UltimateZoneBuilder/Help/gc_decoratekeys.html
MaxED 85a817f649 Fixed, Sector Edit and Linedef Edit windows: "Clear" button behavior was broken in r2515.
+A couple of cosmetic tweaks and fixes.
Updated ZDoom_DECORATE.cfg.
2016-02-25 19:24:25 +00:00

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<title>DECORATE keys</title>
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<object type="application/x-oleobject" classid="clsid:1e2a7bd0-dab9-11d0-b93a-00c04fc99f9e">
<param name="keyword" value="Configurations">
<param name="keyword" value="Game Configurations">
<param name="keyword" value="DECORATE">
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<h1>DECORATE keys</h1>
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<p> Doom Builder 2 includes a DECORATE parser used to obtain relevant information (such as editor number, Radius, Height, Scale, and so on) from custom actors. Additional information can be conveyed with keys in the form of special comments inserted within an actor's declaration block:<br />
<br />
<strong>//$Angled</strong> - <span class="red">GZDB only</span>.<br />
<strong>//$NotAngled</strong> - <span class="red">GZDB only</span>.<br />
Specifies whether the direction matters (angled) or not. Things that are not angled are represented without a direction arrow.<br />
<br />
<strong>//$Category &lt;category&gt;</strong><br />
Specifies in which category (Monsters, Weapons, etc.) it should be sorted. By default, a custom actor not identified in a configuration file will be put in the Decorate category.<br />
GZDoom Builder supports hierarchical subgroups, using the backslash separator. For example, <strong>//$Category "Decorations/Tech"</strong> will put the actor within the "Tech" subgroup of the "Decorations" group.<br />
<br />
<strong>//$Sprite &lt;sprite&gt;</strong><br />
Specifies which sprite to use to represent the actor in the editor. By default, a custom actor not identified in a configuration file will use the first suitable sprite it finds in the actor definition, trying first the states in the sequence Idle, See, Inactive, Spawn, and if all these fail, the first defined state. This key is therefore especially useful for stateless actor definitions. Keep in mind that this sprite name must match an image in the wad (i.e., if the sprite in your wad is named JUNKA0D0, you need to put JUNKA0D0, JUNKA0 won't work).<br />
<br />
<strong>//$Title &lt;title&gt;</strong><br />
Specifies which name to give to the actor. By default, a custom actor not identified in a configuration file will use the Tag property, and if not present, will default to the class name.<br />
<br />
<strong>//$IgnoreRenderstyle</strong> - <span class="red">GZDB only</span>.<br />
"RenderStyle" DECORATE property will be ignored by the editor. Helpful when you want to see the sprite of an invisible actor in Visual mode.<br />
<br />
<strong><a name="argtitle" id="argtitle"></a>//$ArgN &lt;name&gt;</strong> - <span class="red">GZDB only</span>.<br />
Allows to override default argument names for this actor.<br />
<br />
<strong><a name="argdefault" id="argdefault"></a>//$ArgNDefault &lt;integer&gt;</strong> - <span class="red">GZDB only</span>.<br />
Allows to set the default value for this argument. This property can only be used in conjunction with &quot;<strong>//$ArgN</strong>&quot; property.<br />
<br />
<strong><a name="argtooltip" id="argtooltip"></a>//$ArgNTooltip &lt;text&gt;</strong> - <span class="red">GZDB only</span>.<br />
Allows to specify a tooltip text displayed for this argument. Newline character (&quot;\n&quot;) can be used to format the text. This property can only be used in conjunction with &quot;<strong>//$ArgN</strong>&quot; property.<br />
Argument tooltips can be also set for <a href="gc_argumentsettings.html#argtooltip">things and linedefs</a> in a Game Configuration.<br />
<br />
<strong><a name="argtype" id="argtype"></a>//$ArgNType &lt;integer&gt;</strong> - <span class="red">GZDB only</span>.<br />
Allows to specify an <a href="gc_argumentsettings.html#argtype">argument type</a> for this argument. This property can only be used in conjunction with &quot;<strong>//$ArgN</strong>&quot; property.<br />
<br />
<strong><a name="argenum" id="argenum"></a>//$ArgNEnum &lt;string or structure&gt;</strong> - <span class="red">GZDB only</span>.<br />
Allows to specify an enum for this argument. This can be either a name of an enum defined in the Game Configuration, or an explicit enum definition. This property can only be used in conjunction with &quot;<strong>//$ArgN</strong>&quot; property.<br />
<br />
<strong>//$Color &lt;color index&gt;</strong> - <span class="red">GZDB only</span>.<br />
Allows to override category color for this actor. Possible values are:
<ul>
<li>&nbsp;&nbsp;0 - <span style="color:#696969">&#9608;</span> Dark Gray;</li>
<li>&nbsp;&nbsp;1 - <span style="color:#4169E1">&#9608;</span> Blue;</li>
<li>&nbsp;&nbsp;2 - <span style="color:#228B22">&#9608;</span> Green;</li>
<li>&nbsp;&nbsp;3 - <span style="color:#20B2AA">&#9608;</span> Cyan;</li>
<li>&nbsp;&nbsp;4 - <span style="color:#B22222">&#9608;</span> Red;</li>
<li>&nbsp;&nbsp;5 - <span style="color:#9400D3">&#9608;</span> Magenta;</li>
<li>&nbsp;&nbsp;6 - <span style="color:#B8860B">&#9608;</span> Brown;</li>
<li>&nbsp;&nbsp;7 - <span style="color:#C0C0C0">&#9608;</span> Gray;</li>
<li>&nbsp;&nbsp;8 - <span style="color:#808080">&#9608;</span> Light Gray;</li>
<li>&nbsp;&nbsp;9 - <span style="color:#00BFFF">&#9608;</span> Light Blue;</li>
<li>10 - <span style="color:#32CD32">&#9608;</span> Light Green;</li>
<li>11 - <span style="color:#AFEEEE">&#9608;</span> Light Cyan;</li>
<li>12 - <span style="color:#FF6347">&#9608;</span> Light Red;</li>
<li>13 - <span style="color:#EE82EE">&#9608;</span> Light Magenta;</li>
<li>14 - <span style="color:#FFFF00">&#9608;</span> Yellow;</li>
<li>15 - <span style="color:#F5F5F5">&#9608;</span> White;</li>
<li>16 - <span style="color:#FFB6C1">&#9608;</span> Pink;</li>
<li>17 - <span style="color:#FF8C00">&#9608;</span> Light Orange;</li>
<li>18 - <span style="color:#BDB76B">&#9608;</span> Light Brown (default);</li>
<li>19 - <span style="color:#DAA520">&#9608;</span> Orange;</li>
</ul>
<strong>//$Obsolete &lt;reason&gt;</strong> - <span class="red">GZDB only</span>.<br />
Marks the thing as obsolete. It will be detected by &quot;Check obsolete things&quot; <a href="e_mapanalysis.html">Map Analysis Mode</a> check and will be marked in the <a href="w_thingedit.html">Thing Properties Window</a> and the Thing Info panel.<br />
<br /><br />
<h3>Additionaly, you can use the following special comments in the global block:</h3><br />
<strong>//$GZDB_SKIP</strong> - <span class="red">GZDB only</span>.<br />
DECORATE parser will stop parsing a file after encountering this comment. This can be used to speedup the parsing process by skipping files, which don't contain placeable actor definitions.<br />
<br />
<strong>Note:</strong> It is a good idea to include the Doom Editor Number after the actor definition if you want it to show in Doom Builder, even if it is replacing a standard Doom actor.<br />
<br />
<strong>Example:</strong><br />
<pre>
Actor ChexShield : ResistanceRune replaces ResistanceRune 5104
{
//$Category &quot;Pickups/Chex Powerups&quot;
//$Sprite ARMXA0
//$IgnoreRenderstyle
//$Title "Chex Shield"
//$Color 12
//$NotAngled
//$Obsolete "That's a strange powerup. Consider replacing it with something else..."
//$Arg0 "Respawn Delay"
//$Arg0ToolTip "Positive values specify delay in tics.\nNegative - in seconds."
//$Arg1 "Enum Example 1"
//$Arg1ToolTip "Config enum example"
//$Arg1Type 11
//$Arg1Enum "keys"
//$Arg2 "Enum Example 2"
//$Arg2ToolTip "Explicit enum example"
//$Arg2Type 11
//$Arg2Enum { 1 = "First option"; 2 = "Second option"; 667 = "Option 667"; }
//$Arg3 "Radius"
//$Arg3Type 23
//$Arg3Default 32
//$Arg4 "Height"
//$Arg4Type 24
//$Arg4Default 64
Height 44
Radius 26
RenderStyle None
Inventory.PickupMessage "Picked up the energized Chex armor!"
States
{
Spawn:
ARMX A 1
Loop
}
}
//$GZDB_SKIP
actor SuperGiantImpBall : DoomImpBall
{
Scale 8.0
Damage 30
}
</pre>
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