gzdoom/wadsrc/static/actors/strife/questitems.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 May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository.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
/*
* Quest Item Usage:
*
* 1 You got Beldin's ring
* 2 You got the Chalice
* 3 You got 300 gold, so it's time to visit Irale and the governor
* 4 Accepted the governor's power coupling mission
* 5 Accepted the governor's mission to kill Derwin
* 6 You broke the Front's power coupling
* 7 You took out the scanning team
* 8 You got the broken power coupling
* 9 You got the ear
* 10 You got the prison pass
* 11 You got the prison key
* 12 You got the severed hand
* 13 You've freed the prisoners!
* 14 You've Blown Up the Crystal
* 15 You got the guard uniform
* 16 You've Blown Up the Gates (/Piston)
* 17 You watched the Sigil slideshow on map10
* 18 You got the Oracle pass
* 19 You met Quincy and talked to him about the Bishop
* 20
* 21 You Killed the Bishop!
* 22 The Oracle has told you to kill Macil
* 23 You've Killed The Oracle!
* 24 You Killed Macil!
* 25 You've destroyed the Converter!
* 26 You've Killed The Loremaster!
* 27 You've Blown Up the Computer
* 28 You got the catacomb key
* 29 You destroyed the mind control device in the mines
* 30
* 31
*/
ACTOR QuestItem : Inventory
{
States
{
Spawn:
TOKN A -1
Stop
}
}
// Quest Items -------------------------------------------------------------
ACTOR QuestItem1 : QuestItem
{
ConversationID 312, 293, 310
}
ACTOR QuestItem2 : QuestItem
{
ConversationID 313, 294, 311
}
ACTOR QuestItem3 : QuestItem
{
ConversationID 314, 295, 312
}
ACTOR QuestItem4 : QuestItem
{
ConversationID 315, 296, 313
Tag "quest4"
}
ACTOR QuestItem5 : QuestItem
{
ConversationID 316, 297, 314
Tag "quest5"
}
ACTOR QuestItem6 : QuestItem
{
ConversationID 317, 298, 315
Tag "quest4"
}
ACTOR QuestItem7 : QuestItem
{
ConversationID 318, -1, -1
}
ACTOR QuestItem8 : QuestItem
{
ConversationID 319, -1, -1
}
ACTOR QuestItem9 : QuestItem
{
ConversationID 320, -1, -1
}
ACTOR QuestItem10 : QuestItem
{
ConversationID 321, -1, -1
}
ACTOR QuestItem11 : QuestItem
{
ConversationID 322, -1, -1
}
ACTOR QuestItem12 : QuestItem
{
ConversationID 323, -1, -1
}
ACTOR QuestItem13 : QuestItem
{
ConversationID 324, -1, -1
}
ACTOR QuestItem14 : QuestItem
{
ConversationID 325, -1, -1
}
ACTOR QuestItem15 : QuestItem
{
ConversationID 326, -1, -1
}
ACTOR QuestItem16 : QuestItem
{
ConversationID 327, -1, -1
}
ACTOR QuestItem17 : QuestItem
{
ConversationID 328, -1, -1
}
ACTOR QuestItem18 : QuestItem
{
ConversationID 329, -1, -1
}
ACTOR QuestItem19 : QuestItem
{
ConversationID 330, -1, -1
}
ACTOR QuestItem20 : QuestItem
{
ConversationID 331, -1, -1
}
ACTOR QuestItem21 : QuestItem
{
ConversationID 332, -1, -1
}
ACTOR QuestItem22 : QuestItem
{
ConversationID 333, -1, -1
}
ACTOR QuestItem23 : QuestItem
{
ConversationID 334, -1, -1
}
ACTOR QuestItem24 : QuestItem
{
ConversationID 335, -1, -1
}
ACTOR QuestItem25 : QuestItem
{
ConversationID 336, -1, -1
}
ACTOR QuestItem26 : QuestItem
{
ConversationID 337, -1, -1
}
ACTOR QuestItem27 : QuestItem
{
ConversationID 338, -1, -1
}
ACTOR QuestItem28 : QuestItem
{
ConversationID 339, -1, -1
}
ACTOR QuestItem29 : QuestItem
{
ConversationID 340, -1, -1
}
ACTOR QuestItem30 : QuestItem
{
ConversationID 341, -1, -1
}
ACTOR QuestItem31 : QuestItem
{
ConversationID 342, -1, -1
}