Difference between revisions of "OBJD"
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| 0x0BE || 2 || Multi-tile lead object (null) | | 0x0BE || 2 || Multi-tile lead object (null) | ||
|- | |- | ||
− | | 0x0C0 || 2 || | + | | 0x0C0 || 2 || Expansion Flag (1 = TS2, 2 = Uni, 4 = NL, 8 = OfB, 16 = FFS, 32 = GLS, 64 = Pets) - Used by the game to determine what expansion an object requires and will display (or not display) the object in the user's catalog depending on what expansions they have. |
|- | |- | ||
| 0x0C2 || 2 || Unused - num dynamic sprites (Sims1) | | 0x0C2 || 2 || Unused - num dynamic sprites (Sims1) |
Revision as of 04:01, 2 January 2007
This article is imported from the old MTS2 wiki. You can help Sims2Wiki by cleaning it up. It's original page with comments can be found at http://old_wiki.modthesims2.com/OBJD
See also: 4F424A44
OBJD
Offset | Size | Description |
---|---|---|
0x000 | 64 | Filename (null terminated) |
0x040 | 4 | Version (139 TS2, 140 TS2U) |
0x044 | 2 | Initial Stack Size |
0x046 | 2 | Default Wall Adjacent Flags |
0x048 | 2 | Default Placement Flags |
0x04A | 2 | Default Wall Placement Flags (null) |
0x04C | 2 | Default Allowed Height Flags (null) |
0x04E | 2 | Interaction Table ID Pointer to the TTAB interaction information (a value of 1 for objects with no interactions) |
0x050 | 2 | Interaction Group (null) |
0x052 | 2 | Type Type of object (a buyable object has value 4) |
0x054 | 2 | Multi-Tile master id (null) |
0x056 | 2 | Multi-Tile sub index (null) |
0x058 | 2 | Use Default Placement flags (null) |
0x05A | 2 | Look At Score |
0x05C | 4 | GUID A unique ID number for each object. May also be a Sim ID (you can find this value in the Neighborhood FAMI and 0xAACE2EFB files) |
0x060 | 2 | Item Is Unlockable |
0x062 | 2 | Catalog Use Flags (null) |
0x064 | 2 | Price The price of the object |
0x066 | 2 | Body strings ID Pointer to STR# resource for sims (null for objects) |
0x068 | 2 | Slot ID Pointer to a SLOT resource |
0x06A | 4 | Diagonal selector GUID (GUID of Diagonal placement object - If object has a diagonal placement option - 0x00000000 (or 0x00000001 ?) if not) |
0x06E | 4 | Grid-aligned selector GUID (GUID of 'normal' placement object - Only used if this object is a diagonal placement option - 0x00000000 (or 0x00000001 ?) if not) |
0x072 | 2 | Object ownership flags (null or 1) |
0x074 | 2 | Ignore GlobalSim field in CAS Lot (null) |
0x076 | 2 | Cannot Move Out With (null) |
0x078 | 2 | Hauntable (null) |
0x07A | 4 | Proxy GUID |
0x07E | 2 | Slot group (null) |
0x080 | 2 | Aspiration Flags (null) |
0x082 | 2 | Memory Nice/Bad (null) |
0x084 | 2 | Sale Price Different for each type of removal? (Some have a value, trees have null) |
0x086 | 2 | Initial depreciation Sale price loss after first day of purchase |
0x088 | 2 | Daily depreciation Loss of sale price after each successive day |
0x08A | 2 | Self depreciating Has a value if the object calculates its own depreciation, null if the game calculates it |
0x08C | 2 | Depreciation limit The lowest price the object can be sold for |
0x08E | 2 | Room sort flags The room category (bit0=Kitchen, bit1=Bedroom, bit2=Bathroom, bit3=Family Room, bit4=Outside, bit5=Dining Room, bit6=Misc, bit7=Study) |
0x090 | 2 | Function sort flags The object type (bit0=Seating, bit1=Surfaces, bit2=Appliances, bit3=Electronics, bit4=Plumbing, bit5=Decorative, bit6=General, bit7=Lighting) |
0x092 | 2 | Catalog strings ID Pointer to the objects CTSS catalog details |
0x094 | 2 | Is global sim object (null) |
0x096 | 2 | ToolTip Name Type - 0 default (null) |
0x098 | 2 | Template Version (null) |
0x09A | 2 | Niceness Multiplier (variable) |
0x09C | 2 | No Duplicate On Placement (null) |
0x09E | 2 | Want Category (variable) |
0x0A0 | 2 | No New Name from Template (null) |
0x0A2 | 2 | Object version (null) |
0x0A4 | 2 | Default Thumbnail ID (null) |
0x0A6 | 2 | Motive effects ID (null) |
0x0A8 | 4 | Job Object GUID |
0x0AC | 2 | Catalog popup ID (null) |
0x0AE | 2 | Ignore Current Model Index In Icons (null) |
0x0B0 | 2 | Level offset (null) |
0x0B2 | 2 | Shadow type Object has a shadow? (null
if no shadow, FFFF if has a shadow) |
0x0B4 | 2 | Num attributes (variable) |
0x0B6 | 2 | Number of object arrays (variable) |
0x0B8 | 2 | Unused |
0x0BA | 2 | Front direction (null) |
0x0BC | 2 | Unused |
0x0BE | 2 | Multi-tile lead object (null) |
0x0C0 | 2 | Expansion Flag (1 = TS2, 2 = Uni, 4 = NL, 8 = OfB, 16 = FFS, 32 = GLS, 64 = Pets) - Used by the game to determine what expansion an object requires and will display (or not display) the object in the user's catalog depending on what expansions they have. |
0x0C2 | 2 | Unused - num dynamic sprites (Sims1) |
0x0C4 | 2 | Chair entry flags So you enter the chair from the correct side (null) |
0x0C6 | 2 | Tile width (null) |
0x0C8 | 2 | Inhibit suit copying (null) |
0x0CA | 2 | Build mode type The build mode type (1=door,2=window,3=stair,4=plant,5=fireplace,6=column,7=pool) |
0x0CC | 4 | Original GUID Unique ID of the source object, ie
the object this one was based off |
0x0D0 | 4 | Object model GUID |
0x0D4 | 2 | Build Mode Subsort (null) |
0x0D6 | 2 | Unused - thumbnail graphic (Sims1) |
0x0D8 | 2 | Unused - shadow flags (Sims1) |
0x0DA | 2 | Footprint mask (null) |
0x0DC | 2 | Unused |
0x0DE | 2 | Unused - shadow brightness (Sims1) |
0x0E0 | 2 | Unused |
0x0E2 | 2 | Unused - wall style sprite id (Sims1) |
0x0E4 | 2 | Hunger rating (null) |
0x0E6 | 2 | Comfort rating (null) |
0x0E8 | 2 | Hygiene rating (null) |
0x0EA | 2 | Bladder rating (null) |
0x0EC | 2 | Energy rating (null) |
0x0EE | 2 | Fun rating (null) |
0x0F0 | 2 | Room rating (null) |
0x0F2 | 2 | Skill Flags The skills this object gives (bit0=Cleaning, bit1=Cooking, bit2=Mechanical, bit3=Logic, bit4=Body, bit5=Creativity, bit6=Charisma, bit7=School Study?) |
0x0F4 | 2 | Num type attributes (Some have 3, trees have null) |
0x0F6 | 2 | Misc flags (Some have 16, trees have null) |
0x0F8 | 4 | Unused - type attr guid (Sims1) |
0x0FC | 2 | Function Sub-Sort Sub-type of the object eg. Electronic sub-sort are entertainment, video, audio, phone (bit1=first, bit2=second,...bit8=last) |
0x0FE | 2 | Downtown Sort (null) |
0x100 | 2 | Keep Buying (null) |
0x102 | 2 | Vacation Sort (null) |
0x104 | 2 | Reset Lot Action (null) |
0x106 | 2 | 3D Object Type |
0x108 | 2 | Community Sort Community categories (bit0=, bit1=,
bit2=, bit3=, bit4=, bit5=, bit6=, bit7=) |
0x10A | 2 | Dream Flags (null) |
0x10C | 12 | unused, reserved |
0x118 | * | Filename (Pascal string with first 4 bytes as length) |