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.
416 lines
15 KiB
Text
416 lines
15 KiB
Text
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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// Last Changes:
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//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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Model ("Dragon")
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{
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meshAndTree ("Dragon_Fire_Body.ASC" DONT_USE_MESH)
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registerMesh ("Dragon_Fire_Body.ASC")
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registerMesh ("Dragon_Rock_Body.ASC")
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registerMesh ("Dragon_Swamp_Body.ASC")
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registerMesh ("Dragon_Ice_Body.ASC")
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registerMesh ("Dragon_Undead_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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// FISTRUN
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ani ("s_FistRun" 1 "s_FistRun" 0.1 0.1 M. "Dra_RunAmbient_A01.asc" F 0 100)
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{
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*eventSFX (20 "DEM_AMBIENT" EMPTY_SLOT )
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*eventPFX (35 1 "DRAGON_BREATH_SMOKE" "BIP01 HEAD" ATTACH)
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*eventPFXStop (45 1)
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}
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aniBlend ("t_FistRun_2_FistRunL" "s_FistRunL" 0.2 0.2)
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ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Dra_Run_A01.asc" F 17 42)
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{
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*eventSFX (25 "TRO_STEPBOOM" EMPTY_SLOT )
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*eventCamTremor (24 1000 700 2 5 )
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*eventCamTremor (37 1000 700 2 5 )
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}
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aniBlend ("t_FistRunL_2_FistRun" "s_FistRun" 0.1 0.1)
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aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.1 0.1)
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ani ("t_FistJumpB" 1 "s_FistRun" 0.1 0.1 M. "Dra_JumpB_A01.asc" F 1 20)
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{
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*eventSFX (5 "TRO_STEPBOOM" EMPTY_SLOT )
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*eventSFX (17 "TRO_STEPBOOM" EMPTY_SLOT )
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}
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// NORMAL RUN MODE
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ani ("s_Run" 1 "s_Run" 0.1 0.1 M. "Dra_RunAmbient_A01.asc" F 0 100)
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{
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*eventSFX (20 "DRG_AMBIENT" EMPTY_SLOT )
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*eventPFX (35 1 "DRAGON_BREATH_SMOKE" "BIP01 HEAD" ATTACH)
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*eventPFXStop (45 1)
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}
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aniBlend ("t_Run_2_RunL" "s_RunL" 0.2 0.2)
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ani ("s_RunL" 1 "s_RunL" 0.0 0.0 M. "Dra_Run_A01.asc" F 17 42)
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{
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*eventSFX (25 "TRO_STEPBOOM" EMPTY_SLOT )
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*eventCamTremor (24 1000 700 2 5 )
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*eventCamTremor (37 1000 700 2 5 )
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}
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aniBlend ("t_RunL_2_Run" "s_Run")
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aniBlend ("t_RunR_2_Run" "s_Run")
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// NORMAL WALK
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aniAlias ("s_Walk" 1 "s_Walk" 0.1 0.1 M. "s_FistRun" F)
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aniBlend ("t_Walk_2_Run" "s_run")
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aniBlend ("t_Run_2_Walk" "s_Walk")
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// FISTWALK
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ani ("s_FistWalk" 1 "s_FistWalk" 0.1 0.1 M. "Dra_RunAmbient_A01.asc" F 0 100)
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{
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*eventSFX (20 "DEM_AMBIENT" EMPTY_SLOT )
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*eventPFX (35 1 "DRAGON_BREATH_SMOKE" "BIP01 HEAD" ATTACH)
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*eventPFXStop (45 1)
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}
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ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.1 0.1 M. "Dra_Walk_A01.asc" F 0 16)
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ani ("s_FistWalkL" 1 "s_FistWalkL" 0.1 0.1 M. "Dra_Walk_A01.asc" F 17 50)
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{
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*eventSFX (25 "TRO_STEPBOOM" EMPTY_SLOT )
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// *eventSFX (40 "TRO_STEPBOOM" EMPTY_SLOT )
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}
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aniAlias ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.1 0.1 M. "t_FistWalk_2_FistWalkL" R)
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aniAlias ("t_FistWalkR_2_FistWalk" 1 "s_FistWalk" 0.1 0.1 M. "t_FistWalk_2_FistWalkL" R)
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// FISTWALK Backwards
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aniAlias ("t_FistWalk_2_FistWalkBL" 1 "s_FistWalkBL" 0.1 0.1 M. "t_FistWalk_2_FistWalkL" F)
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aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.1 0.1 M. "s_FistWalkL" R)
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aniAlias ("t_FistWalkBL_2_FistWalk" 1 "s_FistWalk" 0.1 0.1 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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// TRANSITIONS WALK - RUN - WALK
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aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk")
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aniBlend ("t_FistWalk_2_FistRun" "s_FistRun")
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aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.3 0.3)
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aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.3 0.3)
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// STRAFE
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ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.1 0.1 M. "Dra_StrafeL_A01.asc" F 0 50)
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{
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*eventSFX (20 "DEM_WINGFLAP" )
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*eventSFX (45 "M_FALL_HUGE" EMPTY_SLOT )
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}
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ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.1 0.1 M. "Dra_StrafeL_A01.asc" F 50 100)
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{
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*eventSFX (80 "DEM_WINGFLAP" )
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*eventSFX (55 "M_FALL_HUGE" EMPTY_SLOT )
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}
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aniAlias ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.1 0.1 M. "t_FistRunStrafeL" F)
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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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ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.1 1.0 M. "Dra_TurnLeft_A01.asc" F 0 25)
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{
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*eventSFX ( 15 "DEM_WINGFLAP" )
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}
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aniAlias ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.1 1.0 M. "t_FistRunTurnL" F)
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ani ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.1 1.0 M. "Dra_TurnRight_A01.asc" F 0 25)
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{
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*eventSFX ( 15 "DEM_WINGFLAP" )
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}
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aniAlias ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.1 1.0 M. "t_FistRunTurnR" F)
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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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ani ("s_FallDn" 1 "s_FallDn" 0.1 0.1 MF "Dra_FallDn_A01.asc" F 0 15)
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{
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*eventSFX ( 10 "DEM_WINGFLAP" )
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}
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// -----------------------------------------------------------------------------------------------------------------------------
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// Landung auf den Beinen ohne Schaden
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ani ("t_FallDn_2_Stand" 1 "" 0.1 0.1 M. "Dra_FallDn_A01.asc" F 15 30)
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{
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*eventSFX (25 "M_FALL_HUGE" EMPTY_SLOT )
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}
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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" 20 "" 0.1 0.1 M. "Dra_Stumble2_A01.asc" F 1 20)
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{
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*eventSFX (5 "DRG_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" 20 "" 0.1 0.1 M. "Dra_Stumble2_A01.asc" F 1 20)
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{
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*eventSFX (5 "DRG_HURT" EMPTY_SLOT )
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}
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// GOTHIT
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aniAlias ("t_GotHit" 2 "" 0.1 0.1 M. "t_Stumble" F )
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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. "Dra_Dead_A01.asc" F 1 84)
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{
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*eventSFX (1 "drg_die" EMPTY_SLOT )
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*eventSFX (70 "M_FALL_HUGE" EMPTY_SLOT )
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*eventCamTremor (75 1000 700 20 50 )
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}
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ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "Dra_Dead_A01.asc" F 85 85)
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// ---------------------------------------------------------------------------------------------------------------------------------
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// DEADB
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ani ("t_DeadB" 1 "s_DeadB" 0.1 0.0 M. "Dra_Dead_A01.asc" F 1 84)
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{
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*eventSFX (1 "drg_die" EMPTY_SLOT )
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*eventSFX (70 "M_FALL_HUGE" EMPTY_SLOT )
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*eventCamTremor (75 1000 700 20 50 )
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}
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ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "Dra_Dead_A01.asc" F 85 85)
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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 MF "Dra_TurnLeft_A01.asc" F 1 25)
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// WhirlAround CW
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ani ("t_surprise_CW" 1 "s_surprise" 0.2 0.2 MF "Dra_TurnRight_A01.asc" F 1 25)
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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 . "Dra_Look_A01.asc" F 0 0)
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ani ("c_look_2" 9 "" 0.0 0.0 . "Dra_Look_A01.asc" F 1 1)
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ani ("c_look_3" 9 "" 0.0 0.0 . "Dra_Look_A01.asc" F 2 2)
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ani ("c_look_4" 9 "" 0.0 0.0 . "Dra_Look_A01.asc" F 3 3)
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ani ("c_look_5" 9 "" 0.0 0.0 . "Dra_Look_A01.asc" F 4 4)
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ani ("c_look_6" 9 "" 0.0 0.0 . "Dra_Look_A01.asc" F 5 5)
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ani ("c_look_7" 9 "" 0.0 0.0 . "Dra_Look_A01.asc" F 6 6)
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ani ("c_look_8" 9 "" 0.0 0.0 . "Dra_Look_A01.asc" F 7 7)
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ani ("c_look_9" 9 "" 0.0 0.0 . "Dra_Look_A01.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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// FIST DRAW
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ani ("t_Run_2_Fist" 1 "s_Fist" 0.1 0.0 M. "Dra_MagReady_A01.asc" F 1 4)
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ani ("s_Fist" 1 "s_Fist" 0.0 0.0 M. "Dra_MagReady_A01.asc" F 5 5)
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ani ("t_Fist_2_FistRun" 1 "s_FistRun" 0.0 0.1 M. "Dra_MagReady_A01.asc" F 6 10)
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{
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*eventTag (6 "DEF_FIGHTMODE" "FIST")
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}
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ani ("t_FistRun_2_Fist" 1 "s_Fist" 0.1 0.0 M. "Dra_MagReady_A01.asc" R 6 10)
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{
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*eventTag (6 "DEF_FIGHTMODE" "")
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}
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aniAlias ("t_Fist_2_Run" 1 "" 0.0 0.1 M. "t_Run_2_Fist" R)
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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. "Dra_Attack01_A01.asc" F 1 40)
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{
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*eventTag (0 "DEF_HIT_LIMB" "BIP01 HEAD")
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*eventTag (0 "DEF_OPT_FRAME" "24")
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*eventTag (0 "DEF_HIT_END" "40")
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*eventTag (0 "DEF_WINDOW" "24 34")
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*eventTag (0 "DEF_DIR" "O")
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*eventSFX (1 "drg_ambient" )
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*eventPFX (16 1 "DRAGON_FIREATTACK" "BIP01 HEAD" ATTACH)
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*eventSFX (16 "drg_attack" )
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*eventPFXStop (33 1)
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// *eventSFX (37 "M_FALL_HUGE" EMPTY_SLOT )
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}
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ani ("t_FistParadeJumpB" 1 "" 0.1 0.1 M. "Dra_JumpB_A01.asc" F 1 20)
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{
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*eventSFX (4 "TRO_STEPBOOM" EMPTY_SLOT )
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*eventSFX (17 "TRO_STEPBOOM" 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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/////////////////
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// SCRIPT ANIS
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/////////////////
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ani ("t_Warn" 1 "" 0.1 0.1 M. "Dra_Warn_A01.asc" F 1 50)
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{
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*eventPFX (22 1 "DRAGON_FIREATTACK" "bip01 head" ATTACH )
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*eventSFX (24 "drg_attack" EMPTY_SLOT )
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*eventPFXStop (45 1 )
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}
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// ani ("t_Perception" 2 "" 0.1 0.1 M. "Dra_Perception_A01.asc" F 1 74 FPS:12.5)
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//
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// ani ("t_spawn" 1 "s_fistrun" 0.0 0.1 M. "Dra_Spawn_A01.asc" F 1 49)
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//////////////////
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// MAGIC
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//////////////////
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// ---------------------------------------------------------------------------------------------------
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// FIGHT MODE TRANSITIONS FOR MAGIC / FIST
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// ---------------------------------------------------------------------------------------------------
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aniBlend ("t_Fist_2_Mag" "s_Mag" 0.2 0.2)
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aniBlend ("t_Mag_2_Fist" "s_Fist" 0.2 0.2)
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// ---------------------------------------------------------------------------------------------------
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// DRAW MAGIC
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ani ("t_Run_2_Mag" 1 "s_Mag" 0.1 0.1 M. "Dra_MagReady_A01.asc" F 1 4)
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ani ("s_Mag" 1 "s_Mag" 0.0 0.0 M. "Dra_MagReady_A01.asc" F 5 5)
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ani ("t_Mag_2_MagRun" 1 "s_MagRun" 0.0 0.1 M. "Dra_MagReady_A01.asc" F 6 10)
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{
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*eventTag (7 "DEF_FIGHTMODE" "MAG")
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}
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ani ("t_MagRun_2_Mag" 1 "s_Mag" 0.1 0.0 M. "Dra_MagReady_A01.asc" R 5 10)
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{
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*eventTag (7 "DEF_FIGHTMODE" "")
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}
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ani ("t_Mag_2_Run" 1 "" 0.0 0.1 M. "Dra_MagReady_A01.asc" R 1 5)
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ani ("t_FistMove_2_Move" 1 "" 0.0 0.0 M. "Dra_RunAmbient_A01.asc" F 0 0)
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{
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*eventTag (0 "DEF_FIGHTMODE" "")
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}
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ani ("t_Move_2_FistMove" 1 "" 0.0 0.0 M. "Dra_RunAmbient_A01.asc" F 0 0)
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{
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*eventTag (0 "DEF_FIGHTMODE" "FIST")
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}
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ani ("t_MagMove_2_Move" 1 "" 0.0 0.0 M. "Dra_RunAmbient_A01.asc" F 0 0)
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{
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*eventTag (0 "DEF_FIGHTMODE" "")
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}
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ani ("t_Move_2_MagMove" 1 "" 0.0 0.0 M. "Dra_RunAmbient_A01.asc" F 0 0)
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{
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*eventTag (0 "DEF_FIGHTMODE" "MAG")
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}
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// ---------------------------------------------------------------------------------------------------
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// MAGIC MOVEMENT
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ani ("s_MagRun" 1 "s_MagRun" 0.1 0.1 M. "Dra_RunAmbient_A01.asc" F 0 100)
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{
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*eventSFX (20 "DEM_AMBIENT" EMPTY_SLOT )
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*eventPFX (35 1 "DRAGON_BREATH_SMOKE" "BIP01 HEAD" ATTACH)
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*eventPFXStop (45 1)
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}
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ani ("s_MagRunL" 1 "s_MagRunL" 0.0 0.0 M. "Dra_Run_A01.asc" F 17 42)
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{
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*eventSFX (25 "TRO_STEPBOOM" EMPTY_SLOT )
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*eventSFX (37 "TRO_STEPBOOM" EMPTY_SLOT )
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*eventCamTremor (24 1000 700 2 5 )
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*eventCamTremor (37 1000 700 2 5 )
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}
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aniBlend ("t_MagRun_2_MagRunL" "s_MagRunL" 0.1 0.1 )
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aniBlend ("t_MagRunL_2_MagRun" "s_MagRun" 0.1 0.1 )
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aniBlend ("t_MagRunR_2_MagRun" "s_MagRun" 0.1 0.1 )
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aniAlias ("t_MagJumpB" 1 "s_MagRun" 0.1 0.1 M. "t_FistJumpB" F)
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aniAlias ("t_MagWalkStrafeL" 1 "t_MagWalkStrafeL" 0.1 0.1 M. "t_FistRunStrafeL" F)
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aniAlias ("t_MagWalkStrafeR" 1 "t_MagWalkStrafeR" 0.1 0.1 M. "t_FistRunStrafeR" F)
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aniAlias ("t_MagRunStrafeL" 1 "t_MagRunStrafeL" 0.1 0.1 M. "t_FistRunStrafeL" F)
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aniAlias ("t_MagRunStrafeR" 1 "t_MagRunStrafeR" 0.1 0.1 M. "t_FistRunStrafeR" F)
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aniAlias ("t_MagWalkTurnL" 20 "t_MagWalkTurnL" 0.1 1.0 M. "t_FistRunTurnL" F)
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aniAlias ("t_MagWalkTurnR" 20 "t_MagWalkTurnR" 0.1 1.0 M. "t_FistRunTurnR" F)
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aniAlias ("t_MagRunTurnL" 20 "t_MagRunTurnL" 0.1 1.0 M. "t_FistRunTurnL" F)
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aniAlias ("t_MagRunTurnR" 20 "t_MagRunTurnR" 0.1 1.0 M. "t_FistRunTurnR" F)
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// ---------------------------------------------------------------------------------------------------
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// MAGIC SPELLS
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//
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// Firebolt (Magic Missile), Thunderbolt,...
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ani ("t_MagRun_2_FBTShoot" 1 "s_FBTShoot" 0.1 0.0 M. "Dra_Fireball_A01.asc" F 1 7)
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ani ("s_FBTShoot" 1 "s_FBTShoot" 0.0 0.0 M. "Dra_Fireball_A01.asc" F 8 8)
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||
ani ("t_FBTShoot_2_Stand" 1 "" 0.0 0.1 M. "Dra_Fireball_A01.asc" F 9 20)
|
||
|
||
///////////////////////
|
||
// MAGIC VICTIMS
|
||
///////////////////////
|
||
|
||
// kein Feuerschaden
|
||
|
||
// Lightning, Chainlightning, Thunderbolt, Thunderball
|
||
// ani ("t_Stand_2_Lightning_Victim" 1 "s_Lightning_Victim" 0.1 0.0 M. "Dra_VicLightning_A01.asc" F 0 14)
|
||
// ani ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Dra_VicLightning_A01.asc" F 14 84)
|
||
|
||
|
||
// ------------------------------------------------------------------------------------------------------
|
||
// TALK
|
||
|
||
ani ("t_Stand_2_Talk" 1 "s_Talk" 0.0 0.0 M. "Dra_Talk_A01.asc" F 1 50)
|
||
{
|
||
*eventSFX (14 "TRO_STEPBOOM" EMPTY_SLOT )
|
||
*eventCamTremor (14 1000 700 2 5 )
|
||
*eventSFX (25 "TRO_STEPBOOM" EMPTY_SLOT )
|
||
*eventCamTremor (25 1000 700 2 5 )
|
||
}
|
||
|
||
ani ("s_Talk" 1 "s_Talk" 0.0 0.0 M. "Dra_Talk_A01.asc" F 50 120)
|
||
aniAlias ("t_Talk_2_Stand" 1 "" 0.0 0.0 M. "t_Stand_2_Talk" R)
|
||
|
||
|