Module_items (new flags in Warband)
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Module_items (new flags in Warband)
List of item flags that weren't in M&B 1 yet:
itp_type_horse (was there, but now there is also a:)
itp_type_animal
Most imporatant new flags:
itp_can_penetrate_shield, is for ammo, not crossbows/guns themselves it seems.
itp_next_item_as_melee, next item entry is used as melee, can not be ranged!
itp_offset_lance, Moves the polearm forward, holding it further down the shaft, for couching purposes.
itp_couchable, probably doesn't need explanation.
itp_crush_through, hammertime!
itp_unbalanced, for the Unbalanced flag, needed for some axes and such.
- Spoiler:
###################################################
# header items.py
# This file contains declarations for items
# DO NOT EDIT THIS FILE!
###################################################
from header_common import *
from header_item_modifiers import *
#item flags
itp_type_horse = 0x0000000000000001
itp_type_one_handed_wpn = 0x0000000000000002
itp_type_two_handed_wpn = 0x0000000000000003
itp_type_polearm = 0x0000000000000004
itp_type_arrows = 0x0000000000000005
itp_type_bolts = 0x0000000000000006
itp_type_shield = 0x0000000000000007
itp_type_bow = 0x0000000000000008
itp_type_crossbow = 0x0000000000000009
itp_type_thrown = 0x000000000000000a
itp_type_goods = 0x000000000000000b
itp_type_head_armor = 0x000000000000000c
itp_type_body_armor = 0x000000000000000d
itp_type_foot_armor = 0x000000000000000e
itp_type_hand_armor = 0x000000000000000f
itp_type_pistol = 0x0000000000000010
itp_type_musket = 0x0000000000000011
itp_type_bullets = 0x0000000000000012
itp_type_animal = 0x0000000000000013
itp_type_book = 0x0000000000000014
##itp_attach_left_item = 0x000000100
##itp_attach_left_hand = 0x000000200
##itp_attach_forearm = 0x000000300
##itp_attach_armature = 0x000000f00
itp_force_attach_left_hand = 0x0000000000000100
itp_force_attach_right_hand = 0x0000000000000200
itp_force_attach_left_forearm = 0x0000000000000300
itp_attach_armature = 0x0000000000000f00
itp_attachment_mask = 0x0000000000000f00
itp_unique = 0x0000000000001000
itp_always_loot = 0x0000000000002000
##itp_melee = 0x000002000
itp_no_parry = 0x0000000000004000
##itp_spear = 0x000008000 #obsolete
itp_default_ammo = 0x0000000000008000
itp_merchandise = 0x0000000000010000
itp_wooden_attack = 0x0000000000020000
itp_wooden_parry = 0x0000000000040000
itp_food = 0x0000000000080000
#itp_bow = 0x0000000000000010
#itp_shield = 0x0000000000000020
#itp_javelin = 0x0000000000000040
#itp_crossbow = 0x0000000000000080
itp_cant_reload_on_horseback = 0x0000000000100000
itp_two_handed = 0x0000000000200000
itp_primary = 0x0000000000400000
itp_secondary = 0x0000000000800000
itp_covers_legs = 0x0000000001000000
itp_doesnt_cover_hair = 0x0000000001000000
itp_can_penetrate_shield = 0x0000000001000000
itp_consumable = 0x0000000002000000
itp_bonus_against_shield = 0x0000000004000000
itp_penalty_with_shield = 0x0000000008000000
itp_cant_use_on_horseback = 0x0000000010000000
itp_civilian = 0x0000000020000000
itp_next_item_as_melee = 0x0000000020000000
itp_fit_to_head = 0x0000000040000000
itp_offset_lance = 0x0000000040000000
itp_covers_head = 0x0000000080000000
itp_couchable = 0x0000000080000000
itp_crush_through = 0x0000000100000000
#itp_knock_back = 0x0000000200000000 being used?
itp_remove_item_on_use = 0x0000000400000000
itp_unbalanced = 0x0000000800000000
#equipment slots
ek_item_0 = 0
ek_item_1 = 1
ek_item_2 = 2
ek_item_3 = 3
ek_head = 4
ek_body = 5
ek_foot = 6
ek_gloves = 7
ek_horse = 8
ek_food = 9
max_inventory_items = 96
num_equipment_kinds = ek_food + 1
num_weapon_proficiencies = 7
#damage types:
cut = 0
pierce = 1
blunt = 2
ibf_armor_mask = 0x00000000000000000000000ff
ibf_damage_mask = 0x00000000000000000000003ff
ibf_10bit_mask = 0x00000000000000000000003ff
ibf_head_armor_bits = 0
ibf_body_armor_bits = 8
ibf_leg_armor_bits = 16
ibf_weight_bits = 24
ibf_difficulty_bits = 32
ibf_hitpoints_mask = 0x0000ffff
ibf_hitpoints_bits = 40
#iwf_damage_mask = 0x10000000000000ff #make sure value is 64 bits so that << will work
iwf_swing_damage_bits = 50
iwf_swing_damage_type_bits = 58
iwf_thrust_damage_bits = 60
iwf_thrust_damage_type_bits = 68
iwf_weapon_length_bits = 70
iwf_speed_rating_bits = 80
iwf_shoot_speed_bits = 90
iwf_max_ammo_bits = 100 # use this for shield endurance too?
iwf_abundance_bits = 110
iwf_accuracy_bits = 16 #reuse leg_armor for accuracy
#iwf_horse_speed_bits = 8
#iwf_horse_maneuver_bits = 16
#iwf_horse_charge_bits = 24
iwf_damage_type_bits = 8
def weight(x):
a = int(4.0 * x)
a = ibf_armor_mask & a
return (((bignum | a) & ibf_armor_mask) << ibf_weight_bits)
def get_weight(y):
a = (y >> ibf_weight_bits) & ibf_armor_mask
return 0.25 * a
def head_armor(x):
return (((bignum | x) & ibf_armor_mask) << ibf_head_armor_bits)
def get_head_armor(y):
return (y >> ibf_head_armor_bits) & ibf_armor_mask
def body_armor(x):
return (((bignum | x) & ibf_armor_mask) << ibf_body_armor_bits)
def get_body_armor(y):
return (y >> ibf_body_armor_bits) & ibf_armor_mask
def leg_armor(x):
return (((bignum | x) & ibf_armor_mask) << ibf_leg_armor_bits)
def get_leg_armor(y):
return (y >> ibf_leg_armor_bits) & ibf_armor_mask
def difficulty(x):
return (((bignum | x) & ibf_armor_mask) << ibf_difficulty_bits)
def get_difficulty(y):
return (y >> ibf_difficulty_bits) & ibf_armor_mask
def hit_points(x):
return (((bignum | x) & ibf_hitpoints_mask) << ibf_hitpoints_bits)
def get_hit_points(y):
return (y >> ibf_hitpoints_bits) & ibf_hitpoints_mask
def spd_rtng(x):
return (((bignum | x) & ibf_armor_mask) << iwf_speed_rating_bits)
def get_speed_rating(y):
return (y >> iwf_speed_rating_bits) & ibf_armor_mask
def shoot_speed(x):
return (((bignum | x) & ibf_10bit_mask) << iwf_shoot_speed_bits)
def get_missile_speed(y):
return (y >> iwf_shoot_speed_bits) & ibf_10bit_mask
def horse_scale(x):
return (((bignum | x) & ibf_10bit_mask) << iwf_weapon_length_bits)
def weapon_length(x):
return (((bignum | x) & ibf_10bit_mask) << iwf_weapon_length_bits)
def shield_width(x):
return weapon_length(x)
def shield_height(x):
return shoot_speed(x)
def get_weapon_length(y):
return ((y >> iwf_weapon_length_bits) & ibf_10bit_mask)
def max_ammo(x):
return (((bignum | x) & ibf_armor_mask) << iwf_max_ammo_bits)
def get_max_ammo(y):
return (y >> iwf_max_ammo_bits) & ibf_armor_mask
def swing_damage(damage,damage_type):
x = ((damage_type << iwf_damage_type_bits) | (damage & ibf_armor_mask))
return (((bignum | x) & ibf_damage_mask) << iwf_swing_damage_bits)
def get_swing_damage(y):
return (y >> iwf_swing_damage_bits) & ibf_damage_mask
def thrust_damage(damage,damage_type):
x = ((damage_type << iwf_damage_type_bits) | (damage & ibf_armor_mask))
return (((bignum | x) & ibf_damage_mask) << iwf_thrust_damage_bits)
def get_thrust_damage(y):
return (y >> iwf_thrust_damage_bits) & ibf_damage_mask
def horse_speed(x):
return shoot_speed(x)
def horse_maneuver(x):
return spd_rtng(x)
def horse_charge(x):
return thrust_damage(x,0)
def food_quality(x):
return head_armor(x)
def abundance(x):
return (((bignum | x) & ibf_armor_mask) << iwf_abundance_bits)
def get_abundance(y):
abnd = (y >> iwf_abundance_bits) & ibf_armor_mask
if (abnd == 0):
abnd = 100
return abnd
def accuracy(x):
return leg_armor(x)
# Item capabilities:
itcf_thrust_onehanded = 0x0000000000000001
itcf_overswing_onehanded = 0x0000000000000002
itcf_slashright_onehanded = 0x0000000000000004
itcf_slashleft_onehanded = 0x0000000000000008
itcf_thrust_twohanded = 0x0000000000000010
itcf_overswing_twohanded = 0x0000000000000020
itcf_slashright_twohanded = 0x0000000000000040
itcf_slashleft_twohanded = 0x0000000000000080
itcf_thrust_polearm = 0x0000000000000100
itcf_overswing_polearm = 0x0000000000000200
itcf_slashright_polearm = 0x0000000000000400
itcf_slashleft_polearm = 0x0000000000000800
itcf_shoot_bow = 0x0000000000001000
itcf_shoot_javelin = 0x0000000000002000
itcf_shoot_crossbow = 0x0000000000004000
itcf_throw_stone = 0x0000000000010000
itcf_throw_knife = 0x0000000000020000
itcf_throw_axe = 0x0000000000030000
itcf_throw_javelin = 0x0000000000040000
itcf_shoot_pistol = 0x0000000000070000
itcf_shoot_musket = 0x0000000000080000
itcf_shoot_mask = 0x00000000000ff000
itcf_horseback_thrust_onehanded = 0x0000000000100000
itcf_horseback_overswing_right_onehanded = 0x0000000000200000
itcf_horseback_overswing_left_onehanded = 0x0000000000400000
itcf_horseback_slashright_onehanded = 0x0000000000800000
itcf_horseback_slashleft_onehanded = 0x0000000001000000
itcf_thrust_onehanded_lance = 0x0000000004000000
itcf_thrust_onehanded_lance_horseback = 0x0000000008000000
itcf_carry_mask = 0x00000007f0000000
itcf_carry_sword_left_hip = 0x0000000010000000
itcf_carry_axe_left_hip = 0x0000000020000000
itcf_carry_dagger_front_left = 0x0000000030000000
itcf_carry_dagger_front_right = 0x0000000040000000
itcf_carry_quiver_front_right = 0x0000000050000000
itcf_carry_quiver_back_right = 0x0000000060000000
itcf_carry_quiver_right_vertical = 0x0000000070000000
itcf_carry_quiver_back = 0x0000000080000000
itcf_carry_revolver_right = 0x0000000090000000
itcf_carry_pistol_front_left = 0x00000000a0000000
itcf_carry_bowcase_left = 0x00000000b0000000
itcf_carry_mace_left_hip = 0x00000000c0000000
itcf_carry_axe_back = 0x0000000100000000
itcf_carry_sword_back = 0x0000000110000000
itcf_carry_kite_shield = 0x0000000120000000
itcf_carry_round_shield = 0x0000000130000000
itcf_carry_buckler_left = 0x0000000140000000
itcf_carry_crossbow_back = 0x0000000150000000
itcf_carry_bow_back = 0x0000000160000000
itcf_carry_spear = 0x0000000170000000
itcf_carry_board_shield = 0x0000000180000000
itcf_carry_katana = 0x0000000210000000
itcf_carry_wakizashi = 0x0000000220000000
itcf_show_holster_when_drawn = 0x0000000800000000
itcf_reload_pistol = 0x0000007000000000
itcf_reload_musket = 0x0000008000000000
itcf_reload_mask = 0x000000f000000000
itcf_parry_forward_onehanded = 0x0000010000000000
itcf_parry_up_onehanded = 0x0000020000000000
itcf_parry_right_onehanded = 0x0000040000000000
itcf_parry_left_onehanded = 0x0000080000000000
itcf_parry_forward_twohanded = 0x0000100000000000
itcf_parry_up_twohanded = 0x0000200000000000
itcf_parry_right_twohanded = 0x0000400000000000
itcf_parry_left_twohanded = 0x0000800000000000
itcf_parry_forward_polearm = 0x0001000000000000
itcf_parry_up_polearm = 0x0002000000000000
itcf_parry_right_polearm = 0x0004000000000000
itcf_parry_left_polearm = 0x0008000000000000
itcf_horseback_slash_polearm = 0x0010000000000000
itcf_force_64_bits = 0x8000000000000000
#combined capabilities
itc_cleaver = itcf_force_64_bits | (itcf_overswing_onehanded|itcf_slashright_onehanded|itcf_slashleft_onehanded |
itcf_horseback_slashright_onehanded|itcf_horseback_slashleft_onehanded)
itc_dagger = itc_cleaver | itcf_thrust_onehanded
itc_parry_onehanded = itcf_force_64_bits | itcf_parry_forward_onehanded| itcf_parry_up_onehanded | itcf_parry_right_onehanded |itcf_parry_left_onehanded
itc_longsword = itc_dagger | itc_parry_onehanded
itc_scimitar = itc_cleaver | itc_parry_onehanded
itc_parry_two_handed = itcf_force_64_bits | itcf_parry_forward_twohanded | itcf_parry_up_twohanded | itcf_parry_right_twohanded | itcf_parry_left_twohanded
itc_cut_two_handed = itcf_force_64_bits | (itcf_slashright_twohanded | itcf_slashleft_twohanded | itcf_overswing_twohanded |
itcf_horseback_slashright_onehanded|itcf_horseback_slashleft_onehanded)
itc_greatsword = itc_cut_two_handed | itcf_thrust_twohanded | itc_parry_two_handed |itcf_thrust_onehanded_lance
itc_nodachi = itc_cut_two_handed | itc_parry_two_handed
itc_bastardsword = itc_cut_two_handed | itcf_thrust_twohanded | itc_parry_two_handed |itc_dagger
itc_morningstar = itc_cut_two_handed | itc_parry_two_handed |itc_cleaver
itc_parry_polearm = itcf_parry_forward_polearm | itcf_parry_up_polearm | itcf_parry_right_polearm | itcf_parry_left_polearm
itc_poleaxe = itc_parry_polearm| itcf_overswing_polearm |itcf_thrust_polearm|itcf_slashright_polearm|itcf_slashleft_polearm
itc_staff = itc_parry_polearm| itcf_thrust_onehanded_lance |itcf_thrust_onehanded_lance_horseback| itcf_overswing_polearm |itcf_thrust_polearm|itcf_slashright_polearm|itcf_slashleft_polearm
itc_spear = itc_parry_polearm| itcf_thrust_onehanded_lance |itcf_thrust_onehanded_lance_horseback | itcf_thrust_polearm
itc_cutting_spear = itc_spear|itcf_overswing_polearm
itc_pike = itcf_thrust_onehanded_lance |itcf_thrust_onehanded_lance_horseback | itcf_thrust_polearm
itc_guandao = itc_parry_polearm|itcf_overswing_polearm|itcf_thrust_polearm|itcf_slashright_polearm|itcf_slashleft_polearm|itcf_horseback_slashright_onehanded|itcf_horseback_slashleft_onehanded|itcf_horseback_slash_polearm
itc_greatlance = itcf_thrust_onehanded_lance |itcf_thrust_onehanded_lance_horseback| itcf_thrust_polearm
#EXtra Mesh IDs
ixmesh_inventory = 0x1000000000000000
ixmesh_flying_ammo = 0x2000000000000000
ixmesh_carry = 0x3000000000000000
itp_type_horse (was there, but now there is also a:)
itp_type_animal
Most imporatant new flags:
itp_can_penetrate_shield, is for ammo, not crossbows/guns themselves it seems.
itp_next_item_as_melee, next item entry is used as melee, can not be ranged!
itp_offset_lance, Moves the polearm forward, holding it further down the shaft, for couching purposes.
itp_couchable, probably doesn't need explanation.
itp_crush_through, hammertime!
itp_unbalanced, for the Unbalanced flag, needed for some axes and such.
Arch3r- Admin
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