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.
221 lines
7.5 KiB
Text
221 lines
7.5 KiB
Text
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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// Last Changes:
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//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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Model ("Bloodfly")
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{
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meshAndTree ("Blo_Body.asc" DONT_USE_MESH)
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registerMesh ("Blo_Body.ASC")
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aniEnum
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{
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// | KEYWORD | ANI-NAME |LAYER| NEXT-ANI | BI | BO |F |ASC-FILE | DIR |FF |LF
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//----------------------------------------------------------------------------------------------------------------------------
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//////////////////////////
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// FIST MOVEMENT
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//////////////////////////
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// Fist-RUN
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ani ("s_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Blo_Ambient_M01.asc" F 0 59)
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{
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*eventSFX (0 "BLO_WINGS" )
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*eventSFX (20 "BLO_WINGS" )
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*eventSFX (40 "BLO_WINGS" )
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}
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ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.2 0.1 M. "Blo_Run_M01.asc" F 5 10)
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{
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*eventSFX (5 "BLO_WINGS" EMPTY_SLOT )
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}
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ani ("s_FistRunL" 1 "s_FistRunL" 0.1 0.1 M. "Blo_Run_M01.asc" F 10 30)
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{
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*eventSFX (10 "BLO_WINGS" EMPTY_SLOT )
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}
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ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.1 0.1 M. "Blo_Run_M01.asc" F 30 40)
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{
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*eventSFX (31 "BLO_WINGS" EMPTY_SLOT )
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}
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aniBlend ("t_FistRunR_2_FistRun" "s_FistRun")
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aniAlias ("t_FistJumpB" 1 "s_FistRun" 0.1 0.1 M. "s_FistRunL" R)
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// Fist-WALK
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ani ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "Blo_Run2Walk_M01.asc" F 25 25)
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aniBlend ("t_FistWalk_2_FistWalkL" "s_FistWalkL" 0.1 0.1)
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ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Blo_Walk_M01.asc" F 11 20)
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aniBlend ("t_FistWalkL_2_FistWalk" "s_FistWalk" 0.1 0.1)
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aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.1 0.1)
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// Walk Turns
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ani ("t_FistWalkTurnL" 20 "" 0.1 0.1 M. "Blo_Turn_Jue00.asc" F 0 25)
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aniAlias ("t_FistWalkTurnR" 20 "" 0.1 0.1 M. "t_FistWalkTurnL" R)
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// Fist-Walk Backwards Movement
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aniBlend ("t_FistWalk_2_FistWalkBL" "s_FistWalkBL" 0.2 0.2)
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aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistWalkL" R)
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aniBlend ("t_FistWalkBL_2_FistWalk" "s_FistWalk" 0.2 0.2)
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aniBlend ("t_FistWalkBR_2_FistWalk" "s_FistWalk" 0.2 0.2)
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// TRANS
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ani ("t_FistRun_2_FistWalk" 1 "s_FistWalk" 0.1 0.1 M. "Blo_Run2Walk_M01.asc" F 1 24)
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{
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*eventSFX ( 1 "BLO_WINGS" EMPTY_SLOT )
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}
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ani ("t_FistWalk_2_FistRun" 1 "s_FistRun" 0.1 0.1 M. "Blo_Run2Walk_M01.asc" F 26 49)
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{
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*eventSFX (30 "BLO_WINGS" EMPTY_SLOT )
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}
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aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.5 0.5)
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aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.5 0.5)
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// Strafe
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ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.1 0.1 M. "Blo_StrafeL.ASC" F 0 11)
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{
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*eventSFX (1 "BLO_WINGS" EMPTY_SLOT )
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}
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ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.1 0.1 M. "Blo_StrafeR.ASC" R 0 11)
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{
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*eventSFX (11 "BLO_WINGS" EMPTY_SLOT )
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}
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/////////////////
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// SWIM
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/////////////////
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// wird nicht mehr ben<65>tigt, da bei fliegenden Monstern Wasserpolys auch als "solide" gelten
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/////////////////
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// JUMP / FLY
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/////////////////
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ani ("t_Stand_2_JumpUpLow" 1 "s_JumpUpLow" 0.1 0.0 M. "Blo_JumpUp_M01.asc" F 1 5)
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ani ("s_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.0 0.0 MF "Blo_JumpUp_M01.asc" F 5 15)
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{
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*eventSFX (5 "BLO_WINGS" EMPTY_SLOT )
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}
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ani ("t_JumpUpLow_2_Stand" 1 "" 0.0 0.2 MF "Blo_JumpUp_M01.asc" F 15 30)
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{
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*eventSFX (24 "BLO_WINGS" EMPTY_SLOT )
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}
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/////////////////
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// FALL / SLIDE
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/////////////////
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aniAlias ("s_FallDn" 1 "s_FallDn" 0.0 0.0 MF "s_FistRun" F)
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ani ("t_FallDn_2_Stand" 1 "" 0.0 0.0 M. "Blo_Run_M01.asc" F 1 1)
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ani ("t_StumbleB" 1 "" 0.1 0.1 M. "Blo_Stumble_M01.asc" F 0 15 )
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{
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*eventSFX (2 "BLO_HURT" EMPTY_SLOT )
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}
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ani ("t_Stumble" 1 "" 0.1 0.1 M. "Blo_Stumble_M01.asc" F 15 30)
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{
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*eventSFX (16 "BLO_HURT" EMPTY_SLOT )
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}
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ani ("t_Dead" 1 "s_Dead" 0.1 0.0 M. "Blo_Dead_M01.asc" F 1 49)
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{
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*eventSFX (1 "BLO_DIE" EMPTY_SLOT )
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*eventSFX (27 "M_FALL_SMALL" EMPTY_SLOT )
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}
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ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "Blo_Dead_M01.asc" F 50 50)
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ani ("t_DeadB" 1 "s_DeadB" 0.1 0.0 M. "Blo_Dead2_M09.asc" F 1 29)
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{
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*eventSFX (2 "BLO_DIE" EMPTY_SLOT )
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*eventSFX (20 "M_FALL_SMALL" EMPTY_SLOT )
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}
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ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "Blo_Dead2_M09.asc" F 30 30)
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// WhirlAround CCW
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ani ("t_surprise_CCW" 1 "s_surprise" 0.2 0.2 M. "Blo_Whirlaround.ASC" F 1 14)
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// WhirlAround CW
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aniAlias ("t_surprise_CW" 1 "s_surprise" 0.2 0.2 M. "t_surprise_CCW" R)
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aniAlias ("s_surprise" 1 "s_surprise" 0.1 0.1 M. "s_FistRun" F)
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/////////////////
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// ATTACK
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/////////////////
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ani ("s_FistAttack" 1 "" 0.1 0.1 M. "Blo_Attack_M01.asc" F 1 29)
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{
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*eventTag (0 "DEF_HIT_LIMB" "BIP01 HOLD STING" )
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*eventTag (0 "DEF_OPT_FRAME" "12" )
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*eventTag (0 "DEF_HIT_END" "29" )
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*eventTag (0 "DEF_WINDOW" "19 29" )
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// *eventTag (0 "DEF_DIR" "O" )
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*eventSFX (2 "BLO_ATTACK" EMPTY_SLOT )
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}
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// w<>hrend des Laufens zuschlagen
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ani ("t_FistAttackMove" 2 "" 0.2 0.2 M. "Blo_AttackMove_M01.ASC" F 1 29)
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{
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*eventTag (0 "DEF_HIT_LIMB" "BIP01 HOLD STING" )
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*eventTag (0 "DEF_OPT_FRAME" "12" )
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*eventSFX (2 "BLO_ATTACK" EMPTY_SLOT )
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}
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ani ("t_FistParadeJumpB" 1 "" 0.1 0.1 M. "Blo_JumpB_M01.asc" F 1 19)
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{
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*eventSFX (1 "BLO_WINGS" EMPTY_SLOT )
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}
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aniAlias ("t_FistParade_0" 1 "" 0.1 0.1 M. "t_FistParadeJumpB" F)
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// aniAlias ("t_FistParade_U" 1 "" 0.1 0.1 M. "t_FistParadeJumpB" F)
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// aniAlias ("t_FistParade_L" 1 "" 0.1 0.1 M. "t_FistParadeJumpB" F)
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// aniAlias ("t_FistParade_R" 1 "" 0.1 0.1 M. "t_FistParadeJumpB" F)
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ani ("t_Perception" 2 "" 0.1 0.1 M. "Blo_Perception_M01.asc" F 1 59 FPS:15)
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ani ("t_Warn" 1 "" 0.1 0.1 M. "Blo_Warn_M01.asc" F 1 74 FPS:15)
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{
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*eventSFX (2 "BLO_WARN" EMPTY_SLOT )
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}
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///////////////////////
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// MAGIC VICTIMS
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///////////////////////
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// Feuerschaden allgemein, z.B. Fireball, Pyrokinesis, ...
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aniAlias ("s_Fire_Victim" 1 "s_Fire_Victim" 0.0 0.0 M. "s_Lightning_Victim" F)
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// Lightning, Chainlightning, Thunderbolt, Thunderball
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aniAlias ("t_Stand_2_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "s_FistWalk" F)
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ani ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Blo_VicLightning_M01.asc" F 0 100)
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// IceCube, IceWave
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ani ("t_Stand_2_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "Blo_Walk_M01.asc" F 11 13)
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ani ("s_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "Blo_Walk_M01.asc" F 14 14)
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// Whirlwind
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ani ("t_Stand_2_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.0 0.0 M. "Blo_Walk_M01.asc" F 11 13)
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ani ("s_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.0 0.0 M. "Blo_Walk_M01.asc" F 14 14)
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// kein Sleep Victim
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}
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