Bibs and other effects that should be drawn at ground level can now simply define ZRamp: 1, Offset: <X>,<Y>,1, avoiding the need to account for the Y offset or internal sprite offsets.
98 lines
1.6 KiB
YAML
98 lines
1.6 KiB
YAML
^bridge:
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Defaults:
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ZOffset: -1c511
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UseTilesetExtension: true
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Start: 1
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ZRamp: 1
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Offset: 0, 0, 1
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lobrdg_a:
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Inherits: ^bridge
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idle: lobrdg10
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idle2: lobrdg11
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idle3: lobrdg12
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idle4: lobrdg13
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adead: lobrdg15
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bdead: lobrdg14
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abdead: lobrdg16
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lobrdg_a_d:
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Inherits: ^bridge
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idle: lobrdg28
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aramp: lobrdg17
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bramp: lobrdg18
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abramp: lobrdg28
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editor: lobrdg10
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lobrdg_b:
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Inherits: ^bridge
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idle: lobrdg01
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idle2: lobrdg02
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idle3: lobrdg03
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idle4: lobrdg04
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adead: lobrdg05
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bdead: lobrdg06
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abdead: lobrdg07
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lobrdg_b_d:
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Inherits: ^bridge
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idle: lobrdg27
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aramp: lobrdg08
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bramp: lobrdg09
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abramp: lobrdg27
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editor: lobrdg01
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lobrdg_r_se:
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Inherits: ^bridge
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idle: lobrdg19
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damaged-idle: lobrdg20
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lobrdg_r_nw:
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Inherits: ^bridge
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idle: lobrdg21
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damaged-idle: lobrdg22
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lobrdg_r_ne:
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Inherits: ^bridge
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idle: lobrdg23
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damaged-idle: lobrdg24
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lobrdg_r_sw:
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Inherits: ^bridge
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idle: lobrdg25
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damaged-idle: lobrdg26
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bridge1:
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idle: bridge
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# Disabled to avoid glitches until shadow rendering is fixed
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# ShadowStart: 18
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UseTilesetExtension: true
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ZRamp: 1
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Offset: 0, -13, 49
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bridge2:
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idle: bridge
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Start: 9
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# Disabled to avoid glitches until shadow rendering is fixed
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# ShadowStart: 27
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UseTilesetExtension: true
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ZRamp: 1
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Offset: 0, -25, 49
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railbrdg1:
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idle: railbrdg
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# Disabled to avoid glitches until shadow rendering is fixed
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# ShadowStart: 18
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UseTilesetExtension: true
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ZRamp: 1
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Offset: 0, -13, 49
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railbrdg2:
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idle: railbrdg
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Start: 9
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# Disabled to avoid glitches until shadow rendering is fixed
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# ShadowStart: 27
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UseTilesetExtension: true
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ZRamp: 1
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Offset: 0, -25, 49
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