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Structures

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May 12th, 2021
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  1. STRUCTURE OF .PLAY FILE
  2. 0 - Character ID(?) - Is written during .play's compilation, depends on the character selected in the editor? Doesn't seem to affect anything. Same on all floors.
  3. -1 - The Minus One - Is always there, right on line 2.
  4. 3rd and later lines are objects and walls.
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  8. STRUCTURE OF OBJECT IN .OBJ
  9. A 1583 - Editor Object ID
  10. B 114 - X Coordinate
  11. C 545 - Y Coordinate
  12. D 392 - Sprite ID
  13. E 0 - Rotation
  14. F 236 - Object ID
  15. G 0 - Frame/Animation Speed
  16.  
  17. STRUCTURE OF OBJECT IN .PLAY
  18. F 236 - Object ID
  19. B 114 - X Coordinate
  20. C 545 - Y Coordinate
  21. D 392 - Sprite ID
  22. E 0 - Rotation
  23. G 0 - Frame/Animation Speed
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  27. STRUCTURE OF WALL IN .WLL
  28. A 31 - Object ID
  29. B 96 - X Coordinate
  30. C 512 - Y Coordinate
  31. D 100 - Sprite
  32. E 0 - Unknown - Rotation?
  33.  
  34. STRUCTURE OF WALL IN .PLAY
  35. A 31 - Object ID
  36. B 96 - X Coordinate
  37. C 512 - Y Coordinate
  38. D 100 - Sprite ID
  39. E 0 - Unknown - Rotation?
  40. X 86 - Random - New line. Changes to a random number every time the .play is compiled, with the same number across all wall instances.
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  44. STRUCTURE OF SCREEN TRANSITION IN .OBJ
  45. A 2297 - Editor Object ID
  46. B 264 - X Position
  47. C 408 - Y Position
  48. D 26 - Vertical Length
  49. E 1 - Horizontal Length
  50. F 0 - Vertical Direction of Screen Transition (-2 is left, 2 is right)
  51. G -2 - Horizontal Direction of Screen Transition (2 is down, -2 is up)
  52. H 1 - Desination Floor ID (1st floor being 0)
  53. I 0 - Relative Destination X Position
  54. J 0 - Relative Destination Y Position
  55.  
  56. STRUCTURE OF SCREEN TRANSITION IN .PLAY
  57. A 124 - Editor Object ID converted to the in-game object ID (2297->124)
  58. B 264 - X Position
  59. C 408 - Y Position
  60. D 26 - Vertical Length
  61. E 1 - Horizontal Length
  62. F 0 - Vertical Direction of Screen Transition (-2 is left, 2 is right)
  63. G -2 - Horizontal Direction of Screen Transition (2 is down, -2 is up)
  64. H 1 - Destination Floor ID (1st floor being 0)
  65. I 0 - Relative Destination X Position
  66. J 0 - Relative Destination Y Position
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  70. STRUCTURE OF ELEVATOR IN .OBJ
  71. A 2410 - Editor Object ID
  72. B 200 - X Position
  73. C 296 - Y Position
  74. D 0 - Rotation
  75. E 1 - Destination Floor ID (1st floor being 0)
  76. F 0 - Relative Destination X Position
  77. G 0 - Relative Destination Y Position
  78.  
  79. STRUCTURE OF ELEVATOR IN .PLAY
  80. A 810 - Editor Object ID converted to the in-game object ID (2410->810)
  81. B 200 - X Position
  82. C 296 - Y Position
  83. D 0 - Rotation
  84. E 1 - Destination Floor ID (1st floor being 0)
  85. F 0 - Relative Destination X Position
  86. G 0 - Relative Destination Y Position
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  90. STRUCTURE OF BARRIER IN .OBJ AND .PLAY (it's the same)
  91. A 2411 - Object ID
  92. B 224 - X Position
  93. C 448 - Y Position
  94. D 4 - Length
  95. E 270 - Angle
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  99. STRUCTURE OF DOORS IN .OBJ AND .PLAY (it's the same (and yeah doors are objects and not walls apparently, go figure))
  100. A 25 - Object ID
  101. B 96 - X Coordinate
  102. C 576 - Y Coordinate
  103. D 91 - Sprite ID
  104. E 0 - Mirrored?
  105. F 0 - Locked?
  106. G 0 - Cutscene?
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  110. STRUCTURE OF ENTRY IN .OBJ
  111. A 2412 - Editor Object ID
  112. B 160 - X Position
  113. C 608 - Y Position
  114. D 13 - Horizontal Length
  115. E 1 - Vertical Length
  116. F 4356 - 4355 if vertical, 4356 if horizontal
  117. G 0 - Vertical Direction of Entry (left is -1, right is 1)
  118. H 1 - Horizontal Direction of Entry (up is -1, down is 1)
  119.  
  120. STRUCTURE OF ENTRY IN .PLAY
  121. A 303 - Editor Object ID converted to the in-game object ID (2412->302(vertical)/303(horizontal) )
  122. B 160 - X Position
  123. C 608 - Y Position
  124. D 13 - Horizontal Length
  125. E 1 - Vertical Length
  126. X 1 - Direction of Entry (left is -1, right is 1, up is -1, down is 1)
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  130. STRUCTURE OF DARKNESS IN .OBJ AND .PLAY (it's the same)
  131. A 1417 - Object ID
  132. B 504 - NW Corner X Coordinate
  133. C 616 - SE Corner X Coordinate
  134. D 648 - NW Corner Y Coordinate
  135. E 744 - SE Corner Y Coordinate
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  139. STRUCTURE OF RAIN IN .OBJ AND .PLAY (it's the same)
  140. A 663 - Object ID
  141. B 1 - Count of Rain Objects (NOTE: the next 4 lines are repeated for every instance)
  142. C 368 - NW Corner X Coordinate
  143. D 640 - SE Corner X Coordinate
  144. E 360 - NW Corner Y Coordinate
  145. F 584 - SE Corner Y Coordinate
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  149. STRUCTURE OF LIGHT OVERLAY IN .OBJ AND .PLAY (it's the same)
  150. A 1770 - Object ID
  151. B 0 - Type (0 for Sunset, 1 for Daylight)
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