Difference between revisions of "Invulnerability"

From DoomWiki.org

[unchecked revision][checked revision]
(Appearance statistics -> Stats for IWADs; added sprite data; slight rewording; counts in ITEMS tally; rearranged pictures slightly)
(Data: update data table)
(47 intermediate revisions by 23 users not shown)
Line 1: Line 1:
[[Image:Invuln sphere map08.png|thumb|256px|Invulnerability sphere in [[Doom II]], [[MAP08: Tricks and Traps]]]]
+
[[File:Invuln sphere map08.png|thumb|An invulnerability found in [[Doom II]] [[MAP08: Tricks and Traps (Doom II)|MAP08: Tricks and Traps]].]]
[[Image:Blackandwhite-HellRevelead-map14.png|thumb|right|What the Doom marine sees when he is invulnerable, [[Hell Revealed]] MAP14]]
+
[[File:Blackandwhite-HellRevelead-map14.png|thumb|A view of [[Hell Revealed]] [[MAP14: City in the Clouds (Hell Revealed)|MAP14: City in the Clouds]] after obtaining an invulnerability.]]
 +
{{Item versions|disambig={{thisisabout|item|doom1}}|doom3=Invulnerability (Doom 3)|doom4=Invulnerability (Doom 2016)}}
 +
The '''invulnerability''' is a [[item#Powerups|powerup]] that makes the [[player]] generally impervious to [[damage]]. The player is not protected from [[telefrag]]s, and will still recoil from a successful attack. The powerup looks like a green sphere with a grinning red-eyed head inside. While it is active in [[Doom]] and [[Doom II]], the colors in the player's view change to inverse monochrome (with the exception of the [[sky]], which remains unchanged), and the eyes of the [[status bar face]] glow yellow ([[Status bar face#Technical|{{c|STFGOD0}}]]), making them look similar to the [[demon]]'s. The inverted monochrome display makes the game effectively fully bright, and the player will be able to see every detail even in the darkest areas. [[Spectre]]s in particular become much more visible under its effects. In [[Doom 64]], where the powerup looks extremely similar minus the red eyes, the effect on the other hand causes a brightness filter to be applied to the screen, allowing the environments and actors to largely preserve their colors.
  
The '''invulnerability''' is a [[powerup]] that makes the [[player]] generally impervious to damage for 30 seconds, during which the colors in his display turn to inverse monochrome. It does not protect the player from [[telefrag]]s, and is disabled in some areas. [http://classicdoom.com/doommyth.htm#04] The powerup looks like a green sphere with a grinning head inside.  
+
Invulnerability lasts for 30 seconds; in the last few seconds the display will begin blinking back to its original colors. Picking up an invulnerability before a previous one has expired resets the duration to 30 seconds.
  
Invulnerability can also be activated with the [[cheat code]] <tt>idbeholdv</tt>.
+
Invulnerability can also be activated with the [[Doom cheat codes|cheat code]] {{c|idbeholdv}}.
  
In [[deathmatch]] mode of [[vanilla Doom]], invulnerabilities and [[blur artifact]]s never [[multiplayer|respawn]]. Some [[source ports]] allow flags to be set to allow them to respawn.
+
In [[deathmatch]] mode of [[vanilla Doom]], invulnerabilities and [[blur artifact]]s never [[multiplayer|respawn]]. Some [[source ports]] allow flags to be set to cause them to respawn.
  
Invulnerabilities are included in the items percentage displayed at the end of each level.
+
Invulnerabilities are included in the [[Intermission screen|items percentage]] displayed at the end of each level.
 +
 
 +
== Technical ==
 +
According to the function {{c|P_DamageMobj}} in {{c|[[Doom source code files|p_inter.c]]}}, invulnerability only protects the player from attacks doing less than 1000 points of damage; while no [[monster]] in the game can do nearly that much damage in one attack, a telefrag inflicts 10000 points (and indeed will kill even an otherwise invulnerable player). This also means that [[DeHackEd]] can be used to circumvent the invulnerability powerup by creating incredibly powerful [[weapon]]s.
 +
 
 +
== Data ==
 +
[[File:Doom 64 invulnerability MAP28.png|thumb|An invulnerability is available in the starting room of [[Doom 64]] [[MAP28: The Absolution (Doom 64)|MAP28: The Absolution]].]]
  
 
{| {{prettytable}}
 
{| {{prettytable}}
 
!colspan="2"|Invulnerability data
 
!colspan="2"|Invulnerability data
 
|-
 
|-
| Thing type||2022 (decimal), 7E6 (hex)
+
| [[Thing types|Thing type]]||2022 (decimal), 7E6 (hex)
 +
|-
 +
| [[Mobj|Enum]]||MT_INV (56)
 
|-
 
|-
| Appears in||Registered Doom<br>Ultimate Doom<br>Doom II/Final Doom
+
| Appears in||[[Doom]]/[[Ultimate Doom]]<br>[[Doom II]]/[[Final Doom]]<br>[[Doom 64]]/[[The Lost Levels|Lost Levels]]
 
|-
 
|-
 
| Radius||20
 
| Radius||20
 
|-
 
|-
| Sprite||PINV
+
| Height||16
 
|-
 
|-
| Class||Artifact<br>Pickup
+
| [[Sprite]]||PINV
 
|-
 
|-
 +
| Frames||4 [ABCD]
 +
|-
 +
| [[Thing types|Class]]||[[Item]]<br>Pickup
 +
|-
 +
| Flags||{{c|8388609}} (decimal)<br>{{c|00800001}} (hex)
 +
|-
 +
| Flags list|| 0: Can be picked up<br>23: Affects item %
 
|}
 
|}
  
==Stats for [[IWAD]]s==
+
== Appearance statistics ==
 +
 
 +
In the [[IWAD]]s the invulnerability is first encountered on these maps per [[Skill level#Doom and Doom II skill levels|skill level]]:
 +
 
 +
{{col-begin}}
 +
{{col-break|width=50%}}
 +
{| {{prettytable}}
 +
!colspan="4"|Single-player
 +
|-
 +
!Game / ''Episode''!!1-2!!3!!4-5
 +
|-
 +
|''[[Knee-Deep in the Dead]]''||-||-||-
 +
|-
 +
|''[[The Shores of Hell]]''||[[E2M7: Spawning Vats]]||E2M7: Spawning Vats||E2M7: Spawning Vats
 +
|-
 +
|''[[Inferno]]''||[[E3M3: Pandemonium]]||E3M3: Pandemonium||E3M3: Pandemonium
 +
|-
 +
|''[[Thy Flesh Consumed]]''||[[E4M3: Sever the Wicked]]||E4M3: Sever the Wicked||E4M3: Sever the Wicked
 +
|-
 +
|[[Doom II]]||[[MAP08: Tricks and Traps]]||MAP08: Tricks and Traps||MAP08: Tricks and Traps
 +
|-
 +
|[[TNT: Evilution]]||[[MAP07: Prison]]||MAP07: Prison||MAP07: Prison
 +
|-
 +
|[[Plutonia Experiment]]||[[MAP09: Abattoire]]||MAP09: Abattoire||MAP09: Abattoire
 +
|-
 +
|[[Doom 64]]||[[MAP03: Main Engineering]]||MAP03: Main Engineering||MAP03: Main Engineering
 +
|-
 +
|[[The Lost Levels]]||[[MAP36: Cold Grounds]]||MAP36: Cold Grounds||MAP36: Cold Grounds
 +
|}
 +
{{col-break}}
 
{| {{prettytable}}
 
{| {{prettytable}}
!Game||[[I'm Too Young To Die|ITYTD]] and [[Hey, Not Too Rough|HNTR]]||[[Hurt Me Plenty|HMP]]||[[Ultra-Violence|UV]] and [[Nightmare!|NM]]
+
!colspan="4"|Multiplayer
 +
|-
 +
!Game / ''Episode''!!1-2!!3!!4-5
 +
|-
 +
|''Knee-Deep in the Dead''||-||-||-
 +
|-
 +
|''The Shores of Hell''||E2M7: Spawning Vats||E2M7: Spawning Vats||E2M7: Spawning Vats
 +
|-
 +
|''Inferno''||E3M3: Pandemonium||E3M3: Pandemonium||E3M3: Pandemonium
 +
|-
 +
|''Thy Flesh Consumed''||E4M3: Sever the Wicked||E4M3: Sever the Wicked||E4M3: Sever the Wicked
 +
|-
 +
|Doom II||[[MAP05: The Waste Tunnels]]||MAP05: The Waste Tunnels||MAP05: The Waste Tunnels
 +
|-
 +
|TNT: Evilution||MAP07: Prison||MAP07: Prison||MAP07: Prison
 +
|-
 +
|Plutonia Experiment||[[MAP06: Baron's Lair]]||MAP09: Abattoire||MAP09: Abattoire
 +
|}
 +
{{col-end}}
 +
 
 +
The IWADs contain the following numbers of invulnerabilities per skill level:
 +
 
 +
{{col-begin}}
 +
{{col-break|width=50%}}
 +
{| {{prettytable|style=text-align: center;}}
 +
!colspan="4"|Single-player
 +
|-
 +
!Game / ''Episode''!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|''[[Knee-Deep in the Dead]]''||''0''||''0''||''0''
 +
|-
 +
|style="text-align: left;"|''[[The Shores of Hell]]''||''2''||''2''||''2''
 +
|-
 +
|style="text-align: left;"|''[[Inferno]]''||''8''||''8''||''8''
 +
|-
 +
|style="text-align: left;"|[[Doom|Doom (registered)]]||10||10||10
 +
|-
 +
|style="text-align: left;"|''[[Thy Flesh Consumed]]''||''6''||''5''||''6''
 +
|-
 +
|style="text-align: left;"|[[Ultimate Doom]]||16||15||16
 +
|-
 +
|style="text-align: left;"|[[Doom II]]||29||24||23
 
|-
 
|-
|[[Ultimate Doom]]||16||15||16
+
|style="text-align: left;"|[[TNT: Evilution]]||15||13||12
 
|-
 
|-
|[[Doom II]]||29||24||23
+
|style="text-align: left;"|[[Plutonia Experiment]]||5||5||5
 
|-
 
|-
|[[TNT: Evilution]]||15||13||12
+
|style="text-align: left;"|[[Doom 64]]||6||6||6
 
|-
 
|-
|[[Plutonia]]||5||5||5
+
|style="text-align: left;"|[[The Lost Levels]]||5||4||4
 
|}
 
|}
 +
{{col-break}}
 +
{| {{prettytable|style=text-align: center;}}
 +
!colspan="4"|Multiplayer
 +
|-
 +
!Game / ''Episode''!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|''Knee-Deep in the Dead''||''0''||''0''||''0''
 +
|-
 +
|style="text-align: left;"|''The Shores of Hell''||''2''||''2''||''2''
 +
|-
 +
|style="text-align: left;"|''Inferno''||''8''||''8''||''8''
 +
|-
 +
|style="text-align: left;"|Doom (registered)||10||10||10
 +
|-
 +
|style="text-align: left;"|''Thy Flesh Consumed''||''8''||''7''||''8''
 +
|-
 +
|style="text-align: left;"|Ultimate Doom||18||17||18
 +
|-
 +
|style="text-align: left;"|Doom II||30||25||24
 +
|-
 +
|style="text-align: left;"|TNT: Evilution||17||15||14
 +
|-
 +
|style="text-align: left;"|Plutonia Experiment||6||5||5
 +
|}
 +
{{col-end}}
  
==See also==
+
==Notes==
 +
[[Image:Betainvinsiblity.png|thumb|The early invulnerability powerup, as seen in [[MBF]]'s emulation of the [[Doom press release beta]].]]
 +
* The grinning face inside the sphere appears to be derived from the [[lost soul]] sprite in [[Doom 0.4]]. Oddly enough, the invulnerability sphere in that [[Versions of Doom and Doom II|version]] of the game was invisible and had an unused [[sprite]] in the IWAD which looked like a giant [[health bonus]].
 +
* Due to a limitation of the engine, the invulnerability artifact lights up all the areas in the game similar to the [[light amplification visor]]. Otherwise it would require an entire table of 32 shades for a proper effect.
 +
 
 +
== See also ==
 +
* {{c|[[Doom cheat codes#All Doom engine versions|iddqd]]}} (cheat code)
 
* [[Invulnerability colormap bug]]
 
* [[Invulnerability colormap bug]]
 +
* [[Ring of Invincibility]]
 +
* [[Icon of the Defender]]
 +
 +
== Sources ==
 +
* [http://toastytech.com/dooma/alpha4.html Doom 4-2 Alpha] at toastytech.com
 +
* [https://groups.google.com/group/alt.games.doom/msg/55cac0778658fa8d?hl=en& alt.games.doom post about creating weapons that can kill invulnerable players], via [https://groups.google.com Google Groups]
 +
* [https://groups.google.com/group/rec.games.computer.doom.editing/msg/4e57a0c1446f8be3?hl=en& rec.games.computer.doom.editing post about creating weapons that can kill invulnerable players], via [https://groups.google.com Google Groups]
  
 
{{Doom items}}
 
{{Doom items}}

Revision as of 10:20, 27 September 2022

An invulnerability found in Doom II MAP08: Tricks and Traps.
This article is about the item in the classic Doom series. For other versions of this item, see:

The invulnerability is a powerup that makes the player generally impervious to damage. The player is not protected from telefrags, and will still recoil from a successful attack. The powerup looks like a green sphere with a grinning red-eyed head inside. While it is active in Doom and Doom II, the colors in the player's view change to inverse monochrome (with the exception of the sky, which remains unchanged), and the eyes of the status bar face glow yellow (STFGOD0), making them look similar to the demon's. The inverted monochrome display makes the game effectively fully bright, and the player will be able to see every detail even in the darkest areas. Spectres in particular become much more visible under its effects. In Doom 64, where the powerup looks extremely similar minus the red eyes, the effect on the other hand causes a brightness filter to be applied to the screen, allowing the environments and actors to largely preserve their colors.

Invulnerability lasts for 30 seconds; in the last few seconds the display will begin blinking back to its original colors. Picking up an invulnerability before a previous one has expired resets the duration to 30 seconds.

Invulnerability can also be activated with the cheat code idbeholdv.

In deathmatch mode of vanilla Doom, invulnerabilities and blur artifacts never respawn. Some source ports allow flags to be set to cause them to respawn.

Invulnerabilities are included in the items percentage displayed at the end of each level.

Technical

According to the function P_DamageMobj in p_inter.c, invulnerability only protects the player from attacks doing less than 1000 points of damage; while no monster in the game can do nearly that much damage in one attack, a telefrag inflicts 10000 points (and indeed will kill even an otherwise invulnerable player). This also means that DeHackEd can be used to circumvent the invulnerability powerup by creating incredibly powerful weapons.

Data

An invulnerability is available in the starting room of Doom 64 MAP28: The Absolution.
Invulnerability data
Thing type 2022 (decimal), 7E6 (hex)
Enum MT_INV (56)
Appears in Doom/Ultimate Doom
Doom II/Final Doom
Doom 64/Lost Levels
Radius 20
Height 16
Sprite PINV
Frames 4 [ABCD]
Class Item
Pickup
Flags 8388609 (decimal)
00800001 (hex)
Flags list 0: Can be picked up
23: Affects item %

Appearance statistics

In the IWADs the invulnerability is first encountered on these maps per skill level:

The IWADs contain the following numbers of invulnerabilities per skill level:

Notes

The early invulnerability powerup, as seen in MBF's emulation of the Doom press release beta.
  • The grinning face inside the sphere appears to be derived from the lost soul sprite in Doom 0.4. Oddly enough, the invulnerability sphere in that version of the game was invisible and had an unused sprite in the IWAD which looked like a giant health bonus.
  • Due to a limitation of the engine, the invulnerability artifact lights up all the areas in the game similar to the light amplification visor. Otherwise it would require an entire table of 32 shades for a proper effect.

See also

Sources