Properties: Difference between revisions
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Aside from standard properties like damage and weight, items, objects, and creatures 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== | ||
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===Organic=== | ===Organic=== | ||
{{Missing info | Describe the consequences of this property.}} | |||
For modding purposes, this property corresponds to having a zero <code>Inorganic</code> integer property. | For modding purposes, this property corresponds to having a zero <code>Inorganic</code> integer property. | ||
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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> | ||
=== Reality Distortion Based === | === Reality Distortion Based === | ||
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===Occluding=== | ===Occluding=== | ||
Occluding objects are objects that block a character's field of view. Objects that are occluding also block | {{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. | This can be set on an object by adding <code>Occluding="true"</code> in the object's <code>Render</code> part. | ||
==References== | |||
<references/> | |||
[[Category:Mechanics]] | [[Category:Mechanics]] |
Revision as of 02:03, 15 September 2021
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 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
, CursedCybernetics
, and NaturalEquipment
object parts.
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 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.[1]
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
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.
References
- ↑ Most of these special cases can be found by searching the codebase for "IsEMPed", an IComponent method used for less conventional EMP status checking.