Classes:CustomInventory

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Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
  1. You do not need to copy that actor, since it is already defined.
  2. In fact, it's not just useless, it's actually harmful as it can cause problems.
  3. If you want to modify it, or use a modified version, using inheritance is the way to go.
  4. The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
  5. There is only one exception: if what you want is changing Ammo capacity, you need to create a new type from Ammo.
Custom inventory
Actor type Internal Game MiniZDoomLogoIcon.png
DoomEd Number None Class Name CustomInventory


Classes: InventoryCustomInventory
 →ArtiBoostMana
 →ArtiEgg
 →ArtiPork
 →Berserk
 →Mana3
 →Megasphere

CustomInventory items are special items that allow some very primitive scripted functionality using its states. The base class CustomInventory is never used directly. It is always the base class for items defined in DECORATE.

DECORATE definition

ACTOR CustomInventory : Inventory native {}

Using in DECORATE

CustomInventory defines no new properties and only uses the basic Inventory properties.


CustomInventory defines 3 new states:

  • Pickup
  • Use
  • Drop
{{#icon:Ktip.png 32px}} Tip: Players, Monsters and pretty much everything else can obtain a CustomInventory and be affected by its Pickup state.

The behavior is as follows:

  • All code pointers in the Pickup state sequence are called when the item is being picked up. The sequence is successful when either a function is called which doesn't return success or a function which is capable returns successful execution is called (you can also use ACS_ExecuteWithResult to set the result from ACS). Success can be overridden by terminating the state sequence with fail instead of stop.
If the Pickup sequence returns successfully the behavior depends on the presence of the Use state:
  • If there is no Use state the item will be removed from the map and not be placed in the player's inventory.
  • If there is a Use state the item will be placed in the player's inventory.
This means that A_JumpIfInventory checks can only work if the CustomInventory item has a Use state; otherwise it will always return zero.
  • If the item has a Use state and is being used by the player the Use state sequece is called. Failure or success are determined the same way as for the Pickup state. If the sequence returns successfully the item is removed from the inventory. Note that due to this special behavior, the Use state will ignore all frame durations and cannot be looped; every frame will execute within the same tic.
  • If the item is being dropped by a monster the Drop state sequence will be executed and the item will never be spawned. This is mostly there for special actions that can be taken by Strife conversation scripts. For regular monster death actions there are better and more flexible way to achieve the same.

Examples:

actor BigBoost : CustomInventory 10492
{
  Inventory.PickupMessage "Energy Boost!!!"
  Inventory.PickupSound "misc/p_pkup"
  +COUNTITEM
  states
  {
  Spawn:
    AWI3 A -1
    stop
  Pickup:
    TNT1 A 0 A_GiveInventory ("Soulsphere", 2)
    TNT1 A 0 A_GiveInventory ("BFG9000")
    stop
  }
}