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[SUBMISSION] Soul Reaper

  • Ganbare-Lucifer
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2 months 2 weeks ago - 2 months 3 days ago #1 by Ganbare-Lucifer
[SUBMISSION] Soul Reaper was created by Ganbare-Lucifer
Name: Soul Reaper
Difficulty: Medium
Connections: None
Summon: SoulReaper
Melee: Yes
Distance: Projectile
Type: Demon, Undead
GLDEFs: Yes
Brightmaps: Yes
ACS: No
Submitted: Ganbare-Lucifer

Soul Reaper Credits:
Code: esselfortium, Ganbare-Lucifer
Sounds: id Software, David Fienup, Austin Hindman, Neil Goldsmith, Reeko Smith
Sprites: id Software
Sprite Edit: Vader
Idea Base: Soul Reaper from KDiKDiZD

A bruiser-type undead demon with aggressively-homing fireballs, and grim ripping claws.

https://drive.google.com/file/d/1XgLS5dwsCI9HOl1UAlp19oKUrE8xRzcF/view?usp=drive_link
Last edit: 2 months 3 days ago by Ganbare-Lucifer.

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2 months 4 days ago - 2 months 4 days ago #2 by Gothic
Replied by Gothic on topic [SUBMISSION] Soul Reaper
Use A_SpawnProjectile instead of the MissileType property because that shouldn't be used anymore, except with FastProjectiles.
Code:
A_SpawnProjectile("SoulReaperBall",40)
There's no need to copy paste its chasing frames at the end of its attacks.
There are 2 sets of sprites for melee attacks, but it only uses one. If you want it to use both at random, do this:
Code:
Melee: TNT1 A 0 A_Jump(128,"Melee2") SLRP EF 6 A_FaceTarget SLRP G 10 A_CustomMeleeAttack(random(1,10)*6,"imp/melee") goto See Melee2: SLRP HI 6 A_FaceTarget SLRP J 10 A_CustomMeleeAttack(random(1,10)*6,"imp/melee") goto See
As for the GLDEFS, you can use the Soul Harvester ones.
Also, please credit the sounds properly. Soundsnap and Youtube aren't people.
Last edit: 2 months 4 days ago by Gothic.

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  • Ganbare-Lucifer
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2 months 3 days ago #3 by Ganbare-Lucifer
Replied by Ganbare-Lucifer on topic [SUBMISSION] Soul Reaper

Use A_SpawnProjectile instead of the MissileType property because that shouldn't be used anymore, except with FastProjectiles.
Code:
A_SpawnProjectile("SoulReaperBall",40)
There's no need to copy paste its chasing frames at the end of its attacks.
There are 2 sets of sprites for melee attacks, but it only uses one. If you want it to use both at random, do this:
Code:
Melee: TNT1 A 0 A_Jump(128,"Melee2") SLRP EF 6 A_FaceTarget SLRP G 10 A_CustomMeleeAttack(random(1,10)*6,"imp/melee") goto See Melee2: SLRP HI 6 A_FaceTarget SLRP J 10 A_CustomMeleeAttack(random(1,10)*6,"imp/melee") goto See
As for the GLDEFS, you can use the Soul Harvester ones.
Also, please credit the sounds properly. Soundsnap and Youtube aren't people.

Updated, also added Brightmaps

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2 months 2 days ago #4 by Gothic
Replied by Gothic on topic [SUBMISSION] Soul Reaper
The brightmaps don't work because you forgot to assign them in the GLDEFS
Code:
BrightMap Sprite SLRPK1 { Map "Brightmaps/BMSLRPK1.png" DisableFullBright }
Also the brightmap for SLRPO4 is wrong.

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  • Ganbare-Lucifer
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2 months 2 days ago #5 by Ganbare-Lucifer
Replied by Ganbare-Lucifer on topic [SUBMISSION] Soul Reaper

The brightmaps don't work because you forgot to assign them in the GLDEFS
Code:
BrightMap Sprite SLRPK1 { Map "Brightmaps/BMSLRPK1.png" DisableFullBright }
Also the brightmap for SLRPO4 is wrong.

Added and fixed

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2 months 2 days ago #6 by Gothic
Replied by Gothic on topic [SUBMISSION] Soul Reaper

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