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furred npc test might delete later
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@@ -2,6 +2,7 @@
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SPRITESHEET=mods/basegame/sprites/sprite_assembler_test_assets/test_
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EXTENSION=.tga
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# defines frame size and origin point. Origin point is given as: (originx, size.y - 1)
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# ORIGINY is deduced from the sprite size as shown in above; you only need to set ORIGINX
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CONFIG=SIZE 48,56;ORIGINX 29
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# note to self: don't implement skeleton hierarchy: there's too many exceptions
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@@ -13,14 +14,15 @@ CONFIG=SIZE 48,56;ORIGINX 29
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! are painted first, and any object that comes before it will paint over it. In other words, this list is
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! first reversed then being iterated.
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! Joints' original point is defined in the document sprite_joints.psd. It also has visual representations.
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# TODO right now accessory points are explicitly defined. Should they be injected in run-time?
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# TODO right now accessory points are explicitly defined. Should they be injected in run-time? In that case, certain names (e.g. headgear, held_item) will act as an anchor.
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SKELETON_STAND=HEADGEAR 0,32;HAIR_FORE 0,32;\
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ARM_REST_RIGHT -7,23;HAND_REST_RIGHT -6,11;HELD_ITEM -6,11;\
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HAIR 0,32;HEAD 0,32;\
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UPPER_TORSO 0,23;LOWER_TORSO 0,15;\
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FOOT_RIGHT -2,2;LEG_REST_RIGHT -2,7;\
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FOOT_LEFT 2,2;LEG_REST_LEFT 2,7;\
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ARM_REST_LEFT 5,24;HAND_REST_LEFT 6,12
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ARM_REST_LEFT 5,24;HAND_REST_LEFT 6,12;\
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TAIL0 0,13
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# skeleton_stand is used for testing purpose
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ANIM_RUN=DELAY 0.15;ROW 2;SKELETON SKELETON_STAND
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