AnimLow
The frame the projectile's flight animation returns to when it loops.
- Applies to
- BulletType
- File
art.ini- Section
[<Image ID>]Image ID: Image= value; no section when omitted- Value
- integer
- When omitted
0
Once the shape steps past AnimHigh, it starts again on this frame instead of at the beginning of the artwork. A value above 0 therefore keeps a few leading frames out of the loop.
The animation runs only while this key or AnimHigh is other than 0. AnimHigh covers what is drawn when both are 0.
A new projectile always starts on frame 0, so this value is skipped on the first pass and takes effect from the second.
A value higher than AnimHigh holds the shape still on this frame after the first pass, because every step from here is already past the last frame of the loop. The exception is 255: the next step wraps the frame number to 0, so the shape runs from frame 0 through AnimHigh, shows frame 255 once, and repeats.
The value is stored in a single byte, so 256 is stored as 0 and anything above 255 wraps around.
The setting is read from the art section named by the projectile’s Image. Write Image= in the projectile’s rules section even when it would name the section itself. Without it, this setting is not read, not even from an art section named after the projectile, as where a projectile’s artwork is read from explains.