DefCore.txt
DefCore
The component DefCore.txt defines the basic characteristics of an object. This includes the object category (whether it is a building or a living being), graphics, entrance and collection areas, value, mass, and so on. Here also the object id is defined which is used to identify the object type in script calls or other components. Every object definition must have a unique object id.
Section [DefCore]
Value
Data type
Description
id
definition id
Id of the object.
Version
3 Integers
Minimal engine version required by the object. Should be always the current engine version at the time of the last change.
RequireDef
Definition IDs
List of definition IDs this object depends upon.
Category
Integer
Category of the object. Also see object categories.
ContactCalls
Integer
0 or 1. If 1, Contactcalls are called in the object script.
Width
Integer
Width of the object.
Height
Integer
Height of the object.
Offset
2 Integer
Coordinate offset of the top left corner to the object center.
Value
Integer
Value of the object in money points.
Mass
Integer
Weight of the object. Rock 10, clonk 50, hut 1000, castle 10000.
Components
ID list
Elements from which the object is composed. Uncompleted or half grown objects will only have the respective fraction of the components.
SolidMask
6 integers
Solid areas of the object. Target rectangle from the SolidMask.png graphics onto the object.
TopFace
6 integers
Covering layer of the object graphics. Target rectangle from the source graphics onto the object.
Picture
4 integers
Representative image of the object. Rectangle from the source graphics.
Vertices
Integer
Number of vertices of the object. 1 to 30.
VertexX
up to 30 integers
List of horizontal vertex coordinates of the object. See vertices.
VertexY
up to 30 integers
List of vertical coordinates of the object vertices.
VertexCNAT
up to 30 integers
List of direction indicators of the object vertices. See CNAT.
VertexFriction
up to 30 integers
List of friction values of the object vertices, each 1 to 100.
Entrance
4 integers
Position of the entrance region relative to the object centre.
Collection
4 integers
Position of the intake region relative to the object centre.
FireTop
Integer
Flame distance to the object's bottom line.
Exclusive
Integer
0 or 1. Determines whether the object blocks objects behind it.
Line
Integer
0 or 1. If 1 the object is a line and exhibits special behaviour.
CrewMember
Integer
0 or 1. If 1, the object is added to the player's crew upon purchase. Objects created using CreateObject have to be added to a player's crew manually using MakeCrewMember.
Construction
Integer
0 or 1. Determines whether the object can be built.
GrabPutGet
Integer
Bit mask: bit 0 (value 1) putting possible, bit 1 (value 2) getting possible.
Rotate
Integer
0 no rotation, 1 full rotation, 2-360 limited rotation.
Float
Integer
Floatation in liquids: 0 no floatation, otherwise floatation height above the object center.
ColorByOwner
Integer
0 or 1. If 1, the specified sections of the object's graphcis are colored by the player color.
HorizontalFix
Integer
0 or 1. If 1, the object can only move vertically.
BorderBound
Integer
Bit mask: bit 0 (value 1) stop at the sides, bit 1 (value 2) stop at the top, bit 2 (value 4) stop at the bottom.
UprightAttach
Integer
If not 0, the unrotated object attaches to solid areas (attachment directions 8-10).
StretchGrowth
Integer
0 or 1. If 1, the uncomplete object (see GetCon) is scaled, not sliced from the bottom like a construction site.
IncompleteActivity
Integer
0 or 1. If 1, the object can have activities set even if it's not complete.
Oversize
Integer
0 or 1. The object can be scaled over 100% using DoCon.
AttractLightning
Integer
0 or 1. The object attracts lightning.
Fragile
Integer
0 or 1. The object should not be thrown.
NoPushEnter
Integer
0 or 1. The object can not be pushed into another object's entrance (e.g. elevator case).
VehicleControl
Integer
Bit mask: bit 0 (value 1) object can be controlled by grabbing from the outside and/or bit 1 (value 2) from the inside. With active VehicleControl, clonk orders (commands) are also passed to the grabbed object as ControlCommand calls and can be processed and/or overloaded by the controlled object's script. See Control-Funktionen.
Pathfinder
Integer
1 - 10. Determines search depth of the pathfinder algorithm (default 1). Warning: higher values may slow down the game. By setting this value you can also enable non-CrewMember objects to use pathfinding when executing commands.
NoComponentMass
Integer
0 or 1. If 1, the object's contents is not added to the object's total mass. This can be used to prevent small container objects from turning into killer throwing items.
NoStabilize
Integer
0 or 1. If 1, the object will not straighten itself to 0° if within a certain upright range.
ClosedContainer
Integer
0 or 1. If 1, clonks inside this object can not lighten the Fog of War outside.
SilentCommands
Integer
0 or 1. Can be used to prevent failure messages caused by failed commands.
TemporaryCrew
Integer
0 or 1. If 1, the object is not stored in the permanent crew of a player.
BlitMode
Integer
0 or 1. Value 1 for addtive drawing. Use SetObjectBlitMode for more flexibility.
NoBreath
Integer
0 or 1. If 1, the object does not need oxygen, even if it's a living being.
ConSizeOff
Integer
Values grater than 0 are deducted from the top of necessary construction space.
NoGet
Integer
0 or 1. If 1 the object can not be taken from containers by a clonk.
LiftTop
Integer
If an object with Action procedure "LIFT" lifts its target to this value above object center the function LiftTop is called in the object script.
RotatedEntrance
Integer
0 entrance is open if the object is upright only; 1 entrance is always open; 2-360 entrance is open within the specified object rotation in degrees.
MoveToRange
Integer
Maximum range at which the waypoint of a movement command can be touched for a successful hit. Default value 5.
NoTransferZones
Integer
0 or 1. If 1 the object's pathfinding will ignore any transfer zones.
Newton2013-11