// // EDF for Eternity Engine v3.40.50 // // DOOM Inventory Items // //============================================================================= // // Health Effects // healtheffect HealthBonus { amount 1 maxamount 200 +alwayspickup } healtheffect Medikit { amount 25 maxamount 100 lowmessage "$GOTMEDINEED" } healtheffect MegasphereHealth { amount 200 maxamount 200 +alwayspickup +sethealth } healtheffect Soulsphere { amount 100 maxamount 200 +alwayspickup } healtheffect Stimpack { amount 10 maxamount 100 } //============================================================================= // // Armor Effects // armoreffect GreenArmor { saveamount 100 savefactor 1 savedivisor 3 // 33% absorption (1/3) } armoreffect BlueArmor { saveamount 200 savefactor 1 savedivisor 2 // 50% absorption (1/2) } armoreffect ArmorBonus { saveamount 1 savefactor 1 savedivisor 3 // 33% absorption, if player has no armor maxsaveamount 200 +alwayspickup +bonus } // This armor is what is given when using IDFA or IDKFA cheats in DOOM. // Changing the cheat armor factor in DeHackEd will change this armor in // the following way: // * saveamount will be set to class * 100 // * if class is <= 1, the absorption rate will be cut to 1/3 armoreffect IDFAArmor { saveamount 200 savefactor 1 savedivisor 2 } //============================================================================= // // Keys // artifact RedCard { artifacttype Key } artifact RedSkull { artifacttype Key } artifact YellowCard { artifacttype Key } artifact YellowSkull { artifacttype Key } artifact BlueCard { artifacttype Key } artifact BlueSkull { artifacttype Key } //============================================================================= // // DOOM Lockdefs // ifgametype("DOOM") // Red Card lock lockdef 1 { require RedCard mapcolor "$mapcolor_rdor" message "$PD_REDC" remotemessage "You need a red card to activate this object" } // Blue Card lock lockdef 2 { require BlueCard mapcolor "$mapcolor_bdor" message "$PD_BLUEC" remotemessage "You need a blue card to activate this object" } // YellowCard lock lockdef 3 { require YellowCard mapcolor "$mapcolor_ydor" message "$PD_YELLOWC" remotemessage "You need a yellow card to activate this object" } // Red Skull lock lockdef 4 { require RedSkull mapcolor "$mapcolor_rdor" message "$PD_REDS" remotemessage "You need a red skull to activate this object" } // Blue Skull lock lockdef 5 { require BlueSkull mapcolor "$mapcolor_bdor" message "$PD_BLUES" remotemessage "You need a blue skull to activate this object" } // Yellow Skull lock lockdef 6 { require YellowSkull mapcolor "$mapcolor_ydor" message "$PD_YELLOWS" remotemessage "You need a yellow skull to activate this object" } // Red Card or Skull lock lockdef 129 { any { keys: RedCard, RedSkull } mapcolor "$mapcolor_rdor" message "$PD_REDK" remotemessage "$PD_REDO" } // Blue Card or Skull lock lockdef 130 { any { keys: BlueCard, BlueSkull } mapcolor "$mapcolor_bdor" message "$PD_BLUEK" remotemessage "$PD_BLUEO" } // Yellow Card or Skull lock lockdef 131 { any { keys: YellowCard, YellowSkull } mapcolor "$mapcolor_ydor" message "$PD_YELLOWK" remotemessage "$PD_YELLOWO" } // Copy of Red Card or Skull lock, for ZDoom comp lockdef 132 { any { keys: RedCard, RedSkull } mapcolor "$mapcolor_rdor" message "$PD_REDK" remotemessage "$PD_REDO" } // Copy of Blue Card or Skull lock, for ZDoom comp lockdef 133 { any { keys: BlueCard, BlueSkull } mapcolor "$mapcolor_bdor" message "$PD_BLUEK" remotemessage "$PD_BLUEO" } // Copy of Yellow Card or Skull lock, for ZDoom comp lockdef 134 { any { keys: YellowCard, YellowSkull } mapcolor "$mapcolor_ydor" message "$PD_YELLOWK" remotemessage "$PD_YELLOWO" } // // BOOM three-key lock // // NB: This lock is subject to a compatibility hack when MBF demos are being // played back; in that event, the YellowSkull's presence in the player's // inventory will be inverted before the lock is activated, and then restored // afterward. // lockdef 229 { any { keys: BlueCard, BlueSkull } any { keys: YellowCard, YellowSkull } any { keys: RedCard, RedSkull } message "$PD_ALL3" remotemessage "You need all 3 keys to activate this object" } // BOOM six-key lock lockdef 101 { require BlueCard require BlueSkull require YellowCard require YellowSkull require RedCard require RedSkull message "$PD_ALL6" remotemessage "You need all 6 keys to activate this object" } endif() //============================================================================= // // Ammo Types // // An artifact is defined for each distinct type of ammo the player can own, // and ammoeffect definitions actually give ammo of those types when they are // picked up. // artifact AmmoClip { artifacttype Ammo maxamount 200 interhubamount -1 ammo.backpackamount 10 ammo.backpackmaxamount 400 } artifact AmmoShell { artifacttype Ammo maxamount 50 interhubamount -1 ammo.backpackamount 4 ammo.backpackmaxamount 100 } artifact AmmoCell { artifacttype Ammo maxamount 300 interhubamount -1 ammo.backpackamount 20 ammo.backpackmaxamount 600 } artifact AmmoMissile { artifacttype Ammo maxamount 50 interhubamount -1 ammo.backpackamount 1 ammo.backpackmaxamount 100 } //============================================================================= // // Ammo Givers // ammoeffect Clip { ammo AmmoClip amount 10 dropamount 5 } ammoeffect ClipBox { ammo AmmoClip amount 50 } ammoeffect Shell { ammo AmmoShell amount 4 } ammoeffect ShellBox { ammo AmmoShell amount 20 } ammoeffect Cell { ammo AmmoCell amount 20 } ammoeffect CellPack { ammo AmmoCell amount 100 } ammoeffect RocketAmmo { ammo AmmoMissile amount 1 } ammoeffect RocketBox { ammo AmmoMissile amount 5 }