AnimationWML: New MISSILE_FRAME_FIREBALL_XY macro for red mage line.
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5 changed files with 63 additions and 7 deletions
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@ -134,6 +134,7 @@ Version 1.11.6+dev:
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requiring a duration 1 frame workaround.
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* Animation WML: Fix halo in additional frame persisting without blank
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hex workaround at start and end if a shorter frame.
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* New MISSILE_FRAME_FIREBALL_XY macro, used in red mage line
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* Fixed crash on delete of last save
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Version 1.11.6:
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@ -420,9 +420,7 @@
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#define MISSILE_FRAME_FIREBALL
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# Animate a projectile for a fireball attack.
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missile_start_time=-350
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[if]
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direction=n,ne,nw
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hits=yes
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@ -456,7 +454,6 @@
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hits=no
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missile_offset=0.0~0.20,0.20~0.35,0.35~0.40,0.4~0.45
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[missile_frame]
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halo="projectiles/fireball-fail-[1~7].png:100"
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[/missile_frame]
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@ -466,13 +463,71 @@
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hits=no
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missile_offset=0.0~0.20,0.20~0.35,0.35~0.40,0.4~0.45
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[missile_frame]
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halo="projectiles/fireball-fail-[1~7].png~FL(vert):100"
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[/missile_frame]
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[/else]
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#enddef
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#define MISSILE_FRAME_FIREBALL_XY OFFSET_X OFFSET_Y
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# Animate a projectile for a fireball attack with an X and Y start offset from centre of hex.
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missile_start_time=-350
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[if]
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direction=n,ne,nw
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hits=yes
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[missile_frame]
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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]"
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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]"
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offset=0.0~0.1,0.1~0.9
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x={OFFSET_X}~0
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y={OFFSET_Y}~0
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[/missile_frame]
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[missile_frame]
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halo="projectiles/fireball-impact-[1~16].png:60"
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offset=1.0
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[/missile_frame]
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[/if]
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[else]
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direction=s,se,sw
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hits=yes
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[missile_frame]
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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]"
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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]"
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offset=0.0~0.1,0.1~0.9
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x={OFFSET_X}~0
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y={OFFSET_Y}~0
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[/missile_frame]
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[missile_frame]
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halo="projectiles/fireball-impact-[1~16].png~FL(vert):60"
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offset=1.0
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[/missile_frame]
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[/else]
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[else]
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direction=n,ne,nw
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hits=no
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missile_offset=0.0~0.20,0.20~0.35,0.35~0.40,0.4~0.45
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[missile_frame]
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halo="projectiles/fireball-fail-[1~7].png:100"
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halo_x={OFFSET_X}~0
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halo_y={OFFSET_Y}~0
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[/missile_frame]
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[/else]
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[else]
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direction=s,se,sw
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hits=no
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missile_offset=0.0~0.20,0.20~0.35,0.35~0.40,0.4~0.45
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[missile_frame]
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halo="projectiles/fireball-fail-[1~7].png~FL(vert):100"
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halo_x={OFFSET_X}~0
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halo_y={OFFSET_Y}~0
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[/missile_frame]
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[/else]
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#enddef
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#define HALO_FRAME_SAURIAN
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halo_auto_vflip=false
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[halo_frame]
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@ -67,7 +67,7 @@ Though not trained for any sort of combat, if need arises an Arch Mage can unlea
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[filter_attack]
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name=fireball
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[/filter_attack]
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{MISSILE_FRAME_FIREBALL}
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{MISSILE_FRAME_FIREBALL_XY 17 -22}
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start_time=-575
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[frame]
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image="units/human-magi/arch-mage.png:50"
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@ -61,7 +61,7 @@ Though they are not warriors, by any means, the application of their art to comb
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[filter_attack]
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name=fireball
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[/filter_attack]
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{MISSILE_FRAME_FIREBALL}
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{MISSILE_FRAME_FIREBALL_XY 18 -27}
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start_time=-575
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[frame]
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image="units/human-magi/great-mage.png:50"
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@ -60,7 +60,7 @@ Though physically frail, and untrained as warriors, the ‘Red Magi’ have a nu
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[filter_attack]
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name=fireball
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[/filter_attack]
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{MISSILE_FRAME_FIREBALL}
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{MISSILE_FRAME_FIREBALL_XY 11 -20}
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start_time=-575
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[frame]
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