Properties: Difference between revisions
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Aside from standard | Aside from standard qualities like damage and weight, items, objects, and creatures can have physical or metaphysical properties that affect how they behave and how other items interact with them. | ||
==Metal== | |||
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. | Metal items can [[rusted | rust]], be [[magnetized]], 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. Metal items (but not creatures) cannot be [[burning|set on fire]].{{Code Reference|class=Metal|method=MakeNonflammable}} | ||
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. | ||
==Organic== | |||
For modding purposes, | |||
A thing that is organic<ref>For modding purposes, “organic” means having an <code>Inorganic</code> integer property set to 0, rather than 1.</ref>: | |||
* cannot safely contain {{Favilink | acid}}{{Code Reference | namespace = XRL.Liquids | class = LiquidAcid | method = SafeContainer}} | |||
* can be healed by {{Favilink | convalessence}}{{Code Reference | namespace = XRL.Liquids | class = LiquidConvalessence | method = GetHealingLocationValue}} | |||
* turns to {{Favilink | ashes}} when destroyed by fire or light damage{{Code Reference | class = BurnToAshesIfOrganic}} | |||
* is vulnerable to a {{Favilink | thirst thistle}}'s thirsting effect{{Code Reference | class = ThirstOnHit}} | |||
==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. | 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 <code>Cursed</code>, <code>CursedCybernetics</code>, and <code>NaturalEquipment</code> object parts. | For modding purposes, this property corresponds to the <code>Cursed</code>, <code>CursedCybernetics</code>, and <code>NaturalEquipment</code> object parts. | ||
==EMP Sensitive== | |||
This item will deactivate if hit by an EMP blast, usually from [[Electromagnetic | This item will deactivate if hit by an EMP blast, usually from [[Electromagnetic Pulse]] or an EMP grenade. | ||
For modding purposes, this property usually corresponds to having an <code>IsEMPSensitive</code> attribute of <code>true</code> on an appropriate object part. There are several such parts; refer to <code>ObjectBlueprints.xml</code> for examples. There is a generic base class that supports parts with involved conditional behavior, called <code>IActivePart</code>; see [[Modding:Active Parts]] for details. <code>IsEMPSensitive</code>is a field on that class. | For modding purposes, this property usually corresponds to having an <code>IsEMPSensitive</code> attribute of <code>true</code> on an appropriate object part. There are several such parts; refer to <code>ObjectBlueprints.xml</code> for examples. There is a generic base class that supports parts with involved conditional behavior, called <code>IActivePart</code>; see [[Modding:Active Parts]] for details. <code>IsEMPSensitive</code>is a field on that class. | ||
Some parts implement hardcoded EMP sensitivity because they do not use <code>IActivePart</code>. These include support parts for geomagnetic discs, night vision implants, mines, bombs, high-powered magnets, melee weapon elemental damage, walltraps, and conveyor belts. | Some parts implement hardcoded EMP sensitivity because they do not use <code>IActivePart</code>. These include support parts for geomagnetic discs, night vision implants, mines, bombs, high-powered magnets, melee weapon elemental damage, walltraps, and conveyor belts.<ref>Most of these special cases can be found by searching the codebase for "IsEMPed", an IComponent method used for less conventional EMP status checking.</ref> | ||
<div style="display:flex;flex-wrap:wrap;"> | |||
<div style="margin-right: 2.5em;"> | |||
==== EMP-Sensitive Furniture ==== | |||
{{#cargo_query: | |||
| tables=GeneralData=GD,ExtraInfo=EI | |||
| join on=GD.JoinKey=EI.JoinKey | |||
| fields= | |||
CONCAT('{{((}}favilink id{{!}}',CONCAT(GD.ObjectID),'{{))}}')=Object | |||
| where=EI.Info LIKE '%EMP Sensitive,,,%' AND GD._pageNamespace = 0 AND (GD.Categories = 'Furniture' OR GD.Categories = 'Chairs') | |||
| format=ul | |||
| order by=GD._pageName | |||
}} | |||
==== EMP-Sensitive Walls ==== | |||
{{#cargo_query: | |||
| tables=GeneralData=GD,ExtraInfo=EI | |||
| join on=GD.JoinKey=EI.JoinKey | |||
| fields= | |||
CONCAT('{{((}}favilink id{{!}}',CONCAT(GD.ObjectID),'{{))}}')=Object | |||
| where=EI.Info LIKE '%EMP Sensitive,,,%' AND GD._pageNamespace = 0 AND (GD.Categories = 'Walls' OR GD.Categories = 'Fences' OR GD.Categories = 'Vents' OR GD.Categories = 'Glass Walls' OR GD.Categories = 'Tech Walls' OR GD.Categories = 'Gemstone Walls' OR GD.Categories = 'Sultan Walls' OR GD.Categories = 'Murals' OR GD.Categories = 'Holographic Walls' OR GD.Categories = 'Force Fields') | |||
| format=ul | |||
| order by=GD._pageName | |||
}} | |||
</div> | |||
<div style="margin-right: 2.5em;"> | |||
==== EMP-Sensitive Melee Weapons ==== | |||
{{#cargo_query: | |||
| tables=GeneralData=GD,ExtraInfo=EI | |||
| join on=GD.JoinKey=EI.JoinKey | |||
| fields= | |||
CONCAT('{{((}}favilink id{{!}}',CONCAT(GD.ObjectID),'{{))}}')=Object | |||
| where=EI.Info LIKE '%EMP Sensitive,,,%' AND GD._pageNamespace = 0 AND (GD.Categories = 'Melee Weapons' OR GD.Categories = 'Axes' OR GD.Categories = 'Long Blades' OR GD.Categories = 'Short Blades' OR GD.Categories = 'Cudgels') | |||
| format=ul | |||
| order by=GD._pageName | |||
}} | |||
==== EMP-Sensitive Ranged Weapons ==== | |||
{{#cargo_query: | |||
| tables=GeneralData=GD,ExtraInfo=EI | |||
| join on=GD.JoinKey=EI.JoinKey | |||
| fields= | |||
CONCAT('{{((}}favilink id{{!}}',CONCAT(GD.ObjectID),'{{))}}')=Object | |||
| where=EI.Info LIKE '%EMP Sensitive,,,%' AND GD._pageNamespace = 0 AND (GD.Categories = 'Rifles' OR GD.Categories = 'Pistols' OR GD.Categories = 'Bows' OR GD.Categories = 'Heavy Weapons' OR GD.Categories = 'Thrown Weapons' OR GD.ObjectID = 'Point-Defense Drone') | |||
| format=ul | |||
| order by=GD._pageName | |||
}} | |||
</div> | |||
<div style="margin-right: 2.5em;"> | |||
==== EMP-Sensitive Creatures ==== | |||
{{#cargo_query: | |||
| tables=GeneralData=GD,ExtraInfo=EI,CreatureFactions=CF | |||
| join on=GD.JoinKey=EI.JoinKey,GD.ObjectID=CF.ObjectID | |||
| group by=GD._pageName | |||
| fields= | |||
CONCAT('{{((}}favilink id{{!}}',CONCAT(GD.ObjectID),'{{))}}')=Object | |||
| where=EI.Info LIKE '%EMP Sensitive,,,%' AND GD._pageNamespace = 0 AND CF.Value IS NOT NULL | |||
| format=ul | |||
| order by=GD._pageName | |||
}} | |||
</div> | |||
<div style="margin-right: 2.5em;"> | |||
==== Other EMP-Sensitive Equipment/Objects ==== | |||
{{#cargo_query: | |||
| tables=GeneralData=GD,ExtraInfo=EI,CreatureFactions=CF | |||
| join on=GD.JoinKey=EI.JoinKey,GD.ObjectID=CF.ObjectID | |||
| fields= | |||
CONCAT('{{((}}favilink id{{!}}',CONCAT(GD.ObjectID),'{{))}}')=Object | |||
| where=EI.Info LIKE '%EMP Sensitive,,,%' AND GD._pageNamespace = 0 AND CF.Value IS NULL AND (GD.Categories <> 'Melee Weapons' AND GD.Categories <> 'Axes' AND GD.Categories <> 'Long Blades' AND GD.Categories <> 'Short Blades' AND GD.Categories <> 'Cudgels' AND GD.Categories <> 'Rifles' AND GD.Categories <> 'Pistols' AND GD.Categories <> 'Bows' AND GD.Categories <> 'Heavy Weapons' AND GD.Categories <> 'Thrown Weapons' AND GD.ObjectID <> 'Point-Defense Drone' AND GD.Categories <> 'Furniture' AND GD.Categories <> 'Chairs' AND GD.Categories <> 'Walls' AND GD.Categories <> 'Fences' AND GD.Categories <> 'Vents' AND GD.Categories <> 'Glass Walls' AND GD.Categories <> 'Tech Walls' AND GD.Categories <> 'Gemstone Walls' AND GD.Categories <> 'Sultan Walls' AND GD.Categories <> 'Murals' AND GD.Categories <> 'Holographic Walls' AND GD.Categories <> 'Force Fields') | |||
| format=ul | |||
| order by=GD._pageName | |||
}} | |||
</div> | |||
</div> | |||
== Reality Distortion Based == | |||
Capabilities that are reality distortion based are subject to being interfered with by [[normality]]. | Capabilities that are reality distortion based are subject to being interfered with by [[normality]]. | ||
Line 29: | Line 107: | ||
Some mutation parts can also be configured for this property, using fields called either <code>IsRealityDistortionBased</code> or <code>RealityDistortionBased</code>. There is no way to change these fields via Mutations.xml, so this is only manipulable by scripting mods. | Some mutation parts can also be configured for this property, using fields called either <code>IsRealityDistortionBased</code> or <code>RealityDistortionBased</code>. There is no way to change these fields via Mutations.xml, so this is only manipulable by scripting mods. | ||
== Occluding == | |||
Occluding objects are objects that block a character's field of view. Objects that are occluding also block non-seeping gases from passing through their tile. 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 | Occluding objects are objects that block a character's field of view. Objects that are occluding also block non-seeping [[gases]] from passing through their tile. 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 class of objects that occlude light are [[walls]] (including closed [[:Category:Doors|doors]] and [[:Category:Vents|vents]]). Other occluding objects are shown below.<ref>Occlusion can be set on an object by adding <code>Occluding="true"</code> in the object's <code>Render</code> part.</ref> | ||
<div style="display:flex;flex-wrap:wrap;"> | |||
<div style="margin-right: 2.5em;"> | |||
====Occluding Plants and Fungi==== | |||
{{#cargo_query: | |||
| tables=GeneralData=GD,ExtraInfo=EI,CreatureFactions=CF | |||
| join on=GD.JoinKey=EI.JoinKey,GD.ObjectID=CF.ObjectID | |||
| fields= | |||
CONCAT('{{((}}favilink id{{!}}',CONCAT(GD.ObjectID),'{{))}}')=Object | |||
| where=EI.Info LIKE '%Occluding,,,%' AND (GD.Categories = 'Plants' OR GD.Categories = 'Fungus') AND GD._pageNamespace = 0 AND CF.Value IS NULL | |||
| format=table | |||
| order by=GD._pageName | |||
}} | |||
</div> | |||
<div style="margin-right: 2.5em;"> | |||
====Occluding Statues and Monuments==== | |||
{{#cargo_query: | |||
| tables=GeneralData=GD,ExtraInfo=EI,CreatureFactions=CF | |||
| join on=GD.JoinKey=EI.JoinKey,GD.ObjectID=CF.ObjectID | |||
| fields= | |||
CONCAT('{{((}}favilink id{{!}}',CONCAT(GD.ObjectID),'{{))}}')=Object | |||
| where=EI.Info LIKE '%Occluding,,,%' AND (GD.Categories LIKE '%Monuments' OR GD.Categories LIKE '%Statues') AND GD._pageNamespace = 0 AND CF.Value IS NULL | |||
| format=table | |||
| order by=GD._pageName | |||
}} | |||
</div> | |||
<div style="margin-right: 2.5em;"> | |||
====Occluding Objects==== | |||
Non-plant, non-statue, non-wall<br>objects that are occluding. | |||
{{#cargo_query: | |||
| tables=GeneralData=GD,ExtraInfo=EI,CreatureFactions=CF | |||
| join on=GD.JoinKey=EI.JoinKey,GD.ObjectID=CF.ObjectID | |||
| fields= | |||
CONCAT('{{((}}favilink id{{!}}',CONCAT(GD.ObjectID),'{{))}}')=Object | |||
| where=EI.Info LIKE '%Occluding,,,%' AND GD.Categories NOT LIKE '%Wall%' AND GD.Categories NOT LIKE '%Monuments' AND GD.Categories NOT LIKE '%Statues' AND GD.Categories <> 'Plants' AND GD.Categories <> 'Fungus' AND CF.Value IS NULL | |||
| format=table | |||
| order by=GD._pageName | |||
}} | |||
</div> | |||
<div style="margin-right: 2.5em;"> | |||
====Non-Occluding Walls==== | |||
Most walls are occluding, but the<br>following are exceptions to that rule: | |||
{{#cargo_query: | |||
| tables=GeneralData=GD,ExtraInfo=EI | |||
| join on=GD.JoinKey=EI.JoinKey | |||
| fields= | |||
CONCAT('{{((}}favilink id{{!}}',CONCAT(GD.ObjectID),'{{))}}')=Object | |||
| where=(EI.Info IS NULL OR EI.Info NOT LIKE '%Occluding,,,%') AND GD.Categories LIKE '%Walls' | |||
| format=table | |||
| order by=GD._pageName | |||
}} | |||
</div> | |||
<div style="margin-right: 2.5em;"> | |||
====Occluding Holograms==== | |||
Surprisingly, although holographic,<br>these objects are occluding. | |||
{{#cargo_query: | |||
| tables=GeneralData=GD,ExtraInfo=EI,CreatureFactions=CF | |||
| join on=GD.JoinKey=EI.JoinKey,GD.ObjectID=CF.ObjectID | |||
| fields= | |||
CONCAT('{{((}}favilink id{{!}}',CONCAT(GD.ObjectID),'{{!}}{{(}}lc:',GD._pageTitle,'{{)}}{{))}}')=Object | |||
| where=EI.Info LIKE '%Occluding,,,%' AND (GD.ObjectID LIKE '%Holo%') | |||
| format=table | |||
| order by=GD._pageName | |||
}} | |||
</div> | |||
</div> | |||
==References== | |||
<references/> | |||
{{Mechanics Navbox}} | |||
[[Category:Mechanics]] | [[Category:Mechanics]] |
Latest revision as of 19:29, 14 September 2022
This article is a stub. You can help Caves of Qud Wiki by expanding it. |
Aside from standard qualities like damage and weight, items, objects, and creatures can have physical or metaphysical properties that affect how they behave and how other items interact with them.
Metal
Metal items can rust, be magnetized, 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. Metal items (but not creatures) cannot be set on fire.[1]
For modding purposes, this property corresponds to the Metal
object part.
Organic
A thing that is organic[2]:
- cannot safely contain acid[3]
- can be healed by convalessence[4]
- turns to ashes when destroyed by fire or light damage[5]
- is vulnerable to a thirst thistle's thirsting effect[6]
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
, CursedCybernetics
, and NaturalEquipment
object parts.
EMP Sensitive
This item will deactivate if hit by an EMP blast, usually from Electromagnetic Pulse or an EMP grenade.
For modding purposes, this property usually corresponds to having an IsEMPSensitive
attribute of true
on an appropriate object part. There are several such parts; refer to ObjectBlueprints.xml
for examples. There is a generic base class that supports parts with involved conditional behavior, called IActivePart
; see Modding:Active Parts for details. IsEMPSensitive
is a field on that class.
Some parts implement hardcoded EMP sensitivity because they do not use IActivePart
. These include support parts for geomagnetic discs, night vision implants, mines, bombs, high-powered magnets, melee weapon elemental damage, walltraps, and conveyor belts.[7]
EMP-Sensitive Furniture
- Barathrum clock with Q Girl pendulum
- ergo chair
- grav chair
- hyperbiotic chair
- reclamation cist
- torture chair
EMP-Sensitive Walls
EMP-Sensitive Melee Weapons
- Ari
- ceremonial vibrokhopesh
- force knife
- gaslight chisel
- gaslight flyssa
- gaslight kris
- maghammer
- nanopneumatic jackhammer
- prayer rod
- Shayna
- steel butcher knife
- stun rod
- syphon baton
- vibro blade
- vibro dagger
- Yal
EMP-Sensitive Ranged Weapons
- arc cannon
- arc winder
- blast cannon
- blood-gradient hand vacuum
- chain laser
- di-thermo beam
- eigenpistol
- eigenrifle
- electrobow
- freeze ray
- geomagnetic disc
- grappling gun
- hand rail
- high-voltage arc winder
- hypertractor
- laser pistol
- laser rifle
- light rail
- linear cannon
- longreach grappling gun
- normality gas pump
- nullray pistol
- phase cannon
- point-defense drone
- psychal fleshgun
- space inverter
- spaser pistol
- spaser rifle
- turbow
EMP-Sensitive Creatures
- anomaly extinguisher
- arcwyrk
- baetyl
- baetyl cherub
- blast cannon tinker
- boosterbot
- CAP-N
- chain laser emplacement
- chaingun turret
- chaingun turret tinker
- chrome idol
- chrome pyramid
- chromeling
- cloneling
- conservator
- crypt sitter
- dawning ape
- decarbonizer
- diplomacy droid
- drillbot
- dynamic turret tinker
- E-Ros
- Ebenshabat
- eigenturret tinker
- fulcrete catapult
- galgal
- Girsh Agolgot
- Girsh Bethsaida
- Girsh Qas
- Girsh Qon
- Girsh Rermadon
- Girsh Shug'ruith the Burrower
- Graftek
- Herododicus
- important fish
- infiltrator
- interdictor
- laser turret
- laser turret tinker
- leering stalker
- low-light laser turret tinker
- Many Eyes
- mechanical baetyl cherub
- mechanical robot cherub
- mercurial
- microturret
- mindrone
- miner Mk I
- miner Mk II
- miner Mk III
- musket turret
- NaN-N/A
- phase cannon tinker
- plastronoid
- plated chromeling
- pulsed field magnet
- reprogrammed scrap shoveler
- rifle turret
- rifle turret tinker
- robot cherub
- rocket turret
- rocket turret tinker
- Rodanis Y
- saw-hander
- scrap shoveler
- Shem -1
- skittering sentry
- sparking baetyl
- strip fly
- temple mecha mk Ia
- temple mecha mk Ib
- temple mecha mk II
- traipsing mortar
- urn duster
- Vivira
- Warden 1-FF, reprogrammed conservator
- waydroid
- widget
Other EMP-Sensitive Equipment/Objects
- 3D cobblers
- advanced toolkit
- anti-gravity boots
- antimatter cell
- basic toolkit
- becoming nook
- Bethesda Susa recoiler
- bio-scanning bracelet
- biodynamic cell
- biodynamic power plant
- black mote
- brass foaminator
- broadcast power station
- chem cell
- chiral rings
- chromeling signal relay
- combustion cell
- compass bracelet
- -conveyor belt
- conveyor drive unit
- crystalline halo
- Dagasha's spur
- dazzle cheek
- displacer bracelet
- electric crematorium
- electrodicus
- Ezra recoiler
- fidget cell
- flux gauge
- food processor
- force bracelet
- force projector
- fusion power station
- fusion pumping station
- ganglionic teleprojector
- gas burner
- gas tumbler
- gate
- glass furnace
- glass printer
- Golgotha recoiler
- Grit Gate recoiler
- gyrocopter backpack
- high-energy thermo cask
- high-powered magnet
- high-voltage power line
- hologram bracelet
- hydraulic brass foaminator
- hydraulic irrigator
- hydraulic press
- hydraulic turbine
- hyperbiotic bed
- induction charging station
- industrial fan
- Joppa recoiler
- Kah's loop
- kiln
- Kyakukya recoiler
- lathe
- lead-acid cell
- leyline puppeteers
- life loop
- liquid-cooled unicomputer
- loudspeaker
- magnetic bottle
- magnetized boots
- mecha power core
- medassist module
- mercurial cloak
- micromanipulator array
- millstone
- motorized treads
- Nacham's ribbon
- nano-neuro animator
- navigation system
- night vision
- night-sight interpolators
- night-vision goggles
- ninefold boots
- norm core mk I
- norm core mk II
- norm core mk III
- normality gas
- nuclear cell
- onboard recoiler
- ontological anchor
- Otherpearl
- palladium mesh tabard
- penetrating radar
- pickaxe
- plastifer chem vest
- power line
- powered armillary sphere
- powered exoskeleton
- powered telescope
- precinct navigator
- precision nanon fingers
- programmable recoiler
- psionic sarcophagus
- psychodyne helmet
Reality Distortion Based
Capabilities that are reality distortion based are subject to being interfered with by normality.
On items, this property usually corresponds to having an IsRealityDistortionBased
attribute of true
on an appropriate object part. This is another configuration point provided by IActivePart
; see Modding:Active Parts for details.
Some mutation parts can also be configured for this property, using fields called either IsRealityDistortionBased
or RealityDistortionBased
. There is no way to change these fields via Mutations.xml, so this is only manipulable by scripting mods.
Occluding
Occluding objects are objects that block a character's field of view. Objects that are occluding also block non-seeping gases from passing through their tile. 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 class of objects that occlude light are walls (including closed doors and vents). Other occluding objects are shown below.[8]
Occluding Plants and Fungi
Occluding Statues and Monuments
Occluding Objects
Non-plant, non-statue, non-wall
objects that are occluding.
Non-Occluding Walls
Most walls are occluding, but the
following are exceptions to that rule:
Object |
---|
chrome plaque |
debris |
glass wall |
holographic sandstone |
low wall |
rubble |
scintillating glass wall |
tetraxenonoglass wall |
Occluding Holograms
Surprisingly, although holographic,
these objects are occluding.
References
- ↑
XRL.World.Parts.Metal
, methodMakeNonflammable
- ↑ For modding purposes, “organic” means having an
Inorganic
integer property set to 0, rather than 1. - ↑
XRL.Liquids.LiquidAcid
, methodSafeContainer
- ↑
XRL.Liquids.LiquidConvalessence
, methodGetHealingLocationValue
- ↑
XRL.World.Parts.BurnToAshesIfOrganic
- ↑
XRL.World.Parts.ThirstOnHit
- ↑ Most of these special cases can be found by searching the codebase for "IsEMPed", an IComponent method used for less conventional EMP status checking.
- ↑ Occlusion can be set on an object by adding
Occluding="true"
in the object'sRender
part.
|