======================================================================
                            -= CRANKED =-
                                  by
                            Patrick Martin
======================================================================

Below are detailed descriptions of the enhancements.

DEATH KNIGHT:
     For some reason, ID decided not to use the extra frames the death
knight has.  Now the death knight has three extra attack options for his
long range attack in addition to the regular horizontal missile spray.
He also gains a new melee attack that can gib zombies and any other
weaklings.  These extra attacks use the death knight's frames that
are unused in normal Quake.

Missile attacks: 
  * He can create a vertical spray of flares.  This looks cool, but
    you can easily avoid this, and it does little damage because the
    flares are spread out.  He does this about 20% of the time.
    He does an overhead swing with the sword.

  * He can aim all six flares straight at you.  Really easy to avoid,
    but severe damage results if you let all the flares hit you.
    These flares travel faster than those in the flare spreads in
    Hard and Nightmare.  A 20% chance that he will do this.  He
    points his sword at you.

  * He can do his regular horizontal spread of flares.  The chance
    that he will attack you in this fashion depends on what skill
    level you are playing on:
      Easy=60%, Normal=55%, Hard=50%, and Nightmare=45%.

  * He can cast a lightning bolt at you much like a shambler.
    This lightning bolt has over twice the range of the shamblers'
    and it drains away up to 40 hit points.  If the death knight
    is underwater for some reason, he will shoot six flares at
    you instead.  He points his sword at you.  The chance that
    he will shoot lightning at you is:
      Easy=0%, Normal=5%, Hard=10%, and Nightmare=15%.

     Flares travel faster in higher skill levels.

Other sword attacks:
  * The death knight uses the second charge motion that is unused
    in normal Quake.  This sword swinging motion is faster than
    his other charge.
 
  * In addition to the normal melee attacks the death knight uses,
    he can do an overhead smash on his opponent.  Unlike all his other
    melee attacks, all the damage is done in a single frame, rather
    than spread out in many frames.  Hence, the attack is a bit slow,
    but if it connects, it can inflict between 15-90 points of damage.
    45 points of damage is the median.  He uses the new attack
    occasionally  ((5% * skill) per strike).

    Unless you are playing on Easy, the death knight will ALWAYS use
    the overhead smash in either of the following two situations:

    #1:  Enemy is a zombie.
    #2:  Death knight is critically injured.  (+15 damage per strike.)

Other Changes:
     The death is more resistant to pain.


ENFORCER:
     These tough guys have improved blasters that fire bolts
that travel much faster than before.  These improved blaster
bolts have a 10% chance of gibbing a zombie.

The enforcers also have a couple of extra combat skills:

  * When the enforcer attacks, there is a 5% chance per skill level
    that he will rapidly shoot six blaster bolts instead of two.

  * In the hard skill level or harder, the enforcer will lead his
    shots at opponent.  This makes dodging his blaster even tougher.

     The enforcer also has increased resistance to pain.


FIEND:
     This killing machine has improved jumping abilities.
It can leap at you from greater distances and/or from above
or below.  The leaps are accurate even in non-standard gravity
environments.

     The fiend can also gib zombies.  Each of its slashing
attacks has a 10% chance of destroying the zombie outright.


GRUNT:
     The grunts may be armed with extra weapons, and some
may have extra hit points.  Below are the odds of starting
with enhancements.

  * 1 in  2 have more than the standard 30 health.
In addition of being harder to kill, they are more
likely to resist pain.

  * 5 in  6 have at least one grenade.
Whenever a grunt decides to attack, he may throw a grenade
at you.  He does a good job aiming the grenade at you, although
he cannot track a moving target.  His grenades inflict the same
damage as the ogres'.  Grunts do not throw grenades on Easy.

  * 1 in  4 have a double-barreled shotgun.
This weapon replaces the grunt's basic shotgun.  When fired
by the grunt, ten pellets are shot in a wide spread.  Don't
get close to these guys.  When you kill him, the shotgun
will be in his backpack along with extra shells.

  * 1 in 10 have a nailgun plus 30 to 60 nails.
If you encounter a grunt armed with a nailgun, kill him
fast or run!  He uses his nailgun like a fully automatic
assault rifle, and he will use as many nails as it takes
to kill you -- unless he runs out of nails in the meantime.
The good news is if he drops a backpack, his nailgun will
usually be in it.

     A grunt will use the nailgun first if he has nails
for it.  Once he runs out of nails, he will use the shotgun.
He may throw grenades at anytime as long as he has grenades
and has no nails for a nailgun.

     When a grunt dies and drops a backpack, any extra
unused ammo will be in it.  You will still get at least
five shells per grunt backpack.


OGRE:
     This ugly dude can lob grenades at you with great accuracy --
even if you are far away, above or below him, and/or in standard
or non-standard gravity.  In higher skill levels, he can lead
grenades at you with fairly good accuracy.

     The ogre can also gib zombies with his chainsaw.
(Such a high-powered tool ought to tear apart flesh with ease...)


ROTFISH:
     Well, those fish aren't any deadlier than normal, but
you can gib fish.  Fish become non-solid the instant they die.


ROTTWEILER:
     Man's best friend can eat zombies for lunch.  Each bite
has a 10% chance of gibbing a zombie.  The only other change
is that the dog's bounding box height is lower.


SCRAG:
     These floating monsters can teleport at will.  When
attacking, they often teleport to another location and shoot
you from the sides or behind.  If the scrag takes damage,
it will try to teleport away.

     If a scrag gets angry at a zombie, it will telefrag
it by teleporting the zombie inside the scrag itself.


SHAMBLER:
     The shambler gains a new attack which is similar to the
arch-viles' flame attack in Doom][.  Simply put, he can create
a powerful explosion centered where his target is at.  When the
shambler raises his claws to cast magic at you, there is a small
chance he will create an explosion instead of a lightning bolt.
If he decides to create an explosion, a fireball will appear
between his claws instead of static.  If you are in his
line-of-sight when the fireball disappears, you're toast unless
someone else is between you and the shambler.  Damage taken can
range from 50-110 points of damage depending on skill level,
distance, and luck.  The chance he will use an explosion is:

  Easy=0%, Normal=5%, Hard=10%, and Nightmare=15%.

There are two situations which the shambler will ALWAYS cast
an explosion, regardless of skill level.

#1: He is angry at a zombie.  The explosion destroys the
     zombie outright.
#2: The shambler is underwater.  Damage taken from an
     explosion when it is cast underwater is 40% normal,
     (i.e. 20-44 points) usually less than the lightning
     bolt.

     In addition to the new explosion attack, the shambler is
a bit smarter when he engages with other monsters in melee.
He will always use the double claw smash to crush zombies ASAP.
Also, when the shambler uses a side claw and kills a monster
with it, the shambler will always proceed to the next target
instead of occasionally side-clawing dead monsters again and
again.  If the shambler is critically injured (fewer than 20
hit points), his blows hit harder.


SHUB-NIGGURATH:
     The final boss does more than just sit around now.
She can cast vore-like homing spikes at you.  These spikes,
which erupt from the top of her body, inflict as much damage
as one of Chthon's lavaballs and spawn mind-altering gas
within a wide radius on contact.


VORE:
     These evil creatures have the power of invisibility.
On Normal skill or higher, a vore can wait for you while
completely invisible.  While moving, the invisibility blinks
such that a vore is visible at one moment, then cloak at the
next.  A vore will uncloak when it lobs its signature missile
at you, and it often uncloaks when it winds its arm back to
attack.  The vore stay invisible for longer periods of time
at higher skill levels.

     One problem with the invisibility:  grenades will bounce
off a cloaked vore.  To fix this, change line 534 in weapons.qc
(this is in the "void() GrenadeTouch =" function) from

         if (other.takedamage == DAMAGE_AIM)
to
         if ((other.flags & FL_MONSTER) || (other.takedamage == DAMAGE_AIM))
or to
         if (other.takedamage)

     Its purple homing spikes produce mind-altering gas
when the spike explodes.  The gas causes players to become
disoriented briefly.  It also causes most monsters to
attack players and other monsters instead of the vore
that lobbed the projectile.

     In addition to its purple homing projectiles, the
vore can also lob fireballs like Chthon.  The fireballs
do NOT home in on you, but they fly faster and pack the
same power as one of your grenades.  The chance that a
vore will lob a fireball at you are:

  Easy=0%, Normal=5%, Hard=10%, and Nightmare=15%.

     The vore is immune to the blasts of its own projectile.
In other words, it cannot kill itself.  The projectile can
still harm any other vore (or creatures) in its path.

     The vores' bounding box height is also lowered.


ZOMBIES:
     The gibs that the zombies throw at you can explode like
grenades on contact.  The chance that the gibs will explode
is (5% * skill).  This translates to:

  Easy=0%, Normal=5%, Hard=10%, and Nightmare=15%.

Exploding gibs look no different than ordinary zombie gibs.
Hence, you never know if that next gib will explode on contact.
If the gib doesn't explode, it does normal damage (10 points)
on a direct hit.  If a gib explodes, it inflicts the same
damage as a grenade shot from an ogre.

     Like ogres, the zombies can lob gibs with great accuracy.
They also lead their gibs at you on Hard or Nightmare.

     When a zombie is knocked down to the ground, it temporarily
loses all hit points and becomes indestructible.  This causes
monsters to "forget" the zombie and attack you.  When the zombie
begins to stand up, it will regain all 60 hit points and become
vulnerable again.

======================================================================
A new progs.src is included.

qc files included are:
  * check.qc      * client.qc     * combat.qc     * combat2.qc
  * cranked.qc    * demon.qc      * dog.qc        * enforcer.qc
  * fight.qc      * fish.qc       * hknight.qc    * mindgas.qc
  * ogre.qc       * oldone.qc     * pmmisc.qc     * shalrath.qc
  * shambler.qc   * soldier.qc    * weapons.qc    * wizard.qc
  * zombie.qc

Notes about compiling these files:
---------------------------------------------------------------
* Use cranked.qc and pmmisc.qc for any monster enhancement.
* Also use check.qc for the scrag enhancement.
* Also use combat.qc, combat2.qc, and mindgas.qc for the vore enhancement.
* Client.qc is optional -- it adds obituaries for boss kills.
* Fight.qc is optional -- it lets the shambler attack from long range.
* Weapons.qc is optional -- it fixes grenade vs. cloaking monster.


How to Use:
* If you don't have a QuakeC compiler, get one now!
   QC106PAC.ZIP is a great QuakeC package.

* Create a subdirectory called CRANKED inside the QUAKE directory.

* Create a PROGS subdirectory inside inside the CRANKED directory.

* Place all the qc and src files and the compiler in the PROGS
   subdirectory.  Overwrite any original files with the new
   files in this zip.  See above for which files are necessary.
   The progs.src included requires both buster.qc and cranked.qc.

* Compile a new progs.dat.

* Change to the QUAKE directory and type 'Quake -game cranked'.

======================================================================
Revision History

3/1/98:
   version 1.8
   * Added progs.dat to archive.
   * Fixed bug with grunt using nailgun when out of nails.

9/14/97:
   version 1.7
   * Scrag teleport code is cleaned up and in its own module.
   * Cleaned up and updated some .qc files.
   * More alternate .qc files are included.
   * Other little tweaks.

7/27/97:
   version 1.6
   * Grunts no longer use blasters, but can use the super shotgun.
   * Fixed a bug with the teleporting scrag.
   * Dogs can gib zombies -- success equals 10% per bite.
   * Monsters will defend themselves against like-kind attackers.
   * Height of bounding boxes for dogs and vore are lowered.
   * Shuffled some code to different files.

7/2/97:
   version 1.5
   * Grunts can have extra weapons and ammo.
   * Scrags can teleport at will.
   * Zombies are invulnerable while lying on the ground.
   * Fiends have a 10% chance of gibbing zombies.
   * Grenades will hit cloaked vores.
   * Updated some .qc files.

5/3/97:
   version 1.4
   * Shub-Niggurath can launch a more powerful version of the
      vore homing missile at the player.
   * The fiend has improved jumping abilites.  It can leap at you
      from greater distances and/or from above or below.  The leaps
      are accurate even in non-standard gravity environments.
   * The fiend can gib zombies outright (5% chance per slash).
   * The enforcers' blasters have rapid-fire capabilities and
      the blaster bolts travel much faster.
   * Enforcers, ogres, and zombies can lead their shots at their
      target.
   * If the vore's mind gas succeeds in turning an attacking
      monster, the vore will either go idle or search for the
      player.
   * The ogre uses his pull frames.  (Thanks to Dave Weiden.)

4/20/97:
   version 1.3
   * Removed self-resurrection abilities from the death knight
      and fiend.  (I may bring them back in the future.)
   * The ogre and zombie can throw grenades or gibs respectively
      within a radius of 1000 with deadly accuracy.
   * Vore homing spikes spawn mind-altering gas.
   * Ogres can gib zombies.
   * Shambler explosions will hurt other shamblers.
   * Fixed an oversight with the shambler explosions.
   * Fish can be gibbed.

3/16/97:
   version 1.2
   * The death knight and fiend can self-resurrect after death.
   * The vore occasionally throw Chthon-style fireballs.
   * Vore homing projectiles use spawn (tar) explosions.
   * A downed zombie may be forgotten or destroyed outright
      by angry monsters.

3/8/97:
   version 1.1
   * The vore have cloaking abilities.
   * Tweaked speed of death knights' flares.
   * Shamblers are immune to their own explosions
   * Shambler explosions will throw monsters as well as players.

2/23/97:
   version 1.0
   * First release -- code from Archsham, Dknight, and Zomgibs
      was cleaned up, improved, then merged.

======================================================================
