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DromEd/Properties

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< DromEd

Object, Room, and Flow Properties.

DromEd Properties

These properties can be added by:

SELECTING an OBJECT

Clicking on the PROPERTIES button at the bottom of the DromEd screen

And then Clicking ADD


* indicates properties only available in T2.
* indicates properties unavailable in T2.

A/AmbientHacked

Act/React/Receptrons

*Act/React/Source Scale

Act/React/Sources

AI/Ability Settings/Camera: parameters

AI/Ability Settings/Combat: Non-hostile

*AI/Ability Settings/Combat: Timing

AI/Ability Settings/Device: parameters

AI/Ability Settings/Flee: Condition for flee

*AI/Ability Settings/Flee: If Aware of AI/Player

AI/Ability Settings/Frog-Beast: Explode range

AI/Ability Settings/HtoHCombat: Audio Response

AI/Ability Settings/HtoHCombat: Distances

AI/Ability Settings/HtoHCombat: Grunt Always

AI/Ability Settings/HtoHCombat: Motion Responses

AI/Ability Settings/Idle: Returns to origin

AI/Ability Settings/Idling: Directions

AI/Ability Settings/Idling: Should fidget

AI/Ability Settings/Inform/Expiration

AI/Ability Settings/Inform/Inform delay

AI/Ability Settings/Inform/Inform others

AI/Ability Settings/Inform/Max. Passes

AI/Ability Settings/Inform/Min. dist to informed

AI/Ability Settings/Inform: Response Options

AI/Ability Settings/Investigation: Style

*AI/Ability Settings/Non-combat, Dmg Response Params

AI/Ability Settings/Non-combat, Responds to damage

AI/Ability Settings/Patrol: Does patrol

AI/Ability Settings/Patrol: Random sequence

*AI/Ability Settings/RangedCombat: Audio Response

*AI/Ability Settings/RangedCombat: Grunt Always

*AI/Ability Settings/Ranged Combat

AI/Ability Settings/Turret: parameters

AI/AI Core/AI

*AI/AI Core/AI Needs Big Doors

AI/AI Core/Alertness cap

AI/AI Core/Alertness sense multipliers

AI/AI Core/Awareness capacitor

AI/AI Core/Awareness delay (react time)

AI/AI Core/Broadcast customization

AI/AI Core/Efficiency settings

AI/AI Core/Free sense knowledge

*AI/AI Core/Handed-off proxy

AI/AI Core/Motion tags

AI/AI Core/Movement: max speed

AI/AI Core/Movement: turn rate

AI/AI Core/Movement: z offset

*AI/AI Core/No Multiplayer Ghost

*AI/AI Core/No Multiplayer Handoff

*AI/AI Core/Notices Bodies

*AI/AI Core/Notices Damage

*AI/AI Core/Only Notices Player

AI/AI Core/Projectile: Visible launch

AI/AI Core/Sees projectiles

AI/AI Core/Sound tags

AI/AI Core/Standing motion tags

AI/AI Core/Surprise (0, 1, Rad)

AI/AI Core/Team

AI/AI Core/Uses doors

AI/AI Core/Visibility Modifier

AI/AI Core/Vision description

*AI/AI Core/Vision Joint

AI/AI Core/Vision Type

AI/Attributes/Aggression

AI/Attributes/Aptitude

AI/Attributes/Defensive

AI/Attributes/Dodginess

AI/Attributes/Hearing

AI/Attributes/Sloth

AI/Attributes/Verbosity

AI/Attributes/Vision

AI/Conversations/Conversation

AI/Conversations/SaveConversation

AI/Debug/HToHModeOverride

*AI/Ranged Combat/Ranged Combat

*AI/Ranged Combat/Ranged Combat Applicabilities

*AI/Ranged Combat/Ranged Combat Flee

*AI/Ranged Combat/Ranged Combat Ranges

*AI/Ranged Combat/Ranged Combat Shoot

*AI/Ranged Combat/Ranged Combat Wound Motion

*AI/Ranged Combat/Ranged Combat Wound Sound

AI/Responses/Alert response

AI/Responses/Body response

AI/Responses/Sense combat response

AI/Responses/Signal Response

AI/Responses/Suspicious response

AI/Responses/Threat response

AI/State/Current alertness

AI/State/Current mode

AI/State/Current visibility

AI/State/Frozen

AI/State/Idling: Origin

*AI/Utility/AI Fires Through

AI/Utility/Angle Limits

AI/Utility/Blocks AI Vision

AI/Utility/Flee point

*AI/Utility/Ignores Cameras

*AI/Utility/Immediate inform

*AI/Utility/inform from last seen

*AI/Utility/Is Frustrated

AI/Utility/Is Knockout

AI/Utility/Marker: Cover Point

AI/Utility/Marker: Vantage Point

AI/Utility/Path avoid

*AI/Utility/Path Exact OBB

*AI/Utility/Path Water

AI/Utility/Pathable object

*AI/Utility/small creature

AI/Utility/Sound value

*AI/Utility/Track Medium

AI/Utility/Visibility control

AI/Utility/Watch: Watch link defaults

Book/Art

Book/Text

C/CSArrow

C/CSProjectile

C/CSProperty

Creature/Creature Type

Creature/Current Pose

Creature/Is Non-Physical

Creature/Time Warp

*Dark GameSys/AdvPickSoundCfg

*Dark GameSys/AdvPickStateCfg

*Dark GameSys/AdvPickTransCfg

Dark GameSys/Air Supply

*Dark GameSys/AltLinkLocation

*Dark GameSys/BeltLinkLocation

Dark GameSys/Breath Config

Dark GameSys/FlashInvuln

Dark GameSys/Loot

Dark GameSys/PickCfg

Dark GameSys/PickSrc

Dark GameSys/PickState

Dark GameSys/Stats

Difficulty/Close (Open) Door

Difficulty/Destroy

Difficulty/Lock (Unlock)

*Difficulty/Permit

Difficulty/Script

Difficulty/Turn On (Off)

Door/Rotating

Door/Translating

Editor/Auto-Multibrush

Editor/Design Note

Editor/Has Brush

Engine Features/Combine Type

Engine Features/FrobInfo

*Engine Features/FrobLocally

Engine Features/From Briefcase?

*Engine Features/Inherit Contains

Engine Features/KeyDst

Engine Features/KeySrc

Engine Features/Locked

*Engine Features/Preload

Engine Features/Retexture Radius

Engine Features/Stack Count

*Engine Features/Suspicious

F/Firer

Game/Bash Factor

Game/Bash Params

Game/Damage Model/Culpable

Game/Damage Model/Death Stage

Game/Damage Model/Hit Points

Game/Damage Model/Max Hit Points

Game/Damage Model/Slay Result

Game/Damage Model/Weapon Damage

Game/Damage Model/Weapon Type

Game/Dark/BloodCause

Game/Dark/BloodMaxDamage

Game/Dark/BloodType

*Gun/AI Gun Description

*Gun/Base Gun Description

*Gun/Gun State

*Gun/Projectile Description

Inventory/Can't Drop This

Inventory/Cycle Order

Inventory/Limb Model

Inventory/Long Description

Inventory/Max Pick Distance

Inventory/Object Name

Inventory/Pick Bias

Inventory/Purchase Price

Inventory/Render Type

Inventory/Store

Inventory/Tool Reach

Inventory/Type

Links

Metaproperty

Motions/ActorTagList

Motions/Gait Desc

Motions/Motor Controller

Motions/Phys Limits

Motions/Player Limb Offsets

Motions/Sword Action Type

*Networking/Avatar Height Offset

*Networking/Disallow Borrow

*Networking/Distinct Avatar

*Networking/Frob Handler

*Networking/Heartbeat

*Networking/Network Category

*Object System/Fixture

Object System/Immobile

Object System/Transient

P/Position

P/Puppet

Physics/Misc/AI Collides With

Physics/Misc/Collision Type

Physics/Misc/Moving Terrain

Physics/Misc/Pressure Plate

Physics/Misc/Rope

Physics/Model/Attributes

Physics/Model/Controls

*Physics/Model/ConveyorVelocity

Physics/Model/Dimensions

*Physics/Model/Mantleable

Physics/Model/State

Physics/Model/Type

Physics/Projectile/Explode Me

Physics/Projectile/Faces Velocity

Physics/Projectile/Initial Velocity

Physics/Projectile/Launcher Mass

Physics/Terrain/Can Attach

Physics/Terrain/Climbability

Physics/Terrain/Elasticity

Physics/Terrain/Friction

Prox/Blood

Prox/Fungus

Renderer/Anim Light

Renderer/Bitmap Animation

*Renderer/Bitmap Worldspace

*Renderer/Bump Map

*Renderer/Corona

*Renderer/Dynamic Light

Renderer/Extra Light

*Renderer/Face State

*Renderer/Face Textures

Renderer/Has Refs

*Renderer/Invisible

Renderer/Light

Renderer/LightColor

Renderer/Mesh Attach

*Renderer/Mesh Textures

Renderer/Render Type

*Renderer/Runtime Object Shadow

Renderer/Self Illumination

*Renderer/Self Lit

Renderer/Shadow

Renderer/Spotlight

*Renderer/SpotlightAndAmbient

Renderer/Texture Anim Data

Renderer/Transparency (alpha)

Renderer/Water Flow Color Index

Renderer/Water Texture Color

*Renderer/Z-Bias

Room/Acoustics

Room/Ambient

Room/Automap

Room/Gravity %

*Room/Loud Room

S/Scripts

Schema/Action

Schema/Attenuation Factor

Schema/Class Tags

Schema/Last Sample

Schema/Loop Params

Schema/Material Tags

Schema/Message

Schema/Play Params

Schema/Priority

Script/TerrReplaceDestroy

Script/TerrReplaceOff

Script/TerrReplaceOn

Script/Timing

*Script/Trap Control Flags

SFX/FlashBombInfo

SFX/FrameAnimationConfig

SFX/FrameAnimationState

SFX/Heat Disks

SFX/Particle

SFX/Particle Launch Info

SFX/Particle Type

SFX/Particles

SFX/Spark

Shape/Joint Positions

Shape/Model Name

Shape/Scale

Shape/TxtRepl r0

Shape/TxtRepl r1

Shape/TxtRepl r2

Shape/TxtRepl r3

*Sound/Face Motions

*Sound/Projectile Sound

Speech/Current Speech

Speech/Last Played

Speech/Pause Max

Speech/Pause Min

Speech/Voice

Speech/Voice Index

Texture/Index

Trap/Quest Var

Tweq/Delete

Tweq/DeleteState

Tweq/Emit

Tweq/Emit2

Tweq/Emit3

Tweq/Emit4

Tweq/Emit5

Tweq/Emitter2State - (the 2 is missing in the TG version)

Tweq/Emitter3State

Tweq/Emitter4State

Tweq/Emitter5State

Tweq/EmitterState

Tweq/Flicker

Tweq/FlickerState

Tweq/Joints

Tweq/JointsState

Tweq/Lock

Tweq/LockState

Tweq/Models

Tweq/ModelsState

Tweq/Rotate

Tweq/RotateState

Tweq/Scale

Tweq/ScaleState

Weapon/BaseDamage

*Weapon/Collides With Terrain

Weapon/Exposure

*Weapon/Mode Change Metaproperty

*Weapon/Mode Change-back Metaproperty

Weapon/SwingExpose

*Weather/Local Weather

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