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FBD DAMAGE TYPES



ArchvileAttack - ? TODO review this

Arm - rudiment? No known sources but most weak monsters have a Death.Arm state, always invoked from regular deaths as a random chance

Argent (added by ChebMaster) - inflicted by ghost souls spammed by super archviles and by haters spawned by agony elementals. Most monsters have a 100% flinch chance with a pain state that heals and enrages them.

Avoid - inflicted by invisible precursor misiles fired by player's rocket launcher when firing a rocket (much faster than the rocket itself!) or by minigun when it begins spinning up or by player's revenant launcher. Cacoes, masterminds, supearchviles, chaos marines, maradeurs and enemy mechs heal the received one hp and engage evasive maneuvers. This is how cacoes are able to dodge your rockets.

BarrelExploded - TODO investigate, inflicted by BarrelExplosionAnnouncer

Blood - ? TODO review this
BlueBlood
GreenBlood

BFG10k (added by ChebMaster) - used by bfg 10k ball direct hit (300), which in original BD21 was inflicting Extreme.

BHFT - baron's melee attack

BHFTOnBarrel - baron's special melee attack on barrel, causes him to grab it

BlackHole - ancient arachnotrons' plasma ball. Nasty, has a small chance to knock player down into unskippable knocked down animation

Blast - this ultra rare damage type is only inflicted by autocannon (the quad gun of artillery tanks) projectiles *after* they had bounced off the ground. Revenants have a unique death animation for it, toppling face down with a hole in their armored torso. All other actors have it as a duplicate of either railgun or super shotgun's short range blast death animation.

Bullet792 (added by ChebMaster) - fired by machineguns (MG-42 has half its bullets inflict this and the other half "Saw") and by sniper rifle when not zoomed. Monster deaths are mostly aliases of Death.Minigun and flinch chances are increased. Some weak monsters have damage vulnerabities to die from one shot despite the sniper rifle's damage (70) being lower their max hp (80). Pinkies die in 3 shots.

Burn - imp fireball. Player and all sorts of marines have a unique death for this, different from "Fire", with a half-charred body collapsing. Barons and knights do not have a dedicated death. For all other monsters it's the same as "Fire". Tanks don't have immunity to this, unlike Fire and Flames

CallingTheBaronAFaggot - RETIRED by ChebMaster. In the original BD, was used in the original matchmaking mechanism between barrels and barons (barrels provoking them into grabbing the barrel and throwing it at his enemies) In practice never worked mostly because was relying on damaging the baron to aggro him at the barrel but barons are stubborn bastards, they sooner die than switch target.

CancelTeleportFog - RETIRED by ChebMaster. In the original BD, inflicted by actor CancelTeleportFog spawned during various player morphs into vehicles, a crutch required because Zandronum doesn't support morph sfx customization (like turn it da fug OFF). The actor "TeleportationFog replacing TeleportFog" was shootable and received 999900% damage from this damage type. Now replaced by a global variable and the telefog calling an ACS script to check it and player morph disabling *all* telefogs for a few tics.

CauseSplash - ? TODO review this
CauseObjectsToSplashSlime
CauseObjectsToSplashNukage
CauseObjectsToSplashBlood
CauseObjectsToSplashLava

CauseWaterSplash - AOE inflicted by LiquidExplosionEffectSpawner, spawned by various rocket backblasts

CCFT (added by ChebMaster in Chebskies 2.0) cacodemon's bite, split from DHFT to allow for different death animations on monsters (Duke propelling victims at high velocities)

ComeEatMeDemon (added by ChebMaster) a clone of Killme only affecting pinkies. AOE spammed by corpse "MarineEattenByDemon".

Control - ? TODO review this

Crush (native) - the game engine uses this damage type when applying crushing ceilings

CrushedBodies - AOE (8 in a radius of 10) inflicted by BOdyRemovalThing, which dead monsters spam in the end of their Crush state

Cut - horizontal swing of both the chainsaw and the fire axe

Decaptate (added by ChebMaster as inflictable damage) - headshot with Cut damage (horizontal swing of chainsaw or fire axe), conveyed by the headshot hitbox to its host monster

Desintegrate (do not mistake for the native "Disintegrate" type) - inflicted by bfg 9000 and unmaker (including those fired by super masterminds because their laser is in fact Unmaker). Also by the cyber devastator's missiles and the lingering flames left after their explosions. Notably, masterminds have 60% damage resistance to this. Tanks, including the player's tank, have +200% vulnerability.

DHFT (added by ChebMaster) - duke of hell's melee attack and cacodemon's bite. Player has specific death for it, giving his killer a marine fatality token then going invisible and playing the "horrible scream cut abruptly short" part of the fatality on his voice channel.

DontCallTheBaron - UNUSED, seems like an unfinished leftover from the development process of BD20

Eat - pinky's melee attack

Electric (added by ChebMaster) - for shockinants, demon tech and plasma weapons shorting underwater

EnvAcidShower - seems deprecated

Extreme (native) - the game engine turns any damage above the gibbing threshold into this type so that monster goes to his Death.Extreme state (aliased as XDeath). Original BD21 had bfg10k inflict this damage type directly. Current version only has cyberdemons inflict this explicitly (missile hit 250 direct damage)

ExtremePunches - player's kick when have berserk strength: SuperKickAttack(62), SuperAirKickAttack (95). Launches weak monsters flying to splatter on impact. 

Explosive - direct hit by a rocket (300); a tank shell (2000); an artillery tank missile (1000); a throwed barrel (55); an enemy artillery tank missile (random(100,200))

ExplosiveImpact - splash damage from explosion of: rockets (100 in a radius of 150); bfg10k (100 in a radius of 150); belphegor boss fireball (both direct damage and splash); player's revenant launcher fireballs (both direct damage and splash); player trasnsformed into a revenant by a demon rune's fireballs (both direct damage and splash); zombieman grenade (never used, commented out); tank shell's splash; volcabus ball (100 direct + 14 in a radius of 55); rocket backblast in realism mode

Explosives - revenant fireball (40 direct + 7 in a radius of 120); FBD super archvile's fireball (direct hit only)

FallInLava - seems deprecated, no known sources

Fatality - player's punches while under berserk; evil marines' melee attack except the chainsaw one. Monster activates a fatality when killed by this damage type -- if their killer supports fatality animation for that specific monster. I hope there are no more bugs left due to mismatching where the killed monster just vanishes because the killer doesn't know such fatality. The player has them all while NPC marines and evil marines support a limited set.

Fire (native) 

FireInTheHole (added by ChebMaster) - 1hp AOE inflicted by a dropped grenade to panic nearby weak monsters. Only those subscribed to it are affected.

Flames - was an unused remnant but since all actors still retained damage resistances and death animations (duplicates of Death.Fire) this ChebMaster switched the boss of EDAY21 to this from his custom "Inferno" damage type. Meaning it is not used in FBD but required for chebskies-EDAY. P.S. Switched *all* AOE fire damage inflictors that have the FORCERADIUSDMG flag to this damage type specifically to lift headshot hitboxes' Fire immunity.

FriendBullet - used by MarineTracer (a NPC-fired bullet), the original BD's friendly BFG ball and MarinesRocket. Player, vehicles and demon rune player morphs are immune - but that would not work in other mods with monstersonly. One of the reasons the NPCs are excluded from monstersonly.

FriendlyExplosion (added by ChebMaster) - a clone of ExplosiveImpact with sole exception of players being immune. Used by: fatalized pain elemental corpse exploding, friendly tanks shell's AOE.

GibRemoving - DEPRECATED, was only used briefly in BD version 20b and nowhere else. Most monsters still retain damage factor and death state defined for this (the same as Death.TeleportRemover).

GreenFire - green fireball of knights, barons and dukes. Most monsters have a unique death with a charred corpse emitting green flames

HangingHook - ? TODO review this

HardGrenade3 (added by ChebMaster) - direct hit by a hand grenade thrown by the player. Zombieman and Imp have pain states that may result in them catching the grenade to throw it back (zombieman) or stare at it dumbly (imp).
HardGrenade2 - likewise. The specific variant gives the monster information about time left to explosion, in half second steps.
HardGrenade1

Head - regular headshot, conveyed by the headshot hitbox to its host monster

HeadStun (added by ChebMaster) - powerful headshot (based on damage received), conveyed by the headshot hitbox to its host monster

HeadPlasma (added by ChebMaster) - headshot with plasma weapon, conveyed by the headshot hitbox to its host monster

HelperMarineFatallity (note the double L !) - punches of NPC companion marines. May result in an NPC-on-monster fatality.

HeavyImpact - ? TODO review this

HKF - UNUSED: defined for knight but is never used anywhere, both his missile and melee attacks are projectiles using different damage types

HKFT - knight's melee attack, also belphegor's meleee attack. Player has specific death for it, giving his killer a marine fatality token then going invisible.

Humanbbq - special damage type inflicted by open flame sources (torces, FirePitsOfHell, burning barrels) at the start of the map to de-maggotify corpses hanging in fire. All decorative corpses that spam maggots have specific deaths for this that swap them with maggot-less variations. This wasn't working in the original BD21 (radius was too small), and was set to replace corpses with generic charred corpses. Tragically, Mark-sensei removed maggots altogether in BD22. But in FBD, this clever ChebMaster found a way to conserve and improve! Writhe-writhe-drip-drip!

HurrDurrMeHazGrenaed (added by ChebMaster) - 1hp AOE inflicted by any imp who catches a grenade, to aggro or panic nearby weak monsters

ImpFatalityMarine - imp's melee damage fom a leap attack. The player has specific pain for it that executes scripts 577,530 and 617, and a specific death for it that launches the imp on player fatality (which imp's regular attack, damage type "Rip", never does).

IOS_Frost (added by ChebMaster) inflicted by the final boss in chebskies-EDAY. Instead of FrozenXXX monsters' Death states spawn PermafrostXXX, which never break on their own

Kick - ? TODO review this

KillMe - AOE (3 in a radius of 500) inflicted by captured marines every two seconds when they have a line of sight to any player, coincides with them spawning the floating text "press Use to free". All monsters have a pain state that heals them and follows directly into the Missile state - e.g. if the monster is unaggroed yet, he'd attack the captured marine rabidly while the aggroed one attack their target (the player) rabidly.

KillMeBot - DEPRECATED, commented out

KnockBike - an unused leftover, AOE inflicted by actor KnockBike spawned in the death state of player as a motorcycle rider.

LavaHurtTank (added by ChebMaster) - inflicted by script in one specific map of ChebSkies-EDAY (map 22) on players walking across the lava lake. Tanks receive 10000% damage meaning 100, because the script inflicts 1 not discriminating between tank and doomguy. 

Leg - inflicted by the legbox. In FBD, only those monsters subscribed to a legbox are not immune.

LowKick - ? TODO review this

Machinegun - ? TODO review this

Massacre - ? TODO review this

Melee - Player's cross (alt fire with fists). Also, by some reason, zombiemen, shotgun guys and chaingun guys have this set as their damage type. Should never happen considering they have no melee attacks, only fire tracers that specify their own damage types.

Minigun - heavy machineguns, tank machineguns and artillery tank's  autocannon 

MinorHead - DEPRECATED, was used by headshots in BD versions 20b and prior (could be tracked back to BD15) but was removed in BD21. Most monsters still retain pain and damage chances defined for this.

MonsterKnocked - inflicted by actor PLOFT (25 damage in a radius of 150). Weak zombies have 100% pain chance but no pain state. Various weak zombies spawn this in their more violent death states.

MonsterMinigun - only half of chaingunner's bullets have this damage type. Player transformed into a baron or revenant only takes 50% damage from this (thus 75% from a chaingunner). Player only takes 70% damage from this (thus only 85% from a chaingunner)

MonsterShotgunBullet

Normal (native) - default damage type used by the game engine when no damage type is specified. I do not know of anything that inflicts this except the direct hit of a grenade thrown by a zombieman back (a feature added by me).

Plasma - Tanks, including the player's tank, have +30% vulnerability. Plasma gun, arachnotron projectiles and cacodemon ranged attacks have this type.

Plasma2 - A LEFTOVER STUB, no known sources of. Tanks, including the player's tank, have +30% vulnerability. Most monsters have Death.Plasma2 defined as an alias for Death.Plasma.

PlummetAaah  (added by ChebMaster) - inflicted by bottomless pits in Chebskies-EDAY. Only the player and some weak monsters are subject to this, pain state causes a harrowing scream and player's aim swaying erratically upwards. 

Psionic (added by ChebMaster) - aracnorb mind blasts. The only damage type in FBD that ignores armor.

PussyGrab - ? TODO review this

QuadBlast - ? TODO review this

RailAvoid (added by ChebMaster) - fired repeatedly by player's railgun, inflicts 1hp. Everything is immune except super archviles and enemy mechs -- who heal 1 hp and dodge.

Railgun (native) - Tanks, including the player's tank, receive 200% damage.

Rape - DEPRECATED, was archvile's damage type in versions up to BD 20b. Since BD 21 his damage type is Burn (the same as imp fireball). Only the player and the captured marines have an unique death for this, upper torso exploding and sliding into halves that then slowly stop, ending in a body split down the middle remaining on its knees. All frames include the assault rifle, so seems unfinished to me.

RevenantHitStomach - 3 extra points of AOE damage inflicted by revenant's smart z-aware blood on the parent revenant if hit in the narrow area between z = 40 and z = 48. Revenant has a 100% flinch chance to this, has a specific pain that adds DamagePoint1 to his inventory and if the number of DamagePoint1 reaches 5 in the process, or if even one DamagePoint1 is present during specific pain state for damage types "Cut", "SHotgun" and "SSG", he breaks in half regardless of his remaining health. Unlike the random Death.Rare, he clears his COUNTKILL flag before spawning RevenantUSpawner, RoamingLegs and terminating himself. 

Rip - imp's melee attack (regular, non-leaping)

RVFT - revenant's melee attack

Saw - vertical swing of both the chainsaw and the fire axe

Shotgun - regular damage by player's shotgun pellet hitscans. Mancubi have 20% resistance while weaker monsters like imps or zombies have horrible vulnerabilities.

Shrapnel - hand grenade explosion (60 in a radius of 150 + 40 in a radius of 250). Any imp damaged by this type will never catch a grenade that hits him, leaping away or cowering in fear instead. Zombiemen and shotgun guys have a special pain state of clutching at their face. Imps cover their head, the same as from a headshot. 

Slide - backsliding player's impact. Weaker demons are thrust upwards, 2.5 times more strongly than from a kick, and also *towards* the player, not away. As a result, you catapult them towards the ceiling and they fall down behind you.

Slime (native) inflicted by hurt floors like nukage. Player has specific death for it where he melts with a horrible scream. In BD, this type is only inflicted by GreenLiquidParticleX and BrownLiquidParticleX, resulting in liquid splashes from explosions and other impacts. P.S. Now inflicted by noxinant's attacks. Zombiemen, shotgun guys and imps have a specific death for it that leaves a raiseable corpse.

SniperBullet (added by ChebMaster) - fired by the sniper rifle when zoomed. Headboxes receive 200% damage from this, resulting in 280 headshot damage - only if fired while zoomed, mind you. Monster deaths are identical to those of Death.Bullet792 (mostly aliases of Death.Minigun) and flinch chances are a tiny bit higher than for Bullet792. Some weak monsters have damage vulnerabities to die from one shot despite the sniper rifle's damage (70) being lower their max hp (80). Pinkies die in 3 shots.

SSG - the central hitscan of the super shotgun's double-barrel shot, 40 damage limited to range 300. Emulates the blasting force making the weapon so devastating at close range. Some monsters are immune (barons only receive 20%, meaning 8) but others have horrible vulnerabilities making it super effective. Zombiemen receive 50000%, while heads receive 150%, meaning the monster receives 300%, or 120 damage from this hitscan alone. P.S. Added a small short-range (150 map units) hitscan of this damage to the regular pump action shotgun. As a result, caco dies in 3 point-blank shots instead of 4 - just as planned.

Stealth - fired by player pressing Use, physically equivalent to a kick with damage of 1. Various weak monsters react to this by checking if they are sleeping and activating stealth kill fatality family and grabbing humanoid monsters for meatshields

Stomp - inflicted by cyberdemon stomp attack, juggernaut/tank treads (continuous AOE), mech walking (continuous AOE), some executions. Player and weak monsters splatter graphically spawning "CrushedRemains". Player riding a motorcycle, cyberdemon, tanks (including tank engine weak spot hitbox), enemy mech, parked mech, vehicle repair station, juggernaut are immune. Cars receive 999900% damage. NPC marines first check if the inflictor is a player -- in such cases they pretend they dodge-rolled and respawn.

StompWall - ? TODO review this

SuperPlasma - seems deprecated. Many monsters have unique deaths for it but there is no known source (I can only speculate it was planned for mech's plasma cannons -- which feel pretty underwhelming and useles as they are)

TankShell - tank shell direct hit damage (2000)

TankWeakSpot - ? TODO review this

Taunt - a limited-range hitscan attack fired by the player when taunting. Inflicts 1 damage, most monsters have special pain state that buffs them permanently. Originally, BD had a clause that a monster killed by this was silently spawning his clone but that was just unfair. If you kill a monster who had 1 hp left by taunting at him, he will die from an aneurism (and caco would bleed out from his anus)

Telefrag (native) - the game engine inflicts this when you telefrag a monster by teleporting into him. In the context of FBD it gave me a neat solution for the player telefragging the NPC marines: I just gave them a special death that makes them intangible, looking  like they are standing still, and respawn by an ACS script as soon as there is free space (the player moved away). Nope, no one got telefragged, nothing to see here, move along.

TeleportRemover - BrutalTeleportDest, which replaces TeleportDest, inflicts this every 40 tics (4 in a radius of 32), also dropping TeleportRemovalThing once, which inflicts this (4 in a radius of 32) every 5 tics while accelerating downwards. Used to clear teleport destinations of corpses that may block teleport.

Trample - ? TODO review this

Use - inflicted by UseAttack fired by BrutalWeapon, the base class of all BD weapons, from its Tryuse state it reaches when the input-monitoring ACS scripts puts a PressedUse token in player's inventory. Captured marines are freed when hit by this.

UseNPC (added by ChebMaster) - inflicted by NPCCommandAttack fired by both brutal weapons and classic weapons when the player presses Use. Everything is immune except marine NPCs and captured marines.

Water - ? TODO review this

YouMustDuck (added by ChebMaster) - inflicted by the short-range alerter tracer fired by the player's ssg 3 times per second. Everything is immune except headboxes and pain elementals. Headboxes do not convey this as damage rather adding a "DuckYouFool" token to their monster's inventory instead. Causes knights, archviles and revenants duck thus foiling your headshot as they tuck their headbox into theit main hitbox, then leap back and retaliate. Pain elementals engage evasive maneuvers (they spit a lost soul trying to shield themselves, which never works because they are thicc and the skull is tiny, before backpedaling).


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