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Feb 21st, 2011
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  1. //Gives half the ammo of the Pistol.
  2.  
  3. Actor XtClip : Clip replaces Clip
  4. {
  5. Inventory.Amount 5
  6. }
  7.  
  8. //Health and armor bonuses now give 2 each. This is similar to t
  9.  
  10. Actor XtHealthBonus : HealthBonus replaces HealthBonus
  11. {
  12. Inventory.Amount 2
  13. }
  14.  
  15. //Health increased slightly
  16.  
  17. Actor XtStimpack : Stimpack replaces Stimpack
  18. {
  19. Inventory.Amount 15
  20. }
  21.  
  22. Actor XtMedikit : Medikit replaces Medikit
  23. {
  24. Inventory.Amount 30
  25. Health.LowMessage 30, "$GOTMEDINEED"
  26. }
  27.  
  28. //Armor bonus gives less armor on it's own than it did before.
  29.  
  30. Actor XtArmorBonus : ArmorBonus replaces ArmorBonus
  31. {
  32. Armor.SavePercent 25
  33. Armor.SaveAmount 2
  34. }
  35.  
  36. //Both green and blue armor given a boost making them more worth-while to have.
  37.  
  38. Actor XtGreenArmor : GreenArmor replaces GreenArmor
  39. {
  40. Armor.SavePercent 50
  41. }
  42.  
  43. Actor XtBlueArmor : BlueArmor replaces BlueArmor
  44. {
  45. Armor.SavePercent 75
  46. }
  47.  
  48. //Pickup flash like Heretic, uses deathmatch item spawn effect and sound.
  49.  
  50. Actor XtPickupFlash : PickupFlash
  51. {
  52. RenderStyle Add
  53. States
  54. {
  55. Spawn:
  56. IFOG ABABCDE 6 Bright
  57. Stop
  58. }
  59. }
  60.  
  61. //Doom's Powerups were not designed for an inventory system like Heretic's,
  62. //so I needed to recreate them all this way to get them to work. Gave them the floating effect like Heretic and they fade in and out.
  63.  
  64. Actor XtBerserk : CustomInventory replaces Berserk
  65. {
  66. +COUNTITEM
  67. +VISIBILITYPULSE
  68. +FLOATBOB
  69. +INVENTORY.FANCYPICKUPSOUND
  70. +INVENTORY.INVBAR
  71. -INVENTORY.AUTOACTIVATE
  72. Inventory.Icon BERSINV1
  73. Inventory.MaxAmount 10
  74. Inventory.InterHubAmount 10
  75. Inventory.PickupMessage "$GOTBERSERK"
  76. Inventory.PickupSound "misc/spawn"
  77. Inventory.UseSound "misc/p_pkup"
  78. Inventory.PickupFlash "XtPickupFlash"
  79. RenderStyle Translucent
  80. States
  81. {
  82. Spawn:
  83. PSTR A -1 Bright
  84. Stop
  85. Use:
  86. TNT1 A 0
  87. TNT1 A 0 A_JumpIfInventory("XtDummyBerserk", 1, "Use2")
  88. TNT1 A 0 A_GiveInventory("XtBerserkInvent", 1)
  89. // TNT1 A 0 HealThing(100, 0)
  90. TNT1 A 0 A_SelectWeapon("XtFist")
  91. Stop
  92. Use2:
  93. TNT1 A 0
  94. Stop
  95. }
  96. }
  97.  
  98. //Berserk with a timelimit. The old effect is hardcoded so I couldn't add one.
  99. //I also couldn't recreate it so I had to emulate it. The powerup I created just gives the duration and color effect.
  100.  
  101. Actor XtDummyBerserk : PowerUp
  102. {
  103. +INVENTORY.HUBPOWER
  104. +INVENTORY.PERSISTENTPOWER
  105. Powerup.Color Red, 0.15
  106. Powerup.Duration -60
  107. }
  108.  
  109. Actor XtBerserkInvent : PowerupGiver
  110. {
  111. +INVENTORY.FANCYPICKUPSOUND
  112. +INVENTORY.AUTOACTIVATE
  113. -COUNTITEM
  114. Powerup.Type XtDummyBerserk
  115. }
  116.  
  117. Actor XtSoulsphere : CustomInventory replaces Soulsphere
  118. {
  119. +COUNTITEM
  120. +VISIBILITYPULSE
  121. +FLOATBOB
  122. +INVENTORY.FANCYPICKUPSOUND
  123. +INVENTORY.BIGPOWERUP
  124. +INVENTORY.INVBAR
  125. -INVENTORY.AUTOACTIVATE
  126. Inventory.Icon SOULINV1
  127. Inventory.MaxAmount 10
  128. Inventory.InterHubAmount 10
  129. Inventory.PickupMessage "$GOTSUPER"
  130. Inventory.PickupSound "misc/spawn"
  131. Inventory.UseSound "misc/p_pkup"
  132. Inventory.PickupFlash "XtPickupFlash"
  133. RenderStyle Translucent
  134. States
  135. {
  136. Spawn:
  137. SOUL ABCDCB 6 Bright
  138. Loop
  139. Use:
  140. TNT1 A 0 A_GiveInventory("XtSoulSphereInvent", 1)
  141. Stop
  142. }
  143. }
  144.  
  145. Actor XtSoulsphereInvent : Health
  146. {
  147. +INVENTORY.FANCYPICKUPSOUND
  148. +INVENTORY.AUTOACTIVATE
  149. -INVENTORY.ALWAYSPICKUP
  150. -COUNTITEM
  151. Inventory.Amount 100
  152. Inventory.MaxAmount 200
  153. }
  154.  
  155. Actor XtMegasphere : CustomInventory replaces Megasphere
  156. {
  157. +COUNTITEM
  158. +VISIBILITYPULSE
  159. +FLOATBOB
  160. +INVENTORY.FANCYPICKUPSOUND
  161. +INVENTORY.BIGPOWERUP
  162. +INVENTORY.INVBAR
  163. -INVENTORY.AUTOACTIVATE
  164. Inventory.Icon MEGAINV1
  165. Inventory.MaxAmount 10
  166. Inventory.InterHubAmount 10
  167. Inventory.PickupMessage "$GOTMSPHERE"
  168. Inventory.PickupSound "misc/spawn"
  169. Inventory.UseSound "misc/p_pkup"
  170. Inventory.PickupFlash "XtPickupFlash"
  171. RenderStyle Translucent
  172. States
  173. {
  174. Spawn:
  175. MEGA ABCDCB 6 Bright
  176. Loop
  177. Use:
  178. TNT1 A 0 A_GiveInventory("XtMegaSphereInvent", 1)
  179. Stop
  180. }
  181. }
  182.  
  183. //All Powerups have a special check to make sure the player does not use more than one at a time.
  184. //The SoulSphere and MegaSphere had to achieve this effect differently since they don't use PowerupGiver, especially the MegaSphere were I had to recreate both of it's armor and health effects.
  185.  
  186. Actor XtMegasphereHealth : Health
  187. {
  188. -INVENTORY.ALWAYSPICKUP
  189. Inventory.Amount 200
  190. Inventory.MaxAmount 200
  191. }
  192.  
  193. Actor XtBlueArmorForMegasphere : BlueArmor
  194. {
  195. -INVENTORY.ALWAYSPICKUP
  196. Armor.SavePercent 75
  197. Armor.SaveAmount 200
  198. }
  199.  
  200. Actor XtMegasphereInvent : CustomInventory
  201. {
  202. +INVENTORY.FANCYPICKUPSOUND
  203. +INVENTORY.AUTOACTIVATE
  204. -COUNTITEM
  205. States
  206. {
  207. Pickup:
  208. TNT1 A 0 A_GiveInventory("XtBlueArmorForMegasphere", 1)
  209. TNT1 A 0 A_GiveInventory("XtMegasphereHealth", 1)
  210. Stop
  211. }
  212. }
  213.  
  214. Actor XtBlursphere : CustomInventory replaces Blursphere
  215. {
  216. +COUNTITEM
  217. +VISIBILITYPULSE
  218. +FLOATBOB
  219. +INVENTORY.FANCYPICKUPSOUND
  220. +INVENTORY.BIGPOWERUP
  221. +INVENTORY.INVBAR
  222. -INVENTORY.AUTOACTIVATE
  223. Inventory.Icon BLURINV1
  224. Inventory.MaxAmount 10
  225. Inventory.InterHubAmount 10
  226. Inventory.PickupMessage "$GOTINVIS"
  227. Inventory.PickupSound "misc/spawn"
  228. Inventory.UseSound "misc/p_pkup"
  229. Inventory.PickupFlash "XtPickupFlash"
  230. RenderStyle Translucent
  231. States
  232. {
  233. Spawn:
  234. PINS ABCDCB 6 Bright
  235. Loop
  236. Use:
  237. TNT1 A 0
  238. TNT1 A 0 A_JumpIfInventory("PowerInvisibility", 1, "Use2")
  239. TNT1 A 0 A_GiveInventory("XtBlurSphereInvent", 1)
  240. Stop
  241. Use2:
  242. TNT1 A 0
  243. Stop
  244. }
  245. }
  246.  
  247. Actor XtBlursphereInvent : PowerupGiver
  248. {
  249. +CANTSEEK
  250. +INVENTORY.FANCYPICKUPSOUND
  251. +INVENTORY.AUTOACTIVATE
  252. +INVENTORY.HUBPOWER
  253. +INVENTORY.PERSISTENTPOWER
  254. -COUNTITEM
  255. Powerup.Type Invisibility
  256. Powerup.Duration -60
  257. Powerup.Color Blue, 0.15
  258. }
  259.  
  260. Actor XtInvulnerabilitySphere : CustomInventory replaces InvulnerabilitySphere
  261. {
  262. +COUNTITEM
  263. +VISIBILITYPULSE
  264. +FLOATBOB
  265. +INVENTORY.FANCYPICKUPSOUND
  266. +INVENTORY.BIGPOWERUP
  267. +INVENTORY.INVBAR
  268. -INVENTORY.AUTOACTIVATE
  269. Inventory.Icon INVUINV1
  270. Inventory.MaxAmount 10
  271. Inventory.InterHubAmount 10
  272. Inventory.PickupMessage "$GOTINVUL"
  273. Inventory.PickupSound "misc/spawn"
  274. Inventory.UseSound "misc/p_pkup"
  275. Inventory.PickupFlash "XtPickupFlash"
  276. RenderStyle Translucent
  277. States
  278. {
  279. Spawn:
  280. PINV ABCDCB 6 Bright
  281. Loop
  282. Use:
  283. TNT1 A 0
  284. TNT1 A 0 A_JumpIfInventory("PowerInvulnerable", 1, "Use2")
  285. TNT1 A 0 A_GiveInventory("XtInvulnerabilitySphereInvent", 1)
  286. Stop
  287. Use2:
  288. TNT1 A 0
  289. Stop
  290. }
  291. }
  292.  
  293. Actor XtInvulnerabilitySphereInvent : PowerupGiver
  294. {
  295. +INVENTORY.FANCYPICKUPSOUND
  296. +INVENTORY.AUTOACTIVATE
  297. +INVENTORY.HUBPOWER
  298. +INVENTORY.PERSISTENTPOWER
  299. -COUNTITEM
  300. Powerup.Type Invulnerable
  301. Powerup.Duration -60
  302. Powerup.Mode "None"
  303. Powerup.Color GoldMap
  304. }
  305.  
  306. Actor XtRadSuit : CustomInventory replaces RadSuit
  307. {
  308. Height 46
  309. +COUNTITEM
  310. +VISIBILITYPULSE
  311. +FLOATBOB
  312. +INVENTORY.FANCYPICKUPSOUND
  313. +INVENTORY.INVBAR
  314. -INVENTORY.AUTOACTIVATE
  315. Inventory.Icon RADIINV1
  316. Inventory.MaxAmount 10
  317. Inventory.InterHubAmount 10
  318. Inventory.PickupMessage "$GOTSUIT"
  319. Inventory.PickupSound "misc/spawn"
  320. Inventory.UseSound "misc/p_pkup"
  321. Inventory.PickupFlash "XtPickupFlash"
  322. RenderStyle Translucent
  323. States
  324. {
  325. Spawn:
  326. SUIT A -1 Bright
  327. Stop
  328. Use:
  329. TNT1 A 0
  330. TNT1 A 0 A_JumpIfInventory("PowerIronFeet", 1, "Use2")
  331. TNT1 A 0 A_GiveInventory("XtRadSuitInvent", 1)
  332. Stop
  333. Use2:
  334. TNT1 A 0
  335. Stop
  336. }
  337. }
  338.  
  339. Actor XtRadSuitInvent : PowerupGiver
  340. {
  341. +INVENTORY.FANCYPICKUPSOUND
  342. +INVENTORY.AUTOACTIVATE
  343. +INVENTORY.HUBPOWER
  344. +INVENTORY.PERSISTENTPOWER
  345. -COUNTITEM
  346. Powerup.Type IronFeet
  347. Powerup.Duration -60
  348. Powerup.Color Green, 0.15
  349. }
  350.  
  351. Actor XtInfrared : CustomInventory replaces Infrared
  352. {
  353. +COUNTITEM
  354. +VISIBILITYPULSE
  355. +FLOATBOB
  356. +INVENTORY.FANCYPICKUPSOUND
  357. +INVENTORY.INVBAR
  358. -INVENTORY.AUTOACTIVATE
  359. Inventory.Icon INFRINV1
  360. Inventory.MaxAmount 10
  361. Inventory.InterHubAmount 10
  362. Inventory.PickupMessage "$GOTVISOR"
  363. Inventory.PickupSound "misc/spawn"
  364. Inventory.UseSound "misc/p_pkup"
  365. Inventory.PickupFlash "XtPickupFlash"
  366. RenderStyle Translucent
  367. States
  368. {
  369. Spawn:
  370. PVIS A 6 Bright
  371. PVIS B 6
  372. Loop
  373. Use:
  374. TNT1 A 0
  375. TNT1 A 0 A_JumpIfInventory("PowerLightAmp", 1, "Use2")
  376. TNT1 A 0 A_GiveInventory("XtInfraredInvent", 1)
  377. Stop
  378. Use2:
  379. TNT1 A 0
  380. Stop
  381. }
  382. }
  383.  
  384. Actor XtInfraredInvent : PowerupGiver
  385. {
  386. +INVENTORY.FANCYPICKUPSOUND
  387. +INVENTORY.AUTOACTIVATE
  388. +INVENTORY.HUBPOWER
  389. +INVENTORY.PERSISTENTPOWER
  390. -COUNTITEM
  391. Powerup.Type LightAmp
  392. Powerup.Duration -60
  393. }
  394.  
  395. //Powerups that don't go in the inventory but still have the pickup flash and floating effect.
  396.  
  397. Actor XtAllmap : Allmap replaces Allmap
  398. {
  399. +VISIBILITYPULSE
  400. +FLOATBOB
  401. +INVENTORY.FANCYPICKUPSOUND
  402. Inventory.PickupSound "misc/spawn"
  403. Inventory.PickupFlash "XtPickupFlash"
  404. RenderStyle Translucent
  405. }
  406.  
  407. Actor XtBackpack : Backpack replaces Backpack
  408. {
  409. +VISIBILITYPULSE
  410. +FLOATBOB
  411. +INVENTORY.FANCYPICKUPSOUND
  412. Inventory.PickupSound "misc/spawn"
  413. Inventory.PickupFlash "XtPickupFlash"
  414. RenderStyle Translucent
  415. States
  416. {
  417. Spawn:
  418. BPAK A -1 Bright
  419. Stop
  420. }
  421. }
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