General Hexing of a Breedfile: Learning the Columns[Add Ball]This section of the breedfile is used to add extra body parts to the petz. Addballz are connected to specified bodyballz, and they move around in the same way. An example of an addball is the pompoms on a poodle.
Column Number: 1
Column Name: ;baseColumn Explanation: The ball from [Ballz Info] that a particular addball is attached to. See the
Bodyball Chart to see which numbers correspond to which body part. Because it is attached, the addball will move around in the exact same way as the bodyball from [Ballz Info] does (ex. if an addball is attached to a tail bodyball, then when the dogz tail wags, the addball will move with the tail). All numbers from the Bodyball Charts are applicable.
Column Number: 2
Column Name: xColumn Explanation: The X coordinate. The number determines the position of the addball in relation to the bodyball. 0 is in the very middle of the bodyball, positive numbers move the addballz to the left of the bodyball, and negative numbers move the addballz to the right. All numbers are applicable. (see the
XYZ Coordinates Charts for a visual aid).
Column Number: 3
Column Name: yColumn Explanation: The Y coordinate. The number determines the position of the addball in relation to the bodyball. 0 is in the very middle of the bodyball, positive numbers move the addballz down, and negative numbers move the addballz up. All numbers are applicable. (see the
XYZ Coordinates Charts for a visual aid)
Column Number: 4
Column Name: zColumn Explanation: The Z coordinate. The number determines the position of the addball in relation to the bodyball. 0 is in the very middle of the bodyball, positive numbers move the addballz to the back of the petz, and negative numbers move the addballz to the front. All numbers are applicable. (see the
XYZ Coordinates Charts for a visual aid)
Column Number: 5
Column Name: colorColumn Explanation: The color of the addball. See the
Color Chart to see which numbers correspond to which colors. All (positive) numbers from that chart are applicable.
Column Number: 6
Column Name: otlnColColumn Explanation: The outline color of the addball. Again, you'll need the
Color Chart to see which numbers correspond to which colors. All (positive) numbers from that chart are applicable.
Column Number: 7
Column Name: spckColColumn Explanation: The Speckle color of the addball. I don't suggest you bother even changing it, as the differences in color are minute. All (positive) numbers from the Color Chart are applicable.
Column Number: 8
Column Name: fuzzColumn Explanation: The fuzziness of the addball. The higher the number, the greater the fuzz. This gives the petz the appearance of being shaggy. All positive numbers are applicable.
Column Number: 9
Column Name: groupColumn Explanation: Group affects how colors are passed down to offspring, and how your petz get painted with the paint can in the game. All positive numbers are applicable. "-1" makes it a "groupless" addball; in other words, it does not allow for mutations to occur in offspring.
Column Number: 10
Column Name: outlineColumn Explanation: The outline type. This is not usually changed when hexing.
Column Number: 11
Column Name: ballsizeColumn Explanation: The size of the addball. the bigger the number, the bigger the ball. All numbers are applicable.
Column Number: 12
Column Name: bodyareaColumn Explanation: I am not really sure! This is not used in hexing, so it is not of concern.
Column Number: 13
Column Name: addGroupColumn Explanation: I am not really sure! This is not used in hexing, so it is not of concern.
Column Number: 14
Column Name: textureColumn Explanation: The texture of the ball. The texture depends on what textures are listed in [Texture List] in the breedfile. The first texture listed is number "0." Numbers you can use in this column depend on how many textures you have listed (ex, if you have four textures listed, the numbers you can use are: 0, 1, 2 and 3)
[Paint Ballz]This section of the breedfile is used to add spots or patterns to the fur of the petz. Paintballz are "painted" onto specified bodyballz. Two examples include the paw pads and the black spots on a dalmation.
Column Number: 1
Column Name: ;base ballColumn Explanation: The ball from [Ballz Info] that a particular paintball is paintd on to. See the
Bodyball Chart to see which numbers correspond to which body part. All numbers from the Bodyball Charts are applicable.
Column Number: 2
Column Name: diameter(% of base ball)Column Explanation: The paintball size. Like the comment says, the number you type in is the percentage of the bodyball. The bigger the number, the bigger the spot/paintball. All positive numbers are applicable.
Column Number: 3
Column Name: directionColumn Explanation: the XYZ coordinates. This actually has three colums positioned close together.
The numbers determine the position of the paintball in relation to the bodyball. The number "0" is in the very middle of the bodyball. In the X coordinate, positive numbers move the paintballz to the left of the bodyball, and negative numbers move the paintballz to the right. In the Y coordinate, positive numbers move the paintballz down, and negative numbers move the paintballz up. In the Z coordinate, positive numbers move the paintballz to the back of the petz, and negative numbers move the paintballz to the front. All numbers are applicable. (see the
XYZ Coordinates Charts for a visual aid).
Column Number: 4
Column Name: colorColumn Explanation: The color of the addball. See the
Color Chart to see which numbers correspond to which colors. All (positive) numbers from that chart are applicable.
Note: If you look closely at the picture above, you'll see that some numbers don't match up with the columns, starting at "color". The number "39" in the fourth, eighth, twelfth, and sixteenth row are positioned further to the right than the other numbers. The title "color" is also far to the right. This is common in breedfiles; positions do not always match. Don't let this confuse you! Just follow my color-coded diagram above and be sure to count your columns carefully.
Column Number: 5
Column Name: outlinecolorColumn Explanation: The outline color of the paintball. Again, you'll need the
Color Chart to see which numbers correspond to which colors. All (positive) numbers from that chart are applicable.
Column Number: 6
Column Name: fuzzColumn Explanation: The fuzziness of the paintball. The higher the number, the greater the fuzz. This gives the ballz the appearance of being shaggy. All positive numbers are applicable.
Column Number: 7
Column Name: outlineColumn Explanation: The outline type. This is not usually changed when hexing.
Column Number: 8
Column Name: groupColumn Explanation: Group affects how colors are passed down to offspring, and how your petz get painted with the paint can in the game. All positive numbers are applicable. "-1" makes it a "groupless" addball; in other words, it does not allow for mutations to occur in offspring.
Column Number: 9
Column Name: textureColumn Explanation: The texture of the spot. The texture depends on what textures are listed in [Texture List] in the breedfile. The first texture listed is number "0." Numbers you can use in this column depend on how many textures you have listed (ex, if you have four textures listed, the numbers you can use are: 0, 1, 2 and 3). A texture of -1 means "no texture."