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Difference between revisions of "Creature flags in DF memory"

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(Already removed, edit collision)
m (cosmetics o.0)
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===Flags Word 0 (32 bits)===
 
===Flags Word 0 (32 bits)===
* 0 - can the dwarf move or are they waiting for their movement timer
+
{|cellpadding="2"
* 1 - dead (might also be set for incoming/leaving critters that are alive)
+
!0
* 2 - currently in mood
+
| Can the dwarf move or are they waiting for their movement timer
* 3 - had a mood
+
|-
* 4 - "marauder" -- wide class of invader/inside creature attackers
+
!1
* 5 - drowning
+
| Dead (might also be set for incoming/leaving critters that are alive)
* 6 - active merchant
+
|-
* 7 - "forest" (used for units no longer linked to merchant/diplomacy,
+
!2
they just try to leave mostly)
+
| Currently in mood
* 8 - left (left the map)
+
|-
* 9 - rider
+
!3
* 10 - incoming
+
| Had a mood
* 11 - diplomat
+
|-
* 12 - zombie
+
!4
* 13 - skeleton
+
| "marauder" -- wide class of invader/inside creature attackers
* 14 - can swap tiles during movement (prevents multiple swaps)
+
|-
* 15 - on the ground (can be conscious)
+
!5
* 16 - projectile
+
| Drowning
* 17 - active invader (for organized ones)
+
|-
* 18 - hidden in ambush
+
!6
* 19 - invader origin (could be inactive and fleeing)
+
| Active merchant
* 20 - will flee if invasion turns around
+
|-
* 21 - active marauder/invader moving inward
+
!7
* 22 - marauder resident/invader moving in all the way
+
| "forest" (used for units no longer linked to merchant/diplomacy, they just try to leave mostly)
* 23 - check against flows next time you get a chance
+
|-
* 24 - ridden
+
!8
* 25 - caged
+
| Left (left the map)
* 26 - tame
+
|-
* 27 - chained
+
!9
* 28 - royal guard
+
| Rider
* 29 - fortress guard
+
|-
* 30 - suppress wield for beatings/etc
+
!10
* 31 - is an important historical figure
+
| 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
 +
|}
 
===Flags Word 1 (32 bits)===
 
===Flags Word 1 (32 bits)===
* 0 - swimming
+
{|cellpadding="2"
* 1 - play combat for sparring
+
!0
* 2 - do not notify about level gains (for embark etc)
+
| Swimming
* 3 - unused
+
|-
* 4 - nerves calculated
+
!1
* 5 - body part info calculated
+
| Play combat for sparring
* 6 - is important historical figure (slight variation)
+
|-
* 7 - has been killed by kill function (slightly different from dead, not
+
!2
necessarily violent death)
+
| Do not notify about level gains (for embark etc)
* 8 - must be forgotten by forget function (just cleanup)
+
|-
* 9 - must be deleted (cleanup)
+
!3
* 10 - recently forgotten (cleanup)
+
| Unused
* 11 - offered for trade
+
|-
* 12 - trade resolved
+
!4
* 13 - has breaks
+
| Nerves calculated
* 14 - gutted
+
|-
* 15 - circulatory spray
+
!5
* 16 - locked in for trading (it's a projectile on the other set of flags,
+
| Body part info calculated
might be what the flying was)
+
|-
* 17 - marked for slaughter
+
!6
* 18 - underworld creature
+
| Is important historical figure (slight variation)
* 19 - current resident
+
|-
* 20 - marked for special cleanup as unused load from unit block on disk
+
!7
* 21 - insulation from clothing calculated
+
| Has been killed by kill function (slightly different from dead, not necessarily violent death)
* 22 - uninvited guest
+
|-
* 23 - visitor
+
!8
* 24 - inventory order calculated
+
| Must be forgotten by forget function (just cleanup)
* 25 - vision -- have good part
+
|-
* 26 - vision -- have damaged part
+
!9
* 27 - vision -- have missing part
+
| Must be deleted (cleanup)
* 28 - breathing -- have good part
+
|-
* 29 - breathing -- having a problem
+
!10
* 30 - roaming wilderness population source
+
| Recently forgotten (cleanup)
* 31 - roaming wilderness population source -- not a map feature
+
|-
 +
!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
 +
|}

Revision as of 13:14, 29 October 2009

Creature or Unit flags

Thanks to ToadyOne for explaining what these bits do.

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

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