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EDF thing reference
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====Pain/Death Properties==== *'''nukespecial''' :Default = NULL :This field is the name of a special codepointer to call when the player uses the KILLEM cheat to kill all monsters. Currently only two special pointers are provided for this purpose, PainNukeSpec and SorcNukeSpec. These enable monsters with spawn-on-death actions to either spawn enemies early, or not at all. See the Eternity Engine Definitive Codepointer Reference for detailed information. *'''droptype''' :Default = NONE :This field allows the type of thing that is dropped by this thing when it dies to be edited. This field should either be a valid thing type mnemonic, or the special value NONE. *'''cleardropitems''' :The '''cleardropitems''' flag, if present, removes ALL dropitems from a thingtype. This is applied *before* any dropitem or droptype fields defined within this thingtype itself. This allows removing all inherited dropitems at once. This field is a flag and does not accept any value. Its presence in a thingtype is not inheritable (things which inherit from this type must again specify cleardropitems if they want to in turn remove any items this type added). *'''dropitem ''type'', [, ''chance'' [, ''amount'' [, ''toss'']]]''' :dropitem defines a Doom- or Heretic-style drop item; any number of dropitems can be defined. All are dropped when an enemy dies, subject to possible randomization. :*''type'': name of EDF thing type to spawn :*''chance'': If specified, chance between 0 and 255 to spawn this drop, 0 being no chance and 255 being 100%. :*''amount'': If specified, overrides the '''dropamount''' field of an '''ammoeffect''' definition. Does not affect any other item effect type. If zero, this field is ignored. :*''toss'': Flag value. If specified as +toss, the item is a Heretic-style item drop which will be thrown out during the A_Fall action function with randomized velocity. If this flag is not specified, or is specified as -toss, the item is a Doom-style drop item which will be spawned on the floor as soon as the dying thing has reached 0 health. :Note: The older '''droptype''' field is still supported, and defines a Doom-style dropitem (100% chance, no dropamount override, and never tossed). *'''dropitem.remove''' :removes from this thingtype's dropitem list the named EDF thingtype. Useful when inheriting. *'''collectionspawn''' ''thingtype'' [, ''spchance'' [, ''coopchance'' [, ''dmchance'']]] :collectionspawn defines a thingtype at which THIS thingtype will select one instance out of all instances on the map at which to spawn itself at level start. This attribute is used by the Heretic Fire Mace. See the example in [https://github.com/team-eternity/eternity/blob/master/base/heretic/things.edf#L3213 Heretic's things.edf] on how it's used. :Explanation of collectionspawn multivalue properties: :*''thingtype'': Name of the EDF thingtype at which to spawn at random. If this is invalid, this collectionspawn definition will be disregarded. :*''spchance'': if specified, chance this item will spawn at all in single player, from 0 to 255. Default is 255. :*''coopchance'': if specified, chance this item will spawn at all in coop mode, from 0 to 255. Default is 255. :*''dmchance'': if specified, chance this item will spawn at all in deathmatch mode, from 0 to 255. Default is 255. *'''itemrespawnat''' ''thingtype'' :itemrespawnat defines an EDF thingtype at which this thingtype will respawn if it becomes subject to Heretic-style item respawning. =====Blood properties===== *'''bloodcolor''' :Default = 0 :Allows this thing type to have differently colored blood when particle blood effects are enabled (this does not currently have any effect on blood sprites). Currently available blood color values are as follows: Blood color Number -------------------------- Red (normal) 0 Grey 1 Green 2 Blue 3 Yellow 4 Black 5 Purple 6 White 7 Orange 8 -------------------------- *'''bloodbehavior''' :Syntax: '''bloodbehavior''' ''action'', ''behavior'' :A '''thingtype''' can have one or more of these entries. ''Action'' can be one of: '''shot''', '''impact''', '''rip''' or '''crush'''. ''Behavior'' can be one of: '''Doom''', '''Heretic''', '''HereticRip''', '''Hexen''', '''HexenRip''', '''Strife''' or '''crush'''. Setting this will override game's default settings, which for Doom are respectively ('''Doom''', '''Heretic''', '''HereticRip''', '''crush''') and for Heretic are ('''Heretic''', '''Heretic''', '''HereticRip''', '''crush'''). Due to Doom having no innate impact or rip attacks, it borrows the behaviors from Heretic. The meanings of the actions are as such: :*'''shot''': from bullet (hitscan) attacks. :*'''impact''': from projectiles with the '''DRAWSBLOOD''' flag (Heretic projectiles commonly have this). :*'''rip''': from projectiles with the '''RIP''' flag (Heretic's powered dragonclaw attack has this). :*'''crush''': from crushing surfaces (except for polyobjects). :The behaviors assigned to each action can be: :*'''Doom''': spawns the given blood objects with a small vertical speed of 2 and lowers the tic count of the first frame. If damage is less than 9, it will jump to Decorate state '''Blood3''' (or if missing, '''dehackednum''' 92). If damage is between 9 and 12, it will jump to Decorate state '''Blood2''' (or if missing, '''dehackednum''' 91). :*'''Heretic''': similar to the '''Doom''' behavior, but without the state transition or randomization, and with a random horizontal spread. :*'''HereticRip''': spawns the blood object at a slight distance away from inflictor or (if missing) target, clears it of gravity and propels it in a direction of inflictor/target's speed. It will also randomly increase the duration of the first state by 0-3. :*'''Hexen''': like '''Heretic''' but with even more spread. :*'''HexenRip''': like '''HereticRip''' but with gravity (won't add '''NOGRAVITY'''). :*'''Strife''': similar to Doom but with no duration randomization and with transitions to '''Blood2''', '''Blood1''', '''Blood0''' for damages 0-6, 7-9 or 10-13 respectively. :*'''crush''': blood splat will be spread horizontally.
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