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![]() | Re: PiD Item Specs | |
![]() | Posted By: Ron Hunsinger | Date: 6/25/12 5:39 p.m. |
![]() | In Response To: Re: PiD Item Specs (PerseusSpartacus) : Indeed. Also, Ron mentioned the on/off flag for lights. This is exactly
The "somebody else" is, of course, you. I hadn't thought of what toggling multiple flashlights would do until you mentioned it, and was then able to verify it (and Hopper's explanation) by looking at the code. However, I haven't said anything in this thread that addresses the behavior of multiple flashlights, because I've only spoken of what "using" an item does to its in-use flag. If you have multiple flashlights, each one has its own in-use flag (which is how it can be that some of them say "Flashlight (on)" and some just say "Flashlight" in your inventory). The odd behavior is because, in addition to these flags, there is also a single game-wide variable shared by all flashlights. Here's a more complete description of what happens when you "use" an item by double-clicking on it in your inventory. Every item in your inventory has an in-use flag, which is mostly
In addition, many item types have a separate game variable,
Weapons:
Crystals: almost exactly the same as weapons, except:
Consume: Remove from inventory, after the following action:
Light:
All times (crystalCharge, frenzyTime, etc.) are in 60ths of a
When you get hit while immuneTime(0140) is non-zero, the damage
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![]() | Replies: |
![]() | PiD Item Specs | Ron Hunsinger | 6/24/12 10:02 p.m. |
![]() | Re: PiD Item Specs | Godot | 6/25/12 7:47 a.m. |
![]() | Re: PiD Item Specs | PerseusSpartacus | 6/25/12 10:37 a.m. |
![]() | Re: PiD Item Specs | Ron Hunsinger | 6/25/12 5:39 p.m. |
![]() | Re: PiD Item Specs | PerseusSpartacus | 6/25/12 6:04 p.m. |
![]() | Re: PiD Item Specs | Hopper | 6/26/12 8:52 a.m. |
![]() | Re: PiD Item Specs | Ron Hunsinger | 6/26/12 8:26 p.m. |
![]() | Re: PiD Item Specs | Hopper | 6/28/12 8:55 p.m. |
![]() | Re: PiD Item Specs *LINK* | Ron Hunsinger | 6/25/12 2:01 p.m. |
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