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Documentation update for Terrain Flag and MAGIC.md (#45833)
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Co-authored-by: anothersimulacrum <[email protected]>
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Maleclypse and anothersimulacrum authored Dec 7, 2020
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9 changes: 5 additions & 4 deletions doc/JSON_FLAGS.md
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## Notes

- Some flags (items, effects, vehicle parts) have to be defined in `flags.json` or `vp_flags.json` (with type: `json_flag`) to work correctly.
- Some flags (items, effects, vehicle parts) have to be defined in `flags.json` or `vp_flags.json` (with type: `json_flag`) to work correctly.
- Many of the flags intended for one category or item type, can be used in other categories or item types. Experiment to see where else flags can be used.
- Offensive and defensive flags can be used on any item type that can be wielded.

Expand Down Expand Up @@ -565,6 +565,7 @@ List of known flags, used in both `terrain.json` and `furniture.json`.
- ```NO_FLOOR``` Things should fall when placed on this tile
- ```NO_SIGHT``` Creature on this tile have their sight reduced to one tile
- ```NO_SCENT``` This tile cannot have scent values, which prevents scent diffusion through this tile
- ```NO_SHOOT``` Terrain with this flag cannot be damaged by ranged attacks, and ranged attacks will not pass through it.
- ```OPENCLOSE_INSIDE``` If it's a door (with an 'open' or 'close' field), it can only be opened or closed if you're inside.
- ```PAINFUL``` May cause a small amount of pain.
- ```PERMEABLE``` Permeable for gases.
Expand All @@ -587,7 +588,7 @@ List of known flags, used in both `terrain.json` and `furniture.json`.
- ```SHORT``` Feature too short to collide with vehicle protrusions. (mirrors, blades).
- ```SIGN``` Show written message on examine.
- ```SMALL_PASSAGE``` This terrain or furniture is too small for large or huge creatures to pass through.
- ```SUN_ROOF_ABOVE``` This furniture (terrain is not supported currently) has a "fake roof" above, that blocks sunlight. Special hack for #44421, to be removed later.
- ```SUN_ROOF_ABOVE``` This furniture (terrain is not supported currently) has a "fake roof" above, that blocks sunlight. Special hack for #44421, to be removed later.
- ```SUPPORTS_ROOF``` Used as a boundary for roof construction.
- ```SUPPRESS_SMOKE``` Prevents smoke from fires; used by ventilated wood stoves, etc.
- ```SWIMMABLE``` Player and monsters can swim through it.
Expand Down Expand Up @@ -1287,7 +1288,7 @@ Melee flags are fully compatible with tool flags, and vice versa.
- ```FISH_POOR``` When used for fishing, it's a poor tool (requires that the matching use_action has been set).
- ```HAS_RECIPE``` Used by the E-Ink tablet to indicates it's currently showing a recipe.
- ```IS_UPS``` Item is Unified Power Supply. Used in active item processing
- ```LIGHT_[X]``` Illuminates the area with light intensity `[X]` where `[X]` is an intensity value. (e.x. `LIGHT_4` or `LIGHT_100`). Note: this flags sets `itype::light_emission` field and then is removed (can't be found using `has_flag`);
- ```LIGHT_[X]``` Illuminates the area with light intensity `[X]` where `[X]` is an intensity value. (e.x. `LIGHT_4` or `LIGHT_100`). Note: this flags sets `itype::light_emission` field and then is removed (can't be found using `has_flag`);
- ```MC_MOBILE```, ```MC_RANDOM_STUFF```, ```MC_SCIENCE_STUFF```, ```MC_USED```, ```MC_HAS_DATA``` Memory card related flags, see `iuse.cpp`
- ```NO_DROP``` Item should never exist on map tile as a discrete item (must be contained by another item)
- ```NO_UNLOAD``` Cannot be unloaded.
Expand Down Expand Up @@ -1506,4 +1507,4 @@ Gun fault flags:
#### Parameters
- ```turns_into``` Causes this fault to apply to the item just mended.
- ```also_mends``` Causes this fault to be mended (in addition to fault selected) once that fault is mended.
- ```also_mends``` Causes this fault to be mended (in addition to fault selected) once that fault is mended.
9 changes: 9 additions & 0 deletions doc/MAGIC.md
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Expand Up @@ -530,3 +530,12 @@ The damage enchantment values are for melee only.
* ITEM_COVERAGE
* ITEM_ATTACK_SPEED
* ITEM_WET_PROTECTION

Examples
{ "value": "ARMOR_ELEC", "add": -20 } subtracts 20 points of electrical damage
{ "value": "ATTACK_SPEED", "add": -60 } subtracts 60 moves from attacking making the attack faster
{ "value": "ARMOR_COLD", "multiply": -0.4 } subtracts 40 percent of the any cold damage
{ "value": "ARMOR_HEAT", "multiply": 0.4 } increases damage taken from fire by 40 percent
{ "value": "ARMOR_CUT", "add": 2 } increases cut damage taken by 2
{ "value": "ARMOR_BIO", "multiply": -1.4 } subtracts 140 percent of the any bio damage giving 40% of damage dealt as increased health
{ "value": "ARMOR_ACID", "multiply": 1.4 } increases damage taken from acid by 140 percent

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