/Added the NPC layer caveat to the saved game editor's code...
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public static class CrewState {
/**
* Sets a list of tints to apply to the sprite.
*
* The tints themselves are defined in
* blueprints.xml:crewBlueprint/colorList
*
* The first Integer in the list corresponds to the first 'layer' tag
* in the xml, and the Integer's value is the nth 'color' tag to use.
*
* Note: Normal NPC crew have a hardcoded range of layer/color indeces
* based on stock blueprints. When mods add layers to a race blueprint,
* NPCs that spawn won't use them. When mods remove layers, NPCs that
* reference the missing layer/colors display as a gray rectangle.
*
* Stock layers(colors): anaerobic=1(4), crystal=1(4), energy=1(5),
* engi=0(0), human=2(2/4), mantis=1(9), rock=1(7) slug=1(8).
*
* TODO: Test if FTL honors non-standard tints of edited NPCs.
*
* This was introduced in FTL 1.5.4.
*/
public void setSpriteTintIndeces( List<Integer> indeces ) {