forked from Mirrors/openclonk
163 lines
4.9 KiB
XML
163 lines
4.9 KiB
XML
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
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<!DOCTYPE doc
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SYSTEM '../../clonk.dtd'>
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<?xml-stylesheet type="text/xsl" href="../../clonk.xsl"?>
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<doc>
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<title>Properties</title>
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<h>Properties</h>
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<part>
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<text>Every object has a number of properties that are handled by the engine. Typically, these are inherited from the object's Prototype, an <emlink href="definition/index.html#Objektdefinitionen">Object Definition</emlink>. A Property of an Object Definition is defined with the <code>local</code> keyword in the <emlink href="definition/script.html#Objektscripte">Definition's script</emlink>:</text>
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<code>local Name = "$Name$";
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local ActMap = {
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Stand = {
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Prototype = Action,
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Name = "Stand",
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Length = 1,
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NextAction = "Stand"
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},
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};
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</code>
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<text>
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<table>
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<caption id="PropertiesTable">Object Properties</caption>
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<rowh>
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<col>Name</col>
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<col>Data type</col>
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<col>Description</col>
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</rowh>
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<row>
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<col><code>Prototype</code></col>
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<col>proplist</col>
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<col></col>
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</row>
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<row>
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<col><code>Name</code></col>
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<col>string</col>
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<col></col>
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</row>
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<row>
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<col><code>Collectible</code></col>
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<col></col>
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<col></col>
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</row>
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<row>
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<col><code>Touchable</code></col>
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<col></col>
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<col></col>
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</row>
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<row>
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<col><code>ActMap</code></col>
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<col>proplist</col>
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<col></col>
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</row>
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<row>
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<col><code>Visibility</code></col>
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<col>int/array</col>
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<col>Controls the visibility of the object. See the <emlink href="definition/visibility.html">detailed documentation of possible values</emlink>.</col>
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</row>
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<row>
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<col><code>LineColors</code></col>
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<col></col>
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<col></col>
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</row>
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<row>
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<col><code>LineAttach</code></col>
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<col></col>
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<col></col>
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</row>
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<row>
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<col><code>PictureTransformation</code></col>
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<col></col>
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<col></col>
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</row>
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<row>
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<col><code>MeshTransformation</code></col>
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<col></col>
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<col></col>
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</row>
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<row>
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<col><code>MouseDragImage</code></col>
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<col></col>
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<col></col>
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</row>
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<row>
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<col><code>MouseDrag</code></col>
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<col></col>
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<col></col>
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</row>
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<row>
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<col><code>Animation</code></col>
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<col></col>
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<col></col>
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</row>
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<row>
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<col><code>Action</code></col>
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<col>proplist</col>
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<col></col>
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</row>
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<row>
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<col><code>BreatheWater</code></col>
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<col></col>
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<col></col>
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</row>
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<row>
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<col><code>CorrosionResist</code></col>
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<col></col>
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<col></col>
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</row>
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<row>
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<col><code>MaxEnergy</code></col>
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<col>int</col>
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<col></col>
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</row>
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<row>
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<col><code>MaxBreath</code></col>
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<col>int</col>
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<col></col>
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</row>
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<row>
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<col><code>ThrowSpeed</code></col>
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<col>int</col>
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<col></col>
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</row>
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<row id="Parallaxity">
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<col><code>Parallaxity</code></col>
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<col>[int, int]</col>
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<col>The Objects's major Z-Position. See <funclink>C4D_Parallax</funclink>.</col>
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</row>
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<row id="Plane">
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<col><code>Plane</code></col>
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<col>int</col>
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<col>The Object's minor Z-Position. Negative values are behind the landscape, positive values before it. Use 1-399 for stuff behind Clonks, 401-999 for stuff before Clonks, and 1000+ for GUI objects.</col>
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</row>
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<row>
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<literal_col>Placement</literal_col>
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<col>Integer</col>
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<col>Placement: 0 land surface, 1 in liquid, 2 in mid-air, 3 underground, 4 land surface and underground.</col>
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</row>
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<row>
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<literal_col>BlastIncinerate</literal_col>
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<col>Integer</col>
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<col>Incineration by explosion: 0 none, otherwise the damage level of incineration.</col>
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</row>
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<row>
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<literal_col>BurnTo</literal_col>
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<col>C4ID</col>
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<col>Definition change upon incineration.</col>
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</row>
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<row>
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<literal_col>NoBurnDecay</literal_col>
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<col>Integer</col>
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<col>0 or 1. If 1, the object does not decompose if burning.</col>
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</row>
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<row>
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<literal_col>ContactIncinerate</literal_col>
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<col>Integer</col>
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<col>Probability of incineration by contact: 0 none, or 1 (high) to 5 (low).</col>
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</row>
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</table>
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</text>
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</part>
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<author>Günther</author><date>2011</date>
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</doc>
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