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| {{Animation nav}} | | {{Animation nav}} |
| Parts of Animdata.d2 referenced by monstats.txt | | Parts of Animdata.d2 referenced by monstats.txt |
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| + | This file has data on how to play the animations of players and monsters in normal gameplay. The game engine keeps track of all units, their current animation, and controls the transition between animations. Generally, animations play until they complete but there are special rules for certain types of animations. For example, idle and run animations can be interrupted at any time by an action while a GetHit animation can preempt other animations.<br> |
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| + | This process governs how responsive characters will be during gameplay. Faster hit recovery animations will allow you to run or strike back sooner. Faster attacks allow you to deal more damage over time or strike more evasively. The information here gives the baseline speeds and are modified by skills and stats on equipment. |
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| '''Code''' - identifies a collection of animations<br> | | '''Code''' - identifies a collection of animations<br> |
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| '''StartingFrame''' - frame number to start at<br> | | '''StartingFrame''' - frame number to start at<br> |
| '''ActionFlagFrames''' - frame numbers that have an action flag set<br> | | '''ActionFlagFrames''' - frame numbers that have an action flag set<br> |
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| + | FramesPerDirection denotes the number of frames in the animation. The place in the animation is tracked by an animation counter where every frame has a set of 256 counts where it is the displayed frame. The currently active frame can be found by dividing the counter by 256 and taking the integer portion of the result.<br> |
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| + | Every game simulation cycle, the counter is incremented at a certain amount. The standard amount is AnimationSpeed and can be modified by game conditions. Having an AnimationSpeed of 256 will advance the counter to the next frame every game cycle while an AnimationSpeed of 128 will require two game cycles to advance the counter to indicate the next frame. |
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| + | The animations are categorized by unit code, animation mode, and type of weapon held by the unit. The unit code denotes the type of unit, whether it be one of the player character types or a monster. The animation mode corresponds with the type of action the unit is performing. wclass corresponds weapon class of the equipped weapons. Without a weapon, the wclass is HTH. The base item class can be found in weapons.txt and dual wielding has its own type depending on the items equipped in each hand. |
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| + | Codes for player classes<br> |
| + | [[#AI|AI]] Assassin<br> |
| + | [[#AM|AM]] Amazon<br> |
| + | [[#BA|BA]] Barbarian<br> |
| + | [[#DZ|DZ]] Druid<br> |
| + | [[#NE|NE]] Necromancer<br> |
| + | [[#PA|PA]] Paladin<br> |
| + | [[#SO|SO]] Sorceress<br> |
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| + | Modes<br> |
| + | DT - Death<br> |
| + | NU - Neutral<br> |
| + | WL - Walk<br> |
| + | RN - Run<br> |
| + | GH - Get Hit<br> |
| + | TN - Town Neutral<br> |
| + | TW - Town Walk<br> |
| + | A1 - Attack 1<br> |
| + | A2 - Attack 2<br> |
| + | BL - Block<br> |
| + | SC - Spell cast<br> |
| + | TH - Throw<br> |
| + | KK - Kick<br> |
| + | DD - Dead<br> |
| + | S1 S2 S3 S4 - Sequence/skill specific<br> |
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| + | Weapon classes<br> |
| + | HTH - Hand to Hand<br> |
| + | 1HS - One handed swing<br> |
| + | 2HS - Two handed swing<br> |
| + | 1HT - One handed thrust<br> |
| + | 2HT - Two handed thrust<br> |
| + | HT1 - One hand-to-hand<br> |
| + | HT2 - Two hand-to-hand<br> |
| + | BOW - Bow<br> |
| + | XBW - Crossbow<br> |
| + | STF - Staff<br> |
| + | 1JS = left hand swing, right hand stab<br> |
| + | 1JT = both hand stab<br> |
| + | 1SS = both hand swing<br> |
| + | 1ST = left hand stab, right hand swing<br> |
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| ===10=== | | ===10=== |