23 lines
1.1 KiB
Plaintext
23 lines
1.1 KiB
Plaintext
/**
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@page page_animations Compound animations
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Compound animations are a way to temporarily change an object's animation in reaction to events like spellcasting, fighting, etc.
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The basic principle is:
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- an archetype defines a suffix, like "sword" or "spellcasting"
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- when an object does the related action, the code checks for an animation named "object's animation to which is appended the suffix"
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- if the animation exists, it replaces the object's animation for one iteration
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- if no suffix is defined, no animation is applied.
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Animation suffixes are stored in objects in their obj::anim_suffix 's field.
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Existing animation events:
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- when a player attacks with a weapon, the weapon is checked for an animation suffix
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- when an object casts a spell, the spell being cast is checked for an animation suffix
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- when an object uses a skill, the skill is checked for an animation suffix
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- when a player applies an item, the item is checked for an animation suffix.
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From a code's point of view, the main function is apply_anim_suffix(), which does the work to apply a suitable animation.
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*/
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