qzdoom/wadsrc/static/zscript/actors/strife/strifekeys.zs

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2016-10-18 21:05:58 +00:00
class StrifeKey : Key
{
Default
{
Radius 20;
Height 16;
+NOTDMATCH
+FLOORCLIP
}
}
// Base Key -----------------------------------------------------------------
class BaseKey : StrifeKey
{
Default
{
Inventory.Icon "I_FUSL";
Tag "$TAG_BASEKEY";
Inventory.PickupMessage "$TXT_BASEKEY";
}
States
{
Spawn:
FUSL A -1;
Stop;
}
}
// Govs Key -----------------------------------------------------------------
class GovsKey : StrifeKey
{
Default
{
Inventory.Icon "I_REBL";
Tag "$TAG_GOVSKEY";
Inventory.PickupMessage "$TXT_GOVSKEY";
}
States
{
Spawn:
REBL A -1;
Stop;
}
}
// Passcard -----------------------------------------------------------------
class Passcard : StrifeKey
{
Default
{
Inventory.Icon "I_TPAS";
Tag "$TAG_PASSCARD";
Inventory.PickupMessage "$TXT_PASSCARD";
}
States
{
Spawn:
TPAS A -1;
Stop;
}
}
// ID Badge -----------------------------------------------------------------
class IDBadge : StrifeKey
{
Default
{
Inventory.Icon "I_CRD1";
Tag "$TAG_IDBADGE";
Inventory.PickupMessage "$TXT_IDBADGE";
}
States
{
Spawn:
CRD1 A -1;
Stop;
}
}
// Prison Key ---------------------------------------------------------------
class PrisonKey : StrifeKey
{
Default
{
Inventory.Icon "I_PRIS";
Tag "$TAG_PRISONKEY";
Inventory.GiveQuest 11;
Inventory.PickupMessage "$TXT_PRISONKEY";
}
States
{
Spawn:
PRIS A -1;
Stop;
}
}
// Severed Hand -------------------------------------------------------------
class SeveredHand : StrifeKey
{
Default
{
Inventory.Icon "I_HAND";
Tag "$TAG_SEVEREDHAND";
Inventory.GiveQuest 12;
Inventory.PickupMessage "$TXT_SEVEREDHAND";
}
States
{
Spawn:
HAND A -1;
Stop;
}
}
// Power1 Key ---------------------------------------------------------------
class Power1Key : StrifeKey
{
Default
{
Inventory.Icon "I_PWR1";
Tag "$TAG_POWER1KEY";
Inventory.PickupMessage "$TXT_POWER1KEY";
}
States
{
Spawn:
PWR1 A -1;
Stop;
}
}
// Power2 Key ---------------------------------------------------------------
class Power2Key : StrifeKey
{
Default
{
Inventory.Icon "I_PWR2";
Tag "$TAG_POWER2KEY";
Inventory.PickupMessage "$TXT_POWER2KEY";
}
States
{
Spawn:
PWR2 A -1;
Stop;
}
}
// Power3 Key ---------------------------------------------------------------
class Power3Key : StrifeKey
{
Default
{
Inventory.Icon "I_PWR3";
Tag "$TAG_POWER3KEY";
Inventory.PickupMessage "$TXT_POWER3KEY";
}
States
{
Spawn:
PWR3 A -1;
Stop;
}
}
// Gold Key -----------------------------------------------------------------
class GoldKey : StrifeKey
{
Default
{
Inventory.Icon "I_KY1G";
Tag "$TAG_GOLDKEY";
Inventory.PickupMessage "$TXT_GOLDKEY";
}
States
{
Spawn:
KY1G A -1;
Stop;
}
}
// ID Card ------------------------------------------------------------------
class IDCard : StrifeKey
{
Default
{
Inventory.Icon "I_CRD2";
Tag "$TAG_IDCARD";
Inventory.PickupMessage "$TXT_IDCARD";
}
States
{
Spawn:
CRD2 A -1;
Stop;
}
}
// Silver Key ---------------------------------------------------------------
class SilverKey : StrifeKey
{
Default
{
Inventory.Icon "I_KY2S";
Tag "$TAG_SILVERKEY";
Inventory.PickupMessage "$TXT_SILVERKEY";
}
States
{
Spawn:
KY2S A -1;
Stop;
}
}
// Oracle Key ---------------------------------------------------------------
class OracleKey : StrifeKey
{
Default
{
Inventory.Icon "I_ORAC";
Tag "$TAG_ORACLEKEY";
Inventory.PickupMessage "$TXT_ORACLEKEY";
}
States
{
Spawn:
ORAC A -1;
Stop;
}
}
// Military ID --------------------------------------------------------------
class MilitaryID : StrifeKey
{
Default
{
Inventory.Icon "I_GYID";
Tag "$TAG_MILITARYID";
Inventory.PickupMessage "$TXT_MILITARYID";
}
States
{
Spawn:
GYID A -1;
Stop;
}
}
// Order Key ----------------------------------------------------------------
class OrderKey : StrifeKey
{
Default
{
Inventory.Icon "I_FUBR";
Tag "$TAG_ORDERKEY";
Inventory.PickupMessage "$TXT_ORDERKEY";
}
States
{
Spawn:
FUBR A -1;
Stop;
}
}
// Warehouse Key ------------------------------------------------------------
class WarehouseKey : StrifeKey
{
Default
{
Inventory.Icon "I_WARE";
Tag "$TAG_WAREHOUSEKEY";
Inventory.PickupMessage "$TXT_WAREHOUSEKEY";
}
States
{
Spawn:
WARE A -1;
Stop;
}
}
// Brass Key ----------------------------------------------------------------
class BrassKey : StrifeKey
{
Default
{
Inventory.Icon "I_KY3B";
Tag "$TAG_BRASSKEY";
Inventory.PickupMessage "$TXT_BRASSKEY";
}
States
{
Spawn:
KY3B A -1;
Stop;
}
}
// Red Crystal Key ----------------------------------------------------------
class RedCrystalKey : StrifeKey
{
Default
{
Inventory.Icon "I_RCRY";
Tag "$TAG_REDCRYSTALKEY";
Inventory.PickupMessage "$TXT_REDCRYSTAL";
}
States
{
Spawn:
RCRY A -1 Bright;
Stop;
}
}
// Blue Crystal Key ---------------------------------------------------------
class BlueCrystalKey : StrifeKey
{
Default
{
Inventory.Icon "I_BCRY";
Tag "$TAG_BLUECRYSTALKEY";
Inventory.PickupMessage "$TXT_BLUECRYSTAL";
}
States
{
Spawn:
BCRY A -1 Bright;
Stop;
}
}
// Chapel Key ---------------------------------------------------------------
class ChapelKey : StrifeKey
{
Default
{
Inventory.Icon "I_CHAP";
Tag "$TAG_CHAPELKEY";
Inventory.PickupMessage "$TXT_CHAPELKEY";
}
States
{
Spawn:
CHAP A -1;
Stop;
}
}
// Catacomb Key -------------------------------------------------------------
class CatacombKey : StrifeKey
{
Default
{
Inventory.Icon "I_TUNL";
Tag "$TAG_CATACOMBKEY";
Inventory.GiveQuest 28;
Inventory.PickupMessage "$TXT_CATACOMBKEY";
}
States
{
Spawn:
TUNL A -1;
Stop;
}
}
// Security Key -------------------------------------------------------------
class SecurityKey : StrifeKey
{
Default
{
Inventory.Icon "I_SECK";
Tag "$TAG_SECURITYKEY";
Inventory.PickupMessage "$TXT_SECURITYKEY";
}
States
{
Spawn:
SECK A -1;
Stop;
}
}
// Core Key -----------------------------------------------------------------
class CoreKey : StrifeKey
{
Default
{
Inventory.Icon "I_GOID";
Tag "$TAG_COREKEY";
Inventory.PickupMessage "$TXT_COREKEY";
}
States
{
Spawn:
GOID A -1;
Stop;
}
}
// Mauler Key ---------------------------------------------------------------
class MaulerKey : StrifeKey
{
Default
{
Inventory.Icon "I_BLTK";
Tag "$TAG_MAULERKEY";
Inventory.PickupMessage "$TXT_MAULERKEY";
}
States
{
Spawn:
BLTK A -1;
Stop;
}
}
// Factory Key --------------------------------------------------------------
class FactoryKey : StrifeKey
{
Default
{
Inventory.Icon "I_PROC";
Tag "$TAG_FACTORYKEY";
Inventory.PickupMessage "$TXT_FACTORYKEY";
}
States
{
Spawn:
PROC A -1;
Stop;
}
}
// Mine Key -----------------------------------------------------------------
class MineKey : StrifeKey
{
Default
{
Inventory.Icon "I_MINE";
Tag "$TAG_MINEKEY";
Inventory.PickupMessage "$TXT_MINEKEY";
}
States
{
Spawn:
MINE A -1;
Stop;
}
}
// New Key5 -----------------------------------------------------------------
class NewKey5 : StrifeKey
{
Default
{
Inventory.Icon "I_BLTK";
Tag "$TAG_NEWKEY5";
Inventory.PickupMessage "$TXT_NEWKEY5";
}
States
{
Spawn:
BLTK A -1;
Stop;
}
}
// Oracle Pass --------------------------------------------------------------
class OraclePass : Inventory
{
Default
{
+INVENTORY.INVBAR
Inventory.Icon "I_OTOK";
Inventory.GiveQuest 18;
Inventory.PickupMessage "$TXT_ORACLEPASS";
Tag "$TAG_ORACLEPASS";
}
States
{
Spawn:
OTOK A -1;
Stop;
}
}