,0,0,CMF_OFFSETPITCH,4)
BLMR L 6 A_SpawnProjectile("BloodMaykrCrossAttackHeavy",32,0,0,CMF_OFFSETPITCH,-4)
BLMR L 6 A_SpawnProjectile("BloodMaykrCrossAttackHeavy",32,0,4)
BLMR KJ 6
BLMR J 2 A_Jump(180,"FireballChain")
Goto See
Actor BloodMaykrSpear
{
Projectile
Radius 8
Height 8
Damage 4
Speed 40
Renderstyle Add
+FORCERADIUSDMG
SeeSound "weapons/plasmaf"
DeathSound "weapons/plasmax"
States
{
Spawn:
PLSS A 1 Bright
Loop
Death:
PLSE ABCDEABCDEABCDEABCDE 3 Bright
{
A_Explode(2,200,XF_NOSPLASH|XF_THRUSTLESS);
A_SpawnItemEx("BMSpearSpark",random(-60,0),random(-60,0),random(-60,60));
A_SpawnItemEx("BMSpearSpark",random(0,60),random(0,60),random(-60,60));
}
Stop
}
}
Actor BMSpearSpark
{
+NOINTERACTION
Scale 0.5
States
{
Spawn:
PLSE ABCDE 4 Bright
Stop
}
}
for the Blood Maykr
Missile:
TNT1 A 0 A_Jump(150,"SpearAttack")
TNT1 A 0 A_JumpIfCloser(768,"Crucifixion",true)
FireballChain:
...etc
SpearAttack:
BLMR BBBBBBB 2 A_Facetarget
BLMR C 8 A_SpawnProjectile("BloodMaykrSpear",32)
BLMR BBBBBBB 2 A_Facetarget
BLMR C 8 A_SpawnProjectile("BloodMaykrSpear",32)
BLMR BBBBBBB 2 A_Facetarget
BLMR C 8 A_SpawnProjectile("BloodMaykrSpear",32)
BLMR B 8
BLMR B 2 A_Jump(180,"FireballChain")
Goto See
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