URL:
  <http://gna.org/patch/?3682>

                 Summary: Unit frame (not halo) square split simplification
                 Project: Battle for Wesnoth
            Submitted by: coffee
            Submitted on: Sat 09 Feb 2013 10:01:25 PM GMT
                Priority: 5 - Normal
                  Status: None
                 Privacy: Public
             Assigned to: None
        Originator Email: 
             Open/Closed: Open
         Discussion Lock: Any

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Details:

This is intended to be the last major application of the
square_parenthetical_split function to unit animation WML.
*see http://forums.wesnoth.org/viewtopic.php?f=10&t=38198

The attached patch is a work in progress, converting fully only the human
units to the new syntax and the animation macros (running/etc.). At the moment
the idle animations do not work, and I suspect this is because they have
mainly one frame block now and will need that 'cycle' parameter to be
implemented that is on the supposedly 'easy_to_code' page. The fencer is a
good example here.

Everything else seems to work.

I have been converting all the 'begin' and 'end' tags over to the new syntax
as I've been going along, as these were set to be depreciated anyway.

Lastly, I picked up on some errors that were present in the original
animations. FAERIE FIRE had an in-between halo sequence that was never played
in game, due to the duration being too short for it. The arch mage idle
animation showed the male unit due to missing frames for the female section,
and the drake fire breath macro had a halo that had an incorrect duration
(although still worked). Hopefully this new syntax will be less prone to
errors like these.



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File Attachments:


-------------------------------------------------------
Date: Sat 09 Feb 2013 10:01:25 PM GMT  Name:
preliminary_square_split_animation_frame.patch  Size: 374kB   By: coffee

<http://gna.org/patch/download.php?file_id=17165>

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  <http://gna.org/patch/?3682>

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