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Jake Thomas edited this page Jun 27, 2021 · 5 revisions

Overview

The ToolbarSprite setting defines which named sprite to show on a toolbar or menu button. It is hard-coded to use sprites defined in objects.spritebank.

Syntax

This optional setting is used in materials.txt and must be within a definition block (see Notes section below for more details). It can be used only once per definition block.

    ToolbarSprite <spriteId>

Where <spriteId> is the name of a sprite defined in objects.spritebank.

If not defined, the first Sprite defined will be used. If no Sprite is defined, the button will be blank, sometimes with a blue blueprint background.

Example

    ToolbarSprite Warden

Scripting

data/scripts/:

Notes

This setting is useful if you want to quickly reuse a sprite that's already defined by the base game in objects.spritebank (which covers all sprites from both objects.png and people.png).

Some definition blocks are hard-coded to use sprites from other files:

It is not currently possible set ToolbarSprite to use a sprite from sprites.png.

If you want to use a sprite from sprites.png, use the [Sprite setting](Sprite (sprites.png)) instead. The first defined Sprite will be used for the toolbar icon (except in the case of things like Rooms and Materials; as mentioned above they are hard-coded to use specific base game files).

Through scripting, you can set the .SubType property of an object at runtime to change which sprite it uses on the map. This means, for example, you can define two sprites for an object - the first will be used in the toolbar (and also when placing the object on the map), and then switch to the second sprite once the object is fully constructed (by changing .SubType within the Create() event).

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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