Classes:PowerDamage

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


Classes: InventoryPowerupPowerDamage
   (more)

One of the many powerups, i.e. items based on the Powerup class. While an item of this class is placed in an actor's inventory, the actor will be affected by it. Usually powerups are given through a PowerupGiver, but they can be given directly as well (see here for more details).

PowerBuddha modifies the damage its owner deals by using a ModifyDamage override.

Examples

A double damage item:

class PowerDoubleDamage : PowerDamage
{
  Default
  {
    DamageFactor "normal", 2;
    Inventory.Icon "MEGAA0";
  }
}

A Quad damage item and an example of an accompanying PowerupGiver:

class PowerQuadDamage : PowerDamage
{
    DamageFactor "normal", 4;
    Inventory.Icon "MEGAA0";
}

actor QuadDamage : PowerupGiver
{
  Default
  {
    Powerup.Type 'QuadDamage';
    Powerup.Duration 1000;
    Inventory.PickupMessage "Quad Damage!!"; // This is an example. It's recommended to use LANGUAGE for player-facing strings.
    Powerup.Color "LawnGreen", 0.25
    Inventory.MaxAmount 0;
    Inventory.UseSound "pickups/slowmo";
    Translation "128:143=120:127";
    +Inventory.AUTOACTIVATE
    +Inventory.FANCYPICKUPSOUND
  }
  States
  {
  Spawn:
    MEGA ABCD 4 bright;
    loop;
  }
}

ZScript definition

Note: The ZScript definition below is for reference and may be different in the current version of GZDoom.The most up-to-date version of this code can be found on GZDoom GitHub.
class PowerDamage : Powerup
{
	Default
	{
		Powerup.Duration -25;
	}
	
	//===========================================================================
	//
	// InitEffect
	//
	//===========================================================================

	override void InitEffect()
	{
		Super.InitEffect();

		if (Owner != null)
		{
			Owner.A_StartSound(SeeSound, CHAN_5, CHANF_DEFAULT, 1.0, ATTN_NONE);
		}
	}

	//===========================================================================
	//
	// EndEffect
	//
	//===========================================================================

	override void EndEffect()
	{
		Super.EndEffect();
		if (Owner != null)
		{
			Owner.A_StartSound(DeathSound, CHAN_5, CHANF_DEFAULT, 1.0, ATTN_NONE);
		}
	}

	//===========================================================================
	//
	// ModifyDamage
	//
	//===========================================================================

	override void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive, Actor inflictor, Actor source, int flags)
	{
		if (!passive && damage > 0)
		{
			newdamage = max(1, ApplyDamageFactors(GetClass(), damageType, damage, damage * 4));
			if (Owner != null && newdamage > damage) Owner.A_StartSound(ActiveSound, CHAN_AUTO, CHANF_DEFAULT, 1.0, ATTN_NONE);
		}
	}
}

DECORATE definition

Note: This is legacy code, kept for archival purposes only. DECORATE is deprecated in GZDoom and is completely superseded by ZScript. GZDoom internally uses the ZScript definition above.
ACTOR PowerDamage : Powerup native
{
  Powerup.Duration -25
}