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- Definitions for Damage Types
- Basic properties:
- - Name: "Nice name" of the damage type.
- - Alias: An alternate name for this type. (As with Fire/Lava.) Allowing multiple aliases may be useful.
- - Obituary: Default obituary for map-based kills, as either a string literal or a $-prefixed Language lookup.
- - DeathState: A State alias (for compatibility) for when an actor is killed by this type. (As with Fire -> Burn or Ice -> Freeze.)
- - IgnoreArmor: If True, armor is not evaluated or deducted when damage is dealt. (As with Drowning.)
- - DamagePoison: If 1, causes the default residual Poison effect. If 2, uses the PoisonCloud effect.*
- - PainSound: Player sound to attach to Pain caused by this. (As with "*poison" for PoisonCloud.)**
- - HowlChance: Chance out of 256 of a damaged target using their HowlSound instead of PainSound. (As with Electric or PoisonCloud.)
- - BrightChance: Chance out of 256 of a damaged target becoming momentarily fullbright. (As with Electric.)
- * Possibly deprecated later if the Damage* properties are added as well?
- ** This is only for completeness (I.E. having any possible data available in the definition). I don't consider it too important in light of "*Pain-Type" doing the same thing.
- "Damage*" properties, I don't actually know if this sort of definition is the right place for all of them. They're minor anyhow...
- - DamageBlend: Additional screen tint for the type. Most useful for residual damage, but may have other uses as well.
- - DamageAmount: Default damage per N tics (as defined by DamageRate).*
- - DamageRate: Default rate of residual damage, in tics.*
- - DamageTime: Default duration (in tics) for the aftereffect.*
- - DamageSingular: If true, no no effect on players already under residual damage. (As with PoisonCloud.)
- * Can be overridden by Decorate's PoisonDamage property.
- A portion of a theoretical default definition, as a possible syntax:
- DamageType 12
- {
- Name = "Drowning";
- Obituary = "$OB_WATER";
- IgnoreArmor = True;
- }
- DamageType 13
- {
- Name = "Slime";
- Obituary = "$OB_SLIME";
- }
- DamageType 14
- {
- Name = "Fire";
- Alias = "Lava";
- Obituary = "$OB_LAVA";
- }
- And a (stupid) example:
- DamageType 1337
- {
- Name = "Leet";
- Alias = "Pwn";
- Obituary = "%o was pwnzor'd!";
- IgnoreArmor = True;
- DamagePoison = 1;
- PainHowl = True;
- PainSound = "*pwned"
- BrightChance = 128;
- }
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