- converted the raven actors.

This commit is contained in:
Christoph Oelckers 2016-10-17 00:21:52 +02:00
parent 6650e2bbfb
commit 76f1b9d3f8
15 changed files with 586 additions and 533 deletions

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@ -1,102 +0,0 @@
// Egg missile --------------------------------------------------------------
ACTOR EggFX : MorphProjectile
{
Radius 8
Height 8
Speed 18
MorphProjectile.PlayerClass "ChickenPlayer"
MorphProjectile.MonsterClass "Chicken"
MorphProjectile.MorphStyle MRF_UNDOBYTOMEOFPOWER
States
{
Spawn:
EGGM ABCDE 4
Loop
Death:
FX01 FFGH 3 Bright
Stop
}
}
// Morph Ovum ----------------------------------------------------------------
ACTOR ArtiEgg : CustomInventory
{
+COUNTITEM
+FLOATBOB
+INVENTORY.INVBAR
+INVENTORY.PICKUPFLASH
+INVENTORY.FANCYPICKUPSOUND
Inventory.Icon "ARTIEGGC"
Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "$TXT_ARTIEGG"
Inventory.DefMaxAmount
Tag "$TAG_ARTIEGG"
States
{
Spawn:
EGGC ABCB 6
Loop
Use:
TNT1 A 0 A_FireCustomMissile("EggFX", -15, 0, 0, 0, 1)
TNT1 A 0 A_FireCustomMissile("EggFX", -7.5, 0, 0, 0, 1)
TNT1 A 0 A_FireCustomMissile("EggFX", 0, 0, 0, 0, 1)
TNT1 A 0 A_FireCustomMissile("EggFX", 7.5, 0, 0, 0, 1)
TNT1 A 0 A_FireCustomMissile("EggFX", 15, 0, 0, 0, 1)
Stop
}
}
// Pork missile --------------------------------------------------------------
ACTOR PorkFX : MorphProjectile
{
Radius 8
Height 8
Speed 18
MorphProjectile.PlayerClass "PigPlayer"
MorphProjectile.MonsterClass "Pig"
MorphProjectile.MorphStyle MRF_UNDOBYTOMEOFPOWER|MRF_UNDOBYCHAOSDEVICE
States
{
Spawn:
PRKM ABCDE 4
Loop
Death:
FHFX IJKL 3 Bright
Stop
}
}
// Porkalator ---------------------------------------------------------------
ACTOR ArtiPork : CustomInventory
{
+COUNTITEM
+FLOATBOB
+INVENTORY.INVBAR
+INVENTORY.PICKUPFLASH
+INVENTORY.FANCYPICKUPSOUND
Inventory.Icon "ARTIPORK"
Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "$TXT_ARTIEGG2"
Inventory.DefMaxAmount
Tag "$TAG_ARTIPORK"
States
{
Spawn:
PORK ABCDEFGH 5
Loop
Use:
TNT1 A 0 A_FireCustomMissile("PorkFX", -15, 0, 0, 0, 1)
TNT1 A 0 A_FireCustomMissile("PorkFX", -7.5, 0, 0, 0, 1)
TNT1 A 0 A_FireCustomMissile("PorkFX", 0, 0, 0, 0, 1)
TNT1 A 0 A_FireCustomMissile("PorkFX", 7.5, 0, 0, 0, 1)
TNT1 A 0 A_FireCustomMissile("PorkFX", 15, 0, 0, 0, 1)
Stop
}
}

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@ -1,24 +0,0 @@
// Teleport (self) ----------------------------------------------------------
ACTOR ArtiTeleport : Inventory native
{
+COUNTITEM
+FLOATBOB
+INVENTORY.INVBAR
+INVENTORY.PICKUPFLASH
+INVENTORY.FANCYPICKUPSOUND
Inventory.DefMaxAmount
Inventory.Icon "ARTIATLP"
Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "$TXT_ARTITELEPORT"
Tag "$TAG_ARTITELEPORT"
States
{
Spawn:
ATLP ABCB 4
Loop
}
}

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@ -1,218 +0,0 @@
ACTOR Minotaur native
{
Health 3000
Radius 28
Height 100
Mass 800
Speed 16
Damage 7
Painchance 25
Monster
+DROPOFF
+FLOORCLIP
+BOSS
+NORADIUSDMG
+DONTMORPH
+NOTARGET
+BOSSDEATH
SeeSound "minotaur/sight"
AttackSound "minotaur/attack1"
PainSound "minotaur/pain"
DeathSound "minotaur/death"
ActiveSound "minotaur/active"
DropItem "ArtiSuperHealth", 51
DropItem "PhoenixRodAmmo", 84, 10
action native A_MinotaurDecide();
action native A_MinotaurAtk1();
action native A_MinotaurAtk2();
action native A_MinotaurAtk3();
action native A_MinotaurCharge();
action native A_MinotaurLook();
action native A_MinotaurRoam();
action native A_MinotaurChase();
action native A_MinotaurDeath();
States
{
Spawn:
MNTR AB 10 A_MinotaurLook
Loop
Roam:
MNTR ABCD 5 A_MinotaurRoam
Loop
See:
MNTR ABCD 5 A_MinotaurChase
Loop
Melee:
MNTR V 10 A_FaceTarget
MNTR W 7 A_FaceTarget
MNTR X 12 A_MinotaurAtk1
Goto See
Missile:
MNTR V 10 A_MinotaurDecide
MNTR Y 4 A_FaceTarget
MNTR Z 9 A_MinotaurAtk2
Goto See
Hammer:
MNTR V 10 A_FaceTarget
MNTR W 7 A_FaceTarget
MNTR X 12 A_MinotaurAtk3
Goto See
HammerLoop:
MNTR X 12
Goto Hammer
Charge:
MNTR U 2 A_MinotaurCharge
Loop
Pain:
MNTR E 3
MNTR E 6 A_Pain
Goto See
Death:
MNTR F 6 A_MinotaurDeath
MNTR G 5
MNTR H 6 A_Scream
MNTR I 5
MNTR J 6
MNTR K 5
MNTR L 6
MNTR M 5 A_NoBlocking
MNTR N 6
MNTR O 5
MNTR P 6
MNTR Q 5
MNTR R 6
MNTR S 5
MNTR T -1 A_BossDeath
Stop
FadeOut:
MNTR E 6
MNTR E 2 A_Scream
MNTR E 5 A_SpawnItemEx("MinotaurSmokeExit")
MNTR E 5
MNTR E 5 A_NoBlocking
MNTR E 5
MNTR E 5 A_SetTranslucent(0.66, 0)
MNTR E 5 A_SetTranslucent(0.33, 0)
MNTR E 10 A_BossDeath
Stop
}
}
ACTOR MinotaurFriend : Minotaur native
{
Health 2500
-DROPOFF
-BOSS
-DONTMORPH
+FRIENDLY
+NOTARGETSWITCH
+STAYMORPHED
+TELESTOMP
+SUMMONEDMONSTER
RenderStyle Translucent
Alpha 0.3333
DropItem "None"
States
{
Spawn:
MNTR A 15
MNTR A 15 A_SetTranslucent(0.66, 0)
MNTR A 3 A_SetTranslucent(1, 0)
Goto Super::Spawn
Idle:
Goto Super::Spawn
Death:
Goto FadeOut
}
}
// Minotaur FX 1 ------------------------------------------------------------
ACTOR MinotaurFX1
{
Radius 10
Height 6
Speed 20
FastSpeed 26
Damage 3
DamageType Fire
Projectile
-ACTIVATEIMPACT
-ACTIVATEPCROSS
RenderStyle Add
States
{
Spawn:
FX12 AB 6 Bright
Loop
Death:
FX12 CDEFGH 5 Bright
Stop
}
}
// Minotaur FX 2 ------------------------------------------------------------
ACTOR MinotaurFX2 : MinotaurFX1
{
Radius 5
Height 12
Speed 14
FastSpeed 20
Damage 4
+FLOORHUGGER
ExplosionDamage 24
DeathSound "minotaur/fx2hit"
action native A_MntrFloorFire();
states
{
Spawn:
FX13 A 2 Bright A_MntrFloorFire
Loop
Death:
FX13 I 4 Bright A_Explode
FX13 JKLM 4 Bright
Stop
}
}
// Minotaur FX 3 ------------------------------------------------------------
ACTOR MinotaurFX3 : MinotaurFX2
{
Radius 8
Height 16
Speed 0
DeathSound "minotaur/fx3hit"
ExplosionDamage 128
States
{
Spawn:
FX13 DC 4 Bright
FX13 BCDE 5 Bright
FX13 FGH 4 Bright
Stop
}
}
// Minotaur Smoke Exit ------------------------------------------------------
ACTOR MinotaurSmokeExit
{
+NOBLOCKMAP
+NOTELEPORT
RenderStyle Translucent
Alpha 0.4
States
{
Spawn:
MNSM ABCDEFGHIJIHGFEDCBA 3
Stop
}
}

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@ -1,36 +0,0 @@
// Wind ---------------------------------------------------------------------
ACTOR SoundWind
{
+NOBLOCKMAP
+NOSECTOR
+DONTSPLASH
States
{
Spawn:
TNT1 A 2 A_PlaySoundEx("world/wind", "SoundSlot6", 1)
Loop
}
}
ACTOR SoundWindHexen : SoundWind
{
}
// Waterfall ----------------------------------------------------------------
ACTOR SoundWaterfall
{
+NOBLOCKMAP
+NOSECTOR
+DONTSPLASH
States
{
Spawn:
TNT1 A 2 A_PlaySoundEx("world/waterfall", "SoundSlot6", 1)
Loop
}
}

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@ -1,125 +0,0 @@
// Health -------------------------------------------------------------------
ACTOR ArtiHealth : HealthPickup
{
Health 25
+COUNTITEM
+FLOATBOB
+INVENTORY.PICKUPFLASH
+INVENTORY.FANCYPICKUPSOUND
Inventory.Icon ARTIPTN2
Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "$TXT_ARTIHEALTH"
Tag "$TAG_ARTIHEALTH"
HealthPickup.Autouse 1
States
{
Spawn:
PTN2 ABC 4
Loop
}
}
// Super health -------------------------------------------------------------
ACTOR ArtiSuperHealth : HealthPickup
{
Health 100
+COUNTITEM
+FLOATBOB
+INVENTORY.PICKUPFLASH
+INVENTORY.FANCYPICKUPSOUND
Inventory.Icon ARTISPHL
Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "$TXT_ARTISUPERHEALTH"
Tag "$TAG_ARTISUPERHEALTH"
HealthPickup.Autouse 2
States
{
Spawn:
SPHL A 350
Loop
}
}
// Flight -------------------------------------------------------------------
ACTOR ArtiFly : PowerupGiver
{
+COUNTITEM
+FLOATBOB
+INVENTORY.PICKUPFLASH
+INVENTORY.INTERHUBSTRIP
Inventory.RespawnTics 4230
Inventory.Icon ARTISOAR
Inventory.PickupMessage "$TXT_ARTIFLY"
Tag "$TAG_ARTIFLY"
Powerup.Type Flight
States
{
Spawn:
SOAR ABCB 5
Loop
}
}
// Invulnerability Heretic (Ring of invincibility) --------------------------
ACTOR ArtiInvulnerability : PowerupGiver
{
+COUNTITEM
+FLOATBOB
+INVENTORY.PICKUPFLASH
Inventory.RespawnTics 4230
Inventory.Icon ARTIINVU
Inventory.PickupMessage "$TXT_ARTIINVULNERABILITY"
Tag "$TAG_ARTIINVULNERABILITY"
Powerup.Type Invulnerable
Powerup.Color GoldMap
States
{
Spawn:
INVU ABCD 3
Loop
}
}
// Invulnerability Hexen (Icon of the defender) -----------------------------
ACTOR ArtiInvulnerability2 : PowerupGiver
{
+COUNTITEM
+FLOATBOB
+INVENTORY.PICKUPFLASH
Inventory.RespawnTics 4230
Inventory.Icon ARTIDEFN
Inventory.PickupMessage "$TXT_ARTIINVULNERABILITY2"
Powerup.Type Invulnerable
Tag "$TAG_ARTIDEFENDER"
States
{
Spawn:
DEFN ABCD 3
Loop
}
}
// Torch --------------------------------------------------------------------
ACTOR ArtiTorch : PowerupGiver
{
+COUNTITEM
+FLOATBOB
+INVENTORY.PICKUPFLASH
Inventory.Icon ARTITRCH
Inventory.PickupMessage "$TXT_ARTITORCH"
Tag "$TAG_ARTITORCH"
Powerup.Type Torch
States
{
Spawn:
TRCH ABC 3 Bright
Loop
}
}

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@ -1,13 +0,0 @@
ACTOR CrystalVial : Health
{
+FLOATBOB
Inventory.Amount 10
Inventory.PickupMessage "$TXT_ITEMHEALTH"
States
{
Spawn:
PTN1 ABC 3
Loop
}
}

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@ -1,17 +1,3 @@
#include "actors/raven/artiegg.txt"
#include "actors/raven/artitele.txt"
#include "actors/raven/ravenartifacts.txt"
#include "actors/raven/ravenhealth.txt"
#include "actors/raven/ravenambient.txt"
#include "actors/raven/minotaur.txt"
//#include "actors/heretic/hereticplayer.txt"
//#include "actors/heretic/hereticammo.txt"
//#include "actors/heretic/hereticarmor.txt"
//#include "actors/heretic/hereticartifacts.txt"
//#include "actors/heretic/heretickeys.txt"
//#include "actors/heretic/hereticdecorations.txt"
//#include "actors/heretic/hereticmisc.txt"
#include "actors/heretic/hereticweaps.txt"
#include "actors/heretic/mummy.txt"
#include "actors/heretic/clink.txt"

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@ -59,6 +59,13 @@ zscript/doom/doomweapons.txt
zscript/doom/stealthmonsters.txt
zscript/doom/scriptedmarine.txt
zscript/raven/artiegg.txt
zscript/raven/artitele.txt
zscript/raven/ravenartifacts.txt
zscript/raven/ravenhealth.txt
zscript/raven/ravenambient.txt
zscript/raven/minotaur.txt
zscript/heretic/hereticplayer.txt
zscript/heretic/hereticammo.txt
zscript/heretic/hereticarmor.txt

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@ -32,7 +32,7 @@ Class ArtiInvisibility : PowerupGiver
Alpha 0.4;
Inventory.RespawnTics 4230;
Inventory.Icon "ARTIINVS";
Powerup.Type "Ghost";
Powerup.Type "PowerGhost";
Inventory.PickupMessage "$TXT_ARTIINVISIBILITY";
Tag "$TAG_ARTIINVISIBILITY";
}

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@ -0,0 +1,114 @@
// Egg missile --------------------------------------------------------------
class EggFX : MorphProjectile
{
Default
{
Radius 8;
Height 8;
Speed 18;
MorphProjectile.PlayerClass "ChickenPlayer";
MorphProjectile.MonsterClass "Chicken";
MorphProjectile.MorphStyle MRF_UNDOBYTOMEOFPOWER;
}
States
{
Spawn:
EGGM ABCDE 4;
Loop;
Death:
FX01 FFGH 3 Bright;
Stop;
}
}
// Morph Ovum ----------------------------------------------------------------
class ArtiEgg : CustomInventory
{
Default
{
+COUNTITEM
+FLOATBOB
+INVENTORY.INVBAR
Inventory.PickupFlash "PickupFlash";
+INVENTORY.FANCYPICKUPSOUND
Inventory.Icon "ARTIEGGC";
Inventory.PickupSound "misc/p_pkup";
Inventory.PickupMessage "$TXT_ARTIEGG";
Inventory.DefMaxAmount;
Tag "$TAG_ARTIEGG";
}
States
{
Spawn:
EGGC ABCB 6;
Loop;
Use:
TNT1 A 0 A_FireCustomMissile("EggFX", -15, 0, 0, 0, 1);
TNT1 A 0 A_FireCustomMissile("EggFX", -7.5, 0, 0, 0, 1);
TNT1 A 0 A_FireCustomMissile("EggFX", 0, 0, 0, 0, 1);
TNT1 A 0 A_FireCustomMissile("EggFX", 7.5, 0, 0, 0, 1);
TNT1 A 0 A_FireCustomMissile("EggFX", 15, 0, 0, 0, 1);
Stop;
}
}
// Pork missile --------------------------------------------------------------
class PorkFX : MorphProjectile
{
Default
{
Radius 8;
Height 8;
Speed 18;
MorphProjectile.PlayerClass "PigPlayer";
MorphProjectile.MonsterClass "Pig";
MorphProjectile.MorphStyle MRF_UNDOBYTOMEOFPOWER|MRF_UNDOBYCHAOSDEVICE;
}
States
{
Spawn:
PRKM ABCDE 4;
Loop;
Death:
FHFX IJKL 3 Bright;
Stop;
}
}
// Porkalator ---------------------------------------------------------------
class ArtiPork : CustomInventory
{
Default
{
+COUNTITEM
+FLOATBOB
+INVENTORY.INVBAR
Inventory.PickupFlash "PickupFlash";
+INVENTORY.FANCYPICKUPSOUND
Inventory.Icon "ARTIPORK";
Inventory.PickupSound "misc/p_pkup";
Inventory.PickupMessage "$TXT_ARTIEGG2";
Inventory.DefMaxAmount;
Tag "$TAG_ARTIPORK";
}
States
{
Spawn:
PORK ABCDEFGH 5;
Loop;
Use:
TNT1 A 0 A_FireCustomMissile("PorkFX", -15, 0, 0, 0, 1);
TNT1 A 0 A_FireCustomMissile("PorkFX", -7.5, 0, 0, 0, 1);
TNT1 A 0 A_FireCustomMissile("PorkFX", 0, 0, 0, 0, 1);
TNT1 A 0 A_FireCustomMissile("PorkFX", 7.5, 0, 0, 0, 1);
TNT1 A 0 A_FireCustomMissile("PorkFX", 15, 0, 0, 0, 1);
Stop;
}
}

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@ -0,0 +1,27 @@
// Teleport (self) ----------------------------------------------------------
class ArtiTeleport : Inventory native
{
Default
{
+COUNTITEM
+FLOATBOB
+INVENTORY.INVBAR
Inventory.PickupFlash "PickupFlash";
+INVENTORY.FANCYPICKUPSOUND
Inventory.DefMaxAmount;
Inventory.Icon "ARTIATLP";
Inventory.PickupSound "misc/p_pkup";
Inventory.PickupMessage "$TXT_ARTITELEPORT";
Tag "$TAG_ARTITELEPORT";
}
States
{
Spawn:
ATLP ABCB 4;
Loop;
}
}

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@ -0,0 +1,236 @@
class Minotaur : Actor native
{
Default
{
Health 3000;
Radius 28;
Height 100;
Mass 800;
Speed 16;
Damage 7;
Painchance 25;
Monster;
+DROPOFF
+FLOORCLIP
+BOSS
+NORADIUSDMG
+DONTMORPH
+NOTARGET
+BOSSDEATH
SeeSound "minotaur/sight";
AttackSound "minotaur/attack1";
PainSound "minotaur/pain";
DeathSound "minotaur/death";
ActiveSound "minotaur/active";
DropItem "ArtiSuperHealth", 51;
DropItem "PhoenixRodAmmo", 84, 10;
}
action native void A_MinotaurDecide();
action native void A_MinotaurAtk1();
action native void A_MinotaurAtk2();
action native void A_MinotaurAtk3();
action native void A_MinotaurCharge();
action native void A_MinotaurLook();
action native void A_MinotaurRoam();
action native void A_MinotaurChase();
action native void A_MinotaurDeath();
States
{
Spawn:
MNTR AB 10 A_MinotaurLook;
Loop;
Roam:
MNTR ABCD 5 A_MinotaurRoam;
Loop;
See:
MNTR ABCD 5 A_MinotaurChase;
Loop;
Melee:
MNTR V 10 A_FaceTarget;
MNTR W 7 A_FaceTarget;
MNTR X 12 A_MinotaurAtk1;
Goto See;
Missile:
MNTR V 10 A_MinotaurDecide;
MNTR Y 4 A_FaceTarget;
MNTR Z 9 A_MinotaurAtk2;
Goto See;
Hammer:
MNTR V 10 A_FaceTarget;
MNTR W 7 A_FaceTarget;
MNTR X 12 A_MinotaurAtk3;
Goto See;
HammerLoop:
MNTR X 12;
Goto Hammer;
Charge:
MNTR U 2 A_MinotaurCharge;
Loop;
Pain:
MNTR E 3;
MNTR E 6 A_Pain;
Goto See;
Death:
MNTR F 6 A_MinotaurDeath;
MNTR G 5;
MNTR H 6 A_Scream;
MNTR I 5;
MNTR J 6;
MNTR K 5;
MNTR L 6;
MNTR M 5 A_NoBlocking;
MNTR N 6;
MNTR O 5;
MNTR P 6;
MNTR Q 5;
MNTR R 6;
MNTR S 5;
MNTR T -1 A_BossDeath;
Stop;
FadeOut:
MNTR E 6;
MNTR E 2 A_Scream;
MNTR E 5 A_SpawnItemEx("MinotaurSmokeExit");
MNTR E 5;
MNTR E 5 A_NoBlocking;
MNTR E 5;
MNTR E 5 A_SetTranslucent(0.66, 0);
MNTR E 5 A_SetTranslucent(0.33, 0);
MNTR E 10 A_BossDeath;
Stop;
}
}
class MinotaurFriend : Minotaur native
{
Default
{
Health 2500;
-DROPOFF
-BOSS
-DONTMORPH
+FRIENDLY
+NOTARGETSWITCH
+STAYMORPHED
+TELESTOMP
+SUMMONEDMONSTER
RenderStyle "Translucent";
Alpha 0.3333;
DropItem "None";
}
States
{
Spawn:
MNTR A 15;
MNTR A 15 A_SetTranslucent(0.66, 0);
MNTR A 3 A_SetTranslucent(1, 0);
Goto Super::Spawn;
Idle:
Goto Super::Spawn;
Death:
Goto FadeOut;
}
}
// Minotaur FX 1 ------------------------------------------------------------
class MinotaurFX1 : Actor
{
Default
{
Radius 10;
Height 6;
Speed 20;
FastSpeed 26;
Damage 3;
DamageType "Fire";
Projectile;
-ACTIVATEIMPACT
-ACTIVATEPCROSS
RenderStyle "Add";
}
States
{
Spawn:
FX12 AB 6 Bright;
Loop;
Death:
FX12 CDEFGH 5 Bright;
Stop;
}
}
// Minotaur FX 2 ------------------------------------------------------------
class MinotaurFX2 : MinotaurFX1
{
Default
{
Radius 5;
Height 12;
Speed 14;
FastSpeed 20;
Damage 4;
+FLOORHUGGER
ExplosionDamage 24;
DeathSound "minotaur/fx2hit";
}
action native void A_MntrFloorFire();
states
{
Spawn:
FX13 A 2 Bright A_MntrFloorFire;
Loop;
Death:
FX13 I 4 Bright A_Explode;
FX13 JKLM 4 Bright;
Stop;
}
}
// Minotaur FX 3 ------------------------------------------------------------
class MinotaurFX3 : MinotaurFX2
{
Default
{
Radius 8;
Height 16;
Speed 0;
DeathSound "minotaur/fx3hit";
ExplosionDamage 128;
}
States
{
Spawn:
FX13 DC 4 Bright;
FX13 BCDE 5 Bright;
FX13 FGH 4 Bright;
Stop;
}
}
// Minotaur Smoke Exit ------------------------------------------------------
class MinotaurSmokeExit : Actor
{
Default
{
+NOBLOCKMAP
+NOTELEPORT
RenderStyle "Translucent";
Alpha 0.4;
}
States
{
Spawn:
MNSM ABCDEFGHIJIHGFEDCBA 3;
Stop;
}
}

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@ -0,0 +1,42 @@
// Wind ---------------------------------------------------------------------
class SoundWind : Actor
{
Default
{
+NOBLOCKMAP
+NOSECTOR
+DONTSPLASH
}
States
{
Spawn:
TNT1 A 2 A_PlaySound("world/wind", CHAN_6);
Loop;
}
}
class SoundWindHexen : SoundWind
{
}
// Waterfall ----------------------------------------------------------------
class SoundWaterfall : Actor
{
Default
{
+NOBLOCKMAP
+NOSECTOR
+DONTSPLASH
}
States
{
Spawn:
TNT1 A 2 A_PlaySound("world/waterfall", CHAN_6);
Loop;
}
}

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@ -0,0 +1,143 @@
// Health -------------------------------------------------------------------
class ArtiHealth : HealthPickup
{
Default
{
Health 25;
+COUNTITEM
+FLOATBOB
Inventory.PickupFlash "PickupFlash";
+INVENTORY.FANCYPICKUPSOUND
Inventory.Icon "ARTIPTN2";
Inventory.PickupSound "misc/p_pkup";
Inventory.PickupMessage "$TXT_ARTIHEALTH";
Tag "$TAG_ARTIHEALTH";
HealthPickup.Autouse 1;
}
States
{
Spawn:
PTN2 ABC 4;
Loop;
}
}
// Super health -------------------------------------------------------------
class ArtiSuperHealth : HealthPickup
{
Default
{
Health 100;
+COUNTITEM
+FLOATBOB
Inventory.PickupFlash "PickupFlash";
+INVENTORY.FANCYPICKUPSOUND
Inventory.Icon "ARTISPHL";
Inventory.PickupSound "misc/p_pkup";
Inventory.PickupMessage "$TXT_ARTISUPERHEALTH";
Tag "$TAG_ARTISUPERHEALTH";
HealthPickup.Autouse 2;
}
States
{
Spawn:
SPHL A 350;
Loop;
}
}
// Flight -------------------------------------------------------------------
class ArtiFly : PowerupGiver
{
Default
{
+COUNTITEM
+FLOATBOB
Inventory.PickupFlash "PickupFlash";
Inventory.InterHubAmount 0;
Inventory.RespawnTics 4230;
Inventory.Icon "ARTISOAR";
Inventory.PickupMessage "$TXT_ARTIFLY";
Tag "$TAG_ARTIFLY";
Powerup.Type "PowerFlight";
}
States
{
Spawn:
SOAR ABCB 5;
Loop;
}
}
// Invulnerability Heretic (Ring of invincibility) --------------------------
class ArtiInvulnerability : PowerupGiver
{
Default
{
+COUNTITEM
+FLOATBOB
Inventory.PickupFlash "PickupFlash";
Inventory.RespawnTics 4230;
Inventory.Icon "ARTIINVU";
Inventory.PickupMessage "$TXT_ARTIINVULNERABILITY";
Tag "$TAG_ARTIINVULNERABILITY";
Powerup.Type "PowerInvulnerable";
Powerup.Color "GoldMap";
}
States
{
Spawn:
INVU ABCD 3;
Loop;
}
}
// Invulnerability Hexen (Icon of the defender) -----------------------------
class ArtiInvulnerability2 : PowerupGiver
{
Default
{
+COUNTITEM
+FLOATBOB
Inventory.PickupFlash "PickupFlash";
Inventory.RespawnTics 4230;
Inventory.Icon "ARTIDEFN";
Inventory.PickupMessage "$TXT_ARTIINVULNERABILITY2";
Powerup.Type "PowerInvulnerable";
Tag "$TAG_ARTIDEFENDER";
}
States
{
Spawn:
DEFN ABCD 3;
Loop;
}
}
// Torch --------------------------------------------------------------------
class ArtiTorch : PowerupGiver
{
Default
{
+COUNTITEM
+FLOATBOB
Inventory.PickupFlash "PickupFlash";
Inventory.Icon "ARTITRCH";
Inventory.PickupMessage "$TXT_ARTITORCH";
Tag "$TAG_ARTITORCH";
Powerup.Type "PowerTorch";
}
States
{
Spawn:
TRCH ABC 3 Bright;
Loop;
}
}

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@ -0,0 +1,16 @@
class CrystalVial : Health
{
Default
{
+FLOATBOB
Inventory.Amount 10;
Inventory.PickupMessage "$TXT_ITEMHEALTH";
}
States
{
Spawn:
PTN1 ABC 3;
Loop;
}
}