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| Lua API • Enums • Special Tags • List of all tags • Utility Scripts • Sound Events • Enemy Information Table • Spell and Perk IDs |
This is a list of known "special" tags, which have in-engine custom functionality attached to them. Usually most tags are simply for entity/component categorization.
For the basics of tag system, see here.
Entity tags[]
ui_use_raw_name- Prevents the game from trying to look up a translation string for the entity name and shows the name as is
fish_attractor- Attracts any entities with
AdvancedFishAIComponent
- Attracts any entities with
firemage- Affects the behaviour of
AnimalAIComponent - Makes Brimstone neutral in player's hands
- Affects the behaviour of
thundermage- Affects the behaviour of
AnimalAIComponent - Makes Thunder stone neutral in player's hands
- Affects the behaviour of
gold_nugget- Entity is attracted by
TelekinesisComponent - Also attracted by the Attract Items perk (on Lua side,
data/scripts/perks/attract_items.lua)
- Entity is attracted by
player_unitIsPlayer()returns true for this Entity- Gets more stains than other entities
- "...and much more". You can assume this to have a lot of random stuff tied to it.
polymorphable_NOT- Makes the entity not polymorphable duh
teleportable_NOT- Supposedly makes the entity not teleportable, but apparently the in-engine code is too messy to know right away.
wand- Forces the Entity's name to "$item_wand" (a translation string)
workshop- If an entity with this tag also has a
HitboxComponent, allows wand editing in the area defined in said component.
- If an entity with this tag also has a
workshop_untouched- When used together with the
workshoptag, will force open the players inventory if no wands have been edited and the player walks into the hitbox.
- When used together with the
Component _tags[]
enabled_in_hand,enabled_in_world,enabled_in_inventory- These toggle the enabled / disabled status of the Component. Requires an
ItemComponentsomewhere in the Entity to work. - Super handy for eg. defining different sprites as Wand's inventory icon, world model, etc.
- These toggle the enabled / disabled status of the Component. Requires an
shop_cost- Components with this tag are removed from the entity, when the entity is picked up
fire- Used by
TorchComponent, will toggle all components with this tag enabled/disabled depending on the lit status.
- Used by