Difference between revisions of "CategoryFlags"

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*'''IS_METAL''' - determines whether the item made of the material is susceptible to [[rust]], and repairable by a [[Ikiros|smith]].
 
*'''IS_METAL''' - determines whether the item made of the material is susceptible to [[rust]], and repairable by a [[Ikiros|smith]].
 
*'''IS_SCARY''' - monsters will actively avoid coming into contact with this material (current only applies to [[brown gas]].)
 
*'''IS_SCARY''' - monsters will actively avoid coming into contact with this material (current only applies to [[brown gas]].)
*'''IS_SPARKLING''' - generates sparkles around the object now and then, and makes any object made of it attractive to [[giant magpie]]s.
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*'''IS_SPARKLING''' - generates sparkles around the object now and then, and makes any object made of it attractive to [[Giant Magpie|giant magpie]]s.
  
 
[[category:Game Mechanics]]
 
[[category:Game Mechanics]]

Latest revision as of 00:51, 23 July 2015

Coding: This article contains code which is for experienced users only, and may reveal game secrets


This page lists all available CategoryFlags for material script entries.

  • CAN_BE_TAILORED - determines whether an item made of the material can be repaired by a tailor.
  • IS_BLOOD - specifies the material as a blood type, used only for correct grammar when looking at a floor covered in various blood types.
  • IS_GOLEM_MATERIAL - can be used to make golems, and hostile golems can spawn made of this material.
  • IS_METAL - determines whether the item made of the material is susceptible to rust, and repairable by a smith.
  • IS_SCARY - monsters will actively avoid coming into contact with this material (current only applies to brown gas.)
  • IS_SPARKLING - generates sparkles around the object now and then, and makes any object made of it attractive to giant magpies.