Properties: Difference between revisions

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{{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 non-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===
===Cannot be removed once equipped===

Revision as of 20:36, 10 August 2020

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, 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.

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 . IsEMPSensitiveis 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.

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

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.