The data for one variation of character animations.
idle optional | :: RotatedAnimation | |
idle_with_gun | :: RotatedAnimation | |
running optional | :: RotatedAnimation | |
running_with_gun | :: RotatedAnimation | Must contain exactly 18 or 40 directions, so all of the combination of gun direction and moving direction can be covered. [...] |
Must contain exactly 18 or 40 directions, so all of the combination of gun direction and moving direction can be covered. [...] | ||
mining_with_tool | :: RotatedAnimation | |
flipped_shadow_running_with_gun optional | :: RotatedAnimation | flipped_shadow_running_with_gun must be nil or contain exactly 18 directions, so all of the combination of gun direction and moving direction can be covered. [...] |
flipped_shadow_running_with_gun must be nil or contain exactly 18 directions, so all of the combination of gun direction and moving direction can be covered. [...] | ||
idle_in_air optional | :: RotatedAnimation | |
idle_with_gun_in_air optional | :: RotatedAnimation | |
flying optional | :: RotatedAnimation | |
flying_with_gun optional | :: RotatedAnimation | Must contain exactly 18 or 40 directions, so all of the combination of gun direction and moving direction can be covered. [...] |
Must contain exactly 18 or 40 directions, so all of the combination of gun direction and moving direction can be covered. [...] | ||
take_off optional | :: RotatedAnimation | |
landing optional | :: RotatedAnimation | |
armors optional | :: array[ItemID] | The names of the armors this animation data is used for. [...] |
The names of the armors this animation data is used for. [...] | ||
smoke_in_air optional | :: array[SmokeSource] | Smoke generator for when in air. |
Smoke generator for when in air. | ||
smoke_cycles_per_tick optional | :: float | Will be clamped to range [0, 1000]. [...] |
Will be clamped to range [0, 1000]. [...] | ||
extra_smoke_cycles_per_tile optional | :: float | Will be clamped to range [0, 1000]. [...] |
Will be clamped to range [0, 1000]. [...] |
idle_with_gun | :: RotatedAnimation | |
mining_with_tool | :: RotatedAnimation | |
running_with_gun | :: RotatedAnimation | Must contain exactly 18 or 40 directions, so all of the combination of gun direction and moving direction can be covered. [...] |
Must contain exactly 18 or 40 directions, so all of the combination of gun direction and moving direction can be covered. [...] | ||
armors optional | :: array[ItemID] | The names of the armors this animation data is used for. [...] |
The names of the armors this animation data is used for. [...] | ||
extra_smoke_cycles_per_tile optional | :: float | Will be clamped to range [0, 1000]. [...] |
Will be clamped to range [0, 1000]. [...] | ||
flipped_shadow_running_with_gun optional | :: RotatedAnimation | flipped_shadow_running_with_gun must be nil or contain exactly 18 directions, so all of the combination of gun direction and moving direction can be covered. [...] |
flipped_shadow_running_with_gun must be nil or contain exactly 18 directions, so all of the combination of gun direction and moving direction can be covered. [...] | ||
flying optional | :: RotatedAnimation | |
flying_with_gun optional | :: RotatedAnimation | Must contain exactly 18 or 40 directions, so all of the combination of gun direction and moving direction can be covered. [...] |
Must contain exactly 18 or 40 directions, so all of the combination of gun direction and moving direction can be covered. [...] | ||
idle optional | :: RotatedAnimation | |
idle_in_air optional | :: RotatedAnimation | |
idle_with_gun_in_air optional | :: RotatedAnimation | |
landing optional | :: RotatedAnimation | |
running optional | :: RotatedAnimation | |
smoke_cycles_per_tick optional | :: float | Will be clamped to range [0, 1000]. [...] |
Will be clamped to range [0, 1000]. [...] | ||
smoke_in_air optional | :: array[SmokeSource] | Smoke generator for when in air. |
Smoke generator for when in air. | ||
take_off optional | :: RotatedAnimation |
Must contain exactly 18 or 40 directions, so all of the combination of gun direction and moving direction can be covered. Some of these variations are used in reverse to save space. You can use the character animation in the base game for reference.
flipped_shadow_running_with_gun must be nil or contain exactly 18 directions, so all of the combination of gun direction and moving direction can be covered. Some of these variations are used in reverse to save space. You can use the character animation in the base game for reference. flipped_shadow_running_with_gun
has to have same frame count as running_with_gun
.
Must contain exactly 18 or 40 directions, so all of the combination of gun direction and moving direction can be covered. Some of these variations are used in reverse to save space. You can use the character animation in the base game for reference.
The names of the armors this animation data is used for. Don't define this if you want the animations to be used for the player without armor.
Smoke generator for when in air.
Default: 1
Will be clamped to range [0, 1000]. When the character is flying, each SmokeSource in smoke_in_air
will generate smoke_cycles_per_tick
* SmokeSource::frequency smokes per tick on average.
Default: 0
Will be clamped to range [0, 1000]. When the character is flying, each SmokeSource in smoke_in_air
will generate extra_smoke_cycles_per_tile
* SmokeSource::frequency additional smokes per tile moved.