//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Last Changes: //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Model ("Dragon") { meshAndTree ("Dragon_Fire_Body.ASC" DONT_USE_MESH) registerMesh ("Dragon_Fire_Body.ASC") registerMesh ("Dragon_Rock_Body.ASC") registerMesh ("Dragon_Swamp_Body.ASC") registerMesh ("Dragon_Ice_Body.ASC") registerMesh ("Dragon_Undead_Body.ASC") aniEnum { // | KEYWORD | ANI-NAME |LAYER| NEXT-ANI | BI | BO |F |ASC-FILE | DIR |FF |LF //---------------------------------------------------------------------------------------------------------------------------- ////////////////////////// // FIST MOVEMENT ////////////////////////// // FISTRUN ani ("s_FistRun" 1 "s_FistRun" 0.1 0.1 M. "Dra_RunAmbient_A01.asc" F 0 100) { *eventSFX (11 "DRG_Rock_Ambient" EMPTY_SLOT ) *eventPFX (35 1 "DRAGON_BREATH_SMOKE" "BIP01 HEAD" ATTACH) *eventPFXStop (45 1) } aniBlend ("t_FistRun_2_FistRunL" "s_FistRunL" 0.2 0.2) ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Dra_Run_A01.asc" F 17 42) { *eventSFX (19 "DRG_Rock_Crumble" EMPTY_SLOT ) *eventPFX (23 1 "DRAGON_STEPS" "Bip01 R Foot" ) *eventSFX (25 "TRO_STEPBOOM" EMPTY_SLOT ) *eventPFX (37 2 "DRAGON_STEPS" "Bip01 L Foot" ) *eventSFX (38 "TRO_STEPBOOM" EMPTY_SLOT ) *eventCamTremor (24 1000 700 2 5 ) *eventCamTremor (37 1000 700 2 5 ) } aniBlend ("t_FistRunL_2_FistRun" "s_FistRun" 0.1 0.1) aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.1 0.1) ani ("t_FistJumpB" 1 "s_FistRun" 0.1 0.1 M. "Dra_JumpB_A01.asc" F 1 20) { *eventSFX (17 "TRO_STEPBOOM" EMPTY_SLOT ) *eventPFX (9 1 "DRAGON_STEPS" "Bip01 R Foot" ) *eventPFX (10 2 "DRAGON_STEPS" "Bip01 L Foot" ) } // NORMAL RUN MODE ani ("s_Run" 1 "s_Run" 0.1 0.1 M. "Dra_RunAmbient_A01.asc" F 0 100) { //*eventPFX (3 10 "DRAGON_STONES" "Bip01 Bone19" ) //*eventPFX (5 11 "DRAGON_STONES" "Bip01 Bone04" ) *eventSFX (12 "DRG_Rock_Crumble" EMPTY_SLOT ) *eventPFX (35 1 "DRAGON_BREATH_SMOKE" "BIP01 HEAD" ATTACH) *eventPFXStop (45 1) } aniBlend ("t_Run_2_RunL" "s_RunL" 0.2 0.2) ani ("s_RunL" 1 "s_RunL" 0.0 0.0 M. "Dra_Run_A01.asc" F 17 42) { *eventPFX (24 21 "DRAGON_STEPS" "Bip01 R Foot" ) *eventSFX (25 "TRO_STEPBOOM" EMPTY_SLOT ) *eventCamTremor (24 1000 700 2 5 ) *eventCamTremor (37 1000 700 2 5 ) *eventPFX (37 22 "DRAGON_STEPS" "Bip01 L Foot" ) *eventSFX (38 "TRO_STEPBOOM" EMPTY_SLOT ) } aniBlend ("t_RunL_2_Run" "s_Run") aniBlend ("t_RunR_2_Run" "s_Run") // NORMAL WALK aniAlias ("s_Walk" 1 "s_Walk" 0.1 0.1 M. "s_FistRun" F) // FISTWALK ani ("s_FistWalk" 1 "s_FistWalk" 0.1 0.1 M. "Dra_RunAmbient_A01.asc" F 0 100) { *eventPFX (35 1 "DRAGON_BREATH_SMOKE" "BIP01 HEAD" ATTACH) *eventPFXStop (45 1) //*eventPFX (46 30 "DRAGON_STONES" "Bip01 Bone18" ) *eventSFX (48 "DRG_Rock_Crumble" EMPTY_SLOT ) } ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.1 0.1 M. "Dra_Walk_A01.asc" F 0 16) ani ("s_FistWalkL" 1 "s_FistWalkL" 0.1 0.1 M. "Dra_Walk_A01.asc" F 17 50) { *eventSFX (25 "TRO_STEPBOOM" EMPTY_SLOT ) // *eventSFX (40 "TRO_STEPBOOM" EMPTY_SLOT ) } aniAlias ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.1 0.1 M. "t_FistWalk_2_FistWalkL" R) aniAlias ("t_FistWalkR_2_FistWalk" 1 "s_FistWalk" 0.1 0.1 M. "t_FistWalk_2_FistWalkL" R) // FISTWALK Backwards aniAlias ("t_FistWalk_2_FistWalkBL" 1 "s_FistWalkBL" 0.1 0.1 M. "t_FistWalk_2_FistWalkL" F) aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.1 0.1 M. "s_FistWalkL" R) aniAlias ("t_FistWalkBL_2_FistWalk" 1 "s_FistWalk" 0.1 0.1 M. "t_FistWalk_2_FistWalkL" R) aniBlend ("t_FistWalkBR_2_FistWalk" "s_FistWalk" 0.2 0.2) // TRANSITIONS WALK - RUN - WALK aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk") aniBlend ("t_FistWalk_2_FistRun" "s_FistRun") aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.3 0.3) aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.3 0.3) // STRAFE ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.1 0.1 M. "Dra_StrafeL_A01.asc" F 0 50) { *eventSFX ( 20 "DEM_WINGFLAP" ) *eventSFX (45 "M_FALL_HUGE" EMPTY_SLOT ) *eventPFX (43 1 "DRAGON_STEPS" "Bip01 L Foot" ) *eventPFX (44 2 "DRAGON_STEPS" "Bip01 R Foot" ) } ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.1 0.1 M. "Dra_StrafeL_A01.asc" F 50 100) { *eventSFX (70 "DEM_WINGFLAP" ) *eventSFX (95 "M_FALL_HUGE" EMPTY_SLOT ) *eventPFX (93 3 "DRAGON_STEPS" "Bip01 L Foot" ) *eventPFX (94 4 "DRAGON_STEPS" "Bip01 R Foot" ) } aniAlias ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.1 0.1 M. "t_FistRunStrafeL" F) aniAlias ("t_FistWalkStrafeR" 1 "t_FistWalkStrafeR" 0.1 0.1 M. "t_FistRunStrafeL" F) ///////////////////// // FIST TURNING ///////////////////// ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.1 1.0 M. "Dra_TurnLeft_A01.asc" F 0 25) { *eventSFX ( 15 "DEM_WINGFLAP" ) } aniAlias ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.1 1.0 M. "t_FistRunTurnL" F) ani ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.1 1.0 M. "Dra_TurnRight_A01.asc" F 0 25) { *eventSFX ( 15 "DEM_WINGFLAP" ) } aniAlias ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.1 1.0 M. "t_FistRunTurnR" F) ////////////////////////// // FALL ////////////////////////// // ------------------------------------------------------------------------------------------------------------------------------------- // FALLDN // --------------------------------------------------------------------------------------------------------------------------------- // Freier Fall ani ("s_FallDn" 1 "s_FallDn" 0.1 0.1 MF "Dra_FallDn_A01.asc" F 0 15) { *eventSFX ( 10 "DEM_WINGFLAP" ) } // ----------------------------------------------------------------------------------------------------------------------------- // Landung auf den Beinen ohne Schaden ani ("t_FallDn_2_Stand" 1 "" 0.1 0.1 M. "Dra_FallDn_A01.asc" F 15 30) { *eventSFX (25 "M_FALL_HUGE" EMPTY_SLOT ) } // ------------------------------------------------------------------------------------------------------------------------------------- /////////////////// // STUMBLE /////////////////// // ----------------------------------------------------------------------------------------------------------------------------- // Vorwärts Stolpern ani ("t_Stumble" 20 "" 0.1 0.1 M. "Dra_Stumble2_A01.asc" F 1 20) { //*eventPFX (6 1 "DRAGON_STONES" "Bip01 Neck1" ) *eventSFX (7 "DRG_Rock_Crumble" EMPTY_SLOT ) } // ----------------------------------------------------------------------------------------------------------------------------- // Rückwärts Stolpern ani ("t_StumbleB" 20 "" 0.1 0.1 M. "Dra_Stumble2_A01.asc" F 1 20) { //*eventPFX (6 2 "DRAGON_STONES" "Bip01 Neck1" ) *eventSFX (7 "DRG_Rock_Crumble" EMPTY_SLOT ) } // GOTHIT aniAlias ("t_GotHit" 2 "" 0.1 0.1 M. "t_Stumble" F ) ////////////////////////// // DIE ////////////////////////// // --------------------------------------------------------------------------------------------------------------------------------- // DEAD ani ("t_Dead" 1 "s_Dead" 0.1 0.0 M. "Dra_Dead_A01.asc" F 1 84 FPS:15) { *eventSFX (4 "DRG_Rock_Die" EMPTY_SLOT ) *eventPFX (5 1 "DRAGON_DIE" "Bip01 Spine4" ATTACH ) *eventSFX (60 "DRG_Rock_Fall" EMPTY_SLOT ) *eventPFX (75 2 "DRAGON_DIE_SMOKE" "Bip01 Spine4" ) *eventCamTremor (75 1000 700 20 50 ) } ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "Dra_Dead_A01.asc" F 85 85) // --------------------------------------------------------------------------------------------------------------------------------- // DEADB ani ("t_DeadB" 1 "s_DeadB" 0.1 0.0 M. "Dra_Dead_A01.asc" F 1 84 FPS:15) { *eventSFX (4 "DRG_Rock_Die" EMPTY_SLOT ) *eventPFX (5 1 "DRAGON_DIE" "Bip01 Spine4" ATTACH ) *eventSFX (60 "DRG_Rock_Fall" EMPTY_SLOT ) *eventPFX (75 2 "DRAGON_DIE_SMOKE" "Bip01 Spine4" ) *eventCamTremor (75 1000 700 20 50 ) } ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "Dra_Dead_A01.asc" F 85 85) // ------------------------------------------------------------------------------------------------------------------------------------- // WhirlAround // WhirlAround CCW ani ("t_surprise_CCW" 1 "s_surprise" 0.2 0.2 MF "Dra_TurnLeft_A01.asc" F 1 25) // WhirlAround CW ani ("t_surprise_CW" 1 "s_surprise" 0.2 0.2 MF "Dra_TurnRight_A01.asc" F 1 25) // Surprise aniAlias ("s_surprise" 1 "s_surprise" 0.1 0.1 M. "s_FistRun" F) ////////////////////////// // LOOK Autoaiming ////////////////////////// // Seitenwinkel: +/- 60° Höhenwinkel: +/- 45° ani ("c_look_1" 9 "" 0.0 0.0 . "Dra_Look_A01.asc" F 0 0) ani ("c_look_2" 9 "" 0.0 0.0 . "Dra_Look_A01.asc" F 1 1) ani ("c_look_3" 9 "" 0.0 0.0 . "Dra_Look_A01.asc" F 2 2) ani ("c_look_4" 9 "" 0.0 0.0 . "Dra_Look_A01.asc" F 3 3) ani ("c_look_5" 9 "" 0.0 0.0 . "Dra_Look_A01.asc" F 4 4) ani ("c_look_6" 9 "" 0.0 0.0 . "Dra_Look_A01.asc" F 5 5) ani ("c_look_7" 9 "" 0.0 0.0 . "Dra_Look_A01.asc" F 6 6) ani ("c_look_8" 9 "" 0.0 0.0 . "Dra_Look_A01.asc" F 7 7) ani ("c_look_9" 9 "" 0.0 0.0 . "Dra_Look_A01.asc" F 8 8) // aniComb ("t_look" 9 "t_look" 0.3 0.3 M. "c_look_" 9) // FIST DRAW ani ("t_Run_2_Fist" 1 "s_Fist" 0.1 0.0 M. "Dra_MagReady_A01.asc" F 1 4) ani ("s_Fist" 1 "s_Fist" 0.0 0.0 M. "Dra_MagReady_A01.asc" F 5 5) ani ("t_Fist_2_FistRun" 1 "s_FistRun" 0.0 0.1 M. "Dra_MagReady_A01.asc" F 6 10) { *eventTag (6 "DEF_FIGHTMODE" "FIST") } ani ("t_FistRun_2_Fist" 1 "s_Fist" 0.1 0.0 M. "Dra_MagReady_A01.asc" R 6 10) { *eventTag (6 "DEF_FIGHTMODE" "") } aniAlias ("t_Fist_2_Run" 1 "" 0.0 0.1 M. "t_Run_2_Fist" R) ///////////////// // ATTACK ///////////////// ani ("s_FistAttack" 1 "s_FistAttack" 0.1 0.1 M. "Dra_Attack01_A01.asc" F 1 40) { *eventTag (0 "DEF_HIT_LIMB" "BIP01 HEAD") *eventTag (0 "DEF_OPT_FRAME" "24") *eventTag (0 "DEF_HIT_END" "40") *eventTag (0 "DEF_WINDOW" "24 34") *eventTag (0 "DEF_DIR" "O") *eventSFX (10 "DRG_Rock_Crumble" EMPTY_SLOT ) *eventPFX (16 1 "DRAGON_FIREATTACK" "BIP01 HEAD" ATTACH) *eventSFX (21 "dem_wingflap" EMPTY_SLOT ) *eventPFXStop (33 1) // *eventSFX (37 "M_FALL_HUGE" EMPTY_SLOT ) } ani ("t_FistParadeJumpB" 1 "" 0.1 0.1 M. "Dra_JumpB_A01.asc" F 1 20) { *eventSFX (4 "TRO_STEPBOOM" EMPTY_SLOT ) *eventSFX (17 "TRO_STEPBOOM" EMPTY_SLOT ) } aniAlias ("t_FistParade_0" 1 "" 0.1 0.1 M. "t_FistParadeJumpB" F) ///////////////// // SCRIPT ANIS ///////////////// ani ("t_Warn" 1 "" 0.1 0.1 M. "Dra_Warn_A01.asc" F 1 50) // ani ("t_Perception" 2 "" 0.1 0.1 M. "Dra_Perception_A01.asc" F 1 74 FPS:12.5) // // ani ("t_spawn" 1 "s_fistrun" 0.0 0.1 M. "Dra_Spawn_A01.asc" F 1 49) ////////////////// // MAGIC ////////////////// // --------------------------------------------------------------------------------------------------- // FIGHT MODE TRANSITIONS FOR MAGIC / FIST // --------------------------------------------------------------------------------------------------- aniBlend ("t_Fist_2_Mag" "s_Mag" 0.2 0.2) aniBlend ("t_Mag_2_Fist" "s_Fist" 0.2 0.2) // --------------------------------------------------------------------------------------------------- // DRAW MAGIC ani ("t_Run_2_Mag" 1 "s_Mag" 0.1 0.1 M. "Dra_MagReady_A01.asc" F 1 4) ani ("s_Mag" 1 "s_Mag" 0.0 0.0 M. "Dra_MagReady_A01.asc" F 5 5) ani ("t_Mag_2_MagRun" 1 "s_MagRun" 0.0 0.1 M. "Dra_MagReady_A01.asc" F 6 10) { *eventTag (7 "DEF_FIGHTMODE" "MAG") } ani ("t_MagRun_2_Mag" 1 "s_Mag" 0.1 0.0 M. "Dra_MagReady_A01.asc" R 5 10) { *eventTag (7 "DEF_FIGHTMODE" "") } ani ("t_Mag_2_Run" 1 "" 0.0 0.1 M. "Dra_MagReady_A01.asc" R 1 5) ani ("t_FistMove_2_Move" 1 "" 0.0 0.0 M. "Dra_RunAmbient_A01.asc" F 0 0) { *eventTag (0 "DEF_FIGHTMODE" "") } ani ("t_Move_2_FistMove" 1 "" 0.0 0.0 M. "Dra_RunAmbient_A01.asc" F 0 0) { *eventTag (0 "DEF_FIGHTMODE" "FIST") } ani ("t_MagMove_2_Move" 1 "" 0.0 0.0 M. "Dra_RunAmbient_A01.asc" F 0 0) { *eventTag (0 "DEF_FIGHTMODE" "") } ani ("t_Move_2_MagMove" 1 "" 0.0 0.0 M. "Dra_RunAmbient_A01.asc" F 0 0) { *eventTag (0 "DEF_FIGHTMODE" "MAG") } // --------------------------------------------------------------------------------------------------- // MAGIC MOVEMENT ani ("s_MagRun" 1 "s_MagRun" 0.1 0.1 M. "Dra_RunAmbient_A01.asc" F 0 100) { *eventPFX (35 1 "DRAGON_BREATH_SMOKE" "BIP01 HEAD" ATTACH) *eventPFXStop (45 1) } ani ("s_MagRunL" 1 "s_MagRunL" 0.0 0.0 M. "Dra_Run_A01.asc" F 17 42) { *eventSFX (25 "TRO_STEPBOOM" EMPTY_SLOT ) *eventCamTremor (24 1000 700 2 5 ) *eventCamTremor (37 1000 700 2 5 ) } aniBlend ("t_MagRun_2_MagRunL" "s_MagRunL" 0.1 0.1 ) aniBlend ("t_MagRunL_2_MagRun" "s_MagRun" 0.1 0.1 ) aniBlend ("t_MagRunR_2_MagRun" "s_MagRun" 0.1 0.1 ) aniAlias ("t_MagJumpB" 1 "s_MagRun" 0.1 0.1 M. "t_FistJumpB" F) aniAlias ("t_MagWalkStrafeL" 1 "t_MagWalkStrafeL" 0.1 0.1 M. "t_FistRunStrafeL" F) aniAlias ("t_MagWalkStrafeR" 1 "t_MagWalkStrafeR" 0.1 0.1 M. "t_FistRunStrafeR" F) aniAlias ("t_MagRunStrafeL" 1 "t_MagRunStrafeL" 0.1 0.1 M. "t_FistRunStrafeL" F) aniAlias ("t_MagRunStrafeR" 1 "t_MagRunStrafeR" 0.1 0.1 M. "t_FistRunStrafeR" F) aniAlias ("t_MagWalkTurnL" 20 "t_MagWalkTurnL" 0.1 1.0 M. "t_FistRunTurnL" F) aniAlias ("t_MagWalkTurnR" 20 "t_MagWalkTurnR" 0.1 1.0 M. "t_FistRunTurnR" F) aniAlias ("t_MagRunTurnL" 20 "t_MagRunTurnL" 0.1 1.0 M. "t_FistRunTurnL" F) aniAlias ("t_MagRunTurnR" 20 "t_MagRunTurnR" 0.1 1.0 M. "t_FistRunTurnR" F) // --------------------------------------------------------------------------------------------------- // MAGIC SPELLS // // Firebolt (Magic Missile), Thunderbolt,... ani ("t_MagRun_2_FBTShoot" 1 "s_FBTShoot" 0.1 0.0 M. "Dra_Fireball_A01.asc" F 1 7) ani ("s_FBTShoot" 1 "s_FBTShoot" 0.0 0.0 M. "Dra_Fireball_A01.asc" F 8 8) ani ("t_FBTShoot_2_Stand" 1 "" 0.0 0.1 M. "Dra_Fireball_A01.asc" F 9 20) /////////////////////// // MAGIC VICTIMS /////////////////////// // kein Feuerschaden // Lightning, Chainlightning, Thunderbolt, Thunderball // ani ("t_Stand_2_Lightning_Victim" 1 "s_Lightning_Victim" 0.1 0.0 M. "Dra_VicLightning_A01.asc" F 0 14) // ani ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Dra_VicLightning_A01.asc" F 14 84) // ------------------------------------------------------------------------------------------------------ // TALK ani ("t_Stand_2_Talk" 1 "s_Talk" 0.0 0.0 M. "Dra_Talk_A01.asc" F 1 50) { *eventCamTremor (14 1000 700 2 5 ) *eventCamTremor (25 1000 700 2 5 ) *eventCamTremor (34 1000 700 2 5 ) } ani ("s_Talk" 1 "s_Talk" 0.0 0.0 M. "Dra_Talk_A01.asc" F 50 120) aniAlias ("t_Talk_2_Stand" 1 "" 0.0 0.0 M. "t_Stand_2_Talk" R) };