Prototype/EntityWithHealth: Difference between revisions

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{{Prototype parent|Prototype/Entity}}
{{Prototype parent|Prototype/Entity}}
The common properties of all entities with health in the game.


==Basics==
{{Prototype TOC|''abstract''}}
This type is abstract and cannot be created directly.
 
The common properties of all entities with health in the game.
Extends the [[Prototype/Entity]]


== Extensions ==
== Extensions ==
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</div>
</div>


== Properties ==
== Optional properties ==
=== max_health ===
'''Type''': [[Types/float]]
 
'''Default''': 10


{{Prototype property|max_health|[[Types/float|float]]|10|optional=true}}
The unit health can never go over the maxmum. Default health of units on creation is set to max. Must be greater than 0.
The unit health can never go over the maxmum. Default health of units on creation is set to max. Must be greater than 0.
     max_health = 50
     max_health = 50


=== healing_per_tick ===
{{Prototype property|healing_per_tick|[[Types/float|float]]|0|optional=true}}
'''Type''': [[Types/float]]
 
'''Default''': 0
 
The amount of health cured by tick naturally.
The amount of health cured by tick naturally.
Works only on active entities. (Todo explain)
Works only on active entities. (Todo explain)
   healing_per_tick = 0.01
   healing_per_tick = 0.01


=== repair_speed_modifier ===
{{Prototype property|repair_speed_modifier|[[Types/float|float]]|1|optional=true}}
'''Type''': [[Types/float]]
 
'''Default''': 1
 
=== dying_explosion ===
'''Type''': [[Types/string]]


{{Prototype property|dying_explosion|[[Types/string|string]]|optional=true}}
The entity that is spawned in place of this one when it dies.
The entity that is spawned in place of this one when it dies.


=== dying_trigger_effect ===
{{Prototype property|dying_trigger_effect|[[Types/TriggerEffect|TriggerEffect]]|optional=true}}
'''Type''': [[Types/TriggerEffect]]
 
=== loot ===
'''Type''': [[Types/Loot]]


{{Prototype property|loot|[[Types/Loot|Loot]]|optional=true}}
The loot is dropped on the ground when the entity is killed.
The loot is dropped on the ground when the entity is killed.
<syntaxhighlight lang="lua">loot =
<syntaxhighlight lang="lua">loot =
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}</syntaxhighlight>
}</syntaxhighlight>


=== resistances ===
{{Prototype property|resistances|[[Types/Resistances|Resistances]]|optional=true}}
'''Type''': [[Types/Resistances]]
 
'''See''': [[Damage]]
'''See''': [[Damage]]
<syntaxhighlight lang="lua">resistances =  
<syntaxhighlight lang="lua">resistances =  
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}</syntaxhighlight>
}</syntaxhighlight>


=== attack_reaction ===
{{Prototype property|attack_reaction|[[Types/AttackReaction|AttackReaction]]|Empty|optional=true}}
'''Type''': [[Types/AttackReaction]]


'''Default''': Empty
{{Prototype property|repair_sound|[[Types/Sound|Sound]]|Utility sound (defaultManualRepair)|optional=true}}


=== repair_sound ===
{{Prototype property|alert_when_damaged|[[Types/bool|bool]]|true|optional=true}}
'''Type''': [[Types/Sound]]


'''Default''': Utility sound (defaultManualRepair)
{{Prototype property|hide_resistances|[[Types/bool|bool]]|true|optional=true}}


=== alert_when_damaged ===
{{Prototype property|create_ghost_on_death|[[Types/bool|bool]]|true|optional=true}}
'''Type''': [[Types/bool]]
 
'''Default''': true
 
=== hide_resistances ===
'''Type''': [[Types/bool]]
 
'''Default''': true
 
=== create_ghost_on_death ===
'''Type''': [[Types/bool]]
 
'''Default''': true
 
=== corpse ===
'''Type''': [[Types/string]] or [[Types/table]] of [[Types/string]]s
 
'''Default''': Empty


{{Prototype property|corpse|[[Types/string|string]] or [[Types/table|table]] of [[Types/string|string]]s|Empty|optional=true}}
Specifies the name(s) of the [[Prototype/Corpse]] entity to be used when this entity dies.
Specifies the name(s) of the [[Prototype/Corpse]] entity to be used when this entity dies.


=== integration_patch ===
{{Prototype property|integration_patch|[[Types/Sprite4Way|Sprite4Way]]|optional=true}}
'''Type''': [[Types/Sprite4Way]]
 
Sprite drawn on ground under the entity to make it feel more integrated into the ground.
Sprite drawn on ground under the entity to make it feel more integrated into the ground.



Revision as of 11:36, 28 July 2019

Prototype definitions » PrototypeBase » Prototype/Entity » Prototype/EntityWithHealth


The common properties of all entities with health in the game.


Prototype/EntityWithHealth — abstract
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)

Extensions

Optional properties

max_health

Type: float
Default: 10
The unit health can never go over the maxmum. Default health of units on creation is set to max. Must be greater than 0.

   max_health = 50

healing_per_tick

Type: 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: float
Default: 1

dying_explosion

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

dying_trigger_effect

Type: TriggerEffect

loot

Type: Loot
The loot is dropped on the ground when the entity is killed.

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

resistances

Type: Resistances
See: Damage

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

attack_reaction

Type: AttackReaction
Default: Empty

repair_sound

Type: Sound
Default: Utility sound (defaultManualRepair)

alert_when_damaged

Type: bool
Default: true

hide_resistances

Type: bool
Default: true

create_ghost_on_death

Type: bool
Default: true

corpse

Type: string or table of strings
Default: Empty
Specifies the name(s) of the Prototype/Corpse entity to be used when this entity dies.

integration_patch

Type: 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
  }