Here are the codes:
The Lockdefs
Code: Select all
//Clearlocks
Lock 1 Doom
{
WRedKey
Message "\cjYou need a \cgred key\cj to open this door."
RemoteMessage "\cjYou need a \cgred key\cj to activate this object"
Mapcolor 255 0 0
}
Lock 2 Doom
{
WBlueKey
Message "\cjYou need a \chblue key\cj to open this door"
RemoteMessage "\cjYou need a \chblue key\cj to activate this object"
Mapcolor 0 0 255
}
Lock 3 Doom
{
WGoldKey
Message "\cjYou need a \cfgold key\cj to open this door"
RemoteMessage "\cjYou need a \cfgold key\cj to activate this object"
Mapcolor 252 180 0
}
Lock 4 Doom
{
WRedPass
Message "\cjYou need a \cgred swastika pass\cj to open this door"
RemoteMessage "\cjYou need a \cgred swastika pass\cj to activate this object"
Mapcolor 255 0 0
}
Lock 5 Doom
{
WBluePass
Message "\cjYou need a \chblue swastika pass\cj to open this door"
RemoteMessage "\cjYou need a \chblue swastika pass\cj to activate this object"
Mapcolor 0 0 255
}
Lock 6 Doom
{
WGoldPass
Message "\cjYou need a \cfgold swastika pass\cj to open this door"
RemoteMessage "\cjYou need a \cfgold swastika pass\cj to activate this object"
Mapcolor 252 180 0
}
The Custom new keys
Code: Select all
//--KEYS--//
Class WBlueKey : BlueCard Replaces BlueCard //INTERNAL CODE
{
Default
{
// PROPERTY
Inventory.PickupSound "Items/Key_Get";
Inventory.PickupMessage "\cjpicked up the \chBlue Key!";
Inventory.Icon "WKEYB";
}
States
{
Spawn:
WKEY A 15;
WKEY A 1 BRIGHT;
Loop;
}
}
Class WGoldKey : YellowCard Replaces YellowCard //INTERNAL CODE
{
Default
{
// PROPERTY
Inventory.PickupSound "Items/Key_Get";
Inventory.PickupMessage "\cjpicked up the \cfGold Key!";
Inventory.Icon "WKEYY";
}
States
{
Spawn:
WKEY B 15;
WKEY B 1 BRIGHT;
Loop;
}
}
Class WRedKey : RedCard Replaces RedCard //INTERNAL CODE
{
Default
{
// PROPERTY
Inventory.PickupSound "Items/Key_Get";
Inventory.PickupMessage "\cjpicked up the \cgRed Key!";
Inventory.Icon "WKEYR";
}
States
{
Spawn:
WKEY C 15;
WKEY C 1 BRIGHT;
Loop;
}
}
// Skull Replaciments //
Class WRedPass : RedSkull Replaces RedSkull //INTERNAL CODE
{
Default
{
// PROPERTY
Inventory.PickupSound "Items/Key_Get";
Inventory.PickupMessage "\cjpicked up the \chRed Swastika pass!";
Inventory.Icon "WSYMR";
}
States
{
Spawn:
WPAS C 15;
WPAS C 1 BRIGHT;
Loop;
}
}
Class WBluePass : BlueSkull Replaces BlueSkull //INTERNAL CODE
{
Default
{
// PROPERTY
Inventory.PickupSound "Items/Key_Get";
Inventory.PickupMessage "\cjpicked up the \chBlue Swastika pass!";
Inventory.Icon "WSYMB";
}
States
{
Spawn:
WPAS A 15;
WPAS A 1 BRIGHT;
Loop;
}
}
Class WGoldPass : YellowSkull Replaces YellowSkull //INTERNAL CODE
{
Default
{
// PROPERTY
Inventory.PickupSound "Items/Key_Get";
Inventory.PickupMessage "\cjpicked up the \cfGold Swastika pass!";
Inventory.Icon "WSYMG";
}
States
{
Spawn:
WPAS B 15;
WPAS B 1 BRIGHT;
Loop;
}
}
The New status bar
Code: Select all
statusbar Normal // Standard Doom Status bar
{
//keys
Drawswitchableimage keyslot 2 && 5, "nullimage", "WKEYB", "WSYMB", "WKASB", 114, 172;
Drawswitchableimage keyslot 3 && 6, "nullimage", "WKEYY", "WSYMY", "WKASY", 114, 180;
Drawswitchableimage keyslot 1 && 4, "nullimage", "WKEYR", "WSYMR", "WKASR", 114, 188;
//REST OF THE CODE...
}