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*Full documentation is also on the plugin itself and the demo, please do not try to use these without learning how to use the plugin first.
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propertytypevaluesNotes
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BASICS
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zIndexINTnumberLayer or group. zIndex 1, 3 and 4 for under, same as, and over character respectively.
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priorityINTnumberLayer only. Priority of display within same zIndex.
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levelINTnumberLayer or group. Signals contents belong to assigned level.
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hideOnLevelINTnumberLayer or group. Signals contents to disappear once you enter assigned level.
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hiddenInGameBOOLon/offLayer or group. Signals contents to not display graphically once ingame. Automatic for system tiles.
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ignoreBOOLon/offLayer or group. Signals contents to be completely ignored and not parsed.
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ADVANCED*Note: if having difficulty modifying an object, try applying a property to the specific object and not the whole layer.
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OpacityINT0 to 255Specific object (not layer) only. Marks degree of opacity (0=transparent, 255=opaque)
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reflectionCastINTYObject layer or specific objects. Marks the reflection effect's Y coordinates. "1" for classic water effect.
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mirrorCastBOOLon/offObject layer only. Signals to detect mirrors in objects inside.
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mirrorSTRINGX,YSpecific object within marked object layer only. Signals mirror setup in X,Y coordinates. "0,-1" for classic mirror effect.
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blendModeSTRINGADDTile/Object/Image layer. Marked for specified blending mode.
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blendModeSTRINGMULTIPLYTile/Object/Image layer. Marked for specified blending mode.
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blendModeSTRINGSUBTRACTTile/Object/Image layer. Marked for specified blending mode.
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blendModeSTRINGSCREENTile/Object/Image layer. Marked for specified blending mode.
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lockLocationBOOLon/offImage Layer. Anchor image to map so it does not move with the player.
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speedXFLOATnumberImage Layer. Set tiling scroll speed.
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speedYFLOATnumberImage Layer. Set tiling scroll speed.
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scrollXFLOATnumberImage Layer. Set tiling scroll X.
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scrollYFLOATnumberImage Layer. Set tiling scroll Y.
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DETECTION of system tiles*Suggestion: make a folder and put all of these inside for less hassle. Remember, one per each level!
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collisionSTRINGtile-baseLayer or Group. Contents will look for collision system tiles.
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flagsSTRINGtile-baseLayer or Group. Contents will look for flags system tiles.
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regionIdSTRINGtile-baseLayer or Group. Contents will look for region system tiles.
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terrainIdSTRINGtile-baseLayer or Group. Contents will look for terrain system tiles.
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toLevelSTRINGtile-baseLayer or Group. Contents will look for level change system tiles.
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System Tileset Setup*These all go in specific tiles on the system tileset for collision, levels, flags, regions and terrains.
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collisionSTRINGfullCannot be walked upon from any direction.
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arrowImpassable STRING(notes)Cannot be walked upon from specified directions: up, down, left, right. Can be added with the use of "&". Example: up & down & left.
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toLevelINTnumberWhen stepping on tile, switch to specified level.
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ladderBOOLon/offTile gains the effects of the flag: ladder
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bushBOOLon/offTile gains the effects of the flag: bush
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counterBOOLon/offTile gains the effects of the flag: counter
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damageBOOLon/offTile gains the effects of the flag: damage
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regionIdINTnumberTile marks region of the assigned number.
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terrainIdINTnumberTile marks terrain of the assigned number.
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