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# Message file for !DeHacked  (English definitions)
#
# Macro's first
`A:DeHackEd
`D:Doom
`P:The patch file
`S:Select this to edit
`T:for the currently selected thing.

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# General Stuff
Name:`A
Version:Port 0.14B of V3.0a
Purpose:Doom Tinkerer

#
# Error messages
UnknownEng:Unknown engine version detected. Engine version could not be autodetected.
NotRComp:The doom engine does not appear to be R-Comp Interactive's engine. DeHackEd only supports the PROPER Doom release - but it now! If this is an R-Comp engine please inform Luke Graham.
NoDmSup:Could not load Doom Support module.
IncompDat:Older patch format detected. Loading compatible data.
BadOffset:A problem occured while loading data. This is probably caused by an incorrect offset in the data.
OptSFail:Could not save the options (%0).  The changes have not been saved.
NoRegWad:No registered WAD's could be found. Editing features are disabled.
DragSave:To save, drag the icon to a directory viewer
PSFail:Failed to save patch file (%0)
NoPLoad:Failed to load patch file '%0' (%1)
NotPatch:The file '%0' does not seem to be a valid patch file.
PatDifVer:`P '%0' has been created by a different version of `A
PDifEng:`P '%0' has been created to patch a different engine.
OptsReadFail:Failed to fully read choices file (%0)
DRFail:Failed to read data from engine (%0)
DSFail:Failed to store data in engine (%0)
InitFail:Initialisation was not able to successfully complete. Editing features has been disabled.
UncrunFail:Failed to uncrunch doom engine (%0)
NoDoomSupp:Cannot locate the DOOMSupport module.  This is required for playing of SFX and Music.
InvTxtPtch:That is not a valid text format patch file.
BadDosPatch:Bad Doom release number found!
OldDosPatch:Bad patch version number!


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# Interactive Help Messages (Windows)

#General
IBar:\T`A \C, it allows you to edit parts of `D|M\mchoose a feature to change.

#Things realated stuff

#Thing win
ThngNum:The number of the thing.|MBasically it's just for reference, numbered in order according to how many things are stored in the `D engine.
ThngNam:A short descriptive name for the thing.
ThngEdMisc:`S the miscellanous attributes `T
ThngEdBits:`S the bits `T
ThngEdSound:`S the sounds `T
ThngEdFram:`S the frames `T

#Misc
MscID:This is the thing's 'identification number' which is used in level development (WAD files).|MWherever this number appears in a WAD file, this Thing will appear.
MscHit:How much damage it can sustain.|MFor all non-living things it's generally 1000 (not necessary though).
MscSpd:How fast it can go.
MscWdth:The radius of the thing.|MA narrow thing is harder to hit!|MTo fit a thing through a narrow passageway, you need to have the passage slightly wider than twice it's width.
MscHght:Same as width, but it's height.|MDuh. :-)
MscDmg:If it's a projectile, how much damage it does on impact.|MNote that Lost Souls have this set to 3, because they function as projectiles during their attack.
MscRct:For monsters, their reaction time.|MLower = quicker to attack,|MHigher = slower to attack.
MscPn:Chance out of 256 that a monster's attack will be interrupted by an injury.|MThe lost soul always will (256), and the Spider Boss rarely will (40).
MscMas:Thing's mass.|MSet a troopers to 1 and watch him fly!|MNote that the Cyberdemon has a high mass, so your rockets won't budge him much.
MscBit:This is the actual value of all the bits.|MJust change this one number if you want to set all the bits at once to something.|MEditing the 'bits' attributes is much easier!

# Bits
ThingBit0:Something that can be picked up by the player, like an ammo clip.
ThingBit1:Something that can't be walked through.
ThingBit2:It will only take damage if this is set.|MNote that barrels also have this set.
ThingBit3:The thing can't be seen, no-how, no-way.|MIt won't even show up with iddt-iddt.
ThingBit4:This is set for objects that will collide with something themselves, but cannot be hit by anything else.|Meg. rockets, which collide with things, but cannot be shot down.
ThingBit5:Monsters become active if they see you (like normal),|Mor if you fire a weapon AND there is a direct line of sight between you and the monster.
ThingBit6:Used internally by the `D engine to determine if a monster is in pain or not.
ThingBit7:Reportedly the monster will take a step before attacking the player.|MThis hasn't been verified.
ThingBit8:For those gory legs and mangled bodies.|MHave it set if the thing hangs from the ceiling.
ThingBit9:Used for floating monsters and things that aren't on the ground.
ThingBit10:Set for projectiles and players.|MThis bit allows the thing to travel from one sector to another even when the dropoff height difference is greater than 16.
ThingBit11:This thing (ie. the player) can pick up Gettable Things.
ThingBit12:Same effect as idspispopd / idclip, but also effective for monsters.
ThingBit13:Apparently available for monster types that were never used in `D.|MReportedly this bit will only work in beta version of `D and was disabled for release versions.
ThingBit14:For floating monsters, like the Cacodemon and the Lost Soul.
ThingBit15:Kinda like no-clipping, kinda not.|MYou can't walk through walls, or trigger any linedefs, but you can walk over any height cliff in your way.
ThingBit16:Set for projectiles.|MAllows the projectile to leave your body.|MIf it is turned off, the projectile explodes as soon as it is fired, because it originates from "inside" your body.
ThingBit17:This is used for weapons such as the shotgun that the sargeants use, so that it disappears when you pick it up in a multi-player game.|MNormal weapons do not have this bit set, because they stick around in multi-player games.
ThingBit18:The spectre effect.
ThingBit19:Whether a thing bleeds (bit off) or puffs (bit on) when hit.|MThe barrel is the only default thing which has this set.
ThingBit20:Used internally?
ThingBit21:Valid only for floating things, this bit makes it so that flying monsters do not need to rise/sink to the players level before attacking.|MThis make it quite unfair for the player!
ThingBit22:This thing counts as part of the Kill% at the end of the level.
ThingBit23:This thing counts as part of the Items% at the end of the level.
ThingBit24:??? Perhaps active if the player is holding down the run key.
ThingBit25:Things not present in Deathmatch mode, such as keys and the normal "Player" starting spots (deathmatch spots are used instead).
ThingBit26:Sets colour of object together with Colour 2.|M00 = greens > greens, 01 = greens > browns, 10 = greens > indigos, 11 = greens > dark reds.
ThingBit27:Sets colour of object together with Colour 1.|M00 = greens > greens, 01 = greens > browns, 10 = greens > indigos, 11 = greens > dark reds.
ThingBit28:Unused
ThingBit29:Unused
ThingBit30:Unused
ThingBit31:Unused

#Sounds
SndAlrt:Sound made when the monster first spots the player, or a projectile is launched.|MThese all point to the sounds in the sounds table.
SndAtck:Sound made during a close attack.
SndPain:Sound made when the thing is injured.
SndDth:Sound made when the thing dies.|MFor projectiles and barrels the sound of it's explosion.
SndAct:Sound made when the thing is just milling around.

#Frames
FrmFst:What an inactive thing looks like.|MAll frame numbers refer to the frame table.|MOnly the first frame is listed, you will need to refer to the frame table to see if it's actually a sequence of frames.
FrmMov:A moveable thing's "first steps".
FrmInj:Frame played for an injured thing.
FrmCls:Attacks that are close (calwing imps).
FrmFar:Frames that are far away (imp winding up for a fireball attack).
FrmDth:Monster death or barrel/projectile explosion.
FrmExp:Exploding death (slop!) for players, troopers, imps, and sargeants.
FrmRspwn:Frame that's played when a thing comes back to life due to the Archvile.|MThings that do not have this frame cannot be raised by the Archvile.






