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- //Gives half the ammo of the Pistol.
- Actor XtClip : Clip replaces Clip
- {
- Inventory.Amount 5
- }
- //Health and armor bonuses now give 2 each. This is similar to t
- Actor XtHealthBonus : HealthBonus replaces HealthBonus
- {
- Inventory.Amount 2
- }
- //Health increased slightly
- Actor XtStimpack : Stimpack replaces Stimpack
- {
- Inventory.Amount 15
- }
- Actor XtMedikit : Medikit replaces Medikit
- {
- Inventory.Amount 30
- Health.LowMessage 30, "$GOTMEDINEED"
- }
- //Armor bonus gives less armor on it's own than it did before.
- Actor XtArmorBonus : ArmorBonus replaces ArmorBonus
- {
- Armor.SavePercent 25
- Armor.SaveAmount 2
- }
- //Both green and blue armor given a boost making them more worth-while to have.
- Actor XtGreenArmor : GreenArmor replaces GreenArmor
- {
- Armor.SavePercent 50
- }
- Actor XtBlueArmor : BlueArmor replaces BlueArmor
- {
- Armor.SavePercent 75
- }
- //Pickup flash like Heretic, uses deathmatch item spawn effect and sound.
- Actor XtPickupFlash : PickupFlash
- {
- RenderStyle Add
- States
- {
- Spawn:
- IFOG ABABCDE 6 Bright
- Stop
- }
- }
- //Doom's Powerups were not designed for an inventory system like Heretic's,
- //so I needed to recreate them all this way to get them to work. Gave them the floating effect like Heretic and they fade in and out.
- Actor XtBerserk : CustomInventory replaces Berserk
- {
- +COUNTITEM
- +VISIBILITYPULSE
- +FLOATBOB
- +INVENTORY.FANCYPICKUPSOUND
- +INVENTORY.INVBAR
- -INVENTORY.AUTOACTIVATE
- Inventory.Icon BERSINV1
- Inventory.MaxAmount 10
- Inventory.InterHubAmount 10
- Inventory.PickupMessage "$GOTBERSERK"
- Inventory.PickupSound "misc/spawn"
- Inventory.UseSound "misc/p_pkup"
- Inventory.PickupFlash "XtPickupFlash"
- RenderStyle Translucent
- States
- {
- Spawn:
- PSTR A -1 Bright
- Stop
- Use:
- TNT1 A 0
- TNT1 A 0 A_JumpIfInventory("XtDummyBerserk", 1, "Use2")
- TNT1 A 0 A_GiveInventory("XtBerserkInvent", 1)
- // TNT1 A 0 HealThing(100, 0)
- TNT1 A 0 A_SelectWeapon("XtFist")
- Stop
- Use2:
- TNT1 A 0
- Stop
- }
- }
- //Berserk with a timelimit. The old effect is hardcoded so I couldn't add one.
- //I also couldn't recreate it so I had to emulate it. The powerup I created just gives the duration and color effect.
- Actor XtDummyBerserk : PowerUp
- {
- +INVENTORY.HUBPOWER
- +INVENTORY.PERSISTENTPOWER
- Powerup.Color Red, 0.15
- Powerup.Duration -60
- }
- Actor XtBerserkInvent : PowerupGiver
- {
- +INVENTORY.FANCYPICKUPSOUND
- +INVENTORY.AUTOACTIVATE
- -COUNTITEM
- Powerup.Type XtDummyBerserk
- }
- Actor XtSoulsphere : CustomInventory replaces Soulsphere
- {
- +COUNTITEM
- +VISIBILITYPULSE
- +FLOATBOB
- +INVENTORY.FANCYPICKUPSOUND
- +INVENTORY.BIGPOWERUP
- +INVENTORY.INVBAR
- -INVENTORY.AUTOACTIVATE
- Inventory.Icon SOULINV1
- Inventory.MaxAmount 10
- Inventory.InterHubAmount 10
- Inventory.PickupMessage "$GOTSUPER"
- Inventory.PickupSound "misc/spawn"
- Inventory.UseSound "misc/p_pkup"
- Inventory.PickupFlash "XtPickupFlash"
- RenderStyle Translucent
- States
- {
- Spawn:
- SOUL ABCDCB 6 Bright
- Loop
- Use:
- TNT1 A 0 A_GiveInventory("XtSoulSphereInvent", 1)
- Stop
- }
- }
- Actor XtSoulsphereInvent : Health
- {
- +INVENTORY.FANCYPICKUPSOUND
- +INVENTORY.AUTOACTIVATE
- -INVENTORY.ALWAYSPICKUP
- -COUNTITEM
- Inventory.Amount 100
- Inventory.MaxAmount 200
- }
- Actor XtMegasphere : CustomInventory replaces Megasphere
- {
- +COUNTITEM
- +VISIBILITYPULSE
- +FLOATBOB
- +INVENTORY.FANCYPICKUPSOUND
- +INVENTORY.BIGPOWERUP
- +INVENTORY.INVBAR
- -INVENTORY.AUTOACTIVATE
- Inventory.Icon MEGAINV1
- Inventory.MaxAmount 10
- Inventory.InterHubAmount 10
- Inventory.PickupMessage "$GOTMSPHERE"
- Inventory.PickupSound "misc/spawn"
- Inventory.UseSound "misc/p_pkup"
- Inventory.PickupFlash "XtPickupFlash"
- RenderStyle Translucent
- States
- {
- Spawn:
- MEGA ABCDCB 6 Bright
- Loop
- Use:
- TNT1 A 0 A_GiveInventory("XtMegaSphereInvent", 1)
- Stop
- }
- }
- //All Powerups have a special check to make sure the player does not use more than one at a time.
- //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.
- Actor XtMegasphereHealth : Health
- {
- -INVENTORY.ALWAYSPICKUP
- Inventory.Amount 200
- Inventory.MaxAmount 200
- }
- Actor XtBlueArmorForMegasphere : BlueArmor
- {
- -INVENTORY.ALWAYSPICKUP
- Armor.SavePercent 75
- Armor.SaveAmount 200
- }
- Actor XtMegasphereInvent : CustomInventory
- {
- +INVENTORY.FANCYPICKUPSOUND
- +INVENTORY.AUTOACTIVATE
- -COUNTITEM
- States
- {
- Pickup:
- TNT1 A 0 A_GiveInventory("XtBlueArmorForMegasphere", 1)
- TNT1 A 0 A_GiveInventory("XtMegasphereHealth", 1)
- Stop
- }
- }
- Actor XtBlursphere : CustomInventory replaces Blursphere
- {
- +COUNTITEM
- +VISIBILITYPULSE
- +FLOATBOB
- +INVENTORY.FANCYPICKUPSOUND
- +INVENTORY.BIGPOWERUP
- +INVENTORY.INVBAR
- -INVENTORY.AUTOACTIVATE
- Inventory.Icon BLURINV1
- Inventory.MaxAmount 10
- Inventory.InterHubAmount 10
- Inventory.PickupMessage "$GOTINVIS"
- Inventory.PickupSound "misc/spawn"
- Inventory.UseSound "misc/p_pkup"
- Inventory.PickupFlash "XtPickupFlash"
- RenderStyle Translucent
- States
- {
- Spawn:
- PINS ABCDCB 6 Bright
- Loop
- Use:
- TNT1 A 0
- TNT1 A 0 A_JumpIfInventory("PowerInvisibility", 1, "Use2")
- TNT1 A 0 A_GiveInventory("XtBlurSphereInvent", 1)
- Stop
- Use2:
- TNT1 A 0
- Stop
- }
- }
- Actor XtBlursphereInvent : PowerupGiver
- {
- +CANTSEEK
- +INVENTORY.FANCYPICKUPSOUND
- +INVENTORY.AUTOACTIVATE
- +INVENTORY.HUBPOWER
- +INVENTORY.PERSISTENTPOWER
- -COUNTITEM
- Powerup.Type Invisibility
- Powerup.Duration -60
- Powerup.Color Blue, 0.15
- }
- Actor XtInvulnerabilitySphere : CustomInventory replaces InvulnerabilitySphere
- {
- +COUNTITEM
- +VISIBILITYPULSE
- +FLOATBOB
- +INVENTORY.FANCYPICKUPSOUND
- +INVENTORY.BIGPOWERUP
- +INVENTORY.INVBAR
- -INVENTORY.AUTOACTIVATE
- Inventory.Icon INVUINV1
- Inventory.MaxAmount 10
- Inventory.InterHubAmount 10
- Inventory.PickupMessage "$GOTINVUL"
- Inventory.PickupSound "misc/spawn"
- Inventory.UseSound "misc/p_pkup"
- Inventory.PickupFlash "XtPickupFlash"
- RenderStyle Translucent
- States
- {
- Spawn:
- PINV ABCDCB 6 Bright
- Loop
- Use:
- TNT1 A 0
- TNT1 A 0 A_JumpIfInventory("PowerInvulnerable", 1, "Use2")
- TNT1 A 0 A_GiveInventory("XtInvulnerabilitySphereInvent", 1)
- Stop
- Use2:
- TNT1 A 0
- Stop
- }
- }
- Actor XtInvulnerabilitySphereInvent : PowerupGiver
- {
- +INVENTORY.FANCYPICKUPSOUND
- +INVENTORY.AUTOACTIVATE
- +INVENTORY.HUBPOWER
- +INVENTORY.PERSISTENTPOWER
- -COUNTITEM
- Powerup.Type Invulnerable
- Powerup.Duration -60
- Powerup.Mode "None"
- Powerup.Color GoldMap
- }
- Actor XtRadSuit : CustomInventory replaces RadSuit
- {
- Height 46
- +COUNTITEM
- +VISIBILITYPULSE
- +FLOATBOB
- +INVENTORY.FANCYPICKUPSOUND
- +INVENTORY.INVBAR
- -INVENTORY.AUTOACTIVATE
- Inventory.Icon RADIINV1
- Inventory.MaxAmount 10
- Inventory.InterHubAmount 10
- Inventory.PickupMessage "$GOTSUIT"
- Inventory.PickupSound "misc/spawn"
- Inventory.UseSound "misc/p_pkup"
- Inventory.PickupFlash "XtPickupFlash"
- RenderStyle Translucent
- States
- {
- Spawn:
- SUIT A -1 Bright
- Stop
- Use:
- TNT1 A 0
- TNT1 A 0 A_JumpIfInventory("PowerIronFeet", 1, "Use2")
- TNT1 A 0 A_GiveInventory("XtRadSuitInvent", 1)
- Stop
- Use2:
- TNT1 A 0
- Stop
- }
- }
- Actor XtRadSuitInvent : PowerupGiver
- {
- +INVENTORY.FANCYPICKUPSOUND
- +INVENTORY.AUTOACTIVATE
- +INVENTORY.HUBPOWER
- +INVENTORY.PERSISTENTPOWER
- -COUNTITEM
- Powerup.Type IronFeet
- Powerup.Duration -60
- Powerup.Color Green, 0.15
- }
- Actor XtInfrared : CustomInventory replaces Infrared
- {
- +COUNTITEM
- +VISIBILITYPULSE
- +FLOATBOB
- +INVENTORY.FANCYPICKUPSOUND
- +INVENTORY.INVBAR
- -INVENTORY.AUTOACTIVATE
- Inventory.Icon INFRINV1
- Inventory.MaxAmount 10
- Inventory.InterHubAmount 10
- Inventory.PickupMessage "$GOTVISOR"
- Inventory.PickupSound "misc/spawn"
- Inventory.UseSound "misc/p_pkup"
- Inventory.PickupFlash "XtPickupFlash"
- RenderStyle Translucent
- States
- {
- Spawn:
- PVIS A 6 Bright
- PVIS B 6
- Loop
- Use:
- TNT1 A 0
- TNT1 A 0 A_JumpIfInventory("PowerLightAmp", 1, "Use2")
- TNT1 A 0 A_GiveInventory("XtInfraredInvent", 1)
- Stop
- Use2:
- TNT1 A 0
- Stop
- }
- }
- Actor XtInfraredInvent : PowerupGiver
- {
- +INVENTORY.FANCYPICKUPSOUND
- +INVENTORY.AUTOACTIVATE
- +INVENTORY.HUBPOWER
- +INVENTORY.PERSISTENTPOWER
- -COUNTITEM
- Powerup.Type LightAmp
- Powerup.Duration -60
- }
- //Powerups that don't go in the inventory but still have the pickup flash and floating effect.
- Actor XtAllmap : Allmap replaces Allmap
- {
- +VISIBILITYPULSE
- +FLOATBOB
- +INVENTORY.FANCYPICKUPSOUND
- Inventory.PickupSound "misc/spawn"
- Inventory.PickupFlash "XtPickupFlash"
- RenderStyle Translucent
- }
- Actor XtBackpack : Backpack replaces Backpack
- {
- +VISIBILITYPULSE
- +FLOATBOB
- +INVENTORY.FANCYPICKUPSOUND
- Inventory.PickupSound "misc/spawn"
- Inventory.PickupFlash "XtPickupFlash"
- RenderStyle Translucent
- States
- {
- Spawn:
- BPAK A -1 Bright
- Stop
- }
- }
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