WGRealms 2 Manual
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NEW Ambiance sounds
define ALIENBUBBLE 398
define ALIENWIND 399
define CAVE 400
define SNOWWIND1 401
define SNOWWIND2 402
define ALIENWATER 403
define ALIENALARM 404
define ALIENBABY 405
define ALIENROOM 406
define BIRDS1 407
define BIRDS2 408
define BIRDS3 409
define FROGS1 410
define FROGS2 411
define 1WATERFALL 412
define ALIENDRILL 413
define BELLS 462
define FROGS4 463
define Strange wind 464
define WGR_AMBIENCE1 170 bells
define WGR_AMBIENCE2 171 flies
define WGR_AMBIENCE3 172 creepywind
define WGR_AMBIENCE4 173 drips
define WGR_AMBIENCE5 174 demonwind
define WGR_DOOR1 256
define WGR_DOOR2 257
define WGR_DOOR3 258
define WGR_DOOR4 259
define WGR_DOOR5 260
Multiplayer
weapons/switches.
Pal 1 = COOP
Pal 2 = DM
EFFECT SPRITES
New SE effects
SPIRIT VORTEX = SE 60
HITAG IS THE TAG THAT CAUSES EFFECT TO SPAWN, IT NEEDS AN ACTIVATOR TO WORK
YVEL IS THE TAG THAT CAUSES EFFECT TO END
COLOR CHANGER = SE 61
HITAG IS THE TAG THAT TRIGGERS IT, BUT IT MUST BE TRIGGERED BY A WGR2 ACTOR (POWER PODS, A MONSTER, ETC)
THE SECTOR BECOMES THE PAL AND SHADE OF THE SE
OPTION: IF XVEL IS SET ON THE SE, IT BECOMES THE NEW PICNUM OF THE SECTOR AND WALLS
SPACE CUTSCENE MANAGER=SE62
THIS IS USED FOR
CONTROLLING THE STAR SECTOR AT THE BEGINNING OF THE HUB LEVEL AND CAN’T
BE USED FOR ANYTHING ELSE. FIRST IT GRABS PLAYER 0 AND MOVES HIM TO ITS
OWN POSITION. THEN IT STARTS TRACK 18 (SILENT MIDI) AND MAKES ALL OF THE
STAR SPAWNERS = SE 63
THESE SPAWN STARS THAT FLY OFF AT A SLIGHTLY RANDOMIZED ANGLE. THE STARS MOVE UNTIL THEY HIT SOMETHING. THE STARS ONLY SPAWN WHEN THE SE63 IS TRIGGERED BY A SE62. ONCE THE SWITCH IS HIT (SEE ABOVE), THE SE WILL ALSO SPAWN LIGHTNING, AND STARS AND LIGHTNING WILL ACCELERATE. THE SPAWNING STOPS WHEN THE PLAYER IS GRABBED BY THE EVILWARP.
SCROLL ACTIVATOR = SE 64
SET YVEL TO THE ACTIVATION NUMBER AND IT WILL ACTIVATE EVERYTHING OF THAT TAG WHEN THE PLAYER HAS COMPLETED THE EPISODE EQUAL TO HITAG. 1 = EP 1 COMPLETED, 2 = EP 2 COMPLETED, 4 = EP 3 COMPLETED (IT IS A BITFIELD).
LEVEL TELEPORTER = SE 69
THE PAL OF THE SE IS THE
LEVEL NUMBER THE PLAYER WILL BE TRANSPORTED TO. THE
FIREWORKS = SE 77
SHOOTS OFF A LARGE FIREWORKS MORTAR ABOUT ONCE EVERY 10 SECONDS. SET YVEL TO THE ACTIVATION NUM BER IF YOU WANT IT TO WAIT FOR ACTIVATION, OTHERWISE LEAVE YVEL AT 0 AND IT WILL START WHEN THE LEVEL STARTS.
BROADCASTER = SE 88
SHOWS A SCENE FROM A DIFFERENT PART OF THE MAP. THE SCENE IS “BROADCAST” IN THE BACKGROUND, AND IS VISIBLE WHEREVER THERE ARE BLANK TEXTURES (WALLS, FLOORS OR CEILINGS WITH BLANK TEXTURES) NEAR THE SE. PLACE TWO SE88 AND GIVE THEM THE SAME HITAG. ONE WILL BROADCAST THE POV OF THE OTHER.
OPTIONS: GIVE THE SE A YVEL, AND THAT WILL BE ITS ACTIVATION NUMBER, IN WHICH CASE IT WILL NOT BROADCAST UNTIL AN ACTIVATOR OR GAME EFFECT (SUCH AS MONSTER ACTIVATION) TURNS IT ON. MAKE SURE TO HIDE THE BLANK TEXTURES UNTIL THE ACTIVATION USING EITHER A TEXTURE CHANGER OR SOME OTHER TRICK.
BY DEFAULT, THE SE WILL BROADCAST FROM ITS OWN ANGLE, BUT IF YOU SET XVEL TO A NON-ZERO VALUE, IT WILL USE THE PLAYER’S ANGLE INSTEAD (NOT USUALLY A GOOD IDEA THOUGH).
BY DEFAULT, IT WILL USE THE PLAYER’S CURRENT Z ANGLE (LOOK UP/DOWN ANGLE). TO SET A FIXED Z ANGLE, SET EXTRA ON THE SE. 100 = STRAIGHT AHEAD. HIGHER VALUES LOOK UP, LOWER VALUES LOOK DOWN (IN POLYMOST, MAX 299, MIN -199).
TELEPORTER = SE 89
SIMILAR
TO THE
OPTIONS: GIVE THE
SE A YVEL, AND THAT WILL BE ITS ACTIVATION NUMBER, IN
WHICH CASE IT WILL NOT TELEPORT UNTIL AN ACTIVATOR OR GAME EFFECT (SUCH AS
MONSTER ACTIVATION) TURNS IT ON. NOTE THAT TWO SE89 WITH THE SAME HITAG
COULD HAVE DIFFERENT ACTIVATION NUMBERS. THIS COULD BE USED TO MAKE A
SET XVEL TO THE SOUND NUMBER TO PLAY UPON TELEPORTATION (LEAVE 0 FOR NO SOUND).
CERTAIN PALS ON THE SE
WILL CAUSE A COLORED FLASH WHEN THE PLAYER TELEPORTS: PAL 1=BLUE,
PAL2=RED, PAL3=WHITE, PAL4=BLACK, PAL7=YELLOW, PAL8=GREEN. PALS NOT
LISTED DO NOTHING.
Cutscene camera = SE 90
This SE can be used to
change the player’s view to the view from the SE. It can be triggered by an event in the
game, or it can occur when the level starts. Cutscene
cameras can be either stationary or moving, and they can be chained together to
show a sequence of views. The view
can be displayed on the entire screen, or it can be displayed in a box in the
corner. By default, the player is paralyzed
while this effect is ongoing. Tags
on the SE control different aspects of the effect:
Hitag: Set
to 0 to switch to the SE view at level start. Otherwise, hitag
is the activation number. The SE
can be activated by an activator having a lotag equal
to the SE’s hitag, or by a switch, monster, or
other DP sprite which has a YVEL equal to the
SE’s hitag. The player will view from the SE
immediately upon activation.
Pal: 0 = stationary
camera, 1 = moving camera. A moving
camera will not work unless there is another SE 90 which has a hitag equal to the YVEL of the moving camera.
Shade: The up/down view angle. 0 looks straight ahead, negative numbers
look up and positive numbers look down.
The exact formula is camerahoriz = shade*2
+100
XVEL: In a stationary camera, this is the
number of game tics that the camera’s view will last. In a moving camera, XVEL is the speed at
which the camera travels. If not
set, XVEL will default to 130 (five seconds of view time for a stationary
camera, and about ½ of Duke’s running speed for
a moving camera).
YVEL: This is the number that the camera
activates upon completion. In a
stationary camera, completion occurs when its time runs out. In a moving camera, completion occurs
when it has traveled all the way to the next camera in the sequence. The camera will activate any respawns, activators, masterswitches,
or DP sprites which have activation numbers equal to the camera’s
YVEL. This includes other cutscene cameras. If the camera is stationary, it does not
have to be set to activate anything.
If it is a moving camera, it must be set to activate another SE 90 (see
Pal, above).
ANG: The angle of the SE sprite will be the
angle that the camera faces. If it
is a moving camera, then it will start at this angle and gradually turn to face
the angle that the next camera is facing.
EXTRA: This is a bitfield
which determines some additional camera functions. Add together the numbers you want, or
leave EXTRA at its default value (-1) if you don’t want any of the
options.
1
does a quick
fade to black right before the camera’s view time ends (does not work
with moving cameras)
2
shows the
view in a box in the lower right corner of the screen (the rest of the
player’s view is normal)
4 if
this bit is set, the player will be moved to the camera’s position.
8 allow
the player to move (best used in combination with 2)
16 transition
effect: when camera activates, its view starts in the center and quickly
expands to fill the screen (do not use with 2)
WEIRD ELEVATOR TRANSPORTER = SE 166
THIS IS THE EFFECT USED
IN THE TRANSITION BETWEEN
TRANSPORTS TO ANOTHER 166 SE HAVING THE SAME HITAG
EXTRA OF THE SE IS HOW LONG BEFORE THE TRANSPORT OCCURS
PLAYER IS STUCK ON THE TRANSPORTING SECTOR IF HE STEPS ON IT. MUSIC WILL CHANGE, WEATHER WILL STOP, THE SCREEN WILL ROTATE.
ANY MONSOULS WILL BE TELEPORTED TO THE PLAYER AND DROP GOLD. ANY 3846 CANDLE SPRITES WILL START TO MOVE UP.
SECTOR OF DEATH = SE 666
THE PLAYER OR ANY OTHER
CREATURE WHO IS BELOW THE
Candles and Torches (various tile numbers)
When using the Polymer renderer, they cast a flickering point light of the same color as the sprite.
LIGHTBUG 75
Glowing bugs that float around. When using the Polymer renderer, they cast a point light of the same color as the sprite.
FOGSPAWNER 179
Periodically spawns fog-like clouds that drift in the direction the sprite is facing. They disappear after a few seconds.
ICEWALL1 197
ICEWALL2 198
These are breakable sprites that can be placed as walls. They drip and form cracks as they take damage, until they eventually shatter (or melt, if hit by fire).
SPIKE1 206
SPIKE2 207
FULLSPIKE 208
If the sprites are flipped and placed above the ground (like stalagtites), they will randomly fall if in view of the player. They are more likely to fall if in close proximity to the player, and they will cause damage if they hit him. They can be destroyed with weapon fire.
PLANK1 256
PLANK2 257
PLANK3 258
PLANK4 259
These are planks of wood that can be used as obstacles. They can be destroyed by weapons or burned.
VINEWALL1 300
VINEWALL2 301
VINEWALL3 302
STATICWEB1 306
STATICWEB2 307
STATICWEB3 310
STATICWEB4 311
STATICWEB5 313
Destructible sprites that can be placed as barriers, similar to the ice walls (with appropriate destruction effects).
SMALLGOLD 326
MEDIUMGOLD 331
BIGGOLD 336
Piles of gold, containing 5, 10 and 15 pieces respectively. They are automatically dropped by monsters but can be placed in maps directly.
Mushrooms
SHRINKSHROOM 3430 -- player will stay shrunk until he gets the growshroom
GROWSHROOM 3431
FLIES 5611
They buzz around. Automatically spawned by dead bodies.
Weather effects
WATERDRIP 660 (used to create rain, just like in Duke Plus)
give a sector a hitag of 101 and the DP weather will not fall in that sector
RAINMAKER 3335 spawns rain in a radius of the same pal
SNOWMAKER 3337 same but for snow
FALLINGLEAF 1234 randomly spawns leaves that fall to the ground
WAYPOINT 2951
Place a trail of these sprites to define a path that will be used at the end of the level as a “victory lap”. The first waypoint in the trail must have a lotag of 1, the next a lotag of 2, etc. In addition to having the highest lotag, the last waypoint in the path must have a pal of 4. The waypoints must make a loop, so that there is a straight unobstructed path between each waypoint and the next in the sequence, including between the pal 4 waypoint and the lotag 1 waypoint.
MUSICSWITCH 2952
Causes music to switch to the specified track when the MUSICSWITCH is activated.
Set lotag to the activation number (it will be activated by an ACTIVATOR having that number, as triggered by a TOUCHPLATE or other means).
Set hitag to the number of the track that will be switched to upon activation.
Noise
Place
TEXTURIZER 2959
Changes one texture/tile to another everywhere in the map.
YVEL = activation number (it will be activated by an ACTIVATOR having that number, as triggered by a TOUCHPLATE or other means).
LOTAG = the texture to be changed
HITAG = the new texture it will be changed to
EXTRA: 1 = changes sprites only, 2 = changes textures only, 3 = changes both sprites and textures
WEAPONS 2962
Give it a lotag of 1, and it takes away all of the player’s weapons and items (except the chainsaw) and exchanges them for stashed gold when he enters the map. Once this happens the sprite is deleted, which means it will not happen a second time if the player leaves the map and then reenters it.
Geysers
it periodically erupts with steam the pal of the geyser sprite
BIGGEYSER 3433
MEDIUMGEYSER 3434
PLATUPSPAWNER 3345
Periodically spawns platforms the player can ride upwards
WATERFALL 3362
place at base of waterfall to make splash, mist
width of sprite determines width of effect
pal of sprite determines pal of splash, mist
LAVASPAWNER 3435
Causes lava rocks to shoot upward every few seconds.
STALAGMITE1 3633
STALAGMITE2 3837
STALAGMITE3 3838
ROCK1 4078
ROCK2 4079
ROCK3 4080
Destructible rock sprites.
SOULDOOR 5024 // THE ACCURSED
lotag is the number of souls it takes to open it (max 10)
yvel is activation number (when door is opened)
It spawns a HERO when opened.
THE ACCURSED ARE FALLEN HEROES
WHO WERE FUSED INTO WALLS.
GATHER DEMON SOULS AND BRING
THEM TO THE ACCURSED TO DESTROY
THE CURSE AND REMOVE THE WALL.
MONSOUL 5030
Monster souls follow player and open soul doors
Breakable glass sprites
STAINEDGLASS1 4834
STAINEDGLASS2 4835
STAINEDGLASS3 4836
STAINEDGLASS4 4837
STAINEDGLASS5 4838
STAINEDGLASS6 4839
STAINEDGLASS7 4840
STAINEDGLASS8 4841
STAINEDGLASS9 4842
STAINEDGLASS10 4843
STAINEDGLASS11 4844
STAINEDGLASS12 4845
STAINEDGLASS13 4846
STAINEDGLASS14 4847
STAINEDGLASS15 4848
STAINEDGLASS16 4849
STAINEDGLASS17 4850
STAINEDGLASS18 4851
TREASURE CHEST 337
Hightag = Amount of gold needed
Yvel = Activation
zvel = group number (see Groups for monsters)
Lotag = Drop
Xvel = the MAX amount of gold spawned
Pal 20 chests use the player's stashed gold instead of his carried gold
MAGICALLY SEALED TREASURE CHESTS
CAN ONLY BE OPENED BY AN OFFERING
OF GOLD IN THE AMOUNT DISPLAYED
ABOVE THE CHEST.
WEAPONS AND AMMO
FIRSTGUNSPRITE 21 // standard shotgun
PRIMARY: BUCKSHOT
SECONDARY: HOLD FOR IRON SIGHTS
FIRES HIGH ACCURACY RIFLED SLUGS
WHEN IRON SIGHTS ARE IN USE
CHAINGUNSPRITE 22 // gatling cannon
PRIMARY: RAPID FIRE BULLETS
RATE OF FIRE AND SPREAD INCREASES
AFTER ABOUT 2 SECONDS
SECONDARY: GRENADE LAUNCHER
RPGSPRITE 23 // rocket launcher
PRIMARY: SINGLE DUMB ROCKET
SECONDARY: HOLD TO LOAD UP TO
5 ROCKETS WHICH WILL LOCK ON
TO ANY VISIBLE ENEMIES.
PLASMASPRITE 24 // plasma gun
PRIMARY: TRIPLE PLASMA BOLTS
SECONDARY: E-SHIELD REFLECTS
INCOMING PROJECTILES AND DAMAGES
NEARBY ENEMIES AND OBSTACLES
BFGSPRITE 25 // BFG
PRIMARY: FIRES A BALL OF ENERGY
KILLING ENEMIES IN A LARGE RADIUS
SECONDARY: FIRES A CONTINUOUS
BEAM OF DEATH
HEAVYHBOMB 26 // single cluster pipe bomb
PRIMARY: SHORT THROW
SECONDARY: LONG THROW
USE DETONATOR AFTER THROWING TO
RELEASE CLUSTER OF BOMBLETS
TRIPBOMBSPRITE 27 // watcher sentry
WHEN ATTACHED TO A WALL, IT EMITS
A LASER TRIP BEAM. IF THE BEAM
IS CROSSED, ANY ENEMIES WITHIN
SIGHT WILL BE STRUCK BY LIGHTNING.
SHOTGUNSPRITE 28 // double barreled shotgun
DOUBLE BARRELED SHOTGUN
PRIMARY: FIRES SINGLE BARREL
SECONDARY: FIRES BOTH BARRELS
FLAMETHROWERSPRITE 29 // flamethrower
PRIMARY: SHOOTS BIG BALL OF FIRE
SECONDARY: SHOOTS STREAM OF FIRE
FIRE BURNS ENEMIES, TREES AND
OTHER FLAMMMABLE OBJECTS
SMGSPRITE 32 // butcher SMG
PRIMARY: RAPID FIRE BULLETS
SECONDARY: FEAR ROUNDS THAT
CAUSE IMPACTED ENEMIES TO FLEE.
LESS EFFECTIVE AGAINST THE STRONG
CHAINSAWSPRITE 35 // chainsaw
PLASMAAMMO 37 // plasma ammo
AMMO 40 // standard shotgun ammo
BATTERYAMMO 41 // gatling ammo
FLAMEAMMO 42 // flamethrower ammo
GRENADEAMMO 43 // grenades for gatling
RPGAMMO 44 // rockets
SMGAMMO 45 // butcher smg ammo
BFGAMMO 46 // BFG ammo
HBOMBAMMO 47 // box of cluster pipe bombs
SHOTGUNAMMO 49 // db shotgun ammo
INVENTORY & OTHER ITEMS
APPLE 50 // life apple
LIFE APPLES PERMANENTLY INCREASE
MAXIMUM LIFE BY 1 POINT AND
ADD 1 POINT TO REGENERATION.
THERE ARE 10 APPLES IN EACH LEVEL.
LIFE SEED 53
USING A LIFE SEED CAUSES IT TO SPROUT
A HEALING PLANT THAT RESTORES 15 LIFE.
YOU CAN STORE UP TO 10 SEEDS.
HELMET 54
THE HELMET ABSORBS A PERCENTAGE OF
DAMAGE TAKEN AND MAGICALLY PREVENTS
BLEEDING FROM WOUNDS.
USED HELMETS ARE DROPPED BY SKELKNIGHTS
AND DETHNITES
POWERPOD 55 // AKA
Power Pods are like batteries that can be used to activate something in a map. The pickup item for pods replaces steroids (tile 55).
INSERT POWER PODS INTO SOCKETS
TO POWER MAGICAL AND TECH DEVICES.
MOST DEVICES REQUIRE
MORE THAN ONE.
POWPODPLACED 105
Unlike the pickup item (tile 55), the POWPODPLACED
(tile 105) sprite determines where a Power Pod must be placed in the map. Make
the sprite exactly how you want it to look in the map after a pod has been
placed there. It can be wall aligned or not, but keep in mind it will be
resized to 40 40 on map load. Give the POWPODPLACED a
lotag or yvel (it doesn't
matter which) for its activation number. Finally, give it a hitag.
If you want to have a group of these that must be placed in order to activate
something, then give all the sprites in the group the
same hitag (give them all the same lotag as well). If two POWPODPLACED have the same hitag, then they are considered part of the same group,
even if they are in different maps. So if you use hitags
1 and 2 in level 1, then use hitags 3 and 4 etc in
the next map; do not reuse hitags. There is no upper
limit to the number of POWPODPLACED that can be in a group.
JUMP BOOTS 57
ACTIVATE THE JUMP BOOTS, THEN HOLD
JUMP TO CHARGE, AND RELEASE FOR
A HIGH JUMP. DOUBLE TAP FORWARD IN
THE AIR TO PERFORM A ROCKET BOOST.
THE BOOTS ALSO PREVENT FALL DAMAGE.
ENVIRO ARMOR 61
ENVIRO ARMOR PROTECTS AGAINST FIRE,
COLD, POISON AND OTHER HAZARDS.
TIME RUNE 58
PICKING UP THIS RUNE CAUSES TIME TO SLOW DOWN AROUND
THE PLAYER, WHILE
ALLOWING HIM TO OPERATE AT
SPEED (SORT OF). THE EFFECT LASTS FOR ONE MINUTE.
Spirit Vision 59
GOGGLES ENABLE THE WEARER
TO INTERACT WITH THE SPIRIT REALM.
DAMAGE TO POSSESSED ENEMIES IS DOUBLED
GHOSTS CAN BE DESTROYED BY WEAPONS
AND SPIRIT OBJECTS BECOME VISIBLE.
MINOTAUR DOLL 1348
USE THE MINOTAUR DOLL TO SUMMON
A MINOTAUR WHO WILL ATTACK NEARBY
ENEMIES UNTIL ITS ENERGY IS DEPLETED.
YOU CAN UN-SUMMON IT AT ANY TIME.
DOOMHEALTH 100
Adds 50 to life. DOOMHEALTH can increase life beyond 200, but if life goes above 200 the player loses one point per second.
SMALLPOTION 1730
Adds 1 to life, up to 200.
MEDIUMPOTION 1733
Adds 5 to life, up to 200.
KRYSTAL 4174 // JEWEL OF KNOWLEDGE
ACTIVATE THE JEWEL OF KNOWLEDGE
TO DISPLAY THE AMOUNT OF DAMAGE
INFLICTED UPON ENEMIES.
Quad damage Rune 5120
starts use when picked up, turns world B&W except for blood, lasts about 30 sec
AMMOPACK 5155
AMMO PACKS PERMANENTLY INCREASE
MAXIMUM AMMO BY ABOUT 10% EACH.
THERE ARE 2 AMMO PACKS PER LEVEL.
PLAYER ABILITIES
POW effects:
10+ enemy projectiles are slowed by 1/2
20+ vampirism
30+ bullets do explosive damage, other weapons cause burning
40+ nearby monsters are struck by lightning
50+ lots of short-lived minotaurs spawn
POW lasts 30+ seconds
DIFFICULTY LEVELS
PIECE OF CAKE:
MONSTERS DO ONLY 50% OF
LET'S ROCK: MONSTERS DO
75% OF
COME GET SOME: MONSTERS
DO 100% OF
IT'S A GOOD DAY TO DIE: MONSTERS DO 125% DAMAGE, SOME MONSTERS ARE REPLACED WITH MORE POWERFUL NEOS, AND MANY POSSESS AURAS. THERE ARE AURAS FOR FIRE, COLD, POISON, CURSE, ETC.
MONSTERS AND 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.
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 21 double hit points (otherwise normal)
Pal 24 smaller, faster and dies easier, shoots demon spit instead of dark plasma
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
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
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
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)
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)
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
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 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