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