minor notes updates
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+16
-13
@@ -1375,11 +1375,11 @@ static const vector<DATEntityDefinition> dat_object_definitions({
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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 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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// cleared, then the usual randomized bonuses, grinds, etc. are applied to the item; if nonzero, the item is
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// not randomized at all 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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// Not all fields in ItemData can be specified in the item definition for this object. The field order here does
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// not match the field order in ItemData! The item definition is encoded as follows:
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// -param4- -param5- -param6-
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// Weapon: 00wwZZSS GG--PPQQ PPQQPPQQ
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// Armor: 0100ZZTT 00VV---- --------
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@@ -2508,7 +2508,7 @@ static const vector<DATEntityDefinition> dat_enemy_definitions({
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// - TObjEneRe7Berura (param1, param2)
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// - TBoss1Dragon (param1, param2)
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// - TBoss5Gryphon (param1, param2)
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// - TBoss2DeRolLe (param1, param2)
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// - TBoss2DeRolLe (param1, param2, param3)
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// - TBoss8Dragon (param1, param2)
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// - TObjEneBm5GibonU (param4, param5; these params also have non-debug meanings)
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// - TObjEneMorfos (oaram1, param2; these params also have non-debug meanings)
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@@ -2902,8 +2902,9 @@ static const vector<DATEntityDefinition> dat_enemy_definitions({
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// 6 = rangers
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// 7 = forces
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// 8 = no prejudice
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// If any player is within 30 units of a Delsaber, it will target that player. Otherwise, the Delsaber will target
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// the nearest player that matches its prejudice flag; if no player matches, it will target the nearest player.
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// By default, the Delsaber will target the nearest player that matches its prejudice flag. If no players match the
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// flag or there is any player less than 30 units away from the Delsaber, then the Delsaber will target the nearest
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// player overall and ignore its prejudice flag.
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{0x00A0, F_V0_V4, 0x0000000000630300, "TObjEneSaver"},
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// Chaos Sorceror. There appear to be no parameters.
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@@ -2918,7 +2919,7 @@ static const vector<DATEntityDefinition> dat_enemy_definitions({
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// Dark Gunner control enemy. This enemy doesn't actually exist in-game; it only has logic for choosing a Dark
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// Gunner from its group to be the leader, and then changing this leader periodically. Params:
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// param1 = group number (see above)
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// param1 = group number (see TObjEneDarkGunner above)
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{0x00A3, F_V0_V4, 0x0000000000000600, "TObjEneDarkGunCenter"},
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// Dark Bringer. There appear to be no parameters.
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@@ -2938,10 +2939,14 @@ static const vector<DATEntityDefinition> dat_enemy_definitions({
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// Claw. There appear to be no parameters.
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{0x00A8, F_V0_V4, 0x0000000000000700, "TObjEneBalClawClaw"},
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// Early bosses. None of these take any parameters.
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// Dragon-like bosses. None of these take any parameters.
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{0x00C0, F_V0_V4, 0x0000000000000800, "TBoss1Dragon"}, // Dragon
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{0x00C0, F_V3_V4, 0x0000000040000000, "TBoss5Gryphon"}, // Gal Gryphon
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{0x00CC, F_V3_V4, 0x0000000200000000, "TBoss8Dragon"}, // Gol Dragon
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// De Rol Le-like bosses. Neither of these take any parameters.
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{0x00C1, F_V0_V4, 0x0000000000001000, "TBoss2DeRolLe"}, // De Rol Le
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{0x00CB, F_V3_V4, 0x0000000100000000, "TBoss7DeRolLeC"}, // Barba Ray
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// Vol Opt and various pieces thereof. Generally only TBoss3Volopt and TBoss3VoloptP02 should be specified in map
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// files; the other enemies are automatically created by TBoss3Volopt. None of these take any parameters.
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@@ -2952,11 +2957,9 @@ static const vector<DATEntityDefinition> dat_enemy_definitions({
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{0x00C6, F_V0_V4, 0x0000000000002000, "TBoss3VoloptMonitor"}, // Monitor (x24; 4 for each wall)
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{0x00C7, F_V0_V4, 0x0000000000002000, "TBoss3VoloptHiraisin"}, // Pillar (lightning rod)
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// More bosses. None of these take any parameters.
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// Dark Falz-like bosses. Neither of these take any parameters.
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{0x00C8, F_V0_V4, 0x0000000000004000, "TBoss4DarkFalz"}, // Dark Falz
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{0x00CA, F_V3_V4, 0x0000000080000000, "TBoss6PlotFalz"}, // Olga Flow
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{0x00CB, F_V3_V4, 0x0000000100000000, "TBoss7DeRolLeC"}, // Barba Ray
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{0x00CC, F_V3_V4, 0x0000000200000000, "TBoss8Dragon"}, // Gol Dragon
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// Sinow Berill or Sinow Spigell. Params:
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// param1 = spawn type:
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@@ -2998,7 +3001,7 @@ static const vector<DATEntityDefinition> dat_enemy_definitions({
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// 1 = Mericus
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// 2 = Merikle
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// anything else = Mericarand (see below)
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// If this is a Mericarand, it is "randomly" chosen to be one of the three subtypes at construction time. On v1-v3,
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// If this is a Mericarand, it is "randomly" chosen to be one of the three subtypes at construction time. On v3,
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// the client chooses randomly (but consistently, based on the entity ID) between Mericarol (80%), Mericus (10%) or
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// Merikle (10%). On v4, if the entity ID isn't marked rare by the server, the Mericarand becomes a Mericarol;
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// otherwise, it becomes a Mericus if its entity ID is even or a Merikle if it's odd.
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