#textdomain wesnoth
# Macros for setting animations.

# These don't rely on any other macros.   Please don't change this.

#define STANDING_ANIM_DIRECTIONAL BASE_SE_IMAGE BASE_NE_IMAGE
    [standing_anim]
		[if]
			direction=s,se,sw
	        start_time=0
			[frame]
				duration=150
				image={BASE_SE_IMAGE}
			[/frame]
		[/if]
		[else]
			direction=n,ne,nw
	        start_time=0
			[frame]
				duration=150
				image={BASE_NE_IMAGE}
			[/frame]
		[/else]
    [/standing_anim]
#enddef

#define DEFENSE_ANIM REACTION_IMAGE BASE_IMAGE HIT_SOUND
    # Define a defensive animation moving from a specified BASE_IMAGE
    # to REACTION_IMAGE, with HIT_SOUND playing only if a hit occurs.
    [defend]
        start_time=-126
        [frame]
            duration=1
            image={BASE_IMAGE}
        [/frame]
        [frame]
            duration=100
            image={REACTION_IMAGE}
        [/frame]
        [if]
            hits=hit
            [frame]
                duration=150
                image={REACTION_IMAGE}
                sound={HIT_SOUND}
            [/frame]
        [/if]
        [else]
            hits=miss,kill
            [frame]
                duration=150
                image={REACTION_IMAGE}
            [/frame]
        [/else]
        [frame]
            duration=1
            image={BASE_IMAGE}
        [/frame]
    [/defend]
#enddef

#define DEFENSE_ANIM_FILTERED REACTION_IMAGE BASE_IMAGE HIT_SOUND FILTER
    # Define a defensive animation moving from a specified BASE_IMAGE
    # to REACTION_IMAGE, with HIT_SOUND playing only if a hit occurs.  This
    # fires only if FILTER is matched.
    [defend]
        start_time=-126
        {FILTER}
        [frame]
            duration=1
            image={BASE_IMAGE}
        [/frame]
        [frame]
            duration=100
            image={REACTION_IMAGE}
        [/frame]
        [if]
            hits=hit
            [frame]
                duration=150
                image={REACTION_IMAGE}
                sound={HIT_SOUND}
            [/frame]
        [/if]
        [else]
            hits=miss,kill
            [frame]
                duration=150
                image={REACTION_IMAGE}
            [/frame]
        [/else]
        [frame]
            duration=1
            image={BASE_IMAGE}
        [/frame]
    [/defend]
#enddef

#define DEFENSE_ANIM_RANGE REACTION_IMAGE BASE_IMAGE HIT_SOUND RANGE
    # Define a defensive animation moving from a specified BASE_IMAGE
    # to REACTION_IMAGE, with HIT_SOUND playing only if a hit occurs.  This
    # fires only on the class of attacks specified by RANGE.
    [defend]
        start_time=-126
        [attack_filter]
            range={RANGE}
        [/attack_filter]
        [frame]
            duration=1
            image={BASE_IMAGE}
        [/frame]
        [frame]
            duration=100
            image={REACTION_IMAGE}
        [/frame]
        [if]
            hits=hit
            [frame]
                duration=150
                image={REACTION_IMAGE}
                sound={HIT_SOUND}
            [/frame]
        [/if]
        [else]
            hits=miss,kill
            [frame]
                duration=150
                image={REACTION_IMAGE}
            [/frame]
        [/else]
        [frame]
            duration=1
            image={BASE_IMAGE}
        [/frame]
    [/defend]
#enddef

#define DEFENSE_ANIM_DIRECTIONAL REACTION_SE_IMAGE BASE_SE_IMAGE REACTION_NE_IMAGE BASE_NE_IMAGE HITSOUND
    [defend]
        direction=sw,s,se
        start_time=-126
        [frame]
            duration=1
            image={BASE_SE_IMAGE}
        [/frame]
        [frame]
            duration=100
            image={REACTION_SE_IMAGE}
        [/frame]
        [if]
            hits=hit
            [frame]
                duration=150
                image={REACTION_SE_IMAGE}
                sound={HITSOUND}
            [/frame]
        [/if]
        [else]
            hits=miss,kill
            [frame]
                duration=150
                image={REACTION_SE_IMAGE}
            [/frame]
        [/else]
        [frame]
            duration=1
            image={BASE_SE_IMAGE}
        [/frame]
    [/defend]
    [defend]
        direction=nw,n,ne
        start_time=-126
        [frame]
            duration=1
            image={BASE_NE_IMAGE}
        [/frame]
        [frame]
            duration=100
            image={REACTION_NE_IMAGE}
        [/frame]
        [if]
            hits=hit
            [frame]
                duration=150
                image={REACTION_NE_IMAGE}
                sound={HITSOUND}
            [/frame]
        [/if]
        [else]
            hits=miss,kill
            [frame]
                duration=150
                image={REACTION_NE_IMAGE}
            [/frame]
        [/else]
        [frame]
            duration=1
            image={BASE_NE_IMAGE}
        [/frame]
    [/defend]
#enddef

#define DEFENSE_ANIM_DIRECTIONAL_RANGE REACTION_SE_IMAGE BASE_SE_IMAGE REACTION_NE_IMAGE BASE_NE_IMAGE HITSOUND RANGE
    [defend]
        direction=sw,s,se
        range={RANGE}
        start_time=-126
        [frame]
            duration=1
            image={BASE_SE_IMAGE}
        [/frame]
        [frame]
            duration=100
            image={REACTION_SE_IMAGE}
        [/frame]
        [if]
            hits=hit
            [frame]
                duration=150
                image={REACTION_SE_IMAGE}
                sound={HITSOUND}
            [/frame]
        [/if]
        [else]
            hits=miss,kill
            [frame]
                duration=150
                image={REACTION_SE_IMAGE}
            [/frame]
        [/else]
        [frame]
            duration=1
            image={BASE_SE_IMAGE}
        [/frame]
    [/defend]
    [defend]
        direction=nw,n,ne
        range={RANGE}
        start_time=-126
        [frame]
            duration=1
            image={BASE_NE_IMAGE}
        [/frame]
        [frame]
            duration=100
            image={REACTION_NE_IMAGE}
        [/frame]
        [if]
            hits=hit
            [frame]
                duration=150
                image={REACTION_NE_IMAGE}
                sound={HITSOUND}
            [/frame]
        [/if]
        [else]
            hits=miss,kill
            [frame]
                duration=150
                image={REACTION_NE_IMAGE}
            [/frame]
        [/else]
        [frame]
            duration=1
            image={BASE_NE_IMAGE}
        [/frame]
    [/defend]
#enddef

#define DEFENSE_ANIM_ELVEN_RANGE REACTION_IMAGE BASE_IMAGE HIT_SOUND RANGE
    # Define a defensive animation moving from a specified BASE_IMAGE
    # to REACTION_IMAGE, with HIT_SOUND playing only if a hit occurs and an
    # elven halo waxing and waning during the animation.  This
    # fires only on the class of attacks specified by RANGE.
    [defend]
        start_time=-175
        [attack_filter]
            range={RANGE}
        [/attack_filter]
        [frame]
            duration=25
            end=-150
            image={BASE_IMAGE}
            halo=halo/elven/elven-shield-halo-20pct.png
        [/frame]
        [frame]
            duration=25
            image={BASE_IMAGE}
            halo=halo/elven/elven-shield-halo-40pct.png
        [/frame]
        [frame]
            duration=50
            image={REACTION_IMAGE}
            halo=halo/elven/elven-shield-halo-60pct.png
        [/frame]
        [frame]
            duration=50
            image={REACTION_IMAGE}
            halo=halo/elven/elven-shield-halo-80pct.png
        [/frame]
        [if]
            hits=hit
            [frame]
                duration=100
                image={REACTION_IMAGE}
                sound={HIT_SOUND}
                halo=halo/elven/elven-shield-halo-100pct.png
            [/frame]
        [/if]
        [else]
            hits=miss,kill
            [frame]
                duration=100
                image={REACTION_IMAGE}
                halo=halo/elven/elven-shield-halo-100pct.png
            [/frame]
        [/else]
        [frame]
            duration=50
            image={REACTION_IMAGE}
            halo=halo/elven/elven-shield-halo-80pct.png
        [/frame]
        [frame]
            duration=25
            image={BASE_IMAGE}
            halo=halo/elven/elven-shield-halo-60pct.png
        [/frame]
        [frame]
            duration=25
            image={BASE_IMAGE}
            halo=halo/elven/elven-shield-halo-40pct.png
        [/frame]
        [frame]
            duration=25
            image={BASE_IMAGE}
            halo=halo/elven/elven-shield-halo-20pct.png
        [/frame]
    [/defend]
#enddef

# this macro is called on top of every idle animation,
# to provide a standard set of conditions to play the idle animation

#define STANDARD_IDLE_FILTER
    # Poisoned units should have no idle animation.
    [unit_filter]
        [not]
            [wml_filter]
                [status]
                    poisoned="yes"
                [/status]
            [/wml_filter]
        [/not]
    [/unit_filter]
    # Units next to enemies should not have idle animations
    [unit_filter]
        [filter_adjacent]
            is_enemy="yes"
            count=0
        [/filter_adjacent]
    [/unit_filter]
#enddef

#define MISSILE_FRAME_WAIL
    # Animate a projectile for a wail attack.
    [if]
        direction=n,ne,nw

        [missile_frame]
            begin=-300
            end=-230
            image="projectiles/wailprojectile-n-1.png"
            image_diagonal="projectiles/wailprojectile-ne-1.png"
        [/missile_frame]
        [missile_frame]
            begin=-230
            end=-160
            image="projectiles/wailprojectile-n-2.png"
            image_diagonal="projectiles/wailprojectile-ne-2.png"
        [/missile_frame]
        [missile_frame]
            begin=-160
            end=0
            image="projectiles/wailprojectile-n-3.png"
            image_diagonal="projectiles/wailprojectile-ne-3.png"
        [/missile_frame]
        [missile_frame]
            begin=0
            end=40
            image="projectiles/wailprojectile-n-4.png"
            image_diagonal="projectiles/wailprojectile-ne-4.png"
        [/missile_frame]
        [missile_frame]
            begin=40
            end=80
            image="projectiles/wailprojectile-n-5.png"
            image_diagonal="projectiles/wailprojectile-ne-5.png"
        [/missile_frame]
        [missile_frame]
            begin=80
            end=120
            image="projectiles/wailprojectile-n-6.png"
            image_diagonal="projectiles/wailprojectile-ne-6.png"
        [/missile_frame]
    [/if]
    [else]
        direction=s,se,sw
        ### The price of asymmetrical projectiles - here, we use a conditional because the game automatically flips the images for the south frame.  We have a separate set of images for the south part, which are not only flipped vertically, but also have their angle corrected for the sw direction.

        [missile_frame]
            begin=-300
            end=-230
            image="projectiles/wailprojectile-s-1.png"
            image_diagonal="projectiles/wailprojectile-se-1.png"
        [/missile_frame]
        [missile_frame]
            begin=-230
            end=-160
            image="projectiles/wailprojectile-s-2.png"
            image_diagonal="projectiles/wailprojectile-se-2.png"
        [/missile_frame]
        [missile_frame]
            begin=-160
            end=0
            image="projectiles/wailprojectile-s-3.png"
            image_diagonal="projectiles/wailprojectile-se-3.png"
        [/missile_frame]
        [missile_frame]
            begin=0
            end=40
            image="projectiles/wailprojectile-s-4.png"
            image_diagonal="projectiles/wailprojectile-se-4.png"
        [/missile_frame]
        [missile_frame]
            begin=40
            end=80
            image="projectiles/wailprojectile-s-5.png"
            image_diagonal="projectiles/wailprojectile-se-5.png"
        [/missile_frame]
        [missile_frame]
            begin=80
            end=120
            image="projectiles/wailprojectile-s-6.png"
            image_diagonal="projectiles/wailprojectile-se-6.png"
        [/missile_frame]
    [/else]
#enddef

#define MISSILE_FRAME_LIGHT_BEAM
    # Animate a beam of light coming down from the heavens.

    missile_start_time=-245

    [if]
        direction=n,ne,nw

        [missile_frame]
            duration=30
            halo="halo/holy/light-beam-1.png"
            offset=1.0
        [/missile_frame]
        [missile_frame]
            duration=30
            halo="halo/holy/light-beam-2.png"
            offset=1.0
        [/missile_frame]
        [missile_frame]
            duration=30
            halo="halo/holy/light-beam-3.png"
            offset=1.0
        [/missile_frame]
        [missile_frame]
            duration=30
            halo="halo/holy/light-beam-4.png"
            offset=1.0
        [/missile_frame]
        [missile_frame]
            duration=30
            halo="halo/holy/light-beam-5.png"
            offset=1.0
        [/missile_frame]
        [missile_frame]
            duration=30
            halo="halo/holy/light-beam-6.png"
            offset=1.0
        [/missile_frame]
        [missile_frame]
            duration=130
            halo="halo/holy/light-beam-7.png"
            offset=1.0
        [/missile_frame]
        [missile_frame]
            duration=70
            halo="halo/holy/light-beam-6.png"
            offset=1.0
        [/missile_frame]
        [missile_frame]
            duration=70
            halo="halo/holy/light-beam-5.png"
            offset=1.0
        [/missile_frame]
        [missile_frame]
            duration=70
            halo="halo/holy/light-beam-4.png"
            offset=1.0
        [/missile_frame]
        [missile_frame]
            duration=70
            halo="halo/holy/light-beam-3.png"
            offset=1.0
        [/missile_frame]
        [missile_frame]
            duration=70
            halo="halo/holy/light-beam-2.png"
            offset=1.0
        [/missile_frame]
        [missile_frame]
            duration=70
            halo="halo/holy/light-beam-1.png"
            offset=1.0
        [/missile_frame]
    [/if]
    [else]
        direction=s,se,sw

        [missile_frame]
            duration=30
            halo="halo/holy/light-beam-1.png~FL(vert)"
            offset=1.0
        [/missile_frame]
        [missile_frame]
            duration=30
            halo="halo/holy/light-beam-2.png~FL(vert)"
            offset=1.0
        [/missile_frame]
        [missile_frame]
            duration=30
            halo="halo/holy/light-beam-3.png~FL(vert)"
            offset=1.0
        [/missile_frame]
        [missile_frame]
            duration=30
            halo="halo/holy/light-beam-4.png~FL(vert)"
            offset=1.0
        [/missile_frame]
        [missile_frame]
            duration=30
            halo="halo/holy/light-beam-5.png~FL(vert)"
            offset=1.0
        [/missile_frame]
        [missile_frame]
            duration=30
            halo="halo/holy/light-beam-6.png~FL(vert)"
            offset=1.0
        [/missile_frame]
        [missile_frame]
            duration=130
            halo="halo/holy/light-beam-7.png~FL(vert)"
            offset=1.0
        [/missile_frame]
        [missile_frame]
            duration=70
            halo="halo/holy/light-beam-6.png~FL(vert)"
            offset=1.0
        [/missile_frame]
        [missile_frame]
            duration=70
            halo="halo/holy/light-beam-5.png~FL(vert)"
            offset=1.0
        [/missile_frame]
        [missile_frame]
            duration=70
            halo="halo/holy/light-beam-4.png~FL(vert)"
            offset=1.0
        [/missile_frame]
        [missile_frame]
            duration=70
            halo="halo/holy/light-beam-3.png~FL(vert)"
            offset=1.0
        [/missile_frame]
        [missile_frame]
            duration=70
            halo="halo/holy/light-beam-2.png~FL(vert)"
            offset=1.0
        [/missile_frame]
        [missile_frame]
            duration=70
            halo="halo/holy/light-beam-1.png~FL(vert)"
            offset=1.0
        [/missile_frame]
    [/else]
#enddef

#define MISSILE_FRAME_FIRE_BREATH N_OFFSET S_OFFSET N_DIAGONAL_OFFSET S_DIAGONAL_OFFSET
    # Animate a projectile for a fire-breath attack.
    [if]
        direction=n

        [missile_frame]
            begin=-400
            end=100
            halo=projectiles/fire-breath-n-1.png:80,projectiles/fire-breath-n-2.png:80,projectiles/fire-breath-n-3.png:80,projectiles/fire-breath-n-4.png:80,projectiles/fire-breath-n-5.png:80
            halo_x,halo_y={N_OFFSET}
        [/missile_frame]
    [/if]
    [else]
        direction=s

        [missile_frame]
            begin=-400
            end=100
            halo=projectiles/fire-breath-s-1.png:80,projectiles/fire-breath-s-2.png:80,projectiles/fire-breath-s-3.png:80,projectiles/fire-breath-s-4.png:80,projectiles/fire-breath-s-5.png:80
            halo_x,halo_y={S_OFFSET}
        [/missile_frame]
    [/else]
    [else]
        direction=ne,nw

        [missile_frame]
            begin=-400
            end=100
            halo=projectiles/fire-breath-ne-1.png:80,projectiles/fire-breath-ne-2.png:80,projectiles/fire-breath-ne-3.png:80,projectiles/fire-breath-ne-4.png:80,projectiles/fire-breath-ne-5.png:80
            halo_x,halo_y={N_DIAGONAL_OFFSET}
        [/missile_frame]
    [/else]
    [else]
        direction=se,sw

        [missile_frame]
            begin=-400
            end=100
            halo=projectiles/fire-breath-se-1.png:80,projectiles/fire-breath-se-2.png:80,projectiles/fire-breath-se-3.png:80,projectiles/fire-breath-se-4.png:80,projectiles/fire-breath-se-5.png:80
            halo_x,halo_y={S_DIAGONAL_OFFSET}
        [/missile_frame]
    [/else]
#enddef

#define MISSILE_FRAME_FAERIE_FIRE
    # Animate a projectile for a faerie-fire attack.
    [missile_frame]
        begin=-500
        end=-350
        image="projectiles/icemissile-n-1.png"
        image_diagonal="projectiles/icemissile-ne-1.png"
        halo=halo/elven/ice-halo1.png:100,halo/elven/ice-halo2.png:100,halo/elven/ice-halo3.png:25
        halo_x,halo_y=0,0
    [/missile_frame]
    [missile_frame]
        begin=-350
        end=-200
        image="projectiles/icemissile-n-2.png"
        image_diagonal="projectiles/icemissile-ne-2.png"
        halo=halo/elven/ice-halo3.png:75,halo/elven/ice-halo4.png:75
        halo_x,halo_y=0,0
    [/missile_frame]
    [missile_frame]
        begin=-200
        end=-50
        image="projectiles/icemissile-n-3.png"
        image_diagonal="projectiles/icemissile-ne-3.png"
        halo=halo/elven/ice-halo5.png:100,halo/elven/ice-halo1.png:100,halo/elven/ice-halo2.png:50
        halo_x,halo_y=0,0
    [/missile_frame]
    [missile_frame]
        begin=-50
        end=0
        image="projectiles/icemissile-n-4.png"
        image_diagonal="projectiles/icemissile-ne-4.png"
        halo=halo/elven/ice-halo6.png
        halo_x,halo_y=0,0
    [/missile_frame]
    [missile_frame]
        begin=25
        end=75
        image="projectiles/icemissile-n-5.png"
        image_diagonal="projectiles/icemissile-ne-5.png"
        halo=halo/elven/ice-halo7.png
        halo_x,halo_y=0,0
    [/missile_frame]
    [missile_frame]
        begin=75
        end=125
        image="projectiles/icemissile-n-6.png"
        image_diagonal="projectiles/icemissile-ne-6.png"
        halo=halo/elven/ice-halo8.png
        halo_x,halo_y=0,0
    [/missile_frame]
    [missile_frame]
        begin=125
        end=175
        image="projectiles/icemissile-n-7.png"
        image_diagonal="projectiles/icemissile-ne-7.png"
        halo=halo/elven/ice-halo9.png
        halo_x,halo_y=0,0
    [/missile_frame]
#enddef

#define MISSILE_FRAME_FIREBALL
    # Animate a projectile for a fireball attack.

    missile_start_time=-350

	[if]
		direction=n,ne,nw
		hits=yes

		[missile_frame]
    		duration=40
    		image="projectiles/fireball-n-1.png"
    		image_diagonal="projectiles/fireball-nw-1.png"
    		offset=0.0~0.10
    	[/missile_frame]
    	[missile_frame]
    		duration=100
    		image="projectiles/fireball-n-2.png"
    		image_diagonal="projectiles/fireball-nw-2.png"
    		offset=0.1~0.30
    	[/missile_frame]
    	[missile_frame]
    		duration=125
    		image="projectiles/fireball-n.png"
    		image_diagonal="projectiles/fireball-nw.png"
    		offset=0.3~0.60
    	[/missile_frame]
    	[missile_frame]
    		duration=55
    		image="projectiles/fireball-n-2.png"
    		image_diagonal="projectiles/fireball-nw-2.png"
    		offset=0.7~0.8
    	[/missile_frame]
    	[missile_frame]
    		duration=30
    		image="projectiles/fireball-n-1.png"
    		image_diagonal="projectiles/fireball-nw-1.png"
    		offset=0.8~0.9
    	[/missile_frame]

		[missile_frame]
			duration=60
			halo="projectiles/fireball-impact-1.png"
			offset=1.0
		[/missile_frame]
		[missile_frame]
			duration=60
			halo="projectiles/fireball-impact-2.png"
			offset=1.0
		[/missile_frame]
		[missile_frame]
			duration=60
			halo="projectiles/fireball-impact-3.png"
			offset=1.0
		[/missile_frame]
		[missile_frame]
			duration=60
			halo="projectiles/fireball-impact-4.png"
			offset=1.0
		[/missile_frame]
		[missile_frame]
			duration=60
			halo="projectiles/fireball-impact-5.png"
			offset=1.0
		[/missile_frame]
		[missile_frame]
			duration=60
			halo="projectiles/fireball-impact-6.png"
			offset=1.0
		[/missile_frame]
		[missile_frame]
			duration=60
			halo="projectiles/fireball-impact-7.png"
			offset=1.0
		[/missile_frame]
		[missile_frame]
			duration=60
			halo="projectiles/fireball-impact-8.png"
			offset=1.0
		[/missile_frame]
		[missile_frame]
			duration=60
			halo="projectiles/fireball-impact-9.png"
			offset=1.0
		[/missile_frame]
		[missile_frame]
			duration=60
			halo="projectiles/fireball-impact-10.png"
			offset=1.0
		[/missile_frame]
		[missile_frame]
			duration=60
			halo="projectiles/fireball-impact-11.png"
			offset=1.0
		[/missile_frame]
		[missile_frame]
			duration=60
			halo="projectiles/fireball-impact-12.png"
			offset=1.0
		[/missile_frame]
		[missile_frame]
			duration=60
			halo="projectiles/fireball-impact-13.png"
			offset=1.0
		[/missile_frame]
		[missile_frame]
			duration=60
			halo="projectiles/fireball-impact-14.png"
			offset=1.0
		[/missile_frame]
		[missile_frame]
			duration=60
			halo="projectiles/fireball-impact-15.png"
			offset=1.0
		[/missile_frame]
		[missile_frame]
			duration=60
			halo="projectiles/fireball-impact-16.png"
			offset=1.0
		[/missile_frame]
	[/if]
	[else]
		direction=s,se,sw
		hits=yes

		[missile_frame]
    		duration=40
    		image="projectiles/fireball-n-1.png"
    		image_diagonal="projectiles/fireball-nw-1.png"
    		offset=0.0~0.10
    	[/missile_frame]
    	[missile_frame]
    		duration=100
    		image="projectiles/fireball-n-2.png"
    		image_diagonal="projectiles/fireball-nw-2.png"
    		offset=0.1~0.30
    	[/missile_frame]
    	[missile_frame]
    		duration=125
    		image="projectiles/fireball-n.png"
    		image_diagonal="projectiles/fireball-nw.png"
    		offset=0.3~0.60
    	[/missile_frame]
    	[missile_frame]
    		duration=55
    		image="projectiles/fireball-n-2.png"
    		image_diagonal="projectiles/fireball-nw-2.png"
    		offset=0.7~0.8
    	[/missile_frame]
    	[missile_frame]
    		duration=30
    		image="projectiles/fireball-n-1.png"
    		image_diagonal="projectiles/fireball-nw-1.png"
    		offset=0.8~0.9
    	[/missile_frame]

		[missile_frame]
			duration=60
			halo="projectiles/fireball-impact-1.png~FL(vert)"
			offset=1.0
		[/missile_frame]
		[missile_frame]
			duration=60
			halo="projectiles/fireball-impact-2.png~FL(vert)"
			offset=1.0
		[/missile_frame]
		[missile_frame]
			duration=60
			halo="projectiles/fireball-impact-3.png~FL(vert)"
			offset=1.0
		[/missile_frame]
		[missile_frame]
			duration=60
			halo="projectiles/fireball-impact-4.png~FL(vert)"
			offset=1.0
		[/missile_frame]
		[missile_frame]
			duration=60
			halo="projectiles/fireball-impact-5.png~FL(vert)"
			offset=1.0
		[/missile_frame]
		[missile_frame]
			duration=60
			halo="projectiles/fireball-impact-6.png~FL(vert)"
			offset=1.0
		[/missile_frame]
		[missile_frame]
			duration=60
			halo="projectiles/fireball-impact-7.png~FL(vert)"
			offset=1.0
		[/missile_frame]
		[missile_frame]
			duration=60
			halo="projectiles/fireball-impact-8.png~FL(vert)"
			offset=1.0
		[/missile_frame]
		[missile_frame]
			duration=60
			halo="projectiles/fireball-impact-9.png~FL(vert)"
			offset=1.0
		[/missile_frame]
		[missile_frame]
			duration=60
			halo="projectiles/fireball-impact-10.png~FL(vert)"
			offset=1.0
		[/missile_frame]
		[missile_frame]
			duration=60
			halo="projectiles/fireball-impact-11.png~FL(vert)"
			offset=1.0
		[/missile_frame]
		[missile_frame]
			duration=60
			halo="projectiles/fireball-impact-12.png~FL(vert)"
			offset=1.0
		[/missile_frame]
		[missile_frame]
			duration=60
			halo="projectiles/fireball-impact-13.png~FL(vert)"
			offset=1.0
		[/missile_frame]
		[missile_frame]
			duration=60
			halo="projectiles/fireball-impact-14.png~FL(vert)"
			offset=1.0
		[/missile_frame]
		[missile_frame]
			duration=60
			halo="projectiles/fireball-impact-15.png~FL(vert)"
			offset=1.0
		[/missile_frame]
		[missile_frame]
			duration=60
			halo="projectiles/fireball-impact-16.png~FL(vert)"
			offset=1.0
		[/missile_frame]
	[/else]
	[else]
		direction=n,ne,nw
		hits=no

		[missile_frame]
    		duration=40
    		image="projectiles/fireball-n-1.png"
    		image_diagonal="projectiles/fireball-nw-1.png"
    		offset=0.0~0.1
    	[/missile_frame]
    	[missile_frame]
			duration=40
			halo="projectiles/fireball-impact-3.png"
			offset=0.1~0.3
		[/missile_frame]
		[missile_frame]
			duration=40
			halo="projectiles/fireball-impact-4.png"
			offset=0.3~0.4
			alpha=1.0~0.8
		[/missile_frame]
		[missile_frame]
			duration=40
			halo="projectiles/fireball-impact-5.png"
			offset=0.4~0.45
			alpha=0.8~0.6
		[/missile_frame]
		[missile_frame]
			duration=40
			halo="projectiles/fireball-impact-6.png"
			offset=0.45~0.5
			alpha=0.6~0.4
		[/missile_frame]
		[missile_frame]
			duration=40
			halo="projectiles/fireball-impact-7.png"
			offset=0.5
			alpha=0.4~0.2
		[/missile_frame]
		[missile_frame]
			duration=40
			halo="projectiles/fireball-impact-8.png"
			offset=0.5
			alpha=0.2~0.0
		[/missile_frame]
    [/else]
    [else]
		direction=s,se,sw
		hits=no

		[missile_frame]
    		duration=40
    		image="projectiles/fireball-n-1.png"
    		image_diagonal="projectiles/fireball-nw-1.png"
    		offset=0.0~0.1
    	[/missile_frame]
    	[missile_frame]
			duration=40
			halo="projectiles/fireball-impact-3.png~FL(vert)"
			offset=0.1~0.3
		[/missile_frame]
		[missile_frame]
			duration=40
			halo="projectiles/fireball-impact-4.png~FL(vert)"
			offset=0.3~0.4
			alpha=1.0~0.8
		[/missile_frame]
		[missile_frame]
			duration=40
			halo="projectiles/fireball-impact-5.png~FL(vert)"
			offset=0.4~0.45
			alpha=0.8~0.6
		[/missile_frame]
		[missile_frame]
			duration=40
			halo="projectiles/fireball-impact-6.png~FL(vert)"
			offset=0.45~0.5
			alpha=0.6~0.4
		[/missile_frame]
		[missile_frame]
			duration=40
			halo="projectiles/fireball-impact-7.png~FL(vert)"
			offset=0.5
			alpha=0.4~0.2
		[/missile_frame]
		[missile_frame]
			duration=40
			halo="projectiles/fireball-impact-8.png~FL(vert)"
			offset=0.5
			alpha=0.2~0.0
		[/missile_frame]
    [/else]
#enddef

#define MISSILE_FRAME_ICE
    [if]
        hits=yes
        [missile_frame]
            begin=-200
            end=0
            image="projectiles/whitemissile-n.png"
            image_diagonal="projectiles/whitemissile-ne.png"
            offset=0.0~0.8
        [/missile_frame]
        [missile_frame]
            begin=0
            end=50
            halo="projectiles/whitemissile-impact-1.png"
            offset=0.8
        [/missile_frame]
        [missile_frame]
            begin=50
            end=100
            halo="projectiles/whitemissile-impact-2.png"
            offset=0.92
        [/missile_frame]
        [missile_frame]
            begin=100
            end=150
            halo="projectiles/whitemissile-impact-3.png"
            offset=0.94
        [/missile_frame]
        [missile_frame]
            begin=150
            end=200
            halo="projectiles/whitemissile-impact-4.png"
            offset=0.96
        [/missile_frame]
        [missile_frame]
            begin=200
            end=250
            halo="projectiles/whitemissile-impact-5.png"
            offset=0.98
        [/missile_frame]
        [missile_frame]
            begin=250
            end=300
            halo="projectiles/whitemissile-impact-6.png"
            offset=1.0
        [/missile_frame]
        [missile_frame]
            begin=300
            end=350
            halo="projectiles/whitemissile-impact-7.png"
            offset=1.02
        [/missile_frame]
        [missile_frame]
            begin=350
            end=400
            halo="projectiles/whitemissile-impact-8.png"
            offset=1.04
        [/missile_frame]
    [/if]
    [else]
        hits=no
        [missile_frame]
            begin=-200
            end=0
            image="projectiles/whitemissile-n.png"
            image_diagonal="projectiles/whitemissile-ne.png"
            offset=0.0~0.8
            alpha=.8~0.0:200
        [/missile_frame]
    [/else]
#enddef

#define MISSILE_FRAME_HATCHET
    # Animate a projectile for a thrown-hatchet attack.
    [missile_frame]
        begin=-200
        end=-150
        image="projectiles/hatchet-2.png"
        image_diagonal="projectiles/hatchet-2.png"
    [/missile_frame]
    [missile_frame]
        begin=-150
        end=-100
        image="projectiles/hatchet-3.png"
        image_diagonal="projectiles/hatchet-3.png"
    [/missile_frame]
    [missile_frame]
        begin=-100
        end=-50
        image="projectiles/hatchet-4.png"
        image_diagonal="projectiles/hatchet-4.png"
    [/missile_frame]
    [missile_frame]
        begin=-50
        end=0
        image="projectiles/hatchet-1.png"
        image_diagonal="projectiles/hatchet-1.png"
    [/missile_frame]
#enddef

#define FIRE_BURST_SMALL
    [missile_frame]
        begin=0
        end=75
        image="projectiles/fire-burst-small-1.png"
        image_diagonal="projectiles/fire-burst-small-1.png"
        offset=0.8
    [/missile_frame]
    [missile_frame]
        begin=75
        end=150
        image="projectiles/fire-burst-small-2.png"
        image_diagonal="projectiles/fire-burst-small-2.png"
        offset=0.83
    [/missile_frame]
    [missile_frame]
        begin=150
        end=225
        image="projectiles/fire-burst-small-3.png"
        image_diagonal="projectiles/fire-burst-small-3.png"
        offset=0.86
    [/missile_frame]
    [missile_frame]
        begin=225
        end=300
        image="projectiles/fire-burst-small-4.png"
        image_diagonal="projectiles/fire-burst-small-4.png"
        offset=0.89
    [/missile_frame]
    [missile_frame]
        begin=300
        end=375
        image="projectiles/fire-burst-small-5.png"
        image_diagonal="projectiles/fire-burst-small-5.png"
        offset=0.92
    [/missile_frame]
    [missile_frame]
        begin=375
        end=450
        image="projectiles/fire-burst-small-6.png"
        image_diagonal="projectiles/fire-burst-small-6.png"
        offset=0.95
    [/missile_frame]
    [missile_frame]
        begin=450
        end=525
        image="projectiles/fire-burst-small-7.png"
        image_diagonal="projectiles/fire-burst-small-7.png"
        offset=0.98
    [/missile_frame]
    [missile_frame]
        begin=525
        end=600
        image="projectiles/fire-burst-small-8.png"
        image_diagonal="projectiles/fire-burst-small-8.png"
        offset=1.0
    [/missile_frame]
#enddef
