// Invulnerability Sphere --------------------------------------------------- class InvulnerabilitySphere : PowerupGiver { Default { +COUNTITEM +INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP +INVENTORY.BIGPOWERUP Inventory.MaxAmount 0; Powerup.Type "PowerInvulnerable"; Powerup.Color "InverseMap"; Inventory.PickupMessage "$GOTINVUL"; } States { Spawn: PINV ABCD 6 Bright; Loop; } } // Soulsphere -------------------------------------------------------------- class Soulsphere : Health { Default { +COUNTITEM; +INVENTORY.AUTOACTIVATE; +INVENTORY.ALWAYSPICKUP; +INVENTORY.FANCYPICKUPSOUND; Inventory.Amount 100; Inventory.MaxAmount 200; Inventory.PickupMessage "$GOTSUPER"; Inventory.PickupSound "misc/p_pkup"; } States { Spawn: SOUL ABCDCB 6 Bright; Loop; } } // Mega sphere -------------------------------------------------------------- class MegasphereHealth : Health // for manipulation by Dehacked { Default { Inventory.Amount 200; Inventory.MaxAmount 200; +INVENTORY.ALWAYSPICKUP } } // DeHackEd can only modify the blue armor's type, not the megasphere's. class BlueArmorForMegasphere : BlueArmor { Default { Armor.SavePercent 50; Armor.SaveAmount 200; } } class Megasphere : CustomInventory { Default { +COUNTITEM +INVENTORY.ALWAYSPICKUP +INVENTORY.ISHEALTH +INVENTORY.ISARMOR Inventory.PickupMessage "$GOTMSPHERE"; Inventory.PickupSound "misc/p_pkup"; } States { Spawn: MEGA ABCD 6 BRIGHT; Loop; Pickup: TNT1 A 0 A_GiveInventory("BlueArmorForMegasphere", 1); TNT1 A 0 A_GiveInventory("MegasphereHealth", 1); Stop; } } // Invisibility ------------------------------------------------------------- class BlurSphere : PowerupGiver { Default { +COUNTITEM +VISIBILITYPULSE +ZDOOMTRANS +INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP +INVENTORY.BIGPOWERUP Inventory.MaxAmount 0; Powerup.Type "PowerInvisibility"; RenderStyle "Translucent"; Inventory.PickupMessage "$GOTINVIS"; } States { Spawn: PINS ABCD 6 Bright; Loop; } } // Radiation suit (aka iron feet) ------------------------------------------- class RadSuit : PowerupGiver { Default { Height 46; +INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP Inventory.MaxAmount 0; Inventory.PickupMessage "$GOTSUIT"; Powerup.Type "PowerIronFeet"; } States { Spawn: SUIT A -1 Bright; Stop; } } // infrared ----------------------------------------------------------------- class Infrared : PowerupGiver { Default { +COUNTITEM +INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP Inventory.MaxAmount 0; Powerup.Type "PowerLightAmp"; Inventory.PickupMessage "$GOTVISOR"; } States { Spawn: PVIS A 6 Bright; PVIS B 6; Loop; } } // Allmap ------------------------------------------------------------------- class Allmap : MapRevealer { Default { +COUNTITEM +INVENTORY.FANCYPICKUPSOUND +INVENTORY.ALWAYSPICKUP Inventory.MaxAmount 0; Inventory.PickupSound "misc/p_pkup"; Inventory.PickupMessage "$GOTMAP"; } States { Spawn: PMAP ABCDCB 6 Bright; Loop; } } // Berserk ------------------------------------------------------------------ class Berserk : CustomInventory { Default { +COUNTITEM +INVENTORY.ALWAYSPICKUP +INVENTORY.ISHEALTH Inventory.PickupMessage "$GOTBERSERK"; Inventory.PickupSound "misc/p_pkup"; } States { Spawn: PSTR A -1 Bright; Stop; Pickup: TNT1 A 0 A_GiveInventory("PowerStrength"); TNT1 A 0 HealThing(100, 0); TNT1 A 0 A_SelectWeapon("Fist"); Stop; } }