/***************************************************************************** * 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 {} // Your DECOHack code here ... //#include "strings.dh" /* ----------------------------------------------------------------------------------------------- ----- Monster Inclusions -----------------------------------------------------------------------------------------------*/ // add : NewVile auto thing newVileBounce "newVileBounce" { +MISSILE +FULLVOLSOUNDS health 1000 speed 0 radius 20 height 16 damage 0 reactiontime 8 painchance 0 mass 100 deathsound "barexp" clear flags +NOGRAVITY states { spawn: TNT1 A 1 A_Look loop see: TNT1 A 0 goto death death: TNT1 A 1 A_Scream TNT1 A 1 A_VileAttack TNT1 A 1 A_RadiusDamage(25, 45) TNT1 A 69 stop raise: TROO A -1 stop } } auto thing newVileFlameDMG "newVileFlameDMG" { clear flags +MISSILE +NOGRAVITY states { spawn: TNT1 A 1 goto flame_boom flame_boom: TNT1 A 1 A_Fire TNT1 A 0 A_SpawnObject(newVileBounce, 0, 0, 0, 0, 0, 0, 0) stop } } auto thing newVileFlameGFX <- thing ArchvileFire "newVileFlameGFX" { //colourRemap : "48:63=195:203", "64:79=197:207", "128:143=200:207", "144:151=199:207", "208:223=200:207", "13:15=243:247", "160:167=192:207", "249:249=192:192" deathsound "" clear flags +MISSILE +NOGRAVITY states { spawn: FIRE A 1 bright goto flame_burn 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 } }thing newVileFlameGFX reskin FIRE to CGFR auto thing newVileArch <- thing Archvile "newVileArch" { //$Category c_Monsters //$Colour 13 //colourRemap : "48:63=112:121", "64:79=118:127", "128:143=120:127", "144:151=121:127", "208:223=112:127", "13:15=124:127", "160:167=112:127", "249:249=112:112" EdNum 6000 states { see: VILE AABBCCDDEEFF 2 A_HealChase(resurectPatch, "slop") loop resurectPatch: VILE [\ 10 bright VILE ]\ 8 bright goto see missile: VILE G 0 bright A_VileStart VILE G 8 bright A_FaceTarget VILE H 3 bright A_FaceTarget VILE G 1 bright {A_FaceTarget A_SpawnObject(newVileFlameGFX, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)} VILE H 4 bright A_FaceTarget VILE IJKLM 8 bright A_FaceTarget VILE N 6 bright A_FaceTarget VILE N 1 bright {A_FaceTarget A_JumpIfTargetInSight(attack_boom, 0.0)} goto see attack_boom: VILE O 1 A_SpawnObject(newVileFlameDMG, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) VILE O 7 bright VILE P 20 bright goto see pain: VILE Q 5 VILE Q 5 A_Pain goto see } }thing newVileArch reskin VILE to CGVL // add : Multi-Vile auto thing multiFlameOne <- thing newVileFlameGFX "multiVileOne" { }thing multiFlameOne reskin CGFR to CAFR auto thing multiVileOne <- thing Archvile "multiVileOne" { //$Category c_Monsters //$Colour 13 EdNum 6001 states { see: VILE AABBCCDDEEFF 2 A_HealChase(resurectPatch, "slop") loop resurectPatch: VILE [\ 10 bright VILE ]\ 8 bright goto see missile: VILE G 0 bright A_VileStart VILE G 8 bright A_FaceTarget VILE H 3 bright A_FaceTarget VILE G 1 bright {A_FaceTarget A_SpawnObject(multiFlameOne, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)} VILE H 4 bright A_FaceTarget VILE IJKLM 8 bright A_FaceTarget VILE N 6 bright A_FaceTarget VILE N 1 bright {A_FaceTarget A_JumpIfTargetInSight(attack_boom, 0.0)} goto see attack_boom: VILE O 1 A_SpawnObject(newVileFlameDMG, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) VILE O 7 bright VILE P 20 bright goto see pain: VILE Q 5 VILE Q 5 A_Pain goto see } }thing multiVileOne reskin VILE to CAVL auto thing multiFlameTwo <- thing newVileFlameGFX "multiFlameTwo" { }thing multiFlameTwo reskin CGFR to CBFR auto thing multiVileTwo <- thing Archvile "multiVileTwo" { //$Category c_Monsters //$Colour 13 EdNum 6002 states { see: VILE AABBCCDDEEFF 2 A_HealChase(resurectPatch, "slop") loop resurectPatch: VILE [\ 10 bright VILE ]\ 8 bright goto see missile: VILE G 0 bright A_VileStart VILE G 8 bright A_FaceTarget VILE H 3 bright A_FaceTarget VILE G 1 bright {A_FaceTarget A_SpawnObject(multiFlameTwo, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)} VILE H 4 bright A_FaceTarget VILE IJKLM 8 bright A_FaceTarget VILE N 6 bright A_FaceTarget VILE N 1 bright {A_FaceTarget A_JumpIfTargetInSight(attack_boom, 0.0)} goto see attack_boom: VILE O 1 A_SpawnObject(newVileFlameDMG, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) VILE O 7 bright VILE P 20 bright goto see pain: VILE Q 5 VILE Q 5 A_Pain goto see } }thing multiVileTwo reskin VILE to CBVL auto thing multiFlameThree <- thing newVileFlameGFX "multiFlameThree" { }thing multiFlameThree reskin CGFR to CCFR auto thing multiVileThree <- thing Archvile "multiVileThree" { //$Category c_Monsters //$Colour 13 EdNum 6003 states { see: VILE AABBCCDDEEFF 2 A_HealChase(resurectPatch, "slop") loop resurectPatch: VILE [\ 10 bright VILE ]\ 8 bright goto see missile: VILE G 0 bright A_VileStart VILE G 8 bright A_FaceTarget VILE H 3 bright A_FaceTarget VILE G 1 bright {A_FaceTarget A_SpawnObject(multiFlameThree, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)} VILE H 4 bright A_FaceTarget VILE IJKLM 8 bright A_FaceTarget VILE N 6 bright A_FaceTarget VILE N 1 bright {A_FaceTarget A_JumpIfTargetInSight(attack_boom, 0.0)} goto see attack_boom: VILE O 1 A_SpawnObject(newVileFlameDMG, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0) VILE O 7 bright VILE P 20 bright goto see pain: VILE Q 5 VILE Q 5 A_Pain goto see } }thing multiVileThree reskin VILE to CCVL