//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Last Changes: //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Model ("Bloodfly") { meshAndTree ("Blo_Body.asc" DONT_USE_MESH) registerMesh ("Blo_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 M. "Blo_Ambient_M01.asc" F 0 59) { *eventSFX (0 "BLO_WINGS" ) *eventSFX (20 "BLO_WINGS" ) *eventSFX (40 "BLO_WINGS" ) } ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.2 0.1 M. "Blo_Run_M01.asc" F 5 10) { *eventSFX (5 "BLO_WINGS" EMPTY_SLOT ) } ani ("s_FistRunL" 1 "s_FistRunL" 0.1 0.1 M. "Blo_Run_M01.asc" F 10 30) { *eventSFX (10 "BLO_WINGS" EMPTY_SLOT ) } ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.1 0.1 M. "Blo_Run_M01.asc" F 30 40) { *eventSFX (31 "BLO_WINGS" EMPTY_SLOT ) } aniBlend ("t_FistRunR_2_FistRun" "s_FistRun") aniAlias ("t_FistJumpB" 1 "s_FistRun" 0.1 0.1 M. "s_FistRunL" R) // Fist-WALK ani ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "Blo_Run2Walk_M01.asc" F 25 25) aniBlend ("t_FistWalk_2_FistWalkL" "s_FistWalkL" 0.1 0.1) ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Blo_Walk_M01.asc" F 11 20) aniBlend ("t_FistWalkL_2_FistWalk" "s_FistWalk" 0.1 0.1) aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.1 0.1) // Walk Turns ani ("t_FistWalkTurnL" 20 "" 0.1 0.1 M. "Blo_Turn_Jue00.asc" F 0 25) aniAlias ("t_FistWalkTurnR" 20 "" 0.1 0.1 M. "t_FistWalkTurnL" R) // Fist-Walk Backwards Movement aniBlend ("t_FistWalk_2_FistWalkBL" "s_FistWalkBL" 0.2 0.2) aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistWalkL" R) aniBlend ("t_FistWalkBL_2_FistWalk" "s_FistWalk" 0.2 0.2) aniBlend ("t_FistWalkBR_2_FistWalk" "s_FistWalk" 0.2 0.2) // TRANS ani ("t_FistRun_2_FistWalk" 1 "s_FistWalk" 0.1 0.1 M. "Blo_Run2Walk_M01.asc" F 1 24) { *eventSFX ( 1 "BLO_WINGS" EMPTY_SLOT ) } ani ("t_FistWalk_2_FistRun" 1 "s_FistRun" 0.1 0.1 M. "Blo_Run2Walk_M01.asc" F 26 49) { *eventSFX (30 "BLO_WINGS" EMPTY_SLOT ) } aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.5 0.5) aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.5 0.5) // Strafe ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.1 0.1 M. "Blo_StrafeL.ASC" F 0 11) { *eventSFX (1 "BLO_WINGS" EMPTY_SLOT ) } ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.1 0.1 M. "Blo_StrafeR.ASC" R 0 11) { *eventSFX (11 "BLO_WINGS" EMPTY_SLOT ) } ///////////////// // SWIM ///////////////// // wird nicht mehr benötigt, da bei fliegenden Monstern Wasserpolys auch als "solide" gelten ///////////////// // JUMP / FLY ///////////////// ani ("t_Stand_2_JumpUpLow" 1 "s_JumpUpLow" 0.1 0.0 M. "Blo_JumpUp_M01.asc" F 1 5) ani ("s_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.0 0.0 MF "Blo_JumpUp_M01.asc" F 5 15) { *eventSFX (5 "BLO_WINGS" EMPTY_SLOT ) } ani ("t_JumpUpLow_2_Stand" 1 "" 0.0 0.2 MF "Blo_JumpUp_M01.asc" F 15 30) { *eventSFX (24 "BLO_WINGS" EMPTY_SLOT ) } ///////////////// // FALL / SLIDE ///////////////// aniAlias ("s_FallDn" 1 "s_FallDn" 0.0 0.0 MF "s_FistRun" F) ani ("t_FallDn_2_Stand" 1 "" 0.0 0.0 M. "Blo_Run_M01.asc" F 1 1) ani ("t_StumbleB" 1 "" 0.1 0.1 M. "Blo_Stumble_M01.asc" F 0 15 ) { *eventSFX (2 "BLO_HURT" EMPTY_SLOT ) } ani ("t_Stumble" 1 "" 0.1 0.1 M. "Blo_Stumble_M01.asc" F 15 30) { *eventSFX (16 "BLO_HURT" EMPTY_SLOT ) } ani ("t_Dead" 1 "s_Dead" 0.1 0.0 M. "Blo_Dead_M01.asc" F 1 49) { *eventSFX (1 "BLO_DIE" EMPTY_SLOT ) *eventSFX (27 "M_FALL_SMALL" EMPTY_SLOT ) } ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "Blo_Dead_M01.asc" F 50 50) ani ("t_DeadB" 1 "s_DeadB" 0.1 0.0 M. "Blo_Dead2_M09.asc" F 1 29) { *eventSFX (2 "BLO_DIE" EMPTY_SLOT ) *eventSFX (20 "M_FALL_SMALL" EMPTY_SLOT ) } ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "Blo_Dead2_M09.asc" F 30 30) // WhirlAround CCW ani ("t_surprise_CCW" 1 "s_surprise" 0.2 0.2 M. "Blo_Whirlaround.ASC" F 1 14) // WhirlAround CW aniAlias ("t_surprise_CW" 1 "s_surprise" 0.2 0.2 M. "t_surprise_CCW" R) aniAlias ("s_surprise" 1 "s_surprise" 0.1 0.1 M. "s_FistRun" F) ///////////////// // ATTACK ///////////////// ani ("s_FistAttack" 1 "" 0.1 0.1 M. "Blo_Attack_M01.asc" F 1 29) { *eventTag (0 "DEF_HIT_LIMB" "BIP01 HOLD STING" ) *eventTag (0 "DEF_OPT_FRAME" "12" ) *eventTag (0 "DEF_HIT_END" "29" ) *eventTag (0 "DEF_WINDOW" "19 29" ) // *eventTag (0 "DEF_DIR" "O" ) *eventSFX (2 "BLO_ATTACK" EMPTY_SLOT ) } // während des Laufens zuschlagen ani ("t_FistAttackMove" 2 "" 0.2 0.2 M. "Blo_AttackMove_M01.ASC" F 1 29) { *eventTag (0 "DEF_HIT_LIMB" "BIP01 HOLD STING" ) *eventTag (0 "DEF_OPT_FRAME" "12" ) *eventSFX (2 "BLO_ATTACK" EMPTY_SLOT ) } ani ("t_FistParadeJumpB" 1 "" 0.1 0.1 M. "Blo_JumpB_M01.asc" F 1 19) { *eventSFX (1 "BLO_WINGS" EMPTY_SLOT ) } aniAlias ("t_FistParade_0" 1 "" 0.1 0.1 M. "t_FistParadeJumpB" F) // aniAlias ("t_FistParade_U" 1 "" 0.1 0.1 M. "t_FistParadeJumpB" F) // aniAlias ("t_FistParade_L" 1 "" 0.1 0.1 M. "t_FistParadeJumpB" F) // aniAlias ("t_FistParade_R" 1 "" 0.1 0.1 M. "t_FistParadeJumpB" F) ani ("t_Perception" 2 "" 0.1 0.1 M. "Blo_Perception_M01.asc" F 1 59 FPS:15) ani ("t_Warn" 1 "" 0.1 0.1 M. "Blo_Warn_M01.asc" F 1 74 FPS:15) { *eventSFX (2 "BLO_WARN" EMPTY_SLOT ) } /////////////////////// // MAGIC VICTIMS /////////////////////// // Feuerschaden allgemein, z.B. Fireball, Pyrokinesis, ... aniAlias ("s_Fire_Victim" 1 "s_Fire_Victim" 0.0 0.0 M. "s_Lightning_Victim" F) // Lightning, Chainlightning, Thunderbolt, Thunderball aniAlias ("t_Stand_2_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "s_FistWalk" F) ani ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Blo_VicLightning_M01.asc" F 0 100) // IceCube, IceWave ani ("t_Stand_2_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "Blo_Walk_M01.asc" F 11 13) ani ("s_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "Blo_Walk_M01.asc" F 14 14) // Whirlwind ani ("t_Stand_2_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.0 0.0 M. "Blo_Walk_M01.asc" F 11 13) ani ("s_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.0 0.0 M. "Blo_Walk_M01.asc" F 14 14) // kein Sleep Victim }