confusing flags

Discussion in 'Modding and Scripting Support' started by theorel, Jun 13, 2008.

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  1. theorel

    theorel New Member

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    Ok, so, I started playing around with proto editing, and messing around with flags, when I realized that magical weapons are not magical. So that brings me to the question what does the Is Magical flag do?
    Which brings up some other questions about flags, basically these are all the flags that don't make immediate sense to me, and I'm wondering if someone could fill me in on what they do.
    -many things-
    Don't Light
    Illusion
    Stoned
    -weapons-
    Transfer Light
    No Display
    Uber
    Is Magical
    -containers-
    busted
    sticky

    Thanks for any help.
     
  2. team a

    team a New Member

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    "Don't light" - isn't affacted by the surrounding light. Obviously, there isn't much reason to use this, and it should only be used in worlded for certain scenery. Keep in mind that "lighting" refers to how the game keeps an object dark as well, so enabling this flag makes the object bright as if the light was turned up to maximum on your map lighting scheme.

    Illusion- no longer works

    Stoned- I think this deals with critters that damage your weapons when you hit them. I'm unsure about this one.

    No Display- for items. When this flag is on, the critter or item holding it gets credit for having it, but can't see it. This mechanism is used for key rings: you still have the keys, but they're marked as "no display". Generally, there isn't a reason to do this.

    EDIT: Is Magickal - I can't account for any reason for this flag. It would appear that it is no longer used.

    Sticky - as in, "this door has sticky hinges." prevents the auto-close of a door, which usually happens a few seconds after you open it. For containers, the container is opened, and instead of switching back to its "closed" art, it keeps its "open" art, which could normally only be seen in the little circle in the upper-left of the interface

    Transfer light - does nothing

    EDIT: busted- should indicate that a lock is broken for a door or container. However, the game engine generally destroys such an object, rather than simply busting its lock. It looks like part of a game mechanic that wasn't completed, and Troika was forced to take the quick way out. This should be fixed in the game engine, because it would be a lot more logical. Anyway, this is how it currently works:
    -a busted object works as if it were unlocked.
    -it displays "unlocked" instead of "busted"
    -it can still be lockpicked, and it is still possible to get the successful lockpicking message. However, it will continue to say unlocked (i.e. busted) because the lock state of the item doesn't affect either what it says, or whether it can be opened.

    EDIT: uber - this item is required to kill a critter marked "nigh-invulnerable." L'anamelach in Arcanum is an example of this. However, the Blade of Xerxes does not seem to have been marked with the "uber" flag, but this situation is handled by scripting instead. I would guess that uber was originally used, but the scripting was changed for some reason. Doesn't really make sense, but i think this encounter is glitched anyway, as you have to kill Vincent with the blade, but not while he's attacking, and it's unpredictable. And, the appearance of L'anamelach (who has the actual "nigh-invulnerable" flag) indicates failure. This use of uber and "nigh invulnerable" works in the actual game engine, but there are no working instances within the Arcanum module.
     
  3. theorel

    theorel New Member

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    Thank you very much! I don't think I would have been able to figure most of those out.
     
  4. Anonymous

    Anonymous Guest

    OIF_IS_MAGICAL - Used internally to keep track of items that have charges. To make an item that is considered magickal by the game, give it a positive magick-tech complexity. It also enables the spell menu for weapons (even if they don't have spells).

    OCF2_NIGH_INVULNERABLE - This creature can only be be damaged by items marked as Uber.
    OIF_UBER - This item can harm creatures marked as “Nigh Invulnerable”.

    These two flags are used for Kerghan in the regenerative shell and the Kryggird's Falchion.
     
  5. team a

    team a New Member

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    OIF_IS_MAGICAL - I saw a description to this effect in the worlded manual, but I didn't see this flag set in the Staff of Healing, Shaman's staff, or Mage's staff protos, which I know are supposed to use charges (this in the stock game.) The Stillwater Blade also has spells, although no charges. It seems like uses are controlled by the spell mana counter, with -1 for infinity, not the is_magical object flag. I could have sworn I've seen it before, but I forget where.

    OCF2_NIGH_INVULNERABLE & OIF_UBER: good call, Drog. This would be why the Blade of Xerxes doesn't have uber. If only Troika used onames with this, but I guess there just wasn't a call for it.
     
  6. Anonymous

    Anonymous Guest

    It's not a feature, it's a bug. Some of TROIKA's designers, who didn't know what the flag does, have put it on a lot of unique items, thus they had empty spell menus. Normally, a weapon shows the spell menu if it has charges. The flag is for internal use by the engine only.

    OCF2_NIGH_INVULNERABLE is often used in place of OF_INVULNERABLE because it's not possible to put OF_ flags (Object Flags) on creature prototypes. That's why L'anamelach has it.
     
  7. team a

    team a New Member

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  8. God

    God New Member

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  9. The_Bob

    The_Bob Administrator Staff Member

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    Fuck you, God.
     
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