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.
275 lines
9 KiB
Text
275 lines
9 KiB
Text
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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// Last Changes:
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//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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// 21.09.00 Alex: die meisten SFX entfernt. die Viecher waren gesprächiger als die meisten Knackis!
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//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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Model ("Meatbug")
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{
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meshAndTree ("Mbg_Body.asc" DONT_USE_MESH)
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registerMesh ("Mbg_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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// MOVEMENT
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//////////////////////////
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// Ambient
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aniAlias ("s_Run" 1 "s_Run" 0.0 0.0 MI "s_FistRun" F)
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aniBlend ("t_Run_2_RunL" "s_RunL" 0.1 0.1)
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// Loop
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aniAlias ("s_RunL" 1 "s_RunL" 0.0 0.0 M. "s_FistRunL" F)
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aniBlend ("t_RunL_2_Run" "s_Run" 0.0 0.1)
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aniBlend ("t_RunR_2_Run" "s_Run" 0.0 0.1)
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// Backward "Jump"
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aniAlias ("t_JumpB" 1 "s_Run" 0.1 0.0 M. "t_FistJumpB" R)
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// Fist-WALK
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aniAlias ("s_Walk" 1 "s_Walk" 0.1 0.1 M. "s_FistRun" F)
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aniBlend ("t_Walk_2_WalkL" "s_WalkL" 0.1 0.1)
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// Loop
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aniAlias ("s_WalkL" 1 "s_WalkL" 0.0 0.0 M. "s_FistRunL" F)
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aniBlend ("t_WalkL_2_Walk" "s_Walk" 0.0 0.1)
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aniBlend ("t_WalkR_2_Walk" "s_Walk" 0.0 0.1)
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// Fist-Walk Backwards Movement
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aniBlend ("t_Walk_2_WalkBL" "s_WalkBL" 0.0 0.0)
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// Loop
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aniAlias ("s_WalkBL" 1 "s_WalkBL" 0.0 0.0 M. "s_FistRunL" R)
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aniBlend ("t_WalkBL_2_Walk" "s_Walk" 0.0 0.1)
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aniBlend ("t_WalkBR_2_Walk" "s_Walk" 0.1 0.1)
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/////////////////////
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// TURNING
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/////////////////////
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aniAlias ("t_RunTurnL" 20 "t_RunTurnL" 0.0 0.0 M. "t_FistRunTurnL" F)
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aniAlias ("t_RunTurnR" 20 "t_RunTurnR" 0.0 0.0 M. "t_FistRunTurnL" R)
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aniAlias ("t_WalkTurnL" 20 "t_WalkTurnL" 0.0 0.0 M. "t_FistRunTurnL" F)
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aniAlias ("t_WalkTurnR" 20 "t_WalkTurnR" 0.0 0.0 M. "t_FistRunTurnL" R)
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//////////////////////////
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// FIST MOVEMENT
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//////////////////////////
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// Ambient
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ani ("s_FistRun" 1 "s_FistRun" 0.0 0.0 MI "Mbg_Amb_M01.asc" F 0 -1)
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{
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*eventSFX (0 "MEA_AMBIENT" EMPTY_SLOT )
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}
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aniBlend ("t_FistRun_2_FistRunL" "s_FistRunL" 0.1 0.1)
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// Loop
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ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Mbg_Run_M02.asc" F 1 19)
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{
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*eventSFX (1 "MEA_AMBIENT" EMPTY_SLOT )
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}
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aniBlend ("t_FistRunL_2_FistRun" "s_FistRun" 0.0 0.1)
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aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.0 0.1)
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// Backward "Jump"
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ani ("t_FistJumpB" 1 "s_FistRun" 0.1 0.0 M. "Mbg_Run_M02.asc" R 1 19)
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// Fist-WALK
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aniAlias ("s_FistWalk" 1 "s_FistWalk" 0.1 0.1 M. "s_FistRun" F)
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aniBlend ("t_FistWalk_2_FistWalkL" "s_FistWalkL" 0.1 0.1)
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// Loop
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aniAlias ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "s_FistRunL" F)
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aniBlend ("t_FistWalkL_2_FistWalk" "s_FistWalk" 0.0 0.1)
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aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.0 0.1)
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// Fist-Walk Backwards Movement
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aniBlend ("t_FistWalk_2_FistWalkBL" "s_FistWalkBL" 0.0 0.0)
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// Loop
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aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistRunL" R)
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aniBlend ("t_FistWalkBL_2_FistWalk" "s_FistWalk" 0.0 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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// FIST TURNING
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/////////////////////
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ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.0 0.0 M. "Mbg_Turn_M01.asc" F 1 13)
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aniAlias ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.0 0.0 M. "t_FistRunTurnL" R)
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aniAlias ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.0 0.0 M. "t_FistRunTurnL" F)
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aniAlias ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.0 0.0 M. "t_FistRunTurnL" R)
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//////////////////
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// Transitions Movement Modes
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//////////////////
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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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// -------------------------------------------------------------------------------------------------------------------------------------
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///////////////////
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// STUMBLE
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///////////////////
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// -----------------------------------------------------------------------------------------------------------------------------
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// Vorwärts Stolpern
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aniAlias ("t_Stumble" 1 "" 0.1 0.1 M. "t_FistJumpB" F)
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// -----------------------------------------------------------------------------------------------------------------------------
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// Rückwärts Stolpern
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aniAlias ("t_StumbleB" 1 "" 0.1 0.1 M. "t_FistJumpB" R)
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/////////////////
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// FALLDN
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/////////////////
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ani ("s_FallDn" 1 "s_FallDn" 0.1 0.1 MF "Mbg_Fall_M01.asc" F 3 3)
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ani ("t_FallDn_2_Stand" 1 "" 0.1 0.0 M. "Mbg_Fall_M01.asc" R 0 3)
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// wenn Falltiefe zu tief um unbeschadet auf den Füßen zu landen
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aniBlend ("t_FallDn_2_Fall" "s_Fall" 0.1 0.2)
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aniBlend ("t_FallDn_2_FallB" "s_FallB" 0.1 0.2)
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ani ("s_Fall" 1 "s_Fall" 0.1 0.0 MF "Mbg_Fall_M01.asc" F 3 3)
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aniBlend ("t_Fall_2_Fallen" "s_Fallen" 0.0 0.0)
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ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Mbg_Fall_M01.asc" F 0 0)
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ani ("t_Fallen_2_Stand" 1 "" 0.0 0.1 M. "Mbg_Fall_M01.asc" F 1 3)
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ani ("s_FallB" 1 "s_FallB" 0.1 0.0 MF "Mbg_Fall_M01.asc" F 3 3)
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aniBlend ("t_FallB_2_FallenB" "s_FallenB" 0.0 0.0)
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ani ("s_FallenB" 1 "s_FallenB" 0.0 0.0 M. "Mbg_Fall_M01.asc" F 0 0)
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ani ("t_FallenB_2_Stand" 1 "" 0.0 0.1 M. "Mbg_Fall_M01.asc" F 1 3)
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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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aniBlend ("t_FistWalkBL_2_SwimB" "s_SwimB")
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aniBlend ("t_SwimB_2_FistWalkBL" "s_FistWalkBL")
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aniBlend ("t_FistWalkL_2_SwimF" "s_SwimF")
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aniBlend ("t_SwimF_2_FistWalkL" "s_FistWalkL")
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// SWIM
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aniBlend ("t_Swim_2_SwimF" "s_SwimF" 0.1 0.1)
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ani ("s_SwimF" 1 "s_SwimF" 0.1 0.1 M. "Mbg_Drown_M01.asc" F 0 24 FPS:10)
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aniBlend ("t_SwimF_2_Swim" "s_Swim" 0.1 0.1)
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ani ("s_Swim" 1 "s_Swim" 0.1 0.1 M. "Mbg_Swim_M01.asc" F 0 -1 FPS:10)
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aniBlend ("t_Swim_2_SwimB" "s_SwimB" 0.1 0.1)
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aniAlias ("s_SwimB" 1 "s_Swim" 0.1 0.1 M. "s_SwimF" R)
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aniBlend ("t_SwimB_2_Swim" "s_Swim" 0.1 0.1)
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// DIVE
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aniBlend ("t_FallDn_2_Dive" "s_Dive")
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ani ("t_Swim_2_Dive" 1 "s_Dive" 0.1 0.1 MF "Mbg_Drown_M01.asc" F 25 34 FPS:10)
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aniAlias ("t_SwimF_2_Dive" 1 "s_Dive" 0.1 0.1 MF "t_swim_2_dive" F)
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ani ("s_Dive" 1 "s_Dive" 0.1 0.1 MF "Mbg_Drown_M01.asc" F 35 35)
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aniBlend ("t_Dive_2_DiveF" "s_DiveF" 0.1 0.1)
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aniAlias ("s_DiveF" 1 "s_DiveF" 0.1 0.1 MF "s_Dive" F)
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aniBlend ("t_DiveF_2_Dive" "s_Dive" 0.1 0.1)
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// DROWN
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ani ("t_Dive_2_Drowned" 1 "s_Drowned" 0.2 0.0 MF "Mbg_Drown_M01.asc" F 36 74 FPS:10)
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ani ("s_Drowned" 1 "s_Drowned" 0.0 0.0 MF "Mbg_Drown_M01.asc" F 75 75 FPS:10)
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//////////////////////////
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// DIE
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//////////////////////////
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ani ("t_Dead" 1 "s_Dead" 0.0 0.0 M. "Mbg_Dead_A02.asc" F 0 14)
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{
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// *eventSFX (1 "MEA_Squeak" EMPTY_SLOT )
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}
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ani ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "Mbg_Dead_A02.asc" F 15 15)
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aniAlias ("t_DeadB" 1 "s_DeadB" 0.0 0.0 M. "t_Dead" F)
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aniAlias ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "s_Dead" F)
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// whirl Around
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ani ("t_surprise_CW" 1 "s_surprise" 0.0 0.0 M. "Mbg_Turn_M01.asc" F 1 13)
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aniAlias ("t_surprise_CWW" 1 "s_surprise" 0.0 0.0 M. "t_FistRunTurnL" R)
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aniAlias ("s_surprise" 1 "s_surprise" 0.0 0.0 M. "s_FistRun" F)
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//////////////////////////
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// Kampf FIST / 1h
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//////////////////////////
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// Attacks
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// ani ("s_FistAttack" 1 "s_FistAttack" 0.0 0.0 M. "Mbg_Attack_M01.asc" F 34 47)
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// {
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// *eventSFX (35 "MEA_Attack" EMPTY_SLOT )
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// *eventPFX (38 1 "Acid" "BIP01 R HAND" ATTACH)
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// *eventPFXStop (47 1)
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// *eventTag (0 "DEF_OPT_FRAME" "6")
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// *eventTag (0 "DEF_HIT_END" "13")
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// *eventTag (0 "DEF_WINDOW" "6 13")
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// *eventTag (0 "DEF_DIR" "O")
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// }
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///////////////////////
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// MAGIC VICTIMS
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///////////////////////
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// Feuerschaden allgemein, z.B. Fireball, Pyrokinesis, ...
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// aniAlias ("s_Fire_Victim" 1 "s_Fire_Victim" 0.0 0.0 M. "s_FistRun" F)
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// Lightning, Chainlightning, Thunderbolt, Thunderball
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aniAlias ("t_Stand_2_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "s_FistRun" F)
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aniAlias ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "s_FistRun" F)
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// IceCube, IceWave
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ani ("t_Stand_2_Freeze_Victim" 1 "s_Freeze_Victim" 0.1 0.0 M. "Mbg_Run_M02.asc" R 2 4)
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ani ("s_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "Mbg_Run_M02.asc" R 1 1)
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// IceCube, IceWave
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ani ("t_Stand_2_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.1 0.0 M. "Mbg_Run_M02.asc" R 2 4)
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ani ("s_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.0 0.0 M. "Mbg_Run_M02.asc" R 1 1)
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// kein Sleep Victim
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}
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