NeuralStunner

Means of Def

Apr 24th, 2011
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  1. Definitions for Damage Types
  2.  
  3. Basic properties:
  4. - Name: "Nice name" of the damage type.
  5. - Alias: An alternate name for this type. (As with Fire/Lava.) Allowing multiple aliases may be useful.
  6. - Obituary: Default obituary for map-based kills, as either a string literal or a $-prefixed Language lookup.
  7. - DeathState: A State alias (for compatibility) for when an actor is killed by this type. (As with Fire -> Burn or Ice -> Freeze.)
  8. - IgnoreArmor: If True, armor is not evaluated or deducted when damage is dealt. (As with Drowning.)
  9. - DamagePoison: If 1, causes the default residual Poison effect. If 2, uses the PoisonCloud effect.*
  10. - PainSound: Player sound to attach to Pain caused by this. (As with "*poison" for PoisonCloud.)**
  11. - HowlChance: Chance out of 256 of a damaged target using their HowlSound instead of PainSound. (As with Electric or PoisonCloud.)
  12. - BrightChance: Chance out of 256 of a damaged target becoming momentarily fullbright. (As with Electric.)
  13.  
  14. * Possibly deprecated later if the Damage* properties are added as well?
  15. ** This is only for completeness (I.E. having any possible data available in the definition). I don't consider it too important in light of "*Pain-Type" doing the same thing.
  16.  
  17.  
  18. "Damage*" properties, I don't actually know if this sort of definition is the right place for all of them. They're minor anyhow...
  19. - DamageBlend: Additional screen tint for the type. Most useful for residual damage, but may have other uses as well.
  20. - DamageAmount: Default damage per N tics (as defined by DamageRate).*
  21. - DamageRate: Default rate of residual damage, in tics.*
  22. - DamageTime: Default duration (in tics) for the aftereffect.*
  23. - DamageSingular: If true, no no effect on players already under residual damage. (As with PoisonCloud.)
  24.  
  25. * Can be overridden by Decorate's PoisonDamage property.
  26.  
  27.  
  28. A portion of a theoretical default definition, as a possible syntax:
  29.  
  30. DamageType 12
  31. {
  32. Name = "Drowning";
  33. Obituary = "$OB_WATER";
  34. IgnoreArmor = True;
  35. }
  36.  
  37. DamageType 13
  38. {
  39. Name = "Slime";
  40. Obituary = "$OB_SLIME";
  41. }
  42.  
  43. DamageType 14
  44. {
  45. Name = "Fire";
  46. Alias = "Lava";
  47. Obituary = "$OB_LAVA";
  48. }
  49.  
  50.  
  51.  
  52. And a (stupid) example:
  53.  
  54. DamageType 1337
  55. {
  56. Name = "Leet";
  57. Alias = "Pwn";
  58. Obituary = "%o was pwnzor'd!";
  59. IgnoreArmor = True;
  60. DamagePoison = 1;
  61. PainHowl = True;
  62. PainSound = "*pwned"
  63. BrightChance = 128;
  64. }
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