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.
417 lines
16 KiB
Text
417 lines
16 KiB
Text
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Model ("Snapper")
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{
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MeshAndTree ("Sna_Body.asc" DONT_USE_MESH)
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registerMesh ("Sna_Body.ASC")
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registerMesh ("Raz_Body.ASC")
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aniEnum
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{
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modelTag ("DEF_HIT_LIMB" "BIP01 HEAD")
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//////////////////////////
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// BEWEGUNGEN
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//////////////////////////
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//////////////////
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// RUN
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//////////////////
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// Ambient
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ani ("s_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Snapper_WalkAmbient_KW01.asc" F 0 29 FPS:10)
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{
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*eventSFX (1 "SNA_AMBIENT" EMPTY_SLOT )
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}
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// Start Running
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ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Sna_Run_M01.asc" F 1 10)
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// Run-Cycle
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ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Sna_Run_M01.asc" F 11 30)
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{
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*eventSFX (12 "SNA_AMBIENT_SHORT" EMPTY_SLOT )
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*eventSFXGrnd (13 "Run" )
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*eventSFXGrnd (22 "Run" )
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}
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// End Running
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ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Sna_Run_M01.asc" F 31 36)
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{
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*eventSFXGrnd (32 "Run" )
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*eventSFXGrnd (36 "Run" )
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}
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aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.0 0.0)
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// Backwards
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ani ("t_FistJumpB" 1 "s_FistRun" 0.0 0.2 M. "Sna_JumpB_M01.asc" F 1 26)
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{
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// *eventTag (0 "DEF_PAR_FRAME" "1 8")
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*eventSFXGrnd (24 "Run" )
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}
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// Turning
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ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.2 0.2 M. "Snapper_RunTurnL_KW01.asc" F 1 24)
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{
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*eventSFXGrnd (11 "Turn" )
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*eventSFXGrnd (22 "Turn" )
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}
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ani ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.2 0.2 M. "Snapper_RunTurnR_KW01.asc" F 1 24)
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{
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*eventSFXGrnd (11 "Turn" )
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*eventSFXGrnd (22 "Turn" )
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}
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//////////////////
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// WALK
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//////////////////
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// Ambient
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aniAlias ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "s_FistRun" F)
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// Start Walking
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ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Snapper_WalkLoop_A03.asc" F 1 11)
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// Cycle
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ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Snapper_WalkLoop_A03.asc" F 12 45)
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{
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*eventSFX (13 "SNA_AMBIENT_SHORT" EMPTY_SLOT )
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*eventSFXGrnd (22 "Run" )
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*eventSFXGrnd (40 "Run" )
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}
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// End Walking
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ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "Snapper_WalkLoop_A03.asc" F 46 57)
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{
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*eventSFXGrnd (56 "Run" )
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}
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aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.5 0.5)
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// Backward Walk
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aniAlias ("t_FistWalk_2_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" R)
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aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistWalkL" R)
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aniAlias ("t_FistWalkBL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "t_FistWalk_2_FistWalkL" R)
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aniBlend ("t_FistWalkBR_2_FistWalk" "s_FistWalk" 0.2 0.2)
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// Turning
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aniAlias ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.2 0.2 M. "t_FistRunTurnL" F)
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aniAlias ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.2 0.2 M. "t_FistRunTurnR" F)
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// Strafing
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ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.1 0.1 M. "Snapper_RunStrafeL_A01.asc" F 1 24)
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{
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*eventSFX (5 "SNA_AMBIENT_SHORT" EMPTY_SLOT )
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// *eventSFXGrnd (14 "Run" )
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*eventSFXGrnd (19 "Run" )
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}
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ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.1 0.1 M. "Snapper_RunStrafeR_A01.asc" F 1 24)
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{
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*eventSFX (5 "SNA_AMBIENT_SHORT" EMPTY_SLOT )
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// *eventSFXGrnd (14 "Run" )
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*eventSFXGrnd (19 "Run" )
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}
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aniAlias ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.1 0.1 M. "t_FistRunStrafeL" F)
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aniAlias ("t_FistWalkStrafeR" 1 "t_FistWalkStrafeR" 0.1 0.1 M. "t_FistRunStrafeR" F)
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/////////////////
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// TRANSITIONS MOVEMENT MODES
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/////////////////^
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// Walk <-> Run
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aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk" 0.1 0.1)
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aniBlend ("t_FistWalk_2_FistRun" "s_FistRun" 0.1 0.1)
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aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.1 0.1)
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aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.1 0.1)
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/////////////////
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// JUMP
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/////////////////
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// Jump
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ani ("t_FistRunL_2_Jump" 1 "s_Jump" 0.0 0.0 M. "Snapper_JumpRun_KW01.asc" F 1 11)
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ani ("t_FistRunR_2_Jump" 1 "s_Jump" 0.0 0.0 M. "Snapper_JumpRun_KW01.asc" F 1 11)
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ani ("t_Stand_2_Jump" 1 "s_Jump" 0.0 0.0 M. "Snapper_Jump_KW01.asc" F 1 18)
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ani ("s_Jump" 1 "s_Jump" 0.0 0.0 MF "Snapper_Jump_KW01.asc" F 19 19)
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ani ("t_Jump_2_Stand" 1 "" 0.0 0.1 M. "Snapper_Jump_KW01.asc" F 20 34)
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aniBlend ("t_Jump_2_FistRunL" "s_FistRunL" 0.1 0.1)
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aniBlend ("t_Jump_2_RunL" "s_FistRunL" 0.1 0.1)
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///////////////////
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// JUMP UP, CLIMB
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///////////////////
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// JumpUpLow (Ohne Benutzung der H<>nde, rechter Fu<46> setzt zuerst auf. H<>he: 50-100cm)
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ani ("t_Stand_2_JumpUpLow" 1 "s_JumpUpLow" 0.1 0.0 M. "Snapper_JumpUpLow_KW01.asc" F 1 13)
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ani ("s_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.0 0.0 MF "Snapper_JumpUpLow_KW01.asc" F 13 21)
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ani ("t_JumpUpLow_2_Stand" 1 "" 0.0 0.1 MF "Snapper_JumpUpLow_KW01.asc" F 21 37)
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//////////////////////////
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// STUMBLE / SLIDE / FALL
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//////////////////////////
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// Stumble/Oops
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ani ("t_StumbleB" 1 "" 0.1 0.1 M. "Snapper_StumbleB_KW01.asc" F 0 15)
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{
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*eventSFX (5 "SNA_HURT" EMPTY_SLOT )
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*eventSFXGrnd (5 "Run" )
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*eventSFXGrnd (10 "Run" )
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*eventSFXGrnd (14 "Run" )
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}
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ani ("t_Stumble" 1 "" 0.1 0.1 M. "Snapper_Stumble_KW01.asc" F 0 15)
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{
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*eventSFX (5 "SNA_HURT" EMPTY_SLOT )
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*eventSFXGrnd (4 "Run" )
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*eventSFXGrnd (5 "Run" )
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*eventSFXGrnd (10 "Run" )
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*eventSFXGrnd (14 "Run" )
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}
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ani ("s_FallDn" 1 "s_FallDn" 0.0 0.0 MF "Snapper_FallDn_KW01.asc" F 0 0)
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ani ("t_FallDn_2_Stand" 1 "" 0.2 0.1 M. "Snapper_FallDn_KW01.asc" F 9 28)
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{
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*eventSFX (14 "M_FALL_SMALL" EMPTY_SLOT )
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}
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aniBlend ("t_JumpUp_2_FallDn" "s_FallDn" 0.2 0.2)
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aniBlend ("t_Jump_2_FallDn" "s_FallDn" 0.2 0.2)
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// wenn Falltiefe zu tief um unbeschadet auf den F<><46>en zu landen
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aniBlend ("t_FallDn_2_Fall" "s_Fall" 0.1 0.2)
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aniBlend ("t_FallDn_2_FallB" "s_FallB" 0.1 0.2)
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ani ("s_Fall" 1 "s_Fall" 0.1 0.0 MF "Snapper_Fall_KW02.asc" F 3 3)
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ani ("t_Fall_2_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Snapper_Fall_KW02.asc" F 1 22)
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{
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*eventSFX (15 "M_FALL_SMALL" EMPTY_SLOT )
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*eventSFX (20 "SNA_HURT" EMPTY_SLOT )
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}
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ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Snapper_Fall_KW02.asc" F 23 23)
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ani ("t_Fallen_2_Stand" 1 "" 0.0 0.2 M. "Snapper_Fall_KW02.asc" F 24 69)
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aniAlias ("s_FallB" 1 "s_FallB" 0.1 0.0 MF "s_FallDn" F)
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aniAlias ("t_FallB_2_FallenB" 1 "s_FallenB" 0.0 0.0 M. "t_Fall_2_Fallen" F)
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aniAlias ("s_FallenB" 1 "s_FallenB" 0.0 0.0 M. "s_Fallen" F)
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aniAlias ("t_FallenB_2_Stand" 1 "" 0.0 0.2 M. "t_Fallen_2_Stand" F)
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//////////////////////////
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// DIE
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//////////////////////////
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// ---------------------------------------------------------------------------------------------------------------------------------
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// DEAD
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ani ("t_Dead" 1 "s_Dead" 0.2 0.0 M. "Snapper_Dead_KW01.asc" F 1 54)
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{
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*eventSFX (1 "SNA_DIE" EMPTY_SLOT )
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*eventSFX (28 "M_FALL_SMALL" EMPTY_SLOT )
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}
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ani ("s_Dead" 1 "s_Dead" 0.0 0.1 M. "Snapper_Dead_KW01.asc" F 55 55)
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// ---------------------------------------------------------------------------------------------------------------------------------
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// DEADB
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ani ("t_DeadB" 1 "s_DeadB" 0.2 0.0 M. "Snapper_Dead_jue00_fr40.ASC" F 1 39)
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{
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*eventSFX (1 "SNA_DIE" EMPTY_SLOT )
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*eventSFX (24 "M_FALL_SMALL" EMPTY_SLOT )
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}
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ani ("s_DeadB" 1 "s_DeadB" 0.0 0.1 M. "Snapper_Dead_jue00_fr40.ASC" F 39 39)
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// ---------------------------------------------------------------------------------------------------------------------------------
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// DROWN
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ani ("t_Dive_2_Drowned" 1 "s_Drowned" 0.2 0.0 M. "Sna_Drown_A01.asc" F 1 29)
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ani ("s_Drowned" 1 "s_Drowned" 0.0 0.0 M. "Sna_Drown_A01.asc" F 30 30)
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//////////////////////////
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// WALK WATER
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//////////////////////////
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aniAlias ("t_Walk_2_WalkWL" 1 "s_WalkWL" 0.0 0.0 M. "t_FistWalk_2_FistWalkL" F)
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// Water-Walk-Loop
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aniAlias ("s_WalkWL" 1 "s_WalkWL" 0.0 0.0 M. "s_FistWalkL" F)
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aniAlias ("t_WalkWL_2_Walk" 1 "s_FistWalk" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" F)
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aniBlend ("t_WalkWR_2_Walk" "s_FistWalk" 0.2 0.2)
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// Walk Backwards Movement
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aniBlend ("t_Walk_2_WalkWBL" "s_WalkWBL" 0.2 0.2)
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// Water-Walk-Loop backwards
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aniAlias ("s_WalkWBL" 1 "s_WalkWBL" 0.0 0.0 M. "s_FistWalkL" R)
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aniBlend ("t_WalkWBL_2_Walk" "s_FistWalk" 0.2 0.2)
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ani ("t_WalkWL_2_SwimF" 1 "s_SwimF" 0.0 0.0 MF "Sna_Walk2Swim_M01.asc" F 1 4)
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ani ("t_SwimF_2_WalkWL" 1 "s_WalkWL" 0.0 0.0 MF "Sna_Walk2Swim_M01.asc" F 6 9)
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aniAlias ("t_WalkWL_2_RunL" 1 "" 0.0 0.1 M. "s_FistWalkL" F)
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//////////////////////////
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// SWIM
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//////////////////////////
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ani ("s_Swim" 1 "s_Swim" 0.0 0.2 M. "Sna_Swim_Ambient_Jue01.ASC" F 0 39 FPS:5)
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// Brustschwimmen
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ani ("t_Swim_2_SwimF" 1 "s_SwimF" 0.1 0.0 M. "Sna_Swim_Jue01.asc" F 1 7)
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ani ("s_SwimF" 1 "s_SwimF" 0.0 0.0 M. "Sna_Swim_Jue01.asc" F 8 29)
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ani ("t_SwimF_2_Swim" 1 "s_Swim" 0.0 0.1 M. "Sna_Swim_Jue01.asc" F 30 39)
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ani ("t_Swim_2_Dive" 1 "s_Dive" 0.2 0.1 MF "Sna_Dive_Jue01.asc" F 1 7)
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aniAlias ("t_SwimF_2_Dive" 1 "s_Dive" 0.2 0.1 MF "t_Swim_2_Dive" F)
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ani ("t_FallDn_2_Dive" 1 "s_Dive" 0.5 0.0 MF "Snapper_FallDive_KW01.asc" F 1 31 FPS:15)
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ani ("s_Dive" 1 "s_Dive" 0.1 0.1 MF "Sna_Dive_Jue01.asc" F 8 8)
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aniBlend ("t_Dive_2_DiveF" "s_DiveF")
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ani ("s_DiveF" 1 "s_DiveF" 0.1 0.1 MF "Sna_Dive_Jue01.asc" F 8 29)
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aniBlend ("t_DiveF_2_Dive" "s_Dive")
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ani ("t_DiveF_2_Swim" 1 "s_Swim" 0.0 0.0 MF "Sna_Dive_Jue01.asc" F 31 39)
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// Turning
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ani ("t_DiveTurnL" 20 "t_DiveTurnL" 0.1 0.1 M. "Snapper_DiveTurnL_A01.asc" F 1 24)
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ani ("t_DiveTurnR" 20 "t_DiveTurnR" 0.1 0.1 M. "Snapper_DiveTurnR_A01.asc" F 1 24)
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//////////////////////////
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// UMSEHEN / ZEIGEN
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//////////////////////////
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// LOOK Autoaiming
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// Seitenwinkel: +/- 60<36> H<>henwinkel: +/- 45<34>
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ani ("c_look_1" 9 "" 0.0 0.0 . "Snapper_Look_KW01.asc" F 0 0)
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ani ("c_look_2" 9 "" 0.0 0.0 . "Snapper_Look_KW01.asc" F 1 1)
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ani ("c_look_3" 9 "" 0.0 0.0 . "Snapper_Look_KW01.asc" F 2 2)
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ani ("c_look_4" 9 "" 0.0 0.0 . "Snapper_Look_KW01.asc" F 3 3)
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ani ("c_look_5" 9 "" 0.0 0.0 . "Snapper_Look_KW01.asc" F 4 4)
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ani ("c_look_6" 9 "" 0.0 0.0 . "Snapper_Look_KW01.asc" F 5 5)
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ani ("c_look_7" 9 "" 0.0 0.0 . "Snapper_Look_KW01.asc" F 6 6)
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ani ("c_look_8" 9 "" 0.0 0.0 . "Snapper_Look_KW01.asc" F 7 7)
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ani ("c_look_9" 9 "" 0.0 0.0 . "Snapper_Look_KW01.asc" F 8 8)
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aniComb ("t_look" 9 "t_look" 0.3 0.3 M. "c_look_" 9)
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// WhirlAround CCW
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ani ("t_surprise_CCW" 1 "s_surprise" 0.0 0.0 M. "Snapper_WhirlAroundL_M01.asc" F 0 19)
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// WhirlAround CW
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ani ("t_surprise_CW" 1 "s_surprise" 0.0 0.0 M. "Snapper_WhirlAroundR_M01.asc" F 0 19)
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ani ("c_looksurprised_1" 1 "" 0.0 0.0 .. "Snapper_WhirlAroundL_M01.asc" F 20 20)
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ani ("c_looksurprised_2" 1 "" 0.0 0.0 .. "Snapper_WhirlAroundL_M01.asc" F 20 20)
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ani ("c_looksurprised_3" 1 "" 0.0 0.0 .. "Snapper_WhirlAroundL_M01.asc" F 20 20)
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ani ("c_looksurprised_4" 1 "" 0.0 0.0 .. "Snapper_WhirlAroundL_M01.asc" F 20 20)
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ani ("c_looksurprised_5" 1 "" 0.0 0.0 .. "Snapper_WhirlAroundL_M01.asc" F 20 20)
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ani ("c_looksurprised_6" 1 "" 0.0 0.0 .. "Snapper_WhirlAroundL_M01.asc" F 20 20)
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ani ("c_looksurprised_7" 1 "" 0.0 0.0 .. "Snapper_WhirlAroundL_M01.asc" F 20 20)
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ani ("c_looksurprised_8" 1 "" 0.0 0.0 .. "Snapper_WhirlAroundL_M01.asc" F 20 20)
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ani ("c_looksurprised_9" 1 "" 0.0 0.0 .. "Snapper_WhirlAroundL_M01.asc" F 20 20)
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aniComb ("s_surprise" 1 "s_surprise" 0.0 0.0 M. "c_looksurprised_" 9)
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/////////////////////
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// FIST FIGHTING
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/////////////////////
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ani ("s_FistAttack" 1 "" 0.0 0.0 M. "Snapper_FistAttack_A01.asc" F 1 24)
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{
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*eventTag (0 "DEF_HIT_LIMB" "BIP01 HEAD")
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*eventTag (0 "DEF_OPT_FRAME" "8")
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*eventTag (0 "DEF_HIT_END" "24")
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*eventTag (0 "DEF_WINDOW" "8 24")
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// *eventTag (0 "DEF_DIR" "O")
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*eventSFX (1 "SNA_ATTACK" EMPTY_SLOT )
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}
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ani ("t_FistAtWater" 1 "" 0.1 0.2 M. "Sna_AttackMove_A03.asc" F 0 15)
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{
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*eventTag (0 "DEF_HIT_LIMB" "BIP01 HEAD")
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*eventTag (0 "DEF_OPT_FRAME" "8")
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*eventSFX (1 "SNA_ATTACK" EMPTY_SLOT )
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}
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// ---------------------------------------------------------------------------------------------------------------------------------
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// Angriff aus der Bewegung heraus
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ani ("t_FistAttackMove" 2 "" 0.2 0.2 M. "Sna_AttackMove_A03.asc" F 0 15)
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{
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*eventTag (0 "DEF_HIT_LIMB" "BIP01 HEAD")
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*eventTag (0 "DEF_OPT_FRAME" "8")
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*eventSFX (3 "SNA_ATTACK" EMPTY_SLOT )
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}
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// ---------------------------------------------------------------------------------------------------------------------------------
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// Paraden ...
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aniAlias ("t_FistParadeJumpB" 1 "" 0.0 0.0 M. "t_FistJumpB" F)
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aniAlias ("t_FistParade_0" 1 "" 0.0 0.0 M. "t_FistJumpB" F)
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// aniAlias ("t_FistParade_U" 1 "" 0.0 0.0 M. "t_FistJumpB" F)
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// 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 "" 0.1 0.1 M. "Snapper_Perception_M01.asc" F 1 59 FPS:15)
|
||
ani ("t_Warn" 1 "" 0.1 0.1 M. "Sna_Warn_A05.asc" F 1 79)
|
||
{
|
||
*eventSFX (5 "SNA_WARN" EMPTY_SLOT )
|
||
}
|
||
|
||
//---------------------------------------------------------------------------------------------------------------------------------
|
||
ani ("t_Stand_2_Sleep" 1 "s_Sleep" 0.0 0.0 M. "Snapper_Sleep_M01.asc" F 1 30 FPS:15)
|
||
ani ("s_Sleep" 1 "s_Sleep" 0.0 0.0 M. "Snapper_Sleep_M01.asc" F 30 105 FPS:10)
|
||
ani ("t_Sleep_2_Stand" 1 "" 0.0 0.0 M. "Snapper_Sleep_M01.asc" F 106 129 FPS:15)
|
||
//---------------------------------------------------------------------------------------------------------------------------------
|
||
ani ("t_Stand_2_Eat" 1 "s_Eat" 0.0 0.1 M. "Snapper_EatFood_KW01.asc" F 1 21 FPS:15)
|
||
ani ("s_Eat" 1 "s_Eat" 0.1 0.1 M. "Snapper_EatFood_KW01.asc" F 22 106 FPS:10)
|
||
{
|
||
*eventSFX (80 "M_EAT" EMPTY_SLOT )
|
||
}
|
||
ani ("t_Eat_2_Stand" 1 "" 0.1 0.1 M. "Snapper_EatFood_KW01.asc" F 107 134 FPS:15)
|
||
//---------------------------------------------------------------------------------------------------------------------------------
|
||
ani ("r_Clean" 1 "" 0.1 0.1 M. "Snapper_Random_M01.asc" F 1 49 FPS:15)
|
||
{
|
||
*eventSFX (5 "SNA_CLEAN" EMPTY_SLOT )
|
||
*eventSFX (14 "SCRATCH_SMALL" EMPTY_SLOT )
|
||
*eventSFX (25 "SCRATCH_SMALL" EMPTY_SLOT )
|
||
}
|
||
|
||
ani ("r_Happy" 1 "" 0.1 0.1 M. "Snapper_Random2_M01.asc" F 1 34 FPS:15)
|
||
{
|
||
*eventSFX (5 "SNA_HAPPY" EMPTY_SLOT )
|
||
*eventSFXGrnd (8 "Run" )
|
||
*eventSFXGrnd (16 "Run" )
|
||
*eventSFXGrnd (24 "Run" )
|
||
*eventSFXGrnd (32 "Run" )
|
||
}
|
||
|
||
// ***************************************************************************************
|
||
// MM DAYCYCLE
|
||
// ***************************************************************************************
|
||
aniAlias ("r_Roam1" 2 "" 0.1 0.1 M. "r_Happy" F)
|
||
aniAlias ("r_Roam2" 2 "" 0.1 0.1 M. "r_Clean" F)
|
||
aniAlias ("r_Roam3" 2 "" 0.1 0.1 M. "r_Clean" 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. "Sna_VicLightning_M01.asc" F 0 5)
|
||
ani ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Sna_VicLightning_M01.asc" F 5 150 FPS:15)
|
||
|
||
// IceCube, IceWave
|
||
ani ("t_Stand_2_Freeze_Victim" 1 "s_Freeze_Victim" 0.1 0.0 M. "Snapper_StumbleB_KW01.asc" F 0 3)
|
||
ani ("s_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "Snapper_StumbleB_KW01.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" 0.1 0.1 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_Sleep_2_Stand" F)
|
||
|
||
|
||
}
|