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Monsters & Other Creatures

 
 

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Monsters & Creatures

 

Monsters & Other Creatures

All Monsters

xvel = tile to drop on death

yvel = tag to activate on death

pal 17 = statue (set lotag of monster to the activator tag that wakes it)

zvel = group number (see below)

Groups:  If a monster is part of a group, then it will not activate its yvel tag when it dies, unless all of the other monsters of the same group are already dead.  These means you can create a situation where the player has to kill an entire group of monsters in order to activate something.  The tag that gets activated is the one belonging to the last monster that dies (normally you would give the same yvel to every monster in the group, but this isn't strictly necessary).  Group number are global.  That means that there can only be one group of that number in the entire episode.  If you use zvel 1 on a group of monsters in level 1, then you must not use group 1 in level 2, etc.



owner = monster aura(s)

It works as a bit field, but it is recommended to only use one per monster/respawn

1 = speed
2 = might (extra damage)
4 = invisibility and curse
8 = lightning enchanted
16 = poisonous (they do poison damage in addition to normal damage)
32 = freezing (chill you)
64 = burning (set you on fire)
128 = vampire (if they damage you it adds to their health)
256 = extra hit points



 

Egg Sack 308

spawns spiders (small ones that cannot shoot webs)


Egg 675
spawns a Rage Head

 

Phase Demon 1680

Floats, goes in and out of phase, fires nonexplosive projectile

Pal 7 triple hit points, fires a more powerful projectile

Pal 21 double hit points (otherwise normal)

Pal 24 smaller, faster and dies easier, shoots demon spit instead of dark plasma

 

Beheaded Kamikaze 1820

These are pretty much identical to the enemies from Serious Sam with the same name.  They are headless suicide bombers who run at the player while constantly screaming (don't ask how).



Piggy 1912

A harmless pig that wanders around.

 

Baren Zombie (pigcop) 2000

fires multiple shotgun pellets

pal 10 bigger, tougher, DB shotgun

pal 14 smaller, weaker
pal 23 shoots a single powerful projectile

 

Boulder 2080

Not really a creature, but it is a sophisticated actor.

Boulders will roll down slopes realistically and cause damage to creatures and some types of sprites in their path.  They can also be moved by kicks or weapon fire.  They split into smaller boulders after taking enough damage.  Certain characteristics of boulders are determined by their size.  They also have some other settings worth noting:

Extra 1 = indestructible
Lotag:  If non zero, the boulder will not move until the lotag has been activated (either by an ACTIVATOR of the same tag, or a WGR2 activation)



Axe Demon 2120

weak, moves fast, has a melee attack, can jump

pal 7 stronger, fast charging attack

 

Wizard 3473

floats, can teleport and regenerate, make spinning force field

 

pal 0 shoots plasma, can encase player in force fields

pal 10 fire attacks

pal 24 lightning attacks, does not regenerate

pal 25 boss strength, cold attacks, wakes pal 17 golems and wraiths if they have the same lotag as him

 

Spider 4264

can walk on ceiling, use web lines to drop

fires shoots sticky webs and bites; note that the spiders spawned by eggsacks are babies and cannot shoot webs

 

Bat 4096

Extra 0 = flies straight ahead, disappears when it runs into something

Extra 1 = circles clockwise

EXtra 2 = circles counterclockwise

Extra 3 = figure 8 clockwise

Extra 4 = figure 8 ccw

hitag = rate of turn (leave at zero for a rate of 12 degrees per tic, which is pretty good)

 

HORNET 4300

A large hornet.  It becomes aggressive when the player gets close.

 

Cyberdemon 4959

CYBERDEMONSTAYPUT 4960

needs no introduction

pal 7 fires BFG beam lite

pal 10 fires rockets

pal 13 fires explosive shotgun

pal 0,16 fires plasma

A Cyberdemon with an EXTRA of 4 will be a super-cyberdemon boss.

 

Dethnite 5252

define DETHNITESTAYPUT 5253

define DETHNITEBONES 5326

A skelknight leader.  Sword attack emits force blasts that push player back.  His shield can block incoming attacks.

Also has auras:

pal 0 = speed aura

pal 1 = freezing aura

pal 2 = might aura

pal 3 = no aura (also true of all pals not listed)

pal 4 = invisibility aura

pal 8 = poison aura

pal 20 = boss (very tough, randomly switches aura, his shield is more effective, can spawn rage heads and skelknights)

 DETHNITEBONES 5326

A pile of bones that will rise and become a Dethnite if the player gets near.

Bad Fish 5232

pal 2 faster, goes after player and bites more

 

AXON 5476 // an NPC

He explains the quest, and gives helpful items.

 

HERO 5528 // an NPC

These are automatically spawned by SOULDOOR.  They can also be placed in maps separately.  Heroes will attack nearby monsters and attempt to follow the player.  If they are spawned by SOULDOOR, they will teleport out of the map after a while.  When a level is completed, heroes that survived or teleported out of the map are counted and added to a tally.  The next time the player returns to level 0 (the HUB map), any pal 4 heroes in the map will become normal heroes (up to the total number saved).

 

Serpent Demon 5632

spits and has bite attack, pretty fast

pal 7 tougher, fires several projectiles at once in different directions

 

Dragon 5702

flies, breaths fire, swoop attacks

pal 1  breaths frost instead of fire

pal 2 much tougher, more fire, can pick up the player and drop him

pal 7 smaller and weaker, shoots smaller and faster fireballs (the wraith projectile)

DRACARRY 5703

This actor is more of an effect sprite than a monster, but it looks and moves like a Dragon, and will become a Dragon if attacked. It has the ability to follow a path of waypoints and pick up and drop off monsters along the path. For this effect, the two actors you need to use are DRACARRY (tile 5703) and MONPATH (tile 496). Here are the mapster descriptions to start with (I will explain more below)

DRACARRY
PICKS UP, CARRIES, DROPS MONSTERS
USE MONPATH TILE 496 TO SET TRAIL
LOTAG = TAG THAT MAKES DRAGON APPEAR
HITAG = MUST MATCH HITAG OF MONPATH TRAIL

MONPATH
START WITH LOTAG 0, CONSECUTIVE LOTAGS DEFINE TRAIL
MATCH HITAG TO DRACARRY(S) ASSIGNED TO TRAIL
PAL2=ABORT (FIGHT), PAL4=VANISH, PAL6=DROP CARGO
PAL14=PICK UP CARGO, PAL23=LOOP BACK TO LOTAG 0

To begin with, create a path of MONPATH sprites, similar to LOCATORS, but starting with lotag 0. Place one or more DRACARRY in places where they can fly to the lotag 0 MONPATH without obstructions. You can have more than one MONPATH trail in your map, but each trail must have its own hitag, and each DRACARRY must also have that hitag (so it knows what trail to use). A MONPATH trail can be made to loop (like LOCATORS for RECON) or it can simply end. If you want it to loop, give the last MONPATH in the trail a pal of 23. In that case, any DRACARRY assigned to the trail will loop around the trail until it takes enough damage to become angry, at which point it will become a regular dragon and leave the trail. If you want the trail to end, then give the last MONPATH a pal of 2 or a pal of 4. Pal 2 will make the DRACARRY become a regular dragon and fight. Pal 4 will make it disappear from the map.

Now you now how to make the trail, but you also need to know how to make the DRACARRY pick up monsters and drop them off. If a MONPATH is pal 14, that tells the DRACARRY to look for a monster in that sector to pick up when it reaches that MONPATH. Do not make the sector too big, because the monster will instantly move to the DRACARRY from anywhere in the sector, and this will look strange in large sectors. The best option is to have stayput monsters in a small sector that are waiting to be picked up (they can be respawns that appear at the same time as the DRACARRY). But do not make the sector too small, either, or the DRACARRY might never enter the sector. A good sector size is large enough for the monster to comfortably stand in, but not so large that it can wander more than a few meters in any direction. Once picked up, the monster will be carried by the DRACARRY until it reaches a pal 6 MONPATH (which makes it drop the cargo), or until the monster is killed in flight. Monsters WILL attack the player while being carried, if they have a ranged attack.

Ettin 5776

tough, melee attack and "grenade" attack

gets mad and more dangerous when badly wounded

 

Skelknight 5888

slow, weak warriors, bodies will resurrect

pal 19 faster and twice as tough as pal 0

pal 20 even faster and three times as tough as pal 0



SKELKNIGHTBONES 5958

A pile of bones that will rise and become a Skelknight if the player gets near.



WRAITH 5980

WRAITHSTAYPUT 5981
pal 20 = icey version , shoots tracking ice balls

pal 24 = Boss (very tough, spawns normal wraiths that stay at his sides, can attack with lightning and energy balls that spawn spiders or axe demons)

 

Golem 6039

define GOLEMSTAYPUT 6040

tough, powerful melee attack that knocks player back

pal 0 ice golem, shoots cold blast
pal 10 fire golem, rises from lava and shoots lava balls

pal 14 slime golem, grabs and poisons player, breaks into smaller slime golems when shot (up to 7 total)

pal 15 rock golem, blows rocks at the player

pal 17 golem statue, lotag is activation number

 

GHOST 6080

Possesses other monsters and makes them tougher, can only be killed when spirit vision is on. The ghost will float around and possess the first monster it sees. Killing a possessed monster will cause the ghost to flee but will not kill it.



CYBERFLOAT 6450

CYBERFLOATPUT 6451

A floating, legless Cyberdemon. It has 1500 strength, as compared to 4000 for the regular Cyberdemon. Its rockets also do less damage. However, it can fly and is still formidable.



HELLHOUND 6489

A fast moving, monstrous canine with the ability to jump and bite.



EVILDUKE 6656

EVILDUKESTAYPUT 6657

An evil clone of Duke Nukem with a chaingun and grenades.
Pal 14 = Small and weak, 1 shotgun hit kills. no dodging strafing or jumping or grenades. Drops chaingun ammo.
Pal 12 = Medium size + All evil duke effects running dodging and jumping. - Drops chain gun or grenades.
Pal 10 = Stronger Big and fat and very slow. Uses chain gun and grenades. No Dodging or strafing or jumping. Drops both Chain gun and 2 grenades. takes 2 RPG hits to die.



KORAX 4352

A very powerful, very large boss. He starts underground and rises from the ground when he wakes up (do NOT place the sprite underground, though). Also unlike other bosses, he cause an activation after he takes a certain amount of damage, instead of when he dies.

MINIKORAX 4353

A miniboss version of Korax. Still very powerful. Unlike regular KORAX, he can follow a trail of TOWNTRAIL sprites, so it is possible to make him follow a specific path. Set his lotag to 1 to make him do this. Set lotag on the Towntrail sprites and korax will activate that tag when passing them
If you set hitag to 1 on a trail sprite, he should resume his normal behavior when he reaches it. That means he will still
come after you, but not following trails and he will shoot at you.

 

 

 

 

 

 

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