//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Last Changes: //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Model ("SwampGolem") { MeshAndTree ("Gol_Sumpf_Body.asc" DONT_USE_MESH) registerMesh ("Gol_Sumpf_Body.ASC") aniEnum { // | KEYWORD | ANI-NAME |LAYER| NEXT-ANI | BI | BO |F |ASC-FILE | DIR |FF |LF //---------------------------------------------------------------------------------------------------------------------------- ////////////////////////// // FIST MOVEMENT ////////////////////////// // Fist-RUN ani ("s_FistRun" 1 "s_FistRun" 0.0 0.0 MI "golem_walkambient01_KP01.asc" F 0 89 FPS:12.5) ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Golem_Run_M01.asc" F 1 11) ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Golem_Run_M01.asc" F 12 31) { *eventSFX (1 "SWG_AMBIENT" ) *eventSFX (12 "GOL_STEPBOOM" ) *eventPFX (12 1 "GolemDust" "BIP01 L Foot" ATTACH ) *eventCamTremor (12 1000 500 2 8 ) *eventSFX (22 "GOL_STEPBOOM" ) *eventPFX (22 2 "GolemDust" "BIP01 R Foot" ATTACH ) *eventCamTremor (22 1000 500 2 5 ) } ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Golem_Run_M01.asc" F 32 38) aniBlend ("t_FistRunR_2_FistRun" "s_FistRun") ani ("t_FistJumpB" 1 "s_FistRun" 0.1 0.1 M. "Gol_JumpB_M01.asc" F 1 20) { *eventSFX (4 "GOL_STEPBOOM" ) *eventPFX (4 1 "GolemDust" "BIP01 L Foot" ATTACH ) *eventSFX (9 "GOL_STEPBOOM" ) *eventPFX (9 2 "GolemDust" "BIP01 R Foot" ATTACH ) *eventSFX (16 "GOL_STEPBOOM" ) *eventPFX (16 3 "GolemDust" "BIP01 L Foot" ATTACH ) } // Turning ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.2 0.2 M. "golem_walkTurnL_A01.asc" R 1 24) { // *eventSFX (9 "GOL_STEPBOOM" ) *eventPFX (10 1 "GolemDust" "BIP01 R Foot" ATTACH ) *eventSFX (16 "GOL_STEPBOOM" ) *eventPFX (19 2 "GolemDust" "BIP01 L Foot" ATTACH ) } ani ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.2 0.2 M. "golem_walkTurnR_A01.asc" F 1 24) { // *eventSFX (12 "GOL_STEPBOOM" ) *eventPFX (10 1 "GolemDust" "BIP01 R Foot" ATTACH ) *eventSFX (14 "GOL_STEPBOOM" ) *eventPFX (19 2 "GolemDust" "BIP01 L Foot" ATTACH ) } // Fist-WALK aniAlias ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 MI "s_FistRun" F) ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "golem_walk_03d.asc" F 1 9) ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "golem_walk_03d.asc" F 10 49) { *eventSFX (1 "SWG_AMBIENT" ) *eventSFX (22 "GOL_STEPBOOM" ) *eventPFX (22 1 "GolemDust" "BIP01 R Foot" ATTACH ) *eventSFX (42 "GOL_STEPBOOM" ) *eventPFX (42 2 "GolemDust" "Bip01 L Foot" ATTACH ) } ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "golem_walk_03d.asc" F 50 64) aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk") // Fist-Walk Backwards Movement aniBlend ("t_FistWalk_2_FistWalkBL" "s_FistWalkBL" 0.1 0.1) aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistWalkL" R) aniBlend ("t_FistWalkBL_2_FistWalk" "s_FistWalk" 0.1 0.1) aniBlend ("t_FistWalkBR_2_FistWalk" "s_FistWalk" 0.1 0.1) // Turning aniAlias ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.0 0.0 M. "t_FistRunTurnL" F) aniAlias ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.0 0.0 M. "t_FistRunTurnR" F) // Strafing ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.0 0.2 M. "Gol_StrafeL_M02.asc" F 1 20) { *eventSFX (10 "GOL_STEPBOOM" ) *eventPFX (10 1 "GolemDust" "BIP01 R Foot" ATTACH ) *eventSFX (19 "GOL_STEPBOOM" ) *eventPFX (19 2 "GolemDust" "BIP01 L Foot" ATTACH ) } ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.0 0.2 M. "Gol_StrafeR_M02.asc" F 1 20) { *eventSFX (10 "GOL_STEPBOOM" ) *eventPFX (10 2 "GolemDust" "BIP01 L Foot" ATTACH ) *eventSFX (19 "GOL_STEPBOOM" ) *eventPFX (19 2 "GolemDust" "BIP01 R Foot" ATTACH ) } aniAlias ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.0 0.2 M. "t_FistRunStrafeL" F) aniAlias ("t_FistWalkStrafeR" 1 "t_FistWalkStrafeR" 0.0 0.2 M. "t_FistRunStrafeR" F) // FISTRUN <-> FISTWALK aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk" 0.1 0.1) aniBlend ("t_FistWalk_2_FistRun" "s_FistRun" 0.1 0.1) aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.1 0.1) aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.1 0.1) ////////////////////////// // STUMBLE / SLIDE / FALL ////////////////////////// // Stumble ani ("t_StumbleB" 1 "" 0.1 0.1 M. "Golem_parade_A01.asc" F 1 20) { *eventSFX (1 "SWG_HURT" EMPTY_SLOT ) *eventSFX (13 "GOL_STEPBOOM" EMPTY_SLOT ) *eventSFX (18 "GOL_STEPBOOM" EMPTY_SLOT ) *eventSFX (20 "GOL_STEPBOOM" EMPTY_SLOT ) } ani ("t_Stumble" 1 "" 0.1 0.1 M. "golem_stumble_A01.asc" F 0 15) { *eventSFX (1 "SWG_HURT" EMPTY_SLOT ) } aniAlias ("s_FallDn" 1 "s_FallDn" 0.0 0.0 MF "s_FistRun" F) ani ("t_FallDn_2_Stand" 1 "" 0.2 0.2 M. "golem_FallDn_KP01.asc" F 5 39) { *eventPFX (6 1 "GolemDust" "Bip01 L Foot" ATTACH ) *eventSFX (6 "GOL_STEPBOOM" ) } // GOTHIT aniAlias ("t_GotHit" 2 "" 0.1 0.1 M. "t_StumbleB" F ) // Fallen benutzt gleiche Pose wie Fall. Der Golem wirkt besser wenn er nur in die Knie geht, auch bei tiefem Fall aniBlend ("t_FallDn_2_Fall" "s_Fall" 0.2 0.2) aniBlend ("t_FallDn_2_FallB" "s_FallB" 0.2 0.2) aniAlias ("s_Fall" 1 "s_Fall" 0.1 0.0 MF "s_FistRun" F) ani ("t_Fall_2_Fallen" 1 "s_Fallen" 0.0 0.0 MF "golem_FallDn_KP01.asc" F 5 13) { *eventSFX (1 "SWG_HURT" EMPTY_SLOT ) *eventSFX (5 "GOL_STEPBOOM" ) *eventSFX (8 "GOL_STEPBOOM" ) } ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "golem_FallDn_KP01.asc" F 14 14) ani ("t_Fallen_2_Stand" 1 "" 0.0 0.2 M. "golem_FallDn_KP01.asc" F 15 39) aniAlias ("s_FallB" 1 "s_FallB" 0.1 0.0 MF "s_FistRun" F) aniAlias ("t_FallB_2_FallenB" 1 "s_FallenB" 0.0 0.0 MF "t_Fall_2_Fallen" F) aniAlias ("s_FallenB" 1 "s_FallenB" 0.0 0.0 M. "s_Fallen" F) aniAlias ("t_FallenB_2_Stand" 1 "" 0.0 0.2 M. "t_Fallen_2_Stand" F) // WhirlAround CCW ani ("t_surprise_CCW" 1 "s_surprise" 0.2 0.2 M. "golem_walkTurnR_KP02.asc" R 1 24) // WhirlAround CW aniAlias ("t_surprise_CW" 1 "s_surprise" 0.2 0.2 M. "t_surprise_CCW" F) aniAlias ("s_surprise" 1 "s_surprise" 0.1 0.1 M. "s_FistRun" F) ////////////////////////// // UMSEHEN / AUSRICHTUNG ////////////////////////// // ------------------------------------------------------------------------------------------------------------------------------------- // Autoaiming ani ("c_look_1" 9 "" 0.0 0.0 .. "Golem_Look_A01.asc" F 1 1) ani ("c_look_2" 9 "" 0.0 0.0 .. "Golem_Look_A01.asc" F 2 2) ani ("c_look_3" 9 "" 0.0 0.0 .. "Golem_Look_A01.asc" F 3 3) ani ("c_look_4" 9 "" 0.0 0.0 .. "Golem_Look_A01.asc" F 4 4) aniComb ("t_look" 9 "t_look" 0.3 0.3 M. "c_look_" 4) ///////////////////////// // DIE ////////////////////////// aniAlias ("t_Dead" 1 "s_Dead" 0.1 0.0 M. "t_DeadB" F) aniAlias ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "s_DeadB" F) ani ("t_DeadB" 1 "s_DeadB" 0.1 0.0 M. "Gol_Sumpf_dead.asc" F 1 99) { *eventPFX (1 1 "SWAMPGOLEMDIE" "BIP01 R FOOT" ) *eventPFX (1 2 "SWAMPGOLEMDIE" "BIP01 L FOOT" ) *eventSFX (1 "GOL_FALLDOWN" EMPTY_SLOT ) *eventSFX (2 "SWG_DIE" EMPTY_SLOT ) *eventSFX (8 "GOL_STEPBOOM" ) *eventPFXStop (99 1) *eventPFXStop (99 2) } ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "Gol_Sumpf_dead.asc" F 100 100) // Spawn aniAlias ("t_Spawn" 1 "" 0.1 0.1 M. "t_DeadB" R) ///////////////////////// // RISE ///////////////////////// aniAlias ("t_Rise" 1 "s_Dead" 0.0 0.0 M. "t_DeadB" R) aniAlias ("s_Rise" 1 "s_Dead" 0.0 0.0 M. "s_DeadB" R) ani ("t_RiseB" 1 "s_DeadB" 0.4 0.0 M. "Gol_Dead2_M02.ASC" R 1 74) { *eventSFX (8 "GOL_STEPBOOM" ) *eventPFX (4 1 "GolemDust" "BIP01 R HAND" ) *eventSFX (1 "GOL_FALLDOWN" EMPTY_SLOT ) *eventPFX (17 2 "GolemDust" "BIP01 R HAND" ) *eventPFX (45 6 "GolemDust" "BIP01 SPINE1" ) *eventPFX (58 8 "GolemDust" "BIP01 SPINE" ) } ani ("s_RiseB" 1 "s_DeadB" 0.0 0.0 M. "Gol_Dead2_M02.asc" R 75 75) // Spawn aniAlias ("t_SpawnB" 1 "" 0.1 0.1 M. "t_DeadB" R) ///////////////////////// // ATTACK ////////////////////////// ani ("s_FistAttack" 1 "" 0.0 0.0 M. "golem_attackstep_Swamp.asc" F 1 30) { *eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND" ) *eventTag (0 "DEF_OPT_FRAME" "13" ) *eventTag (0 "DEF_HIT_END" "30" ) *eventTag (0 "DEF_WINDOW" "13 30" ) // *eventTag (0 "DEF_DIR" "O" ) *eventSFX (1 "SWG_ATTACK" EMPTY_SLOT ) } ani ("t_FistAttackMove" 2 "" 0.1 0.1 M. "Golem_AttackMove_A02.asc" F 1 20) { *eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND" ) *eventTag (0 "DEF_OPT_FRAME" "12" ) *eventSFX (1 "SWG_ATTACK" EMPTY_SLOT ) *eventSFX (12 "GOL_STEPBOOM" EMPTY_SLOT ) } ani ("t_FistParadeJumpB" 1 "" 0.1 0.1 M. "Golem_parade_A01.asc" F 1 20) { *eventSFX (13 "GOL_STEPBOOM" EMPTY_SLOT ) *eventSFX (18 "GOL_STEPBOOM" EMPTY_SLOT ) *eventSFX (20 "GOL_STEPBOOM" EMPTY_SLOT ) } aniAlias ("t_FistParade_0" 1 "" 0.0 0.0 M. "t_FistParadeJumpB" F) ////////////////////////// // MAGIC MOVEMENT (nur für Icegolem) ////////////////////////// ani ("t_Run_2_Fist" 1 "s_Fist" 0.0 0.0 M. "golem_walkambient01_KP01.asc" F 0 0) ani ("s_Fist" 1 "s_Fist" 0.0 0.0 M. "golem_walkambient01_KP01.asc" F 0 0) ani ("t_Fist_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "golem_walkambient01_KP01.asc" F 0 0) { *eventTag (0 "DEF_FIGHTMODE" "FIST") } ani ("t_FistRun_2_Fist" 1 "s_Fist" 0.0 0.0 M. "golem_walkambient01_KP01.asc" F 0 0) { *eventTag (0 "DEF_FIGHTMODE" "") } ani ("t_Move_2_FistMove" 1 "" 0.0 0.0 M. "golem_walkambient01_KP01.asc" F 0 0) { *eventTag (0 "DEF_FIGHTMODE" "FIST") } ani ("t_Move_2_MagMove" 1 "" 0.0 0.0 M. "golem_walkambient01_KP01.asc" F 0 0) { *eventTag (0 "DEF_FIGHTMODE" "MAG") } ani ("t_FistMove_2_Move" 1 "" 0.0 0.0 M. "golem_walkambient01_KP01.asc" F 0 0) { *eventTag (0 "DEF_FIGHTMODE" "") } ani ("t_MagMove_2_Move" 1 "" 0.0 0.0 M. "golem_walkambient01_KP01.asc" F 0 0) { *eventTag (0 "DEF_FIGHTMODE" "") } // Mag-RUN aniAlias ("s_MagRun" 1 "s_MagRun" 0.0 0.0 M. "s_FistRun" F) aniAlias ("t_MagRun_2_MagRunL" 1 "s_MagRunL" 0.0 0.0 M. "t_FistRun_2_FistRunL" F) aniAlias ("s_MagRunL" 1 "s_MagRunL" 0.0 0.0 M. "s_FistRunL" F) aniAlias ("t_MagRunL_2_MagRun" 1 "s_MagRun" 0.0 0.0 M. "t_FistRunL_2_FistRun" F) aniBlend ("t_MagRunR_2_MagRun" "s_MagRun") aniAlias ("t_MagJumpB" 1 "s_MagRun" 0.1 0.1 M. "t_FistJumpB" F) // Mag-WALK aniAlias ("s_MagWalk" 1 "s_MagWalk" 0.0 0.0 M "s_FistRun" F) aniAlias ("t_MagWalk_2_MagWalkL" 1 "s_MagWalkL" 0.0 0.0 M. "t_FistWalk_2_FistWalkL" F) aniAlias ("s_MagWalkL" 1 "s_MagWalkL" 0.0 0.0 M. "s_FistWalkL" F) aniAlias ("t_MagWalkL_2_MagWalk" 1 "s_MagWalk" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" F) aniBlend ("t_MagWalkR_2_MagWalk" "s_MagWalk") // Mag-Walk Backwards Movement aniBlend ("t_MagWalk_2_MagWalkBL" "s_MagWalkBL" 0.1 0.1) aniAlias ("s_MagWalkBL" 1 "s_MagWalkBL" 0.0 0.0 M. "s_FistWalkL" R) aniBlend ("t_MagWalkBL_2_MagWalk" "s_MagWalk" 0.1 0.1) aniBlend ("t_MagWalkBR_2_MagWalk" "s_MagWalk" 0.1 0.1) // Turning aniAlias ("t_MagRunTurnL" 20 "t_MagRunTurnL" 0.2 0.2 M. "t_FistRunTurnL" R) aniAlias ("t_MagRunTurnR" 20 "t_MagRunTurnR" 0.2 0.2 M. "t_FistRunTurnR" F) aniAlias ("t_MagWalkTurnL" 20 "t_MagWalkTurnL" 0.0 0.0 M. "t_FistRunTurnL" F) aniAlias ("t_MagWalkTurnR" 20 "t_MagWalkTurnR" 0.0 0.0 M. "t_FistRunTurnR" F) // Strafing aniAlias ("t_MagRunStrafeL" 1 "t_MagRunStrafeL" 0.0 0.2 M. "t_FistRunStrafeL" F) aniAlias ("t_MagRunStrafeR" 1 "t_MagRunStrafeR" 0.0 0.2 M. "t_FistRunStrafeR" F) aniAlias ("t_MagWalkStrafeL" 1 "t_MagWalkStrafeL" 0.0 0.2 M. "t_FistRunStrafeL" F) aniAlias ("t_MagWalkStrafeR" 1 "t_MagWalkStrafeR" 0.0 0.2 M. "t_FistRunStrafeR" F) // MagRUN <-> MagWALK aniBlend ("t_MagRun_2_MagWalk" "s_MagWalk" 0.1 0.1) aniBlend ("t_MagWalk_2_MagRun" "s_MagRun" 0.1 0.1) aniBlend ("t_MagRunL_2_MagWalkL" "s_MagWalkL" 0.1 0.1) aniBlend ("t_MagWalkL_2_MagRunL" "s_MagRunL" 0.1 0.1) ////////////////////////// // NORMAL MOVEMENT (nur für ICEGOLEM) ////////////////////////// // RUN aniAlias ("s_Run" 1 "s_Run" 0.0 0.0 M. "s_FistRun" F) aniAlias ("t_Run_2_RunL" 1 "s_RunL" 0.0 0.0 M. "t_FistRun_2_FistRunL" F) aniAlias ("s_RunL" 1 "s_RunL" 0.0 0.0 M. "s_FistRunL" F) aniAlias ("t_RunL_2_Run" 1 "s_Run" 0.0 0.0 M. "t_FistRunL_2_FistRun" F) aniBlend ("t_RunR_2_Run" "s_Run") aniAlias ("t_JumpB" 1 "s_Run" 0.1 0.1 M. "t_FistJumpB" F) // WALK aniAlias ("s_Walk" 1 "s_Walk" 0.0 0.0 M "s_FistRun" F) aniAlias ("t_Walk_2_WalkL" 1 "s_WalkL" 0.0 0.0 M. "t_FistWalk_2_FistWalkL" F) aniAlias ("s_WalkL" 1 "s_WalkL" 0.0 0.0 M. "s_FistWalkL" F) aniAlias ("t_WalkL_2_Walk" 1 "s_Walk" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" F) aniBlend ("t_WalkR_2_Walk" "s_Walk") // Walk Backwards Movement aniBlend ("t_Walk_2_WalkBL" "s_WalkBL" 0.1 0.1) aniAlias ("s_WalkBL" 1 "s_WalkBL" 0.0 0.0 M. "s_FistWalkL" R) aniBlend ("t_WalkBL_2_Walk" "s_Walk" 0.1 0.1) aniBlend ("t_WalkBR_2_Walk" "s_Walk" 0.1 0.1) // Turning aniAlias ("t_RunTurnL" 20 "t_RunTurnL" 0.2 0.2 M. "t_FistRunTurnL" R) aniAlias ("t_RunTurnR" 20 "t_RunTurnR" 0.2 0.2 M. "t_FistRunTurnR" F) aniAlias ("t_WalkTurnL" 20 "t_WalkTurnL" 0.0 0.0 M. "t_FistRunTurnL" F) aniAlias ("t_WalkTurnR" 20 "t_WalkTurnR" 0.0 0.0 M. "t_FistRunTurnR" F) // Strafing aniAlias ("t_RunStrafeL" 1 "t_RunStrafeL" 0.0 0.2 M. "t_FistRunStrafeL" F) aniAlias ("t_RunStrafeR" 1 "t_RunStrafeR" 0.0 0.2 M. "t_FistRunStrafeR" F) aniAlias ("t_WalkStrafeL" 1 "t_WalkStrafeL" 0.0 0.2 M. "t_FistRunStrafeL" F) aniAlias ("t_WalkStrafeR" 1 "t_WalkStrafeR" 0.0 0.2 M. "t_FistRunStrafeR" F) // RUN <-> WALK aniBlend ("t_Run_2_Walk" "s_Walk" 0.1 0.1) aniBlend ("t_Walk_2_Run" "s_Run" 0.1 0.1) aniBlend ("t_RunL_2_WalkL" "s_WalkL" 0.1 0.1) aniBlend ("t_WalkL_2_RunL" "s_RunL" 0.1 0.1) ////////////////////////////////////////// // MAGIE (nur für ICEGOLEM-Freeze-Attack) ////////////////////////////////////////// // Magic ani ("t_Run_2_Mag" 1 "s_Mag" 0.1 0.0 M. "Golem_AttackMove_A02.asc" F 1 10) ani ("s_Mag" 1 "s_Mag" 0.0 0.0 M. "Golem_AttackMove_A02.asc" F 11 11) ani ("t_Mag_2_MagRun" 1 "s_MagRun" 0.0 0.1 M. "Golem_AttackMove_A02.asc" F 12 31) { *eventTag (30 "DEF_FIGHTMODE" "MAG" ) } ani ("t_MagRun_2_Mag" 1 "s_Mag" 0.1 0.0 M. "Golem_AttackMove_A02.asc" R 12 31) { *eventTag (30 "DEF_FIGHTMODE" "" ) } aniAlias ("t_Mag_2_Run" 1 "" 0.0 0.1 M. "t_Run_2_Mag" R) // Magic Attack: IceCube ani ("t_MagRun_2_FrzShoot" 1 "s_FrzShoot" 0.1 0.0 M. "golem_attackstep_KP01.asc" F 1 7) ani ("s_FrzShoot" 1 "s_FrzShoot" 0.0 0.0 M. "golem_attackstep_KP01.asc" F 8 8) ani ("t_FrzShoot_2_Stand" 1 "" 0.0 0.1 M. "golem_attackstep_KP01.asc" F 9 15) aniAlias ("t_MagRun_2_FBTShoot" 1 "s_FBTShoot" 0.1 0.0 M. "t_MagRun_2_FrzShoot" F ) aniAlias ("s_FBTShoot" 1 "s_FBTShoot" 0.0 0.0 M. "s_FrzShoot" F ) aniAlias ("t_FBTShoot_2_Stand" 1 "" 0.0 0.1 M. "t_FrzShoot_2_Stand" F ) aniBlend ("t_Fist_2_Mag" "s_Mag" 0.1 0.2) aniBlend ("t_Mag_2_Fist" "s_Fist" 0.1 0.2) ///////////////////////// // SCRIPT ////////////////////////// // Drohen ani ("t_Warn" 1 "" 0.1 0.1 M. "golem_drohen_a04.asc" F 1 34 FPS:15) { *eventSFX (1 "SWG_WARN" EMPTY_SLOT ) *eventSFX (15 "GOL_STEPBOOM" EMPTY_SLOT ) } // Wittern ani ("t_Perception" 2 "" 0.1 0.1 M. "golem_wittern_a03.asc" F 1 59 FPS:15) // ROAM ANI's aniAlias ("r_Roam1" 2 "" 0.1 0.1 M. "t_Perception" F) aniAlias ("r_Roam2" 2 "" 0.1 0.1 M. "t_Perception" F) aniAlias ("r_Roam3" 2 "" 0.1 0.1 M. "t_Perception" F) /////////////////////// // MAGIC VICTIMS /////////////////////// // Lightning, Chainlightning, Thunderbolt, Thunderball ani ("t_Stand_2_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Gol_VicLightning_M01.asc" F 0 10) ani ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Gol_VicLightning_M01.asc" F 10 150) // IceCube, IceWave // Golem ist Immun gegen Freeze // kein Sleep Victim } }