Modding:level object (0.9.9.7)
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Revision as of 19:58, 22 December 2012 by Yaflhdztioxo (Talk | contribs)
This page is pending. The below is a dump from earlier versions.
Flags
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_RESPAWN | Causes monsters to randomly respawn as when playing the game on Nightmare! |
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). |
Properties
These are properties of the global Level variable. They are changed by the engine as the player moves from level to level. For some of the read-only properties, rawset can be used to create a lua property that shadows the pascal property, tricking APIs that are implemented in lua. This is particularly useful for tricking the generator API into using a custom style.
Level | ||
---|---|---|
Word | status | This is for use by level designers. It is preferred to access it through Level.result. |
string | name | This is the level name as displayed on the HUD. |
Byte | name_number | This controls the "LevX" part of the level name. If zero, it won't be displayed. |
Byte | danger_level | Level generation parameter that corresponds to depth. |
Byte | style | The style (tile set) used by the level generation functions. This property is read-only. |
string | special_exit | The sid of the level that red stairs lead to on the current level number. This property is read-only. |
string | special_name | The sid of the current level prototype or the empty string for random levels. This property is read-only. |
DWord | item_array_size | Length of the sparse array that stores all the items on the level. This property is read-only. |
DWord | being_array_size | Length of the sparse array that stores all the beings on the level. This property is read-only. |