Actor IceGolem{ Health 300 Radius 26 Height 66 Mass 600 Speed 16 Painchance 32 DamageFactor "Fire", 1.2 DamageFactor "Ice", 0.4 Monster +FloorClip +NoBlood RenderStyle Translucent Alpha 0.8 Scale 1.1 SeeSound "mummy/sight" AttackSound "mummy/attack1" PainSound "mummy/pain" ActiveSound "mummy/active" HitObituary "%o was bludgeoned by an ice golem!" States { Spawn: IGLM AB 10 A_Look Loop See: IGLM A 0 A_JumpIfHealthLower(150, 1) Goto See+2 IGLM A 0 A_Jump(12, "Regenerate") IGLM ABCD 5 A_Chase Loop Melee: IGLM E 0 A_Jump(128, "Melee2") IGLM E 6 A_FaceTarget IGLM F 6 A_CustomMeleeAttack(Random(5,10)*2, "mummy/attack2", "mummy/attack") IGLM G 6 Goto See Melee2: IGLM H 6 A_FaceTarget IGLM I 6 A_CustomMeleeAttack(Random(5,10)*2, "mummy/attack2", "mummy/attack") IGLM J 6 Goto See Regenerate: IGLM K 10 IGLM K 0 A_PlayWeaponSound("misc/freeze") IGLM K 0 A_ChangeFlag("NoPain", 1) IGLM K 0 A_GiveInventory("IceGolemArmor", 1) IGLM K 0 HealThing(15) IGLM KKKKKKKKKK 1 A_SpawnItemEx("IceGolemParticleA", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128) IGLM K 0 HealThing(15) IGLM KKKKKKKKKK 1 A_SpawnItemEx("IceGolemParticleA", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128) IGLM K 0 HealThing(15) IGLM KKKKKKKKKK 1 A_SpawnItemEx("IceGolemParticleA", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128) IGLM K 0 HealThing(15) IGLM KKKKKKKKKK 1 A_SpawnItemEx("IceGolemParticleA", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128) IGLM K 0 HealThing(15) IGLM KKKKKKKKKK 1 A_SpawnItemEx("IceGolemParticleA", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128) IGLM K 0 HealThing(15) IGLM KKKKKKKKKK 1 A_SpawnItemEx("IceGolemParticleA", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128) IGLM K 0 HealThing(15) IGLM KKKKKKKKKK 1 A_SpawnItemEx("IceGolemParticleA", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128) IGLM K 0 HealThing(15) IGLM KKKKKKKKKK 1 A_SpawnItemEx("IceGolemParticleA", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128) IGLM K 0 HealThing(15) IGLM KKKKKKKKKK 1 A_SpawnItemEx("IceGolemParticleA", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128) IGLM K 0 HealThing(15) IGLM KKKKKKKKKK 1 A_SpawnItemEx("IceGolemParticleA", Random(24, 32), 0, 4, 0, 0, (Random(20, 35)*0.1), Random(0, 360), 128) IGLM K 0 A_ChangeFlag("NoPain", 0) IGLM K 0 A_TakeInventory("BasicArmor", 100) Goto See Pain: IGLM L 4 IGLM L 4 A_Pain Goto See Death: IGLM L 12 IGLM L 0 A_SetTranslucent(1.0, 0) IGLM L 1 A_IceGuyDie Stop }}Actor IceGolemArmor : BasicArmorPickup{ Inventory.PickupMessage "" Armor.SaveAmount 100 Armor.SavePercent 100 Armor.MaxFullAbsorb 100 states { Spawn: TNT1 A 1 Fail }}Actor IceGolemParticleA{ Height 0 Radius 0 Mass 0 +Missile +NoBlockMap +NoGravity +DontSplash +NoClip RenderStyle Add Scale 0.0275 States { Spawn: IGLP A 0 A_SpawnItemEx("IceGolemParticleTrail", -(MomX*1.2), -(MomY*1.2), (MomZ*-1.2), (MomX*0.8), (MomY*0.8), (MomZ*0.8), -Angle, 138) IGLP A 1 A_FadeOut(0.065) Loop }}Actor IceGolemParticleTrail : IceGolemParticleA{ States { Spawn: IGLP A 1 A_FadeOut(0.075) Loop }}