-
Notifications
You must be signed in to change notification settings - Fork 0
Flags
[cpiod: they should all be here. The comments come directly from Epyon’s code. Feel free to expand!]
Blocks sight, as in you cannot see through a closed door or a wall.
Blocks move, as in you move see through a closed door or a wall.
Blocks flight, as in an entity can't fly through a closed door or a wall.
Blocks shoot, as in projectiles cannot pass through the object like a wall.
No entities can spawn here (cept player)
Doesn't go to inventory. Used in weapon specific challenges, e.g. Angel of Berserk to prevent the wrong weapons being picked up, but also to prevent the player from picking up other things like scenery blood pools, acid or file terrain pool etc.
Don't count in stats (read only)
No pathfinding
Targetable (read only)
Alive
Identify F/F
Can fly over things, e.g. how Drones and Medusae can cross pits
Follow. Makes the entity follow the player either a friendly robot, or a pet. Not used for making an enemy hunt.
Hard cover. Makes the entity count as Hard cover.
Soft cover Makes the entity count as Soft cover.
Explodes (duh!) - specifically for barrels.
Killed/Destroyed
Spotted by the player
Means it can be picked up and either put in the inventory or applied to the player (e.g. essences). Only one item can exist on a tile, so it can also be used to mark an open as preventing items from dropping on it - this fact is only really used for turret bases as they are part of an enemy.
Invisible (affects parent)
Player
Destroyed after use
Generates XP for the player
Mark type object for drop_coord
Permanent effect
No FX hack. Disables graphics effects which would otherwise be triggered by the engine. E.g. destroying ancient decoys.
Pillar Vision Hack
Marks the item as a chest/used to reference chests for traits
An item that can be picked up but doesn't go into the inventory, e.g. health orbs.
Doesn't leave a corpse when destroyed/killed.
Does something when moved into by the player and the player will then occupy their space e.g. a door that opens when you move into it's space
Does something when moved into by the player but will return the player to their starting position e.g. attempting to move into a locked vault door
Used by medical/technical/manufacture station to bring up the menu when you enter their space.