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. | + | *'''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.