# complete file name is: SPRITESHEET + bodypart name + EXTENSION SPRITESHEET=mods/basegame/sprites/test_werebeast/taimuglow_ EXTENSION=.tga # defines frame size and origin point. Origin point is given as: (originx, size.y - 1) # ORIGINY is deduced from the sprite size as shown in above; you only need to set ORIGINX CONFIG=SIZE 64,98;ORIGINX 40 # note to self: don't implement skeleton hierarchy: there's too many exceptions # besides, you have "ALL" key. ! 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. ! Joints' original point is defined in the document sprite_joints.psd. It also has visual representations. # TODO right now accessory points are explicitly defined. Should they be injected in run-time? SKELETON_STAND=HEADGEAR 0,32;\ ARM_REST_LEFT -8,49;HELD_ITEM -6,11;\ HEAD 2,83;\ TORSO_0 0,55;\ TORSO_1 0,55;\ LEG_REST_RIGHT -4,22;\ LEG_REST_LEFT 7,22;\ ARM_REST_RIGHT 11,51;\ TAIL_0 -11,27 # skeleton_stand is used for testing purpose ANIM_RUN=DELAY 0.3;ROW 2;SKELETON SKELETON_STAND ANIM_RUN_1=LEG_REST_RIGHT 2,2;LEG_REST_LEFT -2,0;TAIL_0 1,0 ANIM_RUN_2=ALL 0,2;LEG_REST_RIGHT 0,-2;LEG_REST_LEFT 0,2;TAIL_0 -1,0 ANIM_RUN_3=LEG_REST_RIGHT -2,0;LEG_REST_LEFT 2,2;TAIL_0 -1,0 ANIM_RUN_4=ALL 0,2;LEG_REST_RIGHT 0,2;LEG_REST_LEFT 0,-2;TAIL_0 1,0 ANIM_IDLE=DELAY 2;ROW 1;SKELETON SKELETON_STAND ANIM_IDLE_1=TORSO_1 0,-999;HEAD 0,-1 ANIM_IDLE_2=TORSO_0 0,-999;ARM_REST_LEFT 0,1;ARM_REST_RIGHT 0,1