Editing EDF weapon reference

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   flashstate2            <frame>
   flashstate2            <frame>
   holdstate2            <frame>
   holdstate2            <frame>
  fullscreenoffset      <number>
    
    
   ammouse                <number>
   ammouse                <number>
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:Default = (nothing)
:Default = (nothing)
:Sets the weapon info from which this will copy properties. All of the properties except '''dehackednum''' will be copied from the base actor type.
:Sets the weapon info from which this will copy properties. All of the properties except '''dehackednum''' will be copied from the base actor type.
====Ammunition====
*'''ammotype'''
:The [[EDF item effects and inventory|artifact]] of the inventory type to consume when firing. Omit this if weapon consumes no ammo.
*'''ammouse'''
:Default: 0
:Sets the number of ammo items to consume per shot. If not set, it will not consume ammo.
*'''ammotype2
:The ammo type for the optional alternative fire.
*'''ammouse2'''
:Default: 0
:Sets the number of optional alternative ammo items to consume per shot. If not set, it will not consume ammo.


====States====
====States====
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*'''upstate'''
*'''upstate'''
:Default = S_NULL
:Default = S_NULL
:Sets the frame which a weapon starts in when it is raised. If the object is supposed to have any dynamic purpose or be visible, do not leave the '''upstate''' at S_NULL. Equivalent to the '''Select''' Decorate state.
:Sets the frame which a weapon starts in when it is raised.If the object is supposed to have any dynamic purpose or be visible, do not leave the '''upstate''' at S_NULL.
*'''downstate'''
*'''downstate'''
:Default = S_NULL
:Default = S_NULL
:Sets the frame which a weapon starts in when it is being lowered. If the object is supposed to have any dynamic purpose or be visible, do not leave the '''downstate''' at S_NULL. Equivalent to the '''Deselect''' Decorate state.
:Sets the frame which a weapon starts in when it is being lowered. If the object is supposed to have any dynamic purpose or be visible, do not leave the '''downstate''' at S_NULL.
*'''readystate'''
*'''readystate'''
:Default = S_NULL
:Default = S_NULL
:Sets the frame which a weapon starts in when it is ready to be fired. If the object is supposed to have any dynamic purpose or be visible, do not leave the '''readystate''' at S_NULL. Equivalent to the '''Ready''' Decorate state.
:Sets the frame which a weapon starts in when it is ready to be fired. If the object is supposed to have any dynamic purpose or be visible, do not leave the '''readystate''' at S_NULL.
*'''attackstate'''
*'''attackstate'''
:Default = S_NULL
:Default = S_NULL
:Sets the frame which a weapon goes to if the user tries to perform a primary attack. Though not necessary, it is suggested for weapons to have an attackstate for primary firing purposes. Equivalent to the '''Fire''' Decorate state.
:Sets the frame which a weapon goes to if the user tries to perform a primary attack. Though not necessary, it is suggested for weapons to have an attackstate for primary firing purposes.
*'''flashstate'''
*'''flashstate'''
:Default = S_NULL
:Default = S_NULL
:Sets the frame which a weapon jumps to if a [[List of codepointers|codepointer]] causes a weapon to flash. Equivalent to the '''Flash''' Decorate state.
:Sets the frame which a weapon jumps to if a [[List of codepointers|codepointer]] causes a weapon to flash.
*'''holdstate'''
*'''holdstate'''
:Default = S_NULL
:Default = S_NULL
:Sets the frame jumped to by [[ReFire|A_ReFire]] if the player is still holding the primary attack button. Equivalent to the '''Hold''' Decorate state. New to Heretic.
:Sets the frame jumped to by [[ReFire|A_ReFire]] if the player is still holding the primary attack button.
*'''attackstate2''', '''flashstate2''', '''holdstate2'''
*'''attackstate2''', '''flashstate2''', '''holdstate2'''
:Default = S_NULL
:Default = S_NULL
: The equivalent of '''attackstate''', '''flashstate''', and '''holdstate''', but for alternate fire. Equivalent to '''AltFire''', '''AltFLash''', '''AltHold''' respectively from the Decorate syntax.
: The equivalent of '''attackstate''', '''flashstate''', and '''holdstate''', but for alternate fire.
*'''fullscreenoffset'''
: Amount to move weapon when going fullscreen, without status bar. Needed by some Heretic weapons.


====Selection Order and Weapon Slots====
====Selection Order and Weapon Slots====
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=====List of flags=====
=====List of flags=====
*'''NOTHRUST''': prevents weapon from thrusting others by damage.
*NOTHRUST
*'''NOHITGHOSTS''': prevents hitscan attacks fired by this weapon from hitting '''GHOST''' targets.
*NOHITGHOSTS
*'''NOTSHAREWARE''': disable this weapon from shareware versions of the game.
*NOTSHAREWARE
*'''DISABLEAPS''': for compatibility uses, this disables the ammo-per-shot field.
*DISABLEAPS
*'''SILENCEABLE''': weapon can be silenced by the silencer powerup.
*SILENCEABLE
*'''SILENT''': weapon is always silent
*SILENT
*'''NOAUTOFIRE''': prevents refiring if player presses fire before switching to this weapon. The Doom rocket launcher and BFG9000 have this flag.
*NOAUTOFIRE
*'''FLEEMELEE''': weapon causes monsters to flee if enabled to so in settings.
*FLEEMELEE
*'''ALWAYSRECOIL''': weapon always causes recoil, even if the setting is disabled.
*ALWAYSRECOIL
*'''HAPTICRECOIL''': causes haptic feedback on recoil.
*HAPTICRECOIL
*'''READYSNDHALF''': if it has a ready sound, only play it half the time.
*READYSNDHALF
*'''AUTOSWITCHFROM''': change current weapon to something better if ammo is found.
*AUTOSWITCHFROM
*'''POWEREDUP''': weapon is marked as powered-up by the Tome (as in Heretic).
*POWEREDUP
*'''FORCETOREADY''': force state to ready if weapon is powered/unpowered by Tome.
*FORCETOREADY
*'''PHOENIXRESET''': special flag to support Phoenix Rod's peculiar behaviour when switched by Tome.
*DEPOWERSWITCH
*'''DEPOWERSWITCH''': causes weapon to visually lower and raise when Tome of Power runs out.


====Damage Properties====
====Damage Properties====
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