Documentation: MagicConvertMaterialComponent

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Name Type Initial Value Example Range Description
Members
radius int 256 [0, 512]
min_radius int 0 [0, 512] allows for convert to happen from x pixels from the center
is_circle bool false
steps_per_frame int 10 [0, 512]
from_material_tag std::string the tag of material, e.g. [liquid]
from_any_material bool false if 1, converts any cells of any material to 'to_materia'
clean_stains bool false
extinguish_fire bool false
fan_the_flames int 0 if > 0, will call UpdateFire() fan_the_flames times
temperature_reaction_temp int32 0 if != 0, will use the 'cold_freezes_to_materials' and 'warmth_melts_to_materials' in CellData to convert cells different materials
ignite_materials int 0 if > 0, will call Ignite() with ingite_materials as probability_of_fire
loop bool false
kill_when_finished bool true
convert_entities bool false if 1, kills entities with a damagemodel and converts them to 'to_material'
stain_frozen bool false petri hax
reaction_audio_amount float 0 if > 0, will generate chemical reaction audio at converted cells
convert_same_material bool true 9.10.2020 - added this because at the end this caused the 'white ring' to appear, set it to false if you don't want constant whiteout
from_material_array std::string
to_material_array std::string
mRadius int 0 [0, 512]
Custom data types
from_material int 0
to_material int 0
Privates
mUseArrays bool false
mFromMaterialArray std::vector<int>
mToMaterialArray std::vector<int>

Converts materials to other materials.

If convert_entities is enabled, it will also convert entities that have a DamageModelComponent and are in range, unless the entity has the touchmagic_immunity tag.