Class:TileData
This page documents the TileData class for Lua scripting.
As an instanced class, it be accessed from Lua after assigning the instance to a variable, such as tileData
Name
tileData.Name
Type: RogueEssence.LocalText
The name of the data
Desc
tileData.Desc
Type: RogueEssence.LocalText
The description of the data
Released
tileData.Released
Type: System.Boolean
Is it released and allowed to show up in the game?
Comment
tileData.Comment
Type: System.String
Comments visible to only developers
Anim
tileData.Anim
Type: RogueEssence.Content.ObjAnimData
The object animation used for this tile
Offset
tileData.Offset
Type: RogueElements.Loc
The offset for which to draw the object animation
Layer
tileData.Layer
Type: RogueEssence.Content.DrawLayer
The layer to draw the tile on. Only supports Bottom, Back, and Front for now.
BlockItem
tileData.BlockItem
Type: System.Boolean
Prevents items from landing on it.
StepType
tileData.StepType
Type: RogueEssence.Data.TileData.TriggerType
Determines how the tile can be interacted with
MinimapIcon
tileData.MinimapIcon
Type: RogueElements.Loc
Texture for the minimap icon
MinimapColor
tileData.MinimapColor
Type: Microsoft.Xna.Framework.Color
Color for the minimap icon
LandedOnTiles
tileData.LandedOnTiles
Type: RogueElements.PriorityList{RogueEssence.Dungeon.SingleCharEvent}
What happens when a character walks on the tile.
Also triggers if forced on or winds up on it in any other way.
InteractWithTiles
tileData.InteractWithTiles
Type: RogueElements.PriorityList{RogueEssence.Dungeon.SingleCharEvent}
What happens when the character voluntarily triggers the tile.
References
https://github.com/RogueCollab/RogueEssence/blob/master/RogueEssence/Data/TileData.cs
