Properties: Difference between revisions

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==Organic==
==Organic==
{{Missing info | Describe the consequences of this property.}}


For modding purposes, this property corresponds to having a zero <code>Inorganic</code> integer property.
A thing that is organic<ref>For modding purposes, “organic” means having an <code>Inorganic</code> integer property set to 0, rather than 1.</ref>:
 
* cannot safely contain {{Favilink | acid}}{{Code Reference | namespace = XRL.Liquids | class = LiquidAcid | method = SafeContainer}}
* can be healed by {{Favilink | convalessence}}{{Code Reference | namespace = XRL.Liquids | class = LiquidConvalessence | method = GetHealingLocationValue}}
* turns to {{Favilink | ashes}} when destroyed by fire or light damage{{Code Reference | class = BurnToAshesIfOrganic}}
* is vulnerable to a {{Favilink | thirst thistle}}'s thirsting effect{{Code Reference | class = ThirstOnHit}}


==Cannot be removed once equipped==
==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.


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==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 Pulse]] or an EMP grenade.


For modding purposes, this property usually corresponds to having an <code>IsEMPSensitive</code> attribute of <code>true</code> on an appropriate object part. There are several such parts; refer to <code>ObjectBlueprints.xml</code> for examples. There is a generic base class that supports parts with involved conditional behavior, called <code>IActivePart</code>; see [[Modding:Active Parts]] for details. <code>IsEMPSensitive</code>is a field on that class.
For modding purposes, this property usually corresponds to having an <code>IsEMPSensitive</code> attribute of <code>true</code> on an appropriate object part. There are several such parts; refer to <code>ObjectBlueprints.xml</code> for examples. There is a generic base class that supports parts with involved conditional behavior, called <code>IActivePart</code>; see [[Modding:Active Parts]] for details. <code>IsEMPSensitive</code>is a field on that class.
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   | fields=
   | fields=
       CONCAT('{{((}}favilink id{{!}}',CONCAT(GD.ObjectID),'{{))}}')=Object
       CONCAT('{{((}}favilink id{{!}}',CONCAT(GD.ObjectID),'{{))}}')=Object
   | where=EI.Info LIKE '%EMP Sensitive,,,%' AND GD._pageNamespace = 0 AND (GD.Categories = 'Walls' OR GD.Categories = 'Wall Traps')
   | where=EI.Info LIKE '%EMP Sensitive,,,%' AND GD._pageNamespace = 0 AND (GD.Categories = 'Walls' OR GD.Categories = 'Fences' OR GD.Categories = 'Vents' OR GD.Categories = 'Glass Walls' OR GD.Categories = 'Tech Walls' OR GD.Categories = 'Gemstone Walls' OR GD.Categories = 'Sultan Walls' OR GD.Categories = 'Murals' OR GD.Categories = 'Holographic Walls' OR GD.Categories = 'Force Fields')
   | format=ul
   | format=ul
   | order by=GD._pageName
   | order by=GD._pageName
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   | fields=
   | fields=
       CONCAT('{{((}}favilink id{{!}}',CONCAT(GD.ObjectID),'{{))}}')=Object
       CONCAT('{{((}}favilink id{{!}}',CONCAT(GD.ObjectID),'{{))}}')=Object
   | where=EI.Info LIKE '%EMP Sensitive,,,%' AND GD._pageNamespace = 0 AND CF.Value 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' AND GD.Categories <> 'Chairs' AND GD.Categories <> 'Walls' AND GD.Categories <> 'Wall Traps')
   | where=EI.Info LIKE '%EMP Sensitive,,,%' AND GD._pageNamespace = 0 AND CF.Value 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' AND GD.Categories <> 'Chairs' AND GD.Categories <> 'Walls' AND GD.Categories <> 'Fences' AND GD.Categories <> 'Vents' AND GD.Categories <> 'Glass Walls' AND GD.Categories <> 'Tech Walls' AND GD.Categories <> 'Gemstone Walls' AND GD.Categories <> 'Sultan Walls' AND GD.Categories <> 'Murals' AND GD.Categories <> 'Holographic Walls' AND GD.Categories <> 'Force Fields')
   | format=ul
   | format=ul
   | order by=GD._pageName
   | order by=GD._pageName
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== Occluding ==
== 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 [[walls]] (including closed [[:Category:Doors|doors]] and [[:Category:Vents|vents]]). 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>


<div style="display:flex;flex-wrap:wrap;">
<div style="display:flex;flex-wrap:wrap;">
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<div style="margin-right: 2.5em;">
<div style="margin-right: 2.5em;">
====Occluding Objects====
====Occluding Objects====
Non-plant, non-statue, non-wall<br>objectsthat are occluding.
Non-plant, non-statue, non-wall<br>objects that are occluding.
{{#cargo_query:
{{#cargo_query:
   | tables=GeneralData=GD,ExtraInfo=EI,CreatureFactions=CF
   | tables=GeneralData=GD,ExtraInfo=EI,CreatureFactions=CF