Lightning strike
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Lightning strike
I made lightning strike (halo) graphics for a campaign character and I thought they might be usable by delfador as well.
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Any chance of an ingame screenshot for those of us who don't have time right now to fiddle with Wesnoth's internals?Xan wrote:The images are actually named "lightning-strike-*" rather than "lightning-bolt-*", so either they have to be renamed or the WML changed.
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Suuuurre... (This is just a photoshop composite, fwiw)Sangel wrote:Any chance of an ingame screenshot for those of us who don't have time right now to fiddle with Wesnoth's internals?
And by the way, Xan - these look really nice. If you have any other SFX graphics lying around, zookeeper/I might well be interested in looking at them - you never know where they might be useful.
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Can we do that with our current WML code? If so, it could be pretty awesome...Boucman wrote:maybe keep both, and have a variant animation for delf's attack...
(how abuot one for normal attacks and one for final blows... )
Lightning bolt. Lightning bolt. *One Second Pause* LIGHTNING STRIKE! *Death Animation*
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It's sith lightning! Ah, Xan has turned to the dark side
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Boucman wrote:how abuot one for normal attacks and one for final blows
You can, but it's a pain in the arse. When Delfador attacks, you need to store his opponent's hitpoints. You can use [if] [else] to select one of two or more animations - this is currently used for units that have different animations when they hit or miss. But you could also filter it based on whether the opponent's hitpoints are low enough to be killed by this strike.Sangel wrote:Can we do that with our current WML code?
This will just use the base damage, without allowing for resistance/vulnerability. If you do want to account for that, you could probably filter it further, at least by movement_type if not by 'non-standard' resistances, but this would HUGELY increase the amount of code required.
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My thought exactly.Sapient wrote:It's sith lightning! Ah, Xan has turned to the dark side
IMHO this shouldn't replace the old lightning. The old stuff was ordinary whitish-yellow lightning; this is evil bluish sith lightning. They each have their uses.
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The old lightning looks like your ordinary lightning, from a good mage. This lightning looks like something from an evil spell caster, I love it though.
And would love to use it for the Sidhe, if Turin is fine with doing all the committing that is.
And would love to use it for the Sidhe, if Turin is fine with doing all the committing that is.
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Having looked at this, Xan's work is really an evolutionary advancement of zookeepers. Xan created his from scratch, but he followed an identical method (except with a few improvements on the end).Woodwizzle wrote:I think it looks more realistic. It could be recolored to be more Delfador-ish. Delfador shouldn't have both the old and new as variations as they are stylistically different.
Because of this, we should not "use both" - rather, if we want a different color of lightning, we should either recreate something at this same level (except in a different color), or recolor this - but I think we should replace the old with this.
I'll do so, unless I hear any objection from zookeeper.
We can do a lot more fancy animation (and other) filtering already in 1.3+, so doing an attack animation that's only used on the killing blow would be very simple. Actually, we could do that just as easily in 1.2, too, if we wanted to. The animation WML bends rather well to all sorts of special situations (like filtering by damage types, opponent unit type, whatever) directly, which is nice for these kind of effects.Fiach Dubh wrote:Boucman wrote:how abuot one for normal attacks and one for final blowsYou can, but it's a pain in the arse. When Delfador attacks, you need to store his opponent's hitpoints. You can use [if] [else] to select one of two or more animations - this is currently used for units that have different animations when they hit or miss. But you could also filter it based on whether the opponent's hitpoints are low enough to be killed by this strike.Sangel wrote:Can we do that with our current WML code?
This will just use the base damage, without allowing for resistance/vulnerability. If you do want to account for that, you could probably filter it further, at least by movement_type if not by 'non-standard' resistances, but this would HUGELY increase the amount of code required.