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EDF item effects and inventory
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====artifact==== An artifact is an item which, when collected, goes into the player's inventory. artifact <name> { amount <int> // amount gained with one pickup maxamount <int> // max amount that can be carried in inventory interhubamount <int> // max amount carryable between levels in different hubs; // -1 if this field should not apply at all sortorder <int> // key used for sorting the player's inventory icon <str> // name of icon graphic for invbar usesound <str> // sound made when item is used useeffect <str> // name of item effect to use for activation useaction <action function> // codepointer and arguments called (e.g. A_GauntletAttack(1)) [+-]undroppable // if +, cannot be dropped from inventory [+-]invbar // if +, appears in invbar; otherwise, invisible [+-]keepdepleted // if +, will remain in inventory with amount of zero [+-]fullamountonly // if +, cannot pickup unless full amount is needed [+-]noshareware // if +, non-shareware // artifacttype determines what sort of artifact this is. artifacttype <str> // "Normal", "Ammo", "Key", "Puzzle", "Power", "Weapon", // or "Quest" // The following fields apply only to certain artifact types. They have no // effect if specified on other types. // Ammo ammo.backpackamount <int> // amount of this ammo type given by a Backpack ammo.backpackmaxamount <int> // max amount after collecting a Backpack // Autouse health: this applies only for health-effect artifacts. // If enabled, game will automatically trigger when player is about to die, // to restore health and keep them alive. // "none" or "heretic". If "heretic", this is enabled and works like Heretic autouse.health.mode <option> // Optional restrictions. If omitted, there is no game restriction. Otherwise, // it can be a "|"-joined combination of "baby" and "deathmatch". Then the // autouse will happen IF ANY of the given conditions are met. autouse.health.restrict <flags> }
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