Free Hero Mesh

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This is a mirror of the main repository for Free Hero Mesh. New tickets and changes will not be accepted at this mirror.

Differences From Artifact [e05ea8d8f3]:

To Artifact [3525425cc1]:


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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).

(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.







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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
  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.
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=== 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.


bit0
  Do not send the HITBY message to the target object.

bit1
  Do not destroy either object due to hardness/sharpness.








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=== 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 (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.

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bit13 *
  Abort before actually moving the object and before trying sliding.

bit14 *
  Do not set the Moved flag even if successful.

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.








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bit13 *
  Abort before actually moving the object and before trying sliding.

bit14 *
  Do not set the Moved flag even if successful.

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.

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* 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.











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* 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.