mahlendur/_work/Data/Anims/Swampshark.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

255 lines
9.6 KiB
Text
Raw Permalink Blame History

//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// Last Changes:
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// Keine JumpUps
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Model ("Swampshark")
{
meshAndTree ("Swa_Body.asc" DONT_USE_MESH)
registerMesh ("Swa_Body.ASC")
aniEnum
{
modelTag ("DEF_HIT_LIMB" "BIP01 HEAD")
// | KEYWORD | ANI-NAME |LAYER| NEXT-ANI | BI | BO |F |ASC-FILE | DIR |FF |LF
//----------------------------------------------------------------------------------------------------------------------------
//////////////////////////
// FIST MOVEMENT
//////////////////////////
// Fist-Run
ani ("s_FistWalk" 1 "s_FistWalk" 0.0 0.1 M. "Swa_RunAmbient_A01.asc" F 35 69)
{
*eventSFX (36 "SWA_AMBIENT" EMPTY_SLOT )
}
aniBlend ("t_FistWalk_2_FistWalkL" "s_FistWalkL" 0.2 0.2)
ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Swa_Run_Jue01.asc" F 35 54 FPS:15)
{
*eventSFX (35 "SWA_SLIDE" EMPTY_SLOT )
*eventSFX (40 "SWA_AMBIENT" EMPTY_SLOT )
}
aniBlend ("t_FistWalkL_2_FistWalk" "s_FistWalkL" 0.2 0.2)
aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.2 0.2)
aniAlias ("t_FistJumpB" 1 "s_FistRun" 0.1 0.1 M. "s_FistRunL" R)
// Fist-Walk
ani ("s_FistRun" 1 "s_FistRun" 0.0 0.1 M. "Swa_Walk_Ambient_Jue01.asc" F 0 -1 FPS:5)
aniBlend ("t_FistRun_2_FistRunL" "s_FistRunL")
ani ("s_FistRunL" 1 "s_FistRunL" 0.2 0.2 M. "Swa_Walk_V01.asc" F 11 36)
{
*eventSFX (12 "SWA_SLIDE" EMPTY_SLOT )
*eventSFX (15 "SWA_AMBIENT" EMPTY_SLOT )
*eventSFX (25 "SWA_SLIDE" EMPTY_SLOT )
}
aniBlend ("t_FistRunL_2_FistRun" "s_FistRun" 0.2 0.2)
aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.2 0.2)
// Fist-Walk Backwards Movement
aniBlend ("t_FistWalk_2_FistWalkBL" "s_FistWalkBL)
aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistWalkL" R)
aniBlend ("t_FistWalkBL_2_FistWalk" "s_FistWalk")
aniBlend ("t_FistWalkBR_2_FistWalk" "s_FistWalk")
/////////////////////
// FIST TURNING
/////////////////////
ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.2 0.2 M. "Swa_Turn_L_Jue01.asc" F 0 24)
ani ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.2 0.2 M. "Swa_Turn_R_Jue00.asc" F 0 24)
ani ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.2 0.2 M. "Swa_RunTurnL_A01.asc" F 0 24)
ani ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.2 0.2 M. "Swa_RunTurnR_A01.asc" F 0 24)
/////////////////////
// FIST STRAFING
/////////////////////
// -------------------------------------------------------------------------------------------------------------------------------------
// FISTRUN
ani ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.1 0.1 M. "Swa_RunStrafeL_A01.asc" F 1 24)
{
*eventSFX (2 "SWA_SLIDE" EMPTY_SLOT )
}
aniAlias ("t_FistWalkStrafeR" 1 "t_FistWalkStrafeR" 0.1 0.1 M. "t_FistRunStrafeL" R)
// -------------------------------------------------------------------------------------------------------------------------------------
// FISTWALK
ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.1 0.1 M. "Swa_WalkStrafeL_Jue01.asc" F 1 19)
{
*eventSFX (2 "SWA_SLIDE" EMPTY_SLOT )
}
ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.1 0.1 M. "Swa_WalkStrafeR_Jue02.ASC" F 1 19)
{
*eventSFX (2 "SWA_SLIDE" EMPTY_SLOT )
}
///////////////////
// TRANSITIONS
///////////////////
// Movement-Modes
ani ("t_FistWalk_2_FistRun" 1 "s_FistRun" 0.2 0.2 M. "Swa_RunAmbient_A01.asc" R 11 34)
aniAlias ("t_FistRun_2_FistWalk" 1 "s_FistWalk" 0.2 0.2 M. "t_FistWalk_2_FistRun" F)
aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.3 0.3)
aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.3 0.3)
/////////////////
// FALL / SLIDE
/////////////////
ani ("t_Stumble" 1 "s_FistRun" 0.1 0.1 M. "Swa_Stumble.asc" R 0 20)
{
*eventSFX (10 "SWA_HURT" EMPTY_SLOT )
}
aniAlias ("t_StumbleB" 1 "s_FistRun" 0.1 0.1 M. "t_Stumble" F)
ani ("s_FallDn" 1 "s_FallDn" 0.0 0.0 MF "Swa_FallDn_M01.asc" F 0 0)
ani ("t_FallDn_2_Stand" 1 "" 0.0 0.0 M. "Swa_FallDn_M01.asc" F 1 54)
{
*eventSFX (5 "M_FALL_HUGE" EMPTY_SLOT )
}
// wenn Falltiefe zu tief um unbeschadet auf den F<><46>en zu landen
ani ("t_FallDn_2_Fall" 1 "s_Fall" 0.2 0.2 M. "Swa_FallDn_M01.asc" F 1 4)
aniAlias ("t_FallDn_2_FallB" 1 "s_FallB" 0.2 0.2 M. "t_FallDn_2_Fall" F)
// Bei s-Fall und s_FallB "fliegt" die Figur durch die Luft.
// Bei s_Fallen + s_FallenB liegt der Spieler flach. Soll solange liegen bleiben bis eine CURSORTASTE gedr<64>ckt wird
ani ("s_Fall" 1 "s_Fall" 0.2 0.1 MF "Swa_FallDn_M01.asc" F 5 5)
ani ("t_Fall_2_Fallen" 1 "s_Fallen" 0.0 0.0 MF "Swa_FallDn_M01.asc" F 6 24)
{
*eventSFX (10 "M_FALL_HUGE" EMPTY_SLOT )
}
ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Swa_FallDn_M01.asc" F 25 25)
ani ("t_Fallen_2_Stand" 1 "" 0.0 0.2 M. "Swa_FallDn_M01.asc" F 26 54)
aniAlias ("s_FallB" 1 "s_FallB" 0.1 0.0 MF "s_Fall" 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)
//////////////////////////
// SWIM - DIVE
//////////////////////////
aniBlend ("t_Walk_2_WalkWL" "s_WalkWL" 0.1 0.1)
aniAlias ("s_WalkWL" 1 "s_WalkWL" 0.0 0.0 M. "s_FistRunL" F)
aniBlend ("t_WalkWL_2_Walk" "s_FistWalk" 0.1 0.1)
//////////////////////////
// LOOK Autoaiming
//////////////////////////
// Seitenwinkel: +/- 60<36> H<>henwinkel: +/- 45<34>
ani ("c_look_1" 9 "" 0.0 0.0 . "Swa_look.asc" F 0 0)
ani ("c_look_2" 9 "" 0.0 0.0 . "Swa_look.asc" F 1 1)
ani ("c_look_3" 9 "" 0.0 0.0 . "Swa_look.asc" F 2 2)
ani ("c_look_4" 9 "" 0.0 0.0 . "Swa_look.asc" F 3 3)
ani ("c_look_5" 9 "" 0.0 0.0 . "Swa_look.asc" F 4 4)
ani ("c_look_6" 9 "" 0.0 0.0 . "Swa_look.asc" F 5 5)
ani ("c_look_7" 9 "" 0.0 0.0 . "Swa_look.asc" F 6 6)
ani ("c_look_8" 9 "" 0.0 0.0 . "Swa_look.asc" F 7 7)
ani ("c_look_9" 9 "" 0.0 0.0 . "Swa_look.asc" F 8 8)
aniComb ("t_look" 9 "t_look" 0.3 0.3 M. "c_look_" 9)
// WhirlAround CCW
ani ("t_surprise_CCW" 1 "s_surprise" 0.0 0.0 M. "Swa_Surprise_L_Jue00.asc" F 1 19)
// WhirlAround CW
ani ("t_surprise_CW" 1 "s_surprise" 0.0 0.0 M. "Swa_Surprise_R_Jue00.asc" F 1 19)
ani ("s_surprise" 1 "s_surprise" 0.0 0.0 M. "Swa_Surprise_L_Jue00.asc" F 20 20)
//////////////////////////
// DIE
//////////////////////////
ani ("t_Dead" 1 "s_Dead" 0.5 0.0 M. "Swa_FallDn_M01.asc" F 4 24)
{
*eventSFX (5 "SWA_DIEB" EMPTY_SLOT )
*eventSFX (10 "M_FALL_HUGE" EMPTY_SLOT )
}
ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "Swa_FallDn_M01.asc" F 25 25)
ani ("t_DeadB" 1 "s_DeadB" 0.2 0.0 M. "Swa_DeadB_Jue00_fr200.ASC" F 1 199 FPS:10)
{
*eventSFX (2 "SWA_DIEB" EMPTY_SLOT )
*eventSFX (25 "SWA_DIE" EMPTY_SLOT )
*eventSFX (115 "M_FALL_HUGE" EMPTY_SLOT )
}
ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "Swa_DeadB_Jue00_fr200.ASC" F 200 200)
//////////////////////////
// Kampf FIST
//////////////////////////
// Attacks
ani ("s_FistAttack" 1 "" 0.1 0.1 M. "Swa_Attack_A01.asc" F 0 50)
{
*eventTag (0 "DEF_HIT_LIMB" "BIP01 HEAD")
*eventTag (0 "DEF_OPT_FRAME" "25")
*eventTag (0 "DEF_HIT_END" "50")
*eventTag (0 "DEF_WINDOW" "25 50")
// *eventTag (0 "DEF_DIR" "O")
*eventSFX (5 "SWA_ATTACK" EMPTY_SLOT )
}
// ani ("s_FistSpecialAttack" 1 "" 0.0 0.0 M. "Swa_SAttack_M01.asc" F 41 94)
// {
// *eventTag (0 "DEF_HIT_LIMB" "BIP01 HEAD")
// *eventTag (0 "DEF_OPT_FRAME" "85")
// *eventSFX (42 "SWA_Attack" EMPTY_SLOT )
// }
aniAlias ("t_FistParadeJumpB" 1 "s_FistRun" 0.1 0.1 M. "t_Stumble" F)
aniAlias ("t_FistParade_0" 1 "" 0.0 0.0 M. "t_Stumble" F)
// ---------------------------------------------------------------------------------------------------------------------------------
// Angriff aus der Bewegung heraus (Angriff mit dem Schwanz, und nicht mit dem Kopf)
aniAlias ("t_FistAttackMove" 2 "" 0.2 0.2 M. "s_FistAttack" F)
/////////////////////////////
// Script Anis
/////////////////////////////
// Wittern
ani ("t_Perception" 2 "" 0.3 0.3 M. "Swa_Perception_Jue00.asc" F 1 99 FPS:10)
// Drohen
ani ("t_Warn" 1 "" 0.3 0.3 M. "Swa_Warn_Jue00.asc" F 1 42 FPS:10)
{
*eventSFX (18 "SWA_WARN_A1" EMPTY_SLOT )
*eventSFX (25 "SWA_WARN" EMPTY_SLOT )
}
///////////////////////
// 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. "Swa_VicLightning_M01.asc" F 0 5)
ani ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.2 0.2 M. "Swa_VicLightning_M01.asc" F 5 60)
// Whirlwind
ani ("t_Stand_2_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.0 0.0 M. "Swa_VicLightning_M01.asc" F 0 5)
ani ("s_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.2 0.2 M. "Swa_VicLightning_M01.asc" F 5 60)
// IceCube, IceWave
// Sumpfhai ist Immun
// kein Sleep Victim
}
aniAlias ("t_WalkWL_2_RunL" 1 "" 0.0 0.1 M. "s_FistWalkL" F)