Mod:特殊標籤
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基礎 |
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入門 • 基礎 • Lua腳本 • Data.wak • 實用工具 |
製作指南 |
音頻 • 敵人 • 生物群系 • 天賦 • 法術 • 精靈表 • 材料 • 圖像放射器 • 特殊行為 • CMake使用 |
組件/實體 |
組件文檔 • 枚舉 • 特殊標籤 • 所有標籤列表 |
Lua編程 |
Lua API • 實用腳本 |
其他信息 |
法術和天賦的ID • 聲音事件 • 魔數(Magic Numbers) |
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
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
fish_attractor
- Attracts any entities with
AdvancedFishAIComponent
- Attracts any entities with
firemage
- Affects the behaviour of
AnimalAIComponent
- Makes Brimstone neutral in player's hands
- Affects the behaviour of
thundermage
- Affects the behaviour of
AnimalAIComponent
- Makes Thunder stone neutral in player's hands
- Affects the behaviour of
gold_nugget
- Entity is attracted by
TelekinesisComponent
- Also attracted by the Attract Items perk (on Lua side,
data/scripts/perks/attract_items.lua
)
- Entity is attracted by
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 duh
teleportable_NOT
- Supposedly makes the entity not teleportable, but apparently the in-engine code is too messy to know right away.
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.
- If an entity with this tag also has a
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.
- When used together with the
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