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Main chars battle sprites explanation
jjppof edited this page May 14, 2024
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7 revisions
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:
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:
Here are the animations compositions:
- attack_back:
- ID 1 + ID 2
- GSTLA Editor ID: 7 + 9
- loop false
- attack_front:
- ID 3 + ID 4
- GSTLA Editor ID: 6 + 8 (need flip)
- loop false
- idle_back:
- ID 15 + ID 16 + ID 17
- GSTLA Editor ID: 1 + 3 + 5
- loop true
- idle_front:
- ID 18 + ID 19 + ID 20
- GSTLA Editor ID: 0 + 2 + 4 (need flip)
- loop true
- cast_back:
- ID 5 + ID 6
- GSTLA Editor ID: 15 + 17
- loop true
- cast_front:
- ID 7 + ID 8
- GSTLA Editor ID: 14 + 16 (need flip)
- loop true
- cast_init_back:
- ID 9 + ID 5 + ID 6
- GSTLA Editor ID: 13 + 15 + 17
- loop false
- cast_init_front:
- ID 10 + ID 7 + ID 8
- GSTLA Editor ID: 12 + 14 + 16 (need flip)
- loop false
- damage_back:
- ID 11
- GSTLA Editor ID: 11
- loop false
- damage_front:
- ID 12
- GSTLA Editor ID: 10 (need flip)
- loop false
- downed_back
- ID 13
- GSTLA Editor ID: 19
- loop false
- downed_front
- ID 14
- GSTLA Editor ID: 18 (need flip)
- loop false
- attack_init_back
- ID 1
- GSTLA Editor ID: 7
- loop false
- attack_init_front
- ID 3
- GSTLA Editor ID: 6 (need flip)
- loop false
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