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  • ...and items are also things. The thing class is responsible for positioning, flags, resistances, and custom properties. ...gs_get|flags_get]]([[Modding:Thing|'''Thing''']] self, [[Modding:Constants#Flags|'''Flag''']] flag)
    8 KB (1,043 words) - 20:42, 19 October 2011
  • Every item has a type that determines how the engine treats it. == Flags ==
    15 KB (1,751 words) - 16:42, 18 July 2013
  • ...n safely be omitted, but this will generate a message in the log file. All item prototypes are stored in a global table called items. This table can be ind {{drltable|Item Prototype|3|{{Table3Col
    34 KB (5,359 words) - 16:06, 18 July 2013
  • ...ed. All cells of a given type are exactly the same except for hp and light flags both of which must be accessed through the [[Modding:Level#API|Level API]]. ... set. A property called flag_set is automatically created containing these flags in set format. The default is an empty list.
    7 KB (1,105 words) - 16:21, 18 July 2013
  • Missiles are created whenever a [[Modding:Item#Ranged Weapon|ranged weapon]] fires a shot. Some of the effects of the miss ...espace. (A numeric id called nid is assigned automatically.) For [[Modding:Item#Ranged Weapon|inline missile definitions]], this field is created automatic
    6 KB (955 words) - 17:44, 27 March 2012
  • * [[Modding:Item|Items]] * [[Modding:ItemSet|Item Sets]]
    3 KB (477 words) - 02:01, 22 April 2013
  • ...about each item type and what can be done with them to fit your particular item needs. In some cases items will appear roughly indistinguishable from cells ...sier to find the item type you are looking for based on whether or not the item goes into your inventory.
    37 KB (5,599 words) - 15:54, 11 October 2011
  • flags = {}, --defaults to {} ...' is the being identifier, to be used in lua whenever you want to call the item prototype.
    30 KB (4,522 words) - 14:09, 14 October 2011
  • ...ignate an Item object prototype (full documentation can be found [[Modding:Item|here]]). name = "a thing", --name of the item, as viewed in-game
    21 KB (3,215 words) - 14:53, 10 October 2011
  • { item = "knife", level = 1, weight = 640 }, { item = "pistol", level = 1, weight = 70 },
    31 KB (4,401 words) - 16:49, 8 April 2012
  • --item scaling for each wave { item = "knife", level = 1, weight = 640 },
    20 KB (1,964 words) - 16:48, 8 April 2012
  • ... Although this default AI is modifiable to some extent through a few being flags, the extent to which beings acted remained roughly the same. When it became ...quip the first item in the inventory, ''slot'' should be set to 1.) If the item in position ''slot'' cannot be equipped, or if the being cannot equip items
    28 KB (4,447 words) - 15:36, 22 November 2011
  • The argument type "Flags" expects a list of [[Modding:Constants|flag constants]] of the indicated ty |{{modarg|boolean}}|{{moddef|list|is_empty|dot||Coord|where|Flags|reqs}}
    41 KB (6,717 words) - 04:02, 10 June 2013
  • The argument types "Flag" and "Flags" expect a single [[Modding:Constants|flag constant]] of the indicated type, |{{modarg|boolean}}|{{moddef|list|is_empty|cln||Coord|where|Flags|reqs}}
    32 KB (5,332 words) - 17:59, 10 June 2013
  • |flags |{{modarg|Being Flag}}|This parameter is an array of being flags which will be used by all beings of this type by default. |weapon |{{modarg|Item Blueprint}}|You can inline an item blueprint here and it will be registered for you. Items defined this way a
    7 KB (1,011 words) - 01:03, 22 April 2013
  • The argument type "Flags" expects a list of [[Modding:Constants|flag constants]] of the indicated ty |{{modarg|boolean}}|{{moddef|list|is_empty|dot||Coord|where|Flags|reqs}}
    41 KB (6,717 words) - 22:04, 25 April 2013
  • ..._sides|Color|color|Sound ID|sound|DamageType|damagetype|ExplosionFlag List|flags|Cell ID|content}} ||'''Item-specific functions'''
    16 KB (2,694 words) - 14:53, 24 May 2013
  • :Gives a coordinate that satisfies all [[Modding:Constants#Empty Flags|empty flags]]. If one cannot be found, another attempt is made that excludes EF_NOSAFE; :Gives a coordinate that satisfies all empty flags other than EF_NOSAFE.
    15 KB (2,398 words) - 04:00, 10 June 2013

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