4.2 KiB
B30 - Unnamed building
OVERWORLD tileset, 6 x 4 cells (12 x 8 tiles of 8px, 96 x 64 px). Appears 1 time in the game. Tile ids index assets/generated/tilesets/overworld.png, 16 per row.
Coordinates are 1-based and local to the building: cell x=1..6, y=1..4; tile column c=1..12, tile row r=1..8. No terrain padding is included - edge rows and columns that were pure ground have been trimmed.
Symbol grid
x1 x2 x3 x4 x5 x6
+-----+-----+-----+-----+-----+-----+
y1 | A B | B B | B B | B B | B B | B C |
| A D | D D | D D | D D | D D | D C |
+-----+-----+-----+-----+-----+-----+
y2 | A B | B B | B B | B B | B B | B C |
| A D | D D | D D | D D | D D | D C |
+-----+-----+-----+-----+-----+-----+
y3 | A B | B B | B B | B B | B B | B C |
| A D | D D | D D | D D | D D | D C |
+-----+-----+-----+-----+-----+-----+
y4 | A D | D D | D D | D D | D D | D C |
| E F | F F | F F | F F | F F | F G |
+-----+-----+-----+-----+-----+-----+
Same grid, raw tile ids
x1 x2 x3 x4 x5 x6
+---------+---------+---------+---------+---------+---------+
y1 | 15 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 31 |
| 15 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 31 |
+---------+---------+---------+---------+---------+---------+
y2 | 15 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 31 |
| 15 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 31 |
+---------+---------+---------+---------+---------+---------+
y3 | 15 10 | 10 10 | 10 10 | 10 10 | 10 10 | 10 31 |
| 15 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 31 |
+---------+---------+---------+---------+---------+---------+
y4 | 15 75 | 75 75 | 75 75 | 75 75 | 75 75 | 75 31 |
| 78 26 | 26 26 | 26 26 | 26 26 | 26 26 | 26 79 |
+---------+---------+---------+---------+---------+---------+
As a 1-based Lua array, rows[r][c]:
local rows = {
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 }, -- r1
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 }, -- r2
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 }, -- r3
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 }, -- r4
{ 15, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 31 }, -- r5
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 }, -- r6
{ 15, 75, 75, 75, 75, 75, 75, 75, 75, 75, 75, 31 }, -- r7
{ 78, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 79 }, -- r8
}
Legend
Legend pending.
A= tile 15, used 7xB= tile 10, used 30xC= tile 31, used 7xD= tile 75, used 40xE= tile 78, used 1xF= tile 26, used 10xG= tile 79, used 1x
Collision
Cell walkability reads the bottom-left 8px tile of each cell (src/world/Map.lua:6):
y1 SOLID SOLID SOLID SOLID SOLID SOLID
y2 SOLID SOLID SOLID SOLID SOLID SOLID
y3 SOLID SOLID SOLID SOLID SOLID SOLID
y4 SOLID SOLID SOLID SOLID SOLID SOLID
Every cell is solid - this building has no door of its own.
Silhouette
1552 of the 6144 px inside the box are ground outside the black outline, so the 96x64 box is not a solid rectangle - a pixel-perfect cutout has to follow the outline. Terrain pixels by tile row:
r1 c1:24px, c12:24px
r2 c1:24px, c2:30px, c3:30px, c4:30px, c5:30px, c6:30px, c7:30px, c8:30px, c9:30px, c10:30px, c11:30px, c12:24px
r3 c1:24px, c12:24px
r4 c1:24px, c2:30px, c3:30px, c4:30px, c5:30px, c6:30px, c7:30px, c8:30px, c9:30px, c10:30px, c11:30px, c12:24px
r5 c1:24px, c12:24px
r6 c1:24px, c2:30px, c3:30px, c4:30px, c5:30px, c6:30px, c7:30px, c8:30px, c9:30px, c10:30px, c11:30px, c12:24px
r7 c1:24px, c2:30px, c3:30px, c4:30px, c5:30px, c6:30px, c7:30px, c8:30px, c9:30px, c10:30px, c11:30px, c12:24px
r8 c1:8px, c12:8px
Where it stands
| map | cell (x,y) | door | leads to |
|---|---|---|---|
| LAVENDER_TOWN | (12,0) | - | scenery, no entrance |

