mahlendur/_work/Data/Anims/Gobbo.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:
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// HEADER
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Model ("Gobbo")
{
MeshAndTree ("Gob_Body.asc" DONT_USE_MESH)
registerMesh ("Gob_Body.ASC")
aniEnum
{
modelTag ("DEF_HIT_LIMB" "zs_RightHand")
//////////////////////////
// Fist MOVEMENT
//////////////////////////
// Fist-RUN
// -----------------------------------------------------------------------------------------------------------------------------
// Ambient
ani ("s_FistRun" 1 "s_FistRun" 0.1 0.1 M. "Gob_1hRunAmbient_M01.asc" F 0 30 FPS:10)
{
*eventSFX (1 "GOB_AMBIENT" EMPTY_SLOT )
}
// ---------------------------------------------------------------------------------------------------------------------------------
// Forward
// -----------------------------------------------------------------------------------------------------------------------------
// Ambient -> Loop
ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Gob_1hRunLoop_M01.asc" F 1 6)
// -----------------------------------------------------------------------------------------------------------------------------
// Loop
ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.2 M. "Gob_1hRunLoop_M01.asc" F 6 22)
{
*eventSFXGrnd (10 "Run")
*eventSFX (13 "GOB_AMBIENT" EMPTY_SLOT )
*eventSFXGrnd (18 "Run")
}
// -----------------------------------------------------------------------------------------------------------------------------
// Loop -> Ambient
ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Gob_1hRunLoop_M01.asc" F 22 29)
{
*eventSFXGrnd (27 "Run" )
}
aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.2 0.2)
// ---------------------------------------------------------------------------------------------------------------------------------
// Backward
ani ("t_FistJumpB" 1 "s_FistRun" 0.0 0.2 M. "Gob_JumpB_M01.asc" F 0 9)
{
*eventSFXGrnd (4 "Sneak" )
*eventSFXGrnd (8 "Sneak" )
}
// Fist-WALK
// -----------------------------------------------------------------------------------------------------------------------------
// Ambient
aniAlias ("s_FistWalk" 1 "s_FistWalk" 0.1 0.1 M. "s_FistRun" F)
// ---------------------------------------------------------------------------------------------------------------------------------
// Forward
// -----------------------------------------------------------------------------------------------------------------------------
// Ambient -> Loop
ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Gob_1hWalkLoop_M01.asc" F 1 6)
// -----------------------------------------------------------------------------------------------------------------------------
// Loop
ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.1 M. "Gob_1hWalkLoop_M01.asc" F 6 26)
{
*eventSFXGrnd (6 "Run")
*eventSFXGrnd (16 "Run")
}
// -----------------------------------------------------------------------------------------------------------------------------
// Loop -> Ambient
ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "Gob_1hWalkLoop_M01.asc" F 26 32)
{
*eventSFXGrnd (28 "Run" )
}
aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.2 0.2)
// ---------------------------------------------------------------------------------------------------------------------------------
// Backward
// -----------------------------------------------------------------------------------------------------------------------------
// Ambient -> Loop
aniAlias ("t_FistWalk_2_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" R)
// -----------------------------------------------------------------------------------------------------------------------------
// Loop
aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistWalkL" R)
// -----------------------------------------------------------------------------------------------------------------------------
// Loop -> Ambient
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 SNEAK (ROLL)
/////////////////
ani ("s_FistSneak" 1 "s_FistSneak" 0.1 0.0 M. "Gob_Roll_M01.asc" F 0 0)
ani ("t_FistSneak_2_FistSneakL" 1 "s_FistSneakL" 0.0 0.0 M. "Gob_Roll_M01.asc" F 1 19)
{
*eventSFX (10 "GOB_AMBIENT" EMPTY_SLOT )
}
// FistSneak-Loop
ani ("s_FistSneakL" 1 "s_FistSneakL" 0.0 0.0 M. "Gob_Roll2_M01.asc" F 27 41)
{
*eventSFXGrnd (28 "Sneak")
*eventSFXGrnd (38 "Sneak")
}
ani ("t_FistSneakL_2_FistSneak" 1 "s_FistSneak" 0.0 0.0 M. "Gob_Roll_M01.asc" F 21 39)
{
*eventSFXGrnd (35 "Sneak" )
}
// Folgende Roll-Out Ani endet in s_Fallen. Geht das so ?
ani ("t_FistSneakR_2_FistSneak" 1 "s_Fallen" 0.0 0.0 M. "Gob_Roll2_M01.asc" F 42 -1)
/////////////////////
// Fist TURNING
/////////////////////
// ---------------------------------------------------------------------------------------------------------------------------------
// RUN
ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.2 0.2 M. "Gob_1hTurnL_M01.asc" F 0 15)
{
*eventSFXGrnd (1 "Sneak" )
}
ani ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.2 0.2 M. "Gob_1hTurnR_M01.asc" F 0 15)
{
*eventSFXGrnd (1 "Sneak" )
}
// ---------------------------------------------------------------------------------------------------------------------------------
// WALK
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_FistRunTurnR" F)
/////////////////////
// Fist STRAFING
/////////////////////
// RUN
ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.1 0.1 M. "Gob_1hStrafeL_M01.asc" F 0 15)
{
*eventSFX (1 "GOB_AMBIENT" EMPTY_SLOT )
*eventSFXGrnd (8 "Sneak" )
}
ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.1 0.1 M. "Gob_1hStrafeR_M01.asc" F 0 15)
{
*eventSFX (1 "GOB_AMBIENT" EMPTY_SLOT )
*eventSFXGrnd (8 "Sneak" )
}
// WALK
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_FistRunStrafeR" F)
/////////////////////
// Fist TRANSITIONS
/////////////////////
// ---------------------------------------------------------------------------------------------------------------------------------
// RUN <-> WALK
aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk" 0.1 0.1)
aniBlend ("t_FistWalk_2_FistRun" "s_FistRun" 0.1 0.1)
aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.1 0.1)
aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.1 0.1)
// ---------------------------------------------------------------------------------------------------------------------------------
// RUN <-> SNEAK
aniBlend ("t_FistRun_2_FistSneak" "s_FistSneak" 0.1 0.1)
aniBlend ("t_FistSneak_2_FistRun" "s_FistRun" 0.1 0.1)
aniBlend ("t_FistRunL_2_FistSneakL" "s_FistSneakL" 0.1 0.1)
aniBlend ("t_FistSneakL_2_FistRunL" "s_FistRunL" 0.1 0.1)
// ---------------------------------------------------------------------------------------------------------------------------------
// RUN <-> JUMP
ani ("t_FistRunL_2_Jump" 1 "s_Jump" 0.1 0.0 MF "Gob_Jump_M01.asc" F 0 12)
aniAlias ("t_FistRunR_2_Jump" 1 "s_Jump" 0.1 0.0 MF "t_FistRunL_2_Jump" F)
aniBlend ("t_Jump_2_FistRunL" "s_FistRunL" 0.2 0.2)
/////////////////
// JUMP
/////////////////
// JUMP
// Ausholphase bis Abheben
ani ("t_Stand_2_Jump" 1 "s_Jump" 0.0 0.0 MF "Gob_Jump_M01.asc" F 0 12)
// Flugphase
ani ("s_Jump" 1 "s_Jump" 0.0 0.0 MF "Gob_Jump_M01.asc" F 13 13)
// Kontakt mit Boden und landen
ani ("t_Jump_2_Stand" 1 "" 0.0 0.1 M. "Gob_Jump_M01.asc" F 13 25)
{
*eventSFXGrnd (13 "Run")
}
// -------------------------------------------------------------------------------------------------------------------------------------
/////////////////////////////////
// JUMPUPLOW / JUMPUPMID / 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. "Gob_JumpUpLow_M01.asc" F 0 8)
ani ("s_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.0 0.0 MF "Gob_JumpUpLow_M01.asc" F 8 12)
ani ("t_JumpUpLow_2_Stand" 1 "" 0.0 0.1 MF "Gob_JumpUpLow_M01.asc" F 12 20)
// -------------------------------------------------------------------------------------------------------------------------------------
// JUMPUPMID (Auf den H<>nden abgest<73>tzt in einem Satz nach oben. H<>he: 100-200cm)
ani ("t_Stand_2_JumpUpMid" 1 "s_JumpUpMid" 0.1 0.0 M. "Gob_JumpUpMid_M01.asc" F 0 9)
ani ("s_JumpUpMid" 1 "t_JumpUpMid_2_Stand" 0.0 0.0 MF "Gob_JumpUpMid_M01.asc" F 9 13)
ani ("t_JumpUpMid_2_Stand" 1 "" 0.0 0.1 MF "Gob_JumpUpMid_M01.asc" F 13 30)
// ---------------------------------------------------------------------------------------------------------------------------------
// W<>hrend Sprung nach vorn festhalten an Kante
aniBlend ("t_Jump_2_Hang" "s_Hang" 0.1 0.1)
// -------------------------------------------------------------------------------------------------------------------------------------
// JUMPUP, HANG (An Kante springen, und dann hochziehen)
ani ("t_Stand_2_JumpUp" 1 "s_JumpUp" 0.0 0.0 MF "Gob_JumpUp_M01.asc" F 0 10)
ani ("s_JumpUp" 1 "s_JumpUp" 0.0 0.0 MF "Gob_JumpUp_M01.asc" F 10 10)
aniBlend ("t_JumpUp_2_Hang" "s_Hang" 0.1 0.1)
ani ("s_Hang" 1 "s_Hang" 0.0 0.0 MF "Gob_JumpUp_M01.asc" F 11 41)
// ---------------------------------------------------------------------------------------------------------------------------------
// Climb up
ani ("t_Hang_2_Stand" 1 "" 0.0 0.0 MF "Gob_JumpUp_M01.asc" F 41 68)
// ---------------------------------------------------------------------------------------------------------------------------------
// Climb Down
aniAlias ("t_Stand_2_Hang" 1 "s_Hang" 0.0 0.0 MF "t_Hang_2_Stand" R)
// -------------------------------------------------------------------------------------------------------------------------------------
//////////////////////////
// FALL
//////////////////////////
// -------------------------------------------------------------------------------------------------------------------------------------
// FALLDN
// Transitions in FALLDN
// Hang
aniBlend ("t_Hang_2_FallDn" "s_FallDn" 0.2 0.2)
// JumpUp
aniBlend ("t_JumpUp_2_FallDn" "s_FallDn" 0.2 0.2)
// Jump
aniBlend ("t_Jump_2_FallDn" "s_FallDn" 0.2 0.2)
// ---------------------------------------------------------------------------------------------------------------------------------
// Freier Fall
ani ("s_FallDn" 1 "s_FallDn" 0.0 0.1 MF "Gob_FallDn_M01.asc" F 0 40 FPS:5)
// Landung auf den Beinen ohne Schaden
ani ("t_FallDn_2_Stand" 1 "" 0.1 0.0 M. "Gob_FallDn_M01.asc" F 41 52)
{
*eventSFX (41 "M_FALL_SMALL" EMPTY_SLOT )
}
// ---------------------------------------------------------------------------------------------------------------------------------
// Transitions in FALL / FALLB wenn Falltiefe zu tief um unbeschadet auf den F<><46>en zu landen
aniBlend ("t_FallDn_2_Fall" "s_Fall" 0.1 0.2)
aniBlend ("t_FallDn_2_FallB" "s_FallB" 0.1 0.2)
// ---------------------------------------------------------------------------------------------------------------------------------
// FALL
// -----------------------------------------------------------------------------------------------------------------------------
// freier Fall
ani ("s_Fall" 1 "s_Fall" 0.1 0.0 MF "Gob_Fall_M01.asc" F 5 25)
// Kontakt mit Boden
ani ("t_Fall_2_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Gob_Fall_M01.asc" F 25 40)
{
*eventSFX (30 "M_FALL_SMALL" )
}
// auf dem Boden liegen
ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Gob_Fall_M01.asc" F 40 60 FPS:5)
// aufstehen
ani ("t_Fallen_2_Stand" 1 "" 0.0 0.2 M. "Gob_Fall_M01.asc" F 60 100)
// ---------------------------------------------------------------------------------------------------------------------------------
// FALLB
// freier Fall
ani ("s_FallB" 1 "s_FallB" 0.1 0.0 MF "Gob_FallB_M01.asc" F 5 25)
// Kontakt mit Boden
ani ("t_FallB_2_FallenB" 1 "s_FallenB" 0.0 0.0 M. "Gob_FallB_M01.asc" F 25 40)
{
*eventSFXGrnd (27 "Run")
*eventSFX (30 "M_FALL_SMALL" )
}
// auf dem Boden liegen
ani ("s_FallenB" 1 "s_FallenB" 0.0 0.0 M. "Gob_FallB_M01.asc" F 40 60 FPS:5)
// aufstehen
ani ("t_FallenB_2_Stand" 1 "" 0.0 0.2 M. "Gob_FallB_M01.asc" F 60 100)
// -------------------------------------------------------------------------------------------------------------------------------------
///////////////////
// STUMBLE
///////////////////
ani ("t_StumbleB" 1 "" 0.1 0.1 M. "Gob_Stumble_M01.asc" F 0 13)
{
*eventSFX (2 "GOB_HURT" EMPTY_SLOT )
}
ani ("t_Stumble" 1 "" 0.1 0.1 M. "Gob_Stumble_M01.asc" F 13 26)
{
*eventSFX (15 "GOB_HURT" EMPTY_SLOT )
}
// -------------------------------------------------------------------------------------------------------------------------------------
///////////////////
// SLIDE
///////////////////
ani ("s_Slide" 1 "s_Slide" 0.1 0.1 M. "Gob_Slide_M01.asc" F 0 0)
ani ("s_SlideB" 1 "s_SlideB" 0.1 0.1 M. "Gob_SlideB_M01.asc" F 0 0)
// -------------------------------------------------------------------------------------------------------------------------------------
/////////////////////////
// SWIM - DIVE - WWALK
//////////////////////////
// -------------------------------------------------------------------------------------------------------------------------------------
// WALKWATER
// ---------------------------------------------------------------------------------------------------------------------------------
// Forward
// Ambient -> Loop
aniAlias ("t_Walk_2_WalkWL" 1 "s_WalkWL" 0.1 0.0 M. "t_FistWalk_2_FistWalkL" F)
// Loop
aniAlias ("s_WalkWL" 1 "s_WalkWL" 0.0 0.0 M. "s_FistWalkL" F)
// Loop -> Ambient
aniAlias ("t_WalkWL_2_Walk" 1 "s_FistWalk" 0.0 0.1 M. "t_FistWalkL_2_FistWalk" F)
aniBlend ("t_WalkWR_2_Walk" "s_FistWalk" 0.1 0.1)
// ---------------------------------------------------------------------------------------------------------------------------------
// Backward
// Ambient -> Loop
aniAlias ("t_Walk_2_WalkWBL" 1 "s_WalkWBL" 0.1 0.0 M. "t_FistWalkL_2_FistWalk" R)
// Loop
aniAlias ("s_WalkWBL" 1 "s_WalkWBL" 0.0 0.0 M. "s_FistWalkL" R)
// Loop -> Ambient
aniAlias ("t_WalkWBL_2_Walk" 1 "s_FistWalk" 0.0 0.1 M. "t_FistWalk_2_FistWalkL" R)
aniBlend ("t_WalkWBR_2_Walk" "s_FistWalk" 0.2 0.2)
// -------------------------------------------------------------------------------------------------------------------------------------
// SWIM
// Ambient
ani ("s_Swim" 1 "s_Swim" 0.0 0.1 M. "Gob_Swim_M02.asc" F 10 60 FPS:10)
// Forward
// Ambient -> Loop
ani ("t_Swim_2_SwimF" 1 "s_SwimF" 0.0 0.0 M. "Gob_Swim_M02.asc" F 60 70)
// Loop
ani ("s_SwimF" 1 "s_SwimF" 0.0 0.0 M. "Gob_Swim_M02.asc" F 70 102)
{
*eventSFX (76 "Swim")
*eventSFX (92 "Swim")
}
// Loop -> Ambient
ani ("t_SwimF_2_Swim" 1 "s_Swim" 0.0 0.0 M. "Gob_Swim_M02.asc" F 102 112)
{
*eventSFX (104 "Swim")
}
// ---------------------------------------------------------------------------------------------------------------------------------
// Backward
// Ambient -> Loop
ani ("t_Swim_2_SwimB" 1 "s_SwimB" 0.1 0.0 M. "Gob_Swim_M02.asc" F 262 270)
// Loop
ani ("s_SwimB" 1 "s_swimB" 0.0 0.1 M. "Gob_Swim_M02.asc" F 270 291)
{
*eventSFX (278 "Swim")
}
// Loop -> Ambient
ani ("t_SwimB_2_Swim" 1 "s_Swim" 0.1 0.0 M. "Gob_Swim_M02.asc" F 291 302)
//////////////////////////
// DIVE
//////////////////////////
// -----------------------------------------------------------------------------------------------------------------------------
// Ambient
ani ("s_Dive" 1 "s_Dive" 0.0 0.1 MF "Gob_Swim_M02.asc" F 127 187 FPS:5)
// Forward
// Ambient -> Loop
ani ("t_Dive_2_DiveF" 1 "s_DiveF" 0.1 0.1 MF "Gob_Swim_M02.asc" F 187 197)
// Loop
ani ("s_DiveF" 1 "s_DiveF" 0.0 0.1 MF "Gob_Swim_M02.asc" F 70 102)
{
*eventSFX (76 "Dive")
*eventSFX (92 "Dive")
}
// Loop -> Ambient
ani ("t_DiveF_2_Dive" 1 "s_Dive" 0.1 0.1 MF "Gob_Swim_M02.asc" F 197 207)
///////////////////
// TURNING
///////////////////
// SWIM
ani ("t_SwimTurnL" 20 "t_SwimTurnL" 0.1 0.1 M. "Gob_Swim_M02.asc" F 222 242)
ani ("t_SwimTurnR" 20 "t_SwimTurnR" 0.1 0.1 M. "Gob_Swim_M02.asc" F 242 262)
// DIVE
aniAlias ("t_DiveTurnL" 20 "t_DiveTurnL" 0.1 0.1 MF "t_SwimTurnL" F)
aniAlias ("t_DiveTurnR" 20 "t_DiveTurnR" 0.1 0.1 MF "t_SwimTurnR" F)
// Turning
///////////////////////////////////
// TRANSITIONS WATER MOVE MODES
///////////////////////////////////
// SWIM -> HANG
aniBlend ("t_Swim_2_Hang" "s_Hang" 0.2 0.2)
// WALKW <-> SWIM
ani ("t_WalkWL_2_SwimF" 1 "s_SwimF" 0.1 0.1 MF "Gob_Swim_M02.asc" F 0 10)
aniAlias ("t_SwimF_2_WalkWL" 1 "s_WalkWL" 0.1 0.1 MF "t_WalkWL_2_SwimF" R)
// WALKW <-> RUN / (STAND)
aniAlias ("t_WalkWL_2_RunL" 1 "" 0.1 0.1 M. "s_FistWalkL" F)
// FALLDN <-> DIVE
aniBlend ("t_FallDn_2_Dive" "s_Dive" 0.3 0.3)
// SWIM <-> DIVE
ani ("t_Swim_2_Dive" 1 "s_Dive" 0.1 0.1 MF "Gob_Swim_M02.asc" F 112 127)
{
*eventSFX (112 "Swim2Dive")
}
aniAlias ("t_SwimF_2_Dive" 1 "s_Dive" 0.1 0.1 MF "t_Swim_2_Dive" F)
aniBlend ("t_DiveF_2_Swim" "s_Swim" 0.1 0.1)
// -------------------------------------------------------------------------------------------------------------------------------------
//////////////////////////
// DIE
//////////////////////////
// ---------------------------------------------------------------------------------------------------------------------------------
// DEAD
ani ("t_Dead" 1 "s_Dead" 0.1 0.0 M. "Gob_Dead_M01.asc" F 0 57)
{
*eventSFX (1 "GOB_DIE")
*eventSFX (20 "M_FALL_SMALL" EMPTY_SLOT )
}
ani ("s_Dead" 1 "s_Dead" 0.0 0.1 M. "Gob_Dead_M01.asc" F 58 58)
// ---------------------------------------------------------------------------------------------------------------------------------
// DEADB
ani ("t_DeadB" 1 "s_DeadB" 0.1 0.0 M. "Gob_DeadB_M01.asc" F 0 29)
{
*eventSFX (3 "GOB_DIE")
*eventSFX (12 "M_FALL_SMALL" EMPTY_SLOT )
}
ani ("s_DeadB" 1 "s_DeadB" 0.0 0.1 M. "Gob_DeadB_M01.asc" F 30 30)
// ---------------------------------------------------------------------------------------------------------------------------------
// DROWN
ani ("t_Dive_2_Drowned" 1 "s_Drowned" 0.2 0.0 M. "Gob_SDive_M01.asc" F 76 149 FPS:10)
{
*eventSFX (85 "Drown")
}
ani ("s_Drowned" 1 "s_Drowned" 0.0 0.0 M. "Gob_SDive_M01.asc" F 150 150)
//////////////////////////
// UMSEHEN / AUSRICHTUNG
//////////////////////////
// -------------------------------------------------------------------------------------------------------------------------------------
// Autoaiming
ani ("c_look_1" 9 "" 0.0 0.0 .. "Gob_Look_M01.asc" F 0 0)
ani ("c_look_2" 9 "" 0.0 0.0 .. "Gob_Look_M01.asc" F 1 1)
ani ("c_look_3" 9 "" 0.0 0.0 .. "Gob_Look_M01.asc" F 2 2)
ani ("c_look_4" 9 "" 0.0 0.0 .. "Gob_Look_M01.asc" F 3 3)
aniComb ("t_look" 9 "t_look" 0.3 0.3 M. "c_look_" 4)
// -------------------------------------------------------------------------------------------------------------------------------------
// WhirlAround
// WhirlAround CCW
ani ("t_surprise_CCW" 1 "s_surprise" 0.2 0.2 M. "Gob_Whirl.asc" F 1 14)
// WhirlAround CW
ani ("t_surprise_CW" 1 "s_surprise" 0.2 0.2 M. "Gob_Whirl.asc" F 16 29)
// Surprise
aniAlias ("s_surprise" 1 "s_surprise" 0.1 0.1 M. "s_FistRun" F)
/////////////////////
// Fist-FIGHTING (1h-Fake)
/////////////////////
// normaler Angriff
ani ("s_FistAttack" 1 "s_FistAttack" 0.1 0.1 M. "Gob_1hAttack_M01.asc" F 0 15)
{
*eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND")
*eventTag (0 "DEF_OPT_FRAME" "6")
*eventTag (0 "DEF_HIT_END" "14")
*eventTag (0 "DEF_WINDOW" "6 14")
*eventSFX (3 "GOB_ATTACK" EMPTY_SLOT )
}
// Angriff aus der Bewegung heraus
ani ("t_FistAttackMove" 2 "" 0.1 0.1 M. "Gob_1hAttackMove_M01.asc" F 2 15)
{
*eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND")
*eventTag (0 "DEF_OPT_FRAME" "8")
*eventSFX (10 "GOB_ATTACK" EMPTY_SLOT )
}
// Paraden
aniAlias ("t_FistParadeJumpB" 1 "" 0.0 0.0 M. "t_FistJumpB" F)
aniAlias ("t_FistParade_0" 1 "" 0.0 0.0 M. "t_FistJumpB" F)
////////////////////////
// SCRIPT / RANDOM
////////////////////////
ani ("t_Perception" 2 "" 0.0 0.0 M. "Gob_Perception_M01.asc" F 0 100 FPS:15)
ani ("t_Warn" 2 "" 0.1 0.1 M. "Gob_S_Alarm_M01.asc" F 0 30)
{
*eventSFX (1 "GOB_WARN" EMPTY_SLOT )
*eventSFXGrnd (15 "RUN" )
*eventSFXGrnd (20 "RUN" )
*eventSFXGrnd (25 "RUN" )
}
//---------------------------------------------------------------------------------------------------------------------
ani ("t_Stand_2_Sit" 1 "s_Sit" 0.1 0.0 M. "Gob_SitDown_M01.asc" F 1 29)
ani ("s_Sit" 1 "s_Sit" 0.0 0.0 M. "Gob_SitDown_M01.asc" F 30 99 FPS:5)
aniAlias ("t_Sit_2_Stand" 1 "" 0.0 0.0 M. "t_Stand_2_Sit" R)
ani ("t_Sit_Random_01" 2 "s_Sit" 0.0 0.0 M. "Gob_SitDown_M01.asc" F 100 159 FPS:15)
//---------------------------------------------------------------------------------------------------------------------------------
ani ("t_Stand_2_Sleep" 1 "s_Sleep" 0.0 0.0 M. "Gob_Sleep_M01.asc" F 1 39)
ani ("s_Sleep" 1 "s_Sleep" 0.0 0.0 M. "Gob_Sleep_M01.asc" F 40 99 FPS:5)
aniAlias ("t_Sleep_2_Stand" 1 "" 0.0 0.0 M. "t_Stand_2_Sleep" R)
//---------------------------------------------------------------------------------------------------------------------------------
ani ("r_Happy" 2 "" 0.1 0.1 M. "Gob_S_RndHappy_M01.asc" F 0 -1 FPS:15)
{
*eventSFX (0 "GOB_HAPPY" EMPTY_SLOT )
*eventSFXGrnd (0 "Run" )
*eventSFXGrnd (0 "Run" )
*eventSFXGrnd (0 "Run" )
}
// ***************************************************************************************
// MM DAYCYCLE
// ***************************************************************************************
aniAlias ("r_Roam1" 2 "" 0.1 0.1 M. "r_Happy" F)
aniAlias ("r_Roam2" 2 "" 0.1 0.1 M. "t_Perception" F)
aniAlias ("r_Roam3" 2 "" 0.1 0.1 M. "r_Happy" F)
// ***************************************************************************************
///////////////////////
// MAGIC VICTIMS
///////////////////////
// Feuerschaden allgemein, z.B. Fireball ...
aniAlias ("s_Fire_Victim" 1 "s_Fire_Victim" 0.0 0.0 M. "s_Lightning_Victim" F)
// Lightning, Chainlightning, Thunderbolt, Thunderball
ani ("t_Stand_2_Lightning_Victim" 1 "s_Lightning_Victim" 0.3 0.3 M. "Gob_VicLightning_M01.asc" F 0 10)
ani ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Gob_VicLightning_M01.asc" F 10 153 FPS:15)
// IceCube, IceWave
ani ("t_Stand_2_Freeze_Victim" 1 "s_Freeze_Victim" 0.1 0.0 M. "Gob_Stumble_M01.asc" F 13 15)
ani ("s_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "Gob_Stumble_M01.asc" F 16 16)
// IceCube, IceWave
ani ("t_Stand_2_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.1 0.0 M. "Gob_Stumble_M01.asc" F 13 15)
ani ("s_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.0 0.0 M. "Gob_Stumble_M01.asc" F 16 16)
// Sleep Victim
aniAlias ("t_Stand_2_Victim_Sle" 1 "s_Victim_Sle" 0.1 0.0 M. "t_Stand_2_Sleep" F)
aniAlias ("s_Victim_Sle" 1 "s_Victim_Sle" 0.0 0.0 M. "s_Sleep" F)
aniAlias ("t_Victim_Sle_2_Stand" 1 "" 0.0 0.2 M. "t_Stand_2_Sleep" R)
}