Skip to content

Main chars battle sprites explanation

jjppof edited this page May 14, 2024 · 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: 00

ID 2: 01

ID 3: 00

ID 4: 01

ID 5: 00

ID 6: 01

ID 7: 00

ID 8: 01

ID 9: 00

ID 10: 00

ID 11: 00

ID 12: 00

ID 13: 00

ID 14: 00

ID 15: 00

ID 16: 01

ID 17: 02

ID 18: 00

ID 19: 01

ID 20: 02

Here are the animations compositions:

  • attack_back:
    • ID 1 + ID 2
    • loop false

00 01

  • attack_front:
    • ID 3 + ID 4
    • loop false

00 01

  • idle_back:
    • ID 15 + ID 16 + ID 17
    • loop true

00 01 02

  • idle_front:
    • ID 18 + ID 19 + ID 20
    • loop true

00 01 02

  • cast_back:
    • ID 5 + ID 6
    • loop true

00 01

  • cast_front:
    • ID 7 + ID 8
    • loop true

00 01

  • cast_init_back:
    • ID 9 + ID 5 + ID 6
    • loop false

00 00 01

  • cast_init_front:
    • ID 10 + ID 7 + ID 8
    • loop false

00 00 01

  • damage_back:
    • ID 11
    • loop false

00

  • damage_front:
    • ID 12
    • loop false

00

  • downed_back
    • ID 13
    • loop false

00

  • downed_front
    • ID 14
    • loop false

00

  • attack_init_back
    • ID 1
    • loop false

00

  • attack_init_front
    • ID 3
    • loop false

00

Clone this wiki locally