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605a9a7715
- 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 May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository.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)
206 lines
3.4 KiB
Text
206 lines
3.4 KiB
Text
/*
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* Quest Item Usage:
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*
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* 1 You got Beldin's ring
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* 2 You got the Chalice
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* 3 You got 300 gold, so it's time to visit Irale and the governor
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* 4 Accepted the governor's power coupling mission
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* 5 Accepted the governor's mission to kill Derwin
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* 6 You broke the Front's power coupling
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* 7 You took out the scanning team
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* 8 You got the broken power coupling
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* 9 You got the ear
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* 10 You got the prison pass
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* 11 You got the prison key
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* 12 You got the severed hand
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* 13 You've freed the prisoners!
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* 14 You've Blown Up the Crystal
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* 15 You got the guard uniform
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* 16 You've Blown Up the Gates (/Piston)
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* 17 You watched the Sigil slideshow on map10
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* 18 You got the Oracle pass
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* 19 You met Quincy and talked to him about the Bishop
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* 20
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* 21 You Killed the Bishop!
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* 22 The Oracle has told you to kill Macil
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* 23 You've Killed The Oracle!
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* 24 You Killed Macil!
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* 25 You've destroyed the Converter!
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* 26 You've Killed The Loremaster!
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* 27 You've Blown Up the Computer
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* 28 You got the catacomb key
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* 29 You destroyed the mind control device in the mines
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* 30
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* 31
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*/
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ACTOR QuestItem : Inventory
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{
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States
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{
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Spawn:
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TOKN A -1
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Stop
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}
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}
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// Quest Items -------------------------------------------------------------
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ACTOR QuestItem1 : QuestItem
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{
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ConversationID 312, 293, 310
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}
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ACTOR QuestItem2 : QuestItem
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{
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ConversationID 313, 294, 311
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}
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ACTOR QuestItem3 : QuestItem
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{
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ConversationID 314, 295, 312
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}
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ACTOR QuestItem4 : QuestItem
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{
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ConversationID 315, 296, 313
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Tag "quest4"
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}
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ACTOR QuestItem5 : QuestItem
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{
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ConversationID 316, 297, 314
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Tag "quest5"
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}
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ACTOR QuestItem6 : QuestItem
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{
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ConversationID 317, 298, 315
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Tag "quest4"
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}
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ACTOR QuestItem7 : QuestItem
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{
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ConversationID 318, -1, -1
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}
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ACTOR QuestItem8 : QuestItem
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{
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ConversationID 319, -1, -1
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}
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ACTOR QuestItem9 : QuestItem
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{
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ConversationID 320, -1, -1
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}
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ACTOR QuestItem10 : QuestItem
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{
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ConversationID 321, -1, -1
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}
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ACTOR QuestItem11 : QuestItem
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{
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ConversationID 322, -1, -1
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}
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ACTOR QuestItem12 : QuestItem
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{
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ConversationID 323, -1, -1
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}
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ACTOR QuestItem13 : QuestItem
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{
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ConversationID 324, -1, -1
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}
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ACTOR QuestItem14 : QuestItem
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{
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ConversationID 325, -1, -1
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}
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ACTOR QuestItem15 : QuestItem
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{
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ConversationID 326, -1, -1
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}
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ACTOR QuestItem16 : QuestItem
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{
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ConversationID 327, -1, -1
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}
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ACTOR QuestItem17 : QuestItem
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{
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ConversationID 328, -1, -1
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}
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ACTOR QuestItem18 : QuestItem
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{
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ConversationID 329, -1, -1
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}
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ACTOR QuestItem19 : QuestItem
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{
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ConversationID 330, -1, -1
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}
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ACTOR QuestItem20 : QuestItem
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{
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ConversationID 331, -1, -1
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}
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ACTOR QuestItem21 : QuestItem
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{
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ConversationID 332, -1, -1
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}
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ACTOR QuestItem22 : QuestItem
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{
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ConversationID 333, -1, -1
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}
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ACTOR QuestItem23 : QuestItem
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{
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ConversationID 334, -1, -1
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}
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ACTOR QuestItem24 : QuestItem
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{
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ConversationID 335, -1, -1
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}
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ACTOR QuestItem25 : QuestItem
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{
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ConversationID 336, -1, -1
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}
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ACTOR QuestItem26 : QuestItem
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{
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ConversationID 337, -1, -1
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}
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ACTOR QuestItem27 : QuestItem
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{
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ConversationID 338, -1, -1
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}
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ACTOR QuestItem28 : QuestItem
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{
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ConversationID 339, -1, -1
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}
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ACTOR QuestItem29 : QuestItem
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{
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ConversationID 340, -1, -1
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}
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ACTOR QuestItem30 : QuestItem
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{
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ConversationID 341, -1, -1
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}
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ACTOR QuestItem31 : QuestItem
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{
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ConversationID 342, -1, -1
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}
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