Properties: Difference between revisions

593 bytes added ,  14:07, 22 September 2019
add modding info
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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]]