EDF item effects and inventory

From Eternity Wiki
Revision as of 12:46, 13 August 2017 by Quasar (talk | contribs) (Change style)
Jump to navigationJump to search
The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.
For information on current development progress, see weapons-branch

Define what happens when an item is picked up (and eventually, used or dropped from the inventory - this is not complete yet).

There are many different types of item effect definitions:

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 (currently unused)
 usesound       <str> // sound made when item is used (currently unused)
 useeffect      <str> // name of item effect to use for activation (unused)
 
 [+-]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
 
 // 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
}

healtheffect

A health effect gives the player health in one of many possible ways.

healtheffect <name>
{
 amount     <int> // amount of health to give
 maxamount  <int> // max amount this item can health to; if player has greater
                  // health, the item cannot be picked up at all.
 lowmessage <str> // alternate message to give instead of pickupfx message when
                  // health is < amount; if starts with $, is a BEX mnemonic.
 
 [+-]alwayspickup  // if +, item is picked up even when unneeded (ie Health Bonus)
 [+-]sethealth     // if +, item SETS health rather than adding to it (ie Megasphere)
}

armoreffect

An armor effect defines the properties of player armor

armoreffect <name>
{
 saveamount    <int> // amount of armor given
 savefactor    <int> // numerator of fraction determining save percentage
 savedivisor   <int> // denominator of fraction determining save percentage
 maxsaveamount <int> // max amount his item can give; if player has greater
                     // armor, the item cannot be picked up at all
                     
 [+-]alwayspickup    // item is picked up even when unneeded (ie Armor Bonus)
 [+-]bonus           // if +, is a bonus (adds to current armor type without
                     // changing the protective qualities)
}

ammoeffect

Ammo givers give an Ammo type artifact to the player.

ammoeffect <name>
{
 ammo       <str> // Name of an Ammo-type artifact definition
 amount     <int> // Amount to give for an ordinary pickup
 dropamount <int> // Amount to give if dropped by an enemy
 
 [+-]ignoreskill  // if +, does not double on skills that give double ammo  
}