Type 1 - Bmp-Part

<bmp_begin> Begin Bmp-Part (See Type 0)
file(#-#): Number of Image (See Type 0)
sprite\sys\... Location of Image (See Type 0)
w: ...
h: ...
Size of Images (See Type 0)
row: ...
col: ...
Arrangement of Images (See Type 0)
weapon_hit_sound: ... If you punish the weapon this sound is played.
weapon_drop_sound: ... If the weapon fall on the floor this sound is played.
weapon_broken_sound: ... If the weapon is destroyed this sound is played.
<bmp_end> End Bmp-Part (See Type 0)

Type 1 - Weapon Strength List

<w_s_l>
Start of Weapon Strength List (Original Tag: <weapon_strength_list>). With "attacking" in wpoint of the character, you activate a certain "entry" here. The itr-Tags noted there are combined with itr/kind: 5 in the on_hand frames and so you can vary the strength in different situations.
entry:
Number of entry. If you use "attacking: X" in wpoint entry X is activated
  • 1 = Normal Weapon Attack
  • 2 = Jump Weapon Attack
  • 3 = Run Weapon Attack
  • 4 = Dash Weapon Attack
You can add extra-entries as you wish. This can be used for characters that treat weapons differently than normal.
dvx.
fall:
vrest:
bdefend:
Itr-Tags (see itr/kind: 0). These tags replace the standard values in itr/kind: 5.
<w_s_l_e>
End of Weapon Strength List (Original Tag: <weapon_strength_list>).

Type 1 - Frame Header

<frame> Start of the frame (See Type 0)
pic: ...
Number of the Image (See Type 0)
state: ... State of the Frame (See Type 0)
wait: ... Duration (See Type 0)
next: ... Next Frame (See Type 0)
dvx: ...
dvy: ...
Move Object (See Type 0)
centerx: ...
centery: ...
Centerpoint (See Type 0)
hit_a: ...
hit_d: ...
hit_j: ...
Without function here!
[...]  Here you can insert Frame Elements.
<frame_end> End of Frame. (See Type 0)

 

<frame> 0 in_the_sky
These frames are used if the object fall down from sky or, if it hurt another object, if it fall down on ground again.

<frame> 20-35 on_hand
If a character hold the weapon in his hand he activates these frames with "weaponact".

<frame> 40 throwing
If the weapon is thrown these frames are used.

<frame> 60 on_ground
If the weapon lies on the floor these frames are used.

<frame> 70 just_on_ground
Exact function unknown.
The frame there is still being called - it is the reason why a thrown weapon at the end of its range can still hit for no damage.

   
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