Editing EDF item effects and inventory/Weapons-branch
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Define what happens when an item is picked up | '''REMOVE THIS WARNING AT A LATER DATE: Much of this page is in-development features, from inventory-branch-2016, and its successor weapons-branch. This exists solely for the purpose of easily moving this article back over when weapons-branch is to be merged back into master, and should under no circumstances be used as a reference.''' | ||
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: | There are many different types of item effect definitions: | ||
===artifact=== | ===artifact=== | ||
An artifact is an item which, when collected, goes into the player's inventory. | An artifact is an item which, when collected, goes into the player's inventory. | ||
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// -1 if this field should not apply at all | // -1 if this field should not apply at all | ||
sortorder <int> // key used for sorting the player's inventory | sortorder <int> // key used for sorting the player's inventory | ||
icon <str> // name of icon graphic for invbar | icon <str> // name of icon graphic for invbar (currently unused) | ||
usesound <str> // sound made when item is used | usesound <str> // sound made when item is used (currently unused) | ||
useeffect <str> // name of item effect to use for activation | useeffect <str> // name of item effect to use for activation (unused) | ||
[+-]undroppable // if +, cannot be dropped from inventory | [+-]undroppable // if +, cannot be dropped from inventory | ||
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[+-]keepdepleted // if +, will remain in inventory with amount of zero | [+-]keepdepleted // if +, will remain in inventory with amount of zero | ||
[+-]fullamountonly // if +, cannot pickup unless full amount is needed | [+-]fullamountonly // if +, cannot pickup unless full amount is needed | ||
// artifacttype determines what sort of artifact this is. | // artifacttype determines what sort of artifact this is. | ||
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// armor, the item cannot be picked up at all | // armor, the item cannot be picked up at all | ||
[+-]alwayspickup // item is picked up even when unneeded ( | [+-]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=== | ===ammoeffect=== | ||
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weapongiver <name> | weapongiver <name> | ||
{ | { | ||
weapon <str> // Name of a weaponinfo to give to the player | weapon <str> // Name of a weaponinfo to give to the player | ||
ammogiven <ammo>, <amount> [, <dropammount> [, <dmammount> [, <coopweaponsstay>]]] // Ammo type artifact given, and the amounts | ammogiven <ammo>, <amount> [, <dropammount> [, <dmammount> [, <coopweaponsstay>]]] // Ammo type artifact given, and the amounts | ||
// given based on how it was picked up. If the | // given based on how it was picked up. If the | ||
// last three are left blank, only "amount" is used. | // last three are left blank, only "amount" is used. | ||
} | } |