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Decal Registry
Hello guys, Chronia Helper now provides several Decal Registries for the mappers to utilize.
<chronia.color tag="tagName"/>Chronia Helper session stores a built-in color system called Chronia Color in the Session, and it's defined through 3 counters and a slider, representing the R G B and alpha value of the color.
To define a ChroniaColor through session values, based on the same tag, the relative values are as below:
ChroniaHelper_ChroniaColor_tagName_R (counter ranging 0 to 255)
ChroniaHelper_ChroniaColor_tagName_G (counter ranging 0 to 255)
ChroniaHelper_ChroniaColor_tagName_B (counter ranging 0 to 255)
ChroniaHelper_ChroniaColor_tagName_A (slider ranging 0 to 1)
Do notice that not all these values need to be set, if the session values don't exist, they'll be set to default as Color White (RGBA = 255, 255, 255, 1)
After set, the decal will be tinted to the color
<chronia.sessionColor r="counterName" g="counterName" b="counterName" a="sliderName"/>Just like Chronia Color above, but instead, this uses counter and sliders, and the color does not store in the session.
<chronia.sessionPosition x="sliderName" y="sliderName"/>Sets the decal position through slider values
<chronia.sessionScale x="sliderName" y="sliderName"/>Sets the decal scale through slider values
<chronia.frameIndexFlag indexes="integers" flags="flag names"/>So, there is a basic Decal Registry from vanilla named animation, it allows mappers to set up the animation frames by setting up a sequence like 0*20, 1-3, 4, 6.
This registry will set up a flag when certain frame is match.
Using the example mentioned above, the new animation sequence consists of 20 frames of texture 0 (xxx0.png), and texture 1 (xxx01.png) to texture 3 (xxx03.png), then texture 4 (xxx04.png) and texture 6 (xxx06.png), that'd be 25 frames in total.
So if I set up <chronia.frameIndexFlag indexes="3,4,5" flags="flagM"/>, flagM will be active when the animation is playing frame 3 (which is the 4th item in the animation sequence, using texture 0), frame 4 (which is the 5th item in the animation sequence, using texture 0) and frame 5 (which is the 6th item in the animation sequence, using texture 0).
<chronia.textureIndexFlag indexes="integers" flags="flag names"/>This registry is similar to the one above, but instead, it reads the texture index.
Using the same example as above, you should know that no matter it's frame 0 or frame 19, they're all using the same texture, the Texture 0, because the frames are defined like this, the first 20 frames using the Texture 0, so 0 is the texture index of this decal.
Therefore, if I set up <chronia.frameIndexFlag indexes="3,4" flags="flagN"/>, flagN will be active when the animation is playing frame 22 (which is the 23rd item in the animation sequence, using Texture 3) and frame 23 (which is the 24th item in the animation sequence, using Texture 4).