︙ | | |
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
|
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
|
-
+
|
Shovable
Set the Shovable variable for this class to 0x55 (meaning it is shovable
in all four directions).
(Shovable <dir...>)
Set this object to be shovable in the specified directions, which can be
E, N, W, or S (diagonals are not allowed).
any absolute direction.
(Shovable <number>)
Set the Shovable variable to the specified 8-bit number. (You cannot set
the initial value of any other bits; they are always clear.)
Stealthy
Set the Stealthy flag for this class.
|
︙ | | |
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
|
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
|
-
+
+
|
=== Hit values ===
This section describes the bits of the return value of the HIT and HITBY
messages; these values are also used as the Arg3 of those messages.
Some descriptions below are marked with an asterisk. If the Compatible
flag is set for the object that returned this value, then all bits with
the asterisk in the below descriptions are masked out.
the asterisk in the below descriptions are masked out (bit15 is only
masked out for Compatible objects for diagonal movement).
bit0
Do not send the HITBY message to the target object.
bit1
Do not destroy either object due to hardness/sharpness.
|
︙ | | |
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
|
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
|
-
+
|
bit13 *
Abort before actually moving the object and before trying sliding.
bit14 *
Do not set the Moved flag even if successful.
bit15
bit15 (*)
Try again after trying shoving (whether or not the shoving is
successful). If it tries to shove an object and it is successful, then
it will automatically set this bit and automatically try again.
bit16
Set by the game engine if it is attempting sliding.
|
︙ | | |
1983
1984
1985
1986
1987
1988
1989
1990
|
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
|
+
+
|
* Many variables are limited to 16-bits.
* Moving objects is not allowed during LASTIMAGE processing.
* The way that the trigger phase works is different.
* In the ARRIVED and DEPARTED messages, Arg1 is always zero.
* Diagonal shoving is not possible.
|