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To be brutally honest, I don't think this could get much use, it's just a recolor of the Tortured Soul that acts just like the Psychic Soul with more health. I'll wait to see what other people has to say.
The Psychic Souls calls for a script that doesn't exist when it attacks.
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I feel like a Mind Elemental should "trick" the player's mind in some ways to make it unique.
For example you could make the player blind for a couple of seconds, make his vision to be distorted with A_Quake or something like that.
Giving a custom damage type would be nice too.
Also: why does he spawn the NullProjectile instead of using an actual hitscan attack?
You're giving that actor a 255 speed value which is insane, not to mention you're not even inheriting from FastProjectile D:
actor MindElementalBall
{
Radius 8
Height 6
Speed 20
Damage 5
PROJECTILE
RENDERSTYLE ADD
ALPHA 0.45
DeathSound "imp/shotx"
States
{
Spawn:
MEBL ABCD 4
Loop
Death:
TNT1 A 0 A_GiveInventory("MindElementalEffect", 1)
MEBL EFGHIJK 4
Stop
}
}
actor MindElementalEffect : CustomInventory
{
Inventory.Amount 1
Inventory.MaxAmount 1
-COUNTITEM
states
{
Spawn:
TNT1 A 0 A_SetBlend("00 00 99", .5, 5)
TNT1 A 0 A_SetBlend("50 00 50", .5, 5)
TNT1 A 0 A_SetBlend("00 00 99", .5, 5)
TNT1 A 0 A_SetBlend("50 00 50", .5, 5)
stop
Death:
TNT1 A 0 A_TakeInventory("MindElementalEffect", 1)
stop
}
}
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...
Pickup:
TNT1 AA 10 A_SetBlend("00 00 99", 0.5, 10, "50 00 50") //I believe this would do for what you were aiming for
Stop
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