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49 lines
2.1 KiB
Properties
49 lines
2.1 KiB
Properties
# complete file name is: SPRITESHEET + bodypart name + EXTENSION
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SPRITESHEET=mods/basegame/sprites/test_werebeastf/taimu_
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EXTENSION=.tga
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# defines frame size and origin point. Origin point is given as: (originx, 0)
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CONFIG=SIZE 64,98;ORIGINX 40
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! A skeleton also defines what body parts (images) be used.
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! You can also write multiline text using reverse solidus; this is a feature of .properties
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! skeleton joints are ordered: foremost-drawn object comes first, which means lowermost object IN THIS LIST
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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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! Some keywords are considered special within the game, they are:
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! HEADGEAR, HELD_ITEM, BOOT_L, BOOT_R, GAUNTLET_L, GAUNTLET_R and ARMOUR_* (star means any number starting from zero)
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BODYPARTS=HEADGEAR 13,14;\
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HEAD 13,14;\
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ARM_REST_RIGHT 5,3;\
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ARM_REST_LEFT 6,3;\
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LEG_REST_RIGHT 12,6;\
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LEG_REST_LEFT 8,6;\
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TORSO_0 18,19;\
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TORSO_1 18,19;\
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TAIL_0 30,2;\
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BUST_0 11,2;\
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HELD_ITEM 0,0
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SKELETON_STAND=HEADGEAR 0,78;\
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ARM_REST_RIGHT -16,66;\
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HELD_ITEM -11,33;\
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HEAD 0,78;\
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BUST_0 0,63;\
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TORSO_0 0,54;\
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TORSO_1 0,54;\
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LEG_REST_RIGHT -5,41;\
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LEG_REST_LEFT 3,41;\
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ARM_REST_LEFT 8,66;\
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TAIL_0 2,40
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! When you move the arms/hands, make sure you move the HELD_ITEM as well
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# RUNNING might need its own skeleton...
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ANIM_RUN=DELAY 0.18;ROW 2;SKELETON SKELETON_STAND
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ANIM_RUN_1=LEG_REST_RIGHT 2,2;LEG_REST_LEFT -2,0;TAIL_0 1,0;TORSO_1 0,-999
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ANIM_RUN_2=ALL 0,2;LEG_REST_RIGHT 0,-2;LEG_REST_LEFT 0,2;TAIL_0 -1,0;TORSO_1 0,-999
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ANIM_RUN_3=LEG_REST_RIGHT -2,0;LEG_REST_LEFT 2,2;TAIL_0 -1,0;TORSO_1 0,-999
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ANIM_RUN_4=ALL 0,2;LEG_REST_RIGHT 0,2;LEG_REST_LEFT 0,-2;TAIL_0 1,0;TORSO_1 0,-999
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ANIM_IDLE=DELAY 2;ROW 1;SKELETON SKELETON_STAND
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ANIM_IDLE_1=TORSO_1 0,-999
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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
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