2021-02-27 02:30:38 +00:00
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# This can be used as a template for an SVG symbol's metadata.
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# Just be sure you rename it to have the same name as the SVG, only
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# with a a ".toml" extension instead of an ".svg" extension.
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#
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# So for example, if you want to define metadata for "antler.svg",
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# you can make a copy of this file and call it "antler.toml".
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#
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# Also note that any lines that begin with a "#" are comments,
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# so they will be ignored by the code.
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2021-03-18 23:32:05 +00:00
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#
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# Note also that all properties that are booleans
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# (i.e., true or false) will, unless otherwise noted,
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# always default to false if left undefined.
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2021-02-27 02:30:38 +00:00
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# If true, this indicates that the symbol should always have
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# a symbol nested within its nesting area(s).
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always_nest = false
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# If true, this indicates that the symbol should always
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# be nested inside another symbol's nesting area.
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always_be_nested = false
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2021-03-01 00:10:53 +00:00
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# If true, this indicates that the symbol should never
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# be nested inside another symbol's nesting area.
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never_be_nested = false
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2021-03-06 00:38:25 +00:00
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# If true, this indicates that any symbols nested on this
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# symbol’s nesting area should have their colors inverted.
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invert_nested = false
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2021-03-18 23:32:05 +00:00
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# If set to an array of strings, this indicates the kinds of
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# attachment points that this symbol can attach to. If not
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# defined, this symbol will be able to attach to any attachment
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# point.
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attach_to = ["tail", "leg", "arm", "horn", "crown"]
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2021-06-12 22:52:37 +00:00
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# If true, symbol will rotate clockwise instead of default counter-clockwise
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rotate_clockwise = false
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2021-07-05 23:35:39 +00:00
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# If true, this indicates that we should never horizontally flip the
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# orientation of a symbol when attaching it. Otherwise, we will flip
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# the symbol horizontally if it's facing left, and flip it horizontally
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# again if it's facing down.
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never_flip_attachments = false
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2021-06-12 22:52:37 +00:00
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# If true, symbol may be used as large background shape in some compositions.
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background = false
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2021-07-17 18:39:19 +00:00
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# Setting this to a positive integer (whole number) will multiply the
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# likelihood that this symbol will be chosen from a random selection of symbols
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# by the given amount when this symbol is used in a creature. For example,
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# setting it to 2 will make it twice as likely to be chosen, setting it to 5
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# will make it five times more likely, and so on.
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creature_frequency_multiplier = 1
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