I stripped this example down to its most basic, leaving aside the concept of Doom items entirely, just a PK3 with only mapinfo.txt containing the following:
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SpawnNums
{
11 = CrystalVial
}
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SpawnNums
{
11 = CrystalVial
}
No, it should not. This should only cause actions such as Thing_Spawn to spawn a crystal vial if SpawnID 11 is used.JPL wrote:This should cause mummies to (according to the normal drop %) drop health vials instead of wand ammo.
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ACTOR NewMummy : Mummy replaces Mummy
{
DropItem CrystalVial
}
I didn't know about the "replaces" parameter, that should simplify what I'm doing a bit - I'd already done the subclasses of monsters that drop Doom ammos, but was using DoomEdNums to substitute the monsters instead of doing it directly from decorate. Thanks!Ed the Bat wrote:I would say that using the 'replaces' command is a better method, as this ensures that the monster subclass appears in ALL instances, not just map-spawned variants of that monster.
Something like:Code: Select all
ACTOR NewMummy : Mummy replaces Mummy { DropItem CrystalVial }
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Actor ClipInHeretic : Clip replaces GoldWandAmmo {}
Even better! I do indeed want to replace all instances. It's also way more readable than DoomEdNums.Gez wrote:The simplest approach would be not to replace the mummy to change what it drops, but instead to directly replace the drops.
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Actor ClipInHeretic : Clip replaces GoldWandAmmo {}
Yeah but I don't see any way it could make sense to replace dropped items but not spawned items for JPL's use case, because what would the player -- who is given Doom's weapons, but not Heretic's -- do with the utterly useless, unusable, and of no use gold wand ammo on the floor?Ed the Bat wrote:Assuming you want the WandAmmo items on the floor to also be replaced by clips, yes. Otherwise, no, this would not be the best approach.