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====Graphic Properties==== *'''translucency''' :Default = 65536 (100%) :This field allows fine, customizable control over a thing's translucency. This field accepts two types of values. First, it may be given an integer value in the range of 0 to 65536, with 0 being completely invisible, and 65536 being normal. Alternatively, beginning with EDF 1.3, you can provide a percentage value to this field indicating the amount of the foreground sprite that is blended with the background. A percentage value must be a base 10 integer between 0 and 100, with the final digit followed immediately by a '%' character (percent sign). :Note this effect is mutually exclusive of BOOM-style translucency. If this value is not 65536 (or 100%), and the BOOM translucency flag is turned on for the same thing type, the flag will be turned off at run-time, and this field will take precedence. *'''translation''' :Default = 0 :Sets a translation for the thing's sprite. Translation tables are 256-byte lumps which can be used to remap any range of colors in a sprite. When this field defaults, no translation will be used. Otherwise, you may either provide a number to access one of the internal player translation tables, or you may provide the name of a translation lump, which must be found either inside the '''translations''' folder inside a [[PKE]], or between T_START and T_END markers inside a [[Doom Wiki:WAD|wad]]. Numeric values for player translations are as follows. All of the player translations remap the pure green range: :*1: indigo :*2: brown :*3: red :*4: tomato :*5: dirt :*6: blue :*7: gold :*8: sea :*9: black :*10: purple :*11: orange :*12: pink :*13: cream :*14: white *'''tranmap''' :Default: not used :This is a [[translucency map]] lump name to use to render the thing. NOTE: it should NOT be between T_START and T_END. Useful if you want custom translucency effects, not easily available with simple parameterized means. *'''skinsprite''' :Default = "noskin" :The skinsprite field defines a sprite that will be used to override the sprite value in any frame a thing of this type enters. This allows the creation of thingtypes which behave identically but look different without the creation of any new frames. Note that when things are crushed into gibs, the skinsprite is cleared at that time. If an Archvile resurrects such a thing, the proper skinsprite is then restored. :NOTE: for any use of '''skinsprite''', you need to add the sprite to the '''spritenames''' list, e.g. <code>spritenames += { SPRT }</code> (for a sprite named <code>SPRT</code>) *'''defaultsprite''' :Default = the object's first spawn state's sprite :Controls the remapping behavior of skins for objects that use more than one sprite. Any frame not using the defaultsprite is ignored for remapping by the skin. If not set, the defaultsprite is adapted from the object's first spawn state. *'''alphavelocity''' :Default = 0.0 :If nonzero, the thing's opacity (alpha value) will raise up to full solidity, or lower to full invisibility, depending on '''alphavelocity''''s sign and quantity per tic. If the '''CYCLEALPHA''' [[Thing type flags|flag]] is set, the thing will cycle between visibility and invisibility with this speed. *'''xscale''' :Default = 1.0 :Sets how much the horizontal component of the sprite is to be scaled. *'''yscale''' :Default = 1.0 :Sets how much the vertical component of the sprite is to be scaled. *'''trail.type''' :If specified, is the thing type of trail to spawn when moving as a '''RavenFast''' projectile. *'''trail.zoffset''' :Default = -8.0 :Vertical offset where to spawn the trail object. *'''trail.spawnchance''' :Default = 256 :Chance out of 256 to spawn a trail object. *'''trail.sparsity''' :Default = 0 : How sparsely to spawn the trail objects. Be careful that this uses the counter of 0 (commonly used in frame scripting [[codepointers]]). 1 or less means all the time, larger values reduce the amount of sparkles.
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