# complete file name is: SPRITESHEET + bodypart name + EXTENSION SPRITESHEET=mods/basegame/sprites/test_werebeastf/taimu_ 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 5,3;\ ARM_REST_LEFT 6,3;\ LEG_REST_RIGHT 12,6;\ 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;\ TORSO_0 0,54;\ TORSO_1 0,54;\ LEG_REST_RIGHT -5,41;\ 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