package net.torvald.terrarum.gameactors /** * See [res/raw/Creature_raw_doc.md] for information about raw. * * Created by minjaesong on 2016-04-02. */ object AVKey { const val BUFF = "buff" /** pixels per frame * walking/running speed */ const val SPEED = "speed" const val SPEEDBUFF = "$SPEED$BUFF" /** pixels per frame squared * acceleration of the movement (e.g. running, flying, driving, etc.) */ const val ACCEL = "accel" const val ACCELBUFF = "$ACCEL$BUFF" /** internal value used by ActorHumanoid to implement friction in walkfunction */ const val SCALE = "scale" const val SCALEBUFF = "$SCALE$BUFF" // aka PHYSIQUE /** pixels */ const val BASEHEIGHT = "baseheight" /** kilogrammes */ const val BASEMASS = "basemass" /** pixels per frame */ const val JUMPPOWER = "jumppower" const val JUMPPOWERBUFF = "$JUMPPOWER$BUFF" /** Maximum height of a stair the actor can climb */ const val VERTSTRIDE = "vertstride" /** How much air jumping you can perform. 0 is same as 1. INT */ const val AIRJUMPPOINT = "airjumppoint" /** How much air jumping you have performed before you run out of the point. INT */ const val AIRJUMPCOUNT = "_airjumpcount" /** How long you can fly. DOUBLE */ const val FLIGHTPOINT = "flightpoint" /** How long you have been flying before you reach your maximum flight time */ const val FLIGHTTIMER = "_flighttimer" /** NOT meant for living creatures. Also, only effective when noclip=true. E.g. camera actor */ const val FRICTIONMULT = "frictionmult" /** Int * "Default" value of 1 000 */ const val STRENGTH = "strength" const val STRENGTHBUFF = "$STRENGTH$BUFF" const val ENCUMBRANCE = "encumbrance" /** 30-bit RGB (Int) * 0000 0010000000 0010000000 0010000000 * ^ Red ^ Green ^ Blue */ const val LUMR = "luminosityred" const val LUMG = "luminositygreen" const val LUMB = "luminosityblue" const val LUMA = "luminosityuv" const val DRAGCOEFF = "dragcoeff" const val FALLDAMPENMULT = "falldampenmult" /** String * e.g. Jarppi */ const val NAME = "name" /** String * e.g. Duudsoni */ const val RACENAME = "racename" /** String * e.g. Duudsonit */ const val RACENAMEPLURAL = "racenameplural" /** killogrammes * will affect attack strength, speed and inventory label * (see "Attack momentum calculator.numbers") * e.g. Hatchet (tiny) */ const val TOOLSIZE = "toolsize" /** Boolean * whether the player can talk with it */ const val INTELLIGENT = "intelligent" /** (unit TBA) * base defence point of the species */ const val DEFENCE = "defence" const val DEFENCEBUFF = "$DEFENCE$BUFF" /** Pixels * base hand reach of the species (only affects the gameplay as the player) */ const val REACH = "reach" const val REACHBUFF = "$REACH$BUFF" /** (unit TBA) * current defence point of worn armour(s) */ const val ARMOURDEFENCE = "armourdefence" const val ARMOURDEFENCEBUFF = "$ARMOURDEFENCE$BUFF" const val MAGICREGENRATE = "magicregenrate" const val MAGICREGENRATEBUFF = "$MAGICREGENRATE$BUFF" /** Double * */ const val ACTION_INTERVAL = "actioninterval" /** String * UUID for certain fixtures */ const val UUID = "uuid" const val __PLAYER_QUICKSLOTSEL = "__quickslotselection" /** Double * When using tool/arm/etc. how long action button is held, in milliseconds (Int) * Or for NPCs, how long it has been waiting for next move */ const val __ACTION_TIMER = "__actiontimer" const val HEALTH = "health" const val MAGIC = "magic" const val __HISTORICAL_BORNTIME = "__borntime" // time_t const val __HISTORICAL_DEADTIME = "__deadtime" // time_t, -1 if not dead const val BAREHAND_MINHEIGHT = "barehandactionminheight" const val BAREHAND_BASE_DIGSIZE = "basebarehanddiggingsize" }