Type 1 - Bmp-Part
| <bmp_begin> | Begin Bmp-Part (See Type 0) |
| file(#-#): | Number of Image (See Type 0) |
| sprite\sys\... | Location of Image (See Type 0) |
| w: ... h: ... |
Size of Images (See Type 0) |
| row: ... col: ... |
Arrangement of Images (See Type 0) |
| weapon_hit_sound: ... | If you punish the weapon this sound is played. |
| weapon_drop_sound: ... | If the weapon fall on the floor this sound is played. |
| weapon_broken_sound: ... | If the weapon is destroyed this sound is played. |
| <bmp_end> | End Bmp-Part (See Type 0) |
Type 1 - Weapon Strength List
| <w_s_l> |
Start of Weapon Strength List (Original Tag: <weapon_strength_list>).
With "attacking" in wpoint of the character, you activate a certain "entry" here.
The itr-Tags noted there are combined with itr/kind: 5 in the on_hand frames and so you can vary the
strength in different situations.
|
| entry: |
Number of entry. If you use "attacking: X" in wpoint entry X is activated
|
| dvx. fall: vrest: bdefend: |
Itr-Tags (see itr/kind: 0). These tags replace the standard values in itr/kind: 5.
|
| <w_s_l_e> |
End of Weapon Strength List (Original Tag: <weapon_strength_list>).
|
Type 1 - Frame Header
| <frame> | Start of the frame (See Type 0) |
| pic: ... |
Number of the Image (See Type 0) |
| state: ... | State of the Frame (See Type 0) |
| wait: ... | Duration (See Type 0) |
| next: ... | Next Frame (See Type 0) |
| dvx: ... dvy: ... |
Move Object (See Type 0) |
| centerx: ... centery: ... |
Centerpoint (See Type 0) |
| hit_a: ... hit_d: ... hit_j: ... |
Without function here! |
| [...] | Here you can insert Frame Elements. |
| <frame_end> | End of Frame. (See Type 0) |
<frame> 0 in_the_sky
These frames are used if the object fall down from sky or, if it hurt another object,
if it fall down on ground again.
<frame> 20-35 on_hand
If a character hold the weapon in his hand he activates these frames with "weaponact".
<frame> 40 throwing
If the weapon is thrown these frames are used.
<frame> 60 on_ground
If the weapon lies on the floor these frames are used.
<frame> 70 just_on_ground
Exact function unknown.
The frame there is still being called - it is the reason why a thrown weapon at the end of its range can still hit for no damage.












