Prototype/Character: Difference between revisions

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(Converted to SMW format)
(0.18.22: footstep_particle_triggers changes)
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{{Prototype property|footstep_particle_triggers|[[Types/table|table]] of [[Types/CreateParticleTriggerEffectItem|CreateParticleTriggerEffectItem]]|optional=true}}
{{Prototype property|footstep_particle_triggers|[[Types/table|table]] of [[Types/CreateParticleTriggerEffectItem|CreateParticleTriggerEffectItem]]|optional=true}}
Array of [[Types/CreateParticleTriggerEffectItem|CreateParticleTriggerEffectItem]]. Each [[Types/CreateParticleTriggerEffectItem|CreateParticleTriggerEffectItem]] needs the extra mandatory property <code>tiles</code>, which is a [[Types/table|table]] (array) of [[Types/string|string]] which is the name of a tile.
Array of [[Types/CreateParticleTriggerEffectItem|CreateParticleTriggerEffectItem]]. Each [[Types/CreateParticleTriggerEffectItem|CreateParticleTriggerEffectItem]] needs the extra mandatory property <code>tiles</code>, which is a [[Types/table|table]] (array) of [[Types/string|string]] which is the name of a tile.<br>
Alternatively, instead of specifying the CreateParticleTriggerEffectItem directly in the table with the <code>tiles</code> property, a <code>actions</code> property that is an array of CreateParticleTriggerEffectItem can be specified in the table with the <code>tiles</code> property.
 
Examples:
<syntaxhighlight lang="lua">footstep_particle_triggers =
{
  {
    tiles = { "water", "water-shallow" },
    type = "create-particle",
    particle_name = "water-particle",
    ....
  },
  {
    tiles = { "grass-1", "grass-2" },
    type = "create-particle",
    particle_name = "grass-particle",
    ....
  },
  ....
}</syntaxhighlight>
<syntaxhighlight lang="lua">footstep_particle_triggers =
{
  {
    tiles = { "water", "water-shallow" },
    actions =
    {
      {
        type = "create-particle",
        particle_name = "water-particle-1",
        ....
      },
      {
        type = "create-particle",
        particle_name = "water-particle-2",
        ....
      },
      ....
    }
  },
  {
    tiles = { "grass-1", "grass-2" },
    actions =
    {
      {
        type = "create-particle",
        particle_name = "grass-particle-1",
        ....
      },
      {
        type = "create-particle",
        particle_name = "grass-particle-2",
        ....
      },
      ....
    }
  },
}</syntaxhighlight>


{{Prototype property|tool_attack_result|[[Types/Trigger|Trigger]]|optional=true}}
{{Prototype property|tool_attack_result|[[Types/Trigger|Trigger]]|optional=true}}

Revision as of 13:14, 30 April 2020

Template:Prototype parent Entity that you move around on the screen during the campaign and freeplay.

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Mandatory properties

Inherits all properties from Prototype/EntityWithHealth.

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Template:Prototype property The sound file played when the character's health is low.

Template:Prototype property The sound file played when the character eats (fish for example).

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Template:Prototype property List of positions in the running animation when the walking sound is played.

   running_sound_animation_positions = {14, 29}

Template:Prototype property List of positions in the mining with tool animation when the mining sound and mining particles are created.

   mining_with_tool_particles_animation_positions = {28}

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Optional properties

Template:Prototype property Names of the crafting categories the character can craft recipes from. The built-in categories can be found here. See also Prototype/RecipeCategory.

Template:Prototype property Names of the resource categories the character can mine resources from.

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Template:Prototype property Must be >= 0.

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Template:Prototype property Time in seconds. Must be positive

Template:Prototype property Name of the character corpse that is spawned whend this character dies.

Template:Prototype property Array of CreateParticleTriggerEffectItem. Each CreateParticleTriggerEffectItem needs the extra mandatory property tiles, which is a table (array) of string which is the name of a tile.
Alternatively, instead of specifying the CreateParticleTriggerEffectItem directly in the table with the tiles property, a actions property that is an array of CreateParticleTriggerEffectItem can be specified in the table with the tiles property.

Examples:

footstep_particle_triggers =
{
  {
    tiles = { "water", "water-shallow" },
    type = "create-particle",
    particle_name = "water-particle",
    ....
  },
  {
    tiles = { "grass-1", "grass-2" },
    type = "create-particle",
    particle_name = "grass-particle",
    ....
  },
  ....
}
footstep_particle_triggers =
{
  {
    tiles = { "water", "water-shallow" },
    actions = 
    {
      {
        type = "create-particle",
        particle_name = "water-particle-1",
        ....
      },
      {
        type = "create-particle",
        particle_name = "water-particle-2",
        ....
      },
      ....
    }
  },
  {
    tiles = { "grass-1", "grass-2" },
    actions = 
    {
      {
        type = "create-particle",
        particle_name = "grass-particle-1",
        ....
      },
      {
        type = "create-particle",
        particle_name = "grass-particle-2",
        ....
      },
      ....
    }
  },
}

Template:Prototype property