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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. 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. |
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 If an object has multiple anchors, at least one of the anchors has to “match” in order for the object to be placed. |
84 For an object with anchors to be placed, at least one of the anchors has to “match” in order for the object to be placed. Anchors can “match” in regular land and other land objects. This is different from normal land objects, which can only be buried inside land. |
85 |
85 |
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. |
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. |
87 |
87 |
88 <code>Values: object_filename, anchor_count, anchor_rect1, anchor_rect2, ...</code> |
88 <code>Values: object_filename, anchor_count, anchor_rect1, anchor_rect2, ...</code> |
89 |
89 |