AIJump(actor, pos_vector, unknown_flex);
DataMaster lists this verb's last value as unknown flex, saying it may have something to do with mass. All of my testing indicates it is the factor by which the jumpspeed setting of the actor (defined its the JKL/Template) will be multiplied by.
A jumpspeed of 1.5 with the flex set to 2.0 results in the same height of jump as a jumpspeed of 3.0 and a flex set to 1.0, for instance. I only played with a handful of values...but it seemed pretty clear to me that was what the value did.
This is why, when that value is set to say, 100...the actor dies from a head injury. It sets their jumpspeed to jumpspeed * 100 for *that jump only*.
I'm sure some one else has discovered this minute detail, but I thought I'd post it here just in case.
DataMaster lists this verb's last value as unknown flex, saying it may have something to do with mass. All of my testing indicates it is the factor by which the jumpspeed setting of the actor (defined its the JKL/Template) will be multiplied by.
A jumpspeed of 1.5 with the flex set to 2.0 results in the same height of jump as a jumpspeed of 3.0 and a flex set to 1.0, for instance. I only played with a handful of values...but it seemed pretty clear to me that was what the value did.
This is why, when that value is set to say, 100...the actor dies from a head injury. It sets their jumpspeed to jumpspeed * 100 for *that jump only*.
I'm sure some one else has discovered this minute detail, but I thought I'd post it here just in case.
-El Scorcho
"Its dodgeball time!" -Stormy Waters
"Its dodgeball time!" -Stormy Waters