DATABASE

The following items can be added in Types list of 2D mode since PMAPEDIT BETA6 using "Unlock hidden types" patch. Non-listed types still available with Alt+T combination.

  • Enemies

    This group contains few new enemies that can be used in maps. Same as standart ones, these can be triggered and can send commands.

    • Type 225: Fake Dude

      Does nothing in game, but have HP and can be killed to trigger something as it can send/receive commands. This allows to build fake monsters/sector bosses. Sprite can be invisible and resized.

      Default status list number: 6 (enemy)
      "Trigger on" Flags Can send cmd Can be locked Can be invisible Any picnum Any size Any pal
      Command Impact Touch Proximity Yes Yes Yes tile #3949 Yes pal #2
      Additional: Previously it was not implemented Mother Pod enemy.
    • Type 228: 1 Head Cerberus

      A variation of Cerberus (type 228) with one head alive. Requires to be enabled via RX 7, Cmd: On or by damaging it to become active in game. As any other dude, this one fully accessible for trigger flags.

      Default status list number: 6 (enemy)
      "Trigger on" Flags Can send cmd Can be locked Can be invisible Any picnum Any size Any pal
      Command (req) Impact Touch Proximity Yes Yes No tile #2749 64x64 No pal
      Additional: Also can be spawned via DudeSpawn in game.
  • Explosive things

    List of types that generates various explosions after they has been triggered via damage, commands or other triggers. All things in this list can be affected by game physics. This means they should be placed on floor, otherwise at game start they will fall, receive damage, and then explode. If you want prevent falling to ground, you can insert *blocking* sprite just below it. Once sprite removed, things continue falling.

    • Type 418: Armed TNT1

      Once triggered, generates TNT Stick explosion.

      Default status list number: 4 (thing)
      "Trigger on" Flags Can send cmd Can be locked Can be invisible Any picnum Any size Any pal
      Command Push Vector Impact Proximity Yes Yes Yes Yes Yes Yes
    • Type 419: Armed TNT2

      Once triggered, generates TNT Bundle explosion wich is does more damage.

      Default status list number: 4 (thing)
      "Trigger on" Flags Can send cmd Can be locked Can be invisible Any picnum Any size Any pal
      Command Push Vector Impact Proximity Yes Yes Yes Yes Yes Yes
    • Type 420: Armed Spray

      Once triggered, generates Aerosol weapon explosion wich is does burn damage and makes player burning.

      Default status list number: 4 (thing)
      "Trigger on" Flags Can send cmd Can be locked Can be invisible Any picnum Any size Any pal
      Command Push Vector Impact Proximity Yes Yes Yes Yes Yes Yes
    • Type 428: Napalm Ball

      Once triggered, will generate napalm launcher's alt fire explosion. Unlike other explosions, here you can pass count of napalm's chucks in data4 field. Each chuck will be multiplied by 2, so data4 = 100 will fire up 200 napalm's chucks.

      Default status list number: 4 (thing)
      "Trigger on" Flags Can send cmd Can be locked Can be invisible Any picnum Any size Any pal Data fields
      Push Vector Impact Yes No Yes tile #3295 40x40 Yes data4
    • Type 430: Acid Ball

      Once triggered, will generate green pod's acid explosion. There is non listed variation is available: Lo-tag 429: Fire Pod's explosion, wich is pretty similar to napalm ball.

      Default status list number: 4 (thing)
      "Trigger on" Flags Can send cmd Can be locked Can be invisible Any picnum Any size Any pal
      Push Vector Impact Yes No Yes tile #3633 40x40 Yes
  • Missiles

    List of types that are missiles. By default in game you can see them when player firing from weapon and/or when enemies doing this, but PMAPEDIT allows to put them as sprites in maps. They wont move automatically, like they do it usual way, but can be moved with slide sectors and some of them can also be moved via wind sector.

    Once missile *Touch* wall, blocking sprite (include enemies and players), floor or ceiling it will generate it's in-game explosion and then gets removed from game. Unlike most of things, missiles does not fall to ground when game starts.

    • Type 302: Missile 2

      This is Tesla Gun's alt fire missile. Once touched, will generate electric wave that does huge damage to group of enemies and player(s). It can even electrocute some of them. It also generates tesla gibs.

      Default status list number: 5 (missile)
      "Trigger on" Flags Can send cmd Can be locked Can be invisible Any picnum Any size Any pal
      Touch No No Yes Yes 32x32 Yes
      Additional: Sprite must be blocking.
    • Type 304: Missile 4

      Spray Can missile. Unlike other missiles, this one never removes from game and can be moved via wind sector. It does burn damage on touch.

      Default status list number: 5 (missile)
      "Trigger on" Flags Can send cmd Can be locked Can be invisible Any picnum Any size Any pal
      Touch No No Yes Yes Yes Yes
    • Type 306: Missile 6

      Tesla Gun's regular fire missile. It damages everyone who touch it with electric damage. Can electrocute enemy on easy diffculty.

      Default status list number: 5 (missile)
      "Trigger on" Flags Can send cmd Can be locked Can be invisible Any picnum Any size Any pal
      Touch No No Yes Yes Yes Yes
      Additional: Sprite must be blocking.
    • Type 307: Missile 7

      An Ecto Skull missile wich used by Phantasms. Once touched will damage with spririt damage type.

      Default status list number: 5 (missile)
      "Trigger on" Flags Can send cmd Can be locked Can be invisible Any picnum Any size Any pal
      Touch No No Yes Yes 48x48 Yes
      Additional: Sprite must be blocking.
    • Type 311: Missile 11

      An Arc Blast missile that used by Stone Gargoyle and dropped Life Leech weapon when it have enough ammo. It does big spririt damage when touched.

      Default status list number: 5 (missile)
      "Trigger on" Flags Can send cmd Can be locked Can be invisible Any picnum Any size Any pal
      Touch No No Yes Yes Yes Yes
      Additional: Sprite must be blocking.
    • Type 314: Missile 14

      Tchernobog's fireball. Unlike other fireballs, it have many times more force wave. It generates explosion wich does huge damage and makes everything burn. To make explosion looks like Tchernobog's one, you just set pal 10 on missile sprite in pmapedit and palette will be inherited to it.

      Default status list number: 5 (missile)
      "Trigger on" Flags Can send cmd Can be locked Can be invisible Any picnum Any size Any pal
      Touch No No Yes Yes Yes Yes
      Additional: Sprite must be blocking.
    • Type 315: Missile 15

      Life Leech's regular fire missile. It does both spirit and burn damage when touched.

      Default status list number: 5 (missile)
      "Trigger on" Flags Can send cmd Can be locked Can be invisible Any picnum Any size Any pal
      Touch No No Yes Yes Yes Yes
      Additional: Sprite must be blocking.

    Other missile types is still available with "unlock hidden types" patch. Max type of missile is 317, min is 300. See PMAPEDIT.TXT for details.

  • Other stuff

    • Type 431: Leech Turret

      This is nothing, but dropped Life Leech weapon, the most interesting and most configurable type in game. Can shot projectiles in both player and monsters.

      To make it work, you must mark *Proximity* flag in sprite settings dialog. If you want player(s) able to pick up it, via key press on it's sprite, mark *Push* flag. This thing can also be picked up remotelly, by sending *CMD 35* on it. To make it just stop firing projectiles, send Lock command on it. If you want destroy it, you may send On command.

      Default status list number: 4 (thing)
      "Trigger on" Flags Can send cmd Can be locked Can be invisible Any picnum Any size Any pal Data fields
      Command Push Vector Impact Proximity (req) Yes Yes Yes Yes Yes Yes data3

      In addition to this, you can set how many ammo it have via data3 value. When no ammo it shots faster projectiles with less damage, otherwise slower projectiles with great damage.

    • Type 425: Falling Gibs

      Once fall from above, will break in gib effects just like it does Gib object (type 416) or Explode object (417). Data 1-3 is gib type, data4 is a sound to play. This type is affected by game physics. There is non listed variation is available (426) wich falling a little bit faster.

      Default status list number: 4 (thing)
      "Trigger on" Flags Can send cmd Can be locked Can be invisible Any picnum Any size Any pal Data fields
      Command Push Vector Impact Proximity Yes No Yes Yes Yes Yes data1 data2 data3 data4
      Additional: By default in game it used for blood chucks falling from killed enemies.
    • Type 34: WindMovable

      This sprite can be moved via wind in sector. It's worth to note: this sprite can be removed from game while playing, because it have statnum 1. Still, it can serve as temporary effect like various debris moving by wind in your addons or maps.

      Default status list number: 1 (effect)
      Can send cmd Can be locked Can be invisible Any picnum Any size Any pal
      No No Yes Yes Yes Yes

CONTACTS

Any suggestions and comments are welcome in Blood related Discord channel: https://discord.gg/a84k4wQ

You may also send e-mail to the author: baitd@yandex.ru

SIMPLE EXAMPLE #1

  1. Apply "Disable sprite palette auto-adjusting" patch.
  2. Insert enemy sprite (with no palette).
  3. In 3D Mode add any palette you wish, save the map.

In Blood you will got monster with selected palette.

SIMPLE EXAMPLE #2

  1. Apply "Unlock hidden types (lo-tags)" patch.
  2. Create decoration sprite.
  3. In 2D mode press ALT+F6 on it and select type 228.
  4. Optionally you can fill "drop item" field and select key to drop. Apply palette, if you have palettes patch installed.

In Blood you will got painted 1-dead head cerberus that can drop items and keys after death. To make it not ignore the world, just set it's State in mapedit to 1, or enable him via remote control as he fully accessible for RX\TX system.

SIMPLE EXAMPLE #3

  1. Apply "Unlock hidden types (lo-tags)" patch.
  2. Create decoration sprite.
  3. In 2D mode press ALT+F6 on it and select type 431.
  4. Mark "Proximity" flag, optionally also "Push" and "DudeLockout" flags.
  5. Add couple enemy sprites.

In game you will got dropped life leech turret that fires in monsters and sometimes can even fire in you. If you marked "Push" flag it will able to pickup via key press.

SIMPLE EXAMPLE #4

  1. Apply "Unlock hidden types (lo-tags) patch".
  2. Create decoration sprite.
  3. In 2D mode press ALT+F6 on it and select type 420.

In game you will get armed spary can bomb. Once damaged it will explode. If you want it explode via remote control, you probably want add RX\TX values. You may also set "Proximity" flag and it will explode when you or monster get close enough. Mark "Push" to make it explode via key press on it.

SOME SCREENSHOTS

Changed colors for invisible sprites and markers
Added unused active items to Items sprites menu
Reorganized Misc sprites menu
MAPEDIT patch by NoOne that unlocks new features such as: added unused active items in lists, hidden commands, hidden types