various dunefolk sprites and animations (#4683)

* units - dunefolk cataphract defense animations

* dunfolk sunderer defense anim

* dunefolk sprites - move the torch flames to an overlay (just in standing anim for now)

* dunefolk - skirmisher defense anim

* dunefolk strider sprite defense anim

* dunefolk harrier sprite defense anim

* dunefolk rover sprite defense anim

* dunefolk marauder and raider sprites - make torch appear or not as appropriate
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doofus-01 2020-01-02 17:34:10 -08:00 committed by GitHub
parent 5fb8889460
commit d956d262fe
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66 changed files with 148 additions and 13 deletions

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@ -1059,3 +1059,92 @@
[/frame]
[/sheath_weapon_anim]
#enddef
#define STANDING_ANIM_BIG_TORCH IMG X X2 Y
[standing_anim]
start_time=0
torch_start_time=0
[if]
direction=n,ne,se
[frame]
image={IMG}
auto_hflip=no
auto_vflip=no
primary=yes
[/frame]
[torch_frame]
image="halo/torch/torch-big/flame-[1~17].png:120"
layer=45
x={X}
y={Y}
auto_hflip=no
auto_vflip=no
primary=no
[/torch_frame]
[/if]
[else]
direction=s,sw,nw
[frame]
image={IMG}~FL(horiz)
auto_hflip=no
auto_vflip=no
primary=yes
[/frame]
[torch_frame]
image="halo/torch/torch-big/flame-[1~17].png:120"
layer=45
x={X2}
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
[standing_anim]
start_time=0
torch_start_time=0
[if]
direction=n,ne,se
[frame]
image={IMG}
auto_hflip=no
auto_vflip=no
primary=yes
[/frame]
[torch_frame]
image="halo/torch/torch-small/flame-[1~17].png:120"
layer=45
x={X}
y={Y}
auto_hflip=no
auto_vflip=no
primary=no
[/torch_frame]
[/if]
[else]
direction=s,sw,nw
[frame]
image={IMG}~FL(horiz)
auto_hflip=no
auto_vflip=no
primary=yes
[/frame]
[torch_frame]
image="halo/torch/torch-small/flame-[1~17].png:120"
layer=45
x={X2}
y={Y}
auto_hflip=yes
auto_vflip=no
primary=no
[/torch_frame]
[/else]
[/standing_anim]
#enddef

View file

@ -21,7 +21,12 @@ units/dunefolk/rider/#enddef
description= _ "Cataphracts are eminent horsemen, riders of mounts that are possessed less of speed or endurance, but tremendous power instead. Bearing a lance along with their signature maces, these warriors are most often the secondary strike force after a primary assault. After enemy forces are already occupied and weakened by a flank of swordsmen, a common and terrifying sight is a group of Cataphracts lining up, lances pitched at the ready. A gap is made amongst the Dunefolk ranks, and in a single charge, these mighty horsemen pierce straight through enemy formations, dealing a lethal blow in a single stroke. Those who try to flee swiftly discover that neither sand nor hills deter these riders in the slightest, and the displaced air of a descending mace is the last sound they hear."
{NOTE_CHARGE}
die_sound=horse-die.ogg
{DEFENSE_ANIM "{PATH_TEMP}cataphract.png" "{PATH_TEMP}cataphract.png" {SOUND_LIST:HORSE_HIT} }
{DEFENSE_ANIM_FILTERED "{PATH_TEMP}cataphract-lance-defend2.png" "{PATH_TEMP}cataphract-lance-defend1.png" {SOUND_LIST:HORSE_HIT} (
[filter_second_attack]
name=lance
[/filter_second_attack]
)}
{DEFENSE_ANIM "{PATH_TEMP}cataphract-defend2.png" "{PATH_TEMP}cataphract-defend1.png" {SOUND_LIST:HORSE_HIT} }
[resistance]
blade=70
@ -80,7 +85,7 @@ units/dunefolk/rider/#enddef
start_time=-250
horse_sound_start_time=-250
[frame]
image="{PATH_TEMP}cataphract.png:300"
image="{PATH_TEMP}cataphract-lance.png:300"
[/frame]
[horse_sound_frame]
sound=horse-canter.wav

View file

@ -27,7 +27,7 @@ units/dunefolk/skirmisher/#enddef
{NOTE_SLOW}
{NOTE_FIRSTSTRIKE}
die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}
{DEFENSE_ANIM "{PATH_TEMP}harrier.png" "{PATH_TEMP}harrier.png" {SOUND_LIST:HUMAN_FEMALE_HIT} }
{DEFENSE_ANIM "{PATH_TEMP}harrier-defend2.png" "{PATH_TEMP}harrier-defend1.png" {SOUND_LIST:HUMAN_FEMALE_HIT} }
[attack]
name=spear

View file

@ -3,11 +3,14 @@
#define PATH_TEMP
units/dunefolk/rider/#enddef
#define TORCH_STATIC_IMAGE
{PATH_TEMP}marauder-torch-overlay.png~BLIT({PATH_TEMP}marauder.png,0,0)#enddef
[unit_type]
id=Dune Marauder
name= _ "Dune Marauder"
race=dunefolk
image="{PATH_TEMP}marauder.png"
image="{TORCH_STATIC_IMAGE}"
hitpoints=58
movement_type=dunehorse
movement=9
@ -20,7 +23,23 @@ units/dunefolk/rider/#enddef
usage=scout
description= _ "Some find themselves well suited to the life of a Raider and may even form their own clans with like-minded individuals. Ever roaming the deserts for unwary travelers or vulnerable caravans, these horsemen make their livelihood off of scavenging and pilfering. Having no particular specialty, Marauders are neither the strongest warriors, nor the most dextrous archers; nevertheless, they are among the most dangerous enemies out in the desert due to their sheer maneuverability. A coordinated Marauder attack can wipe out even medium-sized camps before any response is possible, and against stronger foes, guerrilla tactics may allow them to prevail where brute force does not. For this reason, they are sometimes hired by small armies or wealthier caravans as a deterrent to unwanted raids."
die_sound=horse-die.ogg
{DEFENSE_ANIM "{PATH_TEMP}marauder.png" "{PATH_TEMP}marauder.png" {SOUND_LIST:HORSE_HIT} }
{DEFENSE_ANIM_FILTERED "{PATH_TEMP}marauder.png" "{PATH_TEMP}marauder.png" {SOUND_LIST:HORSE_HIT} (
[filter_second_attack]
range=ranged
[/filter_second_attack]
)}
{DEFENSE_ANIM_FILTERED "{TORCH_STATIC_IMAGE}" "{TORCH_STATIC_IMAGE}" {SOUND_LIST:HORSE_HIT} (
[filter_second_attack]
range=melee
[/filter_second_attack]
)}
{STANDING_ANIM_BIG_TORCH "{PATH_TEMP}marauder.png" 22 -22 -28}
[movement_anim]
start_time=-0
[frame]
image="{TORCH_STATIC_IMAGE}:150"
[/frame]
[/movement_anim]
[resistance]
blade=80
@ -56,7 +75,7 @@ units/dunefolk/rider/#enddef
start_time=-250
horse_sound_start_time=-250
[frame]
image="{PATH_TEMP}marauder.png:400"
image="{TORCH_STATIC_IMAGE}:400"
[/frame]
[horse_sound_frame]
sound=horse-canter.wav
@ -82,3 +101,4 @@ units/dunefolk/rider/#enddef
[/unit_type]
#undef PATH_TEMP
#undef TORCH_STATIC_IMAGE

View file

@ -3,11 +3,15 @@
#define PATH_TEMP
units/dunefolk/rider/#enddef
#define TORCH_STATIC_IMAGE
{PATH_TEMP}raider-torch-overlay.png~BLIT({PATH_TEMP}raider.png,0,0)#enddef
[unit_type]
id=Dune Raider
name= _ "Dune Raider"
race=dunefolk
image="{PATH_TEMP}raider.png"
image="{TORCH_STATIC_IMAGE}"
hitpoints=45
movement_type=dunehorse
movement=9
@ -19,7 +23,23 @@ units/dunefolk/rider/#enddef
usage=scout
description= _ "Though rarely found in organized armies, Raiders are a staple among the nomadic Dunefolk, who regularly ambush rival caravans and camps at night. In these scenarios, raw power is of little concern. The greatest importance is placed on speed—striking quickly, spreading as much chaos with their torches in the shortest time possible, allows these riders to get in and out of the blitz without any fear of counterattack. Raiders are the fastest of the Dunefolk, capable of outpacing nearly anything they might encounter in the sandy deserts."
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "{PATH_TEMP}raider.png" "{PATH_TEMP}raider.png" {SOUND_LIST:HUMAN_HIT} }
{DEFENSE_ANIM_FILTERED "{PATH_TEMP}raider.png" "{PATH_TEMP}raider.png" {SOUND_LIST:HUMAN_HIT} (
[filter_second_attack]
range=ranged
[/filter_second_attack]
)}
{DEFENSE_ANIM_FILTERED "{TORCH_STATIC_IMAGE}" "{TORCH_STATIC_IMAGE}" {SOUND_LIST:HUMAN_HIT} (
[filter_second_attack]
range=melee
[/filter_second_attack]
)}
{STANDING_ANIM_SMALL_TORCH "{PATH_TEMP}raider.png" 20 -20 -28}
[movement_anim]
start_time=-0
[frame]
image="{TORCH_STATIC_IMAGE}:150"
[/frame]
[/movement_anim]
[resistance]
blade=90
@ -54,7 +74,7 @@ units/dunefolk/rider/#enddef
start_time=-250
horse_sound_start_time=-250
[frame]
image="{PATH_TEMP}raider.png:400"
image="{TORCH_STATIC_IMAGE}:400"
[/frame]
[horse_sound_frame]
sound=horse-canter.wav
@ -80,3 +100,4 @@ units/dunefolk/rider/#enddef
[/unit_type]
#undef PATH_TEMP
#undef TORCH_STATIC_IMAGE

View file

@ -19,7 +19,7 @@ units/dunefolk/rover/#enddef
usage=mixed fighter
description= _ "Originating from the nomadic wanderers of the open deserts, Rovers, in many ways, represent the ideal Dunefolk soldier: flexible, mobile, equally effective in defense and offense as well as in ranged or close combat. They are hardy inhabitants of the deserts and hills that they call home and experienced hunters and trackers. While lacking training as formal soldiers, the skills Rovers employ for survival in the desert translate readily to warfare. Their unique trait of fighting best at dawn or dusk corresponds with the time when desert temperatures are the most habitable."
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "{PATH_TEMP}rover.png" "{PATH_TEMP}rover.png" {SOUND_LIST:HUMAN_HIT} }
{DEFENSE_ANIM "{PATH_TEMP}rover-defend2.png" "{PATH_TEMP}rover-defend1.png" {SOUND_LIST:HUMAN_HIT} }
[defense]
sand=50

View file

@ -26,7 +26,7 @@ units/dunefolk/skirmisher/#enddef
{ABILITY_SKIRMISHER}
[/abilities]
die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}
{DEFENSE_ANIM "{PATH_TEMP}skirmisher.png" "{PATH_TEMP}skirmisher.png" {SOUND_LIST:HUMAN_FEMALE_HIT} }
{DEFENSE_ANIM "{PATH_TEMP}skirmisher-defend2.png" "{PATH_TEMP}skirmisher-defend1.png" {SOUND_LIST:HUMAN_FEMALE_HIT} }
[attack]
name=spear

View file

@ -23,7 +23,7 @@ units/dunefolk/skirmisher/#enddef
{NOTE_SLOW}
{NOTE_FIRSTSTRIKE}
die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}
{DEFENSE_ANIM "{PATH_TEMP}strider.png" "{PATH_TEMP}strider.png" {SOUND_LIST:HUMAN_FEMALE_HIT} }
{DEFENSE_ANIM "{PATH_TEMP}strider-defend2.png" "{PATH_TEMP}strider-defend1.png" {SOUND_LIST:HUMAN_FEMALE_HIT} }
[abilities]
{ABILITY_SKIRMISHER}

View file

@ -19,7 +19,7 @@ units/dunefolk/rider/#enddef
usage=fighter
description= _ "Among the many different type of Dune horsemen, there are those who most enjoy the frantic melee at the heart of battle. Those who are so disposed—and skilled enough to survive multiple skirmishes—are recruited into the ranks of the Sunderers. As sturdy, robust warriors, these men usually bear short-ranged maces, a rather odd choice of weaponry for most riders. That is not to say Sunderers are impotent in any way: though not typically effective chargers, even a small group of Sunderers is powerful enough to breach any enemy line through sheer force. In a situation that requires it, these horsemen possess enough skill with the bow to weaken enemy forces or pick off fleeing stragglers."
die_sound=horse-die.ogg
{DEFENSE_ANIM "{PATH_TEMP}sunderer.png" "{PATH_TEMP}sunderer.png" {SOUND_LIST:HORSE_HIT} }
{DEFENSE_ANIM "{PATH_TEMP}sunderer-defend2.png" "{PATH_TEMP}sunderer-defend1.png" {SOUND_LIST:HORSE_HIT} }
[resistance]
blade=80