Modding: Special tags
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This is a list of known "special" tags, which have in-engine custom functionality attached to them. Usually most tags are simply for entity/component categorization.
For the basics of tag system, see here.
Entity tags
Tag | Description |
---|---|
boss_centipede |
Plays music/boss_arena/battle when the entity is nearby.
|
firemage |
Affects the behaviour of AnimalAIComponent . Makes Brimstone neutral in player's hands.
|
fish_attractor |
Attracts any entities with AdvancedFishAIComponent .
|
gold_nugget |
Entity is attracted by TelekinesisComponent . Also attracted by the Attract Items perk (on Lua side, data/scripts/perks/attract_items.lua ).
|
miniboss |
Plays music/miniboss/00 when the entity is nearby.
|
necromancer_shop |
Plays music/temple/necromancer_shop when the entity is nearby.
|
player_unit |
IsPlayer() returns true for this Entity. Gets more stains than other entities. "...and much more". You can assume this to have a lot of random stuff tied to it.
|
polymorphable_NOT |
Makes the entity not polymorphable. |
teleportable_NOT |
Supposedly makes the entity not teleportable, but apparently the in-engine code is too messy to know right away. |
thundermage |
Affects the behaviour of AnimalAIComponent . Makes Thunder stone neutral in player's hands.
|
ui_use_raw_name |
Prevents the game from trying to look up a translation string for the entity name and shows the name as is. |
wand |
Forces the Entity's name to "$item_wand" (a translation string). |
workshop |
If an entity with this tag also has a HitboxComponent , allows wand editing in the area defined in said component.
|
workshop_aabb |
Plays music/temple/enter when the entity is nearby.
|
workshop_untouched |
When used together with the workshop tag, will force open the players inventory if no wands have been edited and the player walks into the hitbox.
|
The following are additional entity tags referenced in-engine:
drone
enemy
prey
effectable_prop
hiteffect_enabled
HAX_polymorph_death
prop
polymorphed
touchmagic_immunity
hittable
player_ragdoll
player_projectile
music_energy_100_near
music_energy_100
music_energy_050_near
music_energy_050
music_energy_000_near
music_energy_000
ending_sampo_spot_underground
ending_sampo_spot_mountain
coop_respawn
mortal
Component _tags
enabled_in_hand
,enabled_in_world
,enabled_in_inventory
- These toggle the enabled / disabled status of the Component. Requires an
ItemComponent
somewhere in the Entity to work. - Super handy for eg. defining different sprites as Wand's inventory icon, world model, etc.
- These toggle the enabled / disabled status of the Component. Requires an
shop_cost
- Components with this tag are removed from the entity, when the entity is picked up
fire
- Used by
TorchComponent
, will toggle all components with this tag enabled/disabled depending on the lit status.
- Used by
The following are additional component tags referenced in-engine:
item_identified
item_unidentified
item_unlocked
item_locked
not_enabled_in_wand
tablet
charge_indicator
turret_rotate_sound
- AudioLoopComponentsound_jetpack
- AudioLoopComponentsound_underwater
- AudioLoopComponentsound_suffocating
- AudioLoopComponentsound_damage_curse
- AudioLoopComponentsound_pick_gold_sand
- AudioLoopComponentsound_spray
- AudioLoopComponentsound_air_whoosh
- AudioLoopComponentsound_telekinesis_move
- AudioLoopComponentsound_telekinesis_hold
- AudioLoopComponentjetpack
ingestion
digger
no_hitbox
shield_ring
shield_hit
shoot_pos
- HotspotComponentcrouch_sensor
- HotspotComponenthand
- HotspotComponentkick_pos
- HotspotComponentspray_pos
- HotspotComponentitem_bg
fart
smoke
aiming_reticle
character
laser_sight
gun
health_bar
item