gzdoom-gles/wadsrc/static/actors/strife/strifeitems.txt

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May 6, 2006 (Changes by Graf Zahl) - Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
2006-05-07 00:27:22 +00:00
// Med patch -----------------------------------------------------------------
ACTOR MedPatch : HealthPickup 2011
{
Game Strife
ConversationID 125, 121, 124
Health 10
+FLOORCLIP
+INVENTORY.INVBAR
Inventory.MaxAmount 20
Tag "Med_patch"
Inventory.Icon "I_STMP"
Inventory.PickupMessage "$TXT_MEDPATCH"
States
{
Spawn:
STMP A -1
Stop
}
}
// Medical Kit ---------------------------------------------------------------
ACTOR MedicalKit : HealthPickup 2012
{
Game Strife
ConversationID 126, 122, 125
Health 25
+FLOORCLIP
+INVENTORY.INVBAR
Inventory.MaxAmount 15
Tag "Medical_kit"
Inventory.Icon "I_MDKT"
Inventory.PickupMessage "$TXT_MEDICALKIT"
States
{
Spawn:
MDKT A -1
Stop
}
}
// Surgery Kit --------------------------------------------------------------
ACTOR SurgeryKit : HealthPickup 83
{
Game Strife
ConversationID 127, 123, 126
+FLOORCLIP
+INVENTORY.INVBAR
Health -100
Inventory.MaxAmount 5
Tag "Surgery_Kit" // "full_health" in the Teaser
Inventory.Icon "I_FULL"
Inventory.PickupMessage "$TXT_SURGERYKIT"
States
{
Spawn:
FULL AB 35
Loop
}
}
// StrifeMap ----------------------------------------------------------------
ACTOR StrifeMap : MapRevealer 2026
{
Game Strife
SpawnID 137
ConversationID 164, 160, 163
+FLOORCLIP
Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "$TXT_STRIFEMAP"
States
{
Spawn:
SMAP AB 6 Bright
Loop
}
}
// Beldin's Ring ------------------------------------------------------------
ACTOR BeldinsRing : Inventory
{
Game Strife
+NOTDMATCH
+FLOORCLIP
+INVENTORY.INVBAR
ConversationID 173, 165, 169
Tag "ring"
Inventory.Icon "I_RING"
Inventory.GiveQuest 1
Inventory.PickupMessage "$TXT_BELDINSRING"
States
{
Spawn:
RING A -1
Stop
}
}
// Offering Chalice ---------------------------------------------------------
ACTOR OfferingChalice : Inventory 205
{
Game Strife
+DROPPED
+FLOORCLIP
+INVENTORY.INVBAR
ConversationID 174, 166, 170
Radius 10
Height 16
Tag "Offering_Chalice"
Inventory.Icon "I_RELC"
Inventory.PickupMessage "$TXT_OFFERINGCHALICE"
Inventory.GiveQuest 2
States
{
Spawn:
RELC A -1
Stop
}
}
// Ear ----------------------------------------------------------------------
ACTOR Ear : Inventory
{
Game Strife
+FLOORCLIP
+INVENTORY.INVBAR
ConversationID 175, 167, 171
Tag "ear"
Inventory.Icon "I_EARS"
Inventory.PickupMessage "$TXT_EAR"
Inventory.GiveQuest 9
States
{
Spawn:
EARS A -1
Stop
}
}
// Broken Power Coupling ----------------------------------------------------
ACTOR BrokenPowerCoupling : Inventory 226
{
Game Strife
ConversationID 289, -1, -1
Health 40
+DROPPED
+FLOORCLIP
+INVENTORY.INVBAR
Radius 16
Height 16
Tag "BROKEN_POWER_COUPLING"
Inventory.MaxAmount 1
Inventory.Icon "I_COUP"
Inventory.PickupMessage "$TXT_BROKENCOUPLING"
Inventory.GiveQuest 8
States
{
Spawn:
COUP C -1
Stop
}
}
// Shadow Armor -------------------------------------------------------------
ACTOR ShadowArmor : PowerupGiver 2024
{
Game Strife
SpawnID 135
ConversationID 160, 156, 159
+FLOORCLIP
+VISIBILITYPULSE
+INVENTORY.INVBAR
-INVENTORY.FANCYPICKUPSOUND
RenderStyle Translucent
Tag "Shadow_armor"
Inventory.MaxAmount 2
Powerup.Type "Shadow"
Inventory.Icon "I_SHD1"
Inventory.PickupSound "misc/i_pkup"
Inventory.PickupMessage "$TXT_SHADOWARMOR"
States
{
Spawn:
SHD1 A -1 Bright
Stop
}
}
// Environmental suit -------------------------------------------------------
ACTOR EnvironmentalSuit : PowerupGiver 2025
{
Game Strife
SpawnID 136
ConversationID 161, 157, 160
+FLOORCLIP
+INVENTORY.INVBAR
-INVENTORY.FANCYPICKUPSOUND
Inventory.MaxAmount 5
Powerup.Type "Mask"
Tag "Environmental_Suit"
Inventory.Icon "I_MASK"
Inventory.PickupSound "misc/i_pkup"
Inventory.PickupMessage "$TXT_ENVSUIT"
States
{
Spawn:
MASK A -1
Stop
}
}
// Guard Uniform ------------------------------------------------------------
ACTOR GuardUniform : Inventory 90
{
Game Strife
ConversationID 162, 158, 161
+FLOORCLIP
+INVENTORY.INVBAR
Tag "Guard_Uniform"
Inventory.Icon "I_UNIF"
Inventory.PickupMessage "$TXT_GUARDUNIFORM"
Inventory.GiveQuest 15
States
{
Spawn:
UNIF A -1
Stop
}
}
// Officer's Uniform --------------------------------------------------------
ACTOR OfficersUniform : Inventory 52
{
Game Strife
ConversationID 163, 159, 162
+FLOORCLIP
+INVENTORY.INVBAR
Tag "Officer's_Uniform"
Inventory.Icon "I_OFIC"
Inventory.PickupMessage "$TXT_OFFICERSUNIFORM"
States
{
Spawn:
OFIC A -1
Stop
}
}
// Flame Thrower Parts ------------------------------------------------------
ACTOR FlameThrowerParts : Inventory
{
Game Strife
ConversationID 191, 185, 189
+FLOORCLIP
+INVENTORY.INVBAR
Inventory.Icon "I_BFLM"
Tag "flame_thrower_parts"
Inventory.PickupMessage "$TXT_FTHROWERPARTS"
States
{
Spawn:
BFLM A -1
Stop
}
}
May 6, 2006 (Changes by Graf Zahl) - Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
2006-05-07 00:27:22 +00:00
// InterrogatorReport -------------------------------------------------------
// SCRIPT32 in strife0.wad has an Acolyte that drops this, but I couldn't
// find that Acolyte in the map. It seems to be totally unused in the
// final game.
ACTOR InterrogatorReport : Inventory
{
Game Strife
ConversationID 308, 289, 306
+FLOORCLIP
Tag "report"
Inventory.PickupMessage "$TXT_REPORT"
States
{
Spawn:
TOKN A -1
Stop
}
}
// Info ---------------------------------------------------------------------
ACTOR Info : Inventory
{
Game Strife
ConversationID 300, 282, 299
+FLOORCLIP
+INVENTORY.INVBAR
Tag "info"
Inventory.Icon "I_TOKN"
Inventory.PickupMessage "$TXT_INFO"
States
{
Spawn:
TOKN A -1
Stop
}
}
// Targeter -----------------------------------------------------------------
ACTOR Targeter : PowerupGiver 207
{
Game Strife
ConversationID 167, 169, 173
+FLOORCLIP
+INVENTORY.INVBAR
-INVENTORY.FANCYPICKUPSOUND
Tag "Targeter"
Powerup.Type "Targeter"
Inventory.MaxAmount 5
Inventory.Icon "I_TARG"
Inventory.PickupSound "misc/i_pkup"
Inventory.PickupMessage "$TXT_TARGETER"
States
{
Spawn:
TARG A -1
Stop
}
}
// Communicator -----------------------------------------------------------------
ACTOR Communicator : Inventory 206
{
Game Strife
ConversationID 176, 168, 172
+NOTDMATCH
Tag "Communicator"
Inventory.Icon "I_COMM"
Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "$TXT_COMMUNICATOR"
States
{
Spawn:
COMM A -1
Stop
}
}
// Degnin Ore ---------------------------------------------------------------
ACTOR DegninOre : Inventory 59 native
{
Game Strife
ConversationID 128, 124, 127
Health 10
Radius 16
Height 16
Inventory.MaxAmount 10
+SOLID
+SHOOTABLE
+NOBLOOD
+FLOORCLIP
+INCOMBAT
+INVENTORY.INVBAR
Tag "Degnin_Ore"
DeathSound "ore/explode"
Inventory.Icon "I_XPRK"
Inventory.PickupMessage "$TXT_DEGNINORE"
States
{
Spawn:
XPRK A -1
Stop
Death:
XPRK A 1 A_RemoveForceField
BNG3 A 0 A_SetTranslucent(1,1)
BNG3 A 0 A_Scream
BNG3 A 3 Bright A_Explode(192,192,1,1)
BNG3 BCDEFGH 3 Bright
Stop
}
}
// Gun Training -------------------------------------------------------------
ACTOR GunTraining : Inventory
{
Game Strife
ConversationID 310,-1,-1
+FLOORCLIP
+INVENTORY.INVBAR
+INVENTORY.UNDROPPABLE
Inventory.MaxAmount 100
Tag "Accuracy"
Inventory.Icon "I_GUNT"
States
{
Spawn:
GUNT A -1
Stop
}
}
// Health Training ----------------------------------------------------------
ACTOR HealthTraining : Inventory native
{
Game Strife
ConversationID 309,-1,-1
+FLOORCLIP
+INVENTORY.INVBAR
+INVENTORY.UNDROPPABLE
Inventory.MaxAmount 100
Tag "Toughness"
Inventory.Icon "I_HELT"
States
{
Spawn:
HELT A -1
Stop
}
}
// Scanner ------------------------------------------------------------------
ACTOR Scanner : PowerupGiver 2027 native
{
Game Strife
ConversationID 165,-1,-1
+FLOORCLIP
+INVENTORY.FANCYPICKUPSOUND
Inventory.MaxAmount 1
Tag "scanner"
Inventory.Icon "I_PMUP"
Powerup.Type "Scanner"
Inventory.PickupSound "misc/i_pkup"
Inventory.PickupMessage "$TXT_SCANNER"
States
{
Spawn:
PMUP AB 6
Loop
}
}
// Prison Pass --------------------------------------------------------------
ACTOR PrisonPass : Key native
{
Game Strife
ConversationID 304, 286, 303
Inventory.Icon "I_TOKN"
Tag "Prison_pass"
Inventory.PickupMessage "TXT_PRISONPASS"
States
{
Spawn:
TOKN A -1
Stop
}
}
//---------------------------------------------------------------------------
// Dummy items. They are just used by Strife to perform ---------------------
// actions and cannot be held. ----------------------------------------------
//---------------------------------------------------------------------------
ACTOR DummyStrifeItem : Inventory native
{
States
{
Spawn:
TOKN A -1
Stop
}
}
// Sound the alarm! ---------------------------------------------------------
ACTOR RaiseAlarm : DummyStrifeItem native
{
ConversationID 301, 283, 300
Tag "alarm"
}
// Open door tag 222 --------------------------------------------------------
ACTOR OpenDoor222 : DummyStrifeItem native
{
ConversationID 302, 284, 301
}
// Close door tag 222 -------------------------------------------------------
ACTOR CloseDoor222 : DummyStrifeItem native
{
ConversationID 303, 285, 302
}
// Open door tag 224 --------------------------------------------------------
ACTOR OpenDoor224 : DummyStrifeItem native
{
ConversationID 305, -1, -1
}
// Ammo ---------------------------------------------------------------------
ACTOR AmmoFillup : DummyStrifeItem native
{
ConversationID 298,280,297
Tag "Ammo"
}
// Health -------------------------------------------------------------------
ACTOR HealthFillup : DummyStrifeItem native
{
ConversationID 299,281,298
Tag "Health"
}
// Upgrade Stamina ----------------------------------------------------------
ACTOR UpgradeStamina : DummyStrifeItem native
{
ConversationID 306, 287, 307
Inventory.Amount 10
Inventory.MaxAmount 100
}
// Upgrade Accuracy ---------------------------------------------------------
ACTOR UpgradeAccuracy : DummyStrifeItem native
{
ConversationID 307, 288, 308
}
// Start a slideshow --------------------------------------------------------
ACTOR SlideshowStarter : DummyStrifeItem native
{
ConversationID 343,-1,-1
}