/***************************************************************************** * DECOHack Patch File * Main ****************************************************************************/ #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 {} /***************************************************************************** * Summoner ****************************************************************************/ /* - summoner-v1-Original aJynks version -------------------------------------------------------------------------*/ auto thing summoner_Monster { health 1000 speed 0 radius 20 height 16 damage 0 reactiontime 8 painchance 0 mass 100 clear flags +NOBLOCKMAP +NOGRAVITY states { spawn: TNT1 A 1 goto spawn_start spawn_start: TNT1 A 0 A_PlaySound(TELEPT, 0) TFOG ABABCD 6 bright //EFGHIJ 6 bright // 256 / total options - options already used) // So jump 3rd option of 11 options : 256/11-2 = 256/9 = round(28.4) = 28 TNT1 A 0 { A_RadiusDamage(2000, 4) // "telefrag" anything in spawn position A_RandomJump(spawn_ShotgunGuy, 23) A_RandomJump(spawn_ChaingunGuy, 26) A_RandomJump(spawn_DoomImp, 28) A_RandomJump(spawn_Demon, 32) A_RandomJump(spawn_Cacodemon, 37) A_RandomJump(spawn_HellKnight, 43) A_RandomJump(spawn_LostSoul, 51) A_RandomJump(spawn_Revenant, 64) A_RandomJump(spawn_Mancubus, 85) A_RandomJump(spawn_Arachnotron, 128) } // 9.09% each option (I think) goto spawn_ZombieMan spawn_ZombieMan: TNT1 A 1 A_SpawnObject(ZombieMan, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) TFOG EFGHIJ 6 bright stop spawn_ShotgunGuy: TNT1 A 1 A_SpawnObject(ShotgunGuy, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) TFOG EFGHIJ 6 bright stop spawn_ChaingunGuy: TNT1 A 1 A_SpawnObject(ChaingunGuy, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) TFOG EFGHIJ 6 bright stop spawn_DoomImp: TNT1 A 1 A_SpawnObject(DoomImp, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) TFOG EFGHIJ 6 bright stop spawn_Demon: TNT1 A 1 A_SpawnObject(Demon, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) TFOG EFGHIJ 6 bright stop spawn_Cacodemon: TNT1 A 1 A_SpawnObject(Cacodemon, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) TFOG EFGHIJ 6 bright stop spawn_HellKnight: TNT1 A 1 A_SpawnObject(HellKnight, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) TFOG EFGHIJ 6 bright stop spawn_LostSoul: TNT1 A 1 A_SpawnObject(LostSoul, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) TFOG EFGHIJ 6 bright stop spawn_Revenant: TNT1 A 1 A_SpawnObject(Revenant, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) TFOG EFGHIJ 6 bright stop spawn_Mancubus: TNT1 A 1 A_SpawnObject(Fatso, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) TFOG EFGHIJ 6 bright stop spawn_Arachnotron: TNT1 A 1 A_SpawnObject(Arachnotron, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) TFOG EFGHIJ 6 bright stop } } /* spawn_ZombieMan: TNT1 A 1 A_SpawnObject(ZombieMan, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) TFOG EFGHIJ 6 bright stop spawn_ShotgunGuy: TNT1 A 1 A_SpawnObject(ShotgunGuy, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) TFOG EFGHIJ 6 bright stop spawn_ChaingunGuy: TNT1 A 1 A_SpawnObject(ChaingunGuy, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) TFOG EFGHIJ 6 bright stop spawn_Imp: TNT1 A 1 A_SpawnObject(Imp, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) TFOG EFGHIJ 6 bright stop spawn_Demon: TNT1 A 1 A_SpawnObject(Demon, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) TFOG EFGHIJ 6 bright stop spawn_Spectre: TNT1 A 1 A_SpawnObject(Spectre, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) TFOG EFGHIJ 6 bright stop spawn_Cacodemon: TNT1 A 1 A_SpawnObject(Cacodemon, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) TFOG EFGHIJ 6 bright stop spawn_BaronOfHell: TNT1 A 1 A_SpawnObject(BaronOfHell, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) TFOG EFGHIJ 6 bright stop spawn_HellKnight: TNT1 A 1 A_SpawnObject(HellKnight, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) TFOG EFGHIJ 6 bright stop spawn_LostSoul: TNT1 A 1 A_SpawnObject(LostSoul, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) TFOG EFGHIJ 6 bright stop spawn_PainElemental: TNT1 A 1 A_SpawnObject(PainElemental, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) TFOG EFGHIJ 6 bright stop spawn_Revenant: TNT1 A 1 A_SpawnObject(Revenant, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) TFOG EFGHIJ 6 bright stop spawn_Mancubus: TNT1 A 1 A_SpawnObject(Mancubus, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) TFOG EFGHIJ 6 bright stop spawn_Arachnotron: TNT1 A 1 A_SpawnObject(Arachnotron, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) TFOG EFGHIJ 6 bright stop spawn_Archvile: TNT1 A 1 A_SpawnObject(Archvile, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) TFOG EFGHIJ 6 bright stop spawn_SpiderMastermind: TNT1 A 1 A_SpawnObject(SpiderMastermind, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) TFOG EFGHIJ 6 bright stop spawn_Cyberdemon: TNT1 A 1 A_SpawnObject(Cyberdemon, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) TFOG EFGHIJ 6 bright stop spawn_SSWolfenstein: TNT1 A 1 A_SpawnObject(SSWolfenstein, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) TFOG EFGHIJ 6 bright stop spawn_ExplosiveBarrel: TNT1 A 1 A_SpawnObject(ExplosiveBarrel, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) TFOG EFGHIJ 6 bright stop */ auto thing summoner_boxSpawner { health 1000 speed 10 radius 6 height 32 damage 3 reactiontime 8 painchance 0 mass 100 clear flags +NOBLOCKMAP +MISSILE +DROPOFF +NOGRAVITY +NOCLIP states { spawn: TNT1 A 1 goto spawn_cube spawn_cube: TNT1 A 0 A_PlaySound(BOSPIT, 0) SUZ8 A 4 SUZ8 BCDA 4 SUZ8 B 4 TNT1 A 0 A_SpawnObject(summoner_Monster, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) //TFOG ABABCDEFGHIJ 6 bright stop } } auto thing summoner_boxPlayer <- thing ArchvileFire "summoner_boxPlayer" { deathsound "" clear flags +MISSILE +NOGRAVITY states { spawn: TNT1 A 1 goto spawn_box spawn_box: TNT1 A 1 {A_Fire A_SpawnObject(summoner_boxSpawner, 0.0, -200.0, 0.0, 0.0, 0.0, 0.0, 0.0)} stop } } /* flame_burn: FIRE A 1 bright A_StartFire FIRE BAB 2 bright A_Fire FIRE C 2 bright A_FireCrackle FIRE BCBCDCDCDEDED 2 bright A_Fire FIRE E 2 bright A_FireCrackle FIRE FEFEFGHGHGH 2 bright A_Fire stop */ auto thing summoner_ball { health 1000 speed 25 radius 6 height 8 damage 5 reactiontime 8 painchance 0 mass 100 seesound "firsht" deathsound "firxpl" clear flags +NOBLOCKMAP +MISSILE +DROPOFF +NOGRAVITY states { spawn: SRGX AB 4 bright loop death: SRGX CDE 6 bright stop } } auto thing summonerTrailFire { health 1000 speed 0 radius 20 height 16 damage 0 reactiontime 8 painchance 0 mass 100 clear flags +NOBLOCKMAP +NOGRAVITY states{ spawn: SF0Z CBCDCDEDEFEFGHGH 2 bright Stop } } auto thing summonerTrail { health 1000 speed 0 radius 20 height 16 damage 0 reactiontime 8 painchance 0 mass 100 clear flags +NOBLOCKMAP +NOGRAVITY states{ spawn: SF0Z ABAB 2 bright TNT1 A 0 bright A_SpawnObject(summonerTrailFire, 0, 0, 0, 0, 0, 0, 0) Stop } } auto thing Summoner_painSound { clear flags states { spawn: TNT1 AA 1 A_PlaySound(FLAME, 0) TNT1 A 59 } } auto thing Summoner "Summoner" { //$Category c_Monsters //$Colour 13 EdNum 6000 Health 1000 Speed 15 PainChance 28 Radius 20 Height 16 Mass 100 Reactiontime 8 seesound "sumsit" activesound "sumact" painsound "sumpai" deathsound "sumdth" clear flags +SOLID +SHOOTABLE +COUNTKILL states { spawn: SUMM A 10 A_Look loop see: SUMM A 2 { A_Chase A_SpawnObject(summonerTrail, 0, 0, 0, 0, 0, 0, 0)} SUMM A 2 { A_Chase A_SpawnObject(summonerTrail, 0, 0, 0, 0, 0, 0, 0)} SUMM A 1 { A_Chase A_SpawnObject(summonerTrail, 0, 0, 0, 0, 0, 0, 0)} loop missile: TNT1 A 1 A_FaceTarget TNT1 A 0 { A_FaceTarget A_RandomJump(missile_Summon, 170) //A_RandomJump(missile_Shoot, 64) } //goto see goto missile_Shoot missile_Summon: TNT1 A 0 A_FaceTarget SUMM B 12 bright A_FaceTarget TNT1 A 1 bright {A_FaceTarget A_SpawnObject(summoner_boxPlayer, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)} SUMM E 40 bright A_FaceTarget goto see missile_Shoot: SUMM B 12 bright A_FaceTarget TNT1 A 0 A_MonsterProjectile(summoner_ball, 0, 0, 0, 0) SUMM CCCDD 2 bright A_FaceTarget SUMM D 8 bright A_FaceTarget goto see pain: SUMM F 3 A_SpawnObject(Summoner_painSound, 0, 0, 0, 0, 0, 0, 0) SUMM F 3 A_Pain SUMM F 35 goto see death: TNT1 A 0 {A_SpawnObject(Summoner_painSound, 0, 0, 0, 0, 0, 0, 0) A_SpawnObject(summonerTrail, 0, 0, 0, 0, 0, 0, 0) } SUMM F 33 A_Scream TNT1 A 0 A_RandomJump(death_spawn, 18) SUMM GHIJKL 7 SUMM M 40 SUMM M -1 stop death_spawn: SUMM GGHH 2 PAIN KJIH 8 TNT1 A 0 A_SpawnObject(PainElemental, 0, 0, 0, 0, 0, 0, 0) stop } } /* - summoner-v2-numsOic -------------------------------------------------------------------------*/ //#include "summoner-v2-numsOic/summoner-v2-numsOic.dh" /* - aJynks Rebuild of numsOic to personal prefrences -------------------------------------------------------------------------*/ //#include "summoner/summoner-v3.dh"