mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-18 10:11:40 +00:00
171 lines
3.1 KiB
Text
171 lines
3.1 KiB
Text
// Invulnerability Sphere ---------------------------------------------------
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ACTOR InvulnerabilitySphere : PowerupGiver
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{
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+COUNTITEM
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+INVENTORY.AUTOACTIVATE
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+INVENTORY.ALWAYSPICKUP
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+INVENTORY.BIGPOWERUP
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Inventory.MaxAmount 0
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Powerup.Type Invulnerable
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Powerup.Color InverseMap
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Inventory.PickupMessage "$GOTINVUL"
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States
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{
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Spawn:
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PINV ABCD 6 Bright
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Loop
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}
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}
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// Soulsphere --------------------------------------------------------------
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ACTOR Soulsphere : Health
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{
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+COUNTITEM
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+INVENTORY.AUTOACTIVATE
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+INVENTORY.ALWAYSPICKUP
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+INVENTORY.FANCYPICKUPSOUND
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Inventory.Amount 100
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Inventory.MaxAmount 200
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Inventory.PickupMessage "$GOTSUPER"
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Inventory.PickupSound "misc/p_pkup"
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States
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{
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Spawn:
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SOUL ABCDCB 6 Bright
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Loop
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}
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}
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// Mega sphere --------------------------------------------------------------
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ACTOR MegasphereHealth : Health // for manipulation by Dehacked
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{
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Inventory.Amount 200
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Inventory.MaxAmount 200
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+INVENTORY.ALWAYSPICKUP
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}
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// DeHackEd can only modify the blue armor's type, not the megasphere's.
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actor BlueArmorForMegasphere : BlueArmor
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{
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Armor.SavePercent 50
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Armor.SaveAmount 200
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}
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ACTOR Megasphere : CustomInventory
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{
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+COUNTITEM
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+INVENTORY.ALWAYSPICKUP
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Inventory.PickupMessage "$GOTMSPHERE"
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Inventory.PickupSound "misc/p_pkup"
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States
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{
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Spawn:
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MEGA ABCD 6 BRIGHT
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Loop
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Pickup:
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TNT1 A 0 A_GiveInventory("BlueArmorForMegasphere", 1)
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TNT1 A 0 A_GiveInventory("MegasphereHealth", 1)
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Stop
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}
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}
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// Invisibility -------------------------------------------------------------
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ACTOR BlurSphere : PowerupGiver
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{
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+COUNTITEM
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+VISIBILITYPULSE
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+INVENTORY.AUTOACTIVATE
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+INVENTORY.ALWAYSPICKUP
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+INVENTORY.BIGPOWERUP
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Inventory.MaxAmount 0
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Powerup.Type Invisibility
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RenderStyle Translucent
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Inventory.PickupMessage "$GOTINVIS"
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States
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{
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Spawn:
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PINS ABCD 6 Bright
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Loop
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}
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}
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// Radiation suit (aka iron feet) -------------------------------------------
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ACTOR RadSuit : PowerupGiver
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{
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Height 46
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+INVENTORY.AUTOACTIVATE
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+INVENTORY.ALWAYSPICKUP
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Inventory.MaxAmount 0
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Inventory.PickupMessage "$GOTSUIT"
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Powerup.Type IronFeet
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States
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{
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Spawn:
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SUIT A -1 Bright
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Stop
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}
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}
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// infrared -----------------------------------------------------------------
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ACTOR Infrared : PowerupGiver
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{
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+COUNTITEM
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+INVENTORY.AUTOACTIVATE
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+INVENTORY.ALWAYSPICKUP
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Inventory.MaxAmount 0
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Powerup.Type LightAmp
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Inventory.PickupMessage "$GOTVISOR"
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States
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{
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Spawn:
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PVIS A 6 Bright
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PVIS B 6
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Loop
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}
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}
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// Allmap -------------------------------------------------------------------
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ACTOR Allmap : MapRevealer
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{
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+COUNTITEM
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+INVENTORY.FANCYPICKUPSOUND
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+INVENTORY.ALWAYSPICKUP
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Inventory.MaxAmount 0
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Inventory.PickupSound "misc/p_pkup"
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Inventory.PickupMessage "$GOTMAP"
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States
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{
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Spawn:
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PMAP ABCDCB 6 Bright
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Loop
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}
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}
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// Berserk ------------------------------------------------------------------
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ACTOR Berserk : CustomInventory
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{
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+COUNTITEM
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+INVENTORY.ALWAYSPICKUP
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Inventory.PickupMessage "$GOTBERSERK"
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Inventory.PickupSound "misc/p_pkup"
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States
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{
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Spawn:
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PSTR A -1
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Stop
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Pickup:
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TNT1 A 0 A_GiveInventory("PowerStrength")
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TNT1 A 0 HealThing(100, 0)
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TNT1 A 0 A_SelectWeapon("Fist")
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Stop
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}
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}
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