Difference between revisions of "Modding:being (0.9.9.7)"

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(Replaced content with "Within the context of modding a 'being' can refer to: * The being blueprint, a structure used to define beings * The [[Modding:being_AP...")
 
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If it bleeds, it leads. Beings inherit from the [[Modding:Thing|Thing]] base class which handles some basic properties in common with items. In addition the [[Modding:Player|Player]] inherits this class, so anything you can do to creatures can be done to the player as well.
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Within the context of modding a 'being' can refer to:
  
== Prototype ==
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* The [[Modding:being_blueprint (0.9.9.7)|being blueprint]], a structure used to define beings
 
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* The [[Modding:being_API (0.9.9.7)|being API]], a set of functions which can be used to manipulate beings during gameplay
New beings are created from being prototypes. Think of a being prototype as a recipe for creating new beings. There can be multiple former humans, but they all came from the same prototype. Prototypes are declared by passing a table with the desired properties to the Beings function. [[#Engine Hooks|Engine hooks]] may also be included in the prototype. Mostly, the prototype's properties just describe beings' initial properties (occasionally with different names). Beings' properties can also mostly be changed after they are instantiated. Required fields are underlined. Sometimes required fields can safely be omitted, but this will generate a message in the log file. All being prototypes are stored in a global table called beings. This table can be indexed by id or nid.
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* The [[Modding:being_object (0.9.9.7)|being object]], an object that inherits from [[Modding:thing|thing]] which represents creatures in-game as standard, alterable objects
{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"
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! colspan="3" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Being Prototype'''
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{{Table3Col
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  |es=background: #333;
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  |c1=font-weight:bold; text-align:right; vertical-align:top; padding:0px 2px;
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  |c2=vertical-align:top; padding:0px 2px;
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  |c3=padding:0px 2px;
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  |'''string'''|<u>name</u>|This is the being's name.
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  |'''string'''|name_plural|This is the being's name_plural. By default, this is the name with an "s" appended.
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  |'''string'''|<u>ascii</u>|This is the being's picture. It should be a single character string.
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  |'''string'''|id|This is the being's sid. It must be distinct from other string ids. (The numeric id is automatically assigned to a field called nid.) Only the first 20 characters will be used. The default is the first word of the name in all lowercase.
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  |'''integer''' '''list'''|overlay|This field is only used in the graphical version. It describes a color transformation to be applied to the being's sprite. This will create overlay_red, overlay_green, overlay_blue, and overlay_alpha fields in the being prototype.
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  |'''integer'''|XP|This is the being's expvalue. By default, it is <font-family: monospace>3xD<sup>2</sup>+20, where D is the being's <u>danger</u> (see below).
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  |[[Modding:Cell|Cell ID]]|corpse|The determines the corpse left by the being. If the value is true, a new corpse cell will automatically be created. Otherwise this field is interpretted as a cell id. After a being is declared, this field will have been translated to a number. The default is true.
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  |[[Modding:Item|Item Prototype]]|weapon|If this field is included, a new item will be declared and automatically equipped for beings generated from this prototype. The item prototype will automatically be a natural ranged weapon, have an id assigned, have zero weight, have no sprite, and have the IF_NODROP and IF_NOAMMO flags.
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  |'''integer'''|<u>sprite</u>|This is the being's sprite. (Use 0 for no sprite.)
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  |[[Modding:Constants#Colors|Color]]|<u>color</u>|This is the being's color.
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  |'''integer'''|toDam|This is the being's toDam. (This bonus only applies to melee attacks.) The default is 0.
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  |'''integer'''|toHit|This is the being's toHit. The default is 0.
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  |'''integer'''|speed|This is the being's speed. (Remember, the maximum allowed speed is 255.) The default is 100.
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  |'''integer'''|armor|This is the being's armor. The default is 0.
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  |'''integer'''|<u>danger</u>|This is a [[Monster Generation|monster generation]] parameter.
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  |'''integer'''|<u>weight</u>|This is a [[Monster Generation|monster generation]] parameter.
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  |'''integer'''|<u>minLev</u>|This is a [[Monster Generation|monster generation]] parameter.
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  |'''integer'''|maxLev|This is a [[Monster Generation|monster generation]] parameter. The default is 200.
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  |'''integer'''|HP|This is the being's hpmax and starting hp. The default is 10.
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  |'''integer'''|bulk|This parameter is unused. The default is 100.
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  |'''integer'''|group|Monsters from different groups will fight each other if they use the default AI. Oddly, the default is "weapon-other" which, as a string, translates to 0. The player is in group 1.
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  |'''integer'''|attackchance|This is the being's attackchance The default is 75.
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  |'''integer'''|toHitMelee|This is the being's toHitMelee. The default is 0.
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  |[[Modding:Constants#Being Flags|Being Flag]] '''list'''|flags|The flags in this list will be included in the being's flag set. Upon instantiation, a flagSet property is added to the prototype will include these flags (and possibly some automatic flags) in set format. The default is an empty list.
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  |'''string'''|sound_id|If included and the being doesn't have sound bindings configured, then it will look for sound bindings under its sound_id.
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  |[[Modding:AI|AI ID]]|ai_type|This determines the being's AI. By default, the old pascal AI is used. (The pascal AI doesn't have an id.)
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  |'''integer'''|vision|This is the being's vision. The default is 9. (The player also has vision 9 by default.)
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  |'''integer'''|res_bullet|This is the being's res_bullet. The default is 0.
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  |'''integer'''|res_melee|This is the being's res_melee. The default is 0.
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  |'''integer'''|res_shrapnel|This is the being's res_shrapnel. The default is 0.
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  |'''integer'''|res_acid|This is the being's res_acid. The default is 0.
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  |'''integer'''|res_fire|This is the being's res_fire. The default is 0.
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  |'''integer'''|res_plasma|This is the being's res_plasma. The default is 0.
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  |'''string'''|<u>desc</u>|This is the description of the being displayed in the more information view.
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  |'''string'''|kill_desc|If included, this being will have a special kill description in the mortem.
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  |'''string'''|kill_desc_melee|As kill_desc, but for melee kills.
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  |}}
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|}
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=== Flags ===
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==== Being Flags ====
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{{drltable|Being Flags|2|{{Table2Col
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  |es=background: #333;
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  |c1=font-family:monospace; text-align:right; vertical-align:top; padding:0px 2px;
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  |c2=padding:0px 2px;
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  |BF_INV|Stops the being from taking any damage. (Directly setting the being's HP can circumvent this. Does not work well with the being's HP set to zero.)
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  |BF_BERSERK|Gives the damage reduction and melee damage bonus of [[Effects#Berserk|berserk]]. (The speed bonus is not included.)
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  |BF_ENVIROSAFE|Beings with this flag are immune to damage from acid and lava tiles. (New hazardous tiles will have to check for this flag to respect it.)
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  |BF_BACKPACK|Gives the ammo-stacking benefits of the [[Backpack]] powerup.
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  |BF_POWERBONUS|Extends the duration of powerups as the [[Marine]] class bonus. New powerups will have to check for this flag (or use the provided helper function) to respect it.
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  |BF_STAIRSENSE|For the player, reveals the stairs tile(s) as the [[Scout]] class bonus.
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  |BF_INSTAUSE|Allows consumable items to be used in 0.1s instead of the usual 1.0s, as the [[Technician]] class bonus.
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  |BF_MAPEXPERT|Makes computer maps work like tracking maps, as the [[Technician]] class bonus.
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  |BF_MODEXPERT|Allows the being to mod unique items.
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  |BF_QUICKSWAP|Gives the benefits of the Juggler trait.
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  |BF_BERSERKER|Gives the benefits of the [[Traits#Berserker|Berserker]] trait.
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  |BF_DUALGUN|Gives the benefits of the dualgunner trait.
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  |BF_MASTERDODGE|Gives the benefits of the [[Traits#Dodgemaster|Dodgemaster]] trait.
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  |BF_SHOTTYMAN|Gives the benefits of the [[Traits#Shottyman|Shottyman]] trait.
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  |BF_POWERSENSE|For the player, shows the locations of all powerups (as the first level of the [[Traits#Intuition|Intuition]] trait).
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  |BF_BEINGSENSE|For the player, shows the locations of enemies (as the second level of the Intuition trait).
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  |BF_LEVERSENSE1|For the player, gives partial information about levers (as the first level of the Intuition trait).
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  |BF_LEVERSENSE2|For the player, shows the exact effect of levers (as the second level of the Intuition trait).
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  |BF_VAMPYRE|Gives the benefits of the [[Traits#Vampyre|Vampyre]] trait.
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  |BF_BULLETDANCE|Gives the benefits of the [[Traits#Bullet Dance|Bullet Dance]] trait.
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  |BF_ARMYDEAD|Gives the benefits of the [[Traits#Army of the Dead|Army of the Dead]] trait.
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  |BF_AMMOCHAIN|Gives the benefits of the [[Traits#Ammochain|Ammochain]] trait.
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  |BF_MEDPLUS|Allows med-packs to heal beyond 100% health (part of the [[Survivalist]] trait).
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  |BF_HARDY|Allows protection to reduce damage all the way to zero (part of the [[Survivalist]] trait).
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  |BF_CLEAVE|Gives the benefits of the [[Traits#Blademaster|Blademaster]] trait.
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  |BF_GUNKATA|Gives the benefits of the [[Traits#Gun Kata|Gun Kata]] trait.
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  |BF_SHOTTYHEAD|Gives the benefits of the [[Traits#Shottyhead|Shottyhead]] trait.
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  |BF_NORUNPENALTY|Gives the benefits of the [[Traits#Running Man|Running Man]] trait.
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  |BF_DUALBLADE|If both weapons in the being's equipment slots have IF_BLADE, this flag allows both weapons to attack in the same turn, each at half the attack time (part of the [[Traits#Malicious Blades|Malicious Blades]] trait).
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  |BF_BLADEDEFEND|If the weapon in the being's prepared slot has IF_BLADE, this flag grants the being with resistances as [[Traits#Malicious Blades|Malicious Blades]].
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  |BF_PISTOLMAX|Gives the benefits of the [[Sharpshooter]] trait.
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  |BF_FIREANGEL|Gives the benefits of the [[Traits#Fireangel|Fireangel]] trait.
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  |BF_ENTRENCHMENT|Gives the benefits of the [[Traits#Entrenchment|Entrenchment]] trait.
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  |BF_SCAVENGER|Gives the benefits of the [[Scavenger]] trait (useless on anything other than the player).
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  |BF_IMPATIENT|This flag causes packs to be automatically used when picked up as [[Angel of Impatience]].
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  |BF_DARKNESS|For the player, stops exploration from being recorded as in [[Angel of Darkness]].
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  |BF_MAXDAMAGE|Beings with this flag always roll maximum damage as in [[Angel of Max Carnage]].
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  |BF_NOHEAL|This is a marker flag that stops healing effects from working as in [[Angel of Masochism]]. New sources of healing will have to check for this flag in order to respect it.
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  |BF_SESSILE|Beings with this flag cannot move.
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  |BF_NOMELEE|This flag stops the being from doing any type of melee attack.
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  |BF_REGENERATE|Beings with this flag regenerate one health per second if they have less than 20 health remaining.
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  |BF_SELFIMMUNE|Makes the being immune to its own attacks.
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  |BF_KNOCKIMMUNE|Makes the being immune to [[knockback]].
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  |BF_UNIQUENAME|This flag makes the game treat the being's name as a proper noun.
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  |BF_ENTERBOSS1|This is a flag for the player that helps determine which victory message to use in the mortem.
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  |BF_KILLBOSS1|This is a flag for the player that helps determine which victory message to use in the mortem.
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  |BF_ENTERBOSS2|This is a flag for the player that helps determine which victory message to use in the mortem.
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  |BF_KILLBOSS2|This is a flag for the player that helps determine which victory message to use in the mortem.
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  |BF_CHARGE|This is a flag for the AI. Beings with this flag are willing to walk through hazardous cells to reach the player. (This applies to the default AI, and the direct_seek method.)
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  |BF_HUNTING|This is a flag for the default AI. Beings with this flag will search out the player even if he is not in their line of sight.
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  |BF_OPENDOORS|This is a flag for the default AI. Beings with this flag will open doors.
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  |BF_NODROP|Beings with this flag will not drop their inventory or equipment when they die.
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  |BF_NOEXP|Beings with this flag will not award experience to the player.
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  |BF_BOSS|Killing this monster will cause the same message as killing the final boss as well as its death explosion and ending the game.
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  |BF_JC|When used with BF_BOSS, changes the explosion to blue and changes the message to indicate that JC was killed instead of the cyberdemon.
+
  |}}
+
}}
+
== Engine Hooks ==
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Specifying one or more of these hooks in the prototype will allow for greater customization.
+
 
+
{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"
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! colspan="2" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|'''Being Hooks'''
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{{Table2Col
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  |es=background: #333;
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  |c1=font-weight:bold; text-align:right; vertical-align:top; padding:0px 2px;
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  |c2=padding:0px 2px;
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  |'''void'''|[[#being_OnCreate|OnCreate]]([[Modding:Being|Being]] self)
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  |'''void'''|[[#being_OnAction|OnAction]]([[Modding:Being|Being]] self)
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  |'''void'''|[[#being_OnDie|OnDie]]([[Modding:Being|Being]] self, '''boolean''' overkill)
+
  |}}
+
|}
+
 
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{{Anchor|being_OnCreate}}
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;OnCreate([[Modding:Being|Being]] self)
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:This is called when the being is created.
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----
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{{Anchor|being_OnAction}}
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;OnAction([[Modding:Being|Being]] self)
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:This is called at the beginning of each of the being's turns. (Note that turns are only differentiated if time elapses in between.)
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----
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{{Anchor|being_OnDie}}
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;OnDie([[Modding:Being|Being]] self, '''boolean''' overkill)
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:This is called when the being dies. ''overkill'' is true if the being was gibbed.
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== Properties ==
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Beings also have all the [[Modding:Thing|Thing]] properties in addition to those listed below. For beings, the resistance fields are inherent resistances that apply to all attacks.
+
 
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{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"
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! colspan="3" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|Being
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{{Table3Col
+
  |es=background: #333;
+
  |c1=font-weight:bold; text-align:right; vertical-align:top; padding:0px 2px;
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  |c2=vertical-align:top; padding:0px 2px;
+
  |c3=padding:0px 2px;
+
  |'''Byte'''|attackchance|This is how likely (in percent) a monster is to use a ranged attack on its turn. The exact interpretation may depend on the AI. This property is read-only.
+
  |'''Integer'''|hp|This is the being's current [[health]].
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  |'''Word'''|hpmax|This is the being's maximum health.
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  |'''Byte'''|vision|This is the being's vision radius. (It is up to the AI to respect this radius.)
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  |'''LongInt'''|scount|This is the being's speed count or energy. It counts up by the being's speed every 0.1s, and when it reaches 5000, the being gets to act. For details, see [[Time#Fractional Time|here]].
+
  |'''ShortInt'''|tohit|This [[accuracy]] modifier is applied to all of the being's attacks.
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  |'''ShortInt'''|todam|This damage modifier is applied to all the being's melee attacks.
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  |'''ShortInt'''|todamall|This damage modifier is applied to all the being's attacks.
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  |'''ShortInt'''|tohitmelee|This accuracy modifier is applied to the being's melee attacks.
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  |'''Byte'''|speed|This is the rate at which the being's scount increases. It affects the speed of all actions.
+
  |'''Byte'''|armor|This is the being's natural armor. It appears as [[protection]] against all attacks.
+
  |'''Word'''|expvalue|This is the amount of [[experience]] that is awarded to the player when the being dies.
+
  |'''ShortInt'''|techbonus|This usually corresponds to [[Whizkid]] levels; it affects the number of mods that can be applied and the level of assemblies that can be constructed.
+
  |'''ShortInt'''|pistolbonus|This usually corresponds to [[Son of a Gun]] levels; it affects pistol firing time and damage.
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  |'''ShortInt'''|rapidbonus|This usually corresponds to [[Triggerhappy]] levels; it affects the number of shots fired by rapid-fire weapons.
+
  |'''ShortInt'''|bodybonus|This is the property used to implement [[Badass]]. Each point reduces [[knockback]] by one, and anything above zero stops health decay.
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  |'''Byte'''|reloadtime|This is the percentage of normal reload time that the being takes to reload. (It is used to implement [[Reloader]].)
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  |'''Byte'''|firetime|This is the percentage of normal fire time that the being takes to fire. (It is used to implement [[Finesse]].)
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  |'''Byte'''|movetime|This is the percentage of normal movement time that the being takes to move. For the player, anything less than 100 applies a corresponding dodge bonus. (This is used to implement [[Hellrunner]].)
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  |'''Word'''|soundact|This is the being's .act sound.
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  |'''Word'''|soundhit|This is the being's .hit sound.
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  |'''Word'''|sounddie|This is the being's .die sound.
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  |'''Word'''|soundattack|This is the being's .attack sound.
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  |'''Word'''|soundmelee|This is the being's .melee sound.
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  |'''Word'''|soundhoof|This is the being's .hoof sound.
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  |[[Modding:Being|Being Prototype]]|proto|This is the being's prototype.
+
  |}}
+
|}
+
 
+
== API ==
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The [[Modding:Thing#API|Thing API]] can also be used with beings.
+
 
+
{|class="wikitable" style="border: 2px solid darkred; border-spacing: 0; font-size: 90%; margin: 0.25em 0.5em;"
+
! colspan="2" style="background: darkred; color: yellow; font-size: 120%; text-align: center"|Being Interface
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{{Table2Col
+
  |es=background: #333;
+
  |c1=font-weight:bold; text-align:right; vertical-align:top; padding:0px 2px;
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  |c2=padding:0px 2px;
+
  |[[Modding:Being|Being]]|being.[[#being_new|new]]([[Modding:Being|Being ID]] id)
+
  |'''void'''|[[Modding:Being|Being]]&#058;[[#being_destroy|destroy]]('''boolean''' silent)
+
  |'''void'''|[[Modding:Being|Being]]&#058;[[#being_kill|kill]]('''boolean''' overkill)
+
  |'''void'''|[[Modding:Being|Being]]&#058;[[#being_ressurect|ressurect]]('''integer''' rrange)
+
  |'''void'''|[[Modding:Being|Being]]&#058;[[#being_apply_damage|apply_damage]]('''integer''' damage, [[Modding:Constants#BodyTarget|BodyTarget]] target, [[Modding:Constants#DamageType|DamageType]] damageType)
+
  |'''string'''|[[Modding:Being|Being]]&#058;[[#being_get_name|get_name]]('''boolean''' known, '''boolean''' capitalized)
+
  |[[Modding:Item|Item]]|[[Modding:Being|Being]]&#058;[[#being_get_inv_item|get_inv_item]]('''integer''' slot)
+
  |'''void'''|[[Modding:Being|Being]]&#058;[[#being_set_inv_item|set_inv_item]]('''integer''' slot, [[Modding:Item|Item]] item)
+
  |[[Modding:Item|Item]]|[[Modding:Being|Being]]&#058;[[#being_get_eq_item|get_eq_item]]([[Modding:Constants#Equip Slots|Equip Slot]] slot)
+
  |'''void'''|[[Modding:Being|Being]]&#058;[[#being_set_eq_item|set_eq_item]]([[Modding:Constants#Equip Slots|Equip Slot]] slot, [[Modding:Item|Item]] item)
+
  |'''void'''|[[Modding:Being|Being]]&#058;[[#being_play_sound|play_sound]]('''Sound ID''' sound)
+
  |'''integer'''|[[Modding:Being|Being]]&#058;[[#being_get_total_resistance|get_total_resistance]]([[Modding:Constants#Resistance|Resistance]] resistance, [[Modding:Constants#BodyTarget|BodyTarget]] target)
+
  |'''boolean'''|[[Modding:Being|Being]]&#058;[[#being_use|use]]('''integer''' slot)
+
  |'''boolean'''|[[Modding:Being|Being]]&#058;[[#being_wear|wear]]('''integer''' slot)
+
  |'''boolean'''|[[Modding:Being|Being]]&#058;[[#being_pickup|pickup]]([[Modding:Coord|Coord]] pos)
+
  |'''void'''|[[Modding:Being|Being]]&#058;[[#being_attack|attack]]([[Modding:Coord|Coord]] or [[Modding:Being|Being]] target)
+
  |'''void'''|[[Modding:Being|Being]]&#058;[[#being_fire|fire]]([[Modding:Coord|Coord]] target, [[Modding:Item|Item]] weapon)
+
  |'''boolean'''|[[Modding:Being|Being]]&#058;[[#being_reload|reload]]()
+
  |'''integer'''|[[Modding:Being|Being]]&#058;[[#being_direct_seek|direct_seek]]([[Modding:Coord|Coord]] target)
+
  |'''boolean'''|[[Modding:Being|Being]]&#058;[[#being_path_find|path_find]]([[Modding:Coord|Coord]] target, '''integer''' cutoff, '''integer''' maximum)
+
  |'''integer'''|[[Modding:Being|Being]]&#058;[[#being_path_next|path_next]]()
+
  |[[Modding:Coord|Coord]]|[[Modding:Being|Being]]&#058;[[#being_flock_target|flock_target]]('''integer''' range, '''integer''' mind, '''integer''' maxd)
+
  |'''void'''|[[Modding:Being|Being]]&#058;[[#being_msg|msg]]('''string''' msg_player, '''string''' msg_being)
+
  |[[Modding:Item|Item]]|[[Modding:Being|Being]]&#058;[[#being_select_slot_by_letter|select_slot_by_letter]]('''string''' letter)
+
  |'''void'''|[[Modding:Being|Being]]&#058;[[#being_phase|phase]]([[Modding:Cell|Cell ID]] cell)
+
  |'''void'''|[[Modding:Being|Being]]&#058;[[#being_spawn|spawn]]([[Modding:Being|Being ID]] being)
+
  |'''boolean'''|[[Modding:Being|Being]]&#058;[[#being_is_visible|is_visible]]()
+
  |'''boolean'''|[[Modding:Being|Being]]&#058;[[#being_is_player|is_player]]()
+
  |'''integer'''|[[Modding:Being|Being]]&#058;[[#being_set_items|set_items]]([[Modding:ItemSet|ItemSet]] set)
+
  |'''void'''|[[Modding:Being|Being]]&#058;[[#being_nuke|nuke]]('''integer''' time)
+
  |[[Modding:Item|Item]], '''boolean'''|[[Modding:Being|Being]]&#058;[[#being_pick_mod_item|pick_mod_item]]('''string''' modletter, '''integer''' techbonus)
+
  |}}
+
|}
+
 
+
{{Anchor|being_new}}
+
;being.new([[Modding:Being|Being ID]] id) &rarr; [[Modding:Being|Being]]
+
:This creates a newly allocated being of the appropriate type. The being won't exist on the map until it is placed by e.g. Level.drop_being.
+
----
+
{{Anchor|being_destroy}}
+
;[[Modding:Being|Being]]&#058;destroy('''boolean''' silent)
+
:Deallocates the memory associated with the being and removes it from the level (if applicable). The normal results of killing a being (e.g. leaving a corpse) are ignored. The ''silent'' parameter is optional. If true, applicable OnKill and OnKillAll hooks and events will also be ignored.
+
----
+
{{Anchor|being_kill}}
+
;[[Modding:Being|Being]]&#058;kill('''boolean''' overkill)
+
:Kills the being. If the optional ''overkill'' parameter is true, then the being will be gibbed.
+
----
+
{{Anchor|being_ressurect}}
+
;[[Modding:Being|Being]]&#058;ressurect('''integer''' rrange)
+
:Resurrects a single corpse that is found within a square of side-length 2 &times; ''rrange'' + 1, centered around the being. Nearer corpses are preferred. The corpse must not have another being standing on it and must be within sight of the being (as determined by the enemy line-of-sight algorithm). The resurrected being (if any) will have BF_NOEXP set. Messages are included.
+
----
+
{{Anchor|being_apply_damage}}
+
;[[Modding:Being|Being]]&#058;apply_damage('''integer''' damage, [[Modding:Constants#BodyTarget|BodyTarget]] target, [[Modding:Constants#DamageType|DamageType]] damageType)
+
:Deals damage to the being using the given body target and damage type. (The default damage type is bullet damage.)
+
----
+
{{Anchor|being_get_name}}
+
;[[Modding:Being|Being]]&#058;get_name('''boolean''' known, '''boolean''' capitalized) &rarr; '''string'''
+
:Returns the name of the being. If ''known'' is true, "the" is added, otherwise "a" or "an" is added. If BF_UNIQUENAME is set for the being, then no article is used in either case. If ''capitalized'' is true, then the first letter will be capitalized.
+
----
+
{{Anchor|being_get_inv_item}}
+
;[[Modding:Being|Being]]&#058;get_inv_item('''integer''' slot) &rarr; [[Modding:Item|Item]]
+
;[[Modding:Being|Being]].inv&#091;'''integer''' slot] &rarr; [[Modding:Item|Item]]
+
:Returns the item in the given slot in the being's inventory. If the slot is empty, nil is returned instead. 
+
----
+
{{Anchor|being_set_inv_item}}
+
;[[Modding:Being|Being]]&#058;set_inv_item('''integer''' slot, [[Modding:Item|Item]] item)
+
;[[Modding:Being|Being]].inv&#091;'''integer''' slot] = [[Modding:Item|Item]] item
+
:Sets the given slot in the being's inventory to the given item. If the slot wasn't empty before, the previous constents are lost.
+
----
+
{{Anchor|being_get_eq_item}}
+
;[[Modding:Being|Being]]&#058;get_eq_item([[Modding:Constants#Equip Slots|Equip Slot]] slot) &rarr; [[Modding:Item|Item]]
+
;[[Modding:Being|Being]].eq&#091;[[Modding:Constants#Equip Slots|Equip Slot]] slot] &rarr; [[Modding:Item|Item]]
+
:Returns the item in the given equipment slot of the being. If the slot is empty, nil is returned instead. There are additional shorthands for each equipment slot: the ''eq'' table has .weapon, .prepared, .armor, and .boots fields.
+
----
+
{{Anchor|being_set_eq_item}}
+
;[[Modding:Being|Being]]&#058;set_eq_item([[Modding:Constants#Equip Slots|Equip Slot]] slot, [[Modding:Item|Item]] item)
+
;[[Modding:Being|Being]].eq&#091;[[Modding:Constants#Equip Slots|Equip Slot]] slot] = [[Modding:Item|Item]] item
+
:Sets the being's equipment slot to the given item. Any item that was previously in that slot is lost. There are additional shorthands for each equipment slot: the ''eq'' table has .weapon, .prepared, .armor, and .boots fields.
+
----
+
{{Anchor|being_play_sound}}
+
;[[Modding:Being|Being]]&#058;play_sound('''Sound ID''' sound)
+
:Plays the given sound as if it came from the being's position.
+
----
+
{{Anchor|being_get_total_resistance}}
+
;[[Modding:Being|Being]]&#058;get_total_resistance([[Modding:Constants#Resistance|Resistance]] resistance, [[Modding:Constants#BodyTarget|BodyTarget]] target) &rarr; '''integer'''
+
:Calculates the being's effective resistance against attacks of the given target (default is body). This accounts for inherent resists as well as equipment bonuses.
+
----
+
{{Anchor|being_use}}
+
;[[Modding:Being|Being]]&#058;use('''integer''' slot) &rarr; '''boolean'''
+
;[[Modding:Being|Being]]&#058;use([[Modding:Item|Item]] item) &rarr; '''boolean'''
+
:This makes the being use the given consumable item from its inventory. The function always returns false. (Bug: it is supposed to return true on success.)
+
----
+
{{Anchor|being_wear}}
+
;[[Modding:Being|Being]]&#058;wear('''integer''' slot) &rarr; '''boolean'''
+
;[[Modding:Being|Being]]&#058;wear([[Modding:Item|Item]] item) &rarr; '''boolean'''
+
:This makes the being wear the given eqipment from its inventory. Returns true on success and false on failure.
+
----
+
{{Anchor|being_pickup}}
+
;[[Modding:Being|Being]]&#058;pickup([[Modding:Coord|Coord]] pos) &rarr; '''boolean'''
+
:This makes the being pick up the item at the given position. ''pos'' is optional; it defaults to the being's position. Returns true on success and false on failure.
+
----
+
{{Anchor|being_attack}}
+
;[[Modding:Being|Being]]&#058;attack([[Modding:Coord|Coord]] or [[Modding:Being|Being]] target)
+
:This makes the being do a standard melee attack against the targeted being or coord.
+
----
+
{{Anchor|being_fire}}
+
;[[Modding:Being|Being]]&#058;fire([[Modding:Coord|Coord]] target, [[Modding:Item|Item]] weapon)
+
:This makes the being fire at ''target'' with ''weapon''.
+
----
+
{{Anchor|being_reload}}
+
;[[Modding:Being|Being]]&#058;reload() &rarr; '''boolean'''
+
:This makes the being reload its currently equipped weapon. The return value is true if there being had at least some of the appropriate ammo to attempt reloading with.
+
----
+
{{Anchor|being_direct_seek}}
+
;[[Modding:Being|Being]]&#058;direct_seek([[Modding:Coord|Coord]] target) &rarr; '''integer'''
+
:This makes the being take a step towards the target. The being will always try to travel in a direct path. The return value is either 0, 1, 2, or 3. 0 indicates success, 1 indicates that a wall blocked the move, 2 indicates that a door blocked the move, and 3 indicates that a being blocked the move.
+
----
+
{{Anchor|being_path_find}}
+
;[[Modding:Being|Being]]&#058;path_find([[Modding:Coord|Coord]] target, '''integer''' cutoff, '''integer''' maximum) &rarr; '''boolean'''
+
:This attempts to calculate a path between the being and ''target''. The ''cutoff'' and ''maximum'' parameters are somewhat technical, but basically they indicate how much time should be spend searching for a path. DoomRL uses 40, 200 for bosses and 10, 40 for normal enemies. The path will be remembered by the being, and can be followed using path_next. Modders should keep in mind that path-finding is a somewhat expensive operation, especially for large ''cutoff'' and ''maximum''. The return value indicates whether a path was found. Even if no path was found, a path will be loaded that will try to take the being closer to the target (although this path may be empty). This uses the AStar searching algorithm using Euclidean distance as a heuristic. The search is aborted if ''maximum'' nodes are expanded without finding the target or it ''cutoff'' nodes are expanded without getting closer to the target. When aborted, a path is created to the closest expanded node to the target in terms of the heuristic.
+
----
+
{{Anchor|being_path_next}}
+
;[[Modding:Being|Being]]&#058;path_next() &rarr; '''integer'''
+
:This causes the being to take a step along the path last calculated by path_find. The return value follows the pattern of direct_seek.
+
----
+
{{Anchor|being_flock_target}}
+
;[[Modding:Being|Being]]&#058;flock_target('''integer''' range, '''integer''' mind, '''integer''' maxd) &rarr; [[Modding:Coord|Coord]]
+
:This looks for the closest being of the same type to the being (within a square ''range''). If the being is farther than ''maxd'' away, then its position is returned. If it is closer than ''mind'', then a position opposite from the closest with respect to the being is returned. Otherwise (or if there is no nearby being of the same type), a random coord from the scanning area is returned.
+
----
+
{{Anchor|being_msg}}
+
;[[Modding:Being|Being]]&#058;msg('''string''' msg_player, '''string''' msg_being)
+
:If the being is the player, then ''msg_player'' is displayed. If the being is not the player, but visible to the player, the ''msg_being'' is displayed. If either message is nil it is ignored.
+
----
+
{{Anchor|being_select_slot_by_letter}}
+
;[[Modding:Being|Being]]&#058;select_slot_by_letter('''string''' letter) &rarr; [[Modding:Item|Item]]
+
:Returns the one of the being's equipment where "a" is for armor, "b" is for boots, "w" is for weapon, and "p" is for the prepared slot. If the slot is empty, nil is returned.
+
----
+
{{Anchor|being_phase}}
+
;[[Modding:Being|Being]]&#058;phase([[Modding:Cell|Cell ID]] cell)
+
:If ''cell'' is omitted, then the being is displaced randomly as if it used a [[phase device]] (without the flashy interface stuff). If the cell is included, the being is displaced to a random cell of the given cell id. If the chosen cell is occupied, a nearby cell is used. If no such cell exists, a random cell is chosen.
+
----
+
{{Anchor|being_spawn}}
+
;[[Modding:Being|Being]]&#058;spawn([[Modding:Being|Being ID]] being)
+
;[[Modding:Being|Being]]&#058;spawn([[Modding:Being|Being]] being)
+
:Drops a new being of the appropriate type (or the given being) nearby. The dropped being is set with the BF_NOEXP flag.
+
----
+
{{Anchor|being_is_visible}}
+
;[[Modding:Being|Being]]&#058;is_visible() &rarr; '''boolean'''
+
:Determines if the player can see the being.
+
----
+
{{Anchor|being_is_player}}
+
;[[Modding:Being|Being]]&#058;is_player() &rarr; '''boolean'''
+
:Determines if the being is the player.
+
----
+
{{Anchor|being_set_items}}
+
;[[Modding:Being|Being]]&#058;set_items([[Modding:ItemSet|ItemSet]] set) &rarr; '''integer'''
+
:Counts the number of the being's equipped items that belong to the given set.
+
----
+
{{Anchor|being_nuke}}
+
;[[Modding:Being|Being]]&#058;nuke('''integer''' time)
+
:Sets the nuke timer to ''time'' and changes the cell under the being to the nuke cell. By default, ''time'' is 1. (Setting the nuke time to 0 will disable the countdown.)
+
----
+
{{Anchor|being_pick_mod_item}}
+
;[[Modding:Being|Being]]&#058;pick_mod_item('''string''' modletter, '''integer''' techbonus) &rarr; [[Modding:Item|Item]], '''boolean'''
+
:This only works for the player. This gives the player the item select menu used by mods, and calculates whether the mod is legal (using the given ''techbonus''). This includes assembly checking. The first return value is the item on success. The second return value is true on success and false on failure. (''modletter'' should be the length one string corresponding to the mod type.)
+

Latest revision as of 23:02, 20 April 2013

Within the context of modding a 'being' can refer to:

  • The being blueprint, a structure used to define beings
  • The being API, a set of functions which can be used to manipulate beings during gameplay
  • The being object, an object that inherits from thing which represents creatures in-game as standard, alterable objects
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