Documentation: WorldStateComponent
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Name | Type | Initial Value | Example Range | Description |
---|---|---|---|---|
Members | ||||
is_initialized | bool | false | ||
time | float | 0 | ||
time_total | float | 0 | [0, 1000] | |
time_dt | float | 1 | [0, 1000] | to make the time go really fast or slow? |
day_count | int | 0 | [0, 3.5] | |
rain | float | 0 | should be called clouds, controls amount of cloud cover in the sky | |
rain_target | float | 0 | should be called clouds_target, controls amount of cloud cover in the sky | |
fog | float | 0 | ||
fog_target | float | 0 | ||
intro_weather | bool | false | if set, will set the weather to be nice all the time | |
wind | float | 0 | ||
wind_speed | float | 2 | [-50, 50] | |
wind_speed_sin_t | float | 10 | ||
wind_speed_sin | float | 3 | [-50, 50] | |
clouds_01_target | float | 0 | [-27, 100] | |
clouds_02_target | float | 0 | [-100, 185] | |
gradient_sky_alpha_target | float | 0 | ||
sky_sunset_alpha_target | float | 1 | ||
lightning_count | int | 0 | [0, 100] | this gets decreased to 0, this is the frame count of how many times do we do our awesome lightning effect |
next_portal_id | uint32 | 1 | ||
session_stat_file | std::string | if empty, we'll create one. This tracks the play time, death, kills... etch | ||
player_polymorph_count | int | 0 | how many times player has been polymorphed | |
player_polymorph_random_count | int | 0 | how many times player has been random polymorphed | |
player_did_infinite_spell_count | int | 0 | how many times player has done a secret trick | |
player_did_damage_over_1milj | int | 0 | how many times player has player done damage of over 1000000 | |
player_living_with_minus_hp | int | 0 | how many times player has been detected with minus health | |
global_genome_relations_modifier | float | 0 | Genome_GetHerdRelation adds this value to the results. 100 = good relations, 0 is bad | |
mods_have_been_active_during_this_run | bool | false | ||
twitch_has_been_active_during_this_run | bool | false | ||
next_cut_through_world_id | uint32 | 0 | ||
perk_infinite_spells | bool | false | if true, almost all spells will have unlimited uses. (black holes, matter eater, heals excluded | |
perk_trick_kills_blood_money | bool | false | if true, trick kills will produce blood money (heals player) | |
perk_hp_drop_chance | int | 0 | if > 0, then there's chance that killing an enemy will drop bloodmoney_50 | |
perk_gold_is_forever | bool | false | drop_money.lua - checks if this is true and removes LifetimeComponent from gold nuggets | |
perk_rats_player_friendly | bool | false | if 1, rats don't attack player herd and the other way round. this is a persistent change | |
EVERYTHING_TO_GOLD | bool | false | if true everything will be gold + used to track if the wallet should go to infinite | |
material_everything_to_gold | std::string | gold | ||
material_everything_to_gold_static | std::string | gold_static | ||
INFINITE_GOLD_HAPPENING | bool | false | the secret ending with infinite gold | |
ENDING_HAPPINESS_HAPPENING | bool | false | if true, will do the animations for happiness ending | |
ENDING_HAPPINESS_FRAMES | int | 0 | to keep track of the animation | |
ENDING_HAPPINESS | bool | false | this is set if ending happiness has happened | |
mFlashAlpha | float | 0 | to keep track of the animation | |
DEBUG_LOADED_FROM_AUTOSAVE | int | 0 | how many times have loaded from autosaves | |
DEBUG_LOADED_FROM_OLD_VERSION | int | 0 | how many times have we loaded from an old version of the game | |
Custom data types | ||||
player_spawn_location | vec2 | (0, 0) | ||
lua_globals | MAP_STRING_STRING | |||
pending_portals | VEC_PENDINGPORTAL | |||
apparitions_per_level | VECTOR_INT32 | |||
npc_parties | VEC_NPCPARTY | |||
orbs_found_thisrun | VECTOR_INT32 | |||
flags | VECTOR_STRING | |||
changed_materials | VECTOR_STRING | pairs of materials changed via ConvertMaterialEverywhere(). stored so these can be restored when loading a save | ||
cuts_through_world | VEC_CUTTHROUGHWORLD | |||
gore_multiplier | LensValue<int> | 1 | ||
trick_kill_gold_multiplier | LensValue<int> | 2 | ||
damage_flash_multiplier | LensValue<float> | 1 | ||
open_fog_of_war_everywhere | LensValue<bool> | false | same as the trailer mode, open fog of war everywhere | |
consume_actions | LensValue<bool> | true | same as the trailer mode, spells with limited uses are not consumed if this is false | |
Privates | ||||
rain_target_extra | float | 0 | ||
fog_target_extra | float | 0 | ||
perk_rats_player_friendly_prev | bool | false |