mahlendur/_work/Data/Anims/Dragon_Rock.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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//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// Last Changes:
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Model ("Dragon")
{
meshAndTree ("Dragon_Fire_Body.ASC" DONT_USE_MESH)
registerMesh ("Dragon_Fire_Body.ASC")
registerMesh ("Dragon_Rock_Body.ASC")
registerMesh ("Dragon_Swamp_Body.ASC")
registerMesh ("Dragon_Ice_Body.ASC")
registerMesh ("Dragon_Undead_Body.ASC")
aniEnum
{
// | KEYWORD | ANI-NAME |LAYER| NEXT-ANI | BI | BO |F |ASC-FILE | DIR |FF |LF
//----------------------------------------------------------------------------------------------------------------------------
//////////////////////////
// FIST MOVEMENT
//////////////////////////
// FISTRUN
ani ("s_FistRun" 1 "s_FistRun" 0.1 0.1 M. "Dra_RunAmbient_A01.asc" F 0 100)
{
*eventSFX (11 "DRG_Rock_Ambient" EMPTY_SLOT )
*eventPFX (35 1 "DRAGON_BREATH_SMOKE" "BIP01 HEAD" ATTACH)
*eventPFXStop (45 1)
}
aniBlend ("t_FistRun_2_FistRunL" "s_FistRunL" 0.2 0.2)
ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Dra_Run_A01.asc" F 17 42)
{
*eventSFX (19 "DRG_Rock_Crumble" EMPTY_SLOT )
*eventPFX (23 1 "DRAGON_STEPS" "Bip01 R Foot" )
*eventSFX (25 "TRO_STEPBOOM" EMPTY_SLOT )
*eventPFX (37 2 "DRAGON_STEPS" "Bip01 L Foot" )
*eventSFX (38 "TRO_STEPBOOM" EMPTY_SLOT )
*eventCamTremor (24 1000 700 2 5 )
*eventCamTremor (37 1000 700 2 5 )
}
aniBlend ("t_FistRunL_2_FistRun" "s_FistRun" 0.1 0.1)
aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.1 0.1)
ani ("t_FistJumpB" 1 "s_FistRun" 0.1 0.1 M. "Dra_JumpB_A01.asc" F 1 20)
{
*eventSFX (17 "TRO_STEPBOOM" EMPTY_SLOT )
*eventPFX (9 1 "DRAGON_STEPS" "Bip01 R Foot" )
*eventPFX (10 2 "DRAGON_STEPS" "Bip01 L Foot" )
}
// NORMAL RUN MODE
ani ("s_Run" 1 "s_Run" 0.1 0.1 M. "Dra_RunAmbient_A01.asc" F 0 100)
{
//*eventPFX (3 10 "DRAGON_STONES" "Bip01 Bone19" )
//*eventPFX (5 11 "DRAGON_STONES" "Bip01 Bone04" )
*eventSFX (12 "DRG_Rock_Crumble" EMPTY_SLOT )
*eventPFX (35 1 "DRAGON_BREATH_SMOKE" "BIP01 HEAD" ATTACH)
*eventPFXStop (45 1)
}
aniBlend ("t_Run_2_RunL" "s_RunL" 0.2 0.2)
ani ("s_RunL" 1 "s_RunL" 0.0 0.0 M. "Dra_Run_A01.asc" F 17 42)
{
*eventPFX (24 21 "DRAGON_STEPS" "Bip01 R Foot" )
*eventSFX (25 "TRO_STEPBOOM" EMPTY_SLOT )
*eventCamTremor (24 1000 700 2 5 )
*eventCamTremor (37 1000 700 2 5 )
*eventPFX (37 22 "DRAGON_STEPS" "Bip01 L Foot" )
*eventSFX (38 "TRO_STEPBOOM" EMPTY_SLOT )
}
aniBlend ("t_RunL_2_Run" "s_Run")
aniBlend ("t_RunR_2_Run" "s_Run")
// NORMAL WALK
aniAlias ("s_Walk" 1 "s_Walk" 0.1 0.1 M. "s_FistRun" F)
// FISTWALK
ani ("s_FistWalk" 1 "s_FistWalk" 0.1 0.1 M. "Dra_RunAmbient_A01.asc" F 0 100)
{
*eventPFX (35 1 "DRAGON_BREATH_SMOKE" "BIP01 HEAD" ATTACH)
*eventPFXStop (45 1)
//*eventPFX (46 30 "DRAGON_STONES" "Bip01 Bone18" )
*eventSFX (48 "DRG_Rock_Crumble" EMPTY_SLOT )
}
ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.1 0.1 M. "Dra_Walk_A01.asc" F 0 16)
ani ("s_FistWalkL" 1 "s_FistWalkL" 0.1 0.1 M. "Dra_Walk_A01.asc" F 17 50)
{
*eventSFX (25 "TRO_STEPBOOM" EMPTY_SLOT )
// *eventSFX (40 "TRO_STEPBOOM" EMPTY_SLOT )
}
aniAlias ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.1 0.1 M. "t_FistWalk_2_FistWalkL" R)
aniAlias ("t_FistWalkR_2_FistWalk" 1 "s_FistWalk" 0.1 0.1 M. "t_FistWalk_2_FistWalkL" R)
// FISTWALK Backwards
aniAlias ("t_FistWalk_2_FistWalkBL" 1 "s_FistWalkBL" 0.1 0.1 M. "t_FistWalk_2_FistWalkL" F)
aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.1 0.1 M. "s_FistWalkL" R)
aniAlias ("t_FistWalkBL_2_FistWalk" 1 "s_FistWalk" 0.1 0.1 M. "t_FistWalk_2_FistWalkL" R)
aniBlend ("t_FistWalkBR_2_FistWalk" "s_FistWalk" 0.2 0.2)
// TRANSITIONS WALK - RUN - WALK
aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk")
aniBlend ("t_FistWalk_2_FistRun" "s_FistRun")
aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.3 0.3)
aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.3 0.3)
// STRAFE
ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.1 0.1 M. "Dra_StrafeL_A01.asc" F 0 50)
{
*eventSFX ( 20 "DEM_WINGFLAP" )
*eventSFX (45 "M_FALL_HUGE" EMPTY_SLOT )
*eventPFX (43 1 "DRAGON_STEPS" "Bip01 L Foot" )
*eventPFX (44 2 "DRAGON_STEPS" "Bip01 R Foot" )
}
ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.1 0.1 M. "Dra_StrafeL_A01.asc" F 50 100)
{
*eventSFX (70 "DEM_WINGFLAP" )
*eventSFX (95 "M_FALL_HUGE" EMPTY_SLOT )
*eventPFX (93 3 "DRAGON_STEPS" "Bip01 L Foot" )
*eventPFX (94 4 "DRAGON_STEPS" "Bip01 R Foot" )
}
aniAlias ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.1 0.1 M. "t_FistRunStrafeL" F)
aniAlias ("t_FistWalkStrafeR" 1 "t_FistWalkStrafeR" 0.1 0.1 M. "t_FistRunStrafeL" F)
/////////////////////
// FIST TURNING
/////////////////////
ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.1 1.0 M. "Dra_TurnLeft_A01.asc" F 0 25)
{
*eventSFX ( 15 "DEM_WINGFLAP" )
}
aniAlias ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.1 1.0 M. "t_FistRunTurnL" F)
ani ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.1 1.0 M. "Dra_TurnRight_A01.asc" F 0 25)
{
*eventSFX ( 15 "DEM_WINGFLAP" )
}
aniAlias ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.1 1.0 M. "t_FistRunTurnR" F)
//////////////////////////
// FALL
//////////////////////////
// -------------------------------------------------------------------------------------------------------------------------------------
// FALLDN
// ---------------------------------------------------------------------------------------------------------------------------------
// Freier Fall
ani ("s_FallDn" 1 "s_FallDn" 0.1 0.1 MF "Dra_FallDn_A01.asc" F 0 15)
{
*eventSFX ( 10 "DEM_WINGFLAP" )
}
// -----------------------------------------------------------------------------------------------------------------------------
// Landung auf den Beinen ohne Schaden
ani ("t_FallDn_2_Stand" 1 "" 0.1 0.1 M. "Dra_FallDn_A01.asc" F 15 30)
{
*eventSFX (25 "M_FALL_HUGE" EMPTY_SLOT )
}
// -------------------------------------------------------------------------------------------------------------------------------------
///////////////////
// STUMBLE
///////////////////
// -----------------------------------------------------------------------------------------------------------------------------
// Vorw<72>rts Stolpern
ani ("t_Stumble" 20 "" 0.1 0.1 M. "Dra_Stumble2_A01.asc" F 1 20)
{
//*eventPFX (6 1 "DRAGON_STONES" "Bip01 Neck1" )
*eventSFX (7 "DRG_Rock_Crumble" EMPTY_SLOT )
}
// -----------------------------------------------------------------------------------------------------------------------------
// R<>ckw<6B>rts Stolpern
ani ("t_StumbleB" 20 "" 0.1 0.1 M. "Dra_Stumble2_A01.asc" F 1 20)
{
//*eventPFX (6 2 "DRAGON_STONES" "Bip01 Neck1" )
*eventSFX (7 "DRG_Rock_Crumble" EMPTY_SLOT )
}
// GOTHIT
aniAlias ("t_GotHit" 2 "" 0.1 0.1 M. "t_Stumble" F )
//////////////////////////
// DIE
//////////////////////////
// ---------------------------------------------------------------------------------------------------------------------------------
// DEAD
ani ("t_Dead" 1 "s_Dead" 0.1 0.0 M. "Dra_Dead_A01.asc" F 1 84 FPS:15)
{
*eventSFX (4 "DRG_Rock_Die" EMPTY_SLOT )
*eventPFX (5 1 "DRAGON_DIE" "Bip01 Spine4" ATTACH )
*eventSFX (60 "DRG_Rock_Fall" EMPTY_SLOT )
*eventPFX (75 2 "DRAGON_DIE_SMOKE" "Bip01 Spine4" )
*eventCamTremor (75 1000 700 20 50 )
}
ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "Dra_Dead_A01.asc" F 85 85)
// ---------------------------------------------------------------------------------------------------------------------------------
// DEADB
ani ("t_DeadB" 1 "s_DeadB" 0.1 0.0 M. "Dra_Dead_A01.asc" F 1 84 FPS:15)
{
*eventSFX (4 "DRG_Rock_Die" EMPTY_SLOT )
*eventPFX (5 1 "DRAGON_DIE" "Bip01 Spine4" ATTACH )
*eventSFX (60 "DRG_Rock_Fall" EMPTY_SLOT )
*eventPFX (75 2 "DRAGON_DIE_SMOKE" "Bip01 Spine4" )
*eventCamTremor (75 1000 700 20 50 )
}
ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "Dra_Dead_A01.asc" F 85 85)
// -------------------------------------------------------------------------------------------------------------------------------------
// WhirlAround
// WhirlAround CCW
ani ("t_surprise_CCW" 1 "s_surprise" 0.2 0.2 MF "Dra_TurnLeft_A01.asc" F 1 25)
// WhirlAround CW
ani ("t_surprise_CW" 1 "s_surprise" 0.2 0.2 MF "Dra_TurnRight_A01.asc" F 1 25)
// Surprise
aniAlias ("s_surprise" 1 "s_surprise" 0.1 0.1 M. "s_FistRun" F)
//////////////////////////
// LOOK Autoaiming
//////////////////////////
// Seitenwinkel: +/- 60<36> H<>henwinkel: +/- 45<34>
ani ("c_look_1" 9 "" 0.0 0.0 . "Dra_Look_A01.asc" F 0 0)
ani ("c_look_2" 9 "" 0.0 0.0 . "Dra_Look_A01.asc" F 1 1)
ani ("c_look_3" 9 "" 0.0 0.0 . "Dra_Look_A01.asc" F 2 2)
ani ("c_look_4" 9 "" 0.0 0.0 . "Dra_Look_A01.asc" F 3 3)
ani ("c_look_5" 9 "" 0.0 0.0 . "Dra_Look_A01.asc" F 4 4)
ani ("c_look_6" 9 "" 0.0 0.0 . "Dra_Look_A01.asc" F 5 5)
ani ("c_look_7" 9 "" 0.0 0.0 . "Dra_Look_A01.asc" F 6 6)
ani ("c_look_8" 9 "" 0.0 0.0 . "Dra_Look_A01.asc" F 7 7)
ani ("c_look_9" 9 "" 0.0 0.0 . "Dra_Look_A01.asc" F 8 8)
// aniComb ("t_look" 9 "t_look" 0.3 0.3 M. "c_look_" 9)
// FIST DRAW
ani ("t_Run_2_Fist" 1 "s_Fist" 0.1 0.0 M. "Dra_MagReady_A01.asc" F 1 4)
ani ("s_Fist" 1 "s_Fist" 0.0 0.0 M. "Dra_MagReady_A01.asc" F 5 5)
ani ("t_Fist_2_FistRun" 1 "s_FistRun" 0.0 0.1 M. "Dra_MagReady_A01.asc" F 6 10)
{
*eventTag (6 "DEF_FIGHTMODE" "FIST")
}
ani ("t_FistRun_2_Fist" 1 "s_Fist" 0.1 0.0 M. "Dra_MagReady_A01.asc" R 6 10)
{
*eventTag (6 "DEF_FIGHTMODE" "")
}
aniAlias ("t_Fist_2_Run" 1 "" 0.0 0.1 M. "t_Run_2_Fist" R)
/////////////////
// ATTACK
/////////////////
ani ("s_FistAttack" 1 "s_FistAttack" 0.1 0.1 M. "Dra_Attack01_A01.asc" F 1 40)
{
*eventTag (0 "DEF_HIT_LIMB" "BIP01 HEAD")
*eventTag (0 "DEF_OPT_FRAME" "24")
*eventTag (0 "DEF_HIT_END" "40")
*eventTag (0 "DEF_WINDOW" "24 34")
*eventTag (0 "DEF_DIR" "O")
*eventSFX (10 "DRG_Rock_Crumble" EMPTY_SLOT )
*eventPFX (16 1 "DRAGON_FIREATTACK" "BIP01 HEAD" ATTACH)
*eventSFX (21 "dem_wingflap" EMPTY_SLOT )
*eventPFXStop (33 1)
// *eventSFX (37 "M_FALL_HUGE" EMPTY_SLOT )
}
ani ("t_FistParadeJumpB" 1 "" 0.1 0.1 M. "Dra_JumpB_A01.asc" F 1 20)
{
*eventSFX (4 "TRO_STEPBOOM" EMPTY_SLOT )
*eventSFX (17 "TRO_STEPBOOM" EMPTY_SLOT )
}
aniAlias ("t_FistParade_0" 1 "" 0.1 0.1 M. "t_FistParadeJumpB" F)
/////////////////
// SCRIPT ANIS
/////////////////
ani ("t_Warn" 1 "" 0.1 0.1 M. "Dra_Warn_A01.asc" F 1 50)
// ani ("t_Perception" 2 "" 0.1 0.1 M. "Dra_Perception_A01.asc" F 1 74 FPS:12.5)
//
// ani ("t_spawn" 1 "s_fistrun" 0.0 0.1 M. "Dra_Spawn_A01.asc" F 1 49)
//////////////////
// MAGIC
//////////////////
// ---------------------------------------------------------------------------------------------------
// FIGHT MODE TRANSITIONS FOR MAGIC / FIST
// ---------------------------------------------------------------------------------------------------
aniBlend ("t_Fist_2_Mag" "s_Mag" 0.2 0.2)
aniBlend ("t_Mag_2_Fist" "s_Fist" 0.2 0.2)
// ---------------------------------------------------------------------------------------------------
// DRAW MAGIC
ani ("t_Run_2_Mag" 1 "s_Mag" 0.1 0.1 M. "Dra_MagReady_A01.asc" F 1 4)
ani ("s_Mag" 1 "s_Mag" 0.0 0.0 M. "Dra_MagReady_A01.asc" F 5 5)
ani ("t_Mag_2_MagRun" 1 "s_MagRun" 0.0 0.1 M. "Dra_MagReady_A01.asc" F 6 10)
{
*eventTag (7 "DEF_FIGHTMODE" "MAG")
}
ani ("t_MagRun_2_Mag" 1 "s_Mag" 0.1 0.0 M. "Dra_MagReady_A01.asc" R 5 10)
{
*eventTag (7 "DEF_FIGHTMODE" "")
}
ani ("t_Mag_2_Run" 1 "" 0.0 0.1 M. "Dra_MagReady_A01.asc" R 1 5)
ani ("t_FistMove_2_Move" 1 "" 0.0 0.0 M. "Dra_RunAmbient_A01.asc" F 0 0)
{
*eventTag (0 "DEF_FIGHTMODE" "")
}
ani ("t_Move_2_FistMove" 1 "" 0.0 0.0 M. "Dra_RunAmbient_A01.asc" F 0 0)
{
*eventTag (0 "DEF_FIGHTMODE" "FIST")
}
ani ("t_MagMove_2_Move" 1 "" 0.0 0.0 M. "Dra_RunAmbient_A01.asc" F 0 0)
{
*eventTag (0 "DEF_FIGHTMODE" "")
}
ani ("t_Move_2_MagMove" 1 "" 0.0 0.0 M. "Dra_RunAmbient_A01.asc" F 0 0)
{
*eventTag (0 "DEF_FIGHTMODE" "MAG")
}
// ---------------------------------------------------------------------------------------------------
// MAGIC MOVEMENT
ani ("s_MagRun" 1 "s_MagRun" 0.1 0.1 M. "Dra_RunAmbient_A01.asc" F 0 100)
{
*eventPFX (35 1 "DRAGON_BREATH_SMOKE" "BIP01 HEAD" ATTACH)
*eventPFXStop (45 1)
}
ani ("s_MagRunL" 1 "s_MagRunL" 0.0 0.0 M. "Dra_Run_A01.asc" F 17 42)
{
*eventSFX (25 "TRO_STEPBOOM" EMPTY_SLOT )
*eventCamTremor (24 1000 700 2 5 )
*eventCamTremor (37 1000 700 2 5 )
}
aniBlend ("t_MagRun_2_MagRunL" "s_MagRunL" 0.1 0.1 )
aniBlend ("t_MagRunL_2_MagRun" "s_MagRun" 0.1 0.1 )
aniBlend ("t_MagRunR_2_MagRun" "s_MagRun" 0.1 0.1 )
aniAlias ("t_MagJumpB" 1 "s_MagRun" 0.1 0.1 M. "t_FistJumpB" F)
aniAlias ("t_MagWalkStrafeL" 1 "t_MagWalkStrafeL" 0.1 0.1 M. "t_FistRunStrafeL" F)
aniAlias ("t_MagWalkStrafeR" 1 "t_MagWalkStrafeR" 0.1 0.1 M. "t_FistRunStrafeR" F)
aniAlias ("t_MagRunStrafeL" 1 "t_MagRunStrafeL" 0.1 0.1 M. "t_FistRunStrafeL" F)
aniAlias ("t_MagRunStrafeR" 1 "t_MagRunStrafeR" 0.1 0.1 M. "t_FistRunStrafeR" F)
aniAlias ("t_MagWalkTurnL" 20 "t_MagWalkTurnL" 0.1 1.0 M. "t_FistRunTurnL" F)
aniAlias ("t_MagWalkTurnR" 20 "t_MagWalkTurnR" 0.1 1.0 M. "t_FistRunTurnR" F)
aniAlias ("t_MagRunTurnL" 20 "t_MagRunTurnL" 0.1 1.0 M. "t_FistRunTurnL" F)
aniAlias ("t_MagRunTurnR" 20 "t_MagRunTurnR" 0.1 1.0 M. "t_FistRunTurnR" F)
// ---------------------------------------------------------------------------------------------------
// MAGIC SPELLS
//
// Firebolt (Magic Missile), Thunderbolt,...
ani ("t_MagRun_2_FBTShoot" 1 "s_FBTShoot" 0.1 0.0 M. "Dra_Fireball_A01.asc" F 1 7)
ani ("s_FBTShoot" 1 "s_FBTShoot" 0.0 0.0 M. "Dra_Fireball_A01.asc" F 8 8)
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)
{
*eventCamTremor (14 1000 700 2 5 )
*eventCamTremor (25 1000 700 2 5 )
*eventCamTremor (34 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)
};