gzdoom/wadsrc/decorate/doom/doomartifacts.txt

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May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
// Invulnerability Sphere ---------------------------------------------------
ACTOR InvulnerabilitySphere : PowerupGiver 2022
{
Game Doom
SpawnID 133
+COUNTITEM
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.BIGPOWERUP
Inventory.MaxAmount 0
Powerup.Type Invulnerable
Powerup.Color InverseMap
Inventory.PickupMessage "$GOTINVUL"
States
{
Spawn:
PINV ABCD 6 Bright
Loop
}
}
// Soulsphere --------------------------------------------------------------
ACTOR Soulsphere : Health 2013
{
Game Doom
SpawnID 25
+COUNTITEM
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.FANCYPICKUPSOUND
Inventory.Amount 100
Inventory.MaxAmount 200
Inventory.PickupMessage "$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
}
ACTOR Megasphere : CustomInventory 83
{
Game Doom
SpawnID 132
+COUNTITEM
+INVENTORY.ALWAYSPICKUP
Inventory.PickupMessage "$GOTMSPHERE"
Inventory.PickupSound "misc/p_pkup"
States
{
Spawn:
MEGA ABCD 6 BRIGHT
Loop
Pickup:
TNT1 A 0 A_GiveInventory("BlueArmor", 1)
TNT1 A 0 A_GiveInventory("MegasphereHealth", 1)
Stop
}
}
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
// Invisibility -------------------------------------------------------------
ACTOR BlurSphere : PowerupGiver 2024
{
Game Doom
SpawnID 135
+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 2025
{
Game Doom
SpawnID 136
Height 46
+INVENTORY.AUTOACTIVATE
+INVENTORY.ALWAYSPICKUP
Inventory.MaxAmount 0
Inventory.PickupMessage "$GOTSUIT"
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
Powerup.Type IronFeet
States
{
Spawn:
SUIT A -1 Bright
Stop
}
}
// infrared -----------------------------------------------------------------
ACTOR Infrared : PowerupGiver 2045
{
Game Doom
SpawnID 138
+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 2026
{
Game Doom
SpawnID 137
+COUNTITEM
+INVENTORY.FANCYPICKUPSOUND
+INVENTORY.ALWAYSPICKUP
Inventory.MaxAmount 0
Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "$GOTMAP"
States
{
Spawn:
PMAP ABCDCB 6 Bright
Loop
}
}
// Berserk ------------------------------------------------------------------
ACTOR Berserk : CustomInventory 2023
{
Game Doom
SpawnID 134
+COUNTITEM
+INVENTORY.ALWAYSPICKUP
Inventory.PickupMessage "$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
}
}