Main
Introduction
Storyboard
Release Information
Awards
Starting a Game
About A. Crowther
Interface
Monitors
Movements
Droid Status
Disk
Group Display
Hands
Sleep & Pause
Remote Control
Preferences
Droids
Skills
Inventory
Tools
Weapons
Droid Parts
The Camera
Items
Dev-Scapes
Optics
Environment
Walls
Doors
Shops
Encounters
Miscellaneous
Miscellaneous
FAQ
Tips & Tricks
Pre-Captive
Bugs
Did You Know?
Tools
Technical
The Map Generator
Sounds
Disk Directory
Drawing Encounters
Flying Items
Internal Graphics
Holamap
Fire Hydrants
View Rendering
Website
History
Acknowledgments
Links/Contact

Flying Items

A flying item is considered to be any object moving in the air due to the action of an individual. This includes projectiles fired by a weapon or an item thrown by a droid. Even though a projectile such as a fireball generated from a Flame-Thrower isn't something a droid can pick up, it is still internally considered an item.

Each flying item has an entry in a list and follows a specific structure of information. This list is designed to control a maximum of 32 flying items.

Structure

The current vertical location of the item

The initial value of this parameter is the location of the individual who created the flying item

The current horizontal location of the item

The initial value of this parameter is the location of the individual who created the flying item

The identification number of the item

Every item has an identification number. There are 115 items with the last 13 being items that the droids cannot pick up.

Item data

Holds information that defines the specifications of the flying item. The information depends on the type of item. For example, it could be the number of shots if it's ammunition, the health of an arm, the number of pieces in a gold bag, etc.

Location of the item in the cell

Each cell of a base is divided into a 3x3 matrix. This can be seen by 9 encounters occupying the same cell if the encounter is small enough.

Height

Defines if the item is flying high or flying low. When using a weapon, the column (left, center, right) is determined by the position of the individual firing the weapon, and the row (high or low) is determined by the type of weapon used. When using an object (or electric bolt), the position and height of the item depends on where the play screen was clicked. There are 6 throwing regions.

Direction

Specifies which direction the item is flying.

Death timer

A timer that decreases each time the item changes subcell (a cell of the 3x3 matrix explained earlier). When the timer reaches 0, the item either falls onto the floor (if it's an item that can be picked up) or dissipates (if it's a projectile). The initial value of this timer depends on the agility of the leader's left arm or, if it's a projectile, the type and quality of the weapon.

Damage

The amount of points an encounter will lose if hit by this item. This value decreases each time the item changes subcell, so always try to fire on an encounter as close as possible to inflict maximum damage.

Movement

With the thought of splitting a cell into a 3x3 matrix, an item that is flying moves twice in the same cell before moving onto the next cell. The subcells used depend on how the flying item was created. Consider the following image picturing 5 floor cells seen from the top with each cell divided into 9 subcells:

If, for example, the droids are in the red cell facing the yellow cell, and a clipboard is thrown from the left edge of the view, the clipboard will initially occupy subcell 1 of the red cell. It will then move to subcell 7 of the cell in front of them and then move to subcell 1 of that same cell, and so on. If the item is generated from the green cell facing the blue cell using the right edge of the view, the item will travel using subcells 1 and 3 starting at the green cell.

Middle subcells 2, 4, 6 and 8 can also be used if the item is generated in the middle of the screen, but subcell 5 will never be used for this purpose.