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Bad Hex Number


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Bloodcolor "Ice"

Those are the lines it complains about. Now BloodColor is supposed to be able to use color names, and "Ice" is supposed to be one of the default colors recognized by GZDoom, but apparently this doesn't work. Try replacing "Ice" with "7C 7C 98".

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Sorry, here it is (if there is no error in this one maybe it's on the others) : 

Actor KXCelt 15007
{
    //$Category Monsters/Custom
	//$Title "KXCelt"
Health 2500
Radius 30
Height 100
Mass 1500
Speed 18
PainChance 10
Monster
MeleeDamage 30
Scale 1.5
Obituary "%o was frozen to death by Celt"
HitObituary "%o was frozen to death by Celt"
Bloodcolor "Ice"
Species "Celt"
+DontHarmSpecies
+NoTarget
+FloorClip
+MissileMore
+NoRadiusDmg
+Boss
+DontHurtSpecies
+NoInfighting
SeeSound "Celt/see"
PainSound "Celt/pain"
DeathSound "Celt/death"
ActiveSound "Celt/idle"
var int user_celt;
  States
  {
  Spawn:
    CELT AB 10 A_Look
    Loop
  See:
    TNT1 A 0 A_SetUserVar(user_celt,0)
	CELT A 0 A_Chase
	CELT AAA 1 A_SpawnItemEx("KXCeltIceParticle", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)
    CELT A 0 A_Chase
	CELT AAA 1 A_SpawnItemEx("KXCeltIceParticle", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)
	CELT A 0 A_Chase
	CELT BBB 1 A_SpawnItemEx("KXCeltIceParticle", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)
	CELT B 0 A_Chase
	CELT BBB 1 A_SpawnItemEx("KXCeltIceParticle", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)
	CELT B 0 A_Chase
	CELT CCC 1 A_SpawnItemEx("KXCeltIceParticle", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)
	CELT C 0 A_Chase
	CELT CCC 1 A_SpawnItemEx("KXCeltIceParticle", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)
	CELT D 0 A_Chase
	CELT DDD 1 A_SpawnItemEx("KXCeltIceParticle", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)
	CELT D 0 A_Chase
	CELT DDD 1 A_SpawnItemEx("KXCeltIceParticle", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)
	Loop
  Melee:
  Missile:
    TNT1 A 0 A_Jump(128,"Spread","AnotherSpread")
	TNT1 A 0 A_Jump(128,"Ring", "DiamondDust")
	TNT1 A 0 A_Jump(128,"Clone")
  Spread:
    CELT EF 8 Bright A_FaceTarget
	CELT GGGGGGGGGGGGGGG 0 Bright A_CustomMissile ("CeltIceMiniShot",28,0,random(-10,10),2,random(-5,5))
    CELT H 3 Bright
    CELT H 0 A_Jump(128,1)
	Goto See
    CELT IJ 8 Bright A_FaceTarget 
    CELT KKKKKKKKKKKKKKK 0 Bright A_CustomMissile ("CeltIceMiniShot",28,0,random(-10,10),2,random(-5,5))
    CELT L 3 Bright
    CELT L 0 A_Jump(64,"Ring")
    Goto See
  AnotherSpread:
    CELT MN 8 Bright A_FaceTarget
    CELT O 0 Bright A_CustomMissile ("CeltIceBigShot",28,0,0,0)
	CELT O 0 Bright A_CustomMissile ("CeltIceBigShot",28,0,15,0)
	CELT O 0 Bright A_CustomMissile ("CeltIceBigShot",28,0,30,0)
	CELT O 0 Bright A_CustomMissile ("CeltIceBigShot",28,0,45,0)
	CELT O 0 Bright A_CustomMissile ("CeltIceBigShot",28,0,60,0)
	CELT O 0 Bright A_CustomMissile ("CeltIceBigShot",28,0,75,0)
	CELT O 0 Bright A_CustomMissile ("CeltIceBigShot",28,0,-15,0)
	CELT O 0 Bright A_CustomMissile ("CeltIceBigShot",28,0,-30,0)
	CELT O 0 Bright A_CustomMissile ("CeltIceBigShot",28,0,-45,0)
	CELT O 0 Bright A_CustomMissile ("CeltIceBigShot",28,0,-60,0)
	CELT O 0 Bright A_CustomMissile ("CeltIceBigShot",28,0,-75,0)
    CELT OP 4 Bright
    Goto See
  Ring:
    CELT MN 8 Bright A_FaceTarget
	Goto RingLooping
  RingLooping:
	TNT1 A 0 A_CustomMissile("CeltIceMiniShot2",28,0,user_celt,CMF_ABSOLUTEANGLE)
	TNT1 A 0 A_SetUserVar(user_celt,user_celt+2)
	TNT1 A 0 A_JumpIf(user_celt>360,1)
	Loop
	TNT1 A 0 A_SetUserVar(user_celt,0)
    CELT OP 8 Bright
    Goto See
  DiamondDust: 
    CELT MMMMMMMM 1 A_SpawnItemEx("KXCeltIceParticle", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)
	CELT A 0 Bright A_FaceTarget
	CELT MMMMMMMM 1 A_SpawnItemEx("KXCeltIceParticle", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)
	CELT A 0 Bright A_FaceTarget
	CELT NNNNNNNN 1 A_SpawnItemEx("KXCeltIceParticle", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)
    CELT A 0 Bright A_FaceTarget
    CELT O 4 Bright A_CustomMissile ("CeltDiamondDust",28,0,0,0)
    CELT P 4 Bright
    Goto See
  Clone:
    CELT QQQQQQQQQQ 1 A_SpawnItemEx("KXCeltIceParticle", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)
	CELT Q 0 A_CustomMissile ("CeltIceCloneSpawner",2,0,90,2,0)
	CELT Q 0 A_CustomMissile ("CeltIceCloneSpawner",2,0,-90,2,0)
	CELT QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ 1 A_SpawnItemEx("KXCeltIceParticle", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)
    Goto See
  Pain:
    CELT Q 2
    CELT Q 2 A_Pain
    Goto See
  Death:
    CELT R 10 Bright A_Scream
	CELT STUV 10 Bright
	TNT1 A 0 A_PlaySound("Celt/CometDeath",CHAN_7,1.0,FALSE,ATTN_NONE)
    TNT1 A 0 A_SpawnItemEx("CeltBody",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_NOCHECKPOSITION)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("KXCeltIceParticle2",0,0,5,frandom(-15,15),frandom(-15,15),frandom(5,15),random(1,360))
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("KXCeltIceParticle",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(1,360))
    TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_SpawnItemEx("CeltRealDiamondDust",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(1,360))
    CELT U 0 Bright A_NoBlocking
    TNT1 A -1 Bright
    Stop
  }
}

Actor CeltBody
{   
  Radius 0
  Height 0
  Speed 0
  +ClientSideOnly
  +NoBlockMap
  Translation "0:255=%[0.00,0.00,1.84]:[1.24,1.24,2.00]"
  States
  {
  Spawn:
    CELT WXY 5 Bright
	CELT Z -1 Bright
    Stop
  }
}

Actor CeltIceBigShot
{
  Radius 3
  Height 3
  Speed 20
  Damage 8
  Projectile
  RenderStyle Add
  DamageType Ice
  SeeSound "Celt/IceShot"
  DeathSound "Celt/IceHit"
  Translation "0:255=%[0.00,0.00,1.84]:[1.24,1.24,2.00]"
  Decal RevenantScorch
  States
  {
  Spawn:
    IBAL AABB 2 Bright A_SpawnItemEx("CeltIceBigShotTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    Loop
  Death:
    IBAL AAAAAAAAAA 0 A_SpawnItemEx("KXCeltIceParticle",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(1,360))
	IBAL DEFGHI 4 Bright 
    Stop
  }
}

Actor CeltIceBigShotTrail
{
    Radius 1
    Height 1
    Speed 0
    Damage 0
    PROJECTILE
    RenderStyle Add
	Translation "0:255=%[0.00,0.00,1.84]:[1.24,1.24,2.00]"
	+ClientSideOnly
    +Randomize
    Alpha 0.9
    States
    {
    Spawn:
		IBAL A 1 Bright A_FadeOut(0.04)
		IBAL A 0 A_SetScale(ScaleX-0.03)
		IBAL A 1 Bright A_FadeOut(0.04)
		IBAL A 0 A_SetScale(ScaleX-0.03)
		IBAL A 1 Bright A_FadeOut(0.04)
		IBAL A 0 A_SetScale(ScaleX-0.03)
		IBAL A 1 Bright A_FadeOut(0.04)
		IBAL A 0 A_SetScale(ScaleX-0.03)
		IBAL B 1 Bright A_FadeOut(0.04)
		IBAL B 0 A_SetScale(ScaleX-0.03)
		IBAL B 1 Bright A_FadeOut(0.04)
		IBAL B 0 A_SetScale(ScaleX-0.03)
		IBAL B 1 Bright A_FadeOut(0.04)
		IBAL B 0 A_SetScale(ScaleX-0.03)
		IBAL B 1 Bright A_FadeOut(0.04)
		IBAL B 0 A_SetScale(ScaleX-0.03)
		Loop
    }
}

Actor CeltIceMiniShot
{
  Radius 3
  Height 3
  Speed 35
  Damage 3
  Projectile
  RenderStyle Add
  DamageType Ice
  SeeSound "Celt/IceShot"
  DeathSound "Celt/IceHit"
  States
  {
  Spawn:
    IPRJ AAABBBCCC 1 Bright A_SpawnItemEx("CeltIceMiniShotTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    Loop
  Death:
    IPRJ AAA 0 A_SpawnItemEx("KXCeltIceParticle",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(1,360))
	IPRJ DEFGH 3 Bright 
    Stop
  }
}

Actor CeltIceMiniShot2 : CeltIceMiniShot
{
  Speed 12
}

Actor CeltIceMiniShotTrail
{
    Radius 1
    Height 1
    Speed 0
    Damage 0
    PROJECTILE
    RenderStyle Add
	+ClientSideOnly
    +Randomize
    Alpha 1.0
    States
    {
    Spawn:
	    IPRJ AAAABBBBCCCC 1 Bright A_FadeOut(0.07)
		Stop
    }
}

Actor CeltDiamondDust
{
  Radius 13
  Height 8
  Speed 25
  Damage 0
  Projectile
  SeeSound "CELT/comet"
  Translation "0:255=%[0.00,0.00,2.00]:[2.00,2.00,2.00]"
  RenderStyle Add
  Projectile
  Decal RevenantScorch
  States
  {
  Spawn:
    ICOM AAAABBBBCCCC 1 Bright A_SpawnItemEx("CeltDiamondDustTail", 0, 0, 0, 0, 0, 0, 0, 128)
    Loop
  Death:
    ICOM A 0 A_PlaySound("Celt/CometDeath",CHAN_AUTO,1.0,FALSE,ATTN_NONE)
    ICOM A 0 Bright A_Explode(256,256,0)
	ICOM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("KXCeltIceParticle",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(1,360))
    ICOM DDDDEEEEFFFFGGGGHHHHIIII 1 Bright A_SpawnItemEx("CeltRealDiamondDust",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(1,360))
    Stop
  }
}

Actor CeltDiamondDustTail
{
    Radius 1
    Height 1
    Speed 0
    Damage 0
	RenderStyle Add
    Projectile
    +DontSplash
	+ClientSideOnly
    States
    {
    Spawn:
	    TNT1 A 2 
        IRTB ABCDEFGHI 1 Bright
		Stop
    }
}

Actor CeltRealDiamondDust
{
  Radius 15
  Height 8
  Speed 20
  Damage 2
  Projectile
  +Ripper
  +HexenBounce
  Obituary "%o was Freezed by Celt."
  DamageType Ice
  States
  {
  Spawn: 
      IRME ABCDEFGHIJKLMNS 2 Bright
	  IRME S 1 A_FadeOut(0.01)
      Wait
  }
}

actor CeltIceCloneSpawner : PlasmaBall
{
  RenderStyle Normal
  Radius 24
  Height 1
  Speed 9
  +HexenBounce
  Damage 0
  SeeSound ""
  DeathSound ""
  Translation "0:255=%[0.00,0.00,2.00]:[2.00,2.00,2.00]"
  States
  {
  Spawn:
    CELT ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ 1 A_SpawnItemEx("KXCeltIceParticle", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)
    TNT1 A 0 A_Stop
	TNT1 A 0 A_PlaySound("misc/freeze",CHAN_AUTO,1.0)
    Goto Death
  Death:
    CELT YYYYYYXXXXXXWWWWWWVVVVVVUUUUUUTTTTTTSSSSSSRRRRRR 1 A_SpawnItemEx("KXCeltIceParticle", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128)
    TNT1 A 0 A_PlaySound("misc/freeze",CHAN_AUTO,1.0)
    TNT1 A 0 Bright A_SpawnItemEx("CeltIceClone",0,0,1,0,0,0,0)
    Stop
  }
}

ACTOR CeltIceClone : BaronOfHell
{
  Health 150
  Speed 16
  PainChance 20
  Species "Celt"
  +DontHarmSpecies
  -CountKill
  -BossDeath
  SeeSound ""
  PainSound ""
  DeathSound "misc/freeze"
  ActiveSound ""
  Obituary "%o was frozen by Celt"
  HitObituary "%o was frozen by Celt"
  BloodColor "Ice"
  Translation Ice
  States
  {
  Spawn:
    CELT AB 10 A_Look
    Loop
  See:
    CELT AABBCCDD 3 A_Chase
    Loop
  Melee:
  Missile:
    CELT EF 8 Bright A_FaceTarget
	CELT GGGGGGGGGG 0 Bright A_CustomMissile ("CeltIceMiniShot",28,0,random(-10,10),2,random(-5,5))
    CELT GH 3 Bright
    CELT H 0 A_Jump(128,1)
	Goto See
    CELT IJ 8 Bright A_FaceTarget 
    CELT KKKKKKKKKK 0 Bright A_CustomMissile ("CeltIceMiniShot",28,0,random(-10,10),2,random(-5,5))
    CELT KL 3 Bright
	CELT H 0 A_Jump(128,"Missile")
    Goto See
  Pain:
    CELT Q 2
    CELT Q 2 A_Pain
    Goto See
  Death:
    CELT Q 5 A_IceGuyDie
    Stop
  Raise:
    Stop
  }
}

Actor KXCeltIceParticle
{
	Projectile
	Damage 0
	+NoBlockMap
	+BloodLessImpact
	+ClientSideOnly 
    -BloodSplatter
    +DontSplash
    +ForceXYBillBoard
	Speed 0
	Radius 1
	Height 1
	RenderStyle Add
	States
	{
  Spawn:
  Death:
    IPRJ I 1 Bright A_FadeOut(0.04)
    Loop
	}
}

Actor KXCeltIceParticle2
{
	Projectile
	Damage 0
	+NoBlockMap
	+BloodLessImpact
	+ClientSideOnly
    -BloodSplatter
    +DontSplash
    +ForceXYBillBoard
	-NoGravity
	Speed 0
	Radius 1
	Height 1
	Scale 0.2
	Gravity 0.8
	RenderStyle Add
	States
	{
  Spawn:
    IRTB A 1 Bright
    Loop
  Death:
    IRTB ABCDEFGHI 1 Bright A_FadeOut(0.04)
	Wait
	}
}

 

 

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