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||Animation and sound||
Several key/tags of the [unit] and [attack] tags do not affect gameplay,
but are available to control the way units and their attacks
will be animated and heard.
All images assume that units are facing right;
when units are facing left the images will be reversed.
If a unit is attacking north or south then an "orthogonal" image
may be displayed for the unit's missile (see [missile_frame]).
The input file is displayed when the unit is attacking northwards,
and flipped horizontally when the unit attacks southwards.
All times (see //begin//, //end//, //time//)
are measured in milliseconds, or 1000ths of seconds.
Attack times and defense times are measured simultaneously,
so times must be globally consistent.
In Wesnoth, 0 represents the "impact moment".
In WML animations are made using the ||[frame]|| tag.
It describes one frame of an animation.
The following keys are recognized for [frame]:
* //begin// when to start displaying this frame
* //end// when to stop displaying this frame
* //image// the image to display during this frame to represent the unit
* //halo// comma separated list of halo images to be displayed around the unit.
These images will be given equal amounts of time,
based on the time between //begin// and //end//.
It is recommended that you allow for at least 50 time units per image;
i.e. //end// - //beginning// > 50 * number of halos.
//halo// is generally used only for long-range attack animations.
* //halo_x//,//halo_y// pixel offset between the center of the //halo// images
and the center of the unit.
The following display key/tags are recognized for [unit]:
* //image// the unit image displayed on the main map when the unit is resting,
and on the status table when the unit is selected.
Also the default for all other unit images.
* //profile// the image displayed when the unit is talking.
See [message], InterfaceActionsWML.
* //image_moving// the image displayed while the unit is moving.
* //image_long// the image displayed while the unit is using a
long-range (ranged) attack (can be overloaded; see ||[frame]||, ||[attack]||).
* //image_short// the image displayed while the unit is using a
short-range (melee) attack (can be overloaded; see ||[frame]||, ||[attack]||).
* //image_leading//,//image_healing// the images displayed for this unit
while using the 'leadership', 'heals', or 'cures' ability, if present.
See also AbilitiesWML.
* ||[teleport_anim]|| describes an animation for when this unit teleports.
* ||[frame]|| see ||[frame]|| above.
The frames before time 0 are displayed and the original location;
the ones after are displayed at the new location.
* //image_defensive// default for
//image_defensive_long// and //image_defensive_short//.
* //image_defensive_long// default image when the unit is
defending against a long-range attack. See ||[defend]||.
* //image_defensive_short// default image when the unit is
defending against a short-range attack. See ||[defend]||.
* ||[defend]|| describes an animation for when this unit defends.
Multiple [defend]s tags can be used.
* //range// if this key is present, the attack must be at this range
in order for the animation to trigger. Values 'short', 'long'.
* //hits// if this key is present, the attack must either
hit('yes') or miss('no') in order for this animation to trigger.
* ||[frame]|| defense animation.
See ||[frame]|| above.
* //get_hit_sound// the sound played (at time=0) when this unit is hit.
* //die_sound// the sound played (at time=0) when the unit dies.
* ||[death]|| describes an animation for when this unit is killed.
Times before 0 are not allowed for this animation;
the first frame's begin time will be displayed
immediately following the unit's defense animation,
regardless of whether it is before or after 0.
* ||[frame]|| death animation.
See ||[frame]|| above.
The following display tags are recognized for [attack]:
* ||[frame]|| attack animation.
See ||[frame]|| above.
* ||[missile_frame]|| missile's animation during the attack.
Usually used for ranged attacks (||range=long||).
* //begin//,//end//,//halo//,//halo_x//,//halo_y// same as in ||[frame]||
above.
* //image// the image to display when the unit is attacking orthogonally.
* //image_diagonal// the image to display if the unit is attacking diagonally.
* ||[sound]|| describes a sound to play during the attack
* //sound// the sound to play if the attack hits
* //sound_miss// the sound to play if the attack misses
* //time// when to start playing the sound
||See Also||
* UnitWML
* ReferenceWML
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