Cleaned up the mess, at this time, only viable data get synced (_work directory for Gothic-data, miranda for mdc-scripts. Need to symlink files to a working directory.
404 lines
14 KiB
Text
404 lines
14 KiB
Text
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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// Last Changes:
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//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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// 14.09.00 Keine JumpUps
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//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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Model ("Alligator")
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{
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MeshAndTree ("Kro_Body.asc" DONT_USE_MESH)
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registerMesh ("Kro_Body.ASC")
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aniEnum
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{
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//////////////////////////
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// BEWEGUNGEN
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//////////////////////////
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//////////////////
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// RUN
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//////////////////
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// Ambient
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aniAlias ("s_FistRun" 1 "s_FistRun" 0.0 0.0 MI "s_FistWalk" F)
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// Start Running
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ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "waran_run_KM01.asc" F 1 8)
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{
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*eventSFXGrnd ( 5 "Sneak" )
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}
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// Run-Cycle
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ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "waran_run_KM01.asc" F 9 18)
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{
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*eventSFX ( 9 "ALG_AMBIENT" EMPTY_SLOT )
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*eventSFXGrnd ( 10 "Sneak" )
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*eventSFXGrnd ( 15 "Sneak" )
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}
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// End Running
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ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "waran_run_KM01.asc" F 19 34)
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{
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*eventSFXGrnd ( 27 "Sneak" )
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*eventSFXGrnd ( 34 "Sneak" )
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}
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aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.0 0.0)
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// Backwards
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ani ("t_FistJumpB" 1 "s_FistRun" 0.0 0.2 M. "waran_JumpB_Jue01.asc" F 1 14)
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{
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*eventSFXGrnd ( 10 "Run" )
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*eventSFXGrnd ( 13 "Sneak" )
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}
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// Turning
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ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.2 0.2 M. "waran_turnL_m01.asc" F 0 24)
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{
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*eventSFXGrnd ( 6 "Sneak" )
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*eventSFXGrnd ( 18 "Sneak" )
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}
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ani ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.2 0.2 M. "waran_turnR_m01.asc" F 0 24)
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{
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*eventSFXGrnd ( 6 "Sneak" )
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*eventSFXGrnd ( 18 "Sneak" )
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}
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//////////////////
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// WALK
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//////////////////
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// Ambient
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ani ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 MI "waran_WalkAmbient_KM01.asc" F 0 59 FPS:10)
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{
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*eventSFX (1 "ALG_AMBIENT" EMPTY_SLOT )
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}
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// Start Walking
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ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "waran_walk_KM01.asc" F 1 19)
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{
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*eventSFXGrnd ( 10 "Sneak" )
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}
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// Cycle
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ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "waran_walk_KM01.asc" F 20 59)
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{
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*eventSFXGrnd ( 20 "Sneak" )
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*eventSFX (21 "ALG_AMBIENT" EMPTY_SLOT )
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*eventSFXGrnd ( 38 "Sneak" )
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}
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// End Walking
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ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "waran_walk_KM01.asc" F 60 89)
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aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.4 0.1)
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// Backward Walk
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aniAlias ("t_FistWalk_2_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" R)
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aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistWalkL" R)
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aniAlias ("t_FistWalkBL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "t_FistWalk_2_FistWalkL" R)
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aniBlend ("t_FistWalkBR_2_FistWalk" "s_FistWalk" 0.2 0.2)
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// Turning
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aniAlias ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.0 0.0 M. "t_FistRunTurnL" F)
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aniAlias ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.0 0.0 M. "t_FistRunTurnR" F)
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/////////////////
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// TRANSITIONS MOVEMENT MODES
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/////////////////^
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// Walk <-> Run
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aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk" 0.1 0.1)
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aniBlend ("t_FistWalk_2_FistRun" "s_FistRun" 0.1 0.1)
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aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.1 0.1)
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aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.1 0.1)
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/////////////////
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// JUMP / STRAFING
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//////////////////
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// Strafing
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aniAlias ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.1 0.1 M. "t_FistWalkStrafeL" F)
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aniAlias ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.1 0.1 M. "t_FistWalkStrafeR" F)
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ani ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.1 0.1 M. "Waran_StrafeL_A01.asc" F 0 20)
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{
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*eventSFXGrnd ( 10 "Sneak" )
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}
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ani ("t_FistWalkStrafeR" 1 "t_FistWalkStrafeR" 0.1 0.1 M. "Waran_StrafeR_A01.asc" F 0 20)
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{
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*eventSFXGrnd ( 10 "Sneak" )
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}
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aniAlias ("t_WalkWStrafeL" 1 "t_WalkWStrafeL" 0.1 0.1 M. "t_FistWalkStrafeL" F)
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aniAlias ("t_WalkWStrafeR" 1 "t_WalkWStrafeR" 0.1 0.1 M. "t_FistWalkStrafeR" F)
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//////////////////////////
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// STUMBLE / SLIDE / FALL
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//////////////////////////
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// Stumble/Oops
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ani ("t_Stumble" 1 "" 0.1 0.1 M. "waran_StumbleB_KM01.asc" F 0 15)
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{
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*eventSFX (1 "ALG_HURT" EMPTY_SLOT )
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*eventSFXGrnd ( 14 "Run" )
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}
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ani ("t_StumbleB" 1 "" 0.1 0.1 M. "waran_Stumble_KM01.asc" F 0 15)
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{
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*eventSFX (1 "ALG_HURT" EMPTY_SLOT )
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*eventSFXGrnd ( 5 "Sneak" )
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*eventSFXGrnd ( 10 "Sneak" )
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*eventSFXGrnd ( 14 "Sneak" )
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}
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ani ("s_FallDn" 1 "s_FallDn" 0.0 0.0 MF "waran_FallDn_KM01.asc" F 4 4)
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ani ("t_FallDn_2_Stand" 1 "" 0.1 0.2 M. "waran_FallDn_KM01.asc" F 5 24)
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{
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*eventSFX (6 "M_FALL_SMALL" EMPTY_SLOT )
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*eventSFXGrnd ( 10 "Run" )
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}
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aniBlend ("t_JumpUp_2_FallDn" "s_FallDn" 0.2 0.2)
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aniBlend ("t_Jump_2_FallDn" "s_FallDn" 0.2 0.2)
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// wenn Falltiefe zu tief um unbeschadet auf den F<><46>en zu landen
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aniBlend ("t_FallDn_2_Fall" "s_Fall" 0.1 0.2)
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aniBlend ("t_FallDn_2_FallB" "s_FallB" 0.1 0.2)
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aniAlias ("s_Fall" 1 "s_Fall" 0.1 0.0 MF "s_FallDn" F)
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ani ("t_Fall_2_Fallen" 1 "s_Fallen" 0.0 0.0 M. "waran_Fall_KM01.asc" F 0 29)
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{
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*eventSFX (10 "M_FALL_HUGE" EMPTY_SLOT )
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}
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ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "waran_Fall_KM01.asc" F 30 40)
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ani ("t_Fallen_2_Stand" 1 "" 0.0 0.2 M. "waran_Fall_KM01.asc" F 41 59)
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aniAlias ("s_FallB" 1 "s_FallB" 0.1 0.0 MF "s_FallDn" F)
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aniAlias ("t_FallB_2_FallenB" 1 "s_FallenB" 0.0 0.0 M. "t_Fall_2_Fallen" F)
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aniAlias ("s_FallenB" 1 "s_FallenB" 0.0 0.0 M. "s_Fallen" F)
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aniAlias ("t_FallenB_2_Stand" 1 "" 0.0 0.2 M. "t_Fallen_2_Stand" F)
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//////////////////////////
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// SWIM - DIVE
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//////////////////////////
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// Transitions won FistWalk (im Wasser) zum Schwimmen
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// aniBlend ("t_FistWalkL_2_SwimF" "s_SwimF" 0.3 0.3)
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// aniBlend ("t_SwimF_2_FistWalkL" "s_FistWalkL" 0.3 0.3)
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aniAlias ("t_Walk_2_WalkWL" 1 "s_WalkWL" 0.1 0.0 M. "t_FistWalk_2_FistWalkL" F)
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aniAlias ("s_WalkWL" 1 "s_WalkWL" 0.0 0.0 M. "s_FistWalkL" F)
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aniAlias ("t_WalkWL_2_Walk" 1 "s_FistWalk" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" F)
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aniBlend ("t_WalkWR_2_Walk" "s_FistWalk" 0.1 0.1)
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aniAlias ("t_Walk_2_WalkWBL" 1 "s_WalkWBL" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" R)
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aniAlias ("s_WalkWBL" 1 "s_WalkWBL" 0.0 0.0 M. "s_FistWalkL" R)
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aniAlias ("t_WalkWBL_2_Walk" 1 "s_FistWalk" 0.0 0.0 M. "t_FistWalk_2_FistWalkL" R)
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aniBlend ("t_WalkWBR_2_Walk" "s_FistWalk" 0.1 0.1)
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// Turning
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ani ("t_WalkWTurnL" 20 "t_WalkWTurnL" 0.2 0.2 M. "waran_turnL_m01.asc" F 0 24)
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{
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*eventSFX ( 5 "SWIM" EMPTY_SLOT )
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}
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ani ("t_WalkWTurnR" 20 "t_WalkWTurnR" 0.2 0.2 M. "waran_turnR_m01.asc" F 0 24)
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{
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*eventSFX ( 5 "SWIM" EMPTY_SLOT )
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}
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aniAlias ("t_WalkWL_2_RunL" 1 "" 0.1 0.1 M. "s_FistWalkL" F)
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ani ("t_WalkWL_2_SwimF" 1 "s_SwimF" 0.2 0.2 MF "waran_run2Swim.asc" F 1 19)
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ani ("t_SwimF_2_WalkWL" 1 "s_WalkWL" 0.2 0.2 MF "waran_run2Swim.asc" F 21 44)
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//////////////////////////
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// SWIM
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//////////////////////////
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ani ("s_Swim" 1 "s_Swim" 0.0 0.1 M. "waran_swimAmbient_A01.asc" F 1 49)
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ani ("t_Swim_2_SwimF" 1 "s_SwimF" 0.0 0.0 M. "waran_swim_KM01.asc" F 1 19)
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{
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*eventSFX ( 1 "SWIM" EMPTY_SLOT )
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*eventSFX ( 10 "SWIM" EMPTY_SLOT )
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}
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ani ("s_SwimF" 1 "s_SwimF" 0.0 0.0 M. "waran_swim_KM01.asc" F 20 39)
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{
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*eventSFX ( 20 "SWIM" EMPTY_SLOT )
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*eventSFX ( 30 "SWIM" EMPTY_SLOT )
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}
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ani ("t_SwimF_2_Swim" 1 "s_Swim" 0.0 0.0 M. "waran_swim_KM01.asc" F 40 59)
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{
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*eventSFX ( 40 "SWIM" EMPTY_SLOT )
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*eventSFX ( 50 "SWIM" EMPTY_SLOT )
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}
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aniBlend ("t_SwimF_2_DiveF" "s_DiveF" 0.2 0.2)
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aniBlend ("t_Swim_2_Dive" "s_Dive" 0.2 0.2)
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aniAlias ("s_Dive" 1 "s_Dive" 0.0 0.0 MF "s_Swim" F)
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aniAlias ("t_Dive_2_DiveF" 1 "s_DiveF" 0.0 0.0 MF "t_Swim_2_SwimF" F)
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aniAlias ("s_DiveF" 1 "s_DiveF" 0.0 0.0 MF "s_SwimF" F)
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aniAlias ("t_DiveF_2_Dive" 1 "s_Dive" 0.0 0.0 MF "t_SwimF_2_Swim" F)
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aniBlend ("t_DiveF_2_SwimF" "s_SwimF" 0.2 0.2)
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aniBlend ("t_Dive_2_Swim" "s_Swim" 0.2 0.2)
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// Turning
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ani ("t_SwimTurnL" 20 "t_SwimTurnL" 0.1 0.1 M. "waran_SwimTurnL_KM01.asc" F 1 24)
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ani ("t_SwimTurnR" 20 "t_SwimTurnL" 0.1 0.1 M. "waran_SwimTurnR_KM01.asc" F 1 24)
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aniAlias ("t_DiveTurnL" 20 "t_DiveTurnL" 0.1 0.1 MF "t_SwimTurnL" F)
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aniAlias ("t_DiveTurnR" 20 "t_DiveTurnR" 0.1 0.1 MF "t_SwimTurnR" F)
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//////////////////////////
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// DIVE
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//////////////////////////
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ani ("t_FallDn_2_Dive" 1 "s_Dive" 0.1 0.1 M. "waran_Drown_KM01.asc" F 1 9)
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{
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*eventSFX ( 2 "FALLINTOWATER" EMPTY_SLOT )
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}
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// DROWN
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ani ("t_Dive_2_Drowned" 1 "s_Drowned" 0.2 0.0 M. "waran_Drown_KM01.asc" F 11 69 FPS:10)
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ani ("s_Drowned" 1 "s_Drowned" 0.0 0.0 M. "waran_Drown_KM01.asc" F 70 70)
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//////////////////////////
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// DIE
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//////////////////////////
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ani ("t_Dead" 1 "s_Dead" 0.1 0.0 M. "waran_dead_Jue01.asc" F 1 39)
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{
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*eventSFX (2 "ALG_DIE" EMPTY_SLOT )
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*eventSFX (15 "M_Fall_SMALL" EMPTY_SLOT )
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}
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ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "waran_dead_Jue01.asc" F 40 40)
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ani ("t_DeadB" 1 "s_DeadB" 0.1 0.0 M. "waran_dead_Hor101.asc" F 1 29)
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{
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*eventSFX (2 "ALG_DIE" EMPTY_SLOT )
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*eventSFX (18 "M_Fall_SMALL" EMPTY_SLOT )
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}
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ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "waran_dead_Hor101.asc" F 30 30)
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//////////////////////////
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// UMSEHEN
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//////////////////////////
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// Autoaiming
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ani ("c_look_1" 9 "" 0.0 0.0 . "waran_Look_KM01.asc" F 0 0)
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ani ("c_look_2" 9 "" 0.0 0.0 . "waran_Look_KM01.asc" F 1 1)
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ani ("c_look_3" 9 "" 0.0 0.0 . "waran_Look_KM01.asc" F 2 2)
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ani ("c_look_4" 9 "" 0.0 0.0 . "waran_Look_KM01.asc" F 3 3)
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ani ("c_look_5" 9 "" 0.0 0.0 . "waran_Look_KM01.asc" F 4 4)
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ani ("c_look_6" 9 "" 0.0 0.0 . "waran_Look_KM01.asc" F 5 5)
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ani ("c_look_7" 9 "" 0.0 0.0 . "waran_Look_KM01.asc" F 6 6)
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ani ("c_look_8" 9 "" 0.0 0.0 . "waran_Look_KM01.asc" F 7 7)
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ani ("c_look_9" 9 "" 0.0 0.0 . "waran_Look_KM01.asc" F 8 8)
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aniComb ("t_look" 9 "t_look" 0.3 0.3 M. "c_look_" 9)
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// WhirlAround CCW
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ani ("t_surprise_CCW" 1 "s_surprise" 0.0 0.0 M. "waran_WhirlAroundL_KM01.asc" F 1 39)
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// WhirlAround CW
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ani ("t_surprise_CW" 1 "s_surprise" 0.0 0.0 M. "waran_WhirlAroundR_KM01.asc" F 1 39)
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aniAlias ("s_Surprise" 1 "s_Surprise" 0.1 0.1 M. "s_FistWalk" F)
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/////////////////////
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// FIST FIGHTING
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/////////////////////
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// FIST Kampfanims
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// Attacks
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ani ("s_FistAttack" 1 "" 0.1 0.1 M. "waran_attack_M01.asc" F 1 15)
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{
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*eventTag (0 "DEF_HIT_LIMB" "BIP01 TONGUE04")
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*eventTag (0 "DEF_OPT_FRAME" "8")
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*eventTag (0 "DEF_HIT_END" "15")
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*eventTag (0 "DEF_WINDOW" "8 15")
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// *eventTag (0 "DEF_DIR" "O")
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*eventSFXGrnd ( 3 "Sneak" )
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*eventSFX (7 "ALG_ATTACK" EMPTY_SLOT )
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*eventSFXGrnd ( 11 "Sneak" )
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}
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// w<>hrend des Laufens zuschlagen
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ani ("t_FistAttackMove" 2 "" 0.1 0.1 M. "Waran_FistAttackMove_M01.asc" F 0 12)
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{
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*eventTag (0 "DEF_HIT_LIMB" "BIP01 TONGUE04")
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*eventTag (0 "DEF_OPT_FRAME" "7")
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*eventSFX (2 "ALG_ATTACK" EMPTY_SLOT )
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}
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aniAlias ("t_FistParadeJumpB" 1 "" 0.0 0.0 M. "t_FistJumpB" F)
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aniAlias ("t_FistParade_0" 1 "" 0.0 0.0 M. "t_FistJumpB" F)
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// aniAlias ("t_FistParade_U" 1 "" 0.0 0.0 M. "t_FistJumpB" F)
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// aniAlias ("t_FistParade_L" 1 "" 0.0 0.0 M. "t_FistJumpB" F)
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// aniAlias ("t_FistParade_R" 1 "" 0.0 0.0 M. "t_FistJumpB" F)
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////////////////////
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// SCRIPT ANIS
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////////////////////
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ani ("t_Stand_2_Eat" 1 "s_Eat" 0.0 0.0 M. "waran_Eat_KM01.asc" F 1 9)
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ani ("s_Eat" 1 "s_Eat" 0.0 0.0 M. "waran_Eat_KM01.asc" F 10 66)
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{
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*eventSFX (22 "M_EAT" EMPTY_SLOT )
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}
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ani ("t_Eat_2_Stand" 1 "" 0.0 0.0 M. "waran_Eat_KM01.asc" F 67 89)
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ani ("t_Stand_2_Sleep" 1 "s_Sleep" 0.0 0.0 M. "waran_Sleep_A01.asc" F 1 19)
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ani ("s_Sleep" 1 "s_Sleep" 0.0 0.0 M. "waran_Sleep_A01.asc" F 20 40)
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ani ("t_Sleep_2_Stand" 1 "" 0.0 0.0 M. "waran_Sleep_A01.asc" F 41 59)
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ani ("r_Agressive" 2 "" 0.0 0.0 M. "waran_Agressive_KM01.asc" F 1 29)
|
||
|
||
|
||
|
||
// Wittern
|
||
ani ("t_Perception" 1 "" 0.0 0.0 M. "waran_lookfar_KM01.asc" F 1 39)
|
||
|
||
ani ("t_Warn" 2 "" 0.0 0.0 M. "waran_Wittern_A01.asc" F 0 45)
|
||
{
|
||
*eventSFX (1 "ALG_WARN" EMPTY_SLOT )
|
||
}
|
||
|
||
// ***************************************************************************************
|
||
// MM DAYCYCLE
|
||
// ***************************************************************************************
|
||
aniAlias ("r_Roam1" 2 "" 0.1 0.1 M. "r_Agressive" F)
|
||
aniAlias ("r_Roam2" 2 "" 0.1 0.1 M. "s_FistWalk" F)
|
||
aniAlias ("r_Roam3" 2 "" 0.1 0.1 M. "s_FistWalk" F)
|
||
|
||
///////////////////////
|
||
// 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
|
||
ani ("t_Stand_2_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "War_VicLightning_M01.asc" F 0 5)
|
||
ani ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "War_VicLightning_M01.asc" F 5 60)
|
||
|
||
// IceCube, IceWave
|
||
ani ("t_Stand_2_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "waran_StumbleB_KM01.asc" F 1 3)
|
||
ani ("s_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "waran_StumbleB_KM01.asc" F 4 4)
|
||
|
||
// Whirlwind
|
||
ani ("t_Stand_2_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.0 0.0 M. "waran_StumbleB_KM01.asc" F 1 3)
|
||
ani ("s_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.0 0.0 M. "waran_StumbleB_KM01.asc" F 4 4)
|
||
|
||
// Sleep Victim
|
||
aniAlias ("t_Stand_2_Victim_Sle" 1 "s_Victim_Sle" 0.1 0.0 M. "t_Stand_2_Sleep" F)
|
||
aniAlias ("s_Victim_Sle" 1 "s_Victim_Sle" 0.0 0.0 M. "s_Sleep" F)
|
||
aniAlias ("t_Victim_Sle_2_Stand" 1 "" 0.0 0.1 M. "t_Sleep_2_Stand" F)
|
||
|
||
}
|
||
}
|
||
|