Properties: Difference between revisions

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===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}}.
For modding purposes, this property corresponds to the <code>Metal</code> object part.


===Organic===
===Organic===
{{Missing info | Describe the consequences of this property.}}
For modding purposes, this property corresponds to having a non-zero <code>Inorganic</code> integer property.


===Cannot be removed once equipped===
===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> object part.


===EMP Sensitive===
===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.
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.)


[[Category:Mechanics]]
[[Category:Mechanics]]

Revision as of 14:07, 22 September 2019

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.

Aside from standard properties like damage and weight, items can have miscellaneous other properties that affect how they behave.

Properties

Metal

Metal items can rust and be pulled by pulsed field magnets.

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.

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.)