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REVIVER.DEH
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Text File
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1997-04-28
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2KB
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69 lines
Patch File for DeHackEd v3.0
# Note: Use the pound sign ('#') to start comment lines.
# This patch lets your player revive monsters. You fire a brain that embeds
# itself in any corpse and revives the dead enemy. This hardly seems bene-
# ficial, and really it's more of a novelty, but it's a cool one, and there's
# the small advantage that enemies that leave ammo behind when they die will
# leave it behind every time you kill it. This is a risky way to build up
# ammo.
#
# How I did it: This power was the hardest one to perfect once I got it
# started. The key to this patch is the Archvile(again!) and it's reviving
# powers. I took one of the Archvile's pointers and gave it to the projec-
# tile. I worked out a system that alternated between the reviver pointer
# and the normal frame, which created a jerky projectile that did the job.
# I had to move it to a different weapon for the powers! patch, though, and
# redid some of it and made it better--a normal projectile that does the job.
# It launches like a normal projectile because it starts as one, then goes
# to checking to revive monsters indefinately but remains in midair. Why?
# Monsters don't come after you if they have no initial frame, and neither
# does this "monster." I touched it up by making it brains and giving it the
# sounds(a scream to fire and a squish to die). This one took the most time,
# but not the most intense hacking. However, no matter how I tried, I simply
# could not make the Archvile live after reviving something. It goes to the
# same thing that the weapon does, dying nicely. Aw, too bad. If you're
# that unhappy about, go through and change all the Archvile's walking codes
# to normal ones, and it will let him live, but not revive others.
Doom version = 19
Patch format = 6
Thing 34 (Revivifier)
Alert sound = 58
Death frame = 90
Death sound = 31
Missile damage = 0
Bits = 83472
Frame 114
Sprite number = 135
Duration = 6
Next frame = 246
Frame 245
Next frame = 248
Frame 246
Sprite number = 135
Sprite subnumber = 0
Next frame = 114
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