wesnoth/data/utils/animation-utils.cfg
Lari Nieminen 4031825170 Changed the fire arrow flame burst method a bit
(to allow going around an engine bug) and fixed the animations of
orcish slurbow a bit.
2007-05-12 23:08:32 +00:00

627 lines
16 KiB
INI

# Macros for setting animations.
# These don't rely on any other macros. Please don't change this.
#define DEFENSE_ANIM REACTION BASEFRAME HITSOUND
# Define a defensive animation moving from a specified BASEFRAME
# to REACTION, with HITSOUND playing only if a hit occurs.
[defend]
start_time=-126
[frame]
duration=1
image={BASEFRAME}
[/frame]
[frame]
duration=100
image={REACTION}
[/frame]
[if]
hits=hit
[frame]
duration=150
image={REACTION}
sound={HITSOUND}
[/frame]
[/if]
[else]
hits=miss,kill
[frame]
duration=150
image={REACTION}
[/frame]
[/else]
[frame]
duration=1
image={BASEFRAME}
[/frame]
[/defend]
#enddef
#define DEFENSE_ANIM_FILTERED REACTION BASEFRAME HITSOUND FILTER
# Define a defensive animation moving from a specified BASEFRAME
# to REACTION, with HITSOUND playing only if a hit occurs. This
# fires only if FILTER is matched.
[defend]
start_time=-126
{FILTER}
[frame]
duration=1
image={BASEFRAME}
[/frame]
[frame]
duration=100
image={REACTION}
[/frame]
[if]
hits=hit
[frame]
duration=150
image={REACTION}
sound={HITSOUND}
[/frame]
[/if]
[else]
hits=miss,kill
[frame]
duration=150
image={REACTION}
[/frame]
[/else]
[frame]
duration=1
image={BASEFRAME}
[/frame]
[/defend]
#enddef
#define DEFENSE_ANIM_RANGE REACTION BASEFRAME HITSOUND RANGE
# Define a defensive animation moving from a specified BASEFRAME
# to REACTION, with HITSOUND playing only if a hit occurs. This
# fires only on the class of attacks specified by RANGE.
[defend]
start_time=-126
[attack_filter]
range={RANGE}
[/attack_filter]
[frame]
duration=1
image={BASEFRAME}
[/frame]
[frame]
duration=100
image={REACTION}
[/frame]
[if]
hits=hit
[frame]
duration=150
image={REACTION}
sound={HITSOUND}
[/frame]
[/if]
[else]
hits=miss,kill
[frame]
duration=150
image={REACTION}
[/frame]
[/else]
[frame]
duration=1
image={BASEFRAME}
[/frame]
[/defend]
#enddef
#define DEFENSE_ANIM_ELVEN_FILTERED REACTION BASEFRAME HITSOUND FILTER
# Define a defensive animation moving from a specified BASEFRAME
# to REACTION, with HITSOUND playing only if a hit occurs and an
# elven halo waxing and waning during the animation. This fires
# only if FILTER is matched.
[defend]
{FILTER}
[frame]
begin=-175
end=-150
image={BASEFRAME}
halo=halo/elven/elven-shield-halo-20pct.png
[/frame]
[frame]
begin=-150
end=-125
image={BASEFRAME}
halo=halo/elven/elven-shield-halo-40pct.png
[/frame]
[frame]
begin=-125
end=-75
image={REACTION}
halo=halo/elven/elven-shield-halo-60pct.png
[/frame]
[frame]
begin=-75
end=-25
image={REACTION}
halo=halo/elven/elven-shield-halo-80pct.png
[/frame]
[if]
hits=hit
[frame]
begin=-25
end=75
image={REACTION}
sound={HITSOUND}
halo=halo/elven/elven-shield-halo-100pct.png
[/frame]
[/if]
[else]
hits=miss,kill
[frame]
begin=-25
end=75
image={REACTION}
halo=halo/elven/elven-shield-halo-100pct.png
[/frame]
[/else]
[frame]
begin=75
end=125
image={REACTION}
halo=halo/elven/elven-shield-halo-80pct.png
[/frame]
[frame]
begin=125
end=150
image={BASEFRAME}
halo=halo/elven/elven-shield-halo-60pct.png
[/frame]
[frame]
begin=150
end=175
image={BASEFRAME}
halo=halo/elven/elven-shield-halo-40pct.png
[/frame]
[frame]
begin=175
end=200
image={BASEFRAME}
halo=halo/elven/elven-shield-halo-20pct.png
[/frame]
[/defend]
#enddef
# this macro is called on top of every idle animation,
# to provide a standard set of conditions to play the idle animation
#define STANDARD_IDLE_FILTER
# Poisoned units should have no idle animation. This macro defines a
# filter that excludes them.
[unit_filter]
[not]
[wml_filter]
[status]
poisoned="yes"
[/status]
[/wml_filter]
[/not]
[/unit_filter]
#enddef
#define FRAME_ON_SLOW CONTENTS
# When a unit is slowed, the slowed sound (slowed.wav) should be
# played by the attack animation. Wrap the [frame] containing
# the sound= key inside this macro, and the sound will not get
# played if the attack misses or the target already is slowed.
[if]
hits=yes
[secondary_unit_filter]
[not]
[wml_filter]
[status]
slowed="yes"
[/status]
[/wml_filter]
[/not]
[/secondary_unit_filter]
{CONTENTS}
[/if]
[else]
hits=yes
[secondary_unit_filter]
[wml_filter]
[status]
slowed="yes"
[/status]
[/wml_filter]
[/secondary_unit_filter]
{CONTENTS}
[+frame]
sound=
[/frame]
[/else]
[else]
hits=no
{CONTENTS}
[+frame]
sound=
[/frame]
[/else]
#enddef
#define FRAME_ON_POISON CONTENTS
# When a unit is poisoned, the poison sound (poison.ogg) should
# be played by the attack animation. Wrap the [frame] containing
# the sound= key inside this macro, and the sound will not get
# played if the attack misses or the target already is poisoned.
[if]
hits=yes
[secondary_unit_filter]
[not]
[wml_filter]
[status]
poisoned="yes"
[/status]
[/wml_filter]
[/not]
[/secondary_unit_filter]
{CONTENTS}
[/if]
[else]
hits=yes
[secondary_unit_filter]
[wml_filter]
[status]
poisoned="yes"
[/status]
[/wml_filter]
[/secondary_unit_filter]
{CONTENTS}
[+frame]
sound=
[/frame]
[/else]
[else]
hits=no
{CONTENTS}
[+frame]
sound=
[/frame]
[/else]
#enddef
#define HIT_MISS_SOUNDS HITSOUND MISSSOUND CONTENTS
# A more convenient way of wiring in hit and miss sounds to an
# attack animation. Use by wrapping a [frame] inside this macro.
# Then, if the attack misses, HITSOUND will be played and if it
# misses, MISSSOUND will be played instead.
[if]
hits=yes
{CONTENTS}
[+frame]
sound={HITSOUND}
[/frame]
[/if]
[else]
hits=no
{CONTENTS}
[+frame]
sound={MISSSOUND}
[/frame]
[/else]
#enddef
#define MISSILE_FRAME_WAIL
# Animate a projectile for a wail attack.
[if]
direction=n,ne,nw
[missile_frame]
begin=-300
end=-230
image="projectiles/wailprojectile-n-1.png"
image_diagonal="projectiles/wailprojectile-ne-1.png"
[/missile_frame]
[missile_frame]
begin=-230
end=-160
image="projectiles/wailprojectile-n-2.png"
image_diagonal="projectiles/wailprojectile-ne-2.png"
[/missile_frame]
[missile_frame]
begin=-160
end=0
image="projectiles/wailprojectile-n-3.png"
image_diagonal="projectiles/wailprojectile-ne-3.png"
[/missile_frame]
[missile_frame]
begin=0
end=40
image="projectiles/wailprojectile-n-4.png"
image_diagonal="projectiles/wailprojectile-ne-4.png"
[/missile_frame]
[missile_frame]
begin=40
end=80
image="projectiles/wailprojectile-n-5.png"
image_diagonal="projectiles/wailprojectile-ne-5.png"
[/missile_frame]
[missile_frame]
begin=80
end=120
image="projectiles/wailprojectile-n-6.png"
image_diagonal="projectiles/wailprojectile-ne-6.png"
[/missile_frame]
[/if]
[else]
direction=s,se,sw
### The price of asymmetrical projectiles - here, we use a conditional because the game automatically flips the images for the south frame. We have a separate set of images for the south part, which are not only flipped vertically, but also have their angle corrected for the sw direction.
[missile_frame]
begin=-300
end=-230
image="projectiles/wailprojectile-s-1.png"
image_diagonal="projectiles/wailprojectile-se-1.png"
[/missile_frame]
[missile_frame]
begin=-230
end=-160
image="projectiles/wailprojectile-s-2.png"
image_diagonal="projectiles/wailprojectile-se-2.png"
[/missile_frame]
[missile_frame]
begin=-160
end=0
image="projectiles/wailprojectile-s-3.png"
image_diagonal="projectiles/wailprojectile-se-3.png"
[/missile_frame]
[missile_frame]
begin=0
end=40
image="projectiles/wailprojectile-s-4.png"
image_diagonal="projectiles/wailprojectile-se-4.png"
[/missile_frame]
[missile_frame]
begin=40
end=80
image="projectiles/wailprojectile-s-5.png"
image_diagonal="projectiles/wailprojectile-se-5.png"
[/missile_frame]
[missile_frame]
begin=80
end=120
image="projectiles/wailprojectile-s-6.png"
image_diagonal="projectiles/wailprojectile-se-6.png"
[/missile_frame]
[/else]
#enddef
#define MISSILE_FRAME_FIRE_BREATH N_OFFSET S_OFFSET N_DIAGONAL_OFFSET S_DIAGONAL_OFFSET
# Animate a projectile for a fire-breath attack.
[if]
direction=n
[missile_frame]
begin=-400
end=100
halo=projectiles/fire-breath-n-1.png:80,projectiles/fire-breath-n-2.png:80,projectiles/fire-breath-n-3.png:80,projectiles/fire-breath-n-4.png:80,projectiles/fire-breath-n-5.png:80
halo_x,halo_y={N_OFFSET}
[/missile_frame]
[/if]
[else]
direction=s
[missile_frame]
begin=-400
end=100
halo=projectiles/fire-breath-s-1.png:80,projectiles/fire-breath-s-2.png:80,projectiles/fire-breath-s-3.png:80,projectiles/fire-breath-s-4.png:80,projectiles/fire-breath-s-5.png:80
halo_x,halo_y={S_OFFSET}
[/missile_frame]
[/else]
[else]
direction=ne,nw
[missile_frame]
begin=-400
end=100
halo=projectiles/fire-breath-ne-1.png:80,projectiles/fire-breath-ne-2.png:80,projectiles/fire-breath-ne-3.png:80,projectiles/fire-breath-ne-4.png:80,projectiles/fire-breath-ne-5.png:80
halo_x,halo_y={N_DIAGONAL_OFFSET}
[/missile_frame]
[/else]
[else]
direction=se,sw
[missile_frame]
begin=-400
end=100
halo=projectiles/fire-breath-se-1.png:80,projectiles/fire-breath-se-2.png:80,projectiles/fire-breath-se-3.png:80,projectiles/fire-breath-se-4.png:80,projectiles/fire-breath-se-5.png:80
halo_x,halo_y={S_DIAGONAL_OFFSET}
[/missile_frame]
[/else]
#enddef
#define MISSILE_FRAME_FAERIE_FIRE
# Animate a projectile for a faerie-fire attack.
[missile_frame]
begin=-500
end=-350
image="projectiles/icemissile-n-1.png"
image_diagonal="projectiles/icemissile-ne-1.png"
halo=halo/elven/ice-halo1.png:100,halo/elven/ice-halo2.png:100,halo/elven/ice-halo3.png:25
halo_x,halo_y=0,0
[/missile_frame]
[missile_frame]
begin=-350
end=-200
image="projectiles/icemissile-n-2.png"
image_diagonal="projectiles/icemissile-ne-2.png"
halo=halo/elven/ice-halo3.png:75,halo/elven/ice-halo4.png:75
halo_x,halo_y=0,0
[/missile_frame]
[missile_frame]
begin=-200
end=-50
image="projectiles/icemissile-n-3.png"
image_diagonal="projectiles/icemissile-ne-3.png"
halo=halo/elven/ice-halo5.png:100,halo/elven/ice-halo1.png:100,halo/elven/ice-halo2.png:50
halo_x,halo_y=0,0
[/missile_frame]
[missile_frame]
begin=-50
end=0
image="projectiles/icemissile-n-4.png"
image_diagonal="projectiles/icemissile-ne-4.png"
halo=halo/elven/ice-halo6.png
halo_x,halo_y=0,0
[/missile_frame]
[missile_frame]
begin=25
end=75
image="projectiles/icemissile-n-5.png"
image_diagonal="projectiles/icemissile-ne-5.png"
halo=halo/elven/ice-halo7.png
halo_x,halo_y=0,0
[/missile_frame]
[missile_frame]
begin=75
end=125
image="projectiles/icemissile-n-6.png"
image_diagonal="projectiles/icemissile-ne-6.png"
halo=halo/elven/ice-halo8.png
halo_x,halo_y=0,0
[/missile_frame]
[missile_frame]
begin=125
end=175
image="projectiles/icemissile-n-7.png"
image_diagonal="projectiles/icemissile-ne-7.png"
halo=halo/elven/ice-halo9.png
halo_x,halo_y=0,0
[/missile_frame]
#enddef
#define MISSILE_FRAME_FIREBALL
# Animate a projectile for a fireball attack.
[missile_frame]
begin=-220
end=-100
image="projectiles/fireball-n-2.png"
image_diagonal="projectiles/fireball-nw-2.png"
[/missile_frame]
[missile_frame]
begin=-100
end=25
image="projectiles/fireball-n.png"
image_diagonal="projectiles/fireball-nw.png"
[/missile_frame]
[missile_frame]
begin=25
end=80
image="projectiles/fireball-n-2.png"
image_diagonal="projectiles/fireball-nw-2.png"
[/missile_frame]
#enddef
#define MISSILE_FRAME_HATCHET
# Animate a projectile for a thrown-hatchet attack.
[missile_frame]
begin=-200
end=-150
image="projectiles/hatchet-2.png"
image_diagonal="projectiles/hatchet-2.png"
[/missile_frame]
[missile_frame]
begin=-150
end=-100
image="projectiles/hatchet-3.png"
image_diagonal="projectiles/hatchet-3.png"
[/missile_frame]
[missile_frame]
begin=-100
end=-50
image="projectiles/hatchet-4.png"
image_diagonal="projectiles/hatchet-4.png"
[/missile_frame]
[missile_frame]
begin=-50
end=0
image="projectiles/hatchet-1.png"
image_diagonal="projectiles/hatchet-1.png"
[/missile_frame]
#enddef
#define FIRE_BURST_SMALL
[missile_frame]
begin=0
end=75
image="projectiles/fire-burst-small-1.png"
image_diagonal="projectiles/fire-burst-small-1.png"
offset=0.8
[/missile_frame]
[missile_frame]
begin=75
end=150
image="projectiles/fire-burst-small-2.png"
image_diagonal="projectiles/fire-burst-small-2.png"
offset=0.83
[/missile_frame]
[missile_frame]
begin=150
end=225
image="projectiles/fire-burst-small-3.png"
image_diagonal="projectiles/fire-burst-small-3.png"
offset=0.86
[/missile_frame]
[missile_frame]
begin=225
end=300
image="projectiles/fire-burst-small-4.png"
image_diagonal="projectiles/fire-burst-small-4.png"
offset=0.89
[/missile_frame]
[missile_frame]
begin=300
end=375
image="projectiles/fire-burst-small-5.png"
image_diagonal="projectiles/fire-burst-small-5.png"
offset=0.92
[/missile_frame]
[missile_frame]
begin=375
end=450
image="projectiles/fire-burst-small-6.png"
image_diagonal="projectiles/fire-burst-small-6.png"
offset=0.95
[/missile_frame]
[missile_frame]
begin=450
end=525
image="projectiles/fire-burst-small-7.png"
image_diagonal="projectiles/fire-burst-small-7.png"
offset=0.98
[/missile_frame]
[missile_frame]
begin=525
end=600
image="projectiles/fire-burst-small-8.png"
image_diagonal="projectiles/fire-burst-small-8.png"
offset=1.0
[/missile_frame]
#enddef