mahlendur/_work/Data/Anims/Draconian.mds
Daniel Heße 892a40ff0f Initial commit with Subversion-codebase from 13/05/2022.
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.
2022-05-13 17:38:52 +02:00

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//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Model ("Draconian")
{
MeshAndTree ("Draconian_Body.asc" DONT_USE_MESH)
RegisterMesh ("Draconian_Body.ASC")
aniEnum
{
modelTag ("DEF_HIT_LIMB" "zs_RightHand")
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
// Bewegungs-Modi
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// ---------------------------------------------------------------------------------------------------------------
// RUN-Mode
ani ("s_Run" 1 "s_Run" 0.1 0.1 MI "Orc_RunAmbient_jue02.asc" F 0 50 )
{
*eventSFX (1 "DRC_Ambient" EMPTY_SLOT )
}
ani ("t_Run_2_RunL" 1 "s_RunL" 0.0 0.0 M. "Orc_RunLoop+JumpBack_jue02.asc" F 0 11 )
ani ("s_RunL" 1 "s_RunL" 0.0 0.1 M. "Orc_RunLoop+JumpBack_jue02.asc" F 12 31 )
{
*eventSFX (13 "DRC_AMBIENT_SHORT" EMPTY_SLOT )
*eventSFXGrnd (12 "Run")
*eventSFXGrnd (21 "Run")
}
ani ("t_RunL_2_Run" 1 "s_Run" 0.0 0.0 M. "Orc_RunLoop+JumpBack_jue02.asc" F 33 38 )
aniBlend ("t_RunR_2_Run" "s_Run" 0.0 0.05)
ani ("t_JumpB" 1 "s_Run" 0.0 0.0 M. "Orc_RunLoop+JumpBack_jue02.asc" F 40 54 )
{
*eventSFXGrnd (49 "Run")
*eventSFXGrnd (53 "Run")
}
// ---------------------------------------------------------------------------------------------------------------
// WALK-Mode
ani ("s_Walk" 1 "s_Walk" 0.1 0.1 MI "Orc_WalkAmbient_jue02.asc" F 0 50)
{
*eventSFX (1 "DRC_AMBIENT" EMPTY_SLOT )
}
ani ("t_Walk_2_WalkL" 1 "s_WalkL" 0.0 0.0 M. "Orc_WalkLoop_jue02.asc" F 1 9 )
ani ("s_WalkL" 1 "s_WalkL" 0.0 0.1 M. "Orc_WalkLoop_jue02.asc" F 10 32 )
{
*eventSFXGrnd (10 "Run")
*eventSFX (11 "DRC_AMBIENT_SHORT" EMPTY_SLOT )
*eventSFXGrnd (21 "Run")
}
ani ("t_WalkL_2_Walk" 1 "s_Walk" 0.0 0.0 M. "Orc_WalkLoop_jue02.asc" F 33 40 )
{
*eventSFXGrnd (40 "Run")
}
aniBlend ("t_WalkR_2_Walk" "s_Walk" 0.0 0.1)
ani ("t_Walk_2_WalkBL" 1 "s_WalkBL" 0.0 0.0 M. "Orc_WalkLoop_B_jue02.asc" R 33 40 )
ani ("s_WalkBL" 1 "s_WalkBL" 0.0 0.0 M. "Orc_WalkLoop_B_jue02.asc" R 9 32 )
ani ("t_WalkBL_2_Walk" 1 "s_Walk" 0.0 0.0 M. "Orc_WalkLoop_B_jue02.asc" R 1 8 )
aniBlend ("t_WalkBR_2_Walk" "s_Walk" 0.0 0.1)
// ---------------------------------------------------------------------------------------------------------------
// SNEAK-Mode
ani ("s_Sneak" 1 "s_Sneak" 0.0 0.0 MI "Orc_SneakAmbient.asc" F 0 50 FPS:10)
ani ("t_Sneak_2_SneakL" 1 "s_SneakL" 0.0 0.0 M. "Orc_SneakLoop.asc" F 1 52 )
ani ("s_SneakL" 1 "s_SneakL" 0.0 0.0 M. "Orc_SneakLoop.asc" F 53 104 )
ani ("t_SneakL_2_Sneak" 1 "s_Sneak" 0.0 0.0 M. "Orc_SneakLoop.asc" F 105 149 )
aniBlend ("t_SneakR_2_Sneak" "s_Sneak" 0.2 0.2)
ani ("t_Sneak_2_SneakBL" 1 "s_SneakBL" 0.0 0.0 M. "Orc_SneakLoop_B.asc" R 105 149 )
ani ("s_SneakBL" 1 "s_SneakBL" 0.0 0.0 M. "Orc_SneakLoop_B.asc" R 53 104 )
ani ("t_SneakBL_2_Sneak" 1 "s_Sneak" 0.0 0.0 M. "Orc_SneakLoop_B.asc" R 1 52 )
aniBlend ("t_SneakBR_2_Sneak" "s_Sneak" 0.2 0.2)
// ---------------------------------------------------------------------------------------------------------------
// TURNING
ani ("t_RunTurnL" 20 "t_RunTurnL" 0.2 0.2 M. "Orc_RunTurnL_A01.asc" F 1 24 )
{
*eventSFXGrnd (8 "Turn")
*eventSFXGrnd (18 "Turn")
}
ani ("t_RunTurnR" 20 "t_RunTurnR" 0.2 0.2 M. "Orc_RunTurnR_A01.asc" F 1 24 )
{
*eventSFXGrnd (8 "Turn")
*eventSFXGrnd (18 "Turn")
}
aniAlias ("t_WalkTurnL" 20 "t_WalkTurnL" 0.2 0.2 M. "t_RunTurnL" F)
aniAlias ("t_WalkTurnR" 20 "t_WalkTurnR" 0.2 0.2 M. "t_RunTurnR" F)
ani ("t_SneakTurnL" 20 "t_SneakTurnL" 0.2 0.2 M. "Orc_SneakTurnL_R.asc" F 1 59 )
ani ("t_SneakTurnR" 20 "t_SneakTurnL" 0.2 0.2 M. "Orc_SneakTurnL_R.asc" F 61 119 )
// ---------------------------------------------------------------------------------------------------------------
// STRAFING
ani ("t_RunStrafeL" 1 "s_Run" 0.1 0.1 M. "Orc_RunStrafeL_R_A01.asc" F 0 14 )
{
*eventSFX (1 "DRC_AMBIENT_SHORT" EMPTY_SLOT )
*eventSFXGrnd (10 "Turn")
*eventSFXGrnd (14 "Turn")
}
ani ("t_RunStrafeR" 1 "s_Run" 0.1 0.1 M. "Orc_RunStrafeL_R_A01.asc" F 16 30 )
{
*eventSFX (16 "DRC_AMBIENT_SHORT" EMPTY_SLOT )
*eventSFXGrnd (25 "Turn")
*eventSFXGrnd (29 "Turn")
}
ani ("t_WalkStrafeL" 1 "s_Walk" 0.2 0.2 M. "Orc_WalkStrafeL_R_A01.asc" F 0 15 )
{
*eventSFX (1 "DRC_AMBIENT_SHORT" EMPTY_SLOT )
*eventSFXGrnd (10 "Turn")
*eventSFXGrnd (14 "Turn")
}
ani ("t_WalkStrafeR" 1 "s_Walk" 0.2 0.2 M. "Orc_WalkStrafeL_R_A01.asc" F 15 30 )
{
*eventSFX (16 "DRC_AMBIENT_SHORT" EMPTY_SLOT )
*eventSFXGrnd (25 "Turn)
*eventSFXGrnd (29 "Turn")
}
ani ("t_SneakStrafeL" 1 "s_Sneak" 0.2 0.2 M. "Orc_SneakStrafeL_R.asc" F 1 44 )
ani ("t_SneakStrafeR" 1 "s_Sneak" 0.2 0.2 M. "Orc_SneakStrafeL_R.asc" F 46 99 )
// ---------------------------------------------------------------------------------------------------------------
// TRANSITIONS
ani ("t_Run_2_Walk" 1 "s_Walk" 0.1 0.1 M. "Orc_Run2Walk_jue02.asc" F 0 12 )
aniAlias ("t_Walk_2_Run" 1 "s_Run" 0.1 0.1 M. "t_Run_2_Walk" R)
aniBlend ("t_Run_2_Sneak" "s_Sneak" 0.2 0.2)
aniBlend ("t_Sneak_2_Run" "s_Run" 0.2 0.2)
aniBlend ("t_RunL_2_WalkL" "s_WalkL" 0.2 0.2)
aniBlend ("t_WalkL_2_RunL" "s_RunL" 0.2 0.2)
aniBlend ("t_SneakL_2_RunL" "s_RunL" 0.2 0.2)
aniBlend ("t_RunL_2_SneakL" "s_SneakL" 0.2 0.2)
aniBlend ("t_Walk_2_Sneak" "s_Sneak" 0.2 0.2)
aniBlend ("t_Sneak_2_Walk" "s_Walk" 0.2 0.2)
aniBlend ("t_WalkL_2_SneakL" "s_SneakL" 0.2 0.2)
aniBlend ("t_SneakL_2_WalkL" "s_WalkL" 0.2 0.2)
// ---------------------------------------------------------------------------------------------------------------
// JUMP
ani ("t_Stand_2_Jump" 1 "s_Jump" 0.1 0.0 M. "Orc_Jump_jue02.asc" F 0 24 )
ani ("s_Jump" 1 "s_Jump" 0.0 0.0 MF "Orc_Jump_jue02.asc" F 25 25 )
ani ("t_Jump_2_Stand" 1 "" 0.0 0.1 M. "Orc_Jump_jue02.asc" F 26 41 )
{
*eventSFXGrnd (31 "Run")
*eventSFXGrnd (34 "Run")
}
// aus dem Rennen direkt Springen
ani ("t_RunL_2_Jump" 1 "s_Jump" 0.0 0.1 MF "Orc_RunJump_jue02.asc" F 0 19 )
aniAlias ("t_RunR_2_Jump" 1 "s_Jump" 0.3 0.1 MF "t_RunL_2_Jump" F)
// nach dem Sprung direkt weiterrennen, wenn CursorUp weiterhin gedr<64>ckt
aniBlend ("t_Jump_2_RunL" "s_RunL" 0.2 0.2)
// ---------------------------------------------------------------------------------------------------------------
// JUMP UP, CLIMB
// JumpUpLow (Ohne Benutzung der H<>nde, rechter Fu<46> setzt zuerst auf. H<>he: 50-100cm)
// ani1: Schwung holen, ani2: Flugphase, ani3: Kontakt mit Kante
ani ("t_Stand_2_JumpUpLow" 1 "s_JumpUpLow" 0.1 0.0 M. "Orc_JumpUpLow_jue02.asc" F 1 10 )
ani ("s_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.0 0.0 MF "Orc_JumpUpLow_jue02.asc" F 10 14)
ani ("t_JumpUpLow_2_Stand" 1 "" 0.0 0.1 MF "Orc_JumpUpLow_jue02.asc" F 14 29 )
{
*eventPFX (17 "ZMODELLANDDUST" "BIP01 L Foot")
*eventSFXGrnd (17 "Run")
*eventSFXGrnd (23 "Run")
}
// aus dem Rennen direkt Springen
aniAlias ("t_RunL_2_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.2 0.1 M. "s_JumpUpLow" F)
aniAlias ("t_RunR_2_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.2 0.1 M. "s_JumpUpLow" F)
// JumpUpMid (Auf den H<>nden abgest<73>tzt in einem Satz nach oben. H<>he: 100-200cm)
// ani1: Schwung holen, ani2: Flugphase, ani3: Kontakt mit Kante
ani ("t_Stand_2_JumpUpMid" 1 "s_JumpUpMid" 0.1 0.0 M. "Orc_JumpUpMid_jue02.asc" F 1 10)
ani ("s_JumpUpMid" 1 "t_JumpUpMid_2_Stand" 0.0 0.0 MF "Orc_JumpUpMid_jue02.asc" F 10 12)
ani ("t_JumpUpMid_2_Stand" 1 "" 0.0 0.1 MF "Orc_JumpUpMid_jue02.asc" F 12 35 )
{
*eventPFX (12 "ZMODELLANDDUST" "BIP01 L Hand")
*eventPFX (12 "ZMODELLANDDUST" "BIP01 R Hand")
*eventSFXGrnd (25 "Run")
*eventSFXGrnd (28 "Run")
}
// aus dem Rennen direkt Springen
aniAlias ("t_RunL_2_JumpUpMid" 1 "t_JumpUpMid_2_Stand" 0.2 0.1 M. "s_JumpUpMid" F)
aniAlias ("t_RunR_2_JumpUpMid" 1 "t_JumpUpMid_2_Stand" 0.2 0.1 M. "s_JumpUpMid" F)
// W<>hrend Sprung nach vorn Festhalten an Kante
aniBlend ("t_Jump_2_Hang" "s_Hang" 0.2 0.2)
// W<>hrend Runterfallen Festhalten an Kante
aniBlend ("t_FallDn_2_Hang" "s_Hang" 0.2 0.2)
// JumpUp, Hang (An Kante springen, und dann hochziehen. H<>he: 200-350cm)
// aus dem Rennen direkt Springen
aniAlias ("t_RunL_2_JumpUp" 1 "s_JumpUp" 0.3 0.1 M. "t_Stand_2_JumpUp" F)
aniAlias ("t_RunR_2_JumpUp" 1 "s_JumpUp" 0.3 0.1 M. "t_Stand_2_JumpUp" F)
ani ("t_Stand_2_JumpUp" 1 "s_JumpUp" 0.0 0.0 M. "Orc_JumpUpClimb_jue02.asc" F 1 9)
ani ("s_JumpUp" 1 "s_JumpUp" 0.0 0.0 MF "Orc_JumpUpClimb_jue02.asc" F 10 10)
ani ("t_JumpUp_2_Hang" 1 "s_Hang" 0.2 0.2 MF "Orc_JumpUpClimb_jue02.asc" F 11 12)
ani ("s_Hang" 1 "s_Hang" 0.0 0.0 MF "Orc_JumpUpClimb_jue02.asc" F 13 13)
// Climb up
ani ("t_Hang_2_Stand" 1 "" 0.0 0.0 MF "Orc_JumpUpClimb_jue02.asc" F 14 54)
{
*eventSFXGrnd (38 "Run")
*eventSFXGrnd (47 "Run")
}
// Climb Down
aniAlias ("t_Stand_2_Hang" 1 "s_Hang" 0.0 0.0 MF "t_Hang_2_Stand" R)
// ---------------------------------------------------------------------------------------------------------------
// FALL
// FallDn
aniBlend ("t_Hang_2_FallDn" "s_FallDn" 0.0 0.2)
aniBlend ("t_JumpUp_2_FallDn" "s_FallDn" 0.0 0.2)
aniBlend ("t_Jump_2_FallDn" "s_FallDn" 0.0 0.2)
ani ("s_FallDn" 1 "s_FallDn" 0.1 0.1 MF "Orc_FallDn_jue02.asc" F 0 0)
// Landen und stehenbleiben
ani ("t_FallDn_2_Stand" 1 "" 0.0 0.1 M. "Orc_FallDn_jue02.asc" F 1 13 )
{
*eventSFXGrnd (4 "Run")
*eventSFXGrnd (6 "Run")
}
// Landen und direkt weiterrennen
aniBlend ("t_FallDn_2_RunL" "s_RunL" 0.1 0.1)
// wenn Falltiefe zu tief um unbeschadet auf den F<><46>en zu landen
ani ("t_FallDn_2_Fall" 1 "s_Fall" 0.1 0.1 MF "Orc_Fall.asc" F 1 6 )
ani ("t_FallDn_2_FallB" 1 "s_FallB" 0.1 0.1 MF "Orc_Fall_B.asc" F 1 7 )
// Bei s-Fall und s_FallB "fliegt" die Figur durch die Luft.
// Bei s_Fallen + s_FallenB liegt der Spieler flach. Soll solange liegen bleiben bis eine CURSORTASTE gedr<64>ckt wird
ani ("s_Fall" 1 "s_Fall" 0.2 0.1 MF "Orc_Fall.asc" F 7 7)
ani ("t_Fall_2_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Orc_Fall.asc" F 8 19)
ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Orc_Fall.asc" F 20 20)
ani ("t_Fallen_2_Stand" 1 "" 0.0 0.2 M. "Orc_KnockedOut_StandUp_jue02.asc" F 32 79)
{
*eventSFXGrnd (59 "Run")
*eventSFXGrnd (74 "Run")
}
ani ("s_FallB" 1 "s_FallB" 0.1 0.0 MF "Orc_Fall_B.asc" F 8 8)
ani ("t_FallB_2_FallenB" 1 "s_FallenB" 0.0 0.0 M. "Orc_Fall_B.asc" F 8 18 )
ani ("s_FallenB" 1 "s_FallenB" 0.0 0.0 M. "Orc_Fall_B.asc" F 19 19)
ani ("t_FallenB_2_Stand" 1 "" 0.0 0.2 M. "Orc_Fall_B.asc" F 20 45 )
{
*eventSFXGrnd (27 "Run")
*eventSFXGrnd (29 "Run")
}
///////////////////////////
// ITEM GET / DROP / THROW
///////////////////////////
// Item auf verschiedenen H<>hen aufnehmen
ani ("c_Stand_2_IGet_1" 1 "" 0.0 0.0 . "Orc_ItemGet_jue02.asc" F 1 12)
ani ("c_Stand_2_IGet_2" 1 "" 0.0 0.0 . "Orc_ItemGet_jue02.asc" F 25 36)
ani ("c_Stand_2_IGet_3" 1 "" 0.0 0.0 . "Orc_ItemGet_jue02.asc" F 51 62)
aniComb ("t_Stand_2_IGet" 1 "s_IGet" 0.0 0.0 M. "c_Stand_2_IGet_" 3)
ani ("c_IGet_1" 1 "" 0.0 0.0 . "Orc_ItemGet_jue02.asc" F 13 13)
ani ("c_IGet_2" 1 "" 0.0 0.0 . "Orc_ItemGet_jue02.asc" F 37 37)
ani ("c_IGet_3" 1 "" 0.0 0.0 . "Orc_ItemGet_jue02.asc" F 63 63)
aniComb ("s_IGet" 1 "s_IGet" 0.0 0.0 M. "c_IGet_" 3)
ani ("c_IGet_2_Stand_1" 1 "" 0.0 0.0 . "Orc_ItemGet_jue02.asc" F 14 25)
ani ("c_IGet_2_Stand_2" 1 "" 0.0 0.0 . "Orc_ItemGet_jue02.asc" F 38 49)
ani ("c_IGet_2_Stand_3" 1 "" 0.0 0.0 . "Orc_ItemGet_jue02.asc" F 64 75)
aniComb ("t_IGet_2_Stand" 1 "" 0.0 0.1 M. "c_IGet_2_Stand_" 3)
// Item ABLEGEN
ani ("t_Stand_2_IDrop" 1 "s_IDrop" 0.1 0.0 M. "Orc_ItemThrow_jue02.asc" F 1 16)
ani ("s_IDrop" 1 "s_IDrop" 0.0 0.0 M. "Orc_ItemThrow_jue02.asc" F 17 17)
ani ("t_IDrop_2_Stand" 1 "" 0.0 0.1 M. "Orc_ItemThrow_jue02.asc" F 18 24)
//////////////////////////
// WALK WATER
//////////////////////////
ani ("t_Walk_2_WalkWL" 1 "s_WalkWL" 0.0 0.0 M. "Orc_WaterWalk_jue02.asc" F 1 11 )
// Water-Walk-Loop
ani ("s_WalkWL" 1 "s_WalkWL" 0.0 0.0 M. "Orc_WaterWalk_jue02.asc" F 12 47 )
{
*eventSFX (20 "Walk_Water")
*eventSFX (40 "Walk_Water")
}
ani ("t_WalkWL_2_Walk" 1 "s_Walk" 0.0 0.0 M. "Orc_WaterWalk_jue02.asc" F 48 55 )
aniBlend ("t_WalkWR_2_Walk" "s_Walk" 0.2 0.2)
// Walk Backwards Movement
aniBlend ("t_Walk_2_WalkWBL" "s_WalkWBL" 0.2 0.2)
// Water-Walk-Loop backwards
aniAlias ("s_WalkWBL" 1 "s_WalkWBL" 0.0 0.0 M. "s_WalkWL" R)
aniBlend ("t_WalkWBL_2_Walk" "s_Walk" 0.2 0.2)
aniBlend ("t_WalkWBR_2_Walk" "s_Walk" 0.2 0.2)
/////////////////////////////
// WATER TURNING / STRAFING
/////////////////////////////
// Turn / Strafe k<>nnen doch nicht von "s_Walk" benutzt werden (Weil sie dann auch die selben SFX benutzen) :(
ani ("t_WalkWTurnL" 20 "t_WalkWTurnL" 0.2 0.2 M. "Orc_RunTurnL_110_jue02.asc" F 1 24 )
{
*eventSFX (10 "Swim")
}
ani ("t_WalkWTurnR" 20 "t_WalkWTurnR" 0.2 0.2 M. "Orc_RunTurnR_110_jue02.asc" R 1 24 )
{
*eventSFX (10 "Swim")
}
ani ("t_WalkWStrafeL" 1 "t_WalkWStrafeL" 0.1 0.1 M. "Orc_WalkStrafeL_jue02.asc" F 1 24 )
{
*eventSFX (6 "Swim")
}
ani ("t_WalkWStrafeR" 1 "t_WalkWStrafeR" 0.1 0.1 M. "Orc_WalkStrafeR_jue02.asc" F 1 24 )
{
*eventSFX (21 "Swim")
}
// Transitions won Walkloops zu Walkloop im Wasser
aniBlend ("t_SneakBL_2_WalkWBL" "s_WalkWBL" 0.2 0.2)
aniBlend ("t_WalkWBL_2_SneakBL" "s_SneakBL" 0.2 0.2)
aniBlend ("t_WalkBL_2_WalkWBL" "s_WalkWBL" 0.2 0.2)
aniBlend ("t_WalkWBL_2_WalkBL" "s_WalkBL" 0.2 0.2)
aniBlend ("t_SneakL_2_WalkWL" "s_WalkWL" 0.2 0.2)
aniBlend ("t_WalkWL_2_SneakL" "s_SneakL" 0.2 0.2)
aniBlend ("t_WalkL_2_WalkWL" "s_WalkWL" 0.2 0.2)
aniBlend ("t_WalkWL_2_WalkL" "s_WalkL" 0.2 0.2)
aniBlend ("t_RunL_2_WalkWL" "s_WalkWL" 0.2 0.2)
aniBlend ("t_WalkWL_2_RunL" "s_RunL" 0.2 0.2)
aniBlend ("t_WalkWBL_2_SwimB" "s_SwimB" 0.2 0.2)
aniBlend ("t_SwimB_2_WalkWBL" "s_WalkWBL" 0.2 0.2)
ani ("t_WalkWL_2_SwimF" 1 "s_SwimF" 0.2 0.2 MF "Orc_Walk2Swim_jue02.asc" F 0 10)
{
*eventSFX (5 "Swim")
}
aniAlias ("t_SwimF_2_WalkWL" 1 "s_WalkWL" 0.2 0.2 MF "t_WalkWL_2_SwimF" R)
//////////////////////////
// SWIM
//////////////////////////
ani ("s_Swim" 1 "s_Swim" 0.1 0.1 MI "Orc_Swim_Ambient.asc" F 0 48 FPS:10)
{
*eventSFX (10 "SwimWaves")
}
// Kraulen
ani ("t_Swim_2_SwimF" 1 "s_SwimF" 0.1 0.0 M. "Orc_Swim.asc" F 1 19 )
{
*eventSFX (0 "SwimWaves")
}
ani ("s_SwimF" 1 "s_SwimF" 0.0 0.2 M. "Orc_Swim.asc" F 20 49 )
{
*eventSFX (22 "Swim")
*eventSFX (37 "Swim")
}
ani ("t_SwimF_2_Swim" 1 "s_Swim" 0.0 0.1 M. "Orc_Swim.asc" F 50 69 )
{
*eventSFX (52 "SwimWaves")
}
ani ("t_Swim_2_SwimB" 1 "s_SwimB" 0.0 0.0 M. "Orc_Swim_B.asc" F 1 16 )
ani ("s_SwimB" 1 "s_swimB" 0.0 0.0 M. "Orc_Swim_B.asc" F 17 54 )
{
*eventSFX (30 "SwimBack")
}
ani ("t_SwimB_2_Swim" 1 "s_Swim" 0.0 0.0 M. "Orc_Swim_B.asc" F 55 69 )
// Turning
ani ("t_SwimTurnL" 20 "t_SwimTurnL" 0.1 0.1 M. "Orc_SwimTurnL_R.asc" F 1 24)
{
*eventSFX (8 "SwimBack")
}
ani ("t_SwimTurnR" 20 "t_SwimTurnR" 0.1 0.1 M. "Orc_SwimTurnL_R.asc" F 26 49)
{
*eventSFX (34 "SwimBack")
}
//////////////////////////
// DIVE
//////////////////////////
ani ("t_FallDn_2_Dive" 1 "s_Dive" 0.1 0.1 MF "Orc_FallDn2Dive.asc" F 1 24 )
ani ("t_Swim_2_Dive" 1 "s_Dive" 0.2 0.1 MF "Orc_Swim2Dive2Swim.asc" F 1 24 )
{
*eventSFX (5 "Swim2Dive")
}
ani ("t_SwimF_2_Dive" 1 "s_Dive" 0.2 0.1 MF "Orc_Swim2Dive2Swim.asc" F 26 49 )
{
*eventSFX (31 "Swim2Dive")
}
ani ("s_Dive" 1 "s_Dive" 0.1 0.1 MF "Orc_Dive.asc" F 0 0)
aniBlend ("t_Dive_2_DiveF" "s_DiveF" 0.1 0.1)
ani ("s_DiveF" 1 "s_DiveF" 0.4 0.4 MF "Orc_Dive.asc" F 1 37 )
{
*eventSFX (1 "Dive")
}
aniBlend ("t_DiveF_2_Dive" "s_Dive" 0.2 0.2)
aniAlias ("t_DiveF_2_Swim" 1 "s_Swim" 0.3 0.0 MF "t_Swim_2_Dive" R)
ani ("t_Dive_2_Drowned" 1 "s_Drowned" 0.2 0.0 M. "Orc_Drown.asc" F 1 24 )
{
*eventSFX (24 "Drown")
}
ani ("s_Drowned" 1 "s_Drowned" 0.0 0.0 M. "Orc_Drown.asc" F 25 25)
// Turning
ani ("t_DiveTurnL" 20 "t_DiveTurnL" 0.1 0.1 M. "Orc_DiveTurnL_R.asc" F 1 24 )
{
*eventSFX (10 "DiveWaves")
}
ani ("t_DiveTurnR" 20 "t_DiveTurnR" 0.1 0.1 M. "Orc_DiveTurnL_R.asc" F 26 49 )
{
*eventSFX (36 "DiveWaves")
}
// ---------------------------------------------------------------------------------------------------------------
// STUMBLE (f<>r Treffer im Kampf)
// !! AI: was ist mit Umfallen wenn zu hoher Schaden? Was mit den verschiedenen Stumbles?
ani ("t_Stumble" 1 "" 0.1 0.1 M. "Orc_Stumble_jue02.asc" F 0 15 )
{
*eventSFX (1 "DRC_HURT" EMPTY_SLOT )
*eventSFXGrnd (11 "Run")
*eventSFXGrnd (14 "Run")
}
ani ("t_StumbleB" 1 "" 0.1 0.1 M. "Orc_Stumble_B_jue02.asc" F 0 15 )
{
*eventSFX (1 "DRC_HURT" EMPTY_SLOT )
*eventSFXGrnd (8 "Run")
*eventSFXGrnd (14 "Run")
}
// ---------------------------------------------------------------------------------------------------------------
// DIE
ani ("t_Dead" 1 "s_Dead" 0.1 0.0 M. "Orc_Dead_jue02.asc" F 1 46)
{
*eventSFX (25 "M_FALL_HUGE" EMPTY_SLOT )
*eventSFX (2 "DRC_DIE" EMPTY_SLOT )
}
ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "Orc_Dead_jue02.asc" F 47 47)
ani ("t_DeadB" 1 "s_DeadB" 0.1 0.0 M. "Orc_Dead_B_jue02.asc" F 0 38)
{
*eventSFX (1 "DRC_DIE" EMPTY_SLOT )
*eventSFX (32 "M_FALL_HUGE" EMPTY_SLOT )
}
ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "Orc_Dead_B_jue02.asc" F 39 39)
//////////////////////////
// UMSEHEN / ZEIGEN
//////////////////////////
// LOOK Autoaiming
// Seitenwinkel: +/- 60<36> H<>henwinkel: +/- 45<34>
ani ("c_look_1" 9 "" 0.0 0.0 . "Orc_Look_jue02.asc" F 0 0)
ani ("c_look_2" 9 "" 0.0 0.0 . "Orc_Look_jue02.asc" F 1 1)
ani ("c_look_3" 9 "" 0.0 0.0 . "Orc_Look_jue02.asc" F 2 2)
ani ("c_look_4" 9 "" 0.0 0.0 . "Orc_Look_jue02.asc" F 3 3)
ani ("c_look_5" 9 "" 0.0 0.0 . "Orc_Look_jue02.asc" F 4 4)
ani ("c_look_6" 9 "" 0.0 0.0 . "Orc_Look_jue02.asc" F 5 5)
ani ("c_look_7" 9 "" 0.0 0.0 . "Orc_Look_jue02.asc" F 6 6)
ani ("c_look_8" 9 "" 0.0 0.0 . "Orc_Look_jue02.asc" F 7 7)
ani ("c_look_9" 9 "" 0.0 0.0 . "Orc_Look_jue02.asc" F 8 8)
aniComb ("t_look" 9 "t_look" 0.3 0.3 M. "c_look_" 9)
// POINT AT Autoaiming
// Seitenwinkel: +/- 90<39> H<>henwinkel: +/- 45<34>
// Fehlt
// WhirlAround CCW
ani ("t_surprise_CCW" 1 "s_surprise" 0.0 0.0 M. "Orc_WhirlAround_jue02.asc" F 0 15)
// WhirlAround CW
ani ("t_surprise_CW" 1 "s_surprise" 0.0 0.0 M. "Orc_WhirlAround_jue02.asc" F 16 31)
ani ("c_looksurprised_1" 1 "" 0.0 0.0 .. "Orc_Surprise_jue02.asc" F 8 8)
ani ("c_looksurprised_2" 1 "" 0.0 0.0 .. "Orc_Surprise_jue02.asc" F 17 17)
ani ("c_looksurprised_3" 1 "" 0.0 0.0 .. "Orc_Surprise_jue02.asc" F 26 26)
ani ("c_looksurprised_4" 1 "" 0.0 0.0 .. "Orc_Surprise_jue02.asc" F 35 35)
ani ("c_looksurprised_5" 1 "" 0.0 0.0 .. "Orc_Surprise_jue02.asc" F 44 44)
ani ("c_looksurprised_6" 1 "" 0.0 0.0 .. "Orc_Surprise_jue02.asc" F 53 53)
ani ("c_looksurprised_7" 1 "" 0.0 0.0 .. "Orc_Surprise_jue02.asc" F 62 62)
ani ("c_looksurprised_8" 1 "" 0.0 0.0 .. "Orc_Surprise_jue02.asc" F 71 71)
ani ("c_looksurprised_9" 1 "" 0.0 0.0 .. "Orc_Surprise_jue02.asc" F 80 80)
aniComb ("s_surprise" 1 "s_surprise" 0.0 0.0 M. "c_looksurprised_" 9)
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
// KAMPF-MOVES
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//////////////////////////
// WEAPON CHOOSE
//////////////////////////
// FIST
ani ("t_Run_2_Fist" 1 "s_Fist" 0.1 0.0 M. "Orc_DrawFist_jue02.asc" F 1 4)
ani ("s_Fist" 1 "s_Fist" 0.0 0.0 M. "Orc_DrawFist_jue02.asc" F 5 5)
ani ("t_Fist_2_FistRun" 1 "s_FistRun" 0.0 0.1 M. "Orc_DrawFist_jue02.asc" F 6 14)
{
*eventTag (6 "DEF_FIGHTMODE" "FIST")
}
ani ("t_FistRun_2_Fist" 1 "s_Fist" 0.1 0.0 M. "Orc_DrawFist_jue02.asc" R 6 14)
{
*eventTag (6 "DEF_FIGHTMODE" "")
}
aniAlias ("t_Fist_2_Run" 1 "" 0.0 0.1 M. "t_Run_2_Fist" R)
ani ("t_Move_2_FistMove" 2 "" 0.2 0.2 M. "Orc_DrawFist_Run_A01.asc" F 1 20)
{
*eventTag (5 "DEF_FIGHTMODE" "FIST")
}
ani ("t_FistMove_2_Move" 2 "" 0.2 0.2 M. "Orc_DrawFist_Run_A01.asc" R 1 20)
{
*eventTag (5 "DEF_FIGHTMODE" "")
}
// 2H - WEAPON
ani ("t_Run_2_2h" 1 "s_2h" 0.1 0.0 M. "Orc_2hSDrawT2_A00.asc" F 1 5)
ani ("s_2h" 1 "s_2h" 0.0 0.0 M. "Orc_2hSDrawT2_A00.asc" F 6 6)
ani ("t_2h_2_2hRun" 1 "s_2hRun" 0.0 0.1 M. "Orc_2hSDrawT2_A00.asc" F 7 18)
{
*eventTag (7 "DEF_FIGHTMODE" "2h")
*eventTag (7 "DEF_DRAWSOUND")
}
ani ("t_2hRun_2_2h" 1 "s_2h" 0.1 0.0 M. "Orc_2hSDrawT2_A00.asc" R 7 18)
{
*eventTag (7 "DEF_FIGHTMODE" "")
*eventTag (7 "DEF_UNDRAWSOUND")
}
aniAlias ("t_2h_2_Run" 1 "" 0.0 0.1 M. "t_Run_2_2h" R)
ani ("t_Move_2_2hMove" 2 "" 0.2 0.2 M. "Orc_2hSDrawT2_Run_A00.asc" F 1 20)
{
*eventTag (7 "DEF_FIGHTMODE" "2H")
*eventTag (7 "DEF_DRAWSOUND")
}
ani ("t_2hMove_2_Move" 2 "" 0.2 0.2 M. "Orc_2hSDrawT2_Run_A00.asc" R 1 20)
{
*eventTag (7 "DEF_UNDRAWSOUND")
*eventTag (7 "DEF_FIGHTMODE" "")
}
// CBOW
ani ("t_Run_2_CBow" 1 "s_CBow" 0.1 0.0 M. "Orc_CBow_jue02.asc" F 1 4)
ani ("s_CBow" 1 "s_CBow" 0.0 0.0 M. "Orc_CBow_jue02.asc" F 5 5)
ani ("t_CBow_2_CBowRun" 1 "s_CBowRun" 0.0 0.1 M. "Orc_CBow_jue02.asc" F 6 40)
{
*eventTag (11 "DEF_FIGHTMODE" "CBOW")
*eventMMStartAni (10 "S_SHOOT" "ZS_RIGHTHAND")
*eventSFX (11 "Drawsound_Bow")
*eventTag (24 "DEF_PLACE_MUNITION" "ZS_LEFTHAND")
}
ani ("t_CBowRun_2_CBow" 1 "s_CBow" 0.1 0.0 M. "Orc_CBow_jue02.asc" R 6 40)
{
*eventTag (11 "DEF_FIGHTMODE" "")
*eventSFX (12 "Drawsound_Bow")
*eventTag (24 "DEF_REMOVE_MUNITION")
}
aniAlias ("t_CBow_2_Run" 1 "" 0.0 0.1 M. "t_Run_2_CBow" R)
ani ("t_Move_2_CBowMove" 2 "" 0.2 0.2 M. "Orc_CBow_Run_A01.asc" F 1 20)
{
*eventTag (7 "DEF_FIGHTMODE" "CBOW")
*eventMMStartAni (6 "S_SHOOT" "ZS_RIGHTHAND")
*eventSFX (7 "Drawsound_Bow")
*eventTag (6 "DEF_PLACE_MUNITION" "ZS_LEFTHAND")
}
ani ("t_CBowMove_2_Move" 2 "" 0.2 0.2 M. "Orc_CBow_Run_A01.asc" R 1 20)
{
*eventTag (7 "DEF_FIGHTMODE" "")
*eventSFX (7 "Drawsound_Bow")
*eventTag (6 "DEF_REMOVE_MUNITION")
}
// MAG
ani ("t_Run_2_Mag" 1 "s_Mag" 0.1 0.0 M. "Orc_Ready_Mag_M01.asc" F 1 8)
ani ("s_Mag" 1 "s_Mag" 0.0 0.0 M. "Orc_Ready_Mag_M01.asc" F 8 8)
ani ("t_Mag_2_MagRun" 1 "s_MagRun" 0.0 0.1 M. "Orc_Ready_Mag_M01.asc" F 8 20)
{
*eventTag (4 "DEF_FIGHTMODE" "MAG")
}
ani ("t_MagRun_2_Mag" 1 "s_Mag" 0.1 0.0 M. "Orc_Ready_Mag_M01.asc" R 8 20)
{
*eventTag (4 "DEF_FIGHTMODE" "")
}
aniAlias ("t_Mag_2_Run" 1 "" 0.0 0.1 M. "t_Run_2_Mag" R)
ani ("t_Move_2_MagMove" 2 "" 0.2 0.2 M. "Orc_Ready_Mag_Move_A01.asc" F 1 19)
{
*eventTag (10 "DEF_FIGHTMODE" "MAG")
}
ani ("t_MagMove_2_Move" 2 "" 0.2 0.2 M. "Orc_Ready_Mag_Move_A01.asc" R 1 19)
{
*eventTag (10 "DEF_FIGHTMODE" "")
}
// FIGHT MODE TRANSITIONS
aniBlend ("t_Fist_2_CBow" "s_CBow" 0.2 0.2)
aniBlend ("t_Fist_2_2h" "s_2h" 0.2 0.2)
aniBlend ("t_Fist_2_Mag" "s_Mag" 0.2 0.2)
aniBlend ("t_2h_2_Fist" "s_Fist" 0.2 0.2)
aniBlend ("t_2h_2_CBow" "s_CBow" 0.2 0.2)
aniBlend ("t_2h_2_Mag" "s_Mag" 0.2 0.2)
aniBlend ("t_CBow_2_Fist" "s_Fist" 0.2 0.2)
aniBlend ("t_CBow_2_2h" "s_2h" 0.2 0.2)
aniBlend ("t_CBow_2_Mag" "s_Mag" 0.2 0.2)
aniBlend ("t_Mag_2_Fist" "s_Fist" 0.2 0.2)
aniBlend ("t_Mag_2_2h" "s_2h" 0.2 0.2)
aniBlend ("t_Mag_2_CBow" "s_CBow" 0.2 0.2)
///////////////////////
// Fist MOVEMENT
///////////////////////
// Fist-RUN
ani ("s_FistRun" 1 "s_FistRun" 0.1 0.1 MI "Orc_FistRun.asc" F 0 0)
ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.1 0.0 M. "Orc_FistRun.asc" F 1 11)
{
*eventSFXGrnd (3 "Run")
}
ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Orc_FistRun.asc" F 12 31)
{
*eventSFXGrnd (12 "Run")
*eventSFX (13 "DRC_AMBIENT_SHORT" EMPTY_SLOT )
*eventSFXGrnd (22 "Run")
}
ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Orc_FistRun.asc" F 32 41)
{
*eventSFXGrnd (32 "Run")
*eventSFXGrnd (36 "Run")
*eventSFXGrnd (41 "Run")
}
aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.2 0.2)
// Fist-Run Backwards Movement
ani ("t_FistJumpB" 1 "s_FistRun" 0.1 0.1 M. "Orc_FistParade.asc" F 1 14)
{
*eventSFXGrnd (7 "Run")
*eventSFXGrnd (10 "Run")
}
// Fist-WALK
ani ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 MI "Orc_FistWalk.asc" F 0 0)
ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Orc_FistWalk.asc" F 1 9)
ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Orc_FistWalk.asc" F 10 29)
{
*eventSFXGrnd (10 "Run")
*eventSFX (11 "DRC_AMBIENT_SHORT" EMPTY_SLOT )
*eventSFXGrnd (20 "Run")
}
ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "Orc_FistWalk.asc" F 30 39)
{
*eventSFXGrnd (30 "Run")
*eventSFXGrnd (39 "Run")
}
aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.2 0.2)
// Fist-Walk Backwards Movement
aniAlias ("t_FistWalk_2_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" R)
aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistWalkL" R)
aniAlias ("t_FistWalkBL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "t_FistWalk_2_FistWalkL" R)
aniBlend ("t_FistWalkBR_2_FistWalk" "s_FistWalk" 0.2 0.2)
///////////////////////
// Fist TURNING
///////////////////////
ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.2 0.2 M. "Orc_FistTurn.asc" F 0 24)
{
*eventSFXGrnd (6 "Turn")
*eventSFXGrnd (18 "Turn")
}
aniAlias ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.2 0.2 M. "t_FistRunTurnL" R)
aniAlias ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.2 0.2 M. "t_FistRunTurnL" F)
aniAlias ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.2 0.2 M. "t_FistRunTurnL" R)
///////////////////////
// Fist STRAFING
///////////////////////
aniAlias ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.1 0.1 M. "t_2hRunStrafeL" F)
aniAlias ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.1 0.1 M. "t_2hRunStrafeR" F)
aniAlias ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.1 0.1 M. "t_2hRunStrafeL" F)
aniAlias ("t_FistWalkStrafeR" 1 "t_FistWalkStrafeR" 0.1 0.1 M. "t_2hRunStrafeR" F)
///////////////////////
// Fist TRANSITIONS
///////////////////////
// Movement-Modes
aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk" 0.0 0.2)
aniBlend ("t_FistWalk_2_FistRun" "s_FistRun" 0.0 0.2)
aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.2 0.2)
aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.2 0.2)
///////////////////////
// FIST ATTACKS
///////////////////////
ani ("s_FistAttack" 1 "s_FistAttack" 0.0 0.1 M. "Orc_FistAttack.asc" F 0 40)
{
*eventTag (0 "DEF_HIT_LIMB" "BIP01 R HEAD")
*eventTag (0 "DEF_OPT_FRAME" "8 28")
*eventTag (0 "DEF_HIT_END" "19 39")
*eventTag (0 "DEF_WINDOW" "8 19 28 39")
*eventSFX (1 "DRC_ATTACK" EMPTY_SLOT )
*eventTag (20 "DEF_HIT_LIMB" "BIP01 L HAND")
}
ani ("t_FistAttackMove" 2 "" 0.1 0.1 M. "Orc_FistRunAttack_A01.asc" F 1 25)
{
*eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND")
*eventTag (0 "DEF_OPT_FRAME" "15")
*eventSFX (1 "DRC_ATTACK" EMPTY_SLOT )
}
aniAlias ("t_FistParade_0" 1 "" 0.1 0.1 M. "t_FistJumpB" F)
aniAlias ("t_FistParadeJumpB" 1 "" 0.1 0.1 M. "t_FistJumpB" F)
///////////////////////
// 2h MOVEMENT
///////////////////////
// 2h-RUN
ani ("s_2hRun" 1 "s_2hRun" 0.1 0.1 MI "Orc_1hRunT2_jue02.asc" F 0 0)
ani ("t_2hRun_2_2hRunL" 1 "s_2hRunL" 0.1 0.0 M. "Orc_1hRunT2_Jue02.asc" F 1 11)
ani ("s_2hRunL" 1 "s_2hRunL" 0.0 0.0 M. "Orc_1hRunT2_Jue02.asc" F 12 31)
{
*eventSFXGrnd (12 "Run")
*eventSFX (13 "DRC_AMBIENT_SHORT" EMPTY_SLOT )
*eventSFXGrnd (22 "Run")
}
ani ("t_2hRunL_2_2hRun" 1 "s_2hRun" 0.0 0.0 M. "Orc_1hRunT2_Jue02.asc" F 32 38)
{
*eventSFXGrnd (32 "Run")
*eventSFXGrnd (37 "Run")
}
aniBlend ("t_2hRunR_2_2hRun" "s_2hRun" 0.2 0.2)
// 2h-Run Backwards Movement
ani ("t_2hJumpB" 1 "s_2hRun" 0.1 0.1 M. "Orc_1hParadeJumpT2_Jue02.asc" F 1 14)
// 2h-WALK
ani ("s_2hWalk" 1 "s_2hWalk" 0.0 0.0 MI "Orc_1hWalkT2_Jue02.asc" F 0 0)
ani ("t_2hWalk_2_2hWalkL" 1 "s_2hWalkL" 0.0 0.0 M. "Orc_1hWalkT2_Jue02.asc" F 1 14)
{
*eventSFXGrnd (12 "Run")
}
ani ("s_2hWalkL" 1 "s_2hWalkL" 0.0 0.0 M. "Orc_1hWalkT2_Jue02.asc" F 15 33)
{
*eventSFX (16 "DRC_AMBIENT_SHORT" EMPTY_SLOT )
*eventSFXGrnd (23 "Run")
*eventSFXGrnd (29 "Run")
}
ani ("t_2hWalkL_2_2hWalk" 1 "s_2hWalk" 0.0 0.0 M. "Orc_1hWalkT2_Jue02.asc" F 34 45)
{
*eventSFXGrnd (37 "Run")
*eventSFXGrnd (44 "Run")
}
aniBlend ("t_2hWalkR_2_2hWalk" "s_2hWalk" 0.2 0.2)
// 2h-Walk Backwards Movement
aniAlias ("t_2hWalk_2_2hWalkBL" 1 "s_2hWalkBL" 0.0 0.0 M. "t_2hWalkL_2_2hWalk" R)
aniAlias ("s_2hWalkBL" 1 "s_2hWalkBL" 0.0 0.0 M. "s_2hWalkL" R)
aniAlias ("t_2hWalkBL_2_2hWalk" 1 "s_2hWalk" 0.0 0.0 M. "t_2hWalk_2_2hWalkL" R)
aniBlend ("t_2hWalkBR_2_2hWalk" "s_2hWalk" 0.2 0.2)
{
*eventSFXGrnd (22 "Run")
}
///////////////////////
// 2h TURNING
///////////////////////
ani ("t_2hRunTurnL" 20 "t_2hRunTurnL" 0.2 0.2 M. "Orc_1hTurnL110_Jue02.asc" F 0 24)
{
*eventSFXGrnd (6 "Turn")
*eventSFXGrnd (18 "Turn")
}
ani ("t_2hRunTurnR" 20 "t_2hRunTurnR" 0.2 0.2 M. "Orc_1hTurnR110_Jue02.asc" F 0 24)
{
*eventSFXGrnd (6 "Turn")
*eventSFXGrnd (18 "Turn")
}
aniAlias ("t_2hWalkTurnL" 20 "t_2hWalkTurnL" 0.2 0.2 M. "t_2hRunTurnL" F)
aniAlias ("t_2hWalkTurnR" 20 "t_2hWalkTurnR" 0.2 0.2 M. "t_2hRunTurnR" F)
///////////////////////
// 2h STRAFING
///////////////////////
ani ("t_2hRunStrafeL" 1 "t_2hRunStrafeL" 0.1 0.1 M. "Orc_2hStrafeL_M01.asc" F 0 16)
{
*eventSFX (2 "DRC_AMBIENT_SHORT" EMPTY_SLOT )
*eventSFXGrnd (2 "Turn")
*eventSFXGrnd (10 "Turn")
}
ani ("t_2hRunStrafeR" 1 "t_2hRunStrafeR" 0.1 0.1 M. "Orc_2hStrafeR_M01.asc" F 0 16)
{
*eventSFXGrnd (2 "Turn")
*eventSFX (3 "DRC_AMBIENT_SHORT" EMPTY_SLOT )
*eventSFXGrnd (10 "Turn")
}
aniAlias ("t_2hWalkStrafeL" 1 "t_2hWalkStrafeL" 0.1 0.1 M. "t_2hRunStrafeL" F)
aniAlias ("t_2hWalkStrafeR" 1 "t_2hWalkStrafeR" 0.1 0.1 M. "t_2hRunStrafeR" F)
///////////////////////
// 2h TRANSITIONS
///////////////////////
// Movement-Modes
aniBlend ("t_2hRun_2_2hWalk" "s_2hWalk" 0.0 0.2)
aniBlend ("t_2hWalk_2_2hRun" "s_2hRun" 0.0 0.2)
aniBlend ("t_2hRunL_2_2hWalkL" "s_2hWalkL" 0.2 0.2)
aniBlend ("t_2hWalkL_2_2hRunL" "s_2hRunL" 0.2 0.2)
///////////////////////
// 2h SWORD FIGHTING
///////////////////////
ani ("s_2hAttack" 1 "s_2hAttack" 0.0 0.1 M. "Orc_2hAttack_M01.asc" F 0 70)
{
*eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND")
*eventTag (0 "DEF_OPT_FRAME" "6 45")
*eventTag (0 "DEF_HIT_END" "24 63")
*eventTag (0 "DEF_WINDOW" "11 24 55 63")
//18 39 55 65
*eventSFX (1 "DRC_ATTACK" EMPTY_SLOT )
*eventSFX (6 "Whoosh" EMPTY_SLOT )
*eventSFX (45 "Whoosh" EMPTY_SLOT )
}
ani ("t_2hAttackMove" 2 "" 0.2 0.2 M. "Orc_1hRunAttackT2_A01.asc" F 1 19)
{
*eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND")
*eventTag (0 "DEF_OPT_FRAME" "13")
*eventSFX (2 "DRC_ATTACK" EMPTY_SLOT )
*eventSFX (8 "Whoosh" EMPTY_SLOT )
}
// Parade
ani ("t_2hParade_0" 1 "s_2hRun" 0.0 0.0 M. "Orc_2hParade_M01.asc" F 0 30)
{
*eventTag (0 "DEF_WINDOW" "3 27")
}
ani ("t_2hParadeJumpB" 1 "s_2hRun" 0.0 0.0 M. "Orc_1hParadeJumpT2_Jue02.asc" F 1 14)
// Drehschl<68>ge 360<36>
ani ("t_2hAttackL" 1 "s_2hRun" 0.1 0.1 M. "Orc_2hAttackLR_M01.asc" F 0 24)
{
*eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND")
*eventTag (0 "DEF_OPT_FRAME" "3")
*eventTag (0 "DEF_HIT_END" "24")
*eventTag (0 "DEF_WINDOW" "8 24")
*eventSFX (1 "DRC_ATTACK" EMPTY_SLOT )
*eventSFX (3 "Whoosh" EMPTY_SLOT )
}
ani ("t_2hAttackR" 1 "s_2hRun" 0.1 0.1 M. "Orc_2hAttackLR_M01.asc" F 24 48)
{
*eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND")
*eventTag (0 "DEF_OPT_FRAME" "3")
*eventTag (0 "DEF_HIT_END" "24")
*eventTag (0 "DEF_WINDOW" "8 24")
*eventSFX (25 "DRC_ATTACK" EMPTY_SLOT )
*eventSFX (28 "Whoosh" EMPTY_SLOT )
}
/////////////////////
// CBOW MOVES
/////////////////////
// CBowRun
aniAlias ("s_CBowRun" 1 "s_CBowRun" 0.0 0.0 M. "s_Run" F)
aniAlias ("t_CBowRun_2_CBowRunL" 1 "s_CBowRunL" 0.0 0.0 M. "t_Run_2_RunL" F)
aniAlias ("s_CBowRunL" 1 "s_CBowRunL" 0.0 0.0 M. "s_RunL" F)
aniAlias ("t_CBowRunL_2_CBowRun" 1 "s_CBowRun" 0.0 0.0 M. "t_RunL_2_Run" F)
aniBlend ("t_CBowRunR_2_CBowRun" "s_CBowRun" 0.3 0.1)
aniAlias ("t_CBowJumpB" 1 "s_CBowRun" 0.0 0.0 M. "t_JumpB" F)
// CBowWalk
aniAlias ("s_CBowWalk" 1 "s_CBowWalk" 0.0 0.0 M. "s_Walk" F)
aniAlias ("t_CBowWalk_2_CBowWalkL" 1 "s_CBowWalkL" 0.0 0.0 M. "t_Walk_2_WalkL" F)
aniAlias ("s_CBowWalkL" 1 "s_CBowWalkL" 0.0 0.0 M. "s_WalkL" F)
aniAlias ("t_CBowWalkL_2_CBowWalk" 1 "s_CBowWalk" 0.0 0.0 M. "t_WalkL_2_Walk" F)
aniBlend ("t_CBowWalkR_2_CBowWalk" "s_CBowWalk" 0.3 0.1)
aniAlias ("t_CBowWalk_2_CBowWalkBL" 1 "s_CBowWalkBL" 0.0 0.0 M. "t_WalkL_2_Walk" R)
aniAlias ("s_CBowWalkBL" 1 "s_CBowWalkBL" 0.0 0.0 M. "s_WalkL" R)
aniAlias ("t_CBowWalkBL_2_CBowWalk" 1 "s_CBowWalk" 0.0 0.0 M. "t_WalkL_2_Walk" R)
aniBlend ("t_CBowWalkBR_2_CBowWalk" "s_CBowWalk" 0.3 0.1)
// Turning
aniAlias ("t_CBowRunTurnL" 20 "t_CBowRunTurnL" 0.2 0.2 M. "t_RunTurnL" F)
aniAlias ("t_CBowRunTurnR" 20 "t_CBowRunTurnR" 0.2 0.2 M. "t_RunTurnR" F)
aniAlias ("t_CBowWalkTurnL" 20 "t_CBowWalkTurnL" 0.2 0.2 M. "t_RunTurnL" F)
aniAlias ("t_CBowWalkTurnR" 20 "t_CBowWalkTurnR" 0.2 0.2 M. "t_RunTurnR" F)
// Strafe
aniAlias ("t_CBowRunStrafeL" 1 "" 0.2 0.2 M. "t_RunStrafeL" F)
aniAlias ("t_CBowRunStrafeR" 1 "" 0.2 0.2 M. "t_RunStrafeR" F)
aniAlias ("t_CBowWalkStrafeL" 1 "" 0.2 0.2 M. "t_RunStrafeL" F)
aniAlias ("t_CBowWalkStrafeR" 1 "" 0.2 0.2 M. "t_RunStrafeR" F)
/////////////////////
// CBOW SHOOTING
/////////////////////
// CROSSBOW Kampfanims
ani ("t_CBowRun_2_CBowAim" 1 "s_CBowAim" 0.0 0.0 M. "Orc_CBow_jue02.asc" F 41 52)
aniAlias ("t_CBowAim_2_CBowRun" 1 "" 0.0 0.0 M. "t_CBowRun_2_CBowAim" R)
aniAlias ("t_CBowWalk_2_CBowAim" 1 "s_CBowAim" 0.0 0.0 M. "t_CBowRun_2_CBowAim" F)
aniAlias ("t_CBowAim_2_CBowWalk" 1 "" 0.0 0.0 M. "t_CBowRun_2_CBowAim" R)
// Shoot + Reload
aniBlend ("t_CBowAim_2_CBowShoot" "s_CbowShoot")
ani ("s_CBowShoot" 1 "s_CBowShoot" 0.0 0.0 M. "Orc_CBow_jue02.asc" F 53 53)
{
*eventMMStartAni (53 "S_SHOOT" "ZS_RIGHTHAND")
}
ani ("t_CBowReload" 1 "s_CBowAim" 0.0 0.0 M. "Orc_CBow_jue02.asc" F 54 74)
{
*eventSFX (72 "BowReload")
*eventTag (72 "DEF_PLACE_MUNITION" "ZS_LEFTHAND")
*eventMMStartAni (54 "S_RELAX" "ZS_RIGHTHAND")
*eventMMStartAni (72 "S_READY" "ZS_RIGHTHAND")
}
// Autoaiming 9 Posen
ani ("c_Cbow_1" 4 "" 0.0 0.0 .. "Orc_CBowAim_jue02.asc" F 0 0)
ani ("c_Cbow_2" 4 "" 0.0 0.0 .. "Orc_CBowAim_jue02.asc" F 1 1)
ani ("c_Cbow_3" 4 "" 0.0 0.0 .. "Orc_CBowAim_jue02.asc" F 2 2)
ani ("c_Cbow_4" 4 "" 0.0 0.0 .. "Orc_CBowAim_jue02.asc" F 3 3)
ani ("c_Cbow_5" 4 "" 0.0 0.0 .. "Orc_CBowAim_jue02.asc" F 4 4)
ani ("c_Cbow_6" 4 "" 0.0 0.0 .. "Orc_CBowAim_jue02.asc" F 5 5)
ani ("c_Cbow_7" 4 "" 0.0 0.0 .. "Orc_CBowAim_jue02.asc" F 6 6)
ani ("c_Cbow_8" 4 "" 0.0 0.0 .. "Orc_CBowAim_jue02.asc" F 7 7)
ani ("c_Cbow_9" 4 "" 0.0 0.0 .. "Orc_CBowAim_jue02.asc" F 8 8)
aniComb ("s_CBowAim" 1 "s_CBowAim" 0.3 0.3 M. "c_Cbow_" 9)
/////////////////////////
// MAGIC MOVEMENT
//////////////////////////
// Mag-RUN
ani ("s_MagRun" 1 "s_MagRun" 0.1 0.1 MI "Orc_Amb_MagRun_M01.asc" F 0 50 FPS:10)
ani ("t_MagRun_2_MagRunL" 1 "s_MagRunL" 0.0 0.0 M. "Orc_MagRun_M01.asc" F 1 12)
// Mag-Run-Loop
ani ("s_MagRunL" 1 "s_MagRunL" 0.0 0.0 M. "Orc_MagRun_M01.asc" F 12 32)
ani ("t_MagRunL_2_MagRun" 1 "s_MagRun" 0.0 0.1 M. "Orc_MagRun_M01.asc" F 32 39)
aniBlend ("t_MagRunR_2_MagRun" "s_MagRun" 0.3 0.3)
aniAlias ("t_MagJumpB" 1 "s_MagRun" 0.1 0.1 M. "t_JumpB" F)
// Mag-WALK
aniAlias ("s_MagWalk" 1 "s_MagWalk" 0.1 0.1 M. "s_MagRun" F)
ani ("t_MagWalk_2_MagWalkL" 1 "s_MagWalkL" 0.0 0.0 M. "Orc_MagWalk_M01.asc" F 0 9)
// Mag-Walk-Loop
ani ("s_MagWalkL" 1 "s_MagWalkL" 0.0 0.0 M. "Orc_MagWalk_M01.asc" F 9 33)
ani ("t_MagWalkL_2_MagWalk" 1 "s_MagWalk" 0.0 0.0 M. "Orc_MagWalk_M01.asc" F 33 39)
aniBlend ("t_MagWalkR_2_MagWalk" "s_MagWalk" 0.2 0.2)
// Mag-Walk Backwards Movement
aniBlend ("t_MagWalk_2_MagWalkBL" "s_MagWalkBL" 0.2 0.2)
// Mag-Walk-Loop backwards
aniAlias ("s_MagWalkBL" 1 "s_MagWalkBL" 0.0 0.0 M. "s_MagWalkL" R)
aniBlend ("t_MagWalkBL_2_MagWalk" "s_MagWalk" 0.2 0.2)
aniBlend ("t_MagWalkBR_2_MagWalk" "s_MagWalk" 0.2 0.2)
// Mag-SNEAK
// ani ("s_MagSneak" 1 "s_MagSneak" 0.3 0.3 MI "Orc_Amb_MagSneak_M01.asc" F 0 70 FPS:10)
// ani ("t_MagSneak_2_MagSneakL" 1 "s_MagSneakL" 0.0 0.0 M. "Orc_MagSneak_M01.asc" F 5 53 FPS:15)
// Mag-Sneak-Loop
// ani ("s_MagSneakL" 1 "s_MagSneakL" 0.0 0.0 M. "Orc_MagSneak_M01.asc" F 53 105 FPS:15)
// ani ("t_MagSneakL_2_MagSneak" 1 "s_MagSneak" 0.0 0.0 M. "Orc_MagSneak_M01.asc" F 105 150 FPS:15)
// aniBlend ("t_MagSneakR_2_MagSneak" "s_MagSneak" 0.2 0.2)
// Mag-Sneak Backwards Movement
// aniAlias ("t_MagSneak_2_MagSneakBL" 1 "s_MagSneakBL" 0.1 0.1 M. "t_MagSneakL_2_MagSneak" R)
// Mag-Sneak-Loop backwards
// aniAlias ("s_MagSneakBL" 1 "s_MagSneakBL" 0.0 0.0 M. "s_MagSneakL" R)
// aniAlias ("t_MagSneakBL_2_MagSneak" 1 "s_MagSneak" 0.1 0.1 M. "t_MagSneak_2_MagSneakL" R)
// aniBlend ("t_MagSneakBR_2_MagSneak" "s_MagSneak" 0.2 0.2)
/////////////////////
// MAGIC TURNING
/////////////////////
ani ("t_MagRunTurnL" 20 "t_MagRunTurnL" 0.2 0.2 M. "Orc_MagTurnL_M01.asc" F 0 25)
{
*eventSFXGrnd (6 "Turn")
*eventSFXGrnd (18 "Turn")
}
ani ("t_MagRunTurnR" 20 "t_MagRunTurnR" 0.2 0.2 M. "Orc_MagTurnR_M01.asc" R 0 25)
{
*eventSFXGrnd (6 "Turn")
*eventSFXGrnd (18 "Turn")
}
aniAlias ("t_MagWalkTurnL" 20 "t_MagWalkTurnL" 0.2 0.2 M. "t_MagRunTurnL" F)
aniAlias ("t_MagWalkTurnR" 20 "t_MagWalkTurnR" 0.2 0.2 M. "t_MagRunTurnR" F)
// ani ("t_MagSneakTurnL" 20 "t_MagSneakTurnL" 0.2 0.2 M. "Orc_MagSneakTurnL_M01.asc" F 0 25)
// ani ("t_MagSneakTurnR" 20 "t_MagSneakTurnR" 0.2 0.2 M. "Orc_MagSneakTurnR_M01.asc" F 0 25)
/////////////////////
// MAGIC STRAFING
/////////////////////
ani ("t_MagRunStrafeL" 1 "t_MagRunStrafeL" 0.1 0.1 M. "Orc_MagStrafeL_M01.asc" F 0 20)
ani ("t_MagRunStrafeR" 1 "t_MagRunStrafeR" 0.1 0.1 M. "Orc_MagStrafeR_M01.asc" F 0 20)
aniAlias ("t_MagWalkStrafeL" 1 "t_MagWalkStrafeL" 0.1 0.1 M. "t_MagRunStrafeL" F)
aniAlias ("t_MagWalkStrafeR" 1 "t_MagWalkStrafeR" 0.1 0.1 M. "t_MagRunStrafeR" F)
// ani ("t_MagSneakStrafeL" 1 "t_MagSneakStrafeL" 0.1 0.1 M. "Orc_MagSneakStrafeL_M01.asc" F 0 17)
// aniAlias ("t_MagSneakStrafeR" 1 "t_MagSneakStrafeR" 0.1 0.1 M. "t_MagSneakStrafeL" R)
//////////////////////
// MAGIC TRANSITIONS
//////////////////////
// Movement-Modes
aniBlend ("t_MagRun_2_MagWalk" "s_MagWalk" 0.1 0.1)
aniBlend ("t_MagWalk_2_MagRun" "s_MagRun" 0.1 0.1)
// ani ("t_MagRun_2_MagSneak" 1 "s_MagSneak" 0.1 0.1 M. "Orc_MagSneak_M01.asc" F 0 5)
// aniAlias ("t_MagSneak_2_MagRun" 1 "s_MagRun" 0.1 0.1 M. "t_MagRun_2_MagSneak" R)
aniBlend ("t_MagRunL_2_MagWalkL" "s_MagWalkL" 0.2 0.2)
aniBlend ("t_MagWalkL_2_MagRunL" "s_MagRunL" 0.2 0.2)
// aniBlend ("t_MagSneakL_2_MagRunL" "s_MagRunL" 0.2 0.2)
// aniBlend ("t_MagRunL_2_MagSneakL" "s_MagSneakL" 0.2 0.2)
// Stand
// aus dem Rennen direkt Springen
aniAlias ("t_MagRunL_2_Jump" 1 "s_Jump" 0.1 0.1 MF "t_RunL_2_Jump" F)
aniAlias ("t_MagRunR_2_Jump" 1 "s_Jump" 0.1 0.1 MF "t_RunL_2_Jump" F)
// nach dem Sprung direkt weiterrennen, wenn CursorUp weiterhin gedr<64>ckt
aniBlend ("t_Jump_2_MagRunL" "s_MagRunL" 0.2 0.1)
//////////////////////
// MAGIC ATTACKS
//////////////////////
// Fireball, Thunderball,
ani ("t_MagRun_2_FiBCast" 1 "s_FiBCast" 0.1 0.0 M. "Orc_MagCast_A02.asc" F 1 8)
ani ("s_FiBCast" 1 "s_FiBCast" 0.0 0.1 M. "Orc_MagCast_A02.asc" F 9 34)
aniAlias ("t_FibCast_2_Stand" 1 "" 0.1 0.1 M. "t_MagRun_2_FiBCast" R)
ani ("t_FiBCast_2_FiBShoot" 1 "s_FiBShoot" 0.1 0.0 M. "Orc_MagCast_A02.asc" F 35 39)
ani ("s_FiBShoot" 1 "s_FiBShoot" 0.0 0.0 M. "Orc_MagCast_A02.asc" F 40 40)
ani ("t_FiBShoot_2_Stand" 1 "" 0.0 0.1 M. "Orc_MagCast_A02.asc" F 41 49)
// Summon Demon/Skeleton/...
aniAlias ("t_MagRun_2_SumShoot" 1 "s_SumShoot" 0.1 0.0 M. "t_MagRun_2_FiBCast" F)
aniAlias ("s_SumShoot" 1 "s_SumShoot" 0.0 0.1 M. "s_FiBCast" F)
aniAlias ("t_SumShoot_2_Stand" 1 "" 0.0 0.1 M. "t_MagRun_2_FiBCast" R)
// Firebolt (Magic Missile), Thunderbolt,...
aniAlias ("t_MagRun_2_FBTShoot" 1 "s_FBTShoot" 0.1 0.0 M. "t_FiBCast_2_FiBShoot" F)
aniAlias ("s_FBTShoot" 1 "s_FBTShoot" 0.0 0.0 M. "s_FiBShoot" F)
aniAlias ("t_FBTShoot_2_Stand" 1 "" 0.0 0.1 M. "t_FiBShoot_2_Stand" F)
// Windfist, Stormfist
aniAlias ("t_MagRun_2_WndCast" 1 "s_WndCast" 0.1 0.0 M. "t_MagRun_2_FiBCast" F)
aniAlias ("s_WndCast" 1 "s_WndCast" 0.0 0.0 M. "s_FiBCast" F)
aniBlend ("t_WndCast_2_Stand" "" 0.2 0.2)
aniAlias ("t_WndCast_2_WndShoot" 1 "s_WndShoot" 0.0 0.0 M. "t_FiBCast_2_FiBShoot" F)
aniAlias ("s_WndShoot" 1 "s_WndShoot" 0.0 0.0 M. "s_FiBShoot" F)
aniAlias ("t_WndShoot_2_Stand" 1 "" 0.0 0.1 M. "t_FiBShoot_2_Stand" F)
// Heal, Teleport,
aniAlias ("t_MagRun_2_HeaShoot" 1 "s_HeaShoot" 0.1 0.0 M. "t_FiBCast_2_FiBShoot" F)
aniAlias ("s_HeaShoot" 1 "s_HeaShoot" 0.0 0.1 M. "s_FiBShoot" F)
aniAlias ("t_HeaShoot_2_Stand" 1 "" 0.0 0.1 M. "t_FiBShoot_2_Stand" F)
// Chain-Lightning
aniAlias ("t_MagRun_2_LinShoot" 1 "s_LinShoot" 0.1 0.0 M. "t_FiBCast_2_FiBShoot" F)
aniAlias ("s_LinShoot" 1 "s_LinShoot" 0.0 0.1 M. "s_FiBShoot" F)
aniAlias ("t_LinShoot_2_Stand" 1 "" 0.0 0.1 M. "t_FiBShoot_2_Stand" F)
// Pyrokinesis
aniAlias ("t_MagRun_2_PyrShoot" 1 "s_PyrShoot" 0.1 0.0 M. "t_FiBCast_2_FiBShoot" F)
aniAlias ("s_PyrShoot" 1 "s_PyrShoot" 0.0 0.0 M. "s_FiBShoot" F)
aniAlias ("t_PyrShoot_2_Stand" 1 "" 0.0 0.1 M. "t_FiBShoot_2_Stand" F)
// IceCube
aniAlias ("t_MagRun_2_FrzShoot" 1 "s_FrzShoot" 0.1 0.0 M. "t_FiBCast_2_FiBShoot" F)
aniAlias ("s_FrzShoot" 1 "s_FrzShoot" 0.0 0.0 M. "s_FiBShoot" F)
aniAlias ("t_FrzShoot_2_Stand" 1 "" 0.0 0.1 M. "t_FiBShoot_2_Stand" F)
// Light, Charm, Sleep, Berzerk,...
aniAlias ("t_MagRun_2_SleShoot" 1 "s_SleShoot" 0.1 0.0 M. "t_FiBCast_2_FiBShoot" F)
aniAlias ("s_SleShoot" 1 "s_SleShoot" 0.0 0.0 M. "s_FiBShoot" F)
aniAlias ("t_SleShoot_2_Stand" 1 "" 0.0 0.1 M. "t_FiBShoot_2_Stand" F)
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
// ITEM_INTERAKTION
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// ---------------------------------------------------------------------------------------------------------------
// Trinken (Potion, Wine, etc.)
ani ("t_Potion_Stand_2_S0" 1 "s_Potion_S0" 0.1 0.0 M. "Orc_Potion_jue02.asc" F 1 19)
{
*eventTag (10 "DEF_INSERT_ITEM" "ZS_LEFTHAND")
}
ani ("s_Potion_S0" 1 "s_Potion_S0" 0.0 0.0 M. "Orc_Potion_jue02.asc" F 20 20)
ani ("t_Potion_S0_2_Stand" 1 "" 0.0 0.1 M. "Orc_Potion_jue02.asc" F 21 99)
{
*eventSFX (22 "DrinkBottle")
*eventTag (86 "DEF_DESTROY_ITEM")
}
// ---------------------------------------------------------------------------------------------------------------
// POTIONFAST (f<>r schnelle Benutzung von Heiltr<74>nken!)
aniAlias ("t_potionfast_Stand_2_S0" 1 "s_potionfast_S0" 0.1 0.0 M. "t_Potion_Stand_2_S0" F)
aniAlias ("s_potionfast_S0" 1 "s_potionfast_S0" 0.0 0.0 M. "s_Potion_S0" F)
aniAlias ("t_potionfast_S0_2_Stand" 1 "" 0.0 0.1 M. "t_Potion_S0_2_Stand" F)
// ---------------------------------------------------------------------------------------------------------------
// ALARMHORN (Item)
ani ("t_HORN_Stand_2_S0" 1 "s_HORN_S0" 0.2 0.0 M. "Orc_Alarmhorn_jue02.asc" F 0 5)
{
*eventTag (0 "DEF_INSERT_ITEM" "ZS_RIGHTHAND")
}
ani ("s_HORN_S0" 1 "s_HORN_S0" 0.0 0.0 M. "Orc_Alarmhorn_Jue02.asc" F 6 6)
ani ("t_HORN_S0_2_Stand" 1 "" 0.0 0.2 M. "Orc_Alarmhorn_Jue02.asc" R 0 5)
{
*eventTag (0 "DEF_REMOVE_ITEM")
}
ani ("t_HORN_S0_2_S1" 1 "s_HORN_S1" 0.0 0.0 M. "Orc_Alarmhorn_Jue02.asc" F 7 78)
{
*eventSFX (18 "Inst_Alarm" EMPTY_SLOT )
}
ani ("s_HORN_S1" 1 "s_HORN_S1" 0.0 0.0 M. "Orc_Alarmhorn_Jue02.asc" F 79 79)
ani ("t_HORN_S1_2_Stand" 1 "" 0.0 0.2 M. "Orc_Alarmhorn_Jue02.asc" F 80 90)
{
*eventTag (89 "DEF_REMOVE_ITEM")
}
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
// OBJEKT-Interaktionen
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// Die Semantik der Interaktions-'STATES' ist (bei 2 States):
// "S0": closed, off, inactive, empty
// "S1": open, on, active, occupied
// ---------------------------------------------------------------------------------------------------------------
// DRUM (Mobsi)
ani ("t_ORCDRUM_Stand_2_S0" 1 "s_ORCDRUM_S0" 0.1 0.0 M. "Orc_Drum_jue02.asc" F 1 5)
ani ("s_ORCDRUM_S0" 1 "s_ORCDRUM_S0" 0.0 0.0 M. "Orc_Drum_jue02.asc" F 6 6)
aniAlias ("t_ORCDRUM_S0_2_Stand" 1 "" 0.0 0.1 M. "t_ORCDRUM_Stand_2_S0" R)
ani ("t_ORCDRUM_S0_2_S1" 1 "s_ORCDRUM_S1" 0.0 0.0 M. "Orc_Drum_jue02.asc" F 7 30)
ani ("s_ORCDRUM_S1" 1 "s_ORCDRUM_S1" 0.0 0.0 M. "Orc_Drum_jue02.asc" F 30 30)
aniAlias ("t_ORCDRUM_S1_2_S0" 1 "s_ORCDRUM_S1" 0.0 0.0 M. "t_ORCDRUM_S0_2_S1" R)
// Randoms
ani ("t_ORCDRUM_Random_1" 2 "" 0.1 0.1 M. "Orc_DrumNoMove_jue02.asc" F 30 73)
{
*eventSFX (56 "Inst_Conga01" EMPTY_SLOT )
*eventSFX (64 "Inst_Conga01" EMPTY_SLOT )
}
ani ("t_ORCDRUM_Random_2" 2 "" 0.1 0.1 M. "Orc_DrumNoMove_jue02.asc" F 73 116)
{
*eventSFX (89 "Inst_Conga01" EMPTY_SLOT )
*eventSFX (94 "Inst_Conga01" EMPTY_SLOT )
*eventSFX (107 "Inst_Conga01" EMPTY_SLOT )
}
ani ("t_ORCDRUM_Random_3" 2 "" 0.1 0.1 M. "Orc_DrumNoMove_jue02.asc" F 116 164)
{
*eventSFX (128 "Inst_Conga01" EMPTY_SLOT )
*eventSFX (140 "Inst_Conga01" EMPTY_SLOT )
*eventSFX (152 "Inst_Conga01" EMPTY_SLOT )
*eventSFX (164 "Inst_Conga01" EMPTY_SLOT )
}
// ---------------------------------------------------------------------------------------------------------------
// Leiter hochklettern
ani ("t_Ladder_Stand_2_S0" 1 "s_Ladder_S0" 0.1 0.0 M. "Orc_Ladder_Y+10_jue02.asc" F 1 14)
ani ("s_Ladder_S0" 1 "s_Ladder_S0" 0.0 0.0 MF "Orc_Ladder_Y+10_jue02.asc" F 14 14)
aniAlias ("t_Ladder_S0_2_Stand" 1 "" 0.0 0.0 MF "t_Ladder_Stand_2_S0" R)
ani ("t_Ladder_S0_2_S1" 1 "s_Ladder_S1" 0.0 0.0 MF "Orc_Ladder_Y+10_jue02.asc" F 15 45)
{
*eventSFX (16 "Ladder_Step" EMTPY_SLOT )
*eventSFX (31 "Ladder_Step" EMTPY_SLOT )
}
// 2m Leiter
aniAlias ("s_Ladder_S1" 1 "s_Ladder_S1" 0.0 0.0 MF "s_Ladder_S0" F)
ani ("t_Ladder_S1_2_Stand" 1 "" 0.0 0.2 MF "Orc_Ladder_Y+10_jue02.asc" F 46 64)
{
*eventSFXGrnd (57 "Sneak" )
*eventSFXGrnd (63 "Sneak" )
}
ani ("t_Ladder_Stand_2_S1" 1 "s_Ladder_S1" 0.2 0.0 MF "Orc_Ladder_Y+10_jue02.asc" F 67 95)
{
*eventSFX (85 "Ladder_Step" EMTPY_SLOT )
*eventSFX (90 "Ladder_Step" EMTPY_SLOT )
}
aniAlias ("t_Ladder_S1_2_S0" 1 "s_Ladder_S0" 0.0 0.0 MF "t_Ladder_S0_2_S1" R)
aniAlias ("t_Ladder_S1_2_S2" 1 "s_Ladder_S2" 0.0 0.0 MF "t_Ladder_S0_2_S1" F)
// 3m Leiter
aniAlias ("s_Ladder_S2" 1 "s_Ladder_S2" 0.0 0.0 MF "s_Ladder_S0" F)
aniAlias ("t_Ladder_S2_2_Stand" 1 "" 0.0 0.1 MF "t_Ladder_S1_2_Stand" F)
aniAlias ("t_Ladder_Stand_2_S2" 1 "s_Ladder_S2" 0.1 0.0 MF "t_Ladder_Stand_2_S1" F)
aniAlias ("t_Ladder_S2_2_S1" 1 "s_Ladder_S1" 0.0 0.0 MF "t_Ladder_S0_2_S1" R)
aniAlias ("t_Ladder_S2_2_S3" 1 "s_Ladder_S3" 0.0 0.0 MF "t_Ladder_S0_2_S1" F)
// 4m Leiter
aniAlias ("s_Ladder_S3" 1 "s_Ladder_S3" 0.0 0.0 MF "s_Ladder_S0" F)
aniAlias ("t_Ladder_S3_2_Stand" 1 "" 0.0 0.1 MF "t_Ladder_S1_2_Stand" F)
aniAlias ("t_Ladder_Stand_2_S3" 1 "s_Ladder_S3" 0.1 0.0 MF "t_Ladder_S1_2_Stand" R)
aniAlias ("t_Ladder_S3_2_S2" 1 "s_Ladder_S2" 0.0 0.0 MF "t_Ladder_S0_2_S1" R)
aniAlias ("t_Ladder_S3_2_S4" 1 "s_Ladder_S4" 0.0 0.0 MF "t_Ladder_S0_2_S1" F)
// 5m Leiter
aniAlias ("s_Ladder_S4" 1 "s_Ladder_S4" 0.0 0.0 MF "s_Ladder_S0" F)
aniAlias ("t_Ladder_S4_2_Stand" 1 "" 0.0 0.1 MF "t_Ladder_S1_2_Stand" F)
aniAlias ("t_Ladder_Stand_2_S4" 1 "s_Ladder_S4" 0.1 0.0 MF "t_Ladder_Stand_2_S1" F)
aniAlias ("t_Ladder_S4_2_S3" 1 "s_Ladder_S3" 0.0 0.0 MF "t_Ladder_S0_2_S1" R)
aniAlias ("t_Ladder_S4_2_S5" 1 "s_Ladder_S5" 0.0 0.0 MF "t_Ladder_S0_2_S1" F)
// 6m Leiter
aniAlias ("s_Ladder_S5" 1 "s_Ladder_S5" 0.0 0.0 MF "s_Ladder_S0" F)
aniAlias ("t_Ladder_S5_2_Stand" 1 "" 0.0 0.1 MF "t_Ladder_S1_2_Stand" F)
aniAlias ("t_Ladder_Stand_2_S5" 1 "s_Ladder_S5" 0.2 0.0 MF "t_Ladder_Stand_2_S1" F)
aniAlias ("t_Ladder_S5_2_S4" 1 "s_Ladder_S4" 0.0 0.0 MF "t_Ladder_S0_2_S1" R)
aniAlias ("t_Ladder_S5_2_S6" 1 "s_Ladder_S6" 0.0 0.0 MF "t_Ladder_S0_2_S1" F)
// 7m Leiter
aniAlias ("s_Ladder_S6" 1 "s_Ladder_S6" 0.0 0.0 MF "s_Ladder_S0" F)
aniAlias ("t_Ladder_S6_2_Stand" 1 "" 0.0 0.1 MF "t_Ladder_S1_2_Stand" F)
aniAlias ("t_Ladder_Stand_2_S6" 1 "s_Ladder_S6" 0.1 0.0 MF "t_Ladder_Stand_2_S1" F)
aniAlias ("t_Ladder_S6_2_S5" 1 "s_Ladder_S5" 0.0 0.0 MF "t_Ladder_S0_2_S1" R)
aniAlias ("t_Ladder_S6_2_S7" 1 "s_Ladder_S7" 0.0 0.0 MF "t_Ladder_S0_2_S1" F)
// 8m Leiter
aniAlias ("s_Ladder_S7" 1 "s_Ladder_S7" 0.0 0.0 MF "s_Ladder_S0" F)
aniAlias ("t_Ladder_S7_2_Stand" 1 "" 0.0 0.1 MF "t_Ladder_S1_2_Stand" F)
aniAlias ("t_Ladder_Stand_2_S7" 1 "s_Ladder_S7" 0.1 0.0 MF "t_Ladder_Stand_2_S1" F)
aniAlias ("t_Ladder_S7_2_S6" 1 "s_Ladder_S6" 0.0 0.0 MF "t_Ladder_S0_2_S1" R)
aniAlias ("t_Ladder_S7_2_S8" 1 "s_Ladder_S8" 0.0 0.0 MF "t_Ladder_S0_2_S1" F)
// 9m Leiter
aniAlias ("s_Ladder_S8" 1 "s_Ladder_S8" 0.0 0.0 MF "s_Ladder_S0" F)
aniAlias ("t_Ladder_S8_2_Stand" 1 "" 0.0 0.1 MF "t_Ladder_S1_2_Stand" F)
aniAlias ("t_Ladder_Stand_2_S8" 1 "s_Ladder_S8" 0.1 0.0 MF "t_Ladder_Stand_2_S1" F)
aniAlias ("t_Ladder_S8_2_S7" 1 "s_Ladder_S7" 0.0 0.0 MF "t_Ladder_S0_2_S1" R)
aniAlias ("t_Ladder_S8_2_S9" 1 "s_Ladder_S9" 0.0 0.0 MF "t_Ladder_S0_2_S1" F)
// 10m Leiter
aniAlias ("s_Ladder_S9" 1 "s_Ladder_S9" 0.0 0.0 MF "s_Ladder_S0" F)
aniAlias ("t_Ladder_S9_2_Stand" 1 "" 0.0 0.1 MF "t_Ladder_S1_2_Stand" F)
aniAlias ("t_Ladder_Stand_2_S9" 1 "s_Ladder_S9" 0.1 0.0 MF "t_Ladder_Stand_2_S1" F)
aniAlias ("t_Ladder_S9_2_S8" 1 "s_Ladder_S8" 0.0 0.0 MF "t_Ladder_S0_2_S1" R)
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
// Script-gesteuerte States (alternative Steh- und Sitzposen)
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// ---------------------------------------------------------------------------------------------------------------
// Sleeping Guard
// Auf Boden setzen und einpennen
ani ("t_Stand_2_GuardSleep" 1 "s_GuardSleep" 0.2 0.0 M. "Orc_SleepingGuard_jue02.asc" F 1 149 )
// Schlafen Loop
ani ("s_GuardSleep" 1 "s_GuardSleep" 0.0 0.0 M. "Orc_SleepingGuard_jue02.asc" F 150 199 )
// Aufwachen und aufstehen
ani ("t_GuardSleep_2_Stand" 1 "" 0.0 0.2 M. "Orc_SleepingGuard_jue02.asc" F 200 259)
// ---------------------------------------------------------------------------------------------------------------
// DANCE (Script)
ani ("t_Stand_2_Dance" 1 "t_Dance" 0.2 0.0 M. "Orc_WarDance_jue02.asc" F 1 9)
ani ("t_Dance" 1 "" 0.1 0.1 M. "Orc_WarDance_jue02.asc" F 10 89 )
ani ("t_Dance_Random_1" 1 "" 0.0 0.0 MR "Orc_WarDance_jue02.asc" F 90 139 )
aniAlias ("t_Dance_2_Stand" 1 "" 0.0 0.2 M. "t_Stand_2_Dance" R)
//////////////////////////
// SCRIPT-ANIS
//////////////////////////
// Umschauen, wittern, etwas h<>ren
ani ("t_Perception" 2 "" 0.1 0.1 M. "Orc_Perception_A01.asc" F 0 85)
ani ("t_Warn" 1 "" 0.2 0.2 M. "Orc_1hRunT2_Warn_Jue02.asc" F 1 34)
{
*eventSFX (2 "DRC_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_FallDn" F)
// Lightning, Chainlightning, Thunderbolt, Thunderball
aniAlias ("t_Stand_2_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "s_FallDn" F)
aniAlias ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "s_FallDn" F)
// IceCube, IceWave
ani ("t_Stand_2_Freeze_Victim" 1 "s_Freeze_Victim" 0.1 0.0 M. "Orc_Stumble_B_jue02.asc" F 1 3)
ani ("s_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "Orc_Stumble_B_jue02.asc" F 4 4)
// Whirlwind
ani ("t_Stand_2_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.1 0.0 M. "Orc_Stumble_B_jue02.asc" F 1 3)
ani ("s_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.0 0.0 M. "Orc_Stumble_B_jue02.asc" F 4 4)
// Sleep Victim
aniAlias ("t_Stand_2_Victim_Sle" 1 "s_Victim_Sle" 0.1 0.0 M. "t_Stand_2_GuardSleep" F)
aniAlias ("s_Victim_Sle" 1 "s_Victim_Sle" 0.1 0.1 M. "s_GuardSleep" F)
aniAlias ("t_Victim_Sle_2_Stand" 1 "" 0.0 0.2 M. "t_GuardSleep_2_Stand" F)
/////////////////////
/// DIALOG GESTEN
/////////////////////
ani ("T_DIALOGGESTURE_01" 2 "" 0.2 0.2 M. "Orc_Dialog_01_A01.asc" F 1 -1 FPS:15)
ani ("t_DIALOGGESTURE_02" 2 "" 0.2 0.2 M. "Orc_Dialog_02_A01.asc" F 1 -1 FPS:15)
ani ("t_DIALOGGESTURE_03" 2 "" 0.2 0.2 M. "Orc_Dialog_03_A01.asc" F 1 -1 FPS:15)
ani ("t_DIALOGGESTURE_04" 2 "" 0.2 0.2 M. "Orc_Dialog_04_A01.asc" F 1 -1 FPS:15)
ani ("t_DIALOGGESTURE_05" 2 "" 0.2 0.2 M. "Orc_Dialog_05_A01.asc" F 1 -1 FPS:15)
ani ("t_DIALOGGESTURE_06" 2 "" 0.2 0.2 M. "Orc_Dialog_06_A01.asc" F 1 -1 FPS:15)
ani ("t_DIALOGGESTURE_07" 2 "" 0.2 0.2 M. "Orc_Dialog_07_A01.asc" F 1 -1 FPS:15)
ani ("t_DIALOGGESTURE_08" 2 "" 0.2 0.2 M. "Orc_Dialog_08_A01.ASC" F 1 -1 FPS:15)
// ***************************************************************************************
// MM DAYCYCLE
// ***************************************************************************************
ani ("r_Roam1" 2 "" 0.0 0.0 M. "Orc_Roam01_A01.asc" F 0 50)
ani ("r_Roam2" 2 "" 0.0 0.0 M. "Orc_Roam02_A01.asc" F 0 65)
aniAlias ("r_Roam3" 2 "" 0.0 0.0 M. "t_Perception" F)
// ***************************************************************************************
}
}