mahlendur/_work/Data/Anims/StonePuma.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 ("StonePuma")
{
meshAndTree ("StonePuma_Body.asc" DONT_USE_MESH)
registerMesh ("StonePuma_Body.ASC")
aniEnum
{
modelTag ("DEF_HIT_LIMB" "Bip01 Jaw")
//////////////////////////
// BEWEGUNGEN
//////////////////////////
//////////////////
// RUN
//////////////////
// Ambient
ani ("s_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Sha_Ambient_A01.asc" F 1 1 FPS:12.5)
{
*eventSFX (1 "SHA_AMBIENT" )
}
// Start Running
ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Sha_Run_A01.ASC" F 0 9)
{
*eventSFXGrnd (4 "Run" )
*eventSFXGrnd (7 "Run" )
*eventSFXGrnd (9 "Run" )
}
// Run-Cycle
ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Sha_Run_A01.ASC" F 10 25)
{
*eventSFX (15 "SHA_AMBIENT_SHORT" EMPTY_SLOT )
*eventSFXGrnd (12 "Run" )
*eventSFXGrnd (22 "Run" )
}
// End Running
ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Sha_Run_A01.ASC" F 25 35)
// {
// *eventSFXGrnd ( 29 "Run" )
// *eventSFXGrnd ( 31 "Run" )
// *eventSFXGrnd ( 35 "Run" )
// }
aniAlias ("t_FistRunR_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "t_FistRunL_2_FistRun" F)
// aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.3 0.3)
// aniBlend ("t_FistRunL_2_FistRun" "s_FistRun" 0.3 0.3)
// Backwards
ani ("t_FistJumpB" 1 "s_FistRun" 0.1 0.1 M. "Sha_JumpB_M01.asc" F 1 24)
// Turning
ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.2 0.2 M. "Sha_TurnL_M01.asc" F 1 24)
{
*eventSFXGrnd ( 6 "Turn" )
// *eventSFXGrnd ( 12 "Sneak" )
*eventSFXGrnd ( 18 "Turn" )
// *eventSFXGrnd ( 24 "Sneak" )
}
ani ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.2 0.2 M. "Sha_TurnR_M01.asc" F 1 24)
{
*eventSFXGrnd ( 6 "Turn" )
// *eventSFXGrnd ( 12 "Sneak" )
*eventSFXGrnd ( 18 "Turn" )
// *eventSFXGrnd ( 24 "Sneak" )
}
//////////////////
// 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 0.0 M. "Sha_go_U01.asc" F 1 10)
// Cycle
ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Sha_go_U01.asc" F 10 38)
{
*eventSFXGrnd ( 14 "Run" )
*eventSFXGrnd ( 27 "Run" )
}
// End Walking
ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "Sha_go_U01.asc" F 38 47)
{
*eventSFXGrnd ( 43 "Sneak" )
}
aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.5 0.5)
// Backward Walk
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)
// Turning
aniAlias ("t_FistWalkTurnL" 20 "t_FistWalkTurnR" 0.2 0.2 M. "t_FistRunTurnL" F)
aniAlias ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.2 0.2 M. "t_FistRunTurnR" F)
//////////////////
// SNEAK
//////////////////
ani ("s_FistSneak" 1 "s_FistSneak" 0.0 0.0 M. "Sha_Sneak_M01.asc" F 25 59)
ani ("t_FistSneak_2_FistSneakL" 1 "s_FistSneakL" 0.1 0.0 M. "Sha_Sneak_M01.asc" F 60 89)
// FistSneak-Loop
ani ("s_FistSneakL" 1 "s_FistSneakL" 0.0 0.0 M. "Sha_Sneak_M01.asc" F 90 124)
// End FistSneak
aniAlias ("t_FistSneakL_2_FistSneak" 1 "s_FistSneak" 0.0 0.0 M. "t_FistSneak_2_FistSneakL" R)
aniBlend ("t_FistSneakR_2_FistSneak" "s_FistSneak" 0.2 0.2)
// FistSneak Backwards Movement
aniBlend ("t_FistSneak_2_FistSneakBL" "s_FistSneakBL" 0.2 0.2)
// FistSneak-Loop backwards
aniAlias ("s_FistSneakBL" 1 "s_FistSneakBL" 0.0 0.0 M. "s_FistSneakL" R)
aniAlias ("t_FistSneakBL_2_FistSneak" 1 "s_FistSneak" 0.0 0.0 M. "t_FistSneak_2_FistSneakL" R)
aniBlend ("t_FistSneakBR_2_FistSneak" "s_FistSneak" 0.2 0.2)
/////////////////
// TRANSITIONS MOVEMENT MODES
/////////////////^
// Walk <-> Run
aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk")
aniBlend ("t_FistWalk_2_FistRun" "s_FistRun")
ani ("t_FistWalkL_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Sha_Trans_M01.asc" F 16 28)
ani ("t_FistRunL_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Sha_Trans_M01.asc" F 1 14)
// xxx_2_Sneak
ani ("t_FistRun_2_FistSneak" 1 "s_FistSneak" 0.2 0.0 M. "Sha_Sneak_M01.asc" F 1 24)
aniAlias ("t_FistSneak_2_FistRun" 1 "s_FistRun" 0.0 0.2 M. "t_FistRun_2_FistSneak" R)
ani ("t_FistRunL_2_FistSneakL" 1 "s_FistSneakL" 0.0 0.0 M. "Sha_SneakTrans_M01.asc" F 16 29)
ani ("t_FistSneakL_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Sha_SneakTrans_M01.asc" F 1 14)
aniAlias ("t_FistWalk_2_FistSneak" 1 "s_FistSneak" 0.0 0.0 M. "t_FistRun_2_FistSneak" F)
aniAlias ("t_FistSneak_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "t_FistRun_2_FistSneak" R)
ani ("t_FistWalkL_2_FistSneakL" 1 "s_FistSneakL" 0.0 0.0 M "Sha_SneakTrans_M01.asc" F 56 79)
ani ("t_FistSneakL_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Sha_SneakTrans_M01.asc" F 31 54)
/////////////////
// JUMP / STRAFING
//////////////////
// Jump
ani ("t_Stand_2_Jump" 1 "s_Jump" 0.0 0.1 M. "Sha_Jump_M01.asc" F 25 41)
{
*eventSFX ( 25 "SHA_AMBIENT_SHORT" EMPTY_SLOT )
}
ani ("s_Jump" 1 "s_Jump" 0.1 0.1 MF "Sha_Jump_M01.asc" F 42 42)
ani ("t_Jump_2_Stand" 1 "" 0.1 0.3 M "Sha_Jump_M01.asc" F 42 60)
{
*eventSFX (42 "M_FALL_HUGE" EMPTY_SLOT )
}
// JumpUpLow
ani ("t_Stand_2_JumpUpLow" 1 "s_JumpUpLow" 0.0 0.0 M. "Sha_JumpupLow_U01.asc" F 1 15)
ani ("s_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.0 0.0 MF "Sha_JumpupLow_U01.asc" F 16 16)
ani ("t_JumpUpLow_2_Stand" 1 "" 0.0 0.3 MF "Sha_JumpupLow_U01.asc" F 17 99)
{
*eventSFXGrnd ( 38 "Run" )
*eventSFXGrnd ( 55 "Sneak" )
*eventSFXGrnd ( 69 "Run" )
}
// Strafe
ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.0 0.0 M. "Sha_StrafeL_M01.asc" F 1 25)
{
*eventSFX ( 4 "SHA_AMBIENT_SHORT" EMPTY_SLOT )
// *eventSFXGrnd ( 13 "Run" )
// *eventSFXGrnd ( 15 "Run" )
*eventSFXGrnd ( 17 "Run" )
// *eventSFXGrnd ( 18 "Run" )
}
ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.0 0.0 M. "Sha_StrafeR_M01.asc" F 1 25)
{
*eventSFX ( 4 "SHA_AMBIENT_SHORT" EMPTY_SLOT )
// *eventSFXGrnd ( 13 "Run" )
// *eventSFXGrnd ( 15 "Run" )
*eventSFXGrnd ( 17 "Run" )
// *eventSFXGrnd ( 18 "Run" )
}
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_FistSneakStrafeL" 1 "t_FistSneakStrafeL" 0.0 0.2 M. "t_FistRunStrafeL" F)
aniAlias ("t_FistSneakStrafeR" 1 "t_FistSneakStrafeR" 0.0 0.2 M. "t_FistRunStrafeR" F)
/////////////////
// TRANSITIONS
/////////////////
ani ("t_FistRunL_2_Jump" 1 "s_Jump" 0.2 0.1 M. "Sha_Jump_M01.asc" F 31 41)
aniAlias ("t_FistRunR_2_Jump" 1 "s_Jump" 0.2 0.1 M. "t_FistRunL_2_Jump")
aniBlend ("t_Jump_2_FistRunL" "s_FistRunL" 0.1 0.1)
//////////////////////////
// FALL DOWN
//////////////////////////
ani ("s_FallDn" 1 "s_FallDn" 0.3 0.0 MF "Sha_FallDn_M02.asc" F 34 34)
ani ("t_FallDn_2_Stand" 1 "" 0.1 0.2 M. "Sha_FallDn_M02.asc" F 35 62)
{
*eventSFX (38 "M_FALL_HUGE" EMPTY_SLOT )
*eventSFXGrnd ( 50 "Run" )
*eventSFXGrnd ( 53 "Sneak" )
}
aniBlend ("t_JumpUp_2_FallDn" "s_FallDn" 0.2 0.2)
aniBlend ("t_Jump_2_FallDn" "s_FallDn" 0.2 0.2)
//////////////////////////
// STUMBLE / SLIDE / FALL
//////////////////////////
// Stumble/Oops
aniAlias ("t_oops" 1 "" 0.1 0.1 M. "t_StumbleB" F)
ani ("t_Stumble" 1 "" 0.1 0.1 M. "Sha_Stumble_M01.asc" F 15 30)
{
*eventSFX (25 "SHA_HURT" EMPTY_SLOT )
}
ani ("t_StumbleB" 1 "" 0.1 0.1 M. "Sha_Stumble_M01.asc" F 0 15)
{
*eventSFX (2 "SHA_HURT" EMPTY_SLOT )
}
// TRANS FallDn->Fall
aniBlend ("t_FallDn_2_Fall" "s_Fall")
aniBlend ("t_FallDn_2_FallB" "s_FallB")
// Fall/Fallen
ani ("s_Fall" 1 "s_Fall" 0.1 0.0 MF "Sha_FallDn_M01.asc" F 0 35 FPS:10)
ani ("t_Fall_2_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Sha_Fallen_M01.asc" F 1 27)
{
*eventSFX (5 "M_FALL_HUGE" EMPTY_SLOT )
}
ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Sha_Fallen_M01.asc" F 28 28)
ani ("t_Fallen_2_Stand" 1 "" 0.0 0.2 M. "Sha_Fall2Stand_M01.asc" F 1 59 FPS:12.5)
aniAlias ("s_FallB" 1 "s_FallB" 0.1 0.0 MF "s_FallDn" 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)
//////////////////////////
// SWIM
//////////////////////////
// Transitions won FistWalk (im Wasser) zum Schwimmen
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" 0.0 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 ins Wasser
ani ("t_WalkWL_2_SwimF" 1 "s_SwimF" 0.1 0.1 MF "Sha_Walk2Swim_M01.asc" F 1 4)
ani ("t_SwimF_2_WalkWL" 1 "s_WalkWL" 0.1 0.1 MF "Sha_Walk2Swim_M01.asc" F 6 9)
aniAlias ("t_WalkWL_2_RunL" 1 "" 0.0 0.1 M. "s_FistWalkL" F)
// Turnings im Wasser
ani ("t_WalkWTurnL" 20 "t_FistRunTurnL" 0.0 0.0 M. "Sha_TurnL_M01.asc" F 1 24)
{
*eventSFX ( 12 "SWIM" )
*eventSFX ( 24 "SWIM" )
}
ani ("t_WalkWTurnR" 20 "t_FistRunTurnR" 0.0 0.0 M. "Sha_TurnR_M01.asc" F 1 24)
{
*eventSFX ( 12 "SWIM" )
*eventSFX ( 24 "SWIM" )
}
// Strafe im Wasser
ani ("t_WalkWStrafeL" 1 "t_WalkWStrafeL" 0.0 0.0 M. "Sha_StrafeL_M01.asc" F 1 24)
{
*eventSFX ( 15 "SWIM" )
}
ani ("t_WalkWStrafeR" 1 "t_WalkWStrafeR" 0.0 0.0 M. "Sha_StrafeR_M01.asc" F 1 24)
{
*eventSFX ( 15 "SWIM" )
}
// SWIM
ani ("s_SwimF" 1 "s_SwimF" 0.0 0.2 M. "Sha_Water_M01.asc" F 80 99)
{
*eventSFX ( 80 "SWIM" EMPTY_SLOT )
*eventSFX ( 92 "SWIM" EMPTY_SLOT )
}
ani ("t_SwimF_2_Swim" 1 "s_Swim" 0.0 0.0 M. "Sha_Water_M01.asc" F 100 107)
ani ("s_Swim" 1 "s_Swim" 0.0 0.0 M. "Sha_Water_M01.asc" F 27 71 FPS:5)
{
*eventSFX ( 36 "SWIM" EMPTY_SLOT )
*eventSFX ( 52 "SWIM" EMPTY_SLOT )
}
ani ("t_Swim_2_SwimF" 1 "s_SwimF" 0.0 0.0 M. "Sha_Water_M01.asc" F 72 79 FPS:12.5)
// TURNING
ani ("t_SwimTurnL" 20 "t_SwimTurnL" 0.0 0.0 M. "Sha_SwimTurnL_M01.asc" F 0 25 FPS:12.5)
ani ("t_SwimTurnR" 20 "t_SwimTurnR" 0.0 0.0 M. "Sha_SwimTurnR_M01.asc" F 0 25 FPS:12.5)
//////////////////////////
// DIVE
//////////////////////////
ani ("t_FallDn_2_Dive" 1 "s_Dive" 0.0 0.0 MF "Sha_Water_M01.asc" F 1 9)
ani ("s_Dive" 1 "s_Dive" 0.3 0.3 MF "Sha_Water_M01.asc" F 10 10)
aniAlias ("t_Dive_2_DiveF" 1 "s_DiveF" 0.4 0.0 MF "t_Swim_2_SwimF" F)
aniAlias ("s_DiveF" 1 "s_DiveF" 0.0 0.0 MF "s_SwimF" F)
aniAlias ("t_DiveF_2_Dive" 1 "s_Dive" 0.0 0.4 MF "t_SwimF_2_Swim" F)
ani ("t_DiveF_2_Swim" 1 "s_Swim" 0.1 0.1 MF "Sha_Water_M01.asc" F 11 26)
aniAlias ("t_Swim_2_DiveF" 1 "s_Dive" 0.2 0.2 MF "t_DiveF_2_Swim" R)
// DROWN
ani ("t_Dive_2_Drowned" 1 "s_Drowned" 0.2 0.0 MF "Sha_Drown_M01.asc" F 1 119 FPS:5)
ani ("s_Drowned" 1 "s_Drowned" 0.0 0.0 M. "Sha_Drown_M01.asc" F 120 120)
// Turning
ani ("t_DiveTurnL" 20 "t_DiveTurnL" 0.1 0.1 M. "Sha_Water_M01.asc" F 85 94)
ani ("t_DiveTurnR" 20 "t_DiveTurnR" 0.1 0.1 M. "Sha_Water_M01.asc" F 75 84)
//////////////////////////
// LOOK Autoaiming
//////////////////////////
ani ("c_look_1" 9 "" 0.0 0.0 . "Sha_Look_M01.asc" F 0 0)
ani ("c_look_2" 9 "" 0.0 0.0 . "Sha_Look_M01.asc" F 1 1)
ani ("c_look_3" 9 "" 0.0 0.0 . "Sha_Look_M01.asc" F 2 2)
ani ("c_look_4" 9 "" 0.0 0.0 . "Sha_Look_M01.asc" F 3 3)
ani ("c_look_5" 9 "" 0.0 0.0 . "Sha_Look_M01.asc" F 4 4)
ani ("c_look_6" 9 "" 0.0 0.0 . "Sha_Look_M01.asc" F 5 5)
ani ("c_look_7" 9 "" 0.0 0.0 . "Sha_Look_M01.asc" F 6 6)
ani ("c_look_8" 9 "" 0.0 0.0 . "Sha_Look_M01.asc" F 7 7)
ani ("c_look_9" 9 "" 0.0 0.0 . "Sha_Look_M01.asc" F 8 8)
aniComb ("t_look" 9 "t_look" 0.3 0.3 M. "c_look_" 9)
// WhirlAround
// WhirlAround CCW
ani ("t_surprise_CCW" 1 "s_surprise" 0.2 0.2 M. "Sha_Whirl_L_U02.asc" F 1 24)
// WhirlAround CW
ani ("t_surprise_CW" 1 "s_surprise" 0.2 0.2 M. "Sha_Whirl_R_U02.asc" F 1 24)
// Surprise
aniAlias ("s_surprise" 1 "s_surprise" 0.1 0.1 M. "s_FistRun" F)
/////////////////////
// FIST FIGHTING
/////////////////////
// FIST Kampf ohne Talent
// T_FISTAT1STEP
ani ("s_FistAttack" 1 "" 0.1 0.2 M. "Sha_Attack_M01.asc" F 0 18)
{
*eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND")
*eventTag (0 "DEF_OPT_FRAME" "7")
*eventTag (0 "DEF_HIT_END" "17")
*eventTag (0 "DEF_WINDOW" "7 17")
// *eventTag (0 "DEF_DIR" "O")
*eventSFX ( 1 "SHA_ATTACK" EMPTY_SLOT )
}
// w<>hrend des Laufens zuschlagen
ani ("t_FistAttackMove" 2 "" 0.1 0.1 M. "Sha_RunAttack_A01.asc" F 1 19)
{
*eventTag (0 "DEF_HIT_LIMB" "BIP01 L HAND")
*eventTag (0 "DEF_OPT_FRAME" "10")
*eventSFX ( 2 "SHA_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)
//////////////////////////
// DIE
//////////////////////////
ani ("t_Dead" 1 "s_Dead" 0.2 0.0 M. "Sha_Dead_M02.asc" F 1 25)
{
*eventSFX (1 "SHA_Die" EMPTY_SLOT )
*eventSFX (12 "M_FALL_HUGE" EMPTY_SLOT )
}
ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "Sha_Dead_M02.asc" F 25 25)
ani ("t_DeadB" 1 "s_DeadB" 0.2 0.0 M. "Sha_DeadB_M02.asc" F 1 40)
{
*eventSFX (15 "SHA_Die" EMPTY_SLOT )
*eventSFX (28 "M_FALL_HUGE" EMPTY_SLOT )
}
ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "Sha_DeadB_M02.asc" F 40 40)
//////////////////////////
// SCRIPT / RANDOM
//////////////////////////
// KEINE Perception, weil ani ungeeignet war - MH
ani ("t_Warn" 1 "" 0.0 0.0 M. "Sha_Warn_M01.asc" F 1 70)
{
*eventSFX (1 "SHA_Warn" EMPTY_SLOT )
*eventSFX (50 "SCRATCH" EMPTY_SLOT )
}
// Warn-Alternative
ani ("R_Angry" 1 "" 0.2 0.2 M. "Sha_R_Angry_M01.asc" F 0 -1 FPS:12.5)
{
*eventSFX (0 "SHA_WARN" EMPTY_SLOT )
}
//---------------------------------------------------------------------------------------------------------------------
ani ("t_Stand_2_Sit" 1 "s_Sit" 0.0 0.0 M. "Sha_SitAndLie_M01.asc" F 1 74 FPS:15)
ani ("s_Sit" 1 "s_Sit" 0.0 0.0 M. "Sha_SitAmbient01_U01.asc" F 0 99 FPS:5)
aniAlias ("t_Sit_2_Stand" 1 "" 0.0 0.0 M. "t_Stand_2_Sit" R)
ani ("t_Sit_Roar" 1 "s_Sit" 0.0 0.0 M. "Sha_SitAmbient02_U01.asc" F 0 99 FPS:15)
//---------------------------------------------------------------------------------------------------------------------
ani ("t_Stand_2_Sleep" 1 "s_Sleep" 0.1 0.0 M. "Sha_SitAndLie_M01.asc" F 1 139 FPS:12.5)
ani ("s_Sleep" 1 "s_Sleep" 0.0 0.0 M. "Sha_SitAndLie_M01.asc" F 140 214 FPS:15)
{
*eventSFX ( 150 "SHA_SNOREIN" EMPTY_SLOT )
*eventSFX ( 170 "SHA_SNOREOUT" EMPTY_SLOT )
}
ani ("t_Sleep_2_Stand" 1 "" 0.0 0.1 M. "Sha_SitAndLie_M01.asc" F 215 250)
//---------------------------------------------------------------------------------------------------------------------
ani ("t_Stand_2_Eat" 1 "s_Eat" 0.1 0.0 M. "Sha_Eat_A01.asc" F 1 38 FPS:15)
ani ("s_Eat" 1 "s_Eat" 0.0 0.0 M. "Sha_Eat_A01.asc" F 39 99 FPS:15)
ani ("t_Eat_2_Stand" 1 "" 0.0 0.1 M. "Sha_Eat_A01.asc" F 100 129 FPS:15)
//---------------------------------------------------------------------------------------------------------------------
ani ("R_Scratch" 1 "" 0.0 0.0 M. "Sha_R_Scratch_M01.asc" F 0 62)
{
*eventSFX (1 "SHA_AMBIENT_SHORT" EMPTY_SLOT )
*eventSFX ( 25 "SCRATCH" EMPTY_SLOT )
*eventSFX ( 35 "SCRATCH" EMPTY_SLOT )
*eventSFX ( 43 "SCRATCH" EMPTY_SLOT )
}
ani ("R_Scratch2" 2 "" 0.1 0.1 M. "Sha_Scratch_Jue00.asc" F 1 61 FPS:12.5)
{
*eventSFX (1 "SHA_AMBIENT_SHORT" EMPTY_SLOT )
*eventSFX (13 "SCRATCH" EMPTY_SLOT )
*eventSFX (18 "SCRATCH" EMPTY_SLOT )
*eventSFX (23 "SCRATCH" EMPTY_SLOT )
*eventSFX (28 "SCRATCH" EMPTY_SLOT )
*eventSFX (33 "SCRATCH" EMPTY_SLOT )
*eventSFX (35 "SHA_AMBIENT_SHORT" EMPTY_SLOT )
*eventSFX (38 "SCRATCH" EMPTY_SLOT )
*eventSFX (43 "SCRATCH" EMPTY_SLOT )
*eventSFX (48 "SCRATCH" EMPTY_SLOT )
}
ani ("R_ScratchFloor" 2 "" 0.1 0.1 M. "Sha_Scharr_Jue00.asc" F 1 111 FPS:12.5)
ani ("R_Sniff" 2 "" 0.1 0.1 M. "Sha_Wittern_A03.asc" F 1 79)
{
*eventSFX (20 "SHA_SNOREIN" EMPTY_SLOT )
*eventSFX (50 "SHA_SNOREOUT" EMPTY_SLOT )
}
ani ("R_Howl" 1 "" 0.1 0.1 M. "Sha_Threat_U01.asc" F 0 -1 FPS:12.5)
// ***************************************************************************************
// MM DAYCYCLE
// ***************************************************************************************
aniAlias ("r_Roam1" 2 "" 0.1 0.1 M. "R_Scratch" F)
aniAlias ("r_Roam2" 2 "" 0.1 0.1 M. "R_Sniff" F)
aniAlias ("r_Roam3" 2 "" 0.1 0.1 M. "R_Scratch2" F)
// REST
aniAlias ("t_Stand_2_REST" 1 "s_REST" 0.2 0.2 M. "t_Stand_2_Sit" F)
aniAlias ("s_REST" 1 "s_REST" 0.0 0.0 M. "s_Sit" F)
aniAlias ("t_REST_2_Stand" 1 "" 0.2 0.2 M. "t_Stand_2_Sit" R)
aniAlias ("t_Rest_Random_1" 2 "" 0.1 0.1 M. "t_Sit_Roar" F)
ani ("t_Rest_Random_2" 2 "" 0.1 0.1 M. "Sha_Sit_Scratch_Jue01.asc" F 1 64)
///////////////////////
// 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. "Sha_VicLightning_M01.asc" F 0 7)
ani ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Sha_VicLIghtning_M01.asc" F 7 67)
// IceCube, IceWave
ani ("t_Stand_2_Freeze_Victim" 1 "s_Freeze_Victim" 0.1 0.0 M. "Sha_Stumble_M01.asc" F 0 3)
ani ("s_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "Sha_Stumble_M01.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)
}