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|name=Tile''nn''AttachesTo, where ''nn'' is tile number in the [[TileSets|tile set]] (from 01 to 99). | |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= | |files={{Categ|Terrain Control INI}} | ||
|types={{Categ|TileSets|Tile set}} animation sections | |types={{Categ|TileSets|Tile set}} animation sections | ||
|ts=yes | |ts=yes |
Latest revision as of 09:38, 19 April 2022
Flag: | TilennAttachesTo, where nn is tile number in the tile set (from 01 to 99). |
File(s): | Terrain Control INI |
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.