The data for one variation of character animations.
struct
RotatedAnimationtrueRotatedAnimationfalseRotatedAnimationtrueRotatedAnimationfalseMust contain exactly 18 or 40 directions, so all of the combination of gun direction and moving direction can be covered. Some of these variations are used in reverse to save space. You can use the character animation in the base game for reference.
RotatedAnimationfalseRotatedAnimationtrueflipped_shadow_running_with_gun must be nil or contain exactly 18 directions, so all of the combination of gun direction and moving direction can be covered. Some of these variations are used in reverse to save space. You can use the character animation in the base game for reference. flipped_shadow_running_with_gun has to have same frame count as running_with_gun.
RotatedAnimationtrueRotatedAnimationtrueRotatedAnimationtrueRotatedAnimationtrueMust contain exactly 18 or 40 directions, so all of the combination of gun direction and moving direction can be covered. Some of these variations are used in reverse to save space. You can use the character animation in the base game for reference.
RotatedAnimationtrueRotatedAnimationtrueArray<ItemID>trueThe names of the armors this animation data is used for. Don't define this if you want the animations to be used for the player without armor.
Array<SmokeSource>trueSmoke generator for when in air.
floattrueWill be clamped to range [0, 1000]. When the character is flying, each SmokeSource in smoke_in_air will generate smoke_cycles_per_tick * SmokeSource::frequency smokes per tick on average.
floattrueWill be clamped to range [0, 1000]. When the character is flying, each SmokeSource in smoke_in_air will generate extra_smoke_cycles_per_tile * SmokeSource::frequency additional smokes per tile moved.
Array<float>trueList of positions in the mining with tool animation when the mining sound and mining particles are created.
Overrides CharacterPrototype::mining_with_tool_particles_animation_positions if defined