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.
191 lines
6.5 KiB
Text
191 lines
6.5 KiB
Text
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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// Last Changes:
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//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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Model ("StoneGuardian")
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{
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meshAndTree ("StG_Body.asc" DONT_USE_MESH)
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registerMesh ("StG_Body.ASC")
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aniEnum
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{
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// | KEYWORD | ANI-NAME |LAYER| NEXT-ANI | BI | BO |F |ASC-FILE | DIR |FF |LF
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//----------------------------------------------------------------------------------------------------------------------------
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//////////////////////////
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// FIST MOVEMENT
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//////////////////////////
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// Fist-RUN
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ani ("s_FistRun" 1 "s_FistRun" 0.0 0.0 M. "StG_Ambient_A01.asc" F 0 0)
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ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "StG_Run_A01.asc" F 5 9)
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ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "StG_Run_A01.asc" F 10 34)
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{
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*eventSFX (10 "AST_CRUMBLE" )
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*eventSFX (11 "GOL_STEPBOOM" )
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*eventCamTremor (11 1000 500 2 8 )
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*eventSFX (21 "GOL_STEPBOOM" )
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*eventCamTremor (22 1000 500 2 8 )
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}
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ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Stg_Run_A01.asc" F 35 40)
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aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.1 0.1)
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// Fist-WALK
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ani ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "StG_Ambient_A01.asc" F 0 0)
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ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "StG_Run_A01.asc" F 5 9)
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ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "StG_Run_A01.asc" F 10 34)
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{
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*eventSFX (10 "AST_CRUMBLE" )
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*eventSFX (11 "GOL_STEPBOOM" )
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*eventCamTremor (11 1000 500 2 8 )
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*eventSFX (21 "GOL_STEPBOOM" )
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*eventCamTremor (22 1000 500 2 8 )
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}
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ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "Stg_Run_A01.asc" F 35 40)
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aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.1 0.1)
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aniBlend ("t_FistWalk_2_FistWalkBL" "s_FistWalkBL" 0.1 0.1)
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aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistWalkL" R)
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aniBlend ("t_FistWalkBL_2_FistWalk" "s_FistWalk" 0.1 0.1)
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aniBlend ("t_FistWalkBR_2_FistWalk" "s_FistWalk" 0.1 0.1)
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// ---------------------------------------------------------------------------------------------------------------------------------
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ani ("t_FistJumpB" 1 "s_FistRun" 0.0 0.0 M. "StG_JumpBack_A01.asc" F 0 15)
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{
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*eventSFX (9 "GOL_STEPBOOM" )
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*eventCamTremor (10 1000 500 2 8 )
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}
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// ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.1 0.1 M. "StG_Strafe_L_A01.ASC" F 0 15)
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// ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.1 0.1 M. "StG_Strafe_L_A01.ASC" R 0 15)
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// ani ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.1 0.1 M. "StG_Strafe_L_A01.ASC" F 0 15)
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// ani ("t_FistWalkStrafeR" 1 "t_FistWalkStrafeR" 0.1 0.1 M. "StG_Strafe_L_A01.ASC" R 0 15)
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ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.1 0.1 M. "StG_Turn_L_A01.asc" F 1 10)
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{
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*eventSFX (9 "GOL_STEPBOOM" )
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*eventCamTremor (10 1000 500 2 8 )
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}
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ani ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.1 0.1 M. "StG_Turn_R_A01.asc" F 1 10)
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{
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*eventSFX (7 "GOL_STEPBOOM" )
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*eventCamTremor (10 1000 500 2 8 )
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}
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ani ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.1 0.1 M. "StG_Turn_L_A01.asc" F 1 10)
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{
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*eventSFX (8 "GOL_STEPBOOM" )
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*eventCamTremor (10 1000 500 2 8 )
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}
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ani ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.1 0.1 M. "StG_Turn_R_A01.asc" F 1 10)
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{
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*eventSFX (5 "GOL_STEPBOOM" )
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*eventCamTremor (10 1000 500 2 8 )
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}
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// FISTRUN <-> FISTWALK
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aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk" 0.1 0.1)
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aniBlend ("t_FistWalk_2_FistRun" "s_FistRun" 0.1 0.1)
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aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.1 0.1)
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aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.1 0.1)
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//----------------------------------------------------
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// DEAD
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ani ("t_Dead" 1 "s_Dead" 0.0 0.0 M. "StG_Dead_A01.asc" F 0 50)
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{
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*eventPFX (1 1 "STONEGUARDIANDIE" "BIP01" )
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*eventSFX (1 "GOL_FALLDOWN" EMPTY_SLOT )
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*eventPFXStop (25 1)
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}
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ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "StG_Dead_A01.asc" F 50 50)
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ani ("t_DeadB" 1 "s_DeadB" 0.0 0.0 M. "StG_Dead_A01.asc" F 0 50)
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{
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*eventPFX (1 1 "STONEGUARDIANDIE" "BIP01" )
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*eventSFX (1 "GOL_FALLDOWN" EMPTY_SLOT )
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*eventPFXStop (25 1)
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}
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ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "StG_Dead_A01.asc" F 50 50)
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//----------------------------------------------------
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// STUMBLE
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ani ("t_StumbleB" 1 "" 0.05 0.1 M. "StG_Stumble_A01.asc" F 0 10)
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{
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*eventSFX (1 "AST_grind" EMPTY_SLOT )
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}
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ani ("t_Stumble" 1 "" 0.05 0.1 M. "StG_Stumble_A01.asc" R 0 10)
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{
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*eventSFX (1 "AST_grind" EMPTY_SLOT )
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}
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ani ("t_GotHit" 1 "" 0.05 0.1 M. "StG_Stumble_A01.asc" F 0 10)
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{
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*eventSFX (1 "AST_grind" EMPTY_SLOT )
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}
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aniAlias ("s_FallDn" 1 "s_FallDn" 0.0 0.0 MF "s_FistRun" F)
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aniAlias ("t_FallDn_2_Stand" 1 "" 0.0 0.0 M. "s_FistRun" F)
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aniAlias ("s_Fall" 1 "s_Fall" 0.1 0.0 MF "s_FistRun" F)
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//----------------------------------------------------
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// ani ("t_warn" 1 "" 0.2 0.2 M. ".asc" F 0 32)
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//----------------------------------------------------
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//----------------------------------------------------
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// FIST ATTACK
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ani ("s_FistAttack" 1 "" 0.1 0.0 M. "StG_Attack_A01.asc" F 0 24)
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{
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*eventTag (0 "DEF_HIT_LIMB" "BIP01 R FINGER0" )
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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" "15 24" )
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*eventSFX (1 "AST_grind" )
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*eventCamTremor (8 1000 500 2 8 )
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*eventSFX (9 "GOL_STEPBOOM" )
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}
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ani ("t_FistAttackMove" 2 "" 0.1 0.0 M. "StG_AttackMove_A01.ASC" F 1 15)
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{
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*eventTag (0 "DEF_HIT_LIMB" "BIP01 R FINGER0" )
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*eventTag (0 "DEF_OPT_FRAME" "6" )
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*eventSFX (1 "AST_grind" )
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*eventSFX (9 "GOL_STEPBOOM" )
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}
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ani ("t_FistParade_0" 1 "" 0.0 0.0 M. "StG_Parade_A01.asc" F 1 20)
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{
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*eventSFX (1 "AST_grind" )
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}
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ani ("t_FistParadeJumpB" 1 "s_FistRun" 0.0 0.0 M. "StG_JumpBack_A01.asc" F 1 15)
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{
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*eventCamTremor (10 1000 500 2 8 )
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*eventSFX (11 "GOL_STEPBOOM" )
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}
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}
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}
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