leg
Parent Type for legs, should not appear in game.
Vars | |
footprint_sprite | Used by the bloodysoles component to make footprints |
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footstep_type | What does our footsteps (barefoot) sound like? Only BAREFOOT, CLAW, HEAVY, and SHOE (or null, I guess) are valid |
special_footstep_sounds | You can set this to a list of sounds to pick from when a footstep is played rather than use the footstep types Requires special formatting: list(list(sounds, go, here), volume, range modifier) |
worn_foot_offset | Datum describing how to offset things worn on the foot of this leg, note that an x offset won't do anything here |
Procs | |
generate_masked_leg | This proc serves as a way to ensure that legs layer properly on a mob. To do this, two separate images are created - A low layer one, and a normal layer one. Each of the image will appropriately crop out dirs that are not used on that given layer. |
Var Details
footprint_sprite
Used by the bloodysoles component to make footprints
footstep_type
What does our footsteps (barefoot) sound like? Only BAREFOOT, CLAW, HEAVY, and SHOE (or null, I guess) are valid
special_footstep_sounds
You can set this to a list of sounds to pick from when a footstep is played rather than use the footstep types Requires special formatting: list(list(sounds, go, here), volume, range modifier)
worn_foot_offset
Datum describing how to offset things worn on the foot of this leg, note that an x offset won't do anything here
Proc Details
generate_masked_leg
This proc serves as a way to ensure that legs layer properly on a mob. To do this, two separate images are created - A low layer one, and a normal layer one. Each of the image will appropriately crop out dirs that are not used on that given layer.
Arguments:
- limb_overlay - The limb image being masked, not necessarily the original limb image as it could be an overlay on top of it
- image_dir - Direction of the masked images.
Returns the list of masked images, or null
if the limb_overlay didn't exist