Thing type 1806, King Bowser , is a type of Thing used in Mario mode . In previous versions of SRB2, it was used as the boss at the end of Mario Koopa Blast Zone Act 3 . It hops a short height and moves around, attacking at random by shooting flames or throwing hammers. The only way to destroy it is by submerging it at least 128 fracunits deep in water. King Bowser will always face westwards, regardless of the Thing's Angle. It will spawn in any gametype , even multiplayer gametypes such as Match.
When King Bowser is destroyed, a function is called that looks for sectors with tag 650 and raises their floor to the highest ceiling height of any adjacent sector. This was used in Mario Koopa Blast Zone Act 3 to open a door after King Bowser was defeated.
Object type info – MT_KOOPA
Thing type number
1806
KOOPA0
Object type
MT_KOOPA
Sprite name prefix
KOOP
SpawnState
S_KOOPA1
SeeState
S_NULL
SeeSound
sfx_None
AttackSound
sfx_None
PainState
S_NULL
PainSound
sfx_None
MeleeState
S_NULL
MissileState
S_NULL
DeathState
S_NULL
XDeathState
S_NULL
DeathSound
sfx_None
ActiveSound
sfx_None
RaiseState
S_NULL
SpawnHealth
1000
ReactionTime
8
PainChance
0
Speed
0
Radius
16*FRACUNIT
Height
48*FRACUNIT
Display offset
0
Mass
100
Damage
0
Flags
MF_PAIN
States – MT_KOOPA
State
Sprite prefix
Frame
Duration (tics)
Action
Var 1
Var 2
Next state
Full brightness?
Translucency
S_KOOPA1
KOOP
A
-1
none
0
0
S_NULL
No
0%
S_KOOPA2
KOOP
B
24
none
0
0
S_KOOPA1
No
0%
Object type info – MT_HAMMER
Thing type number
none
HAMMA0
Object type
MT_HAMMER
Sprite name prefix
HAMM
SpawnState
S_HAMMER1
SeeState
S_NULL
SeeSound
sfx_None
AttackSound
sfx_None
PainState
S_NULL
PainSound
sfx_None
MeleeState
S_NULL
MissileState
S_NULL
DeathState
S_NULL
XDeathState
S_NULL
DeathSound
sfx_None
ActiveSound
sfx_None
RaiseState
S_NULL
SpawnHealth
1000
ReactionTime
8
PainChance
0
Speed
0
Radius
4*FRACUNIT
Height
8*FRACUNIT
Display offset
0
Mass
100
Damage
0
Flags
MF_PAIN
States – MT_HAMMER
State
Sprite prefix
Frame
Duration (tics)
Action
Var 1
Var 2
Next state
Full brightness?
Translucency
S_HAMMER1
HAMM
A
3
none
0
0
S_HAMMER2
No
0%
S_HAMMER2
HAMM
B
3
none
0
0
S_HAMMER3
No
0%
S_HAMMER3
HAMM
C
3
none
0
0
S_HAMMER4
No
0%
S_HAMMER4
HAMM
D
3
none
0
0
S_HAMMER1
No
0%
Object type info – MT_KOOPAFLAME
Thing type number
none
BFLMB0
Object type
MT_KOOPAFLAME
Sprite name prefix
BFLM
SpawnState
S_KOOPAFLAME1
SeeState
S_NULL
SeeSound
sfx_None
AttackSound
sfx_None
PainState
S_NULL
PainSound
sfx_None
MeleeState
S_NULL
MissileState
S_NULL
DeathState
S_NULL
XDeathState
S_NULL
DeathSound
sfx_None
ActiveSound
sfx_None
RaiseState
S_NULL
SpawnHealth
1000
ReactionTime
8
PainChance
0
Speed
5*FRACUNIT
Radius
8*FRACUNIT
Height
8*FRACUNIT
Display offset
0
Mass
100
Damage
0
Flags
MF_NOGRAVITY|MF_MISSILE|MF_FIRE
States – MT_KOOPAFLAME
State
Sprite prefix
Frame
Duration (tics)
Action
Var 1
Var 2
Next state
Full brightness?
Translucency
S_KOOPAFLAME1
BFLM
A
3
none
0
0
S_KOOPAFLAME2
No
0%
S_KOOPAFLAME2
BFLM
B
3
none
0
0
S_KOOPAFLAME3
No
0%
S_KOOPAFLAME3
BFLM
C
3
none
0
0
S_KOOPAFLAME1
No
0%
Sample
Example file: ex_t1806_bowser_axe.wad (MAP01)
How to use
You may load this file into your favorite map editor, such as Zone Builder . Select MAP01
as the map to load.
You may also load this file in the game:
Save ex_t1806_bowser_axe.wad
into the addons
folder of your SRB2 directory.
Start SRB2, go to the Addons menu, and then select ex_t1806_bowser_axe.wad
.
Start the game in Single Player mode.
Press the Console button (~
), and type in the command MAP MAP01
to access the example map.
When you load this file in the game, it replaces Greenflower Zone Act 1 .