mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
glow/emissive for held items, even if the actor has no glow/emissive sprites
This commit is contained in:
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
BIN
assets/mods/basegame/sprites/fixtures/tiki_torch_emsv.tga
LFS
Normal file
BIN
assets/mods/basegame/sprites/fixtures/tiki_torch_emsv.tga
LFS
Normal file
Binary file not shown.
48
assets/mods/basegame/sprites/taimu2_emsv.properties
Normal file
48
assets/mods/basegame/sprites/taimu2_emsv.properties
Normal file
@@ -0,0 +1,48 @@
|
||||
# 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
|
||||
Binary file not shown.
Reference in New Issue
Block a user