Chaos Serpent

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Description from game manual

Chaos Serpent: D'Sparil once had a Chaos Serpent for a mount. On this world the Serpents run loose, uncontrolled by any higher intelligence. One breed of Chaos Serpent will scorch you with fiery blasts, while a second variant of this creature belches poisonous green gas.

Doomsday Definitions

  • correct as of Doomsday 1.9 Beta5

Sprite Definitions

Sprite { ID = "DEMN"; } (used by 1)

Sprite { ID = "DEMA"; } (used by 2)

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

Sprite { ID = "DEMC"; } (used by 4)

Sprite { ID = "DEMD"; } (used by 5)

Sprite { ID = "DEME"; } (used by 6)

Sprite { ID = "DMFX"; } (used by 7)

Sprite { ID = "DEM2"; } (used by 8)

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

Sprite { ID = "DMBB"; } (used by 10)

Sprite { ID = "DMBC"; } (used by 11)

Sprite { ID = "DMBD"; } (used by 12)

Sprite { ID = "DMBE"; } (used by 13)

Sprite { ID = "D2FX"; } (used by 14)

Thing Definitions

  1. Fiery Chaos Serpent
  2. Fiery Chaos Serpent Chunk 1
  3. Fiery Chaos Serpent Chunk 2
  4. Fiery Chaos Serpent Chunk 3
  5. Fiery Chaos Serpent Chunk 4
  6. Fiery Chaos Serpent Chunk 5
  7. Fiery Chaos Serpent Fireball
  8. Poisonous Chaos Serpent
  9. Poisonous Chaos Serpent Chunk 1
  10. Poisonous Chaos Serpent Chunk 2
  11. Poisonous Chaos Serpent Chunk 3
  12. Poisonous Chaos Serpent Chunk 4
  13. Poisonous Chaos Serpent Chunk 5
  14. Poisonous Chaos Serpent Gasball

1.

Thing {
 ID = "DEMON";
 DoomEd number = 31;
 Spawn state = "DEMN_LOOK1";
 See state = "DEMN_CHASE1";
 Pain state = "DEMN_PAIN1";
 Melee state = "DEMN_ATK1_1";
 Missile state = "DEMN_ATK2_1";
 Crash state = "NULL";
 Death state = "DEMN_DEATH1";
 Xdeath state = "DEMN_XDEATH1";
 See sound = "DEMON_SIGHT";
 Attack sound = "DEMON_ATTACK";
 Pain sound = "DEMON_PAIN";
 Death sound = "DEMON_DEATH";
 Active sound = "DEMON_ACTIVE";
 Reaction time = 8;
 Pain chance = 50;
 Spawn health = 250;
 Speed = 13;
 Radius = 32;
 Height = 64;
 Mass = 220;
 Flags = "mf_solid mf_shootable mf_countkill";
 Flags2 = "mf2_floorclip mf2_passmobj mf2_mcross mf2_telestomp";
}

Associated States:

Idle: DEMN_LOOK1 (10), DEMN_LOOK2 (10)

See/Move: DEMN_CHASE1 (4), DEMN_CHASE2 (4), DEMN_CHASE3 (4), DEMN_CHASE4 (4)

Pain: DEMN_PAIN1 (4), DEMN_PAIN2 (4)

Melee Attack: DEMN_ATK1_1 (6), DEMN_ATK1_2 (8), DEMN_ATK1_3 (6)

Ranged Attack: DEMN_ATK2_1 (5), DEMN_ATK2_2 (6), DEMN_ATK2_3 (5)

Crash: N/A

XCrash: N/A

Death: DEMN_DEATH1 (6), DEMN_DEATH2 (6), DEMN_DEATH3 (6), DEMN_DEATH4 (6), DEMN_DEATH5 (6), DEMN_DEATH6 (6), DEMN_DEATH7 (6), DEMN_DEATH8 (6), DEMN_DEATH9 (-1)

XDeath: DEMN_XDEATH1 (6), DEMN_XDEATH2 (6), DEMN_XDEATH3 (6), DEMN_XDEATH4 (6), DEMN_XDEATH5 (6), DEMN_XDEATH6 (6), DEMN_XDEATH7 (6), DEMN_XDEATH8 (6), DEMN_XDEATH9 (-1)

Raise: N/A

Frozen: DEMON_ICE (5), DEMON_ICE2 (1)

2.

Thing {
 ID = "DEMONCHUNK1";
 DoomEd number = -1;
 Spawn state = "DEMONCHUNK1_1";
 See state = "NULL";
 Pain state = "NULL";
 Melee state = "NULL";
 Missile state = "NULL";
 Crash state = "NULL";
 Death state = "DEMONCHUNK1_4";
 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 = 5;
 Height = 5;
 Mass = 100;
 Flags = "mf_noblockmap mf_missile mf_dropoff mf_corpse";
 Flags2 = "mf2_noteleport mf2_floorclip";
}

Associated States:

Idle: DEMONCHUNK1_1 (4), DEMONCHUNK1_2 (10), DEMONCHUNK1_3 (20)

See/Move: N/A

Pain: N/A

Ranged Attack: N/A

Melee Attack: N/A

Crash: N/A

XCrash: N/A

Death: DEMONCHUNK1_4 (-1)

XDeath: N/A

Raise: N/A

Frozen: N/A

3.

Thing {
 ID = "DEMONCHUNK2";
 DoomEd number = -1;
 Spawn state = "DEMONCHUNK2_1";
 See state = "NULL";
 Pain state = "NULL";
 Melee state = "NULL";
 Missile state = "NULL";
 Crash state = "NULL";
 Death state = "DEMONCHUNK2_4";
 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 = 5;
 Height = 5;
 Mass = 100;
 Flags = "mf_noblockmap mf_missile mf_dropoff mf_corpse";
 Flags2 = "mf2_noteleport mf2_floorclip";
}

Associated States:

Idle: DEMONCHUNK2_1 (4), DEMONCHUNK2_2 (10), DEMONCHUNK2_3 (20)

See/Move: N/A

Pain: N/A

Ranged Attack: N/A

Melee Attack: N/A

Crash: N/A

XCrash: N/A

Death: DEMONCHUNK2_4 (-1)

XDeath: N/A

Raise: N/A

Frozen: N/A

4.

Thing {
 ID = "DEMONCHUNK3";
 DoomEd number = -1;
 Spawn state = "DEMONCHUNK3_1";
 See state = "NULL";
 Pain state = "NULL";
 Melee state = "NULL";
 Missile state = "NULL";
 Crash state = "NULL";
 Death state = "DEMONCHUNK3_4";
 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 = 5;
 Height = 5;
 Mass = 100;
 Flags = "mf_noblockmap mf_missile mf_dropoff mf_corpse";
 Flags2 = "mf2_noteleport mf2_floorclip";
}

Associated States:

Idle: DEMONCHUNK3_1 (4), DEMONCHUNK3_2 (10), DEMONCHUNK3_3 (20)

See/Move: N/A

Pain: N/A

Ranged Attack: N/A

Melee Attack: N/A

Crash: N/A

XCrash: N/A

Death: DEMONCHUNK3_4 (-1)

XDeath: N/A

Raise: N/A

Frozen: N/A

5.

Thing {
 ID = "DEMONCHUNK4";
 DoomEd number = -1;
 Spawn state = "DEMONCHUNK4_1";
 See state = "NULL";
 Pain state = "NULL";
 Melee state = "NULL";
 Missile state = "NULL";
 Crash state = "NULL";
 Death state = "DEMONCHUNK4_4";
 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 = 5;
 Height = 5;
 Mass = 100;
 Flags = "mf_noblockmap mf_missile mf_dropoff mf_corpse";
 Flags2 = "mf2_noteleport mf2_floorclip";
}

Associated States:

Idle: DEMONCHUNK4_1 (4), DEMONCHUNK4_2 (10), DEMONCHUNK4_3 (20)

See/Move: N/A

Pain: N/A

Ranged Attack: N/A

Melee Attack: N/A

Crash: N/A

XCrash: N/A

Death: DEMONCHUNK4_4 (-1)

XDeath: N/A

Raise: N/A

Frozen: N/A

6.

Thing {
 ID = "DEMONCHUNK5";
 DoomEd number = -1;
 Spawn state = "DEMONCHUNK5_1";
 See state = "NULL";
 Pain state = "NULL";
 Melee state = "NULL";
 Missile state = "NULL";
 Crash state = "NULL";
 Death state = "DEMONCHUNK5_4";
 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 = 5;
 Height = 5;
 Mass = 100;
 Flags = "mf_noblockmap mf_missile mf_dropoff mf_corpse";
 Flags2 = "mf2_noteleport mf2_floorclip";
}

Associated States:

Idle: DEMONCHUNK5_1 (4), DEMONCHUNK5_2 (10), DEMONCHUNK5_3 (20)

See/Move: N/A

Pain: N/A

Ranged Attack: N/A

Melee Attack: N/A

Crash: N/A

XCrash: N/A

Death: DEMONCHUNK5_4 (-1)

XDeath: N/A

Raise: N/A

Frozen: N/A

7.

Thing {
 ID = "DEMONFX1";
 DoomEd number = -1;
 Spawn state = "DEMONFX_MOVE1";
 See state = "NULL";
 Pain state = "NULL";
 Melee state = "NULL";
 Missile state = "NULL";
 Crash state = "NULL";
 Death state = "DEMONFX_BOOM1";
 Xdeath state = "NULL";
 See sound = "NONE";
 Attack sound = "NONE";
 Pain sound = "NONE";
 Death sound = "DEMON_MISSILE_EXPLODE";
 Active sound = "NONE";
 Reaction time = 8;
 Spawn health = 1000;
 Speed = 15;
 Radius = 10;
 Height = 6;
 Mass = 100;
 Damage = 5;
 Flags = "mf_missile mf_brightexplode mf_noblockmap mf_nogravity mf_dropoff";
 Flags2 = "mf2_noteleport mf2_impact mf2_pcross mf2_firedamage";
}

Associated States:

Idle: DEMONFX_MOVE1 (4), DEMONFX_MOVE2 (4), DEMONFX_MOVE3 (4)

See/Move: N/A

Pain: N/A

Ranged Attack: N/A

Melee Attack: N/A

Crash: N/A

XCrash: N/A

Death: DEMONFX_BOOM1 (4), DEMONFX_BOOM2 (4), DEMONFX_BOOM3 (3), DEMONFX_BOOM4 (3), DEMONFX_BOOM5 (3)

XDeath: N/A

Raise: N/A

Frozen: N/A

8.

Thing {
 ID = "DEMON2";
 DoomEd number = 8080;
 Spawn state = "DEMN2_LOOK1";
 See state = "DEMN2_CHASE1";
 Pain state = "DEMN2_PAIN1";
 Melee state = "DEMN2_ATK1_1";
 Missile state = "DEMN2_ATK2_1";
 Crash state = "NULL";
 Death state = "DEMN2_DEATH1";
 Xdeath state = "DEMN2_XDEATH1";
 See sound = "DEMON_SIGHT";
 Attack sound = "DEMON_ATTACK";
 Pain sound = "DEMON_PAIN";
 Death sound = "DEMON_DEATH";
 Active sound = "DEMON_ACTIVE";
 Reaction time = 8;
 Pain chance = 50;
 Spawn health = 250;
 Speed = 13;
 Radius = 32;
 Height = 64;
 Mass = 220;
 Flags = "mf_solid mf_shootable mf_countkill";
 Flags2 = "mf2_floorclip mf2_passmobj mf2_mcross mf2_telestomp";
}

Associated States:

Idle: DEMN2_LOOK1 (10), DEMN2_LOOK2 (10)

See/Move: DEMN2_CHASE1 (4), DEMN2_CHASE2 (4), DEMN2_CHASE3 (4), DEMN2_CHASE4 (4)

Pain: DEMN2_PAIN1 (4), DEMN2_PAIN2 (4)

Melee Attack: DEMN2_ATK1_1 (6), DEMN2_ATK1_2 (8), DEMN2_ATK1_3 (6)

Ranged Attack: DEMN2_ATK2_1 (5), DEMN2_ATK2_2 (6), DEMN2_ATK2_3 (5)

Crash: N/A

XCrash: N/A

Death: DEMN2_DEATH1 (6), DEMN2_DEATH2 (6), DEMN2_DEATH3 (6), DEMN2_DEATH4 (6), DEMN2_DEATH5 (6), DEMN2_DEATH6 (6), DEMN2_DEATH7 (6), DEMN2_DEATH8 (6), DEMN2_DEATH9 (-1)

XDeath: DEMN2_XDEATH1 (6), DEMN2_XDEATH2 (6), DEMN2_XDEATH3 (6), DEMN2_XDEATH4 (6), DEMN2_XDEATH5 (6), DEMN2_XDEATH6 (6), DEMN2_XDEATH7 (6), DEMN2_XDEATH8 (6), DEMN2_XDEATH9 (-1)

Raise: N/A

Frozen: DEMON_ICE (5), DEMON_ICE2 (1)

9.

Thing {
 ID = "DEMON2CHUNK1";
 DoomEd number = -1;
 Spawn state = "DEMON2CHUNK1_1";
 See state = "NULL";
 Pain state = "NULL";
 Melee state = "NULL";
 Missile state = "NULL";
 Crash state = "NULL";
 Death state = "DEMON2CHUNK1_4";
 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 = 5;
 Height = 5;
 Mass = 100;
 Flags = "mf_noblockmap mf_missile mf_dropoff mf_corpse";
 Flags2 = "mf2_noteleport mf2_floorclip";
}

Associated States:

Idle: DEMON2CHUNK1_1 (4), DEMON2CHUNK1_2 (10), DEMON2CHUNK1_3 (20)

See/Move: N/A

Pain: N/A

Ranged Attack: N/A

Melee Attack: N/A

Crash: N/A

XCrash: N/A

Death: DEMON2CHUNK1_4 (-1)

XDeath: N/A

Raise: N/A

Frozen: N/A

10.

Thing {
 ID = "DEMON2CHUNK2";
 DoomEd number = -1;
 Spawn state = "DEMON2CHUNK2_1";
 See state = "NULL";
 Pain state = "NULL";
 Melee state = "NULL";
 Missile state = "NULL";
 Crash state = "NULL";
 Death state = "DEMON2CHUNK2_4";
 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 = 5;
 Height = 5;
 Mass = 100;
 Flags = "mf_noblockmap mf_missile mf_dropoff mf_corpse";
 Flags2 = "mf2_noteleport mf2_floorclip";
}

Associated States:

Idle: DEMON2CHUNK2_1 (4), DEMON2CHUNK2_2 (10), DEMON2CHUNK2_3 (20)

See/Move: N/A

Pain: N/A

Ranged Attack: N/A

Melee Attack: N/A

Crash: N/A

XCrash: N/A

Death: DEMONCHUNK2_4 (-1)

XDeath: N/A

Raise: N/A

Frozen: N/A

11.

Thing {
 ID = "DEMON2CHUNK3";
 DoomEd number = -1;
 Spawn state = "DEMON2CHUNK3_1";
 See state = "NULL";
 Pain state = "NULL";
 Melee state = "NULL";
 Missile state = "NULL";
 Crash state = "NULL";
 Death state = "DEMON2CHUNK3_4";
 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 = 5;
 Height = 5;
 Mass = 100;
 Flags = "mf_noblockmap mf_missile mf_dropoff mf_corpse";
 Flags2 = "mf2_noteleport mf2_floorclip";
}

Associated States:

Idle: DEMON2CHUNK3_1 (4), DEMON2CHUNK3_2 (10), DEMON2CHUNK3_3 (20)

See/Move: N/A

Pain: N/A

Ranged Attack: N/A

Melee Attack: N/A

Crash: N/A

XCrash: N/A

Death: DEMON2CHUNK3_4 (-1)

XDeath: N/A

Raise: N/A

Frozen: N/A

12.

Thing {
 ID = "DEMON2CHUNK4";
 DoomEd number = -1;
 Spawn state = "DEMON2CHUNK4_1";
 See state = "NULL";
 Pain state = "NULL";
 Melee state = "NULL";
 Missile state = "NULL";
 Crash state = "NULL";
 Death state = "DEMON2CHUNK4_4";
 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 = 5;
 Height = 5;
 Mass = 100;
 Flags = "mf_noblockmap mf_missile mf_dropoff mf_corpse";
 Flags2 = "mf2_noteleport mf2_floorclip";
}

Associated States:

Idle: DEMON2CHUNK4_1 (4), DEMON2CHUNK4_2 (10), DEMON2CHUNK4_3 (20)

See/Move: N/A

Pain: N/A

Ranged Attack: N/A

Melee Attack: N/A

Crash: N/A

XCrash: N/A

Death: DEMON2CHUNK4_4 (-1)

XDeath: N/A

Raise: N/A

Frozen: N/A

13.

Thing {
 ID = "DEMON2CHUNK5";
 DoomEd number = -1;
 Spawn state = "DEMON2CHUNK5_1";
 See state = "NULL";
 Pain state = "NULL";
 Melee state = "NULL";
 Missile state = "NULL";
 Crash state = "NULL";
 Death state = "DEMON2CHUNK5_4";
 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 = 5;
 Height = 5;
 Mass = 100;
 Flags = "mf_noblockmap mf_missile mf_dropoff mf_corpse";
 Flags2 = "mf2_noteleport mf2_floorclip";
}

Associated States:

Idle: DEMON2CHUNK5_1 (4), DEMON2CHUNK5_2 (10), DEMON2CHUNK5_3 (20)

See/Move: N/A

Pain: N/A

Ranged Attack: N/A

Melee Attack: N/A

Crash: N/A

XCrash: N/A

Death: DEMON2CHUNK5_4 (-1)

XDeath: N/A

Raise: N/A

Frozen: N/A

14.

Thing {
 ID = "DEMON2FX1";
 DoomEd number = -1;
 Spawn state = "DEMON2FX_MOVE1";
 See state = "NULL";
 Pain state = "NULL";
 Melee state = "NULL";
 Missile state = "NULL";
 Crash state = "NULL";
 Death state = "DEMON2FX_BOOM1";
 Xdeath state = "NULL";
 See sound = "NONE";
 Attack sound = "NONE";
 Pain sound = "NONE";
 Death sound = "DEMON_MISSILE_EXPLODE";
 Active sound = "NONE";
 Reaction time = 8;
 Spawn health = 1000;
 Speed = 15;
 Radius = 10;
 Height = 6;
 Mass = 100;
 Damage = 5;
 Flags = "mf_missile mf_brightexplode mf_noblockmap mf_nogravity mf_dropoff";
 Flags2 = "mf2_noteleport mf2_impact mf2_pcross mf2_firedamage";
}

Associated States:

Idle: DEMON2FX_MOVE1 (4), DEMON2FX_MOVE2 (4), DEMON2FX_MOVE3 (4), DEMON2FX_MOVE4 (4), DEMON2FX_MOVE5 (4), DEMON2FX_MOVE6 (4)

See/Move: N/A

Pain: N/A

Ranged Attack: N/A

Melee Attack: N/A

Crash: N/A

XCrash: N/A

Death: DEMON2FX_BOOM1 (4), DEMON2FX_BOOM2 (4), DEMON2FX_BOOM3 (4), DEMON2FX_BOOM4 (4), DEMON2FX_BOOM5 (3), DEMON2FX_BOOM6 (3)

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 = "DEMON_SIGHT";
 Name = "DemonSight";
 Lump = "SBTSIT5";
 Priority = 32;
 Max channels = 2;
 Flags = "sf_shift";
}

2.

Sound {
 ID = "DEMON_ACTIVE";
 Name = "DemonActive";
 Lump = "SBTSIT5";
 Priority = 32;
 Max channels = 2;
 Flags = "sf_shift";

}

3.

Sound {
 ID = "DEMON_PAIN";
 Name = "DemonPain";
 Lump = "MINACT1";
 Priority = 32;
 Max channels = 2;
 Flags = "sf_shift";
}

4.

Sound {
 ID = "DEMON_ATTACK";
 Name = "DemonAttack";
 Lump = "DEMATK2";
 Priority = 32;
 Max channels = 2;
 Flags = "sf_shift";
}

5.

Sound {
 ID = "DEMON_DEATH";
 Name = "DemonDeath";
 Lump = "SBTDTH3";
 Priority = 40;
 Max channels = 2;
 Flags = "sf_shift";
}

6.

Sound {
 ID = "DEMON_MISSILE_FIRE";
 Name = "DemonMissileFire";
 Lump = "IMPFIRE2";
 Priority = 32;
 Max channels = 2;
 Flags = "sf_shift";
}

7.

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