gzdoom/wadsrc/decorate/strife/beggars.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- Removed the hopelessly outdated thingdef_doc.txt file from the repository.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

96 lines
1.4 KiB
Text

// Base class for the beggars ---------------------------------------------
ACTOR Beggar : StrifeHumanoid
{
Health 20
PainChance 250
Speed 3
Radius 20
Height 56
Monster
+JUSTHIT
-COUNTKILL
+NOSPLASHALERT
MinMissileChance 150
Tag "Beggar"
MaxStepHeight 16
MaxDropoffHeight 32
AttackSound "beggar/attack"
PainSound "beggar/pain"
DeathSound "beggar/death"
States
{
Spawn:
BEGR A 10 A_Look
Loop
See:
BEGR AABBCC 4 A_Wander
Loop
Melee:
BEGR D 8
BEGR D 8 A_CustomMeleeAttack(2, 5, 2)
BEGR E 1 A_Chase
BEGR D 8 A_SentinelRefire
Loop
Pain:
BEGR A 3 A_Pain
BEGR A 3 A_Chase
Goto Melee
Death:
BEGR F 4
BEGR G 4 A_Scream
BEGR H 4
BEGR I 4 A_NoBlocking
BEGR JKLM 4
BEGR N -1
Stop
XDeath:
BEGR F 5 A_TossGib
GIBS M 5 A_TossGib
GIBS N 5 A_XScream
GIBS O 5 A_NoBlocking
GIBS PQRST 4 A_TossGib
GIBS U 5
GIBS V 1400
Stop
}
}
// Beggars -----------------------------------------------------------------
ACTOR Beggar1 : Beggar 141
{
Game Strife
ConversationID 38, 37, 38
}
ACTOR Beggar2 : Beggar 155
{
Game Strife
ConversationID 39, 38, 39
}
ACTOR Beggar3 : Beggar 156
{
Game Strife
ConversationID 40, 39, 40
}
ACTOR Beggar4 : Beggar 157
{
Game Strife
ConversationID 41, 40, 41
}
ACTOR Beggar5 : Beggar 158
{
Game Strife
ConversationID 42, 41, 42
}