Difference between revisions of "Thing types"
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**P - Pickup. Player can pick the thing up by walking over it | **P - Pickup. Player can pick the thing up by walking over it | ||
**W - [[Weapon]] | **W - [[Weapon]] | ||
− | **M - [[Monster]]. Counts towards kill percentage, hidden when using [[Command line arguments|-nomonsters]], respawns in [[Nightmare!]] | + | **M - [[Monster]]. Counts towards [[Intermission screen|kill percentage]], hidden when using [[Command line arguments|-nomonsters]], respawns in [[Nightmare!]] |
**O - Obstacle. Players and monsters must walk around | **O - Obstacle. Players and monsters must walk around | ||
**^ - Hangs from ceiling, or floats if a monster (aside from [[Commander Keen]], who does not move; dead monsters, excepting [[Lost Soul]]s, fall to the floor when killed) | **^ - Hangs from ceiling, or floats if a monster (aside from [[Commander Keen]], who does not move; dead monsters, excepting [[Lost Soul]]s, fall to the floor when killed) | ||
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| SKUL | | SKUL | ||
| + | | + | ||
− | | | + | | M<sup>1</sup>O^ |
| [[Lost Soul]] | | [[Lost Soul]] | ||
|- | |- | ||
Line 596: | Line 596: | ||
| [[Wolfenstein SS]] | | [[Wolfenstein SS]] | ||
|} | |} | ||
+ | <div style="font-size:small"> | ||
+ | #Beginning with [[Versions|version 1.4]], Lost Souls neither respawn nor count toward kill percentage. | ||
+ | </div> | ||
===Obstacles=== | ===Obstacles=== | ||
{| {{prettytable}} | {| {{prettytable}} |
Revision as of 02:05, 6 November 2006
- Main article: Thing
Contents
Doom, Doom II, Final Doom
These tables include the following columns.
- Decimal - Type number, in decimal
- Hex - Type number, in hexadecimal
- Version - First Doom version that thing appears in:
- S - Shareware
- R - Registered
- 2 - Doom II
- Radius - Radius, in map units (note that the map "footprint" of a Thing is square, not round, so this is the distance from the center to the midpoint of an edge)
- Sprite - First four letters of the name of all sprite graphics
- Sequence - For animated sprites, default pattern through which the animation progresses. "+" indicates that certain gameplay developments (such as a monster being shot) may interrupt this pattern with additional graphics
- Class:
- A - Artifact item. Counts toward ITEMS percentage at the end of a level
- P - Pickup. Player can pick the thing up by walking over it
- W - Weapon
- M - Monster. Counts towards kill percentage, hidden when using -nomonsters, respawns in Nightmare!
- O - Obstacle. Players and monsters must walk around
- ^ - Hangs from ceiling, or floats if a monster (aside from Commander Keen, who does not move; dead monsters, excepting Lost Souls, fall to the floor when killed)
- Description
Artifact items
Decimal | Hex | Version | Radius | Sprite | Sequence | Class | Description |
---|---|---|---|---|---|---|---|
2023 | 7E7 | R | 20 | PSTR | A | AP | Berserk |
2026 | 7EA | S | 20 | PMAP | ABCDCB | AP1 | Computer map |
2014 | 7DE | S | 20 | BON1 | ABCDCB | AP | Health potion |
2024 | 7E8 | S | 20 | PINS | ABCD | AP | Invisibility |
2022 | 7E6 | R | 20 | PINV | ABCD | AP | Invulnerability |
2045 | 7FD | S | 20 | PVIS | AB | AP | Light amplification visor |
83 | 53 | 2 | 20 | MEGA | ABCD | AP | Megasphere |
2013 | 7DD | S | 20 | SOUL | ABCDCB | AP | Soul sphere |
2015 | 7DF | S | 20 | BON2 | ABCDCB | AP | Spiritual armor |
- Only one of these may be picked up per level, although any additional maps still count against the player's item tally.
Powerups
Decimal | Hex | Version | Radius | Sprite | Sequence | Class | Description |
---|---|---|---|---|---|---|---|
8 | 8 | S | 20 | BPAK | A | P | Backpack |
2019 | 7E3 | S | 20 | ARM2 | AB | P1 | Blue armor |
2018 | 7E2 | S | 20 | ARM1 | AB | P2 | Green armor |
2012 | 7DC | S | 20 | MEDI | A | P3 | Medikit |
2025 | 7E9 | S | 20 | SUIT | A | P | Radiation suit |
2011 | 7DB | S | 20 | STIM | A | P3 | Stimpack |
- Not picked up if the player's armor rating is at least 200%.
- Not picked up if the player's armor rating is at least 100%.
- Not picked up if the player's health rating is at least 100%.
Weapons
Decimal | Hex | Version | Radius | Sprite | Sequence | Class | Description |
---|---|---|---|---|---|---|---|
2006 | 7D6 | R | 20 | BFUG | A | WP1 | BFG 9000 |
2002 | 7D2 | S | 20 | MGUN | A | WP1 | Chaingun |
2005 | 7D5 | S | 20 | CSAW | A | WP2 | Chainsaw |
2004 | 7D4 | R | 20 | PLAS | A | WP1 | Plasma rifle |
2003 | 7D3 | S | 20 | LAUN | A | WP1 | Rocket launcher |
2001 | 7D1 | S | 20 | SHOT | A | WP1 | Shotgun |
82 | 52 | 2 | 20 | SGN2 | A | WP1 | Super shotgun |
- Not picked up if the player already has one, and is already carrying the maximum amount of the corresponding ammo.
- Not picked up if the player already has one.
Ammunition
Decimal | Hex | Version | Radius | Sprite | Sequence | Class | Description |
---|---|---|---|---|---|---|---|
2007 | 7D7 | S | 20 | CLIP | A | P1 | Ammo clip |
2048 | 800 | S | 20 | AMMO | A | P1 | Box of ammo |
2046 | 7FE | S | 20 | BROK | A | P1 | Box of rockets |
2049 | 801 | S | 20 | SBOX | A | P1 | Box of shells |
2047 | 7FF | R | 20 | CELL | A | P1 | Cell charge |
17 | 11 | R | 20 | CELP | A | P1 | Cell charge pack |
2010 | 7DA | S | 20 | ROCK | A | P1 | Rocket |
2008 | 7D8 | S | 20 | SHEL | A | P1 | Shotgun shells |
- Not picked up if the player is already carrying the maximum amount of this type of ammo.
Keys
Decimal | Hex | Version | Radius | Sprite | Sequence | Class | Description |
---|---|---|---|---|---|---|---|
5 | 5 | S | 20 | BKEY | AB | P | Blue keycard |
40 | 28 | R | 20 | BSKU | AB | P | Blue skull key |
13 | D | S | 20 | RKEY | AB | P | Red keycard |
38 | 26 | R | 20 | RSKU | AB | P | Red skull key |
6 | 6 | S | 20 | YKEY | AB | P | Yellow keycard |
39 | 27 | R | 20 | YSKU | AB | P | Yellow skull key |
Monsters
Decimal | Hex | Version | Radius | Sprite | Sequence | Class | Description |
---|---|---|---|---|---|---|---|
68 | 44 | 2 | 64 | BSPI | + | MO | Arachnotron |
64 | 40 | 2 | 20 | VILE | + | MO | Arch-Vile |
3003 | BBB | S | 24 | BOSS | + | MO | Baron of Hell |
3005 | BBD | R | 31 | HEAD | + | MO^ | Cacodemon |
65 | 41 | 2 | 20 | CPOS | + | MO | Chaingunner |
72 | 48 | 2 | 16 | KEEN | A+ | MO^ | Commander Keen |
16 | 10 | R | 40 | CYBR | + | MO | Cyberdemon |
3002 | BBA | S | 30 | SARG | + | MO | Demon |
3004 | BBC | S | 20 | POSS | + | MO | Former Human Trooper |
9 | 9 | S | 20 | SPOS | + | MO | Former Human Sergeant |
69 | 45 | 2 | 24 | BOS2 | + | MO | Hell Knight |
3001 | BB9 | S | 20 | TROO | + | MO | Imp |
3006 | BBE | R | 16 | SKUL | + | M1O^ | Lost Soul |
67 | 43 | 2 | 48 | FATT | + | MO | Mancubus |
71 | 47 | 2 | 31 | PAIN | + | MO^ | Pain Elemental |
66 | 42 | 2 | 20 | SKEL | + | MO | Revenant |
58 | 3A | S | 30 | SARG | + | MO | Spectre |
7 | 7 | R | 128 | SPID | + | MO | Spider Mastermind |
84 | 54 | 2 | 20 | SSWV | + | MO | Wolfenstein SS |
- Beginning with version 1.4, Lost Souls neither respawn nor count toward kill percentage.
Obstacles
Decimal | Hex | Version | Radius | Sprite | Sequence | Class | Description |
---|---|---|---|---|---|---|---|
2035 | 7F3 | S | 10 | BAR1 | AB+ | O | Barrel |
70 | 46 | 2 | 10 | FCAN | ABC | O | Burning barrel |
43 | 2B | R | 16 | TRE1 | A | O | Burnt tree |
35 | 23 | S | 16 | CBRA | A | O | Candelabra |
41 | 29 | R | 16 | CEYE | ABCB | O | Evil eye |
28 | 1C | R | 16 | POL2 | A | O | Five skulls "shish kebab" |
42 | 2A | R | 16 | FSKU | ABC | O | Floating skull |
2028 | 7EC | S | 16 | COLU | A | O | Floor lamp |
53 | 35 | R | 16 | GOR5 | A | O^ | Hanging leg |
52 | 34 | R | 16 | GOR4 | A | O^ | Hanging pair of legs |
78 | 4E | 2 | 16 | HDB6 | A | O^ | Hanging torso, brain removed |
75 | 4B | 2 | 16 | HDB3 | A | O^ | Hanging torso, looking down |
77 | 4D | 2 | 16 | HDB5 | A | O^ | Hanging torso, looking up |
76 | 4C | 2 | 16 | HDB4 | A | O^ | Hanging torso, open skull |
50 | 32 | R | 16 | GOR2 | A | O^ | Hanging victim, arms out |
74 | 4A | 2 | 16 | HDB2 | A | O^ | Hanging victim, guts and brain removed |
73 | 49 | 2 | 16 | HDB1 | A | O^ | Hanging victim, guts removed |
51 | 33 | R | 16 | GOR3 | A | O^ | Hanging victim, one-legged |
49 | 31 | R | 16 | GOR1 | ABCB | O^ | Hanging victim, twitching |
25 | 19 | R | 16 | POL1 | A | O | Impaled human |
54 | 36 | R | 32 | TRE2 | A | O | Large brown tree |
29 | 1D | R | 16 | POL3 | AB | O | Pile of skulls and candles |
55 | 37 | R | 16 | SMBT | ABCD | O | Short blue firestick |
56 | 38 | R | 16 | SMGT | ABCD | O | Short green firestick |
31 | 1F | R | 16 | COL2 | A | O | Short green pillar |
36 | 24 | R | 16 | COL5 | AB | O | Short green pillar with beating heart |
57 | 39 | R | 16 | SMRT | ABCD | O | Short red firestick |
33 | 21 | R | 16 | COL4 | A | O | Short red pillar |
37 | 25 | R | 16 | COL6 | A | O | Short red pillar with skull |
86 | 56 | 2 | 16 | TLP2 | ABCD | O | Short techno floor lamp |
27 | 1B | R | 16 | POL4 | A | O | Skull on a pole |
47 | 2F | R | 16 | SMIT | A | O | Stalagmite |
44 | 2C | R | 16 | TBLU | ABCD | O | Tall blue firestick |
45 | 2D | R | 16 | TGRN | ABCD | O | Tall green firestick |
30 | 1E | R | 16 | COL1 | A | O | Tall green pillar |
46 | 2E | S | 16 | TRED | ABCD | O | Tall red firestick |
32 | 20 | R | 16 | COL3 | A | O | Tall red pillar |
85 | 55 | 2 | 16 | TLMP | ABCD | O | Tall techno floor lamp |
48 | 30 | S | 16 | ELEC | A | O | Tall techno pillar |
26 | 1A | R | 16 | POL6 | AB | O | Twitching impaled human |
Decorations
Decimal | Hex | Version | Radius | Sprite | Sequence | Class | Description |
---|---|---|---|---|---|---|---|
10 | A | S | 16 | PLAY | W | Bloody mess | |
12 | C | S | 16 | PLAY | W | Bloody mess | |
34 | 22 | S | 16 | CAND | A | Candle | |
22 | 16 | R | 31 | HEAD | L | Dead cacodemon | |
21 | 15 | S | 30 | SARG | N | Dead demon | |
18 | 12 | S | 20 | POSS | L | Dead former human | |
19 | 13 | S | 20 | SPOS | L | Dead former sergeant | |
20 | 14 | S | 20 | TROO | M | Dead imp | |
23 | 17 | R | 16 | SKUL | K | Dead lost soul (invisible) | |
15 | F | S | 16 | PLAY | N | Dead player | |
62 | 3E | R | 16 | GOR5 | A | ^ | Hanging leg |
60 | 3C | R | 16 | GOR4 | A | ^ | Hanging pair of legs |
59 | 3B | R | 16 | GOR2 | A | ^ | Hanging victim, arms out |
61 | 3D | R | 16 | GOR3 | A | ^ | Hanging victim, one-legged |
63 | 3F | R | 16 | GOR1 | ABCB | ^ | Hanging victim, twitching |
79 | 4F | 2 | 16 | POB1 | A | Pool of blood | |
80 | 50 | 2 | 16 | POB2 | A | Pool of blood | |
24 | 18 | S | 16 | POL5 | A | Pool of blood and flesh | |
81 | 51 | 2 | 16 | BRS1 | A | Pool of brains |
Other
Decimal | Hex | Version | Radius | Sprite | Sequence | Class | Description |
---|---|---|---|---|---|---|---|
88 | 58 | 2 | 16 | BBRN | + | O1 | Boss Brain |
11 | B | S | 20 | none | - | Deathmatch start | |
1 | 1 | S | 16 | PLAY | + | Player 1 start | |
2 | 2 | S | 16 | PLAY | + | Player 2 start | |
3 | 3 | S | 16 | PLAY | + | Player 3 start | |
4 | 4 | S | 16 | PLAY | + | Player 4 start | |
89 | 59 | 2 | 20 | none2 | - | Spawn shooter | |
87 | 57 | 2 | 0 | none3 | - | Spawn spot | |
14 | E | S | 20 | none4 | - | Teleport landing |
- No part of the Icon of Sin is considered a monster by the engine.
- BOSF is used for spawn cubes.
- FIRE is used when a spawn cube turns into a monster.
- TFOG is used while a teleporter is operational.
A certain number of additional objects (such as spawn cubes, rockets in flight, and Spider Mastermind corpses) may not be placed in a level at its outset, but are generated only during gameplay.