ACHE - Dark Tribal Warfare
AUTHOR - Athos Konkoran Kryn
MAIN EMAIL - nihilsum@ccil.org
ALT EMAIL - do269851@wcupa.edu

CONTENTS - just do a text search to go to the section you want
        INTRO - the introduction
        CREDIT - credit to coders' code i borrowed/modified/was inspired by
        RULES - brief description of the different game modes
        COMMANDS - list of the console commands 
        WEAPONS - info the mundane and upgrade weapons
        AMMO - info on the ammo items
        ARMOR - info on the mundane and upgrade armors
        HEALTH - info on the health items
        ARTIFACTS - info on the artifacts
        MISC - info on miscellaneous ingame features
        RUNES - info on the runes
        BOTS! - info on the bots
        HOW TO BIT - a how to guide on how to do the bits
        NOEXIT RULES - a list and description of the noexit rule bits
        CUSTOM MAP CYCLING - how to set up custom map cycling
        GENERAL RULE BITS - a list and description of the general rule bits
        ITEM TOGGLE BITS - a list and description of the item toggle bits
        DEATHMATCH BITS - a list and description of the deathmatch bits
        COOP BITS - a list and description of the coop bits
        TEAMPLAY BITS - a list and description of the teamplay bits

 - INTROduction - Welcome to ACHE!  
                Make sure you read through this document thoroughly before
                you jump into the action, it has lots of info and options
                that you may want to enable.  This patch is constantly
                growing and improving so feel free to send any comments/
                suggestions/feedback/bug reports.  I hope you have fun with
                ACHE!
 - CREDIT where credit is due
         ID SOFTWARE - for making QUAKE
         Frika-C - for the FRIKBOTS!!! these bots rock and except for the
                item checking and most of the fighting section of the ai,
                all kudos go to him for the bot code
         Matthias Buecher - many bug fixes for ACHE were fixed thanks to the
                info provided by his site.  visiting his site is highly
                suggested for all serious qc coders
                http://www.inside3d.com/qip/
         Patrick Martin - many kudos go to this guy for the fabulous work
                he has done.  a lot of my monster code is based off of his
                work, the respawn code, smarter monsters, the three different
                spawn classes (besides the vanilla kind.).  he also deserves
                mention for the code from his NAPALM mod for i based my
                reflect code for launch_projectile off his work there (note:
                Hipnotic's reflect code for the laser cannon is wrong!
                Patrick got it right.) i would _highly_ suggest checking out
                Patrick's work.  CRANKED, NAPALM, and DRAGONS being some of
                his best patches
                ftp://ftp.cdrom.com/pub/idgames2/quakec/monsters/cranked.zip
                ftp://ftp.cdrom.com/pub/idgames2/quakec/weapons/napalm.zip
                ftp://ftp.cdrom.com/pub/idgames2/quakec/monsters/respawn.zip
         Kasuha - for the observer camera
         Jeff Epler - for the chasecam
         David "Dark Grue" Hesprich - my server logging code is from his 
                patch: QuakerMods
         Nihilism Unlimited - the particle trail function is from their
                partial QUAKE conversion: Zerstrer
         Dave "Zoid" Kirsch - my rune code is based off his original work
         Razor Entertainment - the nail sparks are from their deathmatch
                addon: DeathMatch Essentials
         Michael "McBain" Peckman - for previous weapon command        
         Jesse "Sen" Thomas - for the third gib sound
         Hipnotic Interactive - my soul leech model is their proximity gun
                model, this will be changed in the future
         OKAY...i THINK that is it, if for some reason you see your
                modification in my patch, PLEASE email me and tell me.  i
                will credit you in the next release...with an apology too =)
         and of course, how could i forget?...my playtesters..these guys
                helped me discover a lot of the bugs in ACHE and had plenty
                of neat ideas and suggestions as it was coming up through the
                versions
                 Adam Boyle 
                 Peter Boyle 
                 Jason Eastman 
                 Nate Green  
                 Andrew Olsen  
                 Ryan Skelley 
                 Ryan Frampton 
 - RULES and regulations in ACHE
         single player - as before.  the monsters have changed a lot.
                Patrick Martin's CRANKED code and some of my own have created
                a much more challenging and fun single player experience
         deathmatch - there are some notable changes here.  here is a list
                of the major changes.
                 start with a fresh flak vest and a random weapon;
                        the shotgun, nailgun, or laser cannon and some
                        ammo for this weapon
                 13 runes of magic
                 weapons, ammo, armor, and artifact drop on death
                 players automatically respawn after one minute
                 deathmatch is highly configurable with options like
                        removing artifacts from the game, random weapon
                        respawn, and monster deathmatch, see the DEATHMATCH
                        BITS section for more info
         coop - the default coop mode has been changed a lot.  here is a
                list of the major changes.
                 keys disappear after pickup and are dropped by their
                        carriers after death.  keys respawn in 5 minutes
                        after being pickuped in case you dropped the key in
                        a unattainable or unsurvivable place
                 weapons disappear after pickup
                 dying and respawning does not reset your inventory.
                        instead you keep all of the weapons in your
                        inventory, except for the one you dropped, and
                        receive an amount of ammo for each weapon you have.
                        you also receive max health and a fresh suit of flak
                        armor
                 coop mode is highly configurable with options like making
                        keys and weapons stay after pickup, respawning
                        monsters and not allowing players to hurt each other,
                        see the COOP BITS section for more info
         teamplay - teamplay has been changed a lot.  here is a list of the
                major changes
                 two team combat with automatic assignment with options
                        for three or four team combat
                 CTF support coded from scratch that is completely
                        compatible with all standard CTF maps
                 teamplay is highly configurable with options like team
                        frags and team mate health and armor protection.  see
                        the TEAMPLAY BITS section for more info
 - console COMMANDS
         general commands
                help_server - toggles the help screens.  automatically bound
                        to 'F1' for all clients
                bind_keys - binds keys to aliased commands.  a print out of
                        what was bound will be printed to the client
         weapon selection
                impulse 1 selects the battle axe
                impulse 2 selects the magnetic grappling hook
                impulse 3 selects the shotgun/railgun
                impulse 4 selects the super shotgun/demon bite.  pressing
                        impulse 4 again with the demon bite will toggle
                        between shell render and flesh eater
                impulse 5 selects the nailgun/needler
                impulse 6 selects the perforator/spine thrower
                impulse 7 selects the grenade launcher/soul leech.  pressing
                        impulse 7 again will toggle between primed grenades,
                        pipe bombs, proximity mines and impact grenades
                impulse 8 selects the rocket launcher/dragon fire
                impulse 9 selects the laser cannon/pulse cannon.
                        automatically bound to '9' for all clients
                impulse 10 selects the thunderbolt/tesla coil.
                        automatically bound to '0' for all clients
                impulse 11 cycles forwards through the weapons
                impulse 12 cycles backwards through the weapons
                impulse 13 selects your previously selected weapon
         chasecam functions
                cam - toggles the chasecam
                camdown - changes cam view down
                camup - changes cam view up
                camin - changes cam view closer to you
                camout - changes cam view farther away from you
         kascam functions
                kascam - toggle in and out of the kascam
                ** see kc18doc.txt for functions pertinent to the kascam **
         other functions
                dropweap - drops your weapon
                dropammo - drops some ammo
                droparmor - drops your armor
                ltarget - toggles the laser sight in deathmatch and in coop.
                        this will toggle the laser sight then the spotlight
                        and back to nothing in single player
                det - detonates all of your pipe bombs.  you must be within
                        1024 units of a pipe bomb and it must be one you own.
                        you must also have the grenade launcher in your
                        inventory for this to work
                runequery - queries what runes you have
                xstatus - queries your experience level, experience and
                        next experience
         cheat functions - these only work in single player or in coop if
                cheating is enabled
                armor - gives you a suit of armor and max health
                hate - gives you 30 seconds of armor of hate 
                shade - gives you 30 seconds of ring of shadows 
                judge - gives you 30 seconds of judge spear 
                lead - gives you 30 seconds of lead suit
                runes - toggles all runes on and off
                keys - gives you all the keys
                ammo - gives you all the weapons and max ammo
                upgrade - upgrades your current weapon
                uparmor - upgrades your current armor
 - WEAPONS - all weapons respawn every 30 seconds in deathmatch, every 180
                seconds in coop if respawning items is enabled.  you will
                receive the equivalent of a small box of ammo that
                corresponds to the weapon on pickup.  if you are in
                deathmatch and ammo items have been disabled you will receive
                triple the usual amount
         battle axe - you always start with this weapon.  you get a bonus to
                your axe damage that is dependent on your strength.  for
                every 10 points of health you have you get +2% damage.  if
                you have less than 10 points of health you will receive a
                berzerker damage bonus of 10% for every point of health you
                have below 10.  e.g. health 9 = + 10%, health 3 = + 80%
          -stats- ammo = the battle axe is not expended through use
                  damage = 30 to 60, refire rate depends on strength of
                        strike, damage bonus dependent on health
         magnetic grappling hook - you always have this weapon unless
                it is disabled.  the 'hook' is actually a spike that vibrates
                at a magnetic frequency that the grapple is sensitive to.
                when the spike sticks to a wall the gun, along with its
                wielder, will be pulled towards it.  after the spike hits a
                surface keep hold of the fire key and you will be pulled
                towards it.  if you manage to get stuck while attached to the
                edge of a wall and need a little boost, hold down jump with
                the hook selected, you will try to pull yourself over the
                wall.  if you select a different weapon after firing the
                hook, the hook will remain attached and pull you in.  this
                allows you to sniper from high distances and hard to reach
                places.  to detach from the surface while you do not have the
                hook selected simply hit the jump key
          -stats- ammo = 1, but the 1 hook is reused after retracting it
                  damage = 10 and the hook will retract
         shotgun - your basic piece.  trace damage on a small target area
                at a nice refire rate, a very well rounded weapon
          -stats- ammo = 1 shell
                  damage = 10 to 40 depending on range to target and accuracy
         super shotgun - a close range weapon that delivers heavy hitting
                power if you can get close enough to your target
          -stats- ammo = 2 shells
                  damage = 5 to 90 depending on range to target and accuracy
         nailgun - two barrels hose out nails to pierce your victims. this
                gun shoots at a faster rate and its nails have a faster
                velocity than the perforator
          -stats- ammo = 1 nail
                  damage = 10 
         perforator - four barrels shoot out nails that are stronger than 
                the ones the nailgun shoots.  however, the nails have a
                slower velocity and the peforator shoots at a slower rate
                than the nailgun
          -stats- ammo = 1 nail
                  damage = 14
         grenade launcher - this gun has four different grenades it can
                fire.  primed grenades will explode on impact with a target
                or after 2.5 seconds.  pipe bombs will explode after you hit
                the detonation button on the grenade launcher via the "det"
                command and you are within 1024 units of the pipe bomb.
                proximity mines will arm after 3 seconds and will explode if
                someone comes close enough so that the grenade will hurt it,
                this includes the mine's owner.  the pipe bombs and the
                proximity mines will explode after 30 seconds if they are not
                detonated.  additionally, you can only have 10 pipe bombs and
                10 proximity mines in use at any one time.  the fourth type,
                impact grenades, act like rockets and will detonate on impact
                with entities and walls
          -stats- primed grenades
                  ammo = 1 rocket
                  damage = 10 for direct hit plus 90 point blast radius 
                  pipe bombs
                  ammo = 1 rocket
                  damage = 110 point blast radius 
                  proximity mines
                  ammo = 1 rocket
                  damage = 90 point blast radius 
                  impact grenades
                  ammo = 1 rocket
                  damage = 10 for direct hit plus 90 point blast radius 
         rocket launcher - a heavy weapon that launches rockets.  this gun
                has a 1 second refire rate, so pick your shots carefully
          -stats- ammo = 1 rocket
                  damage = 20 for direct hit plus 100 point blast radius
         laser cannon - a light weight rifle that uses your cell ammo.
                the cannon shoots bolts of energy at a nice refire rate
          -stats- ammo = 2 cells
                  damage = 25
         thunderbolt - an unstable heavy weapon.  shooting this in the
                water will cause an explosion with a radius damage equal to
                13 times the cells you had remaining
          -stats- ammo = 1 cell per 1/10 of a second
                  damage = 13 per 1 cell burst
         the weapon upgrades - if you happen to come across a weapon of a
                type you already have and you pick it up, provided you have
                full ammo for the corresponding weapon, you will receive an
                upgraded version of that weapon.  this upgrade will take some
                ammo, however.  the amount taken is equal to a large box of
                the corresponding ammo type for that weapon
         shotgun > railgun - the shotgun now throws its projectiles using
                a magnetic based system resulting in a powerful shot that
                will keep rending flesh until it hits a wall
          -stats- ammo = 2 shells
                  damage = 100
         super shotgun > demon bite - a vile combination of biowizardry and
                technology.  the body of a genetically altered demon is
                attached to a loading mechanism that is attached to the super
                shotgun.  this loading mechanism can siphon out two types of
                chemicals from the demon's body.  the first, shell render, is
                the demon's foul blood that dissolves metal like a very
                strong metallic acid.  the more armor those hit with shell
                render have, the greater chance the blood will react with the
                armor.  if it does start 1-2 points of integrity will be
                dissolved off the target's armor for every pellet that hits
                the target. (18 pellets = 1-36 range) shell render has no
                effect on target's wearing no armor. the second chemical is
                called flesh eater.  flesh eater is the demon's pungent
                stomach acids that once dissolved its food.  those hit with
                flesh eater may have the same dissolving process detailed
                above start, but the points come off of health instead.  the
                more armor someone has the less chance flesh eater will hit
                their skin.  to toggle which chemical you fire hit the super
                shotgun select key while you have the demon bite selected
          -stats- shell render/flesh eater
                  ammo = 2 shells
                  damage = 5 to 90 depending on range to target and accuracy
                  shell render
                  chance = percent of armorvalue above 0 + 50%, no effect on
                        target's wearing no armor
                  damage = 1-2 points of damage to armor only for every
                        pellet that meets the target (18 possible pellets),
                        if armor is destroyed while dissolving the rest of
                        the count is removed
                  flesh eater
                  chance = percent of armorvalue below 100
                  damage = 1-2 points straight to health for every pellet
                        that meets the target (18 possible pellets)
         nailgun > needler - the normal nailgun now shoots armor piercing
                projectiles.  half of your opponents armor resistance is
                eliminated and then the damage is dealt.  this weapon is
                even deadlier against unarmored opponents
          -stats- ammo = 1 nail
                  damage = negates half of opponent's armor resistance then
                        deals 10 damage.  does 12 damage to unarmored foes
         perforator > spine thrower - the perforator now fires little
                infernal devices called "spines".  these spines will drill
                into naked flesh and then seek out a vein.  at this point the
                spine quickly sucks the blood through its simple digestive
                system and evacuates the blood out the wound it is sticking
                out of, making quite a mess.  when hit with a spine there is
                a random chance equal to the amount of armor you have below
                100 divided by 2 that the spine will enter your body.  if
                your armor's integrity is 100 or above there is still a
                minimum 1 percent chance of this happening
          -stats- ammo = 1 nail
                  damage = 14 damage.  spines do 1 points of damage straight
                        to health 1-10 times with between thinks of 1/10 to
                        1/2 seconds
         grenade launcher > soul leech - each grenade you fire has an evil
                spell cast upon it that allows you to feed off of the souls
                of people hit with the explosion and, in turn, give this soul
                energy to you.  opponents hit with the explosion have a
                chance of being "leeched" equal to the percentage of their
                health below their maximum rating.  the minimum percentage is
                10 so those with a strong constitution must still beware of
                this device.  when someone is leeched they will begin to lose
                1 point of health 1-10 times with time betweens of 1/10 to 1
                seconds.  this health is given to the owner of the soul
                leech.  you can not gain more health than your maximum + 40.
                i.e. 140 health is the most health you can gain if experience
                mode is not on.  if you are already being leeched and you are
                leeched _again_ several things happen.  1) 1-10 counts are
                added onto however many counts you had remaining, 2) the
                damage per count is increased by 1, and yes this increases
                the health gained by the owner, 3) most importantly, the
                owner of the leech you were _last_ leeched with becomes the
                new master.  the unfortunate creature hit with this device
                will continue to be tormented until 1) it dies, 2) the
                tormentor dies, or 3) the counter runs out.  please note you
                are immune to your own soul leechings, but not the initial
                explosion
          -stats- primed grenades
                  ammo = 1 rocket
                  damage = 10 for direct hit plus 90 point blast radius 
                  pipe bombs
                  ammo = 1 rocket
                  damage = 110 point blast radius 
                  proximity mines
                  ammo = 1 rocket
                  damage = 90 point blast radius 
                  impact grenades
                  ammo = 1 rocket
                  damage = 10 for direct hit plus 90 point blast radius 
         rocket launcher > dragon fire - the rockets you fire now have a
                payload of burning plasma instead of the usual vanilla.  on
                impact a cloud of this plasma will persist for awhile
                damaging all within its radius at a constant rate.  this
                cloud can go through walls too, but is only one half as
                effective
          -stats- ammo = 1 rocket
                  damage = 20 for direct hit.  8 damage every 1/4 of a
                        second 10 times over 2.5 seconds making 80 damage
                        total
         laser cannon > pulse cannon - the bolts you fire now reflect off
                of walls allowing you to hit people around corners or create
                a deadly laser light show in a small room for your enemies
          -stats- ammo = 2 cells
                  damage = 25
         thunderbolt > tesla coil - the normal thunderbolt now has an
                attachment that allows you to shoot controlled bursts from
                it.  holding down attack will charge up the tesla at 1 cell
                per 1/10 of a second.  up to 10 cells can be charged up with
                this.  letting go will expel the charge from the gun.  you
                will not discharge in the water while charging the tesla up,
                but if you shoot it you stand a chance of killing yourself
                doing 13 times the number of cells you have charged up in
                radius damage
          -stats- ammo = 1 cell per 1/10 of a second...10 cells max
                  damage = 13 damage per cell in charge (13 - 130)
 - AMMO - all ammo respawns every 20 seconds in deathmatch, every 120 seconds
                in coop if respawning items is enabled.  1% chance of any
                pack being the "gift of satan", this maxes out your ammo of
                that type
         box of shells - these hold 10 shells, large ones hold 20
         box of nails - these hold 20 nails, large ones hold 40
         box of rockets - these hold 5 rockets, large ones hold 10
         box of cells - these hold 20 cells, large ones hold 40
 - ARMOR - all armor respawns every 30 seconds in deathmatch, every 180
                seconds in coop if respawning items is enabled.  all armor
                has the following stats.
                 resistance = 60%
                 resistance strong = 75%
                 integrity = 150...except for flak vest, which starts with 50
         flak vest - the armor you start out with.  this is a light suit
                of armor with no particular weak or strong points, besides
                its low integrity
         field armor - the field armor is designed with a reinforced casing
                that gives it a longer life span than most armors.  this
                reinforcement allows it to absorb artillery damage well
                 strength = artillery damage
         full body armor - the full body armor is constructed from highly
                resistant polymers allowing it to resist the impact of
                piercing artillery, such as from the nailgun
                 strength = piercing damage
         turtle shell armor - this armor is constructed with heavy metal
                alloys that allow it to absorb explosive damage well
                 strength = explosive damage
         the armor upgrades - if you happen to come across an armor of the
                type you already have and you pick it up, provided your
                armor is at max and you have at least enough ammo in your
                current weapon to equate a large box of ammo, you will 
                receive an upgraded version of that armor.  the flak vest can
                not be upgraded
         field armor > symbiotic shell - this is a living carapace that
                fuses with its wearer.  if it is damaged, the symbiote will
                drain health from the wearer slowly, 1 every second.  this
                health is used to repair itself, for every 1 health it drains
                it gains back 2 integrity.  the shell will discontinue
                draining health from its wearer if it senses its owner is
                near death; critical health or worse ( critical health is max
                health - 50. ).  the symbiotic shell also enhances the motor
                capabilities of its wearer.  the chitonous fibers of the
                shell can flex and relax in unison with the wearer's muscles
                increasing running speed by 25%.  swimming speed when
                treading water, since more muscles are involved is increased
                50%.  swimming speed when fully submerged is increased 75%
                since even more of the armor's strength can be applied
                towards propelling itself and its wearer
          -stats- regeneration = if less than 150 drains 1 health every 1
                          second and gains back 2 integrity.  regen will stop
                          if owner has critical health or less ( max health
                          minus 50 )
                  special = enhanced motor capabilities
                  strength = artillery damage
         full body armor > jump suit - this is a suit of power armor fitted
                with jump jets, hence the name.  while airborne hit the jump
                button and hold it down to engage the jump jets.  when
                lifting off the ground you must first jump, release, then
                jump and hold again.  letting go of jump will disengage the
                jets.  the armored boots have a failsafe that will turn the
                jets off when touching down.  the jump suit also has
                reconstructive nanites that will regenerate its integrity 1
                every 2 seconds up to 150 if it has taken damage
          -stats- regeneration = if less than 150 regens 1 integrity every
                        2 seconds
                  special = jump jets
                  strength = piercing damage
         turtle shell armor > blood armor - the blood armor is an infernal
                substance that fuses with the wearer's body and grants
                several arcane abilities to the wearer.  the essence of the
                blood armor is vampiric and it can pull the blood of living
                creatures through fresh wounds.  this is so strong it can
                suck the blood right through the air.  this blood is used to
                repair itself.  1/4 of the health damage you do to enemies
                is used in this manner.  the blood armor can also put itself
                and its wearer partially into the nether realm.  this takes
                the blood armor four seconds of concentration and any
                movement or action by the wearer will distract it.  once in
                this state the armor and its wearer will be completely
                invisible.  any movement or action at this point will rip the
                armor and its wearer from the nether realm.  be wary though,
                you can still be damaged while partially in this realm
          -stats- regeneration = 1/4 of health damage off enemies is used
                        to repair itself at a 1 to 1 ratio
                  special = partial teleportation to the nether realm while
                        immobile
                  strength = explosive damage
 - HEALTH - all health items respawn every 20 seconds in deathmatch, every
                120 seconds in coop if respawning items is on.  1% chance of
                any box being the "touch of satan", which maxes out your
                health.  these amounts are different if random respawn is set
                for health in deathmatch, see the deathmatch bits section for
                more
         damaged med kit - this will restore 15 health on pickup
         med kit - this will restore 25 health on pickup
 - ARTIFACTS - all artifacts respawn every 2 minutes in deathmatch, every 12
                minutes in coop if respawning items is on
         judge spear - the judge spear is a high powered auto cannon capable
                of wiping out a large amount of enemies in one sweep.  the
                judge spear deals out its justice with two barrels of
                destructive power.  when one picks up the judge spear it will
                replace the battle axe for the thirty second duration it has.
                you will be outfitted with the judge spear immediately on
                pickup.  the judge spear has its own ammo supply, which is
                effectively unlimited, up until the point the judge's energy
                source winds down, at this point the judge spear is useless,
                you will have to go find another one
          -stats- ammo = unlimited or until 30 seconds run out
                  damage = 5 to 20 depending on range to target and accuracy
         ring of shadows - this is a ring infused with the infernal essence
                of a shade.  on pickup you are rendered ethereal and are
                difficult to see for 30 seconds
          -stats- duration = 30 seconds
                  power = invisibility 
         armor of hate - this powerful artifact causes reverses the effect
                of damage on your armor.  all damage that comes off of armor
                is now added to it instead.  the armor of hate can give any
                suit of armor an integrity of 170 max with this ability.  if
                you have no armor the armor of hate will start regenerating a
                new flak vest with the damage it absorbs
          -stats- duration = 30 seconds
                  special = damage that is normally subtracted from armor is
                        now added instead up to a maximum of 170.  will start
                        regenerating a new flak vest if you have no armor
         lead suit - the lead suit is a full environmental suit that fits
                over whatever armor you are currently outfitted with.  the
                lead suit is fully insulated and has its own personal air
                supply, this will keep the wearer alive in pools of
                radioactive water and even more dangerous lava and, of
                course, from drowning.  the suit also has a shock absorbing
                exoskeleton, preventing damage from falls as well
          -stats- duration = 30 second power supply
                  special = negates 100% of lava and slime damage
                            negates 100% of falling impact damage
                            air supply, prevents drowning
         megahealth - this is a pack full of stimulants that will boost your
                health up 100 points.  the megahealth can not boost your
                health above 150 plus your maximum health rating.  this limit
                is called your overdrive.  you will lose this overdrive 
		health after five seconds, it will rot down to your normal
		max health limit
 - MISCellaneous
         drop weapon - this will drop your current weapon, without any
                ammo, however.  you can not drop the axe or the magnetic
                grappling hook.  this skill is disabled in games where
                the weapons stay after pickup
                  command = 'dropweap'
         drop ammo - this will toss some ammo in front of you, the type
                dropped will be of the type your current weapon uses.  if you
                are using the battle axe, magnetic grappling hook, or judge
                spear you will drop a random type of ammo.  if you have less
                than the indicated amount you will drop all that you have of
                that type

                ammo type dropped - amount dropped
                shells            - 20
                nails             - 40
                rockets           - 10
                cells             - 40
                  command = 'dropammo'
         drop armor - this will drop the armor you are currently wearing 
                in front of you 
                  command = 'droparmor'
         laser sight and spotlight - a standard issue laser sight comes with
                your gear.  use this to pinpoint your target.  if you are
                playing in single player you can toggle the spotlight on as
                well, this will illuminate your target.  this is useful if
                you are using the chasecam and want a more accurate crosshair
                  command = 'lsight'
         chase cam - this nifty little option lets you view your body from
                outside, giving the game more of third person kind of feel.
                this is toggled via the 'cam' command and there are several
                other commands that adjust the height and distance of the
                camera.  this is a bit disorienting in deathmatch, but is fun
                in monster deathmatch or coop 
                  command = 'cam' to toggle.  see the commands section for
                        more commands to manipulate the camera
         kascam - this is an observer camera allowing you to take a backseat
                and enjoy the carnage.  see kc18doc.txt for more info on this
                  command = 'kascam' to toggle in and out
 - the RUNES of magic - in deathmatch thirteen runes of magic will make an
                appearance.  in coop and single player there is a small
                chance of a rune making an appearance in the level.  grabbing 
                a rune outfits you with its magic.  the rune will stay with
                you until you either die or the level changes.  these can
                only be carried one at a time as well.  to find out what rune
                you are carrying you can do a rune query via the 'runequery'
                command
         earth/resistance - all the _health_ damage you take is divided by
                two
        --earth magic rune model---
         black/strength - all damage you deal out with your _weapons_ is
                multiplied by two, however, your weapons will need twice the
                usual ammo to fire
        --black magic rune model---
         hell/haste - you will fire twice as fast with all of your weapons
        --hell magic rune model---
         elder/regeneration - you will regenerate the damage you receive in
                combat up to your maximum health rating plus 40.  this rune
                does not eliminate the megahealth rot, however.  the rate at
                which you regenerate depends on your current health rating

                rating                 calculation   rate
                less than critical  -  (max - 50) -  8 a second
                less than max       -  max        -  6 a second
                less than plusmax   -  (max + 40) -  4 a second
        --elder magic rune model---
         revenant/vengeance - this rune is the counterpart to the lazarus
                rune.  if another creature/player kills you they will die.
                you are given credit for this kill too
        --silver rune key model---
         lazarus/resurrection - you will be able to resurrect yourself once.
                if you die you will be sent to another respawn spot with all
                of your items and equipment intact.  those killing you will
                not receive credit and if you kill yourself you will not be
                penalized.  you will lose all the runes you were carrying
                when you are reborn
        --gold rune key model---
         dragon/greed - you will regenerate your ammo up to your maximums.
                each ammo type regenerates at different rates

                type       rate
                shells  -  2 a second
                nails   -  4 a second
                rockets -  1 a second
                cells   -  4 a second
        --silver key card model---
         golem/armor regen - your armor now regenerates and the maximum
                integrity of your armor is increased as well.  if you have no
                armor you will regenerate a fresh suit of flak vest armor.
                the armor will regenerate at 10, 8 or 6 points a second,
                dependent on your armor's current integrity.  effects of
                individual armors that regenerate it still use the old max,
                the new max is what is regenerated by the rune. 

                integrity = up to 75 - up to 150 - up to 170
                rate        10         8           6
        --gold key card model---
         wraith/soul steal - you can now steal the health from the living
                creatures you attack.  one half of the _health_ damage you do
                to creatures is given back to you as health.  you may go over
                your normal maximum health rating with this soul steal.  the
                new maximum is your normal max plus 40
        --silver spiked key model---
         darkness/retribution - those attacking you will suffer the
                consequences!  double the  _health_ damage you receive from
                other creatures is given back to them as damage.  you will
                receive credit for kills caused by the retribution
        --gold spiked key model---
         demon's heart - this powerful and ancient artifact allows you to 
		hold the power of two runes.  guard its power jealously
        --vore's head model--
         rune of ruin/destruction - this vile artifact has the power to
                destroy other runes and/or your equipment.  if you pick up
                this rune while carrying other runes, they will be destroyed
                rendering you runeless.  if you have no other runes all of
                your equipment except your battle axe and grappling hook will
                crumble to dust!  this rune may look like any of the other
                runes in the game so look out, there may be some clues as to
                whether or not a rune is the rune of ruin though...
        --random pick of the other rune models--
         rune of chaos/chaos magic - this powerful artifact has the power of
                all runes, however only one rune of magic may be invoked at
                any one time.  every 10-15 seconds the rune will give an
                audio and visual cue and change its power.  you find out what
                power you have by hitting the 'runequery' key.  you _can_
                pick another rune with the demon's heart, and the rune of
                chaos will _not_ turn into the other rune you are carrying.
        --constantly morphing rune--
 - BOTS! - here are the impulse commands for the bots.  the bots understand
        how to upgrade weapons and armor, how to use all the weapons except
        for the pipe bombs and proximity mines.  they understand teamplay,
        but not CTF (although they can play it and pick up flags.).  they do
        not know when to use the special ability of the jump suit and the
        blood armor...although they _could_ use it.  they just need to stay
        still sometimes to cloak and then know when to surprise someone with
        the blood armor.  with the jump suit they simply need to know to
        push jump again after they are in the air to get the thrust going.
        see *frikbt08.txt* for more info on the bots
        impulse 70 - add a bot...adds a bot to your team in teamplay
        impulse 71 - add a bot...adds a bot that is assigned a team in
                teamplay
        impulse 72 - remove a bot
        impulse 73 - go into and out of cam mode
        impulse 74 - dump waypoint to console
 - HOW TO BIT - bitting is not as hard as it seems, all you need is some
                pencil and paper and maybe a calculator.  first, write down
                all the bits you want in your game.  once you have written
                down all the bit numbers for your game add them up.  next, go
                into quake and type in this number for the corresponding
                variable at the console underneath the bit description.
                after you do this start a new game via the "map" function,
                "changelevel" function or the "restart" function.  better yet
                put all the bit values and their corresponding variables in
                a config file and just 'exec' from the console
 - NOEXIT RULES - this affects how players may exit a level, if at all.  you
                can set this variable up to work with the timelimit and the
                fraglimit
                 penalty - penalty for not meeting the requirements.  if
                        only 1 or 2 is put in for "noexit", trying to exit
                        will always incur the penalty
                  1 bit - death penalty - trying to exit without meeting the
                        requirements will cause you to die
                  2 bit - no penalty - trying to exit without meeting the
                        requirements will not do anything
                 requirements - these variables work in conjunction with the
                        timelimit and the fraglimit
                  4 bit - fraglimit requirement - if you meet the fraglimit
                        you will be allowed to exit the level.  notice that
                        surpassing the fraglimit will not automatically cause
                        the level to change with this set.  if the fraglimit
                        is 0 or a negative number this is disabled.  there
                        will be a global notification when someone meets the
                        frag requirement, if the fraglimit is changed again
                        another global notification will remind everyone that
                        the level is not exitable again.  note, you must have
                        a frag score that meets the fraglimit in order to
                        exit, having less will incur the penalty
                  8 bit - timelimit requirement - as with the fraglimit
                        requirement, after the timelimit is met, anyone will
                        be able to exit.  again, as with the fraglimit
                        requirement, the level will not automatically change.
                        if the timelimit is 0 or a negative number this is
                        disabled.  there will be a global notification when
                        the timelimit is met.  if the timelimit changes so
                        that the current time is less, everyone will be
                        reminded that the level is not exitable again
 - CUSTOM MAP CYCLING - this uses the "samelevel" variable.  setting this to
                one will cause the same map to repeat itself over and over.
                setting this to a number above one will start the custom map
                cycle which always results in at least three different maps
                in a row.  the value of "samelevel" is the number of maps to
                cycle through.  in order for this to work you need to alias
                the "changelevel" commands for each map.  for example;
                ...
                samelevel 3  // three maps to cycle through
                alias map1 "changelevel e1m6"  // first map in list is e1m6
                alias map2 "changelevel dm4" // second map in list is dm4
                alias map3 "changelevel dm2" // third map in list is dm2
                ...
                you can have up to 512 maps in the cycle, more than this will
                cause the variables to go awry resulting in unpredictable
                effects.  this cycle will always cause at least three maps in
                a row to be different as well.  making a config file works
                best.  see "cycle.cfg" in the configs.zip that came with this
                document for an example
 - GENERAL RULE BITS - the general rule bits are options that enhance or
                modify all game modes, take a look at what is available and
                try some of them out.  this bit number is typed in for the
                "temp1" variable.  some of these rules were designed as to
                deter 'cheesing' the items. i.e. shooting once over an ammo
                pack and making the whole thing disappear...shooting a rocket
                near by so that is damages you and picking up the armor
                leaving nothing behind...picking up a weapon you already have
                over and over again
         weapon options 
          1 bit - disable magnetic grappling hook
          2 bit - disable autoswitching = you will never auto switch to a new
                weapon on pickup or a new upgrade on upgrading/picking up a
                new dropped upgrade
          1024 bit - alt weapon pickup = you will only pickup a weapon if
                one; you do not have the weapon, two; you are upgrading it,
		three; you are picking up a dropped upgrade and have a 
		mundane weapon, the mundane weapon will be dropped in front
		of you though.  those who already have the weapon or upgrade 
		and are not upgrading their weapon will not be able to pickup 
		the weapon
         ammo options
          4 bit - alt ammo pickup = now when you pick up ammo you will not
                waste what is left.  if there is ammo left over after pickup,
                it will go back into the box
         armor options
          8 bit - alt armor pickup = when picking a suit of armor that is
                better than the one you have on, you will automatically drop
                the armor you have on, instead of the old suit just
                disappearing
         health options
          16 bit - alt health pickup = now when you pick up health you will
                not waste what is left.  if there is health left over after
                pickup, it will go back into the box
         powerup options 
          32 bit - alt powerup pickup = on picking up a powerup you already
                have, instead of the time resetting to 30, 30 seconds will be
                added to whatever time you had remaining
         misc options
          128 bit - no pickup text = text that is associated with items will
                not be displayed
         game options - each of these bits will drastically affect the game,
                be sure and read over each carefully before selecting the bit
          256 bit - experience mode = this is a unique form of gameplay
                that enhances all modes.  you will start at level 1 at
                startup.  at any point while in experience mode you can
                query your current level, your current experience and your
                next experience via the 'xstatus' command

                level    experience required
                1    -   0
                2    -   250
                3    -   500
                ...      double of previous requirement

                the experience required for each level is initially 250 for
                level 2, but after that the next experience doubles.  it is
                500 for level 3, 1000 for level 4 and so on.
                you gain experience from killing things and finding secrets.

                creature                experience earned
                finding a secret -      50
                rotfish          -      10
                rottweiler       -      10
                grunt            -      30
                enforcer         -      30
                knight           -      20
                scrag            -      40
                zombie           -      30
                ogre             -      50
                fiend            -      60
                spawn            -      60
                death knight     -      60
                vore             -      70
                shambler         -      70
                chthon           -     500
                player           -     100


                in addition to the base experience earned, this number is
                then modified by several factors, such as how you killed the
                enemy and what special items your enemy had, except for the 
		award for finding a secret.  all of these bonuses are 
		cumulative

                condition       experience modifier
                -the enemy-          
                has judge spear     - +10
                has lead suit       - +10
                has ring of shadows - +10
                has armor of hate   - +10
                has a rune          - +10
                has a second rune   - +10 *via the demon's heart
		-other mods-
                you gib enemy       - double experience award
                skill level         - killing monsters in higher skill levels
                                      gives you a bonus equal to the skill
                                      level times 5

                what does level affect you might ask, it affects how much
                ammo you can carry and your max, critical and overdrive
                health limits.  it also affects how much damage you must
                receive to be gibbed.  critical health is what you are bumped
                to at level changes and it is used by several other game
                functions.  the overdrive health is the megahealth max

                s = shells n = nails r = rockets c = cells h = health

                level  max s max n max r max c crit h max h over h
                1    - 50    100   25    100   30     80    230
                2    - 55    110   25    110   32     82    232
                3    - 60    120   30    120   34     84    234
                ...  - +5 s; +10 n; +5 r for 2 levels; +10 c; +2 h
                max  - 250   250   250   250   70     120   270

                50 max shells to start, +5 every level after
                        250 is the absolute max shells
                100 max nails to start, +10 every level after
                        250 is the absolute max nails
                25 max rockets to start, +5 every 2 levels after
                        250 is the absolute max rockets
                100 max cells to start, +10 every level after
                        250 is the absolute max cells
                30 crit health to start, +2 every level after
                        70 is the absolute max critical health
                80 max health to start, +2 every level after
                        120 is the absolute max max health
                230 overdrive health to start, +2 every level after
                        270 is the absolute max overdrive health
          512 bit - server log = this is really only useful for dedicated
                servers and then only when you run your server with the
                "-condebug" command, so that it creates a log file.  this
                will log the time along with the event.  events currently
                logged are client first login, login, logoff, player exit
                level, fraglimit end level, timelimit end level, player exit
                from intermission, client login exit from intermision, server
                autoexit from intermission, server map loading, player
                suicides, player kills versus player, player deaths, team
                assignment/membership at level start/changes, rune
                aquisition, flag captures, flag returns, flag auto-returns
                and flag drop on death
 - ITEM TOGGLE BITS - these bits affect what items are available for
                usage in the different modes.  disabling the mundane form of
                a specific item will the cause that item to go into
                'instant upgrade' mode.  which means that the upgrade will
                always be aquired on pickup.  disabling just the upgrade
                part of the item will cause the item to be unupgradable.
                disabling both parts of the item will cause ACHE to choose
                another item out of a sorted list of items that are not
                disabled to replace it.  disabling all the weapons completely
                will cause no weapons to spawn.  additionally, if all the
                weapons that use a specific ammo type are disabled, a random
                replacement is made among the ammo types in use.  disabling
                all the armors completely will cause fresh flak vests to
                appear in their places.  this variable is typed in for the
                "sv_aim" variable.  note: see 'general rule bits' for info on
                disabling the hook
         mundane weapon toggles
          1 bit - disable shotgun
          2 bit - disable super shotgun
          4 bit - disable nailgun
          8 bit - disable perforator
          16 bit - disable grenade launcher
          32 bit - disable rocket launcher
          64 bit - disable laser cannon
          128 bit - disable thunderbolt
         upgrade weapon toggles
          256 bit - disable railgun
          512 bit - disable demon bite
          1024 bit - disable needler
          2048 bit - disable spine thrower
          4096 bit - disable soul leech
          8192 bit - disable dragon fire
          16384 bit - disable pulse cannon
          32768 bit - disable tesla coil
         grenade toggles - these affect the availability of the two special
                grenades available to the grenade launcher/soul siphon
          65536 bit - disable pipe bombs
          131072 bit - disable proximity mines
         mundane armor toggles
          262144 bit - disable field armor
          524288 bit - disable full body armor
          1048576 bit - disable turtle shell armor
         upgrade armor toggles
          2097152 bit - disable symbiotic shell
          4194304 bit - disable jump suit
          8388608 bit - disable blood armor
 - DEATHMATCH BITS - this bit number is typed in for the "deathmatch"
                variable
          1 bit - normal deathmatch = make sure you have at least this in
                your bit equation, by itself this makes a normal deathmatch
                game
         weapon options
          2 bit - weapon stay = the weapons will stay after pickup, like in
                classic deathmatch
          4 bit - random respawn = the weapons will randomly respawn
          8 bit - no weapons = weapons will not spawn in the level
         ammo options
          16 bit - random respawn = the ammo will randomly respawn
          32 bit - no ammo = ammo will not spawn in the level.  weapons will
                give three times the normal amount of ammo on pickup 
         armor options
          64 bit - random respawn = the armor will randomly respawn 
          128 bit - no armor = armor will not spawn in the level
         health options
          65536 bit - random respawn = all health boxes respawn with a random
                amount of health.  any box will contain 10, 15, 20, 25 or 30
                points.  the model chosen will be the damaged health box for
                10 or 15 points and the normal health box for points above 20
          256 bit - no health = health will not spawn in the level
         powerup options
          512 bit - random respawn = the powerups will randomly respawn            
          1024 bit - no powerups = powerups will not spawn in the level
         trap options
          2048 bit - no traps = there are no traps in the level.
                specifically lavaballs, spike and laser shooters and barrels
         game options - these affect the deathmatch game a lot.  all of
                these work by themselves or can be used in any combination
          4096 bit - free gear mode = this mode of play will start players
                out with all the normal weapons and a fair amount of ammo of
                each type.  they are given a flak vest too.  disabling weapon
                spawning in deathmatch will cause players to start with all
                the upgrades.  disabling armor spawning in deathmatch will
                cause players to start with a random suit of upgrade armor or
                a random suit of mundane armor if the upgraded suits are
                disabled, if all the armors are disabled a flak vest will be
                given.  if ammo spawning is disabled players will start with
                max ammo.  using the ITEM TOGGLE variable with this mode is
                encouraged for you can dictate exactly what each player
                starts with; see "sniper.cfg" for a good example of this
          8192 bit - monster deathmatch = now the monsters from single player
                and coop games will get in on the action.  this will only
                work in levels where monsters appear in single/coop games.
                the competition is for points.  killing more powerful
                monsters will get you more, less powerful ones, less.  being
                killed by a monster will cause you to lose a number of frags
                depending on the weakness of the creature.  weak enemies like
                dogs and fish will cause your score to really drop, large
                enemies, however, do not cause such a stiff penalty.  the
                skill level set will cause more or less enemies to spawn.
                skill 0 has next to none, skill 3 is pure madness.  enemies
                will respawn shortly after being killed; 10 - 60 seconds

                creature           frag bonus  frag penalty  
                rotfish          -       1        10         
                rottweiler       -       1        10         
                grunt            -       3         3
                enforcer         -       3         3        
                knight           -       2         5         
                scrag            -       4         3        
                zombie           -       3         3        
                ogre             -       5         2        
                fiend            -       6         2          
                spawn            -       6         2        
                death knight     -       6         2         
                vore             -       7         1         
                shambler         -       7         1         
          16384 bit - disable runes = this disables the runes of magic
          32768 bit - disable monster deathmatch scoring = this disables the
                frags for monsters in monster deathmatch which creates a game
                focused on killing other players but with the monsters in the
                mix.  getting killed by a monster will cause you to lose one
                frag but you will not get any frags for killing monsters
 - COOP BITS - this bit number is typed in for the "coop" variable
          1 bit - normal coop = make sure you have at least this in your coop
                bit equation.  by itself it makes a normal coop game
         item options
          2 bit - weapon stay = the weapons will stay after pickup
          4 bit - item respawn = all items respawn, but at six times the
                usual deathmatch rate
          128 bit - item protect = all items dropped on death by players can
                only be picked up by the player that dropped them
         key options
          8 bit - key stay = the keys will stay after pickup
         friendly fire options
          16 bit - player protect = players can not hurt each other
          32 bit - death penalty = you will die if you kill a player
         game options
          64 bit - respawning monsters = all monsters respawn after a random
                period time from 30 seconds to 3 minutes
          256 bit - allow cheat commands = players will be allowed to cheat
                with the the cheat commands that are normally available in
                single player only.  see the COMMANDS section for info on
                these
 - TEAMPLAY BITS - this bit number is typed in for the "teamplay" variable
          1 bit - normal teamplay = make sure you have at least this in your
                teamplay bit equation.  by itself it makes a normal teamplay
                game with two teams, red (color 4) and blue (color 13).
                a random shirt color that matches the pants color is chosen
                to disuade 'cross-dressing'.  those logging on the server
		that do not have legal colors will be assigned the team with
                the least members.  they can change teams once aboard though.
                changing teams will kill you, reseting your inventory and
                your frag count is reset to 0
         friendly fire options
          2 bit - armor protect = no damage will be taken off of your
                teammates' armor
          4 bit - health protect = no damage will be taken off of your
                teammates' health
          8 bit - mirror damage = the same damage you do to your teammates
                will be given to you
          16 bit - death penalty = you will die if you kill a teammate
         scoring options
          32 bit - frag penalty = you will lose a frag if you kill a 
                teammate
          64 bit - team frags = all frags on one team are compiled in game
                so that all members share the same score
         team selection options
          128 bit - assigned teams = when a player connects they are
                automatically assigned the team with the least members
          256 bit - locked teams = you can not change your assigned/chosen
                team once you have logged on the server
         team options = note, red (color 4) and blue (color 13) teams are 
		on by default
          512 bit - enable green team (color 3)
          1024 bit - enable yellow team (color 12)
         ctf = the default CTF is a little tweaked.  you can capture the
                enemy flag no matter if your flag is at base or not.  and
                touching your dropped flag will not return the flag to base,
                you will have to defend it where it is until it automatically
                returns in one minute.  these two alternate rules can be set
                back to the vanilla ctf rules via the teamplay variable.
                it is recommened that you do not set more than the two
                default teams with the "teamplay" variable when enabling CTF
          2048 bit - enable capture the flag with two teams
          4096 bit - flag must be at base for a capture
          8192 bit - touching your team's dropped flag will return flag
