================================================================ Title : Dark Imp Sprites / DeHacked / Scripts Filenames : DarkImpDoom.wad DarkImpHer.wad DarkImp.deh Author : Kara "Nanami" Rader Email Address : Kara@xfury.net Description : This is a re-release of darkimp.zip. This version has much better sprites, as well as a DeHacked file for the Doom version of the imp to make it act just like the dark imp in SkullTag. ================================================================ * Information * New Sounds : No, the SNDINFO references existing sounds. New Graphics : Yes, plenty. New Music : No. Demos Replaced : No. * Construction * Base : The original Doom imp. Editor(s) used : Photoshop 7.0, DeePsea to put it together. Known bugs : None. Time Taken : A day or two. One day to make the wads. * Other Details * * DarkImpHer.wad is a wad that allows you to place a new monster in a ZDoom level. Copy and paste the contents of the wad into your wad and then add this script: script 99 OPEN { Spawnspot(monster,tid1,tid2,angle); SetActorProperty(tid2,APROP_Health,health); } monster tells the script which version of the dark imp you want to use. There are four versions: * Mummy - This version won't shoot projectiles. It will only scratch when at close range. * MummyGhost - This version is the same as above, except that it is about half translucent and hard to see. * MummyLeader - This version will shoot projectiles at long range and scratch at close range. * MummyLeaderGhost - This version is the same as above, but again will be harder to see. Names must be in quotation marks and are case sensitive. tid1 tells the script where to spawn the monster. To put the monster in the right place, put a mapspot with a tid somewhere in the map. This tid is what you will place in the script. You can have as many mapspots with this tid as you want. A dark imp will appear everywhere there is a mapspot with this tid. tid2 tells the script what the monster's new tid will be after being spawned. If you want to do anything to the monster, this is important. If you want to set the monster's health you will need this tid. If you don't plan on using it, the tid can be 0. This should match the tid2 in the second line of the script. angle tells the script what angle the monster will be facing when spawned: East = 0 Northeast = 32 North = 64 Northwest = 96 West = 128 Southwest = 160 South = 192 Southeast = 224 health is the amount of health the monster will have. Normal imps have 60 health, but I suggest giving the dark imp 120-180 health. An example of the completed above script: script 99 OPEN { Spawnspot("MummyLeader",10000,100,64); SetActorProperty(100,APROP_Health,120); } * DarkImpDoom.wad is a wad that replaces the normal Doom(2) imp with the dark imp sprites. You only need to copy and paste the contents of the wad into your wad. There is an accompanying Dehacked file which increases the health of the imp and the speed of his projectile to match the dark imp from SkullTag. The DeHacked file is entirely optional. * Other Information * Mail me if you have any questions or information on the file. You MAY distribute this file in any format.