The follwoing properties of a prop let you control its main map animation (all in code already):
"maxNumberOfFrames":1
Setting this value to anything above one indicates an animated prop. The engien will assume as many animation stages (frames) as you define here.
"updateTicksNeededTillNextFrame": 100.0,
The speed of the animation. A higher number means slower here. If you want e.g. have an animation at double speed set this to 50.
"chanceToTriggerAnimationCycle": 100.0,
The chance that the animation is started (and restarted). Lower means you will see the animation happen less often over time. 100 means a continous animation, repeating itself all the time.
"propFrameHeight": 100,
The y height of one anmation frame. Usually this is 100 pixels (e.g. creatures in combat with 2 frames are 100x, 200y). But for large or small token/sprites you can adjust the size accordingly here. Please not ethat propFrameHeight multiplied with maxNumberOfFrames should equal the full y height of your sprite sheet.
"sizeFactor": 100,
This determines you much you want to enlarge or shrink the animation onscreen. A value of 200 e.g. would doubel x and y dimension of the animation,. dispalying it over four map squares instead of one. Please note that you always place the top left corner of the animation in toolset.
"doOnce": false,
This animation runs only once (unless reactivated via script).
"animationIsActive": true,
Turn animation on and off.
"hiddenWhenComplete": false,
The animation (and therewith the whole prop) is invisible when it's not currently running through an animation cycle.
"hiddenWhenNotActive": false,
The animation (and therewith the whole prop) is invisible when it's not currently active.
"framesNeededForFullFadeInFadeOut": 15
This determines how swiftly your animated prop fades in and out after all frames have been done (numberOfCyclesNeededForCompletion * maxNumberOfFrames). When set to 0 (default), there's no fade in or out. The higher, the more slowly the fading happens. Please do not enter a number higher than half of (numberOfCyclesNeededForCompletion * maxNumberOfFrames). E.g. 15 framesNeededForFullFadeInOut feels quite nicely if you need avalue for orientation.
"numberOfCyclesNeededForCompletion": 25
This determines how many times you want the animation to repeat before it is considered complete. DoOnce will only register once all cycles have been done. ChanceToTriggerAnimationCycle will trigger the number of cycles specified here.
[WIP]