147 lines
5.1 KiB
Markdown
147 lines
5.1 KiB
Markdown
# Group reference
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This file is a technical documentation of all the groups
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used for the items and nodes in the game.
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## Node group reference
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This is a reference of all groups used for nodes.
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### Digging groups
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* `breakable=1`: Node is breakable with Ultra Pickaxe
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* `punchdig=1`: Node breaks when punched
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* `takable=1`: Node can be taken by player during an active game
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### Gameplay groups
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* `rotatable`: Node is rotatable by hook item
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* `1`: Always rotatable
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* `2`: (unused)
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* `3`: Rotatable in editor/dev mode only
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* `laser_destroys`: Node is destroyed when a laser touches it
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* `1`: Immediate destruction
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* `2`: Node catches fire first, then is destroyed.
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`_lzr_active` must contain the name of the burning variant.
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The burning variant in turn must have `_lzr_inactive`
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* `3`: Same as `2`, but gets ignited from the top only
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* `explosion_destroys=1`: Node will be destroyed by explosions
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* `laser_incompatible=1`: The node is "incompatible" with lasers.
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(see `CODE_DOCUMENTATION.md`)
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* `flammable=1`: Node catches fire (or is ignited) from any neighboring burning block from any side
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* `flammable=2`: Node catches fire (or is ignited) from a neighboring burning block on its top side
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* `spawner=1`: Node spawns an entity when the level is loaded
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### Laser node groups
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* `laser=X`: Node *is* a laser node, consisting of 1 to 3 laser beams
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(X = number uniquely identifying each possible combination of
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laser axes and colors)
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(not including blocks that *interact* with lasers like mirrors)
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* `laser_block=1`: A "laser block", a node that interacts with lasers without
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being a laser itself.
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* `laser_block_color=X`: A laser block with an associated laser color (X = colorcode, see `lzr_globals`)
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#### Laser blocks
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Group rating 1 is for the inactive state, group rating 2 is for the active state.
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* `emitter`: Emitter
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* `emitter_color=X`: Emitter color (X = colorcode, see `lzr_globals`)
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* `detector`: Detector
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* `detector_color=X`: Colored detector (X = colorcode, see `lzr_globals`)
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* `crystal`: Crystal
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* `mirror`: Mirror (normal)
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* `transmissive_mirror`: Transmissive Mirror
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* `double_mirror`: Double Mirror
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* `hollow_barrel`: Hollow barrel
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* `shy_skull`: Shy Skull
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* `cursed_skull`: Cursed Skull
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* `lightbox`: Any lightbox, can be turned on or off
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* `barricade`: Barricade
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* `bomb`: Bomb
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* `mixer`: Mixer
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* `cabinet_half`: Half cabinet
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* `ships_wheel`: Ship’s wheel
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* `palm_leaves`: Palm leaves
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* `laser_element_*`: Generic default group name assigned to less important laser blocks, like slabs. (The asterisk is a placeholder)
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* `barrier`: Invisible barrier preventing player from passing through.
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NOTE: Nodes of this group must support a single laser going through the node. Barrier nodes
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may only be placed as part of the level boundary and not anywhere else
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* `barrier=1`: Without laser
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* `barrier=2`: With laser
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* `rain_membrane`: Same as `barrier` but additionally, raindrops can fall through
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* `rain_membrane=1`: Without laser
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* `rain_membrane=2`: With laser
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### Trigger groups
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Some nodes can trigger other nodes or be triggered, causing
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a special event to happen.
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* `sender=1`: Block is a sender and can send signals to receivers
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* `receiver=1`: Block is a receiver and can accept signals from senders
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* `orphan_receiver=1`: Node is not a receiver itself, but it represents
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a state of a group of nodes, one of which is a receiver. Only used
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for informational purposes.
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### Misc. categorization groups
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* `treasure=1`: Treasure
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* `teleporter`: Teleporter
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* `chest`: Chest
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* `1`: closed, unlocked
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* `2`: closed, locked
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* `3`: open, empty
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* `4`: open, with treasure
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* `chest_closed=1`: Closed chest
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* `chest_open=1`: Open chest
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* `chest_open_treasure=1`: Open chest with treasure
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* `water=3`: Water
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* `liquid=3`: Node is a liquid in a semantic sense
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* `pane=1`: Pane (flat window-like block)
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* `door`: Door segment
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* `1`: Bottom segment
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* `2`: Top segment
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* `door_exit=1`: Exit door segment
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* `door_locked=1`: Locked door segment
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* `stair`: Stair
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* `1`: Normal stair
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* `2`: Inner stair
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* `3`: Outer stair
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* `skull`: Any skull (cursed or shy)
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* `1`: Active
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* `2`: Inactive
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* `cracked=1`: Node has visible cracks (usually in stone)
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Usually combined with `explosion_destroys`
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* `potted_flower=1`: Any potted flower
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* `plant=1`: Any small decorative plant (standalone)
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* `plant_on_ground=1`: A node that is a block with a plant *on* it (using `plantlike_rooted` or similar)
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* `stone=1`: Stone
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* `ground=1`: Soft ground like dirt, sand, seabed, etc.
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* `furniture=1`: Furniture like chair, table, etc. but also workstations like forge
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* `leaves=1`: Leaves and foliage
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* `fruit=1`: Fruit, nut, vegetable, or similar
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* `wood=1`: Wooden planks
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* `tree=1`: Tree trunk
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* `thatch=1`: Thatch
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* `cloth=1`: Cloth
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* `glass=1`: Glass
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* `crate=1`: Crate / box
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* `barrel=1`: Barrel (for storage)
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* `slab`: Slab
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* `1`: bottom
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* `2`: top
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* `double_slab`: Double slab
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## Item groups reference
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This is a reference of groups for all items that are not nodes.
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* `pickaxe=1`: Pickaxe
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* `bucket=1`: Bucket
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* `editor_tool=1`: This tool is meant specifically for level editing
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* `dev_tool=1`: This tool is for development purposes
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