Spritecol (DEF): Difference between revisions
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Created page with "'''spritecol''' <tilenum> <normalcolornum> <blockingcolornum> '''spritecol''' is a definition of the color a sprite will appear in 2D mode, instead of the standard sky blue a..." |
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<normalcolornum> is the <colornum> of the '''2dcol''' definition of your color for the standard sprite color as defined by <tilenum>. The same goes for <blockingcolornum>, except that this value is for when the sprite has the first bit of [[cstat (sprite)|cstat]] set (1) (<code>[']+[B]</code> keys in [[Mapster32]]), which is the blocking flag. | <normalcolornum> is the <colornum> of the '''2dcol''' definition of your color for the standard sprite color as defined by <tilenum>. The same goes for <blockingcolornum>, except that this value is for when the sprite has the first bit of [[cstat (sprite)|cstat]] set (1) (<code>[']+[B]</code> keys in [[Mapster32]]), which is the blocking flag. | ||
See also [[2dcol]]. | See also [[2dcol (DEF)|2dcol]]. | ||
[[Category:DEF commands]] | [[Category:DEF commands]] |
Revision as of 12:49, 21 February 2020
spritecol <tilenum> <normalcolornum> <blockingcolornum>
spritecol is a definition of the color a sprite will appear in 2D mode, instead of the standard sky blue and hot pink, or another special color (like yellow for hard-coded enemies or white for the special sprites).
<normalcolornum> is the <colornum> of the 2dcol definition of your color for the standard sprite color as defined by <tilenum>. The same goes for <blockingcolornum>, except that this value is for when the sprite has the first bit of cstat set (1) ([']+[B]
keys in Mapster32), which is the blocking flag.
See also 2dcol.