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DeHackEd / BEX Reference/BEX String Mnemonics Table
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==Part 3 - MESSAGES WHEN KEYS ARE NEEDED== (*)= BOOM extensions MNEMONIC Purpose Initial original value (just the first part if long) ------------------ ----------------------------------------------------- PD_BLUEO When you don't have the blue key for a switch "You need a blue key to activate this object" PD_REDO When you don't have the red key for a switch "You need a red key to activate this object" PD_YELLOWO When you don't have the yellow key for a switch "You need a yellow key to activate this object" PD_BLUEK Blue key needed to open a door "You need a blue key to open this door" PD_REDK Red key needed to open a door "You need a red key to open this door" PD_YELLOWK Yellow key needed to open a door "You need a yellow key to open this door" PD_BLUEC Blue card key needed, not skull (*) "You need a blue card to open this door" PD_REDC Red card key needed, not skull (*) "You need a red card to open this door" PD_YELLOWC Yellow card key needed, not skull (*) "You need a yellow card to open this door" PD_BLUES Blue skull key needed, not card (*) "You need a blue skull to open this door" PD_REDS Red skull key needed, not card (*) "You need a red skull to open this door" PD_YELLOWS Yellow skull key needed, not card (*) "You need a yellow skull to open this door" PD_ANY You need a key but any of them will do (*) "Any key will open this door" PD_ALL3 You need red, blue and yellow keys (*) "You need all three keys to open this door" PD_ALL6 You need both skulls and cards in all 3 colors (*) "You need all six keys to open this door" * New to Eternity: These are used by locked doors instead of some of the above when in Heretic HPD_GREENO Replaces PD_REDO in Heretic mode "You need a green key to activate this object" HPD_GREENK Replaces PD_RED(K/C/S) in Heretic mode "You need a green key to open this door" ------------------ -----------------------------------------------------
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