EDF weapon reference: Difference between revisions
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Altazimuth (talk | contribs) m (Fixed Syntax section.) |
Altazimuth (talk | contribs) m (Fix a few dumb mistakes.) |
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===Header properties=== | ===Header properties=== | ||
* ''<inherited weaponinfo>'' must be a value, even if the | * ''<inherited weaponinfo>'' must be a value, even if the weaponinfo doesn't inherit from anything else. In that case, it must be '''Weapon''', which is a placeholder value belonging to no real weaponinfo. | ||
* ''<dehackednum>'' | * ''<dehackednum>'' -1 if not used. If -1, it can be omitted, leaving just this: | ||
weaponinfo <unique name> : <inherited weaponinfo> {<attributes>} | weaponinfo <unique name> : <inherited weaponinfo> {<attributes>} | ||
* If header properties are used, the pre-Alfheim syntax '''inherits''' and '''dehackednum''' attributes are not used. | * If header properties are used, the pre-Alfheim syntax '''inherits''' and '''dehackednum''' attributes are not used. | ||
Revision as of 01:01, 11 July 2017
TODO: Initial spiel.
- See User:Altazimuth/Weapon info flags
- Back to EDF
Eternity Alfheim syntax
For versions of Eternity from Alfheim up, EDF weaponinfo support the following syntax. Make sure to add:
setdialect("ALFHEIM")
before using this syntax:
weaponinfo <unique name> : <inherited weaponinfo>, <dehackednum>
{
<other attributes>
}
Header properties
- <inherited weaponinfo> must be a value, even if the weaponinfo doesn't inherit from anything else. In that case, it must be Weapon, which is a placeholder value belonging to no real weaponinfo.
- <dehackednum> -1 if not used. If -1, it can be omitted, leaving just this:
weaponinfo <unique name> : <inherited weaponinfo> {<attributes>}
- If header properties are used, the pre-Alfheim syntax inherits and dehackednum attributes are not used.
Syntax
weaponinfo <unique name> [: <parent type> [, <dehackednum>]]
{
dehackednum <unique number>
inherits <weaponinfo>
ammotype <artifact mnemonic>
upstate <frame>
downstate <frame>
readystate <frame>
attackstate <frame>
flashstate <frame>
ammouse <number>
nextincycle <weapon info mnemonic>
previncycle <weapon info mnemonic>
cflags <flag list>
addflags <flag list>
remflags <flag list>
mod <MOD name OR number>
recoil <number>
hapticrecoil <number>
haptictime <number>
upsound <sound>
readysound <sound>
tracker <string, TO BE REMOVED>
firstdecoratestate <frame>
states <DECORATE state syntax heredoc>
}