Naked Snake
HAHA I AM A FAG AND I CAN'T CHANGE THIS TITLE ANYMORE

Posts: 11567
Registered: 05-01 |
I made an example of what I think the EDF format should look like, sadly, Quasar has decided on (IMO) a more complicated format. I'm hoping with enough support, he might change his mind. Take a look :
Thing-Imp[##] (note : ## is the Imp's thingnumber)
----------
Health=10;
Speed=5;
Damage_Standard=15; (this ammount is the average ammount of damage its fireball does)
Damage_Melee=15; (ammount of damage the scratch does)
Damage_Multi=7; (this ammount is the number added to the regular damage ammount at random, IE. 15 + 4 or 15 + 1)
Death_Snd1=dsimpdie1; (yeah, I don't know the imp death sound name but whatever, it's just an example)
Death_Snd2=dsimpdie2; (btw, you can define as many death sounds as you want, if none are provided then it makes no sound)
Damage_Melee_Mutli=8; (see above)
Range_Attack=Imp_Fireball; (or) ##; (## is the Imp Fireball thingnumber)
Melee_Attack=Imp_Scratch;
Animations :
****ANIMATIONS LIST (like dssarge## or whatever the Imp graphics are called)***
Thing-Health_Potion[##]
--------------------
Type=pickup; (types are pickup, powerup (which has a duration) and inventory (adds to your inventory)
Benefit=health_+#; (number is how much health is gives you, in this case, 1)
Pickup_Msg=You got a health potion;
Pickup_Snd=dspickup; (I dunno the actual sound name though, but this lets you choose a pickup sound)
Max_Benefit=Health_##; (in this case, it stops at 200% health)
Animations :
***ANIMATIONS LIST***
Thing-Green_Armor[##]
-------------------
Type=pickup;
Benefit=Armor_+# (number is how much armor you get, in this case, 100)
Pickup_Snd=dspickup;
Pickup_Msg=You got Security Armor;
Max_Benefit=Armor_## (the number is the max armor it gives, IE, if you have 50 armor it will not exceed 100, but if you have 120 armor, you cannot pick this item up)
Animations :
***ANIMATIONS LIST***
Thing-Portable_Medkit[##] (this is an example of an inventory item, ## needs to be defined so a user can place it in a map)
------------------
Type=Inventory;
Benefit=Heal_Full;
Pickup_Snd=dsmedkit; (sound must be in the wad, if not, it just uses dspickup)
Max_Benefit=health_##; (number is max health it can heal)
Special=Save_Unused; (example would be you have 50% health, full medkit, you use it and it heals you to 100% and saves the unused 50%)
Pickup_Msg=You got a portable medkit;
Use=Manual; (other is automatic)
Animations :
***ANIMATIONS LIST***
Thing-Megasphere[##]
-----------------
Type=pickup;
Benefit=Heal_Max, Armor_Max;
Max_Benefit=Health_##, Armor_## (you know the drill)
Pickup_Msg=You got a Megasphere;
Pickup_Snd=dspowerup; (I dunno the actual sound name but whatever)
Animations :
***ANIMATIONS LIST***
Thing-Berserk_Pack[##]
-------------------
Type=powerup;
Duration=one_level; (you could also put a number here for how many seconds it would last or "death" which means you keep it until you die)
Benefit=Heal_Full, Berserk_Punch; (heal full = 100%, heal max = 200%)
Pickup_Msg=You got a berserk pack;
Pickup_Snd=dspowerup;
Screen_Special=red; (other screen specials are green and negative, negative being the invulnerability screen thing)
Max_Benefit=Health_##; (you know the drill)
Animations :
***ANIMATIONS LIST***
Thing-Barrel[##]
--------------
Type=decor_shoot; (other type is decor_norm which are decorations that cannot be shot)
Special=solid;
Health=##;
Death_Snd=dsexplosion; (remember Quas, these are example sound names, I dunno the actual sound names so just replace the real sound names with my examples)
Animations :
***ANIMATIONS LIST***
Thing-Backpack[##]
----------------
Type=powerup;
Duration=death;
Benefit=Max_Bull_##, Max_Shell_##, Max_Rocket_##, Max_Cell_##; (of course you could define new ammo types, I'll get to that later)
Pickup_Snd=dspowerup;
Pickup_Msg=You got a backpack full of ammo!;
Animations :
***ANIMATIONS LIST***
Weapon-Pistol[##] (the Pistol doesn't have a map number, but a person could define one)
--------------
Type=Bullet; (other types are Projectile and Projectile_Spread which is the BFG 2704)
Ammo_Type=bullets;
Ammo_Per_Shot=1;
Damage=5; (of course, this number could be changed)
Shotcount=1;
Damage_Multi=5;
Shot_Snd=dspistol;
Spread_Verticle=##; (how far up it may fire, this is random of course)
Spread_Horizontal=##;
Animations :
***ANIMATIONS LIST***
Weapon-BFG_2704[##] (the BFG 2704 doesn't have a map number because it is selected using the weapons menu)
---------------
Type=Projectile_Spread;
Ammo=Cells;
Ammo_Per_Shot=1;
Shotcount=40;
Damage=25; (this is per projectile, IE one of the fireballs does 25 on average, of course, with Damage_Mutli, they have random damage ammounts)
Damage_Mutli=25;
Shot_Snd=dsbfg;
Spread_Verticle=##;
Spread_Horizontal=##;
Projectile_Type=BFG_2704_Projectile;
Projectile_Special=bounce (this means they bounce off the ground and ceiling)
, nograv (means that it flies, not drops to the ground);
Animations :
***ANIMATIONS LIST***
Ammo-Rocket_Small[##]
------------------
Type=pickup;
Benefit=Rocket_## (yeah, you know what ## means by now)
Max_Benefit=Rocket_##, Backpack_## (backpack ## means how much you can go to when you have a backpack)
Pickup_Snd=dspickup;
Animations :
***ANIMATIONS LIST***
// this means comment, so it doesn't read it
**
multi
line
comment
thingy
**
Episode=Knee_Deep_In_The_Dead
------------------------------
Game=Ultimate_Doom; (other games are of course, Doom2, Heretic and Final Doom, Final Doom I will get into later)
Iwad=Doom.wad;
Maps :
Map1=Hanger;
Map2=Toxin_Refinery;
Map3=blah;
Map4=blah;
Map5=blah;
Map6=blah;
Map7=blah;
Map8=blah;
Map9=blah;
Inter_Screen=dskneedeep; (or whatever the real lumpname for the Knee Deep intermission screen is)
End_Backround=dskneedeepend; (this is the backround for the ending text thing)
End_Text :
You have beaten the big badasses and cleard out the moonbase\\ (\\ means line break, basically, where the text goes to a new line)
blah blah blah\\
blah blah blah\\
blah blah blah\\
blah\\
\\
\\
blah;
Menu_Episode_List (this is like selecting an episode in Ultimate Doom and Heretic)
-------------------
Game=Final_Doom;
Iwad=tnt.wad, plutonia.wad
Episode_1=TNT : Evilution;
Episode_2=The Plutonia Expirement;
(of course, this requires both TNT.wad and Plutonia.wad to be in the same diretory)
Game_Menu_List (this is only used if you have all the IWADS in one dir)
----------------
Game=All;
Iwad=doom.wad, heretic.wad, doom2.wad, tnt.wad, plutonia.wad, freedoom.wad)
Game_One=Doom_Ep_List; (this means if you select "DooM" from the list it takes you to the episode list)
Game_Two=Doom2;
Game_Three=Heretic_Ep_List; (see Doom_Ep_List example)
Game_Four=Final_Doom_Ep_List; (when you select this it shows TNT : Evilution and Plutonia Expirement)
Game_Five=Freedoom;
Yeah, so, that pretty much covers it, there are some other things I would have liked to do with this but it would have taken a lot longer.
-Bigbadgangsta
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