77 * `y_offset_1`: Y position offset of the overlay |
77 * `y_offset_1`: Y position offset of the overlay |
78 * `overlay_filename_1`: File name of the overlay image to use |
78 * `overlay_filename_1`: File name of the overlay image to use |
79 * You must repeat the last 3 arguments if `overlay_count` is greater than 1; each overlay needs its own offset and file name. |
79 * You must repeat the last 3 arguments if `overlay_count` is greater than 1; each overlay needs its own offset and file name. |
80 |
80 |
81 === `anchors` === |
81 === `anchors` === |
82 An anchor does not create land itself, but instead is a setting that alters the positioning of an object. Each object can have multiple anchors. |
82 An anchor does not create land itself, but instead is a setting that alters the positioning of an object. Each object can have multiple anchors. An anchor is a rectangle that is similar to a `buriedrect`, but it can be outside of the object boundaries. Anchors are useful for objects that spawn on the water. |
83 |
83 |
84 This key needs an object file name, an anchor count and rectangles for each anchor. This key needs to be defined after the object definition. |
84 If an object has multiple anchors, at least one of the anchors has to “match” in order for the object to be placed. |
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85 |
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86 This key needs an object file name, an anchor count and a rectangle for each anchor. This key needs to be defined after the object definition. |
85 |
87 |
86 <code>Values: object_filename, anchor_count, anchor_rect1, anchor_rect2, ...</code> |
88 <code>Values: object_filename, anchor_count, anchor_rect1, anchor_rect2, ...</code> |
87 |
89 |
88 * `object_filename`: File name of the object to which this overlay applies |
90 * `object_filename`: File name of the object to which this overlay applies |
89 * `anchor_count`: Number of anchor for this object |
91 * `anchor_count`: Number of anchor for this object |