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#define | ALLRUN 6 |
| Always run, never attack good for sim. More...
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#define | CIRCLE1 32 |
| If the upper four bits of move_type / attack_movement are set to this number, the monster will move in a circle until it is attacked, or the enemy field is set, this is good for non-aggressive monsters and NPC. More...
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#define | CIRCLE2 48 |
| Same as CIRCLE1 but a larger circle is used. More...
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#define | DISTATT 1 |
| Move toward a player if far, but maintain some space, attack from a distance - good for missile users only. More...
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#define | DISTHIT 7 |
| Attack from a distance if hit as recommended by Frank. More...
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#define | HI4 240 |
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#define | HITRUN 3 |
| Run to then hit player then run away cyclicly. More...
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#define | LO4 15 |
| bitmasks for upper and lower 4 bits from 8 bit fields More...
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#define | PACEH 64 |
| The monster will pace back and forth until attacked. More...
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#define | PACEH2 80 |
| The monster will pace as above but the length of the pace area is longer and the monster stops before changing directions. More...
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#define | PACEV 128 |
| The monster will pace back and forth until attacked. More...
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#define | PACEV2 144 |
| The monster will pace as above but the length of the pace area is longer and the monster stops before changing directions. More...
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#define | PETMOVE 16 |
| If the upper four bits of attack_movement are set to this number, the monster follows a player until the owner calls it back or off player followed denoted by ob->owner the monster will try to attack whatever the player is attacking, and will continue to do so until the calls off the monster - a key command will be inserted to do so. More...
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#define | RANDO 96 |
| The monster will go in a random direction until it is stopped by an obstacle, then it chooses another direction. More...
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#define | RANDO2 112 |
| Constantly move in a different random direction. More...
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#define | RUNATT 2 |
| Run but attack if player catches up to object. More...
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#define | RUSH 5 |
| Rush toward player blindly, similiar to dumb monster. More...
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#define | WAIT2 8 |
| Monster does not try to move towards player if far. More...
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#define | WAITATT 4 |
| Wait for player to approach then hit, move if hit. More...
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- Author
- kholl.nosp@m.and@.nosp@m.sunla.nosp@m.b.ci.nosp@m.t.cor.nosp@m.nell.nosp@m..edu
if your monsters start acting wierd, mail me.
The following definitions are for the attack_movement variable in monsters. If the attack_variable movement is left out of the monster archetype, or is set to zero, the standard mode of movement from previous versions of Crossfire will be used. The upper four bits of movement data are not in effect when the monster has an enemy. These should only be used for non agressive monsters. To program a monsters movement add the attack movement numbers to the movement numbers example a monster that moves in a circle until attacked and then attacks from a distance: CIRCLE1 = 32
+ DISTATT = 1
attack_movement = 33
◆ ALLRUN
Always run, never attack good for sim.
of weak player.
Definition at line 481 of file define.h.
◆ CIRCLE1
If the upper four bits of move_type / attack_movement are set to this number, the monster will move in a circle until it is attacked, or the enemy field is set, this is good for non-aggressive monsters and NPC.
Definition at line 493 of file define.h.
◆ CIRCLE2
◆ DISTATT
Move toward a player if far, but maintain some space, attack from a distance - good for missile users only.
Definition at line 475 of file define.h.
◆ DISTHIT
Attack from a distance if hit as recommended by Frank.
Definition at line 482 of file define.h.
◆ HI4
◆ HITRUN
Run to then hit player then run away cyclicly.
Definition at line 478 of file define.h.
◆ LO4
bitmasks for upper and lower 4 bits from 8 bit fields
Definition at line 514 of file define.h.
◆ PACEH
The monster will pace back and forth until attacked.
This is HORIZONTAL movement.
Definition at line 498 of file define.h.
◆ PACEH2
The monster will pace as above but the length of the pace area is longer and the monster stops before changing directions.
This is HORIZONTAL movement.
Definition at line 500 of file define.h.
◆ PACEV
The monster will pace back and forth until attacked.
This is VERTICAL movement.
Definition at line 508 of file define.h.
◆ PACEV2
The monster will pace as above but the length of the pace area is longer and the monster stops before changing directions.
This is VERTICAL movement.
Definition at line 510 of file define.h.
◆ PETMOVE
If the upper four bits of attack_movement are set to this number, the monster follows a player until the owner calls it back or off player followed denoted by ob->owner the monster will try to attack whatever the player is attacking, and will continue to do so until the calls off the monster - a key command will be inserted to do so.
Definition at line 485 of file define.h.
◆ RANDO
The monster will go in a random direction until it is stopped by an obstacle, then it chooses another direction.
Definition at line 504 of file define.h.
◆ RANDO2
Constantly move in a different random direction.
Definition at line 507 of file define.h.
◆ RUNATT
Run but attack if player catches up to object.
Definition at line 477 of file define.h.
◆ RUSH
Rush toward player blindly, similiar to dumb monster.
Definition at line 480 of file define.h.
◆ WAIT2
Monster does not try to move towards player if far.
Maintains comfortable distance.
Definition at line 483 of file define.h.
◆ WAITATT
Wait for player to approach then hit, move if hit.
Definition at line 479 of file define.h.