# complete file name is: SPRITESHEET + bodypart name + EXTENSION
SPRITESHEET=mods/basegame/sprites/test_werebeastf2/taimuemsv_
EXTENSION=.tga
# defines frame size and origin point. Origin point is given as: (originx, 0)
CONFIG=SIZE 64,98;ORIGINX 40

! A skeleton also defines what body parts (images) be used.
! You can also write multiline text using reverse solidus; this is a feature of .properties
! skeleton joints are ordered: foremost-drawn object comes first, which means lowermost object IN THIS LIST
!   are painted first, and any object that comes before it will paint over it. In other words, this list is
!   first reversed then being iterated.
! Some keywords are considered special within the game, they are:
!   HEADGEAR, HELD_ITEM, BOOT_L, BOOT_R, GAUNTLET_L, GAUNTLET_R and ARMOUR_* (star means any number starting from zero)
BODYPARTS=HEADGEAR 13,14;\
          HEAD 13,14;\
          ARM_REST_RIGHT 10,4;\
          ARM_REST_LEFT 9,3;\
          LEG_REST_RIGHT 15,6;\
          LEG_REST_LEFT 8,6;\
          TORSO_0 18,19;\
          TORSO_1 18,19;\
          TAIL_0 30,2;\
          BUST_0 11,2;\
          HELD_ITEM 0,0
SKELETON_STAND=HEADGEAR 0,78;\
               ARM_REST_RIGHT -16,66;\
               HELD_ITEM -11,33;\
               HEAD 0,78;\
               BUST_0 0,63;\
               LEG_REST_RIGHT -5,41;\
               TORSO_0 0,54;\
               TORSO_1 0,54;\
               LEG_REST_LEFT 3,41;\
               ARM_REST_LEFT 8,66;\
               TAIL_0 2,40

! When you move the arms/hands, make sure you move the HELD_ITEM as well

# RUNNING might need its own skeleton...
ANIM_RUN=DELAY 0.18;ROW 2;SKELETON SKELETON_STAND
ANIM_RUN_1=LEG_REST_RIGHT 2,2;LEG_REST_LEFT -2,0;TAIL_0 1,0;TORSO_1 0,-999
ANIM_RUN_2=ALL 0,2;LEG_REST_RIGHT 0,-2;LEG_REST_LEFT 0,2;TAIL_0 -1,0;TORSO_1 0,-999
ANIM_RUN_3=LEG_REST_RIGHT -2,0;LEG_REST_LEFT 2,2;TAIL_0 -1,0;TORSO_1 0,-999
ANIM_RUN_4=ALL 0,2;LEG_REST_RIGHT 0,2;LEG_REST_LEFT 0,-2;TAIL_0 1,0;TORSO_1 0,-999

ANIM_IDLE=DELAY 2;ROW 1;SKELETON SKELETON_STAND
ANIM_IDLE_1=TORSO_1 0,-999
ANIM_IDLE_2=TORSO_0 0,-999;ARM_REST_LEFT 0,1;ARM_REST_RIGHT 0,1;HELD_ITEM 0,1;BUST_0 0,1;HEAD 0,1
