ACTOR StrifeKey : Key { Radius 20 Height 16 +NOTDMATCH +FLOORCLIP } // Base Key ----------------------------------------------------------------- ACTOR BaseKey : StrifeKey { Inventory.Icon "I_FUSL" Tag "$TAG_BASEKEY" Inventory.PickupMessage "$TXT_BASEKEY" States { Spawn: FUSL A -1 Stop } } // Govs Key ----------------------------------------------------------------- ACTOR GovsKey : StrifeKey { Inventory.Icon "I_REBL" Tag "$TAG_GOVSKEY" Inventory.PickupMessage "$TXT_GOVSKEY" States { Spawn: REBL A -1 Stop } } // Passcard ----------------------------------------------------------------- ACTOR Passcard : StrifeKey { Inventory.Icon "I_TPAS" Tag "$TAG_PASSCARD" Inventory.PickupMessage "$TXT_PASSCARD" States { Spawn: TPAS A -1 Stop } } // ID Badge ----------------------------------------------------------------- ACTOR IDBadge : StrifeKey { Inventory.Icon "I_CRD1" Tag "$TAG_IDBADGE" Inventory.PickupMessage "$TXT_IDBADGE" States { Spawn: CRD1 A -1 Stop } } // Prison Key --------------------------------------------------------------- ACTOR PrisonKey : StrifeKey { Inventory.Icon "I_PRIS" Tag "$TAG_PRISONKEY" Inventory.GiveQuest 11 Inventory.PickupMessage "$TXT_PRISONKEY" States { Spawn: PRIS A -1 Stop } } // Severed Hand ------------------------------------------------------------- ACTOR SeveredHand : StrifeKey { Inventory.Icon "I_HAND" Tag "$TAG_SEVEREDHAND" Inventory.GiveQuest 12 Inventory.PickupMessage "$TXT_SEVEREDHAND" States { Spawn: HAND A -1 Stop } } // Power1 Key --------------------------------------------------------------- ACTOR Power1Key : StrifeKey { Inventory.Icon "I_PWR1" Tag "$TAG_POWER1KEY" Inventory.PickupMessage "$TXT_POWER1KEY" States { Spawn: PWR1 A -1 Stop } } // Power2 Key --------------------------------------------------------------- ACTOR Power2Key : StrifeKey { Inventory.Icon "I_PWR2" Tag "$TAG_POWER2KEY" Inventory.PickupMessage "$TXT_POWER2KEY" States { Spawn: PWR2 A -1 Stop } } // Power3 Key --------------------------------------------------------------- ACTOR Power3Key : StrifeKey { Inventory.Icon "I_PWR3" Tag "$TAG_POWER3KEY" Inventory.PickupMessage "$TXT_POWER3KEY" States { Spawn: PWR3 A -1 Stop } } // Gold Key ----------------------------------------------------------------- ACTOR GoldKey : StrifeKey { Inventory.Icon "I_KY1G" Tag "$TAG_GOLDKEY" Inventory.PickupMessage "$TXT_GOLDKEY" States { Spawn: KY1G A -1 Stop } } // ID Card ------------------------------------------------------------------ ACTOR IDCard : StrifeKey { Inventory.Icon "I_CRD2" Tag "$TAG_IDCARD" Inventory.PickupMessage "$TXT_IDCARD" States { Spawn: CRD2 A -1 Stop } } // Silver Key --------------------------------------------------------------- ACTOR SilverKey : StrifeKey { Inventory.Icon "I_KY2S" Tag "$TAG_SILVERKEY" Inventory.PickupMessage "$TXT_SILVERKEY" States { Spawn: KY2S A -1 Stop } } // Oracle Key --------------------------------------------------------------- ACTOR OracleKey : StrifeKey { Inventory.Icon "I_ORAC" Tag "$TAG_ORACLEKEY" Inventory.PickupMessage "$TXT_ORACLEKEY" States { Spawn: ORAC A -1 Stop } } // Military ID -------------------------------------------------------------- ACTOR MilitaryID : StrifeKey { Inventory.Icon "I_GYID" Tag "$TAG_MILITARYID" Inventory.PickupMessage "$TXT_MILITARYID" States { Spawn: GYID A -1 Stop } } // Order Key ---------------------------------------------------------------- ACTOR OrderKey : StrifeKey { Inventory.Icon "I_FUBR" Tag "$TAG_ORDERKEY" Inventory.PickupMessage "$TXT_ORDERKEY" States { Spawn: FUBR A -1 Stop } } // Warehouse Key ------------------------------------------------------------ ACTOR WarehouseKey : StrifeKey { Inventory.Icon "I_WARE" Tag "$TAG_WAREHOUSEKEY" Inventory.PickupMessage "$TXT_WAREHOUSEKEY" States { Spawn: WARE A -1 Stop } } // Brass Key ---------------------------------------------------------------- ACTOR BrassKey : StrifeKey { Inventory.Icon "I_KY3B" Tag "$TAG_BRASSKEY" Inventory.PickupMessage "$TXT_BRASSKEY" States { Spawn: KY3B A -1 Stop } } // Red Crystal Key ---------------------------------------------------------- ACTOR RedCrystalKey : StrifeKey { Inventory.Icon "I_RCRY" Tag "$TAG_REDCRYSTALKEY" Inventory.PickupMessage "$TXT_REDCRYSTAL" States { Spawn: RCRY A -1 Bright Stop } } // Blue Crystal Key --------------------------------------------------------- ACTOR BlueCrystalKey : StrifeKey { Inventory.Icon "I_BCRY" Tag "$TAG_BLUECRYSTALKEY" Inventory.PickupMessage "$TXT_BLUECRYSTAL" States { Spawn: BCRY A -1 Bright Stop } } // Chapel Key --------------------------------------------------------------- ACTOR ChapelKey : StrifeKey { Inventory.Icon "I_CHAP" Tag "$TAG_CHAPELKEY" Inventory.PickupMessage "$TXT_CHAPELKEY" States { Spawn: CHAP A -1 Stop } } // Catacomb Key ------------------------------------------------------------- ACTOR CatacombKey : StrifeKey { Inventory.Icon "I_TUNL" Tag "$TAG_CATACOMBKEY" Inventory.GiveQuest 28 Inventory.PickupMessage "$TXT_CATACOMBKEY" States { Spawn: TUNL A -1 Stop } } // Security Key ------------------------------------------------------------- ACTOR SecurityKey : StrifeKey { Inventory.Icon "I_SECK" Tag "$TAG_SECURITYKEY" Inventory.PickupMessage "$TXT_SECURITYKEY" States { Spawn: SECK A -1 Stop } } // Core Key ----------------------------------------------------------------- ACTOR CoreKey : StrifeKey { Inventory.Icon "I_GOID" Tag "$TAG_COREKEY" Inventory.PickupMessage "$TXT_COREKEY" States { Spawn: GOID A -1 Stop } } // Mauler Key --------------------------------------------------------------- ACTOR MaulerKey : StrifeKey { Inventory.Icon "I_BLTK" Tag "$TAG_MAULERKEY" Inventory.PickupMessage "$TXT_MAULERKEY" States { Spawn: BLTK A -1 Stop } } // Factory Key -------------------------------------------------------------- ACTOR FactoryKey : StrifeKey { Inventory.Icon "I_PROC" Tag "$TAG_FACTORYKEY" Inventory.PickupMessage "$TXT_FACTORYKEY" States { Spawn: PROC A -1 Stop } } // Mine Key ----------------------------------------------------------------- ACTOR MineKey : StrifeKey { Inventory.Icon "I_MINE" Tag "$TAG_MINEKEY" Inventory.PickupMessage "$TXT_MINEKEY" States { Spawn: MINE A -1 Stop } } // New Key5 ----------------------------------------------------------------- ACTOR NewKey5 : StrifeKey { Inventory.Icon "I_BLTK" Tag "$TAG_NEWKEY5" Inventory.PickupMessage "$TXT_NEWKEY5" States { Spawn: BLTK A -1 Stop } } // Oracle Pass -------------------------------------------------------------- ACTOR OraclePass : Inventory { +INVENTORY.INVBAR Inventory.Icon "I_OTOK" Inventory.GiveQuest 18 Inventory.PickupMessage "$TXT_ORACLEPASS" Tag "$TAG_ORACLEPASS" States { Spawn: OTOK A -1 Stop } }