Prototype/EntityWithHealth: Difference between revisions

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(LegacyRocketDefense was removed in 0.16)
m (→‎Extensions: typos)
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* [[Prototype/SimpleEntity]] '''simple-entity'''
* [[Prototype/SimpleEntity]] '''simple-entity'''
* [[Prototype/SimpleEntityWithOwner]] '''simple-entity-with-owner'''
* [[Prototype/SimpleEntityWithOwner]] '''simple-entity-with-owner'''
** [[Prototype/SimpleEntityWtihForce]] '''simple-entity-with-force'''
* [[Prototype/SimpleEntityWithForce]] '''simple-entity-with-force'''
* [[Prototype/SolarPanel]] '''solar-panel'''
* [[Prototype/SolarPanel]] '''solar-panel'''
* [[Prototype/StorageTank]] '''storage-tank'''
* [[Prototype/StorageTank]] '''storage-tank'''

Revision as of 14:02, 27 June 2018

Basics

The common properties of all entities with health in the game. Extends the Prototype/Entity

Extensions

Properties

max_health

Type: Types/float

Default: 10

The unit health can never go over the maxmum. Default health of units on creation is set to max.

   max_health = 50

healing_per_tick

Type: Types/float

Default: 0

The amount of health cured by tick naturally. Works only on active entities. (Todo explain)

  healing_per_tick = 0.01

repair_speed_modifier

Type: Types/float

Default: 1

flammability

Type: Types/float

Default: 0

dying_explosion

Type: Types/string

The entity that is spawned in place of this one when it dies.

loot

Type: Types/Loot The loot is generated when the entity is killed.

loot =
{
  {
    count_max = 10,
    count_min = 2,
    item = "stone",
    probability = 1
  }
}

resistances

Type: Types/Resistances

See: Damage

resistances = 
{
  {
    type = "fire",
    percent = 80
  },
  {
    type = "explosion",
    percent = 30
  }
}

attack_reaction

Type: Types/AttackReaction

Default: Empty

repair_sound

Type: Types/Sound

Default: Utility sound (defaultManualRepair)

alert_when_damaged

Type: Types/bool

Default: true

hide_resistances

Type: Types/bool

Default: true

corpse

Type: Types/string or Types/table of Types/strings

Default: Empty

Specifies the name(s) of the Prototype/Corpse entity to be used when this entity dies.

integration_patch

Type: Types/Sprite4Way

Sprite drawn on ground under the entity to make it feel more integrated into the ground.

Example

{
    type = "container",
    name = "wooden-chest",
    icon = "__base__/graphics/icons/wooden-chest.png",
    flags = {"placeable-neutral", "player-creation"},
    minable = {mining_time = 1, result = "wooden-chest"},
    max_health = 100,
    corpse = "small-remnants",
    collision_box = {{-0.35, -0.35}, {0.35, 0.35}},
    fast_replaceable_group = "container",
    selection_box = {{-0.5, -0.5}, {0.5, 0.5}},
    inventory_size = 16,
    open_sound = { filename = "__base__/sound/wooden-chest-open.ogg" },
    close_sound = { filename = "__base__/sound/wooden-chest-close.ogg" },
    vehicle_impact_sound =  { filename = "__base__/sound/car-wood-impact.ogg", volume = 1.0 },
    picture =
    {
      filename = "__base__/graphics/entity/wooden-chest/wooden-chest.png",
      priority = "extra-high",
      width = 46,
      height = 33,
      shift = {0.25, 0.015625}
    },
    circuit_wire_connection_point =
    {
      shadow =
      {
        red = {0.734375, 0.453125},
        green = {0.609375, 0.515625},
      },
      wire =
      {
        red = {0.40625, 0.21875},
        green = {0.40625, 0.375},
      }
    },
    circuit_connector_sprites = get_circuit_connector_sprites({0.1875, 0.15625}, nil, 18),
    circuit_wire_max_distance = 9
  }