Difference between revisions of "Template:Level Flags (0.9.9.7)"

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   |LFEXPLORED|This flag is set for explored cells. It can be modified to create computer map-like effects or Angel of Darkness-like effects.
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   |LF_NOHOMING|Causes homing phase devices to act like normal phase devices.
   |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.
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   |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.
   |LFLIGHTED|This flag is always set on the same cells as LFVISIBLE; both flags must be set for a cell to be visible.
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   |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.)
   |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.
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   |LF_SCRIPT|This flag is automatically set for scripted levels, ie levels defined with the [[Modding:level blueprint|level blueprint]].
   |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.
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   |LF_NORESPAWN|Prevents the Nightmare! respawn feature.
   |LFPERMANENT|This flag marks a cell as being indestructible.
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  |LF_NUKED|This flag is automatically set when the level is nuked.
   |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.
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  |LF_NONUKE|Causes the thermonuclear bomb to have no effect when it is used. It is not respected by other nuke effects.
   |LFBLOOD|This flag marks a cell as being bloody.  Bloody cells can only have cosmetic differences.
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   |LF_ITEMSVISIBLE|Allows the player to see all items on the level (as with a [[Computer Map]]).
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   |LF_BEINGSVISIBLE|Allows the player to see all beings on the level (as with a [[Tracking Map]]).
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   |LF_RESPAWN|Causes monsters to randomly respawn as when playing the game on Nightmare!
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  |LF_SHARPFLUID| ???
 
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Latest revision as of 12:10, 2 July 2013

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  ???
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