gzdoom/wadsrc/decorate/strife/strifekeys.txt
Christoph Oelckers 605a9a7715 May 6, 2006 (Changes by Graf Zahl)
- Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE.
- Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the
  string table.
- Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. 
  There is no need to keep two flags around with virtually the same meaning.
- Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency.
  It looks much better now than the cheap code pointer based blinking it used before.
- Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages 
  to the string table.
- Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the
  string table.
- Moved the messages for killing spectres to the string table.
- Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get
  the messages it prints from the string table instead of the quest item's tag
  string.

May 5, 2006 (Changes by Graf Zahl)
- Removed the hopelessly outdated thingdef_doc.txt file from the repository.
- Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE.
- Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for
  valid double bindings.
- Converted a_merchants.cpp to DECORATE.
- Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which
  can be shot but take no damage from getting hurt.
- Converted a_beggars.cpp to DECORATE.
- Added an Inventory.GiveQuest property. This makes it possible to define all of
  Strife's original items that also give a quest item in DECORATE but it is also 
  useful to define items like the ones in Day of the Acolyte without ugly workarounds.
- Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is 
  possible to define many of Strife's items.
- Added a FastSpeed property to DECORATE so that projectiles can finally be
  assigned a higher speed for fast mode.
- Added a ACS_LockedExecuteDoor special. It is basically the same as the existing
  ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This
  cannot be integrated into ACS_LockedExecute because all its arguments are already
  in use.
- Added a fully customizable A_CustomMeleeAttack function for DECORATE.


SVN r83 (trunk)
2006-05-07 00:27:22 +00:00

516 lines
8.6 KiB
Text

ACTOR StrifeKey : Key
{
Radius 20
Height 16
+NOTDMATCH
+FLOORCLIP
}
// Base Key -----------------------------------------------------------------
ACTOR BaseKey : StrifeKey 230
{
Game Strife
ConversationID 133, 129, 132
Inventory.Icon "I_FUSL"
Tag "Base_Key"
Inventory.PickupMessage "$TXT_BASEKEY"
States
{
Spawn:
FUSL A -1
Stop
}
}
// Govs Key -----------------------------------------------------------------
ACTOR GovsKey : StrifeKey
{
Game Strife
ConversationID 134, 130, 133
Inventory.Icon "I_REBL"
Tag "Govs_Key" // "Rebel_Key" in the Teaser
Inventory.PickupMessage "$TXT_GOVSKEY"
States
{
Spawn:
REBL A -1
Stop
}
}
// Passcard -----------------------------------------------------------------
ACTOR Passcard : StrifeKey 185
{
Game Strife
ConversationID 135, 131, 134
Inventory.Icon "I_TPAS"
Tag "Passcard"
Inventory.PickupMessage "$TXT_PASSCARD"
States
{
Spawn:
TPAS A -1
Stop
}
}
// ID Badge -----------------------------------------------------------------
ACTOR IDBadge : StrifeKey 184
{
Game Strife
ConversationID 136, 132, 135
Inventory.Icon "I_CRD1"
Tag "ID_Badge"
Inventory.PickupMessage "$TXT_IDBADGE"
States
{
Spawn:
CRD1 A -1
Stop
}
}
// Prison Key ---------------------------------------------------------------
ACTOR PrisonKey : StrifeKey
{
Game Strife
ConversationID 137, 133, 136
Inventory.Icon "I_PRIS"
Tag "Prison_Key"
Inventory.GiveQuest 11
Inventory.PickupMessage "$TXT_PRISONKEY"
States
{
Spawn:
PRIS A -1
Stop
}
}
// Severed Hand -------------------------------------------------------------
ACTOR SeveredHand : StrifeKey 91
{
Game Strife
ConversationID 138, 134, 137
Inventory.Icon "I_HAND"
Tag "Severed_Hand"
Inventory.GiveQuest 12
Inventory.PickupMessage "$TXT_SEVEREDHAND"
States
{
Spawn:
HAND A -1
Stop
}
}
// Power1 Key ---------------------------------------------------------------
ACTOR Power1Key : StrifeKey
{
Game Strife
ConversationID 139, 135, 138
Inventory.Icon "I_PWR1"
Tag "Power1_Key"
Inventory.PickupMessage "$TXT_POWER1KEY"
States
{
Spawn:
PWR1 A -1
Stop
}
}
// Power2 Key ---------------------------------------------------------------
ACTOR Power2Key : StrifeKey
{
Game Strife
ConversationID 140, 136, 139
Inventory.Icon "I_PWR2"
Tag "Power2_Key"
Inventory.PickupMessage "$TXT_POWER2KEY"
States
{
Spawn:
PWR2 A -1
Stop
}
}
// Power3 Key ---------------------------------------------------------------
ACTOR Power3Key : StrifeKey
{
Game Strife
ConversationID 141, 137, 140
Inventory.Icon "I_PWR3"
Tag "Power3_Key"
Inventory.PickupMessage "$TXT_POWER3KEY"
States
{
Spawn:
PWR3 A -1
Stop
}
}
// Gold Key -----------------------------------------------------------------
ACTOR GoldKey : StrifeKey 40
{
Game Strife
ConversationID 142, 138, 141
Inventory.Icon "I_KY1G"
Tag "Gold_Key"
Inventory.PickupMessage "$TXT_GOLDKEY"
States
{
Spawn:
KY1G A -1
Stop
}
}
// ID Card ------------------------------------------------------------------
ACTOR IDCard : StrifeKey 13
{
Game Strife
ConversationID 143, 139, 142
Inventory.Icon "I_CRD2"
Tag "ID_Card"
Inventory.PickupMessage "$TXT_IDCARD"
States
{
Spawn:
CRD2 A -1
Stop
}
}
// Silver Key ---------------------------------------------------------------
ACTOR SilverKey : StrifeKey 38
{
Game Strife
ConversationID 144, 140, 143
Inventory.Icon "I_KY2S"
Tag "Silver_Key"
Inventory.PickupMessage "$TXT_SILVERKEY"
States
{
Spawn:
KY2S A -1
Stop
}
}
// Oracle Key ---------------------------------------------------------------
ACTOR OracleKey : StrifeKey 61
{
Game Strife
ConversationID 145, 141, 144
Inventory.Icon "I_ORAC"
Tag "Oracle_Key"
Inventory.PickupMessage "$TXT_ORACLEKEY"
States
{
Spawn:
ORAC A -1
Stop
}
}
// Military ID --------------------------------------------------------------
ACTOR MilitaryID : StrifeKey
{
Game Strife
ConversationID 146, 142, 145
Inventory.Icon "I_GYID"
Tag "Military ID"
Inventory.PickupMessage "$TXT_MILITARYID"
States
{
Spawn:
GYID A -1
Stop
}
}
// Order Key ----------------------------------------------------------------
ACTOR OrderKey : StrifeKey 86
{
Game Strife
ConversationID 147, 143, 146
Inventory.Icon "I_FUBR"
Tag "Order_Key"
Inventory.PickupMessage "$TXT_ORDERKEY"
States
{
Spawn:
FUBR A -1
Stop
}
}
// Warehouse Key ------------------------------------------------------------
ACTOR WarehouseKey : StrifeKey 166
{
Game Strife
ConversationID 148, 144, 147
Inventory.Icon "I_WARE"
Tag "Warehouse_Key"
Inventory.PickupMessage "$TXT_WAREHOUSEKEY"
States
{
Spawn:
WARE A -1
Stop
}
}
// Brass Key ----------------------------------------------------------------
ACTOR BrassKey : StrifeKey 39
{
Game Strife
ConversationID 149, 145, 148
Inventory.Icon "I_KY3B"
Tag "Brass_Key"
Inventory.PickupMessage "$TXT_BRASSKEY"
States
{
Spawn:
KY3B A -1
Stop
}
}
// Red Crystal Key ----------------------------------------------------------
ACTOR RedCrystalKey : StrifeKey 192
{
Game Strife
ConversationID 150, 146, 149
Inventory.Icon "I_RCRY"
Tag "Red_Crystal_Key"
Inventory.PickupMessage "$TXT_REDCRYSTAL"
States
{
Spawn:
RCRY A -1 Bright
Stop
}
}
// Blue Crystal Key ---------------------------------------------------------
ACTOR BlueCrystalKey : StrifeKey 193
{
Game Strife
ConversationID 151, 147, 150
Inventory.Icon "I_BCRY"
Tag "Blue_Crystal_Key"
Inventory.PickupMessage "$TXT_BLUECRYSTAL"
States
{
Spawn:
BCRY A -1 Bright
Stop
}
}
// Chapel Key ---------------------------------------------------------------
ACTOR ChapelKey : StrifeKey 195
{
Game Strife
ConversationID 152, 148, 151
Inventory.Icon "I_CHAP"
Tag "Chapel_Key"
Inventory.PickupMessage "$TXT_CHAPELKEY"
States
{
Spawn:
CHAP A -1
Stop
}
}
// Catacomb Key -------------------------------------------------------------
ACTOR CatacombKey : StrifeKey
{
Game Strife
ConversationID 153, 149, 152
Inventory.Icon "I_TUNL"
Tag "Catacomb_Key" // "Tunnel_Key" in the Teaser
Inventory.GiveQuest 28
Inventory.PickupMessage "$TXT_CATACOMBKEY"
States
{
Spawn:
TUNL A -1
Stop
}
}
// Security Key -------------------------------------------------------------
ACTOR SecurityKey : StrifeKey
{
Game Strife
ConversationID 154, 150, 153
Inventory.Icon "I_SECK"
Tag "Security_Key"
Inventory.PickupMessage "$TXT_SECURITYKEY"
States
{
Spawn:
SECK A -1
Stop
}
}
// Core Key -----------------------------------------------------------------
ACTOR CoreKey : StrifeKey 236
{
Game Strife
ConversationID 155, 151, 154
Inventory.Icon "I_GOID"
Tag "Core_Key" // "New_Key1" in the Teaser
Inventory.PickupMessage "$TXT_COREKEY"
States
{
Spawn:
GOID A -1
Stop
}
}
// Mauler Key ---------------------------------------------------------------
ACTOR MaulerKey : StrifeKey 233
{
Game Strife
ConversationID 156, 152, 155
Inventory.Icon "I_BLTK"
Tag "Mauler_Key" // "New_Key2" in the Teaser
Inventory.PickupMessage "$TXT_MAULERKEY"
States
{
Spawn:
BLTK A -1
Stop
}
}
// Factory Key --------------------------------------------------------------
ACTOR FactoryKey : StrifeKey 234
{
Game Strife
ConversationID 157, 153, 156
Inventory.Icon "I_PROC"
Tag "Factory_Key" // "New_Key3" in the Teaser
Inventory.PickupMessage "$TXT_FACTORYKEY"
States
{
Spawn:
PROC A -1
Stop
}
}
// Mine Key -----------------------------------------------------------------
ACTOR MineKey : StrifeKey 235
{
Game Strife
ConversationID 158, 154, 157
Inventory.Icon "I_MINE" // "New_Key4" in the Teaser
Tag "MINE_KEY"
Inventory.PickupMessage "$TXT_MINEKEY"
States
{
Spawn:
MINE A -1
Stop
}
}
// New Key5 -----------------------------------------------------------------
ACTOR NewKey5 : StrifeKey
{
Game Strife
ConversationID 159, 155, 158
Inventory.Icon "I_BLTK"
Tag "New_Key5"
Inventory.PickupMessage "$TXT_NEWKEY5"
States
{
Spawn:
BLTK A -1
Stop
}
}
// Oracle Pass --------------------------------------------------------------
ACTOR OraclePass : Inventory
{
Game Strife
ConversationID 311, 292, 309
+INVENTORY.INVBAR
Inventory.Icon "I_OTOK"
Inventory.GiveQuest 18
Inventory.PickupMessage "$TXT_ORACLEPASS"
Tag "Oracle_Pass"
States
{
Spawn:
OTOK A -1
Stop
}
}