# jDoom: Intermissions and Finales (Final DOOM/TNT) # (see Doc\InFine.txt) Header { Version = 5; } # I'm using "textdef" to allow compatibility with DeHackEd. # A better way would just be to use "text" and define the text # in the script, no need to go about modifying the Text defs. ########========-------- TNT: EVILUTION --------========######## Finale { Before = "MAP07"; Script { music "read_m" flat SLIME16 wait 0.5 textdef msg 10 10 "T1TEXT" waittext msg wait 7 # The original TEXTWAIT is 250 tics. }; } Finale { Before = "MAP12"; Script { music "read_m" flat RROCK14 wait 0.5 textdef msg 10 10 "T2TEXT" waittext msg wait 7 # The original TEXTWAIT is 250 tics. }; } Finale { Before = "MAP21"; Script { music "read_m" flat RROCK07 wait 0.5 textdef msg 10 10 "T3TEXT" waittext msg wait 7 # The original TEXTWAIT is 250 tics. }; } # This is the actual finale of TNT: Evilution. Finale { After = "MAP30"; Script { music "read_m" flat RROCK17 wait 0.5 textdef msg 10 10 "T4TEXT" waittext msg; wait 7 skiphere #####====--- The Cast ---====##### # Castloop continues forever. # Quite a number of monsters here...! noskip # No more skipping (pause waits for a key, though). deltext msg music "evil" noflat; patch back 0 0 BOSSBACK marker castloop # Create a text for the name. textdef name 160 180 CC_ZOMBIE center name; rate name 0 patch mo 160 170 POSSA1 # "mo" is used for all the monsters. # --- Zombieman --- clranim mo states mo POSS_RUN1 12 states mo POSS_ATK1 2; picsound mo "pistol" states mo POSS_ATK3 1 repeat mo seesound POSSESSED; pause; diesound POSSESSED clranim mo states mo POSS_DIE1 5 waitanim mo; wait 0.43 # --- Shotgun Guy --- clranim mo states mo SPOS_RUN1 12 states mo SPOS_ATK1 2; picsound mo "shotgn" states mo SPOS_ATK3 1 repeat mo settextdef name CC_SHOTGUN seesound SHOTGUY; pause; diesound SHOTGUY clranim mo states mo SPOS_DIE1 5 waitanim mo; wait 0.43 # --- Heavy Weapon Dude --- clranim mo states mo CPOS_RUN1 12 states mo CPOS_ATK1 2; picsound mo "shotgn" states mo CPOS_ATK3 1; picsound mo "shotgn" states mo CPOS_ATK4 1; picsound mo "shotgn" states mo CPOS_ATK3 1; picsound mo "shotgn" states mo CPOS_ATK4 1; picsound mo "shotgn" states mo CPOS_ATK3 1; picsound mo "shotgn" repeat mo settextdef name CC_HEAVY seesound CHAINGUY; pause; diesound CHAINGUY clranim mo states mo CPOS_DIE1 7 waitanim mo; wait 0.43 # --- Imp --- clranim mo states mo TROO_RUN1 12 states mo TROO_ATK1 3; picsound mo "claw" repeat mo settextdef name CC_IMP seesound TROOP; pause; diesound TROOP clranim mo states mo TROO_DIE1 5 waitanim mo; wait 0.43 # --- Demon --- clranim mo states mo SARG_RUN1 12 states mo SARG_ATK1 2; picsound mo "sgtatk" states mo SARG_ATK3 1 repeat mo settextdef name CC_DEMON seesound SERGEANT; pause; diesound SERGEANT clranim mo states mo SARG_DIE1 6 waitanim mo; wait 0.43 # --- Lost Soul --- clranim mo states mo SKULL_RUN1 12 states mo SKULL_ATK1 2; picsound mo "sklatk" states mo SKULL_ATK3 8 repeat mo settextdef name CC_LOST seesound SKULL; pause; diesound SKULL clranim mo states mo SKULL_DIE1 6 waitanim mo; wait 0.43 # --- Cacodemon --- clranim mo states mo HEAD_RUN1 12 states mo HEAD_ATK1 2; picsound mo "firsht" states mo HEAD_ATK3 1 repeat mo settextdef name CC_CACO seesound HEAD; pause; diesound HEAD clranim mo states mo HEAD_DIE1 6 waitanim mo; wait 0.43 # --- Hell Knight --- clranim mo states mo BOS2_RUN1 12 states mo BOS2_ATK1 2; picsound mo "firsht" states mo BOS2_ATK3 1 repeat mo settextdef name CC_HELL seesound KNIGHT; pause; diesound KNIGHT clranim mo states mo BOS2_DIE1 7 waitanim mo; wait 0.43 # --- Baron of Hell --- clranim mo states mo BOSS_RUN1 12 states mo BOSS_ATK1 2; picsound mo "firsht" states mo BOSS_ATK3 1 repeat mo settextdef name CC_BARON seesound BRUISER; pause; diesound BRUISER clranim mo states mo BOSS_DIE1 7 waitanim mo; wait 0.43 # --- Arachnotron --- clranim mo states mo BSPI_SIGHT 12 states mo BSPI_ATK1 2; picsound mo "plasma" states mo BSPI_ATK3 3; picsound mo "plasma" states mo BSPI_ATK3 3; picsound mo "plasma" states mo BSPI_ATK3 3; picsound mo "plasma" states mo BSPI_ATK3 2 repeat mo settextdef name CC_ARACH seesound BABY; pause; diesound BABY clranim mo states mo BSPI_DIE1 7 waitanim mo; wait 0.43 # --- Pain Elemental --- clranim mo states mo PAIN_RUN1 12 states mo PAIN_ATK1 3; picsound mo "sklatk" states mo PAIN_ATK4 1 repeat mo settextdef name CC_PAIN seesound PAIN; pause; diesound PAIN clranim mo states mo PAIN_DIE1 6 waitanim mo; wait 0.43 # --- Revenant --- clranim mo states mo SKEL_RUN1 12 states mo SKEL_MISS1 2; picsound mo "skeatk" states mo SKEL_MISS3 2 states mo SKEL_RUN1 12 states mo SKEL_FIST1 2; picsound mo "skeswg" states mo SKEL_FIST3 2; picsound mo "skepch" repeat mo settextdef name CC_REVEN seesound UNDEAD; pause; diesound UNDEAD clranim mo states mo SKEL_DIE1 6 waitanim mo; wait 0.43 # --- Mancubus --- clranim mo states mo FATT_RUN1 12 states mo FATT_ATK1 2; picsound mo "firsht" states mo FATT_ATK3 3; picsound mo "firsht" states mo FATT_ATK6 3; picsound mo "firsht" states mo FATT_ATK9 2 repeat mo settextdef name CC_MANCU seesound FATSO; pause; diesound FATSO clranim mo states mo FATT_DIE1 10 waitanim mo; wait 0.43 # --- Arch-Vile --- clranim mo states mo VILE_RUN1 12 states mo VILE_ATK1 2; picsound mo "vilatk" states mo VILE_ATK3 9 repeat mo settextdef name CC_ARCH seesound VILE; pause; diesound VILE clranim mo states mo VILE_DIE1 10 waitanim mo; wait 0.43 # --- The Spider Mastermind --- clranim mo states mo SPID_RUN1 12 states mo SPID_ATK1 2; picsound mo "shotgn" states mo SPID_ATK3 1; picsound mo "shotgn" states mo SPID_ATK4 2; picsound mo "shotgn" states mo SPID_ATK3 1; picsound mo "shotgn" states mo SPID_ATK4 2; picsound mo "shotgn" states mo SPID_ATK3 1; picsound mo "shotgn" states mo SPID_ATK4 2; picsound mo "shotgn" states mo SPID_ATK3 1; picsound mo "shotgn" repeat mo settextdef name CC_SPIDER seesound SPIDER; pause; diesound SPIDER clranim mo states mo SPID_DIE1 11 waitanim mo; wait 0.43 # --- Cyberdemon --- clranim mo states mo CYBER_RUN1 12 states mo CYBER_ATK1 2; picsound mo "rlaunc" states mo CYBER_ATK3 2; picsound mo "rlaunc" states mo CYBER_ATK5 2; picsound mo "rlaunc" repeat mo settextdef name CC_CYBER seesound CYBORG; pause; diesound CYBORG clranim mo states mo CYBER_DIE1 10 waitanim mo; wait 0.43 # --- Our Hero (finally!) --- clranim mo states mo PLAY_RUN1 12 states mo PLAY_ATK1 1 repeat mo settextdef name CC_HERO seesound PLAYER; pause; diesound PLAYER clranim mo states mo PLAY_DIE1 7 waitanim mo; wait 0.43 # Restart the loop. goto castloop }; } # Secret level 1. Finale { Before = "MAP31"; Script { music "read_m"; flat RROCK13; wait 0.5; textdef msg 10 10 "T5TEXT"; waittext msg; wait 7; # The original TEXTWAIT is 250 tics. }; } # Secret level 2. Finale { Before = "MAP32"; Script { music "read_m"; flat RROCK19; wait 0.5; textdef msg 10 10 "T6TEXT"; waittext msg; wait 7; # The original TEXTWAIT is 250 tics. }; }