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Rinaldo Bueno edited this page Jun 15, 2023 · 11 revisions

Tags Reference

All Layer properties
<Layers>
  <Layer>
    <AttachTo>body</AttachTo> <!-- body/head/bow/corpse -->
    <Source></Source> <!-- [subTexture ID from atlas]  -->
    <Color></Color>  <!-- hex color  -->
    <IsTeamColor>True</IsTeamColor>  <!-- boolean, will use the Team color on the layer -->
    <IsColorA></IsColorA>  <!-- boolean, will use the archer colorA on the layer -->
    <IsColorB></IsColorB>  <!-- boolean, will use the archer colorB on the layer -->
    <IsHat></IsHat>  <!-- boolean  -->
    <IsNotHat></IsNotHat>  <!-- boolean  -->
    <IsCrown></IsCrown> <!-- boolean  -->
    <Position x="0" y="0" />
    <IsOnInvisible></IsOnInvisible> <!-- boolean  -->
    <IsOnGround></IsOnGround> <!-- boolean  -->
    <IsOnAir></IsOnAir> <!-- boolean  -->
    <IsAiming></IsAiming> <!-- boolean  -->
    <IsNeutral></IsNeutral> <!-- boolean  -->
    <IsTeamBlue></IsTeamBlue> <!-- boolean  -->
    <IsTeamRed></IsTeamRed> <!-- boolean  -->
    <IsDucking></IsDucking> <!-- boolean  -->
    <IsDodging></IsDodging> <!-- boolean  -->
    <IsNormal></IsNormal> <!-- boolean  -->
    <IsDying></IsDying> <!-- boolean  -->
  </Layer>
</Layers>

For customs

In your custom archerData.xml

you can have a single or many you want, but they need to be children of

<Layers>
  <Layer>
  </Layer>
</Layers>

or

<Layer>
</Layer>

For Base Archers

To layer a base archer, just add the layers on a spriteData

where For="" attribute is the name of the Archer. ie For="PINK", For="PINK_ALT", For="PINK_SECRET"

<sprite_string id="red/color/layer" Category="layer" For="RED">
  <Layers>
    <Layer>
    </Layer>
  </Layers>
</sprite_string>

Color Layer Sample

For a working sample of Layers and PortraitLayers, use the following this sample:

RedArcherColorLayer 0-0-1.zip

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