mahlendur/_work/Data/Anims/SwampGolem.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 ("SwampGolem")
{
MeshAndTree ("Gol_Sumpf_Body.asc" DONT_USE_MESH)
registerMesh ("Gol_Sumpf_Body.ASC")
aniEnum
{
// | KEYWORD | ANI-NAME |LAYER| NEXT-ANI | BI | BO |F |ASC-FILE | DIR |FF |LF
//----------------------------------------------------------------------------------------------------------------------------
//////////////////////////
// FIST MOVEMENT
//////////////////////////
// Fist-RUN
ani ("s_FistRun" 1 "s_FistRun" 0.0 0.0 MI "golem_walkambient01_KP01.asc" F 0 89 FPS:12.5)
ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Golem_Run_M01.asc" F 1 11)
ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Golem_Run_M01.asc" F 12 31)
{
*eventSFX (1 "SWG_AMBIENT" )
*eventSFX (12 "GOL_STEPBOOM" )
*eventPFX (12 1 "GolemDust" "BIP01 L Foot" ATTACH )
*eventCamTremor (12 1000 500 2 8 )
*eventSFX (22 "GOL_STEPBOOM" )
*eventPFX (22 2 "GolemDust" "BIP01 R Foot" ATTACH )
*eventCamTremor (22 1000 500 2 5 )
}
ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Golem_Run_M01.asc" F 32 38)
aniBlend ("t_FistRunR_2_FistRun" "s_FistRun")
ani ("t_FistJumpB" 1 "s_FistRun" 0.1 0.1 M. "Gol_JumpB_M01.asc" F 1 20)
{
*eventSFX (4 "GOL_STEPBOOM" )
*eventPFX (4 1 "GolemDust" "BIP01 L Foot" ATTACH )
*eventSFX (9 "GOL_STEPBOOM" )
*eventPFX (9 2 "GolemDust" "BIP01 R Foot" ATTACH )
*eventSFX (16 "GOL_STEPBOOM" )
*eventPFX (16 3 "GolemDust" "BIP01 L Foot" ATTACH )
}
// Turning
ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.2 0.2 M. "golem_walkTurnL_A01.asc" R 1 24)
{
// *eventSFX (9 "GOL_STEPBOOM" )
*eventPFX (10 1 "GolemDust" "BIP01 R Foot" ATTACH )
*eventSFX (16 "GOL_STEPBOOM" )
*eventPFX (19 2 "GolemDust" "BIP01 L Foot" ATTACH )
}
ani ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.2 0.2 M. "golem_walkTurnR_A01.asc" F 1 24)
{
// *eventSFX (12 "GOL_STEPBOOM" )
*eventPFX (10 1 "GolemDust" "BIP01 R Foot" ATTACH )
*eventSFX (14 "GOL_STEPBOOM" )
*eventPFX (19 2 "GolemDust" "BIP01 L Foot" ATTACH )
}
// Fist-WALK
aniAlias ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 MI "s_FistRun" F)
ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "golem_walk_03d.asc" F 1 9)
ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "golem_walk_03d.asc" F 10 49)
{
*eventSFX (1 "SWG_AMBIENT" )
*eventSFX (22 "GOL_STEPBOOM" )
*eventPFX (22 1 "GolemDust" "BIP01 R Foot" ATTACH )
*eventSFX (42 "GOL_STEPBOOM" )
*eventPFX (42 2 "GolemDust" "Bip01 L Foot" ATTACH )
}
ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "golem_walk_03d.asc" F 50 64)
aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk")
// Fist-Walk Backwards Movement
aniBlend ("t_FistWalk_2_FistWalkBL" "s_FistWalkBL" 0.1 0.1)
aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistWalkL" R)
aniBlend ("t_FistWalkBL_2_FistWalk" "s_FistWalk" 0.1 0.1)
aniBlend ("t_FistWalkBR_2_FistWalk" "s_FistWalk" 0.1 0.1)
// Turning
aniAlias ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.0 0.0 M. "t_FistRunTurnL" F)
aniAlias ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.0 0.0 M. "t_FistRunTurnR" F)
// Strafing
ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.0 0.2 M. "Gol_StrafeL_M02.asc" F 1 20)
{
*eventSFX (10 "GOL_STEPBOOM" )
*eventPFX (10 1 "GolemDust" "BIP01 R Foot" ATTACH )
*eventSFX (19 "GOL_STEPBOOM" )
*eventPFX (19 2 "GolemDust" "BIP01 L Foot" ATTACH )
}
ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.0 0.2 M. "Gol_StrafeR_M02.asc" F 1 20)
{
*eventSFX (10 "GOL_STEPBOOM" )
*eventPFX (10 2 "GolemDust" "BIP01 L Foot" ATTACH )
*eventSFX (19 "GOL_STEPBOOM" )
*eventPFX (19 2 "GolemDust" "BIP01 R Foot" ATTACH )
}
aniAlias ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.0 0.2 M. "t_FistRunStrafeL" F)
aniAlias ("t_FistWalkStrafeR" 1 "t_FistWalkStrafeR" 0.0 0.2 M. "t_FistRunStrafeR" F)
// FISTRUN <-> FISTWALK
aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk" 0.1 0.1)
aniBlend ("t_FistWalk_2_FistRun" "s_FistRun" 0.1 0.1)
aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.1 0.1)
aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.1 0.1)
//////////////////////////
// STUMBLE / SLIDE / FALL
//////////////////////////
// Stumble
ani ("t_StumbleB" 1 "" 0.1 0.1 M. "Golem_parade_A01.asc" F 1 20)
{
*eventSFX (1 "SWG_HURT" EMPTY_SLOT )
*eventSFX (13 "GOL_STEPBOOM" EMPTY_SLOT )
*eventSFX (18 "GOL_STEPBOOM" EMPTY_SLOT )
*eventSFX (20 "GOL_STEPBOOM" EMPTY_SLOT )
}
ani ("t_Stumble" 1 "" 0.1 0.1 M. "golem_stumble_A01.asc" F 0 15)
{
*eventSFX (1 "SWG_HURT" EMPTY_SLOT )
}
aniAlias ("s_FallDn" 1 "s_FallDn" 0.0 0.0 MF "s_FistRun" F)
ani ("t_FallDn_2_Stand" 1 "" 0.2 0.2 M. "golem_FallDn_KP01.asc" F 5 39)
{
*eventPFX (6 1 "GolemDust" "Bip01 L Foot" ATTACH )
*eventSFX (6 "GOL_STEPBOOM" )
}
// GOTHIT
aniAlias ("t_GotHit" 2 "" 0.1 0.1 M. "t_StumbleB" F )
// Fallen benutzt gleiche Pose wie Fall. Der Golem wirkt besser wenn er nur in die Knie geht, auch bei tiefem Fall
aniBlend ("t_FallDn_2_Fall" "s_Fall" 0.2 0.2)
aniBlend ("t_FallDn_2_FallB" "s_FallB" 0.2 0.2)
aniAlias ("s_Fall" 1 "s_Fall" 0.1 0.0 MF "s_FistRun" F)
ani ("t_Fall_2_Fallen" 1 "s_Fallen" 0.0 0.0 MF "golem_FallDn_KP01.asc" F 5 13)
{
*eventSFX (1 "SWG_HURT" EMPTY_SLOT )
*eventSFX (5 "GOL_STEPBOOM" )
*eventSFX (8 "GOL_STEPBOOM" )
}
ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "golem_FallDn_KP01.asc" F 14 14)
ani ("t_Fallen_2_Stand" 1 "" 0.0 0.2 M. "golem_FallDn_KP01.asc" F 15 39)
aniAlias ("s_FallB" 1 "s_FallB" 0.1 0.0 MF "s_FistRun" 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)
// WhirlAround CCW
ani ("t_surprise_CCW" 1 "s_surprise" 0.2 0.2 M. "golem_walkTurnR_KP02.asc" R 1 24)
// 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)
//////////////////////////
// UMSEHEN / AUSRICHTUNG
//////////////////////////
// -------------------------------------------------------------------------------------------------------------------------------------
// Autoaiming
ani ("c_look_1" 9 "" 0.0 0.0 .. "Golem_Look_A01.asc" F 1 1)
ani ("c_look_2" 9 "" 0.0 0.0 .. "Golem_Look_A01.asc" F 2 2)
ani ("c_look_3" 9 "" 0.0 0.0 .. "Golem_Look_A01.asc" F 3 3)
ani ("c_look_4" 9 "" 0.0 0.0 .. "Golem_Look_A01.asc" F 4 4)
aniComb ("t_look" 9 "t_look" 0.3 0.3 M. "c_look_" 4)
/////////////////////////
// DIE
//////////////////////////
aniAlias ("t_Dead" 1 "s_Dead" 0.1 0.0 M. "t_DeadB" F)
aniAlias ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "s_DeadB" F)
ani ("t_DeadB" 1 "s_DeadB" 0.1 0.0 M. "Gol_Sumpf_dead.asc" F 1 99)
{
*eventPFX (1 1 "SWAMPGOLEMDIE" "BIP01 R FOOT" )
*eventPFX (1 2 "SWAMPGOLEMDIE" "BIP01 L FOOT" )
*eventSFX (1 "GOL_FALLDOWN" EMPTY_SLOT )
*eventSFX (2 "SWG_DIE" EMPTY_SLOT )
*eventSFX (8 "GOL_STEPBOOM" )
*eventPFXStop (99 1)
*eventPFXStop (99 2)
}
ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "Gol_Sumpf_dead.asc" F 100 100)
// Spawn
aniAlias ("t_Spawn" 1 "" 0.1 0.1 M. "t_DeadB" R)
/////////////////////////
// RISE
/////////////////////////
aniAlias ("t_Rise" 1 "s_Dead" 0.0 0.0 M. "t_DeadB" R)
aniAlias ("s_Rise" 1 "s_Dead" 0.0 0.0 M. "s_DeadB" R)
ani ("t_RiseB" 1 "s_DeadB" 0.4 0.0 M. "Gol_Dead2_M02.ASC" R 1 74)
{
*eventSFX (8 "GOL_STEPBOOM" )
*eventPFX (4 1 "GolemDust" "BIP01 R HAND" )
*eventSFX (1 "GOL_FALLDOWN" EMPTY_SLOT )
*eventPFX (17 2 "GolemDust" "BIP01 R HAND" )
*eventPFX (45 6 "GolemDust" "BIP01 SPINE1" )
*eventPFX (58 8 "GolemDust" "BIP01 SPINE" )
}
ani ("s_RiseB" 1 "s_DeadB" 0.0 0.0 M. "Gol_Dead2_M02.asc" R 75 75)
// Spawn
aniAlias ("t_SpawnB" 1 "" 0.1 0.1 M. "t_DeadB" R)
/////////////////////////
// ATTACK
//////////////////////////
ani ("s_FistAttack" 1 "" 0.0 0.0 M. "golem_attackstep_Swamp.asc" F 1 30)
{
*eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND" )
*eventTag (0 "DEF_OPT_FRAME" "13" )
*eventTag (0 "DEF_HIT_END" "30" )
*eventTag (0 "DEF_WINDOW" "13 30" )
// *eventTag (0 "DEF_DIR" "O" )
*eventSFX (1 "SWG_ATTACK" EMPTY_SLOT )
}
ani ("t_FistAttackMove" 2 "" 0.1 0.1 M. "Golem_AttackMove_A02.asc" F 1 20)
{
*eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND" )
*eventTag (0 "DEF_OPT_FRAME" "12" )
*eventSFX (1 "SWG_ATTACK" EMPTY_SLOT )
*eventSFX (12 "GOL_STEPBOOM" EMPTY_SLOT )
}
ani ("t_FistParadeJumpB" 1 "" 0.1 0.1 M. "Golem_parade_A01.asc" F 1 20)
{
*eventSFX (13 "GOL_STEPBOOM" EMPTY_SLOT )
*eventSFX (18 "GOL_STEPBOOM" EMPTY_SLOT )
*eventSFX (20 "GOL_STEPBOOM" EMPTY_SLOT )
}
aniAlias ("t_FistParade_0" 1 "" 0.0 0.0 M. "t_FistParadeJumpB" F)
//////////////////////////
// MAGIC MOVEMENT (nur f<>r Icegolem)
//////////////////////////
ani ("t_Run_2_Fist" 1 "s_Fist" 0.0 0.0 M. "golem_walkambient01_KP01.asc" F 0 0)
ani ("s_Fist" 1 "s_Fist" 0.0 0.0 M. "golem_walkambient01_KP01.asc" F 0 0)
ani ("t_Fist_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "golem_walkambient01_KP01.asc" F 0 0)
{
*eventTag (0 "DEF_FIGHTMODE" "FIST")
}
ani ("t_FistRun_2_Fist" 1 "s_Fist" 0.0 0.0 M. "golem_walkambient01_KP01.asc" F 0 0)
{
*eventTag (0 "DEF_FIGHTMODE" "")
}
ani ("t_Move_2_FistMove" 1 "" 0.0 0.0 M. "golem_walkambient01_KP01.asc" F 0 0)
{
*eventTag (0 "DEF_FIGHTMODE" "FIST")
}
ani ("t_Move_2_MagMove" 1 "" 0.0 0.0 M. "golem_walkambient01_KP01.asc" F 0 0)
{
*eventTag (0 "DEF_FIGHTMODE" "MAG")
}
ani ("t_FistMove_2_Move" 1 "" 0.0 0.0 M. "golem_walkambient01_KP01.asc" F 0 0)
{
*eventTag (0 "DEF_FIGHTMODE" "")
}
ani ("t_MagMove_2_Move" 1 "" 0.0 0.0 M. "golem_walkambient01_KP01.asc" F 0 0)
{
*eventTag (0 "DEF_FIGHTMODE" "")
}
// Mag-RUN
aniAlias ("s_MagRun" 1 "s_MagRun" 0.0 0.0 M. "s_FistRun" F)
aniAlias ("t_MagRun_2_MagRunL" 1 "s_MagRunL" 0.0 0.0 M. "t_FistRun_2_FistRunL" F)
aniAlias ("s_MagRunL" 1 "s_MagRunL" 0.0 0.0 M. "s_FistRunL" F)
aniAlias ("t_MagRunL_2_MagRun" 1 "s_MagRun" 0.0 0.0 M. "t_FistRunL_2_FistRun" F)
aniBlend ("t_MagRunR_2_MagRun" "s_MagRun")
aniAlias ("t_MagJumpB" 1 "s_MagRun" 0.1 0.1 M. "t_FistJumpB" F)
// Mag-WALK
aniAlias ("s_MagWalk" 1 "s_MagWalk" 0.0 0.0 M "s_FistRun" F)
aniAlias ("t_MagWalk_2_MagWalkL" 1 "s_MagWalkL" 0.0 0.0 M. "t_FistWalk_2_FistWalkL" F)
aniAlias ("s_MagWalkL" 1 "s_MagWalkL" 0.0 0.0 M. "s_FistWalkL" F)
aniAlias ("t_MagWalkL_2_MagWalk" 1 "s_MagWalk" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" F)
aniBlend ("t_MagWalkR_2_MagWalk" "s_MagWalk")
// Mag-Walk Backwards Movement
aniBlend ("t_MagWalk_2_MagWalkBL" "s_MagWalkBL" 0.1 0.1)
aniAlias ("s_MagWalkBL" 1 "s_MagWalkBL" 0.0 0.0 M. "s_FistWalkL" R)
aniBlend ("t_MagWalkBL_2_MagWalk" "s_MagWalk" 0.1 0.1)
aniBlend ("t_MagWalkBR_2_MagWalk" "s_MagWalk" 0.1 0.1)
// Turning
aniAlias ("t_MagRunTurnL" 20 "t_MagRunTurnL" 0.2 0.2 M. "t_FistRunTurnL" R)
aniAlias ("t_MagRunTurnR" 20 "t_MagRunTurnR" 0.2 0.2 M. "t_FistRunTurnR" F)
aniAlias ("t_MagWalkTurnL" 20 "t_MagWalkTurnL" 0.0 0.0 M. "t_FistRunTurnL" F)
aniAlias ("t_MagWalkTurnR" 20 "t_MagWalkTurnR" 0.0 0.0 M. "t_FistRunTurnR" F)
// Strafing
aniAlias ("t_MagRunStrafeL" 1 "t_MagRunStrafeL" 0.0 0.2 M. "t_FistRunStrafeL" F)
aniAlias ("t_MagRunStrafeR" 1 "t_MagRunStrafeR" 0.0 0.2 M. "t_FistRunStrafeR" F)
aniAlias ("t_MagWalkStrafeL" 1 "t_MagWalkStrafeL" 0.0 0.2 M. "t_FistRunStrafeL" F)
aniAlias ("t_MagWalkStrafeR" 1 "t_MagWalkStrafeR" 0.0 0.2 M. "t_FistRunStrafeR" F)
// MagRUN <-> MagWALK
aniBlend ("t_MagRun_2_MagWalk" "s_MagWalk" 0.1 0.1)
aniBlend ("t_MagWalk_2_MagRun" "s_MagRun" 0.1 0.1)
aniBlend ("t_MagRunL_2_MagWalkL" "s_MagWalkL" 0.1 0.1)
aniBlend ("t_MagWalkL_2_MagRunL" "s_MagRunL" 0.1 0.1)
//////////////////////////
// NORMAL MOVEMENT (nur f<>r ICEGOLEM)
//////////////////////////
// RUN
aniAlias ("s_Run" 1 "s_Run" 0.0 0.0 M. "s_FistRun" F)
aniAlias ("t_Run_2_RunL" 1 "s_RunL" 0.0 0.0 M. "t_FistRun_2_FistRunL" F)
aniAlias ("s_RunL" 1 "s_RunL" 0.0 0.0 M. "s_FistRunL" F)
aniAlias ("t_RunL_2_Run" 1 "s_Run" 0.0 0.0 M. "t_FistRunL_2_FistRun" F)
aniBlend ("t_RunR_2_Run" "s_Run")
aniAlias ("t_JumpB" 1 "s_Run" 0.1 0.1 M. "t_FistJumpB" F)
// WALK
aniAlias ("s_Walk" 1 "s_Walk" 0.0 0.0 M "s_FistRun" F)
aniAlias ("t_Walk_2_WalkL" 1 "s_WalkL" 0.0 0.0 M. "t_FistWalk_2_FistWalkL" F)
aniAlias ("s_WalkL" 1 "s_WalkL" 0.0 0.0 M. "s_FistWalkL" F)
aniAlias ("t_WalkL_2_Walk" 1 "s_Walk" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" F)
aniBlend ("t_WalkR_2_Walk" "s_Walk")
// Walk Backwards Movement
aniBlend ("t_Walk_2_WalkBL" "s_WalkBL" 0.1 0.1)
aniAlias ("s_WalkBL" 1 "s_WalkBL" 0.0 0.0 M. "s_FistWalkL" R)
aniBlend ("t_WalkBL_2_Walk" "s_Walk" 0.1 0.1)
aniBlend ("t_WalkBR_2_Walk" "s_Walk" 0.1 0.1)
// Turning
aniAlias ("t_RunTurnL" 20 "t_RunTurnL" 0.2 0.2 M. "t_FistRunTurnL" R)
aniAlias ("t_RunTurnR" 20 "t_RunTurnR" 0.2 0.2 M. "t_FistRunTurnR" F)
aniAlias ("t_WalkTurnL" 20 "t_WalkTurnL" 0.0 0.0 M. "t_FistRunTurnL" F)
aniAlias ("t_WalkTurnR" 20 "t_WalkTurnR" 0.0 0.0 M. "t_FistRunTurnR" F)
// Strafing
aniAlias ("t_RunStrafeL" 1 "t_RunStrafeL" 0.0 0.2 M. "t_FistRunStrafeL" F)
aniAlias ("t_RunStrafeR" 1 "t_RunStrafeR" 0.0 0.2 M. "t_FistRunStrafeR" F)
aniAlias ("t_WalkStrafeL" 1 "t_WalkStrafeL" 0.0 0.2 M. "t_FistRunStrafeL" F)
aniAlias ("t_WalkStrafeR" 1 "t_WalkStrafeR" 0.0 0.2 M. "t_FistRunStrafeR" F)
// RUN <-> WALK
aniBlend ("t_Run_2_Walk" "s_Walk" 0.1 0.1)
aniBlend ("t_Walk_2_Run" "s_Run" 0.1 0.1)
aniBlend ("t_RunL_2_WalkL" "s_WalkL" 0.1 0.1)
aniBlend ("t_WalkL_2_RunL" "s_RunL" 0.1 0.1)
//////////////////////////////////////////
// MAGIE (nur f<>r ICEGOLEM-Freeze-Attack)
//////////////////////////////////////////
// Magic
ani ("t_Run_2_Mag" 1 "s_Mag" 0.1 0.0 M. "Golem_AttackMove_A02.asc" F 1 10)
ani ("s_Mag" 1 "s_Mag" 0.0 0.0 M. "Golem_AttackMove_A02.asc" F 11 11)
ani ("t_Mag_2_MagRun" 1 "s_MagRun" 0.0 0.1 M. "Golem_AttackMove_A02.asc" F 12 31)
{
*eventTag (30 "DEF_FIGHTMODE" "MAG" )
}
ani ("t_MagRun_2_Mag" 1 "s_Mag" 0.1 0.0 M. "Golem_AttackMove_A02.asc" R 12 31)
{
*eventTag (30 "DEF_FIGHTMODE" "" )
}
aniAlias ("t_Mag_2_Run" 1 "" 0.0 0.1 M. "t_Run_2_Mag" R)
// Magic Attack: IceCube
ani ("t_MagRun_2_FrzShoot" 1 "s_FrzShoot" 0.1 0.0 M. "golem_attackstep_KP01.asc" F 1 7)
ani ("s_FrzShoot" 1 "s_FrzShoot" 0.0 0.0 M. "golem_attackstep_KP01.asc" F 8 8)
ani ("t_FrzShoot_2_Stand" 1 "" 0.0 0.1 M. "golem_attackstep_KP01.asc" F 9 15)
aniAlias ("t_MagRun_2_FBTShoot" 1 "s_FBTShoot" 0.1 0.0 M. "t_MagRun_2_FrzShoot" F )
aniAlias ("s_FBTShoot" 1 "s_FBTShoot" 0.0 0.0 M. "s_FrzShoot" F )
aniAlias ("t_FBTShoot_2_Stand" 1 "" 0.0 0.1 M. "t_FrzShoot_2_Stand" F )
aniBlend ("t_Fist_2_Mag" "s_Mag" 0.1 0.2)
aniBlend ("t_Mag_2_Fist" "s_Fist" 0.1 0.2)
/////////////////////////
// SCRIPT
//////////////////////////
// Drohen
ani ("t_Warn" 1 "" 0.1 0.1 M. "golem_drohen_a04.asc" F 1 34 FPS:15)
{
*eventSFX (1 "SWG_WARN" EMPTY_SLOT )
*eventSFX (15 "GOL_STEPBOOM" EMPTY_SLOT )
}
// Wittern
ani ("t_Perception" 2 "" 0.1 0.1 M. "golem_wittern_a03.asc" F 1 59 FPS:15)
// ROAM ANI's
aniAlias ("r_Roam1" 2 "" 0.1 0.1 M. "t_Perception" F)
aniAlias ("r_Roam2" 2 "" 0.1 0.1 M. "t_Perception" F)
aniAlias ("r_Roam3" 2 "" 0.1 0.1 M. "t_Perception" F)
///////////////////////
// MAGIC VICTIMS
///////////////////////
// Lightning, Chainlightning, Thunderbolt, Thunderball
ani ("t_Stand_2_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Gol_VicLightning_M01.asc" F 0 10)
ani ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Gol_VicLightning_M01.asc" F 10 150)
// IceCube, IceWave
// Golem ist Immun gegen Freeze
// kein Sleep Victim
}
}