SpriteN
##Overview
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 at0
and incrementing by1
for each successive sprite block within the same definition -
<offsetX>
and<offsetY>
define a point within thetileset.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
^ Open "Pages" to Search
Settings:
*
= multi-use per block...
=BEGIN...END
block
-
Name
<objectId>
-
AttachToWall
true|false
-
AttackPower
<number>
-
AutoOrder
<objectId>
-
AutoOrderQuantity
<num>
-
BlockedBy *
<groupId>
-
BlockMovement
true|false
-
BlockVisibility
true|fals
-
Capturable
true|false
-
ConstructionTime
<time>
-
Contraband ... *
<eqipId>
- [
Entity
](Entity (Callout))<entityId>
-
Equipment
<equipmentId>
-
Group
<groupId>
-
Height
<tiles>
-
IndoorOutdoor
<mode>
-
LikelyObject ... *
<objId>
-
MadeOf
<id>
-
MaxNumber
<number>
-
MaxStackSize
<number>
-
MoveCost
<number>
-
MoveSpeedFactor
<number>
-
NumEntities
<number>
-
NumSlots
<number>
-
NumSprites
<number>
-
ObjectRequired
<consumableId>
-
Price
<number>
-
Properties *
<id>
-
Qualification
-
Range
<tiles>
-
RechargeTime
-
RenderDepth
<number>
-
RenderPostOffset
<number>
-
RenderPreOffset
<number>
-
Requirement ... *
<id>
-
Research
[<researchId>
](Name (research.txt)) -
Rotatable
true|false
-
Scale
<number>
-
SoftEdged
<mode>
-
Sprite
<spriteId>
- [
Sprite ... *
](Sprite (sprites.png))x <offset> y <offset>
w <offset> h <offset>
-
RotateType
<mode>
Marker ... *
-
Sprite0..N ... *
x <x> y <y>
-
SpriteOverlayScale
<num>
-
SpriteScale
<number>
-
SpriteType
<mode>
-
SpriteVariants
<number>
-
StackSprite
<spriteId>
-
Teleportable
true|false
-
ToolbarSprite
<spriteId>
-
Toughness
<number>
-
TwoHanded
true|false
- [
Vehicle
](Vehicle (Callout))<vehicleId>
-
ViewRange
<tiles>
-
Width
<tiles>
-
Workers ...
-
Workgroup
<id>
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