The Object, Room, and Flow Properties in DromEd.
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.
List of Properties[]
A[]
Act[]
AI[]
Ability Settings[]
- AI/Ability Settings/Camera: parameters
- AI/Ability Settings/Combat: Non-hostile
- AI/Ability Settings/Combat: Timing[1]
- AI/Ability Settings/Device: parameters
- AI/Ability Settings/Flee: Condition for flee
- AI/Ability Settings/Flee: If Aware of AI/Player[1]
- 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[1]
- 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[1]
- AI/Ability Settings/RangedCombat: Grunt Always[1]
- AI/Ability Settings/Ranged Combat[2]
- AI/Ability Settings/Turret: parameters
AI Core[]
- AI/AI Core/AI
- AI/AI Core/AI Needs Big Doors[1]
- 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[1]
- 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[1]
- AI/AI Core/No Multiplayer Handoff[1]
- AI/AI Core/Notices Bodies[1]
- AI/AI Core/Notices Damage[1]
- AI/AI Core/Only Notices Player[1]
- 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[1]
- AI/AI Core/Vision Type
Attributes[]
- AI/Attributes/Aggression
- AI/Attributes/Aptitude
- AI/Attributes/Defensive
- AI/Attributes/Dodginess
- AI/Attributes/Hearing
- AI/Attributes/Sloth
- AI/Attributes/Verbosity
- AI/Attributes/Vision
Conversations[]
Debug[]
Ranged Combat[]
- AI/Ranged Combat/Ranged Combat[1]
- AI/Ranged Combat/Ranged Combat Applicabilities[1]
- AI/Ranged Combat/Ranged Combat Flee[1]
- AI/Ranged Combat/Ranged Combat Ranges[1]
- AI/Ranged Combat/Ranged Combat Shoot[1]
- AI/Ranged Combat/Ranged Combat Wound Motion[1]
- AI/Ranged Combat/Ranged Combat Wound Sound[1]
Responses[]
- 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
State[]
- AI/State/Current alertness
- AI/State/Current mode
- AI/State/Current visibility
- AI/State/Frozen
- AI/State/Idling: Origin
Utility[]
- AI/Utility/AI Fires Through[1]
- AI/Utility/Angle Limits
- AI/Utility/Blocks AI Vision
- AI/Utility/Flee point
- AI/Utility/Ignores Cameras[1]
- AI/Utility/Immediate inform[1]
- AI/Utility/inform from last seen[1]
- AI/Utility/Is Frustrated[1]
- AI/Utility/Is Knockout
- AI/Utility/Marker: Cover Point
- AI/Utility/Marker: Vantage Point
- AI/Utility/Path avoid
- AI/Utility/Path Exact OBB[1]
- AI/Utility/Path Water[1]
- AI/Utility/Pathable object
- AI/Utility/small creature[1]
- AI/Utility/Sound value
- AI/Utility/Track Medium[1]
- AI/Utility/Visibility control
- AI/Utility/Watch: Watch link defaults
Book[]
C[]
Creature[]
Dark GameSys[]
- Dark GameSys/AdvPickSoundCfg[1]
- Dark GameSys/AdvPickStateCfg[1]
- Dark GameSys/AdvPickTransCfg[1]
- Dark GameSys/Air Supply
- Dark GameSys/AltLinkLocation[1]
- Dark GameSys/BeltLinkLocation[1]
- Dark GameSys/Breath Config
- Dark GameSys/FlashInvuln
- Dark GameSys/Loot
- Dark GameSys/PickCfg
- Dark GameSys/PickSrc
- Dark GameSys/PickState
- Dark GameSys/Stats
Difficulty[]
- Difficulty/Close (Open) Door
- Difficulty/Destroy
- Difficulty/Lock (Unlock)
- Difficulty/Permit[1]
- Difficulty/Script
- Difficulty/Turn On (Off)
Door[]
Editor[]
Engine Features[]
- Engine Features/Combine Type
- Engine Features/FrobInfo
- Engine Features/FrobLocally[2]
- Engine Features/From Briefcase?
- Engine Features/Inherit Contains[1]
- Engine Features/KeyDst
- Engine Features/KeySrc
- Engine Features/Locked
- Engine Features/Preload[1]
- Engine Features/Retexture Radius
- Engine Features/Stack Count
- Engine Features/Suspicious[1]
F[]
Game[]
- 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[]
- Gun/AI Gun Description[1]
- Gun/Base Gun Description[1]
- Gun/Gun State[1]
- Gun/Projectile Description[1]
Inventory[]
- 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[]
- Motions/ActorTagList
- Motions/Gait Desc
- Motions/Motor Controller
- Motions/Phys Limits
- Motions/Player Limb Offsets
- Motions/Sword Action Type
Networking[]
- Networking/Avatar Height Offset[1]
- Networking/Disallow Borrow[1]
- Networking/Distinct Avatar[1]
- Networking/Frob Handler[1]
- Networking/Heartbeat[1]
- Networking/Network Category[1]
Object System[]
P[]
Physics[]
- 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[1]
- Physics/Model/Dimensions
- Physics/Model/Mantleable[1]
- 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[]
Renderer[]
- Renderer/Anim Light
- Renderer/Bitmap Animation
- Renderer/Bitmap Worldspace[1]
- Renderer/Bump Map[1]
- Renderer/Corona[1]
- Renderer/Dynamic Light[1]
- Renderer/Extra Light
- Renderer/Face State[1]
- Renderer/Face Textures[1]
- Renderer/Has Refs
- Renderer/Invisible[1]
- Renderer/Light
- Renderer/LightColor
- Renderer/Mesh Attach
- Renderer/Mesh Textures[1]
- Renderer/Render Type
- Renderer/Runtime Object Shadow[1]
- Renderer/Self Illumination
- Renderer/Self Lit[2]
- Renderer/Shadow
- Renderer/Spotlight
- Renderer/SpotlightAndAmbient[1]
- Renderer/Texture Anim Data
- Renderer/Transparency (alpha)
- Renderer/Water Flow Color Index
- Renderer/Water Texture Color
- Renderer/Z-Bias[1]
Room[]
S[]
Schema[]
- 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[]
- Script/TerrReplaceDestroy
- Script/TerrReplaceOff
- Script/TerrReplaceOn
- Script/Timing
- Script/Trap Control Flags[1]
SFX[]
- SFX/FlashBombInfo
- SFX/FrameAnimationConfig
- SFX/FrameAnimationState
- SFX/Heat Disks
- SFX/Particle
- SFX/Particle Launch Info
- SFX/Particle Type
- SFX/Particles
- SFX/Spark
Shape[]
- Shape/Joint Positions
- Shape/Model Name
- Shape/Scale
- Shape/TxtRepl r0
- Shape/TxtRepl r1
- Shape/TxtRepl r2
- Shape/TxtRepl r3
Sound[]
Speech[]
- Speech/Current Speech
- Speech/Last Played
- Speech/Pause Max
- Speech/Pause Min
- Speech/Voice
- Speech/Voice Index
Texture[]
Trap[]
Tweq[]
- Tweq/Delete
- Tweq/DeleteState
- Tweq/Emit
- Tweq/Emit2
- Tweq/Emit3
- Tweq/Emit4
- Tweq/Emit5
- Tweq/Emitter2State - (the 2 is missing in the Thief Gold 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[]
- Weapon/BaseDamage
- Weapon/Collides With Terrain[1]
- Weapon/Exposure
- Weapon/Mode Change Metaproperty[1]
- Weapon/Mode Change-back Metaproperty[1]
- Weapon/SwingExpose
Weather[]
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 1.22 1.23 1.24 1.25 1.26 1.27 1.28 1.29 1.30 1.31 1.32 1.33 1.34 1.35 1.36 1.37 1.38 1.39 1.40 1.41 1.42 1.43 1.44 1.45 1.46 1.47 1.48 1.49 1.50 1.51 1.52 1.53 1.54 1.55 1.56 1.57 1.58 1.59 1.60 1.61 1.62 1.63 1.64 1.65 1.66 1.67 1.68 1.69 1.70 Exclusive to Thief II: The Metal Age
- ↑ 2.0 2.1 2.2 Exclusive to Thief: The Dark Project/Thief Gold