[UtBS] Quenoth elf animations (#2679)
* sun-shyde standing animations, draft
* additions to sun-shyde floating animation
* singer defense animation
* defense animations for sun-singer and sun-shyde
* try to make scout less leaning backwards
* champion defense animation
* fixing and rounding out basic animations (esp. wrt to floating/standing) for sun_shyde
(cherry-picked from commit 816dd075dc
)
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@ -41,7 +41,7 @@
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number=4
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icon=attacks/glaive.png
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[/attack]
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{DEFENSE_ANIM "units/quenoth/champion.png" "units/quenoth/champion.png" {SOUND_LIST:ELF_HIT}}
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{DEFENSE_ANIM "units/quenoth/champion-defend2.png" "units/quenoth/champion-defend1.png" {SOUND_LIST:ELF_HIT}}
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[attack_anim]
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[filter_attack]
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name=glaive
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@ -46,18 +46,39 @@
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{WEAPON_SPECIAL_MAGICAL}
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[/specials]
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[/attack]
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{DEFENSE_ANIM "units/quenoth/sun_shyde/sun-shyde.png" "units/quenoth/sun_shyde/sun-shyde.png" {SOUND_LIST:ELF_FEMALE_HIT} }
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{QE_SUN_FLYING_ANIM sun_shyde/sun-shyde}
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# filtering whether she is floating or standing
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{DEFENSE_ANIM_FILTERED "units/quenoth/sun_shyde/sun-shyde-fly-defend2.png" "units/quenoth/sun_shyde/sun-shyde-fly-defend1.png" {SOUND_LIST:ELF_FEMALE_HIT} (
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terrain_type={QUENOTH_UNWALKABLE_TERRAINS}
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)}
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{DEFENSE_ANIM_FILTERED "units/quenoth/sun_shyde/sun-shyde-defend2.png" "units/quenoth/sun_shyde/sun-shyde-defend1.png" {SOUND_LIST:ELF_FEMALE_HIT} (
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terrain_type=!,{QUENOTH_UNWALKABLE_TERRAINS}
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)}
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[movement_anim]
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# flame frames are absent because they do some weird lagging thing
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start_time=0
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[frame]
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image="units/quenoth/sun_shyde/sun-shyde-fly1.png:150"
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[/frame]
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[/movement_anim]
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[standing_anim]
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start_time=0
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flame_start_time=0
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backglow_start_time=0
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[frame]
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image="units/quenoth/sun_shyde/sun-shyde-stand.png"
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[/frame]
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[if]
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terrain_type={QUENOTH_UNWALKABLE_TERRAINS}
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[frame]
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image="units/quenoth/sun_shyde/sun-shyde-fly[1~6].png:150"
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[/frame]
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[/if]
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[else]
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[frame]
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image="units/quenoth/sun_shyde/sun-shyde-stand.png"
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[/frame]
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[/else]
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[flame_frame]
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image="{QUENOTH_FLAME_POS 44 0}"
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halo="{QUENOTH_FLAME_POS 6 7}"
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halo="{QUENOTH_FLAME_POS 4 4}"
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layer=42
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auto_vflip=no
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auto_hflip=yes
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@ -72,14 +93,14 @@
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[healing_anim]
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start_time=-250
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[frame]
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image="units/quenoth/sun_shyde/sun-shyde.png:50"
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image="units/quenoth/sun_shyde/sun-shyde-fly1.png:50"
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[/frame]
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[frame]
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image="units/quenoth/sun_shyde/sun-shyde.png:350"
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image="units/quenoth/sun_shyde/sun-shyde-fly[2~5].png:[80*4]"
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halo=halo/elven/shaman-heal-halo-[1~7].png
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[/frame]
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[frame]
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image="units/quenoth/sun_shyde/sun-shyde.png:50"
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image="units/quenoth/sun_shyde/sun-shyde-fly6.png:50"
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[/frame]
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[/healing_anim]
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[attack_anim]
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@ -87,9 +108,23 @@
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name=touch
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[/filter_attack]
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start_time=-250
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[frame]
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image="units/quenoth/sun_shyde/sun-shyde.png:400"
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[/frame]
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offset="0~0.6:200,0.6~0:200"
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[if]
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terrain_type={QUENOTH_UNWALKABLE_TERRAINS}
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[frame]
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image="units/quenoth/sun_shyde/sun-shyde-fly1.png:400"
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[/frame]
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[/if]
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[else]
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[frame]
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image="units/quenoth/sun_shyde/sun-shyde.png:400"
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[/frame]
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[/else]
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missile_start_time=0
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[if]
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hits=yes
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{FIRE_BURST_SMALL}
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[/if]
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{SOUND:HIT_AND_MISS flame-big.ogg flame-big-miss.ogg -250}
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[/attack_anim]
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[attack_anim]
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@ -97,13 +132,24 @@
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name=faerie fire
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[/filter_attack]
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start_time=-350
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elfhalo_start_time=-350
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{MISSILE_FRAME_FAERIE_FIRE}
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[frame]
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image="units/quenoth/sun_shyde/sun-shyde.png"
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[if]
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terrain_type={QUENOTH_UNWALKABLE_TERRAINS}
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[frame]
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image="units/quenoth/sun_shyde/sun-shyde-fly1.png"
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[/frame]
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[/if]
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[else]
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[frame]
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image="units/quenoth/sun_shyde/sun-shyde.png"
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[/frame]
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[/else]
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[elfhalo_frame]
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duration=500
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halo=halo/elven/faerie-fire-halo[1~7].png
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halo_x,halo_y=14,0
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[/frame]
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[/elfhalo_frame]
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{SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -350}
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[/attack_anim]
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[/unit_type]
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@ -43,8 +43,7 @@
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{WEAPON_SPECIAL_MAGICAL}
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[/specials]
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[/attack]
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{DEFENSE_ANIM "units/quenoth/sun_singer/sun-singer.png" "units/quenoth/sun_singer/sun-singer.png" {SOUND_LIST:ELF_FEMALE_HIT} }
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{QE_SUN_FLYING_ANIM sun_singer/sun-singer}
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{DEFENSE_ANIM "units/quenoth/sun_singer/sun-singer-defend2.png" "units/quenoth/sun_singer/sun-singer-defend1.png" {SOUND_LIST:ELF_FEMALE_HIT} }
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[standing_anim]
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start_time=0
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flame_start_time=0
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@ -21,29 +21,7 @@ misc/blank-hex.png~BLIT(units/quenoth/fire/flame-color.png,{X},{Y2})~MASK(units/
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{QUENOTH_FLAME_INTERNAL {X} {Y} 4}#enddef
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# not all unwalkable, but still supposed to provide some visual cue that movement is different. may need revision.
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#define QUENOTH_UNWALKABLE_TERRAINS
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!,Wwf*^*,Kme*^*,*^B*,!,W*^*,S*^*,Chs*^*,Chw*^*,Cm*^*,Km*^*,Q*^*,Mv*^*,*^Qov,*^Vm#enddef
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!,Wwf*^*,Kme*^*,*^B*,!,A*^*,Uu*^*,Uh*^*,*^Uf*,W*^*,S*^*,Chs*^*,Chw*^*,Cm*^*,Km*^*,Q*^*,Mv*^*,*^Qov,*^Vm#enddef
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# adapted (and simplified) from drake animations, may need more adjustments
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#define QE_SUN_FLYING_ANIM SUN_NAME
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[standing_anim]
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start_time=0
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terrain_type={QUENOTH_UNWALKABLE_TERRAINS}
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# wmlscope: start ignoring
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[frame]
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image="units/quenoth/{SUN_NAME}.png:100"
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# image="units/quenoth/{SUN_NAME}-fly-[1~3,2].png:100"
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[/frame]
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# wmlscope: stop ignoring
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[/standing_anim]
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[movement_anim]
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start_time=0
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# wmlscope: start ignoring
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[frame]
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image="units/quenoth/{SUN_NAME}.png:100"
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# image="units/drakes/{SUN_NAME}-fly-[1~3,2].png:100"
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[/frame]
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# wmlscope: stop ignoring
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[/movement_anim]
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#enddef
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