TibiaWiki:Spell Animation Project

I've come 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an idea of creating an animation for every creatures' spell attacks, since Creature Spells page is highly inaccurate, outdated and missing a lot.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 be me alone, there have to be set some rules explaining details, so all contributors' work have the same standard. I will try to write here some broad outline how do I see this, and I if you are willing to help, I would appreciate any suggestions, 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.

=Rules=

General .gif file info

 * 1) Animations' background should be the grey tile for every square
 * 2) It should be rectangular, sized 1 square more in every direction than actual spell size (for berserk which is 3x3 sq, animation should be 5x5 sq)
 * 3) Delay after each frame should amount 0,1s (could vary, in some cases it might be 0,05 / 0,1 / 0,15 / 0,2 because animations with less frames look better and more "natural" (tibia-like) with higher delay, and vice versa, animations with more frames should be faster - lower delay)
 * 4) Delay after animation cycle should be 1s (time when nothing happens)

Creture Sells

 * 1) For every animation there should be specific creature in it (it should be no problem since all sprites are easily accessible User:Arkshi/Sprites, and this looks... weird.

Wave and Beam attacks

 * 1) Creature should be facing east/right
 * 2) Creature should be aligned to center vertically
 * 3) Creature should be aligned to left horizontally
 * 4) "Big" creatures (like demon) with 64x64 px sprite will "touch" the border of image as their "main" square should still be on the second sq from the left - this is to maintain uniformity

Exori-like and Ball-like attacks on itself

 * 1) Creature should be facing east (south would look better but east would be uniform; comments please)
 * 2) Creature should be aligned to center vertically and horizontally
 * 3) Attack animation should appear over the creature sptrite (covering it)

Attacks on target

 * 1) Creature should be facing east
 * 2) Target should be the "bob" - citizen outfit without addons, male, white colors
 * 3) Target facing south / west (decide)
 * 4) Target standing X squares away in straight horizontal line (should it be fixed distance or depending on attack animation size?)
 * 5) Projectile animation
 * 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

Player Spells

 * 1) Animations might have vocation-specific character outfit (but what with spells shared between many vocations)

Wave and Beam attacks

 * 1) Character facing east / south (?, east would be better positioned on site, especially in case of long attacks like GEB)

Attacks on self

 * 1) Character facing east / south (?)

Attacks on target

 * 1) Character facing east
 * 2) Target "bob"
 * 3) Target standing at maximum spell distance (?)
 * 4) 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

Looking for your agreement to specify certain values, etc. Express your opinion and vote on talk page.