locationType |
objMask | positionMask | location/object | depth |
---|---|---|---|---|
1 = dungeon cell |
types of objects |
NESW (-1 = use location) |
location of cell |
depth in list |
2 = Cursor |
N/A |
N/A |
N/A |
N/A |
3 = Monster possession |
types of objects |
N/A |
Object ID of Monster |
depth in list |
4 = Character possession |
N/A |
character index |
possession index |
N/A |
5 = Chest |
types of objects |
N/A |
ObjectID of chest |
depth in list |
dungeon cell |
Location is an 18-bit integer;
(bits0-4 = Y) (bits5-9 = X) (bits10-15 = level) (bits16-17 =
positon). You can specify the same location as both the source
and destination. If you do, the depth parameter of the
destination is interpreted after the object is removed from the dungeon
cell. |
cursor |
This is the very simplest
case. As a source it succeeds if the cursor is full and as a
destination it succeeds if the cursor is empty. You should not
specify the cursor as both the source and the destination. |
monster or chest |
A chest can hold only eight
objects and a monster can hold any number. You should not specify
the same chest and monster as both the source and destination. |
character |
The location parameter specifies
the location on the character's body, in his quiver, backpack,
etc. You should not specify the same location on the same
character as both the source and destination. As a source it
succeeds if the location is full and as a destination it succeeds if
the location is empty and will accept the object being moved. You
cannot put a helmet on a character's feet. Sorry. |