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.
443 lines
18 KiB
Text
443 lines
18 KiB
Text
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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// Last Changes:
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//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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Model ("SwampRat")
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{
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MeshAndTree ("SwampRat_Body.asc" DONT_USE_MESH)
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RegisterMesh ("SwampRat_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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// -----------------------------------------------------------------------------------------------------------------------------
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// Ambient
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ani ("s_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Mol_RunAmbient_KM01.asc" F 0 60 FPS:12.5)
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{
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*eventSFX (1 "SWR_AMBIENT" EMPTY_SLOT )
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*eventSFX (30 "SWR_AMBIENT_SHORT" EMPTY_SLOT )
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}
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// ---------------------------------------------------------------------------------------------------------------------------------
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// Forward
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// -----------------------------------------------------------------------------------------------------------------------------
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// Ambient -> Loop
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ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Mol_Run_M01.asc" F 1 19)
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// -----------------------------------------------------------------------------------------------------------------------------
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// Loop
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ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Mol_Run_M01.asc" F 20 34)
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{
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*eventSFX (21 "SWR_AMBIENT_SHORT" EMPTY_SLOT )
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*eventSFXGrnd (30 "Run" )
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}
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// -----------------------------------------------------------------------------------------------------------------------------
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// Loop -> Ambient
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ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Mol_Run_M01.asc" F 35 44)
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aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.2 0.2)
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// ---------------------------------------------------------------------------------------------------------------------------------
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// Backward
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ani ("t_FistJumpB" 1 "s_FistRun" 0.1 0.1 M. "Mol_JumpB_M01.asc" F 3 17)
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// Fist-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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// ---------------------------------------------------------------------------------------------------------------------------------
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// Forward
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// -----------------------------------------------------------------------------------------------------------------------------
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// Ambient -> Loop
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ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Mol_Walk_KM01.asc" F 1 9)
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// -----------------------------------------------------------------------------------------------------------------------------
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// Loop
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ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.1 M. "Mol_Walk_KM01.asc" F 10 39)
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{
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*eventSFXGrnd (10 "Run" )
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*eventSFXGrnd (25 "Run" )
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}
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// -----------------------------------------------------------------------------------------------------------------------------
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// Loop -> Ambient
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ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "Mol_Walk_KM01.asc" F 40 54)
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ani ("t_FistWalkR_2_FistWalk" 1 "s_FistWalk" 0.3 0.0 M. "Mol_Walk_KM01.asc" F 47 54)
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// Fist-Walk Backwards Movement
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// -----------------------------------------------------------------------------------------------------------------------------
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// Ambient -> Loop
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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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// -----------------------------------------------------------------------------------------------------------------------------
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// Loop
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aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.1 M. "s_FistWalkL" R)
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// -----------------------------------------------------------------------------------------------------------------------------
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// Loop -> Ambient
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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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/////////////////////
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// FIST TURNING
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/////////////////////
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// -------------------------------------------------------------------------------------------------------------------------------------
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// FIST-RUN
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aniAlias ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.1 0.2 M. "t_FistWalkTurnL" F)
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aniAlias ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.1 0.2 M. "t_FistWalkTurnR" F)
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// -------------------------------------------------------------------------------------------------------------------------------------
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// FIST-WALK
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ani ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.1 0.2 M. "Mol_TurnL_M02.asc" F 1 24)
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{
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*eventSFXGrnd (6 "Turn" )
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*eventSFXGrnd (18 "Turn" )
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}
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ani ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.1 0.2 M. "Mol_TurnR_M02.asc" F 1 24)
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{
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*eventSFXGrnd (6 "Turn" )
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*eventSFXGrnd (18 "Turn" )
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}
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/////////////////////
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// FIST STRAFING
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/////////////////////
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// -------------------------------------------------------------------------------------------------------------------------------------
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// FIST-RUN
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ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.0 0.2 M. "Mol_StrafeL_jue01.asc" F 1 16)
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{
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*eventSFX (7 "SWR_AMBIENT_SHORT" EMPTY_SLOT )
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*eventSFXGrnd (5 "Turn" )
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*eventSFXGrnd (15 "Turn" )
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}
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ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.0 0.2 M. "Mol_StrafeR_jue01.asc" F 1 16)
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{
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*eventSFX (7 "SWR_AMBIENT_SHORT" EMPTY_SLOT )
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*eventSFXGrnd (5 "Turn" )
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*eventSFXGrnd (15 "Turn" )
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}
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// -------------------------------------------------------------------------------------------------------------------------------------
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// FIST-WALK
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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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// FIST TRANSITIONS
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/////////////////////
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// Movement-Modes
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aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk" 0.2 0.2)
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aniBlend ("t_FistWalk_2_FistRun" "s_FistRun" 0.2 0.2)
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aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.2 0.2)
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aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.2 0.2)
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/////////////////
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// JUMP
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/////////////////
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// Jump aus dem Laufen heraus
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ani ("t_FistRunL_2_Jump" 1 "s_Jump" 0.2 0.0 M. "Mol_Jump_M01.asc" F 3 12)
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{
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// *eventSFX (10 "MOL_Run" EMPTY_SLOT )
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}
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aniAlias ("t_FistRunR_2_Jump" 1 "s_Jump" 0.2 0.0 M. "t_FistRunL_2_Jump" F)
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// Landen und weiterlaufen
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aniBlend ("t_Jump_2_FistRunL" "s_FistRunL" 0.3 0.3)
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// Jump aus dem Stehen
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ani ("t_Stand_2_Jump" 1 "s_Jump" 0.0 0.0 M. "Mol_Jump_M01.asc" F 1 12)
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{
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// *eventSFX (5 "MOL_Run" EMPTY_SLOT )
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}
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// "Flugphase" (diese Pose entspricht einer Position 1 Frame bevor das Modell den Boden ber<65>hrt)
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ani ("s_Jump" 1 "s_Jump" 0.0 0.0 MF "Mol_Jump_M01.asc" F 13 13)
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ani ("t_Jump_2_Stand" 1 "" 0.0 0.1 M. "Mol_Jump_M01.asc" F 14 23)
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{
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*eventSFXGrnd (21 "Run" )
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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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// ani1: Schwung holen, ani2: Flugphase, ani3: Kontakt mit Kante
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ani ("t_Stand_2_JumpUpLow" 1 "s_JumpUpLow" 0.1 0.0 M. "Mol_JumpUpLow_KM01.asc" F 1 11)
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ani ("s_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.0 0.0 MF "Mol_JumpUpLow_KM01.asc" F 12 12)
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ani ("t_JumpUpLow_2_Stand" 1 "" 0.0 0.1 MF "Mol_JumpUpLow_KM01.asc" F 13 19)
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//////////////////////////
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// FALLDN / FALL
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//////////////////////////
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// FallDn, wird immer abgespielt wenn Modell den "Boden unter den F<><46>en verliert"
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// <20>bergang aus dem Sprung ins Fallen
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aniBlend ("t_Jump_2_FallDn" "s_FallDn" 0.2 0.2)
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// Fallpose (Armrudern evtl.)
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ani ("s_FallDn" 1 "s_FallDn" 0.0 0.1 MF "Mol_FallDn_Jue01.asc" F 9 9)
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// Sauber landen
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ani ("t_FallDn_2_Stand" 1 "" 0.1 0.0 M. "Mol_FallDn_Jue01.asc" F 10 35)
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{
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*eventSFXGrnd (15 "Run" )
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*eventSFX (16 "M_FALL_SMALL" EMPTY_SLOT )
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}
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// wenn Falltiefe zu tief um unbeschadet auf den F<><46>en zu landen, <20>bergang von leichtem Fall in tiefen Fall
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// Vorn<72>ber fallen
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aniBlend ("t_FallDn_2_Fall" "s_Fall" 0.1 0.1)
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ani ("s_Fall" 1 "s_Fall" 0.1 0.0 MF "Mol_Fallen_KM02.asc" F 0 9)
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ani ("t_Fall_2_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Mol_Fallen_KM02.asc" F 10 39)
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{
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*eventSFXGrnd (15 "Run" )
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*eventSFX (16 "M_FALL_SMALL" EMPTY_SLOT )
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}
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// und auf die Schnauze
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ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Mol_StandUp_KM01.asc" F 0 0)
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ani ("t_Fallen_2_Stand" 1 "" 0.0 0.2 M. "Mol_StandUp_KM01.asc" F 1 59)
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// hinten<65>ber
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aniBlend ("t_FallDn_2_FallB" "s_FallB" 0.1 0.1)
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aniAlias ("s_FallB" 1 "s_FallB" 0.1 0.0 MF "s_Fall" 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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// und Peng
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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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// WhirlAround CCW
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ani ("t_surprise_CCW" 1 "s_surprise" 0.0 0.0 MR "Mol_Whirl_AroundL_KM01.asc" F 1 29)
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{
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*eventSFXGrnd (18 "Run" )
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*eventSFXGrnd (23 "Sneak" )
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}
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// WhirlAround CW
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ani ("t_surprise_CW" 1 "s_surprise" 0.0 0.0 MR "Mol_Whirl_AroundR_KM02.asc" F 1 29)
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{
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*eventSFXGrnd (18 "Run" )
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*eventSFXGrnd (23 "Sneak" )
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}
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ani ("s_surprise" 1 "s_surprise" 0.1 0.1 M. "Mol_Whirl_AroundL_KM01.asc" F 0 0)
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//////////////////////////
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// SWIM - DIVE
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//////////////////////////
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// Transitions won FistWalk (im Wasser) zum Schwimmen
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// weitere transitions eingef<65>gt, warns f<>r nichtgefundene Anis sind aber trotzdem noch vorhanden....
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aniAlias ("t_FistWalk_2_WalkWL" 1 "s_WalkWL" 0.1 0.0 M. "t_FistWalk_2_FistWalkL" F)
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aniAlias ("t_FistWalk_2_WalkWBL" 1 "s_WalkWBL" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" R)
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aniBlend ("t_WalkWBL_2_WalkBL" "s_FistWalk" 0.2 0.2)
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//
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aniAlias ("t_Walk_2_WalkWL" 1 "s_WalkWL" 0.1 0.0 M. "t_FistWalk_2_FistWalkL" F)
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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" 0.1 0.1)
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aniAlias ("t_Walk_2_WalkWBL" 1 "s_WalkWBL" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" R)
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aniAlias ("s_WalkWBL" 1 "s_WalkWBL" 0.0 0.0 M. "s_FistWalkL" R)
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aniAlias ("t_WalkWBL_2_Walk" 1 "s_FistWalk" 0.0 0.0 M. "t_FistWalk_2_FistWalkL" R)
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aniBlend ("t_WalkWBR_2_Walk" "s_FistWalk" 0.1 0.1)
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// Turns
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ani ("t_WalkWTurnL" 20 "t_WalkWTurnL" 0.2 0.2 M. "Mol_TurnL_M02.asc" F 0 24)
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{
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*eventSFX (12 "Walk_Water")
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*eventSFX (24 "Walk_Water")
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}
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ani ("t_WalkWTurnR" 20 "t_WalkWTurnR" 0.2 0.2 M. "Mol_TurnR_M02.asc" F 0 24)
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{
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*eventSFX (12 "Walk_Water")
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*eventSFX (24 "Walk_Water")
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}
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// Transitions ins Wasser
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ani ("t_WalkWL_2_SwimF" 1 "s_SwimF" 0.1 0.1 M. "Mol_Walk2Swim_M01.asc" F 1 4)
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ani ("t_SwimF_2_WalkWL" 1 "s_WalkWL" 0.1 0.1 M. "Mol_Walk2Swim_M01.asc" F 6 9)
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aniAlias ("t_WalkWL_2_RunL" 1 "" 0.0 0.1 M. "s_FistRunL" F)
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//////////////////////////
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// SWIM
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//////////////////////////
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// Ambientschwimmbewegung
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ani ("s_Swim" 1 "s_Swim" 0.0 0.1 M. "Mol_Swim_M01.asc" F 0 30)
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ani ("t_Swim_2_SwimF" 1 "s_SwimF" 0.1 0.1 M. "Mol_Swim_M01.asc" F 30 40)
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// Vorw<72>rtsschwimmen (Loop)
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ani ("s_SwimF" 1 "s_SwimF" 0.0 0.0 M. "Mol_Swim_M01.asc" F 40 60)
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{
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*eventSFX (45 "Swim" EMPTY_SLOT )
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}
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ani ("t_SwimF_2_Swim" 1 "s_Swim" 0.1 0.1 M. "Mol_Swim_M01.asc" F 60 70)
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// Turning
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ani ("t_SwimTurnL" 20 "t_SwimTurnL" 0.1 0.1 M. "Mol_SwimTurnL_A01.asc" F 1 20)
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ani ("t_SwimTurnR" 20 "t_SwimTurnR" 0.1 0.1 M. "Mol_SwimTurnR_A01.asc" F 1 20)
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// Drown
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aniBlend ("t_Swim_2_Dive" "s_Dive")
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aniBlend ("t_FallDn_2_Dive" "s_Dive")
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ani ("s_Dive" 1 "s_Dive" 0.1 0.1 MF "Mol_Drown_M01.asc" F 0 0)
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ani ("t_Dive_2_Drowned" 1 "s_Drowned" 0.0 0.1 MF "Mol_Drown_M01.asc" F 1 59 FPS:15)
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ani ("s_Drowned" 1 "s_Drowned" 0.0 0.0 MF "Mol_Drown_M01.asc" F 60 60)
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///////////////////
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// STUMBLE
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///////////////////
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ani ("t_Stumble" 1 "" 0.1 0.1 M. "Mol_StumbleB_KM02.asc" F 1 17)
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{
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*eventSFX (1 "SWR_HURT" EMPTY_SLOT )
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*eventSFXGrnd (10 "Run" )
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*eventSFXGrnd (17 "Run" )
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}
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ani ("t_StumbleB" 1 "" 0.1 0.1 M. "Mol_Stumble_KM02.asc" F 1 15)
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{
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*eventSFX (1 "SWR_HURT" EMPTY_SLOT )
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*eventSFXGrnd (10 "Run" )
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*eventSFXGrnd (15 "Run" )
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}
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//////////////////////////
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// DIE
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//////////////////////////
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ani ("t_DeadB" 1 "s_DeadB" 0.1 0.0 M. "Mol_DeadB_M01.asc" F 0 45)
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{
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*eventSFX (1 "SWR_DIE" EMPTY_SLOT )
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//*eventPFX (5 1 "BFX_Preset1_Dead" "BIP01" ATTACH )
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*eventSFX (21 "M_FALL_SMALL" EMPTY_SLOT )
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}
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ani ("s_DeadB" 1 "s_DeadB" 0.0 0.1 M. "Mol_DeadB_M01.asc" F 46 46)
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ani ("t_Dead" 1 "s_Dead" 0.1 0.0 M. "Mol_Dead_KM02.asc" F 0 59)
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{
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*eventSFX (1 "SWR_DIE" EMPTY_SLOT )
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//*eventPFX (5 1 "BFX_Preset1_Dead" "BIP01" ATTACH )
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*eventSFX (32 "M_FALL_SMALL" EMPTY_SLOT )
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}
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ani ("s_Dead" 1 "s_Dead" 0.0 0.1 M. "Mol_Dead_KM02.asc" F 60 60)
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///////////////////////////
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// ATTACK
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///////////////////////////
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ani ("s_FistAttack" 1 "" 0.1 0.0 M. "Mol_attack_M03.asc" F 1 19)
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{
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*eventTag (0 "DEF_HIT_LIMB" "BIP01 PONYTAIL1")
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*eventTag (0 "DEF_OPT_FRAME" "6")
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*eventTag (0 "DEF_HIT_END" "18")
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*eventTag (0 "DEF_WINDOW" "6 18")
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*eventSFX (5 "SWR_ATTACK" EMPTY_SLOT )
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}
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// w<>hrend des Laufens zuschlagen
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ani ("t_FistAttackMove" 2 "" 0.2 0.2 M. "Mol_Jump_Jue01.asc" F 5 13)
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{
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*eventTag (0 "DEF_HIT_LIMB" "BIP01 HEAD")
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*eventTag (0 "DEF_OPT_FRAME" "4")
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*eventSFX (6 "SWR_ATTACK" EMPTY_SLOT )
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}
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// Paraden
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aniAlias ("t_FistParadeJumpB" 1 "" 0.0 0.1 M. "t_FistJumpB" F)
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aniAlias ("t_FistParade_0" 1 "" 0.0 0.1 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)
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// aniAlias ("t_FistParade_R" 1 "" 0.0 0.0 M. "t_FistJumpB" F)
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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>
|
||
ani ("c_look_1" 9 "" 0.0 0.0 . "Mol_Look_KM01.asc" F 0 0)
|
||
ani ("c_look_2" 9 "" 0.0 0.0 . "Mol_Look_KM01.asc" F 1 1)
|
||
ani ("c_look_3" 9 "" 0.0 0.0 . "Mol_Look_KM01.asc" F 2 2)
|
||
ani ("c_look_4" 9 "" 0.0 0.0 . "Mol_Look_KM01.asc" F 3 3)
|
||
ani ("c_look_5" 9 "" 0.0 0.0 . "Mol_Look_KM01.asc" F 4 4)
|
||
ani ("c_look_6" 9 "" 0.0 0.0 . "Mol_Look_KM01.asc" F 5 5)
|
||
ani ("c_look_7" 9 "" 0.0 0.0 . "Mol_Look_KM01.asc" F 6 6)
|
||
ani ("c_look_8" 9 "" 0.0 0.0 . "Mol_Look_KM01.asc" F 7 7)
|
||
ani ("c_look_9" 9 "" 0.0 0.0 . "Mol_Look_KM01.asc" F 8 8)
|
||
|
||
aniComb ("t_look" 9 "t_look" 0.3 0.3 M. "c_look_" 9)
|
||
|
||
//////////////////////////
|
||
// SCRIPT / RANDOM
|
||
//////////////////////////
|
||
ani ("t_Perception" 2 "" 0.0 0.0 M. "Mol_Perception_M01.asc" F 0 60)
|
||
|
||
ani ("t_Warn" 1 "" 0.1 0.1 M. "Mol_Warn_Jue01.asc" F 0 60)
|
||
{
|
||
*eventSFX (1 "SWR_WARN" EMPTY_SLOT )
|
||
}
|
||
//---------------------------------------------------------------------------------------------------------------------
|
||
ani ("t_Stand_2_Sleep" 1 "s_Sleep" 0.1 0.0 M. "Mol_Lie_KM01.asc" F 1 24)
|
||
ani ("s_Sleep" 1 "s_Sleep" 0.0 0.0 M. "Mol_Lie_KM01.asc" F 25 49)
|
||
ani ("t_Sleep_2_Stand" 1 "" 0.0 0.1 M. "Mol_Lie_KM01.asc" F 50 69)
|
||
//---------------------------------------------------------------------------------------------------------------------
|
||
//KEIN EAT
|
||
//---------------------------------------------------------------------------------------------------------------------
|
||
ani ("t_Sniff" 2 "" 0.0 0.0 M. "Mol_SniffDig_M01.asc" F 1 70 FPS:10)
|
||
{
|
||
*eventSFX (20 "MOL_SNIFF" EMPTY_SLOT )
|
||
}
|
||
ani ("t_Dig" 2 "" 0.0 0.0 M. "Mol_SniffDig_M01.asc" F 71 145 FPS:10)
|
||
{
|
||
*eventSFX (80 "MOL_DIG" EMPTY_SLOT )
|
||
}
|
||
ani ("r_Scratch" 2 "" 0.0 0.0 M. "Mol_Random_KM01.asc" F 1 160 FPS:10)
|
||
{
|
||
*eventSFX (5 "SWR_AMBIENT" EMPTY_SLOT )
|
||
*eventSFX (45 "SCRATCH" EMPTY_SLOT )
|
||
}
|
||
|
||
// ***************************************************************************************
|
||
// MM DAYCYCLE
|
||
// ***************************************************************************************
|
||
aniAlias ("r_Roam1" 2 "" 0.1 0.1 M. "t_Sniff" F)
|
||
aniAlias ("r_Roam2" 2 "" 0.1 0.1 M. "t_Dig" F)
|
||
aniAlias ("r_Roam3" 2 "" 0.1 0.1 M. "r_Scratch" F)
|
||
// ***************************************************************************************
|
||
|
||
///////////////////////
|
||
// MAGIC VICTIMS
|
||
///////////////////////
|
||
|
||
// Feuerschaden allgemein, z.B. Fireball ...
|
||
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. "Mol_VicLightning_M01.asc" F 0 7)
|
||
ani ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Mol_VicLightning_M01.asc" F 7 60)
|
||
|
||
// IceCube, IceWave
|
||
ani ("t_Stand_2_Freeze_Victim" 1 "s_Freeze_Victim" 0.1 0.0 M. "Mol_Stumble_KM02.asc" F 1 3)
|
||
ani ("s_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "Mol_Stumble_KM02.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_Sleep_2_Stand" F)
|
||
}
|
||
|