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Difference between revisions of "Creature flags in DF memory"
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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 |
− | * | + | * 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) | 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 | |
− | * play combat for sparring | + | * 2 - do not notify about level gains (for embark etc) |
− | * do not notify about level gains (for embark etc) | + | * 3 - unused |
− | * unused | + | * 4 - nerves calculated |
− | * nerves calculated | + | * 5 - body part info calculated |
− | * body part info calculated | + | * 6 - is important historical figure (slight variation) |
− | * is important historical figure (slight variation) | + | * 7 - has been killed by kill function (slightly different from dead, not |
− | |||
− | |||
necessarily violent death) | necessarily violent death) | ||
− | + | * 8 - must be forgotten by forget function (just cleanup) | |
− | + | * 9 - must be deleted (cleanup) | |
− | * must be deleted (cleanup) | + | * 10 - recently forgotten (cleanup) |
− | * recently forgotten (cleanup) | + | * 11 - offered for trade |
− | * offered for trade | + | * 12 - trade resolved |
− | * trade resolved | + | * 13 - has breaks |
− | * has breaks | + | * 14 - gutted |
− | * 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) | 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 | |
− | * marked for special cleanup as unused load from unit block on disk | + | * 23 - visitor |
− | * insulation from clothing calculated | + | * 24 - inventory order calculated |
− | * uninvited guest | + | * 25 - vision -- have good part |
− | * visitor | + | * 26 - vision -- have damaged part |
− | + | * 27 - vision -- have missing part | |
− | + | * 28 - breathing -- have good part | |
− | * vision -- have good part | + | * 29 - breathing -- having a problem |
− | * vision -- have damaged part | + | * 30 - roaming wilderness population source |
− | * vision -- have missing part | + | * 31 - roaming wilderness population source -- not a map feature |
− | * breathing -- have good part | ||
− | * breathing -- having a problem | ||
− | * roaming wilderness population source | ||
− | * roaming wilderness population source -- not a map feature |
Revision as of 11:57, 29 October 2009
Creature or Unit flags
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 Lord Nightmare 11:51, 29 October 2009 (UTC)
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