qzdoom-gpl/wadsrc/static/zscript/strife/strifeitems.txt
Christoph Oelckers b570d0819b - streamlined font handling for scripts a bit.
- moved the two 'you raised the alarm' messages for Strife to the string table
2017-02-05 13:14:22 +01:00

821 lines
14 KiB
Text

// Med patch -----------------------------------------------------------------
class MedPatch : HealthPickup
{
Default
{
Health 10;
+FLOORCLIP
+INVENTORY.INVBAR
Inventory.MaxAmount 20;
Tag "$TAG_MEDPATCH";
Inventory.Icon "I_STMP";
Inventory.PickupMessage "$TXT_MEDPATCH";
HealthPickup.Autouse 3;
}
States
{
Spawn:
STMP A -1;
Stop;
}
}
// Medical Kit ---------------------------------------------------------------
class MedicalKit : HealthPickup
{
Default
{
Health 25;
+FLOORCLIP
+INVENTORY.INVBAR
Inventory.MaxAmount 15;
Tag "$TAG_MEDICALKIT";
Inventory.Icon "I_MDKT";
Inventory.PickupMessage "$TXT_MEDICALKIT";
HealthPickup.Autouse 3;
}
States
{
Spawn:
MDKT A -1;
Stop;
}
}
// Surgery Kit --------------------------------------------------------------
class SurgeryKit : HealthPickup
{
Default
{
+FLOORCLIP
+INVENTORY.INVBAR
Health -100;
Inventory.MaxAmount 5;
Tag "$TAG_SURGERYKIT";
Inventory.Icon "I_FULL";
Inventory.PickupMessage "$TXT_SURGERYKIT";
}
States
{
Spawn:
FULL AB 35;
Loop;
}
}
// StrifeMap ----------------------------------------------------------------
class StrifeMap : MapRevealer
{
Default
{
+FLOORCLIP
Inventory.PickupSound "misc/p_pkup";
Inventory.PickupMessage "$TXT_STRIFEMAP";
}
States
{
Spawn:
SMAP AB 6 Bright;
Loop;
}
}
// Beldin's Ring ------------------------------------------------------------
class BeldinsRing : Inventory
{
Default
{
+NOTDMATCH
+FLOORCLIP
+INVENTORY.INVBAR
Tag "$TAG_BELDINSRING";
Inventory.Icon "I_RING";
Inventory.GiveQuest 1;
Inventory.PickupMessage "$TXT_BELDINSRING";
}
States
{
Spawn:
RING A -1;
Stop;
}
}
// Offering Chalice ---------------------------------------------------------
class OfferingChalice : Inventory
{
Default
{
+DROPPED
+FLOORCLIP
+INVENTORY.INVBAR
Radius 10;
Height 16;
Tag "$TAG_OFFERINGCHALICE";
Inventory.Icon "I_RELC";
Inventory.PickupMessage "$TXT_OFFERINGCHALICE";
Inventory.GiveQuest 2;
}
States
{
Spawn:
RELC A -1;
Stop;
}
}
// Ear ----------------------------------------------------------------------
class Ear : Inventory
{
Default
{
+FLOORCLIP
+INVENTORY.INVBAR
Tag "$TAG_EAR";
Inventory.Icon "I_EARS";
Inventory.PickupMessage "$TXT_EAR";
Inventory.GiveQuest 9;
}
States
{
Spawn:
EARS A -1;
Stop;
}
}
// Broken Power Coupling ----------------------------------------------------
class BrokenPowerCoupling : Inventory
{
Default
{
Health 40;
+DROPPED
+FLOORCLIP
+INVENTORY.INVBAR
Radius 16;
Height 16;
Tag "$TAG_BROKENCOUPLING";
Inventory.MaxAmount 1;
Inventory.Icon "I_COUP";
Inventory.PickupMessage "$TXT_BROKENCOUPLING";
Inventory.GiveQuest 8;
}
States
{
Spawn:
COUP C -1;
Stop;
}
}
// Shadow Armor -------------------------------------------------------------
class ShadowArmor : PowerupGiver
{
Default
{
+FLOORCLIP
+VISIBILITYPULSE
+INVENTORY.INVBAR
-INVENTORY.FANCYPICKUPSOUND
RenderStyle "Translucent";
Tag "$TAG_SHADOWARMOR";
Inventory.MaxAmount 2;
Powerup.Type "PowerShadow";
Inventory.Icon "I_SHD1";
Inventory.PickupSound "misc/i_pkup";
Inventory.PickupMessage "$TXT_SHADOWARMOR";
}
States
{
Spawn:
SHD1 A -1 Bright;
Stop;
}
}
// Environmental suit -------------------------------------------------------
class EnvironmentalSuit : PowerupGiver
{
Default
{
+FLOORCLIP
+INVENTORY.INVBAR
-INVENTORY.FANCYPICKUPSOUND
Inventory.MaxAmount 5;
Powerup.Type "PowerMask";
Tag "$TAG_ENVSUIT";
Inventory.Icon "I_MASK";
Inventory.PickupSound "misc/i_pkup";
Inventory.PickupMessage "$TXT_ENVSUIT";
}
States
{
Spawn:
MASK A -1;
Stop;
}
}
// Guard Uniform ------------------------------------------------------------
class GuardUniform : Inventory
{
Default
{
+FLOORCLIP
+INVENTORY.INVBAR
Tag "$TAG_GUARDUNIFORM";
Inventory.Icon "I_UNIF";
Inventory.PickupMessage "$TXT_GUARDUNIFORM";
Inventory.GiveQuest 15;
}
States
{
Spawn:
UNIF A -1;
Stop;
}
}
// Officer's Uniform --------------------------------------------------------
class OfficersUniform : Inventory
{
Default
{
+FLOORCLIP
+INVENTORY.INVBAR
Tag "$TAG_OFFICERSUNIFORM";
Inventory.Icon "I_OFIC";
Inventory.PickupMessage "$TXT_OFFICERSUNIFORM";
}
States
{
Spawn:
OFIC A -1;
Stop;
}
}
// Flame Thrower Parts ------------------------------------------------------
class FlameThrowerParts : Inventory
{
Default
{
+FLOORCLIP
+INVENTORY.INVBAR
Inventory.Icon "I_BFLM";
Tag "$TAG_FTHROWERPARTS";
Inventory.PickupMessage "$TXT_FTHROWERPARTS";
}
States
{
Spawn:
BFLM A -1;
Stop;
}
}
// InterrogatorReport -------------------------------------------------------
// SCRIPT32 in strife0.wad has an Acolyte that drops this, but I couldn't
// find that Acolyte in the map. It seems to be totally unused in the
// final game.
class InterrogatorReport : Inventory
{
Default
{
+FLOORCLIP
Tag "$TAG_REPORT";
Inventory.PickupMessage "$TXT_REPORT";
}
States
{
Spawn:
TOKN A -1;
Stop;
}
}
// Info ---------------------------------------------------------------------
class Info : Inventory
{
Default
{
+FLOORCLIP
+INVENTORY.INVBAR
Tag "$TAG_INFO";
Inventory.Icon "I_TOKN";
Inventory.PickupMessage "$TXT_INFO";
}
States
{
Spawn:
TOKN A -1;
Stop;
}
}
// Targeter -----------------------------------------------------------------
class Targeter : PowerupGiver
{
Default
{
+FLOORCLIP
+INVENTORY.INVBAR
-INVENTORY.FANCYPICKUPSOUND
Tag "$TAG_TARGETER";
Powerup.Type "PowerTargeter";
Inventory.MaxAmount 5;
Inventory.Icon "I_TARG";
Inventory.PickupSound "misc/i_pkup";
Inventory.PickupMessage "$TXT_TARGETER";
}
States
{
Spawn:
TARG A -1;
Stop;
}
}
// Communicator -----------------------------------------------------------------
class Communicator : Inventory
{
Default
{
+NOTDMATCH
Tag "$TAG_COMMUNICATOR";
Inventory.Icon "I_COMM";
Inventory.PickupSound "misc/p_pkup";
Inventory.PickupMessage "$TXT_COMMUNICATOR";
}
States
{
Spawn:
COMM A -1;
Stop;
}
}
// Degnin Ore ---------------------------------------------------------------
class DegninOre : Inventory
{
Default
{
Health 10;
Radius 16;
Height 16;
Inventory.MaxAmount 10;
+SOLID
+SHOOTABLE
+NOBLOOD
+FLOORCLIP
+INCOMBAT
+INVENTORY.INVBAR
Tag "$TAG_DEGNINORE";
DeathSound "ore/explode";
Inventory.Icon "I_XPRK";
Inventory.PickupMessage "$TXT_DEGNINORE";
}
States
{
Spawn:
XPRK A -1;
Stop;
Death:
XPRK A 1 A_RemoveForceField;
BNG3 A 0 A_SetRenderStyle(1, STYLE_Normal);
BNG3 A 0 A_Scream;
BNG3 A 3 Bright A_Explode(192, 192, alert:true);
BNG3 BCDEFGH 3 Bright;
Stop;
}
override bool Use (bool pickup)
{
if (pickup)
{
return false;
}
else
{
Inventory drop;
// Increase the amount by one so that when DropInventory decrements it,
// the actor will have the same number of beacons that he started with.
// When we return to UseInventory, it will take care of decrementing
// Amount again and disposing of this item if there are no more.
Amount++;
drop = Owner.DropInventory (self);
if (drop == NULL)
{
Amount--;
return false;
}
return true;
}
}
}
// Gun Training -------------------------------------------------------------
class GunTraining : Inventory
{
Default
{
+FLOORCLIP
+INVENTORY.INVBAR
+INVENTORY.UNDROPPABLE
Inventory.MaxAmount 100;
Tag "$TAG_GUNTRAINING";
Inventory.Icon "I_GUNT";
}
States
{
Spawn:
GUNT A -1;
Stop;
}
}
// Health Training ----------------------------------------------------------
class HealthTraining : Inventory
{
Default
{
+FLOORCLIP
+INVENTORY.INVBAR
+INVENTORY.UNDROPPABLE
Inventory.MaxAmount 100;
Tag "$TAG_HEALTHTRAINING";
Inventory.Icon "I_HELT";
}
States
{
Spawn:
HELT A -1;
Stop;
}
override bool TryPickup (in out Actor toucher)
{
if (Super.TryPickup(toucher))
{
toucher.GiveInventoryType ("GunTraining");
toucher.A_GiveInventory("Coin", toucher.player.mo.accuracy*5 + 300);
return true;
}
return false;
}
}
// Scanner ------------------------------------------------------------------
class Scanner : PowerupGiver
{
Default
{
+FLOORCLIP
+INVENTORY.FANCYPICKUPSOUND
Inventory.MaxAmount 1;
Tag "$TAG_SCANNER";
Inventory.Icon "I_PMUP";
Powerup.Type "PowerScanner";
Inventory.PickupSound "misc/i_pkup";
Inventory.PickupMessage "$TXT_SCANNER";
}
States
{
Spawn:
PMUP AB 6;
Loop;
}
override bool Use (bool pickup)
{
if (!level.AllMap)
{
if (Owner.CheckLocalView (consoleplayer))
{
Console.MidPrint("SmallFont", "$TXT_NEEDMAP");
}
return false;
}
return Super.Use (pickup);
}
}
// Prison Pass --------------------------------------------------------------
class PrisonPass : Key
{
Default
{
Inventory.Icon "I_TOKN";
Tag "$TAG_PRISONPASS";
Inventory.PickupMessage "$TXT_PRISONPASS";
}
States
{
Spawn:
TOKN A -1;
Stop;
}
override bool TryPickup (in out Actor toucher)
{
Super.TryPickup (toucher);
Door_Open(223, 16);
toucher.GiveInventoryType ("QuestItem10");
return true;
}
//============================================================================
//
// APrisonPass :: SpecialDropAction
//
// Trying to make a monster that drops a prison pass turns it into an
// OpenDoor223 item instead. That means the only way to get it in Strife
// is through dialog, which is why it doesn't have its own sprite.
//
//============================================================================
override bool SpecialDropAction (Actor dropper)
{
Door_Open(223, 16);
Destroy ();
return true;
}
}
//---------------------------------------------------------------------------
// Dummy items. They are just used by Strife to perform ---------------------
// actions and cannot be held. ----------------------------------------------
//---------------------------------------------------------------------------
class DummyStrifeItem : Inventory
{
States
{
Spawn:
TOKN A -1;
Stop;
}
}
// Sound the alarm! ---------------------------------------------------------
class RaiseAlarm : DummyStrifeItem
{
Default
{
Tag "$TAG_ALARM";
}
override bool TryPickup (in out Actor toucher)
{
toucher.SoundAlert (toucher);
ThinkerIterator it = ThinkerIterator.Create("AlienSpectre3");
Actor spectre = Actor(it.Next());
if (spectre != NULL && spectre.health > 0 && toucher != spectre)
{
spectre.CurSector.SoundTarget = spectre.LastHeard = toucher;
spectre.target = toucher;
spectre.SetState (spectre.SeeState);
}
GoAwayAndDie ();
return true;
}
override bool SpecialDropAction (Actor dropper)
{
if (dropper.target != null)
{
dropper.target.SoundAlert(dropper.target);
if (dropper.target.CheckLocalView(consoleplayer))
{
Console.MidPrint(SmallFont, "$TXT_YOUFOOL");
}
}
Destroy ();
return true;
}
}
// Open door tag 222 --------------------------------------------------------
class OpenDoor222 : DummyStrifeItem
{
override bool TryPickup (in out Actor toucher)
{
Door_Open(222, 16);
GoAwayAndDie ();
return true;
}
}
// Close door tag 222 -------------------------------------------------------
class CloseDoor222 : DummyStrifeItem
{
override bool TryPickup (in out Actor toucher)
{
Door_Close(222, 16);
GoAwayAndDie ();
return true;
}
override bool SpecialDropAction (Actor dropper)
{
Door_Close(222, 16);
if (dropper.target != null)
{
if (dropper.target.CheckLocalView(consoleplayer))
{
Console.MidPrint(SmallFont, "$TXT_YOUREDEAD");
}
dropper.target.SoundAlert(dropper.target);
}
Destroy ();
return true;
}
}
// Open door tag 224 --------------------------------------------------------
class OpenDoor224 : DummyStrifeItem
{
override bool TryPickup (in out Actor toucher)
{
Door_Open(224, 16);
GoAwayAndDie ();
return true;
}
override bool SpecialDropAction (Actor dropper)
{
Door_Open(224, 16);
Destroy ();
return true;
}
}
// Ammo ---------------------------------------------------------------------
class AmmoFillup : DummyStrifeItem
{
Default
{
Tag "$TAG_AMMOFILLUP";
}
override bool TryPickup (in out Actor toucher)
{
Inventory item = toucher.FindInventory("ClipOfBullets");
if (item == NULL)
{
item = toucher.GiveInventoryType ("ClipOfBullets");
if (item != NULL)
{
item.Amount = 50;
}
}
else if (item.Amount < 50)
{
item.Amount = 50;
}
else
{
return false;
}
GoAwayAndDie ();
return true;
}
}
// Health -------------------------------------------------------------------
class HealthFillup : DummyStrifeItem
{
Default
{
Tag "$TAG_HEALTHFILLUP";
}
override bool TryPickup (in out Actor toucher)
{
static const int skillhealths[] = { -100, -75, -50, -50, -100 };
int index = clamp(skill, 0,4);
if (!toucher.GiveBody (skillhealths[index]))
{
return false;
}
GoAwayAndDie ();
return true;
}
}
// Upgrade Stamina ----------------------------------------------------------
class UpgradeStamina : DummyStrifeItem
{
Default
{
Inventory.Amount 10;
Inventory.MaxAmount 100;
}
override bool TryPickup (in out Actor toucher)
{
if (toucher.player == NULL)
return false;
toucher.player.mo.stamina += Amount;
if (toucher.player.mo.stamina >= MaxAmount)
toucher.player.mo.stamina = MaxAmount;
toucher.GiveBody (-100);
GoAwayAndDie ();
return true;
}
}
// Upgrade Accuracy ---------------------------------------------------------
class UpgradeAccuracy : DummyStrifeItem
{
override bool TryPickup (in out Actor toucher)
{
if (toucher.player == NULL || toucher.player.mo.accuracy >= 100)
return false;
toucher.player.mo.accuracy += 10;
GoAwayAndDie ();
return true;
}
}
// Start a slideshow --------------------------------------------------------
class SlideshowStarter : DummyStrifeItem
{
override bool TryPickup (in out Actor toucher)
{
gameaction = ga_slideshow;
if (level.levelnum == 10)
{
toucher.GiveInventoryType ("QuestItem17");
}
GoAwayAndDie ();
return true;
}
}