AnimList: Difference between revisions
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|files=rulesmd.ini | |files=rulesmd.ini | ||
|values={{values|stringlist|[[Animation]] IDs}} | |values={{values|stringlist|[[Animation]] IDs}} | ||
|types= | |types={{Categ|Warheads}} | ||
|ts=yes | |ts=yes | ||
|fs=yes | |fs=yes | ||
| | |hp=yes | ||
|ra2=yes | |ra2=yes | ||
|yr=yes | |yr=yes | ||
| | |ares=yes | ||
}} | |||
The list of animations created when this warhead explodes, with the creation rules as follows: | |||
{{PAGENAME}} can accept any number<ref name="read limit">Subject to the maximum string limit of 127 characters</ref> of animations. The game will pick which one to show through the damage delivered by the projectile. This is usually the weapon's {{f|Damage|link}} multiplied by the {{f|Firepower|link}} multiplier of the owner house, and any firepower upgrades the firing unit might have. The animation is acquired by dividing this delivered damage by 25<ref name="create rules">This only pays attention to the projectile's ''delivered'' damage, not ''inflicted'' damage. That means {{f|Verses}}, {{f|ProneDamage}} and other target-dependant flags are ignored. In addition, this will ignore the damage increase produced by the support beams of the Prism Tower.</ref> and truncating the result. | |||
For example, up to 24 damage, the first animation in the list will be played. From 25 to 49 damage, the second animation. From 50 to 74 damage, third animation in the list will be played, and so on. When the damage value exceeds the available animation slots in the list, then the last animation in the list is played. | |||
{{ | However, there are some special cases where this zero-based index logic is ignored: | ||
*If the warhead has {{f|EMEffect|yes|link}}, then it will pick an animation at random. | |||
*If the warhead is defined in {{sl|General|LightningWarhead}}, then the animation will be the one defined in {{sl|General|WeatherConBoltExplosion}} regardless. | |||
*If the warhead is defined in {{sl|CombatDamage|C4Warhead}}, the last animation is played for crashing aircraft. | |||
In addition, if the warhead has {{f|Conventional|yes|link}} set, and the projectile hits [[LandTypes|water]], the animations defined by the {{sl|AudioVisual|SplashList}} statement are used instead. | |||
== Footnotes == | |||
<references /> |
Latest revision as of 19:11, 30 April 2025
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Flag: | AnimList |
File(s): | rulesmd.ini |
Values: | Comma-separated list of strings. (Limited to: Animation IDs) |
Applicable to: | Warheads |
The list of animations created when this warhead explodes, with the creation rules as follows:
AnimList can accept any number[1] of animations. The game will pick which one to show through the damage delivered by the projectile. This is usually the weapon's Damage multiplied by the Firepower multiplier of the owner house, and any firepower upgrades the firing unit might have. The animation is acquired by dividing this delivered damage by 25[2] and truncating the result.
For example, up to 24 damage, the first animation in the list will be played. From 25 to 49 damage, the second animation. From 50 to 74 damage, third animation in the list will be played, and so on. When the damage value exceeds the available animation slots in the list, then the last animation in the list is played.
However, there are some special cases where this zero-based index logic is ignored:
- If the warhead has EMEffect=yes, then it will pick an animation at random.
- If the warhead is defined in [General]→LightningWarhead=, then the animation will be the one defined in [General]→WeatherConBoltExplosion= regardless.
- If the warhead is defined in [CombatDamage]→C4Warhead=, the last animation is played for crashing aircraft.
In addition, if the warhead has Conventional=yes set, and the projectile hits water, the animations defined by the [AudioVisual]→SplashList= statement are used instead.
Footnotes
- ↑ Subject to the maximum string limit of 127 characters
- ↑ This only pays attention to the projectile's delivered damage, not inflicted damage. That means Verses, ProneDamage and other target-dependant flags are ignored. In addition, this will ignore the damage increase produced by the support beams of the Prism Tower.