Editing EDF thing reference

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For placing the thing on the map, an integer field called '''doomednum''' must be specified. For forward compatibility it has to be greater than or equal to 20000 or in the 3000-3999 range. Due to how binary WAD files format their THINGS lumps, '''doomednum''' values have to be less than 32767, though textmode representations such as [[ExtraData]] or UDMF solve this limit.
For placing the thing on the map, an integer field called '''doomednum''' must be specified. For forward compatibility it has to be greater than or equal to 20000 or in the 3000-3999 range. Due to how binary WAD files format their THINGS lumps, '''doomednum''' values have to be less than 32767, though textmode representations such as [[ExtraData]] or UDMF solve this limit.
If you want to know the base game thing types from Doom, you can look on the [https://github.com/team-eternity/eternity/blob/master/base/doom/things.edf list of Doom thing types].


{{See|Thing type flags}}
{{See|Thing type flags}}
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   nukespecial            <BEX codepointer mnemonic>
   nukespecial            <BEX codepointer mnemonic>
   droptype              <thing type mnemonic>
   droptype              <thing type mnemonic>
  bloodbehavior          <action>, <behavior>
  clearbloodbehaviors
  bloodtype.normal      <name>
  bloodtype.impact      <name>
  bloodtype.rip          <name>
  bloodtype.crush        <name>
   
   
   cleardropitems
   cleardropitems
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   flags3                <flag list>
   flags3                <flag list>
   flags4                <flag list>
   flags4                <flag list>
  flags5                <flag list>
   particlefx            <particle effect flag list>
   particlefx            <particle effect flag list>
   
   
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     flags                <flags>
     flags                <flags>
   }
   }
  clearpickupeffect
   
   
   firstdecoratestate    <frame>
   firstdecoratestate    <frame>
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:Default = (nothing)
:Default = (nothing)
:Sets the thing type from which this will copy properties. All of the properties except '''dehackednum''' will be copied from the base actor type.
:Sets the thing type from which this will copy properties. All of the properties except '''dehackednum''' will be copied from the base actor type.
:NOTE: you can use the class in the title properties after the colon, instead of '''inherits''' in the '''thingtype''' body. You also need <code>setdialect("alfheim")</code>.
:NOTE: you can use the class in the title properties after the colon, instead of '''inherits''' in the '''thingtype''' body.
*'''compatname'''
*'''compatname'''
:Default = (nothing)
:Default = (nothing)
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====Pain/Death Properties====
====Pain/Death Properties====
*'''bloodcolor'''
:Default = 0
:Allows this thing type to have differently colored blood when particle blood effects are enabled (this does not currently have any effect on blood sprites). Currently available blood color values are as follows:
    Blood color      Number
    --------------------------
    Red (normal)        0
    Grey                1
    Green              2
    Blue                3
    Yellow              4
    Black              5
    Purple              6
    White              7
    Orange              8
    --------------------------
*'''nukespecial'''
*'''nukespecial'''
:Default = NULL
:Default = NULL
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:removes from this thingtype's dropitem list the named EDF thingtype. Useful when inheriting.
:removes from this thingtype's dropitem list the named EDF thingtype. Useful when inheriting.
*'''collectionspawn''' ''thingtype'' [, ''spchance'' [, ''coopchance'' [, ''dmchance'']]]
*'''collectionspawn''' ''thingtype'' [, ''spchance'' [, ''coopchance'' [, ''dmchance'']]]
:collectionspawn defines a thingtype at which THIS thingtype will select one instance out of all instances on the map at which to spawn itself at level start. This attribute is used by the Heretic Fire Mace. See the example in [https://github.com/team-eternity/eternity/blob/master/base/heretic/things.edf#L3213 Heretic's things.edf] on how it's used.
:collectionspawn defines a thingtype at which THIS thingtype will select one instance out of all instances on the map at which to spawn itself at level start.
:Explanation of collectionspawn multivalue properties:
:Explanation of collectionspawn multivalue properties:
:*''thingtype'': Name of the EDF thingtype at which to spawn at random. If this is invalid, this collectionspawn definition will be disregarded.
:*''thingtype'': Name of the EDF thingtype at which to spawn at random. If this is invalid, this collectionspawn definition will be disregarded.
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*'''itemrespawnat''' ''thingtype''
*'''itemrespawnat''' ''thingtype''
:itemrespawnat defines an EDF thingtype at which this thingtype will respawn if it becomes subject to Heretic-style item respawning.
:itemrespawnat defines an EDF thingtype at which this thingtype will respawn if it becomes subject to Heretic-style item respawning.
=====Blood properties=====
*'''bloodcolor'''
:Default = 0
:Allows this thing type to have differently colored blood when particle blood effects are enabled (this does not currently have any effect on blood sprites). Currently available blood color values are as follows:
    Blood color      Number
    --------------------------
    Red (normal)        0
    Grey                1
    Green              2
    Blue                3
    Yellow              4
    Black              5
    Purple              6
    White              7
    Orange              8
    --------------------------
*'''bloodbehavior'''
:Syntax: '''bloodbehavior''' ''action'', ''behavior''
:A '''thingtype''' can have one or more of these entries. ''Action'' can be one of: '''shot''', '''impact''', '''rip''' or '''crush'''. ''Behavior'' can be one of: '''Doom''', '''Heretic''', '''HereticRip''', '''Hexen''', '''HexenRip''', '''Strife''' or '''crush'''. Setting this will override game's default settings, which for Doom are respectively ('''Doom''', '''Heretic''', '''HereticRip''', '''crush''') and for Heretic are ('''Heretic''', '''Heretic''', '''HereticRip''', '''crush'''). Due to Doom having no innate impact or rip attacks, it borrows the behaviors from Heretic. The meanings of the actions are as such:
:*'''shot''': from bullet (hitscan) attacks.
:*'''impact''': from projectiles with the '''DRAWSBLOOD''' flag (Heretic projectiles commonly have this).
:*'''rip''': from projectiles with the '''RIP''' flag (Heretic's powered dragonclaw attack has this).
:*'''crush''': from crushing surfaces (except for polyobjects).
:The behaviors assigned to each action can be:
:*'''Doom''': spawns the given blood objects with a small vertical speed of 2 and lowers the tic count of the first frame. If damage is less than 9, it will jump to Decorate state '''Blood3''' (or if missing, '''dehackednum''' 92). If damage is between 9 and 12, it will jump to Decorate state '''Blood2''' (or if missing, '''dehackednum''' 91).
:*'''Heretic''': similar to the '''Doom''' behavior, but without the state transition or randomization, and with a random horizontal spread.
:*'''HereticRip''': spawns the blood object at a slight distance away from inflictor or (if missing) target, clears it of gravity and propels it in a direction of inflictor/target's speed. It will also randomly increase the duration of the first state by 0-3.
:*'''Hexen''': like '''Heretic''' but with even more spread.
:*'''HexenRip''': like '''HereticRip''' but with gravity (won't add '''NOGRAVITY''').
:*'''Strife''': similar to Doom but with no duration randomization and with transitions to '''Blood2''', '''Blood1''', '''Blood0''' for damages 0-6, 7-9 or 10-13 respectively.
:*'''crush''': blood splat will be spread horizontally.
====Flags====
====Flags====
*'''cflags'''
*'''cflags'''
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:Similar to flags, but takes a different set of values with different meanings. See the [[Thing type flags]] List, for the values which can be used in this field. Remember that if whitespace or disallowed characters are used, this field's value must be enclosed in quotation marks.  
:Similar to flags, but takes a different set of values with different meanings. See the [[Thing type flags]] List, for the values which can be used in this field. Remember that if whitespace or disallowed characters are used, this field's value must be enclosed in quotation marks.  
*'''flags4'''
*'''flags4'''
:Default = ""
:Similar to flags, but takes a different set of values with different meanings. See the [[Thing type flags]] List, for the values which can be used in this field. Remember that if whitespace or disallowed characters are used, this field's value must be enclosed in quotation marks.
*'''flags5'''
:Default = ""
:Default = ""
:Similar to flags, but takes a different set of values with different meanings. See the [[Thing type flags]] List, for the values which can be used in this field. Remember that if whitespace or disallowed characters are used, this field's value must be enclosed in quotation marks.  
:Similar to flags, but takes a different set of values with different meanings. See the [[Thing type flags]] List, for the values which can be used in this field. Remember that if whitespace or disallowed characters are used, this field's value must be enclosed in quotation marks.  
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*'''tranmap'''
*'''tranmap'''
:Default: not used
: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.
:This is a [[translucency map]] lump name to use to render the thing. As usual, such a lump needs to be between ''T_START'' and ''T_END'' in the wad. Useful if you want custom translucency effects, not easily available with simple parameterized means.


*'''skinsprite'''
*'''skinsprite'''
:Default = "noskin"
: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.
: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'''
*'''defaultsprite'''
:Default = the object's first spawn state's sprite
:Default = the object's first spawn state's sprite
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*'''pickupeffect'''
*'''pickupeffect'''
:You can define the details of an item with the '''SPECIAL''' [[Thing type flags|flag]] in this block. See the [[pickupeffect|standalone block definition]] for explanation of the available fields.
:You can define the details of an item with the '''SPECIAL''' [[Thing type flags|flag]] in this block. See the [[pickupeffect|standalone block definition]] for explanation of the available fields.
*'''clearpickupeffect'''
:If added, it will clear the previous '''pickupeffect''' definition from an inherited '''thingtype''' or when using a '''thingdelta'''. By default it will be copied.


====ACS Spawn Data Sub-Block====
====ACS Spawn Data Sub-Block====
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