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Rinaldo Bueno edited this page Jun 15, 2023 · 11 revisions
All Layer properties
<AttachTo>body</AttachTo>

<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>
    <IsNotHat></IsNotHat>
    <IsCrown></IsCrown>
    <Acceleration x="0" y="0" />
    <Position x="0" y="0" />
    <IsOnInvisible></IsOnInvisible> [bool]
    <IsOnGround></IsOnGround> [bool]
    <IsOnAir></IsOnAir> [bool]
    <IsAiming></IsAiming> [bool]
    <IsNeutral></IsNeutral> [bool]
    <IsTeamBlue></IsTeamBlue> [bool]
    <IsTeamRed></IsTeamRed> [bool]
    <IsDucking></IsDucking> [bool]
    <IsDodging></IsDodging> [bool]
    <IsLedgeGrab></IsLedgeGrab> [bool]
    <IsNormal></IsNormal> [bool]
    <IsDying></IsDying> [bool]
  </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>

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