/***************************************************************************** * DECOHack Patch File ****************************************************************************/ #include #include // Legacy of Rust Sate and Thing Protection set state free safety on state protect 1100 to 1566 each thing from 151 to 209 {} // Removes number conversion warnings when compiling set suppress warning "conversion" on // Your DECOHack code here ... //#include "strings.dh" /****************************** *** Load New Monsters *** *******************************/ // Skulltag Belphegor Renewal //Definitions : Ultimate Doom Builder #define Belphegor_EDMUM 6000 #define Belphegor_Category c_Monsters #define Belphegor_Colour 13 //Definitions : Belphegor #define Belphegor_Sound_seesound brsee #define Belphegor_Sound_painsound brpain #define Belphegor_Sound_deathsound brdeth #define Belphegor_Sound_activesound bractv #define Belphegor_Sound_hoof1 BRHOF1 // Pre-assign things auto thing BelphegorTracerSmoke {} auto thing BelphegorBall {} auto thing BelphegorStep {} // Actual Monster Itself : Belphegor auto thing Belphegor "Belphegor" { //$Category Belphegor_Category //$Colour Belphegor_Colour EdNum Belphegor_EDMUM health 2000 speed 12 radius 35 height 100 damage 0 reactiontime 8 painchance 15 mass 1000 seesound Belphegor_Sound_seesound //"brssit" painsound Belphegor_Sound_painsound //"dmpain" deathsound Belphegor_Sound_deathsound //"brsdth" activesound Belphegor_Sound_activesound //"dmact" clear flags +SOLID +SHOOTABLE +COUNTKILL states { spawn: SBR_ AB 10 A_Look loop see: SBR_ AA 3 {A_Chase A_Spawn(BelphegorStep)} SBR_ BB 3 A_Chase SBR_ CC 3 {A_Chase A_Spawn(BelphegorStep)} SBR_ DD 3 A_Chase loop melee: missile: SBR_ EF 8 A_FaceTarget SBR_ G 4 {A_FaceTarget A_MonsterProjectile(BelphegorBall, 2, 0, 16, 20) } SBR_ EF 6 A_FaceTarget SBR_ G 4 { A_FaceTarget A_MonsterProjectile(BelphegorBall, 0, 0, 16, 20) } SBR_ EF 6 A_FaceTarget SBR_ G 4 { A_FaceTarget A_MonsterProjectile(BelphegorBall, 1, 0, 16, 20) } goto see pain: SBR_ H 18 A_Pain goto see death: SBR_ I 8 SBR_ J 8 A_Scream SBR_ K 8 SBR_ L 8 A_Fall SBR_ M 8 SBR_ N -1 A_BossDeath stop raise: SBR_ NMLKJI 8 goto see } } thing BelphegorBall { health 1000 speed 20 radius 11 height 8 damage 14 reactiontime 8 painchance 0 mass 100 seesound "firsht" deathsound "barexp" clear flags +NOBLOCKMAP +MISSILE +DROPOFF +NOGRAVITY states { spawn: BRBL AB 2 bright {A_SeekTracer(3, 2) A_Spawn(BelphegorTracerSmoke)} loop death: BRBL C 8 bright BRBL D 6 bright BRBL E 4 bright A_RadiusDamage(64, 128) stop raise: TROO A -1 stop } } thing BelphegorTracerSmoke { health 1000 speed 0 radius 20 height 16 damage 0 reactiontime 8 painchance 0 mass 100 clear flags +NOBLOCKMAP +NOGRAVITY states { spawn: BFPF BCBCD 4 stop raise: TROO A -1 stop } } thing BelphegorStep { +NOBLOCKMAP +NOCLIP States { Spawn: TNT1 A 1 TNT1 A 1 A_PlaySound(Belphegor_Sound_hoof1, 0) TNT1 A 20 Stop } }