Each element in TPT has properties associated with it that apply to all particles of that type on the screen. This is a list of all those properties (for use in both C++ and Lua)
|Identifier||Identifier string, used for lua and internal stuff. Formatted like DEFAULT_PT_XXXX.|
|Name||Name, it is recommended to use 4 letters or less. 5 or more will probably not fit on the buttons. (SPWN2 shows up as "S...")|
|Color||Default color, in hexadecimal (RRGGBB). In the deco editor, it will tell you the color in hex, ignore the initial FF, and use the 6 digits after for this. The initial FF is the alpha or transparency part of 32-bit color.|
|MenuVisible||If it's visible in the menu, if 0 then it is hidden. By default is 0.|
|MenuSection||The menu section it's in. See below for a list of possible values.|
|Enabled||If 0, it cannot be created or seen in any way, not even lua. It will just disappear if somehow created. Used for removed elements, you should leave this 1.|
|Advection||How much the particle is accelerated by moving air. Normally 0 for solids, and up to 1 for other elements. It can be negative, ANAR and DEST do this so it goes towards pressure.|
|AirDrag||How much air the particle generates in the direction of travel. Generally is very small, 0.04f creates a lot of positive air (- creates negative pressure)..|
|AirLoss||How much the particle slows down moving air (although not as big an effect as a wall). 1 = no effect, 0 = maximum effect. Solids are generally above 0.90f, along with most other elements too.|
|Loss||How much velocity the particle loses each frame. 1 = no loss, .5 = half loss. Solids have it at 0. Only a few have it at 1, like energy particles, and old moving sponge.|
|Collision||Velocity is multiplied by this when the particle collides with something. Energy particles have it at -0.99f, everything else is -0.01f or 0.0f. This property does not do much at all.|
|Gravity||How fast the particle falls. A negative number means it floats. Generally very small, most gasses are negative, everything else is usually less than 0.04f.|
|Diffusion||How much the particle "wiggles" around (think GAS or HYGN). Set at 0, except for gasses, which is a positive number. Up to 3 (or higher) for a large amount of wiggle, GAS is 0.75f, HYGN is 3.00f.|
|HotAir||How much the particle increases the pressure by. Another property only for gasses, but VENT/VACU have theirs at (-)0.010f. Usually it's an extremely small number, sometimes as small as 0.000001f.|
|Falldown||How does the particle move? 0 = solid, gas, or energy particle, 1 = powder, 2 = liquid.|
|Flammable||Does it burn? 0 = no, higher numbers = higher "burnage". Something like 20 is WOOD, while C-4 is 1000. Some are a few thousand for almost instant burning.|
|Explosive||Does it explode? 0 = no, 1 = when touching fire, 2 = when touching fire or when pressure > 2.5. Yes, those are the only options, see FIRE.cpp or somewhere in Simulation.cpp to modify how they work. You MUST set the Flammable property also for this to have any effect.|
|Meltable||Does it melt? 1 or higher = yes, 0 = no. This is actually only used when heat sim is off, to make it actually melt use element transitions.|
|Hardness||How much does acid affect it? 0 = no effect, higher numbers = higher effect. Generally goes up to about 50.|
|Weight||Heavier elements sink beneath lighter ones. 1 = Gas. 2 = Light, 98 = Heavy (liquids 0-49, powder 50-99). 100 = Solid. -1 is Neutrons and Photons.|
|Temperature||What temperature does it have when spawned? Temperature is in Kelvin (Kelvin = degrees C + 273.15). R_TEMP+273.15f gives room temperature.|
|HeatConduct||0 - no heat transfer, 255 - maximum heat transfer speed.|
|Description||A short one-two sentence description of the element, shown when you mouse over it in-game.|
|Properties||Does this element have special properties? At the minimum you need to put the state here too, see below for possible properties (add them together with +).|
|LowPressure||If the element drops below this pressure it will transition (set to IPL to never transition).|
|LowPressureTransition||The element to transition into when pressure is below the threshold (set to NT to never transition).|
|HighPressure||If the element goes above this pressure it will transition (set to IPH to never transision).|
|HighPressureTransition||The element to transition into when pressure is above the threshold (set to NT to never transition).|
|LowTemperature||If the element drops below this temperature it will transition (set to ITL to never transition).|
|LowTemperatureTransition||The element to transition into when temperature is below the threshold (set to NT to never transition).|
|HighTemperature||If the element goes above this temperature it will transition (set to ITH to never transition).|
|HighTemperatureTransition||The element to transition into when temperature is above the threshold (set to NT to never transition).|
|Update||The update function. This is what controls how your element reacts with other elements.|
|Graphics||The graphics function, This controls any fancy effects. If your element is only one solid color, you don't need this.|
These are used for the MenuSection property.
These are used for the Properties property.
- Used in powders.
- Used in liquids.
- Used in solids / misc elements.
- Used in gasses.
- Used in energy particles.
- Allows an element to automatically conduct SPRK, requires PROP_LIFE_DEC.
- Elements with this property absorb photons of any color.
- Elements with this property allow neutrons to go through it.
- Element will absorb neutrons.
- Element can be displaced by neutrons (observe behavior of wood with neutrons to see).
- Element will kill stickmen and fighters.
- Element will glow red when it approaches it's melting point.
- Element will have a radioactive glow, like URAN or PLUT. Also, deadly to stickmen.
- The "life" property of particles will be reduced by 1 every frame.
- Particles will be destroyed when the "life" property is less than or equal to zero.
- When used with PROP_LIFE_DEC, particles will be destroyed when the "life" property is decremented to 0. If already at 0 it will be fine.
- Allows sparks/embers to contact without being destroyed.
- Prevents particles from exchanging heat with the air when ambient heat is enabled.
- Set its ctype to another element if the element is drawn upon it (like what CLNE does).
- When this element is drawn upon other elements, do not set ctype (like STKM for CLNE).