Prototype/EntityWithHealth: Difference between revisions

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m (0.17.35 prototype type rename player -> character)
(→‎max_health: add that must be greater than 0)
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'''Default''': 10
'''Default''': 10


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



Revision as of 19:24, 2 May 2019

Basics

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

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. Must be greater than 0.

   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

dying_explosion

Type: Types/string

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

dying_trigger_effect

Type: Types/TriggerEffect

loot

Type: Types/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: 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

create_ghost_on_death

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
  }