Tile properties: Difference between revisions

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(Continuing property descriptions.)
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== Tile Properties ==
== Moveable and Scrappable ==
{| class="wikitable"
{| class="wikitable"
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|-
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|CustomName || Usually a noun to describe the item, must be used with GroupName? (can appear in translation files.)
|CustomName || Usually a noun to describe the item, must be used with GroupName? (can appear in translation files.)
|-
|-
|PickUpTool || Which tool (if any) is required to pick it up.
|PickUpTool || Which tool/profession (if any) is required to pick it up.
|-
|-
|PlaceTool || Which tool (if any) is required to place it in the world.
|PlaceTool || Which tool/profession (if any) is required to place it in the world.
|-
|-
|PickUpWeight || Inventory weight.
|PickUpWeight || Inventory weight of the object being picked up.
|-
|-
|CanBreak ||  
|PickUpLevel || Minimum required skill level to pick up this object.
|-
|CanBreak || Chance for the object to break when picking up, chance is tied to PickUpLevel.
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|IsClosedState || Used in curtains, the open sprite is picked automatically with an offset of +4.
|IsClosedState || Used in curtains, the open sprite is picked automatically with an offset of +4.
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|CurtainDirection || Which direction a curtain faces.
|CurtainDirection || Which direction a curtain faces.
|-
|-
|SpriteGridPos || In multi-tile, movable sprites, sets their position in the group via offset.
|SpriteGridPos || In multi-tile, movable sprites, sets their position in the group via offset. The first coordinate is North, the second is West.
|-
|-
|ForceSingleItem ||  
|ForceSingleItem || When picked up, a multi-tile item will be a single inventory item.
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|IsGridExtensionTile ||  
|IsGridExtensionTile || Uncertain of exact use, seems to have duplicate behavior of SpritegridPos.
|-
|-
|IsoType ||  
|IsoType || Hard-coded for moveable, interactibles like stoves and radios.
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|Item(fullname) ||  
|Item(fullname) || Defines a unique item name that can be referenced in lua scripts.
|-
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|Material ||  
|CanScrap || The object can be disassembled or scrapped into parts.
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|Material2 ||  
|ScrapUseTool || Which tool/profession is required to scrap the object.
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|ScrapUseSkill || Unknown, no current tiles use this property.
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|-
|Material3 ||  
|ScrapSize || Quantity of items given when scrapped.
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|-
|CanScrap ||  
|ScrapToolUseOverride || Unknown, no current tiles use this property.
|-
|-
|ScrapUseTool ||  
|Material || Material 1, 2, and 3 set the items that will be returned when scrapping the object.
|-
|-
|ScrapUseSkill ||  
|Material2 ||  
|-
|-
|ScrapSize ||  
|Material3 ||  
|}
 
== Furniture ==
{| class="wikitable"
|-
|-
|ScrapToolUseOverride ||
! Property !! Description
|-
|-
|BlocksPlacement ||  
|BlocksPlacement || Prevents other sprites from occupying the same tile.
|-
|-
|IsHigh(onlyoccupiesupperhalf) ||  
|IsHigh(onlyoccupiesupperhalf) || Used in upper cupboards, uncertain how the game uses this.
|-
|-
|IsLow(onlyoccupieslowerhalf) ||  
|IsLow(onlyoccupieslowerhalf) || Used in low tables, chairs or cupboards, uncertain how the game uses this, possibly collision or visibility checks.
|-
|-
|IsTable ||  
|IsTable || Object can be used as a table, often used with Surface for placing other objects.
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|-
|Microwave ||  
|Microwave || Object is a microwave.
|-
|-
|TV ||  
|TV || Object is a television, uncertain how this differs from the IsoType property.
|-
|-
|IsTableTop ||  
|IsTableTop || Requires that it be placed on a sprite with IsTable checked.
|-
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|IsMirror ||  
|IsMirror || Gives mirror functionality.
|-
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|livingRoom ||  
|livingRoom || Used in furniture typically found in a living room. Possibly used to check if a house can be a safehouse.
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|-
|PropaneTank ||  
|PropaneTank || Object is a propane tank.
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|-
|IsBed ||  
|IsBed || Object is a bed.
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|BedType ||  
|BedType || How the character will feel after sleeping in a Bed.
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|BedQuality ||  
|BedQuality || Same as BedType?
|-
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|chairDirection ||  
|chairDirection || Object is a chair, and which direction it faces.
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|FlatTextureOverride ||  
|BurntTile || When burnt, swap to the listed sprite. Example: carpentry_02 fence west refers to fencing_burnt_01_0.
|-
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|BurntTile ||  
|FlatTextureOverride || Unknown, no current tiles use this property.
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|FlatTextureOffset ||  
|FlatTextureOffset || Uncertain. This is inconsistently used to define walls and may be deprecated.
|}
 
== Lighting ==
{| class="wikitable"
|-
|-
|Light ||  
|Light || Object is a light (or lightswitch) requiring electricity.
|-
|-
|LightR ||  
|LightR || Red component of light
|-
|-
|LightG ||  
|LightG || Green component of light
|-
|-
|LightB ||  
|LightB || Blue component of light
|-
|-
|Lightb ||  
|Lightb || Unknown, used in street lamps.
|-
|-
|Streetlight ||  
|Streetlight || Object is also a street light, turning on at night, and off at day.
|-
|-
|LightRadius ||  
|LightRadius || StreetLight radius, assume distance in tiles.
|}
 
== Floors / Render Flags ==
{| class="wikitable"
|-
|-
|FloorOverlay ||  
|FloorOverlay || Floor decoration that doesn't occupy the full tile.
|-
|-
|IsFloor ||  
|IsFloor || Object is a floor tile.
|-
|-
|diamondFloor ||  
|diamondFloor || Required if IsFloor is checked, has to do with rendering and shorelines, possibly footstep sounds.
|-
|-
|natureFloor ||  
|natureFloor || Uncertain of exact usage.
|-
|-
|grassFloor ||  
|grassFloor || Uncertain of exact usage.
|-
|-
|transparentFloor ||  
|transparentFloor ||  

Revision as of 05:34, 3 April 2021

This serves as an unofficial documentation or observation of the tile properties used by the game.

Not all properties have known functions, entries with question marks are merely guesses.


Moveable and Scrappable

Property Description
IsMoveAble Can be picked up.
GroupName Groups sprites together, for facing direction purposes and is usually an adjective. (can appear in translation files.)
CustomName Usually a noun to describe the item, must be used with GroupName? (can appear in translation files.)
PickUpTool Which tool/profession (if any) is required to pick it up.
PlaceTool Which tool/profession (if any) is required to place it in the world.
PickUpWeight Inventory weight of the object being picked up.
PickUpLevel Minimum required skill level to pick up this object.
CanBreak Chance for the object to break when picking up, chance is tied to PickUpLevel.
IsClosedState Used in curtains, the open sprite is picked automatically with an offset of +4.
Facing Which direction a sprite faces.
CurtainDirection Which direction a curtain faces.
SpriteGridPos In multi-tile, movable sprites, sets their position in the group via offset. The first coordinate is North, the second is West.
ForceSingleItem When picked up, a multi-tile item will be a single inventory item.
IsGridExtensionTile Uncertain of exact use, seems to have duplicate behavior of SpritegridPos.
IsoType Hard-coded for moveable, interactibles like stoves and radios.
Item(fullname) Defines a unique item name that can be referenced in lua scripts.
CanScrap The object can be disassembled or scrapped into parts.
ScrapUseTool Which tool/profession is required to scrap the object.
ScrapUseSkill Unknown, no current tiles use this property.
ScrapSize Quantity of items given when scrapped.
ScrapToolUseOverride Unknown, no current tiles use this property.
Material Material 1, 2, and 3 set the items that will be returned when scrapping the object.
Material2
Material3

Furniture

Property Description
BlocksPlacement Prevents other sprites from occupying the same tile.
IsHigh(onlyoccupiesupperhalf) Used in upper cupboards, uncertain how the game uses this.
IsLow(onlyoccupieslowerhalf) Used in low tables, chairs or cupboards, uncertain how the game uses this, possibly collision or visibility checks.
IsTable Object can be used as a table, often used with Surface for placing other objects.
Microwave Object is a microwave.
TV Object is a television, uncertain how this differs from the IsoType property.
IsTableTop Requires that it be placed on a sprite with IsTable checked.
IsMirror Gives mirror functionality.
livingRoom Used in furniture typically found in a living room. Possibly used to check if a house can be a safehouse.
PropaneTank Object is a propane tank.
IsBed Object is a bed.
BedType How the character will feel after sleeping in a Bed.
BedQuality Same as BedType?
chairDirection Object is a chair, and which direction it faces.
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.
FlatTextureOffset Uncertain. This is inconsistently used to define walls and may be deprecated.

Lighting

Light Object is a light (or lightswitch) requiring electricity.
LightR Red component of light
LightG Green component of light
LightB Blue component of light
Lightb Unknown, used in street lamps.
Streetlight Object is also a street light, turning on at night, and off at day.
LightRadius StreetLight radius, assume distance in tiles.

Floors / Render Flags

FloorOverlay Floor decoration that doesn't occupy the full tile.
IsFloor Object is a floor tile.
diamondFloor Required if IsFloor is checked, has to do with rendering and shorelines, possibly footstep sounds.
natureFloor Uncertain of exact usage.
grassFloor Uncertain of exact usage.
transparentFloor
RenderLayer
IsIndoor
TileBlockStyle
LightPolyStyle
DisableFade
ForceFade
ForceAmbient
PreSeen
NoWallLighting
alwaysDraw
TileOverlay
ContainerType
ContainerCapacity
ContainerPosition
Freezer
FreezerCapacity
FreezerPosition
NoFreezer
WheelieBin
IsTrashCan
CollisionShape
Surface
IsSurfaceOffset
IgnoreSurfaceSnap
StairStyle
WallStyle
WallType
GrimeType
CutWestGrime(rounded)
CutNorthGrime(rounded)
CloseSneakBonus
TreatAsWallOrder
CantClimb
SpearOnlyAttackThrough
HoppableN
HoppableW
TallHoppableN
TallHoppableW
CollideNorth
CollideWest
WallOverlay
attachedN
attachedS
attachedSE
attachedE
attachedW
attachedNW
attachedFloor
attachedCeiling
attachedSurface
RoofWallStart
IsPaintable
PaintingType
Door
DoorFrame
DoorTransparent
DoubleDoor
forceLocked
GarageDoor
InteriorSide
Window
OpenTileOffset
SmashedTileOffset
GlassRemovedOffset
WindowLocked
MakeWindowInvincible
Other
RoofStyle
RoofGroup
FloorHeight
WaterAmount
WaterMaxAmount
WaterPiped
TaintedWater
FishingWater
FuelAmount
StackReplaceTileOffset
IsStackable
IsWaterCollector
TreeSize
CanBeCut(tree)
CanBeRemoved(grass)
MoveWithWind
WindType
FireRequirement
Vegitation
Bush
Movement
SpeedFactor
DamagedSprite
HitByCar
MinimumCarSpeedDmg
StopCar
PhysicsShape
ClimbSheet
signal
ModularScript
excludeFromIso