#
# 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.

#
# General Stuff
Name:`A
Version:Port 0.27 of V3.0a
Purpose:Doom Tinkerer

#
# Error messages
OldPtchRFail:Failed to load old DOS format patch file (%0)
NoDmBot:Failed to run Doom !Boot file (%0)
NoDoomEng:Doom engine could not be found
EngCpyFail:Failed to copy engine to edit (%0).
DifVerAut:The engine version specified is different to the autodetected version.  If you are not sure that this is the correct engine version then you may wish to use the 'Auto' setting for the engine version.
UnknownEng:Unknown engine version detected. Engine version could not be autodetected.
NotRComp:Doom engine not recognised as legal
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
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)
DWFail:Failed to open engine (%0)
InitFail:Initialisation was not able to successfully complete. Editing features have been disabled (%0).
IFShrt:DeHackEd is not properly setup
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!
InvldNumber:Invalid number for %0. That value has not been saved.
TxtUnMtch:Failed to match text string '%0'
TxtTrunc:Text string too long - truncated.
GenEngDifVer:Engine version is newer than last supported. This may not work.
Srch>2:Search must be given more than 2 characters to work with, otherwise silly matches occur.
NoEngine:Could not find any `D engines!
NotUseBeta:Oy! Using old beta versions is naughty.  Buy the proper version at once!
PtchLDifEng:The version of `D currently running appears to be different from the version being edited in `N.  Patching live like this would break things badly.
PtchSavNoChng:Nothing has changed, so saving a patch file would be pointless.
VGFXNoWAD:Could not find a valid WAD file. This means that the graphic lump can not be viewed.
VSFXNoWAD:Could not find a valid WAD file. This means that the sound lump can not be played.
NoFindLump:Could not find graphics lump (%0) in the WAD file.
NoDGFX:Could not find DoomGFX.  This is required to view `D graphics.
EngChkFail:Failed to check engine type (%0).
UnknowPtch:Unknown patch file format.  This patch file cannot be loaded.
PtchLodAOld:Old format Acorn patch file detected.  This format is now deprecated, and some data could not be loaded.
#
# Questions
ReloadEng:Do you wish to load the data from the original engine, or the copy for hacking?
EngRButs:Original,Hacking
PtchLive:This could crash horribly. Do you really want to try and patch the running engine?
#
# Single-tasking text
STInitDB: Initialising data blocks...
STDone:done
STLoadD: Loading data...
STDHIn:DeHackEd Initialised
STLoadO: Loading offset details...
STIn:Initialising...
STDPLoc:Using %0 as !Doom location
STREngC: Reading Doom engine type from choices file.
STDFLoc:Using %0 as full engine location
STRelED: Reloading engine data selected.
STInitO: Initialising other things...
STLP: Loading patch file: %0...
STPEng: Patching engine...
STSP: Saving patch file: %0...
STF:Finished.
STUseHack: Using existing HACK engine.
STCHack: Creating HACK engine...
STUncEng: Uncrunching engine...
STNFindEng:Failed to find specified engine
STCVer: Checking engine versions...
STAutDet: Auto-detecting engine version...
STFVer: Forcing specific engine version to %0
STInitFail:Failed to initialise properly (%0)
#
# Interactive Help Messages (Windows)

#General
IBar:\T`A \C, it allows you to edit parts of `D|MClick menu to choose 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

#Thing 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!

#Thing 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.
ThingBit28:25% opacity for objects.|MOnly present in Doom+
ThingBit29:50% opacity for objects. Combine with 25% opaque for 75% opacity.|MOnly present in Doom+
ThingBit30:Extra Brightness, this is almost certainly unused.
ThingBit31:Unused

#Thing 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.

#Thing 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.

# Misc values
MscVHlth:How much health the player starts out with.
MscVBull:How many bullets the player starts out with.  Start 'em out with 5% health and 2 bullets and see how much the players like you. :)
MscVMH:The maximum health gained by picking up the little blue bonus bottles.|MNote that medikits and stimpacks are dealt with seperately in the Acorn values section.
MscVMA:The maximum armour gained by picking up the little brown armour thingies.
MscVAG:The armour class of the green armour.|MThe formula for armour gained is 100 * armour class.
MscVAB:The armour class of the blue armour.|MThe formula for armour gained is 100 * armour class.
MscVMSoul:The maximum health gained from the Soulsphere.
MscVHSoul:How much health the Soulsphere will give you|M (if this much health will not take the player's total health past the Max Soulsphere amount.
MscVMMega:How much health the Megasphere will give you.
MscVGodH:How much health the player gets when they use the god-mode cheat.
MscVIDKA:How much armour the player gets when using the IDFA or IDKFA cheat.|MDue to technical differences in the Risc OS engine the values for each cheat cannot be altered seperately.
MscVIDKAA:The armour class of the armour received from the IDFA or IDKFA cheat.|MDue to technical differences in the Risc OS engine the values for each cheat cannot be altered seperately.
MscVBFG:How many cells the BFG uses per shot.
MscVMonIF:If this is selected then monsters will fight their own kind.|MNormally Doom does not allow Imps to fight Imps, for example, or Cacodemons to fight each other. Click this to change all that.

#Acorn Misc values
MscAAB:Armour gained per little brown armour thingy.|MNormally 1
MscAHB:Health gained per little blue bottle.|MNormally 1
MscAStim:Health gained per stimpack.|MNormally 10
MscAMed:Health gained per medipack.|MNormally 25
MscAMSPick:The value of health below which medipacks and stimpacks are picked up.|MNormally they are picked up once the players health drops below 100.
MscAMSMax:The maximum health that can be gained from a medipack or a stimpack.|MNormally this is 100.
MscAMSDefV:The value the players health will become if they pick up more than the maximum amount of health from medi/stim packs.

#Cheats
MscCMus:IDMUS, sets music to that of any level
MscCChain:IDCHOPPERS, gives the player the chainsaw
MscCGod:IDDQD, player cannot be hurt
MscCAK:IDKFA, player recieves all weapons, ammo, and keys
MscCA:IDFA, player recieves all weapons and ammo
MscCClp1:IDSPISPOPD, the walk-through-walls cheat in Doom 1.|MThe initials stand for Smashing Pumpkins Into Piles Of Putrid Debris ;-)
MscCClp2:IDCLIP, the walk-though-walls cheat in Doom2
MscCInv:IDBEHOLDV, gives the player the invincibility Sphere
MscCBes:IDBEHOLDS, gives the player the beserk box
MscCInvs:IDBEHOLDI, gives the player the Invisibility Sphere
MscCRad:IDBEHOLDR, gives the player the radiation suit
MscCMap:IDBEHOLDA, gives the player the auto map
MscCLit:IDBEHOLDL, gives the player the lite amp goggles
MscCBehM:IDBEHOLD, shows the little menu of options
MscCWrp:IDCLEV, warps the player to a different level
MscCPos:IDMYPOS, shows the player's x and y position and angle
MscCDDT:IDDT, used on map screen, shows the entire level.|MOnce for map, again for things, again for back to before.
MscCUnknow:EDMEM, we really haven't got a clue - doesn't seem to do much.|MAnybody who finds out - let me know...

#Sounds
SndNum:This is the number that's referenced by the Things for each sound.
SndNam:Found simply by checking the text section at the correct offset.
SndTxt:The offset into the text section where the sound name is found.
Snd01:Probably related to whether a sound is ALWAYS played at full volume, no matter how far away it is.  For example boss activation sounds are always played at full volume even if you are far away.
SndVal:The mixing value used when more than one sound is being played at one time.|MLower numbers indicate that the sound will be less emphasised amoung other sounds.

#Sprites
SpNum:The number in the frame table that references this sprite.
SpTxtOff:The offset into the Text section where the Sprite name is found.
SpNam:Found through a simple lookup in the Text section.

#Frames
FrNum:This is the number that is specified in the Thing Frame fields.
FrNam:A lookup done on the Text info in the engine.|MSpecified by a reference to the Sprite #, the Sprite Table, and the Sprite subnumber.
FrSpr:The sprite that is shown for this frame.
FrSub:The individual 'picture' suffix for this Frame. In the `D WAD file there is for example a sprite called TROO for the trooper. The sub # specifies which TROO picture to use... TROOA, TROOB, TROOC etc.
FrBr:This determines whether a sprite is ALWAYS displayed at it's full brightness. These frames are always visible no matter what the lighting in the room.
FrNxt:Which frame to play next.  You can skip a few shotgun frames this way to make a super-fastshotgun.
FrDur:How long the frame stays on the screen.  Note that the notoriously slow BFG has a value of 20 and 10 for a few of it's frames.|M (hint hint... =-)
FrPnt:An offset into the `D engine for the 'action' associated with this frame.|MDouble-click to change this offset to that from another frame.







