![attack of the b team morph mod controls attack of the b team morph mod controls](https://i.ytimg.com/vi/b4ndka06gfQ/maxresdefault.jpg)
This property and Damage are considered to be the same property, i.e. What is passed is always treated as an expression, be it a single value or a formula, and is not subject to randomization like the case can be with Damage. DamageFunction expression ( ZScript only) Similar to Damage, it defines the damage of the actor.The damage formula is evaluated at the moment the actor causes damage (e.g. Also, ACS_ExecuteWithResult and user variables can be used as part of the damage expression this allows for more sophisticated damage calculations to be performed. This bypasses the normal calculation and does the exact damage resulting from the custom formula. For example: damage (random(4,8) * 5 + 6). Custom damage formulas can be specified by enclosing the value completely within parenthesis. damage is also used to define how many bullets are fired by the generic hitscan attack function A_BulletAttack. The formula for this is random(1,8) * damage. This also defines the damage for actors which attack like the Lost Soul. The formula is random(1,8) * damage, or random(1,4) * damage if the STRIFEDAMAGE flag is set. Damage (expression) For a projectile defines the damage it inflicts upon impact.This is typically used on actors (e.g monsters) to strengthen or weaken the damage they deal from their attacks. DamageMultiply value Generic damage multiplier.This is ignored if the damage is 1,000,000 or more. SelfDamageFactor value A multiplier for self-inflicted damage.See also Custom damage types If no type is provided, the factor applies to all damage types, not specified for the actor. DamageFactor is ignored if the damage is 1,000,000 or more. value can be a decimal value zero means the actor is completely immune to this kind of damage. A comma is required between type and value. DamageFactor value If the actor takes damage of the specified type, that damage is multiplied by the specified value.Sources of damage that have the FORCEPAIN flag ignore this property. PainThreshold value Minimum amount of damage required by the actor to potentially enter its Pain state.You can also specify PainChance per damage type. PainChance damagetype, value Probability of entering the pain state (256 = always, 0 = never).There is normally no need to change this value but it can be used as a counter for A_Countdown. A negative value will cause a monster to never attack unless attacked first. Attacking a monster will cause it to return attack immediately, regardless of reaction time. ReactionTime value Time in tics (1/35 seconds) a monster takes to attack after being alerted.WoundHealth value Defines the health below which the actor enters the Wound state.In Doom it is the negative of the spawn health, in the other games the half of the negative of the spawn health. If this is not set the value depends on the game, as defined in the GameInfo definition with the gibfactor property. GibHealth value Defines the (negative) health below which this actor enters the extreme death sequence.Health value Defines the health a monster or any other shootable item starts with.The names are used in the key display on Strife's status bar and the default actor name in Strife's dialogs, as well as the name of the currently selected inventory item when the invquery console command is called.
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#Attack of the b team morph mod controls mods
The latter two are used by the two "teaser" demo versions of Strife, and since ZDoom does not allow to use mods with a demo version, adding support for the Strife teasers in a mod is pointless.
![attack of the b team morph mod controls attack of the b team morph mod controls](https://www.minecraftmods.com/wp-content/uploads/2015/09/sheep-morph-720x405.png)
Note: some standard Strife actors define three numbers here, but for a mod only the first is needed. If you use ZSDF instead of the binary format or USDF, then this is unnecessary and instead is set on a per-actor basis on the map. This property allows to use dialogues in all games, not just Strife. ConversationID value ( DECORATE only) Defines the ID used by the Strife's dialogue system.SpawnID value ( DECORATE only) Defines the spawn number to be used with Thing_Spawn and its derivatives.For normal custom WADs this is not necessary but it may have some use in resource WADs targeted at multiple games. Game gamename ( DECORATE only) Defines the game in which the editor number and spawn ID should take effect.