Objects / Other / Sprites / Variables (23 June, 2026)


Alterable Values 

Variable index

Variable name

Description

Default value

Required version

0 / A

_PositionX

This value specifies the Sprite's true position on the X-axis.

0.0

R1.0.1_10.05.25


1 / B

_PositionY

This value specifies the Sprite's true position on the Y-axis.

12 / M

_OffsetX

This value specifies the offset of the Sprite's starting position on the X-axis.

13 / N

_OffsetY

This value specifies the offset of the Sprite's starting position on the Y-axis. (It can specify the height)

14 / O

_Scale

This value determines the Sprite's scale multiplier for the X and Y axes.

5.0

15 / P

_ScaleX

This value determines the Sprite's scale along the X axis.

1.0

16 / Q

_ScaleY

This value determines the Sprite's scale along the Y axis.

20 / U

_LayerOffset

This value determines the offset in Sprite layering; a positive value may cause the Sprite to be drawn on top of other Sprites, while a negative value does the opposite.

0.0

23 / X

_RenderDistance

This value determines the Sprite’s visibility distance; if the camera is too far away, the object will not be visible. Setting the value to -1.0 will disable the visibility distance.

-1.0

31 / AF

_SpriteWidth

This value should contain the Sprite texture size along the X-axis for the Depth Buffer.

32

R1.0.3_22.03.26

32 / AG

_SpriteHeight

This value should contain the Sprite texture size along the Y-axis for the Depth Buffer.

2 / C

_Distance

A value calculated automatically by Mapping Mode;


calculates the distance using the variables _DistanceX and _DistanceY

(Automatically)

R1.0.1_10.05.25

3 / D

_DistanceX

A value calculated automatically by Distance Mode;


it specifies the distance between the reference point specified in Distance Mode and the X-axis.

4 / E

_DistanceY

A value calculated automatically by Distance Mode;


it specifies the distance between the reference point specified in Distance Mode and the Y-axis.

5 / F

_RotXPosX

A value calculated automatically by Mapping Mode;


it specifies rotated target position X point by the camera's X-axis rotation for further calculations.

6 / G

_RotYPosX

A value calculated automatically by Mapping Mode;


it specifies rotated target position Y point by the camera's X-axis rotation for further calculations.

28 / AC

_RotXPosY

A value calculated automatically by Mapping Mode;


it specifies rotated target position X point by the camera's Y-axis rotation for further calculations.

29 / AD

_RotYPosY

A value calculated automatically by Mapping Mode;


it specifies rotated target position Y point by the camera's Y-axis rotation for further calculations.

7 / H

_InY

A value calculated automatically by Mapping Mode;


it specifies the distortion of the target position to match the shader's calculations, providing perspective.

8 / I

_DistortedX

A value calculated automatically by Mapping Mode;


the _InY variable is applied to the X position in it.

9 / J

_DistortedY

A value calculated automatically by Mapping Mode;


the _InY variable is applied to the Y position in it.

10 / K

_OutX

A value calculated automatically by Mapping Mode;


it obtains the position of the Tails7 Ground Render object and adds the _DistortedX result to it.

11 / L

_OutY

A value calculated automatically by Mapping Mode;


it obtains the position of the Tails7 Ground Render object and adds the _DistortedY result to it.

17 / R

_FinalX

A value calculated automatically by Mapping Mode;


it specifies the final result of mapping the object on the X axis.

18 / S

_FinalY

A value calculated automatically by Mapping Mode;


it specifies the final result of mapping the object on the Y axis.

24 / Y

_LayerDistance

A value calculated automatically by Layer Mode;


it is used to calculate the distance between the object's target position for layering.

19 / T

_Layer

A value calculated automatically by Mapping Mode;


it specifies the current position for the object's layering.

21 / V

_Angle

A value calculated automatically by Mapping Mode;


it specifies the angle difference between the camera's view direction and the sprite.

22 / W

_Angular

A value calculated automatically by Mapping Mode;


it works similarly to _Angle but is limited from 0 to 360, looping the value.

25 / Z

_AngleVisibility

A value calculated automatically by Visible Mode;


it specifies the object's visibility angle.

26 / AA

_AngularVisibility

A value calculated automatically by Visible Mode;


it specifies the object's visibility angle but limits the value from 0 to 360, looping it.

27 / AB

_RotationBase

A value calculated automatically by Rotation Mode;


it is the base variable concerning the object's rotation, returning the sum of this object's _RotationMod value and the camera's Y-axis rotation.

R1.0.2_29.11.25

30 / AE

_RotationMod

This variable specifies the angle value by which to rotate the object.

0.0

Alterable Strings 

Variable index

Variable name

Description

Default value

Required version

0 / A

_MappingScreenMode

This variable specifies which mode should be used to display the object on the screen.

DEFAULT

R1.0.1_10.05.25

5 / F

_MappingMode

This variable specifies which mode should be used to calculate the mapping.

R1.0.2

1 / B

_DistanceMode

This variable specifies which mode should be used to calculate the distance for the object.

DEFAULT

2 / C

_ScaleMode

This variable specifies which mode should be used to calculate the scale for the object.

3 / D

_LayerMode

This variable specifies which mode should be used to calculate the layering for the object

TO_PLAYER_XYZ

4 / E

_VisibleMode

This variable specifies which mode should be used to calculate the visibility for the object

DEFAULT

6 / G

_RotationMode

This variable specifies which mode should be used to calculate the rotation for the object.

R1.0.2_29.11.25

Flags 

Variable index

Variable name

Description

Default value

Required version

5 / F

_Active

This flag specifies whether the object should be active, i.e., whether to calculate mapping at a given moment or not.

True

R1.0.1_10.05.25


0 / A

_ShouldVisible

This flag specifies whether the object should be visible or not.

(Automatically)

1 / B

_IgnoreShowing

This flag specifies whether the object should ignore the object hiding/showing system.

False

2 / C

_OutRenderDistance

This flag specifies whether the object has exceeded the render distance; if yes, it sets this value to 1, if not, to 0.

(Automatically)

3 / D

_Visible

This flag is calculated automatically and specifies the final stage of the object's visibility.

4 / E

_QualityScale

This flag specifies whether the object should be pixelated or use anti-aliasing for scaling.

False

6 / G

_EnableDepth

This flag determines whether the depth value should be calculated for the depth buffer (currently only for testing and Direct3D9).

R1.0.3_22.03.26

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