// Invulnerability Sphere --------------------------------------------------- ACTOR InvulnerabilitySphere : PowerupGiver { +COUNTITEM +INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP +INVENTORY.BIGPOWERUP Inventory.MaxAmount 0 Powerup.Type Invulnerable Powerup.Color InverseMap Inventory.PickupMessage "$GOTINVUL" States { Spawn: PINV ABCD 6 Bright Loop } } // Soulsphere -------------------------------------------------------------- ACTOR Soulsphere : Health { +COUNTITEM +INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP +INVENTORY.FANCYPICKUPSOUND Inventory.Amount 100 Inventory.MaxAmount 200 Inventory.PickupMessage "$GOTSUPER" Inventory.PickupSound "misc/p_pkup" States { Spawn: SOUL ABCDCB 6 Bright Loop } } // Mega sphere -------------------------------------------------------------- ACTOR MegasphereHealth : Health // for manipulation by Dehacked { Inventory.Amount 200 Inventory.MaxAmount 200 +INVENTORY.ALWAYSPICKUP } // DeHackEd can only modify the blue armor's type, not the megasphere's. actor BlueArmorForMegasphere : BlueArmor { Armor.SavePercent 50 Armor.SaveAmount 200 } ACTOR Megasphere : CustomInventory { +COUNTITEM +INVENTORY.ALWAYSPICKUP Inventory.PickupMessage "$GOTMSPHERE" Inventory.PickupSound "misc/p_pkup" States { Spawn: MEGA ABCD 6 BRIGHT Loop Pickup: TNT1 A 0 A_GiveInventory("BlueArmorForMegasphere", 1) TNT1 A 0 A_GiveInventory("MegasphereHealth", 1) Stop } } // Invisibility ------------------------------------------------------------- ACTOR BlurSphere : PowerupGiver { +COUNTITEM +VISIBILITYPULSE +INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP +INVENTORY.BIGPOWERUP Inventory.MaxAmount 0 Powerup.Type Invisibility RenderStyle Translucent Inventory.PickupMessage "$GOTINVIS" States { Spawn: PINS ABCD 6 Bright Loop } } // Radiation suit (aka iron feet) ------------------------------------------- ACTOR RadSuit : PowerupGiver { Height 46 +INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP Inventory.MaxAmount 0 Inventory.PickupMessage "$GOTSUIT" Powerup.Type IronFeet States { Spawn: SUIT A -1 Bright Stop } } // infrared ----------------------------------------------------------------- ACTOR Infrared : PowerupGiver { +COUNTITEM +INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP Inventory.MaxAmount 0 Powerup.Type LightAmp Inventory.PickupMessage "$GOTVISOR" States { Spawn: PVIS A 6 Bright PVIS B 6 Loop } } // Allmap ------------------------------------------------------------------- ACTOR Allmap : MapRevealer { +COUNTITEM +INVENTORY.FANCYPICKUPSOUND +INVENTORY.ALWAYSPICKUP Inventory.MaxAmount 0 Inventory.PickupSound "misc/p_pkup" Inventory.PickupMessage "$GOTMAP" States { Spawn: PMAP ABCDCB 6 Bright Loop } } // Berserk ------------------------------------------------------------------ ACTOR Berserk : CustomInventory { +COUNTITEM +INVENTORY.ALWAYSPICKUP Inventory.PickupMessage "$GOTBERSERK" Inventory.PickupSound "misc/p_pkup" States { Spawn: PSTR A -1 Stop Pickup: TNT1 A 0 A_GiveInventory("PowerStrength") TNT1 A 0 HealThing(100, 0) TNT1 A 0 A_SelectWeapon("Fist") Stop } }