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MEGADOOM II - iso.7z
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dehack23
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suprwep7.deh
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Text File
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1995-02-23
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4KB
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264 lines
Patch File for DeHackEd v2.3
# Note: Use the pound sign ('#') to start comment lines.
# Suprwep7 is a patch file for DeHackEd v2.3 or higher. All of the
# weapons have been upgraded into an extraordinarily fast monster-crushing
# arsenal. The super shotgun is now one of the most deadly weapons ever
# seen, taking away several thousand hitpoints a second! Even a mere fist
# is a formidable weapon to use against any foe. All weapons have a
# virtually unlimited ammo capability (100,000 units of each type).
# Now for a quick explanation of this patch, for those who are curious.
# First of all, one thing that will speed up the weapons drastically is
# to change the Durations of all the weapon frames to 1 (except those that
# are already 0). The weapon frames are 2 through 89. The other important
# shortcut to take is to skip certain frames by editing the Next Frame
# column of the frame table. This is a rather tricky science (and crashes
# Doom if done wrong) so the best way to learn is to see how it's done in
# this patch. For example, for the super shotgun, the Next Frame of
# frame 36 is frame 32. Normally the super shotgun would cycle all the
# way up to frame 44 before jumping to frame 32, but I just made it jump
# right away, and cut out a full 12 frames from the animation! It certainly
# does save some time!
# So, enjoy the patch, and don't blow too much up... if the super weapons
# make Doom seem boring, you can try another little idea that a friend and
# I use when we're bored. Edit ALL of the monster hitpoints to be 10 times
# what they usually are (or less or more, according to taste). Then try
# blowing them away, and you'll see it takes a bit longer!
Doom version = 19
Patch format = 5
Thing 43 (BFG Hit)
Bits = 201327120
Frame 5
Sprite subnumber = 3
Duration = 0
Frame 6
Sprite subnumber = 3
Duration = 1
Next frame = 2
Frame 7
Duration = 1
Next frame = 2
Frame 13
Duration = 1
Frame 14
Sprite subnumber = 0
Duration = 1
Next frame = 10
Frame 15
Sprite subnumber = 0
Duration = 1
Frame 16
Sprite subnumber = 0
Duration = 1
Frame 17
Duration = 1
Frame 21
Duration = 1
Frame 22
Duration = 1
Next frame = 18
Frame 23
Duration = 1
Frame 30
Duration = 1
Frame 31
Duration = 1
Frame 35
Duration = 1
Frame 36
Duration = 1
Next frame = 32
Frame 37
Duration = 1
Frame 47
Duration = 1
Frame 48
Duration = 1
Frame 52
Duration = 1
Frame 53
Duration = 1
Frame 55
Duration = 1
Frame 56
Duration = 1
Frame 60
Duration = 1
Frame 61
Duration = 1
Frame 63
Duration = 1
Next frame = 65
Frame 64
Duration = 1
Frame 65
Sprite subnumber = 32769
Duration = 1
Frame 66
Sprite subnumber = 32770
Duration = 1
Frame 71
Duration = 1
Frame 72
Duration = 1
Frame 77
Duration = 1
Next frame = 74
Frame 78
Sprite number = 14
Duration = 1
Next frame = 81
Frame 79
Duration = 1
Frame 80
Duration = 1
Frame 84
Duration = 1
Frame 85
Duration = 1
Frame 86
Duration = 1
Frame 87
Duration = 1
Next frame = 78
Frame 88
Duration = 1
Frame 89
Duration = 1
Frame 90
Duration = 2
Frame 91
Duration = 2
Frame 92
Duration = 2
Frame 93
Duration = 2
Frame 94
Sprite subnumber = 2
Duration = 1
Frame 95
Sprite subnumber = 3
Duration = 1
Next frame = 0
Frame 115
Sprite number = 47
Frame 116
Sprite number = 47
Frame 117
Duration = 6
Frame 118
Duration = 6
Frame 119
Duration = 6
Frame 120
Duration = 6
Frame 121
Duration = 6
Frame 122
Duration = 6
Frame 123
Duration = 6
Frame 124
Duration = 6
Frame 125
Duration = 6
Frame 126
Duration = 6
Ammo 0 (Bullets)
Max ammo = 100000
Per ammo = 100000
Ammo 1 (Shells)
Max ammo = 100000
Per ammo = 100000
Ammo 2 (Cells)
Max ammo = 100000
Per ammo = 100000
Ammo 3 (Rockets)
Max ammo = 100000
Per ammo = 100000
Weapon 0 (Fists)
Shooting frame = 6
Weapon 1 (Pistol)
Shooting frame = 14
Weapon 2 (Shotgun)
Shooting frame = 22
Firing frame = 31
Weapon 6 (BFG 9000)
Firing frame = 89
Weapon 8 (Super Shotgun)
Shooting frame = 36
Firing frame = 48