Relics
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Relics
Relics are regular items with special relic data attached to them.
Relic data is defined in JSON in relic_data
field of corresponding item type definition, and
whenever the item is spawned a copy of relic data is attached to the item instance.
Relic data object can contain the following fields:
{
"name": "Boots of Haste", // Overrides default item name
"moves": 100, // (optional) Activation move cost (default 100)
"charges_per_activation": 1, // (optional) Charges per activation (default 1)
"active_effects": [ {}, ... ], // (optional) Spells executed on activation (identical to `hit_you_effect`, see [MAGIC.md](MAGIC.md/#hit_you_effect))
"passive_effects": [ {}, ... ], // (optional) List of passive effects (enchantments), see [MAGIC.md](MAGIC.md/#enchantments)
"recharge_scheme": [ {}, ... ], // (optional) List of recharge methods, see below
}
Relic recharge
Relics can recharge under certain conditions. Recharge method is defined as follows (all fields optional):
Only works for guns, tools and magazines. Won’t work while an item is loaded into another item.
{
"type": "time", // Defines what resource is consumed. Default: time
"req": "none", // Defines under what conditions recharge works. Default: none (no special requirements)
"field": "fd_blood", // Field type to be consumed with 'field' recharge type
"trap": "tr_portal", // Trap type to be consumed with 'trap' recharge type
"interval": "5 minutes", // Interval at which the recharge check is done. Default: 1 second
"int_min": 1, // Min intensity of related 'type' effect. Default: 0
"int_min": 5, // Max intensity of related 'type' effect. Default: 0
"rate": 2, // Amount of charges restored when recharge operation succeeds. Default: 0
"message": "Your body decays!" // Optional message to print on success
}
Recharge type
ID | Description |
---|---|
time | Needs no additional resources |
solar | Consumes sunlight (character must be in sunlight) |
pain | Causes pain to recharge. Intensity controlled by int_min and int_max |
hp | Causes damage to all body parts. Intensity controlled by int_min and int_max |
fatigue | Causes fatigue and drains stamina. Fatigue drain controlled by int_min and int_max , stamina drain rolled as [ int_min*100, int_max*100 ] |
field | Consumes adjacent field. Allowed field intensity controlled by int_min and int_max |
trap | Consumes adjacent trap. |
Recharge requirements
ID | Description |
---|---|
none | No additional requirements (always works) |
equipped | Must be worn if armor, wielded if weapon. |
close_to_skin | Must be worn underneath all other clothing, or be wielded with bare hands |
sleep | Character must be asleep |
rad | Character or map tile must be irradiated |
wet | Character must be wet, or it’s raining |
sky | Character must be above z=0 |