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POWERS!.DEH
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1997-04-28
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3KB
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129 lines
Patch File for DeHackEd v3.0
# Note: Use the pound sign ('#') to start comment lines.
# This patch combines the other powers given you. It lets you revive mon-
# sters, jump, and create a drone. Unfortunately, you have no real projec-
# tile weapons any more because of this. But you can jump, make plenty
# of drones, and get ammo for your chain- and super shot-guns. And it's just
# plain fun to have such weird things in Doom. But that's what Dehacked is
# all about.
#
# How I did it: I merged the other patches. See them. These may have
# slight differences from them, since these might be earlier versions. But
# all your powers work, none obstruct each other, and the Archvile will work
# just as well as it did in the revivifier patch. This was just careful
# planning and structuring.
# The one that took the most hacking was the jumper, simply because it was
# the first one I did. The one that took the most time was the revivifier,
# because it looks the best of the three. The one that annoyed me the most
# was the drone, because it's glitchy and annoying STILL, and finding the
# correct bits nearly killed me, since the final solution was so simple.
Doom version = 19
Patch format = 6
Thing 34 (Revivifier)
Alert sound = 58
Death frame = 90
Death sound = 31
Missile damage = 0
Bits = 83472
Thing 35 (Kick Jetpack)
Alert sound = 10
Death frame = 263
Death sound = 0
Speed = 0
Bits = 66584
Thing 36 (Drone)
Initial frame = 247
Hit points = 300
First moving frame = 247
Injury frame = 118
Pain chance = 256
Pain sound = 78
Death frame = 120
Speed = 8
Width = 1048576
Height = 3670016
Mass = 1000
Missile damage = 3
Action sound = 103
Bits = 67195396
Frame 77
Duration = 40
Frame 114
Sprite number = 135
Duration = 6
Next frame = 246
Frame 119
Next frame = 247
Frame 245
Next frame = 248
Frame 246
Sprite number = 135
Sprite subnumber = 0
Next frame = 114
Frame 247
Sprite number = 23
Sprite subnumber = 0
Duration = 1
Next frame = 247
Frame 258
Duration = 12
Frame 259
Duration = 12
Frame 260
Duration = 16
Frame 261
Next frame = 264
Frame 262
Sprite number = 20
Sprite subnumber = 32768
Duration = 2
Frame 263
Sprite number = 20
Sprite subnumber = 0
Duration = 2
Next frame = 0
Frame 266
Sprite number = 16
Sprite subnumber = 32768
Duration = 2
Frame 267
Sprite number = 16
Sprite subnumber = 32769
Duration = 4
Frame 268
Sprite number = 16
Sprite subnumber = 32770
Duration = 4
Next frame = 90
Pointer 70 (Frame 119)
Codep Frame = 341
Pointer 117 (Frame 247)
Codep Frame = 176
Pointer 133 (Frame 263)
Codep Frame = 264