Centaur/Slaughtaur

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Description from game manual

Centaur: Named after a mythical being, these monsters bear none of the pleasant traits attributed to them in legends: vicious, brutal, and extremely hard to kill. Centaurs serve in the front ranks of many of the Serpent Riders' armies. They are capable of deflecting missiles with their shields, so use caution when attacking them.

Slaughtaur: These Centaur leaders are much like their minions, but they're considerably tougher and they can spew magical fire from their shields. So we won't say anything about their apt name. Your safest strategy is to attack them from afar as they tend to do the same.

Doomsday Definitions

  • correct as of Doomsday 1.9 Beta5

Sprite Definitions

Sprite { ID = "CENT"; } (used by 1, 2)

Sprite { ID = "CTXD"; } (used by 1, 2)

Sprite { ID = "CTDP"; } (used by 4, 5)

Sprite { ID = "CTFX"; } (used by 3)

Thing Definitions

  1. Centaur
  2. Slaughtaur
  3. Slaughtaur Fireball
  4. Shield
  5. Sword

1.

Thing {
 ID = "CENTAUR";
 DoomEd number = 107;
 Spawn state = "CENTAUR_LOOK1";
 See state = "CENTAUR_WALK1";
 Pain state = "CENTAUR_PAIN1";
 Melee state = "CENTAUR_ATK1";
 Missile state = "NULL";
 Crash state = "NULL";
 Death state = "CENTAUR_DEATH1";
 Xdeath state = "CENTAUR_DEATH_X1";
 See sound = "CENTAUR_SIGHT";
 Attack sound = "CENTAUR_ATTACK";
 Pain sound = "CENTAUR_PAIN";
 Death sound = "CENTAUR_DEATH";
 Active sound = "CENTAUR_ACTIVE";
 Reaction time = 8;
 Pain chance = 135;
 Spawn health = 200;
 Speed = 13;
 Radius = 20;
 Height = 64;
 Mass = 120;
 Flags = "mf_solid mf_shootable mf_countkill";
 Flags2 = "mf2_floorclip mf2_passmobj mf2_pushwall mf2_mcross mf2_telestomp";
}

Associated States:

Idle: CENTAUR_LOOK1 (10), CENTAUR_LOOK2 (10)

See/Move: CENTAUR_WALK1 (4), CENTAUR_WALK2 (4), CENTAUR_WALK3 (4), CENTAUR_WALK4 (4)

Pain: CENTAUR_PAIN1 (6), CENTAUR_PAIN2 (6), CENTAUR_PAIN3 (15), CENTAUR_PAIN4 (15), CENTAUR_PAIN5 (15), CENTAUR_PAIN6 (1)

Ranged Attack: N/A

Melee Attack: CENTAUR_ATK1 (5), CENTAUR_ATK2 (4), CENTAUR_ATK3 (7)

Crash: N/A

XCrash: N/A

Death: CENTAUR_DEATH1 (4), CENTAUR_DEATH2 (4), CENTAUR_DEATH3 (4), CENTAUR_DEATH4 (4), CENTAUR_DEATH5 (4), CENTAUR_DEATH6 (4), CENTAUR_DEATH7 (4), CENTAUR_DEATH8 (4), CENTAUR_DEATH9 (4), CENTAUR_DEATH0 (-1)

XDeath: CENTAUR_DEATH_X1 (4), CENTAUR_DEATH_X2 (4), CENTAUR_DEATH_X3 (4), CENTAUR_DEATH_X4 (3), CENTAUR_DEATH_X5 (4), CENTAUR_DEATH_X6 (3), CENTAUR_DEATH_X7 (4), CENTAUR_DEATH_X8 (3), CENTAUR_DEATH_X9 (4), CENTAUR_DEATH_X10 (3), CENTAUR_DEATH_X11 (-1)

Raise: N/A

Frozen: CENTAUR_ICE (5), CENTAUR_ICE2 (1)

2.

Thing {
 ID = "CENTAURLEADER";
 DoomEd number = 115;
 Spawn state = "CENTAUR_LOOK1";
 See state = "CENTAUR_WALK1";
 Pain state = "CENTAUR_PAIN1";
 Melee state = "CENTAUR_ATK1";
 Missile state = "CENTAUR_MISSILE1";
 Crash state = "NULL";
 Death state = "CENTAUR_DEATH1";
 Xdeath state = "CENTAUR_DEATH_X1";
 See sound = "CENTAUR_SIGHT";
 Attack sound = "CENTAUR_ATTACK";
 Pain sound = "CENTAUR_PAIN";
 Death sound = "CENTAUR_DEATH";
 Active sound = "CENTAUR_ACTIVE";
 Reaction time = 8;
 Pain chance = 96;
 Spawn health = 250;
 Speed = 10;
 Radius = 20;
 Height = 64;
 Mass = 120;
 Flags = "mf_solid mf_shootable mf_countkill";
 Flags2 = "mf2_floorclip mf2_passmobj mf2_pushwall mf2_mcross mf2_telestomp";
}

Associated States:

Idle: CENTAUR_LOOK1 (10), CENTAUR_LOOK2 (10)

See/Move: CENTAUR_WALK1 (4), CENTAUR_WALK2 (4), CENTAUR_WALK3 (4), CENTAUR_WALK4 (4)

Pain: CENTAUR_PAIN1 (6), CENTAUR_PAIN2 (6), CENTAUR_PAIN3 (15), CENTAUR_PAIN4 (15), CENTAUR_PAIN5 (15), CENTAUR_PAIN6 (1)

Ranged Attack: CENTAUR_MISSILE1 (10), CENTAUR_MISSILE2 (8), CENTAUR_MISSILE3 (10), CENTAUR_MISSILE4 (8)

Melee Attack: CENTAUR_ATK1 (5), CENTAUR_ATK2 (4), CENTAUR_ATK3 (7)

Crash: N/A

XCrash: N/A

Death: CENTAUR_DEATH1 (4), CENTAUR_DEATH2 (4), CENTAUR_DEATH3 (4), CENTAUR_DEATH4 (4), CENTAUR_DEATH5 (4), CENTAUR_DEATH6 (4), CENTAUR_DEATH7 (4), CENTAUR_DEATH8 (4), CENTAUR_DEATH9 (4), CENTAUR_DEATH0 (-1)

XDeath: CENTAUR_DEATH_X1 (4), CENTAUR_DEATH_X2 (4), CENTAUR_DEATH_X3 (4), CENTAUR_DEATH_X4 (3), CENTAUR_DEATH_X5 (4), CENTAUR_DEATH_X6 (3), CENTAUR_DEATH_X7 (4), CENTAUR_DEATH_X8 (3), CENTAUR_DEATH_X9 (4), CENTAUR_DEATH_X10 (3), CENTAUR_DEATH_X11 (-1)

Raise: N/A

Frozen: CENTAUR_ICE (5), CENTAUR_ICE2 (1)

3.

Thing {
 ID = "CENTAUR_FX";
 DoomEd number = -1;
 Spawn state = "CENTAUR_FX1";
 See state = "NULL";
 Pain state = "NULL";
 Melee state = "NULL";
 Missile state = "NULL";
 Crash state = "NULL";
 Death state = "CENTAUR_FX_X1";
 Xdeath state = "NULL";
 See sound = "NONE";
 Attack sound = "NONE";
 Pain sound = "NONE";
 Death sound = "CENTAUR_MISSILE_EXPLODE";
 Active sound = "NONE";
 Reaction time = 8;
 Spawn health = 1000;
 Speed = 20;
 Radius = 20;
 Height = 16;
 Mass = 100;
 Damage = 4;
 Flags = "mf_missile mf_brightexplode mf_noblockmap mf_nogravity mf_dropoff";
 Flags2 = "mf2_noteleport mf2_impact mf2_pcross";
}

Associated States:

Idle: CENTAUR_FX1 (-1)

See/Move: N/A

Pain: N/A

Ranged Attack: N/A

Melee Attack: N/A

Crash: N/A

XCrash: N/A

Death: CENTAUR_FX_X1 (4), CENTAUR_FX_X2 (3), CENTAUR_FX_X3 (4), CENTAUR_FX_X4 (3), CENTAUR_FX_X5 (2)

XDeath: N/A

Raise: N/A

Frozen: N/A

4.

Thing {
 ID = "CENTAUR_SHIELD";
 DoomEd number = -1;
 Spawn state = "CENTAUR_SHIELD1";
 See state = "NULL";
 Pain state = "NULL";
 Melee state = "NULL";
 Missile state = "NULL";
 Crash state = "NULL";
 Death state = "CENTAUR_SHIELD_X1";
 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 = 20;
 Height = 16;
 Mass = 100;
 Flags = "mf_dropoff mf_corpse";
 Flags2 = "mf2_noteleport";
}

Associated States:

Idle: CENTAUR_SHIELD1 (3), CENTAUR_SHIELD2 (3), CENTAUR_SHIELD3 (3), CENTAUR_SHIELD4 (3), CENTAUR_SHIELD5 (3), CENTAUR_SHIELD6 (3)

See/Move: N/A

Pain: N/A

Ranged Attack: N/A

Melee Attack: N/A

Crash: N/A

XCrash: N/A

Death: CENTAUR_SHIELDX1 (4), CENTAUR_SHIELDX2 (4), CENTAUR_SHIELDX3 (4), CENTAUR_SHIELDX4 (-1)

XDeath: N/A

Raise: N/A

Frozen: N/A

5.

Thing {
 ID = "CENTAUR_SWORD";
 DoomEd number = -1;
 Spawn state = "CENTAUR_SWORD1";
 See state = "NULL";
 Pain state = "NULL";
 Melee state = "NULL";
 Missile state = "NULL";
 Crash state = "NULL";
 Death state = "CENTAUR_SWORD_X1";
 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 = 20;
 Height = 16;
 Mass = 100;
 Flags = "mf_dropoff mf_corpse";
 Flags2 = "mf2_noteleport";
}

Associated States:

Idle: CENTAUR_SWORD1 (7), CENTAUR_SWORD2 (7), CENTAUR_SWORD3 (7), CENTAUR_SWORD4 (7), CENTAUR_SWORD5 (7), CENTAUR_SWORD6 (7), CENTAUR_SWORD7 (7)

See/Move: N/A

Pain: N/A

Ranged Attack: N/A

Melee Attack: N/A

Crash: N/A

XCrash: N/A

Death: CENTAUR_SWORD_X1 (4), CENTAUR_SWORD_X2 (4), CENTAUR_SWORD_X3 (-1)

XDeath: N/A

Raise: N/A

Frozen: N/A

Sound Definitions

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

1.

Sound {
 ID = "CENTAUR_SIGHT";
 Name = "CentaurSight";
 Lump = "TAUR1";
 Priority = 32;
 Max channels = 2;
 Flags = "sf_shift";
}

2.

Sound {
 ID = "CENTAUR_ACTIVE";
 Name = "CentaurActive";
 Lump = "TAUR2";
 Priority = 32;
 Max channels = 2;
 Flags = "sf_shift";
}

3.

Sound {
 ID = "CENTAUR_PAIN";
 Name = "CentaurPain";
 Lump = "TAUR4";
 Priority = 32;
 Max channels = 2;
 Flags = "sf_shift";
}

4.

Sound {
 ID = "CENTAUR_ATTACK";
 Name = "CentaurAttack";
 Lump = "CENTHIT2";
 Priority = 32;
 Max channels = 2;
 Flags = "sf_shift";
}

5.

Sound {
 ID = "CENTAUR_DEATH";
 Name = "CentaurDeath";
 Lump = "CNTDTH1";
 Priority = 40;
 Max channels = 2;
 Flags = "sf_shift";
}

6.

Sound {
 ID = "CENTAURLEADER_ATTACK";
 Name = "CentaurLeaderAttack";
 Lump = "CNTSHLD4";
 Priority = 32;
 Max channels = 2;
 Flags = "sf_shift";
}

7.

Sound {
 ID = "CENTAUR_MISSILE_EXPLODE";
 Name = "CentaurMissileExplode";
 Lump = "IMPACT3";
 Priority = 32;
 Max channels = 2;
 Flags = "sf_shift";
}