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Objects Data Values Guide

Posted: 2015.09.06 (21:55)
by DaggaFork
Oftentimes I'm trying to adjust something in my map by the code and I have no idea what a certain key value handles. So, today I went ahead and tested every single one. This is my guide to the data/key values of objects.

If you know something is wrong or have a better explanation, please inform me.
I will update this if I make any changes.

Code: Select all

n objects key values
--------------------

VARIABLE INFO
x: x coordinate
y: y coordinate
d: direction
b: behaviour
t: type

OBJECTS
gauss turret: 3^x,y

homing launcher: 10^x,y

mine: 12^x,y

floor guard: 4^x,y,1
    1:
        constant value (unknown why)
        
thwump: 8^x,y,d
    d: 
        0: right
        1: down
        2: left
        3: up
        
drone: 6^x,y,b,s,t,d
	b:
        0: surfacefollow CW
        1: surfacefollow CCW
        2: dumb CW
        3: dumb CCW
        4: alt.
        5: quasi-random6
	s: (seeker)
        0: default
        1: seeker
	d: 
        0: right
        1: down
        2: left
        3: up
    t: 
        0: zap drone
        1: laser drone
        3: chaingun drone
        4: ghost drone

player: 5^x,y

gold: 0^x,y

bounce block: 1^x,y

launch pad: 2^x,y,vx,vy
    vx: (velocity x)
    vy: (velocity y)

oneway platform: 7^x,y,d
    d: 
        0: right
        1: down
        2: left
        3: up
        
exit: 11^x1,y1,x2,y2
    x1: door x
    y1: door y
    x2: key x
    y2: key y
    
door: 
9^x,y,o,t1,X,Y,t2,e1,e2
    x, y: coordinates of key except for normal doors where these are generated on the door
    o: (orientation)
        0: vertical door
        1: horizontal door
    t1:
        0: normal door
        1: trap door
    X, Y: *tile* coordinates of door
    t2:
        0: normal door
        1: locked door
    e1: (edge 1/orientation 2)
        0: other
        1: left edge door
    e2: (edge 1/orientation 3)
        0: other
        1: top edge door



Re: Objects Data Values Guide

Posted: 2015.09.06 (22:13)
by EddyMataGallos