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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fullbright <true/false or yes/no or on/off> | fullbright <true/false or yes/no or on/off> | ||
tics <integer number> | tics <integer number> | ||
action <[[List of codepointers|codepointer]] name> | action <[[List of codepointers|codepointer]] name> <(''optional arg list'')> | ||
nextframe <frame mnemonic or '@' keyword> | nextframe <frame mnemonic or '@' keyword> | ||
misc1 <numeric or identifier data> | misc1 <numeric or identifier data> | ||
misc2 <numeric or identifier data> | misc2 <numeric or identifier data> | ||
particle_event <particle event identifier> | particle_event <particle event identifier> | ||
args | args {<data1>, <data2>, <data3>, <data4>, <data5>} | ||
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 | frame <unique mnemonic> {cmp "sprite|frame|bright|tics|action|nextframe|p_event|misc1|misc2|args1|args2|args3|args4|args5"} | ||
Defaulted fields ''which are in the middle'' may '''not''' be simply omitted, they must use the '''*''' character in their place. Trailing fields may be omitted. | Defaulted fields ''which are in the middle'' may '''not''' be simply omitted, they must use the '''*''' character in their place. Trailing fields may be omitted. | ||
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 | :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 lump name, 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 | :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 word (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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*'''tics''' | *'''tics''' | ||
:Default: 1 | :Default: 1 | ||
:Specifies how many | :Specifies how many tics (units of 1/35 second each) this frame lasts. In frame loops, at least one of the frames has to take longer than 0 tics, otherwise the game will hang. For certain types of frames, whose purpose includes scripting and random or controlled frame jumping, this value is usually set to 0, because the engine jumps to target frames instantly if a condition is met, regardless of '''tics'''. For static, non-animated things, as well as all non-disintegrating corpses, the '''tics''' value is usually -1, and is required to be this way if the corpse in question is supposed to be resurrectable by a monster with [[VileChase]] walking frames. | ||
*'''action''' | *'''action''' | ||
:Default: NULL | :Default: NULL | ||
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:Default: 0 | :Default: 0 | ||
:This is the first argument, used by certain [[list of codepointers|codepointers]] which were inherited from MBF, see their enumeration above. | :This is the first argument, used by certain [[list of codepointers|codepointers]] which were inherited from MBF, see their enumeration 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 | ||
:Specifies a special particle effect to occur when the actor enters this frame. Possible values are: | :Specifies a special particle effect to occur when the actor enters this frame. Possible values are: | ||
:*'''pevt_none''' - | :*'''pevt_none''' - no effect. The default. | ||
:*'''pevt_rexpl''' - | :*'''pevt_rexpl''' - rocket explosion effect. Yellow dots exploding in all directions from the thing's origin. | ||
:*'''pevt_bfgexpl''' - | :*'''pevt_bfgexpl''' - similar to the rocket explosion, but using green dots. | ||
:For other particle effects, which continuously affect the actor, see the [[Thingtype]] definition. | :For other particle effects, which continuously affect the actor, see the [[Thingtype]] definition. | ||
*'''args''' | *'''args''' | ||
:Default: | :Default: {0,0,0,0,0} | ||
:This is a | :This is a list of codepointer arguments, in the form of numbers or identifiers. If the called codepointer uses fewer than 5 arguments, it is safe to write less than 5 in the EDF file. Any omitted argument will default to 0. They have to be separated by commas. | ||
: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 parantheses, appending the pointer name. '''Args''' may still be useful for frame [[delta structures]]. | ||
*'''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 | :Specifies what number to be used if Dehacked patches are used to tweak the gameplay originally defined by an EDF code. Safe values are greater than or equal to 10000, others may be used by Eternity subsequent versions. | ||
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''Back to [[Editing reference]]'' | ''Back to [[Editing reference]]'' | ||