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.
246 lines
9.4 KiB
Text
246 lines
9.4 KiB
Text
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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// Last Changes:
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//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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Model ("Golem")
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{
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meshAndTree ("Gol_Body.asc" DONT_USE_MESH)
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aniEnum
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{
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//////////////////////////
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// NORMAL MOVEMENT (Für Icegolem)
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//////////////////////////
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// RUN
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ani ("s_FistRun" 1 "s_FistRun" 0.0 0.0 MI "golem_walkambient01_KP01.asc" F 0 89 FPS:12.5)
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{
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*eventPFX (20 "Icegolem_Glitter" "BIP01 L UpperArm" ATTACH )
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*eventPFX (30 "Icegolem_Glitter" "BIP01 L UpperArm" ATTACH )
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*eventPFX (35 "Icegolem_Glitter" "BIP01 L Foot" ATTACH )
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*eventPFX (40 "Icegolem_Glitter" "BIP01 Head" ATTACH )
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*eventPFX (50 "Icegolem_Glitter" "BIP01 L ForeArm" ATTACH )
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*eventPFX (55 "Icegolem_Glitter" "BIP01 R Foot" ATTACH )
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*eventPFX (60 "Icegolem_Glitter" "BIP01" ATTACH )
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*eventPFX (70 "Icegolem_Glitter" "BIP01 R ForeArm" ATTACH )
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}
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// ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Golem_Run_M01.asc" F 1 11)
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ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Golem_Run_M01.asc" F 12 31)
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{
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*eventSFX (12 "GOL_StepBoom" )
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*eventPFX (12 1 "GolemDust" "BIP01 L Foot" ATTACH )
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*eventSFX (22 "GOL_StepBoom" )
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*eventPFX (22 2 "GolemDust" "BIP01 R Foot" ATTACH )
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*eventPFX (25 "Icegolem_Glitter" "BIP01 L UpperArm" ATTACH )
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*eventPFX (27 "Icegolem_Glitter" "BIP01 R UpperArm" ATTACH )
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}
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// ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Golem_Run_M01.asc" F 32 38)
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ani ("t_FistJumpB" 1 "s_FistRun" 0.1 0.1 M. "Gol_JumpB_M01.asc" F 3 27)
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{
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*eventSFX (8 "GOL_StepBoom" )
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*eventPFX (8 1 "GolemDust" "BIP01 L Foot" ATTACH )
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*eventSFX (17 "GOL_StepBoom" )
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*eventPFX (17 2 "GolemDust" "BIP01 R Foot" ATTACH )
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*eventSFX (26 "GOL_StepBoom" )
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*eventPFX (26 3 "GolemDust" "BIP01 L Foot" ATTACH )
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}
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// Turning
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ani ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.2 0.2 M. "golem_walkTurnL_A01.asc" R 1 24)
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{
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//*eventSFX (5 "GOL_StepBoom_Turn" )
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//*eventSFX (18 "GOL_StepBoom_Turn" EMPTY_SLOT )
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}
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ani ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.2 0.2 M. "golem_walkTurnR_A01.asc" F 1 24)
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{
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//*eventSFX (5 "GOL_StepBoom_Turn" )
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//*eventSFX (18 "GOL_StepBoom_Turn" EMPTY_SLOT )
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}
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// WALK
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aniAlias ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 MI "s_FistRun" F)
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// ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "golem_walk_03d.asc" F 1 9)
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ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "golem_walk_03d.asc" F 10 49)
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{
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*eventSFX (22 "GOL_StepBoom" )
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*eventPFX (22 1 "GolemDust" "BIP01 R Foot" ATTACH )
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*eventSFX (42 "GOL_StepBoom" )
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*eventPFX (42 2 "GolemDust" "Bip01 L Foot" ATTACH )
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}
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// ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "golem_walk_03d.asc" F 50 64)
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// Walk Backwards Movement
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aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistWalkL" R)
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// Turning
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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_FistRunTurnR" F)
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// Strafing
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ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.0 0.2 M. "Gol_StrafeL_M02.asc" F 1 20)
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{
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*eventSFX (10 "GOL_StepBoom" )
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*eventPFX (10 1 "GolemDust" "BIP01 R Foot" ATTACH )
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*eventSFX (19 "GOL_StepBoom" )
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*eventPFX (19 2 "GolemDust" "BIP01 L Foot" ATTACH )
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}
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ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.0 0.2 M. "Gol_StrafeR_M02.asc" F 1 20)
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{
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*eventSFX (10 "GOL_StepBoom" )
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*eventPFX (10 2 "GolemDust" "BIP01 L Foot" ATTACH )
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*eventSFX (19 "GOL_StepBoom" )
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*eventPFX (19 2 "GolemDust" "BIP01 R Foot" ATTACH )
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}
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aniAlias ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.0 0.2 M. "t_FistRunStrafeL" F)
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aniAlias ("t_FistWalkStrafeR" 1 "t_FistWalkStrafeR" 0.0 0.2 M. "t_FistRunStrafeR" F)
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//////////////////////////
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// MAGIC MOVEMENT (Für Icegolem)
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//////////////////////////
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// Mag-RUN
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aniAlias ("s_MagRun" 1 "s_MagRun" 0.0 0.0 M. "s_FistRun" F)
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// aniAlias ("t_MagRun_2_MagRunL" 1 "s_MagRunL" 0.0 0.0 M. "t_FistRun_2_FistRunL" F)
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aniAlias ("s_MagRunL" 1 "s_MagRunL" 0.0 0.0 M. "s_FistRunL" F)
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// aniAlias ("t_MagRunL_2_MagRun" 1 "s_MagRun" 0.0 0.0 M. "t_FistRunL_2_FistRun" F)
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aniBlend ("t_MagRunR_2_MagRun" "s_MagRun")
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aniAlias ("t_MagJumpB" 1 "s_MagRun" 0.1 0.1 M. "t_FistJumpB" F)
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// Mag-WALK
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aniAlias ("s_MagWalk" 1 "s_MagWalk" 0.0 0.0 M "s_FistRun" F)
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// aniAlias ("t_MagWalk_2_MagWalkL" 1 "s_MagWalkL" 0.0 0.0 M. "t_FistWalk_2_FistWalkL" F)
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aniAlias ("s_MagWalkL" 1 "s_MagWalkL" 0.0 0.0 M. "s_FistWalkL" F)
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// aniAlias ("t_MagWalkL_2_MagWalk" 1 "s_MagWalk" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" F)
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aniBlend ("t_MagWalkR_2_MagWalk" "s_MagWalk")
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// Mag-Walk Backwards Movement
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aniBlend ("t_MagWalk_2_MagWalkBL" "s_MagWalkBL" 0.1 0.1)
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aniAlias ("s_MagWalkBL" 1 "s_MagWalkBL" 0.0 0.0 M. "s_FistWalkL" R)
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aniBlend ("t_MagWalkBL_2_MagWalk" "s_MagWalk" 0.1 0.1)
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aniBlend ("t_MagWalkBR_2_MagWalk" "s_MagWalk" 0.1 0.1)
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// Turning
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aniAlias ("t_MagRunTurnL" 20 "t_MagRunTurnL" 0.2 0.2 M. "t_FistRunTurnL" R)
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aniAlias ("t_MagRunTurnR" 20 "t_MagRunTurnR" 0.2 0.2 M. "t_FistRunTurnR" F)
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aniAlias ("t_MagWalkTurnL" 20 "t_MagWalkTurnL" 0.0 0.0 M. "t_FistRunTurnL" F)
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aniAlias ("t_MagWalkTurnR" 20 "t_MagWalkTurnR" 0.0 0.0 M. "t_FistRunTurnR" F)
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// Strafing
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aniAlias ("t_MagRunStrafeL" 1 "t_MagRunStrafeL" 0.0 0.2 M. "t_FistRunStrafeL" F)
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aniAlias ("t_MagRunStrafeR" 1 "t_MagRunStrafeR" 0.0 0.2 M. "t_FistRunStrafeR" F)
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aniAlias ("t_MagWalkStrafeL" 1 "t_MagWalkStrafeL" 0.0 0.2 M. "t_FistRunStrafeL" F)
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aniAlias ("t_MagWalkStrafeR" 1 "t_MagWalkStrafeR" 0.0 0.2 M. "t_FistRunStrafeR" F)
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// MagRUN <-> MagWALK
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aniBlend ("t_MagRun_2_MagWalk" "s_MagWalk" 0.1 0.1)
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aniBlend ("t_MagWalk_2_MagRun" "s_MagRun" 0.1 0.1)
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aniBlend ("t_MagRunL_2_MagWalkL" "s_MagWalkL" 0.1 0.1)
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aniBlend ("t_MagWalkL_2_MagRunL" "s_MagRunL" 0.1 0.1)
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/////////////////////////
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// DIE
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//////////////////////////
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aniAlias ("t_Dead" 1 "s_Dead" 0.0 0.0 M. "t_DeadB" F)
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aniAlias ("s_Dead" 1 "s_Dead" 0.0 0.0 M. "s_DeadB" F)
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ani ("t_DeadB" 1 "s_DeadB" 0.4 0.0 M. "Gol_Dead2_M02.ASC" F 1 74)
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{
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*eventPFX (4 1 "GolemDust" "BIP01 R HAND")
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*eventSFX (1 "GOL_Falldown" EMPTY_SLOT )
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*eventPFX (17 2 "GolemDust" "BIP01 R HAND")
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*eventPFX (45 6 "GolemDust" "BIP01 SPINE1")
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*eventPFX (58 8 "GolemDust" "BIP01 SPINE")
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*eventPFX (65 "Icegolem_Deadsmoke" "BIP01" )
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}
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ani ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "Gol_Dead2_M02.asc" F 75 75)
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/////////////////////////
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// ATTACK
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//////////////////////////
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// ani ("s_FistAttack" 1 "s_FistAttack" 0.0 0.0 M. "golem_attackstep_KP01.asc" F 1 49)
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// {
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// *eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND")
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// *eventTag (0 "DEF_OPT_FRAME" "27")
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// *eventTag (0 "DEF_HIT_END" "49")
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// *eventTag (0 "DEF_WINDOW" "27 49")
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// *eventTag (0 "DEF_DIR" "O")
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// *eventSFX (1 "IGO_Attack" EMPTY_SLOT )
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// }
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// ani ("t_FistAttackMove" 2 "" 0.1 0.1 M. "Golem_AttackMove_A02.asc" F 1 31)
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ani ("s_FistAttack" 1 "s_FistAttack" 0.0 0.0 M. "golem_attackstep_KP01.asc" F 1 30)
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{
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*eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND" )
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*eventTag (0 "DEF_OPT_FRAME" "13" )
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*eventTag (0 "DEF_HIT_END" "30" )
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*eventTag (0 "DEF_WINDOW" "13 30" )
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// *eventTag (0 "DEF_DIR" "O" )
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*eventSFX (1 "GOL_ATTACK" EMPTY_SLOT )
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}
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ani ("t_FistAttackMove" 2 "" 0.1 0.1 M. "Golem_AttackMove_A02.asc" F 1 20)
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{
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*eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND" )
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*eventTag (0 "DEF_OPT_FRAME" "12" )
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*eventSFX (12 "GOL_STEPBOOM" EMPTY_SLOT )
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}
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/////////////////////////
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// SCRIPT
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//////////////////////////
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// Drohen
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ani ("t_Warn" 1 "" 0.1 0.1 M. "golem_drohen_a04.asc" F 1 34 FPS:12.5)
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{
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*eventSFX (1 "GOL_WARN" EMPTY_SLOT )
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*eventSFX (15 "GOL_StepBoom" EMPTY_SLOT )
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}
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}
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}
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