Content Attributes

Contraband

Optional: Defaults to no contraband



Value type: Bitmask



Multiple: You can define multiple "Contraband" per room definition



Lua script: Partially scriptable - eg. see Equipment property of entities. Not yet tested to see whether contraband can be spawned, deleted or located.

BEGIN Contraband Id Cigs END BEGIN Contraband Id Lighter END

Object (required)

Optional: Defaults to no mandatory objects



Value type: Bitmask



Multiple: You can define multiple "Object" requirements per room definition



Lua script: You can spawn, delete, detect and fully interact with objects via scripts.

BEGIN Requirement Type Object Id FirstAidKit END

AdjacentObject (requirement)

Optional: Defaults to no mandatory objects



Value type: Bitmask



Multiple: You can define multiple "Object" requirements per room definition



Lua script: You can spawn, delete, detect and fully interact with objects via scripts.

BEGIN Requirement Type AdjacentObject Id EmergencyExit END

LikelyObject

Optional: Defaults to no likely objects



Value type: Bitmask



Multiple: You can define multiple "LikelyObject" per room definition



Lua script: You can spawn, delete, detect and fully interact with objects via scripts.

BEGIN LikelyObject Id Bin END BEGIN LikelyObject Id Bench END

These properties define which objects should be in (or next to) the room, and whether those things are mandatory for the room to become operational.What items of contraband might prisoners find in this room?Example:See Materials.txt – Equipment for details on how to define contraband items.Which objects must be placed in the room for the room to become operational?Example:See Materials.txt – Objects & Utilities for details on how to define items that can go in rooms.Does an object need placing adjacent to the room (eg. in or on a wall surrounding the room) before the room becomes operational?Example:An example in the vanilla game is the shop front that's needed next to a shop.Whichobjects are likely to appear in the room?Example:See Materials.txt – Objects & Utilities for details on how to define items that can go in rooms.