AnimList: Difference between revisions
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Lists the animations that are displayed at the point of impact of the warhead. These are listed in order of increasing | Lists the animations that are displayed at the point of impact of the warhead. These are listed in order of increasing raw damage inflicted by the projectile, so typically the explosions get bigger in relation to the amount of damage caused. If the warhead has {{f|Conventional|yes}} set, the animations defined by the {{sl|AudioVisual|SplashList}} statement are used instead, which follow the same logic. | ||
This can accept an unlimited number of animations. The game will pick which one to show through the weapon's | This can accept an unlimited number 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}} multiplied by the {{f|Firepower}} multiplier of the owner house, and any firepower upgrades the firing unit might have. The final anim is acquired by dividing this delivered damage by 25{{fnl|1}} and rounding down to the nearest whole number. However, there are some special cases where this zero-based index logic is ignored. If the warhead has {{f|EMEffect|yes}}, then it will pick an animation at random. If the warhead has the same ID as the one defined in {{sl|General|LightningWarhead}}, then the animation will be the one defined in {{sl|General|WeatherConBoltExplosion}} regardless. | ||
== Notes == | |||
{{fn|1|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 increas produced by the support beams of the Prism Tower.}} |
Revision as of 04:53, 29 June 2010
Flag: | AnimList |
File(s): | rulesmd.ini |
Values: | Comma-separated list of strings. (Limited to: Animation IDs) |
Applicable to: | Warheads |
Lists the animations that are displayed at the point of impact of the warhead. These are listed in order of increasing raw damage inflicted by the projectile, so typically the explosions get bigger in relation to the amount of damage caused. If the warhead has Conventional=yes set, the animations defined by the [AudioVisual]→SplashList= statement are used instead, which follow the same logic.
This can accept an unlimited number 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 final anim is acquired by dividing this delivered damage by 251 and rounding down to the nearest whole number. 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 has the same ID as the one defined in [General]→LightningWarhead=, then the animation will be the one defined in [General]→WeatherConBoltExplosion= regardless.
Notes
1 ↑ 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 increas produced by the support beams of the Prism Tower.