Editing EDF state reference
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The Frame EDF block allows definition of each individual actor frame in Eternity, independent from the thing types. Frames are commonly referred to by name in the [[thingtype]] definitions. Their data structure resembles the Dehacked "Frame" block, but is expanded upon, and uses different keywords. | The Frame EDF block allows definition of each individual actor frame in Eternity, independent from the thing types. Frames are commonly referred to by name in the [[thingtype]] definitions. Their data structure resembles the Dehacked "Frame" block, but is expanded upon, and uses different keywords. | ||
=Syntax= | |||
==Expanded form== | |||
The following is the expanded, uncompressed frame definition. It is seldom needed to be specified this way in Eternity, unless [[delta structures]] are employed, which use these keywords. Instead, the compressed frame definitions are preferred. | The following is the expanded, uncompressed frame definition. It is seldom needed to be specified this way in Eternity, unless [[delta structures]] are employed, which use these keywords. Instead, the compressed frame definitions are preferred. | ||
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particle_event <particle event identifier> | particle_event <particle event identifier> | ||
args { <argument value>, ... } | args { <argument value>, ... } | ||
dehackednum <integer unique number> | dehackednum <integer unique number> | ||
} | } | ||
==Compressed form== | |||
This form allows frames to be conveniently written on one line without becoming difficult to read. | This form allows frames to be conveniently written on one line without becoming difficult to read. | ||
frame <unique mnemonic> {cmp "sprite|frame|bright|tics|action(arg, ...)|nextframe|p_event|misc1|misc2"} | frame <unique mnemonic> {cmp "sprite|frame|bright|tics|action(arg, ...)|nextframe|p_event|misc1|misc2"} | ||
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Note that dehackednum is not supported inside the '''cmp''' field, but unless Dehacked patch support is intended, it's not required. | Note that dehackednum is not supported inside the '''cmp''' field, but unless Dehacked patch support is intended, it's not required. | ||
===Examples=== | |||
''These frames do not exist in the original game and are only referenced for example purposes'' | ''These frames do not exist in the original game and are only referenced for example purposes'' | ||
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frame monster_thinkdecide {cmp "MONS|D|*|0|[[RandomJump]]|monster_withdraw|*|monster_engage|100"} | frame monster_thinkdecide {cmp "MONS|D|*|0|[[RandomJump]]|monster_withdraw|*|monster_engage|100"} | ||
Here, the frame takes 0 tics, as it uses a frame-scripting action (see the '''tics''' description), the next frame is explicitly named (so this definition can be placed anywhere in the file), and the '''misc1''', '''misc2''' parameters of RandomJump are specified individually - see below. | Here, the frame takes 0 tics, as it uses a frame-scripting action (see the '''tics''' description), the next frame is explicitly named (so this definition can be placed anywhere in the file), and the '''misc1''', '''misc2''' parameters of RandomJump are specified individually - see below. | ||
==Fields== | |||
*'''sprite''' | *'''sprite''' | ||
:Default: BLANK | :Default: BLANK | ||
:Specifies the four-letter part of the sprite lump to be used by the calling actor, or the special word BLANK, which results in not drawing anything. If the name contains special characters or spaces, it has to be enclosed in quotation marks. Make sure to write the sprite name exactly as the four-letter lump | :Specifies the four-letter part of the sprite lump to be used by the calling actor, or the special word BLANK, which results in not drawing anything. If the name contains special characters or spaces, it has to be enclosed in quotation marks. Make sure to write the sprite name exactly as the four-letter lump step, because it's case sensitive. | ||
*'''spriteframe''' | *'''spriteframe''' | ||
:Default: 0 | :Default: 0 | ||
:Specifies the sprite frame letter or 0-based index. For example, C is equivalent to 2, A to 0 and so on. In Doom-engine games the sprite lump is named of a four letter stem (specified by the '''sprite''' field) followed by one or two pairs of | :Specifies the sprite frame letter or 0-based index. For example, C is equivalent to 2, A to 0 and so on. In Doom-engine games the sprite lump is named of a four letter stem (specified by the '''sprite''' field) followed by one or two pairs of letter (specified by '''spriteframe''') and rotation number. In-game the sprite will be viewed normally when the actor gets the first letter from the name, at the designated rotation, or viewed flipped when it gets the second letter, also at the designated rotation. Possible rotations are numbered from 0 to 8. 0 means that the lump name will be used no matter how the actor is oriented against the viewport, while 1-8 mean face-to-face rotated progressively by 45 degrees. There may be more lumps for the same letter (such as Zombieman's POSSA1, POSSA2A8 etc.) and single lumps servicing two letters (SPIDA1D1, SPIDB1E1...) | ||
*'''fullbright''' | *'''fullbright''' | ||
:Default: false | :Default: false | ||
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*'''misc1''' | *'''misc1''' | ||
:Default: 0 | :Default: 0 | ||
:This is the first argument, used by certain [[list of codepointers|codepointers]] which were inherited from MBF, see their | :This is the first argument, used by certain [[list of codepointers|codepointers]] which were inherited from MBF, see their list above. | ||
*'''misc2''' | *'''misc2''' | ||
:Default: 0 | :Default: 0 | ||
:This is the second argument used by some MBF inherited codepointers. | :This is the second argument used by some MBF inherited codepointers. | ||
*'''particle_event''' | *'''particle_event''' | ||
:Default: pevt_none | :Default: pevt_none | ||
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:Default: all arguments default to 0. | :Default: all arguments default to 0. | ||
:This is a comma-separated list of codepointer arguments, in the form of numbers or identifiers. As of Eternity Engine v3.35.92, frames support any number of arguments, and argument evaluation is performed at runtime and is specific to each action function. | :This is a comma-separated list of codepointer arguments, in the form of numbers or identifiers. As of Eternity Engine v3.35.92, frames support any number of arguments, and argument evaluation is performed at runtime and is specific to each action function. | ||
:For normal frame definitions, setting the arguments from the '''args''' field is no longer required | :For normal frame definitions, setting the arguments from the '''args''' field is no longer required, preferring to include them in the '''action''' property, inside parentheses, appended to the action name. '''args''' may still be useful for frame [[delta structures]], however. | ||
*'''dehackednum''' | *'''dehackednum''' | ||
:Default: -1 | :Default: -1 | ||
:Specifies what number to be used if Dehacked patches are used to tweak the gameplay defined by an EDF code. Safe user values are greater than or equal to 10000. | :Specifies what number to be used if Dehacked patches are used to tweak the gameplay defined by an EDF code. Safe user values are greater than or equal to 10000. | ||
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''Back to [[Editing reference]]'' | ''Back to [[Editing reference]]'' | ||