LANGUAGE LUMP
Code: Select all
[en default]
GOTREDCARD = "It's a key with a question mark on the tag.";
PD_REDC = "It's locked. A question mark is etched under the keyhole.";
PD_REDCO = "It's locked. A question mark is etched under the keyhole.";
GOTBLUECARD = "It's a key with an exclamation mark on the tag.";
PD_BLUEC = "It's locked. An exclamation mark is etched under the keyhole.";
PD_BLUECO = "It's locked. An exclamation mark is etched under the keyhole.";
GOTYELWCARD = "It's a key with a full stop on the tag.";
PD_YELLOWC = "It's locked. A full stop is etched under the keyhole.";
PD_YELLOWCO = "It's locked. A full stop is etched under the keyhole.";
GOTREDSKUL = "It's a key with a yin-yang on the tag.";
PD_REDS = "It's locked. A yin-yang is etched under the keyhole.";
PD_REDSO = "It's locked. A yin-yang is etched under the keyhole.";
GOTYELWSKUL = "It's a key with a pentagram on the tag.";
PD_YELLOWS = "It's locked. A pentagram is etched under the keyhole.";
PD_YELLOWSO = "It's locked. A pentagram is etched under the keyhole.";
GOTBLUESKUL = "It's a key with a crucifix on the tag.";
PD_BLUES = "It's locked. A crucifix is etched under the keyhole.";
PD_BLUESO = "It's locked. A crucifix is etched under the keyhole.";
Code: Select all
Lock 1 Doom
{
//$Title "Red Keycard"
RedCard
Message "$PD_REDC"
RemoteMessage "$PD_REDCO"
Mapcolor 255 0 0
}
Lock 2 Doom
{
//$Title "Blue Keycard"
BlueCard
Message "$PD_BLUEC"
RemoteMessage "$PD_BLUECO"
Mapcolor 255 0 0
}
Lock 3 Doom
{
//$Title "Yellow Keycard"
YellowCard
Message "$PD_YELLOWC"
RemoteMessage "$PD_YELLOWCO"
Mapcolor 255 0 0
}
Lock 4 Doom
{
//$Title "Red Skull"
RedSkull
Message "$PD_REDS"
RemoteMessage "$PD_REDSO"
Mapcolor 255 0 0
}
Lock 5 Doom
{
//$Title "Yellow Skull"
YellowSkull
Message "$PD_YELLOWS"
RemoteMessage "$PD_YELLOWSO"
Mapcolor 255 0 0
}
Lock 6 Doom
{
//$Title "Blue Skull"
BlueSkull
Message "$PD_BLUES"
RemoteMessage "$PD_BLUESO"
Mapcolor 255 0 0
}
Code: Select all
//KEYS
ACTOR FullStopKey : YellowCard replaces YellowCard
{
Inventory.PickupMessage "$GOTYELWCARD"
Inventory.Icon "STKEYS1"
States
{
Spawn:
YKEY A 100
YKEY B 3 Bright
YKEY A 3
YKEY B 3 Bright
Loop
}
}
ACTOR ExclamationKey : BlueCard replaces BlueCard
{
Inventory.PickupMessage "$GOTBLUECARD"
Inventory.Icon "STKEYS1"
States
{
Spawn:
BKEY A 100
BKEY B 3 Bright
BKEY A 3
BKEY B 3 Bright
Loop
}
}
ACTOR QuestionKey : RedCard replaces RedCard
{
Inventory.PickupMessage "$GOTREDCARD"
Inventory.Icon "STKEYS1"
States
{
Spawn:
RKEY A 100
RKEY B 3 Bright
RKEY A 3
RKEY B 3 Bright
Loop
}
}