Modding:Block Json Properties: Difference between revisions

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__NOTOC__
/* CSS placed here will be applied to all skins */
== Overview ==
.treeview{margin-top:0.3em}.treeview ul,.treeview li{margin:0;padding:0;list-style-type:none;list-style-image:none}.treeview li{display:table}.treeview li li{position:relative;padding-left:13px;margin-left:7px;border-left:1px solid #636363}.treeview li li:before{content:"";position:absolute;top:0;left:0;width:11px;height:11px;border-bottom:1px solid #636363}.treeview li li.first:before{border-color:#636363;border-style:solid;border-width:1px 0 0 1px;height:100%;margin-top:11px;width:10px}.treeview li li.first,.treeview li li:last-child{border:0;padding-left:14px}.treeview li li:last-child:before{border-left:1px solid #636363;width:10px}
An incomplete list of all available properties


<table id="treeviewtable" class="table table-bordered tt-table" style='table-layout: fixed'>
.tt-table td,th {
  <tr style='background-color: gray;'>
padding: 10px;
    <th width='300' align='left'>Property</th>
}
    <th width='200' align='left'>Type</th>
    <th width='120' align='left'>Default</th>
    <th align='left'>Usage</th>
  </tr>
  <tr>
    <td><div class="tt" data-tt-id="root">json</div></td>
    <td></td>
    <td></td>
    <td></td>
  </tr>
  <tr>
    <td colspan="4" style='font-size: 14pt; border-bottom: 2pt solid black; padding-left: 100px;'><b>Core (no byType available)</b></td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_code" data-tt-parent="root">Code</div></td>
    <td>string</td>
    <td>required</td>
    <td>A unique identifier for the block.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_code_info" data-tt-parent="p_code" data-invisible="true"></div></td>
    <td colspan="3">
A '''domain prefix''' will be added dynamically depending on the location of the file. Every mod and the VintageStory itself have a unique prefix.


For example the code '''<code>stone</code>''' would turn into '''<code>game:stone</code>'''.
.tt-table tr.level0 td{
background-color: #e8e8e8;
}


The code identifier has to be unique, at least inside his domain, so in theory there can be equal identifiers with different domain prefixes.
.tt-table tr.level1.odd td{
Find out more about [[Basic Modding#Domains|Domains]].
background-color: #e5e5e5;
    </td>
}
  </tr>
.tt-table tr.level1.even td{
  <tr>
background-color: lightgray;
    <td scope="row"><div class="tt" data-tt-id="p_enabled" data-tt-parent="root">Enabled</div></td>
}
    <td>boolean</td>
    <td>true</td>
    <td>If the block will be loaded or not. Can be used to temporarily remove the block.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_variantgroups" data-tt-parent="root">VariantGroups</div></td>
    <td>array of object</td>
    <td>-</td>
    <td>Allows you define multiple variants of the same block.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_variantgroups_info" data-tt-parent="p_variantgroups" data-invisible="true"></div></td>
    <td colspan="3">
The variantgroups property allows you to define multiple variants of this block. All of them will have their unique code, which will added to the code.


An easy example would be a bowl, which can either be raw or burned:
.tt-table tr.level2 td{
<syntaxhighlight lang="json">
background-color: #f2f2f2;
variantgroups: [
}
{ code:"type", states: ["raw", "burned"] },
],
</syntaxhighlight>


Meaning there will be two blocks <code>bowl-raw</code> and <code>bowl-burned</code>.
.tt-table div.tt {
display:inline-block;
position:relative;
}


----
.tt-table div.tt div.content {
border:1px gray solid;
border-radius: 0px;
z-index: 10;
padding:0 4px 0 5px;
position:relative;
background-color: #efefef;
color: black;
}


It's also possible to define multiple groups.  
.tt-table div.tt div.tail {
border:1px darkgray solid;
border-right: 0;
border-top: 0;
position:absolute;
border-radius: 0px;
bottom: 11px;
left: -10px;
z-index: 0;
}


<syntaxhighlight lang="json">
.tt-table div.tt-parent div.content {
variantgroups: [
cursor:pointer;
{ code:"state", states: ["closed", "opened"] },
background-color: #efefef; /*bccdff*/
{ code:"contents", states: ["empty", "cabbage"] },
font-weight: bold;
],
}
</syntaxhighlight>


As a result you will have 2x2 groups, which will be added one after each other: <code>barrel-closed-empty</code>, <code>barrel-closed-cabbage</code>, <code>barrel-opened-empty</code> and <code>barrel-opened-cabbage</code>.
#jquery-script-menu {
position: fixed;
height: 90px;
width: 100%;
top: 0;
left: 0;
border-top: 5px solid #316594;
background: #fff;
-moz-box-shadow: 0 2px 3px 0px rgba(0, 0, 0, 0.16);
-webkit-box-shadow: 0 2px 3px 0px rgba(0, 0, 0, 0.16);
box-shadow: 0 2px 3px 0px rgba(0, 0, 0, 0.16);
z-index: 999999;
padding: 10px 0;
-webkit-box-sizing:content-box;
-moz-box-sizing:content-box;
box-sizing:content-box;
}


----
.jquery-script-center {
 
width: 960px;
Additionally it is possible to refer to external lists that are found in the worldproperties folder, such as <code>block/rock</code>, which contains all states of all rock types. This used for <code>gravel</code>, <code>sand</code> and <code>rock</code>:
margin: 0 auto;
<syntaxhighlight lang="json">
}
variantgroups: [
.jquery-script-center ul {
{ loadFromProperties: "block/rock" },
width: 212px;
],
float:left;
</syntaxhighlight>
line-height:45px;
 
margin:0;
Here is a full list of all groups and their variants (you can also find them in the <code>assets/worldproperties</code> folder):
padding:0;
{{:json:block:worldvariantgroups}}
list-style:none;
}
----
.jquery-script-center a {
 
text-decoration:none;
Futhermore there are two ways of combining together groups. So far we covered the default combination mode, which is <code>multiplicative</code> (the total count of variants is the product of all states).
}
 
.jquery-script-ads {
Let's take a look at a different example (flowerpot), which uses the <code>additive</code> combination mode:
width: 728px;
<syntaxhighlight lang="json">
height:90px;
variantgroups: [
float:right;
{ code: "type", states: ["raw"] },
}
{ code: "empty", states: ["empty"], combine: "additive" },
.jquery-script-clear {
{ code: "flower", loadFromProperties: "block/flower", combine: "additive" },
clear:both;
{ code: "mushroom", loadFromProperties: "block/mushroom", combine: "additive" },
height:0;
{ code: "sapling", loadFromProperties: "block/wood", combine: "additive" },
],
</syntaxhighlight>
 
The variants are <code>flowerpot-raw</code>, <code>flowerpot-empty</code>, <code>flowerpot-{all flowers}</code>, <code>flowerpot-{all mushrooms}</code> and <code>flowerpot-{all saplings}</code>.
 
Things might get clearer if we look at another example:
<syntaxhighlight lang="json">
variantgroups: [
{ code: "something", states: ["same", "different"] },
{ code: "type", states: ["raw", "baked"] },
{ code: "empty", states: ["red", "green"], "combine": "additive" },
],
</syntaxhighlight>
 
In this case, the result would be <code>same-raw</code>, <code>same-baked</code>, <code>different-raw</code>, <code>different-baked</code>, <code>red</code> and <code>green</code>
 
The <code>additive</code> combination means all states will be added as a separate variant.
    </td>
  </tr>
  <tr>
    <td colspan="4" style='font-size: 14pt; border-bottom: 2pt solid black; padding-left: 100px;'><b>Specific</b></td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_class" data-tt-parent="root">Class</div></td>
    <td>string</td>
    <td>&quot;block&quot;</td>
    <td>The block class can add special functionalities for the block.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_class_info" data-tt-parent="p_class" data-invisible="true"></div></td>
    <td colspan="3">
A complete tutorial of how to create your own class can be found [[Advanced Blocks|here]].
</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_entityclass" data-tt-parent="root">EntityClass</div></td>
    <td>string</td>
    <td>-</td>
    <td>The block entity class is able to tick and to store extra data.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_entityclass_info" data-tt-parent="p_entityclass" data-invisible="true"></div></td>
    <td colspan="3">
A complete tutorial of creating your own entityclass can be found [[Block Entity|here]].
</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_behaviors" data-tt-parent="root">Behaviors</div></td>
    <td>array of object</td>
    <td>-</td>
    <td>A behavior adds custom abilities such as falling block..</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_behaviors_info" data-tt-parent="p_behaviors" data-invisible="true"></div></td>
    <td colspan="3">
Here is an overview of all exisiting behaviors, if you want to create your own custom behavior you can read [[Adding Block Behavior]].
{{:json:block:behavior}}
</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_blockmaterial" data-tt-parent="root">BlockMaterial</div></td>
    <td>string</td>
    <td>-</td>
    <td>A behavior adds custom abilities such as falling block.</td>
  </tr>
  <tr>
    <td scope="row">
  <div class="tt" data-tt-id="p_blockmaterial_soil" data-tt-parent="p_blockmaterial">Soil</div><br>
  <div class="tt" data-tt-id="p_blockmaterial_gravel" data-tt-parent="p_blockmaterial">Gravel</div><br>
  <div class="tt" data-tt-id="p_blockmaterial_sand" data-tt-parent="p_blockmaterial">Sand</div><br>
  <div class="tt" data-tt-id="p_blockmaterial_wood" data-tt-parent="p_blockmaterial">Wood</div><br>
  <div class="tt" data-tt-id="p_blockmaterial_leaves" data-tt-parent="p_blockmaterial">Leaves</div><br>
  <div class="tt" data-tt-id="p_blockmaterial_stone" data-tt-parent="p_blockmaterial">Stone</div><br>
  <div class="tt" data-tt-id="p_blockmaterial_liquid" data-tt-parent="p_blockmaterial">Liquid</div><br>
  <div class="tt" data-tt-id="p_blockmaterial_snow" data-tt-parent="p_blockmaterial">Snow</div><br>
  <div class="tt" data-tt-id="p_blockmaterial_ice" data-tt-parent="p_blockmaterial">Ice</div><br>
  <div class="tt" data-tt-id="p_blockmaterial_metal" data-tt-parent="p_blockmaterial">Metal</div><br>
  <div class="tt" data-tt-id="p_blockmaterial_mantle" data-tt-parent="p_blockmaterial">Mantle</div><br>
  <div class="tt" data-tt-id="p_blockmaterial_plant" data-tt-parent="p_blockmaterial">Plant</div><br>
  <div class="tt" data-tt-id="p_blockmaterial_glass" data-tt-parent="p_blockmaterial">Glass</div><br>
  <div class="tt" data-tt-id="p_blockmaterial_ceramic" data-tt-parent="p_blockmaterial">Ceramic</div><br>
  <div class="tt" data-tt-id="p_blockmaterial_cloth" data-tt-parent="p_blockmaterial">Cloth</div><br>
  <div class="tt" data-tt-id="p_blockmaterial_lava" data-tt-parent="p_blockmaterial">Lava</div><br>
  <div class="tt" data-tt-id="p_blockmaterial_brick" data-tt-parent="p_blockmaterial">Brick</div><br>
  <div class="tt" data-tt-id="p_blockmaterial_fire" data-tt-parent="p_blockmaterial">Fire</div><br>
  <div class="tt" data-tt-id="p_blockmaterial_other" data-tt-parent="p_blockmaterial">Other</div>
</td>
    <td colspan="3" valign="top">
Materials are hardcoded and currently only used to determine mining speed with a specific tool.
</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_matterstate" data-tt-parent="root">MatterState</div></td>
    <td>array of object</td>
    <td>&quot;block&quot;</td>
    <td>Determines whether the block is in a '''''solid''''', a '''''liquid''''', a '''''gas''''' or a '''''plasma''''' state.</td>
  </tr>
  <tr>
    <td scope="row">
  <div class="tt" data-tt-id="p_matterstate_solid" data-tt-parent="p_matterstate">solid</div><br><br>
  <div class="tt" data-tt-id="p_matterstate_liquid" data-tt-parent="p_matterstate">liquid</div><br><br>
  <div class="tt" data-tt-id="p_matterstate_gas" data-tt-parent="p_matterstate">gas</div><br><br>
  <div class="tt" data-tt-id="p_matterstate_plasma" data-tt-parent="p_matterstate">plasma</div><br><br>
</td>
    <td colspan="3">
Used for special collision behavior and rendering. Currently used for:
 
Liquid:
*Lava
*Water
*Water with particles
 
Gas/Plasma:
none added yet
</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_resistance" data-tt-parent="root">Resistance</div></td>
    <td>decimal number</td>
    <td>6</td>
    <td>How long it takes to break this block in seconds (with a mining speed of 1).</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_resistance_info" data-tt-parent="p_resistance" data-invisible="true"></div></td>
    <td colspan="3">
Same examples of resistance's values used in VintageStory:
<table class="wikitable">
  <tr style="background-color: grey;">
    <th style="background-color: grey;">Block</th>
    <th style="background-color: grey;">Value</th>
  </tr>
  <tr>
    <td>'''leave'''</td>
<td>''0.5''</td>
  </tr>
  <tr>
    <td>'''wool'''</td>
<td>''1.0''</td>
  </tr>
  <tr>
    <td>'''bowl'''</td>
<td>''1.5''</td>
  </tr>
  <tr>
    <td>'''obsidian'''</td>
<td>''2''</td>
  </tr>
  <tr>
    <td>'''plank'''</td>
<td>''3.5''</td>
  </tr>
  <tr>
    <td>'''log'''</td>
<td>''4.5''</td>
  </tr>
  <tr>
    <td>'''rock'''</td>
<td>''6''</td>
  </tr>
</table>
</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_requiredminingtier" data-tt-parent="root">RequiredMiningTier</div></td>
    <td>integer</td>
    <td>0</td>
    <td>Minimum required mining tier to get the drop out of the block.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_requiredminingtier_info" data-tt-parent="p_requiredminingtier" data-invisible="true"></div></td>
    <td colspan="3">
<table class="wikitable">
  <tr style="background-color: grey;">
    <th style="background-color: grey;">Tier</th>
    <th style="background-color: grey;">Ores</th>
  </tr>
  <tr>
    <td>'''1'''</td>
<td>'''''gelena''''' and '''''rocksalt_sylvite'''''</td>
  </tr>
  <tr>
    <td>'''2'''</td>
<td>'''''lignite''''', '''''cassiterite''''', '''''sphalerite''''', '''''rocksalt''''', '''''sulfur''''' and '''''nativecopper'''''</td>
  </tr>
  <tr>
    <td>'''3'''</td>
<td>'''''bituminouscoal''''', '''''quartz_nativegold''''', '''''quartz_nativesilver''''', '''''lapislazuli''''', '''''bismuthinite''''', '''''quartz''''', '''''magnetite''''' and '''''limonite'''''</td>
  </tr>
  <tr>
    <td>'''4'''</td>
<td>'''''diamond''''' and '''''emerald'''''</td>
  </tr>
  <tr>
    <td>'''5'''</td>
<td>'''''chromite''''', '''''platinum''''' and '''''ilmenite'''''</td>
  </tr>
</table>
</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_climbable" data-tt-parent="root">Climbable</div></td>
    <td>boolean</td>
    <td>false</td>
    <td>If true, walking against this block will make the player climb (used for ladders).</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_rainpermeable" data-tt-parent="root">RainPermeable</div></td>
    <td>boolean</td>
    <td>false</td>
    <td>If rain can fall through this block.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_snowcoverage" data-tt-parent="root">SnowCoverage</div></td>
    <td>boolean</td>
    <td>-</td>
    <td>Whether snow may rest on top of this block.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_snowcoverage_info" data-tt-parent="p_snowcoverage" data-invisible="true"></div></td>
    <td colspan="3">
All none solid blocks can't be covered by snow unless it's defined different:
*Leaves (also branchy): '''true''',
*Water with particles, Lakeice: '''false'''
</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_collisionbox" data-tt-parent="root">CollisionBox</div></td>
    <td>object</td>
    <td>box (0,0,0 -> 1,1,1)</td>
    <td>Defines a box with which the player collides with.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_collisionbox_info" data-tt-parent="p_collisionbox" data-invisible="true"></div></td>
    <td colspan="3">
A '''half slab''' for example, has either a box going from 0,0,0 to 1,0.5,1 or going from 0,0.5,0 to 1,1,1, depending on whether it is a slab is down or up:
<syntaxhighlight lang="json">
collisionboxByType: {
"*-down": { x1: 0, y1: 0, z1: 0,  x2: 1, y2: 0.5, z2: 1 },
"*-up": { x1: 0, y1: 0.5, z1: 0,  x2: 1, y2: 1, z2: 1 }
},
</syntaxhighlight>
 
Collision and selection boxes are most likely equal.
</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_collisionboxes" data-tt-parent="root">CollisionBoxes</div></td>
    <td>array of object</td>
    <td>-</td>
    <td>Defines multiple boxes with which the player collides with.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_collisionboxes_info" data-tt-parent="p_collisionboxes" data-invisible="true"></div></td>
    <td colspan="3">
A '''crate''' for example requires multiple collision boxes:
<syntaxhighlight lang="json">
collisionboxesByType: {
"*-opened": [
{ x1: 0, y1: 0, z1: 0, x2: 1, y2: 0.0625, z2: 1 },
{ x1: 0, y1: 0, z1: 0, x2: 1, y2: 1, z2: 0.0625 },
{ x1: 0, y1: 0, z1: 0, x2: 1, y2: 1, z2: 0.0625, rotateY: 90 },
{ x1: 0, y1: 0, z1: 0, x2: 1, y2: 1, z2: 0.0625, rotateY: 180 },
{ x1: 0, y1: 0, z1: 0, x2: 1, y2: 1, z2: 0.0625, rotateY: 270 },
]
},
</syntaxhighlight>
</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_selectionbox" data-tt-parent="root">SelectionBox</div></td>
    <td>object</td>
    <td>box (0,0,0 -> 1,1,1)</td>
    <td>Defines a box which the player's mouse pointer collides with for selection.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_selectionbox_info" data-tt-parent="p_selectionbox" data-invisible="true"></div></td>
    <td colspan="3">
A '''half slab''' for example, has either a box going from 0,0,0 to 1,0.5,1 or going from 0,0.5,0 to 1,1,1, depending on whether it is a slab is down or up:
<syntaxhighlight lang="json">
selectionboxByType: {
"*-down": { x1: 0, y1: 0, z1: 0,  x2: 1, y2: 0.5, z2: 1 },
"*-up": { x1: 0, y1: 0.5, z1: 0,  x2: 1, y2: 1, z2: 1 }
},
</syntaxhighlight>
 
Collision and selection boxes are most likely equal.
</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_selectionboxes" data-tt-parent="root">SelectionBoxes</div></td>
    <td>array of object</td>
    <td>-</td>
    <td>Defines multiple boxes which the player's mouse pointer collides with for selection.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_selectionboxes_info" data-tt-parent="p_selectionboxes" data-invisible="true"></div></td>
    <td colspan="3">
A '''crate''' for example requires multiple selection boxes:
<syntaxhighlight lang="json">
selectionboxesByType: {
"*-opened": [
{ x1: 0, y1: 0, z1: 0, x2: 1, y2: 0.0625, z2: 1 },
{ x1: 0, y1: 0, z1: 0, x2: 1, y2: 1, z2: 0.0625 },
{ x1: 0, y1: 0, z1: 0, x2: 1, y2: 1, z2: 0.0625, rotateY: 90 },
{ x1: 0, y1: 0, z1: 0, x2: 1, y2: 1, z2: 0.0625, rotateY: 180 },
{ x1: 0, y1: 0, z1: 0, x2: 1, y2: 1, z2: 0.0625, rotateY: 270 },
]
},
</syntaxhighlight>
</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_replaceable" data-tt-parent="root">Replaceable</div></td>
    <td>integer</td>
    <td>0</td>
    <td>A value usually between 0-9999 that indicates which blocks may be replaced with others.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_replaceable_info" data-tt-parent="p_replaceable" data-invisible="true"></div></td>
    <td colspan="3">
<table class="wikitable">
  <tr style="background-color: grey;">
    <th style="background-color: grey;">Value</th>
    <th style="background-color: grey;">Effect (Blocks)</th>
  </tr>
  <tr>
    <td>'''0'''</td>
<td>'''''ordinary blocks''''' (stone for example)</td>
  </tr>
  <tr>
    <td>'''5000'''</td>
<td>Everything equal or above will be washed away by water (such as '''''Fruit''''').</td>
  </tr>
  <tr>
    <td>'''6000'''</td>
<td>Everything equal or above wwill replaced when the player tries to place a block (such as '''''Tallgrass''''').</td>
  </tr>
  <tr>
    <td>'''9000'''</td>
<td>'''''Lava'''''</td>
  </tr>
  <tr>
    <td>'''9500'''</td>
<td>'''''Water'''''</td>
  </tr>
  <tr>
    <td>'''9999'''</td>
<td>'''''Air'''''</td>
  </tr>
</table>
</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_fertility" data-tt-parent="root">Fertility</div></td>
    <td>integer</td>
    <td>0</td>
    <td>Which plants can grow on top of this block.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_fertility_info" data-tt-parent="p_fertility" data-invisible="true"></div></td>
    <td colspan="3">
<table class="wikitable">
  <tr style="background-color: grey;">
    <th style="background-color: grey;">Value</th>
    <th style="background-color: grey;">Effect</th>
  </tr>
  <tr>
    <td>'''0'''</td>
<td>''nothing can grow.''</td>
  </tr>
  <tr>
    <td>'''10'''</td>
<td>''some tallgrass and small trees can be grow on it.''</td>
  </tr>
  <tr>
    <td>'''100'''</td>
<td>''all grass and trees can grow on it.''</td>
  </tr>
</table>
</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_glowlevel" data-tt-parent="root">GlowLevel</div></td>
    <td>0 ... 255</td>
    <td>0</td>
    <td>Basic glow level for all the blocks model elements.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_glowlevel_info" data-tt-parent="p_glowlevel" data-invisible="true"></div></td>
    <td colspan="3">
<table class="wikitable">
  <tr style="background-color: grey;">
    <th style="background-color: grey;">Blocks</th>
    <th style="background-color: grey;">Value</th>
  </tr>
  <tr>
    <td>''Glacierice''</td>
<td>'''8'''</td>
  </tr>
  <tr>
    <td>''Paperlantern''</td>
<td>'''32'''</td>
  </tr>
  <tr>
    <td>''Ember''</td>
<td>'''48'''</td>
  </tr>
  <tr>
    <td>''Fire'', ''Firepit'', ''Oillamp'', ''Torch''</td>
<td>'''64'''</td>
  </tr>
  <tr>
    <td>''Lava''</td>
<td>'''128'''</td>
  </tr>
</table>
</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_lightabsorption" data-tt-parent="root">LightAbsorption</div></td>
    <td>0 ... 32</td>
    <td>0</td>
    <td>For light blocking blocks. Any value above 32 will completely block all light.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_walkspeedmultiplier" data-tt-parent="root">WalkspeedMultiplier</div></td>
    <td>decimal number</td>
    <td>1</td>
    <td>Percentage walk-speed when standing on or inside this block.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_walkspeedmultiplier_info" data-tt-parent="p_walkspeedmultiplier" data-invisible="true"></div></td>
    <td colspan="3">
<table class="wikitable">
  <tr style="background-color: grey;">
    <th style="background-color: grey;">Blocks</th>
    <th style="background-color: grey;">Value</th>
  </tr>
  <tr>
    <td>''Spiderweb''</td>
<td>'''0.25'''</td>
  </tr>
  <tr>
    <td>''Stonepath''</td>
<td>'''1.15'''</td>
  </tr>
</table>
</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_dragmultiplier" data-tt-parent="root">DragMultiplier</div></td>
    <td>decimal number</td>
    <td>1</td>
    <td>Drag multiplier applied to entities standing on it (slipperiness factor).</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_dragmultiplier_info" data-tt-parent="p_dragmultiplier" data-invisible="true"></div></td>
    <td colspan="3">
<table class="wikitable">
  <tr style="background-color: grey;">
    <th style="background-color: grey;">Blocks</th>
    <th style="background-color: grey;">Value</th>
  </tr>
  <tr>
    <td>''Glacierice'', ''Lakeice''</td>
<td>'''0.02'''</td>
  </tr>
</table>
</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_drops" data-tt-parent="root">Drops</div></td>
    <td>array of object</td>
    <td>-</td>
    <td>The items that should drop from breaking this block.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_drops_info" data-tt-parent="p_drops" data-invisible="true"></div></td>
    <td colspan="3">
 
'''Drop itself'''
 
If this property does not exist the block will drop itself.
 
----
 
'''No drop'''
 
A '''firepit''' for example doesn't drop anything. You can do so if you specify an empty array:
<syntaxhighlight lang="json">
drops: [],
</syntaxhighlight>
 
----
 
'''Special drop'''
 
You can also specify a special item/ block. Therefore you need to define an '''ItemStack''', with the given properties:
 
<table class="wikitable">
  <tr style="background-color: grey;">
    <th style="background-color: grey;">Property</th>
    <th style="background-color: grey;">Default</th>
<th style="background-color: grey;">Explanation</th>
  </tr>
  <tr>
    <td>'''type'''</td>
<td>''block''</td>
<td>Can either be '''''block''''' or '''''item'''''.</td>
  </tr>
  <tr>
    <td>'''code''' (required)</td>
<td>-</td>
<td>The complete code (can also include domain) of the item or block.</td>
  </tr>
  <tr>
    <td>'''lastdrop'''</td>
<td>false</td>
<td>If true and the quantity dropped is >=1 any subsequent drop will be ignored.</td>
  </tr>
  <tr>
    <td>'''attributes'''</td>
<td>-</td>
<td>Tree Attributes that will be attached to the resulting itemstack.</td>
  </tr>
  <tr>
    <td>'''tool'''</td>
<td>-</td>
<td>If specified then given tool is required to break this block.</td>
  </tr>
  <tr>
    <td>'''quantity'''</td>
<td>- (one)</td>
<td>Determines the quantity of items which will be dropped.</td>
  </tr>
</table>
 
For example, the drop of a '''charcoalpile''' looks like this:
 
<syntaxhighlight lang="json">
drops: [
{ type: "item", code: "charcoal" }
],
</syntaxhighlight>
 
'''Tallgrass''' will only drop something if it's mined by a knife:
 
<syntaxhighlight lang="json">
drops: [
{ type: "item", code: "drygrass", tool: "knife"  },
],
</syntaxhighlight>
 
----
 
'''Chance drops'''
 
Let's take a look at an example. This is the drop property of rock:
 
<syntaxhighlight lang="json">
drops: [
{
type: "item",
code: "stone-{rock}",
quantity: { avg: 2.5, var: 0.5 }
},
]
</syntaxhighlight>
 
This will drop 2-3 blocks.
 
'''''avg''''': Stands for the default drop quantity. If var is 0 or not specified it will always drop the given average.
 
'''''var''''': How much the drop rate can vary. Meaning the drop rate can be <code>avg - var</code> at minimum and <code>age + var</code> at maximum.
 
Futhermore you can also switch between different distribution modes using the '''''dist''''' property.
 
<table class="wikitable mw-collapsible mw-collapsed">
  <tr>
<th colspan="2">Overview - Distribution modes</th>
  </tr>
  <tr style="background-color: grey;">
    <th style="background-color: grey;">Name</th>
<th style="background-color: grey;">Explanation</th>
  </tr>
  <tr>
    <td>'''uniform'''</td>
<td>''Select completely random numbers within avg-var until avg+var.''</td>
  </tr>
  <tr>
    <td>'''triangle'''</td>
<td>''Select random numbers with numbers near avg being the most commonly selected ones, following a triangle curve.''</td>
  </tr>
  <tr>
    <td>'''gaussian'''</td>
<td>''Select random numbers with numbers near avg being the most commonly selected ones, following a gaussian curve.''</td>
  </tr>
  <tr>
    <td>'''narrowgaussian'''</td>
<td>''Select random numbers with numbers near avg being the most commonly selected ones, following a narrow gaussian curve.''</td>
  </tr>
  <tr>
    <td>'''inversegaussian'''</td>
<td>''Select random numbers with numbers near avg being the least commonly selected ones, following an upside down gaussian curve.''</td>
  </tr>
  <tr>
    <td>'''narrowinversegaussian'''</td>
<td>''Select random numbers with numbers near avg being the least commonly selected ones, following an upside down gaussian curve.''</td>
  </tr>
  <tr>
    <td>'''invexp'''</td>
<td>''Select numbers in the form of avg + var, wheras low value of var are preferred.''</td>
  </tr>
  <tr>
    <td>'''stronginvexp'''</td>
<td>''Select numbers in the form of avg + var, wheras low value of var are strongly preferred.''</td>
  </tr>
  <tr>
    <td>'''strongerinvexp'''</td>
<td>''Select numbers in the form of avg + var, wheras low value of var are very strongly preferred.''</td>
  </tr>
<tr>
    <td>'''dirac'''</td>
<td>''Select completely random numbers within avg-var until avg+var only ONCE and then always 0.''</td>
  </tr>
</table>
 
----
'''Multiple Drops'''
 
Of course you can also define multiple drops at once. '''Sapling''' can drop a sapling and a stick:
 
<syntaxhighlight lang="json">
drops: [
{
type: "block",
code: "sapling-{wood}",
quantity: { avg: 0.02, var: 0 },
},
{
type: "item",
code: "stick",
quantity: { avg: 0.02, var: 0 },
}
],
</syntaxhighlight>
 
----
 
'''Last Drop'''
 
In order to add a special drop, which (if dropped) prevents all other drops, you can use the lastDrop property:
 
<syntaxhighlight lang="json">
dropsByType: {
"ore-quartz-*": [
{ type: "item", code: "clearquartz",  quantity: { avg: 0.2, var: 0 }, lastDrop: true },
{ type: "item", code: "ore-{ore}",  quantity: { avg: 1.25, var: 0 }  }
],
"*": [
{ type: "item", code: "ore-{ore}",  quantity: { avg: 1.25, var: 0 }  }
],
}
}
</syntaxhighlight>
Quartz ore will drop with a 20% chance clearquartz, if not it will drop the regular ore. If lastDrop wouldn't be true it could drop both at the same time.
</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_particleproperties" data-tt-parent="root">ParticleProperties</div></td>
    <td>array of object</td>
    <td>-</td>
    <td>Particles that should spawn in regular intervals from this block.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_liquidlevel" data-tt-parent="root">LiquidLevel</div></td>
    <td>0 ... 7</td>
    <td>0</td>
    <td>Value between 0...7 for Liquids to determine the height of the liquid.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_cropprops" data-tt-parent="root">CropProps</div></td>
    <td>object</td>
    <td>-</td>
    <td>Information about the block as a crop.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_sounds" data-tt-parent="root">Sounds</div></td>
    <td>key: string, value: string</td>
    <td>-</td>
    <td>The sounds played for this block during step, break, build and walk.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_sounds_walk" data-tt-parent="p_sounds">Walk</div></td>
    <td colspan="3">An entity walks over it.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_sounds_inside" data-tt-parent="p_sounds">Inside</div></td>
    <td colspan="3">The player is inside the block.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_sounds_break" data-tt-parent="p_sounds">Break</div></td>
    <td colspan="3">Breaking the block.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_sounds_place" data-tt-parent="p_sounds">Place</div></td>
    <td colspan="3">Placing the block.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_sounds_hit" data-tt-parent="p_sounds">Hit</div></td>
    <td colspan="3">While mining the block.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_sounds_ambient" data-tt-parent="p_sounds">Ambient</div></td>
    <td colspan="3">Played from time to time if the player is close to it.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_sounds_info" data-tt-parent="p_sounds" data-invisible="true"></div></td>
    <td colspan="3">
'''Anvil''':
<syntaxhighlight lang="json">
    sounds: {
        "place": "block/anvil",
        "break": "block/anvil"
    }
</syntaxhighlight>
'''Rails''':
<syntaxhighlight lang="json">
    sounds: {
        place": "block/planks",
        "walk": "walk/wood"
    }
</syntaxhighlight>
'''Water''':
<syntaxhighlight lang="json">
    sounds: {
        place: "block/water",
        inside: "walk/water",
        ambient: "environment/creek"
    },
</syntaxhighlight>
</td>
  </tr>
  <tr>
    <td colspan="4" style='font-size: 14pt; border-bottom: 2pt solid black; padding-left: 100px;'><b>Common</b></td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_creativeinventory" data-tt-parent="root">CreativeInventory</div></td>
    <td>key: string, value: string[]</td>
    <td>-</td>
    <td>In which creative inventory tabs the block should be visible in.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_creativeinventory_info" data-tt-parent="p_creativeinventory" data-invisible="true"></div></td>
    <td colspan="3">
There are several tabs to you can add your stuff. Note that general should always be included, since it should contain everything.
*general
*terrain
*flora
*construction
*decorative
*items
'''Rock''' adds all of it's variantions to general, terrain and construction:
<syntaxhighlight lang="json">
creativeinventory: { "general": ["*"], "terrain": ["*"], "construction": ["*"] },
</syntaxhighlight>
'''<code>*</code>''' reprents the variants which will be added. You can specify multiple and separate them with a comma. It follows the same way as the '''byType''' property.
A '''Torch''' on the other hand only adds the variation '''<code>up</code>''':
<syntaxhighlight lang="json">
creativeinventory: { "general": ["*-up"], "decorative": ["*-up"] },
</syntaxhighlight>
</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_maxstacksize" data-tt-parent="root">MaxStackSize</div></td>
    <td>integer</td>
    <td>64</td>
    <td>Determines the maximum amount you can stack the block in one slot.</td>
  </tr>
 
 
 
 
 
  <tr>
    <td colspan="4" style='font-size: 14pt; border-bottom: 2pt solid black; padding-left: 100px;'><b>Rendering</b></td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_renderpass" data-tt-parent="root">renderpass</div></td>
    <td>string (of enum)</td>
    <td>opaque</td>
    <td>Determines how the block will be drawn.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_opaque" data-tt-parent="p_renderpass">opaque</div></td>
    <td></td>
    <td>0</td>
    <td>Used for solid blocks with no half transparency.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_opaquenocull" data-tt-parent="p_renderpass">opaquenocull</div></td>
    <td></td>
    <td>1</td>
    <td>Used for non-solid single faced blocks, such as tall grass.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_transparent" data-tt-parent="p_renderpass">transparent</div></td>
    <td></td>
    <td>2</td>
    <td>Use for solid halftransparent blocks, such as glass</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_liquid" data-tt-parent="p_renderpass">liquid</div></td>
    <td></td>
    <td>3</td>
    <td>Used for liquids, produces waves.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_topsoil" data-tt-parent="p_renderpass">topsoil</div></td>
    <td></td>
    <td>4</td>
    <td>Used for grass covered blocks. Allows for a smooth transition from grass to soil, while still allowing climate tinting of grass.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_shape" data-tt-parent="root">shape</div></td>
    <td>shape</td>
    <td></td>
    <td>For the json drawtype, the shape definition of the block as shown in the world, dropped on the ground or held in hand.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_base" data-tt-parent="p_shape">base</div></td>
    <td></td>
    <td></td>
    <td>The path to the shape json file, the base dir is ''assets/shapes/''.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_rotateX" data-tt-parent="p_shape">rotateX</div></td>
    <td>float</td>
    <td>0</td>
    <td></td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_rotateY" data-tt-parent="p_shape">rotateY</div></td>
    <td>float</td>
    <td>0</td>
    <td></td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_rotateZ" data-tt-parent="p_shape">rotateZ</div></td>
    <td>float</td>
    <td>0</td>
    <td></td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_shapeinventory" data-tt-parent="root">shapeinventory</div></td>
    <td>shape</td>
    <td></td>
    <td>For the json drawtype, the shape definition of the block as shown in the players inventory.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_invbase" data-tt-parent="p_shapeinventory">base</div></td>
    <td></td>
    <td></td>
    <td>The path to the shape json file, the base dir is ''assets/shapes/''.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_invrotateX" data-tt-parent="p_shapeinventory">rotateX</div></td>
    <td>float</td>
    <td>0</td>
    <td></td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_invrotateY" data-tt-parent="p_shapeinventory">rotateY</div></td>
    <td>float</td>
    <td>0</td>
    <td></td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_invrotateZ" data-tt-parent="p_shapeinventory">rotateZ</div></td>
    <td>float</td>
    <td>0</td>
    <td></td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_ambientocclusion" data-tt-parent="root">ambientocclusion</div></td>
    <td>boolean</td>
    <td>true</td>
    <td>If ambient occlusion will be applied to the block.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_drawtype" data-tt-parent="root" hide="children">drawtype</div></td>
    <td>string (of enum)</td>
    <td>cube</td>
    <td>Determines how the block is tesselated, select JSON for being able to use custom JSON Models. The other values are hardcoded methods of tesselating the block. Check [[Drawtypes]] for a full list.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_blockLayer_1" data-tt-parent="p_drawtype">blockLayer_1</div></td>
    <td></td>
    <td>0</td>
    <td></td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_blockLayer_2" data-tt-parent="p_drawtype">blockLayer_2</div></td>
    <td></td>
    <td>1</td>
    <td></td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_blockLayer_3" data-tt-parent="p_drawtype">blockLayer_3</div></td>
    <td></td>
    <td>2</td>
    <td></td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_blockLayer_4" data-tt-parent="p_drawtype">blockLayer_4</div></td>
    <td></td>
    <td>3</td>
    <td></td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_blockLayer_5" data-tt-parent="p_drawtype">blockLayer_5</div></td>
    <td></td>
    <td>4</td>
    <td></td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_blockLayer_6" data-tt-parent="p_drawtype">blockLayer_6</div></td>
    <td></td>
    <td>5</td>
    <td></td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_blockLayer_7" data-tt-parent="p_drawtype">blockLayer_7</div></td>
    <td></td>
    <td>6</td>
    <td></td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_json" data-tt-parent="p_drawtype">json</div></td>
    <td></td>
    <td>7</td>
    <td>Will draw a json model.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_empty" data-tt-parent="p_drawtype">empty</div></td>
    <td></td>
    <td>8</td>
    <td>Nothing will be drawn.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_cube" data-tt-parent="p_drawtype">cube</div></td>
    <td></td>
    <td>9</td>
    <td>Draws an ordinary cube.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_cross" data-tt-parent="p_drawtype">cross</div></td>
    <td></td>
    <td>10</td>
    <td></td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_transparent" data-tt-parent="p_drawtype">transparent</div></td>
    <td></td>
    <td>11</td>
    <td></td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_liquid" data-tt-parent="p_drawtype">liquid</div></td>
    <td></td>
    <td>12</td>
    <td></td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_crossandsnowlayer" data-tt-parent="p_drawtype">crossandsnowlayer</div></td>
    <td></td>
    <td>13</td>
    <td></td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_textures" data-tt-parent="root">textures</div></td>
    <td>key: direction, value: texture</td>
    <td></td>
    <td>The texture definitions for the block as seen in the world, when dropped on the ground or held in the hand.</td>
  </tr>
  <tr>
    <td scope="row" valign="top"><div class="tt" data-tt-id="p_textures_base" data-tt-parent="p_textures">base</div><br><br><div class="tt" data-tt-id="p_textures_overlays" data-tt-parent="p_textures">overlays</div><br><br><div class="tt" data-tt-id="p_textures_base" data-tt-parent="p_textures">alternates</div></td>
    <td colspan="3">{{:json:block:texture}}</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_texturesinventory" data-tt-parent="root">texturesinventory</div></td>
    <td>key: direction, value: texture</td>
    <td></td>
    <td>The texture definitions for the block as seen in the player inventory. Overrides the textures definition if set.</td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_sideopaque" data-tt-parent="root">sideopaque</div></td>
    <td>key: direction, value: boolean</td>
    <td>true</td>
    <td>Determines if given block face is fully opaque. If yes, the opposite face of the adjacent block will not be drawn for efficiency reasons.</td>
  </tr>
  <tr>
    <td scope="row">
        <div class="tt" data-tt-id="p_sideopaque_all" data-tt-parent="p_sideopaque">all</div><br>
        <div class="tt" data-tt-id="p_sideopaque_east" data-tt-parent="p_sideopaque">east</div><br>
        <div class="tt" data-tt-id="p_sideopaque_west" data-tt-parent="p_sideopaque">west</div><br>
        <div class="tt" data-tt-id="p_sideopaque_up" data-tt-parent="p_sideopaque">up</div><br>
        <div class="tt" data-tt-id="p_sideopaque_down" data-tt-parent="p_sideopaque">down</div><br>
        <div class="tt" data-tt-id="p_sideopaque_north" data-tt-parent="p_sideopaque">north</div><br>
        <div class="tt" data-tt-id="p_sideopaque_south" data-tt-parent="p_sideopaque">south</div>
    </td>
    <td></td>
    <td></td>
    <td></td>
  </tr>
  <tr>
    <td scope="row"><div class="tt" data-tt-id="p_sidesolid" data-tt-parent="root">sidesolid</div></td>
    <td>key: direction, value: boolean</td>
    <td>true</td>
    <td>Determins if given block side is solid. If true, other blocks like torches can be attached to it</td>
  </tr>
  <tr>
    <td scope="row">
        <div class="tt" data-tt-id="p_sidesolid_all" data-tt-parent="p_sidesolid">all</div><br>
        <div class="tt" data-tt-id="p_sidesolid_east" data-tt-parent="p_sidesolid">east</div><br>
        <div class="tt" data-tt-id="p_sidesolid_west" data-tt-parent="p_sidesolid">west</div><br>
        <div class="tt" data-tt-id="p_sidesolid_up" data-tt-parent="p_sidesolid">up</div><br>
        <div class="tt" data-tt-id="p_sidesolid_down" data-tt-parent="p_sidesolid">down</div><br>
        <div class="tt" data-tt-id="p_sidesolid_north" data-tt-parent="p_sidesolid">north</div><br>
        <div class="tt" data-tt-id="p_sidesolid_south" data-tt-parent="p_sidesolid">south</div>
    </td>
    <td></td>
    <td></td>
    <td></td>
  </tr>
</table>

Revision as of 11:12, 5 October 2017

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