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static bool[] | AllBlocksWithSmoothBordersToResolveHalfBlockIssue = Factory.CreateBoolSet(false, 321, 157, 208, 159, 190, 80, 251, 202, 229, 56, 38, 39, 152, 118, 151, 148, 206, 119, 175, 46, 176, 45, 140, 347, 370, 121, 122, 346, 160, 226, 54, 156, 155, 153, 154, 150, 250, 198, 273, 274, 325, 284, 348, 385, 327, 326, 345, 328, 329, 357, 369, 268, 261, 262, 255, 267, 260, 265, 258, 266, 259, 264, 257, 263, 256, 311, 431, 426, 433, 430, 434, 432, 272, 145, 146, 350, 127, 472, 473, 477, 478, 479, 492, 496, 507, 508, 563, 618) |
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static bool[] | AllowLightInWater = Factory.CreateBoolSet(false, 54, 541, 328) |
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static bool[] | AllowsSaveCompressionBatching = Factory.CreateBoolSet(true, 520, 423) |
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static bool[] | AllTiles = Factory.CreateBoolSet(true) |
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static bool[] | AvoidedByNPCs = Factory.CreateBoolSet(21, 467, 55, 85, 395, 88, 463, 334, 29, 97, 99, 356, 425, 440, 209, 441, 468, 471, 491, 510, 511, 520, 573) |
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static bool[] | BasicChest = Factory.CreateBoolSet(21, 467) |
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static bool[] | BasicChestFake = Factory.CreateBoolSet(441, 468) |
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static bool[] | BasicDresser = Factory.CreateBoolSet(88) |
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static bool[] | BlockMergesWithMergeAllBlock = Factory.CreateBoolSet() |
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static bool[] | BlocksStairs = Factory.CreateBoolSet(386, 387, 54, 541) |
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static bool[] | BlocksStairsAbove = Factory.CreateBoolSet(386, 387) |
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static bool[] | BlocksWaterDrawingBehindSelf = Factory.CreateBoolSet(false, 54, 541, 328, 470) |
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static bool[] | Boulders = Factory.CreateBoolSet(138, 484) |
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static bool[] | BreakableWhenPlacing = Factory.CreateBoolSet(324, 186, 187, 185, 165, 530, 233, 227, 485, 81, 624) |
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static bool[] | CanBeClearedDuringGeneration = Factory.CreateBoolSet(true, 396, 400, 401, 397, 398, 399, 404, 368, 367, 226, 237) |
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static bool[] | CanBeClearedDuringOreRunner = Factory.CreateBoolSet(0, 1, 23, 25, 40, 53, 57, 59, 60, 70, 109, 112, 116, 117, 147, 161, 163, 164, 199, 200, 203, 234) |
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static bool[] | CanBeDugByShovel = Factory.CreateBoolSet(false, 0, 59, 57, 123, 224, 147, 2, 109, 23, 199, 60, 70, 477, 492, 53, 116, 112, 234, 40, 495) |
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static bool[] | CanBeSatOnForNPCs = Factory.CreateBoolSet(false, 15, 497) |
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static bool[] | CanBeSatOnForPlayers = Factory.CreateBoolSet(false, 15, 497, 89, 102, 487) |
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static bool[] | CanBeSleptIn = Factory.CreateBoolSet(false, 79) |
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static bool[] | CanBeSloped = Factory.CreateBoolSet() |
| Allows non-solid tiles to be sloped (solid tiles can always be sloped, regardless of this set).
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static bool[] | CanDropFromRightClick = Factory.CreateBoolSet(4) |
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static bool[] | ChecksForMerge = Factory.CreateBoolSet(0, 2, 60, 70, 199, 109, 477, 492, 57, 58, 75, 76, 147, 161, 164, 163, 200, 162, 189, 196, 460, 224, 191, 383, 211, 225, 59, 226, 396, 397, 398, 399, 402, 400, 401, 403, 404, 234, 112, 407) |
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static bool[] | Clock = Factory.CreateBoolSet(GrandfatherClocks) |
| Whether or not this tile is a clock.
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static bool[] | Clouds = Factory.CreateBoolSet(189, 196, 460) |
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static bool[] | CommonSapling = Factory.CreateBoolSet(false, 20, 590, 595, 615) |
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static int[] | ConveyorDirection = Factory.CreateIntSet(0, 421, 1, 422, -1) |
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static bool[] | Corrupt = Factory.CreateBoolSet(23, 25, 112, 163, 398, 400) |
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static bool[] | CountsAsGemTree = Factory.CreateBoolSet(false, 583, 584, 585, 586, 587, 588, 589) |
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static bool[] | CountsAsHoneySource = Factory.CreateBoolSet() |
| Whether or not this tile counts as a honey source for crafting purposes.
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static bool[] | CountsAsLavaSource = Factory.CreateBoolSet() |
| Whether or not this tile counts as a lava source for crafting purposes.
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static int[] | CountsAsPylon |
| What tiles count as Pylons, which allow the player to teleport to any other valid Pylons on the map. More...
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static bool[] | CountsAsWaterSource = Factory.CreateBoolSet(172) |
| Whether or not this tile counts as a water source for crafting purposes.
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static bool[] | CrackedBricks = Factory.CreateBoolSet(481, 482, 483) |
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static bool[] | Crimson = Factory.CreateBoolSet(199, 203, 234, 200, 399, 401, 205) |
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static bool[] | DisableSmartCursor = Factory.CreateBoolSet(4, 10, 11, 13, 21, 29, 33, 49, 50, 55, 79, 85, 88, 97, 104, 125, 132, 136, 139, 144, 174, 207, 209, 212, 216, 219, 237, 287, 334, 335, 338, 354, 386, 387, 388, 389, 411, 425, 441, 463, 467, 468, 491, 494, 510, 511, 573, 621) |
| Whether or not the smart cursor function is disabled when the cursor hovers above this tile.
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static bool[] | DisableSmartInteract = Factory.CreateBoolSet(4, 33, 334, 395, 410, 455, 471, 480, 509, 520) |
| Whether or not the smart tile interaction function is disabled when the cursor hovers above this tile.
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static bool[] | DoesntGetReplacedWithTileReplacement = Factory.CreateBoolSet(58, 225, 171, 127, 481, 482, 483, 423) |
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static bool[] | DoesntPlaceWithTileReplacement = Factory.CreateBoolSet(2, 70, 109, 199, 23) |
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static int[] | DrawFlipMode = Factory.CreateIntSet(0, 3, 1, 13, 1, 20, 1, 24, 1, 49, 1, 372, 1, 50, 1, 52, 1, 61, 1, 62, 1, 71, 1, 73, 1, 74, 1, 81, 1, 82, 1, 83, 1, 84, 1, 91, 1, 92, 1, 93, 1, 110, 1, 113, 1, 115, 1, 135, 1, 141, 1, 165, 1, 174, 1, 201, 1, 205, 1, 227, 1, 270, 1, 271, 1, 382, 1, 184, 2, 185, 3, 528, 1, 529, 1, 590, 1, 595, 1, 615, 1, 624, 1) |
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static bool[] | DrawsWalls = Factory.CreateBoolSet(10, 54, 138, 484, 388, 191, 137, 328, 162, 387, 48, 232, 127, 459, 541, 546) |
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static ? bool[] | DrawTileInSolidLayer |
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static SetFactory | Factory = new SetFactory(TileLoader.TileCount) |
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static bool[] | Falling = Factory.CreateBoolSet(53, 234, 112, 116, 224, 123, 330, 331, 332, 333, 495) |
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static bool[] | ForcedDirtMerging = Factory.CreateBoolSet(75, 76, 508, 507, 226, 409, 273, 274, 459, 458, 326, 327, 345, 328, 329, 192, 384, 284, 325, 272, 268, 262, 267, 265, 266, 264, 263, 261, 255, 260, 258, 259, 257, 256, 54, 357) |
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static bool[] | FramesOnKillWall = Factory.CreateBoolSet(440, 240, 241, 242, 245, 246, 4, 136, 334, 132, 55, 395, 425, 440, 471, 510, 511, 573) |
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static bool[] | FriendlyFairyCanLureTo = Factory.CreateBoolSet(8, 169, 21, 467, 107, 108, 111, 221, 222, 223, 211, 12, 236, 227) |
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static ushort[] | GemsparkFramingTypes = Factory.CreateUshortSet(0, 265, 265, 258, 258, 264, 264, 257, 257, 267, 267, 260, 260, 266, 266, 259, 259, 263, 263, 256, 256, 262, 262, 255, 255, 268, 268, 261, 261, 385, 385, 446, 446, 447, 447, 448, 448) |
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static bool[] | GeneralPlacementTiles = Factory.CreateBoolSet(true, 225, 41, 481, 43, 482, 44, 483, 226, 203, 112, 25, 70, 151, 21, 31, 467, 12) |
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static bool[] | GetsCheckedForLeaves = Factory.CreateBoolSet(false, 5, 323, 72, 583, 584, 585, 586, 587, 588, 589, 596, 616) |
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static bool[] | GetsDestroyedForMeteors = Factory.CreateBoolSet(false, 5, 32, 352, 583, 584, 585, 586, 587, 588, 589, 596, 616) |
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static bool[] | Grass = Factory.CreateBoolSet(2, 23, 109, 199, 477, 492) |
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static bool[] | GrassSpecial = Factory.CreateBoolSet(70, 60) |
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static bool[] | Hallow = Factory.CreateBoolSet(109, 117, 116, 164, 402, 403, 115) |
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static bool[] | HasOutlines = Factory.CreateBoolSet(10, 11, 15, 21, 29, 55, 79, 85, 88, 89, 97, 102, 104, 125, 132, 136, 139, 144, 207, 209, 212, 215, 216, 237, 287, 335, 338, 354, 356, 377, 386, 387, 388, 389, 410, 411, 425, 441, 455, 463, 467, 468, 470, 475, 487, 480, 494, 497, 509, 510, 511, 621) |
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static bool[] | HasSlopeFrames = Factory.CreateBoolSet(421, 422) |
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static bool[] | HellSpecial = Factory.CreateBoolSet(58, 76, 75) |
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static bool[] | HousingWalls = Factory.CreateBoolSet(11, 389, 386) |
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static bool[] | Ices = Factory.CreateBoolSet(161, 200, 163, 164) |
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static bool[] | IcesSlush = Factory.CreateBoolSet(161, 200, 163, 164, 224) |
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static bool[] | IcesSnow = Factory.CreateBoolSet(161, 200, 163, 164, 147) |
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static bool[] | IgnoredByGrowingSaplings = Factory.CreateBoolSet(3, 24, 32, 61, 62, 69, 71, 73, 74, 82, 83, 84, 110, 113, 201, 233, 352, 485, 529, 530) |
| Whether or not saplings count this tile as empty when trying to grow.
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static bool[] | IgnoredByNpcStepUp = Factory.CreateBoolSet(14, 16, 18, 134, 469) |
| Whether or not the tile will be ignored for automatic step up regarding town NPC collision.
Only checked when Collision.StepUp with specialChecksMode set to 1 is called
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static bool[] | IgnoredInHouseScore = Factory.CreateBoolSet(4, 3, 73, 82, 83, 84, 386) |
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static bool[] | IgnoreSmartCursorPriorityAxe = Factory.CreateBoolSet(false, 488) |
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static bool[] | IgnoresNearbyHalfbricksWhenDrawn = Factory.CreateBoolSet(380, 476, 235, 138, 137, 484, 421, 422) |
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static bool[] | IgnoresTileReplacementDropCheckWhenBeingPlaced = Factory.CreateBoolSet(false, 158, 30) |
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static bool[] | InteractibleByNPCs = Factory.CreateBoolSet(17, 77, 133, 12, 26, 35, 36, 55, 395, 471, 21, 467, 29, 97, 88, 99, 463, 491, 33, 372, 174, 49, 100, 173, 78, 79, 94, 96, 101, 50, 103, 282, 106, 114, 125, 171, 172, 207, 215, 220, 219, 244, 228, 237, 247, 128, 269, 354, 355, 377, 287, 378, 390, 302, 405, 406, 411, 425, 209, 441, 468, 452, 454, 455, 457, 462, 470, 475, 494, 499, 505, 511, 510, 520, 543, 565, 573, 597, 598, 617, 621) |
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static bool[] | IsAContainer = Factory.CreateBoolSet(21, 467, 88) |
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static bool[] | IsAMechanism = Factory.CreateBoolSet(137, 443, 105, 349, 141, 142, 143, 42, 34, 130, 131, 506, 546, 557, 593, 594) |
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static bool[] | IsATreeTrunk = Factory.CreateBoolSet(false, 5, 72, 583, 584, 585, 586, 587, 588, 589, 596, 616) |
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static bool[] | IsATrigger = Factory.CreateBoolSet(135, 136, 132, 144, 411, 441, 468) |
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static bool[] | IsBeam = Factory.CreateBoolSet(124, 561, 574, 575, 576, 577, 578) |
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static bool[] | isDesertBiomeSand = Factory.CreateBoolSet(53, 397, 396, 400, 403, 401) |
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static bool[] | IsShakeable = Factory.CreateBoolSet(false, 5, 72, 323, 583, 584, 585, 586, 587, 588, 589, 596, 616) |
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static bool[] | IsSkippedForNPCSpawningGroundTypeCheck = Factory.CreateBoolSet(false, 421, 422) |
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static bool[] | IsValidSpawnPoint = Factory.CreateBoolSet(Beds) |
| Whether or not this tile is a valid spawn point.
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static bool[] | IsVine = Factory.CreateBoolSet(52, 382, 62, 115, 205, 528) |
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static bool[] | JungleSpecial = Factory.CreateBoolSet(226, 225, 211) |
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static bool[] | Leaves = Factory.CreateBoolSet(384, 192) |
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static bool[] | MergesWithClouds = Factory.CreateBoolSet(196, 460) |
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static bool[] | Mud = Factory.CreateBoolSet(59) |
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static bool[] | NeedsGrassFraming = Factory.CreateBoolSet() |
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static int[] | NeedsGrassFramingDirt = Factory.CreateIntSet(0) |
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static bool[] | NonSolidSaveSlopes = Factory.CreateBoolSet(false, 131, 351) |
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static bool[] | NotReallySolid = Factory.CreateBoolSet(387, 388, 10) |
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static bool[] | Ore = Factory.CreateBoolSet(7, 166, 6, 167, 9, 168, 8, 169, 22, 204, 37, 58, 107, 221, 108, 222, 111, 223, 211) |
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static bool[] | OreMergesWithMud = Factory.CreateBoolSet(7, 166, 6, 167, 9, 168, 8, 169, 22, 204, 37, 58, 107, 221, 108, 222, 111, 223) |
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static bool[] | Paintings = Factory.CreateBoolSet(245, 246, 240, 241, 242) |
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static bool[] | Platforms = Factory.CreateBoolSet(19, 427, 435, 436, 437, 438, 439) |
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static bool[] | PreventsSandfall = Factory.CreateBoolSet(26, 77, 80, 323, 470, 475, 597) |
| Whether or not this tile will prevent sand/slush from falling beneath it. More...
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static bool[] | PreventsTileRemovalIfOnTopOfIt = Factory.CreateBoolSet(false, 5, 323, 72, 488, 26, 583, 584, 585, 586, 587, 588, 589, 596, 616, 470, 475) |
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static bool[] | PreventsTileReplaceIfOnTopOfIt = Factory.CreateBoolSet(false, 5, 323, 72, 583, 584, 585, 586, 587, 588, 589, 596, 616) |
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static bool[] | ReplaceTileBreakDown = Factory.CreateBoolSet(205, 115, 62, 52, 382, 444, 528) |
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static bool[] | ReplaceTileBreakUp = Factory.CreateBoolSet(27, 20, 227, 24, 201, 110, 113, 61, 74, 71, 3, 73, 186, 187, 185, 233, 530, 236, 238, 254, 484, 485, 84, 82, 83, 529, 549, 590, 595, 615, 624) |
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static bool[] | ResetsHalfBrickPlacementAttempt = Factory.CreateBoolSet(true, 2, 23, 60, 70, 199, 109, 477, 492, 179, 512, 180, 513, 181, 514, 182, 515, 183, 516, 381, 517, 534, 535, 536, 537, 539, 540) |
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static bool[] | ReverseVineThreads = Factory.CreateBoolSet(549) |
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static bool[] | SlowlyDiesInWater = Factory.CreateBoolSet(3, 20, 24, 27, 73, 201, 80, 110, 529, 530, 590, 595, 615) |
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static int[] | SmartCursorPickaxePriorityOverride = Factory.CreateIntSet(0, 12, 1) |
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static bool[] | Snow = Factory.CreateBoolSet(147) |
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static bool[] | SpreadOverground = Factory.CreateBoolSet(2, 23, 32, 60, 70, 109, 199, 352, 477, 492) |
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static bool[] | SpreadUnderground = Factory.CreateBoolSet(23, 109, 199, 60, 70) |
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static bool[] | Stone = Factory.CreateBoolSet(1, 117, 25, 203) |
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static bool[] | SwaysInWindBasic = Factory.CreateBoolSet(3, 20, 24, 61, 71, 73, 74, 83, 84, 110, 113, 201, 227, 529, 590, 595, 615, 624) |
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static bool[] | TeamTiles = Factory.CreateBoolSet(426, 430, 431, 432, 433, 434, 427, 435, 436, 437, 438, 439) |
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static bool[] | TileInteractRead = Factory.CreateBoolSet(55, 85, 425, 573) |
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static bool[] | tileMossBrick = Factory.CreateBoolSet(false, 512, 513, 514, 515, 516, 517, 535, 537, 540) |
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static bool[] | Torch = Factory.CreateBoolSet(TileID.Torches) |
| Whether or not this tile behaves like a torch. If you are making a torch tile, then setting this to true is necessary in order for tile placement, tile framing, and the item's smart selection to work properly.
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static int[] | TouchDamageHot = Factory.CreateIntSet(0, 37, 20, 58, 20, 76, 20) |
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static int[] | TouchDamageOther = Factory.CreateIntSet(0, 48, 60, 232, 80) |
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static int[] | TouchDamageSands = Factory.CreateIntSet(0, 53, 15, 112, 15, 116, 15, 123, 15, 224, 15, 234, 15, 57, 15, 69, 15) |
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static int[] | TouchDamageVines = Factory.CreateIntSet(0, 32, 10, 69, 17, 80, 6, 352, 10) |
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static bool[] | TreeSapling = Factory.CreateBoolSet(Saplings) |
| Whether or not this tile is a sapling, which can grow into a tree based on the soil it's placed on. Be sure to set CommonSapling with this too.
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static bool[] | VineThreads = Factory.CreateBoolSet(382, 62, 115, 205, 52, 528) |
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