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Lithia
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Lithia/pksrc/lscripts/Items/Powerups.dec

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actor Lith_CustomInventory : CustomInventory
{
Inventory.PickupMessage ""
states
{
Nope:
TNT1 A 0
fail
}
}
actor Lith_AllMap : Lith_CustomInventory replaces Allmap
{
Tag "Computer Area Map"
Inventory.PickupSound "misc/p_pkup"
+COUNTITEM
+INVENTORY.FANCYPICKUPSOUND
states
{
Spawn:
PMAP ABCDCB 6 bright
loop
Pickup:
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_allmap)
TNT1 A 0 A_GiveInventory("Allmap")
stop
}
}
actor Lith_ArmorBonus : Lith_CustomInventory replaces ArmorBonus
{
Tag "Armor Bonus"
+COUNTITEM
states
{
Spawn:
BON2 ABCDCB 6
loop
Pickup:
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_armorbonus)
TNT1 A 0 A_GiveInventory("ArmorBonus")
stop
}
}
actor Lith_Backpack : Lith_ScoreItem replaces Backpack
{
Tag "Backpack"
Inventory.PickupSound "player/pickup/item"
+COUNTITEM
states
{
Spawn:
BPAK A 0 nodelay A_GiveInventory("Lith_ScoreCount", Score_Backpack)
BPAK A 0 A_GiveInventory("Lith_ShellAmmo", AmmoAmt_ShellBackpk)
BPAK A 0 A_GiveInventory("Lith_RocketAmmo", AmmoAmt_RocketBackpk)
BPAK A 0 A_GiveInventory("Lith_PlasmaAmmo", AmmoAmt_CellBackpk)
BPAK A 0 A_GiveInventory("Lith_CannonAmmo", AmmoAmt_CannonBackpk)
BPAK A -1
stop
Pickup:
TNT1 A 0 ACS_NamedExecuteAlways("Lith_Discount", 0)
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_backpack)
goto Super::Pickup
}
}
actor Lith_Berserk : Lith_CustomInventory replaces Berserk
{
Tag "Berserk"
Inventory.PickupSound "misc/p_pkup"
+COUNTITEM
+INVENTORY.FANCYPICKUPSOUND
states
{
Spawn:
PSTR A -1
stop
Pickup:
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_berserk)
TNT1 A 0 A_GiveInventory("Berserk")
stop
}
}
actor Lith_BlueArmor : Lith_CustomInventory replaces BlueArmor
{
Tag "Blue Armor"
states
{
Spawn:
ARM2 A 6
ARM2 B 6 bright
loop
Pickup:
TNT1 A 0 A_JumpIf(!CallACS("Lith_CheckArmor", 200), "Nope")
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_bluearmor)
TNT1 A 0 A_GiveInventory("BlueArmor")
stop
}
}
#include "lscripts/Items/BlurSphere.dec"
actor Lith_GreenArmor : Lith_CustomInventory replaces GreenArmor
{
Tag "Green Armor"
states
{
Spawn:
ARM1 A 6
ARM1 B 7 bright
loop
Pickup:
TNT1 A 0 A_JumpIf(!CallACS("Lith_CheckArmor", 100), "Nope")
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_greenarmor)
TNT1 A 0 A_GiveInventory("GreenArmor")
stop
}
}
actor Lith_HealthBonus : Lith_CustomInventory replaces HealthBonus
{
Tag "Health Bonus"
Inventory.PickupSound "items/healthbonus"
+COUNTITEM
states
{
Spawn:
BON1 ABCDCB 6
loop
Pickup:
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_healthbonus)
TNT1 A 0 ACS_NamedExecuteWithResult("Lith_GiveHealthBonus", 1)
stop
}
}
actor Lith_Infrared : Lith_CustomInventory replaces Infrared
{
Tag "CB-Goggles"
Inventory.PickupSound "player/pickup/infrared"
+COUNTITEM
+INVENTORY.FANCYPICKUPSOUND
states
{
Spawn:
PVIS A 6 bright
PVIS B 6
loop
Pickup:
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_infrared)
TNT1 A 0 A_GiveInventory("Infrared")
stop
}
}
actor Lith_InvulnerabilitySphere : Lith_CustomInventory replaces InvulnerabilitySphere
{
Tag "Invulnerability"
Inventory.PickupSound "misc/p_pkup"
+FLOATBOB
+COUNTITEM
+INVENTORY.BIGPOWERUP
+INVENTORY.FANCYPICKUPSOUND
states
{
Spawn:
PINV ABCD 6 bright
loop
Pickup:
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_invuln)
TNT1 A 0 A_GiveInventory("InvulnerabilitySphere")
stop
}
}
actor Lith_Medikit : Lith_CustomInventory replaces Medikit
{
Tag "Medikit"
states
{
Spawn:
MEDI A -1
stop
Pickup:
TNT1 A 0 A_JumpIf(!CallACS("Lith_CheckHealth", 25), "Nope")
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_medikit)
TNT1 A 0 ACS_NamedExecuteWithResult("Lith_GiveHealth", 25)
stop
}
}
actor Lith_Megasphere : Lith_CustomInventory replaces Megasphere
{
Tag "Tao'chyan"
Inventory.PickupSound "misc/p_pkup"
+FLOATBOB
+COUNTITEM
+INVENTORY.FANCYPICKUPSOUND
states
{
Spawn:
MEGA ABCDB 6 bright
loop
Pickup:
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_megasphere)
TNT1 A 0 A_GiveInventory("BlueArmor")
TNT1 A 0 ACS_NamedExecuteWithResult("Lith_GiveHealthBonus", 200)
stop
}
}
actor Lith_RadSuit : Lith_CustomInventory replaces RadSuit
{
Tag "Radiation Shielding Suit"
Inventory.PickupSound "misc/p_pkup"
+INVENTORY.FANCYPICKUPSOUND
states
{
Spawn:
SUIT A -1 bright
stop
Pickup:
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_radsuit)
TNT1 A 0 A_GiveInventory("RadSuit")
stop
}
}
actor Lith_SoulSphere : Lith_CustomInventory replaces SoulSphere
{
Tag "Heart"
Inventory.PickupSound "misc/p_pkup"
+FLOATBOB
+COUNTITEM
+INVENTORY.FANCYPICKUPSOUND
states
{
Spawn:
SOUL ABCDB 6 bright
loop
Pickup:
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_soulsphere)
TNT1 A 0 ACS_NamedExecuteWithResult("Lith_GiveHealthBonus", 100)
stop
}
}
actor Lith_Stimpack : Lith_CustomInventory replaces Stimpack
{
Tag "Stimpack"
states
{
Spawn:
STIM A -1
stop
Pickup:
TNT1 A 0 A_JumpIf(!CallACS("Lith_CheckHealth", 10), "Nope")
TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_stimpack)
TNT1 A 0 ACS_NamedExecuteWithResult("Lith_GiveHealth", 10)
stop
}
}
// EOF