Code: Missile: MNTR V 0 A_Jump (82, "Flames") // 32% chance to execute the flames attack MNTR V 0 A_Jump (32, "FireBalls") // 12.5% chance to execute the fire balls attack SPI2 U 5 A_Facetarget TNT1 A 0 A_jumpifcloser(1024,"FireBalls") // If distance to target < 1024 map units, do fire balls attack instead of jumping TNT1 A 0 A_JumpIf(ceilingz <= 280, "FireBalls") // No enough room to jump, do fire balls attack instead SPI2 E 0 A_Facetarget MNTR E 0 A_Playsound ("spider/step") SPI2 U 42 A_ChangeVelocity(25.0, 0, 23.0, 1) MNTR A 0 A_Playsound ("spider/land") SPI2 A 5 A_stop Goto See FireBalls: SPI2 U 5 A_Facetarget SPI2 X 2 A_custommissile("flameshot", 54, 0, -8, 0) SPI2 X 2 A_custommissile("flameshot", 54, 0, 0, 0) SPI2 X 2 A_custommissile("flameshot", 54, 0, 8, 0) SPI2 X 3 A_Facetarget SPI2 U 5 Goto See MiniSpidres: // For the record, this attack isn't used by the monster SPI2 E 5 A_Facetarget SPI2 E 6 A_throwgrenade("minispider", 85, 10, 20) SPI2 E 6 A_throwgrenade("minispider", 85, 10, 20) SPI2 E 6 A_throwgrenade("minispider", 85, 10, 20) SPI2 E 5 Goto See Flames: SPI2 E 5 A_Facetarget SPI2 U 5 A_Playsound("spider2/sight") MNTR W 0 A_Facetarget SPI2 X 5 A_Custommissile("Hellripper", 128, 0, 0, 0) SPI2 X 17 A_Facetarget SPI2 X 2 A_custommissile("flameshot", 54, 0, -8, 0) SPI2 X 2 A_custommissile("flameshot", 54, 0, 0, 0) SPI2 X 2 A_custommissile("flameshot", 54, 0, 8, 0) SPI2 U 5 A_Facetarget Goto See
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