LuaEquipment
An item in a LuaEquipmentGrid, for example a fusion reactor placed in one's power armor.
An equipment reference becomes invalid once the equipment is removed or the equipment grid it resides in is destroyed.
LuaEquipment
Position of this equipment in the equipment grid.
Shape of this equipment.
Maximum shield value.
Maximum solar power generated.
Movement speed bonus.
Energy generated per tick.
Maximum amount of energy that can be stored in this equipment.
The class name of this object.
help()
→
string
All methods and properties that this object supports.
name
:: string
[Read]
Name of this equipment.
type
:: string
[Read]
Type of this equipment.
position
:: EquipmentPosition
[Read]
Position of this equipment in the equipment grid.
shield
:: double
[Read/Write]
max_shield
:: double
[Read]
Maximum shield value.
max_solar_power
:: double
[Read]
Maximum solar power generated.
movement_bonus
:: double
[Read]
Movement speed bonus.
generator_power
:: double
[Read]
Energy generated per tick.
energy
:: double
[Read/Write]
Current available energy.
max_energy
:: double
[Read]
Maximum amount of energy that can be stored in this equipment.
prototype
:: LuaEquipmentPrototype
[Read]
burner
:: LuaBurner?
[Read]
The burner energy source for this equipment, if any.
valid
:: boolean
[Read]
Is this object valid? This Lua object holds a reference to an object within the game engine. It is possible that the game-engine object is removed whilst a mod still holds the corresponding Lua object. If that happens, the object becomes invalid, i.e. this attribute will be false
. Mods are advised to check for object validity if any change to the game state might have occurred between the creation of the Lua object and its access.
object_name
:: string
[Read]
The class name of this object. Available even when valid
is false. For LuaStruct objects it may also be suffixed with a dotted path to a member of the struct.