
*BE ADVISED: THIS README COULD BE LARGE ENOUGH TO MAKE YOUR HEAD A SPLODE ;)*

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* Modification Information *

Title                 : Naferia's Reign: The Invasion/Revenge of the Dark Mistress (v5.10)
Author                : Jack "Lord Misfit" Walker
E-mail                : clint20@neo.rr.com
Web Page              : http://www.zxdware.net/ [add either "Misfits", or "NR" on the end for both of my main pages, "NR" is for this game, "Misfits" is for my story project ]
Misc Author Info      : 24 Years old, from Ohio, yadda yadda... who cares about my background? :P
Other Levels/Mods?    : No Standalone Levels for Duke, although I once made what ended up a very crappy Doom mod a long time ago I will not name :P
Future Levels?        : Yeah, the levels that will be made for this mod later, but I won't ruin the surprise :P

Description           : The most recent version of a [otherwise] 10 year modding project started long back in 1997. NR has been through many hardships and dire straits, but with certain sources of inspiration, I decided to reattempt making this mod back in late 2006, after a 3-4 year dead period after the unfortunate demise of version 3.x[which along with 2.x and 1.x died in HDD crashes/deaths]. This mod is a major alagmation of my modding and coding skills with CON files so far, but is not meant as a mere "blackbox" mod or an "enhancement" mod. There is a storyline in the works for this, else the sheer amount of coding[430,000+ compiled bytes] and features would be considered overboard even by my standards. :O

Synopsis              : "1 year after the initial alien invasion in Duke Nukem 3D and the death of the newborn Alien Queen in the Atomic Edition, the murderous aliens still persist despite Duke's efforts to destroy them, but after their recent invasion of Washington D.C. is ruined and the President of the United State is saved by Duke Nukem himself(the events of "Duke it out in D.C."), their true leader finally shows her real colors, in a cataclysmic show of hands that will rock the foundation of Duke Nukem's entire life and principles. Even the great alien ass-kicker himself soon finds he is outmatched on his own, and will against his pride need all the help he can get to defeat this Alien Super-Queen before not only Earth, but all life in the universe are left prey to her evil natures!

                        So Duke, Are You Ready to Fend off the Invasion of Naferia, the Dark Mistress?"

Storyline             : TO BE ANNOUNCED IN THE FUTURE, BUT THERE WILL BE ONE, TRUST ME. THE SYNOPSIS WILL SERVE YOUR APPITITE FOR NOW. :P

Modification Taglines : "No hero or villain, no matter how cool, powerful, talented, skilled or charasmatic can do everything all by themself. Even they eventually hit their limits, whether it be the limit of their patience or the limit of their skill, power and talent..."
                        "Teamwork might feel like a drawback, but it's also the only way for even HIM to survive THIS war..."
                        "He who is corrupt and She who is almighty have joined forces against you. It's only fair you have friends of your own..."
                        "She Awaits You... But do you think she's all that's waiting for you??"

Voice Credits go to   : Myself for the voices of Jack Walker & ESSence Margalan
			    John "Denten" Aponte for the voice of Bubsy Bobcat
                        "Sii" for the voices for Nethra Maboroshi & Christina Mitchell
                        Veronnica "Vero-chan" Herrera for the voices of Lisa Bates & Maken Shinkara
                        David "Davidos" Wolfe for the voice of Cybanis Morgandos
                        Jon St. John for the original voice of Duke Nukem
                        John Galt for the original voice of Higa "Lo Wang" Hakaisha

Additional Credits to : All the People listed in my voice credits[minus myself since you can't really give additional credits to yourself :P]
                        Fireball20XL.com
                        3DRealms Forums
                        Steamchip's "FEMCON" and "Operation Warehouse" for the basis of the civilian rescue code.
                        MBlackwell for giving me the basic skeleton for the character-switch system code.
                        Dr. Klystien for his EDukeWiki tutorial on making numeric keypads.
                        James from AMC for allow me use of his camera-direction-control code.
                        AND...
                        DeeperThought for... lots of stuff, where do I begin? Basically, the inventory displays were inspired by his own versions. Code for the mantling and the ladder/wall climbing is from the DukePlus modification of his. The double jumping ability is from his "Duke Nukem: Weapons of Mass Destruction" mod as well, and also the basis of the Money Radar is from his idea for the 'Soul Coin Radar' in DNWMD. Also, the biggest credit to him is the fact that said mod was what made me re-realize what EDuke was capable of after having not tried to work on this mod in nearly 5 years. The original 3 versions of NR[the first two of which sucked however] where lost to various Hard-Drive crashes. The third version had a lot of maps worked on, but little coding, which I sucked at back then. When I lost the third version originally, I got fed up and gave up on it, originally planning to make it a future fictional story project, but then last year I got inspired slowly by DNWMD and began adding some of my own features I found cool as well as stuff I would've used in the old NRs, and it suddenly made me wake up and want to do this mod again. Now the mod has gone further than it ever has, and I feel that if it were not for the creativity of DeeperThought's work that I'd have missed out on the chance to rebirth this mod. So thanks to you man. =)
                          
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* Play Information *

Episode and Level #[s]: Eventually, it will span over the equalvalent of several episodes[although it will be one super-episode a la Doom 2], but it is mainly code, sounds and art for now, oh and !NR.MAP, which is a map with demonstrations of many of the mod's features and specialities. Also, WARP.MAP, WARP_SPE.WAP and WARP_ZOO.MAP are available to use to select skill levels higher than 4, or to go to specfic maps in an episode.
Single Player         : Yes, that's the entire point of this mod. :P
DukeMatch Level       : No, It will go Horribly out of Sync, and even if it wasn't, it's not designed for MP due to the sheer amount of balance issues presented by the multi-character system. If against all dire straits a DukeMatch variation can be done, I'll let you know, but I probably won't do it myself, someone else will have to add the code themselves. :P
Difficulty Settings   : TEN Difficulty Levels exist in this modification, not just FOUR. XD
Plutonium Pak/Atomic? : Yes, it is necessary to have this
New Art?              : Yes, there's a lot, despite a lot of it not yet having an appearance in anything yet[future levels will be using this art, hence it's here as preparation]
New Music?            : Not Yet, as I've been using WinAmp during game plays. I have ideas for songs, and you can suggest or make me music of your own if you want to. :P
New Sounds?           : Yes, even has voice acting by various people for many of the playable characters. XD
New .CON Files        : Yes, for without them, this mod is worth nothing. :P GAME, USER, DEFS, ENHANCE, SPECIAL, STATES, PICKUPS, SCRIPTS, CHARACTERS, SHOPS are the con file names.
Demos Replaced        : No

* Construction *

Base                  : ?
Level Editor(s) used  : Mapster32
Art Editor(s) used    : DukeRes(almost always) & EDITART(rarely). I also use Paint Shop Pro 9/10 a lot as an outside editor.
Known Bugs            : Likely there will be plenty with the sheer number of features this mod has, but I always work to stomp the critters flat, so inform of me of bugs so I can do that! :D
Construction Time     : v4+ has taken over 22 months so far, however the original old-school NR [v1 to v3] has been in my mind for over 10 years, so if you add that, about 12 years. Original v1 to v3 were lost in a HDD crash many years ago and I almost gave up on this mod. See credits above to see why I restarted this. o_o

* Where to get this modification/addon *

HTTP sites            : Main/Home - http://www.zxdware.net/NR/, ModDB - http://www.moddb.com/mods/9889/naferias-reign-the-dark-mistress

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* Notes & Etc *

Important Notes       : If you need, you can use code from the CONs if you can dicipher it, but I want you to contact me if you plan to use anything like the character-switching system so I at least know it's being used for something. Also, if you plan to use anything I have that belongs to another person, you need to let me and them know first and ask them. I don't mind if they don't mind, but if they do, I don't want you using their code without their permission.

                        ALSO: To activate the menus, press the "Inventory Left" key[usually "[" key]. This is important to do if this is your first time getting any 5.x version since the System Settings in the menu are now logged to your duke3d.cfg file and will default to 0[OFF]. You need to go into the menu to set the ones you want on.

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* HOW TO CREATE NR-SPECFIC EFFECTS IN YOUR OWN MAPS :P *

=I. Setting a Sector to alter the Skill/Difficulty=

1. Set the intended sector's lotag to 20001
2. Set the intended sector's hitag to 1000 PLUS the number representing the difficulty level [Skill 0 = hitag 1000, Skill 9 = hitag 1009, etc]
3. When you step into this sector, the Difficulty level will change with a quote on top of the screen telling you what your new difficulty level is called.

=II. Setting a Sector to warp to a certain episode and level=

1. Set the intended sector's lotag to 20000
2. Set the sector's lotag to XYY. In other worlds if you want to go to Episode 1, Level 1, set the Hitag to 101. If you want to go to Episode 3, Level 17, set the hitag to 317. The Episode can be from 1 to 7 [1YY/2YY/3YY/4YY/5YY/6YY/7YY], and the Level can be 1 to 32 [X01 to X32].
3. When you enter the sector, you will immediately go to the set Episode and Level except with no intermission screen.

=III. Setting a Sector to add/remove a specfic character to your team=

1. Set the intended sector's lotag to 20003
2. Set the intended sector's hitag to the character's ID number:
  1 = Duke
  2 = Jack
  3 = Bubsy
  4 = Ami
  5 = Higa
  6 = ESSence
  7 = Ted
  8 = Lisa
  9 = Cybanis
  10 = Christina/Nethra
  11 = Paula
  12 = Lori
  13 = Minako
  14 = "Mysterious Lady"
  15 = Maken
  16+ = Nothing
3. When you enter the sector, you'll gain that character if you didn't have him or her, or you'll lose that character if they were already in your group. Staying in the sector for a second will toggle them back and forth from "in your team" to "out of your team" if left in place.

=IV. Making a Ladder/Wallclimber=
*NOTE: This is actually a method based from DeeperThought's DukePlus modification. It is basically the same method as his version. However a different sprite is used to represent the ladder/wallclimber. Most of this is taken from the Duke Plus manual with small changes.

1. To make a ladder/climable wall, you need to place two sprites of tile number 2962 (name WALLCLIMBER, aka the letter 'W' in the red font). If these are tagged as ladders/climbable walls, they will become invisible once the game starts.

2. Set the EXTRA of each WALLCLIMBER to 1, and make sure the pair of sprites has the same hitag.

3. Place one of the sprites above the other. The higher sprite will be the top of the ladder/wall, the lower sprite the base of the ladder/wall. Make sure that the ladder/wall top is where you want the player to get off the ladder/wall. That means it must be almost a full player's height above the ledge, or else the player will simply fall back down when reaching the top of the ladder/wall. Of course, the graphics you use to represent the ladder/wall do not need to extend above the ledge, only the special sprite defining the ladder/wall top does.

4. The angle of the base of the ladder/wall will be the angle that the player is supposed to face when using the ladder/wall. So, if the ladder/wall is up against a solid-wall, then point the WALLCLIMBER sprites at the solid wall.

(Optional) 1. Give the WALLCLIMBER sprites a lotag to define a sound to make when the player climbs the wall. 535 and 536 are special sounds that will alternate randomly back and forth if set and are best used when the wall is meant to serve as a ladder.

(Note) 1. The x and y coordinates of the base of the ladder/wall will determine the ladder/wall's actual position (the sprite for the top of the ladder/wall is only referenced for its z coordinate, so technically it doesn't matter where you put it, as long as it is above the base). That means that ladders/walls are strictly up and down affairs and cannot be sloped.

(Note) 2. The speed of the character in-play will determine both how fast they move up/down a ladder/wall and how frequently the climbing sounds play. Being on steroids also affects climbing speed.

=V. Making numeric keypads=

1. Place a KEYPAD sprite[#3069] where you need it to be.
2. Give it a lotag in the same way you would a normal switch.
3. You can link the lotag to Forcefields, Activators, Respawn Sprites & ActivatorLocks like most switches.
4. Give the KEYPAD a hitag of 1 to 32767. The hitag is the "passkey" to successfully activate the KEYPAD's effects.

(Optional 1) 1. To add "security" damage to a KEYPAD[when you don't enter the correct code], set the "extra" of the keypad to 0, 1, 2 or 3. 0 will make the damage electric-elemental, 1 makes it freeze-elemental, 2 makes it fire-elemental, and 3 makes it poison-elemental(and will sometimes poison the recipient)].
(Optional 1) 2. Set the x-velocity [F8 in 2D mode] of the KEYPAD to any non-zero value. Positive numbers are exact damage [in HP], and negative numbers convert to a %-format[in HP, and out of 100.0%, so a xvel of -256 equals 25.6% HP damage).

(Optional 2) 1. To set a customized "error" sound for the KEYPAD, set the y-velocity [F8 in 2D mode] to the sound number you want to use [0 will default to the normal error sound however].
(Optional 2) 2. To set a customized "success" sound for the KEYPAD, set the z-velocity [F8 in 2D mode] to the sound number you want to use [0 will default to the normal success sound however].

(Caution) If you use this to deactivate a forcefield that has a normal switch connected to it, it will disable the normal switch's function while the forcefield is switched off. Switch it back on via the keypad to be able to use the normal switch on it again.

=VI. Making handprint-scanners=

1. Place a HANDSCANNER sprite[#4082], a HANDSCANNER2 sprite[#4084], a COMPACTHANDSCANNER sprite[#3607] or a COMPACTHANDSCANNER2 sprite[#3620] where you need it to be.
2. Give it a lotag in the same way you would a normal switch.
3. You can link the lotag to Forcefields, Activators, Respawn Sprites & ActivatorLocks like most switches.
4. Give the HANDSCANNER/HANDSCANNER2/COMPACTHANDSCANNER/COMPACTHANDSCANNER2 sprite a hitag of 1 to 65535. The hitag is a bitfield which determines which characters will be able to use the scanner.
 1 = Duke
 2 = Jack
 4 = Bubsy
 8 = Ami
 16 = Higa
 32 = ESSence
 64 = Ted
 128 = Lisa
 256 = Cybanis
 512 = Christina/Nethra
 1024 = Paula
 2048 = Lori
 4096 = Minako
 8192 = "Mysterious Lady"
 16384 = Maken
 Ex: hitag of 8492 = Bubsy, Ami, ESSence, Cybanis and "Mysterious Lady" can use the Handscanner

(Optional 1) 1. To add "security" damage to a HANDSCANNER/HANDSCANNER2/COMPACTHANDSCANNER/COMPACTHANDSCANNER2[when you don't use it with the correct character(s)], set the "extra" of the keypad to 0, 1, 2 or 3. 0 will make the damage electric-elemental, 1 makes it freeze-elemental, 2 makes it fire-elemental, and 3 makes it poison-elemental(and will sometimes poison the recipient)].
(Optional 1) 2. Set the x-velocity [F8 in 2D mode] of the HANDSCANNER/HANDSCANNER2/COMPACTHANDSCANNER/COMPACTHANDSCANNER2 to any non-zero value. Positive numbers are exact damage [in HP], and negative numbers convert to a %-format[in HP, and out of 100.0%, so a xvel of -59 equals 5.9% HP damage).

(Optional 2) 1. To set a customized "error" sound for the HANDSCANNER/HANDSCANNER2/COMPACTHANDSCANNER/COMPACTHANDSCANNER2, set the y-velocity [F8 in 2D mode] to the sound number you want to use [0 will default to the normal error sound however].
(Optional 2) 2. To set a customized "success" sound for the HANDSCANNER/HANDSCANNER2/COMPACTHANDSCANNER/COMPACTHANDSCANNER2, set the z-velocity [F8 in 2D mode] to the sound number you want to use [0 will default to the normal success sound however].

(Optional 3) 1. HANDSCANNER, HANDSCANNER2, COMPACTHANDSCANNER and COMPACTHANDSCANNER2 sprites can be given specfic palettes to have different appearances, but it will not alter it's overall effect.

(Caution) If you use this to deactivate a forcefield that has a normal switch connected to it, it will disable the normal switch's function while the forcefield is switched off. Switch it back on via the handscanner to be able to use the normal switch on it again.

=VII. Making 'expanded' Keyscanners for keycards and using the 4 new keycard colors=

 * Keys *
1. Place an ACCESSCARD[#60] or ACCESSCARD2[#4086] sprite in the map. All ACCESSCARDS become ACCESSCARD2 upon load up though.
2. Palettes Supported:
  0 = Blue Keycard [classic]
  21 = Red Keycard [classic]
  23 = Red Keycard [classic]
  12 = Silver Keycard [new]
  15 = Brown Keycard [new]
  24 = Bloody Keycard [new]
  22 = Green Keycard [new]

 * Keyscanners *
1. Place an ACCESSSWITCH3[#4087, Earth-style] or ACCESSSWITCH4[#4088 Space-style] where it's needed.
2. Give the sprite a lotag between 10001 and 10128. You must use 10001 through 10128 for the syncing of multiple keyscanners with the same lotag to work properly when used, so you can only have 128 new-style ACCESSSWITCH groups per map[only? :P]
3. Palettes Supported:
  0 = Blue Keyscanner [classic, not recommended if you're low on keyscanner lotags]
  21 = Red Keyscanner [classic, not recommended if you're low on keyscanner lotags]
  23 = Red Keyscanner [classic, not recommended if you're low on keyscanner lotags]
  12 = Silver Keyscanner [new]
  15 = Brown Keyscanner [new]
  24 = Bloody Keyscanner [new]
  22 = Green Keyscanner [new]
4. You can link the lotag to Forcefields, Activators, Respawn Sprites & ActivatorLocks like most switches.
5. Like with the classic versions, the hitag represents the sound played when the Keyscanner is used.

=VIII. Making Various "Instant Death" sectors and "Pitfalls"=

 * Classic Pitfalls * [falling too low kills you instantly, i.e. falling into a pit with no bottom]
1. Create your pit, and make sure it's really deep to create a realistic effect
2. Place a DEATHPITFALL[#18] sprite in the pit sector/s.
3. Give the sprite[s] an extra of 0 [press 'M in 3D-Mode/ALT-M in 2D-Mode to change Extra]
4. Place the sprite[s] at the height you want the player to fall to/past to trigger the "instant death" feature.

 * Inversed Pitfalls * [going too high kills you instantly, i.e. flying too high out of a breathable atmosphere]
1. Place a DEATHPITFALL[#18] sprite in the sector/s.
2. Give the sprite[s] an extra of 1 [press 'M in 3D-Mode/ALT-M in 2D-Mode to change Extra]
3. Place the sprite[s] at the height you want the player to RISE to/past to trigger the "instant death" feature.

 * Instant Death * [entering sector kills you regardless of vertical/z position, i.e. space-sectors without paralaxxed floors/ceilings]
1. Place a DEATHPITFALL[#18] sprite in the sector/s.
2. Give the sprite[s] an extra of 2 [press 'M in 3D-Mode/ALT-M in 2D-Mode to change Extra]

=IX. Creating "Emulated/Disquised Damagefloors/sectors"=

1. Set the hitag of the intended sector[s] to one of the following
 5385 = NEWFLOORSLIME [weakest] (Average Damage: {1+(rand[3])}/tic; 6.25% chance of damage/tic; 1.5625% chance of getting "Poison" per interval; {1} point of damage to Boots per damage interval)
 5388 = NEWHURTRAIL (Average Damage: {1+(rand[3])}/tic; 12.5% chance of damage/tic; {1} point of damage to Boots per damage interval)
 5389 = NEWFLOORPLASMA (Average Damage: {1+(rand[3])}/tic; 12.5% chance of damage/tic; {1} point of damage to Boots per damage interval)
 5395 = NEWPURPLELAVA (Average Damage: {1}/tic; 100% chance of damage/tic; 4.6875% chance of getting "Poison" per interval; {1} point of damage to Boots per damage interval)
 3796 = AMOEBAACID (Average Damage: {4+(4*rand[4])+(0.0%-1.3% HP)}/tic; 15.625% chance of damage/tic; {2+rand[1]} points of damage to Boots per damage interval)
 3780 = HOTLAVA (Average Damage: {9+(9*rand[4])+(0.1%-2.7% HP)}/tic; 25% chance of damage/tic; {5+rand[1]} points of damage to Boots per damage interval)
 4091 = MEGALAVA (Average Damage: {75+(75*rand[5])+([0.02%-0.05%]+[0.1%-3.3%] HP)}/tic; 37.5% chance of damage/tic; {7+rand[2]} points of damage to Boots per damage interval)
 5401 = ULTRALAVA (Average Damage: {240+(240*rand[5])+(0.5%-27.0% HP)}/tic; 50% chance of damage/tic; {12+rand[3]} points of damage to Boots per damage interval)
 5443 = HYPERMAGMA [strongest] (Average Damage: {800+(800*rand[6])+(2.0%-108.0% HP)}/tic; 87.5% chance of damage/tic; {26+rand[8]} points of damage to Boots per damage interval)
2. If you want the effect to only occur the normal way[standing on the ground], do NOT set the lotag of the sector to 2.
3. If you want the effect to occur anywhere vertically in the sector[like in a pool of a damaging subtance], make sure to set the lotag of the sector to 2[makes it an UNDERWATER sector with full-sector damage capabilities]

NOTE: Setting an Underwater Sector's ceiling tile to any of the above numbers for the emulated hitag will also make the entire sector able to damage you, just like being submerged in a hazardous liquid.

NOTE2: It is possible to COMBINE these methods together for up to two different damagetypes, or a double-effective varient of one damagefloor/sector type.

=X. Air-Bubbles and AirBubble Generators=

1. Place an AIRBUBBLEGENERATOR[#5375] sprite anywhere, although it will work best underwater.
2. There are multiple tags to give that can effect the interval rate of attempted bubble-spawns, the success rate of spawning a bubble at each interval, the amount of air[in tics] each spawned bubble gives to the player/actor who grabs it and other things:
   hitag = set from 1 to 256. This is the chance [out of 256] that a bubble will successfully spawn on each spawn interval. [defaults to 128[50%] if not set, and will set to 256[100%] if set above 256]
   lotag = set to the amount of time in tics between each attempt to spawn a bubble. 26 = 1 second. [defaults to 6 if not set]
   x-velocity [highlight sprite in 2D mode, press F8] = set to the base amount of air in each bubble[in airtime tics]. 26 is a second of restored airtime to whoever grabs the bubble spawned [defaults to 12 if not set]
   y-velocity [highlight sprite in 2D mode, press F8] = set to the first error value of air in each bubble [the value will be a random amount between the negative of this amount and the positive of this amount to give randomisity to each spawned bubble] [defaults to 3 if extra is -1]
   z-velocity [highlight sprite in 2D mode, press F8] = set to the second error value of air in each bubble [the value will be a random amount between the negative of this amount and the positive of this amount to give randomisity to each spawned bubble] [defaults to 3 if extra is -1]
   extra ['M in 3D mode/ALT-M in 2D Mode] = if left at -1, the y-vel and z-vel will default to 3 regardless of their original settings, otherwise the y-vel and z-vel will remain set to your customized values

=XI. "ELITE" Monsters=

1. Set the monster's z-velocity[zvel] [highlight sprite in 2D mode, press F8], and include 512 in the number[like a bitfield].
2. You can also set a RESPAWN sprite to spawn an Elite monster by setting it's z-velocity in the same way.
3. Here are features of "ELITE" monsters.
  a. HP/AP/Attack/Defense/FirstAid/Airtime are multiplied by 4 times.
  b. Any powerups they wake up with have 4 times as much duration.
  c. Their armor absorbsion rate[if any] will be doubled [up to the full 100%].
  d. All damage done to ELITE monster is automatically cut by a random 50 to 75 percent.  
  e. All damage dealt to you by an ELITE monster is increased by a random 25 to 50 percent.
  f. All deflected damage[via Invulnerability/Triad Refractor] cut by 50 to 75 percent.
  g. The shrinker has a substantally lesser success rate against all ELITE monsters.
  h. All damagesector/floor damage is cut by 87.5 to 93.25 percent.
  i. Their level-icon is represented by a Nuke-symbol instead of a star.
  j. They can fall 8 tics longer than non-elite enemies before they suffer fall-damage [aka +8 Fall-Resistance]

NOTE: You can also spawn ELITE monsters via the console by including "1024" in the cstat value [again, like using a bitfield].

=XII. Setting Specfic Vending Machine Limits=

1. Set any wall texture to tile #s 1212[VENDMACHINE], #1215[COLAMACHINE], #7665, #7666, #7667, #7668, #7669, #7670, #7672, #7673, #7674, #7675, #7676, #7677, #7678, or #7679.
2. Set the wall's hitag to any number. If left at 0, the vending quanity in the machine will default to 64 snacks/drinks.

=XIII. Setting "Flags/Properties" on Pickup-Items=

1. Set the zvelocity[zvel] of the object in BUILD/Mapster32 by pressing F8 in 2D mode. The zvel works like a bitfield, add and include values for a mix of effects,
  a. 1 = Invisible Completely to all player means. This means the player cannot see the item, but they can still pick it up. This flag nullifies properties 1024[below] and 2048[below] automatically as it overrides them.
  b. 2 = The pickup will be 'silent' for players. This means grabbing the item will not show a message, make a sound, flash the screen, or any other indicator it normally will without the flag set. Works only for players, but combining this with 4[below] will make it silent to both parties.
  c. 4 = The pickup will be 'silent' for monsters. This means grabbing the item will not show a message, make a sound, flash the screen, or any other indicator it normally will without the flag set. Works only for monsters, but combining this with 2[above] will make it silent to both parties.
  d. 8 = Prevents the player from being able to grab the item, allowing only monsters[if applicable] to grab the item]. If combined with 16[below], it will make the item completely ungrabbable to both parties.
  e. 16 = Prevents all monsters/NPCs from being able to grab or seek out the item, allowing only players to grab it. This is of no use on items that cannot be picked up by monsters normally, however if combined with 8[above], it will make the item completely ungrabbable to both parties.
  f. 32 = Inverses the falling/hovering properties of the item. If the item normally falls under gravity, it will float/hover instead, and it will make items that normally float and hover fall to the ground instead.
  g. 64 = (undefined at the current time)
  h. 128 = Item gives DOUBLE[2x] the normal pickup benefit. Will work on all items except Portable Medikit, SuperAtoms and $1Billion dollar bills. If combined with 256[below], it will OCTOPULE the pickup benefit[or a 8x benefit].
  i. 256 = Item gives QUADRUPLE[4x] the normal pickup benefit. Will work on all items except Portable Medikit, SuperAtoms and $1Billion dollar bills. If combined with 128[above], it will OCTOPULE the pickup benefit[or a 8x benefit].
  j. 512 = Grabbing the item will trigger all RESPAWNs, ACTIVATORs, W_FORCEFIELDs, ACTVATORLOCKEDs, MASTERSWITCHes and other operators when picked up. Ex: Picking up a Keycard like this opens a door and spawns monsters without the trouble of adding a TOUCHPLATE to a sector AROUND the keycard. You must also set the yvel of the object to the lotag of the objects to operate. [Ex: A yvel if 10 will activate RESPAWNs/ACTIVATORs/MASTERSWITCHes/ACTIVATORLOCKEDs/etc with a lotag of 10 and so on]
  k. 1024 = The item is invisible, but can be seen clearly with Nightvision Goggles or Ami's Mercury VR Visor. If 1[above] is included with this, this property will be nullified and overridden by the 'complete invisibility' flag. If 2048[below] is included with this, but without 1[above], then this property will be nullified by the "View with VR Visor Only" flag.
  l. 2048 = This item is invisible and can only been seen by Ami's Mercury VR Visor. If 1[above] is included with this, this property will be nullified and overridden by the 'complete invisibility' flag. If 1024[above] is included with this, but without 1[above], then this property will nullify the "View with Goggles & VR Visor Only" flag.
  m. 4096 = This item is "Jury-Rigged", which means that when the player or a monster[depending on the flags] grabs the item it will explode in their face, damaging them and their surroundings. However they will still receive the item's benefits. Using Ami's VR Visor will make these items glow nightvision green to warn you. Combining this with 8192[below] will nullify both properties.
  n. 8192 = This item is "Booby-Trapped", which is almost the same as a "Jury-Rigged" item except that it won't give you benefits. Using Ami's VR Visor will make these items glow nightvision green to warn you. Combining this with 4096[above] will nullify both properties.
  o. 16384 = Special Flag 1. Will have a different effect depending on the item in question. Currently only used on money actors to keep them from showing up on the money radar.
  p. 32768 = (undefined at the current time)

=XIV. Setting "Flags/Properties" on Monsters=

1. Set the zvelocity[zvel] of the object in BUILD/Mapster32 by pressing F8 in 2D mode. The zvel works like a bitfield, add and include values for a mix of effects.
  a. 1 = (undefined at the current time)
  b. 2 = (undefined at the current time)
  c. 4 = (undefined at the current time)
  d. 8 = (undefined at the current time)
  e. 16 = (undefined at the current time)
  f. 32 = (undefined at the current time)
  g. 64 = (undefined at the current time)
  h. 128 = (undefined at the current time)
  i. 256 = (undefined at the current time)
  j. 512 = Flags the monster an an "ELITE" monster. Read "ELITE Monsters" section above to learn more about their properties.
  k. 1024 = (undefined at the current time)
  l. 2048 = (undefined at the current time)
  m. 4096 = (undefined at the current time)
  n. 8192 = Player/Ally NPC Ally [not yet coded]
  o. 16384 = NaMa-Alligence Monster [not yet coded]
  p. 32768 = ElMa-Alligence Monster [not yet coded]

=Xv. Making "Clock Digits" for Stuff in-Game=

This affect allows you to make in-game clocks that will show the time based on your OS's clock and date. Examples include clocks seen on the signs of most real-life banks.

1. Set the Extra of the CLOCKDIGIT[#3458] actor to the following to represent a specfic digit.
  a. 1 = First digit of the current month # [Xm-dd-yy]
  b. 2 = Second digit of the current month # [mX-dd-yy]
  c. 3 = First digit of the current day # [mm-Xd-yy]
  d. 4 = Second digit of the current day # [mm-dX-yy]
  c. 5 = Third digit of the current year ['01 format, not "2001" format] [mm-dd-Xy]
  d. 6 = Fourth digit of the current year # ['01 format, not "2001" format] [mm-dd-yX]
  e. 7 = First digit of the current hour # [Xh:mm:ss]
  f. 8 = Second digit of the current hour # [hX:mm:ss]
  g. 9 = First digit of the current minute # [hh:Xm:ss]
  h. 10 = Second digit of the current minute # [hh:mX:ss]
  g. 11 = First digit of the current minute # [hh:mm:Xs]
  h. 12 = Second digit of the current minute # [hh:mm:sX]
  i. 13 = "A"/"P" in "AM"/"PM" [only shows if z-vel includes 1 (below)]
  j. 14 = "M" in "AM"/"PM" [only shows if z-vel includes 1 (below)]
2. For various effects on a digit, including the following values in the z-velocity [like a bitfield]
  a. 1 = When set with an extra of 7 or 8 [hours], the time will show in 12-hour format, instead of 24-hour military time.
  b. 2 = When set, the clock digit will blink every 0.5 seconds, similar to clocks that have recovered from power-outages.
  c. 4 = (undefined at the current time)
  d. 8 = (undefined at the current time)
  e. 16 = (undefined at the current time)
  f. 32 = (undefined at the current time)
  g. 64 = (undefined at the current time)
  h. 128 = (undefined at the current time)
  i. 256 = (undefined at the current time)
  j. 512 = (undefined at the current time)
  k. 1024 = (undefined at the current time)
  l. 2048 = (undefined at the current time)
  m. 4096 = (undefined at the current time)
  n. 8192 = (undefined at the current time)
  o. 16384 = (undefined at the current time)
  p. 32768 = (undefined at the current time)

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

* FUTURE PLANS *

^ Make Classic-Inventory Item Storage in Menu-Inventory for future use.
^ Make other items like Health powerups and Armor items storable in Menu Inventory for future use.
^ More voices for characters. [DUR]
^ Levels. [YAY]
^ A possible 16th character. [<_<]
^ New Monsters and Bosses in General [@_@]
^ Weather Effects [on my mind, but not too likely now due to lag concerns]
^ Grab/Pull/Push Objects System, ala DukePlus [O_O]
^ Fire Emblem-style support-system for playable characters [More than half finished, mostly need to make the conversations/a way to access them. %_%]
^ Greatly improve the way enemies/non-players 'swim' in the game. [@_@]
^ Vehicles you can drive around and have their own weapons and stats. [$_$]

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

* CHANGELOG *

=SINCE 5.09=

+ Pause-Related Change: Pausing the Game will now dim the screen and remove most displays[stats, menus, shop-menu, ATM-screen, etc], but will also show one of five[more in later versions] specialized 'pause quotes' depending on the current character, which change every so often the longer the game is left paused.
+ New Feature: In-game real-time clocks.
+ Gameplay Change: Going into "Weapon Holstered" mode now also activates "Defense Mode", which acts as an RPG-type "Defend" command, reducing all damage by enemy attacks[but not hazards and falls, etc] by 1/2.
+ Monster Change: LIZTROOPs now possess a limited amount of Jetpack energy which can be exhausted. In response, they will now attempt to grab any nearby Jetpacks they find if needed. They will also be unable to fly after you if they have no energy left in their jetpacks.
+ Monster Change: LIZTROOPs of any non-22 palette can now activate a suicidal depth charge in their vests when low on HP and then explode at close range as suicide bombers. Ravager Captains that utilize suicide bombings are 3-4 times stronger and release a larger explosion on death as well[due to their high-use of explosives in general]. Additionally, if their bombs are armed for 15 seconds or more, they will explode automatically. However on the upside, you'll hear a beep from them every 1.5 seconds when their bombs are armed.
+ Change: PODFEM1 actors now leave their pod behind when rescued.
+ Change: FEM2 actors now leave their pole behind when rescued.
+ New Damagefloor: HYPERMAGMA. Is intended as an editor-only hazard which will not likely appear in storyline levels.
+ Atomspheric Change: WATERSPLASH2s are more realistic depending on the palette of the water sector and/or the floor/ceiling texture of water sectors[i.e. WATERSPLASH2s spawned in NEWFLOORPLASMA are light-red instead of the usual blue].
+ New Feature: The Freezethrower can be used to temporarily freeze NEWFLOORPLASMA, HOTLAVA, MEGALAVA, ULTRALAVA and HYPERMAGMA damagefloors.
+ New Feature: Single Pipebombs and Mortars will now automatically explode at random if they land in firey hazards [NEWFLOORPLASMA, HOTLAVA, MEGALAVA, ULTRALAVA, HYPERMAGMA]
+ New Feature: Monsters and Non-Player actors now receive fall-damage.
+ New Actors: ANIMEGIRL1, ANIMEGIRL2, ANIMEGIRL3 & ANIMEGIRL4 NPC actors added.
+ Change: Rank points now determine a special level that is shown with letters [D, C, B, A, S, etc] at various levels of Rank Points. The rank points still don't have much other use yet, but I am trying to think of something... maybe cheaper shops or stuff or better items in some shops depending on Rank. [Actually, Rank WILL have a minor effect on the game's ending, but nothing significant as of yet.]
+ Bugfix: Hopefully I've fixed the dang Rank overflow bug once and for all concerning secret areas. >___>
+ New Feature: You can now identify items by pointing your crosshair at them, similar to some more recent FPS games. There is also an option in the Toggles menu to turn this feature on or off in case you don't like it. :P
+ Pickup Flag Addition: Adding 16384 to the ACTORFLAGS/zvel of money actors will make them undetectable on the money radar. Good for putting money in hidden areas or keeping the higher denomination bills from just appearing too easily to the player. However in general, the "16384" is going to be a "special" flag, which will differ in effect for each type of pickup.

=SINCE 5.08=

+ Bugfix: Octabrains without pal 14 were not expanding and exploding correctly via the expander due to an oversight I made while implementing the speed change for the Octanine in 5.08.
+ Shops: Improvements were made allowing you to see how much you have of any items you're buying, instead of just when you're selling.
+ Shops: All the Equippable Items can now be bought in the main shop.
+ Equippable Items: Experience Badge, Rank Badge and Money Badge created. All of these items double their respective property for the player/character when worn. Multiple of the same badge will add to the multiplier.
+ Equipment System: Full Equip Menu support available now! :D As a note, equipment works this way: You can have up to four slots, or as few as just one, depending on the difficulty level. Skills 0 to 9 allow for all four slots, Skills 1 to 9 allow three slots, Skills 4 to 9 allow only two slots, and Skills 7 to 9 will give you only a single slot.
+ Equipment System: All effects for the Sun Ring, Aqua Ring, Plasma Ring and Spirit Ring are available [Sun = Fire -25%, Explosives -22.5%; Aqua = Water -25%, Ice -22.5%; Plasma = Electric -25%, Energy -22.5%; Spirit = All Mystic Damage -33%]
+ Equipment System: All effects for the "Mirror Shield" are available. [Damage cut in half, rest deflected to attacker]
+ Support System: All aspects of the support system with the except of the conversations themselves and a means to access them are implemented, including stat bonuses and other effects support levels have on gameplay.
+ Equipment System: All effects for the "Charm Ankh" are available. [HP Regen Rate, and Artifact Regen Rates]
+ Support System: All formulas concerning damagefloors are finished on the Support System.
+ Support System: All formulas concerning damage to monsters are finished on the Support System.
+ Oversight Fix: COP1 NPC Actor can now be damaged/killed by reactor, lightning, fire and steam damage as they should've been since the beginning.
+ Menu Change: Equipment SubMenu is added. At the moment however there are no item definitions to use and it's just there for future use.
+ Menu Change: Support SubMenu is added. However the direct implementations of the ranks and the conversations are not yet finished. This is only the menu so far.
+ Menu Change: WorldTile SubMenu is added that will display all of the 128 WorldTiles that will appear in NR later on as you find them. However this mode is not yet publically accessible, so you will probably not be able to use it yet unless you know what vars to set with the console. :P

=SINCE 5.07=

+ In-Game Menu Change: Toggle Menu is changed. Moving the cursor will now make the normal Kick sound that the main Duke3D menu uses, toggling an option will make the 'thwack!' sound Duke3D normally uses in it's menu. The font colors are also changed to more match the color scheme of the main Duke3D menu. And finally, when you have a toggle selected, you now see a short description of it's function, which will differ depending on if the toggle is turned on or off.
+ Graphic Changes: Title Screen background is altered, and the "ATOMIC" logos are now replaced by a title for the mod. The title's style might change in later versions.
+ New Cosmetic Feature: FIREVASE and FIREBARREL now have 'fireless' sprites, both for decor, and for when they are placed underwater[which puts out the fire part].
+ New Feature: Steam and Fire Actors added to maps in Mapster32 can given an attack stat of their own to make them actually threatening to the player. This can be done by changing the "Extra" of the actors in question[STEAM, CEILINGSTEAM, FIRE, FIRE2, BURNING, BURNING2, FIREBARREL, FIREVASE]
+ Bugfix: Fixed a bug where steam and fire actors broke their code and never did damage to the player regardless of their defense.
+ Bugfix: The "Negative RANK awards for a Secret Area" bug is fixed for real this time. >_>
+ Enemy Balance Change: Octanines[OCTABRAIN Pal 14] now move 75% faster than normal Octabrains.
+ Detail-Based Change: Armor items now have different sprites depending on which character is in play. ESSence and Cybanis have their own varients, and female characters also have their own. All other characters have the usual varient of the armor item.
+ Ememy Balance Change: Bloodtooth Sharks have ~+10% more Base HP [3535 to 3885]
+ Ememy Balance Change: Ravager Captains have ~+13% more Base HP [70 to 80]
+ Ememy Balance Change: Upgraded Enforcers[Laser/Bio-Warrior] have ~+15% more Base HP [Laser: 150 to 165, Bio-Warrior: 200 to 230]
+ Ememy Balance Change: Upgraded Pigcops[Captain/Sargeant] have ~+30% more Base HP [Captain: 150 to 180, Sargeant: 200 to 260]
+ Enemy Balance Change(s): A number of monsters have altered/fixed/changed resistances, weaknesses and such.
+ Player/Character Balance Change(s): Some characters' have altered stat grow curves from the previous versions.
+ Player/Character Balance Change: Characters gain a little more air-time for swimming per level up from previous versions.
+ Improvement: Updated code for 9/1/2008 EDuke32 Snapshot.

=SINCE 5.06=

+ Performance Change: AIRBUBBLES will not spawn from bubble generators when framerate is below 25 to keep large groups of them from bogging down the game to a halt. :P
+ Major Bugfix: A long running and elusive bug where Bubsy being the last character to die in your group would for some reason not allow you to press space/open at the Game Over screen to go back to the main menu was finally fixed.
+ Actor Update(s): TRASHBAG1-4 and TRASHCAN1-2 now sometimes drop a little coin money when destroyed[because SOME people throw away their pennies >_>;]
+ Art Change: A few new portraits in TILES031.ART for future NPCs and villains.
+ Map Change: !NR.map has a few additions/changes that include use of item-pickup flags, and showing off other more little known effects [reactors/lightning hurting monsters, etc]
+ Improvement: Updated code for 8/24/2008 EDuke32 Snapshot.

=SINCE 5.05=

+ Fix: A character's death no longer causes Bubsy's extra-lives to decrement by 1 if he is selected next.
+ Oversight Fix: Christina/Nethra's "Heal Life" abilities can no longer be used to revive another character from death.
+ AI Change: LIZTROOPs no longer cloak themselves or flee when Invulnerable and will be a little more aggressive when using such.
+ Fix: Smaller/Larger versions of other monsters have more accurate sized clipping spheres to accomedate their size.
+ Fix: Fixed up BOSS1-4 clipping spheres to attempt to allow projectiles to hit them better[they were set too low due to lack of proper knowledge in the past].
+ Oversight Fix: An oversight was fixed where NPCs dying by either a player's attacks or a monster's attacks would still make the current character spout a monster-kill one-liner.
+ Voices: Lisa and Maken now have lines for picking up the Powerup-Artifacts.
+ Voices: Cybanis now has lines for picking up the Powerup-Artifacts.
+ Voices: Bubsy now has PROPER voice lines for picking up the Powerup-Artifacts.
+ Voices: Jack and ESSence's one-liners have been optimized to much smaller sizes.
+ Voices: Lisa and Maken's one-liners have been optimized to somewhat smaller sizes.
+ Voices: Bubsy now has all 18 of his one-liners voiced.

=SINCE 5.04=

+ Bugfix: PIGCOP, COMMANDER and NEWBEAST no longer can be multi-killed by Expander[GROWSPARK] shots. There was originally a bug where their cstats weren't being set properly and this caused them to be able to be 'killed' over and over with the expander to get extra EXP/RANK/Drops.
+ For lesser machines[>.>] there's the option to set the var ATTACHEDOBJECTS? on[1+] or off[0] to clear up some sprite usage from the attached objects, but it will make the game feel less complete.
+ You can now toggle whether the Bio-Shield will regenerate it's energy to full cells, just it's free-cell, or not at all by changing the var "BIOSHIELDRECHARGABLE?" to 2, 1, or 0 in SPECIAL.CON
+ Lisa's Bio-Shield now possesses a "Free-Cell" of damage-absorbsion. This free-cell will automatically regenerate itself if the shield is completely depleted.
+ The Bio-Shield's damage absorbsion formula is redone to be more effective.
+ Hacker Vision will now tell you if there is security damage on a KEYPAD or HANDSCANNER and what type it is. It will not tell you the damage level itself however.
+ Lisa now does 75% bonus damage with all energy-based weapons/projectiles.
+ BLOODPOOLs/NEWBLOODPOOLs no longer spawn underwater or in water.
+ Lisa's Bio-Shield can now block off damage deflected by invulnerable monsters.
+ All character one-liners are now set up that the miniquote texts for each one liner will only show up if a character is not talking. This means you no longer see multiple one-liner quotes while a character is talking.
+ An oversight in the player's level-up code was causing their Critical Hit % to rise twice as much per level then it should've been. This was already coded fine for the individual characters' level-up codes though.
+ You no longer get bonus Crit points for killing monsters or surviving mortal hits to keep some balance.
+ Maken has voices for all of her One-Liners
+ Lisa has voices for all of her One-Liners
+ Cybanis has voices for all of his One-Liners
+ Christina has 15 out of 18 voices for her One-Liners
+ Nethra has 2 out of 18 voices for her One-Liners
+ ESSence has voices for all of his One-Liners
+ Jack has voices for all of his One-Liners
+ Lisa's "Lady Luck" skill now works different at Level 100 then in past versions. Instead of even more money actors spawning, the types of money spawned will be of higher dollar denominations then when she's not Level 100. This was done to scale back on the sheer amount of money actors spawned from groups of slain enemies which could heavily bog down the game.
+ Deathgate/Deathstroke Missiles will remain in 5.05 for now due to the lack of coded features in the upcoming version so far.
+ Redone Bloodpools now spawn at the proper height on sloped sectors.
+ All attached-objects on actors have been fixed up to keep track of their owner's current sector as to not disappear randomly on levels with lots of sectors stacked on top of each other, like Tier Drops[E3L10].
+ Characters now have a 'height' variable which plays into their in-story heights and also their mantling lengths.
+ Minor display bug fixed for the status screen.
+ A bug was fixed where the Shark's Quad Damage, Invulnerability and Vampire timers went down at double the proper speed.

=SINCE 5.03=

* SPECIAL 5.04 ONLY TESTING FEATURE: I have made a pair of attacks called the "Deathgate Missile" and the "Deathstroke Missile". For 5.04 only, there will be direct access to their use with the RPG instead of the RPG-Shotgun. When using the RPG, pressing "5" will toggle between the type of Missile you wish to shoot. The missiles can be shot as large, individual missiles with extremely high damage, or with the Alt-Fire[Quick-Kick] key, they can be split into smaller missiles in a shotgun-type spread to hit multiple enemies while they are in mid-flight. Direct access to this pair of missiles will likely be removed in 5.05 until they are finalized though, so this is everyone's chance to test them out for themselves.
+ 3 new fortunes for the Fortune Cookie.
+ New Powerup/Artifact: Vampire Artifact. The holder will drain 50% of all HP and AP damage done to their opponent to heal their own up to 150% of each. In commerical releases this value will be downgraded to 25% absorbsion up to 125%.
+ Nethra now has SIX support skills: "Lesser Resurrection", "Heal Life [Lesser]", "Cure Ailment [Moderate]", "Heal Life [Greater]", "Greater Resurrection", and "Cure Ailment [Greatest]". Lesser Resurrection revives one person with 40% HP. Greater Resurrection revives one person with 80% HP. Heal Life [Lesser] restores 33% HP to one person, up to 133%. Heal Life [Greater] restores 66% HP to one person, up to 166%. Cure Ailment [Moderate] cures "Poison", "Dimness" and "Confusion". Cure Ailment [Greater] cures "Poison", "Dimness", "Confusion" and "Slow".
+ Ami now has a second skill: "Mercury Quickening", which gives 15 seconds of "Haste" to one person
+ Ted now has 3 Support Skills: "Fortify [Lesser]", "Fortify [Moderate]" and "Fortify [Greater]", all of which increase Armor Absorbsion % of one person by a set amount based on the current % and the skill's level.
+ Skill usage on party members supported. Some new skills will be present in the newest release.

=SINCE 5.02=

? Various Commerical-Special Enhancements made. These kinds of updates relate to a difference between "Public Beta" and "Official Release". Things are set up to be a lot different when "Official Release" mode is set.
+ Octabrains now have weaknesses to heat and explosive type attacks.
+ Signficantly improved the Super Drone[actor DRONE, Pal 25]'s close-range ramming attack. First off it will now knock the player a distance away from the Drone upon hit, depending on the character, and it also has improved sound effects and stops the Drone briefly upon a successful ram to allow slower players a brief chance to escape before it continues attacking.
+ An important bugfix was made where most melee-inflicted damage from enemies kept adding onto later damage to the player for non-melee attacks.
+ If the gamevar "CAMERAMODE?" is set to 1, your current character will determine the height of the viewing camera to simulate the differences in each character's canonical height. It is set to 0 however by default since it is incomplete and for testing only right now.
+ Health and Armor Lifebars will flash when their respective owners are damaged.
* Changed the "hum" sound for the Bio-Cell Energy Shield to a set of five that play at different volumes depending on the damage strength.
* Improved the money calculation code for factoring in CENTS overflows so they don't appear anymore. Done for both HUD and for Pickup Displays.
+ Steroids now reduce Damagefloor/sector damage by the factor as they do normal damage from attacks.
+ All jury-rigged/booby-trapped pickups can be detected by having Ami turn her VR Visor on. Said objects will glow a night-vision green. Normal Night-Vision does NOT work to find booby-trapped items so be warned.
+ Money Radar will now be able to detect jury-rigged money objects by changing the pointer-arrow to a RED color instead of GREEN. Additionally, fully-booby trapped money will not register on the radar at all.
+ Steroids now last 50% longer when used for a normal pickup.
+ "Pickup Flags" system implemented... See section above for all details.

=SINCE 5.01=

* Many states from GAME.CON were moved over to STATES.CON for technical reasons.
* -~20% Compile Size from 5.01

o Fixed a bug where switching from a Non-Invulnerable character in mid-fall to an Invulnerable character caused the Invulnerable character to take fall-damage upon hitting the ground.
+ Two Non-Player Character ATM accounts can now be accessed through the ATM machines.
+ Mantle/Grappling Time no longer decrements while you are invulnerable via the Icon of the Defender.
+ Improved Hit-Detection of most of the customized switches in NR.
+ Stat-up displays now include displays for Speed, Air-Time, Mantle-Time and Airjumps from both leveling up and grabing bonus items.
o Fixed the stat-up displays for the selecter-character's level-up process and bonus-item grabbing. They are also smaller and moved towards the top left instead of overlapping the lower HUD.
+ "Large" and "Extra-Large" versions of all stat-bonus items now supported. Palette 3 makes the bonus "Large"(4x the usual benefits), and Palette 9 makes the bonus "Extra-Large"(9x the usual benefits). Monsters will NOT drop anything but normal sized stat bonuses.
o Fixed a bug with buying SuperAtoms from DEALERs that made them not give you the proper amount of HP if your max HP was higher than your max AP.
+ New ambient music sounds THRILLER_MUSIC and PIG_MASK_RADIO added.
+ Protozoid Slimers now die automatically if they attach to you while you're invulnerable via the Icon of the Defender or God Mode.
+ A Protozoid Slimer will now die automatically if they manage to successfully kill the character they're currently latched onto.
+ Compact-Handscanners[COMPACTHANDSCANNER/COMPACTHANDSCANNER2] have been made for better use of "embedded" scanners inside of walls.
+ You can now longer use/activate Keypads, Handscanners or customized Keycard-Readers if they are behind active forcefields.
+ Trash Bags[TRASHBAG1-TRASHBAG4] and other Trash Can[TRASHCAN1-TRASHCAN3] actors are now destructible and break into pieces of shrapnel and papers on getting hit.
* Money Radar feature: Money Radar will seek the closest money-type actors with the highest denominations and point in the horizontal direction of the detected money-object. If the object is in the player's sight, the arrow will be light green, else if it cannot be seen by the player's view, it will be a darker green color. Money in denominations from $500 and up will also glow, and extremely high denominations will glow faster.
+ Steam[STEAM/CEILINGSTEAM] and Fire-actors[FIRE,FIRE2,BURNING,BURNING2] now damage monsters and other NPCs who get too close to them.
+ Monsters/NPCs suffer extra damage on damaging hazards when shrunken.
+ Players suffer extra damage on damaging hazards when shrunken.
+ Damage done by Protozoid Slimers now pops up in the player's damage-display area.
+ Lisa's Bio-Shield now protects her from Protozoid Slimer bite-damage when turned on, however does not destroy the Slimers. They must still be killed in the normal way to get them off.
+ Lisa's Bio-Shield will now give her random protection[33.4%-66.6%] from falling-damage when turned on. The exact amount is usually closer to 50%, but is always random.

=SINCE 5.00=

o "STAYPUT" actors no longer try to go to grab items that are outside of their home-sector to reduce AI hangs.
+ Sentry Drones and Super Drones now take additional damage from electrical attacks such as ZAPPER1, ZAPPER2 & ZAPPER3. They will also take additional damage from NEWHURTRAIL if they are close enough to the floor.
+ Maken now has a skill/ability called "Triad Blitzkrieg" which is a self-only status 'buff', allowing all of her attacks to ignore 75% of her enemies/targets' defense stat.
+ Mindblasts[COOLEXPLOSION1] that hit the player will now only try to inflict 'confusion' on the character if the amount of HIT POINT damage dealt to them exceeds a random level between 5% to 10%. This means you can no longer worry about being confused if you have a full-armor item on.
+ Spit Loogies that hit the player will now only try to inflict 'poison' on the character if the amount of HIT POINT damage dealt to them exceeds a random level between 5% to 10%. This means you can no longer worry about being poisoned if you have a full-armor item on.
+ Shrinker Troopers, Ravager Captains will teleport more often than before.
+ Assault Captains now shoot twin lasers or a double pistol shot as their attack.
+ Energy Reactors will now damage monsters that get close to them as well.
+ Energy Reactors also show damage in the player-damage display area.
+ Energy Reactors[REACTOR/REACTOR2] will now inflict proper damage to the player[they had been overlooked after the big stat-conversion project back in 4.8x].
+ Lightning Bolts will now damage monsters that get close to them as well.
+ Lightning Bolts also show damage in the player-damage display area.
+ Lightning Bolts[NATURALLIGHTNING] will now inflict proper damage to the player[they had been overlooked after the big stat-conversion project back in 4.8x]. 