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====Damage Properties==== *'''damage''' :Default = 0 :This number is used as a damage multiplier when a [[Thing type flags|MISSILE]] or SKULLFLY actor hits a SHOOTABLE. The damage formula used for impact damage is: ((rnd % damagemod) + 1) * damage :This field is also used as a parameter by some parameterized codepointers, including [[Scratch]], [[BetaSkullAttack]] and [[Detonate]]. See '''damagemod''' field's description for the <code>damagemod</code> parameter. *'''damagemod''' :Default = 8 :This is the damage modulus to use when computing projectile damage. This is the maximum multiplier of '''damage''' for a projectile impact. For Doom projectiles, it's typically 8. To have constant impact damage, you can set it to 1. Do not set it to 0. *'''dmgspecial''' :Default = "none" :The dmgspecial field allows specification of a special action that will be taken when this object is involved in damaging another object as the inflictor (an inflictor is the object actually doing the damage, and not necessarily the object that is blamed for the damage). Supported values and their meanings are as follows: :*''none'' ::This is the default value. No special action is taken; the object is normal when damaging other things. :*''MinotaurCharge'' ::If the thing is flying like a skull (has flags bit SKULLFLY set), it will inflict a large amount of thrust on the target along the vector of the impact, will hit it directly for ((rnd % 8) + 1) * 6 damage, and if the target is a player, the player's controls will be frozen for 14 + (rnd % 8) gametics. When the thing is not in SKULLFLY mode, normal damage is done by all attacks. :*''Whirlwind'' ::The target will have its angle and x/y momenta modified by random amounts. If the current level time has the 5th bit (value 16) set and the target is not a boss (possesses the BOSS flag), the target will be given randomized z momentum up to but no greater than 12 units per tic. When the level time is divisible by 8, the target will be hit directly for 3 damage. *'''aimshift''' ''number'' :If in the range of 0 to 24, this value overrides the "shift" amount that enemies of this object experience while trying to aim at it due to effects like SHADOW, GHOST, and TOTALINVISIBLE. A larger number in this field makes enemies more inaccurate when aiming at this creature. The default value of -1 means that no aiming inaccuracy is experienced *except* what may be incurred from what flags this monster has. A value larger than 24 will, on the other hand, override the creature's flags and cause enemies to experience no inaccuracy due to to those flags (so for example a creature inheriting from Spectre and setting its aimshift to 25 will behave as though it does not have the SHADOW flag other than for rendering purposes). Values of 20 and 21 are used by the various built-in flag effects. *'''damagefactor''' :This sets up the monster's resistance to various [[EDF damagetype reference|damage types]] ("means of death"). 0 means invincible (''but still suffering pain''), 1 full damage. This property has a distinct syntax: there may be as many ''DamageFactor'' lines as damage resistances. Note that setting the factor to 0 won't prevent monster retaliation. Example of usage: damagefactor fire, 0.3 damagefactor lava, 0.2 :As seen above, no braces are used, and the arguments are separated by commas. :You can also use the '''immune''' keyword to make a thingtype truly immune to certain damage types, preventing any reaction or infighting. Example: damagefactor fire, immune *'''topdamage''' :Default = 0 :This number is a constant amount of damage inflicted on any shootable object that stands on top of this object when 3D object clipping is active. This is useful for objects such as torches and flaming barrels. The frequency of damage is determined by the topdamagemask field. *'''topdamagemask''' :Default = 0 :This number determines how often a thing with a non-zero topdamage field burns objects that are standing on top of it. This number should be a power of two minus 1 to work properly, such as 1, 3, 7, 15, or 31 (31 would be approximately once per second and is used by DOOM's nukage sector types). New to EDF 1.7. *'''mod''' :Default = UNKNOWN (0) :Originally standing for "Means of Death", this field allows you to associate a '''[[damagetype]]''' to an inflictor (such as projectile) thing type. Then, you'll be able to make other thing types resistant to the given damage type by using the '''damagefactor''' field. You can give them specific pain or death states as well. Damage types also have the role in multiplayer to specify what obituaries are shown depending on which weapon the player uses. :The mnemonics were initially hard-coded, but are now available inside ''base\things.edf'' as '''damagetype''' blocks. Notice that the default damage types (means of death) have been differentiated for each player attack, as well as for the various slime types and whatnot, so as to have the obituaries differentiated. Monsters don't need new damage types to have new obituaries, because these are defined within the '''thingtype''' block. See the two fields below. *'''obituary_normal''' :Default = empty :Defines the obituary seen by players when killed by a projectile or other miscellaneous attack by a monster. If the obituary is not defined for this type, it will simply read that the player died. Note that you are only allowed to specify an obituary starting immediately after the player's name. If you want an obituary to say "Player was flamed", then simply make the obituary read "was flamed". *'''obituary_melee''' :Default = empty :Defines the obituary seen by players when killed by a monster's melee attack. If the obituary is not defined for this type, it will simply read that the player died. Note that you are only allowed to specify an obituary starting immediately after the player's name. If you want an obituary to say "Player was stabbed mercilessly", then simply make the obituary read "was stabbed mercilessly".
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