############################################################## # This is a Unit Sprite script. ############################################################## 0 # Required 0 UNIT_SPRITE { UNIT_SPRITE_MOVE 1 { # This is the sprite action definition block. All sprite # actions require this block if the sprite action is defined. # SPRITE_NUM_FRAMES 11 # number of frames of animation SPRITE_FIRST_FRAME 0 # the index of the first frame SPRITE_WIDTH 96 # the width of each sprite image SPRITE_HEIGHT 72 # the height of each sprite image SPRITE_HOT_POINTS # the hot points (center points) of # the sprite for each of the 5 facings 48 50 # facing 1 48 50 # facing 2 48 50 # facing 3 48 50 # facing 4 48 50 # facing 5 } ANIM 1 { ANIM_TYPE 1 ANIM_NUM_FRAMES 10 ANIM_PLAYBACK_TIME 1000 ANIM_DELAY 0 ANIM_FRAME_DATA 1 2 3 4 5 6 7 8 9 10 ANIM_MOVE_DELTAS 0 ANIM_TRANSPARENCIES 0 } UNIT_SPRITE_ATTACK 1 UNIT_SPRITE_ATTACK_IS_DIRECTIONAL 0 { # This is the sprite action definition block. All sprite # actions require this block if the sprite action is defined. # SPRITE_NUM_FRAMES 8 # number of frames of animation SPRITE_FIRST_FRAME 0 # the index of the first frame SPRITE_WIDTH 96 # the width of each sprite image SPRITE_HEIGHT 72 # the height of each sprite image SPRITE_HOT_POINTS # the hot points (center points) of # the sprite for each of the 5 facings 48 50 # facing 1 48 50 # facing 2 48 50 # facing 3 48 50 # facing 4 48 50 # facing 5 } ANIM 1 { ANIM_TYPE 0 ANIM_NUM_FRAMES 20 ANIM_PLAYBACK_TIME 2000 ANIM_DELAY 0 ANIM_FRAME_DATA 0 1 2 3 7 7 7 7 4 5 6 7 7 7 7 3 3 2 1 0 ANIM_MOVE_DELTAS 0 ANIM_TRANSPARENCIES 0 } UNIT_SPRITE_IDLE 1 { SPRITE_NUM_FRAMES 7 SPRITE_FIRST_FRAME 0 SPRITE_WIDTH 96 SPRITE_HEIGHT 72 SPRITE_HOT_POINT 48 50 } ANIM 1 { ANIM_TYPE 1 ANIM_NUM_FRAMES 20 ANIM_PLAYBACK_TIME 200 ANIM_DELAY 60000 ANIM_FRAME_DATA 0 1 2 3 4 4 4 4 5 6 6 6 6 6 5 4 3 2 1 0 ANIM_MOVE_DELTAS 0 ANIM_TRANSPARENCIES 1 { 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 } } UNIT_SPRITE_VICTORY 1 UNIT_SPRITE_IS_DEATH 1 { SPRITE_NUM_FRAMES 9 SPRITE_FIRST_FRAME 0 SPRITE_WIDTH 96 SPRITE_HEIGHT 72 SPRITE_HOT_POINT 48 50 } ANIM 1 { ANIM_TYPE 0 ANIM_NUM_FRAMES 12 ANIM_PLAYBACK_TIME 1200 ANIM_DELAY 0 ANIM_FRAME_DATA 0 1 2 3 4 4 4 4 5 6 7 8 ANIM_MOVE_DELTAS 0 ANIM_TRANSPARENCIES 0 } # # This is the Unit Sprite's Work animation (Special Animation) # to be used when doing special attacks or special movement. # # As you can see, it's not defined. # UNIT_SPRITE_WORK 0 # # Unit Sprite Attributes Section # # # This section specifies a bunch of unit sprite attributes # # # Firepoints # # This block indicates where on the sprite that ammunition should # originate when the unit attacks. This is currently ignored. # UNIT_SPRITE_FIREPOINTS 0 # Work Firepoints # # This block indicates where on the sprite that the ammunition # should originate when the unit special attacks. This is also # currently ignored. # UNIT_SPRITE_FIREPOINTS_WORK 0 # UNIT_SPRITE_MOVEOFFSETS # # These are sprite nudges to be applied when the unit is moving. # They are an alternate way of specifying how many pixels in each # direction that unit should move. There's one pair of offsets # (x,y) for each facing (1-5). # # These are not currently used in the engine. # UNIT_SPRITE_MOVEOFFSETS 1 { 0 0 0 0 0 0 0 0 0 0 } # UNIT_SPRITE_SHIELDPOINTS # # This tag's block, when defined, allows you specify where the # unit's herald shield will appear in the sprite for each of the # 5 facings, for each of the 5 actions that the unit will perform. # # Often a fixed shield position wouldn't always work, as the shield # might cover up an important part of the sprite. This block # allows specific points to be used. # UNIT_SPRITE_SHIELDPOINTS 1 { UNIT_SPRITE_SHIELDPOINTS_MOVE 82 9 82 9 82 9 82 9 82 9 UNIT_SPRITE_SHIELDPOINTS_ATTACK 82 9 82 9 82 9 82 9 82 9 UNIT_SPRITE_SHIELDPOINTS_IDLE 48 36 48 36 48 36 48 36 48 36 UNIT_SPRITE_SHIELDPOINTS_VICTORY 82 9 48 36 48 36 48 36 48 36 UNIT_SPRITE_SHIELDPOINTS_WORK 48 36 48 36 48 36 48 36 48 36 } }