TibiaWiki:Spell Animation Project
See also: TibiaWiki:Projects
User:Sv came up with an idea of creating an animation for every creatures' spell attacks, since Creature Spells page is highly inaccurate, outdated and missing a lot. Also many creatures' abilities link to player spells - for example Dragons' Firewave links to exevo flam hur and Fireball links to adori mas flam rune. I hope you agree this needs revision.
However, since this is a lot of work, which won't be done in a day or even a week, and of course not by him alone, there have to be set some rules explaining details, so all contributors' work have the same standard.
This page will contain some broad outline how to do this, and if you are willing to help, any suggestions would be appreciated, comments or changes here or better on talk page.
This would also apply for Spells used by players as most of them don't have animation.
Things to do
Some things need to be done/decided before the project can start:
Make a list of all Player (attack) Spells with no animation image- Make a list of all Creature Spells with no animation image
Decide if the spell casters on the image would face south or east- Maybe more
Lists
Player Spells
there are currently no player spells missing a Template:Scene or an animation.
Creature Spells
The list of creature abilities missing scene data is massive but a good goal is to make scenes for all spells listed on the Creature Spells page. As abilities are created as scenes on creatures the entry in Creature Spells should be removed.
Creature Spells
All creature spells should be defined using the appropriate Template:Ability for the spell and Template:Scene for the look and animation of the spell.
- Creature spells should not link to player spells. For example, A Dragon's Fire Wave attack should NOT link to the players fire wave spell
- The spell name should NOT be linked to the damage type, the element icon is already a link to the damage type.
- It is acceptable to change the background (floor) to one which matches the creatures native environment. For example, using `jungle_grass` for a Hydra is fine but using `lava` is not. When in doubt stick with the default.
- Remember, expect for melee attacks all creature attacks, including distance attacks and healing are in a fixed range where the minimum value is greater then zero.
- When working to determine creature damage range its best to take off all equipment especially those items with elemental protections
- The default target dummy should always be used for the victim
- Do not use the `effect_on_target` scene field only use the `effect` field
- Do not use the `casting_effect` scene field only use the `effect_on_caster` field
Ability Naming Conventions
To make it easier to read the wiki and quickly understand creature abilities we should follow a stand set of conventions.
Attack Types
- Strike/Missiles with max range of 1 should be called "Strikes"
- Strike/Missiles with range > 1 should be called "Missiles"
- Area attacks on target should be called "Balls"
- Area attacks around caster with size equal to Exori maybe called "Exori" but its not preferred
- Area attacks around caster with sqm size of 6 maybe called "Explosions"
- Area attacks around caster in the shape of a ring (ie no effect on or directly around caster) should be called "Ring"
- All other area attacks around caster should be called "Bombs"
- Chain attacks should be called "Chain"
Damage Types
- By default attacks should include the type of damage only
- When a creature has multiple attacks of the same type with the same element additional adjectives can use used to describe the particular attack "small wave", "twave", "sparkles wave", etc...
- When an attack damage and look effect contradict you may add the effect name to make it clearer
Flavorful Names
It is acceptable to use flavorful names but be reasonable. For a point of reference examples include;
- Medusa with the "Medusa's Gaze" attack that turns you into stone
- Harpy with the "Harpy Screech" attack
- Salamander Trainer with the "Troll Yelp" attack
- Several of the unknown creature abilities with only cast effects on themselves
Other
- Additional information such as "fast", "often", "rare", "always", "short" etc... maybe added to the ability's name
Examples
Putting it all thought with examples
- A wave attack dealing fire damage should be called "Fire Wave"
- A earth attack which has a range of 1 should be called "Earth Hit"
- A missile attack with a death missile effect and death hit causing life drain damage might be called "Life drain death missile" or "life drain missile"
- A bird creature with music notes effect on itself could be called "Screech"
- A healing attack that happens every turn maybe called "Fast Self-Healing"
When unsure check for similar attacks of other creatures or as in discord. Good sample monsters are Dragon, Demon, Harpy, Grand Chaplain Gaunder.
Look direction Conventions
- Wave and Beam attacks - Creature should be facing east
- Exori-like and Ball-like attacks on itself - Creature should be facing south
- Attacks on target - Creature should be facing south
Player Spells
- Animations might have vocation-specific character outfit (but what with spells shared between many vocations)
- Spells should be defined using Template:Scene and used for the `animation` parameter of the Template:Infobox Spell
Wave and Beam attacks
- Character facing east / south (?, east would be better positioned on site, especially in case of long attacks like GEB)
Attacks on self
- Character facing east / south (?)
Attacks on target
- Character facing east
- Target "bob"
- Target standing at maximum spell distance (?)
- Projectile (in case of exori ico/hur etc. all 3 weapon types in rotation)
- Travels 1 sq / 0.05 s (or 2sq/50ms, or ?)
- Starts flying from the square creature stand on and lands on target
- Starts flying evenly with first attack animation frame