Database /
Battle Poses
Introduction
Battle poses allow for a standard set of animations to be defined in a sprite sheet. These could include custom poses, such as being startled or surprised, injured, angry, and so forth.
Battle poses work solely off of offsets inside the spritesheet's frames. If spritesheets are different sizes, but follow the same overall frame layout when built, the animations should work.
Example: If one spritesheet is organized as 32x32 frames and another is organized as 32x48 frames, but they follow the same layout inside each spritesheet, the character animations will work the same.
Properties
System
Name | Explanation | Type |
---|---|---|
Name | The name of the battle pose. | String |
Is Looping | Whether or not the animation continues to animate or loop. | Toggle |
Model
Name | Explanation | Type |
---|---|---|
Is Model Animation | Whether or not the animation is for a 3D model. | Toggle |
Animation Name | The model animation to use. | String |
Sprite
Name | Explanation | Type |
---|---|---|
Is Sprite Animation | Whether or not the animation is for a sprite. | Toggle |
Frame Count | The number of frames in the animation. | Number |
Frame Duration | The duration of each animation frame in milliseconds. | Number |
Frame Offset | The number of frames offset from the standard pose of the sprite where the animation exists. | Number |