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''': this block is not required in mods. You can just use the sprite name directly in [[frame]] or [[Decorate|DECORATE]]-style [[thingtype]] state specifications and it will be found. Using this block is only needed if you want to mix an [[EDF]] mod with a [[Dehacked]] mod.
'''NOTE''': You don't need to use '''spritenames''' for every [[thingtype]] or [[frame]] definition. It's useful for example for [[Dehacked]].


{{backto|EDF}}
{{backto|EDF}}
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  # add a few values in later (maybe near a thing or frames that use them)...
  # add a few values in later (maybe near a thing or frames that use them)...
  spritenames += { "BLAH", "WOOT" }
  spritenames += { "BLAH", "WOOT" }
=Sprite-related variables=
==See also==
There are two sprite-related variables which may be specified in user EDF files:
*[[EDF blanksprite]]
*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
[[category:EDF]]
[[category:EDF]]

Latest revision as of 14:32, 2 May 2018

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: You don't need to use spritenames for every thingtype or frame definition. It's useful for example for Dehacked.

Back to EDF

Syntax[edit]

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[edit]

  • 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[edit]

# 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" }

See also[edit]