qzdoom/wadsrc/decorate/strife/strifeitems.txt

355 lines
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Plaintext

// Med patch -----------------------------------------------------------------
ACTOR MedPatch : HealthPickup 2011
{
Game Strife
ConversationID 125, 121, 124
Health 10
+FLOORCLIP
+INVENTORY.INVBAR
Inventory.MaxAmount 20
Tag "Med_patch"
Inventory.Icon "I_STMP"
Inventory.PickupMessage "$TXT_MEDPATCH"
States
{
Spawn:
STMP A -1
Stop
}
}
// Medical Kit ---------------------------------------------------------------
ACTOR MedicalKit : HealthPickup 2012
{
Game Strife
ConversationID 126, 122, 125
Health 25
+FLOORCLIP
+INVENTORY.INVBAR
Inventory.MaxAmount 15
Tag "Medical_kit"
Inventory.Icon "I_MDKT"
Inventory.PickupMessage "$TXT_MEDICALKIT"
States
{
Spawn:
MDKT A -1
Stop
}
}
// Surgery Kit --------------------------------------------------------------
ACTOR SurgeryKit : HealthPickup 83
{
Game Strife
ConversationID 127, 123, 126
+FLOORCLIP
+INVENTORY.INVBAR
Health -100
Inventory.MaxAmount 5
Tag "Surgery_Kit" // "full_health" in the Teaser
Inventory.Icon "I_FULL"
Inventory.PickupMessage "$TXT_SURGERYKIT"
States
{
Spawn:
FULL AB 35
Loop
}
}
// StrifeMap ----------------------------------------------------------------
ACTOR StrifeMap : MapRevealer 2026
{
Game Strife
SpawnID 137
ConversationID 164, 160, 163
+FLOORCLIP
Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "$TXT_STRIFEMAP"
States
{
Spawn:
SMAP AB 6 Bright
Loop
}
}
// Beldin's Ring ------------------------------------------------------------
ACTOR BeldinsRing : Inventory
{
Game Strife
+NOTDMATCH
+FLOORCLIP
+INVENTORY.INVBAR
ConversationID 173, 165, 169
Tag "ring"
Inventory.Icon "I_RING"
Inventory.GiveQuest 1
Inventory.PickupMessage "$TXT_BELDINSRING"
States
{
Spawn:
RING A -1
Stop
}
}
// Offering Chalice ---------------------------------------------------------
ACTOR OfferingChalice : Inventory 205
{
Game Strife
+DROPPED
+FLOORCLIP
+INVENTORY.INVBAR
ConversationID 174, 166, 170
Radius 10
Height 16
Tag "Offering_Chalice"
Inventory.Icon "I_RELC"
Inventory.PickupMessage "$TXT_OFFERINGCHALICE"
Inventory.GiveQuest 2
States
{
Spawn:
RELC A -1
Stop
}
}
// Ear ----------------------------------------------------------------------
ACTOR Ear : Inventory
{
Game Strife
+FLOORCLIP
+INVENTORY.INVBAR
ConversationID 175, 167, 171
Tag "ear"
Inventory.Icon "I_EARS"
Inventory.PickupMessage "$TXT_EAR"
Inventory.GiveQuest 9
States
{
Spawn:
EARS A -1
Stop
}
}
// Broken Power Coupling ----------------------------------------------------
ACTOR BrokenPowerCoupling : Inventory 226
{
Game Strife
ConversationID 289, -1, -1
Health 40
+DROPPED
+FLOORCLIP
+INVENTORY.INVBAR
Radius 16
Height 16
Tag "BROKEN_POWER_COUPLING"
Inventory.MaxAmount 1
Inventory.Icon "I_COUP"
Inventory.PickupMessage "$TXT_BROKENCOUPLING"
Inventory.GiveQuest 8
States
{
Spawn:
COUP C -1
Stop
}
}
// Shadow Armor -------------------------------------------------------------
ACTOR ShadowArmor : PowerupGiver 2024
{
Game Strife
SpawnID 135
ConversationID 160, 156, 159
+FLOORCLIP
+VISIBILITYPULSE
+INVENTORY.INVBAR
-INVENTORY.FANCYPICKUPSOUND
RenderStyle Translucent
Tag "Shadow_armor"
Inventory.MaxAmount 2
Powerup.Type "Shadow"
Inventory.Icon "I_SHD1"
Inventory.PickupSound "misc/i_pkup"
Inventory.PickupMessage "$TXT_SHADOWARMOR"
States
{
Spawn:
SHD1 A -1 Bright
Stop
}
}
// Environmental suit -------------------------------------------------------
ACTOR EnvironmentalSuit : PowerupGiver 2025
{
Game Strife
SpawnID 136
ConversationID 161, 157, 160
+FLOORCLIP
+INVENTORY.INVBAR
-INVENTORY.FANCYPICKUPSOUND
Inventory.MaxAmount 5
Powerup.Type "Mask"
Tag "Environmental_Suit"
Inventory.Icon "I_MASK"
Inventory.PickupSound "misc/i_pkup"
Inventory.PickupMessage "$TXT_ENVSUIT"
States
{
Spawn:
MASK A -1
Stop
}
}
// Guard Uniform ------------------------------------------------------------
ACTOR GuardUniform : Inventory 90
{
Game Strife
ConversationID 162, 158, 161
+FLOORCLIP
+INVENTORY.INVBAR
Tag "Guard_Uniform"
Inventory.Icon "I_UNIF"
Inventory.PickupMessage "$TXT_GUARDUNIFORM"
Inventory.GiveQuest 15
States
{
Spawn:
UNIF A -1
Stop
}
}
// Officer's Uniform --------------------------------------------------------
ACTOR OfficersUniform : Inventory 52
{
Game Strife
ConversationID 163, 159, 162
+FLOORCLIP
+INVENTORY.INVBAR
Tag "Officer's_Uniform"
Inventory.Icon "I_OFIC"
Inventory.PickupMessage "$TXT_OFFICERSUNIFORM"
States
{
Spawn:
OFIC A -1
Stop
}
}
// Flame Thrower Parts ------------------------------------------------------
ACTOR FlameThrowerParts : Inventory
{
Game Strife
ConversationID 191, 185, 189
+FLOORCLIP
+INVENTORY.INVBAR
Inventory.Icon "I_BFLM"
Tag "flame_thrower_parts"
Inventory.PickupMessage "$TXT_FTHROWERPARTS"
States
{
Spawn:
BFLM A -1
Stop
}
}
// InterrogatorReport -------------------------------------------------------
// SCRIPT32 in strife0.wad has an Acolyte that drops this, but I couldn't
// find that Acolyte in the map. It seems to be totally unused in the
// final game.
ACTOR InterrogatorReport : Inventory
{
Game Strife
ConversationID 308, 289, 306
+FLOORCLIP
Tag "report"
Inventory.PickupMessage "$TXT_REPORT"
States
{
Spawn:
TOKN A -1
Stop
}
}
// Info ---------------------------------------------------------------------
ACTOR Info : Inventory
{
Game Strife
ConversationID 300, 282, 299
+FLOORCLIP
+INVENTORY.INVBAR
Tag "info"
Inventory.Icon "I_TOKN"
Inventory.PickupMessage "$TXT_INFO"
States
{
Spawn:
TOKN A -1
Stop
}
}
// Targeter -----------------------------------------------------------------
ACTOR Targeter : PowerupGiver 207
{
Game Strife
ConversationID 167, 169, 173
+FLOORCLIP
+INVENTORY.INVBAR
-INVENTORY.FANCYPICKUPSOUND
Tag "Targeter"
Powerup.Type "Targeter"
Inventory.MaxAmount 5
Inventory.Icon "I_TARG"
Inventory.PickupSound "misc/i_pkup"
Inventory.PickupMessage "$TXT_TARGETER"
States
{
Spawn:
TARG A -1
Stop
}
}