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aubergine10 edited this page Oct 19, 2015 · 1 revision

##Overview

Foundations Materials

The Sprite0..N ... * block is only applicable to Materials and is part of the process used to define the sprites for the material (see Notes section below for full details).

This doesn't work the same way as most other sprites, if you haven't already done so see SpriteType setting which determines how many sprite blocks you'll need to define and why.

##Syntax

This mandatory setting is used in materials.txt and must be within a BEGIN Material... definition block. The setting can be used multiple times per definition block, once for each sprite position required.

    BEGIN Sprite<N> x <offsetX> y <offsetY> END

Where:

  • <N> is a number starting at 0 and incrementing by 1 for each successive sprite block within the same definition
  • <offsetX> and <offsetY> define a point within the tileset.png

Note: You can view the base game's tileset.png for reference.

##Example

Note that multiple settings are interacting with each other and it's their combined effect that results in the correct sprites being used...

    SpriteType RandomArea  
    NumSprites 2  
    BEGIN Sprite0 x 15 y 4 END
    BEGIN Sprite1 x 5  y 2 END

##Example Mods

##Notes

The SpriteType setting defines how many Sprite0..N ... * blocks will be required and what points in the tileset.png they need to define via their x y values. The NumSprites setting then confirms the number of sprite blocks present.

So, you need to start by deciding what SpriteType to use...

##See Also

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Settings:

* = multi-use per block
... = BEGIN...END block

Equipment:

Name Sprite AttackPower num RechargeTime num Properties Weapons Properties NoImport Properties Improvised Properties Metal Properties Tools Scale TwoHanded true|false Range num Rotatable true|false - eg. book

Callouts:

Name Cost num MaxNumber num Vehicle vehicleId Entity entityId NumEntities Sprite

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