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kiss-vscode/projects/iso-rpg-engine/assets/bladesmoddata.txt

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// These 4 corner walls are handled in-engine in the original game.
// This is my attempt to do the same thing in the scripts where possible,
// and also by adding some fields to terrain data to make it clear where engine code is needed
begindefineterrain 6; // nw wall
te_icon_offset_y = -10;
begindefineterrain 7; // ws wall
te_which_icon = 1;
te_icon_offset_x = -18;
te_icon_offset_y = -12;
te_stamp_icon = 0;
te_stamp_icon_offset_x = 0;
begindefineterrain 8; // se wall
te_which_icon = 0;
te_stamp_icon = 1;
te_stamp_icon_offset_y = -1;
begindefineterrain 9; // en wall
te_which_icon = 0;
te_icon_offset_x = 18;
te_icon_offset_y = -12;
te_stamp_icon = 1;
// second set of walls
begindefineterrain 38;
import = 2;
te_ed_which_icon = 50;
begindefineterrain 39;
import = 3;
te_ed_which_icon = 51;
begindefineterrain 40;
import = 4;
te_ed_which_icon = 52;
begindefineterrain 41;
import = 5;
te_ed_which_icon = 53;
begindefineterrain 42;
import = 6;
te_ed_which_icon = 54;
begindefineterrain 43;
import = 7;
te_ed_which_icon = 55;
begindefineterrain 44;
import = 8;
te_ed_which_icon = 56;
begindefineterrain 45;
import = 9;
te_ed_which_icon = 57;