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.
476 lines
17 KiB
Text
476 lines
17 KiB
Text
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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// Last Changes:
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//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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Model ("Golem")
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{
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MeshAndTree ("Gol_Body.asc" DONT_USE_MESH)
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registerMesh ("Gol_Body.ASC")
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registerMesh ("Gol_Fire_Body.ASC")
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registerMesh ("Gol_Ice_Body.ASC")
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aniEnum
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{
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// | KEYWORD | ANI-NAME |LAYER| NEXT-ANI | BI | BO |F |ASC-FILE | DIR |FF |LF
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//----------------------------------------------------------------------------------------------------------------------------
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//////////////////////////
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// FIST MOVEMENT
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//////////////////////////
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// Fist-RUN
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ani ("s_FistRun" 1 "s_FistRun" 0.0 0.0 MI "golem_walkambient01_KP01.asc" F 0 89 FPS:12.5)
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ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Golem_Run_M01.asc" F 1 11)
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ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Golem_Run_M01.asc" F 12 31)
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{
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*eventSFX (12 "GOL_STEPBOOM" )
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*eventPFX (12 1 "GolemDust" "BIP01 L Foot" ATTACH )
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*eventCamTremor (12 1000 500 2 8 )
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*eventSFX (22 "GOL_STEPBOOM" )
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*eventPFX (22 2 "GolemDust" "BIP01 R Foot" ATTACH )
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*eventCamTremor (22 1000 500 2 5 )
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}
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ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Golem_Run_M01.asc" F 32 38)
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aniBlend ("t_FistRunR_2_FistRun" "s_FistRun")
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ani ("t_FistJumpB" 1 "s_FistRun" 0.1 0.1 M. "Gol_JumpB_M01.asc" F 1 20)
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{
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*eventSFX (4 "GOL_STEPBOOM" )
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*eventPFX (4 1 "GolemDust" "BIP01 L Foot" ATTACH )
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*eventSFX (9 "GOL_STEPBOOM" )
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*eventPFX (9 2 "GolemDust" "BIP01 R Foot" ATTACH )
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*eventSFX (16 "GOL_STEPBOOM" )
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*eventPFX (16 3 "GolemDust" "BIP01 L Foot" ATTACH )
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}
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// Turning
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ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.2 0.2 M. "golem_walkTurnL_A01.asc" R 1 24)
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{
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// *eventSFX (8 "GOL_STEPBOOM" )
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*eventPFX (10 1 "GolemDust" "BIP01 R Foot" ATTACH )
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*eventSFX (14 "GOL_STEPBOOM" )
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*eventPFX (19 2 "GolemDust" "BIP01 L Foot" ATTACH )
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}
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ani ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.2 0.2 M. "golem_walkTurnR_A01.asc" F 1 24)
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{
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// *eventSFX (11 "GOL_STEPBOOM" )
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*eventPFX (10 1 "GolemDust" "BIP01 R Foot" ATTACH )
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*eventSFX (16 "GOL_STEPBOOM"
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)
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*eventPFX (19 2 "GolemDust" "BIP01 L Foot" ATTACH )
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}
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// Fist-WALK
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aniAlias ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 MI "s_FistRun" F)
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ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "golem_walk_03d.asc" F 1 9)
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ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "golem_walk_03d.asc" F 10 49)
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{
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*eventSFX (22 "GOL_STEPBOOM" )
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*eventPFX (22 1 "GolemDust" "BIP01 R Foot" ATTACH )
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*eventSFX (42 "GOL_STEPBOOM" )
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*eventPFX (42 2 "GolemDust" "Bip01 L Foot" ATTACH )
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}
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ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "golem_walk_03d.asc" F 50 64)
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aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk")
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// Fist-Walk Backwards Movement
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aniBlend ("t_FistWalk_2_FistWalkBL" "s_FistWalkBL" 0.1 0.1)
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aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistWalkL" R)
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aniBlend ("t_FistWalkBL_2_FistWalk" "s_FistWalk" 0.1 0.1)
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aniBlend ("t_FistWalkBR_2_FistWalk" "s_FistWalk" 0.1 0.1)
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// Turning
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aniAlias ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.0 0.0 M. "t_FistRunTurnL" F)
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aniAlias ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.0 0.0 M. "t_FistRunTurnR" F)
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// Strafing
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ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.0 0.2 M. "Gol_StrafeL_M02.asc" F 1 20)
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{
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*eventSFX (10 "GOL_STEPBOOM" )
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*eventPFX (10 1 "GolemDust" "BIP01 R Foot" ATTACH )
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*eventSFX (19 "GOL_STEPBOOM" )
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*eventPFX (19 2 "GolemDust" "BIP01 L Foot" ATTACH )
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}
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ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.0 0.2 M. "Gol_StrafeR_M02.asc" F 1 20)
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{
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*eventSFX (10 "GOL_STEPBOOM" )
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*eventPFX (10 2 "GolemDust" "BIP01 L Foot" ATTACH )
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*eventSFX (19 "GOL_STEPBOOM" )
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*eventPFX (19 2 "GolemDust" "BIP01 R Foot" ATTACH )
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}
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aniAlias ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.0 0.2 M. "t_FistRunStrafeL" F)
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aniAlias ("t_FistWalkStrafeR" 1 "t_FistWalkStrafeR" 0.0 0.2 M. "t_FistRunStrafeR" F)
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// FISTRUN <-> FISTWALK
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aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk" 0.1 0.1)
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aniBlend ("t_FistWalk_2_FistRun" "s_FistRun" 0.1 0.1)
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aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.1 0.1)
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aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.1 0.1)
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//////////////////////////
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// STUMBLE / SLIDE / FALL
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//////////////////////////
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// Stumble
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ani ("t_StumbleB" 1 "" 0.1 0.1 M. "Golem_parade_A01.asc" F 1 20)
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{
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*eventSFX (13 "GOL_STEPBOOM" EMPTY_SLOT )
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*eventSFX (18 "GOL_STEPBOOM" EMPTY_SLOT )
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*eventSFX (20 "GOL_STEPBOOM" EMPTY_SLOT )
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}
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ani ("t_Stumble" 1 "" 0.1 0.1 M. "golem_stumble_A01.asc" F 0 15)
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{
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*eventSFX (1 "GOL_AMBIENT" EMPTY_SLOT )
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}
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aniAlias ("s_FallDn" 1 "s_FallDn" 0.0 0.0 MF "s_FistRun" F)
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ani ("t_FallDn_2_Stand" 1 "" 0.2 0.2 M. "golem_FallDn_KP01.asc" F 5 39)
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{
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*eventPFX (6 1 "GolemDust" "Bip01 L Foot" ATTACH )
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*eventSFX (6 "GOL_STEPBOOM" )
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}
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// GOTHIT
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aniAlias ("t_GotHit" 2 "" 0.1 0.1 M. "t_StumbleB" F )
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// Fallen benutzt gleiche Pose wie Fall. Der Golem wirkt besser wenn er nur in die Knie geht, auch bei tiefem Fall
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aniBlend ("t_FallDn_2_Fall" "s_Fall" 0.2 0.2)
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aniBlend ("t_FallDn_2_FallB" "s_FallB" 0.2 0.2)
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aniAlias ("s_Fall" 1 "s_Fall" 0.1 0.0 MF "s_FistRun" F)
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ani ("t_Fall_2_Fallen" 1 "s_Fallen" 0.0 0.0 MF "golem_FallDn_KP01.asc" F 5 13)
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{
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*eventSFX (5 "GOL_STEPBOOM" )
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*eventSFX (8 "GOL_STEPBOOM" )
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}
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ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "golem_FallDn_KP01.asc" F 14 14)
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ani ("t_Fallen_2_Stand" 1 "" 0.0 0.2 M. "golem_FallDn_KP01.asc" F 15 39)
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aniAlias ("s_FallB" 1 "s_FallB" 0.1 0.0 MF "s_FistRun" F)
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aniAlias ("t_FallB_2_FallenB" 1 "s_FallenB" 0.0 0.0 MF "t_Fall_2_Fallen" F)
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aniAlias ("s_FallenB" 1 "s_FallenB" 0.0 0.0 M. "s_Fallen" F)
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aniAlias ("t_FallenB_2_Stand" 1 "" 0.0 0.2 M. "t_Fallen_2_Stand" F)
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// WhirlAround CCW
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ani ("t_surprise_CCW" 1 "s_surprise" 0.2 0.2 M. "golem_walkTurnR_KP02.asc" R 1 24)
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// WhirlAround CW
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aniAlias ("t_surprise_CW" 1 "s_surprise" 0.2 0.2 M. "t_surprise_CCW" F)
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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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// UMSEHEN / AUSRICHTUNG
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//////////////////////////
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// -------------------------------------------------------------------------------------------------------------------------------------
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// Autoaiming
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ani ("c_look_1" 9 "" 0.0 0.0 .. "Golem_Look_A01.asc" F 1 1)
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ani ("c_look_2" 9 "" 0.0 0.0 .. "Golem_Look_A01.asc" F 2 2)
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ani ("c_look_3" 9 "" 0.0 0.0 .. "Golem_Look_A01.asc" F 3 3)
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ani ("c_look_4" 9 "" 0.0 0.0 .. "Golem_Look_A01.asc" F 4 4)
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aniComb ("t_look" 9 "t_look" 0.3 0.3 M. "c_look_" 4)
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/////////////////////////
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// DIE
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//////////////////////////
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aniAlias ("t_Dead" 1 "s_Dead" 0.0 0.0 M. "t_DeadB" F)
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aniAlias ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "s_DeadB" F)
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ani ("t_DeadB" 1 "s_DeadB" 0.4 0.0 M. "Gol_Dead2_M02.ASC" F 1 74)
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{
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*eventSFX (8 "GOL_STEPBOOM" )
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*eventPFX (4 1 "GolemDust" "BIP01 R HAND" )
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*eventSFX (1 "GOL_FALLDOWN" EMPTY_SLOT )
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*eventPFX (17 2 "GolemDust" "BIP01 R HAND" )
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*eventPFX (45 6 "GolemDust" "BIP01 SPINE1" )
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*eventPFX (58 8 "GolemDust" "BIP01 SPINE" )
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}
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ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "Gol_Dead2_M02.asc" F 75 75)
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// Spawn
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aniAlias ("t_Spawn" 1 "" 0.1 0.1 M. "t_DeadB" R)
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/////////////////////////
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// RISE
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/////////////////////////
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aniAlias ("t_Rise" 1 "s_Dead" 0.0 0.0 M. "t_DeadB" R)
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aniAlias ("s_Rise" 1 "s_Dead" 0.0 0.0 M. "s_DeadB" R)
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ani ("t_RiseB" 1 "s_DeadB" 0.4 0.0 M. "Gol_Dead2_M02.ASC" R 1 74)
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{
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*eventSFX (8 "GOL_STEPBOOM" )
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*eventPFX (4 1 "GolemDust" "BIP01 R HAND" )
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*eventSFX (1 "GOL_FALLDOWN" EMPTY_SLOT )
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*eventPFX (17 2 "GolemDust" "BIP01 R HAND" )
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*eventPFX (45 6 "GolemDust" "BIP01 SPINE1" )
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*eventPFX (58 8 "GolemDust" "BIP01 SPINE" )
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}
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ani ("s_RiseB" 1 "s_DeadB" 0.0 0.0 M. "Gol_Dead2_M02.asc" R 75 75)
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// Spawn
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aniAlias ("t_SpawnB" 1 "" 0.1 0.1 M. "t_DeadB" R)
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/////////////////////////
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// ATTACK
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//////////////////////////
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ani ("s_FistAttack" 1 "s_FistAttack" 0.0 0.0 M. "golem_attackstep_KP01.asc" F 1 30)
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{
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*eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND" )
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*eventTag (0 "DEF_OPT_FRAME" "13" )
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*eventTag (0 "DEF_HIT_END" "30" )
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*eventTag (0 "DEF_WINDOW" "13 30" )
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// *eventTag (0 "DEF_DIR" "O" )
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*eventSFX (1 "GOL_ATTACK" EMPTY_SLOT )
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}
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ani ("t_FistAttackMove" 2 "" 0.1 0.1 M. "Golem_AttackMove_A02.asc" F 1 20)
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{
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*eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND" )
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*eventTag (0 "DEF_OPT_FRAME" "12" )
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*eventSFX (12 "GOL_STEPBOOM" EMPTY_SLOT )
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}
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ani ("t_FistParadeJumpB" 1 "" 0.1 0.1 M. "Golem_parade_A01.asc" F 1 20)
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{
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*eventSFX (13 "GOL_STEPBOOM" EMPTY_SLOT )
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*eventSFX (18 "GOL_STEPBOOM" EMPTY_SLOT )
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*eventSFX (20 "GOL_STEPBOOM" EMPTY_SLOT )
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}
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aniAlias ("t_FistParade_0" 1 "" 0.0 0.0 M. "t_FistParadeJumpB" F)
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//////////////////////////
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// MAGIC MOVEMENT (nur f<>r Icegolem)
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//////////////////////////
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ani ("t_Run_2_Fist" 1 "s_Fist" 0.0 0.0 M. "golem_walkambient01_KP01.asc" F 0 0)
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ani ("s_Fist" 1 "s_Fist" 0.0 0.0 M. "golem_walkambient01_KP01.asc" F 0 0)
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ani ("t_Fist_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "golem_walkambient01_KP01.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_FistRun_2_Fist" 1 "s_Fist" 0.0 0.0 M. "golem_walkambient01_KP01.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. "golem_walkambient01_KP01.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_Move_2_MagMove" 1 "" 0.0 0.0 M. "golem_walkambient01_KP01.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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ani ("t_FistMove_2_Move" 1 "" 0.0 0.0 M. "golem_walkambient01_KP01.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_MagMove_2_Move" 1 "" 0.0 0.0 M. "golem_walkambient01_KP01.asc" F 0 0)
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{
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*eventTag (0 "DEF_FIGHTMODE" "")
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}
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// Mag-RUN
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aniAlias ("s_MagRun" 1 "s_MagRun" 0.0 0.0 M. "s_FistRun" F)
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aniAlias ("t_MagRun_2_MagRunL" 1 "s_MagRunL" 0.0 0.0 M. "t_FistRun_2_FistRunL" F)
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aniAlias ("s_MagRunL" 1 "s_MagRunL" 0.0 0.0 M. "s_FistRunL" F)
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aniAlias ("t_MagRunL_2_MagRun" 1 "s_MagRun" 0.0 0.0 M. "t_FistRunL_2_FistRun" F)
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aniBlend ("t_MagRunR_2_MagRun" "s_MagRun")
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aniAlias ("t_MagJumpB" 1 "s_MagRun" 0.1 0.1 M. "t_FistJumpB" F)
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// Mag-WALK
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aniAlias ("s_MagWalk" 1 "s_MagWalk" 0.0 0.0 M "s_FistRun" F)
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aniAlias ("t_MagWalk_2_MagWalkL" 1 "s_MagWalkL" 0.0 0.0 M. "t_FistWalk_2_FistWalkL" F)
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aniAlias ("s_MagWalkL" 1 "s_MagWalkL" 0.0 0.0 M. "s_FistWalkL" F)
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aniAlias ("t_MagWalkL_2_MagWalk" 1 "s_MagWalk" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" F)
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aniBlend ("t_MagWalkR_2_MagWalk" "s_MagWalk")
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// Mag-Walk Backwards Movement
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aniBlend ("t_MagWalk_2_MagWalkBL" "s_MagWalkBL" 0.1 0.1)
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aniAlias ("s_MagWalkBL" 1 "s_MagWalkBL" 0.0 0.0 M. "s_FistWalkL" R)
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aniBlend ("t_MagWalkBL_2_MagWalk" "s_MagWalk" 0.1 0.1)
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aniBlend ("t_MagWalkBR_2_MagWalk" "s_MagWalk" 0.1 0.1)
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// Turning
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aniAlias ("t_MagRunTurnL" 20 "t_MagRunTurnL" 0.2 0.2 M. "t_FistRunTurnL" R)
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aniAlias ("t_MagRunTurnR" 20 "t_MagRunTurnR" 0.2 0.2 M. "t_FistRunTurnR" F)
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aniAlias ("t_MagWalkTurnL" 20 "t_MagWalkTurnL" 0.0 0.0 M. "t_FistRunTurnL" F)
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aniAlias ("t_MagWalkTurnR" 20 "t_MagWalkTurnR" 0.0 0.0 M. "t_FistRunTurnR" F)
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// Strafing
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aniAlias ("t_MagRunStrafeL" 1 "t_MagRunStrafeL" 0.0 0.2 M. "t_FistRunStrafeL" F)
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aniAlias ("t_MagRunStrafeR" 1 "t_MagRunStrafeR" 0.0 0.2 M. "t_FistRunStrafeR" F)
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aniAlias ("t_MagWalkStrafeL" 1 "t_MagWalkStrafeL" 0.0 0.2 M. "t_FistRunStrafeL" F)
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aniAlias ("t_MagWalkStrafeR" 1 "t_MagWalkStrafeR" 0.0 0.2 M. "t_FistRunStrafeR" F)
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// MagRUN <-> MagWALK
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aniBlend ("t_MagRun_2_MagWalk" "s_MagWalk" 0.1 0.1)
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aniBlend ("t_MagWalk_2_MagRun" "s_MagRun" 0.1 0.1)
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aniBlend ("t_MagRunL_2_MagWalkL" "s_MagWalkL" 0.1 0.1)
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aniBlend ("t_MagWalkL_2_MagRunL" "s_MagRunL" 0.1 0.1)
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//////////////////////////
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// NORMAL MOVEMENT (nur f<>r ICEGOLEM)
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//////////////////////////
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// RUN
|
||
aniAlias ("s_Run" 1 "s_Run" 0.0 0.0 M. "s_FistRun" F)
|
||
aniAlias ("t_Run_2_RunL" 1 "s_RunL" 0.0 0.0 M. "t_FistRun_2_FistRunL" F)
|
||
aniAlias ("s_RunL" 1 "s_RunL" 0.0 0.0 M. "s_FistRunL" F)
|
||
|
||
aniAlias ("t_RunL_2_Run" 1 "s_Run" 0.0 0.0 M. "t_FistRunL_2_FistRun" F)
|
||
aniBlend ("t_RunR_2_Run" "s_Run")
|
||
|
||
aniAlias ("t_JumpB" 1 "s_Run" 0.1 0.1 M. "t_FistJumpB" F)
|
||
|
||
|
||
// WALK
|
||
aniAlias ("s_Walk" 1 "s_Walk" 0.0 0.0 M "s_FistRun" F)
|
||
aniAlias ("t_Walk_2_WalkL" 1 "s_WalkL" 0.0 0.0 M. "t_FistWalk_2_FistWalkL" F)
|
||
aniAlias ("s_WalkL" 1 "s_WalkL" 0.0 0.0 M. "s_FistWalkL" F)
|
||
|
||
aniAlias ("t_WalkL_2_Walk" 1 "s_Walk" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" F)
|
||
aniBlend ("t_WalkR_2_Walk" "s_Walk")
|
||
|
||
// Walk Backwards Movement
|
||
aniBlend ("t_Walk_2_WalkBL" "s_WalkBL" 0.1 0.1)
|
||
aniAlias ("s_WalkBL" 1 "s_WalkBL" 0.0 0.0 M. "s_FistWalkL" R)
|
||
aniBlend ("t_WalkBL_2_Walk" "s_Walk" 0.1 0.1)
|
||
aniBlend ("t_WalkBR_2_Walk" "s_Walk" 0.1 0.1)
|
||
|
||
|
||
// Turning
|
||
aniAlias ("t_RunTurnL" 20 "t_RunTurnL" 0.2 0.2 M. "t_FistRunTurnL" R)
|
||
aniAlias ("t_RunTurnR" 20 "t_RunTurnR" 0.2 0.2 M. "t_FistRunTurnR" F)
|
||
|
||
aniAlias ("t_WalkTurnL" 20 "t_WalkTurnL" 0.0 0.0 M. "t_FistRunTurnL" F)
|
||
aniAlias ("t_WalkTurnR" 20 "t_WalkTurnR" 0.0 0.0 M. "t_FistRunTurnR" F)
|
||
|
||
// Strafing
|
||
aniAlias ("t_RunStrafeL" 1 "t_RunStrafeL" 0.0 0.2 M. "t_FistRunStrafeL" F)
|
||
aniAlias ("t_RunStrafeR" 1 "t_RunStrafeR" 0.0 0.2 M. "t_FistRunStrafeR" F)
|
||
|
||
aniAlias ("t_WalkStrafeL" 1 "t_WalkStrafeL" 0.0 0.2 M. "t_FistRunStrafeL" F)
|
||
aniAlias ("t_WalkStrafeR" 1 "t_WalkStrafeR" 0.0 0.2 M. "t_FistRunStrafeR" F)
|
||
|
||
|
||
// RUN <-> WALK
|
||
aniBlend ("t_Run_2_Walk" "s_Walk" 0.1 0.1)
|
||
aniBlend ("t_Walk_2_Run" "s_Run" 0.1 0.1)
|
||
|
||
aniBlend ("t_RunL_2_WalkL" "s_WalkL" 0.1 0.1)
|
||
aniBlend ("t_WalkL_2_RunL" "s_RunL" 0.1 0.1)
|
||
|
||
|
||
//////////////////////////////////////////
|
||
// MAGIE (nur f<>r ICEGOLEM-Freeze-Attack)
|
||
//////////////////////////////////////////
|
||
|
||
// Magic
|
||
ani ("t_Run_2_Mag" 1 "s_Mag" 0.1 0.0 M. "Golem_AttackMove_A02.asc" F 1 10)
|
||
ani ("s_Mag" 1 "s_Mag" 0.0 0.0 M. "Golem_AttackMove_A02.asc" F 11 11)
|
||
ani ("t_Mag_2_MagRun" 1 "s_MagRun" 0.0 0.1 M. "Golem_AttackMove_A02.asc" F 12 31)
|
||
{
|
||
*eventTag (30 "DEF_FIGHTMODE" "MAG" )
|
||
}
|
||
|
||
ani ("t_MagRun_2_Mag" 1 "s_Mag" 0.1 0.0 M. "Golem_AttackMove_A02.asc" R 12 31)
|
||
{
|
||
*eventTag (30 "DEF_FIGHTMODE" "" )
|
||
}
|
||
aniAlias ("t_Mag_2_Run" 1 "" 0.0 0.1 M. "t_Run_2_Mag" R)
|
||
|
||
// Magic Attack: IceCube
|
||
ani ("t_MagRun_2_FrzShoot" 1 "s_FrzShoot" 0.1 0.0 M. "golem_attackstep_KP01.asc" F 1 7)
|
||
ani ("s_FrzShoot" 1 "s_FrzShoot" 0.0 0.0 M. "golem_attackstep_KP01.asc" F 8 8)
|
||
ani ("t_FrzShoot_2_Stand" 1 "" 0.0 0.1 M. "golem_attackstep_KP01.asc" F 9 15)
|
||
|
||
aniAlias ("t_MagRun_2_FBTShoot" 1 "s_FBTShoot" 0.1 0.0 M. "t_MagRun_2_FrzShoot" F )
|
||
aniAlias ("s_FBTShoot" 1 "s_FBTShoot" 0.0 0.0 M. "s_FrzShoot" F )
|
||
aniAlias ("t_FBTShoot_2_Stand" 1 "" 0.0 0.1 M. "t_FrzShoot_2_Stand" F )
|
||
|
||
|
||
|
||
aniBlend ("t_Fist_2_Mag" "s_Mag" 0.1 0.2)
|
||
aniBlend ("t_Mag_2_Fist" "s_Fist" 0.1 0.2)
|
||
|
||
/////////////////////////
|
||
// SCRIPT
|
||
//////////////////////////
|
||
|
||
// Drohen
|
||
ani ("t_Warn" 1 "" 0.1 0.1 M. "golem_drohen_a04.asc" F 1 34 FPS:15)
|
||
{
|
||
*eventSFX (1 "GOL_WARN" EMPTY_SLOT )
|
||
*eventSFX (15 "GOL_STEPBOOM" EMPTY_SLOT )
|
||
}
|
||
// Wittern
|
||
ani ("t_Perception" 2 "" 0.1 0.1 M. "golem_wittern_a03.asc" F 1 59 FPS:15)
|
||
|
||
|
||
// ROAM ANI's
|
||
|
||
aniAlias ("r_Roam1" 2 "" 0.1 0.1 M. "t_Perception" F)
|
||
aniAlias ("r_Roam2" 2 "" 0.1 0.1 M. "t_Perception" F)
|
||
aniAlias ("r_Roam3" 2 "" 0.1 0.1 M. "t_Perception" F)
|
||
|
||
|
||
///////////////////////
|
||
// MAGIC VICTIMS
|
||
///////////////////////
|
||
|
||
|
||
// Lightning, Chainlightning, Thunderbolt, Thunderball
|
||
ani ("t_Stand_2_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Gol_VicLightning_M01.asc" F 0 10)
|
||
ani ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Gol_VicLightning_M01.asc" F 10 150)
|
||
|
||
// IceCube, IceWave
|
||
// Golem ist Immun gegen Freeze
|
||
|
||
|
||
// kein Sleep Victim
|
||
|
||
}
|
||
}
|