mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-11 05:01:09 +00:00
1bd6ac028b
- Added a PickupMessage property to the internal actor parser, replaced most of the virtual PickupMessages with it and placed the code that reads the metadata into AInventory::PickupMessage. Now the PickupMessage method is truly virtual and I can do: Added a Health.LowMessage property to define double message items like Doom's medikit in DECORATE. - Since defining Mana3 as an ammo type and then overriding the TryPickup method means that this item defeats all ammo checks in the game it might as well be defined as a CustomInventory item. At least this fixes the amount given in easy and very hard skills. - Converted all ammo items to DECORATE. - Changed internal property setting of ammo types and sister weapons to use fuglyname as for DECORATE definitions. This allows to export the ammo definitions into DECORATE definitions without doing it for the weapons themselves. - Replaced obituary methods with actor properties. - Fixed: The secret map check didn't work for maps inside Zips. SVN r196 (trunk)
354 lines
6.2 KiB
Text
354 lines
6.2 KiB
Text
// Med patch -----------------------------------------------------------------
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ACTOR MedPatch : HealthPickup 2011
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{
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Game Strife
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ConversationID 125, 121, 124
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Health 10
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+FLOORCLIP
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+INVENTORY.INVBAR
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Inventory.MaxAmount 20
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Tag "Med_patch"
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Inventory.Icon "I_STMP"
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Inventory.PickupMessage "$TXT_MEDPATCH"
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States
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{
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Spawn:
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STMP A -1
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Stop
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}
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}
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// Medical Kit ---------------------------------------------------------------
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ACTOR MedicalKit : HealthPickup 2012
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{
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Game Strife
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ConversationID 126, 122, 125
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Health 25
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+FLOORCLIP
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+INVENTORY.INVBAR
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Inventory.MaxAmount 15
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Tag "Medical_kit"
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Inventory.Icon "I_MDKT"
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Inventory.PickupMessage "$TXT_MEDICALKIT"
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States
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{
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Spawn:
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MDKT A -1
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Stop
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}
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}
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// Surgery Kit --------------------------------------------------------------
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ACTOR SurgeryKit : HealthPickup 83
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{
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Game Strife
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ConversationID 127, 123, 126
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+FLOORCLIP
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+INVENTORY.INVBAR
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Health -100
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Inventory.MaxAmount 5
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Tag "Surgery_Kit" // "full_health" in the Teaser
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Inventory.Icon "I_FULL"
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Inventory.PickupMessage "$TXT_SURGERYKIT"
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States
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{
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Spawn:
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FULL AB 35
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Loop
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}
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}
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// StrifeMap ----------------------------------------------------------------
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ACTOR StrifeMap : MapRevealer 2026
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{
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Game Strife
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SpawnID 137
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ConversationID 164, 160, 163
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+FLOORCLIP
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Inventory.PickupSound "misc/p_pkup"
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Inventory.PickupMessage "$TXT_STRIFEMAP"
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States
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{
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Spawn:
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SMAP AB 6 Bright
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Loop
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}
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}
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// Beldin's Ring ------------------------------------------------------------
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ACTOR BeldinsRing : Inventory
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{
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Game Strife
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+NOTDMATCH
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+FLOORCLIP
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+INVENTORY.INVBAR
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ConversationID 173, 165, 169
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Tag "ring"
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Inventory.Icon "I_RING"
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Inventory.GiveQuest 1
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Inventory.PickupMessage "$TXT_BELDINSRING"
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States
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{
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Spawn:
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RING A -1
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Stop
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}
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}
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// Offering Chalice ---------------------------------------------------------
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ACTOR OfferingChalice : Inventory 205
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{
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Game Strife
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+DROPPED
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+FLOORCLIP
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+INVENTORY.INVBAR
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ConversationID 174, 166, 170
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Radius 10
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Height 16
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Tag "Offering_Chalice"
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Inventory.Icon "I_RELC"
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Inventory.PickupMessage "$TXT_OFFERINGCHALICE"
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Inventory.GiveQuest 2
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States
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{
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Spawn:
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RELC A -1
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Stop
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}
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}
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// Ear ----------------------------------------------------------------------
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ACTOR Ear : Inventory
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{
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Game Strife
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+FLOORCLIP
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+INVENTORY.INVBAR
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ConversationID 175, 167, 171
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Tag "ear"
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Inventory.Icon "I_EARS"
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Inventory.PickupMessage "$TXT_EAR"
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Inventory.GiveQuest 9
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States
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{
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Spawn:
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EARS A -1
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Stop
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}
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}
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// Broken Power Coupling ----------------------------------------------------
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ACTOR BrokenPowerCoupling : Inventory 226
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{
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Game Strife
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ConversationID 289, -1, -1
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Health 40
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+DROPPED
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+FLOORCLIP
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+INVENTORY.INVBAR
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Radius 16
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Height 16
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Tag "BROKEN_POWER_COUPLING"
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Inventory.MaxAmount 1
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Inventory.Icon "I_COUP"
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Inventory.PickupMessage "$TXT_BROKENCOUPLING"
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Inventory.GiveQuest 8
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States
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{
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Spawn:
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COUP C -1
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Stop
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}
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}
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// Shadow Armor -------------------------------------------------------------
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ACTOR ShadowArmor : PowerupGiver 2024
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{
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Game Strife
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SpawnID 135
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ConversationID 160, 156, 159
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+FLOORCLIP
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+VISIBILITYPULSE
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+INVENTORY.INVBAR
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-INVENTORY.FANCYPICKUPSOUND
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RenderStyle Translucent
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Tag "Shadow_armor"
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Inventory.MaxAmount 2
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Powerup.Type "Shadow"
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Inventory.Icon "I_SHD1"
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Inventory.PickupSound "misc/i_pkup"
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Inventory.PickupMessage "$TXT_SHADOWARMOR"
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States
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{
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Spawn:
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SHD1 A -1 Bright
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Stop
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}
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}
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// Environmental suit -------------------------------------------------------
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ACTOR EnvironmentalSuit : PowerupGiver 2025
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{
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Game Strife
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SpawnID 136
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ConversationID 161, 157, 160
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+FLOORCLIP
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+INVENTORY.INVBAR
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-INVENTORY.FANCYPICKUPSOUND
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Inventory.MaxAmount 5
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Powerup.Type "Mask"
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Tag "Environmental_Suit"
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Inventory.Icon "I_MASK"
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Inventory.PickupSound "misc/i_pkup"
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Inventory.PickupMessage "$TXT_ENVSUIT"
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States
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{
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Spawn:
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MASK A -1
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Stop
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}
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}
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// Guard Uniform ------------------------------------------------------------
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ACTOR GuardUniform : Inventory 90
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{
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Game Strife
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ConversationID 162, 158, 161
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+FLOORCLIP
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+INVENTORY.INVBAR
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Tag "Guard_Uniform"
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Inventory.Icon "I_UNIF"
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Inventory.PickupMessage "$TXT_GUARDUNIFORM"
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Inventory.GiveQuest 15
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States
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{
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Spawn:
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UNIF A -1
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Stop
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}
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}
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// Officer's Uniform --------------------------------------------------------
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ACTOR OfficersUniform : Inventory 52
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{
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Game Strife
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ConversationID 163, 159, 162
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+FLOORCLIP
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+INVENTORY.INVBAR
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Tag "Officer's_Uniform"
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Inventory.Icon "I_OFIC"
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Inventory.PickupMessage "$TXT_OFFICERSUNIFORM"
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States
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{
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Spawn:
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OFIC A -1
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Stop
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}
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}
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// Flame Thrower Parts ------------------------------------------------------
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ACTOR FlameThrowerParts : Inventory
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{
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Game Strife
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ConversationID 191, 185, 189
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+FLOORCLIP
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+INVENTORY.INVBAR
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Inventory.Icon "I_BFLM"
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Tag "flame_thrower_parts"
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Inventory.PickupMessage "$TXT_FTHROWERPARTS"
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States
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{
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Spawn:
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BFLM A -1
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Stop
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}
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}
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// InterrogatorReport -------------------------------------------------------
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// SCRIPT32 in strife0.wad has an Acolyte that drops this, but I couldn't
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// find that Acolyte in the map. It seems to be totally unused in the
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// final game.
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ACTOR InterrogatorReport : Inventory
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{
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Game Strife
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ConversationID 308, 289, 306
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+FLOORCLIP
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Tag "report"
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Inventory.PickupMessage "$TXT_REPORT"
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States
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{
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Spawn:
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TOKN A -1
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Stop
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}
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}
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// Info ---------------------------------------------------------------------
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ACTOR Info : Inventory
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{
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Game Strife
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ConversationID 300, 282, 299
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+FLOORCLIP
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+INVENTORY.INVBAR
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Tag "info"
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Inventory.Icon "I_TOKN"
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Inventory.PickupMessage "$TXT_INFO"
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States
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{
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Spawn:
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TOKN A -1
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Stop
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}
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}
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// Targeter -----------------------------------------------------------------
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ACTOR Targeter : PowerupGiver 207
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{
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Game Strife
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ConversationID 167, 169, 173
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+FLOORCLIP
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+INVENTORY.INVBAR
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-INVENTORY.FANCYPICKUPSOUND
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Tag "Targeter"
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Powerup.Type "Targeter"
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Inventory.MaxAmount 5
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Inventory.Icon "I_TARG"
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Inventory.PickupSound "misc/i_pkup"
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Inventory.PickupMessage "$TXT_TARGETER"
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States
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{
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Spawn:
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TARG A -1
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Stop
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}
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}
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