Difference between revisions of "Arch-vile"

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monster_acc=+2 melee, N/A ranged (see below)|
 
monster_acc=+2 melee, N/A ranged (see below)|
 
monster_melee=1d3+6 = 7-9 = 8 avg|
 
monster_melee=1d3+6 = 7-9 = 8 avg|
monster_projectile=20d1 = 20 always; [[damage type#fire|fire damage]], [[explosions|radius]] 2|
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monster_projectile=20d1 = 20 always; [[damage type#fire|fire damage]], [[explosions|radius]] 1|
 
monster_speed = 160%|
 
monster_speed = 160%|
 
monster_dlvl=16+|
 
monster_dlvl=16+|
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monster_doors=Yes|
 
monster_doors=Yes|
 
monster_atkchance=50|
 
monster_atkchance=50|
monster_abilities=Resurrects dead monsters (25% chance per action). Resurrected monsters take 4.0 game seconds to "activate", or become active in combat or other actions. Arch-viles are additionally immune to damaging [[fluids]].|
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monster_abilities=The Arch-vile's attack always hits its targeted tile, and it takes no damage from its own attack. Resurrects dead monsters in its [[vision]] (25% chance per action). Resurrected monsters take 4.0 game seconds to "activate", or become active in combat or other actions.|
 
monster_description=''The worst thing you could encounter. With some unholy power far beyond your grasp they attack you with hellish flame, and are able to summon back the enemies you've worked so hard to banish!''|
 
monster_description=''The worst thing you could encounter. With some unholy power far beyond your grasp they attack you with hellish flame, and are able to summon back the enemies you've worked so hard to banish!''|
monster_other=Avoids player as much as possible, but will use its melee attack when in range. Even though they're immune to fluids, Arch-viles will avoid them and immediately step out of a fluid tile if knocked into one, while remaining indefinitely still if they're knocked into fluids without a non-fluid tile immediately accessible.}}
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monster_other=Avoids player as much as possible, but will use its melee attack when in range.
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When an Arch-vile attacks, it'll enter a unique state where it "raises its arms", and if the player is still in its vision after 1.563 [[seconds]] passes (rounded to 1.5 or 1.6 depending on how its [[Fractional Time]] works out), its attack will hit the tile the player is on (or was last on if a successful [[dodge]] is executed). If the player moves out of its vision before the attack completes, its attack will target the tile it last saw the player on. If the player is out of its vision and the Arch-vile is damaged before it completes its attack, it will cancel its attack.}}

Latest revision as of 04:01, 7 August 2024

Game Data Strategy
Arch-vile
Appearance: V
Health: 70
Armor: 2
Accuracy: +2 melee, N/A ranged (see below)
Melee Damage: 1d3+6 = 7-9 = 8 avg
Projectile Damage: 20d1 = 20 always; fire damage, radius 1
Speed: 160%
Standard Depth: 16+
Experience Value: 608
Inventory: None
AI habits: Uses items: No
Uses doors: Yes
Attack %: 50
Special abilities: The Arch-vile's attack always hits its targeted tile, and it takes no damage from its own attack. Resurrects dead monsters in its vision (25% chance per action). Resurrected monsters take 4.0 game seconds to "activate", or become active in combat or other actions.
Ingame description: The worst thing you could encounter. With some unholy power far beyond your grasp they attack you with hellish flame, and are able to summon back the enemies you've worked so hard to banish!
Comments/special: Avoids player as much as possible, but will use its melee attack when in range.

When an Arch-vile attacks, it'll enter a unique state where it "raises its arms", and if the player is still in its vision after 1.563 seconds passes (rounded to 1.5 or 1.6 depending on how its Fractional Time works out), its attack will hit the tile the player is on (or was last on if a successful dodge is executed). If the player moves out of its vision before the attack completes, its attack will target the tile it last saw the player on. If the player is out of its vision and the Arch-vile is damaged before it completes its attack, it will cancel its attack.

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