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Editing Creature flags in DF memory
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Latest revision | Your text | ||
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Thanks to ToadyOne for explaining what these bits do. | Thanks to ToadyOne for explaining what these bits do. | ||
− | + | =====Stuff with > > was (or wasn't) known by dfhack authors, will be removed when i have time [[User:Lord Nightmare|Lord Nightmare]] 11:51, 29 October 2009 (UTC)==== | |
===Flags Word 0 (32 bits)=== | ===Flags Word 0 (32 bits)=== | ||
− | + | * 0 - can the dwarf move or are they waiting for their movement timer | |
− | + | * 1 - dead (might also be set for incoming/leaving critters that are alive) | |
− | + | * 2 - currently in mood | |
− | + | * 3 - had a mood | |
− | + | * 4 - "marauder" -- wide class of invader/inside creature attackers | |
− | + | * 5 - drowning | |
− | + | * 6 - active merchant | |
− | + | * 7 - "forest" (used for units no longer linked to merchant/diplomacy, | |
− | + | they just try to leave mostly) | |
− | + | * 8 - left (left the map) | |
− | + | * 9 - rider | |
− | + | * 10 - incoming | |
− | + | * 11 - diplomat | |
− | + | * 12 - zombie | |
− | + | * 13 - skeleton | |
− | + | * 14 - can swap tiles during movement (prevents multiple swaps) | |
− | + | * 15 - on the ground (can be conscious) | |
− | + | * 16 - projectile | |
− | + | * 17 - active invader (for organized ones) | |
− | + | * 18 - hidden in ambush | |
− | + | * 19 - invader origin (could be inactive and fleeing) | |
− | + | * 20 - will flee if invasion turns around | |
− | + | * 21 - active marauder/invader moving inward | |
− | + | * 22 - marauder resident/invader moving in all the way | |
− | + | * 23 - check against flows next time you get a chance | |
− | + | * 24 - ridden | |
− | + | * 25 - caged | |
− | + | * 26 - tame | |
− | + | * 27 - chained | |
− | + | * 28 - royal guard | |
− | + | * 29 - fortress guard | |
− | + | * 30 - suppress wield for beatings/etc | |
− | + | * 31 - is an important historical figure | |
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===Flags Word 1 (32 bits)=== | ===Flags Word 1 (32 bits)=== | ||
− | + | * 0 - swimming | |
− | + | * 1 - play combat for sparring | |
− | + | * 2 - do not notify about level gains (for embark etc) | |
− | + | * 3 - unused | |
− | + | * 4 - nerves calculated | |
− | + | * 5 - body part info calculated | |
− | + | * 6 - is important historical figure (slight variation) | |
− | + | * 7 - has been killed by kill function (slightly different from dead, not | |
− | + | necessarily violent death) | |
− | + | * 8 - must be forgotten by forget function (just cleanup) | |
− | + | * 9 - must be deleted (cleanup) | |
− | + | * 10 - recently forgotten (cleanup) | |
− | + | * 11 - offered for trade | |
− | + | * 12 - trade resolved | |
− | + | * 13 - has breaks | |
− | + | * 14 - gutted | |
− | + | * 15 - circulatory spray | |
− | + | * 16 - locked in for trading (it's a projectile on the other set of flags, | |
− | + | might be what the flying was) | |
− | + | * 17 - marked for slaughter | |
− | + | * 18 - underworld creature | |
− | + | * 19 - current resident | |
− | + | * 20 - marked for special cleanup as unused load from unit block on disk | |
− | + | * 21 - insulation from clothing calculated | |
− | + | * 22 - uninvited guest | |
− | + | * 23 - visitor | |
− | + | * 24 - inventory order calculated | |
− | + | * 25 - vision -- have good part | |
− | + | * 26 - vision -- have damaged part | |
− | + | * 27 - vision -- have missing part | |
− | + | * 28 - breathing -- have good part | |
− | + | * 29 - breathing -- having a problem | |
− | + | * 30 - roaming wilderness population source | |
− | + | * 31 - roaming wilderness population source -- not a map feature | |
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