More Dunefolk sprite work (#4820)

The horse units are another whole can of worms, I'll leave them for a different PR.

* units - dunefolk - touch-up to burner line base sprites

* units - dunefolk - Burner defense animations

* units - dunefolk - warmaster leading animation

* units - dunefolk soldier defense animations

* units - dunefolk captain leading animation

* units - dunefolk swordsman defense animation

* units - dunefolk captain defense animation

* units - dunefolk burner ranged attack animation, though only male variation for now

* units - dunefolk burner ranged attack animation for female variation

* units - dunefolk explorer defense animation

* units - dunefolk herbalist defense animations

* units - dunefolk Luminary defense animation

* units - Dunefolk Apothecary defense anim

* units - Dunefolk alchemist defense anim

* units - Dunefolk Wayfarer defense anim
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doofus-01 2020-04-04 19:14:49 -07:00 committed by GitHub
parent 9b03b47d8d
commit e659f47a11
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62 changed files with 60 additions and 52 deletions

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@ -26,7 +26,7 @@ units/dunefolk/herbalist/#enddef
{NOTE_POISON}
{NOTE_REGENERATES}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "{PATH_TEMP}alchemist.png" "{PATH_TEMP}alchemist.png" {SOUND_LIST:HUMAN_HIT} }
{DEFENSE_ANIM "{PATH_TEMP}alchemist-defend2.png" "{PATH_TEMP}alchemist-defend1.png" {SOUND_LIST:HUMAN_HIT} }
[resistance]
blade=110

View file

@ -26,7 +26,7 @@ units/dunefolk/herbalist/#enddef
{NOTE_EXTRA_HEAL}
{NOTE_SELF_HEAL}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "{PATH_TEMP}apothecary.png" "{PATH_TEMP}apothecary.png" {SOUND_LIST:HUMAN_HIT} }
{DEFENSE_ANIM "{PATH_TEMP}apothecary-defend2.png" "{PATH_TEMP}apothecary-defend1.png" {SOUND_LIST:HUMAN_HIT} }
[resistance]
blade=110

View file

@ -20,7 +20,7 @@ units/dunefolk/burner/#enddef
usage=archer
description= _ "An oft forgotten hazard of traversing the desert is the freezing cold that descends upon the sands during the night. To combat this, the Dunefolk typically make use of the highly flammable sap of the Sanbaar tree, which burns slowly and gently in small quantities, providing a modest amount of heat and light. In larger amounts, however, Sanbaar sap is very nearly combustible and burns extremely violently. The Dunefolk quickly realized the applicability of such a substance to warfare and regularly employ fire spouting weapons to sow chaos among their enemies."
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "{PATH_TEMP}burner.png" "{PATH_TEMP}burner.png" {SOUND_LIST:HUMAN_HIT} }
{DEFENSE_ANIM "{PATH_TEMP}burner-defend2.png" "{PATH_TEMP}burner-defend1.png" {SOUND_LIST:HUMAN_HIT} }
[resistance]
cold=90
@ -37,13 +37,13 @@ units/dunefolk/burner/#enddef
icon=attacks/dagger-curved.png
[/attack]
[attack]
name=flamethrower
description= _ "flamethrower"
name=bomb
description= _ "tar bomb"
type=fire
range=ranged
damage=7
number=3
icon=attacks/fire-blast.png
icon=attacks/fireball.png
[/attack]
[attack_anim]
@ -58,33 +58,38 @@ units/dunefolk/burner/#enddef
[/attack_anim]
[attack_anim]
[filter_attack]
name=flamethrower
name=bomb
[/filter_attack]
start_time=-225
missile_start_time=-150
start_time=-500
missile_start_time=-200
[if]
hits=yes
[missile_frame]
duration=150
image="projectiles/missile-fire-n.png"
image_diagonal="projectiles/missile-fire-ne.png"
duration=200
image="projectiles/naphtha-gob-n.png"
# image_diagonal="projectiles/naphtha-gob-ne.png" # this is just a symmetric ball for now, but will probably change
offset=0~0.8
y=-5~-45:100,-45~-5:100
[/missile_frame]
{FIRE_BURST_SMALL}
[+missile_frame]
y=-5~20
[/missile_frame]
[frame]
image="{PATH_TEMP}burner.png:300"
image="{PATH_TEMP}burner-fire[1~8].png:[100*8]"
sound=bow-puny-fire.ogg
[/frame]
[/if]
[else]
hits=no
[missile_frame]
duration=150
image="projectiles/missile-fire-n.png"
image_diagonal="projectiles/missile-fire-ne.png"
duration=200
image="projectiles/naphtha-gob-n.png"
# image_diagonal="projectiles/naphtha-gob-ne.png"
y=-5~-45:100,-45~-5:100
[/missile_frame]
[frame]
image="{PATH_TEMP}burner.png:300"
image="{PATH_TEMP}burner-fire[1~8].png:[100*8]"
sound=bow-puny-fire-miss.ogg
[/frame]
[/else]
@ -94,7 +99,7 @@ units/dunefolk/burner/#enddef
gender=female
image="{PATH_TEMP}burner+female.png"
die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}
{DEFENSE_ANIM "{PATH_TEMP}burner+female.png" "{PATH_TEMP}burner+female.png" {SOUND_LIST:HUMAN_FEMALE_HIT} }
{DEFENSE_ANIM "{PATH_TEMP}burner+female-defend2.png" "{PATH_TEMP}burner+female-defend1.png" {SOUND_LIST:HUMAN_FEMALE_HIT} }
[attack_anim]
[filter_attack]
name=dagger
@ -107,21 +112,24 @@ units/dunefolk/burner/#enddef
[/attack_anim]
[attack_anim]
[filter_attack]
name=flamethrower
name=bomb
[/filter_attack]
start_time=-225
missile_start_time=-150
start_time=-500
missile_start_time=-200
[if]
hits=yes
[missile_frame]
duration=150
image="projectiles/missile-fire-n.png"
image_diagonal="projectiles/missile-fire-ne.png"
image="projectiles/naphtha-gob-n.png"
offset=0~0.8
y=-5~-45:100,-45~-5:100
[/missile_frame]
{FIRE_BURST_SMALL}
[+missile_frame]
y=-5~20
[/missile_frame]
[frame]
image="{PATH_TEMP}burner+female.png:300"
image="{PATH_TEMP}burner+female-fire[1~8].png:[100*8]"
sound=bow-puny-fire.ogg
[/frame]
[/if]
@ -129,11 +137,11 @@ units/dunefolk/burner/#enddef
hits=no
[missile_frame]
duration=150
image="projectiles/missile-fire-n.png"
image_diagonal="projectiles/missile-fire-ne.png"
image="projectiles/naphtha-gob-n.png"
y=-5~-45:100,-45~-5:100
[/missile_frame]
[frame]
image="{PATH_TEMP}burner+female.png:300"
image="{PATH_TEMP}burner+female-fire[1~8].png:[100*8]"
sound=bow-puny-fire-miss.ogg
[/frame]
[/else]

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@ -8,12 +8,6 @@ units/dunefolk/soldier/#enddef
name= _ "Dune Captain"
race=dunefolk
image="{PATH_TEMP}captain.png"
[leading_anim]
start_time=-150
[frame]
image="{PATH_TEMP}captain.png"
[/frame]
[/leading_anim]
hitpoints=48
movement_type=dunearmoredfoot
movement=5
@ -29,7 +23,8 @@ units/dunefolk/soldier/#enddef
description= _ "Traditionally hailing from noble or military families, captains are the core of most Dunefolk platoons. Usually chosen based on heritage rather than merit, many officers are often relatively weak with the blade, but still reasonably trained in tactics. Their abilities lie largely in directing their troops to strategically advantageous positions rather than directly raising their morale. The presence of such a commander is rarely inspiring for most soldiers, but they still readily follow the expert tactical direction of their captains."
{NOTE_LEADERSHIP}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "{PATH_TEMP}captain.png" "{PATH_TEMP}captain.png" {SOUND_LIST:HUMAN_HIT} }
{DEFENSE_ANIM "{PATH_TEMP}captain-defend2.png" "{PATH_TEMP}captain-defend1.png" {SOUND_LIST:HUMAN_HIT} }
{LEADING_ANIM "{PATH_TEMP}captain-leading2.png" "{PATH_TEMP}captain-leading1.png" (-18,-36)}
[attack]
name=scimitar

View file

@ -19,7 +19,7 @@ units/dunefolk/rover/#enddef
usage=mixed fighter
description= _ "A slow-moving caravan out in the open desert is a prime target for bandits or marauders. In order to protect themselves, the Dunefolk employ special warriors to scout and repel potential threats. In doing so, these fleet fighters not only protect their vulnerable caravans, but pilfer the supplies of supposed raiders for themselves. When employed for warfare, explorers no longer act only as scouts for probing enemies, but are skilled enough to be effective flankers or potent shock attackers."
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "{PATH_TEMP}explorer.png" "{PATH_TEMP}explorer.png" {SOUND_LIST:HUMAN_HIT} }
{DEFENSE_ANIM "{PATH_TEMP}explorer-defend2.png" "{PATH_TEMP}explorer-defend1.png" {SOUND_LIST:HUMAN_HIT} }
[resistance]
pierce=90

View file

@ -28,7 +28,7 @@ Even among the nomadic Dunefolk, herbalists journey a great deal in search of th
{NOTE_HEALS}
{NOTE_SELF_HEAL}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "{PATH_TEMP}herbalist.png" "{PATH_TEMP}herbalist.png" {SOUND_LIST:HUMAN_HIT} }
{DEFENSE_ANIM "{PATH_TEMP}herbalist-defend2.png" "{PATH_TEMP}herbalist-defend1.png" {SOUND_LIST:HUMAN_HIT} }
[resistance]
blade=110

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@ -28,7 +28,7 @@ There is some speculation that a secret order exists among the Luminaries. These
{NOTE_CURES}
{NOTE_SELF_HEAL}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "{PATH_TEMP}luminary.png" "{PATH_TEMP}luminary.png" {SOUND_LIST:HUMAN_HIT} }
{DEFENSE_ANIM "{PATH_TEMP}luminary-defend2.png" "{PATH_TEMP}luminary-defend1.png" {SOUND_LIST:HUMAN_HIT} }
[resistance]
blade=110

View file

@ -19,7 +19,7 @@ units/dunefolk/soldier/#enddef
usage=fighter
description= _ "While most Dunefolk castes serve an additional practical purpose beyond only direct warfare, cities and caravans usually train a group of soldiers completely dedicated to military purposes. By practicing intensely to hone their skills in swordplay, these warriors learn to navigate tricky fights in close quarters, mastering their enemies through melee combat. A typical Dunefolk formation makes use of this adeptness by placing soldiers in a spaced pattern, allowing them to assault and overwhelm clustered enemy lines by engaging them in quasi-single combat."
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "{PATH_TEMP}soldier.png" "{PATH_TEMP}soldier.png" {SOUND_LIST:HUMAN_HIT} }
{DEFENSE_ANIM "{PATH_TEMP}soldier-defend2.png" "{PATH_TEMP}soldier-defend1.png" {SOUND_LIST:HUMAN_HIT} }
[attack]
name=scimitar

View file

@ -20,11 +20,11 @@ units/dunefolk/soldier/#enddef
description= _ "In a direct clash of large armies, the Dunefolk commonly encounter either densely packed shield walls or heavily fortified enemy positions. Striking against these highly organized fronts can be quite challenging — an enemy formation might leave only small, brief gaps between shields and armor while threatening a counterstrike with a thrust of spears and projectiles. Dunefolk swordplay thus places a heavy emphasis on power and more importantly, precision. A warrior might find only one chance to strike at an enemy, but an experienced swordsman is more than likely to seize the opportunity and make his strike count. Honing in with almost unnatural accuracy, a contingent of of swordsmen is enough to crack even the sternest of defenses."
{NOTE_MARKSMAN}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "{PATH_TEMP}swordsman.png" "{PATH_TEMP}swordsman.png" {SOUND_LIST:HUMAN_HIT} }
{DEFENSE_ANIM "{PATH_TEMP}swordsman-defend2.png" "{PATH_TEMP}swordsman-defend1.png" {SOUND_LIST:HUMAN_HIT} }
[attack]
name=scimitar
description= _ "scimitar"
name=scimitar_force
description= _ "forceful scimitar strike"
type=blade
range=melee
damage=15
@ -32,8 +32,8 @@ units/dunefolk/soldier/#enddef
icon=attacks/scimitar.png
[/attack]
[attack]
name=scimitar
description= _ "scimitar"
name=scimitar_balance
description= _ "balanced scimitar slash"
type=blade
range=melee
damage=12
@ -46,11 +46,21 @@ units/dunefolk/soldier/#enddef
[attack_anim]
[filter_attack]
name=scimitar
name=scimitar_balance
[/filter_attack]
start_time=-200
[frame]
image="{PATH_TEMP}swordsman.png"
image="{PATH_TEMP}swordsman.png:500"
[/frame]
{SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}
[/attack_anim]
[attack_anim]
[filter_attack]
name=scimitar_force
[/filter_attack]
start_time=-300
[frame]
image="{PATH_TEMP}swordsman.png:500"
[/frame]
{SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}
[/attack_anim]

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@ -8,12 +8,6 @@ units/dunefolk/soldier/#enddef
name= _ "Dune Warmaster"
race=dunefolk
image="{PATH_TEMP}warmaster.png"
[leading_anim]
start_time=-150
[frame]
image="{PATH_TEMP}warmaster.png"
[/frame]
[/leading_anim]
hitpoints=57
movement_type=dunearmoredfoot
movement=5
@ -30,6 +24,7 @@ units/dunefolk/soldier/#enddef
description= _ "In direct contrast with other Dunefolk commanders, many high-ranking generals focus heavily on rousing their troops and maintaining high morale. Warmasters are often found at the forefront of battle, fighting and bleeding alongside their soldiers. While these commanders usually leave the finer strategic details to their lower-ranking captains, they are certainly capable tacticians as well; many a battle has been won on an inventive or surprise maneuver that is often the creative byproduct of combat experience rather than formal training. Said to be a veteran of a thousand battles, a warmaster is an expert leader that should never be underestimated."
{NOTE_LEADERSHIP}
die_sound={SOUND_LIST:HUMAN_DIE}
{LEADING_ANIM "{PATH_TEMP}warmaster-leading2.png" "{PATH_TEMP}warmaster-leading1.png" (-10,-38)}
{DEFENSE_ANIM "{PATH_TEMP}warmaster.png" "{PATH_TEMP}warmaster.png" {SOUND_LIST:HUMAN_HIT} }
[attack]

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@ -28,7 +28,7 @@ units/dunefolk/rover/#enddef
... it comes as a surprise to even me that I traveled nearly halfway across the Northern Dunes in my twenty-one day expedition. It would take the caravan nearly three months to make that trip, but I do suppose the circumstances around my joruney were somewhat extenuating. On the bright side, I was able to procure some salted roc meat along the way, which should make for a fine treat for the children. It will also be nice to see some of the other Wayfarers again. My tale might not be that impressive to them, but at least it is an improvement over my previous encounter with the wyvern...”"
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "{PATH_TEMP}wayfarer.png" "{PATH_TEMP}wayfarer.png" {SOUND_LIST:HUMAN_HIT} }
{DEFENSE_ANIM "{PATH_TEMP}wayfarer-defend2.png" "{PATH_TEMP}wayfarer-defend1.png" {SOUND_LIST:HUMAN_HIT} }
[resistance]
pierce=80