Using the Sprite Editor


To enter the Sprite Editor, press "2" while in the Level Editor.

The Sprite Editor is available assist in preparing a Sprite for use with an in-game Object or Player Character. Because most sprites will require special offsets and Collision Boxes to work properly, the Sprite Editor provides a visual way to set them up.

The sprite must already exist within the game so that it can be selected for viewing, so its script must be created manually at first. It is, however, not necesary to set up any of the Display Offsets, Collision Boxes, or Hotspots before working with them in the Sprite Editor.

This editor also allows viewing of Animations that apply to the selected Sprite type. It does not, however, know whether or not an Function that is selectable with any certain Sprite belongs with that Sprite, or if it contains any Script Commands that perform any operations not directly related to single-Function Animation. Do not attempt to play a non-Animation Function, or an Animation that does not belong to the currently-selected Sprite. Doing so will lead to program crashes. The same applies to complex Animations that manipulate Object Variables, Player Variables, or any other property of an active Object or Player aside from their animation frames, because there is no Object/Player to manipulate.

While editing Player Character Sprites, only that Player Character's Scripted Functions will be available for viewing as Animations. Remember that this Function listing contains control Functions intermixed with Animation Functions.

While editing Object Sprites, all Scripted Object Animation Functions will be available. Their ID will be relative to their position in the overall listing of Object Animations that are currently loaded, meaning that while "Game" Animations will be referenced by their "Game" ID, "Zone" Animations will be referenced by their "Zone" ID plus the total number of "Game" Animations, and "Act" Animations will be referenced by their "Act" ID plus the total number of both "Game" and "Zone" Animations.

Any settings for any Sprite that are changed will affect the Sprite as it is used in gameplay for the current session, but will be lost upon exiting the program, loading a new Game, or even reloading the current Game. To keep the changes, they must be "dumped", to output files that will appear in the "Dump" folder, and manually copied into the Scripts and folders in which they belong.

The Sprite Editor can't directly alter Sprite scripts. The script output will be saved into a file called "Frames.txt", and the graphical output will be saved in a file(s) called "sh??????.pcx", where ? is a six-digit number value that increases as more images are needed to store all of the art that is being "dumped". The generated Script file will reference these files, so if the original image file(s) is/are still to be used by the actual Script, only the Draw Offset, Collision Box, and Hotspot settings will be "valid", and only those settings should be copied.

The pointer, represented by an arrow, is moved by the mouse.

On the left side of the screen is the status display. On the right side is the currently-selected Sprite, and a crosshair, whose center represents "Object Position"/"Player Position".

There are two ways to interact with this editor:

  • Status and Options Display
  • Keyboard Options


    Status and Options Display


    Keyboard Options