Tile properties: Difference between revisions
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|b40 || Light || Object is a light (or lightswitch) requiring electricity. | |b40 || Light || Object is a light (or lightswitch) requiring electricity. | ||
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Revision as of 20:15, 12 April 2021
This serves as an unofficial documentation or observation of the tile properties used by the game. See Adding new tiles for info on how to edit these properties in TileZed.
Not all properties have known functions, entries with question marks are merely guesses.
Note: as of April 2021, the editors ship with properties for b40. If you want to mod for b41, a fan-edited copy of TileProperties.txt can be found at this link in the "Editor Stuff" folder. Place it in %userprofile%\.TileZed\ after making a backup of the existing TileProperties.txt. This file contains all the known properties found in b41 .tiles file, and will be out of date in the future. This article was written while build 41 was still in beta, so all previous properties are marked as being "new" in b40 as a starting point.
The following list contains tile properties up to b41.
If you're unsure of which tiles use a given property, you can use a text editor to open .tiles file, and search for the property name. If there's a Name value nearby, you can use that to orient yourself, or page up until you find the line declaring which tilesheet that entry is from.
Not all game interactions come from tile properties. For example, if a car is driving on a floor tile from blends_street_*, it's considered to be on a road, otherwise the car is offroad. Reading the java source files is the only way to find other such interactions.
Moveable and Scrappable
Added | Property | Description |
---|---|---|
b40 | IsMoveAble | Can be picked up. |
b40 | GroupName | Groups sprites together, for facing direction purposes and is usually an adjective. (can appear in translation files.) |
b40 | CustomName | Usually a noun to describe the item, must be used with GroupName? (can appear in translation files.) |
b40 | PickUpTool | Which tool/profession (if any) is required to pick it up. |
b40 | PlaceTool | Which tool/profession (if any) is required to place it in the world. |
b40 | PickUpWeight | Inventory weight of the object being picked up. |
b40 | PickUpLevel | Minimum required skill level to pick up this object. |
b40 | CanBreak | Chance for the object to break when picking up, chance is tied to PickUpLevel. |
b40 | IsClosedState | Used in curtains, the open sprite is picked automatically with an offset of +4. |
b40 | Facing | Which direction a sprite faces. |
b41 | CurtainDirection | Which direction a curtain faces. |
b40 | SpriteGridPos | In multi-tile, movable sprites, sets their position in the group via offset. The first coordinate is North, the second is West. |
b40 | ForceSingleItem | When picked up, a multi-tile item will be a single inventory item. |
b40 | IsGridExtensionTile | Uncertain of exact use, seems to have duplicate behavior of SpritegridPos. |
b40 | IsoType | Hard-coded for moveable, interactibles like stoves and radios. |
b40 | Item(fullname) | Defines a unique item name that can be referenced in lua scripts. |
b40 | CanScrap | The object can be disassembled or scrapped into parts. |
b40 | ScrapUseTool | Which tool/profession is required to scrap the object. |
??? | ScrapUseSkill | Unknown, no current tiles use this property. |
b40 | ScrapSize | Quantity of items given when scrapped. |
??? | ScrapToolUseOverride | Unknown, no current tiles use this property. |
b40 | Material | Material 1, 2, and 3 set the items that will be returned when scrapping the object. |
b40 | Material2 | |
b40 | Material3 |
Furniture
Added | Property | Description |
---|---|---|
b40 | BlocksPlacement | Prevents other sprites from occupying the same tile. |
b40 | IsHigh(onlyoccupiesupperhalf) | Used in upper cupboards, uncertain how the game uses this. |
b40 | IsLow(onlyoccupieslowerhalf) | Used in low tables, chairs or cupboards, uncertain how the game uses this, possibly collision or visibility checks. |
b40 | IsTable | Object can be used as a table, often used with Surface for placing other objects. |
b41 | Microwave | Object is a microwave. |
b41 | TV | Object is a television, uncertain how this differs from the IsoType or signal property. |
b40 | IsTableTop | Requires that it be placed on a sprite with IsTable checked. |
b41 | IsMirror | Gives mirror functionality. |
b41 | livingRoom | Used in furniture typically found in a living room. Possibly used to check if a house can be a safehouse. |
b40 | PropaneTank | Object is a propane tank. |
b40 | IsBed | Object is a bed. |
b41 | BedType | How the character will feel after sleeping in a Bed. |
b41 | BedQuality | Same as BedType? |
b41 | chairDirection | Object is a chair, and which direction it faces. |
b40 | BurntTile | When burnt, swap to the listed sprite. Example: carpentry_02 fence west refers to fencing_burnt_01_0. |
??? | FlatTextureOverride | Unknown, no current tiles use this property. |
b40 | FlatTextureOffset | Uncertain. This is inconsistently used to define walls and may be deprecated. |
Lighting
Added | Property | Description |
---|---|---|
b40 | Light | Object is a light (or lightswitch) requiring electricity. |
b40 | LightR | Red component of light |
b40 | LightG | Green component of light |
b40 | LightB | Blue component of light |
b41 | Lightb | Unknown, used in street lamps. |
b40 | Streetlight | Object is also a street light, turning on at night, and off at day. |
b41 | LightRadius | StreetLight radius, assume distance in tiles. |
Floors / Render Flags
Added | Property | Description |
---|---|---|
b41 | TileOverlay | Object is a tile overlay, such as with containers. Presumably to avoid any potential clashes when right clicking on this tile. |
b40 | FloorOverlay | Floor decoration that doesn't occupy the full tile. |
b40 | IsFloor | Object is a floor tile. |
b41 | diamondFloor | Required if IsFloor is checked, has to do with rendering and shorelines, possibly footstep sounds. |
b41 | natureFloor | Uncertain of exact usage. |
b41 | grassFloor | Uncertain of exact usage. |
b41 | transparentFloor | Doesn't seem to work as expected, but allows a floor tile to be seen through. |
b41 | RenderLayer | Duplicate of FloorOverlay? Found in railroad parts and dug graves. |
b40 | IsIndoor | Uncertain, checked by default, and not always turned off for outdoors types of sprites. |
b40 | TileBlockStyle | Solid objects cannot be seen or walked through. SolidTransparent can be seen across, but not walked through. |
??? | LightPolyStyle | Unknown, no current tiles use this property. |
b40 | DisableFade | Uncertain, found in door/window frames and curtains. Possibly for limiting vision cone. |
??? | ForceFade | Unknown, no current tiles use this property. |
b40 | ForceAmbient | Sprite will only have ambient lighting, flashlights have no effect. Common on roof tiles. |
b40 | PreSeen | No current tiles use this property. Presumably forces the object to draw as if the player had already seen it, but not currently in direct view. |
b40 | NoWallLighting | Disable the special lighting that walls receive. Found in some semitransparent fences. |
b41 | alwaysDraw | Does not fade when the player walks behind it. |
Containers
Added | Property | Description |
---|---|---|
b40 | ContainerType | Object is a container of the type selected. This is used when the game generates loot. |
b40 | ContainerCapacity | How much weight the container can store. |
b41 | ContainerPosition | As in stacked crates, containers can be Low, High, or Mid (which uses the default of "None") |
b40 | Freezer | Object is or also contains a freezer |
b40 | FreezerCapacity | How much weight the freezer can store. |
b41 | FreezerPosition | Same as ContainerPosition, but for the freezer, in the case of many refrigerator/freezer types. |
b41 | NoFreezer | For refrigerators that do not contain a freezer. |
b40 | WheelieBin | Object is a wheelie bin. (game seems to have unused code stating these can be pushed) |
b41 | IsTrashCan | Object is a trash can. Objects within will be removed after some time. |
b41 | CollisionShape | Counters have special partial-tile collision shapes. |
b40 | Surface | Height in pixels where the tabletop is, if it's a table. Or the height offset that a placeable object can sit on. |
b40 | IsSurfaceOffset | Object is a placeable that can snap to a surface matching the Surface value. For example, the televisions have Surface of 15 and can only sit on a table with a Surface of 15. |
b40 | IgnoreSurfaceSnap | Ignores the above value, place the object regardless if it fits or not. |
Stairs / Walls / Fences
Added | Property | Description |
---|---|---|
b40 | StairStyle | Which direction and segment this stair sprite is. |
b40 | WallStyle | Which direction and visibility conditions a wall should have. |
b41 | WallType | Uncertain, Inconsistently used on some walls. |
b40 | GrimeType | Building Editor can automatically add grime and uses this as an override for a few special wall types. |
b41 | CutWestGrime(rounded) | An extension of GrimeType. Seen in Sun Star Motel's rounded door frames. |
b41 | CutNorthGrime(rounded) | An extension of GrimeType. |
b41 | CloseSneakBonus | Uncertain of value ranges, applies a visibility bonus to players crouching nearby. Found in fences. |
b41 | TreatAsWallOrder | Uncertain render flag(?), only found in bath door. |
b41 | CantClimb | For Wall Type NorthWallTrans (such as a military fence), prevents player from climbing over. |
b41 | SpearOnlyAttackThrough | In conjnction with the above, only spear attacks can connect to the other side. |
b40 | HoppableN | For small fences, allows players to hop over. |
b40 | HoppableW | |
b41 | TallHoppableN | for tall fences, allows players to hop over. |
b41 | TallHoppableW | |
b40 | CollideNorth | Appears to be used instead of a wall style, used in some railings. |
b40 | CollideWest | |
b40 | WallOverlay | Render flag for wall details like trim or grime. |
b40 | attachedN | All Attached properties are for moveable objects. They prevent removing the underlying objects, such as a table before this one is removed. |
b40 | attachedS | Attached to North, South, Southeast, East, West, Northwest walls. |
b41 | attachedSE | |
b40 | attachedE | |
b40 | attachedW | |
b40 | attachedNW | |
b40 | attachedFloor | Attached to a floor. |
b41 | attachedCeiling | Uncertain of this usage, found in industry_02 roof vents. |
b41 | attachedSurface | Attached to a table or other surface. |
Doors / Windows / Roofs
Added | Property | Description |
---|---|---|
b40 | Door | Object is a door in this orientation. The open states are chosen automatically with a tilesheet offset of +2 and do not get marked as being a door. |
b40 | DoorFrame | Object is a door frame. |
b40 | DoorTransparent | Door is glass or has a window that can be clearly seen through. |
b40 | DoubleDoor | For flagging doors that are 2 tiles wide. (the author has not tested what these values actually do yet.) |
b41 | forceLocked | This door will be locked when a new game is started. Normally, doors have a random chance to be locked or not. |
b41 | GarageDoor | These are 3 tiles wide, and the open states are picked by using FlatTextureOffset. See walls_garage_01 for examples. |
b41 | InteriorSide | Uncertain, possibly for the Building Editor's ability to rotate buildings. Seems to define the "inside" of doors, or the south and east sides of a garage door. |
b40 | Window | Object is a window in this orientation, can be opened, smashed, or climbed through. |
b40 | OpenTileOffset | Tile offset to declare which is the open state. |
b40 | SmashedTileOffset | Tile offset to declare which is the smashed glass state. |
b40 | GlassRemovedOffset | Tile offset to declare which is the removed glass state. |
b40 | WindowLocked | The widnow is always locked. Commonly used in commercial buildings with very large windows that don't make sense to be opened the way regular windows are. Can still be smashed. |
b40 | MakeWindowInvincible | Window cannot be smashed. (location_shop_mall_01 uses this without stating the sprites are windows, needs investigation to know if this prevents any destruction.) |
b40 | RoofStyle | Object is a roof. WestRoofT seems to be the only functional setting. (location_community_church_small_01 uses WestRoofB, but no sprites currently exist in those positions.) |
b41 | RoofGroup | Roof sprites are laid out in a particular fashion. This sets a unique number to group each visual style. |
b41 | RoofWallStart | Likely for Building Editor's benefit. Links west walls to their corresponding walls cut for roof slopes. |
b41 | FloorHeight | Used for slightly sloped roof tiles that could potentially be walked on. Possibly used to prevent players from falling through these tiles. |
Miscellaneous
Added | Property | Description |
---|---|---|
b41 | IsPaintable | This object can be painted by the player. |
b41 | PaintingType | The type of furniture or wall for painting consideration. |
b40 | WaterAmount | Object is a container that only stores water, and how much water it can have at game start. (such as a well or bathtub). |
b40 | WaterMaxAmount | The total amount the water container can store. |
b40 | WaterPiped | Links the water container to city infrastructure. The source is infinite until the water lines shut off, after which the WaterAmount will be reduced until empty. |
b40 | TaintedWater | Contains untreated water which is unsafe to drink by default. |
b40 | IsWaterCollector | Will replenish water if the object is outside during rain. |
??? | FishingWater | Unknown, no current tiles use this property. |
b40 | FuelAmount | Object is a container that holds fuel, and how much of it. |
b40 | IsStackable | Objects like crates and boxes can be stacked three high. |
b40 | StackReplaceTileOffset | No value is ground level, -1 is middle, -2 is highest. |
b40 | tree | Object is a tree, the value represents the growth stage from sapling to fully grown. |
b40 | CanBeCut(tree) | The tree can be chopped down. |
b40 | CanBeRemoved(grass) | Grass that can be removed. |
b41 | MoveWithWind | Grass and trees can sway in the wind. |
??? | WindType | Unknown, no current tiles use this property. |
b40 | FireRequirement | Untested, but presumably sets the minimum "fire" value the tile or neighbor tiles must have before this tile ignites. |
b40 | Vegitation | Uncertain of exact use, possibly footsteps or regrowth considerations. |
b41 | Bush | Bushes slow player movement, but can be walked through. |
b41 | Movement | High bushes block sight, low bushes do not. |
b41 | SpeedFactor | How much of a movement debuff to apply when walking through the bush. |
b41 | HitByCar | Object can be hit by a car. |
b41 | StopCar | Small objects that can be walked through, but not driven through in a car, such as stop signs or fences. |
b41 | MinimumCarSpeedDmg | Minimum speed to break the object, which then flips to using the DamagedSprite instead. |
b40 | DamagedSprite | Defines the tilesheet and location for the damaged version of the object. |
b41 | PhysicsShape | Uncertain of exact use, found in fences. |
b40 | ClimbSheet | Sheets and rope ladders use this to be climbable. |
b40 | signal | Uncertain of exact use, found in televisions and radios, possibly to set which stations they can receive. |
b41 | ModularScript | Uncertain of exact use, only found in the computer in appliances_com_01. Possibly to automatically and always run a lua script on this object. |
??? | excludeFromIso | Unknown, no current tiles use this property. |