Gamedev:MouseCursors

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Revision as of 02:39, 25 February 2011 by Jk (talk | contribs) (Created page with "Cursors for Spring are stored in the <code>Anims</code> subdirectory. They are simply in Windows .BMP format. To make animated cursors, just make a sequence where the filenames ...")
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Cursors for Spring are stored in the Anims

subdirectory. They are simply in Windows .BMP format. To make animated cursors, just make a sequence where the filenames start with '_0' at the end of the first in the sequence, going on sequentially until the last frame.

Here's a list of the various cursor names used in the game:

Sequence name Description
cursorattack_0 Attack Command Cursor
cursorcapture_0 Capture Command Cursor
cursordefend_0 Guard Command Cursor
cursormove_0 Move Command Cursor
cursornormal_0 Default (unactive) cursor
cursorpatrol_0 Patrol Command Cursor
cursorpickup_0 Load Command Cursor
cursorreclamate_0 Reclaim Command Cursor
cursorrepair_0 Repair Command Cursor
cursorrevive_0 Revive (resurrect) Command Cursor
cursorunload_0 Unload Command Cursor

Cursors should generally be limited to 16x16 to 32x32 pixels in size, but there is no limit. To make transparent sections, use the color RGB(84, 84, 252). Even if there is only one cursor in your sequence, it must have the _0 at the end of its name. All cursors must also be present in one form or another, even if they are not used by your mod or else Spring will whine.