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; } }