wesnoth/data/core/macros/animation-utils2.cfg
doofus-01 41b2030113
Revise the bobbing animation convention (#5388)
This shifts many bobbing animations to only run if the unit HP falls below a certain point.  Bobbing animations are a subset of standing animation, it is a case-by-case decision whether an animation should fall into this category or even be affected by this change.

Also in this:

* add wounded filter to STANDARD_IDLE_FILTER

* unit sprites - update orcish grunt and heaving anim

* units - north-facing sprites for orcish grunt
2020-12-28 10:43:21 -08:00

243 lines
6.2 KiB
INI

#textdomain wesnoth
# Macros for setting animations.
# These don't rely on any other macros. Please don't change this.
#define MAGIC_ARMRAISE_DIRECTIONAL_2_FRAME BASE_IMAGE_NAME
# unlike the others, this one is used *inside* the attack/healing anim.
[if]
direction=s,se,sw
[frame]
image={BASE_IMAGE_NAME}-se-magic[1,2,1].png:100
[/frame]
[/if]
[else]
direction=n,ne,nw
[frame]
image={BASE_IMAGE_NAME}-ne-magic[1,2,1].png:100
[/frame]
[/else]
#enddef
#define ATTACK_ANIM_DIRECTIONAL_9_FRAME BASE_IMAGE_NAME TAIL_IMAGE_NAME HIT_SOUND MISS_SOUND
start_time=-450
{SOUND:HIT_AND_MISS {HIT_SOUND} {MISS_SOUND} -100 }
[if]
direction=s,se,sw
[frame]
image={BASE_IMAGE_NAME}-se-{TAIL_IMAGE_NAME}[1~9].png:100
[/frame]
[/if]
[else]
direction=n,ne,nw
[frame]
image={BASE_IMAGE_NAME}-ne-{TAIL_IMAGE_NAME}[1~9].png:100
[/frame]
[/else]
#enddef
#define ATTACK_ANIM_DIRECTIONAL_10_FRAME BASE_IMAGE_NAME TAIL_IMAGE_NAME HIT_SOUND MISS_SOUND
start_time=-450
{SOUND:HIT_AND_MISS {HIT_SOUND} {MISS_SOUND} -100 }
[if]
direction=s,se,sw
[frame]
image={BASE_IMAGE_NAME}-se-{TAIL_IMAGE_NAME}[1~10].png:100
[/frame]
[/if]
[else]
direction=n,ne,nw
[frame]
image={BASE_IMAGE_NAME}-ne-{TAIL_IMAGE_NAME}[1~10].png:100
[/frame]
[/else]
#enddef
#define ATTACK_ANIM_QUAD_DIRECTIONAL_10_FRAME BASE_IMAGE_NAME TAIL_IMAGE_NAME HIT_SOUND MISS_SOUND
start_time=-500
{SOUND:HIT_AND_MISS {HIT_SOUND} {MISS_SOUND} -100 }
[if]
direction=se,sw
[frame]
image={BASE_IMAGE_NAME}-se-{TAIL_IMAGE_NAME}[1~10].png:100
[/frame]
[/if]
[else]
direction=s
[frame]
image={BASE_IMAGE_NAME}-s-{TAIL_IMAGE_NAME}[1~10].png:100
[/frame]
[/else]
[else]
direction=n
[frame]
image={BASE_IMAGE_NAME}-n-{TAIL_IMAGE_NAME}[1~10].png:100
[/frame]
[/else]
[else]
direction=ne,nw
[frame]
image={BASE_IMAGE_NAME}-ne-{TAIL_IMAGE_NAME}[1~10].png:100
[/frame]
[/else]
#enddef
#define ATTACK_ANIM_QUAD_DIRECTIONAL_12_FRAME BASE_IMAGE_NAME TAIL_IMAGE_NAME HIT_SOUND MISS_SOUND
start_time=-600
{SOUND:HIT_AND_MISS {HIT_SOUND} {MISS_SOUND} -100 }
[if]
direction=se,sw
[frame]
image={BASE_IMAGE_NAME}-se-{TAIL_IMAGE_NAME}[1~12].png:100
[/frame]
[/if]
[else]
direction=s
[frame]
image={BASE_IMAGE_NAME}-s-{TAIL_IMAGE_NAME}[1~12].png:100
[/frame]
[/else]
[else]
direction=n
[frame]
image={BASE_IMAGE_NAME}-n-{TAIL_IMAGE_NAME}[1~12].png:100
[/frame]
[/else]
[else]
direction=ne,nw
[frame]
image={BASE_IMAGE_NAME}-ne-{TAIL_IMAGE_NAME}[1~12].png:100
[/frame]
[/else]
#enddef
#define DEATH_ANIM_DIRECTIONAL_4_FRAME BASE_IMAGE_NAME
[death]
start_time=0
[if]
direction=s,se,sw
[frame]
image={BASE_IMAGE_NAME}-se-die[1~4,3,4].png:100
[/frame]
[/if]
[else]
direction=n,ne,nw
[frame]
image={BASE_IMAGE_NAME}-ne-die[1~4,3,4].png:100
[/frame]
[/else]
[/death]
#enddef
#define STANDING_ANIM_DIRECTIONAL_6_FRAME_FILTERED BASE_IMAGE_NAME FILTER
[standing_anim]
start_time=0
{FILTER}
[if]
direction=s,se,sw
[frame]
image={BASE_IMAGE_NAME}-se-bob[1~6].png:200
[/frame]
[/if]
[else]
direction=n,ne,nw
[frame]
image={BASE_IMAGE_NAME}-ne-bob[1~6].png:200
[/frame]
[/else]
[/standing_anim]
#enddef
#define STANDING_ANIM_DIRECTIONAL_6_FRAME BASE_IMAGE_NAME
{STANDING_ANIM_DIRECTIONAL_6_FRAME_FILTERED {BASE_IMAGE_NAME} ()}
#enddef
#define STANDING_ANIM_DIRECTIONAL_8_FRAME_FILTERED BASE_IMAGE_NAME FILTER
[standing_anim]
start_time=0
{FILTER}
[if]
direction=s,se,sw
[frame]
image={BASE_IMAGE_NAME}-se-bob[1~8].png:200
[/frame]
[/if]
[else]
direction=n,ne,nw
[frame]
image={BASE_IMAGE_NAME}-ne-bob[1~8].png:200
[/frame]
[/else]
[/standing_anim]
#enddef
#define STANDING_ANIM_DIRECTIONAL_8_FRAME BASE_IMAGE_NAME
{STANDING_ANIM_DIRECTIONAL_8_FRAME_FILTERED {BASE_IMAGE_NAME} ()}
#enddef
#define MOVING_ANIM_DIRECTIONAL_8_FRAME BASE_IMAGE_NAME
[movement_anim]
start_time=0
[if]
direction=s,se,sw
[frame]
image={BASE_IMAGE_NAME}-se-run[1~8].png:50
[/frame]
[/if]
[else]
direction=n,ne,nw
[frame]
image={BASE_IMAGE_NAME}-ne-run[1~8].png:50
[/frame]
[/else]
[/movement_anim]
#enddef
#define MOVING_ANIM_SOUTH_9_FRAME BASE_IMAGE_NAME
[movement_anim]
start_time=0
[if]
direction=s,se,sw
[frame]
image={BASE_IMAGE_NAME}-se-run[1~9].png:67
[/frame]
[/if]
[/movement_anim]
#enddef
#define MOVING_ANIM_DIRECTIONAL_10_FRAME BASE_IMAGE_NAME
[movement_anim]
start_time=0
[if]
direction=s,se,sw
[frame]
image={BASE_IMAGE_NAME}-se-run[1~10].png:50
[/frame]
[/if]
[else]
direction=n,ne,nw
[frame]
image={BASE_IMAGE_NAME}-ne-run[1~10].png:50
[/frame]
[/else]
[/movement_anim]
#enddef
#define MOVING_ANIM_DIRECTIONAL_12_FRAME BASE_IMAGE_NAME
[movement_anim]
start_time=0
[if]
direction=s,se,sw
[frame]
image={BASE_IMAGE_NAME}-se-run[1~12].png:50
[/frame]
[/if]
[else]
direction=n,ne,nw
[frame]
image={BASE_IMAGE_NAME}-ne-run[1~12].png:50
[/frame]
[/else]
[/movement_anim]
#enddef