LBA 1 data structures: Difference between revisions
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Rejected the last text change (by 198.217.117.133) and restored revision 2024 by Zink: Grids belong to file formats, not data structures |
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__NOTOC__ |
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This page lists pages related to data organisation in LBA 1. Most of it is about active world areas (objects, actors), thus it is much related to Scenes and scripting. |
This page lists pages related to data organisation in LBA 1. Most of it is about active world areas (objects, actors), thus it is much related to Scenes and scripting. |
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See also: [[LBA1:Isometric scene]] file format |
See also: [[LBA1:Isometric scene]] file format |
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== Physical world == |
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* [[LBA1:Isometric areas organisation|Isometric areas organisation]] |
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== Scripting == |
== Scripting == |
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* [[LBA1:Cube flags|Cube flags (variables)]] |
* [[LBA1:Cube flags|Cube flags (variables)]] |
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* [[LBA1:Zone types|Zone types]] |
* [[LBA1:Zone types|Zone types]] |
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== The Hero == |
== The Hero == |
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* [[LBA1:Inventory objects|Inventory objects]] |
* [[LBA1:Inventory objects|Inventory objects]] |
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* [[LBA1:Hero behaviours|Hero behaviours]] |
* [[LBA1:Hero behaviours|Hero behaviours]] |
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== Dialogs == |
== Dialogs == |
Latest revision as of 05:04, 17 July 2013
This page lists pages related to data organisation in LBA 1. Most of it is about active world areas (objects, actors), thus it is much related to Scenes and scripting.
See also: LBA1:Isometric scene file format
Physical world[edit]
Scripting[edit]
- Track script
- Life script
- Game flags (variables)
- Cube flags (variables)
- Zone types
- Control (direction) modes