Editing EDF thing reference
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For placing the thing on the map, an integer field called '''doomednum''' must be specified. For forward compatibility it has to be greater than or equal to 20000 or in the 3000-3999 range. Due to how binary WAD files format their THINGS lumps, '''doomednum''' values have to be less than 32767, though textmode representations such as [[ExtraData]] or UDMF solve this limit. | For placing the thing on the map, an integer field called '''doomednum''' must be specified. For forward compatibility it has to be greater than or equal to 20000 or in the 3000-3999 range. Due to how binary WAD files format their THINGS lumps, '''doomednum''' values have to be less than 32767, though textmode representations such as [[ExtraData]] or UDMF solve this limit. | ||
{{See|Thing type flags}} | {{See|Thing type flags}} | ||
{{Backto|EDF}} | {{Backto|EDF}} | ||
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dehackednum <unique number> | dehackednum <unique number> | ||
inherits <thingtype> | inherits <thingtype> | ||
basictype <basic type qualifier> | basictype <basic type qualifier> | ||
spawnstate <frame> | spawnstate <frame> | ||
seestate <frame> | seestate <frame> | ||
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xdeathstate <frame> | xdeathstate <frame> | ||
raisestate <frame> | raisestate <frame> | ||
crashstate <frame> | crashstate <frame> | ||
activestate <frame> | activestate <frame> | ||
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aimshift <number> | aimshift <number> | ||
damagefactor <damage type>, <floating point number> | damagefactor <damage type>, <floating point number> | ||
damagefactor <damage type>, <floating point number> | damagefactor <damage type>, <floating point number> | ||
... | ... | ||
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nukespecial <BEX codepointer mnemonic> | nukespecial <BEX codepointer mnemonic> | ||
droptype <thing type mnemonic> | droptype <thing type mnemonic> | ||
cleardropitems | cleardropitems | ||
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flags3 <flag list> | flags3 <flag list> | ||
flags4 <flag list> | flags4 <flag list> | ||
particlefx <particle effect flag list> | particlefx <particle effect flag list> | ||
translucency <number OR percentage> | translucency <number OR percentage> | ||
translation <number OR translation table lump name> | translation <number OR translation table lump name> | ||
skinsprite <sprite> | skinsprite <sprite> | ||
defaultsprite <sprite> | defaultsprite <sprite> | ||
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acs_spawndata {num <number> modes <mnemonic>} | acs_spawndata {num <number> modes <mnemonic>} | ||
firstdecoratestate <frame> | firstdecoratestate <frame> | ||
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:Default = -1 | :Default = -1 | ||
:The identification number, which makes this actor type placeable in maps. Zombieman monsters for example have '''doomednum''' 3004. Objects which don't need to be placed on the map can have '''doomednum''' -1. For EDF, recommended numbers are in the ranges 3000-3999 and 20000 up. Other numbers may be used by future versions of Eternity, so they're not safe to use. | :The identification number, which makes this actor type placeable in maps. Zombieman monsters for example have '''doomednum''' 3004. Objects which don't need to be placed on the map can have '''doomednum''' -1. For EDF, recommended numbers are in the ranges 3000-3999 and 20000 up. Other numbers may be used by future versions of Eternity, so they're not safe to use. | ||
*'''dehackednum''' | *'''dehackednum''' | ||
:Default = -1 | :Default = -1 | ||
:Fake array index number, for Dehacked patch (BEX or DEH file) compatibility. It has to be an unique number if not -1. Safe numbers are from 10000 up. | :Fake array index number, for Dehacked patch (BEX or DEH file) compatibility. It has to be an unique number if not -1. Safe numbers are from 10000 up. | ||
*'''inherits''' | *'''inherits''' | ||
:Default = (nothing) | :Default = (nothing) | ||
:Sets the thing type from which this will copy properties. All of the properties except '''dehackednum''' will be copied from the base actor type. | :Sets the thing type from which this will copy properties. All of the properties except '''dehackednum''' will be copied from the base actor type. | ||
*'''basictype''' | *'''basictype''' | ||
:Default = (nothing) | :Default = (nothing) | ||
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:Default = S_NULL | :Default = S_NULL | ||
:If this frame is not S_NULL, a creature running [[VileChase]] codepointers can perform a resurrection on this actor. When this occurs, the actor will enter this frame along with being restored. | :If this frame is not S_NULL, a creature running [[VileChase]] codepointers can perform a resurrection on this actor. When this occurs, the actor will enter this frame along with being restored. | ||
*'''crashstate''' | *'''crashstate''' | ||
:Default = S_NULL | :Default = S_NULL | ||
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*'''damagefactor''' | *'''damagefactor''' | ||
:This sets up the monster's resistance to various [[EDF damagetype reference|damage types]] ("means of death"). 0 means invincible | :This sets up the monster's resistance to various [[EDF damagetype reference|damage types]] ("means of death"). 0 means invincible, 1 full damage. This property has a distinct syntax: there may be as many ''DamageFactor'' lines as damage resistances. Note that setting the factor to 0 won't prevent monster retaliation. Example of usage: | ||
damagefactor fire, 0.3 | damagefactor fire, 0.3 | ||
damagefactor lava, 0.2 | damagefactor lava, 0.2 | ||
:As seen above, no braces are used, and the arguments are separated by commas. | :As seen above, no braces are used, and the arguments are separated by commas. | ||
*'''topdamage''' | *'''topdamage''' | ||
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====Pain/Death Properties==== | ====Pain/Death 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 | |||
-------------------------- | |||
*'''nukespecial''' | *'''nukespecial''' | ||
:Default = NULL | :Default = NULL | ||
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:removes from this thingtype's dropitem list the named EDF thingtype. Useful when inheriting. | :removes from this thingtype's dropitem list the named EDF thingtype. Useful when inheriting. | ||
*'''collectionspawn''' ''thingtype'' [, ''spchance'' [, ''coopchance'' [, ''dmchance'']]] | *'''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 | :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. | ||
:Explanation of collectionspawn multivalue properties: | :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. | :*''thingtype'': Name of the EDF thingtype at which to spawn at random. If this is invalid, this collectionspawn definition will be disregarded. | ||
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*'''itemrespawnat''' ''thingtype'' | *'''itemrespawnat''' ''thingtype'' | ||
:itemrespawnat defines an EDF thingtype at which this thingtype will respawn if it becomes subject to Heretic-style item respawning. | :itemrespawnat defines an EDF thingtype at which this thingtype will respawn if it becomes subject to Heretic-style item respawning. | ||
====Flags==== | ====Flags==== | ||
*'''cflags''' | *'''cflags''' | ||
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:Similar to flags, but takes a different set of values with different meanings. See the [[Thing type flags]] List, for the values which can be used in this field. Remember that if whitespace or disallowed characters are used, this field's value must be enclosed in quotation marks. | :Similar to flags, but takes a different set of values with different meanings. See the [[Thing type flags]] List, for the values which can be used in this field. Remember that if whitespace or disallowed characters are used, this field's value must be enclosed in quotation marks. | ||
*'''flags4''' | *'''flags4''' | ||
:Default = "" | :Default = "" | ||
:Similar to flags, but takes a different set of values with different meanings. See the [[Thing type flags]] List, for the values which can be used in this field. Remember that if whitespace or disallowed characters are used, this field's value must be enclosed in quotation marks. | :Similar to flags, but takes a different set of values with different meanings. See the [[Thing type flags]] List, for the values which can be used in this field. Remember that if whitespace or disallowed characters are used, this field's value must be enclosed in quotation marks. | ||
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*'''translation''' | *'''translation''' | ||
:Default = 0 | :Default = 0 | ||
:Sets a translation for the thing's sprite. Translation tables are 256-byte lumps which can be used to remap any range of colors in a sprite. When this field defaults, no translation will be used. Otherwise, you may either provide a number to access one of the internal player translation tables, or you may provide the name of a translation lump, which must be found | :Sets a translation for the thing's sprite. Translation tables are 256-byte lumps which can be used to remap any range of colors in a sprite. When this field defaults, no translation will be used. Otherwise, you may either provide a number to access one of the internal player translation tables, or you may provide the name of a translation lump, which must be found between T_START and T_END markers amongst one of the currently loaded wad files. Numeric values for player translations are as follows. All of the player translations remap the pure green range. | ||
Number Color | |||
------------------ | |||
1 Indigo | |||
2 Brown | |||
3 Red | |||
4 Tomato | |||
5 Dirt | |||
6 Blue | |||
7 Gold | |||
8 Felt | |||
9 Black | |||
10 Purple | |||
11 "Vomit" | |||
12 Pink | |||
13 Cream | |||
14 Yellow | |||
------------------ | |||
*'''skinsprite''' | *'''skinsprite''' | ||
:Default = "noskin" | :Default = "noskin" | ||
:The skinsprite field defines a sprite that will be used to override the sprite value in any frame a thing of this type enters. This allows the creation of thingtypes which behave identically but look different without the creation of any new frames. Note that when things are crushed into gibs, the skinsprite is cleared at that time. If an Archvile resurrects such a thing, the proper skinsprite is then restored. | :The skinsprite field defines a sprite that will be used to override the sprite value in any frame a thing of this type enters. This allows the creation of thingtypes which behave identically but look different without the creation of any new frames. Note that when things are crushed into gibs, the skinsprite is cleared at that time. If an Archvile resurrects such a thing, the proper skinsprite is then restored. | ||
*'''defaultsprite''' | *'''defaultsprite''' | ||
:Default = the object's first spawn state's sprite | :Default = the object's first spawn state's sprite | ||
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:Default = 1.0 | :Default = 1.0 | ||
:Sets how much the vertical component of the sprite is to be scaled. | :Sets how much the vertical component of the sprite is to be scaled. | ||
====ACS Spawn Data Sub-Block==== | ====ACS Spawn Data Sub-Block==== | ||
*'''acs_spawndata''' | *'''acs_spawndata''' | ||
:Default = (nothing) | :Default = (nothing) | ||
:This specifies the identification number for various parameterized specials, such as | :This specifies the identification number for various parameterized specials, such as Thing_Spawn or Thing_SpawnNoFog. It also limits the number to a game namespace. For example, by default the Zombieman has | ||
acs_spawndata { num 4; modes doom } | acs_spawndata { num 4; modes doom } | ||
:Heretic objects will use | :Heretic objects will use "modes heretic" instead of "modes doom". | ||
[[category:EDF]] | [[category:EDF]] | ||
==References== | ==References== | ||
This document has content from: | This document has content from: | ||
*New Bifrost features, on Eternity website: http://eternity.mancubus.net/text/bifrost_docs.txt | *New Bifrost features, on Eternity website: http://eternity.mancubus.net/text/bifrost_docs.txt | ||
*Old documentation | *Old documentation |