Linedef type 434
The tag given to this linedef is irrelevant. The name of the power-up to award should be written in the control linedef's front upper texture field. If the name is longer than eight characters, it continues in the front middle texture and front lower texture fields.
The front texture X offset of the control linedef determines the value to be given to the power-up. If the power-up is based on an amount of time, the front texture X offset will determine the amount of time the power-up lasts in tics. If the power-up is based on an amount of ammunition, the front texture X offset will determine how much of that power-up the player is awarded. If the Not Climbable flag is checked, the power-up will not have a time limit, and will remain indefinitely.
If the Block Enemies flag is checked, the power-up time/amount will instead be set by the control linedef's back upper texture field. This is necessary for power-ups that require names rather than numbers in this field, such as
pw_emeralds. As with the front textures, if the name is longer than eight characters, it continues in the back middle texture and back lower texture fields. Arithmetic and bitwise operators can be used here. This is especially useful for
pw_shield. For example, setting the back textures to
SH_FORCE|10 will give the player a Force Shield with 11 hit points.
The custom powers are as follows:
|pw_invulnerability||Sets the Invincibility timer.|
|pw_sneakers||Sets the Super Sneakers timer.|
|pw_flashing||Sets the temporary invincibility timer (as if the player has just been hit).|
|pw_shield||Sets which shield(s) the player currently has. 1|
|pw_tailsfly||Sets the amount of time left in the player's flight timer.|
|pw_underwater||Sets the player's drowning timer.|
|pw_spacetime||Sets the player's space timer.|
|pw_extralife||Sets how long the extra life music lasts.|
|pw_super||Sets whether the player is Super. The player must still meet the criteria for becoming Super. (Note that this is used internally as a timer for how long the player has been Super, in tics.)|
|pw_gravityboots||Gives the player Gravity Boots for the given duration.|
|pw_infinityring||Sets the Infinity Ring ammo.|
|pw_automaticring||Sets the Automatic Ring ammo.|
|pw_bouncering||Sets the Bounce Ring ammo.|
|pw_scatterring||Sets the Scatter Ring ammo.|
|pw_grenadering||Sets the Grenade Ring ammo.|
|pw_explosionring||Sets the Explosion Ring ammo.|
|pw_railring||Sets the Rail Ring ammo.|
|pw_emeralds||Gives the player a specified number of multiplayer Chaos Emeralds. 2|
|pw_nights_superloop||Sets the Super Paraloop power-up timer (NiGHTS only).|
|pw_nights_helper||Sets the Nightopian Helper power-up timer (NiGHTS only).|
|pw_nights_linkfreeze||Sets the Link Freeze power-up timer (NiGHTS only).|
|pw_nocontrol||Takes control away from the player. Adding 32768 to the front texture X offset will allow the player to jump while affected.|
|pw_ingoop||Sets whether the player is in Brak Eggman's goop.|
1 The values for the shields are as follows:
|SH_BUBBLEWRAP||5||S3&K Bubble Shield (unimplemented)|
|SH_THUNDERCOIN||6||S3&K Thunder Shield (unimplemented)|
|SH_FLAMEAURA||7||S3&K Flame Shield (unimplemented)|
||Fire Flower power-up. Note: This can be combined with any of the other shields.|
||Force Shield. On its own this flag only gives one health point to the shield – the lower 8 bits can be used as extra health points (max extra health is |
2 The front texture X offset determines which multiplayer emeralds are given to the player according to the table below. If you wish to award multiple emeralds, calculate the sum of the corresponding values. For example, to award all seven chaos emeralds, give the front texture X offset a value of 127.
|8||EMERALD4||Light Blue Emerald|
- Example WAD: ex_ld434_awardcustompower.wad
- This example WAD can be played in any gametype. It uses
MAP01, replacing Greenflower Zone Act 1.
- Stepping on the blue button gives the player permanent invincibility. Stepping on the red button removes it.