Editing EDF item effects and inventory/Weapons-branch

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


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   usesound      <str> // sound made when item is used
   usesound      <str> // sound made when item is used
   useeffect      <str> // name of item effect to use for activation
   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
   [+-]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
  [+-]noshareware      // if +, non-shareware
    
    
   // artifacttype determines what sort of artifact this is.   
   // artifacttype determines what sort of artifact this is.   
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   [+-]alwayspickup    // item is picked up even when unneeded (e.g. Armor Bonus)
   [+-]alwayspickup    // item is picked up even when unneeded (e.g. Armor Bonus)
   [+-]additive        // if +, adds to the current amount of armor
   [+-]bonus          // if +, is a bonus (adds to current armor type without
  [+-]setabsorption  // if +, sets absorption values (savefactor & savedivisor)
                      // 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
  // Note that you can specify as many ammogiven properties as you want in a single weapongiver
   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.
  }
  }
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