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Motion System 2
Since Build 1050 Alpha ABS has improved motion system
Features of Motion System 2:
- No need redo your animations, Motion system 2 use own commands, all your already exists Motions System animation will works fine.
- Support more than 3 frames on each animation. You can create animations with as many frames as you want.
- Support skills. You can create own animations for any skill. Casting animation and using skill animation is separated.
- More frames for weapon attack animation.
- Support custom actions. You can create some animations for enemy or player and play it with uAPI script call anytime.
- Each animation speed and frame count configuration through
Motion System 2 has Demo project with all animation types examples
Demo Project
- Sprites for motions must be in 📁 img/AMotions/
ABS Parameters:
-
<motionX: NAME>
- where NAME - name of motion -
<motionADelay: X>
- where X - delay between frames when attack animation playing. (default 9, minimum 1) -
<motionDelay: X>
- where X - delay between frames when base and in battle state animation playing. -
<motionFrames: COUNT>
- where COUNT - frames count (default 3) -
<motionOffset: DY>
- where DY - offset in pixels for Y coordinate -
<motionWait: Z>
- if 1, the character will be able to move (acting) only after the end of the animation (default 0)
Settings:
Animation sprite sheet structure:
File name structure:
weapon_$motionName_$actor_$index
where $actor
- file name with actor graphics
$index
- index of actor on this graphic file
$motionName
- name of this motion (for use in game)
ABS Parameters:
-
<motionX: X>
- where X - 1 - has motion, 0 - no motion -
<motionADelay>
,<motionDelay>
,<motionFrames>
,<motionOffset>
,<motionWait>
- same as for weapons (see above)
Settings:
Animation sprite sheet structure:
File name structure:
enemy_$actor_$index
where $actor
- file name with actor graphics
$index
- index of actor on this graphic file
ABS Parameters:
-
<motionX: NAME>
- where NAME - name of using skill motion -
<motionADelay: X>
- where X - delay between frames when use skill animation playing. (default 9, minimum 1) -
<motionDelay: X>
- where X - delay between frames when cast skill animation playing. -
<motionFrames: COUNT>
- where COUNT - frames count (default 3) -
<motionOffset: DY>
- where DY - offset in pixels for Y coordinate -
<castMotion: NAME>
- where NAME - name of cast skill motion -
<castMotionFrames: COUNT>
- where COUNT - frames count (default 3) -
<castMotionOffset: DY>
- where DY - offset in pixels for Y coordinate -
<motionWait: Z>
- if 1, the character will be able to move (acting) only after the end of the animation (default 0)
Settings:
Not necessary create both (cast and using) animations
Animation sprite sheet structure:
File name structure:
skill_$motionName_$actor_$index
where $actor
- file name with actor graphics
$index
- index of actor on this graphic file
$motionName
- name of this motion (for use in game)
cast_$motionName_$actor_$index
where $actor
- file name with actor graphics
$index
- index of actor on this graphic file
$motionName
- name of this motion (for use in game)
Examples:
For calling custom motion, use uAPI script calls.
uAPI.playAMotionForPlayer(NAME, FRAMES, DELAY, NOT_MOVE?, OFFSET)
- play motion NAME
for player
Where: FRAMES
- frame count in Motion
DELAY
- delay between frames when playing animation
NOT_MOVE?
- if true - player can control character while playing animation
OFFSET
- offset in pixels for Y coordinate
uAPI.playAMotionForEnemy(EVENT_ID, NAME, FRAMES, DELAY, NOT_MOVE?, OFFSET)
- play motion NAME
for enemy with ID EVENT_ID
on map
Where: EVENT_ID
- enemy event Id on map
FRAMES
- frame count in Motion
DELAY
- delay between frames when playing animation
NOT_MOVE?
- if true - enemy can't moving while playing animation
OFFSET
- offset in pixels for Y coordinate
Example:
Animation sprite sheet structure:
File name structure:
action_$motionName_$actor_$index
where $actor
- file name with actor graphics
$index
- index of actor on this graphic file
$motionName
- name of this motion (for use in game)