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object [2017/09/28 11:25] justinobject [2021/11/08 13:29] justin
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 |Decorations|Tables and chairs (or other furniture), trees, bushes, fences| |Decorations|Tables and chairs (or other furniture), trees, bushes, fences|
 |Item Pickups|A key or potion within the world that will provide an item to the player| |Item Pickups|A key or potion within the world that will provide an item to the player|
 +
 +=====Scripting=====
 +Refer to the table below for a list of object properties that can be accessed from a [[script]]. If the property's value can be changed using an [[script_syntax|assignment statement]], it will be noted in the description.
 +^Property^Description^
 +|<tile>.id|Entity ID of the object, as set in the [[Map Editor]] from the [[Entity Properties]] panel. This can be used to either retrieve or change the ID of the object.|
 +|<tile>.type|Type of [[entity]], in this case the constant value OBJECT.|
 +|<tile>.coord|[[Coordinate]] of the object.|
 +|<tile>.direction|[[Cardinal direction]] (NORTH, SOUTH, WEST, EAST) in which the object is rotated. The default direction of an [[entity]] is SOUTH.|
 +|<tile>.groups|An [[array]] of [[groups]] to which the object is assigned. The [[array]] will be empty if the object is not assigned to any [[groups]].|
 +|<tile>.tags|An [[array]] of tags (as [[string|strings]]) for the object, as set in the [[Voxel Editor]] from the [[Model Properties]] panel.|
 +|<tile>.interact_cursor|Interaction cursor for the object, as set in the [[Map Editor]] from the [[Entity Properties]] panel. This can be used to either retrieve or change the interaction cursor for the object. Valid values include "default", "walk", "interact", "speak", "attack", or any custom cursor defined in your [[game configuration]].|
 +|<tile>.property["x"]|Custom property stored on the tile, where "x" is a [[string]] containing the name of the property. This can be used to either retrieve or change the property's value.|
 +|<tile>.model|Name of the tile's model (e.g. "grass").|
 +|<tile>.frame|Current [[animation]] frame (as a [[number]], with the first frame being 1). This can be used to either retrieve or change the model's current frame. If this property is changed and an [[animation]] is playing, the [[animation]] will first be stopped.|
 +|<tile>.animations|An [[array]] of [[animation]] names defined for this tile. The names will be [[string]] values.|
 +|<tile>.attach_points|An [[array]] of [[attach_points|attach point]] names defined for this tile (across all [[animation]] frames). The names will be [[string]] values. The [[array]] will be empty if no [[attach points]] are defined.|
  
 ~~NOTOC~~ ~~NOTOC~~
object.txt · Last modified: 2024/03/14 09:41 by justin