mahlendur/_work/Data/Anims/Lurker.mds
Daniel Heße 892a40ff0f Initial commit with Subversion-codebase from 13/05/2022.
Cleaned up the mess, at this time, only viable data get synced (_work directory for Gothic-data, miranda for mdc-scripts.
Need to symlink files to a working directory.
2022-05-13 17:38:52 +02:00

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//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// Last Changes:
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Model ("Lurker")
{
MeshAndTree ("Lur_Body.asc" DONT_USE_MESH)
registerMesh ("Lur_Body.ASC")
aniEnum
{
// | KEYWORD | ANI-NAME |LAYER| NEXT-ANI | BI | BO |F |ASC-FILE | DIR |FF |LF
//-----------------------------------------------------------------------------------------------------------------------
modelTag ("DEF_HIT_LIMB" "BIP01 L HAND")
//////////////////////////
// FIST MOVEMENT
//////////////////////////
// Fist-RUN
ani ("s_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Lur_Ambient_A01.asc" F 1 41 FPS:15)
{
*eventSFX (2 "LUR_AMBIENT" EMPTY_SLOT )
}
// Start Running
ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Lur_Run_A01.ASC" F 1 9)
// Cycle
ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.1 M. "Lur_Run_A01.asc" F 10 29)
{
*eventSFXGrnd (17 "Run")
*eventSFXGrnd (27 "Run")
*eventSFX (11 "LUR_AMBIENT_SHORT" EMPTY_SLOT )
}
// End Running
ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.3 M. "Lur_Run_A01.asc" F 30 39)
{
*eventSFXGrnd (32 "Run")
*eventSFXGrnd (37 "Run")
}
aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.2 0.2)
// Backward "Jump"
ani ("t_FistJumpB" 1 "s_FistRun" 0.1 0.1 M. "Lur_JumpB_M01.asc" F 1 19)
// Fist-WALK
aniAlias ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "s_FistRun" F)
// Start Walking
ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Lur_Walk_Jue00.ASC" F 1 19)
// Cycle
ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Lur_Walk_Jue00.asc" F 20 59)
{
*eventSFXGrnd (20 "Run")
*eventSFXGrnd (40 "Run")
*eventSFX (21 "LUR_AMBIENT_SHORT" EMPTY_SLOT )
}
// End Walking
ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.3 M. "Lur_Walk_Jue00.asc" F 60 79)
{
*eventSFXGrnd (60 "Run")
*eventSFXGrnd (77 "Run")
}
aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.3 0.2)
// Fist-Walk Backwards Movement
// Start Bw Walking
aniAlias ("t_FistWalk_2_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" R)
// Bw Cycle
aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistWalkL" R)
// Bw End Walking
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" 0.3 0.2)
/////////////////////
// FIST TURNING
/////////////////////
ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.2 0.2 M. "Lur_TurnL_Jue00.asc" F 0 24)
{
*eventSFXGrnd (6 "Turn")
*eventSFXGrnd (18 "Turn")
}
ani ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.2 0.2 M. "Lur_TurnR_Jue00.asc" F 0 24)
{
*eventSFXGrnd (6 "Turn")
*eventSFXGrnd (18 "Turn")
}
aniAlias ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.2 0.2 M. "t_FistRunTurnL" F)
aniAlias ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.2 0.2 M. "t_FistRunTurnL" R)
aniAlias ("t_WalkWTurnL" 20 "t_FistWalkTurnL" 0.2 0.2 M. "t_FistRunTurnL" F)
aniAlias ("t_WalkWTurnR" 20 "t_FistWalkTurnR" 0.2 0.2 M. "t_FistRunTurnL" R)
///////////////////
// TRANSITIONS
///////////////////
// Movement-Modes
aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk")
aniBlend ("t_FistWalk_2_FistRun" "s_FistRun")
aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL")
aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL")
// aus dem Rennen direkt Springen
ani ("t_FistRunL_2_Jump" 1 "s_Jump" 0.3 0.0 MF "Lur_Jump_M01.asc" F 6 16)
aniAlias ("t_FistRunR_2_Jump" 1 "s_Jump" 0.0 0.0 MF "t_FistRunL_2_Jump" F)
// nach dem Sprung direkt weiterrennen, we nn CursorUp weiterhin gedr<64>ckt
ani ("t_Jump_2_FistRunL" 1 "s_FistRunL" 0.0 0.3 MF "Lur_Jump_M01.asc" F 18 23)
{
*eventSFX (20 "M_FALL_SMALL" EMPTY_SLOT )
}
//////////////////////////
// JUMP
//////////////////////////
// Jump
ani ("t_Stand_2_Jump" 1 "s_Jump" 0.0 0.0 M. "Lur_Jump_M01.asc" F 1 16)
ani ("s_Jump" 1 "s_Jump" 0.0 0.0 MF "Lur_Jump_M01.asc" F 17 17)
ani ("t_Jump_2_Stand" 1 "" 0.0 0.0 M. "Lur_Jump_M01.asc" F 18 29)
{
*eventSFX (23 "M_FALL_SMALL" EMPTY_SLOT )
}
// JumpUpLow (Ohne Benutzung der H<>nde, rechter Fu<46> setzt zuerst auf)
// ani1: Schwung holen, ani2: Flugphase, ani3: Kontakt mit Kante
ani ("t_Stand_2_JumpUpLow" 1 "s_JumpUpLow" 0.1 0.0 M. "Lur_JumpUpLow_M01.asc" F 0 8)
ani ("s_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.0 0.0 MF "Lur_JumpUpLow_M01.asc" F 8 12)
ani ("t_JumpUpLow_2_Stand" 1 "" 0.0 0.1 MF "Lur_JumpUpLow_M01.asc" F 12 42)
// Strafe
ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.1 0.1 M. "Lur_StrafeL_M01.ASC" F 1 19)
{
*eventSFX (2 "LUR_AMBIENT_SHORT" EMPTY_SLOT )
*eventSFXGrnd (6 "Turn")
*eventSFXGrnd (15 "Turn")
}
ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.1 0.1 M. "Lur_StrafeR_M01.ASC" F 1 19)
{
*eventSFX (2 "LUR_AMBIENT_SHORT" EMPTY_SLOT )
*eventSFXGrnd (6 "Turn")
*eventSFXGrnd (15 "Turn")
}
aniAlias ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.1 0.1 M. "t_FistRunStrafeL" F)
aniAlias ("t_FistWalkStrafeR" 1 "t_FistWalkStrafeR" 0.1 0.1 M. "t_FistRunStrafeL" R)
aniAlias ("t_WalkWStrafeL" 1 "t_WalkWStrafeL" 0.1 0.1 M. "t_FistRunStrafeL" F)
aniAlias ("t_WalkWStrafeR" 1 "t_WalkWStrafeR" 0.1 0.1 M. "t_FistRunStrafeL" R)
/////////////////
// FALL / SLIDE
/////////////////
aniBlend ("t_Jump_2_FallDn" "s_FallDn" 0.2 0.3)
ani ("s_FallDn" 1 "s_FallDn" 0.1 0.1 MF "Lur_FallDn_M01.asc" F 0 0)
ani ("t_FallDn_2_Stand" 1 "" 0.0 0.0 M. "Lur_FallDn_M01.asc" F 6 29)
{
*eventSFX (11 "M_FALL_SMALL" EMPTY_SLOT )
}
aniBlend ("t_FallDn_2_Fall" "s_Fall" 0.1 0.1)
aniBlend ("t_FallDn_2_FallB" "s_FallB" 0.1 0.1)
ani ("s_Fall" 1 "s_Fall" 0.2 0.0 MF "Lur_Fallen_M01.asc" F 0 0)
ani ("t_Fall_2_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Lur_Fallen_M01.asc" F 1 19)
{
*eventSFX (11 "M_FALL_SMALL" EMPTY_SLOT )
}
ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Lur_Fallen_M01.asc" F 20 20)
ani ("t_Fallen_2_Stand" 1 "" 0.0 0.2 M. "Lur_Fallen_M01.asc" F 21 55)
aniAlias ("s_FallB" 1 "s_FallB" 0.2 0.0 MF "s_Fall" F)
aniAlias ("t_FallB_2_FallenB" 1 "s_FallenB" 0.0 0.0 M. "t_Fall_2_Fallen" F)
aniAlias ("s_FallenB" 1 "s_FallenB" 0.0 0.0 M. "s_Fallen" F)
aniAlias ("t_FallenB_2_Stand" 1 "" 0.0 0.2 M. "t_Fallen_2_Stand" F
// ani ("s_Slide" 1 "s_Slide" 0.1 0.5 M. "Lur_Fallen_M01.asc" F 3 3)
// ani ("s_SlideB" 1 "s_SlideB" 0.1 0.5 M. "Lur_FallenB_M01.asc" F 3 3)
//////////////////////////
// WATER-WALK SWIM - DIVE
//////////////////////////
aniAlias ("t_WalkWL_2_RunL" 1 "" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" F)
aniAlias ("t_Walk_2_WalkWL" 1 "s_WalkWL" 0.1 0.0 M. "t_FistWalk_2_FistWalkL" F)
aniAlias ("s_WalkWL" 1 "s_WalkWL" 0.0 0.0 M. "s_FistWalkL" F)
aniAlias ("t_WalkWL_2_Walk" 1 "s_FistWalk" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" F)
aniBlend ("t_WalkWR_2_Walk" "s_FistWalk" 0.1 0.1 )
aniAlias ("t_Walk_2_WalkWBL" 1 "s_WalkWBL" 0.1 0.0 M. "t_FistWalkL_2_FistWalk" R)
aniAlias ("s_WalkWBL" 1 "s_WalkWBL" 0.0 0.0 M. "s_FistWalkL" R)
aniAlias ("t_WalkWBL_2_Walk" 1 "s_FistWalk" 0.0 0.0 M. "t_FistWalk_2_FistWalkL" R)
aniBlend ("t_WalkWBR_2_Walk" "s_FistWalk" 0.1 0.1)
// Transitions won FistWalk (im Wasser) zum Schwimmen
ani ("t_WalkWL_2_SwimF" 1 "s_SwimF" 0.1 0.1 MF "Lur_Swim_Dive_Jue01.asc" F 1 19)
ani ("t_SwimF_2_WalkWL" 1 "s_FistWalk" 0.3 0.3 MF "Lur_Swim_Dive_Jue01.asc" F 41 49)
// SWIM
ani ("t_Swim_2_SwimF" 1 "s_SwimF" 0.0 0.0 M. "Lur_Swim_Dive_Jue01.asc" R 41 54)
ani ("s_SwimF" 1 "s_SwimF" 0.0 0.0 M. "Lur_Swim_Dive_Jue01.asc" F 21 39)
ani ("t_SwimF_2_Swim" 1 "s_Swim" 0.0 0.0 M. "Lur_Swim_Dive_Jue01.asc" F 35 39)
ani ("s_Swim" 1 "s_Swim" 0.1 0.1 M. "Lur_Swim_Dive_Jue01.asc" F 55 104 FPS:10)
// Turning
ani ("t_SwimTurnL" 20 "t_SwimTurnL" 0.1 0.1 M. "Lur_Swim_M01.asc" F 149 167)
ani ("t_SwimTurnR" 20 "t_SwimTurnR" 0.1 0.1 M. "Lur_Swim_M01.asc" F 169 187)
// DIVE
aniBlend ("t_FallDn_2_Dive" "s_Dive" 0.1 0.1)
ani ("t_Swim_2_Dive" 1 "s_Dive" 0.0 0.0 MF "Lur_Swim_Dive_Jue01.asc" F 106 119)
aniAlias ("t_SwimF_2_Dive" 1 "s_Dive" 0.3 0.0 MF "t_swim_2_dive" F)
ani ("s_Dive" 1 "s_Dive" 0.1 0.1 MF "Lur_Swim_Dive_Jue01.asc" F 120 120)
aniBlend ("t_Dive_2_DiveF" "s_DiveF" 0.1 0.1)
ani ("s_DiveF" 1 "s_DiveF" 0.0 0.0 MF "Lur_Swim_Dive_Jue01.asc" F 120 139)
aniBlend ("t_DiveF_2_Dive" "s_Dive" 0.0 0.1)
aniBlend ("t_DiveF_2_Swim" "s_Swim" 0.2 0.2)
// DROWN (Lurker ertrinkt zwar nie, k<>nnte aber allgemein f<>r Sterben unter Wasser benutzt werden)
ani ("t_Dive_2_Drowned" 1 "s_Drowned" 0.3 0.0 MF "Lur_Drown_M01.asc" F 1 54)
ani ("s_Drowned" 1 "s_Drowned" 0.0 0.0 MF "Lur_Drown_M01.asc" F 55 55)
// Turning
aniAlias ("t_DiveTurnL" 20 "t_DiveTurnL" 0.1 0.1 M. "t_SwimTurnL" F)
aniAlias ("t_DiveTurnR" 20 "t_DiveTurnR" 0.1 0.1 M. "t_SwimTurnR" F)
//////////////////////////
// STUMBLE / SLIDE / FALL
//////////////////////////
// Stumble
ani ("t_StumbleB" 1 "" 0.1 0.1 M. "Lur_StumbleBack_01.asc" F 0 15)
{
*eventSFX (1 "SNA_HURT" EMPTY_SLOT )
}
ani ("t_Stumble" 1 "" 0.1 0.1 M. "Lur_Stumble_01.asc" F 0 15)
{
*eventSFX (1 "SNA_HURT" EMPTY_SLOT )
}
//////////////////////////
// DIE
//////////////////////////
ani ("t_Dead" 1 "s_Dead" 0.2 0.0 M. "Lur_Fallen_M01.asc" F 3 19)
{
*eventSFX (4 "LUR_DIE" EMPTY_SLOT )
*eventSFX (12 "M_FALL_SMALL" EMPTY_SLOT )
}
ani ("s_Dead" 1 "s_Dead" 0.0 0.1 M. "Lur_Fallen_M01.asc" F 20 20)
ani ("t_DeadB" 1 "s_DeadB" 0.1 0.0 M. "Lur_DeadB_HOR01.asc" F 1 39)
{
*eventSFX (5 "LUR_DIE" EMPTY_SLOT )
*eventSFX (16 "M_FALL_SMALL" EMPTY_SLOT )
}
ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "Lur_DeadB_HOR01.asc" F 40 40)
//////////////////////////
// UMSEHEN / ZEIGEN
//////////////////////////
// LOOK Autoaiming
// Seitenwinkel: +/- 60<36> H<>henwinkel: +/- 45<34>
ani ("c_look_1" 9 "" 0.0 0.0 . "Lurker_Look_KP01.asc" F 0 0)
ani ("c_look_2" 9 "" 0.0 0.0 . "Lurker_Look_KP01.asc" F 1 1)
ani ("c_look_3" 9 "" 0.0 0.0 . "Lurker_Look_KP01.asc" F 2 2)
ani ("c_look_4" 9 "" 0.0 0.0 . "Lurker_Look_KP01.asc" F 3 3)
ani ("c_look_5" 9 "" 0.0 0.0 . "Lurker_Look_KP01.asc" F 4 4)
ani ("c_look_6" 9 "" 0.0 0.0 . "Lurker_Look_KP01.asc" F 5 5)
ani ("c_look_7" 9 "" 0.0 0.0 . "Lurker_Look_KP01.asc" F 6 6)
ani ("c_look_8" 9 "" 0.0 0.0 . "Lurker_Look_KP01.asc" F 7 7)
ani ("c_look_9" 9 "" 0.0 0.0 . "Lurker_Look_KP01.asc" F 8 8)
aniComb ("t_look" 9 "t_look" 0.3 0.3 M. "c_look_" 9)
// WhirlAround CCW
ani ("t_surprise_CCW" 1 "s_surprise" 0.2 0.2 M. "Lur_WhirlAroundL_M01.asc" F 1 15)
// WhirlAround CW
aniAlias ("t_surprise_CW" 1 "s_surprise" 0.2 0.2 M. "t_surprise_CCW" F)
aniAlias ("s_surprise" 1 "s_surprise" 0.1 0.1 M. "s_FistRun" F)
//////////////////////////
// Kampf FIST
//////////////////////////
// Attacks
ani ("c_FistAt1_1" 1 "" 0.0 0.0 . "Lur_Attack_M01.asc" F 15 44)
ani ("c_FistAt1_2" 1 "" 0.0 0.0 . "Lur_Attack_M01.asc" F 47 76)
ani ("c_FistAt1_3" 1 "" 0.0 0.0 . "Lur_Attack_M01.asc" F 79 108)
aniComb ("t_FistAttackC" 1 "" 0.0 0.0 M. "c_FistAt1_" 3)
{
*eventTag (0 "DEF_OPT_FRAME" "17")
*eventTag (0 "DEF_HIT_LIMB" "BIP01 L HAND")
}
ani ("s_FistAttack" 1 "" 0.0 0.0 M. "Lur_attack_M01.asc" F 0 20)
{
*eventTag (0 "DEF_HIT_LIMB" "BIP01 L HAND")
*eventTag (0 "DEF_OPT_FRAME" "6")
*eventTag (0 "DEF_HIT_END" "20")
*eventTag (0 "DEF_WINDOW" "10 20")
// *eventTag (0 "DEF_DIR" "U")
*eventSFX (1 "LUR_ATTACK" EMPTY_SLOT )
}
ani ("t_FistAtWater" 1 "" 0.1 0.2 M. "Lur_SwimAt_M01.asc" F 40 55)
{
*eventTag (0 "DEF_OPT_FRAME" "17")
*eventTag ("DEF_HIT_LIMB" "BIP01 L PONYTAIL1")
}
// w<>hrend des Laufens zuschlagen
ani ("t_FistAttackMove" 2 "" 0.2 0.2 M. "Lur_AttackMove_M01.ASC" F 1 15)
{
*eventTag (0 "DEF_HIT_LIMB" "BIP01 L HAND")
*eventTag (0 "DEF_OPT_FRAME" "5")
*eventSFX (1 "LUR_ATTACK" EMPTY_SLOT )
}
aniAlias ("t_FistParadeJumpB" 1 "" 0.0 0.0 M. "t_FistJumpB" F)
aniAlias ("t_FistParade_0" 1 "" 0.0 0.0 M. "t_FistJumpB" F)
// aniAlias ("t_FistParade_U" 1 "" 0.0 0.0 M. "t_FistJumpB" F)
// aniAlias ("t_FistParade_L" 1 "" 0.0 0.0 M. "t_FistJumpB" F)
// aniAlias ("t_FistParade_R" 1 "" 0.0 0.0 M. "t_FistJumpB" F)
//////////////////////////
// SCRIPT / RANDOM
//////////////////////////
ani ("t_Perception" 2 "" 0.0 0.0 M. "Lur_perception_a01.asc" F 0 45)
ani ("t_Warn" 1 "" 0.0 0.0 M. "Lur_Warn_jue00.asc" F 0 75)
{
*eventSFX (12 "LUR_WARN" EMPTY_SLOT )
}
//---------------------------------------------------------------------------------------------------------------------------------
ani ("t_Stand_2_Sleep" 1 "s_Sleep" 0.1 0.0 M. "Lur_Sleep_M01.asc" F 1 29)
ani ("s_Sleep" 1 "s_Sleep" 0.0 0.0 M. "Lur_Sleep_M01.asc" F 30 74 FPS:15)
aniAlias ("t_Sleep_2_Stand" 1 "" 0.0 0.1 M. "t_Stand_2_Sleep" R)
//---------------------------------------------------------------------------------------------------------------------------------
ani ("t_Stand_2_Eat" 1 "s_Eat" 0.1 0.0 M. "Lur_Eat_M01.asc" F 1 14)
ani ("s_Eat" 1 "s_Eat" 0.0 0.0 M. "Lur_Eat_M01.asc" F 15 104)
aniAlias ("t_Eat_2_Stand" 1 "" 0.0 0.1 M. "t_Stand_2_Eat" R)
//---------------------------------------------------------------------------------------------------------------------------------
ani ("R_ScratchFloor" 2 "" 0.0 0.0 M. "Lur_ScratchFloor_Jue00.asc" F 0 100 )
{
*eventSFX (15 "SCRATCH" EMPTY_SLOT )
*eventSFX (26 "SCRATCH" EMPTY_SLOT )
*eventSFX (36 "SCRATCH" EMPTY_SLOT )
*eventSFX (60 "LUR_SNIFF" EMPTY_SLOT )
}
ani ("R_Sniff" 2 "" 0.0 0.0 M. "Lur_SniffFloor_Jue00.asc" F 0 65 )
{
*eventSFX (29 "LUR_SNIFF" EMPTY_SLOT )
}
ani ("R_Scratch" 2 "" 0.0 0.0 M. "Lur_Scratch01_Jue00.asc" F 0 60)
ani ("R_Scratch2" 2 "" 0.0 0.0 M. "Lur_Scratch02_Jue00.asc" F 0 -1)
// ***************************************************************************************
// MM DAYCYCLE
// ***************************************************************************************
aniAlias ("r_Roam1" 2 "" 0.1 0.1 M. "R_ScratchFloor" F)
aniAlias ("r_Roam2" 2 "" 0.1 0.1 M. "R_Sniff" F)
aniAlias ("r_Roam3" 2 "" 0.1 0.1 M. "R_Scratch" F)
// ***************************************************************************************
///////////////////////
// MAGIC VICTIMS
///////////////////////
// Feuerschaden allgemein, z.B. Fireball ...
aniAlias ("s_Fire_Victim" 1 "s_Fire_Victim" 0.0 0.0 M. "s_Lightning_Victim" F)
// Lightning, Chainlightning, Thunderbolt, Thunderball
ani ("t_Stand_2_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Lur_VicLightning_M01.asc" F 0 10)
ani ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Lur_VicLightning_M01.asc" F 10 42)
// IceCube, IceWave
ani ("t_Stand_2_Freeze_Victim" 1 "s_Freeze_Victim" 0.1 0.0 M. "Lur_StumbleBack_01.asc" F 1 3)
ani ("s_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "Lur_StumbleBack_01.asc" F 4 4)
// Whirlwind
aniAlias ("t_Stand_2_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.1 0.0 M. "t_Stand_2_Freeze_Victim" F )
aniAlias ("s_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.0 0.0 M. "s_Freeze_Victim" F )
// Sleep Victim
aniAlias ("t_Stand_2_Victim_Sle" 1 "s_Victim_Sle" 0.1 0.0 M. "t_Stand_2_Sleep" F)
aniAlias ("s_Victim_Sle" 1 "s_Victim_Sle" 0.1 0.1 M. "s_Sleep" F)
aniAlias ("t_Victim_Sle_2_Stand" 1 "" 0.0 0.2 M. "t_Stand_2_Sleep" R)
}