Player Icon State (Asset)
Gives you a lot more control over character art by tying art layers to conditions. See the creating advanced art layers tutorial for more info!
Field | Type | Default | Description |
---|---|---|---|
URL | String | URL to the art layer file. Generally a cropped transparent PNG. Image base path from the parent player object is prepended to this. | |
Layer | Int | 25 | Art layer. A higher layer goes in front of a lower layer. |
Duration | Int | 0 | While 0, the character art will be redrawn on each UI redraw, and if the conditions match, it will draw the layer. Useful for permanent art like armor.
If you set this to a value above 0, the conditions will be checked on text meta events. And if the conditions match the event, the art will be drawn for Duration milliseconds. Useful for temporary facial expressions. |
X/Y | Int | 0 | The top left position of the art, in pixels. |
Armor Slot | String | none | If you set this to an active armor slot, the whole layer will be colorized based on the armor color. I recommend making a full art layer for the armor where you leave this slot empty. Then creating a layer on top of with a mask and setting the armor slot on that. Check the tutorial listed above for an example. |
Blend Mode | String | SourceOver | Used on masking layers (such as armor masks) to change the blending mode. Multiply is recommended for cloth/leather and Overlay is recommended for metal. |
Conditions | Condition | Conditions for when to draw this layer. | |
Opacity | Float | 1 | Lower value makes it more transparent. Between 0 and 1. |
stdTag Override | String | Primarily used in facial expressions, sets this layer to always active when the parent player has this tag. Faster than conditions for that purpose. |