Files
Terrarum/src/net/torvald/terrarum/gameactors/AVKey.kt
2021-10-08 14:25:59 +09:00

141 lines
4.0 KiB
Kotlin

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"
}