mahlendur/_work/Data/Anims/ScavengerGL.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 ("Scavenger")
{
meshAndTree ("Sca_Body.asc" DONT_USE_MESH)
registerMesh ("Sca_Body.ASC")
RegisterMesh ("Sc2_Body.ASC")
aniEnum
{
modelTag ("DEF_HIT_LIMB" "BIP01 PONYTAIL1")
//////////////////////////
// BEWEGUNGEN
//////////////////////////
//////////////////
// RUN
//////////////////
// Ambient
ani ("s_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Sca_Ambient_KS_01.asc" F 0 30)
{
*eventSFX (2 "GSC_AMBIENT_SHORT" EMPTY_SLOT )
}
// Start Running
ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.1 0.0 M. "Sca_Run_KS_01.asc" F 1 8)
// Cycle
ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Sca_Run_KS_01.asc" F 9 34)
{
*eventSFX (10 "GSC_AMBIENT_SHORT" EMPTY_SLOT )
*eventSFXGrnd (20 "Run" )
*eventSFXGrnd (33 "Run" )
}
// End Running
ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.1 M. "Sca_Run_KS_01.asc" F 35 64 )
{
*eventSFXGrnd (36 "Run" )
*eventSFXGrnd (48 "Sneak" )
}
ani ("t_FistRunR_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Sca_Run_KS_01.asc" F 47 64 )
{
*eventSFXGrnd (48 "Run" )
}
// Backwards
ani ("t_FistJumpB" 1 "s_FistRun" 0.1 0.1 M. "sca_jumpB_hor_01.asc" F 0 18 FPS:25)
{
*eventSFXGrnd (10 "Run" )
*eventSFXGrnd (15 "Sneak" )
//*eventTag (0 "DEF_PAR_FRAME" "1 23") // Parade Frames
}
// Turning
ani ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.1 0.1 M. "Sca_Turn_Jue00.ASC" F 0 24)
{
*eventSFXGrnd (6 "Turn" )
*eventSFXGrnd (18 "Turn" )
}
ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.1 0.1 M. "Sca_Turn_Jue00.ASC" F 25 49)
{
*eventSFXGrnd (30 "Turn" )
*eventSFXGrnd (42 "Turn" )
}
//////////////////
// WALK
//////////////////
// Ambient
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 0.1 M. "Sca_Walk_KS_01.asc" F 1 12)
// Walk-Cycle
ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Sca_Walk_KS_01.asc" F 13 65 FPS:15)
{
*eventSFXGrnd (19 "Run" )
*eventSFXGrnd (46 "Run" )
}
// End Walking
ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "Sca_Walk_KS_01.asc" F 66 108 FPS:15)
{
*eventSFXGrnd (76 "Run" )
*eventSFXGrnd (96 "Sneak" )
}
aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.2 0.2)
// Backward Walk
aniAlias ("t_FistWalk_2_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.2 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" 0.2 0.2 M. "t_FistWalk_2_FistWalkL" R)
aniBlend ("t_FistWalkBR_2_FistWalk" "s_FistWalk" 0.2 0.2)
// Turning
aniAlias ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.1 0.1 M. "t_FistRunTurnL" )
aniAlias ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.1 0.1 M. "t_FistRunTurnR" )
/////////////////
// TRANSITIONS MOVEMENT MODES
/////////////////
// Walk <-> Run
aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk")
aniBlend ("t_FistWalk_2_FistRun" "s_FistRun")
aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.1 0.1)
ani ("t_FistRunL_2_FistWalkL" 1 "s_FistWalkL" 0.1 0.1 M. "Sca_RunToWalk_KS_01.asc" F 1 24)
{
*eventSFXGrnd (10 "Run" )
*eventSFXGrnd (17 "Sneak" )
}
/////////////////
// JUMP / STRAFING
//////////////////
// Jump
ani ("t_Stand_2_Jump" 1 "s_Jump" 0.1 0.0 M. "Sca_JumpForward_KS_01.asc" F 1 20)
ani ("s_Jump" 1 "s_Jump" 0.0 0.0 MF "Sca_JumpForward_KS_01.asc" F 21 21)
ani ("t_Jump_2_Stand" 1 "" 0.0 0.1 M. "Sca_JumpForward_KS_01.asc" F 22 35)
{
*eventSFXGrnd (23 "Run" )
*eventSFXGrnd (26 "Sneak" )
}
ani ("t_FistRunL_2_Jump" 1 "s_Jump" 0.2 0.1 M. "Sca_RunToJump_KS_01.asc" F 9 23)
aniAlias ("t_FistRunR_2_Jump" 1 "s_Jump" 0.2 0.0 M. "t_FistRunL_2_Jump" F)
aniBlend ("t_Jump_2_FistRunL" "s_FistRunL" 0.2 0.2)
// JumpUpLow
ani ("t_Stand_2_JumpUpLow" 1 "s_JumpUpLow" 0.1 0.0 M. "Sca_JumpUpLow_M01.asc" F 1 8)
ani ("s_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.0 0.0 MF "Sca_JumpUpLow_M01.asc" F 8 12)
ani ("t_JumpUpLow_2_Stand" 1 "" 0.0 0.1 MF "Sca_JumpUpLow_M01.asc" F 12 30)
{
*eventSFXGrnd (14 "Run" )
*eventSFXGrnd (16 "Sneak" )
}
// Strafing
ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.0 0.1 M. "sca_strafel_hor.ASC" F 0 19)
{
*eventSFX (1 "GSC_AMBIENT_SHORT" EMPTY_SLOT )
*eventSFXGrnd (14 "Turn" )
// *eventSFXGrnd (16 "Turn" )
}
ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.0 0.1 M. "sca_strafer_hor.ASC" F 0 19)
{
*eventSFX (1 "GSC_AMBIENT_SHORT" EMPTY_SLOT )
*eventSFXGrnd (14 "Turn" )
// *eventSFXGrnd (16 "Turn" )
}
aniAlias ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.0 0.1 M. "t_FistRunStrafeL" F)
aniAlias ("t_FistWalkStrafeR" 1 "t_FistWalkStrafeR" 0.0 0.1 M. "t_FistRunStrafeR" F)
aniAlias ("t_WalkWStrafeL" 1 "t_WalkWStrafeL" 0.0 0.1 M. "t_FistRunStrafeL" F)
aniAlias ("t_WalkWStrafeR" 1 "t_WalkWStrafeR" 0.0 0.1 M. "t_FistRunStrafeR" F)
//////////////////////////
// FALL
//////////////////////////
// FallDn
aniBlend ("t_Jump_2_FallDn" "s_FallDn" 0.0 0.2)
ani ("s_FallDn" 1 "s_FallDn" 0.1 0.1 MF "Sca_FallDn_M01.asc" F 7 7)
// Landen und stehenbleiben
ani ("t_FallDn_2_Stand" 1 "" 0.0 0.1 M. "Sca_FallDn_M01.asc" F 8 29)
{
*eventSFXGrnd (9 "Run" )
*eventSFX (15 "M_FALL_SMALL" EMPTY_SLOT )
}
// 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. Soll solange liegen bleiben bis eine CURSORTASTE gedr<64>ckt wird
ani ("s_Fall" 1 "s_Fall" 0.2 0.1 MF "Sca_Fallen_M01.asc" F 0 0)
ani ("t_Fall_2_Fallen" 1 "s_Fallen" 0.0 0.0 MF "Sca_Fallen_M01.asc" F 1 29)
{
*eventSFX (7 "M_FALL_SMALL" EMPTY_SLOT )
}
ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Sca_Fallen_M01.asc" F 30 30)
ani ("t_Fallen_2_Stand" 1 "" 0.0 0.2 M. "Sca_Fallen_M01.asc" F 31 46)
aniAlias ("s_FallB" 1 "s_FallB" 0.1 0.0 MF "s_Fall" F)
aniAlias ("t_FallB_2_FallenB" 1 "s_FallenB" 0.0 0.0 MF "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)
//////////////////////////
// UMSEHEN / ZEIGEN
//////////////////////////
// LOOK Autoaiming
// Seitenwinkel: +/- 60<36> H<>henwinkel: +/- 45<34>
ani ("c_look_1" 9 "" 0.0 0.0 . "Sca_Look_KS_01.asc" F 0 0)
ani ("c_look_2" 9 "" 0.0 0.0 . "Sca_Look_KS_01.asc" F 1 1)
ani ("c_look_3" 9 "" 0.0 0.0 . "Sca_Look_KS_01.asc" F 2 2)
ani ("c_look_4" 9 "" 0.0 0.0 . "Sca_Look_KS_01.asc" F 3 3)
ani ("c_look_5" 9 "" 0.0 0.0 . "Sca_Look_KS_01.asc" F 4 4)
ani ("c_look_6" 9 "" 0.0 0.0 . "Sca_Look_KS_01.asc" F 5 5)
ani ("c_look_7" 9 "" 0.0 0.0 . "Sca_Look_KS_01.asc" F 6 6)
ani ("c_look_8" 9 "" 0.0 0.0 . "Sca_Look_KS_01.asc" F 7 7)
ani ("c_look_9" 9 "" 0.0 0.0 . "Sca_Look_KS_01.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. "Sca_Whirl.asc" F 1 14)
{
}
// WhirlAround CW
aniAlias ("t_surprise_CW" 1 "s_surprise" 0.2 0.2 M. "t_surprise_CCW" R)
aniAlias ("s_surprise" 1 "s_surprise" 0.1 0.1 M. "s_FistRun" F)
//////////////////////////
// STUMBLE / SLIDE / FALL
//////////////////////////
// Stumble
ani ("t_StumbleB" 1 "" 0.1 0.1 M. "Sca_StumbleB_KS01.asc" F 1 11)
{
*eventSFX (1 "GSC_HURT" EMPTY_SLOT )
*eventSFXGrnd (8 "Run" )
*eventSFXGrnd (10 "Sneak" )
}
ani ("t_Stumble" 1 "" 0.1 0.1 M. "Sca_Stumbleforeward_KS_01.asc" F 0 15)
{
*eventSFX (1 "GSC_HURT" EMPTY_SLOT )
*eventSFXGrnd (9 "Run" )
*eventSFXGrnd (11 "Sneak" )
}
//////////////////////////
// SWIM - DIVE - WWALK
//////////////////////////
// -------------------------------------------------------------------------------------------------------------------------------------
// WALKWATER
// ---------------------------------------------------------------------------------------------------------------------------------
// Forward
// -----------------------------------------------------------------------------------------------------------------------------
// Ambient -> Loop
aniAlias ("t_Walk_2_WalkWL" 1 "s_WalkWL" 0.1 0.0 M. "t_FistWalk_2_FistWalkL" F)
// -----------------------------------------------------------------------------------------------------------------------------
// Loop
aniAlias ("s_WalkWL" 1 "s_WalkWL" 0.0 0.0 M. "s_FistWalkL" F)
// -----------------------------------------------------------------------------------------------------------------------------
// Loop -> Ambient
aniAlias ("t_WalkWL_2_Walk" 1 "s_FistWalk" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" F)
aniBlend ("t_WalkWR_2_Walk" "s_FistWalk" 0.1 0.1)
// ---------------------------------------------------------------------------------------------------------------------------------
// Backward
// -----------------------------------------------------------------------------------------------------------------------------
// Ambient -> Loop
aniAlias ("t_Walk_2_WalkWBL" 1 "s_WalkWBL" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" R)
// -----------------------------------------------------------------------------------------------------------------------------
// Loop
aniAlias ("s_WalkWBL" 1 "s_WalkWBL" 0.0 0.0 M. "s_FistWalkL" R)
// -----------------------------------------------------------------------------------------------------------------------------
// Loop -> Ambient
aniAlias ("t_WalkWBL_2_Walk" 1 "s_FistWalk" 0.0 0.0 M. "t_FistWalk_2_FistWalkL" R)
aniBlend ("t_WalkWBR_2_Walk" "s_FistWalk" 0.1 0.1)
// -------------------------------------------------------------------------------------------------------------------------------------
// SWIM
// -----------------------------------------------------------------------------------------------------------------------------
// Ambient
ani ("s_Swim" 1 "s_Swim" 0.0 0.0 M. "Sca_SwimAmbient_A01.asc" F 1 39 FPS:10)
// ---------------------------------------------------------------------------------------------------------------------------------
// Forward
// -----------------------------------------------------------------------------------------------------------------------------
// Ambient -> Loop
aniBlend ("t_Swim_2_SwimF" "s_SwimF")
// -----------------------------------------------------------------------------------------------------------------------------
// Loop
ani ("s_SwimF" 1 "s_SwimF" 0.0 0.0 M. "Sca_Swim_Jue01.asc" F 6 23)
// -----------------------------------------------------------------------------------------------------------------------------
// Loop -> Ambient
aniBlend ("t_SwimF_2_Swim" "s_Swim")
// ---------------------------------------------------------------------------------------------------------------------------------
// Backward
// -----------------------------------------------------------------------------------------------------------------------------
// Ambient -> Loop
aniBlend ("t_Swim_2_SwimB" "s_SwimB")
// -----------------------------------------------------------------------------------------------------------------------------
// Loop
ani ("s_SwimB" 1 "s_SwimB" 0.0 0.0 M. "Sca_Swim_Jue01.asc" R 6 23)
// -----------------------------------------------------------------------------------------------------------------------------
// Loop -> Ambient
aniBlend ("t_SwimB_2_Swim" "s_Swim")
///////////////////////////////////
// TRANSITIONS WATER MOVE MODES
///////////////////////////////////
aniAlias ("t_WalkWL_2_RunL" 1 "" 0.0 0.1 M. "s_FistWalkL" F)
ani ("t_WalkWL_2_SwimF" 1 "s_SwimF" 0.1 0.1 MF "Sca_Walk2Swim_M01.asc" F 1 4)
ani ("t_SwimF_2_WalkWL" 1 "s_WalkWL" 0.1 0.1 MF "Sca_Walk2Swim_M01.asc" F 6 9)
//////////////////////////
// DIVE
//////////////////////////
// -----------------------------------------------------------------------------------------------------------------------------
// Ambient
ani ("s_Dive" 1 "s_Dive" 0.0 0.0 MF "Sca_DiveAmbient_KS_01.asc" F 0 39 FPS:10)
// ---------------------------------------------------------------------------------------------------------------------------------
// Forward
// -----------------------------------------------------------------------------------------------------------------------------
// Ambient -> Loop
aniBlend ("t_Dive_2_DiveF" "s_DiveF" )
// -----------------------------------------------------------------------------------------------------------------------------
// Loop
ani ("s_DiveF" 1 "s_DiveF" 0.0 0.1 MF "Sca_Dive_A01.asc" F 1 39)
// -----------------------------------------------------------------------------------------------------------------------------
// Loop -> Ambient
aniBlend ("t_DiveF_2_Dive" "s_Dive" )
ani ("t_FallDn_2_Dive" 1 "s_Dive" 0.0 0.0 M. "Sca_Drown_M01.asc" F 1 29)
ani ("t_Swim_2_Dive" 1 "s_Dive" 0.0 0.0 M. "Sca_SwimToDiveToSwim_KS_01.asc" F 1 19)
aniAlias ("t_SwimF_2_Dive" 1 "s_Dive" 0.1 0.1 MF "t_Swim_2_Dive" F)
///////////////////
// TURNING
///////////////////
// WALKWATER
aniAlias ("t_WalkWTurnL" 20 "t_WalkWTurnL" 0.0 0.0 M. "t_FistRunTurnL" F)
aniAlias ("t_WalkWTurnR" 20 "t_WalkWTurnR" 0.0 0.0 M. "t_FistRunTurnR" F)
// SWIM
ani ("t_SwimTurnL" 20 "t_SwimTurnL" 0.1 0.1 M. "Sca_SwimTurn_L_Jue00_fr24.ASC" F 1 23)
ani ("t_SwimTurnR" 20 "t_SwimTurnR" 0.1 0.1 M. "Sca_SwimTurn_R_Jue00_fr24.ASC" F 1 23)
// DIVE
ani ("t_DiveTurnL" 20 "t_DiveTurnL" 0.1 0.1 M. "Sca_DiveTurnL_A01.asc" F 1 24)
ani ("t_DiveTurnR" 20 "t_DiveTurnR" 0.1 0.1 M. "Sca_DiveTurnR_A01.asc" F 1 24)
//////////////////////////
// DIE / DIE_B / DROWN
//////////////////////////
// ---------------------------------------------------------------------------------------------------------------------------------
// DEAD
ani ("t_Dead" 1 "s_Dead" 0.1 0.0 M. "Sca_dieback_KS_01.asc" F 1 39)
{
*eventSFX (1 "GSC_DIE" EMPTY_SLOT )
*eventPFX (5 1 "BFX_Scavenger_Dead" "BIP01" ATTACH )
*eventSFX (20 "M_FALL_SMALL" EMPTY_SLOT )
}
ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "Sca_dieback_KS_01.asc" F 40 40)
// ---------------------------------------------------------------------------------------------------------------------------------
// DEADB
ani ("t_DeadB" 1 "s_DeadB" 0.1 0.0 M. "Sca_DeadB_M03.asc" F 1 32)
{
*eventSFX (1 "GSC_DIE" EMPTY_SLOT )
*eventPFX (5 1 "BFX_Scavenger_Dead" "BIP01" ATTACH )
*eventSFX (23 "M_FALL_SMALL" EMPTY_SLOT )
}
ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "Sca_DeadB_M03.asc" F 33 33)
// ---------------------------------------------------------------------------------------------------------------------------------
// DROWN
ani ("t_Dive_2_Drowned" 1 "s_Drowned" 0.0 0.0 M. "Sca_Drown_KS_01.asc" F 1 59)
ani ("s_Drowned" 1 "s_Drowned" 0.0 0.0 M. "Sca_Drown_KS_01.asc" F 60 60)
//////////////////////////
// Kampf / Zuschnappen
//////////////////////////
ani ("s_FistAttack" 1 "" 0.0 0.0 M. "Sca_Attack_M01.asc" F 1 19)
{
*eventTag (0 "DEF_HIT_LIMB" "Bip01 PONYTAIL1")
*eventTag (0 "DEF_OPT_FRAME" "12")
*eventTag (0 "DEF_HIT_END" "19")
*eventTag (0 "DEF_WINDOW" "12 19")
// *eventTag (0 "DEF_DIR" "O")
*eventSFX (2 "GSC_ATTACK" EMPTY_SLOT )
}
// w<>hrend des Laufens zuschlagen
ani ("t_FistAttackMove" 2 "" 0.2 0.2 M. "Sca_AttackMove_M01.asc" F 1 23)
{
*eventTag (0 "DEF_HIT_LIMB" "Bip01 PONYTAIL1")
*eventTag (0 "DEF_OPT_FRAME" "15")
*eventSFX (2 "GSC_ATTACK" EMPTY_SLOT )
}
// Paraden
aniAlias ("t_FistParadeJumpB" 1 "" 0.0 0.0 M. "t_FistJumpB" F)
aniAlias ("t_FistParade_0" 1 "" 0.0 0.0 M. "t_FistJumpB" F)
// 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. "Sca_Perception_M01.asc" F 1 74 FPS:15)
{
*eventSFX (5 "GSC_SHAKEHEAD" EMPTY_SLOT )
*eventSFXGrnd (18 "Sneak" )
*eventSFXGrnd (73 "Sneak" )
}
ani ("t_Warn" 2 "" 0.1 0.1 M. "Sca_Warn_M01.asc" F 0 50 FPS:15)
{
*eventSFX (1 "GSC_WARN" EMPTY_SLOT )
}
//---------------------------------------------------------------------------------------------------------------------------------
ani ("t_Stand_2_Sleep" 1 "s_Sleep" 0.0 0.0 M. "Sca_Sleep_M01.asc" F 1 39 FPS:15)
ani ("s_Sleep" 1 "s_Sleep" 0.0 0.0 M. "Sca_Sleep_M01.asc" F 40 76 FPS:5)
ani ("t_Sleep_2_Stand" 1 "" 0.0 0.0 M. "Sca_Sleep_M01.asc" F 77 109 FPS:15)
//---------------------------------------------------------------------------------------------------------------------------------
ani ("t_Stand_2_Eat" 1 "s_Eat" 0.0 0.0 M. "Sca_PickGround_M01.asc" F 1 44 FPS:15)
ani ("s_Eat" 1 "s_Eat" 0.0 0.0 M. "Sca_PickGround_M01.asc" F 45 144 FPS:15)
{
*eventSFX (67 "CS_IHL_ST_SA" EMPTY_SLOT )
*eventSFX (76 "CS_IHL_ST_SA" EMPTY_SLOT )
*eventSFX (88 "CS_IHL_ST_SA" EMPTY_SLOT )
*eventSFX (97 "GSC_SLURPDOWN" EMPTY_SLOT )
}
ani ("t_Eat_2_Stand" 1 "" 0.0 0.0 M. "Sca_PickGround_M01.asc" F 145 158 FPS:15)
//---------------------------------------------------------------------------------------------------------------------------------
ani ("r_lookcurious" 2 "" 0.2 0.2 M. "Sca_attackstandrandom_KS_01.asc" F 0 30 FPS:15)
ani ("r_shakehead" 2 "" 0.3 0.3 M. "Sca_stumblebackrandom_KS_01.asc" F 0 50 )
{
*eventSFX (4 "GSC_SHAKEHEAD" EMPTY_SLOT )
}
ani ("r_pickfly" 2 "" 0.2 0.2 M. "Sca_Pick_KS_01.asc" F 1 51 )
{
*eventSFX (18 "SCA_FLY" EMPTY_SLOT )
*eventSFX (35 "GSC_SLURPDOWN" EMPTY_SLOT )
}
ani ("r_scratch" 2 "" 0.2 0.2 M. "Sca_Scratch_KS_01.asc" F 1 33 FPS:15)
{
*eventSFX (9 "SCRATCH" EMPTY_SLOT )
*eventSFX (22 "SCRATCH" EMPTY_SLOT )
}
ani ("r_Happy" 2 "" 0.1 0.1 M. "Sca_Happy_KS_01.asc" F 1 51 FPS:15)
{
*eventSFX (2 "GSC_GACKER" EMPTY_SLOT )
}
// ***************************************************************************************
// MM DAYCYCLE
// ***************************************************************************************
aniAlias ("r_Roam1" 2 "" 0.1 0.1 M. "r_Happy" F)
aniAlias ("r_Roam2" 2 "" 0.1 0.1 M. "r_shakehead" F)
aniAlias ("r_Roam3" 2 "" 0.1 0.1 M. "r_pickfly" F)
// ***************************************************************************************
///////////////////////
// MAGIC VICTIMS
///////////////////////
// Feuerschaden allgemein, z.B. Fireball, Pyrokinesis, ...
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. "Sca_VicLightning_M02.asc" F 0 7)
ani ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Sca_VicLightning_M02.asc" F 7 45)
// IceCube, IceWave
ani ("t_Stand_2_Freeze_Victim" 1 "s_Freeze_Victim" 0.1 0.0 M. "Sca_StumbleB_KS01.asc" F 1 3)
ani ("s_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "Sca_StumbleB_KS01.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" 0.0 0.0 M. "s_Sleep" F)
aniAlias ("t_Victim_Sle_2_Stand" 1 "" 0.0 0.2 M. "t_Sleep_2_Stand" F)
}