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Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
- You do NOT need to copy that actor, since it is already defined.
- In fact, it's not just useless, it will cause problems.
- If you want to modify it, or use a modified version, using inheritance is the way to go.
- The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
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Shadow power
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Actor type
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Power
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Game
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(ZDoom)
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DoomEd Number
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None
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Class Name
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PowerShadow
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Classes: Actor → Inventory → Powerup → PowerInvisibility →PowerShadow
PowerShadow is a subtype of PowerInvisibility. It works the same way, but it adds the Inventory.HUBPOWER flag (which means it won't be taken away when travelling between levels inside a hub) and sets Powerup.Mode to "Cumulative", which means receiving more powerups of the same type will extend its duration rather than reset it to default max value.
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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.
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class PowerShadow : PowerInvisibility
{
Default
{
+INVENTORY.HUBPOWER
Powerup.Duration -55;
Powerup.Strength 75;
Powerup.Mode "Cumulative";
}
}
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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 DECORATE is deprecated in GZDoom and is completely superseded by ZScript.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.
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ACTOR PowerShadow : PowerInvisibility
{
+INVENTORY.HUBPOWER
Powerup.Duration -55
Powerup.Strength 75
Powerup.Mode "Cumulative"
}