EDF spritenames: Difference between revisions

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Sprite names are defined as a list of string values which must be exactly four characters long, and should contain only capital letters and numbers.  
Sprite names are defined as a list of string values which must be exactly four characters long, and should contain only capital letters and numbers.  


'''NOTE''': The custom-set sprite-based pickup effects (defined by the pickupitem keyword) are not supported any more. It has been verified that no released EE mods have used this feature.
'''NOTE''': The custom-set sprite-based pickup effects (defined by the pickupitem keyword) are not supported any more. It has been verified that no released EE mods have used this feature. Native sprite to item type associations are still active, which means that you can still change the sprite of a given item (with SPECIAL flag) and the effect will correspond to the new sprite.
{{backto|EDF}}
{{backto|EDF}}



Revision as of 04:25, 22 May 2012

Sprite names are defined as a list of string values which must be exactly four characters long, and should contain only capital letters and numbers.

NOTE: The custom-set sprite-based pickup effects (defined by the pickupitem keyword) are not supported any more. It has been verified that no released EE mods have used this feature. Native sprite to item type associations are still active, which means that you can still change the sprite of a given item (with SPECIAL flag) and the effect will correspond to the new sprite.

Back to EDF

Syntax

Any of the following is allowed:

spritenames = { <string>, ... }
spritenames += { <string>, ... }

This syntax allows the addition of new sprite names to the list without requiring the original list to be changed or copied.

The names defined in this list are the names by which a sprite must be referred to in all other EDF structures. Sprites are the first item to be parsed, regardless of their location, so like all EDF structures, the list and any additions to it can be placed anywhere.

Note: Sprite names may be duplicated in the list. When this occurs, objects will use the corresponding index of the last definition of that sprite name. Avoid this whenever possible, as it is wasteful and may lead to inconsistencies if DeHackEd patches are subsequently applied. Previous versions of the EDF documentation inappropriately stated that all sprite names must be unique. This has never been true, and cannot be made true for purposes of forward compatibility (otherwise addition of new sprites to the default sprites.edf could break older EDFs).

Restrictions and Caveats

  • There must be at least one sprite name defined.
  • Sprite names will be checked for length, but not for invalid characters.
  • If compatibility with DeHackEd patches is desired, new sprites should use addition lists.

Full example

# defining an original spritenames array (this would replace the default list)
# notice that sprite names never NEED to be quoted, but can be if so desired.
spritenames =
{
  FOO1, FOO2, FOO3, TNT1, PLAY
}

# add a few values in later (maybe near a thing or frames that use them)...
spritenames += { "BLAH", "WOOT" }

Sprite-related variables

There are two sprite-related variables which may be specified in user EDF files:

  • playersprite
  • blanksprite

playersprite sets the sprite to be used by the default "Marine" player skin. This must be one of the four-character sprite mnemonics defined in the spritenames array. If not provided in any EDF file, this variable defaults to the value "PLAY" (and if PLAY is not defined in that case, an error will occur).

blanksprite sets the sprite to be used when objects or guns attempt to use a sprite which has no graphics loaded. This must be one of the four-character sprite mnemonics defined in the spritenames array. If not provided in any EDF file, this variable defaults to the value "TNT1" (and if TNT1 is not defined in that case, an error will occur).

These values are parsed immediately after the sprite name list is loaded, and can be placed anywhere. If defined more than once, the last definition encountered takes precedence. These values must be defined at the topmost level of an EDF file.

Syntax

playersprite <sprite mnemonic>

blanksprite <sprite mnemonic>

Full example

# set the player skin sprite to BLAH
playersprite = BLAH

# set the blank sprite to FOO1
blanksprite = FOO1