Prototype/Character: Difference between revisions

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{{Prototype parent|Prototype/EntityWithHealth}}
{{Prototype parent|Prototype/EntityWithHealth}}
Entity that you move around on the screen during the campaign and freeplay.


== Basics ==
{{Prototype TOC|character}}
Prototype type: '''character'''
 
Entity that you move around on the screen during the campaign and freeplay. Extends [[Prototype/EntityWithHealth]].


== Mandatory properties ==
== Mandatory properties ==
Inherits all properties from [[Prototype/EntityWithHealth]].
Inherits all properties from [[Prototype/EntityWithHealth]].


=== mining_speed ===
{{Prototype property|mining_speed|[[Types/double|double]]}}
'''Type''': [[Types/double]]
 
=== running_speed ===
'''Type''': [[Types/double]]


=== distance_per_frame ===
{{Prototype property|running_speed|[[Types/double|double]]}}
'''Type''': [[Types/double]]


=== maximum_corner_sliding_distance ===
{{Prototype property|distance_per_frame|[[Types/double|double]]}}
'''Type''': [[Types/double]]


=== heartbeat ===
{{Prototype property|maximum_corner_sliding_distance|[[Types/double|double]]}}
'''Type''': [[Types/Sound]]


{{Prototype property|heartbeat|[[Types/Sound|Sound]]}}
The sound file played when the character's health is low.
The sound file played when the character's health is low.


=== eat ===
{{Prototype property|eat|[[Types/Sound|Sound]]}}
'''Type''': [[Types/Sound]]
 
The sound file played when the character eats (fish for example).
The sound file played when the character eats (fish for example).


=== inventory_size ===
{{Prototype property|inventory_size|[[Types/ItemStackIndex|ItemStackIndex]]}}
'''Type''': [[Types/ItemStackIndex]]


=== build_distance ===
{{Prototype property|build_distance|[[Types/uint32|uint32]]}}
'''Type''': [[Types/uint32]]


=== drop_item_distance ===
{{Prototype property|drop_item_distance|[[Types/uint32|uint32]]}}
'''Type''': [[Types/uint32]]


=== reach_distance ===
{{Prototype property|reach_distance|[[Types/uint32|uint32]]}}
'''Type''': [[Types/uint32]]


=== reach_resource_distance ===
{{Prototype property|reach_resource_distance|[[Types/double|double]]}}
'''Type''': [[Types/double]]


=== item_pickup_distance ===
{{Prototype property|item_pickup_distance|[[Types/double|double]]}}
'''Type''': [[Types/double]]


=== loot_pickup_distance ===
{{Prototype property|loot_pickup_distance|[[Types/double|double]]}}
'''Type''': [[Types/double]]


=== ticks_to_keep_gun ===
{{Prototype property|ticks_to_keep_gun|[[Types/uint32|uint32]]}}
'''Type''': [[Types/uint32]]


=== ticks_to_keep_aiming_direction ===
{{Prototype property|ticks_to_keep_aiming_direction|[[Types/uint32|uint32]]}}
'''Type''': [[Types/uint32]]


=== ticks_to_stay_in_combat ===
{{Prototype property|ticks_to_stay_in_combat|[[Types/uint32|uint32]]}}
'''Type''': [[Types/uint32]]


=== damage_hit_tint ===
{{Prototype property|damage_hit_tint|[[Types/Color|Color]]}}
'''Type''': [[Types/Color]]
 
=== running_sound_animation_positions ===
'''Type''': [[Types/table]] of [[Types/float]]


{{Prototype property|running_sound_animation_positions|[[Types/table|table]] of [[Types/float|float]]}}
List of positions in the running animation when the walking sound is played.
List of positions in the running animation when the walking sound is played.
     running_sound_animation_positions = {14, 29}
     running_sound_animation_positions = {14, 29}


=== mining_with_tool_particles_animation_positions ===
{{Prototype property|mining_with_tool_particles_animation_positions|[[Types/table|table]] of [[Types/float|float]]}}
'''Type''': [[Types/table]] of [[Types/float]]
 
List of positions in the mining with tool animation when the mining sound and mining particles are created.
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}
     mining_with_tool_particles_animation_positions = {28}


=== animations ===
{{Prototype property|animations|[[Types/table|table]] of [[Types/CharacterArmorAnimation|CharacterArmorAnimation]]}}
'''Type''': [[Types/table]] of [[Types/CharacterArmorAnimation]]


== Optional properties ==
== Optional properties ==


=== crafting_categories ===
{{Prototype property|crafting_categories|[[Types/table|table]] of [[Types/string|string]]|optional=true}}
'''Type''': [[Types/table]] of [[Types/string]]
 
Names of the crafting categories the character can craft recipes from. The built-in categories can be found [[Data.raw#recipe-category|here]]. See also [[Prototype/RecipeCategory]].
Names of the crafting categories the character can craft recipes from. The built-in categories can be found [[Data.raw#recipe-category|here]]. See also [[Prototype/RecipeCategory]].


=== mining_categories ===
{{Prototype property|mining_categories |[[Types/table|table]] of [[Types/string|string]]|optional=true}}
'''Type''': [[Types/table]] of [[Types/string]]
 
Names of the resource categories the character can mine resources from.
Names of the resource categories the character can mine resources from.


=== light ===
{{Prototype property|light|[[Types/LightDefinition|LightDefinition]]|optional=true}}
'''Type''': [[Types/LightDefinition]]
 
=== enter_vehicle_distance ===
'''Type''': [[Types/double]]
 
'''Default''': 3.0


{{Prototype property|enter_vehicle_distance|[[Types/double|double]]|3.0|optional=true}}
Must be >= 0.
Must be >= 0.


=== tool_attack_distance ===
{{Prototype property|tool_attack_distance|[[Types/double|double]]|1.5|optional=true}}
'''Type''': [[Types/double]]
 
'''Default''': 1.5
 
=== respawn_time ===
'''Type''': [[Types/uint32]]
 
'''Default''': 10


{{Prototype property|respawn_time|[[Types/uint32|uint32]]|10|optional=true}}
Time in seconds. Must be positive
Time in seconds. Must be positive


=== character_corpse ===
{{Prototype property|character_corpse|[[Types/string|string]]|optional=true}}
'''Type''': [[Types/string]]
 
Name of the character corpse that is spawned whend this character dies.
Name of the character corpse that is spawned whend this character dies.


=== footstep_particle_triggers ===
{{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.


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

Revision as of 11:56, 28 July 2019

Prototype definitions » PrototypeBase » Prototype/Entity » Prototype/EntityWithHealth » Prototype/EntityWithOwner » Prototype/Character


Entity that you move around on the screen during the campaign and freeplay.


Prototype/Character — character
animations::table of CharacterArmorAnimation
build_distance::uint32
damage_hit_tint::Color
distance_per_frame::double
drop_item_distance::uint32
eat::Sound
heartbeat::Sound
inventory_size::ItemStackIndex
item_pickup_distance::double
loot_pickup_distance::double
maximum_corner_sliding_distance::double
mining_speed::double
mining_with_tool_particles_animation_positions::table of float
reach_distance::uint32
reach_resource_distance::double
running_sound_animation_positions::table of float
running_speed::double
ticks_to_keep_aiming_direction::uint32
ticks_to_keep_gun::uint32
ticks_to_stay_in_combat::uint32
character_corpse::string (optional)
crafting_categories::table of string (optional)
enter_vehicle_distance::double (optional)
footprint_particles::table of FootprintParticle (optional)
footstep_particle_triggers::FootstepTriggerEffectList (optional)
has_belt_immunity::bool (optional)
left_footprint_frames::table of float (optional)
left_footprint_offset::vector (optional)
light::LightDefinition (optional)
mining_categories::table of string (optional)
respawn_time::uint32 (optional)
right_footprint_frames::table of float (optional)
right_footprint_offset::vector (optional)
synced_footstep_particle_triggers::FootstepTriggerEffectList (optional)
tool_attack_distance::double (optional)
tool_attack_result::Trigger (optional)
Inherited from Prototype/EntityWithOwner
allow_run_time_change_of_is_military_target::bool (optional)
is_military_target::bool (optional)
Inherited from Prototype/EntityWithHealth
alert_when_damaged::bool (optional)
attack_reaction::AttackReaction (optional)
corpse::string or table of strings (optional)
create_ghost_on_death::bool (optional)
damaged_trigger_effect::TriggerEffect (optional)
dying_explosion::ExplosionDefinition or table of ExplosionDefinition (optional)
dying_trigger_effect::TriggerEffect (optional)
healing_per_tick::float (optional)
hide_resistances::bool (optional)
integration_patch::Sprite4Way (optional)
integration_patch_render_layer::RenderLayer (optional)
loot::Loot (optional)
max_health::float (optional)
random_corpse_variation::bool (optional)
repair_sound::Sound (optional)
repair_speed_modifier::float (optional)
resistances::Resistances (optional)
Inherited from Prototype/Entity
icons, icon, icon_size (IconSpecification)::IconSpecification
additional_pastable_entities::table of string (optional)
alert_icon_scale::float (optional)
alert_icon_shift::vector (optional)
allow_copy_paste::bool (optional)
autoplace::AutoplaceSpecification (optional)
build_base_evolution_requirement::double (optional)
build_grid_size::uint8 (optional)
build_sound::Sound (optional)
close_sound::Sound (optional)
collision_box::BoundingBox (optional)
collision_mask::CollisionMask (optional)
created_effect::Trigger (optional)
created_smoke::CreateTrivialSmokeEffectItem (optional)
drawing_box::BoundingBox (optional)
emissions_per_second::double (optional)
enemy_map_color::Color (optional)
fast_replaceable_group::string (optional)
flags::EntityPrototypeFlags (optional)
friendly_map_color::Color (optional)
hit_visualization_box::BoundingBox (optional)
map_color::Color (optional)
map_generator_bounding_box::BoundingBox (optional)
minable::MinableProperties (optional)
mined_sound::Sound (optional)
mining_sound::Sound (optional)
next_upgrade::string (optional)
open_sound::Sound (optional)
placeable_by::ItemToPlace or table of ItemToPlace (optional)
protected_from_tile_building::bool (optional)
radius_visualisation_specification::RadiusVisualisationSpecification (optional)
remains_when_mined::string or table of string (optional)
remove_decoratives::string (optional)
rotated_sound::Sound (optional)
selectable_in_game::bool (optional)
selection_box::BoundingBox (optional)
selection_priority::uint8 (optional)
shooting_cursor_size::double (optional)
sticker_box::BoundingBox (optional)
subgroup::string (optional)
tile_height::uint32 (optional)
tile_width::uint32 (optional)
trigger_target_mask::TriggerTargetMask (optional)
vehicle_impact_sound::Sound (optional)
water_reflection::WaterReflectionDefinition (optional)
working_sound::WorkingSound (optional)
Inherited from PrototypeBase
name::string
type::string
localised_description::LocalisedString (optional)
localised_name::LocalisedString (optional)
order::Order (optional)

Mandatory properties

Inherits all properties from Prototype/EntityWithHealth.

mining_speed

Type: double

running_speed

Type: double

distance_per_frame

Type: double

maximum_corner_sliding_distance

Type: double

heartbeat

Type: Sound
The sound file played when the character's health is low.

eat

Type: Sound
The sound file played when the character eats (fish for example).

inventory_size

Type: ItemStackIndex

build_distance

Type: uint32

drop_item_distance

Type: uint32

reach_distance

Type: uint32

reach_resource_distance

Type: double

item_pickup_distance

Type: double

loot_pickup_distance

Type: double

ticks_to_keep_gun

Type: uint32

ticks_to_keep_aiming_direction

Type: uint32

ticks_to_stay_in_combat

Type: uint32

damage_hit_tint

Type: Color

running_sound_animation_positions

Type: table of float
List of positions in the running animation when the walking sound is played.

   running_sound_animation_positions = {14, 29}

mining_with_tool_particles_animation_positions

Type: table of float
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}

animations

Type: table of CharacterArmorAnimation

Optional properties

crafting_categories

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

mining_categories

Type: table of string
Names of the resource categories the character can mine resources from.

light

Type: LightDefinition

enter_vehicle_distance

Type: double
Default: 3.0
Must be >= 0.

tool_attack_distance

Type: double
Default: 1.5

respawn_time

Type: uint32
Default: 10
Time in seconds. Must be positive

character_corpse

Type: string
Name of the character corpse that is spawned whend this character dies.

footstep_particle_triggers

Type: table of CreateParticleTriggerEffectItem
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.

tool_attack_result

Type: Trigger