make some sense out of game_flags and player_flags
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+6
-5
@@ -1372,10 +1372,10 @@ static const vector<DATEntityDefinition> dat_object_definitions({
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// Item box. Params:
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// param1 = if positive, box is specialized to drop a specific item or type of item; if zero or negative, box
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// drops any common item or none at all (and param3-6 are all ignored)
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// param3 = if zero, then only data1[0-1] are used and the rest of the ItemData is cleared, then bonuses, grinds,
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// etc. are applied to the item; if nonzero, the item is not randomized at all and drops exactly as specified
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// in param4-6
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// drops any item (including box rares for the current floor), or nothing at all, and param3-6 are all ignored
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// param3 = if zero, then only data1[0-1] (the high 2 bytes of param4) are used and the rest of the ItemData is
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// cleared, then bonuses, grinds, etc. are applied to the item; if nonzero, the item is not randomized at all
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// and drops exactly as specified in param4-6
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// param4-6 = item definition (see below)
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// Not all fields in ItemData can be specified in the item definition here. The field order here does not match the
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// field order in ItemData! The item definition is encoded here as follows:
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@@ -2822,7 +2822,8 @@ static const vector<DATEntityDefinition> dat_enemy_definitions({
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// param2 = if less than 1, this is a Savage Wolf; otherwise it's a Barbarous Wolf
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{0x0043, F_V0_V4, 0x0000000000600006, "TObjEneBm5Wolf"},
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// Booma, Gobooma, or Gigobooma. Params:
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// Booma, Gobooma, or Gigobooma. The activation radius is fixed and cannot be changed: 50 for Hunters, 100 for
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// Rangers and Forces; the deactivation radius is 100 for Hunters and 150 for Rangers and Forces. Params:
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// param1 = TODO (fraction of max HP; see TObjEnemyV8048ee80_v5A)
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// param2 = idle walk radius (when there's no target, it will walk around its spawn location within this radius;
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// if this is zero, it stands still instead)
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