137 CurrentCell skinNumber 18 * + + // Compute GraphicID
Or you might want
to use the Wall Graphic Id as simply a starting value like this:
CurrentSkin
WallGraphicID CurrentCell + // Compute GraphicID
Or simply put hard-coded numbers into
your code. But hard-coded numbers are difficult to maintain and
it turns out that all programs need maintenance.
But my intention was that a designer could use the same code for many
skins by creating a single wall graphic for each skin, all in the same
format, with all of the 'pictures' of walls included in that single
graphic. And prepare masks for each relative cell number that
extract the proper 'picture' from that graphic. Then, the same
masks and code can be used for all of your skins because it can
retrieve the graphic number from the runtime engine. And the
masks are identical. In fact, even if some of the skins have a
couple of 'special cases', the same code might be used by putting in
code that has conditional structures based on the skin number.
This sort of 'special case' business can get out of hand quickly
and is not recommended for other than a very few special condition.