Editing Scratch

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*''Args2'' = Mnemonic of sound to play (default of '''null''' = no sound will be played). Used if misc2 is left '''null'''. This way you can call A_Scratch without using the '''misc''' parameters, which allows typing the codepointer in parenthesis notation or in Decorate heredocs.
*''Args2'' = Mnemonic of sound to play (default of '''null''' = no sound will be played). Used if misc2 is left '''null'''. This way you can call A_Scratch without using the '''misc''' parameters, which allows typing the codepointer in parenthesis notation or in Decorate heredocs.
*''Args3'' = Reference to a [[damagetype]], either by a string referring to the damagetype's key, or by an int referring to the damagetype's ''num'' property.
*''Args3'' = Reference to a [[damagetype]], either by a string referring to the damagetype's key, or by an int referring to the damagetype's ''num'' property.
|examples=
For an imp-like scratch (with the same damage as that of an imp), you can use [[CounterDiceRoll]] to get similar randomness, as follows:
IMP2 G 0 A_CounterDiceRoll(0, 3, 8, 0, assign, multiplyone)
IMP2 G 6 A_Scratch(usecounter, 0, claw)
|notes=
|notes=
If the object's target is valid and is within melee range (64 units), it will damage the target for the indicated amount. If the '''misc2''' parameter is non-zero and is a valid sound name, the indicated sound will played along with the attack.
If the object's target is valid and is within melee range (64 units), it will damage the target for the indicated amount. If the '''misc2''' parameter is non-zero and is a valid sound name, the indicated sound will played along with the attack.
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