// Coin --------------------------------------------------------------------- class Coin : Inventory { Default { +DROPPED +NOTDMATCH +FLOORCLIP Inventory.MaxAmount 0x7fffffff; +INVENTORY.INVBAR Tag "$TAG_COIN"; Inventory.Icon "I_COIN"; Inventory.PickupMessage "$TXT_COIN"; } States { Spawn: COIN A -1; Stop; } // Coin --------------------------------------------------------------------- override String PickupMessage () { if (Amount == 1) { return Super.PickupMessage(); } else { String msg = StringTable.Localize("$TXT_XGOLD"); msg.Replace("%d", "" .. Amount); return msg; } } override bool HandlePickup (Inventory item) { if (item is "Coin") { if (Amount < MaxAmount) { if (MaxAmount - Amount < item.Amount) { Amount = MaxAmount; } else { Amount += item.Amount; } item.bPickupGood = true; } return true; } return false; } override Inventory CreateCopy (Actor other) { if (GetClass() == "Coin") { return Super.CreateCopy (other); } Inventory copy = Inventory(Spawn("Coin")); copy.Amount = Amount; copy.BecomeItem (); GoAwayAndDie (); return copy; } //=========================================================================== // // ACoin :: CreateTossable // // Gold drops in increments of 50 if you have that much, less if you don't. // //=========================================================================== override Inventory CreateTossable () { Coin tossed; if (bUndroppable || Owner == NULL || Amount <= 0) { return NULL; } if (Amount >= 50) { Amount -= 50; tossed = Coin(Spawn("Gold50")); } else if (Amount >= 25) { Amount -= 25; tossed = Coin(Spawn("Gold25")); } else if (Amount >= 10) { Amount -= 10; tossed = Coin(Spawn("Gold10")); } else if (Amount > 1 || bKeepDepleted) { Amount -= 1; tossed = Coin(Spawn("Coin")); } else // Amount == 1 && !(ItemFlags & IF_KEEPDEPLETED) { BecomePickup (); tossed = self; } tossed.bSpecial = false; tossed.bSolid = false; tossed.DropTime = 30; if (tossed != self && Amount <= 0) { Destroy (); } return tossed; } } // 10 Gold ------------------------------------------------------------------ class Gold10 : Coin { Default { Inventory.Amount 10; Tag "$TAG_10GOLD"; Inventory.PickupMessage "$TXT_10GOLD"; } States { Spawn: CRED A -1; Stop; } } // 25 Gold ------------------------------------------------------------------ class Gold25 : Coin { Default { Inventory.Amount 25; Tag "$TAG_25GOLD"; Inventory.PickupMessage "$TXT_25GOLD"; } States { Spawn: SACK A -1; Stop; } } // 50 Gold ------------------------------------------------------------------ class Gold50 : Coin { Default { Inventory.Amount 50; Tag "$TAG_50GOLD"; Inventory.PickupMessage "$TXT_50GOLD"; } States { Spawn: CHST A -1; Stop; } } // 300 Gold ------------------------------------------------------------------ class Gold300 : Coin { Default { Inventory.Amount 300; Tag "$TAG_300GOLD"; Inventory.PickupMessage "$TXT_300GOLD"; Inventory.GiveQuest 3; +INVENTORY.ALWAYSPICKUP } States { Spawn: TOKN A -1; Stop; } }