Skip to content
YaniL12 edited this page Feb 22, 2021 · 2 revisions

##Overview

Rooms

The Requirement setting applies one or more mandatory requirements to Rooms - the room will not become active until the specified requirements have been met.

##Syntax

The setting is used in materials.txt and must be within a BEGIN Room ... definition block. It can be used multiple times per definition block, once for each <requirement>.

    BEGIN Requirement Type <requirement> END

Each <requirement> is a bit like a block in that it can have multiple settings, however they do not have their own BEGIN ... END wrappers (see "Examples" later on this page and it will make more sense).

A list of available

##Example

Taken from the [Shop (Room)](Shop (Room)):

    BEGIN Requirement Type MinimumSize x 4 y 4 END
    BEGIN Requirement Type Indoor END
    BEGIN Requirement Type Object Id Table END
    BEGIN Requirement Type Object Id ShopShelf END
    BEGIN Requirement Type AdjacentObject Id ShopFront END

##Notes

Secure and Enclosed are never used together in the base game.

Indoor and Outdoor requirements are incompatible with each other. If neither of them are specified, your room can be placed both indoors and outdoors.

Custom objects must be declared above the room definition in materials.txt in order for them to be valid room requirements. Otherwise the game will say "Failed: None".

###data/scripts/

Requirements are not currently exposed via the object scripting API :(

##See Also

^ Open "Pages" to Search



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

Clone this wiki locally