Board Thread:Development/@comment-26393217-20170201131119/@comment-24722167-20170508201116

There's a lot more building data you've missed (but they're not really important):

0x40 to 0x5F is the grid culling data. It's a little complicated but this removes blocking cells from the building's grid. a 5x5 grid for example (0505) would make a square of 25 cells, but the following entires can be used to remove some cells, giving a shape that more closely resembles the building. You shouldn't have any need to modify an existing building's grid so I won't go through what values are used (as I said - it's not striaght forward).

0x6A to 0x75 are the X and Y possitions for the 3 damge fire sprites (which is also used for the collapsing explosion effects).

0x76 to 0x95 are the range offset possition for missile attacks (X and Y). You will only need to know these if you plan on giving a building a ranged attack, otherwise the missile will be spawned from the center of the building's image (which will be to the N-W of the building since the image of course contains the shadow).

0x9C to 0xBB spawn decals under the building's grid. Uses the same numbering pattern as for culling the grid used earlier. So 0305 would add decals under the cells 1,2,9 and 11 for the respective row it's entered on. So if placed in 0xA0 / 0xA1 then it'll add these decals to the third row of the building's grid (going top (first row) to bottom (16th row)).

0xBC to end are 3 effect spawning entries (X and Y). These will spawn continuas smoke as seen by the Ore Mines.

Oh and 0x24/5 is the building's combat. However, this gets over-ridden by the source to 10. I don't recall what 0x28 and 0x2E were meant to be, but they are unused these days and my document on this has been updated to reflect the changes in The Protectors, which does use these values for the armour and resistance stats in 0.8.8 (which hasn't been released yet).