Classes:Minotaur
Maulotaurs are giant minotaurs who wield mauls, which explains their very D&Dish portmanteau name. They sport nose rings and, apparently more modest than their distant Doom cousins, wear loincloths. The second-strongest monster of Heretic, surpassed only by D'Sparil himself, they can be considered the Heretic equivalent of Doom's Cyberdemons; though despite their greater variety of attacks they are significantly weaker. For this reason, they are found in large numbers when they are used in boss levels.
Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
|
| Maulotaur | |||
|---|---|---|---|
| Actor type | Monster | Game | |
| DoomEd Number | 9 | Class Name | Minotaur |
Classes: Minotaur
→MinotaurFriend
In Hexen.wad, the attack sprites are lettered from F to K instead of from U to Z, and the death sprites are missing. For this reason, they are renamed at load time by ZDoom and the native action A_MinotaurDeath causes the maulotaur to enter the FadeOut state if the death sprites are missing.
When slain, they may randomly drop mystic urns and flame orbs with ten charges.
Minotaurs use the following actor fields for specific purposes:
- special1
- Serves as a countdown timer for the Charge attack.
- special2
- Used to prevent repeating the Hammer attack more than once.
Note: Maulotaurs are invulnerable while charging, dark servants aren't.
DECORATE definition
ACTOR Minotaur native
{
Health 3000
Radius 28
Height 100
Mass 800
Speed 16
Damage 7
PainChance 25
Monster
+DROPOFF
+FLOORCLIP
+BOSS
+NORADIUSDMG
+DONTMORPH
+NOTARGET
+BOSSDEATH
SeeSound "minotaur/sight"
AttackSound "minotaur/attack1"
PainSound "minotaur/pain"
DeathSound "minotaur/death"
ActiveSound "minotaur/active"
DropItem "ArtiSuperHealth", 51
DropItem "PhoenixRodAmmo", 84, 10
action native A_MinotaurDecide();
action native A_MinotaurAtk1();
action native A_MinotaurAtk2();
action native A_MinotaurAtk3();
action native A_MinotaurCharge();
action native A_MinotaurLook();
action native A_MinotaurRoam();
action native A_MinotaurChase();
action native A_MinotaurDeath();
States
{
Spawn:
MNTR AB 10 A_MinotaurLook
Loop
Roam:
MNTR ABCD 5 A_MinotaurRoam
Loop
See:
MNTR ABCD 5 A_MinotaurChase
Loop
Melee:
MNTR V 10 A_FaceTarget
MNTR W 7 A_FaceTarget
MNTR X 12 A_MinotaurAtk1
Goto See
Missile:
MNTR V 10 A_MinotaurDecide
MNTR Y 4 A_FaceTarget
MNTR Z 9 A_MinotaurAtk2
Goto See
Hammer:
MNTR V 10 A_FaceTarget
MNTR W 7 A_FaceTarget
MNTR X 12 A_MinotaurAtk3
Goto See
HammerLoop:
MNTR X 12
Goto Hammer
Charge:
MNTR U 2 A_MinotaurCharge
Loop
Pain:
MNTR E 3
MNTR E 6 A_Pain
Goto See
Death:
MNTR F 6 A_MinotaurDeath
MNTR G 5
MNTR H 6 A_Scream
MNTR I 5
MNTR J 6
MNTR K 5
MNTR L 6
MNTR M 5 A_NoBlocking
MNTR N 6
MNTR O 5
MNTR P 6
MNTR Q 5
MNTR R 6
MNTR S 5
MNTR T -1 A_BossDeath
Stop
FadeOut:
MNTR E 6
MNTR E 2 A_Scream
MNTR E 5 A_SpawnItemEx("MinotaurSmokeExit")
MNTR E 5
MNTR E 5 A_NoBlocking
MNTR E 5
MNTR E 5 A_SetTranslucent(0.66, 0)
MNTR E 5 A_SetTranslucent(0.33, 0)
MNTR E 10 A_BossDeath
Stop
}
}
Related Classes
MinotaurFX1, MinotaurFX2 and MinotaurFX3 are used for the maulotaur's ranged attacks.