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1 | Name | Type (num bytes) | Explanation (If it is unkown then it is not that it can't be figured out by name alone, but i want to be absolutly certain and havent found its use in the engine yet) | Guess | HOW ARE LISTS HANDELED | |||||||||||||||||||||
2 | A list consists of 4 bytes of unisnged int which is the length of the list, and then the items in the list | |||||||||||||||||||||||||
3 | --- | Boolean (1) | This is a flag on whether the engine should create the obstacle or not, this will always be 1, as their is no reason to not have this set to 1 as that would just be a waste of space as it is unchangeable from within the game | |||||||||||||||||||||||
4 | ActivateAtRange | Boolean (1) | UNKNOWN | If active is false and this is true then set active to true when the player is within X distance | HOW ARE STRINGS HANDELED | |||||||||||||||||||||
5 | ActivationRange | Float (4) | UNKNOWN | See above | A string is handeled in 3 parts, all strings are nullable so they all start with a single byte representing a boolean flag on whether to read any part of the string or not (this is false when the json value is "null"). If true then it reads a 4 byte unsigned int which is the strings length, then ito reads X bytes each representing an ascii character | |||||||||||||||||||||
6 | Active | Boolean (1) | Whether the obstacle is active in the world, if set to false nothing in the game is shown and no collision is created | |||||||||||||||||||||||
7 | AllowMovementReaction | Boolean (1) | UNKNOWN | WHAT IS A TRIBOOLEAN | ||||||||||||||||||||||
8 | Ambient | Float (4) | UNKNOWN | I think it relates to shader values | A triboolean is a set of 4 bytes. As far as I am aware it only does something with the first byte which can be a value of 0, 1, or 2. 0 is true, 1 is undefined, and 2 is false | |||||||||||||||||||||
9 | Angle | Float (4) | The angle that the obstacle is set to, 0 is default, in degrees | |||||||||||||||||||||||
10 | AttachedIDs | List of Integers (4) | The IDs that are attached to this obstacle, as far as I'm aware this does nothing but is a good reference, so just to be sure you should always put attached obstacles in here | WHAT IS A DATA TYPE | ||||||||||||||||||||||
11 | CausesOcculsion | Boolean (1) | If true when the player character is behind the obstacle (and would become obstructed) it will become semi-transparent | A data type like a triboolean is 4 bytes but only the first is read. It assigns to a specific type dep[ending on its value ranging from 0-9 | ||||||||||||||||||||||
12 | Clutter | Boolean (1) | UNKNOWN | 0 | Text | |||||||||||||||||||||
13 | Collision | Boolean (1) | Whether collision is enabled on the obejct or not | 1 | Obstacle | |||||||||||||||||||||
14 | Color | Color (4) | Consists of 4 8-bit unsigned ints that represent R, G, B, and A, the color of the object (adds to the animation) | 2 | Unit | |||||||||||||||||||||
15 | Comments | String (variable) | The engine does nothing with this at all, so feel free to put whatever in here, but do be warned that every character is 1 byte so too long of a string will bloat a file | 3 | Prefab | |||||||||||||||||||||
16 | CreatesShaddows | Triboolean (4) | UNKNOWN | Name seems pretty self-explanatory but unsure | 4 | Weapon | ||||||||||||||||||||
17 | DataType | Data Type (4) | The type of the obstalce, I am unsure if this actually changes anything about the obstacle itself or is just for categorizing | 5 | Unkown | |||||||||||||||||||||
18 | DrawVfxOnTop | Triboolean (4) | UNKNOWN | 6 | Projectile | |||||||||||||||||||||
19 | FlipHorizontal | Boolean (1) | Whether the sprite is flipped horizontally | 7 | Count | |||||||||||||||||||||
20 | FlipVertical | Boolean (1) | Whether the sprite is flipped vertically | 8 | Animation | |||||||||||||||||||||
21 | GroupNames | List of String (variable + 4) | All groups that the object is in, most don' have more then 1 or 2 they are a part of, groups must be declared in .map_text before they can be used by an obstalce | Groups have some odd thing where they have 4 null bytes before every single group name, dont know why | 9 | Component | ||||||||||||||||||||
22 | HelpTextID | String (variable) | UNKNOWN | Haven't looked at it extensivly but seems to always be null? | ||||||||||||||||||||||
23 | Hue | Float (4) | UNKNOWN | Most likely like color that its just additive | HOW IS LOCATION HANDELED | |||||||||||||||||||||
24 | Saturation | Float (4) | UNKNOWN | See above | Location is a table with 2 fields, X and Y, both are floats and thus are 8 bytes | |||||||||||||||||||||
25 | Value | Float (4) | UNKNOWN | See above | ||||||||||||||||||||||
26 | Id | Integer (4) | A unique id identifier of the obstalce, is a 32-bit signed integer | |||||||||||||||||||||||
27 | IgnoreGridManager | Boolean (1) | UNKNOWN | Fairly certain this is just for thier in-house map editor | ||||||||||||||||||||||
28 | Invert | Boolean (1) | UNKNOWN | |||||||||||||||||||||||
29 | Location | Location Table (8) | The location of the object itself, both X and Y are floats | Location Help: | (X pos is right, y Pos is down, relative to camera angle, not isometric angle) | |||||||||||||||||||||
30 | Name | String (variable) | The "Name" of the obstalce, this does not have to be unique and points to the sjson animations for the graphic and collision points for the obstacle | |||||||||||||||||||||||
31 | OffsetZ | Float (4) | UNKNOWN | |||||||||||||||||||||||
32 | ParallaxAmount | Float (4) | UNKNOWN | |||||||||||||||||||||||
33 | Points | List of Location Tables (8) | The geometry points of the obstacle, creates a polygon with points offset from the center of the obstacle that connect and form the physics object | |||||||||||||||||||||||
34 | Scale | Float (4) | The scale of the obstalce, 1.0 is default, 2.0 is double, 0.5 is half, etc. | |||||||||||||||||||||||
35 | SkewAngle | Float (4) | UNKNOWN | |||||||||||||||||||||||
36 | SkewScale | Float (4) | UNKNOWN | |||||||||||||||||||||||
37 | SortIndex | Integer (4) | UNKNOWN | Judging by name its most likely similar to css's z-index | ||||||||||||||||||||||
38 | StopsLight | Triboolean (4) | UNKNOWN | Most likely stops light from going past it | ||||||||||||||||||||||
39 | Tallness | Float (4) | UNKNOWN | May be left over from Pyre | ||||||||||||||||||||||
40 | UseBoundsForSortArea | Triboolean (4) | UNKNOWN | |||||||||||||||||||||||
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