mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-12-11 12:51:27 +00:00
460 lines
6.8 KiB
Text
460 lines
6.8 KiB
Text
ACTOR StrifeKey : Key
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{
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Radius 20
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Height 16
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+NOTDMATCH
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+FLOORCLIP
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}
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// Base Key -----------------------------------------------------------------
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ACTOR BaseKey : StrifeKey
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{
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Inventory.Icon "I_FUSL"
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Tag "$TAG_BASEKEY"
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Inventory.PickupMessage "$TXT_BASEKEY"
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States
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{
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Spawn:
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FUSL A -1
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Stop
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}
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}
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// Govs Key -----------------------------------------------------------------
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ACTOR GovsKey : StrifeKey
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{
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Inventory.Icon "I_REBL"
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Tag "$TAG_GOVSKEY"
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Inventory.PickupMessage "$TXT_GOVSKEY"
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States
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{
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Spawn:
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REBL A -1
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Stop
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}
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}
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// Passcard -----------------------------------------------------------------
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ACTOR Passcard : StrifeKey
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{
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Inventory.Icon "I_TPAS"
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Tag "$TAG_PASSCARD"
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Inventory.PickupMessage "$TXT_PASSCARD"
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States
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{
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Spawn:
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TPAS A -1
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Stop
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}
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}
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// ID Badge -----------------------------------------------------------------
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ACTOR IDBadge : StrifeKey
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{
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Inventory.Icon "I_CRD1"
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Tag "$TAG_IDBADGE"
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Inventory.PickupMessage "$TXT_IDBADGE"
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States
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{
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Spawn:
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CRD1 A -1
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Stop
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}
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}
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// Prison Key ---------------------------------------------------------------
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ACTOR PrisonKey : StrifeKey
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{
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Inventory.Icon "I_PRIS"
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Tag "$TAG_PRISONKEY"
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Inventory.GiveQuest 11
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Inventory.PickupMessage "$TXT_PRISONKEY"
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States
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{
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Spawn:
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PRIS A -1
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Stop
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}
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}
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// Severed Hand -------------------------------------------------------------
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ACTOR SeveredHand : StrifeKey
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{
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Inventory.Icon "I_HAND"
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Tag "$TAG_SEVEREDHAND"
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Inventory.GiveQuest 12
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Inventory.PickupMessage "$TXT_SEVEREDHAND"
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States
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{
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Spawn:
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HAND A -1
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Stop
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}
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}
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// Power1 Key ---------------------------------------------------------------
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ACTOR Power1Key : StrifeKey
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{
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Inventory.Icon "I_PWR1"
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Tag "$TAG_POWER1KEY"
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Inventory.PickupMessage "$TXT_POWER1KEY"
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States
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{
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Spawn:
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PWR1 A -1
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Stop
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}
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}
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// Power2 Key ---------------------------------------------------------------
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ACTOR Power2Key : StrifeKey
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{
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Inventory.Icon "I_PWR2"
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Tag "$TAG_POWER2KEY"
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Inventory.PickupMessage "$TXT_POWER2KEY"
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States
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{
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Spawn:
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PWR2 A -1
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Stop
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}
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}
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// Power3 Key ---------------------------------------------------------------
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ACTOR Power3Key : StrifeKey
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{
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Inventory.Icon "I_PWR3"
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Tag "$TAG_POWER3KEY"
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Inventory.PickupMessage "$TXT_POWER3KEY"
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States
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{
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Spawn:
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PWR3 A -1
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Stop
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}
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}
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// Gold Key -----------------------------------------------------------------
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ACTOR GoldKey : StrifeKey
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{
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Inventory.Icon "I_KY1G"
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Tag "$TAG_GOLDKEY"
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Inventory.PickupMessage "$TXT_GOLDKEY"
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States
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{
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Spawn:
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KY1G A -1
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Stop
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}
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}
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// ID Card ------------------------------------------------------------------
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ACTOR IDCard : StrifeKey
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{
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Inventory.Icon "I_CRD2"
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Tag "$TAG_IDCARD"
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Inventory.PickupMessage "$TXT_IDCARD"
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States
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{
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Spawn:
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CRD2 A -1
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Stop
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}
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}
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// Silver Key ---------------------------------------------------------------
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ACTOR SilverKey : StrifeKey
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{
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Inventory.Icon "I_KY2S"
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Tag "$TAG_SILVERKEY"
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Inventory.PickupMessage "$TXT_SILVERKEY"
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States
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{
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Spawn:
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KY2S A -1
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Stop
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}
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}
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// Oracle Key ---------------------------------------------------------------
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ACTOR OracleKey : StrifeKey
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{
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Inventory.Icon "I_ORAC"
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Tag "$TAG_ORACLEKEY"
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Inventory.PickupMessage "$TXT_ORACLEKEY"
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States
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{
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Spawn:
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ORAC A -1
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Stop
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}
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}
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// Military ID --------------------------------------------------------------
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ACTOR MilitaryID : StrifeKey
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{
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Inventory.Icon "I_GYID"
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Tag "$TAG_MILITARYID"
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Inventory.PickupMessage "$TXT_MILITARYID"
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States
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{
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Spawn:
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GYID A -1
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Stop
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}
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}
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// Order Key ----------------------------------------------------------------
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ACTOR OrderKey : StrifeKey
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{
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Inventory.Icon "I_FUBR"
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Tag "$TAG_ORDERKEY"
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Inventory.PickupMessage "$TXT_ORDERKEY"
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States
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{
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Spawn:
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FUBR A -1
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Stop
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}
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}
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// Warehouse Key ------------------------------------------------------------
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ACTOR WarehouseKey : StrifeKey
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{
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Inventory.Icon "I_WARE"
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Tag "$TAG_WAREHOUSEKEY"
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Inventory.PickupMessage "$TXT_WAREHOUSEKEY"
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States
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{
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Spawn:
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WARE A -1
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Stop
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}
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}
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// Brass Key ----------------------------------------------------------------
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ACTOR BrassKey : StrifeKey
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{
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Inventory.Icon "I_KY3B"
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Tag "$TAG_BRASSKEY"
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Inventory.PickupMessage "$TXT_BRASSKEY"
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States
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{
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Spawn:
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KY3B A -1
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Stop
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}
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}
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// Red Crystal Key ----------------------------------------------------------
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ACTOR RedCrystalKey : StrifeKey
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{
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Inventory.Icon "I_RCRY"
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Tag "$TAG_REDCRYSTALKEY"
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Inventory.PickupMessage "$TXT_REDCRYSTAL"
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States
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{
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Spawn:
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RCRY A -1 Bright
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Stop
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}
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}
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// Blue Crystal Key ---------------------------------------------------------
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ACTOR BlueCrystalKey : StrifeKey
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{
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Inventory.Icon "I_BCRY"
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Tag "$TAG_BLUECRYSTALKEY"
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Inventory.PickupMessage "$TXT_BLUECRYSTAL"
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States
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{
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Spawn:
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BCRY A -1 Bright
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Stop
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}
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}
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// Chapel Key ---------------------------------------------------------------
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ACTOR ChapelKey : StrifeKey
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{
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Inventory.Icon "I_CHAP"
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Tag "$TAG_CHAPELKEY"
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Inventory.PickupMessage "$TXT_CHAPELKEY"
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States
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{
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Spawn:
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CHAP A -1
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Stop
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}
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}
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// Catacomb Key -------------------------------------------------------------
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ACTOR CatacombKey : StrifeKey
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{
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Inventory.Icon "I_TUNL"
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Tag "$TAG_CATACOMBKEY"
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Inventory.GiveQuest 28
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Inventory.PickupMessage "$TXT_CATACOMBKEY"
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States
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{
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Spawn:
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TUNL A -1
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Stop
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}
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}
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// Security Key -------------------------------------------------------------
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ACTOR SecurityKey : StrifeKey
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{
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Inventory.Icon "I_SECK"
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Tag "$TAG_SECURITYKEY"
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Inventory.PickupMessage "$TXT_SECURITYKEY"
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States
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{
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Spawn:
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SECK A -1
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Stop
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}
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}
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// Core Key -----------------------------------------------------------------
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ACTOR CoreKey : StrifeKey
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{
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Inventory.Icon "I_GOID"
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Tag "$TAG_COREKEY"
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Inventory.PickupMessage "$TXT_COREKEY"
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States
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{
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Spawn:
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GOID A -1
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Stop
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}
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}
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// Mauler Key ---------------------------------------------------------------
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ACTOR MaulerKey : StrifeKey
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{
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Inventory.Icon "I_BLTK"
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Tag "$TAG_MAULERKEY"
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Inventory.PickupMessage "$TXT_MAULERKEY"
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States
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{
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Spawn:
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BLTK A -1
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Stop
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}
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}
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// Factory Key --------------------------------------------------------------
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ACTOR FactoryKey : StrifeKey
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{
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Inventory.Icon "I_PROC"
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Tag "$TAG_FACTORYKEY"
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Inventory.PickupMessage "$TXT_FACTORYKEY"
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States
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{
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Spawn:
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PROC A -1
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Stop
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}
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}
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// Mine Key -----------------------------------------------------------------
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ACTOR MineKey : StrifeKey
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{
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Inventory.Icon "I_MINE"
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Tag "$TAG_MINEKEY"
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Inventory.PickupMessage "$TXT_MINEKEY"
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States
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{
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Spawn:
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MINE A -1
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Stop
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}
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}
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// New Key5 -----------------------------------------------------------------
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ACTOR NewKey5 : StrifeKey
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{
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Inventory.Icon "I_BLTK"
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Tag "$TAG_NEWKEY5"
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Inventory.PickupMessage "$TXT_NEWKEY5"
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States
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{
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Spawn:
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BLTK A -1
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Stop
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}
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}
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// Oracle Pass --------------------------------------------------------------
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ACTOR OraclePass : Inventory
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{
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+INVENTORY.INVBAR
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Inventory.Icon "I_OTOK"
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Inventory.GiveQuest 18
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Inventory.PickupMessage "$TXT_ORACLEPASS"
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Tag "$TAG_ORACLEPASS"
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States
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{
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Spawn:
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OTOK A -1
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Stop
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}
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}
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