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.
271 lines
10 KiB
Text
271 lines
10 KiB
Text
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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// Last Changes:
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//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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Model ("Demon")
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{
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meshAndTree ("Dem_Body.asc" DONT_USE_MESH)
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registerMesh ("Dem_Body.ASC")
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registerMesh ("Dem2_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. "Dem_Run_M01.asc" F 20 59)
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{
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*eventSFX ( 28 "DEM_WINGFLAP" )
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*eventSFX (35 "DEM_AMBIENT" EMPTY_SLOT )
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}
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ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Dem_Run_M01.asc" F 60 69)
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{
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*eventSFX ( 63 "DEM_WINGFLAP" )
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}
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ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Dem_Run_M01.asc" F 70 89)
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{
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*eventSFX (84 "DEM_WINGFLAP" EMPTY_SLOT )
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}
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ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Dem_Run_M01.asc" F 90 99)
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{
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*eventSFX (92 "DEM_WINGFLAP" EMPTY_SLOT )
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}
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aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.2 0.2)
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ani ("t_FistJumpB" 1 "s_FistRun" 0.1 0.3 M. "Dem_JumpB_M01.asc" F 1 20)
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{
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*eventSFX (5 "DEM_WINGFLAP" EMPTY_SLOT )
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}
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// Fist-WALK
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aniAlias ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "s_FistRun" F)
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aniAlias ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "t_FistRun_2_FistRunL" F)
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aniAlias ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "s_FistRunL" F)
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aniAlias ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "t_FistRunL_2_FistRun" F)
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aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.2 0.2)
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// Fist-Walk Backwards Movement
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aniAlias ("t_FistWalk_2_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "t_FistRunL_2_FistRun" R)
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aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistRunL" R)
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aniAlias ("t_FistWalkBL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "t_FistRun_2_FistRunL" R)
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aniBlend ("t_FistWalkBR_2_FistWalk" "s_FistWalk" 0.2 0.2)
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ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.1 0.1 M. "Dem_Strafe_M01.asc" R 1 14)
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{
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*eventSFX ( 7 "DEM_WINGFLAP" )
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}
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aniAlias ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.1 0.1 M. "t_FistRunStrafeL" F)
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aniAlias ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.1 0.1 M. "t_FistRunStrafeL" R)
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aniAlias ("t_FistWalkStrafeR" 1 "t_FistWalkStrafeR" 0.1 0.1 M. "t_FistRunStrafeL" F)
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/////////////////////
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// FIST TURNING
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/////////////////////
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// sieht ohne Ani am besten aus!
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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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// JUMPUPLOW / JUMPUPMID / CLIMB
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/////////////////////////////////
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// -------------------------------------------------------------------------------------------------------------------------------------
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// JUMPUPLOW (Ohne Benutzung der H<>nde, rechter Fu<46> setzt zuerst auf. H<>he: 50-100cm)
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// ani1: Schwung holen, ani2: Flugphase, ani3: Kontakt mit Kante
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ani ("t_Stand_2_JumpUpLow" 1 "s_JumpUpLow" 0.1 0.0 M. "Dem_JumpUpLow_A01.asc" F 1 15)
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{
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*eventSFX (14 "DEM_WINGFLAP" EMPTY_SLOT )
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}
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ani ("s_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.0 0.0 MF "Dem_JumpUpLow_A01.asc" F 15 24)
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ani ("t_JumpUpLow_2_Stand" 1 "" 0.0 0.1 MF "Dem_JumpUpLow_A01.asc" F 24 29)
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//////////////////////////
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// FALL
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//////////////////////////
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// -------------------------------------------------------------------------------------------------------------------------------------
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// FALLDN
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// ---------------------------------------------------------------------------------------------------------------------------------
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// Freier Fall
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aniAlias ("s_FallDn" 1 "s_FallDn" 0.0 0.0 MF "s_FistRun")
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// -----------------------------------------------------------------------------------------------------------------------------
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// Landung auf den Beinen ohne Schaden
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aniAlias ("t_FallDn_2_Stand" 1 "" 0.2 0.1 M. "t_FistRun_2_FistRunL" R)
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// -------------------------------------------------------------------------------------------------------------------------------------
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///////////////////
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// STUMBLE
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///////////////////
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// -----------------------------------------------------------------------------------------------------------------------------
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// Vorw<72>rts Stolpern
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ani ("t_Stumble" 1 "" 0.1 0.1 M. "Dem_Stumble_M01.asc" F 20 40)
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{
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*eventSFX ( 28 "DEM_WINGFLAP" )
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*eventSFX ( 30 "DEM_HURT" EMPTY_SLOT )
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}
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// -----------------------------------------------------------------------------------------------------------------------------
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// R<>ckw<6B>rts Stolpern
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ani ("t_StumbleB" 1 "" 0.1 0.1 M. "Dem_Stumble_M01.asc" F 0 20)
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{
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*eventSFX ( 2 "DEM_WINGFLAP" )
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*eventSFX ( 3 "DEM_HURT" EMPTY_SLOT )
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}
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//////////////////////////
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// DIE
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//////////////////////////
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// ---------------------------------------------------------------------------------------------------------------------------------
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// DEAD
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ani ("t_Dead" 1 "s_Dead" 0.1 0.0 M. "Dem_Dead_M01.asc" F 1 34)
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{
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*eventSFX ( 2 "DEM_WINGFLAP" )
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*eventSFX ( 1 "DEM_DIE" EMPTY_SLOT )
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*eventSFX (12 "M_FALL_HUGE" EMPTY_SLOT )
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*eventPFX ( 33 "BFX_DEMON_DEAD" "BIP01" ATTACH )
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}
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ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "Dem_Dead_M01.asc" F 35 35)
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// ---------------------------------------------------------------------------------------------------------------------------------
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// DEADB
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ani ("t_DeadB" 1 "s_DeadB" 0.1 0.0 M. "Dem_Dead_A10.asc" F 1 74 FPS:12.5)
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{
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*eventSFX ( 2 "DEM_WINGFLAP" )
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*eventSFX (14 "M_FALL_HUGE" EMPTY_SLOT )
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*eventSFX (25 "DEM_DIE" EMPTY_SLOT )
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*eventSFX (43 "M_FALL_SMALL" EMPTY_SLOT )
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*eventPFX (72 1 "BFX_DEMON_DEAD" "BIP01" "ATTACH" )
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}
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ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "Dem_Dead_A10.asc" F 75 75)
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// -------------------------------------------------------------------------------------------------------------------------------------
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// WhirlAround
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// WhirlAround CCW
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ani ("t_surprise_CCW" 1 "s_surprise" 0.2 0.2 M. "Dem_SurpriseL_A02.asc" F 1 22)
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// WhirlAround CW
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ani ("t_surprise_CW" 1 "s_surprise" 0.2 0.2 M. "Dem_SurpriseR_A02.asc" F 1 22)
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// Surprise
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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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// LOOK Autoaiming
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//////////////////////////
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// Seitenwinkel: +/- 60<36> H<>henwinkel: +/- 45<34>
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ani ("c_look_1" 9 "" 0.0 0.0 . "Dem_Look_M01.asc" F 0 0)
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ani ("c_look_2" 9 "" 0.0 0.0 . "Dem_Look_M01.asc" F 1 1)
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ani ("c_look_3" 9 "" 0.0 0.0 . "Dem_Look_M01.asc" F 2 2)
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ani ("c_look_4" 9 "" 0.0 0.0 . "Dem_Look_M01.asc" F 3 3)
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ani ("c_look_5" 9 "" 0.0 0.0 . "Dem_Look_M01.asc" F 4 4)
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ani ("c_look_6" 9 "" 0.0 0.0 . "Dem_Look_M01.asc" F 5 5)
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ani ("c_look_7" 9 "" 0.0 0.0 . "Dem_Look_M01.asc" F 6 6)
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ani ("c_look_8" 9 "" 0.0 0.0 . "Dem_Look_M01.asc" F 7 7)
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ani ("c_look_9" 9 "" 0.0 0.0 . "Dem_Look_M01.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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/////////////////
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// ATTACK
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/////////////////
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ani ("s_FistAttack" 1 "" 0.0 0.0 M. "Dem_attack_M01.asc" F 1 29)
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{
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*eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND")
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*eventTag (0 "DEF_OPT_FRAME" "11")
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*eventTag (0 "DEF_HIT_END" "29")
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*eventTag (0 "DEF_WINDOW" "11 29")
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// *eventTag (0 "DEF_DIR" "O")
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*eventSFX ( 1 "DEM_ATTACK" )
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*eventPFX ( 2 1 "DEMON_ATTACK" "BIP01 R HAND" ATTACH )
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*eventSFX ( 7 "DEM_WINGFLAP" )
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}
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ani ("t_FistAttackMove" 2 "" 0.2 0.2 M. "Dem_AttackMove_M01.asc" F 1 29)
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{
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*eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND")
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*eventTag (0 "DEF_OPT_FRAME" "11")
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}
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ani ("t_FistParadeJumpB" 1 "" 0.1 0.1 M. "Dem_JumpB_M01.asc" F 1 19)
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aniAlias ("t_FistParade_0" 1 "" 0.1 0.1 M. "t_FistParadeJumpB" F)
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/////////////////
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// SCRIPT ANIS
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/////////////////
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ani ("t_Warn" 1 "" 0.1 0.1 M. "Dem_Warn_M01.asc" F 1 39)
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{
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*eventSFX ( 10 "DEM_WARN" EMPTY_SLOT )
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*eventPFX ( 12 "DEMON_FLAMETHROWER" "BIP01 HEAD" ATTACH )
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*eventSFX ( 4 "DEM_WINGFLAP" )
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*eventSFX ( 23 "DEM_WINGFLAP" )
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//*eventPFXStop (30 1 )
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}
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ani ("t_Perception" 2 "" 0.1 0.1 M. "Dem_Perception_M01.asc" F 1 74 FPS:12.5)
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{
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*eventSFX ( 4 "DEM_WINGFLAP" )
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*eventSFX ( 30 "DEM_WINGFLAP" )
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*eventSFX ( 55 "DEM_WINGFLAP" )
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}
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ani ("t_spawn" 1 "s_fistrun" 0.0 0.1 M. "Dem_Spawn_A01.asc" F 1 49)
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{
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*eventPFX (1 "SPAWN_DEMON" "BIP01" ATTACH )
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}
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// ROAM ANI's
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aniAlias ("r_Roam1" 2 "" 0.1 0.1 M. "t_Perception" F)
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aniAlias ("r_Roam2" 2 "" 0.1 0.1 M. "t_Perception" F)
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aniAlias ("r_Roam3" 2 "" 0.1 0.1 M. "t_Perception" F)
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///////////////////////
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// MAGIC VICTIMS
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///////////////////////
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// kein Feuerschaden
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// Lightning, Chainlightning, Thunderbolt, Thunderball
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ani ("t_Stand_2_Lightning_Victim" 1 "s_Lightning_Victim" 0.1 0.0 M. "Dem_VicLightning_M01.asc" F 0 14)
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ani ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Dem_VicLightning_M01.asc" F 14 84)
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// Whirlwind
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ani ("t_Stand_2_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.1 0.0 M. "Dem_VicLightning_M01.asc" F 0 14)
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ani ("s_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.0 0.0 M. "Dem_VicLightning_M01.asc" F 14 84)
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// IceCube, IceWave
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// Demon ist immun gegen Freeze
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// kein Sleep Victim
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};
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