Difference between revisions of "Modding:Constants"
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==== StatusEffect ==== | ==== StatusEffect ==== | ||
− | [[Modding: | + | [[Modding:Affects|Affects]] specify one of these status effects that will apply a color scheme to all the tiles on the HUD. |
{| style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;" | {| style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;" | ||
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|- | |- | ||
|style="vertical-align:top; padding-right: 2ex;"|STATUSNORMAL | |style="vertical-align:top; padding-right: 2ex;"|STATUSNORMAL | ||
+ | |No affects | ||
|- style="background: #333;" | |- style="background: #333;" | ||
|style="vertical-align:top; padding-right: 2ex;"|STATUSINVERT | |style="vertical-align:top; padding-right: 2ex;"|STATUSINVERT | ||
+ | |Berserk (sic!) | ||
|- | |- | ||
|style="vertical-align:top; padding-right: 2ex;"|STATUSRED | |style="vertical-align:top; padding-right: 2ex;"|STATUSRED | ||
+ | |Invincibility (sic!) | ||
|- style="background: #333;" | |- style="background: #333;" | ||
|style="vertical-align:top; padding-right: 2ex;"|STATUSGREEN | |style="vertical-align:top; padding-right: 2ex;"|STATUSGREEN | ||
+ | |Environsuit | ||
+ | |- | ||
+ | |style="vertical-align:top; padding-right: 2ex;"|STATUSBLUE | ||
+ | |Light-Amp Goggle effect | ||
+ | |- style="background: #333;" | ||
+ | |style="vertical-align:top; padding-right: 2ex;"|STATUSMAGENTA | ||
+ | |Unused | ||
+ | |- | ||
+ | |style="vertical-align:top; padding-right: 2ex;"|STATUSYELLOW | ||
+ | |Unused | ||
+ | |- style="background: #333;" | ||
+ | |style="vertical-align:top; padding-right: 2ex;"|STATUSGRAY | ||
+ | |Unused | ||
+ | |- | ||
+ | |style="vertical-align:top; padding-right: 2ex;"|STATUSWHITE | ||
+ | |Unused | ||
|} | |} | ||
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|colspan=2 style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''TDamageType''' | |colspan=2 style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''TDamageType''' | ||
|- | |- | ||
− | |style="vertical-align:top; padding-right: 2ex;"|DAMAGE_BULLET | + | |style="vertical-align:top; padding-right: 2ex;"|DAMAGE_BULLET <!-- 0 --> |
|- style="background: #333;" | |- style="background: #333;" | ||
− | |style="vertical-align:top; padding-right: 2ex;"|DAMAGE_MELEE | + | |style="vertical-align:top; padding-right: 2ex;"|DAMAGE_MELEE <!-- 1 --> |
|- | |- | ||
− | |style="vertical-align:top; padding-right: 2ex;"|DAMAGE_SHARPNEL [sic] | + | |style="vertical-align:top; padding-right: 2ex;"|DAMAGE_SHARPNEL [sic] <!-- 2 --> |
|- style="background: #333;" | |- style="background: #333;" | ||
− | |style="vertical-align:top; padding-right: 2ex;"|DAMAGE_ACID | + | |style="vertical-align:top; padding-right: 2ex;"|DAMAGE_ACID <!-- 3 --> |
|- | |- | ||
− | |style="vertical-align:top; padding-right: 2ex;"|DAMAGE_FIRE | + | |style="vertical-align:top; padding-right: 2ex;"|DAMAGE_FIRE <!-- 4 --> |
|- style="background: #333;" | |- style="background: #333;" | ||
− | |style="vertical-align:top; padding-right: 2ex;"|DAMAGE_PLASMA | + | |style="vertical-align:top; padding-right: 2ex;"|DAMAGE_PLASMA <!-- 5 --> |
|- | |- | ||
− | |style="vertical-align:top; padding-right: 2ex;"|DAMAGE_IGNOREARMOR | + | |style="vertical-align:top; padding-right: 2ex;"|DAMAGE_SPLASMA <!-- 6 --> |
+ | |- style="background: #333;" | ||
+ | |style="vertical-align:top; padding-right: 2ex;"|DAMAGE_IGNOREARMOR <!-- 7 --> | ||
|} | |} | ||
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|- style="background: #333;" | |- style="background: #333;" | ||
|style="vertical-align:top; padding-right: 2ex;"|ALT_SINGLE | |style="vertical-align:top; padding-right: 2ex;"|ALT_SINGLE | ||
− | |||
− | |||
|} | |} | ||
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|style="vertical-align:top; padding-right: 2ex;"|EFRANDOMCONTENT | |style="vertical-align:top; padding-right: 2ex;"|EFRANDOMCONTENT | ||
|Transmutes some cells in the explosion to the explosion's content cell; the rules is to transmute when damage is greater than 20. | |Transmutes some cells in the explosion to the explosion's content cell; the rules is to transmute when damage is greater than 20. | ||
+ | |- | ||
+ | |style="vertical-align:top; padding-right: 2ex;"|EFNODISTANCEDROP | ||
+ | | | ||
|} | |} | ||
− | ==== | + | ====Level Flag==== |
− | { | + | {{Template:Level_Flags}} |
− | + | ||
− | + | ====Light Flag==== | |
− | + | {{Template:Light_Flags}} | |
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== Constants == | == Constants == | ||
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|style="vertical-align:top; padding-right: 2ex;"|MAXDEPTH || 26 | |style="vertical-align:top; padding-right: 2ex;"|MAXDEPTH || 26 | ||
|- | |- | ||
− | |style="vertical-align:top; padding-right: 2ex;"|MAXAFFECT || | + | |style="vertical-align:top; padding-right: 2ex;"|MAXAFFECT || 12 |
|- style="background: #333;" | |- style="background: #333;" | ||
|style="vertical-align:top; padding-right: 2ex;"|MAX_INV_SIZE || 22 | |style="vertical-align:top; padding-right: 2ex;"|MAX_INV_SIZE || 22 | ||
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==== Colors ==== | ==== Colors ==== | ||
− | Usually, it is possible to specify a foreground color and a background color. Since DoomRL uses 4 bit color, the lowest 4 bits determine the foreground color, and the next 4 bits determine the background color (zero is black). Occasionally, one of these may conflict with one of the special color constants. | + | Usually, it is possible to specify a foreground color and a background color. Since DoomRL uses 4 bit color, the lowest 4 bits determine the foreground color, and the next 4 bits determine the background color (zero is black). Occasionally, one of these may conflict with one of the special color constants. See [[Modding:Color]] for details. |
Also, note that the exact color the end-user sees may depend on his system settings. | Also, note that the exact color the end-user sees may depend on his system settings. | ||
− | |||
For the basic 16 colors, the valkyrie string coloring escape is noted. | For the basic 16 colors, the valkyrie string coloring escape is noted. | ||
+ | {{Template:Color}} | ||
+ | {{Template:Special_Color}} | ||
− | + | == Flags == | |
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− | == Flags == | + | ==== Item Flags ==== |
+ | {{Template:Item_Flags}} | ||
+ | |||
+ | ==== Being Flags ==== | ||
+ | {{Template:Being_Flags}} | ||
+ | |||
+ | Some flags have no effect on non-player beings. Most trait flags are that way. | ||
+ | |||
+ | ==== Cell Flags ==== | ||
+ | {{Template:Cell_Flags}} | ||
==== Generic Flags ==== | ==== Generic Flags ==== |
Latest revision as of 16:42, 18 July 2013
Constants and Enumerations are common in any game and DoomRL is no exception. Internally, as most programmers are aware, these are integers. But to modders they are all important magic values, looked up here.
Contents |
Engine Enums
ItemType
Every item has a type that determines how the engine treats it.
TItemType | |
ITEMTYPE_NONE | |
ITEMTYPE_RANGED | |
ITEMTYPE_NRANGED | |
ITEMTYPE_ARMOR | |
ITEMTYPE_MELEE | |
ITEMTYPE_AMMO | |
ITEMTYPE_PACK | |
ITEMTYPE_POWER | |
ITEMTYPE_BOOTS | |
ITEMTYPE_TELE | |
ITEMTYPE_LEVER | |
ITEMTYPE_AMMOPACK |
BodyTarget
Sources of damage must specify a body target to determine which sources of armor are used. Inherent armor bonuses always apply.
TBodyTarget | |
TARGET_INTERNAL | Protection from boots and armor will be ignored. |
TARGET_TORSO | Protection from armor counts but protection from boots does not. |
TARGET_FEET | Protection from boots counts but protection from armor does not. |
EqSlot
It is preferred to use the (equivalent) slot constants.
TEqSlot | |
EFTORSO | |
EFWEAPON | |
EFBOOTS | |
EFWEAPON2 |
StatusEffect
Affects specify one of these status effects that will apply a color scheme to all the tiles on the HUD.
TStatusEffect | |
STATUSNORMAL | No affects |
STATUSINVERT | Berserk (sic!) |
STATUSRED | Invincibility (sic!) |
STATUSGREEN | Environsuit |
STATUSBLUE | Light-Amp Goggle effect |
STATUSMAGENTA | Unused |
STATUSYELLOW | Unused |
STATUSGRAY | Unused |
STATUSWHITE | Unused |
DamageType
Sources of damage usually specify a damage type that determines how the damage regards protection, resistances, gibbing, and other things. For details on the differences between the damage types, look here.
TDamageType | |
DAMAGE_BULLET | |
DAMAGE_MELEE | |
DAMAGE_SHARPNEL [sic] | |
DAMAGE_ACID | |
DAMAGE_FIRE | |
DAMAGE_PLASMA | |
DAMAGE_SPLASMA | |
DAMAGE_IGNOREARMOR |
AltFire
TAltFire | |
ALT_NONE | |
ALT_CHAIN | |
ALT_THROW | |
ALT_SCRIPT | |
ALT_AIMED | |
ALT_SINGLE |
AltReload
TAltReload | |
RELOAD_NONE | |
RELOAD_SCRIPT | |
RELOAD_FULL | |
RELOAD_DUAL | |
RELOAD_SINGLE |
ExplosionFlag
TExplosionFlag | ||
EFSELFHALF | Deals half damage to the active being. | |
EFSELFKNOCKBACK | Gives extra knockback to the active being. | |
EFSELFSAFE | Deals no damage to the active being. | |
EFAFTERBLINK | Blinks the screen after the explosion finishes. | |
EFCHAIN | Causes secondary explosions (as the BFG 9000). | |
EFHALFKNOCK | Causes half the usual knockback. | |
EFNOKNOCK | Doesn't cause knockback. | |
EFRANDOMCONTENT | Transmutes some cells in the explosion to the explosion's content cell; the rules is to transmute when damage is greater than 20. | |
EFNODISTANCEDROP |
Level Flag
Level Flags | |
LF_NOHOMING | Causes homing phase devices to act like normal phase devices. |
LF_UNIQUEITEM | Used by the level generation code to keep track of whether a unique item has dropped on the current level (in order to prevent multiple uniques from dropping on one level). This flag also causes a level feeling to occur indicating that a unique item is present. |
LF_BONUS | This flag is automatically set for so-called special levels like Halls of Carnage. (It is not set for those special levels like Hellgate that replace normal levels, only by those reached from red stairs.) |
LF_SCRIPT | This flag is automatically set for scripted levels, ie levels defined with the level blueprint. |
LF_NORESPAWN | Prevents the Nightmare! respawn feature. |
LF_NUKED | This flag is automatically set when the level is nuked. |
LF_NONUKE | Causes the thermonuclear bomb to have no effect when it is used. It is not respected by other nuke effects. |
LF_ITEMSVISIBLE | Allows the player to see all items on the level (as with a Computer Map). |
LF_BEINGSVISIBLE | Allows the player to see all beings on the level (as with a Tracking Map). |
LF_RESPAWN | Causes monsters to randomly respawn as when playing the game on Nightmare! |
LF_SHARPFLUID | ??? |
Light Flag
Light Flags | |
LFEXPLORED | This flag is set for explored cells. It can be modified to create computer map-like effects or Angel of Darkness-like effects. |
LFVISIBLE | This flag is set for cells in the player's current LOS. This flag is automatically recalculated on every player action. It may be useful to manually modify this flag if LOS needs to be updated more often. |
LFLIGHTED | This flag is always set on the same cells as LFVISIBLE; both flags must be set for a cell to be visible. |
LFDAMAGE | This is a bookkeeping flag for shotgun area-of-effect. Cells are set with this flag if they are calculated as in the shotgun blast but haven't yet been processed. |
LFFRESH | This is a bookkeeping flag for explosions. New corpses are set with this flag to keep them from being immediately destroyed. This flag can also be set to make any cell indestructible, but it may be cleared by the engine. |
LFPERMANENT | This flag marks a cell as being indestructible. |
LFCORNER | This flag only exists in debug builds of DoomRL. It identifies a cell that is visible but that enemies will not return fire from, ie, corner shooting. |
LFBLOOD | This flag marks a cell as being bloody. Bloody cells can only have cosmetic differences. |
LFNOSPAWN | |
LFMARKER1 | |
LFMARKER2 | |
Constants
Maximums
Maximums | |
MAXX | 78 |
MAXY | 20 |
BOSS_LEVEL | 25 |
MAXDEPTH | 26 |
MAXAFFECT | 12 |
MAX_INV_SIZE | 22 |
MAX_EQ_SIZE | 4 |
Cellsets
Cellsets | |
CELLSET_WALLS | |
CELLSET_FLOORS | |
CELLSET_CORPSES |
Challenges
Challenges | |
CHALLENGE_BERSERK | |
CHALLENGE_MARKSMANSHIP | |
CHALLENGE_SHOTGUNNERY | |
CHALLENGE_LIGHTTRAVEL | |
CHALLENGE_IMPATIENCE | |
CHALLENGE_HASTE | |
CHALLENGE_PURITY | |
CHALLENGE_REDALERT | |
CHALLENGE_CARNAGE | |
CHALLENGE_MASOCHISM | |
CHALLENGE_100 | |
CHALLENGE_PACIFISM | |
CHALLENGE_HUMANITY |
Difficulty
Difficulty | |
DIFF_EASY | |
DIFF_MEDIUM | |
DIFF_HARD | |
DIFF_VERYHARD | |
DIFF_NIGHTMARE |
PlayerRank
PlayerRank | |
RANKEXP | |
RANKSKILL |
Player Statistics
Player Statistics | |
RANK_KILLTOTAL | |
RANK_KILLMELEE | |
RANK_KILLPISTOL | |
RANK_LEVEL | |
RANK_BADGE |
Equip Slots
Equip Slots | |
SLOT_ARMOR | |
SLOT_WEAPON | |
SLOT_BOOTS | |
SLOT_PREPARED |
Colors
Usually, it is possible to specify a foreground color and a background color. Since DoomRL uses 4 bit color, the lowest 4 bits determine the foreground color, and the next 4 bits determine the background color (zero is black). Occasionally, one of these may conflict with one of the special color constants. See Modding:Color for details.
Also, note that the exact color the end-user sees may depend on his system settings. For the basic 16 colors, the valkyrie string coloring escape is noted.
Colors | |||
Color | ID | Valkyrie ID | Looks Like |
---|---|---|---|
BLACK | 0 | @D | |
BLUE | 1 | @b | |
GREEN | 2 | @g | |
CYAN | 3 | @c | |
RED | 4 | @r | |
MAGENTA | 5 | @v | |
BROWN | 6 | @n or @N | |
LIGHTGRAY | 7 | @l | |
DARKGRAY | 8 | @d | |
LIGHTBLUE | 9 | @B | |
LIGHTGREEN | 10 | @G | |
LIGHTCYAN | 11 | @C | |
LIGHTRED | 12 | @R | |
LIGHTMAGENTA | 13 | @V | |
YELLOW | 14 | @y or @Y | |
WHITE | 15 | @L |
Colors | ||||||||
Color | ID | Looks Like | Comments | |||||
---|---|---|---|---|---|---|---|---|
MULTIBLUE | 17 | Missile only | ||||||
MULTIYELLOW | 18 | Missile only | ||||||
MULTIPORTAL | 20 | Map object only | ||||||
COLOR_WATER | 21 | Map object only | ||||||
COLOR_ACID | 22 | Map object only | ||||||
COLOR_LAVA | 23 | Map object only |
Flags
Item Flags
Item Flags | |
IF_CHAMBEREMPTY | For IF_PUMPACTION weapons, this flag indicates whether ammo is in the chamber or not. |
IF_UNIQUE | This flag is set for unique items. Unique items add a player history message when picked up as well as doing a screen blink. Unique items are also not destroyable. |
IF_EXOTIC | This flag is set for exotic items. This is used by the game to compile the special items list. |
IF_MODIFIED | This flag is automatically set for items that have been modded. |
IF_HALFKNOCK | If a weapon with this flag is wielded, all knockback against the wielder will be halved. |
IF_GLOBE | This is a marker flag for items that are disallowed in Angel of Masochism. |
IF_CURSED | Items with this flag cannot be unequipped. |
IF_RECHARGE | Items with this flag regenerate ammo or durability as with a Nano Pack. |
IF_CLEAVE | Items with this flag give the wielder the benefits of the Blademaster trait (as Butcher's Cleaver). |
IF_NOAMMO | Items with this flag don't consume ammo when fired. For the player, a weapon still must have ammo loaded to be fired. |
IF_NECROCHARGE | Items with this flag recharge as with IF_RECHARGE, but reduce the weilder's health by 1 for each point of recharge (as with Necroarmor). |
IF_PUMPACTION | Ranged weapons with this flag must be pumped after each shot as with the combat shotgun. |
IF_SINGLERELOAD | Ranged weapons with this flag only reload one ammo at a time (as with the missile launcher) instead of all at once. |
IF_PISTOL | This flag indicates whether the weapon counts as a pistol for the purposes of the Son of a Gun and Dualgunner traits. (For kill counting, the weapon group is used instead.) |
IF_SHOTGUN | This flag causes a weapon's missile to be treated as a shotgun id rather than a missile id. Also, this flag is used to decide if the Shottyman trait should count the weapon as a shotgun. (For kill counting, the weapon group is used instead.) |
IF_SPREAD | Ranged weapons with this flag fire three shots at once (as the tristar blaster and mancubus natural weapon). In 0.9.9.4, this flag is a bit buggy. |
IF_SCATTER | For ranged weapons with this flag, each shot is aimed at a different cell near the real target (as with the BFG 10K). |
IF_MODABLE | Allows a unique item to be fully modded. |
IF_SINGLEMOD | Restricts the number of allowed mods on the item to one. (For unique items, this must be used along with IF_MODABLE.) |
IF_DUALSHOTGUN | For multi-shot weapons, this flag eliminates all delay between shots and causes the firing sound to play only once. |
IF_AIHEALPACK | This flag allows the default AI to pick up and use the item. |
IF_NOUNLOAD | Ranged weapons with this flag cannot be unloaded. |
IF_NUKERESIST | Items with this flag will not be destroyed by nuking. |
IF_NODROP | Items with this flag will not be dropped when the carrier/wearer dies. |
IF_AUTOHIT | Weapons with this flag never miss (as with items modified by a sniper weapon pack). |
IF_SETITEM | This flag is automatically set for items that specify a set. |
IF_NODURABILITY | Armors and boots with this flag have no durability (as with items modified by an Onyx Armor Pack). |
IF_NODESTROY | Armors with this flag cannot be destroyed by damage. Also, items on the ground with this flag will not be destroyed by explosions. |
IF_NONMODABLE | Items with this flag cannot be modded. |
IF_NOREPAIR | Armors and boots with this flag cannot be repaired by normal methods (ie item:fix). Directly setting item.durability bypasses this prohibition. Usually set for shields. |
IF_ASSEMBLED | This flag is automatically set on assemblies. Items with this flag cannot be used for the base of any other assembly. |
IF_DESTROY | Weapons with this flag will be destroyed after firing (with a default message). The flag is used for overcharged weapons. |
IF_BLADE | Weapons with this flag are considered blades for the purpose of activating the flags used for Malicious Blades. |
IF_DESTRUCTIVE | Weapons with this flag deal double damage to cells (if they can hurt cells, see CF_FRAGILE.) |
IF_ROCKET | Any weapon with this flag defined as a rocket launcher. |
IF_NODEGRADE | Armor's or boots' resistances aren't degraded due to damage taken. Usually set for shields. |
IF_THROWDROP | Combat knife has this flag in 0.9.9.7. |
IF_FARHIT | |
IF_UNSEENHIT | |
Being Flags
Being Flags | |
BF_BOSS | Killing this being will end the game. Other boss-only actions are usually scripted in Lua based on this flag. |
BF_ENVIROSAFE | Hazard tiles should not affect this being. Engine pathfinding algorithms are affected. Protection is not engine based; modders must make custom hazard cells check for this flag to prevent damage. |
BF_CHARGE | Hazard tiles do not concern this being. Engine pathfinding algorithms are affected. |
BF_OPENDOORS | This being can open doors. Engine pathfinding algorithms are affected. |
BF_NODROP | This being will not drop their inventory or equipment when they die. |
BF_NOEXP | This being will not award experience to the player. Often used to prevent exp farming. |
BF_QUICKSWAP | This being has the benefits of the Juggler trait. |
BF_HUNTING | This being always knows where the player is and will hunt them down. This flag is not engine based; modders must make custom AIs respect this flag before it will have any effect. |
BF_BACKPACK | This being has the ammo stacking benefits of the Backpack powerup. |
BF_UNIQUENAME | This being's name is a proper noun and UI messages will treat it as such. |
BF_IMPATIENT | This being will consume packs automatically. This flag is the main component of the Angel of Impatience challenge. |
BF_SHOTTYMAN | This being will reload shotguns on the move as part of the Shottyman trait. A shotgun is defined as any weapon with the IF_SHOTGUN flag. |
BF_ROCKETMAN | This being will reload rocket launchers on the move as part of the Shottyman trait. A rocket launcher is defined as any weapon with the IF_ROCKET flag. |
BF_BERSERKER | This being has the benefits of the Berserker trait. |
BF_DARKNESS | This being does not record exploration. This is one component of the Angel of Darkness challenge. |
BF_DUALGUN | This being has the benefits of the Dualgunner trait. |
BF_POWERSENSE | This being can sense powerups, one of the benefits of the first level Intuition trait. |
BF_BEINGSENSE | This being can sense enemies, one of the benefits of the second level Intuition trait. |
BF_LEVERSENSE1 | This being can sense if a lever is harmful, beneficial, or neutral, one of the benefits of the first level Intuition trait. |
BF_LEVERSENSE2 | This being can sense the exact effect of a lever, one of the benefits of the second level Intuition trait. |
BF_NOMELEE | This being cannot perform a melee attack. This is only seen on the Angel of Pacifism challenge and is probably not safe to use on an enemy. A custom AI can achieve a better effect. |
BF_CLEAVE | This being has the benefits of the Blademaster trait. |
BF_MAXDAMAGE | This being always rolls maximum damage. Every being gets this flag in the Angel of Max Carnage challenge. |
BF_SESSILE | This being cannot move. Only seen with the Gothic Arms set. This flags is not correctly implemented for non-player creatures; if you want an immobile enemy use a custom AI instead. |
BF_VAMPYRE | This being has the benefits of the Vampyre trait. |
BF_REGENERATE | This being regenerates one health per second if they have less than 20 health remaining. This used to be the benefit of a trait called Regenerator but it is no longer used anywhere in DoomRL. |
BF_ARMYDEAD | This being has the benefits of the Army of the Dead trait. |
BF_FIREANGEL | This being has the benefits of the Fireangel trait. |
BF_GUNKATA | This being has the benefits of the Gun Kata trait. |
BF_AMMOCHAIN | This being has the benefits of the Ammochain trait. |
BF_MASTERDODGE | This being has the benefits of the Dodgemaster trait. |
BF_INV | This being will not take any damage. This is the main component of the Invulnerable status effect. Be careful not to directly set an invincible being's HP to zero. |
BF_BERSERK | This being has the face pounding benefits of the Berserk status effect. The speed and resistance bonuses are not included. |
BF_NORUNPENALTY | This being has the benefits of the Running Man trait. |
BF_PISTOLMAX | This being has the benefits of the Sharpshooter trait. |
BF_MEDPLUS | This being can heal beyond 100% with med-packs alone as part of the Survivalist trait. This flag is not engine based; modders must make custom sources of healing respect this flag. |
BF_HARDY | This being can reduce damage all the way down to zero as part of the Survivalist trait. Normally all attacks do a minimum of one damage regardless of how much armor you have. |
BF_SCAVENGER | This being has the benefits of the Scavenger trait. |
BF_INSTAUSE | This being uses consumable items in 0.1s instead of the usual 1.0s. Part of the Technician class bonus. |
BF_STAIRSENSE | This being always knows the location of stair tiles. Part of the Scout class bonus. |
BF_POWERBONUS | Powerup effects last longer for this being. The exact bonus depends on difficulty. Part of the Marine class bonus. |
BF_MAPEXPERT | Computer maps will work like tracking maps for this being. Part of the Technician class bonus. This flag is not engine based obviously. |
BF_DUALBLADE | This being can attack with two melee weapons at once with each weapon attacking in half the time. Part of the Malicious Blades trait. A bladed weapon is defined as any weapon with the IF_BLADE flag. |
BF_BLADEDEFEND | This being gains extra resistances by having a bladed weapon in the prepared. Part of the Malicious Blades trait. A bladed weapon is defined as any weapon with the IF_BLADE flag. |
BF_BULLETDANCE | This being has the benefits of the Bullet Dance trait. |
BF_SHOTTYHEAD | This being has the benefits of the Shottyhead trait. |
BF_ENTRENCHMENT | This being has the benefits of the Entrenchment trait. |
BF_MODEXPERT | This being can mod unique items. Part of the Technician class bonus. |
BF_SELFIMMUNE | This being cannot be hurt by its own attack. Arch-Viles and Cyberdemons are two such beings. |
BF_KNOCKIMMUNE | This being is immune to knockback. Largely a characteristic of boss level enemies. |
BF_NOHEAL | This being cannot be healed. This is only seen on the Angel of Masochism challenge. This flag is not engine based; modders must make custom sources of healing respect this flag. |
BF_GUNRUNNER | This being has the benefits of the Gunrunner trait. |
Some flags have no effect on non-player beings. Most trait flags are that way.
Cell Flags
Cell Flags | |
CF_BLOCKMOVE | Cells with this flag block movement and projectiles. |
CF_BLOCKLOS | Cells with this flag block vision. |
CF_CORPSE | This flag is set for autogenerated corpses. Only cells with this flag can be ressurected. The being created by resurrection can be specified by setting the cell's effect parameter to 100 + being.id. Note that the "corpse" cell does not have this flag. To include this cell, use Level.is_corpse. |
CF_NOCHANGE | Currently, this flag is only checked by the map powerups. The map powerups reveal cells with this flag (as well as CF_BLOCKMOVE cells). |
CF_NORUN | The run command (not the run tactic) will stop the player before he steps on a cell with this flag. |
CF_PUSHABLE | Cells with this flag can be pushed (like barrels in DoomRL). Pushing is mostly hard-coded. |
CF_FRAGILE | Cells with this flag can be destroyed by any damage type (assuming they have HP or armor) whereas cells cannot usually be damaged by bullet, melee, shrapnel, or piercing damage. |
CF_HAZARD | This flag should be set for cells that are dangerous to step on. The AI will usually avoid these tiles. This flag is also used with the EF_NOHARM empty flag. |
CF_OVERLAY | This flag is related to the graphical version. Overlays are drawn OVER a base tile. |
CF_MULTISPRITE | This flag is related to the graphical version. Cells which have rotations (walls being the main example) need this flag. |
CF_STICKWALL | This flag is related to the graphical version. When a multisprite wall is calculating its rotations it takes stickwalls into account. That way wall-like cells (such as doors) will be attached to the multisprite walls correctly. |
CF_LIQUID | This flag is used to mark liquid cells (water, acid, lava). Currently, it is only checked by Level.flood which will flood over CELLSET_FLOORS cells and CF_LIQUID cells. |
CF_OPENABLE | This flag indicates that the cell can be opened. What happens when the cells is opened is determined by the cell's OnAct hook. |
CF_CLOSABLE | As CF_OPENABLE, but for the close command. |
CF_RUNSTOP | Cells with this flag will stop the player's run when the player is orthogonally adjacent. Contrast with CF_NORUN. |
CF_NUKABLE | Cells with this flag will be destroyed be a nuke even if they are normally not destructible. |
CF_CRITICAL | Cells with this flag should usually not be altered or destroyed be the game. It is currently only checked by the flooding level event. Stairs have this flag. |
CF_HIGHLIGHT | This flag determines whether the light or dark color variant is used when a StatusEffect overlay is being applied. |
CF_BLOODY | When a being walks on one of these cells, its feet won't become less bloody. (See CF_BLOODY.) |
CF_VBLOODY | When a being walks on one of these cells, its feet will become bloody and it will temporarily leave a trail of blood. |
CF_STAIRS | Stairs are marked with this flag. (New stairs cells should include this.) |
CF_RAISABLE | |
Generic Flags
Generic Flags | ||
F_OVERLAY | This flag is related to the graphical version. |
Empty Flags
Empty flags are used with various functions to control the selection of random coords.
Empty Flags | |
EF_NOITEMS | Excludes cells that contain an item. |
EF_NOBEINGS | Excludes cells that contain a being. |
EF_NOBLOCK | Excludes cells that block movement (CF_BLOCKMOVE). |
EF_NOVISION | Excludes cells that block vision (CF_BLOCKLOS). |
EF_NOSTAIRS | Excludes stairs (cells with an OnExit hook). |
EF_NOTELE | Excludes cells with a teleporter (an item with ITEMTYPE_TELE). |
EF_NOHARM | Excludes hazardous cells (CF_HAZARD). |
EF_NOSAFE | Excludes cells that are too near to the player (currently the threshold is less than or equal to distance of 5). |
EF_NOSPAWN | Excludes cells with LF_NOSPAWN. |