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TileFlags.md

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Tile Flags

Tile flags appear both in labyrinth map data, as part of LabInfo blocks, and in 2d map icon data, where they are hardwired to specific map icons. They appear similar in structure to Ambermoon tile flags (https://github.com/Pyrdacor/Ambermoon/blob/master/FileSpecs/Enumerations/TileFlags.md).

The interpretations below are mostly observational and require full validation.

head flags Icon Lab Meaning Automap Notes Validation
00000001 y y Back-and-forth animation Animation frame goes from first to last, then back down to first
00000002 y Block sight
00000004 y Set for foreground tiles, maybe used for editor?
00000008 y Seat Chair or bed, if player occupies tile, show NEXT tile instead
00000010 y y Random animation offset Start animation for different uses of this tile at different points in time
00000020 y y Icon:Priority / Lab:Illusion MapIcon: used for nonblocking foreground tiles (if set the underlay blocking and swimming bits are used) / Labyrinth: marks illusory walls
00000040 y Foreground Draw over player (only if foreground tile)
00000080 y y Block all movement Wall Only used indoors?
00000100 y y MapIcon: Allow travel on foot / Lab: Allow collision class 1
00000200 y y MapIcon: Allow travel on horseback / Lab: Allow collision class 2
00000400 y y MapIcon: Allow travel on raft / Lab: Allow collision class 3
00000800 y MapIcon: Allow travel on boat
00001000 y MapIcon: Allow travel on magic disk
00002000 y MapIcon: Allow travel on eagles
00004000 y MapIcon: Allow swimming (marks tile as swimming field)
00008000 y Player invisible MapIcon: used for world map forest, boat, indoors walls and doors; don't draw player here
00010000 y y Combat background? Outdoors
00020000 y Combat background? Forest
00040000 y Combat background? Desert
00080000 y Combat background? Swamp
00100000 y Combat background? Sea
00200000 y Combat background? Mountain
00400000 y Combat background? River
00800000 y y Combat background? Town
01000000 y y Combat background? Tower/Tunnel/Cellar
02000000 y y Combat background? Temple of Sansri
04000000 y y Combat background? Sewers
08000000 y Combat background? Graveyard
10000000 y y Combat background? Villa
20000000 y Combat background? Bridge
40000000
80000000 y Poison Party is poisoned

Notes:

  • Seat: used for four chair tiles and for the bed tile. The immediate next tile is the same tile, except occupied by the player.