Difference between revisions of "BodyFlags"

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(Created page with "This page lists all possible BodyFlags for material script entries: *'''USE_MATERIAL_ATTRIBUTES''' - ignores the character's natural, trained up values for stats affected by the...")
 
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This page lists all possible BodyFlags for material script entries:
 
This page lists all possible BodyFlags for material script entries:
  
*'''USE_MATERIAL_ATTRIBUTES''' - ignores the character's natural, trained up values for stats affected by the limb and uses the material's stats instead (e.g. a player with 10 DEX changes his arm to ommel hair, which is an artificial material and therefore uses ommel hair's flexibility as the arm's DEX.) This bodyflag is on by default.
 
 
*'''CAN_HAVE_PARASITE''' - items made of this material can host parasites if spoiled. Eating the spoiled item can infect the eater with a parasite.
 
*'''CAN_HAVE_PARASITE''' - items made of this material can host parasites if spoiled. Eating the spoiled item can infect the eater with a parasite.
 
*'''CAN_REGENERATE''' - artificial bodyparts made of this material can still regenerate HP.
 
*'''CAN_REGENERATE''' - artificial bodyparts made of this material can still regenerate HP.
 
*'''IS_ALIVE''' - bodyparts made of this material can bleed when hit, critically hit, or eaten. [[Seges]] and [[Scabies]] also both like living materials.
 
*'''IS_ALIVE''' - bodyparts made of this material can bleed when hit, critically hit, or eaten. [[Seges]] and [[Scabies]] also both like living materials.
 
*'''IS_WARM''' - allows characters with [[infravision]] to spot things made of this material without the use of their regular vision.
 
*'''IS_WARM''' - allows characters with [[infravision]] to spot things made of this material without the use of their regular vision.
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*'''USE_MATERIAL_ATTRIBUTES''' - ignores the character's natural, trained up values for stats affected by the limb and uses the material's stats instead (e.g. a player with 10 DEX changes his arm to ommel hair, which is an artificial material and therefore uses ommel hair's flexibility as the arm's DEX.) This bodyflag is on by default.
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[[category:Game Mechanics]]

Latest revision as of 02:34, 5 August 2015

This page lists all possible BodyFlags for material script entries:

  • CAN_HAVE_PARASITE - items made of this material can host parasites if spoiled. Eating the spoiled item can infect the eater with a parasite.
  • CAN_REGENERATE - artificial bodyparts made of this material can still regenerate HP.
  • IS_ALIVE - bodyparts made of this material can bleed when hit, critically hit, or eaten. Seges and Scabies also both like living materials.
  • IS_WARM - allows characters with infravision to spot things made of this material without the use of their regular vision.
  • USE_MATERIAL_ATTRIBUTES - ignores the character's natural, trained up values for stats affected by the limb and uses the material's stats instead (e.g. a player with 10 DEX changes his arm to ommel hair, which is an artificial material and therefore uses ommel hair's flexibility as the arm's DEX.) This bodyflag is on by default.