Prototype/EntityWithHealth: Difference between revisions
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== Extensions == | == Extensions == | ||
*[[Prototype/Accumulator]] | |||
*[[Prototype/Character]] | *[[Prototype/Character]] | ||
*[[Prototype/Unit]] | *[[Prototype/Unit]] |
Revision as of 14:12, 30 October 2013
Basics
The common properties of all entities with health in the game. Extends the Prototype/Entity
Extensions
- Prototype/Accumulator
- Prototype/Character
- Prototype/Unit
- Prototype/PipeConnectable
- Prototype/Car
- Prototype/Market
Properties
max_health
Type: Types/float
The unit health can never go over the maxmum. Default health of units on creation is set to max.
max_health = 50
healing_per_tick
Type: Types/float
The amount of health cured by tick naturally. Works only on active entities. (Todo explain)
healing_per_tick = 0.01
dying_explosion
Type: Types/EntityID
Todo, this should be removed and Type/AttackResult should be used for dying event. This would allow much more variability.
loot
Type: Types/LootSpecification The loot is generated when the entity is killed.
loot = { { count_max = 10, count_min = 2, item = "alien-artifact", probability = 1 } }
resistances
Type: Types/Resistances
See: Damage
resistances = { { type = "fire", percent = 80 }, { type = "explosion", percent = 30 } }
attack_reaction
Type: Types/AttackReaction
Example
{ type = "container", name = "wooden-chest", icon = "__base__/graphics/icons/wooden-chest.png", flags = {"placeable-neutral", "player-creation"}, minable = {mining_time = 1, result = "wooden-chest"}, collision_box = {{-0.4, -0.4}, {0.4, 0.4}}, selection_box = {{-0.5, -0.5}, {0.5, 0.5}}, max_health = 50, corpse = "small-remnants", fast_replaceable_group = "container", inventory_size = 16, picture = { filename = "__base__/graphics/entity/wooden-chest/wooden-chest.png", priority = "extra-high", width = 46, height = 33, shift = {0.3, 0} } }