EDF item effects and inventory/Weapons-branch
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Define what happens when an item is picked up and used (and eventually, dropped from the inventory - this is not complete yet).
There are many different types of item effect definitions:
- Back to EDF item effects and inventory
artifact[edit]
An artifact is an item which, when collected, goes into the player's inventory.
artifact <name>
{
amount <int> // amount gained with one pickup
maxamount <int> // max amount that can be carried in inventory
interhubamount <int> // max amount carryable between levels in different hubs;
// -1 if this field should not apply at all
sortorder <int> // key used for sorting the player's inventory
icon <str> // name of icon graphic for invbar
usesound <str> // sound made when item is used
useeffect <str> // name of item effect to use for activation
useaction <action function> // codepointer and arguments called e.g. A_GauntletAttack(1)
[+-]undroppable // if +, cannot be dropped from inventory
[+-]invbar // if +, appears in invbar; otherwise, invisible
[+-]keepdepleted // if +, will remain in inventory with amount of zero
[+-]fullamountonly // if +, cannot pickup unless full amount is needed
[+-]noshareware // if +, non-shareware
// artifacttype determines what sort of artifact this is.
artifacttype <str> // "Normal", "Ammo", "Key", "Puzzle", "Power", "Weapon",
// or "Quest"
// The following fields apply only to certain artifact types. They have no
// effect if specified on other types.
// Ammo
ammo.backpackamount <int> // amount of this ammo type given by a Backpack
ammo.backpackmaxamount <int> // max amount after collecting a Backpack
}
healtheffect[edit]
A health effect gives the player health in one of many possible ways.
healtheffect <name>
{
amount <int> // amount of health to give
maxamount <int> // max amount this item can health to; if player has greater
// health, the item cannot be picked up at all.
lowmessage <str> // alternate message to give instead of pickupfx message when
// health is < amount; if starts with $, is a BEX mnemonic.
[+-]alwayspickup // if +, item is picked up even when unneeded (ie Health Bonus)
[+-]sethealth // if +, item SETS health rather than adding to it (ie Megasphere)
}
armoreffect[edit]
An armor effect defines the properties of player armor
armoreffect <name>
{
saveamount <int> // amount of armor given
savefactor <int> // numerator of fraction determining save percentage
savedivisor <int> // denominator of fraction determining save percentage
maxsaveamount <int> // max amount his item can give; if player has greater
// armor, the item cannot be picked up at all
[+-]alwayspickup // item is picked up even when unneeded (e.g. Armor Bonus)
[+-]additive // if +, adds to the current amount of armor
[+-]setabsorption // if +, sets absorption values (savefactor & savedivisor)
}
ammoeffect[edit]
Ammo givers give an Ammo type artifact to the player.
ammoeffect <name>
{
ammo <str> // Name of an Ammo-type artifact definition
amount <int> // Amount to give for an ordinary pickup
dropamount <int> // Amount to give if dropped by an enemy
[+-]ignoreskill // if +, does not double on skills that give double ammo
}
powereffect[edit]
Power givers give a power to the player.
powereffect <name>
{
duration <int> // Length of time to last in tics
type <str> // Name of power to give
[+-]additivetime // if +, adds to current duration
[+-]permanent // if +, lasts forever
[+-]overridesself // if +, getting the power again while still under its influence is allowed
}
weapongiver[edit]
Weapon givers give a Weapon type artifact to the player, and optionally any number of Ammo artifact types.
weapongiver <name>
{
weapon <str> // Name of a weaponinfo to give to the player
// Note that you can specify as many ammogiven properties as you want in a single weapongiver
ammogiven <ammo>, <amount> [, <dropammount> [, <dmammount> [, <coopweaponsstay>]]] // Ammo type artifact given, and the amounts
// given based on how it was picked up. If the
// last three are left blank, only "amount" is used.
}