Elin
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Animated Custom Sprites
   
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Graphic: Sprite
System: Library
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11 Ara 2024 @ 7:50
7 Ağu @ 5:45
15 Değişiklik Notu ( görüntüle )

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Animated Custom Sprites

DK tarafından 1 koleksiyonda
Elin Mods by DK
16 öğe
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Animated Custom Sprites

Allows the usage of animated sprites for custom characters and items.




(padoru credit to Drakeny)

To create custom characters and items, you can use Custom Whatever Loader to simplify the process.

Animation Clip

To create a clip, simply name each frame with `id_acs_name#interval_index`.

For example, a custom character with id `boxchicken`, you should prepare the following sprites in the Texture folder:

  • `boxchicken.png`, base sprite, that gets loaded as a still image, used everywhere in the game.

  • `boxchicken_acs_idle#66_1.png`, 1st frame of clip "idle", which is used when card is idling, with an interval of 66ms.
  • repeat and follow the same convention to create frames for clip "idle".

  • `boxchicken_acs_combat#66_1.png`, 1st frame of clip "combat", which is used when card is in combat, with an interval of 66ms.
  • repeat and follow the same convention to create frames for clip "combat".

  • Note that combat clip is not required.

  • `boxchicken_acs_customClipName#66_0.png`, 1st frame of clip "customClipName", this clip needs to be played manually by using Animated Custom Sprites API.
  • repeat and follow the same convention to create frames for clip "customClipName"...



However, you can also create a horizontal spritesheet, with the index being begin-end, such as `boxchicken_acs_combat#66_0-9.png`:



API

If you don't need advanced control over clips, then simply set Animated Custom Sprites as a dependency on steam workshop and you are good.

By referencing `AnimatedCustomSprites.dll`, you gain access to the entire `ACS.API` namespace, with the following extension methods:
// clip control card.StartAcsClip(clipName) card.StartAcsClip(clipType) card.StopAcsClip() // clip access card.GetAcsClip(clipName) card.GetAcsClip(clipType) card.GetAcsClips(clipName) card.GetAcsClips(clipType) card.GetAllAcsClips() // clip creation card.CreateAcsClip(sprites[], clipName, clipType, interval) card.CreateAcsClips(sprites[])

If using API via referencing dll, please do not ship the AnimatedCustomSprites.dll with your mod.

Having a Problem?

Want to request new animation conditions without needing to mess with API? New features? Bugs? Need of assistance? Feel free to leave comments or reach my at Elona Discord @freshcloth.
sauce[github.com]
26 Yorum
DK  [yaratıcı] 20 Eki @ 22:27 
@okin game feature
okin 20 Eki @ 22:17 
In the image or gif what's the mod that displays the damage numbers?
Grosser Incompetence 31 Ağu @ 19:19 
get that mutha fucka
jason.vanegas927 21 Ağu @ 20:41 
someone please make one of the among us twerk gif
Xera 19 Ağu @ 0:23 
:steamthumbsup:
DK  [yaratıcı] 19 Ağu @ 0:05 
@Xera it will be compatible with both of them once the game gets next stable patch. I updated this mod at 7th thinking the stable patch will come soon. Who'd have thought that it has been more than 20 days and yet we still get no stable patch.
Xera 18 Ağu @ 21:24 
required mods section lists both stable and nightly CWL, think it'd be less confusing if you were to get rid of the stable
unless you can use nightly CWL on the stable game ver?
Xera 18 Ağu @ 21:10 
no problem :steamthumbsup:
DK  [yaratıcı] 18 Ağu @ 21:08 
@Xera sorry it wasn't stated in the description, this is updated for Nightly (there was a breaking change in recent Nightly patches)
Xera 18 Ağu @ 20:21 
is this meant for nightly or stable? throws an error in player.log with stable + stable CWL
"[CWL][INFO] [TypeQualifier] failed to query decltype from mod: dk.elinplugins.animatedcustomsprites, it might've failed to load or is missing (transitive) dependencies"