Classes:PowerDamage

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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.
Increased damage power
Actor type Power Game MiniZDoomLogoIcon.png
DoomEd Number None Class Name PowerDamage


Classes: InventoryPowerupPowerDamage
   (more)

PowerDamage is an internal class. An item of this class is placed in the player's inventory while the Damage powerup is effective. During the time this effect is active, the player will be given a multiplier to their damage done to other monsters/players, indicated by the damagefactor amount.

Like all other Powerups items of this class are never used directly. Instead you have to create a new item that inherits from PowerDamage specifying the damage multipliers in here, then creating an item inheriting from PowerupGiver with the poweruptype property named as the previous item you just created.

Example:

This defines ZDoom's Damage item and is an example for an item that is put in the inventory (Thanks to Graf for information on how to use these items):

A double damage item:

actor PowerDoubleDamage : PowerDamage
{
damagefactor "normal", 2
inventory.icon "MEGAA0"
}
actor DoubleDamage : PowerupGiver
{
Powerup.Type DoubleDamage
+INVENTORY.FANCYPICKUPSOUND
states
 {
 Spawn:
   MEGA ABCD 4 bright
   loop
 }
}

A Quad damage item:

actor PowerQuadDamage : PowerDamage
{
damagefactor "normal", 4
inventory.icon "MEGAA0"
}
actor QuadDamage : PowerupGiver
{
 inventory.pickupmessage "Quad Damage!!"
 powerup.color LawnGreen 0.25
 inventory.maxamount 0
 inventory.usesound "pickups/slowmo"
 powerup.type QuadDamage
 powerup.duration 1000
 translation "128:143=120:127"
 +AUTOACTIVATE
 +INVENTORY.FANCYPICKUPSOUND
   states
 {
 Spawn:
   MEGA ABCD 4 bright
   loop
 }
}

DECORATE definition

ACTOR PowerDamage : Powerup native
{
  Powerup.Duration -25
}