Properties: Difference between revisions
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Aside from standard properties like damage and weight, items can have miscellaneous other properties that affect how they behave. | Aside from standard properties like damage and weight, items, objects, and creatures can have miscellaneous other properties that affect how they behave. | ||
==Properties== | ==Properties== | ||
===Metal=== | ===Metal=== | ||
Metal items can [[rusted | rust]] and be pulled by {{Favilink | pulsed field magnet | plural}}. | Metal items can [[rusted | rust]] and be pulled by {{Favilink | pulsed field magnet | plural}}. Creatures can be metallic as well. This means their entire body becomes pulled if magnetic pulsed, and will refuse to properly function if rusted. | ||
For modding purposes, this property corresponds to the <code>Metal</code> object part. | For modding purposes, this property corresponds to the <code>Metal</code> object part. | ||
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For modding purposes, this property corresponds to having an <code>isEMPSensitive</code> attribute of <code>true</code> on the appropriate object part. (There are several such parts; refer to <code>ObjectBlueprints.xml</code> for examples.) | For modding purposes, this property corresponds to having an <code>isEMPSensitive</code> attribute of <code>true</code> on the appropriate object part. (There are several such parts; refer to <code>ObjectBlueprints.xml</code> for examples.) | ||
===Occluding=== | |||
{{Missing info|TODO: Add query that has all occluding items, not including walls}} | |||
Occluding objects are objects that block a character's field of view. Objects that are occluding also block gas from passing through. In terms of AI, even though the enemy knows their target is behind an occluding object, and the object does not block bullets, they will still refuse to fire until they are able to see their target again. Occluding items can also prevent NPCs from witnessing the player stealing an object. The most common classes of objects that occlude light are [[:Category:Walls|walls]], trees, and [[brinestalk]]. A portable occluding item is the {{favilink|plastic tree}}. | |||
This can be set on an object by adding <code>Occluding="true"</code> in the object's <code>Render</code> part. | |||
[[Category:Mechanics]] | [[Category:Mechanics]] |
Revision as of 22:34, 28 December 2019
This article is a stub. You can help Caves of Qud Wiki by expanding it. |
Aside from standard properties like damage and weight, items, objects, and creatures can have miscellaneous other properties that affect how they behave.
Properties
Metal
Metal items can rust and be pulled by pulsed field magnets. Creatures can be metallic as well. This means their entire body becomes pulled if magnetic pulsed, and will refuse to properly function if rusted.
For modding purposes, this property corresponds to the Metal
object part.
Organic
This article has information that is missing or not up to par.
Reason: Describe the consequences of this property. |
Reason: Describe the consequences of this property.
For modding purposes, this property corresponds to having a non-zero Inorganic
integer property.
Cannot be removed once equipped
Items with this property can't be unequipped normally by the player, but can be unequipped under other circumstances by the game, such as when they're destroyed.
For modding purposes, this property corresponds to the Cursed
object part.
EMP Sensitive
This item will deactivate if hit by an EMP blast, usually from Electromagnetic Impulse or an EMP grenade.
For modding purposes, this property corresponds to having an isEMPSensitive
attribute of true
on the appropriate object part. (There are several such parts; refer to ObjectBlueprints.xml
for examples.)
Occluding
This article has information that is missing or not up to par.
Reason: TODO: Add query that has all occluding items, not including walls |
Reason: TODO: Add query that has all occluding items, not including walls
Occluding objects are objects that block a character's field of view. Objects that are occluding also block gas from passing through. In terms of AI, even though the enemy knows their target is behind an occluding object, and the object does not block bullets, they will still refuse to fire until they are able to see their target again. Occluding items can also prevent NPCs from witnessing the player stealing an object. The most common classes of objects that occlude light are walls, trees, and brinestalk. A portable occluding item is the plastic tree.
This can be set on an object by adding Occluding="true"
in the object's Render
part.