The Cathedral of Attnam

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//work in progress<br>
This page is designed to detail the mechanics behind each material's properties as defined in '''materials.dat'''. For more general usage, please see the [[list of materials]].
Core values must be defined in every individual material's entry - they do not default to a set value.
'''AttachedGod''' - the [[gods|god]] the material is attached to. Gods are more pleased by like being offered items that are made of their favourite materials.<br>
'''Color''' - the color of the material in RGB values.<br>
'''[[ConsumeType]]''' - determines which characters are able to [[eating|eat]] the material.<br>
'''Density''' - influences the weight of anything made of the material (multiplied by volume)<br>
'''NameStem''' - the material's name (e.g. "granite")<br>
'''Alpha''' - How transparent the material is, between 0-255. 255 is solid, 0 is invisible.<br>
'''BodyFlags''' - flags specific to the material's use as a bodypart of some description. See [[BodyFlags]] page.
'''CategoryFlags''' - determines a wide variety of things, see [[CategoryFlags]] page.<br>
'''CommonFlags''' - determines whether some interactions with other influences core game mechanics related to the material (e.g. can be wished/cloned/mirrored/sold for a high price)<br>
'''Flexibility''' - Most importantly determines the damage of whips and belts, but also reduces damage to armor and determines the language used around the item made of the material (e.g. "plate mail" is a low flex armor, "armor" is high)<br>
'''HardenedMaterial''' - what the material hardens into when a scroll of harden material or successful prayer to [[Loricatus]] is used.<br>
'''NameFlags''' - dictates proper english (whether to use "an" instead of "a" when referring to objects made of the material.)<br>
'''NaturalForm''' - what a terrain object or golem of the material reverts into when destroyed (e.g. stone, stick, lump)<br>
 
== Consumption Related ==
Values only required for food and drink materials.
 
'''ConsumeEndMessage''' - chooses which consume end message to display from a list. These are shown in the message box when the player or a visible character finish consuming the material.<br>
'''ConsumeWisdomLimit''' - AI controlled entities will avoid consuming this material if their WIS is equal to or above this value.<br>
'''Effect''' - how consuming the material affects a character. These are detailed on the [[eating]] page.<br>
'''EffectStrength''' - artifically increases the potency of the material's consume effect.<br>
'''HitMessage''' - Similar to consume end message, except displayed when consumption is in progress.<br>
'''NutritionValue''' - affects how filling the material is when consumed by a character. See [[Eating]].<br>
 
== Dangerous ==
Values which influence negative effects.
 
'''Acidity''' - capacity to cause acid burns and dissolve equipment.<br>
'''ExplosivePower''' - how large an explosion the material will make if ignited.<br>
'''RustModifier''' - artificially raises how quickly the material rusts anything it is spilt on. Only applies to liquids currently.<br>
'''StepInWisdomLimit''' - how much WIS an AI controlled character needs to actively avoid stepping in the material.<br>
'''Stickiness''' - chance to cause characters to become stuck in place if they step on or in the material.<br>
 
== Optional ==
Less important or less commonly used material values.
 
'''Emitation''' - the color and intensity of light the material naturally emits in RGB values.<br>
'''DisablesPanicWhenConsumed''' - whether consumption of the material immediately relieves [[panicked]] status. Most notably a property of [[Vodka]].<br>
 
[[category:Game Mechanics]]
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