Modding:Effects: Difference between revisions

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== Effect Types ==
== Effect Types ==
All effects inherit a virtual method called <code>GetEffectType()</code> which seems to return a nonsense integer. It's actually a set of binary flags compressed into an integer. Effects.cs helpfully notes which digit represents what flag and what the following table is based off:
All effects inherit a virtual method called <code>GetEffectType()</code> which seems to return a nonsense integer. It's actually a set of binary flags compressed into an integer. If this is not set, it will default to 1, which is just the generic category. Effects.cs helpfully notes which digit represents what flag and what the following table is based off:
{| class="wikitable"
{| class="wikitable"
! colspan="4" | Mechanisms
! colspan="5" | Mechanisms
|-
|-
! # bit from right
! # bit from right
Line 11: Line 11:
! Decimal
! Decimal
! Binary
! Binary
! Notes
|-
|-
| 1
| 1
Line 16: Line 17:
| 1
| 1
| 0000000000000000000000000001
| 0000000000000000000000000001
|
|-
|-
| 2
| 2
Line 21: Line 23:
| 2
| 2
| 0000000000000000000000000010
| 0000000000000000000000000010
|  cannot be applied to objects that lack a <code>pBrain</code>
|-
|-
| 3
| 3
Line 26: Line 29:
| 4
| 4
| 0000000000000000000000000100
| 0000000000000000000000000100
| cannot be applied to objects without stomachs
|-
|-
| 4
| 4
Line 31: Line 35:
| 8
| 8
| 0000000000000000000000001000
| 0000000000000000000000001000
| cannot be applied to objects without stomachs
|-
|-
| 5
| 5
Line 36: Line 41:
| 16
| 16
| 0000000000000000000000010000
| 0000000000000000000000010000
| cannot be applied to objects that cannot bleed
|-
|-
| 6
| 6
Line 41: Line 47:
| 32
| 32
| 0000000000000000000000100000
| 0000000000000000000000100000
|
|-
|-
| 7
| 7
Line 46: Line 53:
| 64
| 64
| 0000000000000000000001000000
| 0000000000000000000001000000
|
|-
|-
| 8
| 8
Line 51: Line 59:
| 128
| 128
| 0000000000000000000010000000
| 0000000000000000000010000000
| cannot be applied to objects without bodies
|-
|-
| 9
| 9
Line 56: Line 65:
| 256
| 256
| 0000000000000000000100000000
| 0000000000000000000100000000
|
|-
|-
| 10
| 10
Line 61: Line 71:
| 512
| 512
| 0000000000000000001000000000
| 0000000000000000001000000000
|
|-
|-
| 11
| 11
Line 66: Line 77:
| 1024
| 1024
| 0000000000000000010000000000
| 0000000000000000010000000000
|
|-
|-
| 12
| 12
Line 71: Line 83:
| 2048
| 2048
| 0000000000000000100000000000
| 0000000000000000100000000000
|
|-
|-
| 13
| 13
Line 76: Line 89:
| 4096
| 4096
| 0000000000000001000000000000
| 0000000000000001000000000000
|
|-
|-
| 14
| 14
Line 81: Line 95:
| 8192
| 8192
| 0000000000000010000000000000
| 0000000000000010000000000000
|
|-
|-
| 15
| 15
Line 86: Line 101:
| 16384
| 16384
| 0000000000000100000000000000
| 0000000000000100000000000000
|-
|
|}
{| class = "wikitable"
! colspan="4" | Class
! colspan="4" | Class
|-
|-
Line 138: Line 155:
|}
|}


If this is not set, it will default to 1, which is just the generic category.
There are also separate checks in Effect.cs which is checked every time Apply Event Effect is called. Objects that are considered solid will always return true.
{| class="wikitable"
! Effect
! Bits
|-
| Can be applied to liquids
| 6, 11(Contact or Structural)
|-
| Can be applied to gas
| 3, 6, 11 (Metabolic, Contact, or Structural)
|-
| Can be applied to Plasma
| 3, 6, 7, 10, 11, 12 (Metabolic, Contact, Field, Chemical, Structural, or Sonic)
|}
 
=== Methods of masking ===
=== Methods of masking ===
Effects have two methods of checking these masks:
Effects have two methods of checking these masks:

Revision as of 02:28, 12 March 2021

This article is a stub. You can help Caves of Qud Wiki by expanding it.
This article is a stub. You can help Caves of Qud Wiki by expanding it.

This page is about modding. See the modding overview for an abstract on modding.
This page is about modding. See the modding overview for an abstract on modding.

Effect Types

All effects inherit a virtual method called GetEffectType() which seems to return a nonsense integer. It's actually a set of binary flags compressed into an integer. If this is not set, it will default to 1, which is just the generic category. Effects.cs helpfully notes which digit represents what flag and what the following table is based off:

Mechanisms
# bit from right Effect Type Decimal Binary Notes
1 General 1 0000000000000000000000000001
2 Mental 2 0000000000000000000000000010 cannot be applied to objects that lack a pBrain
3 Metabolic 4 0000000000000000000000000100 cannot be applied to objects without stomachs
4 Respiratory 8 0000000000000000000000001000 cannot be applied to objects without stomachs
5 Circulatory 16 0000000000000000000000010000 cannot be applied to objects that cannot bleed
6 Contact 32 0000000000000000000000100000
7 Field 64 0000000000000000000001000000
8 Activity 128 0000000000000000000010000000 cannot be applied to objects without bodies
9 Dimensional 256 0000000000000000000100000000
10 Chemical 512 0000000000000000001000000000
11 Structural 1024 0000000000000000010000000000
12 Sonic 2048 0000000000000000100000000000
13 Temporal 4096 0000000000000001000000000000
14 Neurological 8192 0000000000000010000000000000
15 Disease 16384 0000000000000100000000000000
Class
# bit from right Effect Type Decimal Binary
25 Minor 16777216 0001000000000000000000000000
26 Negative 33554432 0010000000000000000000000000
27 Removable 67108864 0100000000000000000000000000
28 Voluntary 134217728 1000000000000000000000000000

There are other masks that check the classifications of bits instead:

Group of Bits Decimal Binary Parts
Mechanism 16777215 0000111111111111111111111111 Bits # 1 - 24
Class 251658240 1111000000000000000000000000 Bits # 28 - 25
Duration Indefinite 9999 10 011 100 001 111 Bits # 1, 2, 3, 4, 9, 10, 11, 14

There are also separate checks in Effect.cs which is checked every time Apply Event Effect is called. Objects that are considered solid will always return true.

Effect Bits
Can be applied to liquids 6, 11(Contact or Structural)
Can be applied to gas 3, 6, 11 (Metabolic, Contact, or Structural)
Can be applied to Plasma 3, 6, 7, 10, 11, 12 (Metabolic, Contact, Field, Chemical, Structural, or Sonic)

Methods of masking

Effects have two methods of checking these masks:

  • bool IsOfType() - returns true if ANY of the specified digits are true
  • bool IsOfTypes() - returns true if ALL of the specified digits are true

These checks are done by running a bitwise AND(&) operation on them.

Example

This is a simplified version of something already in GameObject.cs:

int mask = 9244;
GameObject GO = [...];

for (int count = GO.Effects.Count; index < count; ++index)
{
    Effect effect = this.Effects[index];
    if (effect.IsOfType(mask))
    (Do something);
}

where mask in binary is 10010000011100, any effect of type 3, 4, 5, 11, 13.