wesnoth/data/core/macros/animation-utils.cfg
doofus-01 c5c92c2afd
1.18 - Sprite updates to Ravens and Ants (#8089)
* fix raven SE sprite wings

* revisions to fire ant sprites to make more distinct from each other

* fix flame positioning

* minor soldier ant sprite update

* add IPF arg to MISSILE_FRAME_FIRE_BREATH for use in fire ants

* update copyrights.csv
2023-12-10 18:28:08 -08:00

1216 lines
36 KiB
INI

#textdomain wesnoth
# Macros for setting animations.
# These don't rely on any other macros. Please don't change this.
#define STANDING_ANIM_DIRECTIONAL BASE_SE_IMAGE BASE_NE_IMAGE
[standing_anim]
start_time=0
[if]
direction=s,se,sw
[frame]
image={BASE_SE_IMAGE}:150
[/frame]
[/if]
[else]
direction=n,ne,nw
[frame]
image={BASE_NE_IMAGE}:150
[/frame]
[/else]
[/standing_anim]
#enddef
#define LEADING_ANIM FULL_IMAGE HALFWAYS_IMAGE OFFSET_POSITION
# Define an animation of a unit waving/raising their weapon,
# with a gleam of light reflecting off it at the point specified by
# OFFSET_POSITION
[leading_anim]
start_time=-126
[frame]
image={HALFWAYS_IMAGE}:1,{FULL_IMAGE}:250,{HALFWAYS_IMAGE}:1
[/frame]
halo_start_time=-100
[halo_frame]
halo="halo/misc/leadership-flare-[1~13].png:20"
halo_x,halo_y={OFFSET_POSITION}
[/halo_frame]
[/leading_anim]
#enddef
#define TEACHING_ANIM FULL_IMAGE HALFWAYS_IMAGE OFFSET_POSITION ATTACK
# Define an animation of a unit waving/raising their weapon,
# with a gleam of light reflecting off it at the point specified by
# OFFSET_POSITION
[teaching_anim]
[filter_attack]
{ATTACK}
[/filter_attack]
start_time=-126
[frame]
image={HALFWAYS_IMAGE}:1,{FULL_IMAGE}:250,{HALFWAYS_IMAGE}:1
[/frame]
halo_start_time=-100
[halo_frame]
halo="halo/misc/leadership-flare-[1~13].png:20"
halo_x,halo_y={OFFSET_POSITION}
[/halo_frame]
[/teaching_anim]
#enddef
#define DEFENSE_ANIM REACTION_IMAGE BASE_IMAGE HIT_SOUND
# Define a defensive animation moving from a specified BASE_IMAGE
# to REACTION_IMAGE, with HIT_SOUND playing only if a hit occurs.
[defend]
start_time=-126
[frame]
image={BASE_IMAGE}:1,{REACTION_IMAGE}:250,{BASE_IMAGE}:1
[/frame]
# Do not change to SOUND:HIT, this has to remain a hit_sound_frame
[if]
hit_sound_start_time=-25
hits=hit
[hit_sound_frame]
sound={HIT_SOUND}
[/hit_sound_frame]
[/if]
[/defend]
#enddef
#define DEFENSE_ANIM_FILTERED REACTION_IMAGE BASE_IMAGE HIT_SOUND FILTER
# Define a defensive animation moving from a specified BASE_IMAGE
# to REACTION_IMAGE, with HIT_SOUND playing only if a hit occurs. This
# fires only if FILTER is matched.
[defend]
start_time=-126
{FILTER}
[frame]
image={BASE_IMAGE}:1,{REACTION_IMAGE}:250,{BASE_IMAGE}:1
[/frame]
[if]
hits=hit
base_score=1 #necessary to eliminate duplication if filter contains match also
hit_sound_start_time=-25
[hit_sound_frame]
sound={HIT_SOUND}
[/hit_sound_frame]
[/if]
[/defend]
#enddef
#define DEFENSE_ANIM_DIRECTIONAL_FILTERED REACTION_SE_IMAGE BASE_SE_IMAGE REACTION_NE_IMAGE BASE_NE_IMAGE HIT_SOUND FILTER
# Define a defensive animation depending on direction moving from a specified NE or SE Base image
# to NE or SE Reaction image, with HIT_SOUND playing only if a hit occurs. This
# fires only if FILTER is matched.
[defend]
{FILTER}
start_time=-126
[if]
direction=s,se,sw
[frame]
image={BASE_SE_IMAGE}:1,{REACTION_SE_IMAGE}:250,{BASE_SE_IMAGE}:1
[/frame]
[/if]
[else]
direction=n,ne,nw
[frame]
image={BASE_NE_IMAGE}:1,{REACTION_NE_IMAGE}:250,{BASE_NE_IMAGE}:1
[/frame]
[/else]
[if]
hits=hit
base_score=1 #necessary to eliminate duplication if filter contains match also
hit_sound_start_time=-25
[hit_sound_frame]
sound={HIT_SOUND}
[/hit_sound_frame]
[/if]
[/defend]
#enddef
#define DEFENSE_ANIM_RANGE REACTION_IMAGE BASE_IMAGE HIT_SOUND RANGE
# Define a defensive animation moving from a specified BASE_IMAGE
# to REACTION_IMAGE, with HIT_SOUND playing only if a hit occurs. This
# fires only on the class of attacks specified by RANGE.
[defend]
start_time=-126
[filter_attack]
range={RANGE}
[/filter_attack]
[frame]
image={BASE_IMAGE}:1,{REACTION_IMAGE}:250,{BASE_IMAGE}:1
[/frame]
[if]
hit_sound_start_time=-25
hits=hit
[hit_sound_frame]
sound={HIT_SOUND}
[/hit_sound_frame]
[/if]
[/defend]
#enddef
#define DEFENSE_ANIM_DIRECTIONAL REACTION_SE_IMAGE BASE_SE_IMAGE REACTION_NE_IMAGE BASE_NE_IMAGE HIT_SOUND
[defend]
start_time=-126
[if]
direction=s,se,sw
[frame]
image={BASE_SE_IMAGE}:1,{REACTION_SE_IMAGE}:250,{BASE_SE_IMAGE}:1
[/frame]
[/if]
[else]
direction=n,ne,nw
[frame]
image={BASE_NE_IMAGE}:1,{REACTION_NE_IMAGE}:250,{BASE_NE_IMAGE}:1
[/frame]
[/else]
[if]
hit_sound_start_time=-25
hits=hit
[hit_sound_frame]
sound={HIT_SOUND}
[/hit_sound_frame]
[/if]
[/defend]
#enddef
#define DEFENSE_ANIM_DIRECTIONAL_RANGE REACTION_SE_IMAGE BASE_SE_IMAGE REACTION_NE_IMAGE BASE_NE_IMAGE HIT_SOUND RANGE
[defend]
[filter_attack]
range={RANGE}
[/filter_attack]
start_time=-126
[if]
direction=s,se,sw
[frame]
image={BASE_SE_IMAGE}:1,{REACTION_SE_IMAGE}:250,{BASE_SE_IMAGE}:1
[/frame]
[/if]
[else]
direction=n,ne,nw
[frame]
image={BASE_NE_IMAGE}:1,{REACTION_NE_IMAGE}:250,{BASE_NE_IMAGE}:1
[/frame]
[/else]
[if]
hits=hit
hit_sound_start_time=-25
[hit_sound_frame]
sound={HIT_SOUND}
[/hit_sound_frame]
[/if]
[/defend]
#enddef
#define DEFENSE_ANIM_ELVEN_RANGE REACTION_IMAGE BASE_IMAGE HIT_SOUND RANGE
# Define a defensive animation moving from a specified BASE_IMAGE
# to REACTION_IMAGE, with HIT_SOUND playing only if a hit occurs and an
# elven halo waxing and waning during the animation. This
# fires only on the class of attacks specified by RANGE.
[defend]
start_time=-175
[filter_attack]
range={RANGE}
[/filter_attack]
# wmlscope: start ignoring
[frame]
image={BASE_IMAGE}:50,{REACTION_IMAGE}:250,{BASE_IMAGE}:75
halo=halo/elven/elven-shield-halo-[20,40,60,80,100,80,60,40,20]pct.png:[25*2,50*2,100,50,25*3]
[/frame]
# wmlscope: stop ignoring
[if]
hit_sound_start_time=-25
hits=hit
[hit_sound_frame]
sound={HIT_SOUND}
[/hit_sound_frame]
[/if]
[/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.
[filter]
[not]
status=poisoned
[/not]
[/filter]
# Units next to enemies should not have idle animations
[filter]
[filter_adjacent]
is_enemy="yes"
count=0
[/filter_adjacent]
[/filter]
# Filter out wounded units for same reason as poisoned units
# also see {WOUNDED_UNIT ()} in unit-utils.cfg
[filter]
formula="if(self.hitpoints > self.max_hitpoints / 3, 1, 0)"
[/filter]
#enddef
#define STANDING_COMBAT_FILTER
# Units next to enemies should not have idle animations
[filter]
[filter_adjacent]
is_enemy="yes"
count=1-6
[/filter_adjacent]
[/filter]
# Filter out wounded units
# also see {WOUNDED_UNIT ()} in unit-utils.cfg
[filter]
formula="if(self.hitpoints > self.max_hitpoints / 3, 1, 0)"
[/filter]
#enddef
#define MISSILE_FRAME_WAIL
# Animate a projectile for a wail attack.
[if]
direction=n,ne,nw
missile_start_time=-300
[missile_frame]
image="projectiles/wailprojectile-n-[1~6].png:[70*2,160,40*3]"
image_diagonal="projectiles/wailprojectile-ne-[1~6].png:[70*2,160,40*3]"
[/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 have their angle corrected for the sw direction.
missile_start_time=-300
[missile_frame]
image="projectiles/wailprojectile-s-[1~6].png:[70*2,160,40*3]"
image_diagonal="projectiles/wailprojectile-se-[1~6].png:[70*2,160,40*3]"
auto_vflip=no
[/missile_frame]
[/else]
#enddef
#define MISSILE_FRAME_LIGHT_BEAM
# Animate a beam of light coming down from the heavens.
missile_start_time=-245
[missile_frame]
halo="halo/holy/light-beam-[1~7,6~1].png:[30*6,130,70*6]"
offset=1.0
auto_vflip=no
[/missile_frame]
#enddef
#define MISSILE_FRAME_FIRE_BREATH N_OFFSET_POSITION S_OFFSET_POSITION N_DIAGONAL_OFFSET_POSITION S_DIAGONAL_OFFSET_POSITION
# Animate a projectile for a fire-breath attack.
#arg IPF
#endarg
missile_start_time=-400
[if]
direction=n
[missile_frame]
halo=projectiles/fire-breath-n-[1~5].png{IPF}:80
halo_x,halo_y={N_OFFSET_POSITION}
[/missile_frame]
[/if]
[else]
direction=s
[missile_frame]
halo=projectiles/fire-breath-s-[1~5].png{IPF}:80
halo_x,halo_y={S_OFFSET_POSITION}
[/missile_frame]
[/else]
[else]
direction=ne,nw
[missile_frame]
halo=projectiles/fire-breath-ne-[1~5].png{IPF}:80
halo_x,halo_y={N_DIAGONAL_OFFSET_POSITION}
[/missile_frame]
[/else]
[else]
direction=se,sw
[missile_frame]
halo=projectiles/fire-breath-se-[1~5].png{IPF}:80
halo_x,halo_y={S_DIAGONAL_OFFSET_POSITION}
[/missile_frame]
[/else]
#enddef
#define MISSILE_FRAME_FIRE_BREATH_N OFFSET_POSITION
# Animate a projectile for a fire-breath attack.
missile_start_time=-400
[missile_frame]
halo=projectiles/fire-breath-n-[1~5].png:80
halo_x,halo_y={OFFSET_POSITION}
[/missile_frame]
#enddef
#define MISSILE_FRAME_FIRE_BREATH_S OFFSET_POSITION
# Animate a projectile for a fire-breath attack.
missile_start_time=-400
[missile_frame]
halo=projectiles/fire-breath-s-[1~5].png:80
halo_x,halo_y={OFFSET_POSITION}
[/missile_frame]
#enddef
#define MISSILE_FRAME_FIRE_BREATH_N_DIAGONAL OFFSET_POSITION
# Animate a projectile for a fire-breath attack.
missile_start_time=-400
[missile_frame]
halo=projectiles/fire-breath-ne-[1~5].png:80
halo_x,halo_y={OFFSET_POSITION}
[/missile_frame]
#enddef
#define MISSILE_FRAME_FIRE_BREATH_S_DIAGONAL OFFSET_POSITION
# Animate a projectile for a fire-breath attack.
missile_start_time=-400
[missile_frame]
halo=projectiles/fire-breath-se-[1~5].png:80
halo_x,halo_y={OFFSET_POSITION}
[/missile_frame]
#enddef
#define MISSILE_FRAME_FAERIE_FIRE
# Animate a projectile for a faerie-fire attack.
missile_start_time=-500
[missile_frame]
image="projectiles/icemissile-n-[1~7].png:[250,150*2,50*4]"
image_diagonal="projectiles/icemissile-ne-[1~7].png:[250,150*2,50*4]"
halo=halo/elven/ice-halo[1~5,1,2,6~9].png:[100*4,50*7]
halo_x,halo_y=0,0
[/missile_frame]
#enddef
#define MISSILE_FRAME_FIREBALL_XY OFFSET_X OFFSET_Y
# Animate a projectile for a fireball attack with an X and Y start offset from centre of hex.
missile_start_time=-350
[if]
hits=yes
[missile_frame]
image="projectiles/fireball-n-1.png~SCALE(60,60)~O(60%):40,projectiles/fireball-n-2.png~SCALE(80,80)~O(80%):100,projectiles/fireball-[n,n-2,n-1].png:[125,55,30]"
image_diagonal="projectiles/fireball-nw-1.png~SCALE(60,60)~O(60%):40,projectiles/fireball-nw-2.png~SCALE(80,80)~O(80%):100,projectiles/fireball-[nw,nw-2,nw-1].png:[125,55,30]"
offset=0.0~0.1,0.1~0.9
directional_x={OFFSET_X}~0
y={OFFSET_Y}~0
[/missile_frame]
[missile_frame]
halo="projectiles/fireball-impact-[1~16].png:60"
offset=1.0
auto_vflip=no
[/missile_frame]
[/if]
[else]
hits=no
missile_offset=0.0~0.20,0.20~0.35,0.35~0.40,0.4~0.45
[missile_frame]
halo="projectiles/fireball-fail-[1~7].png:100"
halo_x={OFFSET_X}~0
halo_y={OFFSET_Y}~0
auto_vflip=no
[/missile_frame]
[/else]
#enddef
#define HALO_FRAME_SAURIAN
[halo_frame]
duration=420
halo=halo/saurian-magic-halo-[1~7].png:60
auto_vflip=no
[/halo_frame]
#enddef
#define MISSILE_FRAME_ICE
missile_start_time=-200
[if]
hits=yes
[missile_frame]
duration=200
image="projectiles/whitemissile-n.png"
image_diagonal="projectiles/whitemissile-ne.png"
sound=magicmissile.wav
offset=0.0~0.8
[/missile_frame]
[missile_frame]
duration=400
halo="projectiles/whitemissile-impact-[1~8].png:50"
offset=0.8,0.92,0.94,0.96,0.98,1.0,1.02,1.04
[/missile_frame]
[/if]
[else]
hits=no
[missile_frame]
duration=200
image="projectiles/whitemissile-n.png"
image_diagonal="projectiles/whitemissile-ne.png"
sound=magicmissile.wav
offset=0.0~0.8
alpha=.8~0.0:200
[/missile_frame]
[/else]
#enddef
#define MISSILE_FRAME_HATCHET
# Animate a projectile for a thrown-hatchet attack.
missile_start_time=-200
[missile_frame]
duration=200
image="projectiles/hatchet-[2~4,1].png"
image_diagonal="projectiles/hatchet-[2~4,1].png"
[/missile_frame]
#enddef
#define FIRE_BURST_SMALL
missile_start_time=0
[missile_frame]
duration=600
image="projectiles/fire-burst-small-[1~8].png"
image_diagonal="projectiles/fire-burst-small-[1~8].png"
offset=0.8~1.0
[/missile_frame]
#enddef
#define LIGHTNING_BOLT DIRECTION_NUMBER
missile_start_time=-250
[missile_frame]
halo=halo/lightning-bolt-{DIRECTION_NUMBER}-[1~4].png:100
halo_y=-125
offset=1.0
auto_vflip=no
[/missile_frame]
#enddef
#define MAGIC_MISSILE OFFSET_X OFFSET_Y
magic_missile_start_time=-750
magic_missile_trail_1_start_time=-350
magic_missile_trail_2_start_time=-350
magic_missile_trail_3_start_time=-350
[magic_missile_frame]
duration=400
halo=halo/mage-halo[1~5].png
halo_x={OFFSET_X}~0
halo_y={OFFSET_Y}~-54
offset=0.001~-0.083,-0.083~-0.25,-0.25~-0.5
[/magic_missile_frame]
[magic_missile_frame]
duration=350
halo=halo/mage-halo[1~5].png
halo_y=-54~-45,-45~-27,-27~0
offset=-0.5~-0.25,-0.25~0.25,0.25~1.0
[/magic_missile_frame]
[magic_missile_trail_1_frame]
duration=350
halo=misc/blank-hex.png:40,halo/mage-preparation-halo[1~7].png
halo_y=-54:40,-54~-45,-45~-27,-27~0
offset=0.001:40,-0.5~-0.25,-0.25~0.25,0.25~1.0
[/magic_missile_trail_1_frame]
[magic_missile_trail_2_frame]
duration=350
halo=misc/blank-hex.png:80,halo/mage-preparation-halo[1~7].png
halo_y=-54:80,-54~-45,-45~-27,-27~0
offset=0.001:80,-0.5~-0.25,-0.25~0.25,0.25~1.0
[/magic_missile_trail_2_frame]
[magic_missile_trail_3_frame]
duration=350
halo=misc/blank-hex.png:120,halo/mage-preparation-halo[1~7].png
halo_y=-54:120,-54~-45,-45~-27,-27~0
offset=0.001:120,-0.5~-0.25,-0.25~0.25,0.25~1.0
[/magic_missile_trail_3_frame]
#enddef
#define MAGIC_MISSILE_STAFF_FLARE START_TIME DURATION_TIME OFFSET_X OFFSET_Y
magic_missile_flare_start_time={START_TIME}
[magic_missile_flare_frame]
duration={DURATION_TIME}
halo=halo/mage-preparation-halo[1~7].png
halo_x={OFFSET_X}
halo_y={OFFSET_Y}
offset=0
[/magic_missile_flare_frame]
#enddef
#define MERMAID_STAFF_FLARE OFFSET_X OFFSET_Y
flare_start_time=-420
[flare_frame]
halo=halo/merfolk/staff-flare-[1~7].png:60
halo_x,halo_y={OFFSET_X},{OFFSET_Y}
[/flare_frame]
#enddef
#define MERMAID_WATER_BLAST_HALO
water_start_time=-420
[water_frame]
halo=halo/merfolk/water-halo-[1~7].png:60
[/water_frame]
#enddef
#define MISSILE_FRAME_MUZZLE_FLARE_MISS X Y
missile_start_time=-250
missile_offset=0.1
missile_halo_x={X}
missile_halo_y={Y}
[missile_frame]
halo="projectiles/misfire-spark-[1~4].png:100"
[/missile_frame]
#enddef
#define MISSILE_FRAME_MUZZLE_FLARE_HIT_NORTH START_X START_Y
missile_start_time=-250
missile_offset=0.5~1.1:250,1.1~1.5:200,1.5~1.7:360
missile_halo_x={START_X}~0
missile_halo_y={START_Y}~0
[missile_frame]
halo="projectiles/muzzle-flash-n-[1~3].png:[100,80,70],projectiles/muzzle-flash-[4~14].png:60"
[/missile_frame]
#enddef
#define MISSILE_FRAME_MUZZLE_FLARE_HIT_SOUTH START_X START_Y
missile_start_time=-250
missile_offset=0.5~1.1:250,1.1~1.5:200,1.5~1.7:360
missile_halo_x={START_X}~0
missile_halo_y={START_Y}~0
[missile_frame]
halo="projectiles/muzzle-flash-s-[1~3].png~FL(vertical):[100,80,70],projectiles/muzzle-flash-[4~14].png:60"
[/missile_frame]
#enddef
#define MISSILE_FRAME_MUZZLE_FLARE_HIT_DIAG_NORTH START_X START_Y
missile_start_time=-250
missile_offset=0.5~1.1:250,1.1~1.5:200,1.5~1.7:360
missile_halo_x={START_X}~0
missile_halo_y={START_Y}~0
[missile_frame]
halo="projectiles/muzzle-flash-ne-[1~3].png:[100,80,70],projectiles/muzzle-flash-[4~14].png:60"
[/missile_frame]
#enddef
#define MISSILE_FRAME_MUZZLE_FLARE_HIT_DIAG_SOUTH START_X START_Y
missile_start_time=-250
missile_offset=0.5~1.1:250,1.1~1.5:200,1.5~1.7:360
missile_halo_x={START_X}~0
missile_halo_y={START_Y}~0
[missile_frame]
halo="projectiles/muzzle-flash-se-[1~3].png~FL(vertical):[100,80,70],projectiles/muzzle-flash-[4~14].png:60"
[/missile_frame]
#enddef
#define MISSILE_FRAME_DG_SECOND_MUZZLE_FLARE_HIT_NORTH START_X START_Y
missile_start_time=-10
missile_offset=1.05~1.1:10,1.1~1.5:200,1.5~1.7:360
missile_halo_x={START_X}
missile_halo_y={START_Y}
[missile_frame]
halo="projectiles/muzzle-flash-n-3.png:70"
[/missile_frame]
[missile_frame]
halo="projectiles/muzzle-flash-[4~14].png:60"
[/missile_frame]
#enddef
#define MISSILE_FRAME_DG_SECOND_MUZZLE_FLARE_HIT_SOUTH START_X START_Y
missile_start_time=-10
missile_offset=1.05~1.1:10,1.1~1.5:200,1.5~1.7:360
missile_halo_x={START_X}
missile_halo_y={START_Y}
[missile_frame]
halo="projectiles/muzzle-flash-s-3.png~FL(vertical):70"
[/missile_frame]
[missile_frame]
halo="projectiles/muzzle-flash-[4~14].png~FL(vertical):60"
[/missile_frame]
#enddef
#define MISSILE_FRAME_DG_SECOND_MUZZLE_FLARE_HIT_DIAG_NORTH START_X START_Y
missile_start_time=-10
missile_offset=1.05~1.1:10,1.1~1.5:200,1.5~1.7:360
missile_halo_x={START_X}
missile_halo_y={START_Y}
[missile_frame]
halo="projectiles/muzzle-flash-ne-3.png:70"
[/missile_frame]
[missile_frame]
halo="projectiles/muzzle-flash-[4~14].png:60"
[/missile_frame]
#enddef
#define MISSILE_FRAME_DG_SECOND_MUZZLE_FLARE_HIT_DIAG_SOUTH START_X START_Y
missile_start_time=-10
missile_offset=1.05~1.1:10,1.1~1.5:200,1.5~1.7:360
missile_halo_x={START_X}
missile_halo_y={START_Y}
[missile_frame]
halo="projectiles/muzzle-flash-se-3.png~FL(vertical):70"
[/missile_frame]
[missile_frame]
halo="projectiles/muzzle-flash-[4~14].png~FL(vertical):60"
[/missile_frame]
#enddef
#define MISSILE_FRAME_STONE_HIT OFFSET_X OFFSET_Y
sling_stone_start_time=-200
[sling_stone_frame]
halo="projectiles/stone.png:200"
halo_x={OFFSET_X}~0
halo_y={OFFSET_Y}~0
y=0~-5,-5~-8,-8~-9,-9~-10,-10~-9,-9~-8,-8~-5,-5~0
offset=0.0~1.0
[/sling_stone_frame]
#enddef
#define MISSILE_FRAME_STONE_MISS OFFSET_X OFFSET_Y
sling_stone_start_time=-200
[sling_stone_frame]
halo="projectiles/stone.png:300"
halo_x={OFFSET_X}~0
halo_y={OFFSET_Y}~0
y=0~-5,-5~-8,-8~-9,-9~-10,-10~-9,-9~-8,-8~-5,-5~0
offset=0.0~1.5
[/sling_stone_frame]
#enddef
#define MISSILE_FRAME_CHILL_WAVE X Y
missile_start_time=-120
[if]
hits=yes
[missile_frame]
offset=0.0~0.9:120,0.9:160
image="projectiles/icemissile-n-[1~7].png:40"
image_diagonal="projectiles/icemissile-ne-[1~7].png:40"
directional_x={X}~0
y={Y}~0
[/missile_frame]
[/if]
[else]
hits=no
[missile_frame]
offset=0.0~0.9:150
alpha=1~0
image="projectiles/icemissile-n-[1~2,1].png:50"
image_diagonal="projectiles/icemissile-ne-[1~2,1].png:50"
directional_x={X}~0
y={Y}~0
[/missile_frame]
[/else]
#enddef
#define MISSILE_FRAME_CHILL_TEMPEST X Y
missile_1_start_time=-120
missile_2_start_time=-90
[if]
hits=yes
[missile_1_frame]
offset=0.0~0.9:240,0.9:320
image="projectiles/icemissile-n-[1~7].png~SCALE(60,60):80"
image_diagonal="projectiles/icemissile-ne-[1~7].png~SCALE(60,60):80"
x={X}~0
y={Y}~0
directional_x=0~20:80,20~-10:160,-10~0:80,0:240
directional_y=0~20:80,20~-10:160,-10~0:80,0:240
[/missile_1_frame]
[missile_2_frame]
offset=0.0~0.9:240,0.9:320
image="projectiles/icemissile-n-[1~7].png~SCALE(60,60):80"
image_diagonal="projectiles/icemissile-ne-[1~7].png~SCALE(60,60):80"
x={X}~0
y={Y}~0
directional_x=0~-20:80,-20~10:160,10~0:80,0:240
directional_y=0~-20:80,-20~10:160,10~0:80,0:240
[/missile_2_frame]
[/if]
[else]
hits=no
[missile_1_frame]
offset=0.0~0.9:300
alpha=1~0
image="projectiles/icemissile-n-[1~2,1].png~SCALE(60,60):100"
image_diagonal="projectiles/icemissile-ne-[1~2,1].png~SCALE(60,60):100"
x={X}~0
y={Y}~0
directional_x=0~20:100,20~-20:200
directional_y=0~20:100,20~-20:200
[/missile_1_frame]
[missile_2_frame]
offset=0.0~0.8:300
alpha=1~0
image="projectiles/icemissile-n-[1~2,1].png~SCALE(60,60):100"
image_diagonal="projectiles/icemissile-ne-[1~2,1].png~SCALE(60,60):100"
x={X}~0
y={Y}~0
directional_x=0~-20:100,-20~20:200
directional_y=0~-20:100,-20~20:200
[/missile_2_frame]
[/else]
#enddef
#define MISSILE_FRAME_SHADOW_WAVE
missile_start_time=-50
shadow_start_time=-350
[shadow_frame]
duration=350
offset=0.1~1.0:150,1.0:200
alpha=0.0:1,0.8:149,0.8~0.0:200
image=projectiles/darkmissile-n.png~CS(-250,-250,-250)
image_diagonal=projectiles/darkmissile-ne.png~CS(-250,-250,-250)
y=25
layer=10
[/shadow_frame]
[missile_frame]
duration=300
offset=1.0
auto_vflip=no
auto_hflip=no
halo="halo/undead/dark-magic-[6~1].png~CS(-150,-150,-150)~O([40%,50%,60%*2,50%,40%]):50"
halo_y=8
[/missile_frame]
#enddef
#define DRAKE_UNWALKABLE_TERRAINS
!,Wwf*^*,Kme*^*,*^B*,!,W*^*,S*^*,Chs*^*,Chw*^*,Cm*^*,Km*^*,Q*^*,Mv*^*,*^Qov,*^Vm#enddef
#define DRAKE_STANDING_ANIM DRAKE_NAME
[standing_anim]
[frame]
image="units/drakes/{DRAKE_NAME}.png:50"
[/frame]
[/standing_anim]
[standing_anim]
start_time=0
terrain_type={DRAKE_UNWALKABLE_TERRAINS}
submerge=0.01
# wmlscope: start ignoring
[frame]
image="units/drakes/{DRAKE_NAME}-fly-[1~5,4].png:100"
[/frame]
[frame]
image="units/drakes/{DRAKE_NAME}-fly-[3,2]-upstroke.png:100"
[/frame]
# wmlscope: stop ignoring
[/standing_anim]
[pre_movement_anim]
start_time=0
terrain_type=!,{DRAKE_UNWALKABLE_TERRAINS}
[frame]
image="units/drakes/{DRAKE_NAME}-takeoff-[1~4].png:50"
[/frame]
[/pre_movement_anim]
[movement_anim]
start_time=0
submerge=0.01
# wmlscope: start ignoring
[frame]
image="units/drakes/{DRAKE_NAME}-fly-[1~5,4].png:100"
[/frame]
[frame]
image="units/drakes/{DRAKE_NAME}-fly-[3,2]-upstroke.png:100"
[/frame]
# wmlscope: stop ignoring
[/movement_anim]
[post_movement_anim]
terrain_type=!,{DRAKE_UNWALKABLE_TERRAINS}
start_time=0
[frame]
image="units/drakes/{DRAKE_NAME}-takeoff-[4~1].png:100"
[/frame]
[/post_movement_anim]
#enddef
# unused in mainline
#define DRAKE_FIRE_ANIM DRAKE_NAME DIRECTION_SUFFIX DIRECTION OFFSET_X OFFSET_Y
[attack_anim]
[filter_attack]
name=fire breath
[/filter_attack]
direction={DIRECTION}
hits=yes
offset=0.0
impact_burst_start_time=-160
[impact_burst_frame]
duration=320
halo=projectiles/fire-burst-small-[1~8].png
offset=1.0
layer=90
[/impact_burst_frame]
flame_trail_1_start_time=-450
flame_trail_2_start_time=-400
flame_trail_3_start_time=-350
flame_trail_4_start_time=-300
flame_trail_5_start_time=-250
[flame_trail_1_frame]
duration=500
halo=projectiles/fire-breath-[1~10].png
halo_x={OFFSET_X}~0:300,0
halo_y={OFFSET_Y}~0:300,0
offset=0.0~1.0:300,1.0~1.25:200
auto_vflip=no
[/flame_trail_1_frame]
[flame_trail_2_frame]
duration=500
halo=projectiles/fire-breath-[1~10].png
halo_x={OFFSET_X}~0:300,0
halo_y={OFFSET_Y}~0:300,0
offset=0.0~1.0:300,1.0~1.20:200
auto_vflip=no
[/flame_trail_2_frame]
[flame_trail_3_frame]
duration=500
halo=projectiles/fire-breath-[1~10].png
halo_x={OFFSET_X}~0:300,0
halo_y={OFFSET_Y}~0:300,0
offset=0.0~1.0:300,1.0~1.15:200
auto_vflip=no
[/flame_trail_3_frame]
[flame_trail_4_frame]
duration=500
halo=projectiles/fire-breath-[1~10].png
halo_x={OFFSET_X}~0:300,0
halo_y={OFFSET_Y}~0:300,0
offset=0.0~1.0:300,1.0~1.10:200
auto_vflip=no
[/flame_trail_4_frame]
[flame_trail_5_frame]
duration=500
halo=projectiles/fire-breath-[1~10].png
halo_x={OFFSET_X}~0:300,0
halo_y={OFFSET_Y}~0:300,0
offset=0.0~1.0:300,1.0~1.05:200
auto_vflip=no
[/flame_trail_5_frame]
start_time=-900
[frame]
image="units/drakes/{DRAKE_NAME}-fire-inhale-[1~4,2].png:100"
[/frame]
[frame]
image="units/drakes/{DRAKE_NAME}-fire-{DIRECTION_SUFFIX}-[1~3,2,1].png:100"
sound=flame-big.ogg
[/frame]
[/attack_anim]
[attack_anim]
[filter_attack]
name=fire breath
[/filter_attack]
direction={DIRECTION}
hits=no
offset=0.0
flame_trail_1_start_time=-450
flame_trail_2_start_time=-400
flame_trail_3_start_time=-350
flame_trail_4_start_time=-300
flame_trail_5_start_time=-250
[flame_trail_1_frame]
duration=500
halo=projectiles/fire-breath-[1~10].png
halo_x={OFFSET_X}~0:300,0
halo_y={OFFSET_Y}~0:300,0
offset=0.0~1.0:300,1.0~1.5:200
auto_vflip=no
[/flame_trail_1_frame]
[flame_trail_2_frame]
duration=500
halo=projectiles/fire-breath-[1~10].png
halo_x={OFFSET_X}~0:300,0
halo_y={OFFSET_Y}~0:300,0
offset=0.0~1.0:300,1.0~1.4:200
auto_vflip=no
[/flame_trail_2_frame]
[flame_trail_3_frame]
duration=500
halo=projectiles/fire-breath-[1~10].png
halo_x={OFFSET_X}~0:300,0
halo_y={OFFSET_Y}~0:300,0
offset=0.0~1.0:300,1.0~1.3:200
auto_vflip=no
[/flame_trail_3_frame]
[flame_trail_4_frame]
duration=500
halo=projectiles/fire-breath-[1~10].png
halo_x={OFFSET_X}~0:300,0
halo_y={OFFSET_Y}~0:300,0
offset=0.0~1.0:300,1.0~1.2:200
auto_vflip=no
[/flame_trail_4_frame]
[flame_trail_5_frame]
duration=500
halo=projectiles/fire-breath-[1~10].png
halo_x={OFFSET_X}~0:300,0
halo_y={OFFSET_Y}~0:300,0
offset=0.0~1.0:300,1.0~1.1:200
auto_vflip=no
[/flame_trail_5_frame]
start_time=-900
[frame]
image="units/drakes/{DRAKE_NAME}-fire-inhale-[1~4,2].png:100"
[/frame]
[frame]
image="units/drakes/{DRAKE_NAME}-fire-{DIRECTION_SUFFIX}-[1~3,2,1].png:100"
sound=flame-big-miss.ogg
[/frame]
[/attack_anim]
#enddef
#define DRAKE_FIRE_ANIM_S_DIAGONAL DRAKE_NAME OFFSET_POSITION
[attack_anim]
[filter_attack]
name=fire breath
[/filter_attack]
direction=se,sw
missile_start_time=-400
[missile_frame]
halo=projectiles/fire-breath-se-[1~5].png:80
halo_x,halo_y={OFFSET_POSITION}
[/missile_frame]
start_time=-900
[frame]
image="units/drakes/{DRAKE_NAME}.png:20"
[/frame]
[frame]
image="units/drakes/{DRAKE_NAME}-fire-inhale-[1~4,2].png:100"
[/frame]
{SOUND:HIT_AND_MISS flame-big.ogg flame-big-miss.ogg -480}
[frame]
image="units/drakes/{DRAKE_NAME}-fire-se-[1~3,2,1].png:100"
[/frame]
[/attack_anim]
#enddef
#define DRAKE_FIRE_ANIM_N_DIAGONAL_CURRENT DRAKE_NAME OFFSET_POSITION
[attack_anim]
[filter_attack]
name=fire breath
[/filter_attack]
direction=ne,nw
missile_start_time=-400
[missile_frame]
halo=projectiles/fire-breath-ne-[1~5].png:80
halo_x,halo_y={OFFSET_POSITION}
[/missile_frame]
start_time=-900
[frame]
image="units/drakes/{DRAKE_NAME}.png:20"
[/frame]
[frame]
image="units/drakes/{DRAKE_NAME}-fire-inhale-[1~4,2].png:100"
[/frame]
{SOUND:HIT_AND_MISS flame-big.ogg flame-big-miss.ogg -480}
[frame]
image="units/drakes/{DRAKE_NAME}-fire-se-[1~3,2,1].png:100"
[/frame]
[/attack_anim]
#enddef
#define DRAKE_FIRE_ANIM_S DRAKE_NAME OFFSET_POSITION
[attack_anim]
[filter_attack]
name=fire breath
[/filter_attack]
direction=s
missile_start_time=-400
[missile_frame]
halo=projectiles/fire-breath-s-[1~5].png:80
halo_x,halo_y={OFFSET_POSITION}
[/missile_frame]
start_time=-900
[frame]
image="units/drakes/{DRAKE_NAME}.png:20"
[/frame]
[frame]
image="units/drakes/{DRAKE_NAME}-fire-inhale-[1~4,2].png:100"
[/frame]
{SOUND:HIT_AND_MISS flame-big.ogg flame-big-miss.ogg -480}
[frame]
image="units/drakes/{DRAKE_NAME}-fire-s-[1~3,2,1].png:100"
[/frame]
[/attack_anim]
#enddef
# as long as there are no north-facing frames, we will use se (not s)
#define DRAKE_FIRE_ANIM_N_CURRENT DRAKE_NAME OFFSET_POSITION
[attack_anim]
[filter_attack]
name=fire breath
[/filter_attack]
direction=n
missile_start_time=-400
[missile_frame]
halo=projectiles/fire-breath-n-[1~5].png:80
halo_x,halo_y={OFFSET_POSITION}
[/missile_frame]
start_time=-900
[frame]
image="units/drakes/{DRAKE_NAME}.png:20"
[/frame]
[frame]
image="units/drakes/{DRAKE_NAME}-fire-inhale-[1~4,2].png:100"
[/frame]
{SOUND:HIT_AND_MISS flame-big.ogg flame-big-miss.ogg -480}
[frame]
image="units/drakes/{DRAKE_NAME}-fire-se-[1~3,2,1].png:100"
[/frame]
[/attack_anim]
#enddef
#define DRAKE_MOVEMENT_ANIM DRAKE_NAME
[movement_anim]
start_time=0
# wmlscope: start ignoring
[frame]
image="units/drakes/{DRAKE_NAME}-fly-[1~5,4].png:100,units/drakes/{DRAKE_NAME}-fly-[3,2]-upstroke.png:100"
[/frame]
# wmlscope: stop ignoring
[/movement_anim]
#enddef
#define DRAKE_WEAPON_ANIM DRAKE_NAME
[draw_weapon_anim]
#landing, only do it when we're not already flying
terrain_type={DRAKE_UNWALKABLE_TERRAINS}
[frame]
image="units/drakes/{DRAKE_NAME}-takeoff-[4~1].png:100"
[/frame]
[/draw_weapon_anim]
[sheath_weapon_anim]
#landing, only do it when we're not already flying
terrain_type={DRAKE_UNWALKABLE_TERRAINS}
[frame]
image="units/drakes/{DRAKE_NAME}-takeoff-[1~4].png:100"
[/frame]
[/sheath_weapon_anim]
#enddef
#define STANDING_ANIM_BIG_TORCH IMG X X2 Y
#arg IMG_NE
{IMG}
#endarg
#arg X_NE
{X}
#endarg
#arg Y_NE
{Y}
#endarg
[standing_anim]
start_time=0
torch_start_time=0
[if]
direction=n,ne,nw
[frame]
image={IMG_NE}
auto_vflip=no
primary=yes
[/frame]
[torch_frame]
image="halo/torch/torch-big/flame-[1~17].png:120"
layer=45
directional_x={X_NE}
y={Y_NE}
auto_hflip=yes
auto_vflip=no
primary=no
[/torch_frame]
[/if]
[else]
direction=s,sw,se
[frame]
image={IMG}
auto_vflip=no
primary=yes
[/frame]
[torch_frame]
image="halo/torch/torch-big/flame-[1~17].png:120"
layer=45
directional_x={X}
y={Y}
auto_hflip=yes
auto_vflip=no
primary=no
[/torch_frame]
[/else]
[/standing_anim]
#enddef
#define STANDING_ANIM_SMALL_TORCH IMG X X2 Y
#arg IMG_NE
{IMG}
#endarg
#arg X_NE
{X}
#endarg
#arg Y_NE
{Y}
#endarg
[standing_anim]
start_time=0
torch_start_time=0
[if]
direction=n,ne,nw
[frame]
image={IMG_NE}
auto_vflip=no
primary=yes
[/frame]
[torch_frame]
image="halo/torch/torch-small/flame-[1~17].png:120"
layer=45
directional_x={X_NE}
y={Y_NE}
auto_hflip=yes
auto_vflip=no
primary=no
[/torch_frame]
[/if]
[else]
direction=s,sw,se
[frame]
image={IMG}
auto_vflip=no
primary=yes
[/frame]
[torch_frame]
image="halo/torch/torch-small/flame-[1~17].png:120"
layer=45
directional_x={X}
y={Y}
auto_hflip=yes
auto_vflip=no
primary=no
[/torch_frame]
[/else]
[/standing_anim]
#enddef