// 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 "$TXT_FTHROWERPARTS" States { Spawn: BFLM A -1 Stop } } // InterrogatorReport ------------------------------------------------------- // SCRIPT32 in strife0.wad has an Acolyte that drops this, but I couldn't // find that Acolyte in the map. It seems to be totally unused in the // final game. ACTOR InterrogatorReport : Inventory { Game Strife ConversationID 308, 289, 306 +FLOORCLIP Tag "report" Inventory.PickupMessage "$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 }