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m Crimsonum moved page Tile01AttachesTo to TileAttachesTo: Using a similar convention to PowerUpXAnim, where the number is omitted from the flag name. |
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{{Flag | {{Flag | ||
|name=Tile''nn''AttachesTo, where ''nn'' is tile number in the [[TileSets|tile set]] (from 01 to 99). | |||
|values={{values|unsigned integers}} | |values={{values|unsigned integers}} | ||
|files=[[Terrain Control INI files]] | |files=[[Terrain Control INI files]] | ||
|types={{Categ|TileSets}} | |types={{Categ|TileSets|Tile set}} animation sections | ||
|ts=yes | |ts=yes | ||
|fs=yes | |fs=yes | ||
Line 11: | Line 12: | ||
}} | }} | ||
Specifies the sub-tile that this tile animation regards as | Specifies the sub-[[TMP#Tiles|tile]] that this tile [[animation]] regards as its anchor point for drawing (translates to a [[cell]] on which it is to be drawn). | ||
Below is an example showing the sub-tile index if your tile is 7x4 cells: | |||
[[File:tile01attachesto.png]] | [[File:tile01attachesto.png]] | ||
Although the sub-tile order in a tile is technically arbitrary, in the unmodified games every tile follows the above format, where the first sub-tile is located at tile origin (X0,Y0) and subsequent sub-tiles are ordered by X (down right) then Y (down left). When making custom tiles, it's recommended to follow this format to avoid confusion and potential issues in the game. | |||
'''Tip:''' You can check the sub-tile index in a tile using [[TMP]] file editing tools like [https://ppmforums.com/topic-40255/updated-xcc-tmp-editor/ XCC TMP Editor]. | |||
== See Also == | |||
* [[TileAnim]] | |||
* [[TileXOffset]] | |||
* [[TileYOffset]] |
Revision as of 19:11, 22 December 2021
Flag: | TilennAttachesTo, where nn is tile number in the tile set (from 01 to 99). |
File(s): | Terrain Control INI files |
Values: | Unsigned integers: All non-negative whole numbers from 0 to either 32767, 2147483647 or 4294967295. |
Applicable to: | Tile set animation sections |
Specifies the sub-tile that this tile animation regards as its anchor point for drawing (translates to a cell on which it is to be drawn).
Below is an example showing the sub-tile index if your tile is 7x4 cells:
Although the sub-tile order in a tile is technically arbitrary, in the unmodified games every tile follows the above format, where the first sub-tile is located at tile origin (X0,Y0) and subsequent sub-tiles are ordered by X (down right) then Y (down left). When making custom tiles, it's recommended to follow this format to avoid confusion and potential issues in the game.
Tip: You can check the sub-tile index in a tile using TMP file editing tools like XCC TMP Editor.