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mod support design wip
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assets/modules/Creature_raw_doc.md
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assets/modules/Creature_raw_doc.md
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Creature raw documentation
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## Physical properties ##
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* 1 m = 24 px
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* mult: Multiplier in pencentage. e.g. 100, 85, 125, ...
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|name|unit|description|
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|----|----|-----------|
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|baseheight|pixels|Base height for hitbox. Also used for attack point bonus calculation|
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|basemass|kg|Base mass for creature|
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|accel|px per TARGET_FPS^2|Acceleration for walking|
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|speed|px per TARGET_FPS|Walk speed|
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|jumppower|neg. px per TARGET_FPS^2|Self-explanatory|
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|scale|unit|Creature body scale. Mass/strength/accel/etc. will be changed accordingly, hence the prefix “base” for some raw tokens|
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|dragcoeff|unit|Drag coefficient|
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|speedmult, accelmult, jumppowermult|array of percentiles (Int)|Variability factor|
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|scalemult|mult|Breadth variation for mobs|
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## Creature properties ##
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|name|unit|description|
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|----|----|-----------|
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|strength|unit|Strength value, no significant unit is given. The value for regular human is fixed to 1 000|
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|encumbrance|kg or itemcount|Capacity of carrying|
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|basedefence|unit|Base defence value of body. Sterner body composition (material) == higher value|
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|armourdefence|unit|Current defence point of armour worn|
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|armourdefencemult|mult|Bonus point for armour defence|
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|toolsize|kg|Base tool size for the creature. See MECHANICS file for more information|
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## Aesthetic properties ##
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|name|unit|description|
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|----|----|-----------|
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|luminosity|30-bit RGB (Int)|Self-glow. Set to 0 for not glowing|
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|name|String|Given (perhaps customised) name|
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|racename|STRING_ID|Racename token in language CSV|
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|racenameplural|STRING_ID|Racename token in language CSV|
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* Note: luminosity uses customised 30-bit RGB. The format specifies ```1.0``` luminosity of white (```#FFFFFF```) be ```0000_0011111111_0011111111_0011111111```, and can hold luminosity range of 0.0-4.0
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## Flags ##
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|name|unit|description|
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|----|----|-----------|
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|intelligent|Boolean|Whether the creature can speak and talk.|
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