// Coin --------------------------------------------------------------------- class Coin : Inventory native { Default { +DROPPED +NOTDMATCH +FLOORCLIP Inventory.MaxAmount 0x7fffffff; +INVENTORY.INVBAR Tag "$TAG_COIN"; Inventory.Icon "I_COIN"; Inventory.PickupMessage "$TXT_COIN"; } States { Spawn: COIN A -1; Stop; } } // 10 Gold ------------------------------------------------------------------ class Gold10 : Coin { Default { Inventory.Amount 10; Tag "$TAG_10GOLD"; Inventory.PickupMessage "$TXT_10GOLD"; } States { Spawn: CRED A -1; Stop; } } // 25 Gold ------------------------------------------------------------------ class Gold25 : Coin { Default { Inventory.Amount 25; Tag "$TAG_25GOLD"; Inventory.PickupMessage "$TXT_25GOLD"; } States { Spawn: SACK A -1; Stop; } } // 50 Gold ------------------------------------------------------------------ class Gold50 : Coin { Default { Inventory.Amount 50; Tag "$TAG_50GOLD"; Inventory.PickupMessage "$TXT_50GOLD"; } States { Spawn: CHST A -1; Stop; } } // 300 Gold ------------------------------------------------------------------ class Gold300 : Coin { Default { Inventory.Amount 300; Tag "$TAG_300GOLD"; Inventory.PickupMessage "$TXT_300GOLD"; Inventory.GiveQuest 3; +INVENTORY.ALWAYSPICKUP } States { Spawn: TOKN A -1; Stop; } }