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