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]] 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. | ||
==Organic== | |||
{{Missing info | Describe the consequences of this property.}} | {{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. | ||
==Cannot be removed once equipped== | |||
{{Missing info | This section requires clean-up - in particular, the "Cursed" tag and internal terminology no longer exists.}} | |||
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 Impulse]] or an EMP grenade. | This item will deactivate if hit by an EMP blast, usually from [[Electromagnetic Impulse]] or an EMP grenade. | ||
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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> | 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 | <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' | |||
| 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 Equipment ==== | |||
{{#cargo_query: | |||
| tables=GeneralData=GD,ExtraInfo=EI,ItemsTable=IT | |||
| join on=GD.JoinKey=EI.JoinKey,GD.JoinKey=IT.JoinKey | |||
| fields= | |||
CONCAT('{{((}}favilink id{{!}}',CONCAT(GD.ObjectID),'{{))}}')=Object | |||
| where=EI.Info LIKE '%EMP Sensitive,,,%' AND GD._pageNamespace = 0 AND IT.WornOn IS NOT NULL | |||
| 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 Objects ==== | |||
{{#cargo_query: | |||
| tables=GeneralData=GD,ExtraInfo=EI,ItemsTable=IT,CreatureFactions=CF | |||
| join on=GD.JoinKey=EI.JoinKey,GD.JoinKey=IT.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 IT.WornOn 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') | |||
| format=ul | |||
| order by=GD.Categories,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]]. | ||
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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 class of objects that occlude light are [[:Category:Walls|walls]] (including closed [[:Category:Doors|doors]] and [[:Category:Wall Traps|wall traps]]). 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> | 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 [[:Category:Walls|walls]] (including closed [[:Category:Doors|doors]] and [[:Category:Wall Traps|wall traps]]). 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> | ||
Revision as of 20:16, 30 September 2021
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 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
This article has information that is missing or not up to par.
Reason: This section requires clean-up - in particular, the "Cursed" tag and internal terminology no longer exists. |
Reason: This section requires clean-up - in particular, the "Cursed" tag and internal terminology no longer exists.
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]
EMP-Sensitive Furniture
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 Equipment
- 3D cobblers
- anti-gravity boots
- bio-scanning bracelet
- black mote
- chiral rings
- compass bracelet
- crystalline halo
- Dagasha's spur
- dazzle cheek
- displacer bracelet
- fidget cell
- force bracelet
- ganglionic teleprojector
- gas tumbler
- gyrocopter backpack
- high-energy thermo cask
- hologram bracelet
- Kah's loop
- leyline puppeteers
- life loop
- magnetized boots
- mercurial cloak
- Nacham's ribbon
- night-sight interpolators
- night-vision goggles
- ninefold boots
- ontological anchor
- Otherpearl
- palladium mesh tabard
- plastifer chem vest
- point-defense drone
- powered exoskeleton
- precinct navigator
- precision nanon fingers
- psychodyne helmet
- quantum mote
- rocket skates
- step sowers
- Stopsvalinn
- structural scanning bracelet
- telemetric visor
- telescopic monocle
- thermo cask
- transkinetic cuffs
- tri-hologram bracelet
- ulnar stimulators
- Va'am's lens
- VISAGE
- wrist calc
- wrist fan
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 Objects
- hyperbiotic bed
- ergo chair
- grav chair
- hyperbiotic chair
- torture chair
- high-voltage power line
- power line
- biodynamic power plant
- medassist module
- micromanipulator array
- motorized treads
- navigation system
- night vision
- onboard recoiler
- penetrating radar
- reactive trauma plate
- antimatter cell
- chem cell
- nuclear cell
- solar cell
- normality gas
- high-powered magnet
- mecha power core
- magnetic bottle
- biodynamic cell
- combustion cell
- lead-acid cell
- thermoelectric cell
- becoming nook
- brass foaminator
- broadcast power station
- chromeling signal relay
- -conveyor belt
- conveyor drive unit
- electric crematorium
- electrodicus
- flux gauge
- food processor
- force projector
- fusion power station
- fusion pumping station
- gas burner
- gate
- glass furnace
- glass printer
- hydraulic brass foaminator
- hydraulic irrigator
- hydraulic press
- hydraulic turbine
- induction charging station
- industrial fan
- kiln
- lathe
- liquid-cooled unicomputer
- loudspeaker
- millstone
- norm core mk I
- norm core mk II
- norm core mk III
- powered armillary sphere
- powered telescope
- psionic sarcophagus
- quantum rippler
- regeneration tank
- reshaping nook
- rock tumbler
- solar condenser
- solar power station
- solar pumping station
- solar still
- stairwell teleporter
- unicomputer
- universal charging station
- wire extruder
- wooden water wheel
- wooden wind turbine
- Bethesda Susa recoiler
- Ezra recoiler
- Golgotha recoiler
- Grit Gate recoiler
- Joppa recoiler
- Kyakukya recoiler
- programmable recoiler
- random-point recoiler
- recoiler
- reprogrammable recoiler
- Six Day Stilt recoiler
- Yd Freehold recoiler
- mainframe control panel
- mainframe monitor
- mainframe status panel
- vacuum column tape drive
- advanced toolkit
- basic toolkit
- nano-neuro animator
- pickaxe
- Templar phylactery
- small sphere of negative weight
- ashy stalagmite
- frosted pillar
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 wall traps). Other occluding objects are shown below.[2]
Occluding Plants and Fungi
Occluding Statues and Monuments
Occluding Objects
Non-plant, non-statue, non-wall
objectsthat 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.