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The ranged attack is a bit more dangerous than advertised...he's quite deadly even at a distance. Possibly to the point of upstaging his melee attack. Remember that he cycles through his states pretty quickly, so he can shoot often as a result. I'm not entirely sure what to think of the hitscan puff sprites...they're a little unusual, so I haven't made an opinion yet. Had you considered possibly implementing some sort of vision-impairing "status effect" on the player using them?
The overall sprite set is rad, though, and I'm happy to see something taking advantage of the minimum stealth alpha (I've been hoping for years they'd implement that).
The puff unleashes a "Power-Up" that is given to the player when blinded, your defence to damage from "SkeletonBurn", "Normal" & "Melee" drops. The player's HUD turns Yellow for 8 seconds. (Increases with each hit, for testing purposes, until a stable, safer duration can be decided).
See:
GSKL A 2 A_Chase
TNT1 A 0 A_SpawnItemEX("GhostShadow1",0,0,0)
GSKL A 2 A_Chase
TNT1 A 0 A_SpawnItemEX("GhostShadow1",0,0,0)
GSKL B 2 A_Chase
TNT1 A 0 A_SpawnItemEX("GhostShadow1",0,0,0)
GSKL B 2 A_Chase
TNT1 A 0 A_SpawnItemEX("GhostShadow1",0,0,0)
GSKL C 2 A_Chase
TNT1 A 0 A_SpawnItemEX("GhostShadow1",0,0,0)
GSKL C 2 A_Chase
TNT1 A 0 A_SpawnItemEX("GhostShadow1",0,0,0)
GSKL D 2 A_Chase
TNT1 A 0 A_SpawnItemEX("GhostShadow1",0,0,0)
GSKL D 2 A_Chase
TNT1 A 0 A_SpawnItemEX("GhostShadow1",0,0,0)
GSKL E 2 A_Chase
TNT1 A 0 A_SpawnItemEX("GhostShadow1",0,0,0)
GSKL E 2 A_Chase
TNT1 A 0 A_SpawnItemEX("GhostShadow1",0,0,0)
GSKL F 2 A_Chase
TNT1 A 0 A_SpawnItemEX("GhostShadow1",0,0,0)
GSKL F 2 A_Chase
TNT1 A 0 A_SpawnItemEX("GhostShadow1",0,0,0)
Loop
Melee:
GSKL G 6
GSKL G 6 A_PlaySound("Ghost/Swing")
TNT1 A 0 A_FaceTarget
GSKL H 6 FAST A_FaceTarget
GSKL I 6 FAST A_CustomMeleeAttack(random(3,6)*10,"Ghost/Punch","",Melee,True)
Goto See
Missile:
GSKL A 5 A_FaceTarget
GSKL K 5
TNT1 A 0 A_FaceTarget
TNT1 A 0 A_ClearShadow
TNT1 A 0 A_PlaySound("Ghost/Flash")
GSKL J 10 A_CustomBulletAttack(Random(1,9),Random(1,9),8,1,"SkeletonBlind")
GSKL K 10
GSKL K 10 A_FaceTarget
Goto See
ACTOR SkeletonBlind
{
Damage 1 //Burns the Player with a blinding flash
DamageType "SkeletonBurn"
Scale 0.75
+NOBLOCKMAP
+NOGRAVITY
+RANDOMIZE
+PUFFONACTORS
RENDERSTYLE Translucent
Alpha 0.30
States
{
Spawn:
BLND A 3 Bright
BLND B 3 Bright
BLND CC 3 Bright A_RadiusGive("GhostPowerWeaken",32,RGF_PLAYERS|RGF_CUBE,1) //Added here to insure you get affected. No damage or duration is added.
BLND D 3 Bright
BLND E 3 Bright
BLND F 3 Bright
Stop
}
}
ACTOR GhostWeaken : PowerProtection //Your defence drops when blinded
{
DamageFactor "Normal", 2.0
DamageFactor "Melee", 2.0
DamageFactor "SkeletonBurn", 2.0
}
ACTOR GhostPowerWeaken : PowerupGiver //Blinded by the flash for a very short time.
{
Inventory.MaxAmount 0
Powerup.Color Yellow 0.45
Powerup.Type "GhostWeaken"
Powerup.Duration -8
+INVENTORY.ADDITIVETIME
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
}
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Sorry, just noticed this hadn't been bumped in a while. Were there any pending changes, or are you just waiting for feedback?
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How exactly does the flash work? Does it just negate armor, and if you don't have any armor, will ghost flash affect you at all? You said lowers defense - i kinda wonder how that applies to someone with no defensive items.
ACTOR SkeletonBlind
{
Damage 1
DamageType "SkeletonBurn"
Scale 0.75
+NOBLOCKMAP
+NOGRAVITY
+RANDOMIZE
+PUFFONACTORS
RENDERSTYLE Translucent
Alpha 0.30
States
{
Spawn:
BLND A 3 Bright
BLND B 3 Bright
BLND CC 3 Bright A_RadiusGive("GhostPowerWeaken",32,RGF_PLAYERS|RGF_CUBE,1)
BLND D 3 Bright
BLND E 3 Bright
BLND F 3 Bright
Stop
}
}
ACTOR GhostWeaken : PowerProtection
{
DamageFactor "Normal", 2.0
DamageFactor "Melee", 2.0
DamageFactor "SkeletonBurn", 2.0
}
ACTOR GhostPowerWeaken : PowerupGiver
{
Inventory.MaxAmount 0
Powerup.Color Yellow 0.45
Powerup.Type "GhostWeaken"
Powerup.Duration -12
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
}
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I'd be inclined to shy away from "quake" effects. It would probably get a bit too disorienting for a status effect indicator, even if you don't crank it up as high as Hexen tends to do.
I like the debuff effect idea, though. It's not an unprecedented ability, but there's not much of a variety of creatures that utilize it.
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