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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.

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* 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.