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Main chars battle sprites explanation
Ideally, battle sprites (chars and weapons) must have the following animations:
- attack_back
- attack_front
- idle_back
- idle_front
- cast_back
- cast_front
- cast_init_back
- cast_init_front
- damage_back
- damage_front
- downed_back
- downed_front
- attack_init_back
- attack_init_front
Considering we have the following sprites as an example (please notice these are not GSTLA Editor IDs):
ID 1:
ID 2:
ID 3:
ID 4:
ID 5:
ID 6:
ID 7:
ID 8:
ID 9:
ID 10:
ID 11:
ID 12:
ID 13:
ID 14:
ID 15:
ID 16:
ID 17:
ID 18:
ID 19:
ID 20:
Find below the standard battle animations for GSHTML5. It's not necessary to have all the animations below in order to work, also, the frames number per animation doesn't need to be the same as below. The animations below are just for reference in order to work properly with the abilities battle animations that already come built-in in the engine.
When extracting the sprites from GSTLA Editor, please notice that different chars may have these frames in different locations/IDs. Even though these IDs vary among chars, a single char with its weapons must match the IDs. So for example, Garet's battle frame 0 must match with Garet's axe battle frame 0.
- attack_back:
- ID 1 + ID 2
- loop false
- attack_front:
- ID 3 + ID 4
- loop false
- idle_back:
- ID 15 + ID 16 + ID 17
- loop true
- idle_front:
- ID 18 + ID 19 + ID 20
- loop true
- cast_back:
- ID 5 + ID 6
- loop true
- cast_front:
- ID 7 + ID 8
- loop true
- cast_init_back:
- ID 9 + ID 5 + ID 6
- loop false
- cast_init_front:
- ID 10 + ID 7 + ID 8
- loop false
- damage_back:
- ID 11
- loop false
- damage_front:
- ID 12
- loop false
- downed_back
- ID 13
- loop false
- downed_front
- ID 14
- loop false
- attack_init_back
- ID 1
- loop false
- attack_init_front
- ID 3
- loop false
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