Afrit

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Description from game manual

Afrits: These larger, nastier cousins of the gargoyles found in Heretic are more than happy to douse you in flames. The only nice thing about them is the satisfying splat they make when you shoot 'em from the sky.

Doomsday Definitions

  • correct as of Doomsday 1.9 Beta5

Sprite Definitions

Sprite { ID = "FDMN"; } (used by 1-8)

Sprite { ID = "FDMB"; } (used by 9)

Thing Definitions

  1. The Afrit
  2. Crash Chunk 1
  3. Crash Chunk 2
  4. Spawn Rock Drop 1
  5. Spawn Rock Drop 2
  6. Spawn Rock Drop 3
  7. Spawn Rock Drop 4
  8. Spawn Rock Drop 5
  9. Fireball

1.

Thing {
 ID = "FIREDEMON";
 DoomEd number = 10060;
 Spawn state = "FIRED_SPAWN1";
 See state = "FIRED_LOOK4";
 Pain state = "FIRED_PAIN1";
 Melee state = "NULL";
 Missile state = "FIRED_ATTACK1";
 Crash state = "FIRED_XDEATH1";
 Death state = "FIRED_DEATH1";
 Xdeath state = "FIRED_XDEATH1";
 See sound = "FIRED_SPAWN";
 Attack sound = "NONE";
 Pain sound = "FIRED_PAIN";
 Death sound = "FIRED_DEATH";
 Active sound = "FIRED_ACTIVE";
 Reaction time = 8;
 Pain chance = 1;
 Spawn health = 80;
 Speed = 13;
 Radius = 20;
 Height = 68;
 Mass = 75;
 Damage = 1;
 Flags = "mf_solid mf_shootable mf_countkill mf_dropoff mf_nogravity mf_float";
 Flags2 = "mf2_floorclip mf2_passmobj mf2_pushwall mf2_invulnerable mf2_mcross mf2_telestomp";
}

Associated States:

Idle: FIRED_SPAWN1 (5), FIRED_LOOK1 (10), FIRED_LOOK2 (10), FIRED_LOOK3 (10)

See: FIRED_LOOK4 (8), FIRED_LOOK5 (6), FIRED_LOOK6 (5), FIRED_LOOK7 (8), FIRED_LOOK8 (6), FIRED_LOOK9 (7), FIRED_LOOK0 (5), FIRED_LOOKA (5), FIRED_LOOKB (5)

Move: FIRED_WALK1 (5), FIRED_WALK2 (5), FIRED_WALK3 (5)

Pain: FIRED_PAIN1 (6)

Ranged Attack: FIRED_ATTACK1 (3), FIRED_ATTACK2 (5), FIRED_ATTACK3 (5), FIRED_ATTACK4 (5)

Melee Attack: N/A

Crash: N/A

XCrash: N/A

Death: FIRED_DEATH1 (4), FIRED_DEATH2 (4), FIRED_DEATH3 (4), FIRED_DEATH4 (200)

XDeath: FIRED_XDEATH1 (5), FIRED_XDEATH2 (5), FIRED_XDEATH3 (5)

Raise: N/A

Frozen: FIRED_ICE1 (5), FIRED_ICE2 (1)

2.

Thing {
 ID = "FIREDEMON_SPLOTCH1";
 DoomEd number = -1;
 Spawn state = "FIRED_CORPSE1";
 See state = "NULL";
 Pain state = "NULL";
 Melee state = "NULL";
 Missile state = "NULL";
 Crash state = "NULL";
 Death state = "NULL";
 Xdeath state = "NULL";
 See sound = "NONE";
 Attack sound = "NONE";
 Pain sound = "NONE";
 Death sound = "NONE";
 Active sound = "NONE";
 Reaction time = 8;
 Spawn health = 1000;
 Radius = 3;
 Height = 16;
 Mass = 100;
 Flags = "mf_dropoff mf_corpse";
 Flags2 = "mf2_noteleport mf2_floorclip";
}

Associated States:

Idle: FIRED_CORPSE1 (3), FIRED_CORPSE2 (6), FIRED_CORPSE3 (-1)

See/Move: N/A

Pain: N/A

Ranged Attack: N/A

Melee Attack: N/A

Crash: N/A

XCrash: N/A

Death: N/A

XDeath: N/A

Raise: N/A

Frozen: N/A

3.

Thing {
 ID = "FIREDEMON_SPLOTCH2";
 DoomEd number = -1;
 Spawn state = "FIRED_CORPSE4";
 See state = "NULL";
 Pain state = "NULL";
 Melee state = "NULL";
 Missile state = "NULL";
 Crash state = "NULL";
 Death state = "NULL";
 Xdeath state = "NULL";
 See sound = "NONE";
 Attack sound = "NONE";
 Pain sound = "NONE";
 Death sound = "NONE";
 Active sound = "NONE";
 Reaction time = 8;
 Spawn health = 1000;
 Radius = 3;
 Height = 16;
 Mass = 100;
 Flags = "mf_dropoff mf_corpse";
 Flags2 = "mf2_noteleport mf2_floorclip";
}

Associated States:

Idle: FIRED_CORPSE4 (3), FIRED_CORPSE5 (6), FIRED_CORPSE6 (-1)

See/Move: N/A

Pain: N/A

Ranged Attack: N/A

Melee Attack: N/A

Crash: N/A

XCrash: N/A

Death: N/A

XDeath: N/A

Raise: N/A

Frozen: N/A

4.

Thing {
 ID = "FIREDEMON_FX1";
 DoomEd number = -1;
 Spawn state = "FIRED_RDROP1";
 See state = "NULL";
 Pain state = "NULL";
 Melee state = "NULL";
 Missile state = "NULL";
 Crash state = "NULL";
 Death state = "FIRED_RDEAD1_1";
 Xdeath state = "FIRED_RDEAD1_2";
 See sound = "NONE";
 Attack sound = "NONE";
 Pain sound = "NONE";
 Death sound = "NONE";
 Active sound = "NONE";
 Reaction time = 8;
 Spawn health = 1000;
 Radius = 3;
 Height = 5;
 Mass = 16;
 Flags = "mf_noblockmap mf_dropoff mf_missile";
 Flags2 = "mf2_noteleport";
}

Associated States:

Idle: FIRED_RDROP1 (4)

See/Move: N/A

Pain: N/A

Ranged Attack: N/A

Melee Attack: N/A

Crash: N/A

XCrash: N/A

Death: FIRED_RDEAD1_1 (5)

XDeath: FIRED_RDEAD1_2 (200)

Raise: N/A

Frozen: N/A

5.

Thing {
 ID = "FIREDEMON_FX2";
 DoomEd number = -1;
 Spawn state = "FIRED_RDROP2";
 See state = "NULL";
 Pain state = "NULL";
 Melee state = "NULL";
 Missile state = "NULL";
 Crash state = "NULL";
 Death state = "FIRED_RDEAD2_1";
 Xdeath state = "FIRED_RDEAD2_2";
 See sound = "NONE";
 Attack sound = "NONE";
 Pain sound = "NONE";
 Death sound = "NONE";
 Active sound = "NONE";
 Reaction time = 8;
 Spawn health = 1000;
 Radius = 3;
 Height = 5;
 Mass = 16;
 Flags = "mf_noblockmap mf_dropoff mf_missile";
 Flags2 = "mf2_noteleport";
}

Associated States:

Idle: FIRED_RDROP2 (4)

See/Move: N/A

Pain: N/A

Ranged Attack: N/A

Melee Attack: N/A

Crash: N/A

XCrash: N/A

Death: FIRED_RDEAD2_1 (5)

XDeath: FIRED_RDEAD2_2 (200)

Raise: N/A

Frozen: N/A

6.

Thing {
 ID = "FIREDEMON_FX3";
 DoomEd number = -1;
 Spawn state = "FIRED_RDROP3";
 See state = "NULL";
 Pain state = "NULL";
 Melee state = "NULL";
 Missile state = "NULL";
 Crash state = "NULL";
 Death state = "FIRED_RDEAD3_1";
 Xdeath state = "FIRED_RDEAD3_2";
 See sound = "NONE";
 Attack sound = "NONE";
 Pain sound = "NONE";
 Death sound = "NONE";
 Active sound = "NONE";
 Reaction time = 8;
 Spawn health = 1000;
 Radius = 3;
 Height = 5;
 Mass = 16;
 Flags = "mf_noblockmap mf_dropoff mf_missile";
 Flags2 = "mf2_noteleport";
}

Associated States:

Idle: FIRED_RDROP3 (4)

See/Move: N/A

Pain: N/A

Ranged Attack: N/A

Melee Attack: N/A

Crash: N/A

XCrash: N/A

Death: FIRED_RDEAD3_1 (5)

XDeath: FIRED_RDEAD3_2 (200)

Raise: N/A

Frozen: N/A

7.

Thing {
 ID = "FIREDEMON_FX4";
 DoomEd number = -1;
 Spawn state = "FIRED_RDROP4";
 See state = "NULL";
 Pain state = "NULL";
 Melee state = "NULL";
 Missile state = "NULL";
 Crash state = "NULL";
 Death state = "FIRED_RDEAD4_1";
 Xdeath state = "FIRED_RDEAD4_2";
 See sound = "NONE";
 Attack sound = "NONE";
 Pain sound = "NONE";
 Death sound = "NONE";
 Active sound = "NONE";
 Reaction time = 8;
 Spawn health = 1000;
 Radius = 3;
 Height = 5;
 Mass = 16;
 Flags = "mf_noblockmap mf_dropoff mf_missile";
 Flags2 = "mf2_noteleport";
}

Associated States:

Idle: FIRED_RDROP4 (4)

See/Move: N/A

Pain: N/A

Ranged Attack: N/A

Melee Attack: N/A

Crash: N/A

XCrash: N/A

Death: FIRED_RDEAD4_1 (5)

XDeath: FIRED_RDEAD4_2 (200)

Raise: N/A

Frozen: N/A

8.

Thing {
 ID = "FIREDEMON_FX5";
 DoomEd number = -1;
 Spawn state = "FIRED_RDROP5";
 See state = "NULL";
 Pain state = "NULL";
 Melee state = "NULL";
 Missile state = "NULL";
 Crash state = "NULL";
 Death state = "FIRED_RDEAD5_1";
 Xdeath state = "FIRED_RDEAD5_2";
 See sound = "NONE";
 Attack sound = "NONE";
 Pain sound = "NONE";
 Death sound = "NONE";
 Active sound = "NONE";
 Reaction time = 8;
 Spawn health = 1000;
 Radius = 3;
 Height = 5;
 Mass = 16;
 Flags = "mf_noblockmap mf_dropoff mf_missile";
 Flags2 = "mf2_noteleport";
}

Associated States:

Idle: FIRED_RDROP5 (4)

See/Move: N/A

Pain: N/A

Ranged Attack: N/A

Melee Attack: N/A

Crash: N/A

XCrash: N/A

Death: FIRED_RDEAD5_1 (5)

XDeath: FIRED_RDEAD5_2 (200)

Raise: N/A

Frozen: N/A

9.

Thing {
 ID = "FIREDEMON_FX6";
 DoomEd number = -1;
 Spawn state = "FIRED_FX6_1";
 See state = "NULL";
 Pain state = "NULL";
 Melee state = "NULL";
 Missile state = "NULL";
 Crash state = "NULL";
 Death state = "FIRED_FX6_2";
 Xdeath state = "NULL";
 See sound = "NONE";
 Attack sound = "NONE";
 Pain sound = "NONE";
 Death sound = "FIRED_MISSILE_HIT";
 Active sound = "NONE";
 Reaction time = 8;
 Spawn health = 1000;
 Speed = 10;
 Radius = 10;
 Height = 6;
 Mass = 15;
 Damage = 1;
 Flags = "mf_noblockmap mf_nogravity mf_dropoff mf_missile mf_brightexplode";
 Flags2 = "mf2_noteleport mf2_impact mf2_pcross mf2_floorclip mf2_firedamage";
}

Associated States:

Idle: FIRED_FX6_1 (5)

See/Move: N/A

Pain: N/A

Ranged Attack: N/A

Melee Attack: N/A

Crash: N/A

XCrash: N/A

Death: FIRED_FX6_2 (5), FIRED_FX6_3 (5), FIRED_FX6_4 (5), FIRED_FX6_5 (5)

XDeath: N/A

Raise: N/A

Frozen: N/A

Sound Definitions

  1. Sight
  2. Active
  3. Pain
  4. Attack (ranged)
  5. Missile Hit
  6. Death

1.

Sound {
 ID = "FIRED_SPAWN";
 Name = "FireDemonSpawn";
 Lump = "SPAWN3";
 Priority = 32;
 Max channels = 2;
 Flags = "sf_shift";
}

2.

Sound {
 ID = "FIRED_ACTIVE";
 Name = "FireDemonActive";
 Lump = "FIRED5";
 Priority = 32;
 Max channels = 2;
 Flags = "sf_shift";
}

3.

Sound {
 ID = "FIRED_PAIN";
 Name = "FireDemonPain";
 Lump = "FIRED2";
 Priority = 32;
 Max channels = 2;
 Flags = "sf_shift";
}

4.

Sound {
 ID = "FIRED_ATTACK";
 Name = "FireDemonAttack";
 Lump = "SPIT6";
 Priority = 32;
 Max channels = 2;
 Flags = "sf_shift";
}

5.

Sound {
 ID = "FIRED_MISSILE_HIT";
 Name = "FireDemonMissileHit";
 Lump = "FIREDHIT";
 Priority = 32;
 Max channels = 2;
 Flags = "sf_shift";
}

6.

Sound {
 ID = "FIRED_DEATH";
 Name = "FireDemonDeath";
 Lump = "FIRED3";
 Priority = 40;
 Max channels = 2;
 Flags = "sf_shift";
}