mahlendur/_work/Data/Anims/HumanS.mds.bak
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 ("HuS")
{
meshAndTree ("Hum_Body_Naked0.ASC" DONT_USE_MESH)
// Body Meshes
registerMesh ("Hum_Body_Naked0.ASC")
registerMesh ("Hum_Body_Babe0.ASC")
// Armor-Meshes
registerMesh ("Armor_Leather_L.ASC")
registerMesh ("Armor_Bdt_M.ASC")
registerMesh ("Armor_Bdt_H.ASC")
registerMesh ("Armor_Mil_L.ASC")
registerMesh ("Armor_Mil_M.ASC")
registerMesh ("Armor_Pal_H.ASC")
registerMesh ("Armor_Sld_L.ASC")
registerMesh ("Armor_Sld_M.ASC")
registerMesh ("Armor_Sld_H.ASC")
registerMesh ("Armor_CorAngar.ASC")
registerMesh ("Armor_Djg_L.ASC")
registerMesh ("Armor_Djg_M.ASC")
registerMesh ("Armor_Djg_H.ASC")
registerMesh ("Armor_Djg_Crawler.ASC")
registerMesh ("Armor_Djg_Babe.ASC")
registerMesh ("Armor_Governor.ASC")
registerMesh ("Armor_Judge.ASC")
registerMesh ("Armor_Vlk_L.ASC")
registerMesh ("Armor_VlkBabe_L.ASC")
registerMesh ("Armor_Smith.ASC")
registerMesh ("Armor_Bau_L.ASC")
registerMesh ("Armor_BauBabe_L.ASC")
registerMesh ("Armor_Nov_L.ASC")
registerMesh ("Armor_KdF_L.ASC")
registerMesh ("Armor_KdF_H.ASC")
registerMesh ("Armor_Xardas.ASC")
registerMesh ("Armor_Diego.ASC")
registerMesh ("Armor_Lester.ASC")
registerMesh ("Armor_Dementor.ASC")
registerMesh ("Armor_KdW_H.ASC")
registerMesh ("Armor_Prisoner.ASC")
registerMesh ("Armor_Pir_L_Addon.ASC")
registerMesh ("Armor_Pir_M_Addon.ASC")
registerMesh ("Armor_Pir_H_Addon.ASC")
registerMesh ("Armor_Raven_Addon.ASC")
registerMesh ("Armor_Pal_Skeleton.ASC")
// Skelette
registerMesh ("Ske_Body.ASC")
registerMesh ("Ske_Body2.ASC")
registerMesh ("Ske_Fly_Body.ASC")
// in extremo
RegisterMesh ("Hum_IE_Flail_instrument.ASC")
registerMesh ("Hum_IE_Flex_Instrument.ASC")
registerMesh ("Hum_IE_Lutter_instrument.ASC")
registerMesh ("Hum_IE_Pfeiffer_instrument.ASC")
registerMesh ("Hum_IE_Pymonte_instrument.ASC")
registerMesh ("Hum_IE_Thomas_instrument.ASC")
registerMesh ("Hum_IE_Unicorn_instrument.ASC")
aniEnum
{
modelTag ("DEF_HIT_LIMB" "zs_RightHand")
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
// Bewegungs-Modi
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// ---------------------------------------------------------------------------------------------------------------
// RUN-Mode
ani ("s_Run" 1 "s_Run" 0.1 0.1 MI "Hum_RunAmbient_M01.asc" F 1 50)
ani ("t_Run_2_RunL" 1 "s_RunL" 0.0 0.0 M. "Hum_RunLoop_M01.asc" F 0 11)
ani ("s_RunL" 1 "s_RunL" 0.0 0.1 M. "Hum_RunLoop_M01.asc" F 12 31)
{
*eventSFXGrnd (12 "Run")
*eventSFXGrnd (21 "Run")
}
ani ("t_RunL_2_Run" 1 "s_Run" 0.0 0.0 M. "Hum_RunLoop_M01.asc" F 32 38)
aniBlend ("t_RunR_2_Run" "s_Run" 0.2 0.2)
ani ("t_JumpB" 1 "s_Run" 0.0 0.2 M. "Hum_JumpB_M01.asc" F 1 14)
{
*eventSFXGrnd (6 "Run")
*eventSFXGrnd (9 "Run")
}
// ---------------------------------------------------------------------------------------------------------------
// WALK-Mode
// ani ("s_Walk" 1 "s_Walk" 0.1 0.1 M "Hum_WalkAmbient_A01.asc" F 1 49 FPS:10)
aniAlias ("s_Walk" 1 "s_Walk" 0.1 0.1 MI "s_Run" F)
ani ("t_Walk_2_WalkL" 1 "s_WalkL" 0.0 0.0 M. "Hum_WalkLoop_A02.asc" F 1 9)
ani ("s_WalkL" 1 "s_WalkL" 0.0 0.1 M. "Hum_WalkLoop_A02.asc" F 10 33)
{
*eventSFXGrnd (10 "Run")
*eventSFXGrnd (22 "Run")
}
ani ("t_WalkL_2_Walk" 1 "s_Walk" 0.0 0.0 M. "Hum_WalkLoop_A02.asc" F 34 39)
ani ("t_WalkR_2_Walk" 1 "s_Walk" 0.1 0.1 M. "Hum_WalkLoopEnd_A01.asc" F 33 39)
aniAlias ("t_Walk_2_WalkBL" 1 "s_WalkBL" 0.1 0.1 M. "t_walkL_2_Walk" R)
aniAlias ("s_WalkBL" 1 "s_WalkBL" 0.0 0.0 M. "s_WalkL" R)
ani ("t_WalkBL_2_Walk" 1 "s_Walk" 0.1 0.1 M. "Hum_WalkLoopBEnd_A01.ASC" R 15 22)
aniAlias ("t_WalkBR_2_Walk" 1 "s_Walk" 0.1 0.1 M. "t_WalkL_2_Walk" R)
// ---------------------------------------------------------------------------------------------------------------
// SNEAK-Mode
ani ("s_Sneak" 1 "s_Sneak" 0.1 0.0 MI "Hum_Sneak_M01.asc" F 10 60 FPS:10)
ani ("t_Sneak_2_SneakL" 1 "s_SneakL" 0.0 0.1 M. "Hum_SneakStartStop_M01.asc" F 0 10)
ani ("s_SneakL" 1 "s_SneakL" 0.0 0.1 M. "Hum_SneakLoop_M01.asc" F 0 40)
ani ("t_SneakL_2_Sneak" 1 "s_Sneak" 0.0 0.0 M. "Hum_SneakStartStop_M01.asc" F 10 20)
ani ("t_SneakR_2_Sneak" 1 "s_Sneak" 0.0 0.0 M. "Hum_SneakStartStop_M01.asc" F 21 30)
aniAlias ("t_Sneak_2_SneakBL" 1 "s_SneakBL" 0.1 0.1 M. "t_SneakL_2_Sneak" R)
aniAlias ("s_SneakBL" 1 "s_SneakBL" 0.0 0.0 M. "s_SneakL" R)
aniAlias ("t_SneakBL_2_Sneak" 1 "s_Sneak" 0.0 0.0 M. "t_Sneak_2_SneakL" R)
aniBlend ("t_SneakBR_2_Sneak" "s_Sneak" 0.2 0.2)
// ---------------------------------------------------------------------------------------------------------------
// TURNING
ani ("t_RunTurnL" 20 "t_RunTurnL" 0.2 0.2 M. "Hum_TurnL_A05.asc" F 1 20)
{
*eventSFXGrnd (10 "Turn")
*eventSFXGrnd (20 "Turn")
}
ani ("t_RunTurnR" 20 "t_RunTurnR" 0.2 0.2 M. "Hum_TurnR_A05.asc" F 1 20)
// ani ("t_RunTurnR" 20 "t_RunTurnR" 0.2 0.2 M. "Hum_TurnR_A01.asc" R 0 24)
{
*eventSFXGrnd (10 "Turn")
*eventSFXGrnd (20 "Turn")
// *eventSFXGrnd (18 "Turn")
}
aniAlias ("t_WalkTurnL" 20 "t_WalkTurnL" 0.2 0.2 M. "t_RunTurnL" F)
aniAlias ("t_WalkTurnR" 20 "t_WalkTurnR" 0.2 0.2 M. "t_RunTurnR" F)
ani ("t_SneakTurnL" 20 "t_SneakTurnL" 0.2 0.2 M. "Hum_SneakTurnL_M02.asc" F 1 25)
ani ("t_SneakTurnR" 20 "t_SneakTurnR" 0.2 0.2 M. "Hum_SneakTurnR_M02.asc" F 1 25)
// ---------------------------------------------------------------------------------------------------------------
// STRAFING
ani ("t_RunStrafeL" 1 "t_RunStrafeL" 0.1 0.1 M. "Hum_FistStrafeL_M01.asc" F 0 18)
{
*eventSFXGrnd (0 "Run")
*eventSFXGrnd (9 "Run")
}
ani ("t_RunStrafeR" 1 "t_RunStrafeR" 0.1 0.1 M. "Hum_FistStrafeR_M01.asc" F 0 18)
{
*eventSFXGrnd (0 "Run")
*eventSFXGrnd (9 "Run")
}
aniAlias ("t_WalkStrafeL" 1 "t_WalkStrafeL" 0.1 0.1 M. "t_FistRunStrafeL" F)
aniAlias ("t_WalkStrafeR" 1 "t_WalkStrafeR" 0.1 0.1 M. "t_FistRunStrafeR" F)
// ani ("t_RunStrafeL" 1 "s_Run" 0.1 0.1 M. "Hum_RunStrafeLR_M01.asc" F 0 25)
// {
// *eventSFXGrnd (4 "Run")
// *eventSFXGrnd (15 "Run")
// *eventSFXGrnd (20 "Run")
// }
// ani ("t_RunStrafeR" 1 "s_Run" 0.1 0.1 M. "Hum_RunStrafeLR_M01.asc" F 25 50)
// {
// *eventSFXGrnd (28 "Run")
// *eventSFXGrnd (39 "Run")
// *eventSFXGrnd (43 "Run")
// }
// ani ("t_WalkStrafeL" 1 "s_Walk" 0.1 0.1 M. "Hum_WalkStrafeL_M02.asc" F 1 18)
// {
// *eventSFXGrnd (4 "Sneak")
// *eventSFXGrnd (11 "Sneak")
// *eventSFXGrnd (16 "Sneak")
// }
// ani ("t_WalkStrafeR" 1 "s_Walk" 0.1 0.1 M. "Hum_WalkStrafeR_M02.asc" F 1 18)
// {
// *eventSFXGrnd (4 "Sneak")
// *eventSFXGrnd (11 "Sneak")
// *eventSFXGrnd (16 "Sneak")
// }
ani ("t_SneakStrafeL" 1 "s_Sneak" 0.1 0.1 M. "Hum_SneakStrafeLR_M01.ASC" F 1 25)
aniAlias ("t_SneakStrafeR" 1 "s_Sneak" 0.1 0.1 M. "t_SneakStrafeL" R)
// ---------------------------------------------------------------------------------------------------------------
// TRANSITIONS
aniBlend ("t_Run_2_Walk" "s_Walk" 0.2 0.2)
aniBlend ("t_Walk_2_Run" "s_Run" 0.2 0.2)
ani ("t_Run_2_Sneak" 1 "s_Sneak" 0.1 0.0 M. "Hum_Sneak_M01.asc" F 0 10)
aniAlias ("t_Sneak_2_Run" 1 "s_Run" 0.0 0.1 M. "t_Run_2_Sneak" R)
aniBlend ("t_Walk_2_Sneak" "s_Sneak" 0.2 0.2)
aniBlend ("t_Sneak_2_Walk" "s_Walk" 0.2 0.2)
aniBlend ("t_RunL_2_WalkL" "s_WalkL" 0.2 0.2)
aniBlend ("t_WalkL_2_RunL" "s_RunL" 0.2 0.2)
aniBlend ("t_SneakL_2_RunL" "s_RunL" 0.2 0.2)
aniBlend ("t_RunL_2_SneakL" "s_SneakL" 0.2 0.2)
aniBlend ("t_WalkL_2_SneakL" "s_SneakL" 0.2 0.2)
aniBlend ("t_SneakL_2_WalkL" "s_WalkL" 0.2 0.2)
// ---------------------------------------------------------------------------------------------------------------
// JUMP
ani ("t_Stand_2_Jump" 1 "s_Jump" 0.2 0.1 MF "Hum_Jump_M01.asc" F 6 29)
ani ("s_Jump" 1 "s_Jump" 0.1 0.1 MF "Hum_Jump_M01.asc" F 30 30)
ani ("t_Jump_2_Stand" 1 "" 0.1 0.2 M. "Hum_Jump_M01.asc" F 31 45)
{
*eventSFXGrnd (31 "Run")
*eventSFXGrnd (34 "Run")
}
// aus dem Rennen direkt Springen
ani ("t_RunL_2_Jump" 1 "s_Jump" 0.1 0.1 MF "Hum_RunLJump_M01.asc" F 0 20)
// ani ("t_RunR_2_Jump" 1 "s_Jump" 0.1 0.1 MF "Hum_RunLJump_M01.asc" F 22 40)
aniAlias ("t_RunR_2_Jump" 1 "s_Jump" 0.1 0.1 MF "t_RunL_2_Jump" F)
// nach dem Sprung direkt weiterrennen, wenn CursorUp weiterhin gedr<64>ckt
aniBlend ("t_Jump_2_RunL" "s_RunL" 0.2 0.2)
// ---------------------------------------------------------------------------------------------------------------
// JUMP UP, CLIMB
// JumpUpLow (Ohne Benutzung der H<>nde, rechter Fu<46> setzt zuerst auf. H<>he: 50-100cm)
// ani1: Schwung holen, ani2: Flugphase, ani3: Kontakt mit Kante
ani ("t_Stand_2_JumpUpLow" 1 "s_JumpUpLow" 0.0 0.0 M. "Hum_JumpUpLow_A11.asc" F 1 4)
ani ("s_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.0 0.0 MF "Hum_JumpUpLow_A11.asc" F 5 10)
{
// *eventPFX (10 "ZMODELLANDDUST" "BIP01 L Foot")
*eventSFXGrnd (10 "Run")
}
ani ("t_JumpUpLow_2_Stand" 1 "" 0.0 0.1 MF "Hum_JumpUpLow_A11.asc" F 11 19)
{
*eventSFXGrnd (16 "Run")
}
// aus dem Rennen direkt Springen
aniAlias ("t_RunL_2_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.2 0.1 MF "s_JumpUpLow" F)
aniAlias ("t_RunR_2_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.2 0.1 MF "s_JumpUpLow" F)
// JumpUpMid (Auf den H<>nden abgest<73>tzt in einem Satz nach oben. H<>he: 100-200cm)
// ani1: Schwung holen, ani2: Flugphase, ani3: Kontakt mit Kante
ani ("t_Stand_2_JumpUpMid" 1 "s_JumpUpMid" 0.1 0.0 M. "Hum_JumpUpMid_A11.asc" F 1 9)
ani ("s_JumpUpMid" 1 "t_JumpUpMid_2_Stand" 0.0 0.0 MF "Hum_JumpUpMid_A11.asc" F 10 13)
{
*eventSFXGrnd (13 "Run")
}
ani ("t_JumpUpMid_2_Stand" 1 "" 0.0 0.1 MF "Hum_JumpUpMid_A11.asc" F 14 34)
{
*eventSFXGrnd (21 "Run")
*eventSFXGrnd (26 "Run")
}
// aus dem Rennen direkt Springen
aniAlias ("t_RunL_2_JumpUpMid" 1 "t_JumpUpMid_2_Stand" 0.2 0.1 MF "s_JumpUpMid" F)
aniAlias ("t_RunR_2_JumpUpMid" 1 "t_JumpUpMid_2_Stand" 0.2 0.1 MF "s_JumpUpMid" F)
// W<>hrend Sprung nach vorn Festhalten an Kante
ani ("t_Jump_2_Hang" 1 "s_Hang" 0.1 0.0 MF "Hum_HangClimb_M01.asc" F 0 17)
// W<>hrend Runterfallen Festhalten an Kante
aniAlias ("t_FallDn_2_Hang" 1 "s_Hang" 0.3 0.0 MF "t_Jump_2_Hang" F)
// JumpUp, Hang (An Kante springen, und dann hochziehen. H<>he: 200-350cm)
// aus dem Rennen direkt Springen
// aniAlias ("t_RunL_2_JumpUp" 1 "s_JumpUp" 0.2 0.1 MF "t_Stand_2_JumpUp" F)
// aniAlias ("t_RunR_2_JumpUp" 1 "s_JumpUp" 0.2 0.1 MF "t_Stand_2_JumpUp" F)
ani ("t_Stand_2_JumpUp" 1 "s_JumpUp" 0.0 0.0 M. "Hum_JumpUp_M03.asc" F 1 10)
ani ("s_JumpUp" 1 "s_JumpUp" 0.0 0.0 MF "Hum_JumpUp_M03.asc" F 10 10)
aniBlend ("t_JumpUp_2_Hang" "s_Hang" 0.0 0.1)
ani ("s_Hang" 1 "s_Hang" 0.1 0.0 MF "Hum_HangClimb_M01.asc" F 18 18)
// Climb up
ani ("t_Hang_2_Stand" 1 "" 0.0 0.3 MF "Hum_HangClimb_M01.asc" F 19 44)
{
*eventSFXGrnd (32 "Run")
*eventSFXGrnd (44 "Run")
}
// Climb Down
aniAlias ("t_Stand_2_Hang" 1 "s_Hang" 0.0 0.0 MF "t_Hang_2_Stand" R)
// ---------------------------------------------------------------------------------------------------------------
// FALL
// FallDn
aniBlend ("t_Hang_2_FallDn" "s_FallDn" 0.0 0.2)
aniBlend ("t_JumpUp_2_FallDn" "s_FallDn" 0.0 0.2)
aniBlend ("t_Jump_2_FallDn" "s_FallDn" 0.0 0.2)
ani ("s_FallDn" 1 "s_FallDn" 0.0 0.0 MF "Hum_JumpUp_FallDn_M01.asc" F 23 23)
// Landen und stehenbleiben
ani ("t_FallDn_2_Stand" 1 "" 0.0 0.2 M. "Hum_JumpUp_FallDn_M01.asc" F 24 34)
{
*eventSFX (26 "M_FALL_SMALL" EMPTY_SLOT )
}
// Landen und direkt weiterrennen
aniBlend ("t_FallDn_2_RunL" "s_RunL" 0.2 0.2)
// wenn Falltiefe zu tief um unbeschadet auf den F<><46>en zu landen
aniBlend ("t_FallDn_2_Fall" "s_Fall" 0.5 0.5)
aniBlend ("t_FallDn_2_FallB" "s_FallB" 0.5 0.5)
// Bei s-Fall und s_FallB "fliegt" die Figur durch die Luft.
// Bei s_Fallen + s_FallenB liegt der Spieler flach.
ani ("s_Fall" 1 "s_Fall" 0.2 0.1 MF "Hum_FallAmb_M01.asc" F 0 29 FPS:10)
ani ("t_Fall_2_Fallen" 1 "s_Fallen" 0.0 0.0 MF "Hum_Fall_M01.asc" F 11 21)
{
// *eventSFX (11 "Fallen")
*eventSFX (12 "M_FALL_SMALL" EMPTY_SLOT )
*eventPFX (12 "ZMODELLANDDUST" "Bip01" )
*eventMMStartAni (14 "T_HURT")
*eventMMStartAni (20 "S_NEUTRAL")
}
ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Hum_Amb_Fallen_M01.asc" F 0 100 FPS:5)
ani ("t_Fallen_2_Stand" 1 "" 0.0 0.2 M. "Hum_Fall_M01.asc" F 23 46)
{
*eventSFXGrnd (33 "Run")
*eventSFXGrnd (38 "Run")
}
ani ("s_FallB" 1 "s_FallB" 0.1 0.0 MF "Hum_Amb_FallB_M01.asc" F 0 30 FPS:10)
ani ("t_FallB_2_FallenB" 1 "s_FallenB" 0.0 0.0 MF "Hum_FallB_M01.asc" F 6 21)
{
// *eventSFX (8 "Fallen")
*eventMMStartAni (10 "T_HURT")
*eventMMStartAni (20 "S_NEUTRAL")
}
ani ("s_FallenB" 1 "s_FallenB" 0.0 0.0 M. "Hum_Amb_FallenB_M01.asc" F 0 100 FPS:5)
ani ("t_FallenB_2_Stand" 1 "" 0.0 0.2 M. "Hum_FallB_M01.asc" F 23 46)
{
*eventSFXGrnd (30 "Run")
*eventSFXGrnd (37 "Run")
}
// ---------------------------------------------------------------------------------------------------------------
// SLIDE
ani ("s_Slide" 1 "s_Slide" 0.1 0.1 M. "Hum_Slide_M01.asc" F 0 16)
ani ("s_SlideB" 1 "s_SlideB" 0.1 0.1 M. "Hum_SlideB_M01.asc" F 0 16)
// ---------------------------------------------------------------------------------------------------------------
// WALK WATER
ani ("t_Walk_2_WalkWL" 1 "s_WalkWL" 0.0 0.0 M. "Hum_WaterWalk_M01.asc" F 1 13)
ani ("s_WalkWL" 1 "s_WalkWL" 0.0 0.0 M. "Hum_WaterWalk_M01.asc" F 14 49 FPS:10)
{
*eventSFX (15 "Walk_Water")
}
ani ("t_WalkWL_2_Walk" 1 "s_Walk" 0.0 0.0 M. "Hum_WaterWalk_M01.asc" F 50 60)
aniBlend ("t_WalkWR_2_Walk" "s_Walk" 0.2 0.2)
aniBlend ("t_Walk_2_WalkWBL" "s_WalkWBL" 0.2 0.2)
aniAlias ("s_WalkWBL" 1 "s_WalkWBL" 0.0 0.0 M. "s_WalkWL" R)
aniBlend ("t_WalkWBL_2_Walk" "s_Walk" 0.2 0.2)
// Turn / Strafe k<>nnen doch nicht von "s_Walk" benutzt werden (Weil sie dann auch die selben SFX benutzen) :(
ani ("t_WalkWTurnL" 20 "t_WalkWTurnL" 0.2 0.2 M. "Hum_Turn_M01.asc" F 6 21)
{
*eventSFX (10 "Swim")
}
ani ("t_WalkWTurnR" 20 "t_WalkWTurnR" 0.2 0.2 M. "Hum_TurnR_M01.asc" R 6 21)
{
*eventSFX (10 "Swim")
}
ani ("t_WalkWStrafeL" 1 "" 0.1 0.1 M. "Hum_WalkStrafeL_M01.asc" F 1 17)
aniAlias ("t_WalkWStrafeR" 1 "" 0.1 0.1 M. "t_WalkWStrafeL" R)
// Transitions won Walkloops zu Walkloop im Wasser
aniBlend ("t_SneakBL_2_WalkWBL" "s_WalkWBL" 0.2 0.2)
aniBlend ("t_WalkWBL_2_SneakBL" "s_SneakBL" 0.2 0.2)
aniBlend ("t_WalkBL_2_WalkWBL" "s_WalkWBL" 0.2 0.2)
aniBlend ("t_WalkWBL_2_WalkBL" "s_WalkBL" 0.2 0.2)
aniBlend ("t_SneakL_2_WalkWL" "s_WalkWL" 0.2 0.2)
aniBlend ("t_WalkWL_2_SneakL" "s_SneakL" 0.2 0.2)
aniBlend ("t_WalkL_2_WalkWL" "s_WalkWL" 0.2 0.2)
aniBlend ("t_WalkWL_2_WalkL" "s_WalkL" 0.2 0.2)
aniBlend ("t_RunL_2_WalkWL" "s_WalkWL" 0.2 0.2)
aniBlend ("t_WalkWL_2_RunL" "s_RunL" 0.2 0.2)
aniBlend ("t_WalkWBL_2_SwimB" "s_SwimB" 0.2 0.2)
aniBlend ("t_SwimB_2_WalkWBL" "s_WalkWBL" 0.2 0.2)
aniBlend ("t_WalkWL_2_SwimF" "s_SwimF" 0.2 0.2)
aniBlend ("t_SwimF_2_WalkWL" "s_WalkWL" 0.3 0.4)
// ---------------------------------------------------------------------------------------------------------------
// Kraulen
ani ("s_Swim" 1 "s_Swim" 0.0 0.1 MI "Hum_Swim_A01.asc" F 0 48 FPS:5)
{
*eventSFX (10 "SwimWaves")
}
aniBlend ("t_Swim_2_SwimF" "s_SwimF" 0.3 0.3)
ani ("s_SwimF" 1 "s_SwimF" 0.0 0.1 M. "Hum_SwimA_M01.asc" F 20 49)
{
*eventSFX (22 "Swim")
*eventSFX (37 "Swim")
}
aniBlend ("t_SwimF_2_Swim" "s_Swim" 0.4 0.5)
// R<>ckw<6B>rts schwimmen
aniBlend ("t_Swim_2_SwimB" "s_SwimB" 0.3 0.3)
ani ("s_SwimB" 1 "s_swimB" 0.0 0.0 M. "Hum_Swim_M02.asc" F 130 157)
{
*eventSFX (140 "SwimBack")
}
aniBlend ("t_SwimB_2_Swim" "s_Swim" 0.3 0.3)
// Turning
ani ("t_SwimTurnL" 20 "t_SwimTurnL" 0.1 0.1 M. "Hum_SwimTurn_M02.asc" F 1 24)
{
*eventSFX (8 "SwimBack")
}
ani ("t_SwimTurnR" 20 "t_SwimTurnR" 0.1 0.1 M. "Hum_SwimTurn_M02.asc" F 26 49)
{
*eventSFX (34 "SwimBack")
}
ani ("t_Swim_2_Hang" 1 "s_Hang" 0.3 0.0 M. "Hum_Swim_2_Hang_A02.asc" F 1 17)
{
*eventSFX (0 "Swim2Hang")
}
// ---------------------------------------------------------------------------------------------------------------
// DIVE
aniBlend ("t_FallDn_2_Dive" "s_Dive" 0.5 0.5)
aniBlend ("t_Fall_2_Dive" "s_Dive" 0.5 0.5)
aniBlend ("t_FallB_2_Dive" "s_Dive" 0.5 0.5)
ani ("t_Swim_2_Dive" 1 "s_Dive" 0.2 0.1 MF "Hum_Swim_2_Dive_A01.asc" F 0 25)
{
*eventSFX (0 "Swim2Dive")
}
aniAlias ("t_SwimF_2_Dive" 1 "s_Dive" 0.2 0.1 MF "t_Swim_2_Dive" F)
ani ("s_Dive" 1 "s_Dive" 0.1 0.1 MF "Hum_DiveAmb_M01.asc" F 0 64 FPS:5)
{
*eventSFX (0 "DiveWaves")
*eventPFX (35 1 "BUBBLES" "BIP01 HEAD" ATTACH)
*eventPFXStop (45 1)
}
aniBlend ("t_Dive_2_DiveF" "s_DiveF" 0.2 0.2)
ani ("s_DiveF" 1 "s_DiveF" 0.1 0.1 MF "Hum_DiveF_A01.asc" F 0 37)
{
*eventSFX (5 "BREATHBUBBLES")
*eventPFX (7 1 "BUBBLES" "BIP01 HEAD" ATTACH)
*eventPFXStop (20 1)
}
aniBlend ("t_DiveF_2_Dive" "s_Dive" 0.2 0.2)
ani ("t_Dive_2_Drowned" 1 "s_Drowned" 0.2 0.0 MF "Hum_Drown_A01.asc" F 0 24)
{
*eventSFX (0 "Drown")
}
ani ("s_Drowned" 1 "s_Drowned" 0.2 0.0 MF "Hum_Drown_A01.asc" F 25 25)
// Turning
ani ("t_DiveTurnL" 20 "t_DiveTurnL" 0.2 0.2 MF "Hum_DiveTurn_M02.asc" F 1 24)
{
*eventSFX (10 "DiveWaves")
}
ani ("t_DiveTurnR" 20 "t_DiveTurnR" 0.2 0.2 MF "Hum_DiveTurn_M02.asc" F 26 49)
{
*eventSFX (36 "DiveWaves")
}
// ---------------------------------------------------------------------------------------------------------------
// STUMBLE (f<>r Treffer im Kampf)
ani ("t_Stumble" 1 "" 0.1 0.1 M. "Hum_Stumble_M01.asc" F 1 9)
{
*eventMMStartAni (1 "T_HURT")
*eventMMStartAni (7 "S_NEUTRAL")
*eventSFXGrnd (3 "Run")
*eventSFXGrnd (7 "Run")
}
ani ("t_StumbleB" 1 "" 0.1 0.1 M. "Hum_StumbleB_M01.asc" F 1 9)
{
*eventMMStartAni (1 "T_HURT")
*eventMMStartAni (7 "S_NEUTRAL")
*eventSFXGrnd (3 "Run")
*eventSFXGrnd (7 "Run")
}
ani ("t_GotHit" 2 "" 0.1 0.2 M. "Hum_StumbleN_M01.asc" F 6 14)
// ---------------------------------------------------------------------------------------------------------------
// DIE
ani ("t_Dead" 1 "s_Dead" 0.2 0.0 M. "Hum_Die_M02.asc" F 1 64 FPS:10)
{
*eventMMStartAni (4 "T_HURT")
*eventSFXGrnd (20 "Run" )
*eventSFX (50 "M_FALL_SMALL" EMPTY_SLOT )
}
ani ("s_Dead" 1 "s_Dead" 0.0 0.1 M. "Hum_Die_M02.asc" F 65 65)
ani ("t_DeadB" 1 "s_DeadB" 0.2 0.0 M. "Hum_FallB_M01.asc" F 0 21)
{
*eventMMStartAni (4 "T_HURT")
*eventSFX (10 "M_FALL_SMALL" EMPTY_SLOT )
}
ani ("s_DeadB" 1 "s_DeadB" 0.0 0.1 M. "Hum_FallB_M01.asc" F 22 22)
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
// UMSEHEN / ZEIGEN
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// LOOK Autoaiming
// Seitenwinkel: +/- 60<36> H<>henwinkel: +/- 45<34>
ani ("c_look_1" 9 "" 0.0 0.0 . "Hum_Look_Autoaim_M01.asc" F 0 0)
ani ("c_look_2" 9 "" 0.0 0.0 . "Hum_Look_Autoaim_M01.asc" F 1 1)
ani ("c_look_3" 9 "" 0.0 0.0 . "Hum_Look_Autoaim_M01.asc" F 2 2)
ani ("c_look_4" 9 "" 0.0 0.0 . "Hum_Look_Autoaim_M01.asc" F 3 3)
ani ("c_look_5" 9 "" 0.0 0.0 . "Hum_Look_Autoaim_M01.asc" F 4 4)
ani ("c_look_6" 9 "" 0.0 0.0 . "Hum_Look_Autoaim_M01.asc" F 5 5)
ani ("c_look_7" 9 "" 0.0 0.0 . "Hum_Look_Autoaim_M01.asc" F 6 6)
ani ("c_look_8" 9 "" 0.0 0.0 . "Hum_Look_Autoaim_M01.asc" F 7 7)
ani ("c_look_9" 9 "" 0.0 0.0 . "Hum_Look_Autoaim_M01.asc" F 8 8)
aniComb ("t_look" 9 "t_look" 0.3 0.3 M. "c_look_" 9)
// POINT AT Autoaiming
// Seitenwinkel: +/- 90<39> H<>henwinkel: +/- 45<34>
ani ("c_point_1" 11 "" 0.0 0.0 . "Hum_Point_Autoaim_M01.asc" F 0 0)
ani ("c_point_2" 11 "" 0.0 0.0 . "Hum_Point_Autoaim_M01.asc" F 1 1)
ani ("c_point_3" 11 "" 0.0 0.0 . "Hum_Point_Autoaim_M01.asc" F 2 2)
ani ("c_point_4" 11 "" 0.0 0.0 . "Hum_Point_Autoaim_M01.asc" F 3 3)
ani ("c_point_5" 11 "" 0.0 0.0 . "Hum_Point_Autoaim_M01.asc" F 4 4)
ani ("c_point_6" 11 "" 0.0 0.0 . "Hum_Point_Autoaim_M01.asc" F 5 5)
ani ("c_point_7" 11 "" 0.0 0.0 . "Hum_Point_Autoaim_M01.asc" F 6 6)
ani ("c_point_8" 11 "" 0.0 0.0 . "Hum_Point_Autoaim_M01.asc" F 7 7)
ani ("c_point_9" 11 "" 0.0 0.0 . "Hum_Point_Autoaim_M01.asc" F 8 8)
aniComb ("t_point" 11 "t_point" 0.3 0.3 M. "c_point_" 9)
// Quicklook Autoaiming
// Seitenwinkel: +/- 60<36> H<>henwinkel: +/- 45<34>
// ani ("c_qlook_1" 10 "" 0.0 0.0 . "Hum_Qlook_Autoaim_M01.asc" F 0 0)
// ani ("c_qlook_2" 10 "" 0.0 0.0 . "Hum_Qlook_Autoaim_M01.asc" F 1 1)
// ani ("c_qlook_3" 10 "" 0.0 0.0 . "Hum_Qlook_Autoaim_M01.asc" F 2 2)
// ani ("c_qlook_4" 10 "" 0.0 0.0 . "Hum_Qlook_Autoaim_M01.asc" F 3 3)
// ani ("c_qlook_5" 10 "" 0.0 0.0 . "Hum_Qlook_Autoaim_M01.asc" F 4 4)
// ani ("c_qlook_6" 10 "" 0.0 0.0 . "Hum_Qlook_Autoaim_M01.asc" F 5 5)
// ani ("c_qlook_7" 10 "" 0.0 0.0 . "Hum_Qlook_Autoaim_M01.asc" F 6 6)
// ani ("c_qlook_8" 10 "" 0.0 0.0 . "Hum_Qlook_Autoaim_M01.asc" F 7 7)
// ani ("c_qlook_9" 10 "" 0.0 0.0 . "Hum_Qlook_Autoaim_M01.asc" F 8 8)
// aniComb ("t_qlook" 10 "t_qlook" 0.3 0.3 M. "c_qlook_" 9)
// Erschreckt anblicken
// WhirlAround CCW
// ani ("t_surprise_CCW" 1 "s_surprise" 0.0 0.1 M. "Hum_WhirlAround_M01.asc" F 0 15)
// WhirlAround CW
// ani ("t_surprise_CW" 1 "s_surprise" 0.0 0.1 M. "Hum_WhirlAround_M01.asc" F 16 31)
// ani ("c_looksurprised_1" 1 "" 0.0 0.0 .. "Hum_SurpriseLook_M01.asc" F 8 8)
// ani ("c_looksurprised_2" 1 "" 0.0 0.0 .. "Hum_SurpriseLook_M01.asc" F 17 17)
// ani ("c_looksurprised_3" 1 "" 0.0 0.0 .. "Hum_SurpriseLook_M01.asc" F 26 26)
// ani ("c_looksurprised_4" 1 "" 0.0 0.0 .. "Hum_SurpriseLook_M01.asc" F 35 35)
// ani ("c_looksurprised_5" 1 "" 0.0 0.0 .. "Hum_SurpriseLook_M01.asc" F 44 44)
// ani ("c_looksurprised_6" 1 "" 0.0 0.0 .. "Hum_SurpriseLook_M01.asc" F 53 53)
// ani ("c_looksurprised_7" 1 "" 0.0 0.0 .. "Hum_SurpriseLook_M01.asc" F 62 62)
// ani ("c_looksurprised_8" 1 "" 0.0 0.0 .. "Hum_SurpriseLook_M01.asc" F 71 71)
// ani ("c_looksurprised_9" 1 "" 0.0 0.0 .. "Hum_SurpriseLook_M01.asc" F 80 80)
// aniComb ("s_surprise" 1 "s_surprise" 0.0 0.0 M. "c_looksurprised_" 9)
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
// Item-Handling
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// ---------------------------------------------------------------------------------------------------------------
// Item AUFHEBEN
ani ("c_Stand_2_IGet_1" 1 "" 0.0 0.0 . "Hum_ItemGet_A03.asc" F 1 9)
ani ("c_Stand_2_IGet_2" 1 "" 0.0 0.0 . "Hum_ItemGet_A03.asc" F 21 29)
ani ("c_Stand_2_IGet_3" 1 "" 0.0 0.0 . "Hum_ItemGet_A03.asc" F 41 49)
aniComb ("t_Stand_2_IGet" 1 "s_IGet" 0.1 0.0 M. "c_Stand_2_IGet_" 3)
ani ("c_IGet_1" 1 "" 0.0 0.0 . "Hum_ItemGet_A03.asc" F 10 10)
ani ("c_IGet_2" 1 "" 0.0 0.0 . "Hum_ItemGet_A03.asc" F 30 30)
ani ("c_IGet_3" 1 "" 0.0 0.0 . "Hum_ItemGet_A03.asc" F 50 50)
aniComb ("s_IGet" 1 "s_IGet" 0.0 0.0 M. "c_IGet_" 3)
ani ("c_IGet_2_Stand_1" 1 "" 0.0 0.0 . "Hum_ItemGet_A03.asc" F 11 19)
ani ("c_IGet_2_Stand_2" 1 "" 0.0 0.0 . "Hum_ItemGet_A03.asc" F 31 39)
ani ("c_IGet_2_Stand_3" 1 "" 0.0 0.0 . "Hum_ItemGet_A03.asc" F 51 59)
aniComb ("t_IGet_2_Stand" 1 "" 0.0 0.1 M. "c_IGet_2_Stand_" 3)
// kann nicht mehr aufsammeln, Inventory voll
ani ("t_CanNotTake" 1 "" 0.1 0.1 M. "Hum_CantTake_M01.ASC" F 0 30)
// ---------------------------------------------------------------------------------------------------------------
// Item ABLEGEN
ani ("t_Stand_2_IDrop" 1 "s_IDrop" 0.1 0.0 M. "Hum_ItemDrop_A01.asc" F 1 6)
ani ("s_IDrop" 1 "s_IDrop" 0.0 0.0 M. "Hum_ItemDrop_A01.asc" F 7 7)
ani ("t_IDrop_2_Stand" 1 "" 0.0 0.1 M. "Hum_ItemDrop_A01.asc" F 8 14)
// ---------------------------------------------------------------------------------------------------------------
// Trade
// 3: Item sichtbar, 9 Exchange, 15 Item verschwindet
ani ("t_TradeItem" 1 "" 0.1 0.1 M. "Hum_TradeItem_M01.asc" F 1 17)
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
// KAMPF-MOVES
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//////////////////////////
// WEAPON CHOOSE
//////////////////////////
// FIST
ani ("t_Run_2_Fist" 1 "s_Fist" 0.0 0.0 M. "Hum_FistDraw.asc" F 1 3)
ani ("s_Fist" 1 "s_Fist" 0.0 0.0 M. "Hum_FistDraw.asc" F 4 4)
ani ("t_Fist_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Hum_FistDraw.asc" F 5 7)
{
*eventTag (5 "DEF_FIGHTMODE" "FIST")
}
ani ("t_FistRun_2_Fist" 1 "s_Fist" 0.0 0.0 M. "Hum_FistDraw.asc" R 5 7)
{
*eventTag (5 "DEF_FIGHTMODE" "")
}
aniAlias ("t_Fist_2_Run" 1 "" 0.0 0.0 M. "t_Run_2_Fist" R)
// Fist beim Rennen ziehen
ani ("t_Move_2_FistMove" 2 "" 0.2 0.2 M. "Hum_FistDrawMove.asc" F 1 14)
{
*eventTag (5 "DEF_FIGHTMODE" "FIST")
}
ani ("t_FistMove_2_Move" 2 "" 0.2 0.2 M. "Hum_FistDrawMove.asc" R 1 14)
{
*eventTag (5 "DEF_FIGHTMODE" "")
}
// MAGIC
ani ("t_Run_2_Mag" 1 "s_Mag" 0.0 0.0 M. "Hum_MagReady_M01.asc" F 0 4)
ani ("s_Mag" 1 "s_Mag" 0.0 0.0 M. "Hum_MagReady_M01.asc" F 5 5)
ani ("t_Mag_2_MagRun" 1 "s_MagRun" 0.0 0.0 M. "Hum_MagReady_M01.asc" F 6 12)
{
*eventTag (8 "DEF_FIGHTMODE" "MAG")
}
ani ("t_MagRun_2_Mag" 1 "s_Mag" 0.0 0.0 M. "Hum_MagReady_M01.asc" R 6 12)
{
*eventTag (8 "DEF_FIGHTMODE" "")
}
aniAlias ("t_Mag_2_Run" 1 "" 0.0 0.0 M. "t_Run_2_Mag" R)
// Magie beim Rennen ziehen
ani ("t_Move_2_MagMove" 2 "" 0.2 0.2 M. "Hum_MagDrawMove.asc" F 1 19)
{
*eventTag (14 "DEF_FIGHTMODE" "MAG")
}
ani ("t_MagMove_2_Move" 2 "" 0.2 0.2 M. "Hum_MagDrawMove.asc" R 1 19)
{
*eventTag (14 "DEF_FIGHTMODE" "")
}
// 1H - WEAPON
ani ("t_Run_2_1h" 1 "s_1h" 0.0 0.0 M. "Hum_1hSDrawT0_A01.asc" F 1 2)
ani ("s_1h" 1 "s_1h" 0.0 0.0 M. "Hum_1hSDrawT0_A01.asc" F 3 3)
ani ("t_1h_2_1hRun" 1 "s_1hRun" 0.0 0.0 M. "Hum_1hSDrawT0_A01.asc" F 4 15)
{
*eventTag (4 "DEF_FIGHTMODE" "1H")
*eventTag (4 "DEF_DRAWSOUND")
}
ani ("t_1hRun_2_1h" 1 "s_1h" 0.0 0.0 M. "Hum_1hSDrawT0_A01.asc" R 4 15)
{
*eventTag (4 "DEF_UNDRAWSOUND")
*eventTag (4 "DEF_FIGHTMODE" "")
}
aniAlias ("t_1h_2_Run" 1 "" 0.0 0.1 M. "t_Run_2_1h" R)
// Schwert beim Rennen ziehen
ani ("t_Move_2_1hMove" 2 "" 0.2 0.2 M. "Hum_1hS_MoveReady_M01.asc" F 1 24)
{
*eventTag (6 "DEF_FIGHTMODE" "1H")
*eventTag (6 "DEF_DRAWSOUND")
}
ani ("t_1hMove_2_Move" 2 "" 0.2 0.2 M. "Hum_1hS_MoveReady_M01.asc" R 1 24)
{
*eventTag (6 "DEF_UNDRAWSOUND")
*eventTag (6 "DEF_FIGHTMODE" "")
}
// 2h - WEAPON READY
ani ("t_Run_2_2h" 1 "s_2h" 0.0 0.0 M. "Hum_2hDrawT2.asc" F 1 4)
ani ("s_2h" 1 "s_2h" 0.0 0.0 M. "Hum_2hDrawT2.asc" F 5 5)
ani ("t_2h_2_2hRun" 1 "s_2hRun" 0.0 0.0 M. "Hum_2hDrawT2.asc" F 6 20)
{
*eventTag (6 "DEF_FIGHTMODE" "2h")
*eventTag (6 "DEF_DRAWSOUND")
}
ani ("t_2hRun_2_2h" 1 "s_2h" 0.0 0.0 M. "Hum_2hDrawT2.asc" R 6 20)
{
*eventTag (6 "DEF_UNDRAWSOUND")
*eventTag (6 "DEF_FIGHTMODE" "")
}
aniAlias ("t_2h_2_Run" 1 "s_Run" 0.0 0.1 M. "t_Run_2_2h" R)
// Schwert beim Rennen ziehen
ani ("t_Move_2_2hMove" 2 "" 0.2 0.2 M. "Hum_2hDrawMove.asc" F 1 24)
{
*eventTag (7 "DEF_FIGHTMODE" "2H")
*eventTag (7 "DEF_DRAWSOUND")
}
ani ("t_2hMove_2_Move" 2 "" 0.2 0.2 M. "Hum_2hDrawMove.asc" R 1 24)
{
*eventTag (7 "DEF_UNDRAWSOUND")
*eventTag (7 "DEF_FIGHTMODE" "")
}
// BOW
ani ("t_Run_2_Bow" 1 "s_Bow" 0.0 0.0 M. "Hum_BowDraw.asc" F 1 5)
ani ("s_Bow" 1 "s_Bow" 0.0 0.0 M. "Hum_BowDraw.asc" F 6 6)
ani ("t_Bow_2_BowRun" 1 "s_BowRun" 0.0 0.0 M. "Hum_BowDraw.asc" F 7 19)
{
*eventTag (7 "DEF_FIGHTMODE" "BOW")
*eventSFX (7 "Drawsound_Bow")
*eventTag (9 "DEF_PLACE_MUNITION" "ZS_RIGHTHAND")
}
ani ("t_BowRun_2_Bow" 1 "s_Bow" 0.0 0.0 M. "Hum_BowDraw.asc" R 7 19)
{
*eventTag (7 "DEF_FIGHTMODE" "")
*eventSFX (7 "Drawsound_Bow")
*eventTag (19 "DEF_REMOVE_MUNITION")
}
aniAlias ("t_Bow_2_Run" 1 "" 0.0 0.1 M. "t_Run_2_Bow" R)
// Bogen beim Rennen ziehen
ani ("t_Move_2_BowMove" 2 "" 0.2 0.2 M. "Hum_BowDrawMove.asc" F 1 19)
{
*eventTag (7 "DEF_FIGHTMODE" "BOW")
*eventSFX (7 "Drawsound_Bow")
*eventTag (9 "DEF_PLACE_MUNITION" "ZS_RIGHTHAND")
}
ani ("t_BowMove_2_Move" 2 "" 0.2 0.2 M. "Hum_BowDrawMove.asc" R 1 19)
{
*eventTag (7 "DEF_FIGHTMODE" "")
*eventSFX (7 "Drawsound_Bow")
*eventTag (19 "DEF_REMOVE_MUNITION")
}
// CROSSBOW
ani ("t_Run_2_CBow" 1 "s_CBow" 0.0 0.0 M. "Hum_CBowDraw.asc" F 1 4)
ani ("s_CBow" 1 "s_CBow" 0.0 0.0 M. "Hum_CBowDraw.asc" F 5 5)
ani ("t_CBow_2_CBowRun" 1 "s_CBowRun" 0.0 0.0 M. "Hum_CBowDraw.asc" F 6 39)
{
*eventTag (7 "DEF_FIGHTMODE" "CBOW")
*eventMMStartAni (6 "S_SHOOT" "ZS_RIGHTHAND")
*eventSFX (7 "Drawsound_Bow")
*eventTag (6 "DEF_PLACE_MUNITION" "ZS_LEFTHAND")
}
ani ("t_CBowRun_2_CBow" 1 "s_CBow" 0.0 0.0 M. "Hum_CBowDraw.asc" R 6 39)
{
*eventTag (7 "DEF_FIGHTMODE" "")
*eventSFX (7 "Drawsound_Bow")
*eventTag (6 "DEF_REMOVE_MUNITION")
}
aniAlias ("t_CBow_2_Run" 1 "" 0.0 0.1 M. "t_Run_2_CBow" R)
// Armbrust beim Rennen ziehen
ani ("t_Move_2_CBowMove" 2 "" 0.2 0.2 M. "Hum_CBowDrawMove.asc" F 1 39)
{
*eventTag (7 "DEF_FIGHTMODE" "CBOW")
*eventMMStartAni (6 "S_SHOOT" "ZS_RIGHTHAND")
*eventSFX (7 "Drawsound_Bow")
*eventTag (6 "DEF_PLACE_MUNITION" "ZS_LEFTHAND")
}
ani ("t_CBowMove_2_Move" 2 "" 0.2 0.2 M. "Hum_CBowDrawMove.asc" R 1 39)
{
*eventTag (7 "DEF_FIGHTMODE" "")
*eventSFX (7 "Drawsound_Bow")
*eventTag (6 "DEF_REMOVE_MUNITION")
}
// TRANSITIONS FIST
aniBlend ("t_Fist_2_Bow" "s_Bow" 0.1 0.2)
aniBlend ("t_Fist_2_Cbow" "s_CBow" 0.1 0.2)
aniBlend ("t_Fist_2_Mag" "s_Mag" 0.1 0.2)
// TRANSITIONS Magic
aniBlend ("t_Mag_2_Bow" "s_Bow" 0.1 0.2)
aniBlend ("t_Mag_2_CBow" "s_CBow" 0.1 0.2)
aniBlend ("t_Mag_2_Fist" "s_Fist" 0.1 0.2)
aniBlend ("t_Mag_2_1h" "s_1h" 0.1 0.2)
aniBlend ("t_Mag_2_2h" "t_2h_2_2hRun" 0.1 0.2)
// TRANSITIONS 1H
aniBlend ("t_1h_2_Bow" "s_Bow" 0.1 0.2)
aniBlend ("t_1h_2_Cbow" "s_CBow" 0.1 0.2)
aniBlend ("t_1h_2_Mag" "s_Mag" 0.1 0.2)
// TRANSITIONS 2H - Sword
aniBlend ("t_2h_2_Bow" "s_Bow" 0.1 0.2)
aniBlend ("t_2h_2_Cbow" "s_CBow" 0.1 0.2)
aniBlend ("t_2h_2_Mag" "s_Mag" 0.1 0.2)
// TRANSITIONS Bow
aniBlend ("t_Bow_2_Mag" "s_Mag" 0.1 0.2)
aniBlend ("t_Bow_2_Fist" "s_Fist" 0.1 0.2)
aniBlend ("t_Bow_2_1h" "s_1h" 0.1 0.2)
aniBlend ("t_Bow_2_2h" "s_2h" 0.1 0.2)
// TRANSITIONS Crossbow
aniBlend ("t_Cbow_2_Mag" "s_Mag" 0.1 0.2)
aniBlend ("t_Cbow_2_Fist" "s_Fist" 0.1 0.2)
aniBlend ("t_Cbow_2_1h" "s_1h" 0.1 0.2)
aniBlend ("t_Cbow_2_2h" "s_2h" 0.1 0.2)
//////////////////////////
// FIST MOVEMENT
//////////////////////////
// Fist-RUN
ani ("s_FistRun" 1 "s_FistRun" 0.0 0.1 MI "Hum_Amb_FistRun_M01.asc" F 1 50 FPS:10)
ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Hum_FistRun.asc" F 1 11)
ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Hum_FistRun.asc" F 12 31)
{
*eventSFXGrnd (12 "Run")
*eventSFXGrnd (22 "Run")
}
ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Hum_FistRun.asc" F 32 38)
{
*eventSFXGrnd (32 "Run")
*eventSFXGrnd (37 "Run")
}
aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.3 0.3)
// Fist-Run Backwards Movement
aniAlias ("t_FistJumpB" 1 "s_FistRun" 0.1 0.0 M. "t_JumpB" F)
// Fist-WALK
aniAlias ("s_FistWalk" 1 "s_FistWalk" 0.0 0.1 MI "s_FistRun" F)
ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Hum_FistWalk.asc" F 1 9)
ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.1 M. "Hum_FistWalk.asc" F 10 32)
{
*eventSFXGrnd (13 "Run")
*eventSFXGrnd (23 "Run")
}
ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.1 0.0 M. "Hum_FistWalk.asc" F 33 39)
{
*eventSFXGrnd (35 "Run")
*eventSFXGrnd (39 "Run")
}
aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.2 0.2)
// Fist-Walk Backwards Movement
aniAlias ("t_FistWalk_2_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" R)
aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistWalkL" R)
aniAlias ("t_FistWalkBL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "t_FistWalk_2_FistWalkL" R)
aniBlend ("t_FistWalkBR_2_FistWalk" "s_FistWalk" 0.2 0.2)
// Fist-SNEAK
aniAlias ("s_FistSneak" 1 "s_FistSneak" 0.2 0.1 MI "s_Sneak" F)
aniAlias ("t_FistSneak_2_FistSneakL" 1 "s_FistSneakL" 0.0 0.0 M. "t_Sneak_2_SneakL" F)
aniAlias ("s_FistSneakL" 1 "s_FistSneakL" 0.0 0.0 M. "s_SneakL" F)
aniAlias ("t_FistSneakL_2_FistSneak" 1 "s_FistSneak" 0.0 0.0 M. "t_SneakL_2_Sneak" F)
aniBlend ("t_FistSneakR_2_FistSneak" "s_FistSneak" 0.2 0.2)
// Fist-Sneak Backwards Movement
aniBlend ("t_FistSneak_2_FistSneakBL" "s_FistSneakBL" 0.2 0.2)
aniAlias ("s_FistSneakBL" 1 "s_FistSneakBL" 0.0 0.0 M. "s_SneakL" R)
aniBlend ("t_FistSneakBL_2_FistSneak" "s_FistSneak" 0.2 0.2)
aniBlend ("t_FistSneakBR_2_FistSneak" "s_FistSneak" 0.2 0.2)
/////////////////////
// FIST TURNING
/////////////////////
aniAlias ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.4 0.2 M. "t_RunTurnL" F)
aniAlias ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.4 0.2 M. "t_RunTurnR" F)
aniAlias ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.4 0.2 M. "t_RunTurnL" F)
aniAlias ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.4 0.2 M. "t_RunTurnL" F)
aniAlias ("t_FistSneakTurnL" 20 "t_FistSneakTurnL" 0.2 0.2 M. "t_SneakTurnL" F)
aniAlias ("t_FistSneakTurnR" 20 "t_FistSneakTurnR" 0.2 0.2 M. "t_SneakTurnR" F)
/////////////////////
// FIST STRAFING
/////////////////////
ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.1 0.1 M. "Hum_FistStrafeL_M01.asc" F 0 18)
{
*eventSFXGrnd (0 "Run")
*eventSFXGrnd (9 "Run")
}
ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.1 0.1 M. "Hum_FistStrafeR_M01.asc" F 0 18)
{
*eventSFXGrnd (0 "Run")
*eventSFXGrnd (9 "Run")
}
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)
aniAlias ("t_FistSneakStrafeL" 1 "t_FistSneakStrafeL" 0.1 0.1 M. "t_SneakStrafeL" F)
aniAlias ("t_FistSneakStrafeR" 1 "t_FistSneakStrafeR" 0.1 0.1 M. "t_SneakStrafeL" R)
/////////////////////
// FIST TRANSITIONS
/////////////////////
// Movement-Modes
aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk" 0.1 0.1)
aniBlend ("t_FistWalk_2_FistRun" "s_FistRun" 0.1 0.1)
aniBlend ("t_FistRun_2_FistSneak" "s_FistSneak" 0.2 0.2)
aniBlend ("t_FistSneak_2_FistRun" "s_FistRun" 0.2 0.2)
aniBlend ("t_FistWalk_2_FistSneak" "s_FistSneak" 0.2 0.2)
aniBlend ("t_FistSneak_2_FistWalk" "s_FistWalk" 0.2 0.2)
aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.2 0.2)
aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.2 0.2)
aniBlend ("t_FistSneakL_2_FistRunL" "s_FistRunL" 0.2 0.2)
aniBlend ("t_FistRunL_2_FistSneakL" "s_FistSneakL" 0.2 0.2)
// aus dem Rennen direkt Springen
aniAlias ("t_FistRunL_2_Jump" 1 "s_Jump" 0.1 0.1 MF "t_RunL_2_Jump" F)
aniAlias ("t_FistRunR_2_Jump" 1 "s_Jump" 0.1 0.1 MF "t_RunL_2_Jump" F)
// nach dem Sprung direkt weiterrennen, wenn CursorUp weiterhin gedr<64>ckt
aniBlend ("t_Jump_2_FistRunL" "s_FistRunL" 0.2 0.2)
/////////////////////
// FIST FIGHTING
/////////////////////
// Attack-Combo
ani ("s_FistAttack" 1 "s_FistAttack" 0.0 0.2 M. "Hum_FistAttack_A01.asc" F 1 29)
{
*eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND")
*eventTag (0 "DEF_OPT_FRAME" "9 24")
*eventTag (0 "DEF_HIT_END" "15 29")
*eventTag (0 "DEF_WINDOW" "9 15 24 29")
*eventSFX (8 "WHOOSH" EMPTY_SLOT )
*eventSFX (19 "BACK" EMPTY_SLOT )
}
// w<>hrend des Laufens zuschlagen
ani ("t_FistAttackMove" 2 "" 0.2 0.2 M. "Hum_FistAttackMove.asc" F 1 29)
{
*eventTag (0 "DEF_HIT_LIMB" "BIP01 R FOOT")
*eventTag (0 "DEF_OPT_FRAME" "19")
*eventSFX (8 "WHOOSH" EMPTY_SLOT )
}
// Parade
ani ("t_FistParade_0" 1 "" 0.0 0.0 M. "Hum_FistParadeO.asc" F 1 12)
{
*eventTag (0 "DEF_WINDOW" "1 10")
}
// JumpBack
ani ("t_FistParadeJumpB" 1 "" 0.0 0.0 M. "Hum_FistParadeU.asc" F 1 12)
{
*eventTag (0 "DEF_WINDOW" "1 10")
}
/////////////////////////
// MAGIC MOVEMENT
//////////////////////////
// Mag-RUN
ani ("s_MagRun" 1 "s_MagRun" 0.1 0.1 MI "Hum_Amb_MagRun_M01.asc" F 1 50 FPS:10)
ani ("t_MagRun_2_MagRunL" 1 "s_MagRunL" 0.0 0.0 M. "Hum_MagRun_A01.asc" F 1 11)
// Mag-Run-Loop
ani ("s_MagRunL" 1 "s_MagRunL" 0.0 0.0 M. "Hum_MagRun_A01.asc" F 12 31)
ani ("t_MagRunL_2_MagRun" 1 "s_MagRun" 0.0 0.1 M. "Hum_MagRun_A01.asc" F 33 38)
aniBlend ("t_MagRunR_2_MagRun" "s_MagRun" 0.3 0.3)
// Mag-Run Backwards Movement
ani ("t_MagJumpB" 1 "s_MagRun" 0.0 0.2 M. "Hum_MagJumpB_A01.asc" F 1 14)
{
*eventSFXGrnd (6 "Run")
*eventSFXGrnd (9 "Run")
}
// Mag-WALK
aniAlias ("s_MagWalk" 1 "s_MagWalk" 0.1 0.1 MI "s_MagRun" F)
ani ("t_MagWalk_2_MagWalkL" 1 "s_MagWalkL" 0.0 0.0 M. "Hum_MagWalkLoop_A01.asc" F 1 9)
// Mag-Walk-Loop
ani ("s_MagWalkL" 1 "s_MagWalkL" 0.0 0.0 M. "Hum_MagWalkLoop_A01.asc" F 10 33)
ani ("t_MagWalkL_2_MagWalk" 1 "s_MagWalk" 0.0 0.0 M. "Hum_MagWalkLoop_A01.asc" F 34 39)
aniBlend ("t_MagWalkR_2_MagWalk" "s_MagWalk" 0.2 0.2)
// Mag-Walk Backwards Movement
aniBlend ("t_MagWalk_2_MagWalkBL" "s_MagWalkBL" 0.2 0.2)
// Mag-Walk-Loop backwards
aniAlias ("s_MagWalkBL" 1 "s_MagWalkBL" 0.0 0.0 M. "s_MagWalkL" R)
aniBlend ("t_MagWalkBL_2_MagWalk" "s_MagWalk" 0.2 0.2)
aniBlend ("t_MagWalkBR_2_MagWalk" "s_MagWalk" 0.2 0.2)
// Mag-SNEAK
aniAlias ("s_MagSneak" 1 "s_MagSneak" 0.3 0.3 MI "s_Sneak" F)
aniAlias ("t_MagSneak_2_MagSneakL" 1 "s_MagSneakL" 0.0 0.0 M. "t_Sneak_2_SneakL" F)
// Mag-Sneak-Loop
aniAlias ("s_MagSneakL" 1 "s_MagSneakL" 0.0 0.0 M. "s_SneakL" F)
aniBlend ("t_MagSneakL_2_MagSneak" "s_MagSneak" 0.2 0.2)
aniBlend ("t_MagSneakR_2_MagSneak" "s_MagSneak" 0.2 0.2)
// Mag-Sneak Backwards Movement
aniBlend ("t_MagSneak_2_MagSneakBL" "s_MagSneakBL" 0.2 0.2)
// Mag-Sneak-Loop backwards
aniAlias ("s_MagSneakBL" 1 "s_MagSneakBL" 0.0 0.0 M. "s_SneakL" R)
aniBlend ("t_MagSneakBL_2_MagSneak" "s_MagSneak" 0.2 0.2)
aniBlend ("t_MagSneakBR_2_MagSneak" "s_MagSneak" 0.2 0.2)
/////////////////////
// MAGIC TURNING
/////////////////////
ani ("t_MagRunTurnL" 20 "t_MagRunTurnL" 0.1 0.1 M. "Hum_MagTurnL_A01.asc" F 0 24)
{
*eventSFXGrnd (6 "Turn")
*eventSFXGrnd (12 "Turn")
*eventSFXGrnd (18 "Turn")
*eventSFXGrnd (24 "Turn")
}
ani ("t_MagRunTurnR" 20 "t_MagRunTurnR" 0.1 0.1 M. "Hum_MagTurnR_A01.asc" R 0 24)
{
*eventSFXGrnd (6 "Turn")
*eventSFXGrnd (12 "Turn")
*eventSFXGrnd (18 "Turn")
*eventSFXGrnd (24 "Turn")
}
aniAlias ("t_MagWalkTurnL" 20 "t_MagWalkTurnL" 0.5 0.5 M. "t_MagRunTurnL" F)
aniAlias ("t_MagWalkTurnR" 20 "t_MagWalkTurnR" 0.5 0.5 M. "t_MagRunTurnR" F)
aniAlias ("t_MagSneakTurnL" 20 "t_MagSneakTurnL" 0.2 0.2 M. "t_SneakTurnL" F)
aniAlias ("t_MagSneakTurnR" 20 "t_MagSneakTurnR" 0.2 0.2 M. "t_SneakTurnR" F)
/////////////////////
// MAGIC STRAFING
/////////////////////
ani ("t_MagRunStrafeL" 1 "t_MagRunStrafeL" 0.1 0.1 M. "Hum_MagStrafeL_A01.asc" F 1 18)
ani ("t_MagRunStrafeR" 1 "t_MagRunStrafeR" 0.1 0.1 M. "Hum_MagStrafeR_A01.asc" F 1 18)
aniAlias ("t_MagWalkStrafeL" 1 "t_MagWalkStrafeL" 0.1 0.1 M. "t_MagRunStrafeL" F)
aniAlias ("t_MagWalkStrafeR" 1 "t_MagWalkStrafeR" 0.1 0.1 M. "t_MagRunStrafeR" F)
aniAlias ("t_MagSneakStrafeL" 1 "t_MagSneakStrafeL" 0.1 0.1 M. "t_SneakStrafeL" F)
aniAlias ("t_MagSneakStrafeR" 1 "t_MagSneakStrafeR" 0.1 0.1 M. "t_SneakStrafeL" R)
//////////////////////
// MAGIC TRANSITIONS
//////////////////////
// Movement-Modes
aniBlend ("t_MagRun_2_MagWalk" "s_MagWalk" 0.1 0.1)
aniBlend ("t_MagWalk_2_MagRun" "s_MagRun" 0.1 0.1)
aniBlend ("t_MagRun_2_MagSneak" "s_MagSneak" 0.2 0.2)
aniBlend ("t_MagSneak_2_MagRun" "s_MagRun" 0.2 0.2)
aniBlend ("t_MagRunL_2_MagWalkL" "s_MagWalkL" 0.2 0.2)
aniBlend ("t_MagWalkL_2_MagRunL" "s_MagRunL" 0.2 0.2)
aniBlend ("t_MagSneakL_2_MagRunL" "s_MagRunL" 0.2 0.2)
aniBlend ("t_MagRunL_2_MagSneakL" "s_MagSneakL" 0.2 0.2)
// Stand
// aus dem Rennen direkt Springen
aniAlias ("t_MagRunL_2_Jump" 1 "s_Jump" 0.1 0.1 MF "t_RunL_2_Jump" F)
aniAlias ("t_MagRunR_2_Jump" 1 "s_Jump" 0.1 0.1 MF "t_RunL_2_Jump" F)
// nach dem Sprung direkt weiterrennen, wenn CursorUp weiterhin gedr<64>ckt
aniBlend ("t_Jump_2_MagRunL" "s_MagRunL" 0.2 0.1)
/////////////////////
// MAGIC FIGHTING (Sofort, Aufrechterhaltung & <20>berwindung identisch)
/////////////////////
// *** ??? *** wie werden Magie-Anis den Spells zugeordnet???
// Vergeblicher Cast-Versuch wenn zuwenig Mana oder kein Ziel (z.B. bei Transform)
ani ("t_CastFail" 1 "" 0.1 0.1 M. "Hum_SpellFail_A01.asc" F 1 34)
// Firebolt (Magic Missile), Thunderbolt,...
aniAlias ("t_MagRun_2_FBTShoot" 1 "s_FBTShoot" 0.1 0.0 M. "t_FiBCast_2_FiBShoot" F)
aniAlias ("s_FBTShoot" 1 "s_FBTShoot" 0.0 0.0 M. "s_FiBShoot" F)
aniAlias ("t_FBTShoot_2_Stand" 1 "" 0.0 0.1 M. "t_FiBShoot_2_Stand" F)
// Fireball, Thunderball,
ani ("t_MagRun_2_FiBCast" 1 "s_FiBCast" 0.1 0.0 M. "Hum_MagFireball_A03.asc" F 1 4)
ani ("s_FiBCast" 1 "s_FiBCast" 0.0 0.0 M. "Hum_MagFireball_A03.asc" F 5 55 FPS:10)
aniBlend ("t_FibCast_2_Stand" "" 0.1 0.2)
ani ("t_FiBCast_2_FiBShoot" 1 "s_FiBShoot" 0.0 0.0 M. "Hum_MagFireball_A03.asc" F 56 63)
ani ("s_FiBShoot" 1 "s_FiBShoot" 0.0 0.0 M. "Hum_MagFireball_A03.asc" F 64 64)
ani ("t_FiBShoot_2_Stand" 1 "" 0.0 0.1 M. "Hum_MagFireball_A03.asc" F 65 80 FPS:10)
// Windfist, Stormfist
ani ("t_MagRun_2_WndCast" 1 "s_WndCast" 0.1 0.0 M. "Hum_MagCastWin_M02.asc" F 1 4)
ani ("s_WndCast" 1 "s_WndCast" 0.0 0.0 M. "Hum_MagCastWin_M02.asc" F 5 34)
aniBlend ("t_WndCast_2_Stand" "" 0.2 0.2)
ani ("t_WndCast_2_WndShoot" 1 "s_WndShoot" 0.0 0.0 M. "Hum_MagCastWin_M02.asc" F 35 44)
ani ("s_WndShoot" 1 "s_WndShoot" 0.0 0.0 M. "Hum_MagCastWin_M02.asc" F 45 45)
ani ("t_WndShoot_2_Stand" 1 "" 0.0 0.1 M. "Hum_MagCastWin_M02.asc" F 46 50)
// Heal, Teleport,
ani ("t_MagRun_2_HeaShoot" 1 "s_HeaShoot" 0.1 0.0 M. "Hum_MagCastHeal_M01.asc" F 1 37 FPS:10)
ani ("s_HeaShoot" 1 "s_HeaShoot" 0.0 0.1 M. "Hum_MagCastHeal_M01.asc" F 37 300 FPS:10)
ani ("t_HeaShoot_2_Stand" 1 "" 0.0 0.1 M. "Hum_MagCastHeal_M01.asc" F 300 339 FPS:10)
// Pyrokinesis
ani ("t_MagRun_2_PyrShoot" 1 "s_PyrShoot" 0.1 0.0 M. "Hum_MagPyro_A01.asc" F 1 21)
ani ("s_PyrShoot" 1 "s_PyrShoot" 0.0 0.0 M. "Hum_MagPyro_A01.asc" F 22 32)
ani ("t_PyrShoot_2_Stand" 1 "" 0.0 0.1 M. "Hum_MagPyro_A01.asc" F 33 39)
// Fear, Massdeath, Fire-Rain, Ice-Wave
ani ("t_MagRun_2_FeaShoot" 1 "s_FeaShoot" 0.1 0.0 M. "Hum_MagEQuake_A03.asc" F 1 39)
ani ("s_FeaShoot" 1 "s_FeaShoot" 0.0 0.0 M. "Hum_MagEQuake_A03.asc" F 40 59)
ani ("t_FeaShoot_2_Stand" 1 "" 0.1 0.1 M. "Hum_MagEQuake_A03.asc" F 60 74)
// Transform
ani ("t_MagRun_2_TrfShoot" 1 "s_TrfShoot" 0.1 0.0 M. "Hum_MagTransform_A01.asc" F 1 39)
ani ("s_TrfShoot" 1 "s_TrfShoot" 0.0 0.0 M. "Hum_MagTransform_A01.asc" F 40 75)
ani ("t_TrfShoot_2_Stand" 1 "" 0.0 0.1 M. "Hum_MagTransform2Stand_M02.asc" F 0 80 FPS:10)
// Summon Demon/Skeleton/...
ani ("t_MagRun_2_SumShoot" 1 "s_SumShoot" 0.1 0.0 M. "Hum_MagSummon_A01.asc" F 1 29)
ani ("s_SumShoot" 1 "s_SumShoot" 0.0 0.0 M. "Hum_MagSummon_A01.asc" F 30 54)
ani ("t_SumShoot_2_Stand" 1 "" 0.0 0.1 M. "Hum_MagSummon_A01.asc" F 55 99 FPS:10)
// Massdeath by KaiRo
ani ("t_MagRun_2_MsdShoot" 1 "s_MsdShoot" 0.1 0.0 M. "Hum_TrainSpell3_A01.asc" F 1 91)
ani ("s_MsdShoot" 1 "s_MsdShoot" 0.0 0.0 M. "Hum_TrainSpell3_A01.asc" F 92 95)
ani ("t_MsdShoot_2_Stand" 1 "" 0.0 0.1 M. "Hum_TrainSpell3_A01.asc" F 96 150)
// ThunderStorm by KaiRo
ani ("t_MagRun_2_StmShoot" 1 "s_StmShoot" 0.1 0.0 M. "Hum_TrainSpell3_A01.asc" F 1 91)
ani ("s_StmShoot" 1 "s_StmShoot" 0.0 0.0 M. "Hum_TrainSpell3_A01.asc" F 92 95)
ani ("t_StmShoot_2_Stand" 1 "" 0.0 0.1 M. "Hum_TrainSpell3_A01.asc" F 96 150)
// IceCube
ani ("t_MagRun_2_FrzShoot" 1 "s_FrzShoot" 0.1 0.0 M. "Hum_MagPetrify_M01.asc" F 1 26)
ani ("s_FrzShoot" 1 "s_FrzShoot" 0.0 0.0 M. "Hum_MagPetrify_M01.asc" F 27 101 FPS:10)
ani ("t_FrzShoot_2_Stand" 1 "" 0.0 0.1 M. "Hum_MagPetrify_M01.asc" F 102 124)
// Light, Charm, Sleep, Berzerk,...
ani ("t_MagRun_2_SleShoot" 1 "s_SleShoot" 0.1 0.0 M. "Hum_MagLight_M01.asc" F 1 39 FPS:10)
ani ("s_SleShoot" 1 "s_SleShoot" 0.0 0.0 M. "Hum_MagLight_M01.asc" F 40 40)
ani ("t_SleShoot_2_Stand" 1 "" 0.0 0.1 M. "Hum_MagLight_M01.asc" F 41 59)
// Whirlwind
ani ("t_MagRun_2_WhiShoot" 1 "s_WhiShoot" 0.1 0.0 M. "Hum_Whirlwind_K01.asc" F 1 119)
ani ("s_WhiShoot" 1 "s_WhiShoot" 0.0 0.0 M. "Hum_Whirlwind_K01.asc" F 119 119)
ani ("t_WhiShoot_2_Stand" 1 "" 0.1 0.1 M. "Hum_Whirlwind_K01.asc" F 119 120)
// SuckEnergy
ani ("t_MagRun_2_SckShoot" 1 "s_SckShoot" 0.1 0.0 M. "Hum_SuckEnergy_Cast_K01.asc" F 1 119)
ani ("s_SckShoot" 1 "s_SckShoot" 0.0 0.0 M. "Hum_SuckEnergy_Cast_K01.asc" F 119 119)
ani ("t_SckShoot_2_Stand" 1 "" 0.1 0.1 M. "Hum_SuckEnergy_Cast_K01.asc" F 119 120)
///////////////////////
// MAGIC VICTIMS
///////////////////////
// Feuerschaden allgemein, z.B. Fireball, Pyrokinesis, ...
ani ("s_Fire_Victim" 1 "s_Fire_Victim" 0.0 0.0 M. "Hum_Fireball_Victim_A01.asc" F 1 49)
// Chainlightning, Thunderbolt, Thunderball, Pyrokinesis
ani ("t_Stand_2_Lightning_Victim" 1 "s_Lightning_Victim" 0.3 0.3 M. "Hum_Shocked_M01.asc" F 10 12)
ani ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Hum_Shocked_M01.asc" F 13 69)
// IceCube, IceWave
ani ("t_Stand_2_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "Hum_Stumble_M01.asc" F 1 3)
ani ("s_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "Hum_Stumble_M01.asc" F 4 4)
// Whirlwind
ani ("t_Stand_2_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.0 0.0 M. "Hum_Whirlwind_Victim_K01.asc" F 1 19)
ani ("s_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.0 0.0 M. "Hum_Whirlwind_Victim_K01.asc" F 20 64 FPS:35)
ani ("t_Whirlwind_Victim_2_Stand" 1 "" 0.0 0.2 M. "Hum_Whirlwind_Victim_K01.ASC" F 65 80)
// SuckEnergy
ani ("t_Stand_2_SuckEnergy_Victim" 1 "s_SuckEnergy_Victim" 0.0 0.0 M. "Hum_SuckEnergy_Victim_K01.asc" F 1 2)
ani ("s_SuckEnergy_Victim" 1 "t_SuckEnergy_Victim_2_Stand" 0.0 0.0 M. "Hum_SuckEnergy_Victim_K01.asc" F 2 247 FPS:25)
{
*eventPFX (25 1 "MFX_SUCKENERGY_ANI" "Bip01 Spine2" ATTACH)
//*eventPFX (50 2 "MFX_SUCKENERGY_ANI" "Bip01 Spine2" ATTACH)
*eventPFX (75 3 "MFX_SUCKENERGY_ANI" "Bip01 Spine2" ATTACH)
//*eventPFX (100 4 "MFX_SUCKENERGY_ANI" "Bip01 Spine2" ATTACH)
*eventPFX (125 5 "MFX_SUCKENERGY_ANI" "Bip01 Spine2" ATTACH)
//*eventPFX (150 6 "MFX_SUCKENERGY_ANI" "Bip01 Spine2" ATTACH)
*eventPFX (175 7 "MFX_SUCKENERGY_ANI" "Bip01 Spine2" ATTACH)
//*eventPFX (200 8 "MFX_SUCKENERGY_ANI" "Bip01 Spine2" ATTACH)
}
ani ("t_SuckEnergy_Victim_2_Stand" 1 "" 0.0 0.2 M. "Hum_SuckEnergy_Victim_K01.ASC" F 248 250 FPS:1)
// Inflate
ani ("t_Stand_2_Inflate_Victim" 1 "s_Inflate_Victim" 0.0 0.0 M. "Hum_Inflate_Victim_K01.asc" F 1 1)
ani ("s_Inflate_Victim" 1 "s_Inflate_Victim" 0.0 0.0 M. "Hum_Inflate_Victim_K01.asc" F 2 199)
{
*eventPFX (10 1 "MFX_INFLATE_FOUNTAIN_0" "BIP01 Spine2" ATTACH)
*eventPFX (28 2 "MFX_INFLATE_FOUNTAIN_15" "BIP01 Spine1" ATTACH)
*eventPFX (45 3 "MFX_INFLATE_FOUNTAIN_90" "BIP01 Spine2" ATTACH)
*eventPFX (55 3 "MFX_INFLATE_FOUNTAIN_250" "BIP01 Spine1" ATTACH)
*eventPFX (75 4 "MFX_INFLATE_FOUNTAIN_180" "BIP01 Pelvis" ATTACH)
*eventPFX (83 5 "MFX_INFLATE_FOUNTAIN_340" "BIP01 Neck" ATTACH)
*eventPFX (90 5 "MFX_INFLATE_FOUNTAIN_250" "BIP01 Spine2" ATTACH)
}
ani ("t_Inflate_Victim_2_Stand" 1 "" 0.0 0.2 M. "Hum_Inflate_Victim_K01.ASC" F 200 200)
// Swarm
ani ("t_Stand_2_Swarm_Victim" 1 "s_Swarm_Victim" 0.0 0.0 M. "Hum_Swarm_Victim_K01.ASC" F 1 1)
ani ("s_Swarm_Victim" 1 "s_Swarm_Victim" 0.0 0.0 M. "Hum_Swarm_Victim_K01.ASC" F 2 199 FPS:35)
{
*eventSFX (2 "MFX_SWARM_TARGET" EMPTY_SLOT)
*eventPFX (2 1 "MFX_SWARM_TARGET1" "BIP01 Spine2" ATTACH)
*eventPFX (3 1 "MFX_SWARM_TARGET2" "BIP01 Spine1" ATTACH)
*eventPFX (4 1 "MFX_SWARM_TARGET3" "BIP01 L Hand" ATTACH)
}
ani ("t_Swarm_Victim_2_Stand" 1 "" 0.0 0.2 M. "Hum_Swarm_Victim_K01.ASC" F 200 200)
// Greententacle
//variation A
ani ("t_Stand_2_GreententacleA_Victim" 1 "s_GreententacleA_Victim" 0.0 0.0 M. "Hum_Inflate_Victim_K01.asc" F 1 10)
ani ("s_GreententacleA_Victim" 1 "s_GreententacleA_Victim" 0.0 0.0 M. "Hum_Inflate_Victim_K01.asc" F 11 199)
ani ("t_GreententacleA_Victim_2_Stand" 1 "" 0.0 0.2 M. "Hum_Inflate_Victim_K01.ASC" F 200 200)
//variation B
ani ("t_Stand_2_GreententacleB_Victim" 1 "s_GreententacleB_Victim" 0.0 0.0 M. "Hum_Inflate_Victim_K01.asc" F 1 10)
ani ("s_GreententacleB_Victim" 1 "s_GreententacleB_Victim" 0.0 0.0 M. "Hum_Inflate_Victim_K01.asc" F 11 199 FPS:15)
ani ("t_GreententacleB_Victim_2_Stand" 1 "" 0.0 0.2 M. "Hum_Inflate_Victim_K01.ASC" F 200 200)
//variation C
ani ("t_Stand_2_GreententacleC_Victim" 1 "s_GreententacleC_Victim" 0.0 0.0 M. "Hum_Inflate_Victim_K01.asc" F 1 10)
ani ("s_GreententacleC_Victim" 1 "s_GreententacleC_Victim" 0.0 0.0 M. "Hum_Inflate_Victim_K01.asc" F 11 199 FPS:35)
ani ("t_GreententacleC_Victim_2_Stand" 1 "" 0.0 0.2 M. "Hum_Inflate_Victim_K01.ASC" F 200 200)
// Fear Victim Var 1
ani ("t_Stand_2_Fear_Victim1" 1 "s_Fear_Victim1" 0.0 0.0 M. "Hum_Victim_Fear.asc" F 1 3 )
ani ("s_Fear_Victim1" 1 "t_Fear_Victim_2_Stand" 0.0 0.0 M. "Hum_Victim_Fear.asc" F 4 90 )
{
*eventPFX (5 1 "MFX_FEAR_GHOST" "ZS_Righthand" ATTACH)
*eventPFX (6 2 "MFX_FEAR_GHOST" "ZS_Lefthand" ATTACH)
*eventPFX (7 3 "MFX_FEAR_GHOSTTRAIL" "ZS_Righthand" ATTACH)
*eventPFX (8 4 "MFX_FEAR_GHOSTTRAIL" "ZS_Lefthand" ATTACH)
*eventSFX (79 "MFX_FEAR_GHOSTEND" EMPTY_SLOT )
*eventPFX (80 5 "MFX_FEAR_GHOSTEND" "BIP01" )
}
// Fear Victim Var 2
ani ("t_Stand_2_Fear_Victim2" 1 "s_Fear_Victim2" 0.0 0.0 M. "Hum_Victim_Fear.asc" F 1 3 FPS:19)
ani ("s_Fear_Victim2" 1 "t_Fear_Victim_2_Stand" 0.0 0.0 M. "Hum_Victim_Fear.asc" F 4 90 FPS:19)
{
*eventPFX (5 1 "MFX_FEAR_GHOST" "ZS_Righthand" ATTACH)
*eventPFX (6 2 "MFX_FEAR_GHOST" "ZS_Lefthand" ATTACH)
*eventPFX (7 3 "MFX_FEAR_GHOSTTRAIL" "ZS_Righthand" ATTACH)
*eventPFX (8 4 "MFX_FEAR_GHOSTTRAIL" "ZS_Lefthand" ATTACH)
*eventPFX (79 5 "MFX_FEAR_GHOSTEND" "BIP01" )
*eventSFX (80 "MFX_FEAR_GHOSTEND" EMPTY_SLOT )
}
// Fear Victim Var 3
ani ("t_Stand_2_Fear_Victim3" 1 "s_Fear_Victim3" 0.0 0.0 M. "Hum_Victim_Fear.asc" F 1 3 FPS:15)
ani ("s_Fear_Victim3" 1 "t_Fear_Victim_2_Stand" 0.0 0.0 M. "Hum_Victim_Fear.asc" F 4 90 FPS:15)
{
*eventPFX (5 1 "MFX_FEAR_GHOST" "ZS_Righthand" ATTACH)
*eventPFX (6 2 "MFX_FEAR_GHOST" "ZS_Lefthand" ATTACH)
*eventPFX (7 3 "MFX_FEAR_GHOSTTRAIL" "ZS_Righthand" ATTACH)
*eventPFX (8 4 "MFX_FEAR_GHOSTTRAIL" "ZS_Lefthand" ATTACH)
*eventSFX (79 "MFX_FEAR_GHOSTEND" EMPTY_SLOT )
*eventPFX (80 5 "MFX_FEAR_GHOSTEND" "BIP01" )
}
// Fear Victim 2 Stand
ani ("t_Fear_Victim_2_Stand" 1 "" 0.0 0.0 M. "Hum_Victim_Fear.asc" F 91 125 )
// Sleep Victim
ani ("t_Stand_2_Victim_Sle" 1 "s_Victim_Sle" 0.1 0.0 M. "Hum_Spell_Sleep_Jue00_fr175.ASC" F 1 174 FPS:10)
{
*eventPFX (2 1 "MFX_SLEEP_TARGET" "Bip01" )
}
ani ("s_Victim_Sle" 1 "s_Victim_Sle" 0.1 0.1 M. "Hum_Spell_Sleep_Ambient_Jue00_fr50.ASC" F 0 49 FPS:10)
ani ("t_Victim_Sle_2_Stand" 1 "" 0.0 0.2 M. "Hum_Spell_Sleep_StandUpJue00.ASC" F 1 119 FPS:10)
///////////////////////
// 1H MOVEMENT
///////////////////////
// 1h-RUN
ani ("s_1hRun" 1 "s_1hRun" 0.1 0.1 MI "Hum_Amb_1hRunT0_A01.asc" F 1 50 FPS:10)
ani ("t_1hRun_2_1hRunL" 1 "s_1hRunL" 0.1 0.0 M. "Hum_1hRunT0_A01.asc" F 1 11)
// 1h-Run-Loop
ani ("s_1hRunL" 1 "s_1hRunL" 0.0 0.0 M. "Hum_1hRunT0_A01.asc" F 12 31)
{
*eventSFXGrnd (12 "Run")
*eventSFXGrnd (22 "Run")
}
ani ("t_1hRunL_2_1hRun" 1 "s_1hRun" 0.0 0.0 M. "Hum_1hRunT0_A01.asc" F 32 38)
{
*eventSFXGrnd (32 "Run")
*eventSFXGrnd (37 "Run")
}
aniBlend ("t_1hRunR_2_1hRun" "s_1hRun" 0.2 0.2)
// 1h-Run Backwards Movement
ani ("t_1hJumpB" 1 "s_1hRun" 0.2 0.3 M. "Hum_1hParadeJumpT0_A01.asc" F 1 14)
// 1h-WALK
aniAlias ("s_1hWalk" 1 "s_1hWalk" 0.0 0.0 MI "s_1hRun" F)
ani ("t_1hWalk_2_1hWalkL" 1 "s_1hWalkL" 0.1 0.0 M. "Hum_1hWalkT0_A01.asc" F 4 18)
{
*eventSFXGrnd (15 "Run")
}
// 1h-Walk-Loop
ani ("s_1hWalkL" 1 "s_1hWalkL" 0.0 0.0 M. "Hum_1hWalkT0_A01.asc" F 19 38)
{
*eventSFXGrnd (27 "Run")
*eventSFXGrnd (36 "Run")
}
ani ("t_1hWalkL_2_1hWalk" 1 "s_1hWalk" 0.0 0.1 M. "Hum_1hWalkT0_A01.asc" F 39 49)
{
*eventSFXGrnd (47 "Run")
*eventSFXGrnd (49 "Run")
}
aniBlend ("t_1hWalkR_2_1hWalk" "s_1hWalk" 0.2 0.2)
// 1h-Walk Backwards Movement
aniAlias ("t_1hWalk_2_1hWalkBL" 1 "s_1hWalkBL" 0.0 0.0 M. "t_1hWalkL_2_1hWalk" R)
// 1h-Walk-Loop backwards
aniAlias ("s_1hWalkBL" 1 "s_1hWalkBL" 0.0 0.0 M. "s_1hWalkL" R)
aniAlias ("t_1hWalkBL_2_1hWalk" 1 "s_1hWalk" 0.0 0.0 M. "t_1hWalk_2_1hWalkL" R)
aniBlend ("t_1hWalkBR_2_1hWalk" "s_1hWalk" 0.2 0.2)
{
*eventSFXGrnd (22 "Run")
}
// 1h-SNEAK
ani ("s_1hSneak" 1 "s_1hSneak" 0.1 0.1 MI "Hum_Amb_1hSneak_M01.asc" F 1 50 FPS:10)
ani ("t_1hSneak_2_1hSneakL" 1 "s_1hSneakL" 0.0 0.0 M. "Hum_1hSneak.asc" F 1 11)
// 1h-Sneak-Loop
ani ("s_1hSneakL" 1 "s_1hSneakL" 0.1 0.1 M. "Hum_1hSneak.asc" F 12 52)
ani ("t_1hSneakL_2_1hSneak" 1 "s_1hSneak" 0.0 0.1 M. "Hum_1hSneak.asc" F 53 88)
ani ("t_1hSneakR_2_1hSneak" 1 "s_1hSneak" 0.2 0.1 M. "Hum_1hSneak.asc" F 73 88)
// 1h-Sneak Backwards Movement
aniAlias ("t_1hSneak_2_1hSneakBL" 1 "s_1hSneakBL" 0.2 0.0 M. "t_1hSneakL_2_1hSneak" R)
// 1h-Sneak-Loop backwards
aniAlias ("s_1hSneakBL" 1 "s_1hSneakBL" 0.2 0.2 M. "s_1hSneakL" R)
aniAlias ("t_1hSneakBL_2_1hSneak" 1 "s_1hSneak" 0.0 0.2 M. "t_1hSneak_2_1hSneakL" R)
///////////////////////
// 1H TURNING
///////////////////////
ani ("t_1hRunTurnL" 20 "t_1hRunTurnL" 0.1 0.1 M. "Hum_1hTurnT0_A01.asc" F 0 24 FPS:10)
{
*eventSFXGrnd (10 "Run")
*eventSFXGrnd (23 "Run")
}
ani ("t_1hRunTurnR" 20 "t_1hRunTurnR" 0.1 0.1 M. "Hum_1hTurnT0_A01.asc" F 25 49 FPS:10)
{
*eventSFXGrnd (33 "Run")
*eventSFXGrnd (42 "Run")
}
aniAlias ("t_1hWalkTurnL" 20 "t_1hWalkTurnL" 0.1 0.1 M. "t_1hRunTurnL" F)
aniAlias ("t_1hWalkTurnR" 20 "t_1hWalkTurnR" 0.1 0.1 M. "t_1hRunTurnR" F)
ani ("t_1hSneakTurnL" 20 "t_1hSneakTurnL" 0.1 0.1 M. "Hum_1hSneakTurnLR.asc" F 1 24)
ani ("t_1hSneakTurnR" 20 "t_1hSneakTurnR" 0.1 0.1 M. "Hum_1hSneakTurnLR.asc" F 26 49)
///////////////////////
// 1H STRAFING
///////////////////////
ani ("t_1hRunStrafeL" 1 "t_1hRunStrafeL" 0.1 0.1 M. "Hum_1hStrafeLT0_M01.asc" F 0 18)
{
*eventSFXGrnd (0 "Run")
*eventSFXGrnd (9 "Run")
}
ani ("t_1hRunStrafeR" 1 "t_1hRunStrafeR" 0.1 0.1 M. "Hum_1hStrafeRT0_M01.asc" F 0 18)
{
*eventSFXGrnd (0 "Run")
*eventSFXGrnd (9 "Run")
}
aniAlias ("t_1hWalkStrafeL" 1 "t_1hWalkStrafeL" 0.1 0.1 M. "t_1hRunStrafeR" R)
aniAlias ("t_1hWalkStrafeR" 1 "t_1hWalkStrafeR" 0.1 0.1 M. "t_1hRunStrafeR" F)
ani ("t_1hSneakStrafeL" 1 "t_1hSneakStrafeL" 0.1 0.1 M. "Hum_1hSneakStrafeLR_A01.asc" F 1 20)
aniAlias ("t_1hSneakStrafeR" 1 "t_1hSneakStrafeR" 0.1 0.1 M. "t_1hSneakStrafeL" R)
///////////////////////
// 1H TRANSITIONS
///////////////////////
// Movement-Modes
aniBlend ("t_1hRun_2_1hWalk" "s_1hWalk" 0.0 0.2)
aniBlend ("t_1hWalk_2_1hRun" "s_1hRun" 0.0 0.2)
ani ("t_1hRun_2_1hSneak" 1 "s_1hSneak" 0.1 0.1 M. "Hum_1hRun_2_Sneak_A01.asc" F 1 6)
aniAlias ("t_1hSneak_2_1hRun" 1 "s_1hRun" 0.1 0.1 M. "t_1hRun_2_1hSneak" R)
aniBlend ("t_1hRunL_2_1hWalkL" "s_1hWalkL" 0.2 0.2)
aniBlend ("t_1hWalkL_2_1hRunL" "s_1hRunL" 0.2 0.2)
aniBlend ("t_1hSneakL_2_1hRunL" "s_1hRunL" 0.2 0.2)
aniBlend ("t_1hRunL_2_1hSneakL" "s_1hSneakL" 0.2 0.2)
aniBlend ("t_1hSneak_2_1hWalk" "s_1hWalk" 0.2 0.2)
aniBlend ("t_1hWalk_2_1hSneak" "s_1hSneak" 0.2 0.2)
// aus dem Rennen direkt Springen
aniAlias ("t_1hRunL_2_Jump" 1 "s_Jump" 0.0 0.1 MF "t_RunL_2_Jump" F)
aniAlias ("t_1hRunR_2_Jump" 1 "s_Jump" 0.0 0.1 MF "t_RunL_2_Jump" F)
// nach dem Sprung direkt weiterrennen, wenn CursorUp weiterhin gedr<64>ckt
aniBlend ("t_Jump_2_1hRunL" "s_1hRunL" 0.2 0.2)
///////////////////////
// 1H SWORD FIGHTING
///////////////////////
ani ("s_1hAttack" 1 "s_1hAttack" 0.0 0.0 M. "Hum_1hAttackComboT0_A01.asc" F 1 40)
{
*eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND")
*eventTag (0 "DEF_OPT_FRAME" "6 30")
*eventTag (0 "DEF_HIT_END" "21 39")
*eventTag (0 "DEF_WINDOW" "12 26")
// 37 50")35 42
*eventSFX (5 "WHOOSH" EMPTY_SLOT )
*eventSFX (13 "BACK" EMPTY_SLOT )
*eventSFX (29 "WHOOSH" EMPTY_SLOT )
}
// *eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND")
// *eventTag (0 "DEF_OPT_FRAME" "8 40")
// *eventTag (0 "DEF_HIT_END" "29 55")
// *eventTag (0 "DEF_WINDOW" "16 35 45 55")
// ani ("s_1hAttack" 1 "s_1hAttack" 0.0 0.2 M. "Hum_1hAttackComboT0_M01.asc" F 1 20)
// {
// *eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND")
// *eventTag (0 "DEF_OPT_FRAME" "5")
// *eventTag (0 "DEF_HIT_END" "37")
// *eventTag (0 "DEF_WINDOW" "18 19")
// *eventSFX (5 "WHOOSH" EMPTY_SLOT )
// *eventSFX (18 "BACK" EMPTY_SLOT )
// }
// Parade
ani ("t_1hParade_0" 1 "" 0.1 0.0 M. "Hum_1hParadeT0_A01.asc" F 1 15)
{
*eventTag (1 "DEF_WINDOW" "0 12")
*eventSFX (2 "D_PARADE" EMPTY_SLOT )
}
ani ("t_1hParade_0_A2" 1 "" 0.1 0.0 M. "Hum_1hParadeT0_A01.asc" F 16 30)
{
*eventTag (0 "DEF_WINDOW" "0 12")
*eventSFX (18 "D_PARADE" EMPTY_SLOT )
}
ani ("t_1hParade_0_A3" 1 "" 0.1 0.0 M. "Hum_1hParadeT0_A01.asc" F 31 45)
{
*eventTag (0 "DEF_WINDOW" "0 12")
*eventSFX (33 "D_PARADE" EMPTY_SLOT )
}
ani ("t_1hParadeJumpB" 1 "" 0.0 0.0 M. "Hum_1hParadeJumpT0_A01.asc" F 1 14)
{
*eventTag (0 "DEF_WINDOW" "1 12")
*eventSFX (2 "D_PARADE" EMPTY_SLOT )
}
// Drehschl<68>ge
ani ("t_1hAttackL" 1 "" 0.0 0.1 M. "Hum_1hAttackT0_M01.asc" F 1 30)
{
*eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND")
*eventTag (0 "DEF_OPT_FRAME" "5")
*eventTag (0 "DEF_HIT_END" "29")
*eventTag (0 "DEF_WINDOW" "15 29")
*eventSFX (5 "Whoosh" EMPTY_SLOT )
}
ani ("t_1hAttackR" 1 "" 0.0 0.1 M. "Hum_1hAttackT0_M01.asc" F 31 60)
{
*eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND")
*eventTag (0 "DEF_OPT_FRAME" "5")
*eventTag (0 "DEF_HIT_END" "29")
*eventTag (0 "DEF_WINDOW" "15 29")
*eventSFX (33 "Whoosh" EMPTY_SLOT )
}
// w<>hrend des Laufens zuschlagen
ani ("t_1hAttackMove" 2 "" 0.1 0.2 M. "Hum_1hS_MoveAttack_M01.asc" F 1 29)
{
*eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND")
*eventTag (0 "DEF_OPT_FRAME" "16")
*eventSFX (12 "Whoosh" EMPTY_SLOT )
}
// Todessto<74> - Entfernung zwischen Bip01 Angreifer und Bip01 Opfer ca. 200 cm
ani ("t_1hSFinish" 1 "" 0.1 0.1 M. "Hum_1hSFinish_A01.asc" F 1 89)
{
*eventSFX (25 "FIG_SwordFinal" EMPTY_SLOT )
}
aniAlias ("t_2hSFinish" 1 "" 0.1 0.1 M. "t_1hSFinish" F)
// Dead Anis f<>r t_1hSFinish
ani ("t_Wounded_2_Dead" 1 "s_Dead" 0.1 0.1 M. "Hum_Wound2Dead_A01.asc" F 1 89 CVS:0.1)
ani ("t_WoundedB_2_DeadB" 1 "s_DeadB" 0.1 0.1 M. "Hum_WoundB2DeadB_A01.asc" F 1 89 CVS:0.1)
// K.O gegangen (1 Lebensp<73>ppel <20>brig)
ani ("t_Stand_2_Wounded" 1 "s_Wounded" 0.2 0.1 M. "Hum_KnockedOut_M01.asc" F 1 49 FPS:10 CVS:0.1)
{
*eventSFXGrnd (30 "Run" )
*eventSFX (47 "M_FALL_SMALL" EMPTY_SLOT )
}
ani ("s_Wounded" 1 "s_Wounded" 0.1 0.1 M. "Hum_Wounded_Try_A01.asc" F 1 45 CVS:0.1)
ani ("t_Wounded_2_Stand" 1 "" 0.1 0.1 M. "Hum_KnockedOut_M01.asc" F 100 184 FPS:10 CVS:0.1)
// Nach Vorne fallen
ani ("t_Stand_2_WoundedB" 1 "s_WoundedB" 0.2 0.1 M. "Hum_WoundedB_M01.asc" F 1 34 FPS:10 CVS:0.1)
{
*eventSFX (23 "M_FALL_SMALL" EMPTY_SLOT )
}
ani ("s_WoundedB" 1 "s_WoundedB" 0.1 0.1 M. "HUM_WOUNDEDBAMBIENT_A01.ASC" F 1 40 CVS:0.1)
ani ("t_WoundedB_2_Stand" 1 "" 0.1 0.1 M. "Hum_WoundedB_M01.asc" F 35 134 FPS:10 CVS:0.1)
//////////////////////////
// 2H MOVEMENT
//////////////////////////
// 2h-RUN
ani ("s_2hRun" 1 "s_2hRun" 0.1 0.1 MI "Hum_Amb_2hRunT1_M01.asc" F 1 60 FPS:10)
ani ("t_2hRun_2_2hRunL" 1 "s_2hRunL" 0.1 0.1 M. "Hum_2hRunT1.asc" F 1 11)
ani ("s_2hRunL" 1 "s_2hRunL" 0.1 0.1 M. "Hum_2hRunT1.asc" F 12 31)
{
*eventSFXGrnd (12 "Run")
*eventSFXGrnd (22 "Run")
}
ani ("t_2hRunL_2_2hRun" 1 "s_2hRun" 0.1 0.2 M. "Hum_2hRunT1.asc" F 32 38)
{
*eventSFXGrnd (32 "Run")
*eventSFXGrnd (37 "Run")
}
aniBlend ("t_2hRunR_2_2hRun" "s_2hRun" 0.2 0.2)
// 2h-Run Backwards Movement
ani ("t_2hJumpB" 1 "s_2hRun" 0.0 0.0 M. "Hum_2hParadeJump.asc" F 1 24)
// 2h-WALK
aniAlias ("s_2hWalk" 1 "s_2hWalk" 0.1 0.1 MI "s_2hRun" F)
ani ("t_2hWalk_2_2hWalkL" 1 "s_2hWalkL" 0.0 0.0 M. "Hum_2hWalkT1.asc" F 1 18)
{
*eventSFXGrnd (15 "Run")
}
ani ("s_2hWalkL" 1 "s_2hWalkL" 0.0 0.1 M. "Hum_2hWalkT1.asc" F 19 38)
{
*eventSFXGrnd (27 "Run")
*eventSFXGrnd (36 "Run")
}
ani ("t_2hWalkL_2_2hWalk" 1 "s_2hWalk" 0.0 0.1 M. "Hum_2hWalkT1.asc" F 39 49)
{
*eventSFXGrnd (47 "Run")
*eventSFXGrnd (49 "Run")
}
aniBlend ("t_2hWalkR_2_2hWalk" "s_2hWalk" 0.2 0.2)
// 2h-Walk Backwards Movement
aniAlias ("t_2hWalk_2_2hWalkBL" 1 "s_2hWalkBL" 0.0 0.0 M. "t_2hWalkL_2_2hWalk" R)
aniAlias ("s_2hWalkBL" 1 "s_2hWalkBL" 0.0 0.0 M. "s_2hWalkL" R)
aniAlias ("t_2hWalkBL_2_2hWalk" 1 "s_2hWalk" 0.0 0.0 M. "t_2hWalk_2_2hWalkL" R)
aniBlend ("t_2hWalkBR_2_2hWalk" "s_2hWalk" 0.2 0.2)
// 2h-SNEAK
ani ("s_2hSneak" 1 "s_2hSneak" 0.1 0.1 M. "Hum_Amb_2hSneak_M01.asc" F 1 50 FPS:10)
ani ("t_2hSneak_2_2hSneakL" 1 "s_2hSneakL" 0.0 0.0 M. "Hum_2hSneak.asc" F 1 11)
ani ("s_2hSneakL" 1 "s_2hSneakL" 0.0 0.1 M. "Hum_2hSneak.asc" F 12 52)
ani ("t_2hSneakL_2_2hSneak" 1 "s_2hSneak" 0.0 0.1 M. "Hum_2hSneak.asc" F 53 88 FPS:10)
ani ("t_2hSneakR_2_2hSneak" 1 "s_2hSneak" 0.2 0.1 M. "Hum_2hSneak.asc" F 73 88)
// 2h-Sneak Backwards Movement
aniAlias ("t_2hSneak_2_2hSneakBL" 1 "s_2hSneakBL" 0.0 0.0 M. "t_2hSneakL_2_2hSneak" R)
aniAlias ("s_2hSneakBL" 1 "s_2hSneakBL" 0.0 0.1 M. "s_2hSneakL" R)
aniAlias ("t_2hSneakBL_2_2hSneak" 1 "s_2hSneak" 0.0 0.1 M. "t_2hSneak_2_2hSneakL" R)
aniBlend ("t_2hSneakBR_2_2hSneak" "s_2hSneak" 0.2 0.1)
///////////////////////
// 2H TURNING
///////////////////////
ani ("t_2hRunTurnL" 20 "t_2hRunTurnL" 0.1 0.1 M. "Hum_2hTurnT1.asc" F 0 24)
aniAlias ("t_2hRunTurnR" 20 "t_2hRunTurnR" 0.1 0.1 M. "t_2hRunTurnL" R)
aniAlias ("t_2hWalkTurnL" 20 "t_2hWalkTurnL" 0.1 0.1 M. "t_2hRunTurnL" F)
aniAlias ("t_2hWalkTurnR" 20 "t_2hWalkTurnR" 0.1 0.1 M. "t_2hRunTurnL" R)
ani ("t_2hSneakTurnL" 20 "t_2hSneakTurnL" 0.1 0.1 M. "Hum_2hSneakTurnLR.asc" F 1 24)
ani ("t_2hSneakTurnR" 20 "t_2hSneakTurnR" 0.1 0.1 M. "Hum_2hSneakTurnLR.asc" F 26 49)
///////////////////////
// 2H STRAFING
///////////////////////
ani ("t_2hRunStrafeL" 1 "t_2hRunStrafeL" 0.1 0.1 M. "Hum_2hStrafeLT0_M01.asc" F 0 18)
{
*eventSFXGrnd (0 "Run")
*eventSFXGrnd (9 "Run")
}
ani ("t_2hRunStrafeR" 1 "t_2hRunStrafeR" 0.1 0.1 M. "Hum_2hStrafeRT0_M01.asc" F 0 18)
{
*eventSFXGrnd (0 "Run")
*eventSFXGrnd (9 "Run")
}
aniAlias ("t_2hWalkStrafeL" 1 "t_2hWalkStrafeL" 0.1 0.1 M. "t_2hRunStrafeL" F)
aniAlias ("t_2hWalkStrafeR" 1 "t_2hWalkStrafeR" 0.1 0.1 M. "t_2hRunStrafeL" R)
ani ("t_2hSneakStrafeL" 1 "t_2hSneakStrafeL" 0.1 0.1 M. "Hum_2hSneakStrafe_A01.asc" F 1 20)
aniAlias ("t_2hSneakStrafeR" 1 "t_2hSneakStrafeR" 0.0 0.0 M. "t_2hSneakStrafeL" R)
///////////////////////
// 2H TRANSITIONS
///////////////////////
//Movement-Modes
aniBlend ("t_2hRun_2_2hWalk" "s_2hWalk" 0.2 0.2)
aniBlend ("t_2hWalk_2_2hRun" "s_2hRun" 0.2 0.2)
ani ("t_2hRun_2_2hSneak" 1 "s_2hSneak" 0.1 0.1 M. "Hum_2hRunT1Sneak.asc" F 1 9)
aniAlias ("t_2hSneak_2_2hRun" 1 "s_2hRun" 0.1 0.1 M. "t_2hRun_2_2hSneak" R)
aniBlend ("t_2hRunL_2_2hWalkL" "s_2hWalkL" 0.2 0.2)
aniBlend ("t_2hWalkL_2_2hRunL" "s_2hRunL" 0.2 0.2)
aniBlend ("t_2hSneakL_2_2hRunL" "s_2hRunL" 0.2 0.2)
aniBlend ("t_2hRunL_2_2hSneakL" "s_2hSneakL" 0.2 0.2)
aniBlend ("t_2hSneak_2_2hWalk" "s_2hWalk" 0.2 0.2)
aniBlend ("t_2hWalk_2_2hSneak" "s_2hSneak" 0.2 0.2)
// aus dem Rennen direkt Springen
aniAlias ("t_2hRunL_2_Jump" 1 "s_Jump" 0.1 0.1 MF "t_RunL_2_Jump" F)
aniAlias ("t_2hRunR_2_Jump" 1 "s_Jump" 0.1 0.1 MF "t_RunL_2_Jump" F)
// nach dem Sprung direkt weiterrennen, wenn CursorUp weiterhin gedr<64>ckt
aniBlend ("t_Jump_2_2hRunL" "s_2hRunL" 0.2 0.1)
///////////////////////
// 2H FIGHTING
///////////////////////
// Kampf ohne Talent
// Attacks
ani ("s_2hAttack" 1 "s_2hAttack" 0.0 0.2 M. "Hum_2hAttackComboT0_A01.asc" F 1 50)
{
*eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND")
*eventTag (0 "DEF_OPT_FRAME" "8 37")
*eventTag (0 "DEF_HIT_END" "25 45")
*eventTag (0 "DEF_WINDOW" "14 31")
*eventSFX (8 "Whoosh" EMPTY_SLOT )
*eventSFX (37 "Whoosh" EMPTY_SLOT )
}
// Drehschl<68>ge
ani ("t_2hAttackL" 1 "" 0.0 0.2 M. "Hum_2hAttackT0_M01.asc" F 1 36)
{
*eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND")
*eventTag (0 "DEF_OPT_FRAME" "6")
*eventTag (0 "DEF_HIT_END" "35")
*eventTag (0 "DEF_WINDOW" "18 35")
*eventSFX (6 "Whoosh" EMPTY_SLOT )
}
ani ("t_2hAttackR" 1 "" 0.0 0.2 M. "Hum_2hAttackT0_M01.asc" F 37 72)
{
*eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND")
*eventTag (0 "DEF_OPT_FRAME" "6")
*eventTag (0 "DEF_HIT_END" "29")
*eventTag (0 "DEF_WINDOW" "18 35")
*eventSFX (42 "Whoosh" EMPTY_SLOT )
}
// Parade
ani ("t_2hParade_0" 1 "" 0.1 0.0 M. "Hum_2hParadeT0_A01.asc" F 1 15)
{
*eventTag (0 "DEF_WINDOW" "0 12")
*eventSFX (2 "D_PARADE" EMPTY_SLOT )
}
ani ("t_2hParade_0_A2" 1 "" 0.1 0.0 M. "Hum_2hParadeT0_A01.asc" F 16 30)
{
*eventTag (0 "DEF_WINDOW" "0 12")
*eventSFX (18 "D_PARADE" EMPTY_SLOT )
}
ani ("t_2hParade_0_A3" 1 "" 0.1 0.0 M. "Hum_2hParadeT0_A01.asc" F 31 45)
{
*eventTag (0 "DEF_WINDOW" "0 12")
*eventSFX (33 "D_PARADE" EMPTY_SLOT )
}
ani ("t_2hParadeJumpB" 1 "" 0.0 0.0 M. "Hum_2hParadeJump.asc" F 1 24)
{
*eventTag (0 "DEF_WINDOW" "1 20")
*eventSFX (2 "D_PARADE" EMPTY_SLOT )
}
// w<>hrend des Laufens zuschlagen
ani ("t_2hAttackMove" 2 "" 0.1 0.2 M. "Hum_2hAttackMove_A01.asc" F 1 23)
{
*eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND")
*eventTag (0 "DEF_OPT_FRAME" "14")
*eventSFX (12 "Whoosh" EMPTY_SLOT )
}
//////////////////////////
// BOW MOVEMENT
//////////////////////////
// Bow-RUN
ani ("s_BowRun" 1 "s_BowRun" 0.1 0.1 MI "Hum_Amb_BowRun_M01.asc" F 1 60 FPS:10)
ani ("t_BowRun_2_BowRunL" 1 "s_BowRunL" 0.0 0.0 M. "Hum_BowRun.asc" F 1 11)
ani ("s_BowRunL" 1 "s_BowRunL" 0.0 0.0 M. "Hum_BowRun.asc" F 12 31)
{
*eventSFXGrnd (12 "Run")
*eventSFXGrnd (22 "Run")
}
ani ("t_BowRunL_2_BowRun" 1 "s_BowRun" 0.0 0.0 M. "Hum_BowRun.asc" F 32 38)
{
*eventSFXGrnd (32 "Run")
*eventSFXGrnd (37 "Run")
}
aniBlend ("t_BowRunR_2_BowRun" "s_BowRun" 0.2 0.2)
// Bow-Run Backwards Movement
ani ("t_BowJumpB" 1 "s_BowRun" 0.1 0.1 M. "Hum_BowJumpB.asc" F 1 14)
{
*eventSFXGrnd (9 "Run")
*eventSFXGrnd (12 "Run")
}
// Bow-WALK
aniAlias ("s_BowWalk" 1 "s_BowWalk" 0.1 0.1 MI "s_BowRun" F)
ani ("t_BowWalk_2_BowWalkL" 1 "s_BowWalkL" 0.1 0.0 M. "Hum_BowWalk.asc" F 1 18)
{
*eventSFXGrnd (15 "Run")
}
ani ("s_BowWalkL" 1 "s_BowWalkL" 0.0 0.1 M. "Hum_BowWalk.asc" F 19 38)
{
*eventSFXGrnd (27 "Run")
*eventSFXGrnd (36 "Run")
}
ani ("t_BowWalkL_2_BowWalk" 1 "s_BowWalk" 0.0 0.1 M. "Hum_BowWalk.asc" F 39 49)
{
*eventSFXGrnd (47 "Run")
*eventSFXGrnd (49 "Run")
}
aniBlend ("t_BowWalkR_2_BowWalk" "s_BowWalk" 0.2 0.2)
// Bow-Walk Backwards Movement
aniAlias ("t_BowWalk_2_BowWalkBL" 1 "s_BowWalkBL" 0.0 0.0 M. "t_BowWalkL_2_BowWalk" R)
aniAlias ("s_BowWalkBL" 1 "s_BowWalkBL" 0.0 0.1 M. "s_BowWalkL" R)
aniAlias ("t_BowWalkBL_2_BowWalk" 1 "s_BowWalk" 0.0 0.0 M. "t_BowWalk_2_BowWalkL" R)
aniBlend ("t_BowWalkBR_2_BowWalk" "s_BowWalk" 0.2 0.2)
// Bow-SNEAK
ani ("s_BowSneak" 1 "s_BowSneak" 0.1 0.1 MI "Hum_Amb_BowSneak_M01.asc" F 1 50 FPS:10)
ani ("t_BowSneak_2_BowSneakL" 1 "s_BowSneakL" 0.0 0.0 M. "Hum_BowSneak.asc" F 11 21)
// Bow-Sneak-Loop
ani ("s_BowSneakL" 1 "s_BowSneakL" 0.0 0.0 M. "Hum_BowSneak.asc" F 22 61)
ani ("t_BowSneakL_2_BowSneak" 1 "s_BowSneak" 0.0 0.1 M. "Hum_BowSneak.asc" F 62 98 FPS:10)
aniBlend ("t_BowSneakR_2_BowSneak" "s_BowSneak" 0.2 0.2)
// Bow-Sneak Backwards Movement
aniAlias ("t_BowSneak_2_BowSneakBL" 1 "s_BowSneakBL" 0.0 0.0 M. "t_BowSneakL_2_BowSneak" R)
aniAlias ("s_BowSneakBL" 1 "s_BowSneakBL" 0.0 0.0 M. "s_BowSneakL" R)
aniAlias ("t_BowSneakBL_2_BowSneak" 1 "s_BowSneak" 0.0 0.0 M. "t_BowSneak_2_BowSneakL" R)
aniBlend ("t_BowSneakBR_2_BowSneak" "s_BowSneak" 0.2 0.2)
//////////////////////////
// BOW TURNING
//////////////////////////
ani ("t_BowRunTurnL" 20 "t_BowRunTurnL" 0.1 0.1 M. "Hum_BowTurn.asc" F 0 24)
{
*eventSFXGrnd (8 "Run")
*eventSFXGrnd (19 "Run")
}
ani ("t_BowRunTurnR" 20 "t_BowRunTurnR" 0.1 0.1 M. "Hum_BowTurn.asc" F 25 49)
{
*eventSFXGrnd (30 "Run")
*eventSFXGrnd (41 "Run")
}
aniAlias ("t_BowWalkTurnL" 20 "t_BowWalkTurnL" 0.1 0.1 M. "t_BowRunTurnL" F)
aniAlias ("t_BowWalkTurnR" 20 "t_BowWalkTurnR" 0.1 0.1 M. "t_BowRunTurnR" F)
ani ("t_BowSneakTurnL" 20 "t_BowSneakTurnL" 0.1 0.1 M. "Hum_BowSneakTurn.asc" F 0 24)
ani ("t_BowSneakTurnR" 20 "t_BowSneakTurnR" 0.1 0.1 M. "Hum_BowSneakTurn.asc" F 25 49)
//////////////////////////
// BOW STRAFING
//////////////////////////
ani ("t_BowRunStrafeL" 1 "t_BowRunStrafeL" 0.1 0.1 M. "Hum_BowStrafeL_M01.asc" F 0 18)
{
*eventSFXGrnd (0 "Run")
*eventSFXGrnd (9 "Run")
}
ani ("t_BowRunStrafeR" 1 "t_BowRunStrafeR" 0.1 0.1 M. "Hum_BowStrafeR_M01.asc" F 0 18)
{
*eventSFXGrnd (0 "Run")
*eventSFXGrnd (9 "Run")
}
aniAlias ("t_BowWalkStrafeL" 1 "t_BowWalkStrafeL" 0.1 0.1 M. "t_BowRunStrafeL" F)
aniAlias ("t_BowWalkStrafeR" 1 "t_BowWalkStrafeR" 0.1 0.1 M. "t_BowRunStrafeR" F)
ani ("t_BowSneakStrafeL" 1 "s_BowSneak" 0.1 0.1 M. "Hum_BowSneakStrafe.asc" F 1 19)
aniAlias ("t_BowSneakStrafeR" 1 "s_BowSneak" 0.1 0.1 M. "t_BowSneakStrafeL" R)
//////////////////////////
// BOW TRANSITIONS
//////////////////////////
// Movement-Modes
aniBlend ("t_BowRun_2_BowWalk" "s_BowWalk" 0.2 0.2)
aniBlend ("t_BowWalk_2_BowRun" "s_BowRun" 0.2 0.2)
ani ("t_BowRun_2_BowSneak" 1 "s_BowSneak" 0.0 0.0 M. "Hum_BowSneak.asc" F 1 9)
aniAlias ("t_BowSneak_2_BowRun" 1 "s_BowRun" 0.0 0.0 M. "t_BowRun_2_BowSneak" R)
aniBlend ("t_BowRunL_2_BowWalkL" "s_BowWalkL" 0.2 0.2)
aniBlend ("t_BowWalkL_2_BowRunL" "s_BowRunL" 0.2 0.2)
aniBlend ("t_BowSneakL_2_BowRunL" "s_BowRunL" 0.2 0.2)
aniBlend ("t_BowRunL_2_BowSneakL" "s_BowSneakL" 0.2 0.2)
aniBlend ("t_BowSneak_2_BowWalk" "s_BowWalk" 0.2 0.2)
aniBlend ("t_BowWalk_2_BowSneak" "s_BowSneak" 0.2 0.2)
// aus dem Rennen direkt Springen
aniAlias ("t_BowRunL_2_Jump" 1 "s_Jump" 0.1 0.1 MF "t_RunL_2_Jump" F)
aniAlias ("t_BowRunR_2_Jump" 1 "s_Jump" 0.1 0.1 MF "t_RunL_2_Jump" F)
// nach dem Sprung direkt weiterrennen, wenn CursorUp weiterhin gedr<64>ckt
aniBlend ("t_Jump_2_BowRunL" "s_BowRunL" 0.2 0.1)
//////////////////////////
// BOW FIGHTING
//////////////////////////
ani ("t_BowRun_2_BowAim" 1 "s_BowAim" 0.0 0.0 M. "Hum_BowAim.asc" F 1 11)
{
*eventMMStartAni (1 "S_SHOOT" "ZS_LEFTHAND")
*eventMMStartAni (10 "S_READY" "ZS_LEFTHAND")
}
aniAlias ("t_BowWalk_2_BowAim" 1 "s_BowAim" 0.0 0.0 M. "t_BowRun_2_BowAim" F)
// Seitenwinkel: +/- 30<33> H<>henwinkel: +/- 45<34>
ani ("c_bow_1" 4 "" 0.0 0.0 .. "Hum_BowAutoAim.asc" F 0 0)
ani ("c_bow_2" 4 "" 0.0 0.0 .. "Hum_BowAutoAim.asc" F 1 1)
ani ("c_bow_3" 4 "" 0.0 0.0 .. "Hum_BowAutoAim.asc" F 2 2)
ani ("c_bow_4" 4 "" 0.0 0.0 .. "Hum_BowAutoAim.asc" F 3 3)
ani ("c_bow_5" 4 "" 0.0 0.0 .. "Hum_BowAutoAim.asc" F 4 4)
ani ("c_bow_6" 4 "" 0.0 0.0 .. "Hum_BowAutoAim.asc" F 5 5)
ani ("c_bow_7" 4 "" 0.0 0.0 .. "Hum_BowAutoAim.asc" F 6 6)
ani ("c_bow_8" 4 "" 0.0 0.0 .. "Hum_BowAutoAim.asc" F 7 7)
ani ("c_bow_9" 4 "" 0.0 0.0 .. "Hum_BowAutoAim.asc" F 8 8)
aniComb ("s_BowAim" 1 "s_BowAim" 0.0 0.0 M. "c_bow_" 9)
// Shoot + Reload
aniBlend ("t_BowAim_2_BowShoot" "s_BowShoot")
ani ("s_BowShoot" 1 "s_BowShoot" 0.0 0.0 M. "Hum_BowAim.asc" F 12 12)
{
*eventSFX (12 "BowShoot")
}
ani ("t_BowReload" 1 "s_BowAim" 0.0 0.0 M. "Hum_BowAim.asc" F 13 41)
{
*eventMMStartAni (13 "S_RELAX" "ZS_LEFTHAND")
*eventSFX (18 "BowReload")
*eventTag (18 "DEF_PLACE_MUNITION" "ZS_RIGHTHAND")
*eventMMStartAni (40 "S_READY" "ZS_LEFTHAND")
}
ani ("t_BowAim_2_BowRun" 1 "" 0.0 0.0 M. "Hum_BowAim.asc" F 1 11)
{
*eventMMStartAni (11 "S_NORMAL" "ZS_LEFTHAND")
}
aniAlias ("t_BowAim_2_BowWalk" 1 "" 0.0 0.0 M. "t_BowAim_2_BowRun" R)
aniAlias ("t_BowAim_2_Stand" 1 "" 0.0 0.0 M. "t_BowAim_2_BowRun" R)
//////////////////////////
// CROSSBOW MOVEMENT
//////////////////////////
// CBow-RUN
ani ("s_CBowRun" 1 "s_CBowRun" 0.1 0.1 MI "Hum_Amb_CBowRun_M01.asc" F 1 50 FPS:10)
ani ("t_CBowRun_2_CBowRunL" 1 "s_CBowRunL" 0.1 0.0 M. "Hum_CBowRun.asc" F 1 11)
ani ("s_CBowRunL" 1 "s_CBowRunL" 0.0 0.0 M. "Hum_CBowRun.asc" F 12 31)
{
*eventSFXGrnd (12 "Run")
*eventSFXGrnd (22 "Run")
}
ani ("t_CBowRunL_2_CBowRun" 1 "s_CBowRun" 0.0 0.0 M. "Hum_CBowRun.asc" F 32 38)
{
*eventSFXGrnd (32 "Run")
*eventSFXGrnd (37 "Run")
}
aniBlend ("t_CBowRunR_2_CBowRun" "s_CBowRun" 0.2 0.2)
ani ("t_CBowJumpB" 1 "s_CBowRun" 0.2 0.2 M. "Hum_CBowJumpB.asc" F 1 14)
{
*eventSFXGrnd (9 "Run")
*eventSFXGrnd (12 "Run")
}
// CBow-WALK
aniAlias ("s_CBowWalk" 1 "s_CBowWalk" 0.1 0.1 MI "s_CBowRun" F)
ani ("t_CBowWalk_2_CBowWalkL" 1 "s_CBowWalkL" 0.2 0.0 M. "Hum_CBowWalk.asc" F 1 18)
{
*eventSFXGrnd (15 "Run")
}
ani ("s_CBowWalkL" 1 "s_CBowWalkL" 0.0 0.0 M. "Hum_CBowWalk.asc" F 19 38)
{
*eventSFXGrnd (27 "Run")
*eventSFXGrnd (36 "Run")
}
ani ("t_CBowWalkL_2_CBowWalk" 1 "s_CBowWalk" 0.0 0.2 M. "Hum_CBowWalk.asc" F 39 49)
{
*eventSFXGrnd (47 "Run")
*eventSFXGrnd (49 "Run")
}
aniBlend ("t_CBowWalkR_2_CBowWalk" "s_CBowWalk" 0.2 0.2)
// CBow-Walk Backwards Movement
aniAlias ("t_CBowWalk_2_CBowWalkBL" 1 "s_CBowWalkBL" 0.2 0.0 M. "t_CBowWalkL_2_CBowWalk" R)
aniAlias ("s_CBowWalkBL" 1 "s_CBowWalkBL" 0.0 0.0 M. "s_CBowWalkL" R)
aniAlias ("t_CBowWalkBL_2_CBowWalk" 1 "s_CBowWalk" 0.0 0.2 M. "t_CBowWalk_2_CBowWalkL" R)
aniBlend ("t_CBowWalkBR_2_CBowWalk" "s_CBowWalk" 0.2 0.2)
// CBow-SNEAK
ani ("s_CBowSneak" 1 "s_CBowSneak" 0.1 0.1 MI "Hum_Amb_CBowSneak_M01.asc" F 1 50 FPS:10)
ani ("t_CBowSneak_2_CBowSneakL" 1 "s_CBowSneakL" 0.1 0.0 M. "Hum_CBowSneak.asc" F 1 11)
ani ("s_CBowSneakL" 1 "s_CBowSneakL" 0.0 0.0 M. "Hum_CBowSneak.asc" F 12 51)
ani ("t_CBowSneakL_2_CBowSneak" 1 "s_CBowSneak" 0.0 0.1 M. "Hum_CBowSneak.asc" F 52 88 FPS:10)
aniBlend ("t_CBowSneakR_2_CBowSneak" "s_CBowSneak" 0.2 0.2)
// CBow-SNEAK Backwards Movement
aniBlend ("t_CBowSneak_2_CBowSneakBL" "s_CBowSneakBL" 0.2 0.2)
aniAlias ("s_CBowSneakBL" 1 "s_CBowSneakBL" 0.0 0.0 M. "s_CBowSneakL" R)
aniBlend ("t_CBowSneakBL_2_CBowSneak" "s_CBowSneak" 0.2 0.2)
aniBlend ("t_CBowSneakBR_2_CBowSneak" "s_CBowSneak" 0.2 0.2)
//////////////////////////
// CROSSBOW TURNING
//////////////////////////
ani ("t_CBowRunTurnL" 20 "t_CBowRunTurnL" 0.1 0.1 M. "Hum_CBowTurn.asc" F 0 24)
ani ("t_CBowRunTurnR" 20 "t_CBowRunTurnR" 0.1 0.1 M. "Hum_CBowTurn.asc" F 25 49)
aniAlias ("t_CBowWalkTurnL" 20 "t_CBowWalkTurnL" 0.1 0.1 M. "t_CBowRunTurnL" F)
aniAlias ("t_CBowWalkTurnR" 20 "t_CBowWalkTurnR" 0.1 0.1 M. "t_CBowRunTurnR" F)
ani ("t_CBowSneakTurnL" 20 "t_CBowSneakTurnL" 0.3 0.3 M. "Hum_CBowSneakTurn.asc" F 0 24)
ani ("t_CBowSneakTurnR" 20 "t_CBowSneakTurnR" 0.3 0.3 M. "Hum_CBowSneakTurn.asc" F 25 49)
//////////////////////////
// CROSSBOW STRAFING
//////////////////////////
ani ("t_CBowRunStrafeL" 1 "t_CBowRunStrafeL" 0.1 0.1 M. "Hum_CBowStrafeL_M01.asc" F 0 18)
{
*eventSFXGrnd (0 "Run")
*eventSFXGrnd (9 "Run")
}
ani ("t_CBowRunStrafeR" 1 "t_CBowRunStrafeR" 0.1 0.1 M. "Hum_CBowStrafeR_M01.asc" F 0 18)
{
*eventSFXGrnd (0 "Run")
*eventSFXGrnd (9 "Run")
}
aniAlias ("t_CBowWalkStrafeL" 1 "t_CBowWalkStrafeL" 0.1 0.1 M. "t_CBowRunStrafeL" F)
aniAlias ("t_CBowWalkStrafeR" 1 "t_CBowWalkStrafeR" 0.1 0.1 M. "t_CBowRunStrafeR" F)
ani ("t_CBowSneakStrafeL" 1 "s_CBowSneak" 0.1 0.1 M. "Hum_CBowSneakStrafe.asc" F 1 24)
ani ("t_CBowSneakStrafeR" 1 "s_CBowSneak" 0.1 0.1 M. "Hum_CBowSneakStrafe.asc" R 1 24)
//////////////////////////
// CROSSBOW TRANSITIONS
//////////////////////////
// Movement-Modes
aniBlend ("t_CBowRun_2_CBowWalk" "s_CBowWalk")
aniBlend ("t_CBowWalk_2_CBowRun" "s_CBowRun")
ani ("t_CBowRun_2_CBowSneak" 1 "s_CBowSneak" 0.1 0.1 M. "Hum_CBowSneak.asc" R 90 98)
aniAlias ("t_CBowSneak_2_CBowRun" 1 "s_CBowRun" 0.1 0.1 M. "t_CBowRun_2_CBowSneak" F)
aniBlend ("t_CBowRunL_2_CBowWalkL" "s_CBowWalkL" 0.2 0.2)
aniBlend ("t_CBowWalkL_2_CBowRunL" "s_CBowRunL" 0.2 0.2)
aniBlend ("t_CBowSneakL_2_CBowRunL" "s_CBowRunL" 0.2 0.2)
aniBlend ("t_CBowRunL_2_CBowSneakL" "s_CBowSneakL" 0.2 0.2)
aniBlend ("t_CBowSneak_2_CBowWalk" "s_CBowWalk" 0.2 0.2)
aniBlend ("t_CBowWalk_2_CBowSneak" "s_CBowSneak" 0.2 0.2)
// aus dem Rennen direkt Springen
aniAlias ("t_CBowRunL_2_Jump" 1 "s_Jump" 0.1 0.1 MF "t_RunL_2_Jump" F)
aniAlias ("t_CBowRunR_2_Jump" 1 "s_Jump" 0.1 0.1 MF "t_RunL_2_Jump" F)
// nach dem Sprung direkt weiterrennen, wenn CursorUp weiterhin gedr<64>ckt
aniBlend ("t_Jump_2_CBowRunL" "s_CBowRunL" 0.2 0.1)
//////////////////////////
// CROSSBOW FIGHTING
//////////////////////////
// CROSSBOW Kampfanims
ani ("t_CBowRun_2_CBowAim" 1 "s_CBowAim" 0.0 0.0 M. "Hum_CBowAim.asc" F 1 5)
aniAlias ("t_CBowAim_2_CBowRun" 1 "" 0.0 0.0 M. "t_CBowRun_2_CBowAim" R)
aniAlias ("t_CBowWalk_2_CBowAim" 1 "s_CBowAim" 0.0 0.0 M. "t_CBowRun_2_CBowAim" F)
aniAlias ("t_CBowAim_2_CBowWalk" 1 "" 0.0 0.0 M. "t_CBowRun_2_CBowAim" R)
aniAlias ("t_CBowAim_2_Stand" 1 "" 0.0 0.0 M. "t_CBowRun_2_CBowAim" R)
// Shoot + Reload
aniBlend ("t_CBowAim_2_CBowShoot" "s_CbowShoot")
ani ("s_CBowShoot" 1 "s_CBowShoot" 0.0 0.0 M. "Hum_CBowAim.asc" F 6 6)
{
*eventMMStartAni (6 "S_SHOOT" "ZS_RIGHTHAND")
*eventSFX (6 "CrossbowShoot" )
}
ani ("t_CBowReload" 1 "s_CBowAim" 0.0 0.0 M. "Hum_CBowAim.asc" F 7 39)
{
*eventSFX (14 "BowReload")
*eventTag (14 "DEF_PLACE_MUNITION" "ZS_LEFTHAND")
*eventMMStartAni (7 "S_RELAX" "ZS_RIGHTHAND")
*eventMMStartAni (31 "S_READY" "ZS_RIGHTHAND")
}
// Autoaiming 9 Posen
ani ("c_Cbow_1" 4 "" 0.0 0.0 .. "Hum_CBowAutoAim.asc" F 0 0)
ani ("c_Cbow_2" 4 "" 0.0 0.0 .. "Hum_CBowAutoAim.asc" F 1 1)
ani ("c_Cbow_3" 4 "" 0.0 0.0 .. "Hum_CBowAutoAim.asc" F 2 2)
ani ("c_Cbow_4" 4 "" 0.0 0.0 .. "Hum_CBowAutoAim.asc" F 3 3)
ani ("c_Cbow_5" 4 "" 0.0 0.0 .. "Hum_CBowAutoAim.asc" F 4 4)
ani ("c_Cbow_6" 4 "" 0.0 0.0 .. "Hum_CBowAutoAim.asc" F 5 5)
ani ("c_Cbow_7" 4 "" 0.0 0.0 .. "Hum_CBowAutoAim.asc" F 6 6)
ani ("c_Cbow_8" 4 "" 0.0 0.0 .. "Hum_CBowAutoAim.asc" F 7 7)
ani ("c_Cbow_9" 4 "" 0.0 0.0 .. "Hum_CBowAutoAim.asc" F 8 8)
aniComb ("s_CBowAim" 1 "s_CBowAim" 0.3 0.3 M. "c_Cbow_" 9)
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
// ITEM_INTERAKTION
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// ---------------------------------------------------------------------------------------------------------------
// POTIONFAST (f<>r schnelle Benutzung von Heiltr<74>nken!)
// Potion aus "Tasche" holen
ani ("t_potionfast_Stand_2_S0" 1 "s_potionfast_S0" 0.1 0.0 M. "Hum_DrinkPotion_M02.ASC" F 1 5)
{
*eventTag (5 "DEF_INSERT_ITEM" "ZS_LEFTHAND")
}
// Potion halten
ani ("s_potionfast_S0" 1 "s_potionfast_S0" 0.0 0.0 M. "Hum_DrinkPotion_M02.asc" F 6 6)
// Potion trinken und wieder weg
ani ("t_potionfast_S0_2_Stand" 1 "" 0.0 0.1 M. "Hum_DrinkPotion_M02.asc" F 7 39)
{
*eventSFX (19 "DrinkBottle" R:1000 )
*eventTag (35 "DEF_DESTROY_ITEM")
}
// ---------------------------------------------------------------------------------------------------------------
// POTION - 3 Randoms (f<>r Ambient-Getr<74>nke)
// Flasche aus "Tasche" holen
ani ("t_Potion_Stand_2_S0" 1 "s_Potion_S0" 0.1 0.1 M. "Hum_DrinkPotion_Jue00_fr44_161_175.ASC" F 1 43 FPS:10)
{
*eventTag (20 "DEF_INSERT_ITEM" "ZS_LEFTHAND")
*eventSFX (30 "RELEASECORK" R:1000 EMPTY_SLOT )
}
// Flasche halten
ani ("s_Potion_S0" 1 "s_Potion_S0" 0.0 0.0 M. "Hum_DrinkPotion_Jue00_fr44_161_175.asc" F 44 44)
// Trinken
ani ("t_Potion_Random_1" 2 "" 0.0 0.0 M. "Hum_DrinkPotion_Jue00_fr44_161_175.asc" F 45 161 FPS:10)
{
*eventSFX (75 "DrinkBottle" R:1000)
}
// Mund abwischen
ani ("t_Potion_Random_2" 2 "" 0.1 0.1 M. "Hum_DrinkMundwisch_Jue00_fr30.asc" F 1 29 FPS:10)
// Flasche gegens Licht halten und sch<63>tteln (Noch was drin ???)
ani ("t_Potion_Random_3" 2 "" 0.1 0.1 M. "Hum_DrinkPotion_Var01_Jue00_fr125.asc" F 1 124 FPS:10)
// Flasche wieder weg
ani ("t_Potion_S0_2_Stand" 1 "" 0.0 0.2 M. "Hum_DrinkPotion_Jue00_fr44_161_175.asc" F 45 174 FPS:10)
{
*eventSFX (75 "DrinkBottle" R:1000 )
*eventTag (152 "DEF_DESTROY_ITEM")
}
// ---------------------------------------------------------------------------------------------------------------
// Generic Food (Apple, Mushroom)
ani ("t_Food_Stand_2_S0" 1 "s_Food_S0" 0.1 0.0 M. "Hum_EatFood_A03.asc" F 1 9)
{
*eventTag (6 "DEF_INSERT_ITEM" "ZS_LEFTHAND")
}
ani ("s_Food_S0" 1 "s_Food_S0" 0.0 0.0 M. "Hum_EatFood_A03.asc" F 10 10)
ani ("t_Food_Random_1" 2 "" 0.1 0.1 M. "Hum_EatFood_A03.asc" F 11 29)
{
*eventMMStartAni (21 "T_EAT")
*eventSFX (21 "Eat_Apple" R:1000)
}
ani ("t_Food_Random_2" 2 "" 0.1 0.1 M. "Hum_EatFood_A03.asc" F 31 59)
ani ("t_Food_S0_2_Stand" 1 "" 0.0 0.2 M. "Hum_EatFood_A03.asc" F 61 79)
{
*eventMMStartAni (69 "T_EAT")
*eventSFX (69 "Eat_Apple" R:1000)
*eventTag (75 "DEF_DESTROY_ITEM")
}
// ---------------------------------------------------------------------------------------------------------------
// FoodHuge (Bread, Cheese, Bacon)
ani ("t_FoodHuge_Stand_2_S0" 1 "s_FoodHuge_S0" 0.1 0.0 M. "Hum_EatHuge_A02.ASC" F 1 9)
{
*eventTag (6 "DEF_INV_TORCH")
*eventTag (7 "DEF_INSERT_ITEM" "ZS_LEFTHAND")
}
ani ("s_FoodHuge_S0" 1 "s_FoodHuge_S0" 0.0 0.0 M. "Hum_EatHuge_A02.ASC" F 10 10)
ani ("t_FoodHuge_Random_1" 2 "" 0.1 0.1 M. "Hum_EatHuge_A02.ASC" F 11 109 FPS:10)
{
*eventSFX (25 "EAT_BREAD" R:1000 EMPTY_SLOT )
*eventMMStartAni (29 "T_EAT")
}
ani ("t_FoodHuge_S0_2_Stand" 1 "" 0.0 0.2 M. "Hum_EatHuge_A02.ASC" F 110 139)
{
*eventSFX (118 "EAT_BREAD" R:1000 EMPTY_SLOT )
*eventMMStartAni (122 "T_EAT")
*eventTag (134 "DEF_DESTROY_ITEM")
}
// ---------------------------------------------------------------------------------------------------------------
// RICE
ani ("t_RICE_Stand_2_S0" 1 "s_RICE_S0" 0.1 0.0 M. "Hum_EatMultiple_A03.asc" F 1 9)
{
*eventTag (6 "DEF_INV_TORCH")
*eventTag (7 "DEF_INSERT_ITEM" "ZS_RIGHTHAND")
}
ani ("s_RICE_S0" 1 "s_RICE_S0" 0.0 0.0 M. "Hum_EatMultiple_A03.asc" F 10 10)
ani ("t_RICE_Random_1" 2 "" 0.1 0.1 M. "Hum_EatMultiple_A03.asc" F 11 59)
{
*eventMMStartAni (30 "T_EAT")
*eventSFX (30 "Eat_Meat" R:1000)
}
ani ("t_RICE_Random_2" 2 "" 0.1 0.1 M. "Hum_EatMultiple_A03.asc" F 61 99)
{
*eventSFX (70 "EAT_SOUP" R:1000 EMPTY_SLOT )
}
ani ("t_RICE_S0_2_Stand" 1 "" 0.0 0.2 M. "Hum_EatMultiple_A03.asc" F 61 109)
{
*eventSFX (70 "EAT_SOUP" R:1000 EMPTY_SLOT )
*eventTag (102 "DEF_DESTROY_ITEM")
}
// ---------------------------------------------------------------------------------------------------------------
// Bollen (Leg_of_Mutton)
// Keule aus Tasche holen
ani ("t_Meat_Stand_2_S0" 1 "s_Meat_S0" 0.1 0.0 M. "Hum_EatMeat_A03.ASC" F 1 9)
{
*eventTag (7 "DEF_INSERT_ITEM" "ZS_LEFTHAND")
}
// Rumstehen mit Keule in der Hand
ani ("s_Meat_S0" 1 "s_Meat_S0" 0.0 0.0 M. "Hum_EatMeat_A03.ASC" F 10 10)
// Abbei<65>en und kauen
ani ("t_Meat_Random_1" 2 "" 0.1 0.1 M. "Hum_EatMeat_A03.ASC" F 11 69)
{
*eventMMStartAni (19 "T_EAT")
*eventSFX (21 "Eat_Meat" R:1000)
}
// Keule wieder weg
ani ("t_Meat_S0_2_Stand" 1 "" 0.0 0.2 M. "Hum_EatMeat_A03.ASC" F 71 99)
{
*eventMMStartAni (79 "T_EAT")
*eventSFX (79 "Eat_Meat")
*eventTag (91 "DEF_DESTROY_ITEM")
}
// ---------------------------------------------------------------------------------------------------------------
// Sumpfkraut rauchen
ani ("t_JOINT_Stand_2_S0" 1 "s_JOINT_S0" 0.1 0.0 M. "Hum_SmokeHerb_Layer_M01.asc" F 0 39)
{
*eventTag (24 "DEF_INSERT_ITEM" "ZS_LEFTHAND")
}
ani ("s_JOINT_S0" 1 "s_JOINT_S0" 0.0 0.0 M. "Hum_SmokeHerb_Layer_M01.asc" F 40 40)
ani ("t_JOINT_Random_1" 2 "" 0.1 0.3 M. "Hum_SmokeHerb_Layer_M01.asc" F 41 139 FPS:10)
{
*eventPFX (60 1 "LIGHTSMOKE" "ZS_RIGHTHAND" ATTACH)
*eventPFXStop (85 1)
*eventSFX (100 "SMOKE_JOINT" R:1000 EMPTY_SLOT )
*eventPFX (100 2 "LIGHTSMOKE" "ZS_RIGHTHAND" ATTACH)
*eventPFXStop (125 2)
}
ani ("t_JOINT_S0_2_Stand" 1 "" 0.0 0.2 M. "Hum_SmokeHerb_Layer_M01.asc" F 41 200 FPS:10)
{
*eventPFX (60 1 "LIGHTSMOKE" "ZS_RIGHTHAND" ATTACH)
*eventPFXStop (85 1)
*eventSFX (100 "SMOKE_JOINT" R:1000 EMPTY_SLOT )
*eventPFX (100 2 "LIGHTSMOKE" "ZS_RIGHTHAND" ATTACH)
*eventPFXStop (125 2)
*eventTag (192 "DEF_DESTROY_ITEM")
}
// ---------------------------------------------------------------------------------------------------------------
// Alarmhorn
ani ("t_HORN_Stand_2_S0" 1 "s_HORN_S0" 0.2 0.0 M. "Hum_BlowHorn_M01.asc" F 0 5)
{
*eventTag (0 "DEF_INSERT_ITEM" "ZS_RIGHTHAND")
}
ani ("s_HORN_S0" 1 "s_HORN_S0" 0.0 0.0 M. "Hum_BlowHorn_M01.asc" F 6 6)
ani ("t_HORN_S0_2_Stand" 1 "" 0.0 0.2 M. "Hum_BlowHorn_M01.asc" R 0 5)
{
*eventTag (0 "DEF_REMOVE_ITEM")
}
ani ("t_HORN_S0_2_S1" 1 "s_HORN_S1" 0.0 0.0 M. "Hum_BlowHorn_M01.asc" F 7 78 FPS:10)
{
*eventSFX (18 "Inst_Alarm" EMPTY_SLOT )
}
ani ("s_HORN_S1" 1 "s_HORN_S1" 0.0 0.0 M. "Hum_BlowHorn_M01.asc" F 79 79)
ani ("t_HORN_S1_2_Stand" 1 "" 0.0 0.2 M. "Hum_BlowHorn_M01.asc" F 80 90)
{
*eventTag (89 "DEF_REMOVE_ITEM")
}
// ---------------------------------------------------------------------------------------------------------------
// Schriftrolle lesen
ani ("t_MAP_Stand_2_S0" 1 "s_MAP_S0" 0.1 0.0 M. "Hum_MapRead_M01.asc" F 1 24)
{
*eventTag (18 "DEF_INSERT_ITEM" "ZS_RIGHTHAND")
*eventSFX (18 "Scroll_Unfold")
}
ani ("s_MAP_S0" 1 "s_MAP_S0" 0.0 0.0 M. "Hum_MapRead_M01.asc" F 25 25)
ani ("t_MAP_S0_2_Stand" 1 "" 0.0 0.1 M. "Hum_MapRead_M01.asc" R 1 24)
{
*eventTag (18 "DEF_REMOVE_ITEM")
*eventSFX (18 "Map_Unfold" R:1000)
}
// ---------------------------------------------------------------------------------------------------------------
// Schriftrolle (versiegelt) <20>ffnen
aniAlias ("t_MAPSEALED_Stand_2_S0" 1 "s_MAPSEALED_S0" 0.1 0.0 M. "t_MAP_Stand_2_S0" F)
aniAlias ("s_MAPSEALED_S0" 1 "s_MAPSEALED_S0" 0.0 0.0 M. "s_MAP_S0" F)
ani ("t_MAPSEALED_S0_2_Stand" 1 "" 0.0 0.1 M. "Hum_MapRead_M01.asc" R 1 24)
{
//Item wird zerst<73>rt! Neue Instanz f<>r ge<67>ffnete Schriftrolle mu<6D> per CreateItem-Befehl ins INV gebracht werden!
*eventTag (18 "DEF_DESTROY_ITEM")
//*eventSFX (18 "Map_Unfold")
//raus, weil auch f<>r andere Items verwendet (z.B. Vogelnester <20>ffnen)
}
// ---------------------------------------------------------------------------------------------------------------
// Feuerspucken
ani ("t_FIRESPIT_Stand_2_S0" 1 "s_FIRESPIT_S0" 0.2 0.0 M. "Hum_FireSpit_M01.asc" F 0 69 FPS:10)
{
*eventTag (1 "DEF_INSERT_ITEM" "ZS_RIGHTHAND")
*eventTag (1 "DEF_CREATE_ITEM" "ZS_LEFTHAND" "ItLsTorch")
}
ani ("s_FIRESPIT_S0" 1 "s_FIRESPIT_S0" 0.0 0.0 M. "Hum_FireSpit_M01.asc" F 70 70)
ani ("t_FIRESPIT_S0_2_Stand" 1 "" 0.0 0.1 M. "Hum_FireSpit_M01.asc" R 0 69 FPS:10)
{
*eventTag (1 "DEF_REMOVE_ITEM")
}
ani ("t_FIRESPIT_S0_2_S1" 1 "s_FIRESPIT_S1" 0.0 0.0 M. "Hum_FireSpit_M01.asc" F 71 126 FPS:10)
{
*eventSFX (80 "SPIT_FIRE" R:1000 EMPTY_SLOT )
*eventPFX (83 1 "FLAMETHROWER" "BIP01 HEAD" ATTACH)
*eventPFXStop (100 1)
}
ani ("s_FIRESPIT_S1" 1 "s_FIRESPIT_S1" 0.0 0.0 M. "Hum_FireSpit_M01.asc" F 127 127)
ani ("t_FIRESPIT_S1_2_S2" 1 "s_FIRESPIT_S2" 0.0 0.0 M. "Hum_FireSpit_M01.asc" F 128 160 FPS:10)
{
*eventSFX (139 "SPIT_FIRE" R:1000 EMPTY_SLOT )
*eventPFX (140 1 "FLAMETHROWER" "BIP01 HEAD" ATTACH)
*eventPFXStop (155 1)
}
ani ("s_FIRESPIT_S2" 1 "s_FIRESPIT_S2" 0.0 0.0 M. "Hum_FireSpit_M01.asc" F 161 161)
ani ("t_FIRESPIT_S2_2_S3" 1 "s_FIRESPIT_S3" 0.0 0.0 M. "Hum_FireSpit_M01.asc" F 162 195 FPS:10)
{
*eventSFX (170 "SPIT_FIRE" R:1000 EMPTY_SLOT )
*eventPFX (171 1 "FLAMETHROWER" "BIP01 HEAD" ATTACH)
*eventPFXStop (180 1)
}
ani ("s_FIRESPIT_S3" 1 "s_FIRESPIT_S3" 0.0 0.0 M. "Hum_FireSpit_M01.asc" F 196 196)
ani ("t_FIRESPIT_S3_2_S4" 1 "s_FIRESPIT_S4" 0.0 0.0 M. "Hum_FireSpit_M01.asc" F 197 229 FPS:10)
{
*eventSFX (204 "SPIT_FIRE" R:1000 EMPTY_SLOT )
*eventPFX (205 1 "FLAMETHROWER" "BIP01 HEAD" ATTACH)
*eventPFXStop (220 1)
}
ani ("s_FIRESPIT_S4" 1 "s_FIRESPIT_S4" 0.0 0.0 M. "Hum_FireSpit_M01.asc" F 230 230)
ani ("t_FIRESPIT_S4_2_Stand" 1 "" 0.0 0.1 M. "Hum_FireSpit_M01.asc" F 231 240)
{
*eventTag (239 "DEF_REMOVE_ITEM")
}
// ---------------------------------------------------------------------------------------------------------------
// LUTE
ani ("t_LUTE_Stand_2_S0" 1 "S_LUTE_S0" 0.1 0.0 M. "Hum_BardPlay_M01.asc" F 1 11)
{
*eventTag (10 "DEF_INV_TORCH")
*eventTag (11 "DEF_INSERT_ITEM" "ZS_LEFTHAND")
}
ani ("s_LUTE_S0" 1 "S_LUTE_S0" 0.0 0.0 M. "Hum_BardPlay_M01.asc" F 12 12)
ani ("t_LUTE_S0_2_Stand" 1 "" 0.0 0.1 M. "Hum_BardPlay_M01.asc" R 1 11)
{
*eventTag (11 "DEF_REMOVE_ITEM")
}
ani ("t_LUTE_S0_2_S1" 1 "S_LUTE_S1" 0.0 0.0 M. "Hum_BardPlay_M01.asc" F 13 39)
ani ("s_LUTE_S1" 1 "S_LUTE_S1" 0.0 0.0 M. "Hum_BardPlay_M01.asc" F 40 89 FPS:10)
{
*eventSFX (41 "Inst_Lute" R:1000 EMPTY_SLOT )
}
ani ("t_LUTE_S1_2_S0" 1 "S_LUTE_S0" 0.0 0.0 M. "Hum_BardPlay_M01.asc" R 13 39)
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
// OBJEKT-Interaktionen
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// Die Semantik der Interaktions-'STATES' ist (bei 2 States):
// "S0": closed, off, inactive, empty
// "S1": open, on, active, occupied
// ---------------------------------------------------------------------------------------------------------------
// CHESTSMALL
// geschlossene Truhe, Anivisieren
ani ("t_CHESTSMALL_Stand_2_S0" 1 "s_CHESTSMALL_S0" 0.1 0.0 M. "Hum_OpenSmall_M01.asc" F 1 14)
ani ("s_CHESTSMALL_S0" 1 "s_CHESTSMALL_S0" 0.0 0.0 M. "Hum_OpenSmall_M01.asc" F 15 15)
aniAlias ("t_CHESTSMALL_S0_2_Stand" 1 "" 0.0 0.1 M. "t_CHESTSMALL_Stand_2_S0" R)
// Truhe <20>ffnen
ani ("t_CHESTSMALL_S0_2_S1" 1 "s_CHESTSMALL_S1" 0.0 0.0 M. "Hum_OpenSmall_M01.asc" F 45 74)
// offene Truhe
ani ("s_CHESTSMALL_S1" 1 "s_CHESTSMALL_S1" 0.0 0.0 M. "Hum_OpenSmall_M01.asc" F 75 75)
// Truhe schlie<69>en
ani ("t_CHESTSMALL_S1_2_S0" 1 "s_CHESTSMALL_S0" 0.0 0.0 M. "Hum_OpenSmall_M01.asc" F 76 89)
// Truhenschlo<6C> aufschlie<69>en/knacken
ani ("t_CHESTSMALL_S0_Unlock" 1 "s_CHESTSMALL_S0" 0.0 0.0 M. "Hum_OpenSmall_M01.asc" F 15 44)
// Truhenschlo<6C> abschlie<69>en
aniAlias ("t_CHESTSMALL_S0_Lock" 1 "s_CHESTSMALL_S0" 0.0 0.0 M. "t_CHESTSMALL_S0_Unlock" R)
// Scheitern des Versuchs
// FIXME: funzt das noch?
ani ("t_CHESTSMALL_S0_Try" 1 "" 0.0 0.0 M. "Hum_OpenSmall_M01.asc" F 91 119)
// PickLock
ani ("t_CHESTSMALL_S0_PickLeft" 1 "s_CHESTSMALL_S0" 0.0 0.0 M. "Hum_OpenSmall_M01.asc" F 122 130)
aniAlias ("t_CHESTSMALL_S0_PickRight" 1 "s_CHESTSMALL_S0" 0.0 0.0 M. "t_CHESTSMALL_S0_PickLeft" R)
// ---------------------------------------------------------------------------------------------------------------
// CHESTBIG
// geschlossene Truhe, Anivisieren
ani ("t_CHESTBIG_Stand_2_S0" 1 "s_CHESTBIG_S0" 0.0 0.0 M. "Hum_OpenBig_M01.asc" F 1 14)
ani ("s_CHESTBIG_S0" 1 "s_CHESTBIG_S0" 0.0 0.0 M. "Hum_OpenBig_M01.asc" F 15 15)
aniAlias ("t_CHESTBIG_S0_2_Stand" 1 "" 0.0 0.0 M. "t_CHESTBIG_Stand_2_S0" R)
// Truhe <20>ffnen
ani ("t_CHESTBIG_S0_2_S1" 1 "s_CHESTBIG_S1" 0.0 0.0 M. "Hum_OpenBig_M01.asc" F 45 74)
// offene Truhe
ani ("s_CHESTBIG_S1" 1 "s_CHESTBIG_S1" 0.0 0.0 M. "Hum_OpenBig_M01.asc" F 75 75)
// Truhe schlie<69>en
ani ("t_CHESTBIG_S1_2_S0" 1 "s_CHESTBIG_S0" 0.0 0.0 M. "Hum_OpenBig_M01.asc" F 76 89)
// Truhenschlo<6C> aufschlie<69>en/knacken
ani ("t_CHESTBIG_S0_Unlock" 1 "s_CHESTBIG_S0" 0.0 0.0 M. "Hum_OpenBig_M01.asc" F 15 44)
// Truhenschlo<6C> abschlie<69>en
aniAlias ("t_CHESTBIG_S0_Lock" 1 "s_CHESTBIG_S0" 0.0 0.0 M. "t_CHESTBIG_S0_Unlock" R)
// Scheitern des Versuchs
ani ("t_CHESTBIG_S0_Try" 1 "" 0.0 0.0 M. "Hum_OpenBig_M01.asc" F 91 119)
// PickLock
ani ("t_CHESTBIG_S0_PickLeft" 1 "s_CHESTBIG_S0" 0.0 0.0 M. "Hum_OpenBig_M01.asc" F 122 130)
aniAlias ("t_CHESTBIG_S0_PickRight" 1 "s_CHESTBIG_S0" 0.0 0.0 M. "t_CHESTBIG_S0_PickLeft" R)
// ---------------------------------------------------------------------------------------------------------------
// *** ??? *** was geht bei T<>ren? Dietrich? Schl<68>ssel?
// T<>r benutzen von Aussen
// geschlossene T<>r, Anivisieren
ani ("t_Door_Front_Stand_2_S0" 1 "s_Door_Front_S0" 0.1 0.0 M. "Hum_DoorFront_M02.asc" F 1 4)
ani ("s_Door_Front_S0" 1 "s_Door_Front_S0" 0.0 0.0 M. "Hum_DoorFront_M02.asc" F 5 5)
aniAlias ("t_Door_Front_S0_2_Stand" 1 "" 0.0 0.1 M. "t_Door_Front_Stand_2_S0" R)
// T<>r <20>ffnen
ani ("t_Door_Front_S0_2_S1" 1 "s_Door_Front_S1" 0.0 0.1 M. "Hum_DoorFront_M02.asc" F 6 29)
// offene T<>r
ani ("s_Door_Front_S1" 1 "s_Door_Front_S1" 0.0 0.0 M. "Hum_DoorFront_M02.asc" F 30 30)
// T<>r schlie<69>en
ani ("t_Door_Front_S1_2_S0" 1 "s_Door_Front_S0" 0.0 0.1 M. "Hum_DoorFront_M02.asc" F 31 59)
ani ("t_Door_Front_S1_2_Stand" 1 "" 0.2 0.2 M. "Hum_DoorFront_M02.asc" R 30 32)
aniAlias ("t_Door_Front_Stand_2_S1" 1 "s_Door_Front_S1" 0.2 0.2 M. "t_Door_Front_S1_2_Stand" F)
// T<>rschlo<6C> aufschlie<69>en/knacken
ani ("t_Door_Front_S0_Unlock" 1 "s_Door_Front_S0" 0.0 0.2 M. "Hum_DoorFront_M02.asc" F 6 10)
// T<>rschlo<6C> abschlie<69>en
aniAlias ("t_Door_Front_S0_Lock" 1 "s_Door_Front_S0" 0.0 0.2 M. "t_Door_Front_S0_Unlock" F)
// Scheitern des Versuchs
ani ("t_Door_Front_S0_Try" 1 "" 0.0 0.0 M. "Hum_DoorFront_M02.asc" F 0 4)
// PickLock
ani ("t_Door_Front_S0_PickLeft" 1 "s_Door_Front_S0" 0.1 0.1 M. "Hum_DoorFront_M02.asc" F 2 6)
ani ("t_Door_Front_S0_PickRight" 1 "s_Door_Front_S0" 0.1 0.1 M. "Hum_DoorFront_M02.asc" R 2 6)
// ---------------------------------------------------------------------------------------------------------------
// T<>r benutzen von Innen
ani ("t_Door_Back_Stand_2_S0" 1 "s_Door_Back_S0" 0.1 0.0 M. "Hum_DoorBack_M02.asc" F 1 4)
ani ("s_Door_Back_S0" 1 "s_Door_Back_S0" 0.0 0.0 M. "Hum_DoorBack_M02.asc" F 5 5)
aniAlias ("t_Door_Back_S0_2_Stand" 1 "" 0.0 0.1 M. "t_Door_Back_Stand_2_S0" R)
ani ("t_Door_Back_S0_2_S1" 1 "s_Door_Back_S1" 0.1 0.0 M. "Hum_DoorBack_M02.asc" F 6 29)
ani ("s_Door_Back_S1" 1 "s_Door_Back_S1" 0.0 0.0 M. "Hum_DoorBack_M02.asc" F 30 30)
ani ("t_Door_Back_S1_2_S0" 1 "s_Door_Back_S0" 0.0 0.1 M. "Hum_DoorBack_M02.asc" F 31 59)
ani ("t_Door_Back_S1_2_Stand" 1 "" 0.0 0.2 M. "Hum_DoorBack_M02.asc" R 30 32)
aniAlias ("t_Door_Back_Stand_2_S1" 1 "s_Door_Back_S1" 0.2 0.0 M. "t_Door_Back_S1_2_Stand" F)
// T<>rschlo<6C> aufschlie<69>en/knacken
ani ("t_Door_Back_S0_Unlock" 1 "s_Door_Back_S0" 0.0 0.3 M. "Hum_DoorBack_M02.asc" F 6 10)
// T<>rschlo<6C> abschlie<69>en
aniAlias ("t_Door_Back_S0_Lock" 1 "s_Door_Back_S0" 0.0 0.3 M. "t_Door_Back_S0_Unlock" F)
// Scheitern des Versuchs
ani ("t_Door_Back_S0_Try" 1 "" 0.0 0.0 M. "Hum_DoorBack_M02.asc" R 0 4)
// PickLock
ani ("t_Door_Back_S0_PickLeft" 1 "s_Door_Back_S0" 0.1 0.1 M. "Hum_DoorBack_M02.asc" F 2 6)
ani ("t_Door_Back_S0_PickRight" 1 "s_Door_Back_S0" 0.1 0.1 M. "Hum_DoorBack_M02.asc" R 2 6)
// ---------------------------------------------------------------------------------------------------------------
// Hebel ziehen
ani ("t_Lever_Stand_2_S0" 1 "s_Lever_S0" 0.2 0.0 M. "Hum_LeverPull_M01.asc" F 1 9)
ani ("s_Lever_S0" 1 "s_Lever_S0" 0.0 0.0 M. "Hum_LeverPull_M01.asc" F 10 10)
aniAlias ("t_Lever_S0_2_Stand" 1 "" 0.0 0.2 M. "t_Lever_Stand_2_S0" R)
aniAlias ("t_Lever_Stand_2_S1" 1 "s_Lever_S1" 0.0 0.0 M. "t_Lever_S1_2_Stand" R)
ani ("s_Lever_S1" 1 "s_Lever_S1" 0.0 0.0 M. "Hum_LeverPull_M01.asc" F 40 40)
ani ("t_Lever_S1_2_Stand" 1 "" 0.0 0.2 M. "Hum_LeverPull_M01.asc" F 41 49)
ani ("t_Lever_S0_2_S1" 1 "s_Lever_S1" 0.0 0.0 M. "Hum_LeverPull_M01.asc" F 11 39)
aniAlias ("t_Lever_S1_2_S0" 1 "s_Lever_S0" 0.0 0.0 M. "t_Lever_S0_2_S1" R)
// ---------------------------------------------------------------------------------------------------------------
// Drehrad f<>r Tore
ani ("t_VWheel_Stand_2_S0" 1 "s_VWheel_S0" 0.1 0.0 M. "Hum_TurnWheel_M02.asc" F 0 9)
ani ("s_VWheel_S0" 1 "s_VWheel_S0" 0.0 0.0 M. "Hum_TurnWheel_M02.asc" F 10 10)
aniAlias ("t_VWheel_S0_2_Stand" 1 "" 0.0 0.1 M. "t_VWheel_Stand_2_S0" R)
aniAlias ("t_VWheel_Stand_2_S1" 1 "s_VWheel_S1" 0.2 0.0 M. "t_VWheel_S1_2_Stand" R)
ani ("t_VWheel_S0_2_S1" 1 "s_VWheel_S1" 0.0 0.0 M. "Hum_TurnWheel_M02.asc" F 11 34)
ani ("s_VWheel_S1" 1 "s_VWheel_S1" 0.0 0.0 M. "Hum_TurnWheel_M02.asc" F 35 35)
aniAlias ("t_VWheel_S1_2_S0" 1 "s_VWheel_S0" 0.0 0.0 M. "t_VWheel_S0_2_S1" R)
ani ("t_VWheel_S1_2_Stand" 1 "" 0.0 0.1 M. "Hum_TurnWheel_M02.asc" F 36 45)
// ---------------------------------------------------------------------------------------------------------------
// Aufs Bett legen (H<>he = 50 cm, kein Kissen)
ani ("t_BedHigh_Front_Stand_2_S0" 1 "s_BedHigh_Front_S0" 0.2 0.0 M. "Hum_BedHighFront_M02.asc" F 0 4)
ani ("s_BedHigh_Front_S0" 1 "s_BedHigh_Front_S0" 0.0 0.0 M. "Hum_BedHighFront_M02.asc" F 5 5)
aniAlias ("t_BedHigh_Front_S0_2_Stand" 1 "" 0.0 0.2 M. "t_BedHigh_Front_Stand_2_S0" R)
ani ("t_BedHigh_Front_S0_2_S1" 1 "s_BedHigh_Front_S1" 0.0 0.0 M. "Hum_BedHighFront_M02.asc" F 6 57 FPS:10)
{
*eventTag (7 "DEF_INV_TORCH")
}
ani ("s_BedHigh_Front_S1" 1 "s_BedHigh_Front_S1" 0.0 0.0 MI "Hum_BedHighAmbient_A01.asc" F 1 39)
aniAlias ("t_BedHigh_Front_S1_2_S0" 1 "s_BedHigh_Front_S0" 0.0 0.0 M. "t_BedHigh_Front_S0_2_S1" R)
ani ("t_BedHigh_Back_Stand_2_S0" 1 "s_BedHigh_Back_S0" 0.2 0.0 M. "Hum_BedHighBack_M02.asc" F 0 4)
ani ("s_BedHigh_Back_S0" 1 "s_BedHigh_Back_S0" 0.0 0.0 M. "Hum_BedHighBack_M02.asc" F 5 5)
aniAlias ("t_BedHigh_Back_S0_2_Stand" 1 "" 0.0 0.2 M. "t_BedHigh_Back_Stand_2_S0" R)
ani ("t_BedHigh_Back_S0_2_S1" 1 "s_BedHigh_Back_S1" 0.0 0.0 M. "Hum_BedHighBack_M02.asc" F 6 57 FPS:10)
{
*eventTag (7 "DEF_INV_TORCH")
}
ani ("s_BedHigh_Back_S1" 1 "s_BedHigh_Back_S1" 0.0 0.0 MI "Hum_BedHighAmbientBack_A01.asc" F 1 39)
aniAlias ("t_BedHigh_Back_S1_2_S0" 1 "s_BedHigh_Back_S0" 0.0 0.0 M. "t_BedHigh_Back_S0_2_S1" R)
// ---------------------------------------------------------------------------------------------------------------
// Auf Stuhl setzen
ani ("t_Chair_Stand_2_S0" 1 "s_Chair_S0" 0.2 0.0 M. "Hum_SitChair_M01.asc" F 0 4)
ani ("s_Chair_S0" 1 "s_Chair_S0" 0.0 0.0 M. "Hum_SitChair_M01.asc" F 5 5)
aniAlias ("t_Chair_S0_2_Stand" 1 "" 0.0 0.2 M. "t_Chair_Stand_2_S0" R)
ani ("t_Chair_S0_2_S1" 1 "s_Chair_S1" 0.0 0.0 M. "Hum_SitChair_M01.asc" F 5 39)
{
*eventTag (7 "DEF_INV_TORCH")
*eventSFX (38 "CHAIR_USE" R:1000 EMPTY_SLOT )
}
ani ("s_Chair_S1" 1 "s_Chair_S1" 0.0 0.0 MI "Hum_SitChair_M01.asc" F 40 79 FPS:10)
aniAlias ("t_Chair_S1_2_S0" 1 "s_Chair_S0" 0.0 0.1 M. "t_Chair_S0_2_S1" R)
// CHAIR RANDOMS
ani ("R_Chair_Random_1" 2 "" 0.3 0.3 M. "Hum_SitBench_Random_M01.asc" F 1 45 FPS:10)
ani ("R_Chair_Random_2" 2 "" 0.3 0.3 M. "Hum_SitBench_Random_M01.asc" F 47 99 FPS:10)
ani ("R_Chair_Random_3" 2 "" 0.3 0.3 M. "Hum_SitBench_Random_M01.asc" F 101 174 FPS:10)
ani ("R_Chair_Random_4" 2 "" 0.3 0.3 M. "Hum_SitBench_Random_M01.asc" F 176 224 FPS:10)
// ---------------------------------------------------------------------------------------------------------------
// Auf Bank setzen
ani ("t_Bench_Stand_2_S0" 1 "s_Bench_S0" 0.2 0.0 M. "Hum_SitBench_M01.asc" F 0 4)
ani ("s_Bench_S0" 1 "s_Bench_S0" 0.0 0.0 M. "Hum_SitBench_M01.asc" F 5 5)
aniAlias ("t_Bench_S0_2_Stand" 1 "" 0.0 0.2 M. "t_Bench_Stand_2_S0" R)
ani ("t_Bench_S0_2_S1" 1 "s_Bench_S1" 0.0 0.0 M. "Hum_SitBench_M01.asc" F 6 39)
{
*eventTag (7 "DEF_INV_TORCH")
*eventSFX (36 "CHAIR_USE" R:1000 EMPTY_SLOT )
}
ani ("s_Bench_S1" 1 "s_Bench_S1" 0.0 0.0 MI "Hum_SitBench_M01.asc" F 40 90 FPS:10)
aniAlias ("t_Bench_S1_2_S0" 1 "s_Bench_S0" 0.0 0.0 M. "t_Bench_S0_2_S1" R)
// BENCH RANDOMS (aniAlias von Chair)
aniAlias ("R_Bench_Random_1" 2 "" 0.3 0.3 M. "R_Chair_Random_1" F)
aniAlias ("R_Bench_Random_2" 2 "" 0.3 0.3 M. "R_Chair_Random_2" F)
aniAlias ("R_Bench_Random_3" 2 "" 0.3 0.3 M. "R_Chair_Random_3" F)
aniAlias ("R_Bench_Random_4" 2 "" 0.3 0.3 M. "R_Chair_Random_4" F)
// ---------------------------------------------------------------------------------------------------------------
// Auf Thron setzen
ani ("t_Throne_Stand_2_S0" 1 "s_Throne_S0" 0.2 0.0 M. "Hum_Throne_A01.asc" F 0 4)
ani ("s_Throne_S0" 1 "s_Throne_S0" 0.0 0.0 M. "Hum_Throne_A01.asc" F 5 5)
ani ("t_Throne_S0_2_Stand" 1 "" 0.0 0.2 M. "Hum_Throne_A01.asc" R 0 4)
ani ("t_Throne_S0_2_S1" 1 "s_Throne_S1" 0.0 0.0 M. "Hum_Throne_A01.asc" F 6 39)
{
*eventTag (7 "DEF_INV_TORCH")
*eventSFX (37 "CHAIR_USE" R:1000 EMPTY_SLOT )
}
ani ("s_Throne_S1" 1 "s_Throne_S1" 0.0 0.0 MI "Hum_Throne_A01.asc" F 40 100)
aniAlias ("t_Throne_S1_2_S0" 1 "s_Throne_S0" 0.0 0.0 M. "t_Throne_S0_2_S1" R)
// ---------------------------------------------------------------------------------------------------------------
// Leiter hochklettern
ani ("t_Ladder_Stand_2_S0" 1 "s_Ladder_S0" 0.1 0.0 M. "Hum_LadderClimb_M03.asc" F 1 14)
ani ("s_Ladder_S0" 1 "s_Ladder_S0" 0.0 0.0 MF "Hum_LadderClimb_M03.asc" F 14 14)
aniAlias ("t_Ladder_S0_2_Stand" 1 "" 0.0 0.0 MF "t_Ladder_Stand_2_S0" R)
ani ("t_Ladder_S0_2_S1" 1 "s_Ladder_S1" 0.0 0.0 MF "Hum_LadderClimb_M03.asc" F 15 45)
{
*eventSFX (16 "Ladder_Step" R:1000 EMTPY_SLOT )
*eventSFX (31 "Ladder_Step" R:1000 EMTPY_SLOT )
}
// 2m Leiter
aniAlias ("s_Ladder_S1" 1 "s_Ladder_S1" 0.0 0.0 MF "s_Ladder_S0" F)
ani ("t_Ladder_S1_2_Stand" 1 "" 0.0 0.2 MF "Hum_LadderClimb_M03.asc" F 46 64)
{
*eventSFXGrnd (57 "Sneak" )
*eventSFXGrnd (63 "Sneak" )
}
ani ("t_Ladder_Stand_2_S1" 1 "s_Ladder_S1" 0.2 0.0 MF "Hum_LadderClimb_M03.asc" F 67 95)
{
*eventSFX (85 "Ladder_Step" R:1000 EMTPY_SLOT )
*eventSFX (90 "Ladder_Step" R:1000 EMTPY_SLOT )
}
aniAlias ("t_Ladder_S1_2_S0" 1 "s_Ladder_S0" 0.0 0.0 MF "t_Ladder_S0_2_S1" R)
aniAlias ("t_Ladder_S1_2_S2" 1 "s_Ladder_S2" 0.0 0.0 MF "t_Ladder_S0_2_S1" F)
// 3m Leiter
aniAlias ("s_Ladder_S2" 1 "s_Ladder_S2" 0.0 0.0 MF "s_Ladder_S0" F)
aniAlias ("t_Ladder_S2_2_Stand" 1 "" 0.0 0.1 MF "t_Ladder_S1_2_Stand" F)
aniAlias ("t_Ladder_Stand_2_S2" 1 "s_Ladder_S2" 0.1 0.0 MF "t_Ladder_Stand_2_S1" F)
aniAlias ("t_Ladder_S2_2_S1" 1 "s_Ladder_S1" 0.0 0.0 MF "t_Ladder_S0_2_S1" R)
aniAlias ("t_Ladder_S2_2_S3" 1 "s_Ladder_S3" 0.0 0.0 MF "t_Ladder_S0_2_S1" F)
// 4m Leiter
aniAlias ("s_Ladder_S3" 1 "s_Ladder_S3" 0.0 0.0 MF "s_Ladder_S0" F)
aniAlias ("t_Ladder_S3_2_Stand" 1 "" 0.0 0.1 MF "t_Ladder_S1_2_Stand" F)
aniAlias ("t_Ladder_Stand_2_S3" 1 "s_Ladder_S3" 0.1 0.0 MF "t_Ladder_S1_2_Stand" R)
aniAlias ("t_Ladder_S3_2_S2" 1 "s_Ladder_S2" 0.0 0.0 MF "t_Ladder_S0_2_S1" R)
aniAlias ("t_Ladder_S3_2_S4" 1 "s_Ladder_S4" 0.0 0.0 MF "t_Ladder_S0_2_S1" F)
// 5m Leiter
aniAlias ("s_Ladder_S4" 1 "s_Ladder_S4" 0.0 0.0 MF "s_Ladder_S0" F)
aniAlias ("t_Ladder_S4_2_Stand" 1 "" 0.0 0.1 MF "t_Ladder_S1_2_Stand" F)
aniAlias ("t_Ladder_Stand_2_S4" 1 "s_Ladder_S4" 0.1 0.0 MF "t_Ladder_Stand_2_S1" F)
aniAlias ("t_Ladder_S4_2_S3" 1 "s_Ladder_S3" 0.0 0.0 MF "t_Ladder_S0_2_S1" R)
aniAlias ("t_Ladder_S4_2_S5" 1 "s_Ladder_S5" 0.0 0.0 MF "t_Ladder_S0_2_S1" F)
// 6m Leiter
aniAlias ("s_Ladder_S5" 1 "s_Ladder_S5" 0.0 0.0 MF "s_Ladder_S0" F)
aniAlias ("t_Ladder_S5_2_Stand" 1 "" 0.0 0.1 MF "t_Ladder_S1_2_Stand" F)
aniAlias ("t_Ladder_Stand_2_S5" 1 "s_Ladder_S5" 0.2 0.0 MF "t_Ladder_Stand_2_S1" F)
aniAlias ("t_Ladder_S5_2_S4" 1 "s_Ladder_S4" 0.0 0.0 MF "t_Ladder_S0_2_S1" R)
aniAlias ("t_Ladder_S5_2_S6" 1 "s_Ladder_S6" 0.0 0.0 MF "t_Ladder_S0_2_S1" F)
// 7m Leiter
aniAlias ("s_Ladder_S6" 1 "s_Ladder_S6" 0.0 0.0 MF "s_Ladder_S0" F)
aniAlias ("t_Ladder_S6_2_Stand" 1 "" 0.0 0.1 MF "t_Ladder_S1_2_Stand" F)
aniAlias ("t_Ladder_Stand_2_S6" 1 "s_Ladder_S6" 0.1 0.0 MF "t_Ladder_Stand_2_S1" F)
aniAlias ("t_Ladder_S6_2_S5" 1 "s_Ladder_S5" 0.0 0.0 MF "t_Ladder_S0_2_S1" R)
aniAlias ("t_Ladder_S6_2_S7" 1 "s_Ladder_S7" 0.0 0.0 MF "t_Ladder_S0_2_S1" F)
// 8m Leiter
aniAlias ("s_Ladder_S7" 1 "s_Ladder_S7" 0.0 0.0 MF "s_Ladder_S0" F)
aniAlias ("t_Ladder_S7_2_Stand" 1 "" 0.0 0.1 MF "t_Ladder_S1_2_Stand" F)
aniAlias ("t_Ladder_Stand_2_S7" 1 "s_Ladder_S7" 0.1 0.0 MF "t_Ladder_Stand_2_S1" F)
aniAlias ("t_Ladder_S7_2_S6" 1 "s_Ladder_S6" 0.0 0.0 MF "t_Ladder_S0_2_S1" R)
aniAlias ("t_Ladder_S7_2_S8" 1 "s_Ladder_S8" 0.0 0.0 MF "t_Ladder_S0_2_S1" F)
// 9m Leiter
aniAlias ("s_Ladder_S8" 1 "s_Ladder_S8" 0.0 0.0 MF "s_Ladder_S0" F)
aniAlias ("t_Ladder_S8_2_Stand" 1 "" 0.0 0.1 MF "t_Ladder_S1_2_Stand" F)
aniAlias ("t_Ladder_Stand_2_S8" 1 "s_Ladder_S8" 0.1 0.0 MF "t_Ladder_Stand_2_S1" F)
aniAlias ("t_Ladder_S8_2_S7" 1 "s_Ladder_S7" 0.0 0.0 MF "t_Ladder_S0_2_S1" R)
aniAlias ("t_Ladder_S8_2_S9" 1 "s_Ladder_S9" 0.0 0.0 MF "t_Ladder_S0_2_S1" F)
// 10m Leiter
aniAlias ("s_Ladder_S9" 1 "s_Ladder_S9" 0.0 0.0 MF "s_Ladder_S0" F)
aniAlias ("t_Ladder_S9_2_Stand" 1 "" 0.0 0.1 MF "t_Ladder_S1_2_Stand" F)
aniAlias ("t_Ladder_Stand_2_S9" 1 "s_Ladder_S9" 0.1 0.0 MF "t_Ladder_Stand_2_S1" F)
aniAlias ("t_Ladder_S9_2_S8" 1 "s_Ladder_S8" 0.0 0.0 MF "t_Ladder_S0_2_S1" R)
// ---------------------------------------------------------------------------------------------------------------
// Statue anbeten
ani ("t_Idol_Stand_2_S0" 1 "s_Idol_S0" 0.2 0.0 M. "Hum_Pray_M01.asc" F 0 4)
ani ("s_Idol_S0" 1 "s_Idol_S0" 0.0 0.0 M. "Hum_Pray_M01.asc" F 5 5)
aniAlias ("t_Idol_S0_2_Stand" 1 "" 0.0 0.2 M. "t_Idol_Stand_2_S0" R)
ani ("t_Idol_S0_2_S1" 1 "s_Idol_S1" 0.0 0.0 M. "Hum_Pray_M01.asc" F 6 44 FPS:10)
ani ("s_Idol_S1" 1 "s_Idol_S1" 0.0 0.0 M. "Hum_Pray_M01.asc" F 45 160 FPS:10)
aniAlias ("t_Idol_S1_2_S0" 1 "s_Idol_S0" 0.0 0.0 M. "t_Idol_S0_2_S1" R)
// ---------------------------------------------------------------------------------------------------------------
// BOOK READING
ani ("t_Book_Stand_2_S0" 1 "s_Book_S0" 0.2 0.0 M. "Hum_BookReading_M01.asc" F 1 11)
ani ("s_Book_S0" 1 "s_Book_S0" 0.0 0.0 M. "Hum_BookReading_M01.asc" F 12 12)
aniAlias ("t_Book_S0_2_Stand" 1 "" 0.0 0.2 M. "t_Book_Stand_2_S0" R)
ani ("t_Book_S0_2_S1" 1 "s_Book_S1" 0.0 0.0 M. "Hum_BookReading_M01.asc" F 146 195 FPS:10)
{
*eventTag (147 "DEF_INV_TORCH")
*eventSFX (154 "book_nextpage" R:1000 EMPTY_SLOT )
*eventSFX (170 "MOB_BOOK_MOVEPAGE" R:1000 EMPTY_SLOT )
}
ani ("s_Book_S1" 1 "s_Book_S1" 0.0 0.0 M. "Hum_BookReading_M01.asc" F 12 195 FPS:10)
// aniAlias ("t_Book_S1_2_S0" 1 "s_Book_S0" 0.0 0.0 M. "t_Book_S0_2_S1" R)
aniBlend ("t_Book_S1_2_S0" "s_Book_S0" 0.2 0.2 )
// ---------------------------------------------------------------------------------------------------------------
// Repair MOB
ani ("t_Repair_Stand_2_S0" 1 "s_Repair_S0" 0.2 0.0 M. "Hum_RepairHut_M01.asc" F 1 19)
{
*eventTag (5 "DEF_INSERT_ITEM" "ZS_RIGHTHAND")
}
ani ("s_Repair_S0" 1 "s_Repair_S0" 0.0 0.0 M. "Hum_RepairHut_M01.asc" F 20 20)
ani ("t_Repair_S0_2_Stand" 1 "" 0.0 0.2 M. "Hum_RepairHut_M01.asc" R 1 19)
{
*eventTag (5 "DEF_REMOVE_ITEM" "ZS_RIGHTHAND")
}
ani ("t_Repair_S0_2_S1" 1 "s_Repair_S1" 0.0 0.0 M. "Hum_RepairHut_M01.asc" F 20 29)
ani ("s_Repair_S1" 1 "s_Repair_S1" 0.0 0.0 M. "Hum_RepairHut_M01.asc" F 30 65)
{
*eventSFX (48 "Hammer" R:1000 EMPTY_SLOT )
}
ani ("t_Repair_Random_1" 2 "" 0.1 0.1 M. "Hum_RepairHut_M01.asc" F 66 124 FPS:10)
aniAlias ("t_Repair_S1_2_S0" 1 "s_Repair_S0" 0.0 0.0 M. "t_Repair_S0_2_S1" R)
// ---------------------------------------------------------------------------------------------------------------
// Cooking
ani ("t_Cauldron_Stand_2_S0" 1 "s_Cauldron_S0" 0.2 0.0 M. "Hum_Cooking_M01.asc" F 1 30)
{
*eventTag (5 "DEF_INSERT_ITEM" "ZS_RIGHTHAND")
*eventSFX (28 "PSILAB_DRAWLIQUID" R:1000 EMPTY_SLOT )
}
ani ("s_Cauldron_S0" 1 "s_Cauldron_S0" 0.0 0.0 M. "Hum_Cooking_M01.asc" F 31 31)
ani ("t_Cauldron_S0_2_Stand" 1 "" 0.0 0.2 M. "Hum_Cooking_M01.asc" R 1 30)
{
*eventTag (5 "DEF_REMOVE_ITEM")
}
ani ("t_Cauldron_S0_2_S1" 1 "s_Cauldron_S1" 0.0 0.0 M. "Hum_Cooking_M01.asc" F 70 120 FPS:10)
{
*eventTag (71 "DEF_INV_TORCH")
}
ani ("s_Cauldron_S1" 1 "s_Cauldron_S1" 0.0 0.0 M. "Hum_Cooking_M01.asc" F 31 70 FPS:10)
{
*eventSFX (37 "COULDRON_STIR" R:1000 EMPTY_SLOT )
}
aniAlias ("t_Cauldron_S1_2_S0" 1 "s_Cauldron_S0" 0.0 0.0 M. "s_Cauldron_S1" F)
// ---------------------------------------------------------------------------------------------------------------
// TA_PickOre
ani ("t_Ore_Stand_2_S0" 1 "s_Ore_S0" 0.2 0.0 M. "Hum_PickOre_M02.asc" R 0 4)
{
*eventTag (2 "DEF_INSERT_ITEM" "ZS_LEFTHAND")
}
ani ("s_Ore_S0" 1 "s_Ore_S0" 0.0 0.0 M. "Hum_PickOre_M02.asc" F 5 5)
ani ("t_Ore_S0_2_Stand" 1 "" 0.0 0.2 M. "Hum_PickOre_M02.asc" R 0 4)
{
*eventTag (2 "DEF_REMOVE_ITEM")
}
ani ("c_Ore_T01_1" 1 "" 0.0 0.0 . "Hum_PickOre_M02.asc" F 5 15)
ani ("c_Ore_T01_2" 1 "" 0.0 0.0 . "Hum_PickOre_M02.asc" F 5 15)
ani ("c_Ore_T01_3" 1 "" 0.0 0.0 . "Hum_PickOre_M02.asc" F 5 15)
aniComb ("t_Ore_S0_2_S1" 1 "s_Ore_S1" 0.0 0.0 M. "c_Ore_T01_" 3)
ani ("c_Ore_S1_1" 1 "" 0.0 0.0 . "Hum_PickOre_M02.asc" F 15 75)
ani ("c_Ore_S1_2" 1 "" 0.0 0.0 . "Hum_PickOre_M02.asc" F 75 135)
ani ("c_Ore_S1_3" 1 "" 0.0 0.0 . "Hum_PickOre_M02.asc" F 135 195
aniComb ("s_Ore_S1" 1 "s_Ore_S1" 0.0 0.0 M. "c_Ore_S1_" 3)
{
*eventPFX (24 1 "CPFX_IAI_METAL" "ZS_RIGHTHAND" )
*eventSFX (25 "pickore" R:1000 EMPTY_SLOT)
}
ani ("c_Ore_T10_1" 1 "" 0.0 0.0 . "Hum_PickOre_M02.asc" R 5 15)
ani ("c_Ore_T10_2" 1 "" 0.0 0.0 . "Hum_PickOre_M02.asc" R 5 15)
ani ("c_Ore_T10_3" 1 "" 0.0 0.0 . "Hum_PickOre_M02.asc" R 5 15)
aniComb ("t_Ore_S1_2_S0" 1 "s_Ore_S0" 0.0 0.0 M. "c_Ore_T10_" 3)
// ---------------------------------------------------------------------------------------------------------------
// TA_Smoke
ani ("t_Smoke_Stand_2_S0" 1 "s_Smoke_S0" 0.2 0.0 M. "Hum_SmokePipe_M01.asc" F 0 3)
ani ("s_Smoke_S0" 1 "s_Smoke_S0" 0.0 0.0 M. "Hum_SmokePipe_M01.asc" F 4 4)
aniAlias ("t_Smoke_S0_2_Stand" 1 "" 0.0 0.2 M. "t_Smoke_Stand_2_S0" R)
ani ("t_Smoke_S0_2_S1" 1 "s_Smoke_S1" 0.0 0.0 M. "Hum_SmokePipe_M01.asc" F 5 44 FPS:10)
{
*eventTag (7 "DEF_INV_TORCH")
}
ani ("s_Smoke_S1" 1 "s_Smoke_S1" 0.0 0.0 M. "Hum_SmokePipe_M01.asc" F 45 190)
{
*eventPFX (110 1 "LIGHTSMOKE" "ZS_RIGHTHAND" ATTACH)
*eventPFXStop (145 1)
}
aniAlias ("t_Smoke_S1_2_S0" 1 "s_Smoke_S0" 0.0 0.0 M. "t_Smoke_S0_2_S1" R)
// ---------------------------------------------------------------------------------------------------------------
// TA_CookForMe (Pfanne <20>ber Lagerfeuer)
ani ("t_Pan_Stand_2_S0" 1 "s_Pan_S0" 0.1 0.0 M. "Hum_CookForMe_M01.asc" F 0 24)
ani ("s_Pan_S0" 1 "s_Pan_S0" 0.0 0.0 M. "Hum_CookForMe_M01.asc" F 25 25)
aniAlias ("t_Pan_S0_2_Stand" 1 "" 0.0 0.2 M. "t_Pan_Stand_2_S0" R)
ani ("t_Pan_S0_2_S1" 1 "s_Pan_S1" 0.0 0.0 M. "Hum_CookForMe_M01.asc" F 26 34)
{
*eventTag (26 "DEF_INSERT_ITEM" "ZS_RIGHTHAND")
}
ani ("s_Pan_S1" 1 "s_Pan_S1" 0.0 0.0 M. "Hum_CookForMe_M01.asc" F 35 84)
{
*eventSFX (36 "PAN_FRYING" R:1000 EMPTY_SLOT )
}
ani ("t_Pan_S1_2_S0" 1 "s_Pan_S0" 0.0 0.0 M. "Hum_CookForMe_M01.asc" R 26 34)
{
*eventTag (33 "DEF_EXCHANGE_ITEM" "ZS_LEFTHAND" "ItFoMutton")
*eventTag (26 "DEF_REMOVE_ITEM")
}
// ---------------------------------------------------------------------------------------------------------------
// TA_PotionAlchemy (Labortisch)
ani ("t_Lab_Stand_2_S0" 1 "s_Lab_S0" 0.1 0.0 M. "Hum_Alchemie_A01.asc" F 0 5)
ani ("s_Lab_S0" 1 "s_Lab_S0" 0.0 0.0 M. "Hum_Alchemie_A01.asc" F 5 5)
ani ("t_Lab_S0_2_Stand" 1 "" 0.1 0.1 M. "Hum_Alchemie_A01.asc" R 0 5)
ani ("t_Lab_S0_2_S1" 1 "s_Lab_S1" 0.0 0.0 M. "Hum_Alchemie_A01.asc" F 5 40)
{
*eventTag (21 "DEF_INSERT_ITEM" "ZS_RIGHTHAND")
*eventSFX (39 "RELEASECORK" R:1000 EMPTY_SLOT )
}
ani ("t_Lab_S1_2_S0" 1 "s_Lab_S0" 0.1 0.1 M. "Hum_Alchemie_A01.asc" R 5 40)
{
*eventTag (21 "DEF_DESTROY_ITEM")
*eventSFX (39 "RELEASECORK" R:1000 EMPTY_SLOT )
}
ani ("s_Lab_S1" 1 "s_Lab_S1" 0.0 0.0 M. "Hum_Alchemie_A01.asc" F 40 160)
{
*eventPFX (45 1 "PSILAB_GLOW2" "ZS_RIGHTHAND" ATTACH )
*eventSFX (70 "MOB_ALCHEMY_SHAKELIQUID" R:1000 EMPTY_SLOT )
*eventSFX (112 "PSILAB_PLACEBOTTLE" R:1000 EMPTY_SLOT )
*eventSFX (152 "MOB_ALCHEMY_NOISYINGEDIENT" R:1000 EMPTY_SLOT )
*eventSFX (156 "PSILAB_BOILING" R:1000 EMPTY_SLOT )
}
// ---------------------------------------------------------------------------------------------------------------
// TA_HerbAlchemy (Krautstampfer)
ani ("t_Herb_Stand_2_S0" 1 "s_Herb_S0" 0.1 0.0 M. "Hum_AlHerb_Jue00.asc" F 0 5 FPS:10)
{
*eventTag (1 "DEF_INSERT_ITEM" "ZS_LEFTHAND")
}
ani ("s_Herb_S0" 1 "s_Herb_S0" 0.0 0.0 M. "Hum_AlHerb_Jue00.asc" F 5 5)
ani ("t_Herb_S0_2_Stand" 1 "" 0.0 0.0 M. "Hum_AlHerb_Jue00.asc" R 0 5 FPS:10)
{
*eventTag (1 "DEF_REMOVE_ITEM")
}
ani ("t_Herb_S0_2_S1" 1 "s_Herb_S1" 0.0 0.1 M. "Hum_AlHerb_Jue00.asc" F 5 140 FPS:10)
ani ("s_Herb_S1" 1 "s_Herb_S1" 0.0 0.0 M. "Hum_AlHerb_Jue00.asc" F 140 170 FPS:10)
{
*eventSFX (169 "HERB_STOMP" R:1000 EMPTY_SLOT )
}
ani ("t_Herb_S1_2_S0" 1 "s_Herb_S0" 0.0 0.0 M. "Hum_AlHerb_Jue00.asc" F 170 220 FPS:10)
// --------------------------------------------------------------------------------------------------------------
// Drehschalter
ani ("t_TURNSWITCH_Stand_2_S0" 1 "s_TURNSWITCH_S0" 0.1 0.0 M. "Hum_TurnSwitch_M01.asc" F 0 34)
ani ("s_TURNSWITCH_S0" 1 "s_TURNSWITCH_S0" 0.0 0.0 M. "Hum_TurnSwitch_M01.asc" F 35 35)
aniAlias ("t_TURNSWITCH_S0_2_Stand" 1 "" 0.0 0.1 M. "t_TURNSWITCH_Stand_2_S0" R)
ani ("t_TURNSWITCH_S0_2_S1" 1 "s_TURNSWITCH_S1" 0.0 0.0 M. "Hum_TurnSwitch_M01.asc" F 36 84)
aniAlias ("t_TURNSWITCH_S1_2_S0" 1 "s_TURNSWITCH_S0" 0.0 0.0 M. "t_TURNSWITCH_S0_2_S1" R)
aniAlias ("t_TURNSWITCH_Stand_2_S1" 1 "s_TURNSWITCH_S1" 0.0 0.0 M. "t_TURNSWITCH_Stand_2_S0" F)
ani ("s_TURNSWITCH_S1" 1 "s_TURNSWITCH_S1" 0.0 0.0 M. "Hum_TurnSwitch_M01.asc" F 85 85)
aniAlias ("t_TURNSWITCH_S1_2_Stand" 1 "" 0.0 0.2 M. "t_TURNSWITCH_Stand_2_S0" R)
// --------------------------------------------------------------------------------------------------------------
// Steinplatte dr<64>cken (Trigger)
ani ("t_TOUCHPLATE_Stand_2_S0" 1 "s_TOUCHPLATE_S0" 0.1 0.0 M. "Hum_TouchPlate_M01.asc" F 0 5)
ani ("s_TOUCHPLATE_S0" 1 "s_TOUCHPLATE_S0" 0.0 0.0 M. "Hum_TouchPlate_M01.asc" F 6 6)
aniAlias ("t_TOUCHPLATE_S0_2_Stand" 1 "" 0.0 0.1 M. "t_TOUCHPLATE_Stand_2_S0" R)
ani ("t_TOUCHPLATE_S0_2_S1" 1 "s_TOUCHPLATE_S1" 0.0 0.0 M. "Hum_TouchPlate_M01.asc" F 7 34)
ani ("s_TOUCHPLATE_S1" 1 "s_TOUCHPLATE_S1" 0.0 0.0 M. "Hum_TouchPlate_M01.asc" F 35 35)
aniAlias ("t_TOUCHPLATE_S1_2_S0" 1 "s_TOUCHPLATE_S0" 0.0 0.0 M. "t_TOUCHPLATE_S0_2_S1" F)
aniAlias ("t_TOUCHPLATE_Stand_2_S1" 1 "s_TOUCHPLATE_S1" 0.0 0.0 M. "t_TOUCHPLATE_Stand_2_S0" F)
aniAlias ("t_TOUCHPLATE_S1_2_Stand" 1 "" 0.0 0.1 M. "t_TOUCHPLATE_Stand_2_S0" R)
// --------------------------------------------------------------------------------------------------------------
// Blacksmith - Splitted
// Fireplace - useWithItem = BS_SWORD_RAW
ani ("t_BSFIRE_Stand_2_S0" 1 "s_BSFIRE_S0" 0.1 0.0 M. "Hum_BSFire_M01.asc" F 0 2)
ani ("s_BSFIRE_S0" 1 "s_BSFIRE_S0" 0.0 0.0 M. "Hum_BSFire_M01.asc" F 3 3)
ani ("t_BSFIRE_S0_2_Stand" 1 "" 0.0 0.1 M. "Hum_BSFire_M01.asc" R 0 2)
ani ("t_BSFIRE_S0_2_S1" 1 "s_BSFIRE_S1" 0.0 0.0 M. "Hum_BSFire_M01.asc" F 4 37)
{
*eventTag (4 "DEF_INSERT_ITEM" "ZS_LEFTHAND")
*eventTag (37 "DEF_EXCHANGE_ITEM" "ZS_LEFTHAND" "ItMiSwordrawhot")
}
ani ("s_BSFIRE_S1" 1 "s_BSFIRE_S1" 0.0 0.0 M. "Hum_BSFire_M01.asc" F 38 99)
ani ("t_BSFIRE_S1_2_S0" 1 "s_BSFIRE_S0" 0.0 0.0 M. "Hum_BSFire_M01.asc" R 4 37)
{
*eventTag (4 "DEF_REMOVE_ITEM")
}
// Anvil - useWithItem = BS_SWORD_RAWHOT
ani ("t_BSANVIL_Stand_2_S0" 1 "s_BSANVIL_S0" 0.1 0.0 M. "Hum_BSAnvil_Jue00.asc" F 0 2)
ani ("s_BSANVIL_S0" 1 "s_BSANVIL_S0" 0.0 0.0 M. "Hum_BSAnvil_Jue00.asc" F 3 3)
ani ("t_BSANVIL_S0_2_Stand" 1 "" 0.0 0.1 M. "Hum_BSAnvil_Jue00.asc" R 0 2)
ani ("t_BSANVIL_S0_2_S1" 1 "s_BSANVIL_S1" 0.0 0.0 M. "Hum_BSAnvil_Jue00.asc" F 4 9)
{
*eventTag (4 "DEF_INSERT_ITEM" "ZS_LEFTHAND")
*eventTag (4 "DEF_CREATE_ITEM" "ZS_RIGHTHAND" "ItMw_1H_Mace_L_04")
}
ani ("s_BSANVIL_S1" 1 "s_BSANVIL_S1" 0.0 0.0 M. "Hum_BSAnvil_Jue00.asc" F 10 47)
ani ("t_BSANVIL_S1_2_S0" 1 "s_BSANVIL_S0" 0.0 0.0 M. "Hum_BSAnvil_Jue00.asc" R 4 9)
{
*eventTag (4 "DEF_DESTROY_ITEM")
}
// Water Cooling - useWithItem = BS_SWORD_BLADEHOT
ani ("t_BSCOOL_Stand_2_S0" 1 "s_BSCOOL_S0" 0.1 0.0 M. "Hum_BSCool_M01.asc" F 0 2)
ani ("s_BSCOOL_S0" 1 "s_BSCOOL_S0" 0.0 0.0 M. "Hum_BSCool_M01.asc" F 3 3)
ani ("t_BSCOOL_S0_2_Stand" 1 "" 0.0 0.1 M. "Hum_BSCool_M01.asc" F 0 2)
ani ("t_BSCOOL_S0_2_S1" 1 "s_BSCOOL_S1" 0.0 0.0 M. "Hum_BSCool_M01.asc" F 4 9)
{
*eventTag (4 "DEF_INSERT_ITEM" "ZS_LEFTHAND")
}
ani ("s_BSCOOL_S1" 1 "s_BSCOOL_S1" 0.0 0.0 M. "Hum_BSCool_M01.asc" F 10 50)
ani ("t_BSCOOL_S1_2_S0" 1 "s_BSCOOL_S0" 0.0 0.0 M. "Hum_BSCool_M01.asc" R 4 9)
{
*eventTag (4 "DEF_DESTROY_ITEM")
}
// Sharpen - useWithItem = BS_SWORD_BLADE
ani ("t_BSSHARP_Stand_2_S0" 1 "s_BSSHARP_S0" 0.1 0.0 M. "Hum_BSSharp_M01.asc" F 0 2)
ani ("s_BSSHARP_S0" 1 "s_BSSHARP_S0" 0.0 0.0 M. "Hum_BSSharp_M01.asc" F 3 3)
ani ("t_BSSHARP_S0_2_Stand" 1 "" 0.0 0.1 M. "Hum_BSSharp_M01.asc" R 0 2)
ani ("t_BSSHARP_S0_2_S1" 1 "s_BSSHARP_S1" 0.0 0.0 M. "Hum_BSSharp_M01.asc" F 4 14)
{
*eventTag (4 "DEF_INSERT_ITEM" "ZS_LEFTHAND")
}
ani ("s_BSSHARP_S1" 1 "s_BSSHARP_S1" 0.0 0.0 M. "Hum_BSSharp_M01.asc" F 15 80)
ani ("t_BSSHARP_S1_2_S0" 1 "s_BSSHARP_S0" 0.0 0.0 M. "Hum_BSSharp_M01.asc" R 4 14)
{
*eventTag (4 "DEF_DESTROY_ITEM")
}
// ---------------------------------------------------------------------------------------------------------------
// BARBQ_Scavenger - Chickenstick - Grillh<6C>hnchen
ani ("t_BARBQ_Stand_2_S0" 1 "s_BARBQ_S0" 0.1 0.0 M. "Hum_BarBQ_M01.ASC" F 1 3)
ani ("s_BARBQ_S0" 1 "s_BARBQ_S0" 0.0 0.0 M. "Hum_BarBQ_M01.ASC" F 4 4)
aniAlias ("t_BARBQ_S0_2_Stand" 1 "" 0.0 0.1 M. "t_BARBQ_Stand_2_S0" R)
ani ("t_BARBQ_S0_2_S1" 1 "s_BARBQ_S1" 0.0 0.0 M. "Hum_BarBQ_M01.ASC" F 5 14)
ani ("s_BARBQ_S1" 1 "s_BARBQ_S1" 0.0 0.0 M. "Hum_BarBQ_M01.ASC" F 15 174 FPS:10)
aniAlias ("t_BARBQ_S1_2_S0" 1 "s_BARBQ_S0" 0.0 0.0 M. "t_BARBQ_S0_2_S1" R)
// --------------------------------------------------------------------------------------------------------------
// Orc-Grave
ani ("t_GRAVE_Stand_2_S0" 1 "s_GRAVE_S0" 0.1 0.0 M. "Hum_OrcGrave_M01.asc" F 0 24)
ani ("s_GRAVE_S0" 1 "s_GRAVE_S0" 0.0 0.0 M. "Hum_OrcGrave_M01.asc" F 25 25)
aniAlias ("t_GRAVE_S0_2_Stand" 1 "" 0.0 0.1 M. "t_GRAVE_Stand_2_S0" R)
ani ("t_GRAVE_S0_2_S1" 1 "s_GRAVE_S1" 0.0 0.0 M. "Hum_OrcGrave_M01.asc" F 26 84 FPS:10)
ani ("s_GRAVE_S1" 1 "s_GRAVE_S1" 0.0 0.0 M. "Hum_OrcGrave_M01.asc" F 85 85)
ani ("t_GRAVE_S1_2_Stand" 1 "" 0.0 0.0 M. "Hum_OrcGrave_M01.asc" R 85 85)
// ---------------------------------------------------------------------------------------------------------------
// Runenmacher
// zs_Righthand -> Zange
// zs_lefthand -> Rune
ani ("t_RMAKER_Stand_2_S0" 1 "s_RMAKER_S0" 0.0 0.0 M. "Hum_RuneMaker2_M01.asc" F 0 25)
{
*eventTag (2 "DEF_CREATE_ITEM" "ZS_RIGHTHAND" "ItMi_Pliers")
}
ani ("s_RMAKER_S0" 1 "s_RMAKER_S0" 0.0 0.0 M. "Hum_RuneMaker2_M01.asc" F 25 25)
ani ("t_RMAKER_S0_2_Stand" 1 "" 0.0 0.1 M. "Hum_RuneMaker2_M01.asc" R 0 25)
ani ("t_RMAKER_S0_2_S1" 1 "s_RMAKER_S1" 0.0 0.0 M. "Hum_RuneMaker2_Random_M01.asc" F 0 50)
{
*eventTag (1 "DEF_INSERT_ITEM" "ZS_LEFTHAND")
}
ani ("s_RMAKER_S1" 1 "s_RMAKER_S1" 0.0 0.0 M. "Hum_RuneMaker2_Random_M01.asc" F 50 180)
{
*eventPFX (50 1 "RUNEMAKER" "ZS_LEFTHAND" ATTACH )
*eventSFX (51 "mob_runemaker" R:1000 EMPTY_SLOT )
*eventPFXStop (180 1 )
}
ani ("t_RMAKER_S1_2_S0" 1 "s_RMAKER_S0" 0.0 0.0 M. "Hum_RuneMaker2_Random_M01.asc" R 0 50)
{
*eventTag (1 "DEF_DESTROY_ITEM")
}
// ---------------------------------------------------------------------------------------------------------------
// BRUSH - Boden schrubben
ani ("t_BRUSH_Stand_2_S0" 1 "s_BRUSH_S0" 0.1 0.0 M. "Hum_BrushFloor_A01.asc" F 0 2)
{
*eventTag (1 "DEF_INSERT_ITEM" "ZS_RIGHTHAND")
}
ani ("s_BRUSH_S0" 1 "s_BRUSH_S0" 0.0 0.0 M. "Hum_BrushFloor_A01.asc" F 3 3)
ani ("t_BRUSH_S0_2_Stand" 1 "" 0.0 0.1 M. "Hum_BrushFloor_A01.asc" R 0 2)
{
*eventTag (1 "DEF_REMOVE_ITEM")
}
ani ("t_BRUSH_S0_2_S1" 1 "s_BRUSH_S1" 0.0 0.0 M. "Hum_BrushFloor_A01.asc" F 4 39)
ani ("s_BRUSH_S1" 1 "s_BRUSH_S1" 0.0 0.0 M. "Hum_BrushFloor_A01.asc" F 40 120 FPS:12.5)
{
*eventPFX (43 1 "SOAPFOAM" "BIP01 L Finger0" ATTACH )
*eventPFX (46 2 "SOAPFOAM" "BIP01 R Finger0" ATTACH )
*eventPFXStop (112 1 )
*eventPFXStop (115 2 )
}
aniAlias ("t_BRUSH_S1_2_S0" 1 "s_BRUSH_S0" 0.0 0.0 M. "t_BRUSH_S0_2_S1" R)
// ----------------------------------------------
// B<>ume S<>gen
ani ("t_Baumsaege_Stand_2_S0" 1 "s_Baumsaege_S0" 0.0 0.0 M. "Hum_Saegen_A01.asc" F 0 5)
{
*eventTag (1 "DEF_INSERT_ITEM" "ZS_RIGHTHAND")
}
ani ("s_Baumsaege_S0" 1 "s_Baumsaege_S0" 0.0 0.0 M. "Hum_Saegen_A01.asc" F 5 5)
ani ("t_Baumsaege_S0_2_Stand" 1 "" 0.0 0.0 M. "Hum_Saegen_A01.asc" R 0 5)
{
*eventTag (1 "DEF_REMOVE_ITEM")
}
ani ("t_Baumsaege_S0_2_S1" 1 "s_Baumsaege_S1" 0.0 0.0 M. "Hum_Saegen_A01.asc" F 6 20)
ani ("s_Baumsaege_S1" 1 "s_Baumsaege_S1" 0.0 0.0 M. "Hum_Saegen_A01.asc" F 20 40)
{
*eventSFX (20 "MOB_Saw" R:1000 EMPTY_SLOT )
}
aniAlias ("t_Baumsaege_S1_2_S0" 1 "s_Baumsaege_S0" 0.0 0.0 M. "t_Baumsaege_S0_2_S1" R)
ani ("t_Baumsaege_Random_1" 2 "" 0.1 0.1 M. "Hum_Saegen_A01.asc" F 40 90)
// ---------------------------------------------------------------------------------------------------------------
// Am Herd kochen (random ani (w<>rzen) bei 65 - 125
ani ("t_Stove_Stand_2_S0" 1 "s_Stove_S0" 0.1 0.0 M. "Hum_Stove_A01.ASC" F 0 5)
{
*eventTag (1 "DEF_CREATE_ITEM" "ZS_RIGHTHAND" "ItMi_PanFull")
}
ani ("s_Stove_S0" 1 "s_Stove_S0" 0.0 0.0 M. "Hum_Stove_A01.asc" F 5 5)
ani ("t_Stove_S0_2_Stand" 1 "" 0.1 0.1 M. "Hum_Stove_A01.asc" R 0 5)
{
*eventTag (1 "DEF_EXCHANGE_ITEM" "ZS_LEFTHAND" "ItFoMutton")
*eventTag (0 "DEF_REMOVE_ITEM")
}
ani ("t_Stove_S0_2_S1" 1 "s_Stove_S1" 0.0 0.0 M. "Hum_Stove_A01.asc" F 5 25)
ani ("t_Stove_S1_2_S0" 1 "s_Stove_S0" 0.1 0.1 M. "Hum_Stove_A01.asc" R 5 25)
ani ("s_Stove_S1" 1 "s_Stove_S1" 0.0 0.0 M. "Hum_Stove_A01.asc" F 25 65)
ani ("t_Stove_Random_1" 2 "" 0.1 0.1 M. "Hum_Stove_A01.asc" F 65 125)
// ---------------------------------------------------------------------------------------------------------------
// Boden kehren
ani ("t_BROOM_Stand_2_S0" 1 "s_BROOM_S0" 0.2 0.0 M. "Hum_Fegen_A01.ASC" F 0 5)
{
*eventTag (5 "DEF_INSERT_ITEM" "ZS_RIGHTHAND")
}
ani ("s_BROOM_S0" 1 "s_BROOM_S0" 0.0 0.0 M. "Hum_Fegen_A01.asc" F 6 6)
ani ("t_BROOM_S0_2_Stand" 1 "" 0.0 0.2 M. "Hum_Fegen_A01.asc" R 0 5)
{
*eventTag (5 "DEF_REMOVE_ITEM")
}
ani ("t_BROOM_S0_2_S1" 1 "s_BROOM_S1" 0.0 0.0 M. "Hum_Fegen_A01.asc" F 7 35)
ani ("s_BROOM_S1" 1 "s_BROOM_S1" 0.0 0.0 M. "Hum_Fegen_A01.asc" F 35 85)
{
*eventSFX (40 "mob_sweep" EMPTY_SLOT )
}
ani ("t_BROOM_S1_2_S0" 1 "s_BROOM_S0" 0.0 0.2 M. "Hum_Fegen_A01.asc" R 5 35)
// ---------------------------------------------------------------------------------------------------------------
// Feld pfl<66>gen
ani ("t_RAKE_Stand_2_S0" 1 "s_RAKE_S0" 0.2 0.0 M. "Hum_Haken_A01.ASC" F 0 5)
{
*eventTag (5 "DEF_INSERT_ITEM" "ZS_RIGHTHAND")
}
ani ("s_RAKE_S0" 1 "s_RAKE_S0" 0.0 0.0 M. "Hum_Haken_A01.asc" F 6 6)
ani ("t_RAKE_S0_2_Stand" 1 "" 0.0 0.2 M. "Hum_Haken_A01.asc" R 0 5)
{
*eventTag (5 "DEF_REMOVE_ITEM")
}
ani ("t_RAKE_S0_2_S1" 1 "s_RAKE_S1" 0.0 0.0 M. "Hum_Haken_A01.asc" F 7 20)
ani ("s_RAKE_S1" 1 "s_RAKE_S1" 0.0 0.0 M. "Hum_Haken_A01.asc" F 20 75)
{
*eventSFX (30 "mob_rake" R:1000 EMPTY_SLOT )
}
ani ("t_RAKE_S1_2_S0" 1 "s_RAKE_S0" 0.0 0.2 M. "Hum_Haken_A01.asc" R 5 20)
// ---------------------------------------------------------------------------------------------------------------
// Innos Anbeten
ani ("t_Innos_Stand_2_S0" 1 "s_Innos_S0" 0.1 0.0 M. "Hum_Innos_A01.ASC" F 0 5)
ani ("s_Innos_S0" 1 "s_Innos_S0" 0.0 0.0 M. "Hum_Innos_A01.asc" F 5 5)
ani ("t_Innos_S0_2_Stand" 1 "" 0.1 0.1 M. "Hum_Innos_A01.asc" R 0 5)
ani ("t_Innos_S0_2_S1" 1 "s_Innos_S1" 0.0 0.0 M. "Hum_Innos_A01.asc" F 5 25)
ani ("t_Innos_S1_2_S0" 1 "s_Innos_S0" 0.1 0.1 M. "Hum_Innos_A01.asc" R 5 25)
ani ("s_Innos_S1" 1 "s_Innos_S1" 0.0 0.0 M. "Hum_Innos_A01.asc" F 25 75)
// ---------------------------------------------------------------------------------------------------------------
// Stein Des Wissen (SDW)
ani ("t_SDW_Stand_2_S0" 1 "s_SDW_S0" 0.1 0.0 M. "Hum_SteinDesWissens_A01.ASC" F 0 5)
ani ("s_SDW_S0" 1 "s_SDW_S0" 0.0 0.0 M. "Hum_SteinDesWissens_A01.asc" F 5 5)
ani ("t_SDW_S0_2_Stand" 1 "" 0.1 0.1 M. "Hum_SteinDesWissens_A01.asc" R 0 5)
ani ("t_SDW_S0_2_S1" 1 "s_SDW_S1" 0.0 0.0 M. "Hum_SteinDesWissens_A01.asc" F 5 20)
ani ("t_SDW_S1_2_S0" 1 "s_SDW_S0" 0.1 0.1 M. "Hum_SteinDesWissens_A01.asc" R 5 20)
ani ("s_SDW_S1" 1 "s_SDW_S1" 0.0 0.0 M. "Hum_SteinDesWissens_A01.asc" F 20 100)
{
*eventSFX (20 "mob_sdw" R:1000 EMPTY_SLOT )
*eventPFX (20 1 "CS_FOKUS2" "zs_Righthand" ATTACH )
*eventPFX (21 2 "RESURRECTION" "zs_Righthand" ATTACH )
*eventPFXStop (98 2 )
*eventPFXStop (99 1 )
}
// ---------------------------------------------------------------------------------------------------------------
// Schatzsuchen
ani ("t_TREASURE_Stand_2_S0" 1 "s_TREASURE_S2" 0.1 0.0 M. "Hum_TREASURE_A01.asc" F 0 15)
{
*eventTag (5 "DEF_INSERT_ITEM" "ZS_LEFTHAND")
}
ani ("s_TREASURE_S0" 1 "t_TREASURE_S0_2_S1" 0.0 0.0 M. "Hum_TREASURE_A01.asc" F 15 15)
ani ("t_TREASURE_S0_2_Stand" 1 "" 0.0 0.1 M. "Hum_TREASURE_A01.asc" R 0 15)
{
*eventTag (5 "DEF_REMOVE_ITEM")
}
ani ("t_TREASURE_S0_2_S1" 1 "s_TREASURE_S1" 0.0 0.0 M. "Hum_TREASURE_A01.asc" F 15 15)
ani ("s_TREASURE_S1" 1 "t_TREASURE_S0_2_Stand" 0.0 0.0 M. "Hum_TREASURE_A01.asc" F 15 15)
ani ("s_TREASURE_S2" 1 "s_TREASURE_S3" 0.0 0.0 M. "Hum_TREASURE_A01.asc" F 15 75)
{
*eventPFX (44 1 "CPFX_IAI_STONE" "ZS_RIGHTHAND" )
*eventSFX (44 "pickore" R:1000 EMPTY_SLOT)
}
ani ("s_TREASURE_S3" 1 "s_TREASURE_S4" 0.0 0.0 M. "Hum_TREASURE_A01.asc" F 15 75)
{
*eventPFX (44 1 "CPFX_IAI_STONE" "ZS_RIGHTHAND" )
*eventSFX (44 "pickore" R:1000 EMPTY_SLOT)
}
ani ("s_TREASURE_S4" 1 "s_TREASURE_S0" 0.0 0.0 M. "Hum_TREASURE_A01.asc" F 15 75)
{
*eventPFX (44 1 "CPFX_IAI_STONE" "ZS_RIGHTHAND" )
*eventSFX (44 "pickore" R:1000 EMPTY_SLOT)
}
aniAlias ("t_TREASURE_S1_2_S0" 1 "s_TREASURE_S0" 0.0 0.0 M. "t_TREASURE_S0_2_S1" R)
aniAlias ("t_TREASURE_STAND_2_S1" 1 "t_TREASURE_S1_2_STAND" 0.0 0.0 M. "t_dontknow" F)
ani ("t_TREASURE_S1_2_STAND" 1 "" 0.0 0.0 M. "Hum_TREASURE_A01.asc" F 0 0)
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
// Script-gesteuerte States (alternative Steh- und Sitzposen)
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// *** ??? *** ToDO Mike: Welche werden in der AI benutzt
// ---------------------------------------------------------------------------------------------------------------
// Auf Boden setzen
ani ("t_Stand_2_Sit" 1 "s_Sit" 0.1 0.0 M. "Hum_SitGround_M01.asc" F 1 39 FPS:10 CVS:0.1)
ani ("s_Sit" 1 "s_Sit" 0.0 0.0 MI "Hum_SitGround_M01.asc" F 40 80 FPS:10 CVS:0.1)
aniAlias ("t_Sit_2_Stand" 1 "" 0.0 0.2 M. "t_Stand_2_Sit" R)
// ---------------------------------------------------------------------------------------------------------------
// Heavy Guard ( Wache stehen mit dicker R<>stung )
ani ("t_Stand_2_HGuard" 1 "s_HGuard" 0.1 0.0 M. "Hum_Guard_Ambient_A_Jue01.asc" F 1 24 FPS:10)
ani ("s_HGuard" 1 "s_HGuard" 0.0 0.0 MI "Hum_Guard_Ambient_A_Jue01.asc" F 25 74 FPS:5)
ani ("t_HGuard_2_Stand" 1 "" 0.0 0.0 M. "Hum_Guard_Ambient_A_Jue01.asc" F 75 85 )
// Chef gr<67><72>en
ani ("t_HGuard_Greet" 2 "" 0.0 0.0 M. "Hum_Guard_Ambient_A_Salut_Jue01.asc" F 1 54 FPS:10)
// Geste "Drau<61>en bleiben"
ani ("t_HGuard_NoEntry" 2 "" 0.0 0.0 M. "Hum_Guard_Ambient_A_NoEntry_Jue01.asc" F 1 42 FPS:10)
// Geste "Okay, kannst rein" (kopfnicken)
ani ("t_HGuard_ComeIn" 2 "" 0.0 0.0 M. "Hum_Guard_Ambient_A_ComeIn_Jue01.asc" F 1 22 FPS:10)
// Umgucken
ani ("t_HGuard_LookAround" 2 "" 0.0 0.0 M. "Hum_Guard_Ambient_A_LookAround_Jue01.asc" F 1 59 FPS:10)
// ---------------------------------------------------------------------------------------------------------------
// Light Guard ( Wache stehen mit leichter R<>stung )
ani ("t_Stand_2_LGuard" 1 "s_LGuard" 0.1 0.0 M. "Hum_Guard_Ambient_B_Jue01.asc" F 1 24 FPS:10)
ani ("s_LGuard" 1 "s_LGuard" 0.0 0.0 MI "Hum_Guard_Ambient_B_Jue01.asc" F 25 74 FPS:5)
ani ("t_LGuard_2_Stand" 1 "" 0.0 0.1 M. "Hum_Guard_Ambient_B_Jue01.asc" F 75 85 )
// Chef gr<67><72>en
ani ("t_LGuard_Greet" 2 "" 0.1 0.1 M. "Hum_Guard_Ambient_B_Salut_Jue01.asc" F 1 54 FPS:10)
// Geste "Drau<61>en bleiben"
ani ("t_LGuard_NoEntry" 2 "" 0.1 0.1 M. "Hum_Guard_Ambient_B_NoEntry_Jue01.asc" F 1 42 FPS:10)
// Geste "Okay, kannst rein" (kopfnicken)
ani ("t_LGuard_ComeIn" 2 "" 0.1 0.1 M. "Hum_Guard_Ambient_B_ComeIn_Jue01.asc" F 1 22 FPS:10)
// an Nase kratzen
ani ("t_LGuard_Scratch" 2 "" 0.1 0.1 M. "Hum_Guard_Ambient_B_RandomNasejuck_Jue01.asc" F 1 30 FPS:10)
// R<>keln
ani ("t_LGuard_Stretch" 2 "" 0.1 0.1 M. "Hum_Guard_Ambient_B_RandomRaekel_Jue01.ASC" F 1 29 FPS:10)
// mal kurz anders hinstellen
ani ("t_LGuard_ChangeLeg" 2 "" 0.1 0.1 M. "Hum_Guard_Ambient_B_RandomBein_Jue01.asc" F 1 49 FPS:10)
// leichtes Kopf-Nicken
ani ("t_LGuard_Allright" 2 "" 0.1 0.1 M. "Hum_Guard_Ambient_B_RandomKopfnick_Jue01.asc" F 1 29 FPS:10)
// ---------------------------------------------------------------------------------------------------------------
// WATCH FIGHT
// *** ??? *** Mike: welche benutzt
ani ("t_Stand_2_WatchFight" 1 "s_WatchFight" 0.1 0.0 M. "Hum_WatchFightNew_A01.asc" F 1 10 )
ani ("s_WatchFight" 1 "s_WatchFight" 0.0 0.0 M. "Hum_WatchFightNew_A01.asc" F 10 50 )
aniAlias ("t_WatchFight_2_Stand" 1 "" 0.0 0.1 M. "t_Stand_2_WatchFight" R)
ani ("t_WatchFight_Yeah" 1 "s_WatchFight" 0.1 0.0 M. "Hum_WatchFightNew_A01.asc" F 50 85 )
ani ("t_WatchFight_OhNo" 1 "s_WatchFight" 0.1 0.0 M. "Hum_WatchFightNew_A01.asc" F 85 140 )
// ---------------------------------------------------------------------------------------------------------------
// Auf Boden pennen
// Hinlegen
ani ("t_Stand_2_SleepGround" 1 "s_SleepGround" 0.1 0.0 M. "Hum_BedLow_M01.asc" F 1 79 FPS:10 CVS:0.1)
ani ("s_SleepGround" 1 "s_SleepGround" 0.0 0.0 M. "Hum_BedLowAmbient_A01.asc" F 1 39 FPS:10 CVS:0.1)
ani ("t_SleepGround_2_Stand" 1 "" 0.0 0.2 M. "Hum_BedLow_M01.asc" F 81 142 FPS:10 CVS:0.1)
// ---------------------------------------------------------------------------------------------------------------
// TA_WashSelf
ani ("t_Stand_2_Wash" 1 "s_Wash" 0.1 0.0 M. "Hum_WashSelf_M02.asc" F 1 18 FPS:10)
{
*eventTag (7 "DEF_INV_TORCH")
}
ani ("s_Wash" 1 "s_Wash" 0.0 0.0 M. "Hum_WashSelf_M02.asc" F 19 92 FPS:10)
{
*eventSFX (19 "WASHSELF01" EMPTY_SLOT )
*eventPFX (20 1 "HUMAN_WASHSELF1" "Bip01 R Hand" ATTACH )
*eventPFX (40 2 "HUMAN_WASHSELF2" "Bip01 L Hand" ATTACH )
*eventPFX (55 3 "HUMAN_WASHSELF1" "Bip01 L Hand" )
*eventSFX (55 "WASHSELF02" EMPTY_SLOT )
*eventPFX (72 4 "HUMAN_WASHSELF2" "Bip01 R Hand" )
}
ani ("t_Wash_2_Stand" 1 "" 0.0 0.1 M. "Hum_WashSelf_M02.asc" F 93 179 FPS:10)
// ---------------------------------------------------------------------------------------------------------------
// Hinknien und Beten
ani ("t_Stand_2_Pray" 1 "s_Pray" 0.1 0.0 M. "Hum_InnosPrayFP_A01.asc" F 1 35)
ani ("s_Pray" 1 "s_Pray" 0.0 0.0 M. "Hum_InnosPrayFP_A01.asc" F 35 35)
ani ("t_Pray_Random" 2 "" 0.0 0.0 M. "Hum_InnosPrayFP_A01.asc" F 35 75 FPS:15)
aniAlias ("t_Pray_2_Stand" 1 "" 0.0 0.1 M. "t_Stand_2_Pray" R)
// ---------------------------------------------------------------------------------------------------------------
// Dance Ani's fuers BABE
ani ("t_dance_01" 1 "" 0.2 0.2 M. "Hum_Dance_01_A01.asc" F 0 276 FPS:15)
ani ("t_dance_02" 1 "" 0.2 0.2 M. "Hum_Dance_02_A01.asc" F 0 530 FPS:15)
ani ("t_dance_03" 1 "" 0.2 0.2 M. "Hum_Dance_03_A01.asc" F 0 500 FPS:15)
ani ("t_dance_04" 1 "" 0.2 0.2 M. "Hum_Dance_04_A01.asc" F 0 320 FPS:15)
ani ("t_dance_05" 1 "" 0.2 0.2 M. "Hum_Dance_05_A01.asc" F 0 350 FPS:15)
ani ("t_dance_06" 1 "" 0.2 0.2 M. "Hum_Dance_06_A01.asc" F 0 540 FPS:15)
ani ("t_dance_07" 1 "" 0.2 0.2 M. "Hum_Dance_07_A01.asc" F 0 210 FPS:15)
ani ("t_dance_08" 1 "" 0.2 0.2 M. "Hum_Dance_08_A01.asc" F 0 460 FPS:15)
ani ("t_dance_09" 1 "" 0.2 0.2 M. "Hum_Dance_09_A01.asc" F 0 620 FPS:15)
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
// Dialoggesten
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// Es werden max. 20 durch die Programmlogik angesprochen!
// Dialoggesten-Pool f<>r zuf<75>llig zu OUs zugewiesene Gesten
// *** ??? ** Carsten: wieviele werden benutzt? was, wenn zu wenig angegeben?
ani ("T_DIALOGGESTURE_01" 20 "" 0.2 0.4 MI "Hum_Dialoggesture01_A01.asc" F 1 59 FPS:10)
ani ("t_DIALOGGESTURE_02" 20 "" 0.2 0.4 MI "Hum_Dialoggesture02_A01.asc" F 1 49 FPS:10)
ani ("t_DIALOGGESTURE_03" 20 "" 0.2 0.4 MI "Hum_Dialoggesture03_A01.asc" F 1 54 FPS:10)
ani ("t_DIALOGGESTURE_04" 20 "" 0.2 0.4 MI "Hum_Dialoggesture04_A01.asc" F 1 54 FPS:10)
ani ("t_DIALOGGESTURE_05" 20 "" 0.2 0.4 MI "Hum_Dialoggesture06_A01.asc" F 1 49 FPS:10)
ani ("t_DIALOGGESTURE_06" 20 "" 0.2 0.4 MI "Hum_Dialoggesture07_A01.asc" F 1 238 FPS:10)
ani ("t_DIALOGGESTURE_07" 20 "" 0.2 0.4 MI "Hum_Dialoggesture08_A01.ASC" F 1 149 FPS:10)
ani ("t_DIALOGGESTURE_08" 20 "" 0.2 0.4 MI "Hum_Dialoggesture08_A01.ASC" F 151 229 FPS:10)
ani ("t_DIALOGGESTURE_09" 20 "" 0.2 0.4 MI "Hum_Dialoggesture08_A01.ASC" F 231 379 FPS:10)
ani ("t_DIALOGGESTURE_10" 20 "" 0.2 0.4 MI "Hum_Dialoggesture08_A01.ASC" F 381 444 FPS:10)
aniAlias ("t_DIALOGGESTURE_11" 20 "" 0.2 0.4 MI "T_DIALOGGESTURE_01" R)
aniAlias ("t_DIALOGGESTURE_12" 20 "" 0.2 0.4 MI "T_DIALOGGESTURE_02" R)
aniAlias ("t_DIALOGGESTURE_13" 20 "" 0.2 0.4 MI "T_DIALOGGESTURE_03" R)
aniAlias ("t_DIALOGGESTURE_14" 20 "" 0.2 0.4 MI "T_DIALOGGESTURE_04" R)
aniAlias ("t_DIALOGGESTURE_15" 20 "" 0.2 0.4 MI "T_DIALOGGESTURE_05" R)
aniAlias ("t_DIALOGGESTURE_16" 20 "" 0.2 0.4 MI "T_DIALOGGESTURE_06" R)
aniAlias ("t_DIALOGGESTURE_17" 20 "" 0.2 0.4 MI "T_DIALOGGESTURE_07" R)
aniAlias ("t_DIALOGGESTURE_18" 20 "" 0.2 0.4 MI "T_DIALOGGESTURE_08" R)
aniAlias ("t_DIALOGGESTURE_19" 20 "" 0.2 0.4 MI "T_DIALOGGESTURE_09" R)
aniAlias ("t_DIALOGGESTURE_20" 20 "" 0.2 0.4 MI "T_DIALOGGESTURE_10" R)
// Fixme: noch nicht <20>berarbeitet. Slots raus, <20>berg<72>nge checken,...
// ani ("t_DIALOGGESTURE_17" 2 "" 0.4 0.4 M. "Hum_TalkGestures_M02.asc" F 146 189 FPS:10)
// ani ("t_DIALOGGESTURE_18" 2 "" 0.4 0.4 M. "Hum_TalkAnnoyed_M01.asc" F 1 50 FPS:10)
// ani ("t_DIALOGGESTURE_19" 2 "" 0.4 0.4 M. "Hum_TalkPass_o_Beine_Jue01.asc" F 1 77 FPS:10)
// ani ("t_DIALOGGESTURE_20" 2 "" 0.4 0.4 M. "Hum_TalkPass_o_Beine_Jue01.asc" F 79 149 FPS:10)
// ani ("t_DIALOGGESTURE_21" 2 "" 0.4 0.4 M. "Hum_TalkPass_o_Beine_Jue01.asc" F 1 80 FPS:10)
// Die fliegen raus:
// ani ("t_DIALOGGESTURE_12" 2 "" 0.2 0.4 M. "Hum_Dialoggesture09_A01.ASC" F 1 44 FPS:10)
// ani ("t_DIALOGGESTURE_13" 2 "" 0.2 0.4 M. "Hum_Dialoggesture09_A01.ASC" F 46 79 FPS:10)
// ani ("t_DIALOGGESTURE_14" 2 "" 0.2 0.4 M. "Hum_Dialoggesture09_A01.ASC" F 81 119 FPS:10)
// ani ("t_DIALOGGESTURE_15" 2 "" 0.2 0.4 M. "Hum_Dialoggesture09_A01.ASC" F 121 169 FPS:10)
// ani ("t_DIALOGGESTURE_16" 2 "" 0.2 0.4 M. "Hum_Dialoggesture10_A01.ASC" F 1 71 FPS:10)
// Ganzk<7A>rper Dialoggesten
// ani ("T_DIALOGGESTURE_01" 2 "" 0.2 0.2 M. "Hum_Dialog01_A01.asc" F 1 85 FPS:15)
// ani ("t_DIALOGGESTURE_02" 2 "" 0.2 0.2 M. "Hum_Dialog02_A01.asc" F 1 180 FPS:15)
// ani ("t_DIALOGGESTURE_03" 2 "" 0.2 0.2 M. "Hum_Dialog03_A01.asc" F 1 239 FPS:15)
// ani ("t_DIALOGGESTURE_04" 2 "" 0.2 0.2 M. "Hum_Dialog04_A01.asc" F 1 100 FPS:15)
// aniAlias ("t_DIALOGGESTURE_05" 2 "" 0.2 0.2 M. "T_DIALOGGESTURE_01" R)
// aniAlias ("t_DIALOGGESTURE_06" 2 "" 0.2 0.2 M. "T_DIALOGGESTURE_02" R)
// aniAlias ("t_DIALOGGESTURE_07" 2 "" 0.2 0.2 M. "T_DIALOGGESTURE_03" R)
// aniAlias ("t_DIALOGGESTURE_08" 2 "" 0.2 0.2 M. "T_DIALOGGESTURE_04" R)
//-------------------------------------------------------------------------------------------------------------------
// Dialoggesten im Sitzen
// ani ("T_SITDIALOGGESTURE_01" 2 "" 0.2 0.2 M. "Hum_SitDialog01_A01.asc" F 1 80 FPS:15)
// ani ("t_SITDIALOGGESTURE_02" 2 "" 0.2 0.2 M. "Hum_SitDialog02_A01.asc" F 1 150 FPS:15)
// ani ("t_SITDIALOGGESTURE_03" 2 "" 0.2 0.2 M. "Hum_SitDialog03_A01.asc" F 1 150 FPS:15)
// ani ("t_SITDIALOGGESTURE_04" 2 "" 0.2 0.2 M. "Hum_SitDialog04_A01.asc" F 1 150 FPS:15)
// aniAlias ("t_SITDIALOGGESTURE_05" 2 "" 0.2 0.2 M. "T_SITDIALOGGESTURE_01" R)
// aniAlias ("t_SITDIALOGGESTURE_06" 2 "" 0.2 0.2 M. "T_SITDIALOGGESTURE_02" R)
// aniAlias ("t_SITDIALOGGESTURE_07" 2 "" 0.2 0.2 M. "T_SITDIALOGGESTURE_03" R)
// aniAlias ("t_SITDIALOGGESTURE_08" 2 "" 0.2 0.2 M. "T_SITDIALOGGESTURE_04" R)
//---------------------------------------------------------------------------------------------------------------------
// alte, situationsbezogene Gesten
//-------------------------------
// *** ??? *** Mike: in AI verwenden. Script anlegen mit allen zu vewendenden Anis!
// Ja
ani ("t_Yes" 2 "" 0.1 0.1 M. "Hum_Yes_M01.asc" F 1 44)
// Nein
ani ("t_No" 2 "" 0.1 0.1 M. "Hum_No_M01.asc" F 1 46)
// Keine Ahnung
ani ("t_DontKnow" 2 "" 0.1 0.1 M. "Hum_DontKnow_M01.asc" F 1 10)
// Vergi<67> es
ani ("t_ForgetIt" 2 "" 0.1 0.1 M. "Hum_ForgetIt_M01.asc" F 1 27)
// Verschwinde
ani ("t_GetLost" 2 "" 0.1 0.1 M. "Hum_GetLost_M01.asc" F 1 34)
// Verschwinde (variation)
ani ("t_GetLost2" 2 "" 0.1 0.1 M. "Hum_GetLost2_M01.asc" F 1 29)
// Hey, komm mal r<>ber
ani ("t_ComeOverHere" 2 "" 0.1 0.1 M. "Hum_Hey!_o_Beine_Jue02.ASC" F 1 80 FPS:10)
// Gr<47><72>en
// Gardisten
ani ("t_GreetGrd" 2 "" 0.1 0.1 M. "Hum_GreetGrd_M01.asc" F 1 19)
// Novize, m<>nchische Verbeugung
ani ("t_GreetNov" 2 "" 0.1 0.1 M. "Hum_GreetNov_M01.asc" F 1 33)
// Linke Hand zum Gru<72>
ani ("t_GreetLeft" 2 "" 0.1 0.1 M. "Hum_GreetLeft_M01.asc" F 1 29)
// rechte Hand zum Gru<72>
ani ("t_GreetRight" 2 "" 0.1 0.1 M. "Hum_GreetRight_M01.asc" F 1 29)
// locker l<>ssig gr<67><72>en
ani ("t_GreetCool" 2 "" 0.1 0.1 M. "Hum_GreetCool_M01.asc" F 1 29)
// Ich krieg dich
ani ("t_iGetYou" 2 "" 0.1 0.1 M. "Hum_iGetYou_M01.asc" F 1 59 FPS:10)
// Langeweile Kick
ani ("t_BoringKick" 2 "" 0.1 0.1 M. "Hum_BoringKick_M01.asc" F 1 66 FPS:10)
// Da war doch was, oder auch nicht
// Umherschauen / Suchen
ani ("t_Search" 2 "" 0.1 0.1 M. "Hum_Search_M02.asc" F 1 74 FPS:10)
//-------------------------------
// RANDOM-ANIS
//-------------------------------
// Stehend
// Beine aussch<63>tteln
ani ("r_LegShake" 2 "" 0.1 0.2 M. "Hum_Randoms1_M01.asc" F 1 75 FPS:10)
// linke Schulter kratzen
ani ("r_ScratchLShoulder" 2 "" 0.1 0.2 M. "Hum_Randoms2_M01.asc" F 76 125 FPS:10)
// am Sack kratzen
ani ("r_ScratchEgg" 2 "" 0.1 0.2 M. "Hum_Randoms2_M01.asc" F 126 175 FPS:10)
// Kopf kratzen
ani ("r_ScratchHead" 2 "" 0.1 0.2 M. "Hum_Randoms2_M01.asc" F 176 225 FPS:10)
// rechte Schulter kratzen
ani ("r_ScratchRShoulder" 2 "" 0.1 0.2 M. "Hum_Randoms2_M01.asc" F 226 275 FPS:10)
// ------------------------------
// FIGHT MODE - diese Script Anis nur mit equippter Waffe benutzen, sieht sonst peinlich aus
// ------------------------------
// Freyfechten
ani ("t_1hSFree" 2 "" 0.0 0.2 M. "Hum_FreeFight_M01.asc" F 0 750 FPS:10)
// Inspect Weapon - 1h Waffe beglotzen, <20>ber Klinge streichen
ani ("t_1hSInspect" 2 "" 0.1 0.1 M. "Hum_1hSInspect_M01.asc" F 1 249 FPS:10)
// ------------------------------
// GEMISCHTES
// ------------------------------
// Predefined f<>r Humans_Skeleton.mds (Monster haben Warn + Perception, Menschen nicht)
AniDisable ("t_Warn")
AniDisable ("t_perception")
aniDisable ("t_Spawn")
//---------------------------
// Pinkeln
ani ("t_stand_2_Pee" 1 "s_Pee" 0.1 0.0 M. "Hum_Pee_M01.asc" F 1 100)
{
*eventSFX (10 "Piss_start" EMPTY_SLOT )
}
ani ("s_Pee" 1 "s_Pee" 0.0 0.0 M. "Hum_Pee_M01.asc" F 100 160)
{
*eventSFX (101 "Piss_loop" )
*eventPFX (105 1 "PEE" "BIP01" ATTACH)
*eventPFXStop (130 1)
*eventPFX (132 2 "PEE" "BIP01" ATTACH)
*eventPFXStop (159 2)
}
ani ("t_Pee_2_Stand" 1 "" 0.0 0.1 M. "Hum_Pee_M01.asc" F 160 250)
{
*eventSFX (161 "Piss_End" EMPTY_SLOT )
}
//---------------------------
// Pluendern
ani ("t_Plunder" 1 "" 0.0 0.0 M. "Hum_Pluender_A01.asc" F 0 75)
//-----------------------
// PRACTICE MAGIC
//
// Versuch einen Feuerball zu zaubern.. geht schief und er brennt sich selbst an
ani ("t_practiceMagic" 1 "" 0.2 0.2 M. "Hum_TrainSpellFail_A05.ASC" F 1 255 FPS:10)
{
// Feuerball materialisiert sich (55-100)
*eventPFX (55 1 "Torch" "zs_righthand" ATTACH)
// Feuerball explodiert unabsichtlich (90-100)
*eventPFX (90 2 "PracticeMagic_04" "zs_righthand" ATTACH)
*eventSFX (90 "MFX_Firespell_Humanburn" EMPTY_SLOT)
// Linker Arm f<>ngt an zu Brennen (95-185)
*eventPFX (95 3 "Fire_Medium" "Bip01 L Hand" ATTACH)
// Er brennt noch mehr (97-195)
*eventPFX (97 4 "Fire" "Bip01 L Forearm" ATTACH)
// Und jetzt raucht er auch noch (99-200)
*eventPFX (99 5 "Fire_Smoke" "Bip01 L Hand" ATTACH)
*eventPFXStop (100 1)
*eventPFXStop (105 2)
*eventPFXStop (185 3)
*eventPFXStop (195 4)
*eventPFXStop (200 5)
}
// PRACTICE MAGIC 2
ani ("t_practiceMagic2" 1 "" 0.1 0.2 MR "Hum_TrainSpell_A02.asc" F 1 84 FPS:10)
{
*eventPFX (26 "PracticeMagic_01a" "Bip01 Head" ATTACH )
*eventSFX (26 "MFX_FIRESTORM_COLLIDE" EMPTY_SLOT )
*eventPFX (60 "PracticeMagic_01b" "Bip01 Head" ATTACH )
*eventSFX (60 "MFX_THUNDERBALL_COLLIDE4" EMPTY_SLOT )
}
// PRACTICE MAGIC 3
ani ("t_practiceMagic3" 1 "" 0.1 0.2 MR "Hum_TrainSpell2_A01.asc" F 1 200 FPS:10)
{
*eventPFX (20 "PracticeMagic_02a" "Bip01 L Hand" ATTACH )
*eventSFX (20 "MFX_FIREBALL_COLLIDE1" EMPTY_SLOT )
*eventPFX (60 "PracticeMagic_02a" "Bip01 R Hand" ATTACH )
*eventSFX (60 "MFX_FIREBALL_COLLIDE3" EMPTY_SLOT )
*eventPFX (100 "PracticeMagic_02b" "Bip01" ATTACH )
}
// PRACTICE MAGIC 4
ani ("t_practiceMagic4" 1 "" 0.1 0.1 MR "Hum_TrainSpell3_A01.asc" F 1 150 FPS:10)
{
*eventPFX (1 1 "MFX_FIREBOLT_INIT" "Bip01 L Hand" ATTACH )
*eventPFX (1 2 "MFX_THUNDERBOLT_INIT" "Bip01 R Hand" ATTACH )
*eventPFXStop (95 1 )
*eventPFXStop (95 2 )
*eventPFX (95 "PracticeMagic_03" "Bip01 R Hand" ATTACH )
*eventSFX (95 "MFX_Thunderball_COLLIDE" EMPTY_SLOT )
}
ani ("t_practiceMagic5" 1 "" 0.1 0.1 MR "Hum_TrainSpell3_A01.asc" F 1 150 FPS:10)
// ---------------------------------------------------------------------------------------------------------------
// ---------------------------------------------------------------------------------------------------------------
// ---------------------------------------------------------------------------------------------------------------
// ---------------------------------------------------------------------------------------------------------------
// ---------------------------------------------------------------------------------------------------------------
// IN EXTREMO - ANIS
// ---------------------------------------------------------------------------------------------------------------
// Cello
// -- Thomas Anis
ani ("t_CELLO_Stand_2_S0" 1 "S_CELLO_S0" 0.1 0.0 M. "extremo_Cello.asc" F 0 35)
{
*eventPFX (15 1 "paukefx" "zs_crossbow" ATTACH)
*eventTag (25 "DEF_CREATE_ITEM" "ZS_RightHAND" "Itmi_iecellobow")
*eventTag (27 "DEF_INSERT_ITEM" "ZS_LEFTHAND")
*eventPFXStop (33 1)
}
ani ("s_CELLO_S0" 1 "S_CELLO_S0" 0.0 0.0 M. "extremo_Cello.asc" F 35 70)
ani ("t_CELLO_S0_2_Stand" 1 "" 0.0 0.1 M. "extremo_Cello.asc" R 0 35)
{
*eventPFXStop (15 1)
*eventTag (20 "DEF_REMOVE_ITEM")
*eventPFX (34 1 "paukefx" "zs_crossbow" ATTACH)
}
ani ("t_CELLO_S0_2_S1" 1 "S_CELLO_S1" 0.0 0.0 M. "extremo_Cello.asc" F 70 77)
ani ("s_CELLO_S1" 1 "S_CELLO_S1" 0.1 0.1 M. "extremo_Cello.asc" F 78 124)
{
*eventSFX (81 "Inst_Lute_A1" EMPTY_SLOT )
*eventSFX (102 "Inst_Lute_A1" EMPTY_SLOT )
*eventSFX (115 "Inst_Lute_A1" EMPTY_SLOT )
}
ani ("t_CELLO_S1_2_S0" 1 "S_CELLO_S0" 0.0 0.0 M. "extremo_Cello.asc" F 125 130)
// ---------------------------------------------------------------------------------------------------------------
// Drumscheit
// -- Lutter's Anis
ani ("t_DRUMSCHEIT_Stand_2_S0" 1 "S_DRUMSCHEIT_S0" 0.0 0.0 M. "extremo_drumscheit.asc" F 0 35)
{
*eventPFX (15 1 "paukefx" "zs_crossbow" ATTACH)
*eventTag (25 "DEF_CREATE_ITEM" "ZS_RightHAND" "Itmi_iecellobow")
*eventTag (29 "DEF_INSERT_ITEM" "ZS_LEFTHAND")
*eventPFXStop (33 1)
}
ani ("s_DRUMSCHEIT_S0" 1 "S_DRUMSCHEIT_S0" 0.1 0.1 M. "extremo_drumscheit.asc" F 35 70)
ani ("t_DRUMSCHEIT_S0_2_Stand" 1 "" 0.0 0.0 M. "extremo_drumscheit.asc" R 0 35)
{
*eventPFXStop (15 1)
*eventTag (18 "DEF_REMOVE_ITEM")
*eventPFX (34 1 "paukefx" "zs_crossbow" ATTACH)
}
ani ("t_DRUMSCHEIT_S0_2_S1" 1 "S_DRUMSCHEIT_S1" 0.0 0.0 M. "extremo_drumscheit.asc" F 70 80)
ani ("s_DRUMSCHEIT_S1" 1 "S_DRUMSCHEIT_S1" 0.3 0.3 M. "extremo_drumscheit.asc" F 81 129)
ani ("t_DRUMSCHEIT_S1_2_S0" 1 "S_DRUMSCHEIT_S0" 0.0 0.0 M. "extremo_drumscheit.asc" R 70 80)
// ---------------------------------------------------------------------------------------------------------------
// Dudelsack
// -- Yellow Pfeiffer & Flex
ani ("t_DUDEL_Stand_2_S0" 1 "S_DUDEL_S0" 0.0 0.0 M. "extremo_dudel.asc" F 0 35)
{
*eventPFX (15 1 "paukefx" "zs_crossbow" ATTACH)
*eventTag (21 "DEF_INSERT_ITEM" "ZS_LEFTHAND")
*eventPFXStop (33 1)
}
ani ("s_DUDEL_S0" 1 "S_DUDEL_S0" 0.1 0.1 M. "extremo_dudel.asc" F 35 70)
ani ("t_DUDEL_S0_2_Stand" 1 "" 0.0 0.0 M. "extremo_dudel.asc" R 0 35)
{
*eventPFXStop (15 1)
*eventTag (18 "DEF_REMOVE_ITEM")
*eventPFX (34 1 "paukefx" "zs_crossbow" ATTACH)
}
ani ("t_DUDEL_S0_2_S1" 1 "S_DUDEL_S1" 0.0 0.0 M. "extremo_dudel.asc" F 70 80)
ani ("s_DUDEL_S1" 1 "S_DUDEL_S1" 0.1 0.1 M. "extremo_dudel.asc" F 80 130)
ani ("t_DUDEL_S1_2_S0" 1 "S_DUDEL_S0" 0.0 0.0 M. "extremo_dudel.asc" R 70 80)
// ---------------------------------------------------------------------------------------------------------------
// Harfe
// -- Pymonte
ani ("t_HARFE_Stand_2_S0" 1 "S_HARFE_S0" 0.1 0.1 M. "extremo_Harfe.asc" F 0 35)
{
*eventPFX (15 1 "paukefx" "zs_crossbow" ATTACH)
*eventTag (25 "DEF_INSERT_ITEM" "ZS_LEFTHAND")
*eventPFXStop (33 1)
}
ani ("s_HARFE_S0" 1 "S_HARFE_S0" 0.1 0.1 M. "extremo_Harfe.asc" F 35 70)
ani ("t_HARFE_S0_2_Stand" 1 "" 0.1 0.1 M. "extremo_Harfe.asc" R 0 35)
{
*eventPFXStop (13 1)
*eventTag (18 "DEF_REMOVE_ITEM")
*eventPFX (34 1 "paukefx" "zs_crossbow" ATTACH)
}
ani ("t_HARFE_S0_2_S1" 1 "S_HARFE_S1" 0.1 0.1 M. "extremo_Harfe.asc" F 70 80)
ani ("s_HARFE_S1" 1 "S_HARFE_S1" 0.1 0.1 M. "extremo_Harfe.asc" F 81 130)
ani ("t_HARFE_S1_2_S0" 1 "S_HARFE_S0" 0.1 0.1 M. "extremo_Harfe.asc" R 70 80)
// ---------------------------------------------------------------------------------------------------------------
// Laute
// -- Unicorn
ani ("t_IELAUTE_Stand_2_S0" 1 "S_IELAUTE_S0" 0.1 0.0 M. "extremo_laute.asc" F 0 35)
{
*eventPFX (15 1 "paukefx" "zs_crossbow" ATTACH)
*eventTag (27 "DEF_INSERT_ITEM" "ZS_LEFTHAND")
*eventPFXStop (33 1)
}
ani ("s_IELAUTE_S0" 1 "S_IELAUTE_S0" 0.0 0.0 M. "extremo_laute.asc" F 35 70)
ani ("t_IELAUTE_S0_2_Stand" 1 "" 0.0 0.1 M. "extremo_laute.asc" R 0 35)
{
*eventPFXStop (13 1)
*eventTag (18 "DEF_REMOVE_ITEM")
*eventPFX (34 1 "paukefx" "zs_crossbow" ATTACH)
}
ani ("t_IELAUTE_S0_2_S1" 1 "S_IELAUTE_S1" 0.1 0.1 M. "extremo_laute.asc" F 70 80)
ani ("s_IELAUTE_S1" 1 "S_IELAUTE_S1" 0.1 0.1 M. "extremo_laute.asc" F 81 130)
ani ("t_IELAUTE_S1_2_S0" 1 "S_IELAUTE_S0" 0.1 0.1 M. "extremo_laute.asc" R 70 80)
// --------------------------------------------------------------------------------------------------------------
// PAUKE
// -- Flail
ani ("t_PAUKE_Stand_2_S0" 1 "s_PAUKE_S0" 0.0 0.0 M. "extremo_pauke_start.asc" F 0 40)
{
*eventTag (1 "DEF_CREATE_ITEM" "ZS_RightHAND" "Itmi_iedrumstick")
*eventTag (1 "DEF_CREATE_ITEM" "ZS_LEFTHAND" "Itmi_iedrumstick")
*eventPFX (13 1 "paukefx" "zs_crossbow" )
*eventTag (24 "DEF_INSERT_ITEM" "zs_crossbow" ATTACH)
*eventPFXStop (27 1)
}
ani ("s_PAUKE_S0" 1 "s_PAUKE_S0" 0.0 0.0 M. "extremo_pauke_start.asc" F 40 80)
ani ("t_PAUKE_S0_2_Stand" 1 "" 0.0 0.0 M. "extremo_pauke_start.asc" R 0 40)
{
*eventTag (20 "DEF_REMOVE_ITEM")
*eventPFXStop (20 1)
*eventPFX (35 1 "paukefx" "zs_crossbow" )
}
ani ("t_PAUKE_S0_2_S1" 1 "s_PAUKE_S1" 0.0 0.0 M. "extremo_pauke_start.asc" F 80 80)
ani ("s_PAUKE_S1" 1 "s_PAUKE_S1" 0.2 0.2 M. "extremo_pauke_start.asc" F 80 129)
{
*eventSFX (96 "Inst_Conga01" EMPTY_SLOT )
*eventSFX (121 "Inst_Conga02" EMPTY_SLOT )
}
ani ("t_PAUKE_S1_2_S0" 1 "s_PAUKE_S0" 0.0 0.0 M. "extremo_pauke_start.asc" F 80 80)
}
}
//************************************************************************************
// DemetorRitual
// ---------------------------------------------------------------------------------------------------------------
// Wurschtel Ani! Nur ein Frame
ani ("t_WURSCHTEL_Stand_2_S0" 1 "s_WURSCHTEL_S0" 0.05 0.0 M. "Hum_MapRead_M01.asc" F 1 1)
{
//Wenn unerw<72>nscht kann der Sound auch weg. Der ist aber ganz leise
*eventSFX (2 "INV_CHANGE")
}
ani ("s_WURSCHTEL_S0" 1 "s_WURSCHTEL_S0" 0.0 0.0 M. "Hum_MapRead_M01.asc" F 1 1)
ani ("t_WURSCHTEL_S0_2_Stand" 1 "" 0.0 0.05 M. "Hum_MapRead_M01.asc" R 1 1)