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aubergine10 edited this page Oct 29, 2015 · 7 revisions

Possible errata: Capturable might be defining a room to be a cell, rather than anything to do with gangs.

##Overview

Rooms

The Capturable setting determines whether a Room can be captured by gangs.

##Syntax

This optional setting is used in materials.txt and must be within a BEGIN Room ... * definition block. It can be used only once per definition block.

    Capturable true|false

If true then the room can be captured by gangs. If false, the room cannot be captured.

Defaults to false.

##Example

    Capturable true

##Scripting

data/scripts/:

  • todo

##Notes

In the base game, the [Security room](Security (Room)) is hard-coded to be capturable and being initially owned by the Guard gang (white).

The following rooms are defined as being Capturable in the base game:

  • [Cell](Cell (Room))
  • [SuperiorCell](SuperiorCell (Room))
  • [HoldingCell](HoldingCell (Room))

##See Also

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Settings:

* = multi-use per block
... = BEGIN...END block

Equipment:

Name Sprite AttackPower num RechargeTime num Properties Weapons Properties NoImport Properties Improvised Properties Metal Properties Tools Scale TwoHanded true|false Range num Rotatable true|false - eg. book

Callouts:

Name Cost num MaxNumber num Vehicle vehicleId Entity entityId NumEntities Sprite

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