Rayme's Diablo Weapons Quake Patch beta v0.82
	-RVINSON@alaska.net
	http://www.alaska.net/~rvinson

Note:  This is a beta.  Any and all ideas/bug reports are welcome.

*NEW* Changes since v0.80
=-=-=-=-=-=-=-=-=-=-=-=-=
You can cycle through the golem types now, up to whichever level
	you've obtained.  Ie: If you have golem Lv3, you can cycle
	through ogre, hell knight, and vore forms.  Nifty, eh?
Teleport now aims slightly higher than where you're pointing.  Makes
	life a little easier.
QW:  Fixed a bug where you couldn't grab someone's head after they
	had left it.  Woops.
     Clients connecting to a QW server will now automatically execute
	a 'diablo.scr' file.  A default file (mine) is included, but
	you can edit this file to suit your tastes.  Just make sure
	it's in your 'quake/diabweap' directory (or somewhere in your
	path).


=-=-=-=-=-=-=
Impulses (first things first)
=-=-=-=-=-=-=

Impulse 13 = Staff weapon hot key.

Impulse 21 = Cycle active spells forwards.
Impulse 22 = Cycle active spells backwards.

Impulse 23 = Cycle golem forms.

Impulse 31 = Select fireball spell.
Impulse 32 = Select mana shield spell.
Impulse 33 = Select spawn spell.
Impulse 34 = Select chain lightning spell.
Impulse 35 = Select stone curse spell.
Impulse 36 = Select teleport spell.

Impulse 30 = Increases all spell levels by one.
		disabled in multi-play and QuakeWorld. =>

**Impulse 25** See golem section below (disabled in Quakeworld).
Impulse 26 = Cash in heads for a powerup.



=-=-=-=-=-=-=-=-=
Description
=-=-=-=-=-=-=-=-=
	Spells are cast using your staff.  Once you have gained
a spell, the staff becomes selectable and cycleable, just like any 
of the other quake weapons. You use the impulses above to select 
which spell is active on your staff.  Swing the staff to 'cast' 
the spell.  If you don't have enough ammo to cast a spell, then...
well, you can't cast it.

	You normaly aquire spells by picking up weapons.  If you
grab the same weapon again, your skill level with that spell increases,
up to level five.  Each extra skill level has benifits, such as 
increased speed, increased damage, etc...  Every spell costs mana,
derived from your ammo.  Different spells take different ammo.

	If you die, you drop a spell crystal.  If someone grabs
the crystal, they gain one level of the activated spell you died with.

	Oh yeah, and you can collect heads.  After you gain a certain
number, you can cash them in for a power-up:
5 heads:  +100 health
10 heads: +red armor
20 heads:  3 minute flying ability


=-=-=-=-=-=-=-=-=-=-=
Some hints and tips
=-=-=-=-=-=-=-=-=-=-=
	Teleport is an extremely powerfull spell, if used correctly.
It helps to aim up or jump when you teleport, see the spell section.
You can telefrag if you aim well, and there are some cool shortcuts
to be found...
	Level 5 fireballs travel faster and hit harder than rockets.
If rockets are your thing, this is cool.
	Mana shield.  200 nails = +200 health.  'Nuff said.
	Golems can telefrag golems.
	If a player is killed while stone cursed, they will frag
(Well, I guess crumble would be a better word).  This is a good way
to collect heads faster (Hey, don't knock +100 health, man...)



=-=-=-=-=-=-=-=-=-=-=-=-=
Spells
=-=-=-=-=-=-=-=-=-=-=-=-=

Fireball
----------
	Fires a fiery projectile.  It impacts with an explosion.
The projectile gets faster with spell levels, more damaging, and 
uses less ammo.

Aquired with:  Double Shotgun
Ammo used for mana:  Shells
Mana costs:
	Lv1: 4
	Lv2: 3
	Lv3: 2
	Lv4: 2
	Lv5: 1


Mana Shield
-------------
	When cast, sets it so that damage is taken from your
nails instead of your health, until your nails are gone.

Aquired with:  Nailgun
Ammo used for mana:  Nails
Mana costs:
	Lv1: 30
	Lv2: 25
	Lv3: 20
	Lv4: 15
	Lv5: 10

Golem
---------
	When cast, will spawn a stone monster in front of you.
With each extra level you gain, you also gain a new golem form.
Impulse 23 cycles through the forms.  It costs you 100 nails to
cast the golem spell.  If you summon a golem when you already have
one stomping around the level, the old one will disappear.
	***Note: Currently, impulse 25 will turn on golem-view.
	It works fine except that you can't see entities through
	the golem's eyes if you're in a totally different area.
	I've gotta work on this.  It's a quake-engine thing.
	***Note2: Golem-view is disabled in the Quakeworld version.

Aquired with:  Super Nailgun
Ammo used for mana:  Nails
Golem forms:
	Lv1: Ogre
	Lv2: Hell Knight
	Lv3: Vore
	Lv4: Fiend
	Lv5: Shambler

Chain Lightning
-----------------
	Will target every targetable, damagable entity in a radius, 
and fire a bolt of lightning at them.  With extra levels, the spell
will cost less, target further, and do more damage.

Aquired with:  Grenade Launcher
Ammo used for mana:  Rockets
Mana costs:
	Lv1: 3
	Lv2: 3
	Lv3: 2
	Lv4: 2
	Lv5: 2

Stone Curse
-------------
	Fires a projectile that will freeze (er...stone) any
player it hits.  With each level of the spell, casting costs
less, the projectile gains speed, and the stoned time of the 
target is increased.

Aquired with:  Missile Launcher
Ammo used for mana:  Rockets
Mana cost:	Stoned time(seconds):
	Lv1: 2			2
	Lv2: 2 			3
	Lv3: 2 			3
	Lv4: 1 			4
	Lv5: 1 			5

Teleportation
---------------
	When you cast the teleport spell, you will teleport
a certain distance ahead of where you are pointing (up, down,
wherever).  Yep, you can telefrag, too.  If you try and
teleport into a wall, floor, ceiling, etc, you will instantly
return to your original position.  Here's a hint:  Point up
slightly when you teleport,or jump, to avoid trying to teleport
into the floor.  With extra levels, mana costs decrease.

Aquired with:  Lightning gun
Ammo used for mana:  Cells
Mana cost:
	Lv1: 10
	Lv2: 8
	Lv3: 6
	Lv4: 4
	Lv5: 2


=-=-=-=-=-=-=-=-=-=
Kuddos and Thanks
=-=-=-=-=-=-=-=-=-=
	A lot of people have helped me with this patch, many without
even realizing it.  In no particular order (please God let me not 
forget anyone):

Ferrara Francesco, responsible for the QMAN10.TXT file.  It was a 
	tremendous asset for this 1st time QCer.  Especially
	with syntax, as I've never done any sort of programing
	before.  This patch may not even have been possible without
	their explanation of the 'findradius' function, which let
	me realize my original dream of chain-lightning in quake,
	which in turn gave me the inspiration continue on.
Blizzard North, of course of course, the makers of Diablo, a 
	wonderful dungeon-hack.  I'd had a mage as my character
	since the dawn of time, and chain lightning had become my
	favorite spell.  Well, playing quake, in one of our many
	gaming nights, I grabed the lightning gun.  I thought
	it would be cool if it was multi-directional, like in
	diablo.  And the rest...
Hipnotic Interactive, for their ricochet code, which I haven't
	used in this patch, but almost did, and I just want to
	credit them, OK?  Oh yeah, I _love_ your guys' lightning
	effect with the hammer.  I had the good taste not to rip
	it off and use it with my chain-lightning.  =>
The Future -Vs- Fantasy people, Freeform Interactive, who were 
	probably my inspiration to do a patch, without me even
	realizing it.  I'm also using there staff right now, at
	this stage in the patch (not sure if that's a permanent
	thing or not...I kinda want to make my own MDL...jus' for
	the experience, if nothing else).  FvF is the most awsome
	quake patch I've ever played.  Not to downplay my own.  =>
Ashley Bone, creater of PakExplorer.  Awsome program Ash.  I 
	couldn't imagine an eisier interface to get a novice
	'pakin away'.
My friends here in Juneau, who've been awesome with their support,
	patience, and ideas.  In no particular order:
		Randy
		Mike
		Aaron
		Nathan
		Ed
		Jon
		Shane
		Erika
		Alisha
	And the most caring, understanding, forgiving, and (most of
	all) _patient_ girlfriend on the planet:  Lori.  Let me say
	that again.  Lori.  Ah.

Again, sorry if I'm forgetting anyone.

=-=-=-=-=-=-=-=-=-=
History
=-=-=-=-=-=-=-=-=-=

Changes since v0.76
=-=-=-=-=-=-=-=-=-=-=-=-=
Two main additions: Colored staffs and quakeworld progs.
Staff:  The staff is colored separatly for every spell type now.
	Thanks to RubyIce for modifying the staff texture.

QuakeWorld:  The patch code has been ported to qwprogs.dat.  Gameplay
	is nearly identical to the normal progs.dat, with a few deletions.
		*Golem look will not function.  Sorry.
		*Stoned players will not have a stoned texture.  This is a QW thing.
			It's a lot harder to tell if people are stoned now, I need to
			find a new method.
		*The fireball explosion isn't as cool.  *sigh*

You connect to a diablo Quakeworld server as you would any other QW server.  Just
make sure that you have the patch in the 'diabweap' directory. Server setup for Quakworld 
is identical to other QW setups, only an additional'gamedir diabweap' command is necessary.

Some new death messages have been added (again).

Changes since v0.74
=-=-=-=-=-=-=-=-=-=-=-=-=
You can only have one golem at a time now.
        If you create a golem when one already exists, the old one 
        will disappear.
Mana crystals are color-coordinated now.
Mana crystals can also now be placed in a level.  See spelcrys.txt.

Changes since v0.70
=-=-=-=-=-=-=-=-=-=-=-=-=
Got permision to use the staff MDL.  Thanks Hap.
	He thinks the original author is jazzman@radiks.net.
I've got some head-collecting power-ups working.  Use impulse 26
	to cash in your heads.  =>
Gave golems a nifty stone-gib death instead of the norm.
Golem costs increased.  This may be changed again.  =>
Changed stone curse times, they seemed a _bit_ too long.
Tweeked chainlightning.  Also made it hurt you in the water.

Changes since v0.55
=-=-=-=-=-=-=-=-=-=-=-=-=
Messed with sounds some more kinda proud of some of them, and
	I still need to work on others.
	**...but my sounds are still a bit, um, ametuerish, 
	  I suppose.  If someone wants to find/make/etc new sounds 
	  to replace the one's I have, great.
Added stone curse victim messages.
Created new obituary messages.
And more messages.
Made the staff a new weapon, cycleable and everything, and 
	restored the axe to it's former chop-chop glory.  Heh 
	heh heh...

Changes since v0.50
=-=-=-=-=-=-=-=-=-=-=-=-=
Fixed crystal throw/pickup.
Added crystal pickup sound/bf.
Fixed some spell messages.
Worked on crystal sizing.
Added ammo cost for mana shield.
Added a message when you hit a monster with stone curse.
	***Monster cursing is still disabled.  Not sure about it, yet.
Changed chainlightning to not fire at someone through a wall.
