// 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.BIGPOWERUP 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.BIGPOWERUP 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; } }