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Electrified
juanosarg edited this page May 20, 2024
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2 revisions
CompElectrified makes creatures recharge batteries nearby
//This comp class makes creatures recharge batteries nearby
public int electroRate = 0;
public int electroRadius = 0;
public int electroChargeAmount = 1;
public List<string> batteriesToAffect = null;
It is a comp class, so you just add it in XML in the <comps>
tag. For example, this allows Tetraslugs in Alpha Animals to recharge batteries
<comps>
<li Class="AnimalBehaviours.CompProperties_Electrified">
<electroRate>40</electroRate>
<electroRadius>5</electroRadius>
<batteriesToAffect>
<li>Battery</li>
<li>Battery_Silver</li>
<li>Battery_Gold</li>
<li>Battery_Plasteel</li>
<li>Battery_Uranium</li>
<li>Battery_Advanced</li>
<li>Battery_Vanometric</li>
<li>Battery4k</li>
<li>Battery16k</li>
<li>Battery64k</li>
<li>Battery256k</li>
<li>ChargeBack_Battery_Prototype</li>
<li>ChargeBack_Battery</li>
<li>SpeedCharge_Battery</li>
<li>ResonanceCell_Battery</li>
<li>VoidCell_Battery</li>
<li>VFE_LargeBattery</li>
<li>VFE_SmallBattery</li>
<li>VFE_AdvancedBattery</li>
<li>VFE_LargeAdvancedBattery</li>
<li>AA_BlueGelBattery</li>
<li>AA_HexaGelBattery</li>
<li>ShipCapacitor</li>
<li>ShipCapacitorSmall</li>
</batteriesToAffect>
</li>
</comps>
- QuestNode_GetFaction
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Animal Behaviours Comp Classes
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- Doesn't flee
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- Electrified
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