<
 
Coin_Disappear
: CustomInventory
replaces
 

File

Flags

Properties

inventory.maxamount0
inventory.pickupmessage"\c[Gs2Text]Picked up a coin"
inventory.pickupsound"COINSND"

States

Spawn: COI3 ABCDEFGHIJKLMABCDEFGHIJKLM 1 COI3 ABCDEFGHIJKLMABCDEFGHIJKLM 1 COI3 ABCDEFGHIJKLMABCDEFGHIJKLM 1 COI3 ABCDEFGHIJKLMABCDEFGHIJKLM 1 COI3 ABCDEFGHIJKLMABCDEFGHIJKLM 1 COI3 ABCDEFGHIJKLMABCDEFGHIJKLM 1 COI3 ABCDEFGHIJKLMABCDEFGHIJKLM 1 COI3 ABCDEFGHIJKLMABCDEFGHIJKLM 1 COI3 ABCDEFGHIJKLMABCDEFGHIJKLM 1 COI3 ABCDEFGHIJKLMABCDEFGHIJKLM 1 COI3 ABCDEFGHIJKLMABCDEFGHIJKLM 1 TNT1 A 0 A_SetTranslucent(0.8) COI3 ABCDEFGHIJKLMABCDEFGHIJKLM 1 TNT1 A 0 A_SetTranslucent(0.4) COI3 ABCDEFGHIJKLMABCDEFGHIJKLM 1 ClearCounters TNT1 A 0 A_SetTranslucent(0) Stop Use: TNT1 A 0 A_JumpIf(CallACS("DisScore")==1, 2) TNT1 A 1 A_SpawnItemEx ("100_Score", 0, 0, 2, 0, 0, 1) TNT1 AAAAAAA 0 A_SpawnItemEx ("GoldenCoinSparkle", random(-6, 6), random(-6, 6), random(0, 16), 0, 0, 0, 0, 0, 0) TNT1 A 0 A_giveinventory("ScoreItem", 100) TNT1 A 0 a_jumpifinventory("Gold_Coin",0,"GiveHealth") TNT1 A 0 a_giveinventory("Gold_Coin",1) TNT1 A 0 Stop GiveHealth: TNT1 A 0 a_giveinventory("Health",1) TNT1 A 0 Stop

Class Hierarchy

Classes defined in \DEC_CLCT