//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Last Changes: //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Model ("HuS") { meshAndTree ("Hum_Body_Naked0.ASC" DONT_USE_MESH) // Body Meshes registerMesh ("Hum_Body_Naked0.ASC") registerMesh ("Hum_Body_Babe0.ASC") // Armor-Meshes registerMesh ("Armor_Leather_L.ASC") registerMesh ("Armor_Bdt_M.ASC") registerMesh ("Armor_Bdt_H.ASC") registerMesh ("Armor_Mil_L.ASC") registerMesh ("Armor_Mil_M.ASC") registerMesh ("Armor_Pal_H.ASC") registerMesh ("Armor_Sld_L.ASC") registerMesh ("Armor_Sld_M.ASC") registerMesh ("Armor_Sld_H.ASC") registerMesh ("Armor_CorAngar.ASC") registerMesh ("Armor_Djg_L.ASC") registerMesh ("Armor_Djg_M.ASC") registerMesh ("Armor_Djg_H.ASC") registerMesh ("Armor_Djg_Crawler.ASC") registerMesh ("Armor_Djg_Babe.ASC") registerMesh ("Armor_Governor.ASC") registerMesh ("Armor_Judge.ASC") registerMesh ("Armor_Vlk_L.ASC") registerMesh ("Armor_VlkBabe_L.ASC") registerMesh ("Armor_Smith.ASC") registerMesh ("Armor_Bau_L.ASC") registerMesh ("Armor_BauBabe_L.ASC") registerMesh ("Armor_Nov_L.ASC") registerMesh ("Armor_KdF_L.ASC") registerMesh ("Armor_KdF_H.ASC") registerMesh ("Armor_Xardas.ASC") registerMesh ("Armor_Diego.ASC") registerMesh ("Armor_Lester.ASC") registerMesh ("Armor_Dementor.ASC") registerMesh ("Armor_KdW_H.ASC") registerMesh ("Armor_Prisoner.ASC") registerMesh ("Armor_Pir_L_Addon.ASC") registerMesh ("Armor_Pir_M_Addon.ASC") registerMesh ("Armor_Pir_H_Addon.ASC") registerMesh ("Armor_Raven_Addon.ASC") registerMesh ("Armor_Pal_Skeleton.ASC") // Skelette registerMesh ("Ske_Body.ASC") registerMesh ("Ske_Body2.ASC") registerMesh ("Ske_Fly_Body.ASC") // in extremo RegisterMesh ("Hum_IE_Flail_instrument.ASC") registerMesh ("Hum_IE_Flex_Instrument.ASC") registerMesh ("Hum_IE_Lutter_instrument.ASC") registerMesh ("Hum_IE_Pfeiffer_instrument.ASC") registerMesh ("Hum_IE_Pymonte_instrument.ASC") registerMesh ("Hum_IE_Thomas_instrument.ASC") registerMesh ("Hum_IE_Unicorn_instrument.ASC") aniEnum { modelTag ("DEF_HIT_LIMB" "zs_RightHand") //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // // Bewegungs-Modi // //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // --------------------------------------------------------------------------------------------------------------- // RUN-Mode ani ("s_Run" 1 "s_Run" 0.1 0.1 MI "Hum_RunAmbient_M01.asc" F 1 50) ani ("t_Run_2_RunL" 1 "s_RunL" 0.0 0.0 M. "Hum_RunLoop_M01.asc" F 0 11) ani ("s_RunL" 1 "s_RunL" 0.0 0.1 M. "Hum_RunLoop_M01.asc" F 12 31) { *eventSFXGrnd (12 "Run") *eventSFXGrnd (21 "Run") } ani ("t_RunL_2_Run" 1 "s_Run" 0.0 0.0 M. "Hum_RunLoop_M01.asc" F 32 38) aniBlend ("t_RunR_2_Run" "s_Run" 0.2 0.2) ani ("t_JumpB" 1 "s_Run" 0.0 0.2 M. "Hum_JumpB_M01.asc" F 1 14) { *eventSFXGrnd (6 "Run") *eventSFXGrnd (9 "Run") } // --------------------------------------------------------------------------------------------------------------- // WALK-Mode // ani ("s_Walk" 1 "s_Walk" 0.1 0.1 M "Hum_WalkAmbient_A01.asc" F 1 49 FPS:10) aniAlias ("s_Walk" 1 "s_Walk" 0.1 0.1 MI "s_Run" F) ani ("t_Walk_2_WalkL" 1 "s_WalkL" 0.0 0.0 M. "Hum_WalkLoop_A02.asc" F 1 9) ani ("s_WalkL" 1 "s_WalkL" 0.0 0.1 M. "Hum_WalkLoop_A02.asc" F 10 33) { *eventSFXGrnd (10 "Run") *eventSFXGrnd (22 "Run") } ani ("t_WalkL_2_Walk" 1 "s_Walk" 0.0 0.0 M. "Hum_WalkLoop_A02.asc" F 34 39) ani ("t_WalkR_2_Walk" 1 "s_Walk" 0.1 0.1 M. "Hum_WalkLoopEnd_A01.asc" F 33 39) aniAlias ("t_Walk_2_WalkBL" 1 "s_WalkBL" 0.1 0.1 M. "t_walkL_2_Walk" R) aniAlias ("s_WalkBL" 1 "s_WalkBL" 0.0 0.0 M. "s_WalkL" R) ani ("t_WalkBL_2_Walk" 1 "s_Walk" 0.1 0.1 M. "Hum_WalkLoopBEnd_A01.ASC" R 15 22) aniAlias ("t_WalkBR_2_Walk" 1 "s_Walk" 0.1 0.1 M. "t_WalkL_2_Walk" R) // --------------------------------------------------------------------------------------------------------------- // SNEAK-Mode ani ("s_Sneak" 1 "s_Sneak" 0.1 0.0 MI "Hum_Sneak_M01.asc" F 10 60 FPS:10) ani ("t_Sneak_2_SneakL" 1 "s_SneakL" 0.0 0.1 M. "Hum_SneakStartStop_M01.asc" F 0 10) ani ("s_SneakL" 1 "s_SneakL" 0.0 0.1 M. "Hum_SneakLoop_M01.asc" F 0 40) ani ("t_SneakL_2_Sneak" 1 "s_Sneak" 0.0 0.0 M. "Hum_SneakStartStop_M01.asc" F 10 20) ani ("t_SneakR_2_Sneak" 1 "s_Sneak" 0.0 0.0 M. "Hum_SneakStartStop_M01.asc" F 21 30) aniAlias ("t_Sneak_2_SneakBL" 1 "s_SneakBL" 0.1 0.1 M. "t_SneakL_2_Sneak" R) aniAlias ("s_SneakBL" 1 "s_SneakBL" 0.0 0.0 M. "s_SneakL" R) aniAlias ("t_SneakBL_2_Sneak" 1 "s_Sneak" 0.0 0.0 M. "t_Sneak_2_SneakL" R) aniBlend ("t_SneakBR_2_Sneak" "s_Sneak" 0.2 0.2) // --------------------------------------------------------------------------------------------------------------- // TURNING ani ("t_RunTurnL" 20 "t_RunTurnL" 0.2 0.2 M. "Hum_TurnL_A05.asc" F 1 20) { *eventSFXGrnd (10 "Turn") *eventSFXGrnd (20 "Turn") } ani ("t_RunTurnR" 20 "t_RunTurnR" 0.2 0.2 M. "Hum_TurnR_A05.asc" F 1 20) // ani ("t_RunTurnR" 20 "t_RunTurnR" 0.2 0.2 M. "Hum_TurnR_A01.asc" R 0 24) { *eventSFXGrnd (10 "Turn") *eventSFXGrnd (20 "Turn") // *eventSFXGrnd (18 "Turn") } aniAlias ("t_WalkTurnL" 20 "t_WalkTurnL" 0.2 0.2 M. "t_RunTurnL" F) aniAlias ("t_WalkTurnR" 20 "t_WalkTurnR" 0.2 0.2 M. "t_RunTurnR" F) ani ("t_SneakTurnL" 20 "t_SneakTurnL" 0.2 0.2 M. "Hum_SneakTurnL_M02.asc" F 1 25) ani ("t_SneakTurnR" 20 "t_SneakTurnR" 0.2 0.2 M. "Hum_SneakTurnR_M02.asc" F 1 25) // --------------------------------------------------------------------------------------------------------------- // STRAFING ani ("t_RunStrafeL" 1 "t_RunStrafeL" 0.1 0.1 M. "Hum_FistStrafeL_M01.asc" F 0 18) { *eventSFXGrnd (0 "Run") *eventSFXGrnd (9 "Run") } ani ("t_RunStrafeR" 1 "t_RunStrafeR" 0.1 0.1 M. "Hum_FistStrafeR_M01.asc" F 0 18) { *eventSFXGrnd (0 "Run") *eventSFXGrnd (9 "Run") } aniAlias ("t_WalkStrafeL" 1 "t_WalkStrafeL" 0.1 0.1 M. "t_FistRunStrafeL" F) aniAlias ("t_WalkStrafeR" 1 "t_WalkStrafeR" 0.1 0.1 M. "t_FistRunStrafeR" F) // ani ("t_RunStrafeL" 1 "s_Run" 0.1 0.1 M. "Hum_RunStrafeLR_M01.asc" F 0 25) // { // *eventSFXGrnd (4 "Run") // *eventSFXGrnd (15 "Run") // *eventSFXGrnd (20 "Run") // } // ani ("t_RunStrafeR" 1 "s_Run" 0.1 0.1 M. "Hum_RunStrafeLR_M01.asc" F 25 50) // { // *eventSFXGrnd (28 "Run") // *eventSFXGrnd (39 "Run") // *eventSFXGrnd (43 "Run") // } // ani ("t_WalkStrafeL" 1 "s_Walk" 0.1 0.1 M. "Hum_WalkStrafeL_M02.asc" F 1 18) // { // *eventSFXGrnd (4 "Sneak") // *eventSFXGrnd (11 "Sneak") // *eventSFXGrnd (16 "Sneak") // } // ani ("t_WalkStrafeR" 1 "s_Walk" 0.1 0.1 M. "Hum_WalkStrafeR_M02.asc" F 1 18) // { // *eventSFXGrnd (4 "Sneak") // *eventSFXGrnd (11 "Sneak") // *eventSFXGrnd (16 "Sneak") // } ani ("t_SneakStrafeL" 1 "s_Sneak" 0.1 0.1 M. "Hum_SneakStrafeLR_M01.ASC" F 1 25) aniAlias ("t_SneakStrafeR" 1 "s_Sneak" 0.1 0.1 M. "t_SneakStrafeL" R) // --------------------------------------------------------------------------------------------------------------- // TRANSITIONS aniBlend ("t_Run_2_Walk" "s_Walk" 0.2 0.2) aniBlend ("t_Walk_2_Run" "s_Run" 0.2 0.2) ani ("t_Run_2_Sneak" 1 "s_Sneak" 0.1 0.0 M. "Hum_Sneak_M01.asc" F 0 10) aniAlias ("t_Sneak_2_Run" 1 "s_Run" 0.0 0.1 M. "t_Run_2_Sneak" R) aniBlend ("t_Walk_2_Sneak" "s_Sneak" 0.2 0.2) aniBlend ("t_Sneak_2_Walk" "s_Walk" 0.2 0.2) aniBlend ("t_RunL_2_WalkL" "s_WalkL" 0.2 0.2) aniBlend ("t_WalkL_2_RunL" "s_RunL" 0.2 0.2) aniBlend ("t_SneakL_2_RunL" "s_RunL" 0.2 0.2) aniBlend ("t_RunL_2_SneakL" "s_SneakL" 0.2 0.2) aniBlend ("t_WalkL_2_SneakL" "s_SneakL" 0.2 0.2) aniBlend ("t_SneakL_2_WalkL" "s_WalkL" 0.2 0.2) // --------------------------------------------------------------------------------------------------------------- // JUMP ani ("t_Stand_2_Jump" 1 "s_Jump" 0.2 0.1 MF "Hum_Jump_M01.asc" F 6 29) ani ("s_Jump" 1 "s_Jump" 0.1 0.1 MF "Hum_Jump_M01.asc" F 30 30) ani ("t_Jump_2_Stand" 1 "" 0.1 0.2 M. "Hum_Jump_M01.asc" F 31 45) { *eventSFXGrnd (31 "Run") *eventSFXGrnd (34 "Run") } // aus dem Rennen direkt Springen ani ("t_RunL_2_Jump" 1 "s_Jump" 0.1 0.1 MF "Hum_RunLJump_M01.asc" F 0 20) // ani ("t_RunR_2_Jump" 1 "s_Jump" 0.1 0.1 MF "Hum_RunLJump_M01.asc" F 22 40) aniAlias ("t_RunR_2_Jump" 1 "s_Jump" 0.1 0.1 MF "t_RunL_2_Jump" F) // nach dem Sprung direkt weiterrennen, wenn CursorUp weiterhin gedrückt aniBlend ("t_Jump_2_RunL" "s_RunL" 0.2 0.2) // --------------------------------------------------------------------------------------------------------------- // JUMP UP, CLIMB // JumpUpLow (Ohne Benutzung der Hände, rechter Fuß setzt zuerst auf. Höhe: 50-100cm) // ani1: Schwung holen, ani2: Flugphase, ani3: Kontakt mit Kante ani ("t_Stand_2_JumpUpLow" 1 "s_JumpUpLow" 0.0 0.0 M. "Hum_JumpUpLow_A11.asc" F 1 4) ani ("s_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.0 0.0 MF "Hum_JumpUpLow_A11.asc" F 5 10) { // *eventPFX (10 "ZMODELLANDDUST" "BIP01 L Foot") *eventSFXGrnd (10 "Run") } ani ("t_JumpUpLow_2_Stand" 1 "" 0.0 0.1 MF "Hum_JumpUpLow_A11.asc" F 11 19) { *eventSFXGrnd (16 "Run") } // aus dem Rennen direkt Springen aniAlias ("t_RunL_2_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.2 0.1 MF "s_JumpUpLow" F) aniAlias ("t_RunR_2_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.2 0.1 MF "s_JumpUpLow" F) // JumpUpMid (Auf den Händen abgestützt in einem Satz nach oben. Höhe: 100-200cm) // ani1: Schwung holen, ani2: Flugphase, ani3: Kontakt mit Kante ani ("t_Stand_2_JumpUpMid" 1 "s_JumpUpMid" 0.1 0.0 M. "Hum_JumpUpMid_A11.asc" F 1 9) ani ("s_JumpUpMid" 1 "t_JumpUpMid_2_Stand" 0.0 0.0 MF "Hum_JumpUpMid_A11.asc" F 10 13) { *eventSFXGrnd (13 "Run") } ani ("t_JumpUpMid_2_Stand" 1 "" 0.0 0.1 MF "Hum_JumpUpMid_A11.asc" F 14 34) { *eventSFXGrnd (21 "Run") *eventSFXGrnd (26 "Run") } // aus dem Rennen direkt Springen aniAlias ("t_RunL_2_JumpUpMid" 1 "t_JumpUpMid_2_Stand" 0.2 0.1 MF "s_JumpUpMid" F) aniAlias ("t_RunR_2_JumpUpMid" 1 "t_JumpUpMid_2_Stand" 0.2 0.1 MF "s_JumpUpMid" F) // Während Sprung nach vorn Festhalten an Kante ani ("t_Jump_2_Hang" 1 "s_Hang" 0.1 0.0 MF "Hum_HangClimb_M01.asc" F 0 17) // Während Runterfallen Festhalten an Kante aniAlias ("t_FallDn_2_Hang" 1 "s_Hang" 0.3 0.0 MF "t_Jump_2_Hang" F) // JumpUp, Hang (An Kante springen, und dann hochziehen. Höhe: 200-350cm) // aus dem Rennen direkt Springen // aniAlias ("t_RunL_2_JumpUp" 1 "s_JumpUp" 0.2 0.1 MF "t_Stand_2_JumpUp" F) // aniAlias ("t_RunR_2_JumpUp" 1 "s_JumpUp" 0.2 0.1 MF "t_Stand_2_JumpUp" F) ani ("t_Stand_2_JumpUp" 1 "s_JumpUp" 0.0 0.0 M. "Hum_JumpUp_M03.asc" F 1 10) ani ("s_JumpUp" 1 "s_JumpUp" 0.0 0.0 MF "Hum_JumpUp_M03.asc" F 10 10) aniBlend ("t_JumpUp_2_Hang" "s_Hang" 0.0 0.1) ani ("s_Hang" 1 "s_Hang" 0.1 0.0 MF "Hum_HangClimb_M01.asc" F 18 18) // Climb up ani ("t_Hang_2_Stand" 1 "" 0.0 0.3 MF "Hum_HangClimb_M01.asc" F 19 44) { *eventSFXGrnd (32 "Run") *eventSFXGrnd (44 "Run") } // Climb Down aniAlias ("t_Stand_2_Hang" 1 "s_Hang" 0.0 0.0 MF "t_Hang_2_Stand" R) // --------------------------------------------------------------------------------------------------------------- // FALL // FallDn aniBlend ("t_Hang_2_FallDn" "s_FallDn" 0.0 0.2) aniBlend ("t_JumpUp_2_FallDn" "s_FallDn" 0.0 0.2) aniBlend ("t_Jump_2_FallDn" "s_FallDn" 0.0 0.2) ani ("s_FallDn" 1 "s_FallDn" 0.0 0.0 MF "Hum_JumpUp_FallDn_M01.asc" F 23 23) // Landen und stehenbleiben ani ("t_FallDn_2_Stand" 1 "" 0.0 0.2 M. "Hum_JumpUp_FallDn_M01.asc" F 24 34) { *eventSFX (26 "M_FALL_SMALL" EMPTY_SLOT ) } // Landen und direkt weiterrennen aniBlend ("t_FallDn_2_RunL" "s_RunL" 0.2 0.2) // wenn Falltiefe zu tief um unbeschadet auf den Füßen zu landen aniBlend ("t_FallDn_2_Fall" "s_Fall" 0.5 0.5) aniBlend ("t_FallDn_2_FallB" "s_FallB" 0.5 0.5) // Bei s-Fall und s_FallB "fliegt" die Figur durch die Luft. // Bei s_Fallen + s_FallenB liegt der Spieler flach. ani ("s_Fall" 1 "s_Fall" 0.2 0.1 MF "Hum_FallAmb_M01.asc" F 0 29 FPS:10) ani ("t_Fall_2_Fallen" 1 "s_Fallen" 0.0 0.0 MF "Hum_Fall_M01.asc" F 11 21) { // *eventSFX (11 "Fallen") *eventSFX (12 "M_FALL_SMALL" EMPTY_SLOT ) *eventPFX (12 "ZMODELLANDDUST" "Bip01" ) *eventMMStartAni (14 "T_HURT") *eventMMStartAni (20 "S_NEUTRAL") } ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Hum_Amb_Fallen_M01.asc" F 0 100 FPS:5) ani ("t_Fallen_2_Stand" 1 "" 0.0 0.2 M. "Hum_Fall_M01.asc" F 23 46) { *eventSFXGrnd (33 "Run") *eventSFXGrnd (38 "Run") } ani ("s_FallB" 1 "s_FallB" 0.1 0.0 MF "Hum_Amb_FallB_M01.asc" F 0 30 FPS:10) ani ("t_FallB_2_FallenB" 1 "s_FallenB" 0.0 0.0 MF "Hum_FallB_M01.asc" F 6 21) { // *eventSFX (8 "Fallen") *eventMMStartAni (10 "T_HURT") *eventMMStartAni (20 "S_NEUTRAL") } ani ("s_FallenB" 1 "s_FallenB" 0.0 0.0 M. "Hum_Amb_FallenB_M01.asc" F 0 100 FPS:5) ani ("t_FallenB_2_Stand" 1 "" 0.0 0.2 M. "Hum_FallB_M01.asc" F 23 46) { *eventSFXGrnd (30 "Run") *eventSFXGrnd (37 "Run") } // --------------------------------------------------------------------------------------------------------------- // SLIDE ani ("s_Slide" 1 "s_Slide" 0.1 0.1 M. "Hum_Slide_M01.asc" F 0 16) ani ("s_SlideB" 1 "s_SlideB" 0.1 0.1 M. "Hum_SlideB_M01.asc" F 0 16) // --------------------------------------------------------------------------------------------------------------- // WALK WATER ani ("t_Walk_2_WalkWL" 1 "s_WalkWL" 0.0 0.0 M. "Hum_WaterWalk_M01.asc" F 1 13) ani ("s_WalkWL" 1 "s_WalkWL" 0.0 0.0 M. "Hum_WaterWalk_M01.asc" F 14 49 FPS:10) { *eventSFX (15 "Walk_Water") } ani ("t_WalkWL_2_Walk" 1 "s_Walk" 0.0 0.0 M. "Hum_WaterWalk_M01.asc" F 50 60) aniBlend ("t_WalkWR_2_Walk" "s_Walk" 0.2 0.2) aniBlend ("t_Walk_2_WalkWBL" "s_WalkWBL" 0.2 0.2) aniAlias ("s_WalkWBL" 1 "s_WalkWBL" 0.0 0.0 M. "s_WalkWL" R) aniBlend ("t_WalkWBL_2_Walk" "s_Walk" 0.2 0.2) // Turn / Strafe können doch nicht von "s_Walk" benutzt werden (Weil sie dann auch die selben SFX benutzen) :( ani ("t_WalkWTurnL" 20 "t_WalkWTurnL" 0.2 0.2 M. "Hum_Turn_M01.asc" F 6 21) { *eventSFX (10 "Swim") } ani ("t_WalkWTurnR" 20 "t_WalkWTurnR" 0.2 0.2 M. "Hum_TurnR_M01.asc" R 6 21) { *eventSFX (10 "Swim") } ani ("t_WalkWStrafeL" 1 "" 0.1 0.1 M. "Hum_WalkStrafeL_M01.asc" F 1 17) aniAlias ("t_WalkWStrafeR" 1 "" 0.1 0.1 M. "t_WalkWStrafeL" R) // Transitions won Walkloops zu Walkloop im Wasser aniBlend ("t_SneakBL_2_WalkWBL" "s_WalkWBL" 0.2 0.2) aniBlend ("t_WalkWBL_2_SneakBL" "s_SneakBL" 0.2 0.2) aniBlend ("t_WalkBL_2_WalkWBL" "s_WalkWBL" 0.2 0.2) aniBlend ("t_WalkWBL_2_WalkBL" "s_WalkBL" 0.2 0.2) aniBlend ("t_SneakL_2_WalkWL" "s_WalkWL" 0.2 0.2) aniBlend ("t_WalkWL_2_SneakL" "s_SneakL" 0.2 0.2) aniBlend ("t_WalkL_2_WalkWL" "s_WalkWL" 0.2 0.2) aniBlend ("t_WalkWL_2_WalkL" "s_WalkL" 0.2 0.2) aniBlend ("t_RunL_2_WalkWL" "s_WalkWL" 0.2 0.2) aniBlend ("t_WalkWL_2_RunL" "s_RunL" 0.2 0.2) aniBlend ("t_WalkWBL_2_SwimB" "s_SwimB" 0.2 0.2) aniBlend ("t_SwimB_2_WalkWBL" "s_WalkWBL" 0.2 0.2) aniBlend ("t_WalkWL_2_SwimF" "s_SwimF" 0.2 0.2) aniBlend ("t_SwimF_2_WalkWL" "s_WalkWL" 0.3 0.4) // --------------------------------------------------------------------------------------------------------------- // Kraulen ani ("s_Swim" 1 "s_Swim" 0.0 0.1 MI "Hum_Swim_A01.asc" F 0 48 FPS:5) { *eventSFX (10 "SwimWaves") } aniBlend ("t_Swim_2_SwimF" "s_SwimF" 0.3 0.3) ani ("s_SwimF" 1 "s_SwimF" 0.0 0.1 M. "Hum_SwimA_M01.asc" F 20 49) { *eventSFX (22 "Swim") *eventSFX (37 "Swim") } aniBlend ("t_SwimF_2_Swim" "s_Swim" 0.4 0.5) // Rückwärts schwimmen aniBlend ("t_Swim_2_SwimB" "s_SwimB" 0.3 0.3) ani ("s_SwimB" 1 "s_swimB" 0.0 0.0 M. "Hum_Swim_M02.asc" F 130 157) { *eventSFX (140 "SwimBack") } aniBlend ("t_SwimB_2_Swim" "s_Swim" 0.3 0.3) // Turning ani ("t_SwimTurnL" 20 "t_SwimTurnL" 0.1 0.1 M. "Hum_SwimTurn_M02.asc" F 1 24) { *eventSFX (8 "SwimBack") } ani ("t_SwimTurnR" 20 "t_SwimTurnR" 0.1 0.1 M. "Hum_SwimTurn_M02.asc" F 26 49) { *eventSFX (34 "SwimBack") } ani ("t_Swim_2_Hang" 1 "s_Hang" 0.3 0.0 M. "Hum_Swim_2_Hang_A02.asc" F 1 17) { *eventSFX (0 "Swim2Hang") } // --------------------------------------------------------------------------------------------------------------- // DIVE aniBlend ("t_FallDn_2_Dive" "s_Dive" 0.5 0.5) aniBlend ("t_Fall_2_Dive" "s_Dive" 0.5 0.5) aniBlend ("t_FallB_2_Dive" "s_Dive" 0.5 0.5) ani ("t_Swim_2_Dive" 1 "s_Dive" 0.2 0.1 MF "Hum_Swim_2_Dive_A01.asc" F 0 25) { *eventSFX (0 "Swim2Dive") } aniAlias ("t_SwimF_2_Dive" 1 "s_Dive" 0.2 0.1 MF "t_Swim_2_Dive" F) ani ("s_Dive" 1 "s_Dive" 0.1 0.1 MF "Hum_DiveAmb_M01.asc" F 0 64 FPS:5) { *eventSFX (0 "DiveWaves") *eventPFX (35 1 "BUBBLES" "BIP01 HEAD" ATTACH) *eventPFXStop (45 1) } aniBlend ("t_Dive_2_DiveF" "s_DiveF" 0.2 0.2) ani ("s_DiveF" 1 "s_DiveF" 0.1 0.1 MF "Hum_DiveF_A01.asc" F 0 37) { *eventSFX (5 "BREATHBUBBLES") *eventPFX (7 1 "BUBBLES" "BIP01 HEAD" ATTACH) *eventPFXStop (20 1) } aniBlend ("t_DiveF_2_Dive" "s_Dive" 0.2 0.2) ani ("t_Dive_2_Drowned" 1 "s_Drowned" 0.2 0.0 MF "Hum_Drown_A01.asc" F 0 24) { *eventSFX (0 "Drown") } ani ("s_Drowned" 1 "s_Drowned" 0.2 0.0 MF "Hum_Drown_A01.asc" F 25 25) // Turning ani ("t_DiveTurnL" 20 "t_DiveTurnL" 0.2 0.2 MF "Hum_DiveTurn_M02.asc" F 1 24) { *eventSFX (10 "DiveWaves") } ani ("t_DiveTurnR" 20 "t_DiveTurnR" 0.2 0.2 MF "Hum_DiveTurn_M02.asc" F 26 49) { *eventSFX (36 "DiveWaves") } // --------------------------------------------------------------------------------------------------------------- // STUMBLE (für Treffer im Kampf) ani ("t_Stumble" 1 "" 0.1 0.1 M. "Hum_Stumble_M01.asc" F 1 9) { *eventMMStartAni (1 "T_HURT") *eventMMStartAni (7 "S_NEUTRAL") *eventSFXGrnd (3 "Run") *eventSFXGrnd (7 "Run") } ani ("t_StumbleB" 1 "" 0.1 0.1 M. "Hum_StumbleB_M01.asc" F 1 9) { *eventMMStartAni (1 "T_HURT") *eventMMStartAni (7 "S_NEUTRAL") *eventSFXGrnd (3 "Run") *eventSFXGrnd (7 "Run") } ani ("t_GotHit" 2 "" 0.1 0.2 M. "Hum_StumbleN_M01.asc" F 6 14) // --------------------------------------------------------------------------------------------------------------- // DIE ani ("t_Dead" 1 "s_Dead" 0.2 0.0 M. "Hum_Die_M02.asc" F 1 64 FPS:10) { *eventMMStartAni (4 "T_HURT") *eventSFXGrnd (20 "Run" ) *eventSFX (50 "M_FALL_SMALL" EMPTY_SLOT ) } ani ("s_Dead" 1 "s_Dead" 0.0 0.1 M. "Hum_Die_M02.asc" F 65 65) ani ("t_DeadB" 1 "s_DeadB" 0.2 0.0 M. "Hum_FallB_M01.asc" F 0 21) { *eventMMStartAni (4 "T_HURT") *eventSFX (10 "M_FALL_SMALL" EMPTY_SLOT ) } ani ("s_DeadB" 1 "s_DeadB" 0.0 0.1 M. "Hum_FallB_M01.asc" F 22 22) //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // // UMSEHEN / ZEIGEN // //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // LOOK Autoaiming // Seitenwinkel: +/- 60° Höhenwinkel: +/- 45° ani ("c_look_1" 9 "" 0.0 0.0 . "Hum_Look_Autoaim_M01.asc" F 0 0) ani ("c_look_2" 9 "" 0.0 0.0 . "Hum_Look_Autoaim_M01.asc" F 1 1) ani ("c_look_3" 9 "" 0.0 0.0 . "Hum_Look_Autoaim_M01.asc" F 2 2) ani ("c_look_4" 9 "" 0.0 0.0 . "Hum_Look_Autoaim_M01.asc" F 3 3) ani ("c_look_5" 9 "" 0.0 0.0 . "Hum_Look_Autoaim_M01.asc" F 4 4) ani ("c_look_6" 9 "" 0.0 0.0 . "Hum_Look_Autoaim_M01.asc" F 5 5) ani ("c_look_7" 9 "" 0.0 0.0 . "Hum_Look_Autoaim_M01.asc" F 6 6) ani ("c_look_8" 9 "" 0.0 0.0 . "Hum_Look_Autoaim_M01.asc" F 7 7) ani ("c_look_9" 9 "" 0.0 0.0 . "Hum_Look_Autoaim_M01.asc" F 8 8) aniComb ("t_look" 9 "t_look" 0.3 0.3 M. "c_look_" 9) // POINT AT Autoaiming // Seitenwinkel: +/- 90° Höhenwinkel: +/- 45° ani ("c_point_1" 11 "" 0.0 0.0 . "Hum_Point_Autoaim_M01.asc" F 0 0) ani ("c_point_2" 11 "" 0.0 0.0 . "Hum_Point_Autoaim_M01.asc" F 1 1) ani ("c_point_3" 11 "" 0.0 0.0 . "Hum_Point_Autoaim_M01.asc" F 2 2) ani ("c_point_4" 11 "" 0.0 0.0 . "Hum_Point_Autoaim_M01.asc" F 3 3) ani ("c_point_5" 11 "" 0.0 0.0 . "Hum_Point_Autoaim_M01.asc" F 4 4) ani ("c_point_6" 11 "" 0.0 0.0 . "Hum_Point_Autoaim_M01.asc" F 5 5) ani ("c_point_7" 11 "" 0.0 0.0 . "Hum_Point_Autoaim_M01.asc" F 6 6) ani ("c_point_8" 11 "" 0.0 0.0 . "Hum_Point_Autoaim_M01.asc" F 7 7) ani ("c_point_9" 11 "" 0.0 0.0 . "Hum_Point_Autoaim_M01.asc" F 8 8) aniComb ("t_point" 11 "t_point" 0.3 0.3 M. "c_point_" 9) // Quicklook Autoaiming // Seitenwinkel: +/- 60° Höhenwinkel: +/- 45° // ani ("c_qlook_1" 10 "" 0.0 0.0 . "Hum_Qlook_Autoaim_M01.asc" F 0 0) // ani ("c_qlook_2" 10 "" 0.0 0.0 . "Hum_Qlook_Autoaim_M01.asc" F 1 1) // ani ("c_qlook_3" 10 "" 0.0 0.0 . "Hum_Qlook_Autoaim_M01.asc" F 2 2) // ani ("c_qlook_4" 10 "" 0.0 0.0 . "Hum_Qlook_Autoaim_M01.asc" F 3 3) // ani ("c_qlook_5" 10 "" 0.0 0.0 . "Hum_Qlook_Autoaim_M01.asc" F 4 4) // ani ("c_qlook_6" 10 "" 0.0 0.0 . "Hum_Qlook_Autoaim_M01.asc" F 5 5) // ani ("c_qlook_7" 10 "" 0.0 0.0 . "Hum_Qlook_Autoaim_M01.asc" F 6 6) // ani ("c_qlook_8" 10 "" 0.0 0.0 . "Hum_Qlook_Autoaim_M01.asc" F 7 7) // ani ("c_qlook_9" 10 "" 0.0 0.0 . "Hum_Qlook_Autoaim_M01.asc" F 8 8) // aniComb ("t_qlook" 10 "t_qlook" 0.3 0.3 M. "c_qlook_" 9) // Erschreckt anblicken // WhirlAround CCW // ani ("t_surprise_CCW" 1 "s_surprise" 0.0 0.1 M. "Hum_WhirlAround_M01.asc" F 0 15) // WhirlAround CW // ani ("t_surprise_CW" 1 "s_surprise" 0.0 0.1 M. "Hum_WhirlAround_M01.asc" F 16 31) // ani ("c_looksurprised_1" 1 "" 0.0 0.0 .. "Hum_SurpriseLook_M01.asc" F 8 8) // ani ("c_looksurprised_2" 1 "" 0.0 0.0 .. "Hum_SurpriseLook_M01.asc" F 17 17) // ani ("c_looksurprised_3" 1 "" 0.0 0.0 .. "Hum_SurpriseLook_M01.asc" F 26 26) // ani ("c_looksurprised_4" 1 "" 0.0 0.0 .. "Hum_SurpriseLook_M01.asc" F 35 35) // ani ("c_looksurprised_5" 1 "" 0.0 0.0 .. "Hum_SurpriseLook_M01.asc" F 44 44) // ani ("c_looksurprised_6" 1 "" 0.0 0.0 .. "Hum_SurpriseLook_M01.asc" F 53 53) // ani ("c_looksurprised_7" 1 "" 0.0 0.0 .. "Hum_SurpriseLook_M01.asc" F 62 62) // ani ("c_looksurprised_8" 1 "" 0.0 0.0 .. "Hum_SurpriseLook_M01.asc" F 71 71) // ani ("c_looksurprised_9" 1 "" 0.0 0.0 .. "Hum_SurpriseLook_M01.asc" F 80 80) // aniComb ("s_surprise" 1 "s_surprise" 0.0 0.0 M. "c_looksurprised_" 9) //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // // Item-Handling // //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // --------------------------------------------------------------------------------------------------------------- // Item AUFHEBEN ani ("c_Stand_2_IGet_1" 1 "" 0.0 0.0 . "Hum_ItemGet_A03.asc" F 1 9) ani ("c_Stand_2_IGet_2" 1 "" 0.0 0.0 . "Hum_ItemGet_A03.asc" F 21 29) ani ("c_Stand_2_IGet_3" 1 "" 0.0 0.0 . "Hum_ItemGet_A03.asc" F 41 49) aniComb ("t_Stand_2_IGet" 1 "s_IGet" 0.1 0.0 M. "c_Stand_2_IGet_" 3) ani ("c_IGet_1" 1 "" 0.0 0.0 . "Hum_ItemGet_A03.asc" F 10 10) ani ("c_IGet_2" 1 "" 0.0 0.0 . "Hum_ItemGet_A03.asc" F 30 30) ani ("c_IGet_3" 1 "" 0.0 0.0 . "Hum_ItemGet_A03.asc" F 50 50) aniComb ("s_IGet" 1 "s_IGet" 0.0 0.0 M. "c_IGet_" 3) ani ("c_IGet_2_Stand_1" 1 "" 0.0 0.0 . "Hum_ItemGet_A03.asc" F 11 19) ani ("c_IGet_2_Stand_2" 1 "" 0.0 0.0 . "Hum_ItemGet_A03.asc" F 31 39) ani ("c_IGet_2_Stand_3" 1 "" 0.0 0.0 . "Hum_ItemGet_A03.asc" F 51 59) aniComb ("t_IGet_2_Stand" 1 "" 0.0 0.1 M. "c_IGet_2_Stand_" 3) // kann nicht mehr aufsammeln, Inventory voll ani ("t_CanNotTake" 1 "" 0.1 0.1 M. "Hum_CantTake_M01.ASC" F 0 30) // --------------------------------------------------------------------------------------------------------------- // Item ABLEGEN ani ("t_Stand_2_IDrop" 1 "s_IDrop" 0.1 0.0 M. "Hum_ItemDrop_A01.asc" F 1 6) ani ("s_IDrop" 1 "s_IDrop" 0.0 0.0 M. "Hum_ItemDrop_A01.asc" F 7 7) ani ("t_IDrop_2_Stand" 1 "" 0.0 0.1 M. "Hum_ItemDrop_A01.asc" F 8 14) // --------------------------------------------------------------------------------------------------------------- // Trade // 3: Item sichtbar, 9 Exchange, 15 Item verschwindet ani ("t_TradeItem" 1 "" 0.1 0.1 M. "Hum_TradeItem_M01.asc" F 1 17) //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // // KAMPF-MOVES // //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ////////////////////////// // WEAPON CHOOSE ////////////////////////// // FIST ani ("t_Run_2_Fist" 1 "s_Fist" 0.0 0.0 M. "Hum_FistDraw.asc" F 1 3) ani ("s_Fist" 1 "s_Fist" 0.0 0.0 M. "Hum_FistDraw.asc" F 4 4) ani ("t_Fist_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Hum_FistDraw.asc" F 5 7) { *eventTag (5 "DEF_FIGHTMODE" "FIST") } ani ("t_FistRun_2_Fist" 1 "s_Fist" 0.0 0.0 M. "Hum_FistDraw.asc" R 5 7) { *eventTag (5 "DEF_FIGHTMODE" "") } aniAlias ("t_Fist_2_Run" 1 "" 0.0 0.0 M. "t_Run_2_Fist" R) // Fist beim Rennen ziehen ani ("t_Move_2_FistMove" 2 "" 0.2 0.2 M. "Hum_FistDrawMove.asc" F 1 14) { *eventTag (5 "DEF_FIGHTMODE" "FIST") } ani ("t_FistMove_2_Move" 2 "" 0.2 0.2 M. "Hum_FistDrawMove.asc" R 1 14) { *eventTag (5 "DEF_FIGHTMODE" "") } // MAGIC ani ("t_Run_2_Mag" 1 "s_Mag" 0.0 0.0 M. "Hum_MagReady_M01.asc" F 0 4) ani ("s_Mag" 1 "s_Mag" 0.0 0.0 M. "Hum_MagReady_M01.asc" F 5 5) ani ("t_Mag_2_MagRun" 1 "s_MagRun" 0.0 0.0 M. "Hum_MagReady_M01.asc" F 6 12) { *eventTag (8 "DEF_FIGHTMODE" "MAG") } ani ("t_MagRun_2_Mag" 1 "s_Mag" 0.0 0.0 M. "Hum_MagReady_M01.asc" R 6 12) { *eventTag (8 "DEF_FIGHTMODE" "") } aniAlias ("t_Mag_2_Run" 1 "" 0.0 0.0 M. "t_Run_2_Mag" R) // Magie beim Rennen ziehen ani ("t_Move_2_MagMove" 2 "" 0.2 0.2 M. "Hum_MagDrawMove.asc" F 1 19) { *eventTag (14 "DEF_FIGHTMODE" "MAG") } ani ("t_MagMove_2_Move" 2 "" 0.2 0.2 M. "Hum_MagDrawMove.asc" R 1 19) { *eventTag (14 "DEF_FIGHTMODE" "") } // 1H - WEAPON ani ("t_Run_2_1h" 1 "s_1h" 0.0 0.0 M. "Hum_1hSDrawT0_A01.asc" F 1 2) ani ("s_1h" 1 "s_1h" 0.0 0.0 M. "Hum_1hSDrawT0_A01.asc" F 3 3) ani ("t_1h_2_1hRun" 1 "s_1hRun" 0.0 0.0 M. "Hum_1hSDrawT0_A01.asc" F 4 15) { *eventTag (4 "DEF_FIGHTMODE" "1H") *eventTag (4 "DEF_DRAWSOUND") } ani ("t_1hRun_2_1h" 1 "s_1h" 0.0 0.0 M. "Hum_1hSDrawT0_A01.asc" R 4 15) { *eventTag (4 "DEF_UNDRAWSOUND") *eventTag (4 "DEF_FIGHTMODE" "") } aniAlias ("t_1h_2_Run" 1 "" 0.0 0.1 M. "t_Run_2_1h" R) // Schwert beim Rennen ziehen ani ("t_Move_2_1hMove" 2 "" 0.2 0.2 M. "Hum_1hS_MoveReady_M01.asc" F 1 24) { *eventTag (6 "DEF_FIGHTMODE" "1H") *eventTag (6 "DEF_DRAWSOUND") } ani ("t_1hMove_2_Move" 2 "" 0.2 0.2 M. "Hum_1hS_MoveReady_M01.asc" R 1 24) { *eventTag (6 "DEF_UNDRAWSOUND") *eventTag (6 "DEF_FIGHTMODE" "") } // 2h - WEAPON READY ani ("t_Run_2_2h" 1 "s_2h" 0.0 0.0 M. "Hum_2hDrawT2.asc" F 1 4) ani ("s_2h" 1 "s_2h" 0.0 0.0 M. "Hum_2hDrawT2.asc" F 5 5) ani ("t_2h_2_2hRun" 1 "s_2hRun" 0.0 0.0 M. "Hum_2hDrawT2.asc" F 6 20) { *eventTag (6 "DEF_FIGHTMODE" "2h") *eventTag (6 "DEF_DRAWSOUND") } ani ("t_2hRun_2_2h" 1 "s_2h" 0.0 0.0 M. "Hum_2hDrawT2.asc" R 6 20) { *eventTag (6 "DEF_UNDRAWSOUND") *eventTag (6 "DEF_FIGHTMODE" "") } aniAlias ("t_2h_2_Run" 1 "s_Run" 0.0 0.1 M. "t_Run_2_2h" R) // Schwert beim Rennen ziehen ani ("t_Move_2_2hMove" 2 "" 0.2 0.2 M. "Hum_2hDrawMove.asc" F 1 24) { *eventTag (7 "DEF_FIGHTMODE" "2H") *eventTag (7 "DEF_DRAWSOUND") } ani ("t_2hMove_2_Move" 2 "" 0.2 0.2 M. "Hum_2hDrawMove.asc" R 1 24) { *eventTag (7 "DEF_UNDRAWSOUND") *eventTag (7 "DEF_FIGHTMODE" "") } // BOW ani ("t_Run_2_Bow" 1 "s_Bow" 0.0 0.0 M. "Hum_BowDraw.asc" F 1 5) ani ("s_Bow" 1 "s_Bow" 0.0 0.0 M. "Hum_BowDraw.asc" F 6 6) ani ("t_Bow_2_BowRun" 1 "s_BowRun" 0.0 0.0 M. "Hum_BowDraw.asc" F 7 19) { *eventTag (7 "DEF_FIGHTMODE" "BOW") *eventSFX (7 "Drawsound_Bow") *eventTag (9 "DEF_PLACE_MUNITION" "ZS_RIGHTHAND") } ani ("t_BowRun_2_Bow" 1 "s_Bow" 0.0 0.0 M. "Hum_BowDraw.asc" R 7 19) { *eventTag (7 "DEF_FIGHTMODE" "") *eventSFX (7 "Drawsound_Bow") *eventTag (19 "DEF_REMOVE_MUNITION") } aniAlias ("t_Bow_2_Run" 1 "" 0.0 0.1 M. "t_Run_2_Bow" R) // Bogen beim Rennen ziehen ani ("t_Move_2_BowMove" 2 "" 0.2 0.2 M. "Hum_BowDrawMove.asc" F 1 19) { *eventTag (7 "DEF_FIGHTMODE" "BOW") *eventSFX (7 "Drawsound_Bow") *eventTag (9 "DEF_PLACE_MUNITION" "ZS_RIGHTHAND") } ani ("t_BowMove_2_Move" 2 "" 0.2 0.2 M. "Hum_BowDrawMove.asc" R 1 19) { *eventTag (7 "DEF_FIGHTMODE" "") *eventSFX (7 "Drawsound_Bow") *eventTag (19 "DEF_REMOVE_MUNITION") } // CROSSBOW ani ("t_Run_2_CBow" 1 "s_CBow" 0.0 0.0 M. "Hum_CBowDraw.asc" F 1 4) ani ("s_CBow" 1 "s_CBow" 0.0 0.0 M. "Hum_CBowDraw.asc" F 5 5) ani ("t_CBow_2_CBowRun" 1 "s_CBowRun" 0.0 0.0 M. "Hum_CBowDraw.asc" F 6 39) { *eventTag (7 "DEF_FIGHTMODE" "CBOW") *eventMMStartAni (6 "S_SHOOT" "ZS_RIGHTHAND") *eventSFX (7 "Drawsound_Bow") *eventTag (6 "DEF_PLACE_MUNITION" "ZS_LEFTHAND") } ani ("t_CBowRun_2_CBow" 1 "s_CBow" 0.0 0.0 M. "Hum_CBowDraw.asc" R 6 39) { *eventTag (7 "DEF_FIGHTMODE" "") *eventSFX (7 "Drawsound_Bow") *eventTag (6 "DEF_REMOVE_MUNITION") } aniAlias ("t_CBow_2_Run" 1 "" 0.0 0.1 M. "t_Run_2_CBow" R) // Armbrust beim Rennen ziehen ani ("t_Move_2_CBowMove" 2 "" 0.2 0.2 M. "Hum_CBowDrawMove.asc" F 1 39) { *eventTag (7 "DEF_FIGHTMODE" "CBOW") *eventMMStartAni (6 "S_SHOOT" "ZS_RIGHTHAND") *eventSFX (7 "Drawsound_Bow") *eventTag (6 "DEF_PLACE_MUNITION" "ZS_LEFTHAND") } ani ("t_CBowMove_2_Move" 2 "" 0.2 0.2 M. "Hum_CBowDrawMove.asc" R 1 39) { *eventTag (7 "DEF_FIGHTMODE" "") *eventSFX (7 "Drawsound_Bow") *eventTag (6 "DEF_REMOVE_MUNITION") } // TRANSITIONS FIST aniBlend ("t_Fist_2_Bow" "s_Bow" 0.1 0.2) aniBlend ("t_Fist_2_Cbow" "s_CBow" 0.1 0.2) aniBlend ("t_Fist_2_Mag" "s_Mag" 0.1 0.2) // TRANSITIONS Magic aniBlend ("t_Mag_2_Bow" "s_Bow" 0.1 0.2) aniBlend ("t_Mag_2_CBow" "s_CBow" 0.1 0.2) aniBlend ("t_Mag_2_Fist" "s_Fist" 0.1 0.2) aniBlend ("t_Mag_2_1h" "s_1h" 0.1 0.2) aniBlend ("t_Mag_2_2h" "t_2h_2_2hRun" 0.1 0.2) // TRANSITIONS 1H aniBlend ("t_1h_2_Bow" "s_Bow" 0.1 0.2) aniBlend ("t_1h_2_Cbow" "s_CBow" 0.1 0.2) aniBlend ("t_1h_2_Mag" "s_Mag" 0.1 0.2) // TRANSITIONS 2H - Sword aniBlend ("t_2h_2_Bow" "s_Bow" 0.1 0.2) aniBlend ("t_2h_2_Cbow" "s_CBow" 0.1 0.2) aniBlend ("t_2h_2_Mag" "s_Mag" 0.1 0.2) // TRANSITIONS Bow aniBlend ("t_Bow_2_Mag" "s_Mag" 0.1 0.2) aniBlend ("t_Bow_2_Fist" "s_Fist" 0.1 0.2) aniBlend ("t_Bow_2_1h" "s_1h" 0.1 0.2) aniBlend ("t_Bow_2_2h" "s_2h" 0.1 0.2) // TRANSITIONS Crossbow aniBlend ("t_Cbow_2_Mag" "s_Mag" 0.1 0.2) aniBlend ("t_Cbow_2_Fist" "s_Fist" 0.1 0.2) aniBlend ("t_Cbow_2_1h" "s_1h" 0.1 0.2) aniBlend ("t_Cbow_2_2h" "s_2h" 0.1 0.2) ////////////////////////// // FIST MOVEMENT ////////////////////////// // Fist-RUN ani ("s_FistRun" 1 "s_FistRun" 0.0 0.1 MI "Hum_Amb_FistRun_M01.asc" F 1 50 FPS:10) ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Hum_FistRun.asc" F 1 11) ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Hum_FistRun.asc" F 12 31) { *eventSFXGrnd (12 "Run") *eventSFXGrnd (22 "Run") } ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Hum_FistRun.asc" F 32 38) { *eventSFXGrnd (32 "Run") *eventSFXGrnd (37 "Run") } aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.3 0.3) // Fist-Run Backwards Movement aniAlias ("t_FistJumpB" 1 "s_FistRun" 0.1 0.0 M. "t_JumpB" F) // Fist-WALK aniAlias ("s_FistWalk" 1 "s_FistWalk" 0.0 0.1 MI "s_FistRun" F) ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Hum_FistWalk.asc" F 1 9) ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.1 M. "Hum_FistWalk.asc" F 10 32) { *eventSFXGrnd (13 "Run") *eventSFXGrnd (23 "Run") } ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.1 0.0 M. "Hum_FistWalk.asc" F 33 39) { *eventSFXGrnd (35 "Run") *eventSFXGrnd (39 "Run") } aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.2 0.2) // Fist-Walk Backwards Movement aniAlias ("t_FistWalk_2_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" R) aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistWalkL" R) aniAlias ("t_FistWalkBL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "t_FistWalk_2_FistWalkL" R) aniBlend ("t_FistWalkBR_2_FistWalk" "s_FistWalk" 0.2 0.2) // Fist-SNEAK aniAlias ("s_FistSneak" 1 "s_FistSneak" 0.2 0.1 MI "s_Sneak" F) aniAlias ("t_FistSneak_2_FistSneakL" 1 "s_FistSneakL" 0.0 0.0 M. "t_Sneak_2_SneakL" F) aniAlias ("s_FistSneakL" 1 "s_FistSneakL" 0.0 0.0 M. "s_SneakL" F) aniAlias ("t_FistSneakL_2_FistSneak" 1 "s_FistSneak" 0.0 0.0 M. "t_SneakL_2_Sneak" F) aniBlend ("t_FistSneakR_2_FistSneak" "s_FistSneak" 0.2 0.2) // Fist-Sneak Backwards Movement aniBlend ("t_FistSneak_2_FistSneakBL" "s_FistSneakBL" 0.2 0.2) aniAlias ("s_FistSneakBL" 1 "s_FistSneakBL" 0.0 0.0 M. "s_SneakL" R) aniBlend ("t_FistSneakBL_2_FistSneak" "s_FistSneak" 0.2 0.2) aniBlend ("t_FistSneakBR_2_FistSneak" "s_FistSneak" 0.2 0.2) ///////////////////// // FIST TURNING ///////////////////// aniAlias ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.4 0.2 M. "t_RunTurnL" F) aniAlias ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.4 0.2 M. "t_RunTurnR" F) aniAlias ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.4 0.2 M. "t_RunTurnL" F) aniAlias ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.4 0.2 M. "t_RunTurnL" F) aniAlias ("t_FistSneakTurnL" 20 "t_FistSneakTurnL" 0.2 0.2 M. "t_SneakTurnL" F) aniAlias ("t_FistSneakTurnR" 20 "t_FistSneakTurnR" 0.2 0.2 M. "t_SneakTurnR" F) ///////////////////// // FIST STRAFING ///////////////////// ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.1 0.1 M. "Hum_FistStrafeL_M01.asc" F 0 18) { *eventSFXGrnd (0 "Run") *eventSFXGrnd (9 "Run") } ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.1 0.1 M. "Hum_FistStrafeR_M01.asc" F 0 18) { *eventSFXGrnd (0 "Run") *eventSFXGrnd (9 "Run") } aniAlias ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.1 0.1 M. "t_FistRunStrafeL" F) aniAlias ("t_FistWalkStrafeR" 1 "t_FistWalkStrafeR" 0.1 0.1 M. "t_FistRunStrafeR" F) aniAlias ("t_FistSneakStrafeL" 1 "t_FistSneakStrafeL" 0.1 0.1 M. "t_SneakStrafeL" F) aniAlias ("t_FistSneakStrafeR" 1 "t_FistSneakStrafeR" 0.1 0.1 M. "t_SneakStrafeL" R) ///////////////////// // FIST TRANSITIONS ///////////////////// // Movement-Modes aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk" 0.1 0.1) aniBlend ("t_FistWalk_2_FistRun" "s_FistRun" 0.1 0.1) aniBlend ("t_FistRun_2_FistSneak" "s_FistSneak" 0.2 0.2) aniBlend ("t_FistSneak_2_FistRun" "s_FistRun" 0.2 0.2) aniBlend ("t_FistWalk_2_FistSneak" "s_FistSneak" 0.2 0.2) aniBlend ("t_FistSneak_2_FistWalk" "s_FistWalk" 0.2 0.2) aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.2 0.2) aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.2 0.2) aniBlend ("t_FistSneakL_2_FistRunL" "s_FistRunL" 0.2 0.2) aniBlend ("t_FistRunL_2_FistSneakL" "s_FistSneakL" 0.2 0.2) // aus dem Rennen direkt Springen aniAlias ("t_FistRunL_2_Jump" 1 "s_Jump" 0.1 0.1 MF "t_RunL_2_Jump" F) aniAlias ("t_FistRunR_2_Jump" 1 "s_Jump" 0.1 0.1 MF "t_RunL_2_Jump" F) // nach dem Sprung direkt weiterrennen, wenn CursorUp weiterhin gedrückt aniBlend ("t_Jump_2_FistRunL" "s_FistRunL" 0.2 0.2) ///////////////////// // FIST FIGHTING ///////////////////// // Attack-Combo ani ("s_FistAttack" 1 "s_FistAttack" 0.0 0.2 M. "Hum_FistAttack_A01.asc" F 1 29) { *eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND") *eventTag (0 "DEF_OPT_FRAME" "9 24") *eventTag (0 "DEF_HIT_END" "15 29") *eventTag (0 "DEF_WINDOW" "9 15 24 29") *eventSFX (8 "WHOOSH" EMPTY_SLOT ) *eventSFX (19 "BACK" EMPTY_SLOT ) } // während des Laufens zuschlagen ani ("t_FistAttackMove" 2 "" 0.2 0.2 M. "Hum_FistAttackMove.asc" F 1 29) { *eventTag (0 "DEF_HIT_LIMB" "BIP01 R FOOT") *eventTag (0 "DEF_OPT_FRAME" "19") *eventSFX (8 "WHOOSH" EMPTY_SLOT ) } // Parade ani ("t_FistParade_0" 1 "" 0.0 0.0 M. "Hum_FistParadeO.asc" F 1 12) { *eventTag (0 "DEF_WINDOW" "1 10") } // JumpBack ani ("t_FistParadeJumpB" 1 "" 0.0 0.0 M. "Hum_FistParadeU.asc" F 1 12) { *eventTag (0 "DEF_WINDOW" "1 10") } ///////////////////////// // MAGIC MOVEMENT ////////////////////////// // Mag-RUN ani ("s_MagRun" 1 "s_MagRun" 0.1 0.1 MI "Hum_Amb_MagRun_M01.asc" F 1 50 FPS:10) ani ("t_MagRun_2_MagRunL" 1 "s_MagRunL" 0.0 0.0 M. "Hum_MagRun_A01.asc" F 1 11) // Mag-Run-Loop ani ("s_MagRunL" 1 "s_MagRunL" 0.0 0.0 M. "Hum_MagRun_A01.asc" F 12 31) ani ("t_MagRunL_2_MagRun" 1 "s_MagRun" 0.0 0.1 M. "Hum_MagRun_A01.asc" F 33 38) aniBlend ("t_MagRunR_2_MagRun" "s_MagRun" 0.3 0.3) // Mag-Run Backwards Movement ani ("t_MagJumpB" 1 "s_MagRun" 0.0 0.2 M. "Hum_MagJumpB_A01.asc" F 1 14) { *eventSFXGrnd (6 "Run") *eventSFXGrnd (9 "Run") } // Mag-WALK aniAlias ("s_MagWalk" 1 "s_MagWalk" 0.1 0.1 MI "s_MagRun" F) ani ("t_MagWalk_2_MagWalkL" 1 "s_MagWalkL" 0.0 0.0 M. "Hum_MagWalkLoop_A01.asc" F 1 9) // Mag-Walk-Loop ani ("s_MagWalkL" 1 "s_MagWalkL" 0.0 0.0 M. "Hum_MagWalkLoop_A01.asc" F 10 33) ani ("t_MagWalkL_2_MagWalk" 1 "s_MagWalk" 0.0 0.0 M. "Hum_MagWalkLoop_A01.asc" F 34 39) aniBlend ("t_MagWalkR_2_MagWalk" "s_MagWalk" 0.2 0.2) // Mag-Walk Backwards Movement aniBlend ("t_MagWalk_2_MagWalkBL" "s_MagWalkBL" 0.2 0.2) // Mag-Walk-Loop backwards aniAlias ("s_MagWalkBL" 1 "s_MagWalkBL" 0.0 0.0 M. "s_MagWalkL" R) aniBlend ("t_MagWalkBL_2_MagWalk" "s_MagWalk" 0.2 0.2) aniBlend ("t_MagWalkBR_2_MagWalk" "s_MagWalk" 0.2 0.2) // Mag-SNEAK aniAlias ("s_MagSneak" 1 "s_MagSneak" 0.3 0.3 MI "s_Sneak" F) aniAlias ("t_MagSneak_2_MagSneakL" 1 "s_MagSneakL" 0.0 0.0 M. "t_Sneak_2_SneakL" F) // Mag-Sneak-Loop aniAlias ("s_MagSneakL" 1 "s_MagSneakL" 0.0 0.0 M. "s_SneakL" F) aniBlend ("t_MagSneakL_2_MagSneak" "s_MagSneak" 0.2 0.2) aniBlend ("t_MagSneakR_2_MagSneak" "s_MagSneak" 0.2 0.2) // Mag-Sneak Backwards Movement aniBlend ("t_MagSneak_2_MagSneakBL" "s_MagSneakBL" 0.2 0.2) // Mag-Sneak-Loop backwards aniAlias ("s_MagSneakBL" 1 "s_MagSneakBL" 0.0 0.0 M. "s_SneakL" R) aniBlend ("t_MagSneakBL_2_MagSneak" "s_MagSneak" 0.2 0.2) aniBlend ("t_MagSneakBR_2_MagSneak" "s_MagSneak" 0.2 0.2) ///////////////////// // MAGIC TURNING ///////////////////// ani ("t_MagRunTurnL" 20 "t_MagRunTurnL" 0.1 0.1 M. "Hum_MagTurnL_A01.asc" F 0 24) { *eventSFXGrnd (6 "Turn") *eventSFXGrnd (12 "Turn") *eventSFXGrnd (18 "Turn") *eventSFXGrnd (24 "Turn") } ani ("t_MagRunTurnR" 20 "t_MagRunTurnR" 0.1 0.1 M. "Hum_MagTurnR_A01.asc" R 0 24) { *eventSFXGrnd (6 "Turn") *eventSFXGrnd (12 "Turn") *eventSFXGrnd (18 "Turn") *eventSFXGrnd (24 "Turn") } aniAlias ("t_MagWalkTurnL" 20 "t_MagWalkTurnL" 0.5 0.5 M. "t_MagRunTurnL" F) aniAlias ("t_MagWalkTurnR" 20 "t_MagWalkTurnR" 0.5 0.5 M. "t_MagRunTurnR" F) aniAlias ("t_MagSneakTurnL" 20 "t_MagSneakTurnL" 0.2 0.2 M. "t_SneakTurnL" F) aniAlias ("t_MagSneakTurnR" 20 "t_MagSneakTurnR" 0.2 0.2 M. "t_SneakTurnR" F) ///////////////////// // MAGIC STRAFING ///////////////////// ani ("t_MagRunStrafeL" 1 "t_MagRunStrafeL" 0.1 0.1 M. "Hum_MagStrafeL_A01.asc" F 1 18) ani ("t_MagRunStrafeR" 1 "t_MagRunStrafeR" 0.1 0.1 M. "Hum_MagStrafeR_A01.asc" F 1 18) aniAlias ("t_MagWalkStrafeL" 1 "t_MagWalkStrafeL" 0.1 0.1 M. "t_MagRunStrafeL" F) aniAlias ("t_MagWalkStrafeR" 1 "t_MagWalkStrafeR" 0.1 0.1 M. "t_MagRunStrafeR" F) aniAlias ("t_MagSneakStrafeL" 1 "t_MagSneakStrafeL" 0.1 0.1 M. "t_SneakStrafeL" F) aniAlias ("t_MagSneakStrafeR" 1 "t_MagSneakStrafeR" 0.1 0.1 M. "t_SneakStrafeL" R) ////////////////////// // MAGIC TRANSITIONS ////////////////////// // Movement-Modes aniBlend ("t_MagRun_2_MagWalk" "s_MagWalk" 0.1 0.1) aniBlend ("t_MagWalk_2_MagRun" "s_MagRun" 0.1 0.1) aniBlend ("t_MagRun_2_MagSneak" "s_MagSneak" 0.2 0.2) aniBlend ("t_MagSneak_2_MagRun" "s_MagRun" 0.2 0.2) aniBlend ("t_MagRunL_2_MagWalkL" "s_MagWalkL" 0.2 0.2) aniBlend ("t_MagWalkL_2_MagRunL" "s_MagRunL" 0.2 0.2) aniBlend ("t_MagSneakL_2_MagRunL" "s_MagRunL" 0.2 0.2) aniBlend ("t_MagRunL_2_MagSneakL" "s_MagSneakL" 0.2 0.2) // Stand // aus dem Rennen direkt Springen aniAlias ("t_MagRunL_2_Jump" 1 "s_Jump" 0.1 0.1 MF "t_RunL_2_Jump" F) aniAlias ("t_MagRunR_2_Jump" 1 "s_Jump" 0.1 0.1 MF "t_RunL_2_Jump" F) // nach dem Sprung direkt weiterrennen, wenn CursorUp weiterhin gedrückt aniBlend ("t_Jump_2_MagRunL" "s_MagRunL" 0.2 0.1) ///////////////////// // MAGIC FIGHTING (Sofort, Aufrechterhaltung & Überwindung identisch) ///////////////////// // *** ??? *** wie werden Magie-Anis den Spells zugeordnet??? // Vergeblicher Cast-Versuch wenn zuwenig Mana oder kein Ziel (z.B. bei Transform) ani ("t_CastFail" 1 "" 0.1 0.1 M. "Hum_SpellFail_A01.asc" F 1 34) // Firebolt (Magic Missile), Thunderbolt,... aniAlias ("t_MagRun_2_FBTShoot" 1 "s_FBTShoot" 0.1 0.0 M. "t_FiBCast_2_FiBShoot" F) aniAlias ("s_FBTShoot" 1 "s_FBTShoot" 0.0 0.0 M. "s_FiBShoot" F) aniAlias ("t_FBTShoot_2_Stand" 1 "" 0.0 0.1 M. "t_FiBShoot_2_Stand" F) // Fireball, Thunderball, ani ("t_MagRun_2_FiBCast" 1 "s_FiBCast" 0.1 0.0 M. "Hum_MagFireball_A03.asc" F 1 4) ani ("s_FiBCast" 1 "s_FiBCast" 0.0 0.0 M. "Hum_MagFireball_A03.asc" F 5 55 FPS:10) aniBlend ("t_FibCast_2_Stand" "" 0.1 0.2) ani ("t_FiBCast_2_FiBShoot" 1 "s_FiBShoot" 0.0 0.0 M. "Hum_MagFireball_A03.asc" F 56 63) ani ("s_FiBShoot" 1 "s_FiBShoot" 0.0 0.0 M. "Hum_MagFireball_A03.asc" F 64 64) ani ("t_FiBShoot_2_Stand" 1 "" 0.0 0.1 M. "Hum_MagFireball_A03.asc" F 65 80 FPS:10) // Windfist, Stormfist ani ("t_MagRun_2_WndCast" 1 "s_WndCast" 0.1 0.0 M. "Hum_MagCastWin_M02.asc" F 1 4) ani ("s_WndCast" 1 "s_WndCast" 0.0 0.0 M. "Hum_MagCastWin_M02.asc" F 5 34) aniBlend ("t_WndCast_2_Stand" "" 0.2 0.2) ani ("t_WndCast_2_WndShoot" 1 "s_WndShoot" 0.0 0.0 M. "Hum_MagCastWin_M02.asc" F 35 44) ani ("s_WndShoot" 1 "s_WndShoot" 0.0 0.0 M. "Hum_MagCastWin_M02.asc" F 45 45) ani ("t_WndShoot_2_Stand" 1 "" 0.0 0.1 M. "Hum_MagCastWin_M02.asc" F 46 50) // Heal, Teleport, ani ("t_MagRun_2_HeaShoot" 1 "s_HeaShoot" 0.1 0.0 M. "Hum_MagCastHeal_M01.asc" F 1 37 FPS:10) ani ("s_HeaShoot" 1 "s_HeaShoot" 0.0 0.1 M. "Hum_MagCastHeal_M01.asc" F 37 300 FPS:10) ani ("t_HeaShoot_2_Stand" 1 "" 0.0 0.1 M. "Hum_MagCastHeal_M01.asc" F 300 339 FPS:10) // Pyrokinesis ani ("t_MagRun_2_PyrShoot" 1 "s_PyrShoot" 0.1 0.0 M. "Hum_MagPyro_A01.asc" F 1 21) ani ("s_PyrShoot" 1 "s_PyrShoot" 0.0 0.0 M. "Hum_MagPyro_A01.asc" F 22 32) ani ("t_PyrShoot_2_Stand" 1 "" 0.0 0.1 M. "Hum_MagPyro_A01.asc" F 33 39) // Fear, Massdeath, Fire-Rain, Ice-Wave ani ("t_MagRun_2_FeaShoot" 1 "s_FeaShoot" 0.1 0.0 M. "Hum_MagEQuake_A03.asc" F 1 39) ani ("s_FeaShoot" 1 "s_FeaShoot" 0.0 0.0 M. "Hum_MagEQuake_A03.asc" F 40 59) ani ("t_FeaShoot_2_Stand" 1 "" 0.1 0.1 M. "Hum_MagEQuake_A03.asc" F 60 74) // Transform ani ("t_MagRun_2_TrfShoot" 1 "s_TrfShoot" 0.1 0.0 M. "Hum_MagTransform_A01.asc" F 1 39) ani ("s_TrfShoot" 1 "s_TrfShoot" 0.0 0.0 M. "Hum_MagTransform_A01.asc" F 40 75) ani ("t_TrfShoot_2_Stand" 1 "" 0.0 0.1 M. "Hum_MagTransform2Stand_M02.asc" F 0 80 FPS:10) // Summon Demon/Skeleton/... ani ("t_MagRun_2_SumShoot" 1 "s_SumShoot" 0.1 0.0 M. "Hum_MagSummon_A01.asc" F 1 29) ani ("s_SumShoot" 1 "s_SumShoot" 0.0 0.0 M. "Hum_MagSummon_A01.asc" F 30 54) ani ("t_SumShoot_2_Stand" 1 "" 0.0 0.1 M. "Hum_MagSummon_A01.asc" F 55 99 FPS:10) // Massdeath by KaiRo ani ("t_MagRun_2_MsdShoot" 1 "s_MsdShoot" 0.1 0.0 M. "Hum_TrainSpell3_A01.asc" F 1 91) ani ("s_MsdShoot" 1 "s_MsdShoot" 0.0 0.0 M. "Hum_TrainSpell3_A01.asc" F 92 95) ani ("t_MsdShoot_2_Stand" 1 "" 0.0 0.1 M. "Hum_TrainSpell3_A01.asc" F 96 150) // ThunderStorm by KaiRo ani ("t_MagRun_2_StmShoot" 1 "s_StmShoot" 0.1 0.0 M. "Hum_TrainSpell3_A01.asc" F 1 91) ani ("s_StmShoot" 1 "s_StmShoot" 0.0 0.0 M. "Hum_TrainSpell3_A01.asc" F 92 95) ani ("t_StmShoot_2_Stand" 1 "" 0.0 0.1 M. "Hum_TrainSpell3_A01.asc" F 96 150) // IceCube ani ("t_MagRun_2_FrzShoot" 1 "s_FrzShoot" 0.1 0.0 M. "Hum_MagPetrify_M01.asc" F 1 26) ani ("s_FrzShoot" 1 "s_FrzShoot" 0.0 0.0 M. "Hum_MagPetrify_M01.asc" F 27 101 FPS:10) ani ("t_FrzShoot_2_Stand" 1 "" 0.0 0.1 M. "Hum_MagPetrify_M01.asc" F 102 124) // Light, Charm, Sleep, Berzerk,... ani ("t_MagRun_2_SleShoot" 1 "s_SleShoot" 0.1 0.0 M. "Hum_MagLight_M01.asc" F 1 39 FPS:10) ani ("s_SleShoot" 1 "s_SleShoot" 0.0 0.0 M. "Hum_MagLight_M01.asc" F 40 40) ani ("t_SleShoot_2_Stand" 1 "" 0.0 0.1 M. "Hum_MagLight_M01.asc" F 41 59) // Whirlwind ani ("t_MagRun_2_WhiShoot" 1 "s_WhiShoot" 0.1 0.0 M. "Hum_Whirlwind_K01.asc" F 1 119) ani ("s_WhiShoot" 1 "s_WhiShoot" 0.0 0.0 M. "Hum_Whirlwind_K01.asc" F 119 119) ani ("t_WhiShoot_2_Stand" 1 "" 0.1 0.1 M. "Hum_Whirlwind_K01.asc" F 119 120) // SuckEnergy ani ("t_MagRun_2_SckShoot" 1 "s_SckShoot" 0.1 0.0 M. "Hum_SuckEnergy_Cast_K01.asc" F 1 119) ani ("s_SckShoot" 1 "s_SckShoot" 0.0 0.0 M. "Hum_SuckEnergy_Cast_K01.asc" F 119 119) ani ("t_SckShoot_2_Stand" 1 "" 0.1 0.1 M. "Hum_SuckEnergy_Cast_K01.asc" F 119 120) /////////////////////// // MAGIC VICTIMS /////////////////////// // Feuerschaden allgemein, z.B. Fireball, Pyrokinesis, ... ani ("s_Fire_Victim" 1 "s_Fire_Victim" 0.0 0.0 M. "Hum_Fireball_Victim_A01.asc" F 1 49) // Chainlightning, Thunderbolt, Thunderball, Pyrokinesis ani ("t_Stand_2_Lightning_Victim" 1 "s_Lightning_Victim" 0.3 0.3 M. "Hum_Shocked_M01.asc" F 10 12) ani ("s_Lightning_Victim" 1 "s_Lightning_Victim" 0.0 0.0 M. "Hum_Shocked_M01.asc" F 13 69) // IceCube, IceWave ani ("t_Stand_2_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "Hum_Stumble_M01.asc" F 1 3) ani ("s_Freeze_Victim" 1 "s_Freeze_Victim" 0.0 0.0 M. "Hum_Stumble_M01.asc" F 4 4) // Whirlwind ani ("t_Stand_2_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.0 0.0 M. "Hum_Whirlwind_Victim_K01.asc" F 1 19) ani ("s_Whirlwind_Victim" 1 "s_Whirlwind_Victim" 0.0 0.0 M. "Hum_Whirlwind_Victim_K01.asc" F 20 64 FPS:35) ani ("t_Whirlwind_Victim_2_Stand" 1 "" 0.0 0.2 M. "Hum_Whirlwind_Victim_K01.ASC" F 65 80) // SuckEnergy ani ("t_Stand_2_SuckEnergy_Victim" 1 "s_SuckEnergy_Victim" 0.0 0.0 M. "Hum_SuckEnergy_Victim_K01.asc" F 1 2) ani ("s_SuckEnergy_Victim" 1 "t_SuckEnergy_Victim_2_Stand" 0.0 0.0 M. "Hum_SuckEnergy_Victim_K01.asc" F 2 247 FPS:25) { *eventPFX (25 1 "MFX_SUCKENERGY_ANI" "Bip01 Spine2" ATTACH) //*eventPFX (50 2 "MFX_SUCKENERGY_ANI" "Bip01 Spine2" ATTACH) *eventPFX (75 3 "MFX_SUCKENERGY_ANI" "Bip01 Spine2" ATTACH) //*eventPFX (100 4 "MFX_SUCKENERGY_ANI" "Bip01 Spine2" ATTACH) *eventPFX (125 5 "MFX_SUCKENERGY_ANI" "Bip01 Spine2" ATTACH) //*eventPFX (150 6 "MFX_SUCKENERGY_ANI" "Bip01 Spine2" ATTACH) *eventPFX (175 7 "MFX_SUCKENERGY_ANI" "Bip01 Spine2" ATTACH) //*eventPFX (200 8 "MFX_SUCKENERGY_ANI" "Bip01 Spine2" ATTACH) } ani ("t_SuckEnergy_Victim_2_Stand" 1 "" 0.0 0.2 M. "Hum_SuckEnergy_Victim_K01.ASC" F 248 250 FPS:1) // Inflate ani ("t_Stand_2_Inflate_Victim" 1 "s_Inflate_Victim" 0.0 0.0 M. "Hum_Inflate_Victim_K01.asc" F 1 1) ani ("s_Inflate_Victim" 1 "s_Inflate_Victim" 0.0 0.0 M. "Hum_Inflate_Victim_K01.asc" F 2 199) { *eventPFX (10 1 "MFX_INFLATE_FOUNTAIN_0" "BIP01 Spine2" ATTACH) *eventPFX (28 2 "MFX_INFLATE_FOUNTAIN_15" "BIP01 Spine1" ATTACH) *eventPFX (45 3 "MFX_INFLATE_FOUNTAIN_90" "BIP01 Spine2" ATTACH) *eventPFX (55 3 "MFX_INFLATE_FOUNTAIN_250" "BIP01 Spine1" ATTACH) *eventPFX (75 4 "MFX_INFLATE_FOUNTAIN_180" "BIP01 Pelvis" ATTACH) *eventPFX (83 5 "MFX_INFLATE_FOUNTAIN_340" "BIP01 Neck" ATTACH) *eventPFX (90 5 "MFX_INFLATE_FOUNTAIN_250" "BIP01 Spine2" ATTACH) } ani ("t_Inflate_Victim_2_Stand" 1 "" 0.0 0.2 M. "Hum_Inflate_Victim_K01.ASC" F 200 200) // Swarm ani ("t_Stand_2_Swarm_Victim" 1 "s_Swarm_Victim" 0.0 0.0 M. "Hum_Swarm_Victim_K01.ASC" F 1 1) ani ("s_Swarm_Victim" 1 "s_Swarm_Victim" 0.0 0.0 M. "Hum_Swarm_Victim_K01.ASC" F 2 199 FPS:35) { *eventSFX (2 "MFX_SWARM_TARGET" EMPTY_SLOT) *eventPFX (2 1 "MFX_SWARM_TARGET1" "BIP01 Spine2" ATTACH) *eventPFX (3 1 "MFX_SWARM_TARGET2" "BIP01 Spine1" ATTACH) *eventPFX (4 1 "MFX_SWARM_TARGET3" "BIP01 L Hand" ATTACH) } ani ("t_Swarm_Victim_2_Stand" 1 "" 0.0 0.2 M. "Hum_Swarm_Victim_K01.ASC" F 200 200) // Greententacle //variation A ani ("t_Stand_2_GreententacleA_Victim" 1 "s_GreententacleA_Victim" 0.0 0.0 M. "Hum_Inflate_Victim_K01.asc" F 1 10) ani ("s_GreententacleA_Victim" 1 "s_GreententacleA_Victim" 0.0 0.0 M. "Hum_Inflate_Victim_K01.asc" F 11 199) ani ("t_GreententacleA_Victim_2_Stand" 1 "" 0.0 0.2 M. "Hum_Inflate_Victim_K01.ASC" F 200 200) //variation B ani ("t_Stand_2_GreententacleB_Victim" 1 "s_GreententacleB_Victim" 0.0 0.0 M. "Hum_Inflate_Victim_K01.asc" F 1 10) ani ("s_GreententacleB_Victim" 1 "s_GreententacleB_Victim" 0.0 0.0 M. "Hum_Inflate_Victim_K01.asc" F 11 199 FPS:15) ani ("t_GreententacleB_Victim_2_Stand" 1 "" 0.0 0.2 M. "Hum_Inflate_Victim_K01.ASC" F 200 200) //variation C ani ("t_Stand_2_GreententacleC_Victim" 1 "s_GreententacleC_Victim" 0.0 0.0 M. "Hum_Inflate_Victim_K01.asc" F 1 10) ani ("s_GreententacleC_Victim" 1 "s_GreententacleC_Victim" 0.0 0.0 M. "Hum_Inflate_Victim_K01.asc" F 11 199 FPS:35) ani ("t_GreententacleC_Victim_2_Stand" 1 "" 0.0 0.2 M. "Hum_Inflate_Victim_K01.ASC" F 200 200) // Fear Victim Var 1 ani ("t_Stand_2_Fear_Victim1" 1 "s_Fear_Victim1" 0.0 0.0 M. "Hum_Victim_Fear.asc" F 1 3 ) ani ("s_Fear_Victim1" 1 "t_Fear_Victim_2_Stand" 0.0 0.0 M. "Hum_Victim_Fear.asc" F 4 90 ) { *eventPFX (5 1 "MFX_FEAR_GHOST" "ZS_Righthand" ATTACH) *eventPFX (6 2 "MFX_FEAR_GHOST" "ZS_Lefthand" ATTACH) *eventPFX (7 3 "MFX_FEAR_GHOSTTRAIL" "ZS_Righthand" ATTACH) *eventPFX (8 4 "MFX_FEAR_GHOSTTRAIL" "ZS_Lefthand" ATTACH) *eventSFX (79 "MFX_FEAR_GHOSTEND" EMPTY_SLOT ) *eventPFX (80 5 "MFX_FEAR_GHOSTEND" "BIP01" ) } // Fear Victim Var 2 ani ("t_Stand_2_Fear_Victim2" 1 "s_Fear_Victim2" 0.0 0.0 M. "Hum_Victim_Fear.asc" F 1 3 FPS:19) ani ("s_Fear_Victim2" 1 "t_Fear_Victim_2_Stand" 0.0 0.0 M. "Hum_Victim_Fear.asc" F 4 90 FPS:19) { *eventPFX (5 1 "MFX_FEAR_GHOST" "ZS_Righthand" ATTACH) *eventPFX (6 2 "MFX_FEAR_GHOST" "ZS_Lefthand" ATTACH) *eventPFX (7 3 "MFX_FEAR_GHOSTTRAIL" "ZS_Righthand" ATTACH) *eventPFX (8 4 "MFX_FEAR_GHOSTTRAIL" "ZS_Lefthand" ATTACH) *eventPFX (79 5 "MFX_FEAR_GHOSTEND" "BIP01" ) *eventSFX (80 "MFX_FEAR_GHOSTEND" EMPTY_SLOT ) } // Fear Victim Var 3 ani ("t_Stand_2_Fear_Victim3" 1 "s_Fear_Victim3" 0.0 0.0 M. "Hum_Victim_Fear.asc" F 1 3 FPS:15) ani ("s_Fear_Victim3" 1 "t_Fear_Victim_2_Stand" 0.0 0.0 M. "Hum_Victim_Fear.asc" F 4 90 FPS:15) { *eventPFX (5 1 "MFX_FEAR_GHOST" "ZS_Righthand" ATTACH) *eventPFX (6 2 "MFX_FEAR_GHOST" "ZS_Lefthand" ATTACH) *eventPFX (7 3 "MFX_FEAR_GHOSTTRAIL" "ZS_Righthand" ATTACH) *eventPFX (8 4 "MFX_FEAR_GHOSTTRAIL" "ZS_Lefthand" ATTACH) *eventSFX (79 "MFX_FEAR_GHOSTEND" EMPTY_SLOT ) *eventPFX (80 5 "MFX_FEAR_GHOSTEND" "BIP01" ) } // Fear Victim 2 Stand ani ("t_Fear_Victim_2_Stand" 1 "" 0.0 0.0 M. "Hum_Victim_Fear.asc" F 91 125 ) // Sleep Victim ani ("t_Stand_2_Victim_Sle" 1 "s_Victim_Sle" 0.1 0.0 M. "Hum_Spell_Sleep_Jue00_fr175.ASC" F 1 174 FPS:10) { *eventPFX (2 1 "MFX_SLEEP_TARGET" "Bip01" ) } ani ("s_Victim_Sle" 1 "s_Victim_Sle" 0.1 0.1 M. "Hum_Spell_Sleep_Ambient_Jue00_fr50.ASC" F 0 49 FPS:10) ani ("t_Victim_Sle_2_Stand" 1 "" 0.0 0.2 M. "Hum_Spell_Sleep_StandUpJue00.ASC" F 1 119 FPS:10) /////////////////////// // 1H MOVEMENT /////////////////////// // 1h-RUN ani ("s_1hRun" 1 "s_1hRun" 0.1 0.1 MI "Hum_Amb_1hRunT0_A01.asc" F 1 50 FPS:10) ani ("t_1hRun_2_1hRunL" 1 "s_1hRunL" 0.1 0.0 M. "Hum_1hRunT0_A01.asc" F 1 11) // 1h-Run-Loop ani ("s_1hRunL" 1 "s_1hRunL" 0.0 0.0 M. "Hum_1hRunT0_A01.asc" F 12 31) { *eventSFXGrnd (12 "Run") *eventSFXGrnd (22 "Run") } ani ("t_1hRunL_2_1hRun" 1 "s_1hRun" 0.0 0.0 M. "Hum_1hRunT0_A01.asc" F 32 38) { *eventSFXGrnd (32 "Run") *eventSFXGrnd (37 "Run") } aniBlend ("t_1hRunR_2_1hRun" "s_1hRun" 0.2 0.2) // 1h-Run Backwards Movement ani ("t_1hJumpB" 1 "s_1hRun" 0.2 0.3 M. "Hum_1hParadeJumpT0_A01.asc" F 1 14) // 1h-WALK aniAlias ("s_1hWalk" 1 "s_1hWalk" 0.0 0.0 MI "s_1hRun" F) ani ("t_1hWalk_2_1hWalkL" 1 "s_1hWalkL" 0.1 0.0 M. "Hum_1hWalkT0_A01.asc" F 4 18) { *eventSFXGrnd (15 "Run") } // 1h-Walk-Loop ani ("s_1hWalkL" 1 "s_1hWalkL" 0.0 0.0 M. "Hum_1hWalkT0_A01.asc" F 19 38) { *eventSFXGrnd (27 "Run") *eventSFXGrnd (36 "Run") } ani ("t_1hWalkL_2_1hWalk" 1 "s_1hWalk" 0.0 0.1 M. "Hum_1hWalkT0_A01.asc" F 39 49) { *eventSFXGrnd (47 "Run") *eventSFXGrnd (49 "Run") } aniBlend ("t_1hWalkR_2_1hWalk" "s_1hWalk" 0.2 0.2) // 1h-Walk Backwards Movement aniAlias ("t_1hWalk_2_1hWalkBL" 1 "s_1hWalkBL" 0.0 0.0 M. "t_1hWalkL_2_1hWalk" R) // 1h-Walk-Loop backwards aniAlias ("s_1hWalkBL" 1 "s_1hWalkBL" 0.0 0.0 M. "s_1hWalkL" R) aniAlias ("t_1hWalkBL_2_1hWalk" 1 "s_1hWalk" 0.0 0.0 M. "t_1hWalk_2_1hWalkL" R) aniBlend ("t_1hWalkBR_2_1hWalk" "s_1hWalk" 0.2 0.2) { *eventSFXGrnd (22 "Run") } // 1h-SNEAK ani ("s_1hSneak" 1 "s_1hSneak" 0.1 0.1 MI "Hum_Amb_1hSneak_M01.asc" F 1 50 FPS:10) ani ("t_1hSneak_2_1hSneakL" 1 "s_1hSneakL" 0.0 0.0 M. "Hum_1hSneak.asc" F 1 11) // 1h-Sneak-Loop ani ("s_1hSneakL" 1 "s_1hSneakL" 0.1 0.1 M. "Hum_1hSneak.asc" F 12 52) ani ("t_1hSneakL_2_1hSneak" 1 "s_1hSneak" 0.0 0.1 M. "Hum_1hSneak.asc" F 53 88) ani ("t_1hSneakR_2_1hSneak" 1 "s_1hSneak" 0.2 0.1 M. "Hum_1hSneak.asc" F 73 88) // 1h-Sneak Backwards Movement aniAlias ("t_1hSneak_2_1hSneakBL" 1 "s_1hSneakBL" 0.2 0.0 M. "t_1hSneakL_2_1hSneak" R) // 1h-Sneak-Loop backwards aniAlias ("s_1hSneakBL" 1 "s_1hSneakBL" 0.2 0.2 M. "s_1hSneakL" R) aniAlias ("t_1hSneakBL_2_1hSneak" 1 "s_1hSneak" 0.0 0.2 M. "t_1hSneak_2_1hSneakL" R) /////////////////////// // 1H TURNING /////////////////////// ani ("t_1hRunTurnL" 20 "t_1hRunTurnL" 0.1 0.1 M. "Hum_1hTurnT0_A01.asc" F 0 24 FPS:10) { *eventSFXGrnd (10 "Run") *eventSFXGrnd (23 "Run") } ani ("t_1hRunTurnR" 20 "t_1hRunTurnR" 0.1 0.1 M. "Hum_1hTurnT0_A01.asc" F 25 49 FPS:10) { *eventSFXGrnd (33 "Run") *eventSFXGrnd (42 "Run") } aniAlias ("t_1hWalkTurnL" 20 "t_1hWalkTurnL" 0.1 0.1 M. "t_1hRunTurnL" F) aniAlias ("t_1hWalkTurnR" 20 "t_1hWalkTurnR" 0.1 0.1 M. "t_1hRunTurnR" F) ani ("t_1hSneakTurnL" 20 "t_1hSneakTurnL" 0.1 0.1 M. "Hum_1hSneakTurnLR.asc" F 1 24) ani ("t_1hSneakTurnR" 20 "t_1hSneakTurnR" 0.1 0.1 M. "Hum_1hSneakTurnLR.asc" F 26 49) /////////////////////// // 1H STRAFING /////////////////////// ani ("t_1hRunStrafeL" 1 "t_1hRunStrafeL" 0.1 0.1 M. "Hum_1hStrafeLT0_M01.asc" F 0 18) { *eventSFXGrnd (0 "Run") *eventSFXGrnd (9 "Run") } ani ("t_1hRunStrafeR" 1 "t_1hRunStrafeR" 0.1 0.1 M. "Hum_1hStrafeRT0_M01.asc" F 0 18) { *eventSFXGrnd (0 "Run") *eventSFXGrnd (9 "Run") } aniAlias ("t_1hWalkStrafeL" 1 "t_1hWalkStrafeL" 0.1 0.1 M. "t_1hRunStrafeR" R) aniAlias ("t_1hWalkStrafeR" 1 "t_1hWalkStrafeR" 0.1 0.1 M. "t_1hRunStrafeR" F) ani ("t_1hSneakStrafeL" 1 "t_1hSneakStrafeL" 0.1 0.1 M. "Hum_1hSneakStrafeLR_A01.asc" F 1 20) aniAlias ("t_1hSneakStrafeR" 1 "t_1hSneakStrafeR" 0.1 0.1 M. "t_1hSneakStrafeL" R) /////////////////////// // 1H TRANSITIONS /////////////////////// // Movement-Modes aniBlend ("t_1hRun_2_1hWalk" "s_1hWalk" 0.0 0.2) aniBlend ("t_1hWalk_2_1hRun" "s_1hRun" 0.0 0.2) ani ("t_1hRun_2_1hSneak" 1 "s_1hSneak" 0.1 0.1 M. "Hum_1hRun_2_Sneak_A01.asc" F 1 6) aniAlias ("t_1hSneak_2_1hRun" 1 "s_1hRun" 0.1 0.1 M. "t_1hRun_2_1hSneak" R) aniBlend ("t_1hRunL_2_1hWalkL" "s_1hWalkL" 0.2 0.2) aniBlend ("t_1hWalkL_2_1hRunL" "s_1hRunL" 0.2 0.2) aniBlend ("t_1hSneakL_2_1hRunL" "s_1hRunL" 0.2 0.2) aniBlend ("t_1hRunL_2_1hSneakL" "s_1hSneakL" 0.2 0.2) aniBlend ("t_1hSneak_2_1hWalk" "s_1hWalk" 0.2 0.2) aniBlend ("t_1hWalk_2_1hSneak" "s_1hSneak" 0.2 0.2) // aus dem Rennen direkt Springen aniAlias ("t_1hRunL_2_Jump" 1 "s_Jump" 0.0 0.1 MF "t_RunL_2_Jump" F) aniAlias ("t_1hRunR_2_Jump" 1 "s_Jump" 0.0 0.1 MF "t_RunL_2_Jump" F) // nach dem Sprung direkt weiterrennen, wenn CursorUp weiterhin gedrückt aniBlend ("t_Jump_2_1hRunL" "s_1hRunL" 0.2 0.2) /////////////////////// // 1H SWORD FIGHTING /////////////////////// ani ("s_1hAttack" 1 "s_1hAttack" 0.0 0.0 M. "Hum_1hAttackComboT0_A01.asc" F 1 40) { *eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND") *eventTag (0 "DEF_OPT_FRAME" "6 30") *eventTag (0 "DEF_HIT_END" "21 39") *eventTag (0 "DEF_WINDOW" "12 26") // 37 50")35 42 *eventSFX (5 "WHOOSH" EMPTY_SLOT ) *eventSFX (13 "BACK" EMPTY_SLOT ) *eventSFX (29 "WHOOSH" EMPTY_SLOT ) } // *eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND") // *eventTag (0 "DEF_OPT_FRAME" "8 40") // *eventTag (0 "DEF_HIT_END" "29 55") // *eventTag (0 "DEF_WINDOW" "16 35 45 55") // ani ("s_1hAttack" 1 "s_1hAttack" 0.0 0.2 M. "Hum_1hAttackComboT0_M01.asc" F 1 20) // { // *eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND") // *eventTag (0 "DEF_OPT_FRAME" "5") // *eventTag (0 "DEF_HIT_END" "37") // *eventTag (0 "DEF_WINDOW" "18 19") // *eventSFX (5 "WHOOSH" EMPTY_SLOT ) // *eventSFX (18 "BACK" EMPTY_SLOT ) // } // Parade ani ("t_1hParade_0" 1 "" 0.1 0.0 M. "Hum_1hParadeT0_A01.asc" F 1 15) { *eventTag (1 "DEF_WINDOW" "0 12") *eventSFX (2 "D_PARADE" EMPTY_SLOT ) } ani ("t_1hParade_0_A2" 1 "" 0.1 0.0 M. "Hum_1hParadeT0_A01.asc" F 16 30) { *eventTag (0 "DEF_WINDOW" "0 12") *eventSFX (18 "D_PARADE" EMPTY_SLOT ) } ani ("t_1hParade_0_A3" 1 "" 0.1 0.0 M. "Hum_1hParadeT0_A01.asc" F 31 45) { *eventTag (0 "DEF_WINDOW" "0 12") *eventSFX (33 "D_PARADE" EMPTY_SLOT ) } ani ("t_1hParadeJumpB" 1 "" 0.0 0.0 M. "Hum_1hParadeJumpT0_A01.asc" F 1 14) { *eventTag (0 "DEF_WINDOW" "1 12") *eventSFX (2 "D_PARADE" EMPTY_SLOT ) } // Drehschläge ani ("t_1hAttackL" 1 "" 0.0 0.1 M. "Hum_1hAttackT0_M01.asc" F 1 30) { *eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND") *eventTag (0 "DEF_OPT_FRAME" "5") *eventTag (0 "DEF_HIT_END" "29") *eventTag (0 "DEF_WINDOW" "15 29") *eventSFX (5 "Whoosh" EMPTY_SLOT ) } ani ("t_1hAttackR" 1 "" 0.0 0.1 M. "Hum_1hAttackT0_M01.asc" F 31 60) { *eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND") *eventTag (0 "DEF_OPT_FRAME" "5") *eventTag (0 "DEF_HIT_END" "29") *eventTag (0 "DEF_WINDOW" "15 29") *eventSFX (33 "Whoosh" EMPTY_SLOT ) } // während des Laufens zuschlagen ani ("t_1hAttackMove" 2 "" 0.1 0.2 M. "Hum_1hS_MoveAttack_M01.asc" F 1 29) { *eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND") *eventTag (0 "DEF_OPT_FRAME" "16") *eventSFX (12 "Whoosh" EMPTY_SLOT ) } // Todesstoß - Entfernung zwischen Bip01 Angreifer und Bip01 Opfer ca. 200 cm ani ("t_1hSFinish" 1 "" 0.1 0.1 M. "Hum_1hSFinish_A01.asc" F 1 89) { *eventSFX (25 "FIG_SwordFinal" EMPTY_SLOT ) } aniAlias ("t_2hSFinish" 1 "" 0.1 0.1 M. "t_1hSFinish" F) // Dead Anis für t_1hSFinish ani ("t_Wounded_2_Dead" 1 "s_Dead" 0.1 0.1 M. "Hum_Wound2Dead_A01.asc" F 1 89 CVS:0.1) ani ("t_WoundedB_2_DeadB" 1 "s_DeadB" 0.1 0.1 M. "Hum_WoundB2DeadB_A01.asc" F 1 89 CVS:0.1) // K.O gegangen (1 Lebenspüppel übrig) ani ("t_Stand_2_Wounded" 1 "s_Wounded" 0.2 0.1 M. "Hum_KnockedOut_M01.asc" F 1 49 FPS:10 CVS:0.1) { *eventSFXGrnd (30 "Run" ) *eventSFX (47 "M_FALL_SMALL" EMPTY_SLOT ) } ani ("s_Wounded" 1 "s_Wounded" 0.1 0.1 M. "Hum_Wounded_Try_A01.asc" F 1 45 CVS:0.1) ani ("t_Wounded_2_Stand" 1 "" 0.1 0.1 M. "Hum_KnockedOut_M01.asc" F 100 184 FPS:10 CVS:0.1) // Nach Vorne fallen ani ("t_Stand_2_WoundedB" 1 "s_WoundedB" 0.2 0.1 M. "Hum_WoundedB_M01.asc" F 1 34 FPS:10 CVS:0.1) { *eventSFX (23 "M_FALL_SMALL" EMPTY_SLOT ) } ani ("s_WoundedB" 1 "s_WoundedB" 0.1 0.1 M. "HUM_WOUNDEDBAMBIENT_A01.ASC" F 1 40 CVS:0.1) ani ("t_WoundedB_2_Stand" 1 "" 0.1 0.1 M. "Hum_WoundedB_M01.asc" F 35 134 FPS:10 CVS:0.1) ////////////////////////// // 2H MOVEMENT ////////////////////////// // 2h-RUN ani ("s_2hRun" 1 "s_2hRun" 0.1 0.1 MI "Hum_Amb_2hRunT1_M01.asc" F 1 60 FPS:10) ani ("t_2hRun_2_2hRunL" 1 "s_2hRunL" 0.1 0.1 M. "Hum_2hRunT1.asc" F 1 11) ani ("s_2hRunL" 1 "s_2hRunL" 0.1 0.1 M. "Hum_2hRunT1.asc" F 12 31) { *eventSFXGrnd (12 "Run") *eventSFXGrnd (22 "Run") } ani ("t_2hRunL_2_2hRun" 1 "s_2hRun" 0.1 0.2 M. "Hum_2hRunT1.asc" F 32 38) { *eventSFXGrnd (32 "Run") *eventSFXGrnd (37 "Run") } aniBlend ("t_2hRunR_2_2hRun" "s_2hRun" 0.2 0.2) // 2h-Run Backwards Movement ani ("t_2hJumpB" 1 "s_2hRun" 0.0 0.0 M. "Hum_2hParadeJump.asc" F 1 24) // 2h-WALK aniAlias ("s_2hWalk" 1 "s_2hWalk" 0.1 0.1 MI "s_2hRun" F) ani ("t_2hWalk_2_2hWalkL" 1 "s_2hWalkL" 0.0 0.0 M. "Hum_2hWalkT1.asc" F 1 18) { *eventSFXGrnd (15 "Run") } ani ("s_2hWalkL" 1 "s_2hWalkL" 0.0 0.1 M. "Hum_2hWalkT1.asc" F 19 38) { *eventSFXGrnd (27 "Run") *eventSFXGrnd (36 "Run") } ani ("t_2hWalkL_2_2hWalk" 1 "s_2hWalk" 0.0 0.1 M. "Hum_2hWalkT1.asc" F 39 49) { *eventSFXGrnd (47 "Run") *eventSFXGrnd (49 "Run") } aniBlend ("t_2hWalkR_2_2hWalk" "s_2hWalk" 0.2 0.2) // 2h-Walk Backwards Movement aniAlias ("t_2hWalk_2_2hWalkBL" 1 "s_2hWalkBL" 0.0 0.0 M. "t_2hWalkL_2_2hWalk" R) aniAlias ("s_2hWalkBL" 1 "s_2hWalkBL" 0.0 0.0 M. "s_2hWalkL" R) aniAlias ("t_2hWalkBL_2_2hWalk" 1 "s_2hWalk" 0.0 0.0 M. "t_2hWalk_2_2hWalkL" R) aniBlend ("t_2hWalkBR_2_2hWalk" "s_2hWalk" 0.2 0.2) // 2h-SNEAK ani ("s_2hSneak" 1 "s_2hSneak" 0.1 0.1 M. "Hum_Amb_2hSneak_M01.asc" F 1 50 FPS:10) ani ("t_2hSneak_2_2hSneakL" 1 "s_2hSneakL" 0.0 0.0 M. "Hum_2hSneak.asc" F 1 11) ani ("s_2hSneakL" 1 "s_2hSneakL" 0.0 0.1 M. "Hum_2hSneak.asc" F 12 52) ani ("t_2hSneakL_2_2hSneak" 1 "s_2hSneak" 0.0 0.1 M. "Hum_2hSneak.asc" F 53 88 FPS:10) ani ("t_2hSneakR_2_2hSneak" 1 "s_2hSneak" 0.2 0.1 M. "Hum_2hSneak.asc" F 73 88) // 2h-Sneak Backwards Movement aniAlias ("t_2hSneak_2_2hSneakBL" 1 "s_2hSneakBL" 0.0 0.0 M. "t_2hSneakL_2_2hSneak" R) aniAlias ("s_2hSneakBL" 1 "s_2hSneakBL" 0.0 0.1 M. "s_2hSneakL" R) aniAlias ("t_2hSneakBL_2_2hSneak" 1 "s_2hSneak" 0.0 0.1 M. "t_2hSneak_2_2hSneakL" R) aniBlend ("t_2hSneakBR_2_2hSneak" "s_2hSneak" 0.2 0.1) /////////////////////// // 2H TURNING /////////////////////// ani ("t_2hRunTurnL" 20 "t_2hRunTurnL" 0.1 0.1 M. "Hum_2hTurnT1.asc" F 0 24) aniAlias ("t_2hRunTurnR" 20 "t_2hRunTurnR" 0.1 0.1 M. "t_2hRunTurnL" R) aniAlias ("t_2hWalkTurnL" 20 "t_2hWalkTurnL" 0.1 0.1 M. "t_2hRunTurnL" F) aniAlias ("t_2hWalkTurnR" 20 "t_2hWalkTurnR" 0.1 0.1 M. "t_2hRunTurnL" R) ani ("t_2hSneakTurnL" 20 "t_2hSneakTurnL" 0.1 0.1 M. "Hum_2hSneakTurnLR.asc" F 1 24) ani ("t_2hSneakTurnR" 20 "t_2hSneakTurnR" 0.1 0.1 M. "Hum_2hSneakTurnLR.asc" F 26 49) /////////////////////// // 2H STRAFING /////////////////////// ani ("t_2hRunStrafeL" 1 "t_2hRunStrafeL" 0.1 0.1 M. "Hum_2hStrafeLT0_M01.asc" F 0 18) { *eventSFXGrnd (0 "Run") *eventSFXGrnd (9 "Run") } ani ("t_2hRunStrafeR" 1 "t_2hRunStrafeR" 0.1 0.1 M. "Hum_2hStrafeRT0_M01.asc" F 0 18) { *eventSFXGrnd (0 "Run") *eventSFXGrnd (9 "Run") } aniAlias ("t_2hWalkStrafeL" 1 "t_2hWalkStrafeL" 0.1 0.1 M. "t_2hRunStrafeL" F) aniAlias ("t_2hWalkStrafeR" 1 "t_2hWalkStrafeR" 0.1 0.1 M. "t_2hRunStrafeL" R) ani ("t_2hSneakStrafeL" 1 "t_2hSneakStrafeL" 0.1 0.1 M. "Hum_2hSneakStrafe_A01.asc" F 1 20) aniAlias ("t_2hSneakStrafeR" 1 "t_2hSneakStrafeR" 0.0 0.0 M. "t_2hSneakStrafeL" R) /////////////////////// // 2H TRANSITIONS /////////////////////// //Movement-Modes aniBlend ("t_2hRun_2_2hWalk" "s_2hWalk" 0.2 0.2) aniBlend ("t_2hWalk_2_2hRun" "s_2hRun" 0.2 0.2) ani ("t_2hRun_2_2hSneak" 1 "s_2hSneak" 0.1 0.1 M. "Hum_2hRunT1Sneak.asc" F 1 9) aniAlias ("t_2hSneak_2_2hRun" 1 "s_2hRun" 0.1 0.1 M. "t_2hRun_2_2hSneak" R) aniBlend ("t_2hRunL_2_2hWalkL" "s_2hWalkL" 0.2 0.2) aniBlend ("t_2hWalkL_2_2hRunL" "s_2hRunL" 0.2 0.2) aniBlend ("t_2hSneakL_2_2hRunL" "s_2hRunL" 0.2 0.2) aniBlend ("t_2hRunL_2_2hSneakL" "s_2hSneakL" 0.2 0.2) aniBlend ("t_2hSneak_2_2hWalk" "s_2hWalk" 0.2 0.2) aniBlend ("t_2hWalk_2_2hSneak" "s_2hSneak" 0.2 0.2) // aus dem Rennen direkt Springen aniAlias ("t_2hRunL_2_Jump" 1 "s_Jump" 0.1 0.1 MF "t_RunL_2_Jump" F) aniAlias ("t_2hRunR_2_Jump" 1 "s_Jump" 0.1 0.1 MF "t_RunL_2_Jump" F) // nach dem Sprung direkt weiterrennen, wenn CursorUp weiterhin gedrückt aniBlend ("t_Jump_2_2hRunL" "s_2hRunL" 0.2 0.1) /////////////////////// // 2H FIGHTING /////////////////////// // Kampf ohne Talent // Attacks ani ("s_2hAttack" 1 "s_2hAttack" 0.0 0.2 M. "Hum_2hAttackComboT0_A01.asc" F 1 50) { *eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND") *eventTag (0 "DEF_OPT_FRAME" "8 37") *eventTag (0 "DEF_HIT_END" "25 45") *eventTag (0 "DEF_WINDOW" "14 31") *eventSFX (8 "Whoosh" EMPTY_SLOT ) *eventSFX (37 "Whoosh" EMPTY_SLOT ) } // Drehschläge ani ("t_2hAttackL" 1 "" 0.0 0.2 M. "Hum_2hAttackT0_M01.asc" F 1 36) { *eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND") *eventTag (0 "DEF_OPT_FRAME" "6") *eventTag (0 "DEF_HIT_END" "35") *eventTag (0 "DEF_WINDOW" "18 35") *eventSFX (6 "Whoosh" EMPTY_SLOT ) } ani ("t_2hAttackR" 1 "" 0.0 0.2 M. "Hum_2hAttackT0_M01.asc" F 37 72) { *eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND") *eventTag (0 "DEF_OPT_FRAME" "6") *eventTag (0 "DEF_HIT_END" "29") *eventTag (0 "DEF_WINDOW" "18 35") *eventSFX (42 "Whoosh" EMPTY_SLOT ) } // Parade ani ("t_2hParade_0" 1 "" 0.1 0.0 M. "Hum_2hParadeT0_A01.asc" F 1 15) { *eventTag (0 "DEF_WINDOW" "0 12") *eventSFX (2 "D_PARADE" EMPTY_SLOT ) } ani ("t_2hParade_0_A2" 1 "" 0.1 0.0 M. "Hum_2hParadeT0_A01.asc" F 16 30) { *eventTag (0 "DEF_WINDOW" "0 12") *eventSFX (18 "D_PARADE" EMPTY_SLOT ) } ani ("t_2hParade_0_A3" 1 "" 0.1 0.0 M. "Hum_2hParadeT0_A01.asc" F 31 45) { *eventTag (0 "DEF_WINDOW" "0 12") *eventSFX (33 "D_PARADE" EMPTY_SLOT ) } ani ("t_2hParadeJumpB" 1 "" 0.0 0.0 M. "Hum_2hParadeJump.asc" F 1 24) { *eventTag (0 "DEF_WINDOW" "1 20") *eventSFX (2 "D_PARADE" EMPTY_SLOT ) } // während des Laufens zuschlagen ani ("t_2hAttackMove" 2 "" 0.1 0.2 M. "Hum_2hAttackMove_A01.asc" F 1 23) { *eventTag (0 "DEF_HIT_LIMB" "ZS_RIGHTHAND") *eventTag (0 "DEF_OPT_FRAME" "14") *eventSFX (12 "Whoosh" EMPTY_SLOT ) } ////////////////////////// // BOW MOVEMENT ////////////////////////// // Bow-RUN ani ("s_BowRun" 1 "s_BowRun" 0.1 0.1 MI "Hum_Amb_BowRun_M01.asc" F 1 60 FPS:10) ani ("t_BowRun_2_BowRunL" 1 "s_BowRunL" 0.0 0.0 M. "Hum_BowRun.asc" F 1 11) ani ("s_BowRunL" 1 "s_BowRunL" 0.0 0.0 M. "Hum_BowRun.asc" F 12 31) { *eventSFXGrnd (12 "Run") *eventSFXGrnd (22 "Run") } ani ("t_BowRunL_2_BowRun" 1 "s_BowRun" 0.0 0.0 M. "Hum_BowRun.asc" F 32 38) { *eventSFXGrnd (32 "Run") *eventSFXGrnd (37 "Run") } aniBlend ("t_BowRunR_2_BowRun" "s_BowRun" 0.2 0.2) // Bow-Run Backwards Movement ani ("t_BowJumpB" 1 "s_BowRun" 0.1 0.1 M. "Hum_BowJumpB.asc" F 1 14) { *eventSFXGrnd (9 "Run") *eventSFXGrnd (12 "Run") } // Bow-WALK aniAlias ("s_BowWalk" 1 "s_BowWalk" 0.1 0.1 MI "s_BowRun" F) ani ("t_BowWalk_2_BowWalkL" 1 "s_BowWalkL" 0.1 0.0 M. "Hum_BowWalk.asc" F 1 18) { *eventSFXGrnd (15 "Run") } ani ("s_BowWalkL" 1 "s_BowWalkL" 0.0 0.1 M. "Hum_BowWalk.asc" F 19 38) { *eventSFXGrnd (27 "Run") *eventSFXGrnd (36 "Run") } ani ("t_BowWalkL_2_BowWalk" 1 "s_BowWalk" 0.0 0.1 M. "Hum_BowWalk.asc" F 39 49) { *eventSFXGrnd (47 "Run") *eventSFXGrnd (49 "Run") } aniBlend ("t_BowWalkR_2_BowWalk" "s_BowWalk" 0.2 0.2) // Bow-Walk Backwards Movement aniAlias ("t_BowWalk_2_BowWalkBL" 1 "s_BowWalkBL" 0.0 0.0 M. "t_BowWalkL_2_BowWalk" R) aniAlias ("s_BowWalkBL" 1 "s_BowWalkBL" 0.0 0.1 M. "s_BowWalkL" R) aniAlias ("t_BowWalkBL_2_BowWalk" 1 "s_BowWalk" 0.0 0.0 M. "t_BowWalk_2_BowWalkL" R) aniBlend ("t_BowWalkBR_2_BowWalk" "s_BowWalk" 0.2 0.2) // Bow-SNEAK ani ("s_BowSneak" 1 "s_BowSneak" 0.1 0.1 MI "Hum_Amb_BowSneak_M01.asc" F 1 50 FPS:10) ani ("t_BowSneak_2_BowSneakL" 1 "s_BowSneakL" 0.0 0.0 M. "Hum_BowSneak.asc" F 11 21) // Bow-Sneak-Loop ani ("s_BowSneakL" 1 "s_BowSneakL" 0.0 0.0 M. "Hum_BowSneak.asc" F 22 61) ani ("t_BowSneakL_2_BowSneak" 1 "s_BowSneak" 0.0 0.1 M. "Hum_BowSneak.asc" F 62 98 FPS:10) aniBlend ("t_BowSneakR_2_BowSneak" "s_BowSneak" 0.2 0.2) // Bow-Sneak Backwards Movement aniAlias ("t_BowSneak_2_BowSneakBL" 1 "s_BowSneakBL" 0.0 0.0 M. "t_BowSneakL_2_BowSneak" R) aniAlias ("s_BowSneakBL" 1 "s_BowSneakBL" 0.0 0.0 M. "s_BowSneakL" R) aniAlias ("t_BowSneakBL_2_BowSneak" 1 "s_BowSneak" 0.0 0.0 M. "t_BowSneak_2_BowSneakL" R) aniBlend ("t_BowSneakBR_2_BowSneak" "s_BowSneak" 0.2 0.2) ////////////////////////// // BOW TURNING ////////////////////////// ani ("t_BowRunTurnL" 20 "t_BowRunTurnL" 0.1 0.1 M. "Hum_BowTurn.asc" F 0 24) { *eventSFXGrnd (8 "Run") *eventSFXGrnd (19 "Run") } ani ("t_BowRunTurnR" 20 "t_BowRunTurnR" 0.1 0.1 M. "Hum_BowTurn.asc" F 25 49) { *eventSFXGrnd (30 "Run") *eventSFXGrnd (41 "Run") } aniAlias ("t_BowWalkTurnL" 20 "t_BowWalkTurnL" 0.1 0.1 M. "t_BowRunTurnL" F) aniAlias ("t_BowWalkTurnR" 20 "t_BowWalkTurnR" 0.1 0.1 M. "t_BowRunTurnR" F) ani ("t_BowSneakTurnL" 20 "t_BowSneakTurnL" 0.1 0.1 M. "Hum_BowSneakTurn.asc" F 0 24) ani ("t_BowSneakTurnR" 20 "t_BowSneakTurnR" 0.1 0.1 M. "Hum_BowSneakTurn.asc" F 25 49) ////////////////////////// // BOW STRAFING ////////////////////////// ani ("t_BowRunStrafeL" 1 "t_BowRunStrafeL" 0.1 0.1 M. "Hum_BowStrafeL_M01.asc" F 0 18) { *eventSFXGrnd (0 "Run") *eventSFXGrnd (9 "Run") } ani ("t_BowRunStrafeR" 1 "t_BowRunStrafeR" 0.1 0.1 M. "Hum_BowStrafeR_M01.asc" F 0 18) { *eventSFXGrnd (0 "Run") *eventSFXGrnd (9 "Run") } aniAlias ("t_BowWalkStrafeL" 1 "t_BowWalkStrafeL" 0.1 0.1 M. "t_BowRunStrafeL" F) aniAlias ("t_BowWalkStrafeR" 1 "t_BowWalkStrafeR" 0.1 0.1 M. "t_BowRunStrafeR" F) ani ("t_BowSneakStrafeL" 1 "s_BowSneak" 0.1 0.1 M. "Hum_BowSneakStrafe.asc" F 1 19) aniAlias ("t_BowSneakStrafeR" 1 "s_BowSneak" 0.1 0.1 M. "t_BowSneakStrafeL" R) ////////////////////////// // BOW TRANSITIONS ////////////////////////// // Movement-Modes aniBlend ("t_BowRun_2_BowWalk" "s_BowWalk" 0.2 0.2) aniBlend ("t_BowWalk_2_BowRun" "s_BowRun" 0.2 0.2) ani ("t_BowRun_2_BowSneak" 1 "s_BowSneak" 0.0 0.0 M. "Hum_BowSneak.asc" F 1 9) aniAlias ("t_BowSneak_2_BowRun" 1 "s_BowRun" 0.0 0.0 M. "t_BowRun_2_BowSneak" R) aniBlend ("t_BowRunL_2_BowWalkL" "s_BowWalkL" 0.2 0.2) aniBlend ("t_BowWalkL_2_BowRunL" "s_BowRunL" 0.2 0.2) aniBlend ("t_BowSneakL_2_BowRunL" "s_BowRunL" 0.2 0.2) aniBlend ("t_BowRunL_2_BowSneakL" "s_BowSneakL" 0.2 0.2) aniBlend ("t_BowSneak_2_BowWalk" "s_BowWalk" 0.2 0.2) aniBlend ("t_BowWalk_2_BowSneak" "s_BowSneak" 0.2 0.2) // aus dem Rennen direkt Springen aniAlias ("t_BowRunL_2_Jump" 1 "s_Jump" 0.1 0.1 MF "t_RunL_2_Jump" F) aniAlias ("t_BowRunR_2_Jump" 1 "s_Jump" 0.1 0.1 MF "t_RunL_2_Jump" F) // nach dem Sprung direkt weiterrennen, wenn CursorUp weiterhin gedrückt aniBlend ("t_Jump_2_BowRunL" "s_BowRunL" 0.2 0.1) ////////////////////////// // BOW FIGHTING ////////////////////////// ani ("t_BowRun_2_BowAim" 1 "s_BowAim" 0.0 0.0 M. "Hum_BowAim.asc" F 1 11) { *eventMMStartAni (1 "S_SHOOT" "ZS_LEFTHAND") *eventMMStartAni (10 "S_READY" "ZS_LEFTHAND") } aniAlias ("t_BowWalk_2_BowAim" 1 "s_BowAim" 0.0 0.0 M. "t_BowRun_2_BowAim" F) // Seitenwinkel: +/- 30° Höhenwinkel: +/- 45° ani ("c_bow_1" 4 "" 0.0 0.0 .. "Hum_BowAutoAim.asc" F 0 0) ani ("c_bow_2" 4 "" 0.0 0.0 .. "Hum_BowAutoAim.asc" F 1 1) ani ("c_bow_3" 4 "" 0.0 0.0 .. "Hum_BowAutoAim.asc" F 2 2) ani ("c_bow_4" 4 "" 0.0 0.0 .. "Hum_BowAutoAim.asc" F 3 3) ani ("c_bow_5" 4 "" 0.0 0.0 .. "Hum_BowAutoAim.asc" F 4 4) ani ("c_bow_6" 4 "" 0.0 0.0 .. "Hum_BowAutoAim.asc" F 5 5) ani ("c_bow_7" 4 "" 0.0 0.0 .. "Hum_BowAutoAim.asc" F 6 6) ani ("c_bow_8" 4 "" 0.0 0.0 .. "Hum_BowAutoAim.asc" F 7 7) ani ("c_bow_9" 4 "" 0.0 0.0 .. "Hum_BowAutoAim.asc" F 8 8) aniComb ("s_BowAim" 1 "s_BowAim" 0.0 0.0 M. "c_bow_" 9) // Shoot + Reload aniBlend ("t_BowAim_2_BowShoot" "s_BowShoot") ani ("s_BowShoot" 1 "s_BowShoot" 0.0 0.0 M. "Hum_BowAim.asc" F 12 12) { *eventSFX (12 "BowShoot") } ani ("t_BowReload" 1 "s_BowAim" 0.0 0.0 M. "Hum_BowAim.asc" F 13 41) { *eventMMStartAni (13 "S_RELAX" "ZS_LEFTHAND") *eventSFX (18 "BowReload") *eventTag (18 "DEF_PLACE_MUNITION" "ZS_RIGHTHAND") *eventMMStartAni (40 "S_READY" "ZS_LEFTHAND") } ani ("t_BowAim_2_BowRun" 1 "" 0.0 0.0 M. "Hum_BowAim.asc" F 1 11) { *eventMMStartAni (11 "S_NORMAL" "ZS_LEFTHAND") } aniAlias ("t_BowAim_2_BowWalk" 1 "" 0.0 0.0 M. "t_BowAim_2_BowRun" R) aniAlias ("t_BowAim_2_Stand" 1 "" 0.0 0.0 M. "t_BowAim_2_BowRun" R) ////////////////////////// // CROSSBOW MOVEMENT ////////////////////////// // CBow-RUN ani ("s_CBowRun" 1 "s_CBowRun" 0.1 0.1 MI "Hum_Amb_CBowRun_M01.asc" F 1 50 FPS:10) ani ("t_CBowRun_2_CBowRunL" 1 "s_CBowRunL" 0.1 0.0 M. "Hum_CBowRun.asc" F 1 11) ani ("s_CBowRunL" 1 "s_CBowRunL" 0.0 0.0 M. "Hum_CBowRun.asc" F 12 31) { *eventSFXGrnd (12 "Run") *eventSFXGrnd (22 "Run") } ani ("t_CBowRunL_2_CBowRun" 1 "s_CBowRun" 0.0 0.0 M. "Hum_CBowRun.asc" F 32 38) { *eventSFXGrnd (32 "Run") *eventSFXGrnd (37 "Run") } aniBlend ("t_CBowRunR_2_CBowRun" "s_CBowRun" 0.2 0.2) ani ("t_CBowJumpB" 1 "s_CBowRun" 0.2 0.2 M. "Hum_CBowJumpB.asc" F 1 14) { *eventSFXGrnd (9 "Run") *eventSFXGrnd (12 "Run") } // CBow-WALK aniAlias ("s_CBowWalk" 1 "s_CBowWalk" 0.1 0.1 MI "s_CBowRun" F) ani ("t_CBowWalk_2_CBowWalkL" 1 "s_CBowWalkL" 0.2 0.0 M. "Hum_CBowWalk.asc" F 1 18) { *eventSFXGrnd (15 "Run") } ani ("s_CBowWalkL" 1 "s_CBowWalkL" 0.0 0.0 M. "Hum_CBowWalk.asc" F 19 38) { *eventSFXGrnd (27 "Run") *eventSFXGrnd (36 "Run") } ani ("t_CBowWalkL_2_CBowWalk" 1 "s_CBowWalk" 0.0 0.2 M. "Hum_CBowWalk.asc" F 39 49) { *eventSFXGrnd (47 "Run") *eventSFXGrnd (49 "Run") } aniBlend ("t_CBowWalkR_2_CBowWalk" "s_CBowWalk" 0.2 0.2) // CBow-Walk Backwards Movement aniAlias ("t_CBowWalk_2_CBowWalkBL" 1 "s_CBowWalkBL" 0.2 0.0 M. "t_CBowWalkL_2_CBowWalk" R) aniAlias ("s_CBowWalkBL" 1 "s_CBowWalkBL" 0.0 0.0 M. "s_CBowWalkL" R) aniAlias ("t_CBowWalkBL_2_CBowWalk" 1 "s_CBowWalk" 0.0 0.2 M. "t_CBowWalk_2_CBowWalkL" R) aniBlend ("t_CBowWalkBR_2_CBowWalk" "s_CBowWalk" 0.2 0.2) // CBow-SNEAK ani ("s_CBowSneak" 1 "s_CBowSneak" 0.1 0.1 MI "Hum_Amb_CBowSneak_M01.asc" F 1 50 FPS:10) ani ("t_CBowSneak_2_CBowSneakL" 1 "s_CBowSneakL" 0.1 0.0 M. "Hum_CBowSneak.asc" F 1 11) ani ("s_CBowSneakL" 1 "s_CBowSneakL" 0.0 0.0 M. "Hum_CBowSneak.asc" F 12 51) ani ("t_CBowSneakL_2_CBowSneak" 1 "s_CBowSneak" 0.0 0.1 M. "Hum_CBowSneak.asc" F 52 88 FPS:10) aniBlend ("t_CBowSneakR_2_CBowSneak" "s_CBowSneak" 0.2 0.2) // CBow-SNEAK Backwards Movement aniBlend ("t_CBowSneak_2_CBowSneakBL" "s_CBowSneakBL" 0.2 0.2) aniAlias ("s_CBowSneakBL" 1 "s_CBowSneakBL" 0.0 0.0 M. "s_CBowSneakL" R) aniBlend ("t_CBowSneakBL_2_CBowSneak" "s_CBowSneak" 0.2 0.2) aniBlend ("t_CBowSneakBR_2_CBowSneak" "s_CBowSneak" 0.2 0.2) ////////////////////////// // CROSSBOW TURNING ////////////////////////// ani ("t_CBowRunTurnL" 20 "t_CBowRunTurnL" 0.1 0.1 M. "Hum_CBowTurn.asc" F 0 24) ani ("t_CBowRunTurnR" 20 "t_CBowRunTurnR" 0.1 0.1 M. "Hum_CBowTurn.asc" F 25 49) aniAlias ("t_CBowWalkTurnL" 20 "t_CBowWalkTurnL" 0.1 0.1 M. "t_CBowRunTurnL" F) aniAlias ("t_CBowWalkTurnR" 20 "t_CBowWalkTurnR" 0.1 0.1 M. "t_CBowRunTurnR" F) ani ("t_CBowSneakTurnL" 20 "t_CBowSneakTurnL" 0.3 0.3 M. "Hum_CBowSneakTurn.asc" F 0 24) ani ("t_CBowSneakTurnR" 20 "t_CBowSneakTurnR" 0.3 0.3 M. "Hum_CBowSneakTurn.asc" F 25 49) ////////////////////////// // CROSSBOW STRAFING ////////////////////////// ani ("t_CBowRunStrafeL" 1 "t_CBowRunStrafeL" 0.1 0.1 M. "Hum_CBowStrafeL_M01.asc" F 0 18) { *eventSFXGrnd (0 "Run") *eventSFXGrnd (9 "Run") } ani ("t_CBowRunStrafeR" 1 "t_CBowRunStrafeR" 0.1 0.1 M. "Hum_CBowStrafeR_M01.asc" F 0 18) { *eventSFXGrnd (0 "Run") *eventSFXGrnd (9 "Run") } aniAlias ("t_CBowWalkStrafeL" 1 "t_CBowWalkStrafeL" 0.1 0.1 M. "t_CBowRunStrafeL" F) aniAlias ("t_CBowWalkStrafeR" 1 "t_CBowWalkStrafeR" 0.1 0.1 M. "t_CBowRunStrafeR" F) ani ("t_CBowSneakStrafeL" 1 "s_CBowSneak" 0.1 0.1 M. "Hum_CBowSneakStrafe.asc" F 1 24) ani ("t_CBowSneakStrafeR" 1 "s_CBowSneak" 0.1 0.1 M. "Hum_CBowSneakStrafe.asc" R 1 24) ////////////////////////// // CROSSBOW TRANSITIONS ////////////////////////// // Movement-Modes aniBlend ("t_CBowRun_2_CBowWalk" "s_CBowWalk") aniBlend ("t_CBowWalk_2_CBowRun" "s_CBowRun") ani ("t_CBowRun_2_CBowSneak" 1 "s_CBowSneak" 0.1 0.1 M. "Hum_CBowSneak.asc" R 90 98) aniAlias ("t_CBowSneak_2_CBowRun" 1 "s_CBowRun" 0.1 0.1 M. "t_CBowRun_2_CBowSneak" F) aniBlend ("t_CBowRunL_2_CBowWalkL" "s_CBowWalkL" 0.2 0.2) aniBlend ("t_CBowWalkL_2_CBowRunL" "s_CBowRunL" 0.2 0.2) aniBlend ("t_CBowSneakL_2_CBowRunL" "s_CBowRunL" 0.2 0.2) aniBlend ("t_CBowRunL_2_CBowSneakL" "s_CBowSneakL" 0.2 0.2) aniBlend ("t_CBowSneak_2_CBowWalk" "s_CBowWalk" 0.2 0.2) aniBlend ("t_CBowWalk_2_CBowSneak" "s_CBowSneak" 0.2 0.2) // aus dem Rennen direkt Springen aniAlias ("t_CBowRunL_2_Jump" 1 "s_Jump" 0.1 0.1 MF "t_RunL_2_Jump" F) aniAlias ("t_CBowRunR_2_Jump" 1 "s_Jump" 0.1 0.1 MF "t_RunL_2_Jump" F) // nach dem Sprung direkt weiterrennen, wenn CursorUp weiterhin gedrückt aniBlend ("t_Jump_2_CBowRunL" "s_CBowRunL" 0.2 0.1) ////////////////////////// // CROSSBOW FIGHTING ////////////////////////// // CROSSBOW Kampfanims ani ("t_CBowRun_2_CBowAim" 1 "s_CBowAim" 0.0 0.0 M. "Hum_CBowAim.asc" F 1 5) aniAlias ("t_CBowAim_2_CBowRun" 1 "" 0.0 0.0 M. "t_CBowRun_2_CBowAim" R) aniAlias ("t_CBowWalk_2_CBowAim" 1 "s_CBowAim" 0.0 0.0 M. "t_CBowRun_2_CBowAim" F) aniAlias ("t_CBowAim_2_CBowWalk" 1 "" 0.0 0.0 M. "t_CBowRun_2_CBowAim" R) aniAlias ("t_CBowAim_2_Stand" 1 "" 0.0 0.0 M. "t_CBowRun_2_CBowAim" R) // Shoot + Reload aniBlend ("t_CBowAim_2_CBowShoot" "s_CbowShoot") ani ("s_CBowShoot" 1 "s_CBowShoot" 0.0 0.0 M. "Hum_CBowAim.asc" F 6 6) { *eventMMStartAni (6 "S_SHOOT" "ZS_RIGHTHAND") *eventSFX (6 "CrossbowShoot" ) } ani ("t_CBowReload" 1 "s_CBowAim" 0.0 0.0 M. "Hum_CBowAim.asc" F 7 39) { *eventSFX (14 "BowReload") *eventTag (14 "DEF_PLACE_MUNITION" "ZS_LEFTHAND") *eventMMStartAni (7 "S_RELAX" "ZS_RIGHTHAND") *eventMMStartAni (31 "S_READY" "ZS_RIGHTHAND") } // Autoaiming 9 Posen ani ("c_Cbow_1" 4 "" 0.0 0.0 .. "Hum_CBowAutoAim.asc" F 0 0) ani ("c_Cbow_2" 4 "" 0.0 0.0 .. "Hum_CBowAutoAim.asc" F 1 1) ani ("c_Cbow_3" 4 "" 0.0 0.0 .. "Hum_CBowAutoAim.asc" F 2 2) ani ("c_Cbow_4" 4 "" 0.0 0.0 .. "Hum_CBowAutoAim.asc" F 3 3) ani ("c_Cbow_5" 4 "" 0.0 0.0 .. "Hum_CBowAutoAim.asc" F 4 4) ani ("c_Cbow_6" 4 "" 0.0 0.0 .. "Hum_CBowAutoAim.asc" F 5 5) ani ("c_Cbow_7" 4 "" 0.0 0.0 .. "Hum_CBowAutoAim.asc" F 6 6) ani ("c_Cbow_8" 4 "" 0.0 0.0 .. "Hum_CBowAutoAim.asc" F 7 7) ani ("c_Cbow_9" 4 "" 0.0 0.0 .. "Hum_CBowAutoAim.asc" F 8 8) aniComb ("s_CBowAim" 1 "s_CBowAim" 0.3 0.3 M. "c_Cbow_" 9) //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // // ITEM_INTERAKTION // //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // --------------------------------------------------------------------------------------------------------------- // POTIONFAST (für schnelle Benutzung von Heiltränken!) // Potion aus "Tasche" holen ani ("t_potionfast_Stand_2_S0" 1 "s_potionfast_S0" 0.1 0.0 M. "Hum_DrinkPotion_M02.ASC" F 1 5) { *eventTag (5 "DEF_INSERT_ITEM" "ZS_LEFTHAND") } // Potion halten ani ("s_potionfast_S0" 1 "s_potionfast_S0" 0.0 0.0 M. "Hum_DrinkPotion_M02.asc" F 6 6) // Potion trinken und wieder weg ani ("t_potionfast_S0_2_Stand" 1 "" 0.0 0.1 M. "Hum_DrinkPotion_M02.asc" F 7 39) { *eventSFX (19 "DrinkBottle" R:1000 ) *eventTag (35 "DEF_DESTROY_ITEM") } // --------------------------------------------------------------------------------------------------------------- // POTION - 3 Randoms (für Ambient-Getränke) // Flasche aus "Tasche" holen ani ("t_Potion_Stand_2_S0" 1 "s_Potion_S0" 0.1 0.1 M. "Hum_DrinkPotion_Jue00_fr44_161_175.ASC" F 1 43 FPS:10) { *eventTag (20 "DEF_INSERT_ITEM" "ZS_LEFTHAND") *eventSFX (30 "RELEASECORK" R:1000 EMPTY_SLOT ) } // Flasche halten ani ("s_Potion_S0" 1 "s_Potion_S0" 0.0 0.0 M. "Hum_DrinkPotion_Jue00_fr44_161_175.asc" F 44 44) // Trinken ani ("t_Potion_Random_1" 2 "" 0.0 0.0 M. "Hum_DrinkPotion_Jue00_fr44_161_175.asc" F 45 161 FPS:10) { *eventSFX (75 "DrinkBottle" R:1000) } // Mund abwischen ani ("t_Potion_Random_2" 2 "" 0.1 0.1 M. "Hum_DrinkMundwisch_Jue00_fr30.asc" F 1 29 FPS:10) // Flasche gegens Licht halten und schütteln (Noch was drin ???) ani ("t_Potion_Random_3" 2 "" 0.1 0.1 M. "Hum_DrinkPotion_Var01_Jue00_fr125.asc" F 1 124 FPS:10) // Flasche wieder weg ani ("t_Potion_S0_2_Stand" 1 "" 0.0 0.2 M. "Hum_DrinkPotion_Jue00_fr44_161_175.asc" F 45 174 FPS:10) { *eventSFX (75 "DrinkBottle" R:1000 ) *eventTag (152 "DEF_DESTROY_ITEM") } // --------------------------------------------------------------------------------------------------------------- // Generic Food (Apple, Mushroom) ani ("t_Food_Stand_2_S0" 1 "s_Food_S0" 0.1 0.0 M. "Hum_EatFood_A03.asc" F 1 9) { *eventTag (6 "DEF_INSERT_ITEM" "ZS_LEFTHAND") } ani ("s_Food_S0" 1 "s_Food_S0" 0.0 0.0 M. "Hum_EatFood_A03.asc" F 10 10) ani ("t_Food_Random_1" 2 "" 0.1 0.1 M. "Hum_EatFood_A03.asc" F 11 29) { *eventMMStartAni (21 "T_EAT") *eventSFX (21 "Eat_Apple" R:1000) } ani ("t_Food_Random_2" 2 "" 0.1 0.1 M. "Hum_EatFood_A03.asc" F 31 59) ani ("t_Food_S0_2_Stand" 1 "" 0.0 0.2 M. "Hum_EatFood_A03.asc" F 61 79) { *eventMMStartAni (69 "T_EAT") *eventSFX (69 "Eat_Apple" R:1000) *eventTag (75 "DEF_DESTROY_ITEM") } // --------------------------------------------------------------------------------------------------------------- // FoodHuge (Bread, Cheese, Bacon) ani ("t_FoodHuge_Stand_2_S0" 1 "s_FoodHuge_S0" 0.1 0.0 M. "Hum_EatHuge_A02.ASC" F 1 9) { *eventTag (6 "DEF_INV_TORCH") *eventTag (7 "DEF_INSERT_ITEM" "ZS_LEFTHAND") } ani ("s_FoodHuge_S0" 1 "s_FoodHuge_S0" 0.0 0.0 M. "Hum_EatHuge_A02.ASC" F 10 10) ani ("t_FoodHuge_Random_1" 2 "" 0.1 0.1 M. "Hum_EatHuge_A02.ASC" F 11 109 FPS:10) { *eventSFX (25 "EAT_BREAD" R:1000 EMPTY_SLOT ) *eventMMStartAni (29 "T_EAT") } ani ("t_FoodHuge_S0_2_Stand" 1 "" 0.0 0.2 M. "Hum_EatHuge_A02.ASC" F 110 139) { *eventSFX (118 "EAT_BREAD" R:1000 EMPTY_SLOT ) *eventMMStartAni (122 "T_EAT") *eventTag (134 "DEF_DESTROY_ITEM") } // --------------------------------------------------------------------------------------------------------------- // RICE ani ("t_RICE_Stand_2_S0" 1 "s_RICE_S0" 0.1 0.0 M. "Hum_EatMultiple_A03.asc" F 1 9) { *eventTag (6 "DEF_INV_TORCH") *eventTag (7 "DEF_INSERT_ITEM" "ZS_RIGHTHAND") } ani ("s_RICE_S0" 1 "s_RICE_S0" 0.0 0.0 M. "Hum_EatMultiple_A03.asc" F 10 10) ani ("t_RICE_Random_1" 2 "" 0.1 0.1 M. "Hum_EatMultiple_A03.asc" F 11 59) { *eventMMStartAni (30 "T_EAT") *eventSFX (30 "Eat_Meat" R:1000) } ani ("t_RICE_Random_2" 2 "" 0.1 0.1 M. "Hum_EatMultiple_A03.asc" F 61 99) { *eventSFX (70 "EAT_SOUP" R:1000 EMPTY_SLOT ) } ani ("t_RICE_S0_2_Stand" 1 "" 0.0 0.2 M. "Hum_EatMultiple_A03.asc" F 61 109) { *eventSFX (70 "EAT_SOUP" R:1000 EMPTY_SLOT ) *eventTag (102 "DEF_DESTROY_ITEM") } // --------------------------------------------------------------------------------------------------------------- // Bollen (Leg_of_Mutton) // Keule aus Tasche holen ani ("t_Meat_Stand_2_S0" 1 "s_Meat_S0" 0.1 0.0 M. "Hum_EatMeat_A03.ASC" F 1 9) { *eventTag (7 "DEF_INSERT_ITEM" "ZS_LEFTHAND") } // Rumstehen mit Keule in der Hand ani ("s_Meat_S0" 1 "s_Meat_S0" 0.0 0.0 M. "Hum_EatMeat_A03.ASC" F 10 10) // Abbeißen und kauen ani ("t_Meat_Random_1" 2 "" 0.1 0.1 M. "Hum_EatMeat_A03.ASC" F 11 69) { *eventMMStartAni (19 "T_EAT") *eventSFX (21 "Eat_Meat" R:1000) } // Keule wieder weg ani ("t_Meat_S0_2_Stand" 1 "" 0.0 0.2 M. "Hum_EatMeat_A03.ASC" F 71 99) { *eventMMStartAni (79 "T_EAT") *eventSFX (79 "Eat_Meat") *eventTag (91 "DEF_DESTROY_ITEM") } // --------------------------------------------------------------------------------------------------------------- // Sumpfkraut rauchen ani ("t_JOINT_Stand_2_S0" 1 "s_JOINT_S0" 0.1 0.0 M. "Hum_SmokeHerb_Layer_M01.asc" F 0 39) { *eventTag (24 "DEF_INSERT_ITEM" "ZS_LEFTHAND") } ani ("s_JOINT_S0" 1 "s_JOINT_S0" 0.0 0.0 M. "Hum_SmokeHerb_Layer_M01.asc" F 40 40) ani ("t_JOINT_Random_1" 2 "" 0.1 0.3 M. "Hum_SmokeHerb_Layer_M01.asc" F 41 139 FPS:10) { *eventPFX (60 1 "LIGHTSMOKE" "ZS_RIGHTHAND" ATTACH) *eventPFXStop (85 1) *eventSFX (100 "SMOKE_JOINT" R:1000 EMPTY_SLOT ) *eventPFX (100 2 "LIGHTSMOKE" "ZS_RIGHTHAND" ATTACH) *eventPFXStop (125 2) } ani ("t_JOINT_S0_2_Stand" 1 "" 0.0 0.2 M. "Hum_SmokeHerb_Layer_M01.asc" F 41 200 FPS:10) { *eventPFX (60 1 "LIGHTSMOKE" "ZS_RIGHTHAND" ATTACH) *eventPFXStop (85 1) *eventSFX (100 "SMOKE_JOINT" R:1000 EMPTY_SLOT ) *eventPFX (100 2 "LIGHTSMOKE" "ZS_RIGHTHAND" ATTACH) *eventPFXStop (125 2) *eventTag (192 "DEF_DESTROY_ITEM") } // --------------------------------------------------------------------------------------------------------------- // Alarmhorn ani ("t_HORN_Stand_2_S0" 1 "s_HORN_S0" 0.2 0.0 M. "Hum_BlowHorn_M01.asc" F 0 5) { *eventTag (0 "DEF_INSERT_ITEM" "ZS_RIGHTHAND") } ani ("s_HORN_S0" 1 "s_HORN_S0" 0.0 0.0 M. "Hum_BlowHorn_M01.asc" F 6 6) ani ("t_HORN_S0_2_Stand" 1 "" 0.0 0.2 M. "Hum_BlowHorn_M01.asc" R 0 5) { *eventTag (0 "DEF_REMOVE_ITEM") } ani ("t_HORN_S0_2_S1" 1 "s_HORN_S1" 0.0 0.0 M. "Hum_BlowHorn_M01.asc" F 7 78 FPS:10) { *eventSFX (18 "Inst_Alarm" EMPTY_SLOT ) } ani ("s_HORN_S1" 1 "s_HORN_S1" 0.0 0.0 M. "Hum_BlowHorn_M01.asc" F 79 79) ani ("t_HORN_S1_2_Stand" 1 "" 0.0 0.2 M. "Hum_BlowHorn_M01.asc" F 80 90) { *eventTag (89 "DEF_REMOVE_ITEM") } // --------------------------------------------------------------------------------------------------------------- // Schriftrolle lesen ani ("t_MAP_Stand_2_S0" 1 "s_MAP_S0" 0.1 0.0 M. "Hum_MapRead_M01.asc" F 1 24) { *eventTag (18 "DEF_INSERT_ITEM" "ZS_RIGHTHAND") *eventSFX (18 "Scroll_Unfold") } ani ("s_MAP_S0" 1 "s_MAP_S0" 0.0 0.0 M. "Hum_MapRead_M01.asc" F 25 25) ani ("t_MAP_S0_2_Stand" 1 "" 0.0 0.1 M. "Hum_MapRead_M01.asc" R 1 24) { *eventTag (18 "DEF_REMOVE_ITEM") *eventSFX (18 "Map_Unfold" R:1000) } // --------------------------------------------------------------------------------------------------------------- // Schriftrolle (versiegelt) öffnen aniAlias ("t_MAPSEALED_Stand_2_S0" 1 "s_MAPSEALED_S0" 0.1 0.0 M. "t_MAP_Stand_2_S0" F) aniAlias ("s_MAPSEALED_S0" 1 "s_MAPSEALED_S0" 0.0 0.0 M. "s_MAP_S0" F) ani ("t_MAPSEALED_S0_2_Stand" 1 "" 0.0 0.1 M. "Hum_MapRead_M01.asc" R 1 24) { //Item wird zerstört! Neue Instanz für geöffnete Schriftrolle muß per CreateItem-Befehl ins INV gebracht werden! *eventTag (18 "DEF_DESTROY_ITEM") //*eventSFX (18 "Map_Unfold") //raus, weil auch für andere Items verwendet (z.B. Vogelnester öffnen) } // --------------------------------------------------------------------------------------------------------------- // Feuerspucken ani ("t_FIRESPIT_Stand_2_S0" 1 "s_FIRESPIT_S0" 0.2 0.0 M. "Hum_FireSpit_M01.asc" F 0 69 FPS:10) { *eventTag (1 "DEF_INSERT_ITEM" "ZS_RIGHTHAND") *eventTag (1 "DEF_CREATE_ITEM" "ZS_LEFTHAND" "ItLsTorch") } ani ("s_FIRESPIT_S0" 1 "s_FIRESPIT_S0" 0.0 0.0 M. "Hum_FireSpit_M01.asc" F 70 70) ani ("t_FIRESPIT_S0_2_Stand" 1 "" 0.0 0.1 M. "Hum_FireSpit_M01.asc" R 0 69 FPS:10) { *eventTag (1 "DEF_REMOVE_ITEM") } ani ("t_FIRESPIT_S0_2_S1" 1 "s_FIRESPIT_S1" 0.0 0.0 M. "Hum_FireSpit_M01.asc" F 71 126 FPS:10) { *eventSFX (80 "SPIT_FIRE" R:1000 EMPTY_SLOT ) *eventPFX (83 1 "FLAMETHROWER" "BIP01 HEAD" ATTACH) *eventPFXStop (100 1) } ani ("s_FIRESPIT_S1" 1 "s_FIRESPIT_S1" 0.0 0.0 M. "Hum_FireSpit_M01.asc" F 127 127) ani ("t_FIRESPIT_S1_2_S2" 1 "s_FIRESPIT_S2" 0.0 0.0 M. "Hum_FireSpit_M01.asc" F 128 160 FPS:10) { *eventSFX (139 "SPIT_FIRE" R:1000 EMPTY_SLOT ) *eventPFX (140 1 "FLAMETHROWER" "BIP01 HEAD" ATTACH) *eventPFXStop (155 1) } ani ("s_FIRESPIT_S2" 1 "s_FIRESPIT_S2" 0.0 0.0 M. "Hum_FireSpit_M01.asc" F 161 161) ani ("t_FIRESPIT_S2_2_S3" 1 "s_FIRESPIT_S3" 0.0 0.0 M. "Hum_FireSpit_M01.asc" F 162 195 FPS:10) { *eventSFX (170 "SPIT_FIRE" R:1000 EMPTY_SLOT ) *eventPFX (171 1 "FLAMETHROWER" "BIP01 HEAD" ATTACH) *eventPFXStop (180 1) } ani ("s_FIRESPIT_S3" 1 "s_FIRESPIT_S3" 0.0 0.0 M. "Hum_FireSpit_M01.asc" F 196 196) ani ("t_FIRESPIT_S3_2_S4" 1 "s_FIRESPIT_S4" 0.0 0.0 M. "Hum_FireSpit_M01.asc" F 197 229 FPS:10) { *eventSFX (204 "SPIT_FIRE" R:1000 EMPTY_SLOT ) *eventPFX (205 1 "FLAMETHROWER" "BIP01 HEAD" ATTACH) *eventPFXStop (220 1) } ani ("s_FIRESPIT_S4" 1 "s_FIRESPIT_S4" 0.0 0.0 M. "Hum_FireSpit_M01.asc" F 230 230) ani ("t_FIRESPIT_S4_2_Stand" 1 "" 0.0 0.1 M. "Hum_FireSpit_M01.asc" F 231 240) { *eventTag (239 "DEF_REMOVE_ITEM") } // --------------------------------------------------------------------------------------------------------------- // LUTE ani ("t_LUTE_Stand_2_S0" 1 "S_LUTE_S0" 0.1 0.0 M. "Hum_BardPlay_M01.asc" F 1 11) { *eventTag (10 "DEF_INV_TORCH") *eventTag (11 "DEF_INSERT_ITEM" "ZS_LEFTHAND") } ani ("s_LUTE_S0" 1 "S_LUTE_S0" 0.0 0.0 M. "Hum_BardPlay_M01.asc" F 12 12) ani ("t_LUTE_S0_2_Stand" 1 "" 0.0 0.1 M. "Hum_BardPlay_M01.asc" R 1 11) { *eventTag (11 "DEF_REMOVE_ITEM") } ani ("t_LUTE_S0_2_S1" 1 "S_LUTE_S1" 0.0 0.0 M. "Hum_BardPlay_M01.asc" F 13 39) ani ("s_LUTE_S1" 1 "S_LUTE_S1" 0.0 0.0 M. "Hum_BardPlay_M01.asc" F 40 89 FPS:10) { *eventSFX (41 "Inst_Lute" R:1000 EMPTY_SLOT ) } ani ("t_LUTE_S1_2_S0" 1 "S_LUTE_S0" 0.0 0.0 M. "Hum_BardPlay_M01.asc" R 13 39) //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // // OBJEKT-Interaktionen // //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Die Semantik der Interaktions-'STATES' ist (bei 2 States): // "S0": closed, off, inactive, empty // "S1": open, on, active, occupied // --------------------------------------------------------------------------------------------------------------- // CHESTSMALL // geschlossene Truhe, Anivisieren ani ("t_CHESTSMALL_Stand_2_S0" 1 "s_CHESTSMALL_S0" 0.1 0.0 M. "Hum_OpenSmall_M01.asc" F 1 14) ani ("s_CHESTSMALL_S0" 1 "s_CHESTSMALL_S0" 0.0 0.0 M. "Hum_OpenSmall_M01.asc" F 15 15) aniAlias ("t_CHESTSMALL_S0_2_Stand" 1 "" 0.0 0.1 M. "t_CHESTSMALL_Stand_2_S0" R) // Truhe öffnen ani ("t_CHESTSMALL_S0_2_S1" 1 "s_CHESTSMALL_S1" 0.0 0.0 M. "Hum_OpenSmall_M01.asc" F 45 74) // offene Truhe ani ("s_CHESTSMALL_S1" 1 "s_CHESTSMALL_S1" 0.0 0.0 M. "Hum_OpenSmall_M01.asc" F 75 75) // Truhe schließen ani ("t_CHESTSMALL_S1_2_S0" 1 "s_CHESTSMALL_S0" 0.0 0.0 M. "Hum_OpenSmall_M01.asc" F 76 89) // Truhenschloß aufschließen/knacken ani ("t_CHESTSMALL_S0_Unlock" 1 "s_CHESTSMALL_S0" 0.0 0.0 M. "Hum_OpenSmall_M01.asc" F 15 44) // Truhenschloß abschließen aniAlias ("t_CHESTSMALL_S0_Lock" 1 "s_CHESTSMALL_S0" 0.0 0.0 M. "t_CHESTSMALL_S0_Unlock" R) // Scheitern des Versuchs // FIXME: funzt das noch? ani ("t_CHESTSMALL_S0_Try" 1 "" 0.0 0.0 M. "Hum_OpenSmall_M01.asc" F 91 119) // PickLock ani ("t_CHESTSMALL_S0_PickLeft" 1 "s_CHESTSMALL_S0" 0.0 0.0 M. "Hum_OpenSmall_M01.asc" F 122 130) aniAlias ("t_CHESTSMALL_S0_PickRight" 1 "s_CHESTSMALL_S0" 0.0 0.0 M. "t_CHESTSMALL_S0_PickLeft" R) // --------------------------------------------------------------------------------------------------------------- // CHESTBIG // geschlossene Truhe, Anivisieren ani ("t_CHESTBIG_Stand_2_S0" 1 "s_CHESTBIG_S0" 0.0 0.0 M. "Hum_OpenBig_M01.asc" F 1 14) ani ("s_CHESTBIG_S0" 1 "s_CHESTBIG_S0" 0.0 0.0 M. "Hum_OpenBig_M01.asc" F 15 15) aniAlias ("t_CHESTBIG_S0_2_Stand" 1 "" 0.0 0.0 M. "t_CHESTBIG_Stand_2_S0" R) // Truhe öffnen ani ("t_CHESTBIG_S0_2_S1" 1 "s_CHESTBIG_S1" 0.0 0.0 M. "Hum_OpenBig_M01.asc" F 45 74) // offene Truhe ani ("s_CHESTBIG_S1" 1 "s_CHESTBIG_S1" 0.0 0.0 M. "Hum_OpenBig_M01.asc" F 75 75) // Truhe schließen ani ("t_CHESTBIG_S1_2_S0" 1 "s_CHESTBIG_S0" 0.0 0.0 M. "Hum_OpenBig_M01.asc" F 76 89) // Truhenschloß aufschließen/knacken ani ("t_CHESTBIG_S0_Unlock" 1 "s_CHESTBIG_S0" 0.0 0.0 M. "Hum_OpenBig_M01.asc" F 15 44) // Truhenschloß abschließen aniAlias ("t_CHESTBIG_S0_Lock" 1 "s_CHESTBIG_S0" 0.0 0.0 M. "t_CHESTBIG_S0_Unlock" R) // Scheitern des Versuchs ani ("t_CHESTBIG_S0_Try" 1 "" 0.0 0.0 M. "Hum_OpenBig_M01.asc" F 91 119) // PickLock ani ("t_CHESTBIG_S0_PickLeft" 1 "s_CHESTBIG_S0" 0.0 0.0 M. "Hum_OpenBig_M01.asc" F 122 130) aniAlias ("t_CHESTBIG_S0_PickRight" 1 "s_CHESTBIG_S0" 0.0 0.0 M. "t_CHESTBIG_S0_PickLeft" R) // --------------------------------------------------------------------------------------------------------------- // *** ??? *** was geht bei Türen? Dietrich? Schlüssel? // Tür benutzen von Aussen // geschlossene Tür, Anivisieren ani ("t_Door_Front_Stand_2_S0" 1 "s_Door_Front_S0" 0.1 0.0 M. "Hum_DoorFront_M02.asc" F 1 4) ani ("s_Door_Front_S0" 1 "s_Door_Front_S0" 0.0 0.0 M. "Hum_DoorFront_M02.asc" F 5 5) aniAlias ("t_Door_Front_S0_2_Stand" 1 "" 0.0 0.1 M. "t_Door_Front_Stand_2_S0" R) // Tür öffnen ani ("t_Door_Front_S0_2_S1" 1 "s_Door_Front_S1" 0.0 0.1 M. "Hum_DoorFront_M02.asc" F 6 29) // offene Tür ani ("s_Door_Front_S1" 1 "s_Door_Front_S1" 0.0 0.0 M. "Hum_DoorFront_M02.asc" F 30 30) // Tür schließen ani ("t_Door_Front_S1_2_S0" 1 "s_Door_Front_S0" 0.0 0.1 M. "Hum_DoorFront_M02.asc" F 31 59) ani ("t_Door_Front_S1_2_Stand" 1 "" 0.2 0.2 M. "Hum_DoorFront_M02.asc" R 30 32) aniAlias ("t_Door_Front_Stand_2_S1" 1 "s_Door_Front_S1" 0.2 0.2 M. "t_Door_Front_S1_2_Stand" F) // Türschloß aufschließen/knacken ani ("t_Door_Front_S0_Unlock" 1 "s_Door_Front_S0" 0.0 0.2 M. "Hum_DoorFront_M02.asc" F 6 10) // Türschloß abschließen aniAlias ("t_Door_Front_S0_Lock" 1 "s_Door_Front_S0" 0.0 0.2 M. "t_Door_Front_S0_Unlock" F) // Scheitern des Versuchs ani ("t_Door_Front_S0_Try" 1 "" 0.0 0.0 M. "Hum_DoorFront_M02.asc" F 0 4) // PickLock ani ("t_Door_Front_S0_PickLeft" 1 "s_Door_Front_S0" 0.1 0.1 M. "Hum_DoorFront_M02.asc" F 2 6) ani ("t_Door_Front_S0_PickRight" 1 "s_Door_Front_S0" 0.1 0.1 M. "Hum_DoorFront_M02.asc" R 2 6) // --------------------------------------------------------------------------------------------------------------- // Tür benutzen von Innen ani ("t_Door_Back_Stand_2_S0" 1 "s_Door_Back_S0" 0.1 0.0 M. "Hum_DoorBack_M02.asc" F 1 4) ani ("s_Door_Back_S0" 1 "s_Door_Back_S0" 0.0 0.0 M. "Hum_DoorBack_M02.asc" F 5 5) aniAlias ("t_Door_Back_S0_2_Stand" 1 "" 0.0 0.1 M. "t_Door_Back_Stand_2_S0" R) ani ("t_Door_Back_S0_2_S1" 1 "s_Door_Back_S1" 0.1 0.0 M. "Hum_DoorBack_M02.asc" F 6 29) ani ("s_Door_Back_S1" 1 "s_Door_Back_S1" 0.0 0.0 M. "Hum_DoorBack_M02.asc" F 30 30) ani ("t_Door_Back_S1_2_S0" 1 "s_Door_Back_S0" 0.0 0.1 M. "Hum_DoorBack_M02.asc" F 31 59) ani ("t_Door_Back_S1_2_Stand" 1 "" 0.0 0.2 M. "Hum_DoorBack_M02.asc" R 30 32) aniAlias ("t_Door_Back_Stand_2_S1" 1 "s_Door_Back_S1" 0.2 0.0 M. "t_Door_Back_S1_2_Stand" F) // Türschloß aufschließen/knacken ani ("t_Door_Back_S0_Unlock" 1 "s_Door_Back_S0" 0.0 0.3 M. "Hum_DoorBack_M02.asc" F 6 10) // Türschloß abschließen aniAlias ("t_Door_Back_S0_Lock" 1 "s_Door_Back_S0" 0.0 0.3 M. "t_Door_Back_S0_Unlock" F) // Scheitern des Versuchs ani ("t_Door_Back_S0_Try" 1 "" 0.0 0.0 M. "Hum_DoorBack_M02.asc" R 0 4) // PickLock ani ("t_Door_Back_S0_PickLeft" 1 "s_Door_Back_S0" 0.1 0.1 M. "Hum_DoorBack_M02.asc" F 2 6) ani ("t_Door_Back_S0_PickRight" 1 "s_Door_Back_S0" 0.1 0.1 M. "Hum_DoorBack_M02.asc" R 2 6) // --------------------------------------------------------------------------------------------------------------- // Hebel ziehen ani ("t_Lever_Stand_2_S0" 1 "s_Lever_S0" 0.2 0.0 M. "Hum_LeverPull_M01.asc" F 1 9) ani ("s_Lever_S0" 1 "s_Lever_S0" 0.0 0.0 M. "Hum_LeverPull_M01.asc" F 10 10) aniAlias ("t_Lever_S0_2_Stand" 1 "" 0.0 0.2 M. "t_Lever_Stand_2_S0" R) aniAlias ("t_Lever_Stand_2_S1" 1 "s_Lever_S1" 0.0 0.0 M. "t_Lever_S1_2_Stand" R) ani ("s_Lever_S1" 1 "s_Lever_S1" 0.0 0.0 M. "Hum_LeverPull_M01.asc" F 40 40) ani ("t_Lever_S1_2_Stand" 1 "" 0.0 0.2 M. "Hum_LeverPull_M01.asc" F 41 49) ani ("t_Lever_S0_2_S1" 1 "s_Lever_S1" 0.0 0.0 M. "Hum_LeverPull_M01.asc" F 11 39) aniAlias ("t_Lever_S1_2_S0" 1 "s_Lever_S0" 0.0 0.0 M. "t_Lever_S0_2_S1" R) // --------------------------------------------------------------------------------------------------------------- // Drehrad für Tore ani ("t_VWheel_Stand_2_S0" 1 "s_VWheel_S0" 0.1 0.0 M. "Hum_TurnWheel_M02.asc" F 0 9) ani ("s_VWheel_S0" 1 "s_VWheel_S0" 0.0 0.0 M. "Hum_TurnWheel_M02.asc" F 10 10) aniAlias ("t_VWheel_S0_2_Stand" 1 "" 0.0 0.1 M. "t_VWheel_Stand_2_S0" R) aniAlias ("t_VWheel_Stand_2_S1" 1 "s_VWheel_S1" 0.2 0.0 M. "t_VWheel_S1_2_Stand" R) ani ("t_VWheel_S0_2_S1" 1 "s_VWheel_S1" 0.0 0.0 M. "Hum_TurnWheel_M02.asc" F 11 34) ani ("s_VWheel_S1" 1 "s_VWheel_S1" 0.0 0.0 M. "Hum_TurnWheel_M02.asc" F 35 35) aniAlias ("t_VWheel_S1_2_S0" 1 "s_VWheel_S0" 0.0 0.0 M. "t_VWheel_S0_2_S1" R) ani ("t_VWheel_S1_2_Stand" 1 "" 0.0 0.1 M. "Hum_TurnWheel_M02.asc" F 36 45) // --------------------------------------------------------------------------------------------------------------- // Aufs Bett legen (Höhe = 50 cm, kein Kissen) ani ("t_BedHigh_Front_Stand_2_S0" 1 "s_BedHigh_Front_S0" 0.2 0.0 M. "Hum_BedHighFront_M02.asc" F 0 4) ani ("s_BedHigh_Front_S0" 1 "s_BedHigh_Front_S0" 0.0 0.0 M. "Hum_BedHighFront_M02.asc" F 5 5) aniAlias ("t_BedHigh_Front_S0_2_Stand" 1 "" 0.0 0.2 M. "t_BedHigh_Front_Stand_2_S0" R) ani ("t_BedHigh_Front_S0_2_S1" 1 "s_BedHigh_Front_S1" 0.0 0.0 M. "Hum_BedHighFront_M02.asc" F 6 57 FPS:10) { *eventTag (7 "DEF_INV_TORCH") } ani ("s_BedHigh_Front_S1" 1 "s_BedHigh_Front_S1" 0.0 0.0 MI "Hum_BedHighAmbient_A01.asc" F 1 39) aniAlias ("t_BedHigh_Front_S1_2_S0" 1 "s_BedHigh_Front_S0" 0.0 0.0 M. "t_BedHigh_Front_S0_2_S1" R) ani ("t_BedHigh_Back_Stand_2_S0" 1 "s_BedHigh_Back_S0" 0.2 0.0 M. "Hum_BedHighBack_M02.asc" F 0 4) ani ("s_BedHigh_Back_S0" 1 "s_BedHigh_Back_S0" 0.0 0.0 M. "Hum_BedHighBack_M02.asc" F 5 5) aniAlias ("t_BedHigh_Back_S0_2_Stand" 1 "" 0.0 0.2 M. "t_BedHigh_Back_Stand_2_S0" R) ani ("t_BedHigh_Back_S0_2_S1" 1 "s_BedHigh_Back_S1" 0.0 0.0 M. "Hum_BedHighBack_M02.asc" F 6 57 FPS:10) { *eventTag (7 "DEF_INV_TORCH") } ani ("s_BedHigh_Back_S1" 1 "s_BedHigh_Back_S1" 0.0 0.0 MI "Hum_BedHighAmbientBack_A01.asc" F 1 39) aniAlias ("t_BedHigh_Back_S1_2_S0" 1 "s_BedHigh_Back_S0" 0.0 0.0 M. "t_BedHigh_Back_S0_2_S1" R) // --------------------------------------------------------------------------------------------------------------- // Auf Stuhl setzen ani ("t_Chair_Stand_2_S0" 1 "s_Chair_S0" 0.2 0.0 M. "Hum_SitChair_M01.asc" F 0 4) ani ("s_Chair_S0" 1 "s_Chair_S0" 0.0 0.0 M. "Hum_SitChair_M01.asc" F 5 5) aniAlias ("t_Chair_S0_2_Stand" 1 "" 0.0 0.2 M. "t_Chair_Stand_2_S0" R) ani ("t_Chair_S0_2_S1" 1 "s_Chair_S1" 0.0 0.0 M. "Hum_SitChair_M01.asc" F 5 39) { *eventTag (7 "DEF_INV_TORCH") *eventSFX (38 "CHAIR_USE" R:1000 EMPTY_SLOT ) } ani ("s_Chair_S1" 1 "s_Chair_S1" 0.0 0.0 MI "Hum_SitChair_M01.asc" F 40 79 FPS:10) aniAlias ("t_Chair_S1_2_S0" 1 "s_Chair_S0" 0.0 0.1 M. "t_Chair_S0_2_S1" R) // CHAIR RANDOMS ani ("R_Chair_Random_1" 2 "" 0.3 0.3 M. "Hum_SitBench_Random_M01.asc" F 1 45 FPS:10) ani ("R_Chair_Random_2" 2 "" 0.3 0.3 M. "Hum_SitBench_Random_M01.asc" F 47 99 FPS:10) ani ("R_Chair_Random_3" 2 "" 0.3 0.3 M. "Hum_SitBench_Random_M01.asc" F 101 174 FPS:10) ani ("R_Chair_Random_4" 2 "" 0.3 0.3 M. "Hum_SitBench_Random_M01.asc" F 176 224 FPS:10) // --------------------------------------------------------------------------------------------------------------- // Auf Bank setzen ani ("t_Bench_Stand_2_S0" 1 "s_Bench_S0" 0.2 0.0 M. "Hum_SitBench_M01.asc" F 0 4) ani ("s_Bench_S0" 1 "s_Bench_S0" 0.0 0.0 M. "Hum_SitBench_M01.asc" F 5 5) aniAlias ("t_Bench_S0_2_Stand" 1 "" 0.0 0.2 M. "t_Bench_Stand_2_S0" R) ani ("t_Bench_S0_2_S1" 1 "s_Bench_S1" 0.0 0.0 M. "Hum_SitBench_M01.asc" F 6 39) { *eventTag (7 "DEF_INV_TORCH") *eventSFX (36 "CHAIR_USE" R:1000 EMPTY_SLOT ) } ani ("s_Bench_S1" 1 "s_Bench_S1" 0.0 0.0 MI "Hum_SitBench_M01.asc" F 40 90 FPS:10) aniAlias ("t_Bench_S1_2_S0" 1 "s_Bench_S0" 0.0 0.0 M. "t_Bench_S0_2_S1" R) // BENCH RANDOMS (aniAlias von Chair) aniAlias ("R_Bench_Random_1" 2 "" 0.3 0.3 M. "R_Chair_Random_1" F) aniAlias ("R_Bench_Random_2" 2 "" 0.3 0.3 M. "R_Chair_Random_2" F) aniAlias ("R_Bench_Random_3" 2 "" 0.3 0.3 M. "R_Chair_Random_3" F) aniAlias ("R_Bench_Random_4" 2 "" 0.3 0.3 M. "R_Chair_Random_4" F) // --------------------------------------------------------------------------------------------------------------- // Auf Thron setzen ani ("t_Throne_Stand_2_S0" 1 "s_Throne_S0" 0.2 0.0 M. "Hum_Throne_A01.asc" F 0 4) ani ("s_Throne_S0" 1 "s_Throne_S0" 0.0 0.0 M. "Hum_Throne_A01.asc" F 5 5) ani ("t_Throne_S0_2_Stand" 1 "" 0.0 0.2 M. "Hum_Throne_A01.asc" R 0 4) ani ("t_Throne_S0_2_S1" 1 "s_Throne_S1" 0.0 0.0 M. "Hum_Throne_A01.asc" F 6 39) { *eventTag (7 "DEF_INV_TORCH") *eventSFX (37 "CHAIR_USE" R:1000 EMPTY_SLOT ) } ani ("s_Throne_S1" 1 "s_Throne_S1" 0.0 0.0 MI "Hum_Throne_A01.asc" F 40 100) aniAlias ("t_Throne_S1_2_S0" 1 "s_Throne_S0" 0.0 0.0 M. "t_Throne_S0_2_S1" R) // --------------------------------------------------------------------------------------------------------------- // Leiter hochklettern ani ("t_Ladder_Stand_2_S0" 1 "s_Ladder_S0" 0.1 0.0 M. "Hum_LadderClimb_M03.asc" F 1 14) ani ("s_Ladder_S0" 1 "s_Ladder_S0" 0.0 0.0 MF "Hum_LadderClimb_M03.asc" F 14 14) aniAlias ("t_Ladder_S0_2_Stand" 1 "" 0.0 0.0 MF "t_Ladder_Stand_2_S0" R) ani ("t_Ladder_S0_2_S1" 1 "s_Ladder_S1" 0.0 0.0 MF "Hum_LadderClimb_M03.asc" F 15 45) { *eventSFX (16 "Ladder_Step" R:1000 EMTPY_SLOT ) *eventSFX (31 "Ladder_Step" R:1000 EMTPY_SLOT ) } // 2m Leiter aniAlias ("s_Ladder_S1" 1 "s_Ladder_S1" 0.0 0.0 MF "s_Ladder_S0" F) ani ("t_Ladder_S1_2_Stand" 1 "" 0.0 0.2 MF "Hum_LadderClimb_M03.asc" F 46 64) { *eventSFXGrnd (57 "Sneak" ) *eventSFXGrnd (63 "Sneak" ) } ani ("t_Ladder_Stand_2_S1" 1 "s_Ladder_S1" 0.2 0.0 MF "Hum_LadderClimb_M03.asc" F 67 95) { *eventSFX (85 "Ladder_Step" R:1000 EMTPY_SLOT ) *eventSFX (90 "Ladder_Step" R:1000 EMTPY_SLOT ) } aniAlias ("t_Ladder_S1_2_S0" 1 "s_Ladder_S0" 0.0 0.0 MF "t_Ladder_S0_2_S1" R) aniAlias ("t_Ladder_S1_2_S2" 1 "s_Ladder_S2" 0.0 0.0 MF "t_Ladder_S0_2_S1" F) // 3m Leiter aniAlias ("s_Ladder_S2" 1 "s_Ladder_S2" 0.0 0.0 MF "s_Ladder_S0" F) aniAlias ("t_Ladder_S2_2_Stand" 1 "" 0.0 0.1 MF "t_Ladder_S1_2_Stand" F) aniAlias ("t_Ladder_Stand_2_S2" 1 "s_Ladder_S2" 0.1 0.0 MF "t_Ladder_Stand_2_S1" F) aniAlias ("t_Ladder_S2_2_S1" 1 "s_Ladder_S1" 0.0 0.0 MF "t_Ladder_S0_2_S1" R) aniAlias ("t_Ladder_S2_2_S3" 1 "s_Ladder_S3" 0.0 0.0 MF "t_Ladder_S0_2_S1" F) // 4m Leiter aniAlias ("s_Ladder_S3" 1 "s_Ladder_S3" 0.0 0.0 MF "s_Ladder_S0" F) aniAlias ("t_Ladder_S3_2_Stand" 1 "" 0.0 0.1 MF "t_Ladder_S1_2_Stand" F) aniAlias ("t_Ladder_Stand_2_S3" 1 "s_Ladder_S3" 0.1 0.0 MF "t_Ladder_S1_2_Stand" R) aniAlias ("t_Ladder_S3_2_S2" 1 "s_Ladder_S2" 0.0 0.0 MF "t_Ladder_S0_2_S1" R) aniAlias ("t_Ladder_S3_2_S4" 1 "s_Ladder_S4" 0.0 0.0 MF "t_Ladder_S0_2_S1" F) // 5m Leiter aniAlias ("s_Ladder_S4" 1 "s_Ladder_S4" 0.0 0.0 MF "s_Ladder_S0" F) aniAlias ("t_Ladder_S4_2_Stand" 1 "" 0.0 0.1 MF "t_Ladder_S1_2_Stand" F) aniAlias ("t_Ladder_Stand_2_S4" 1 "s_Ladder_S4" 0.1 0.0 MF "t_Ladder_Stand_2_S1" F) aniAlias ("t_Ladder_S4_2_S3" 1 "s_Ladder_S3" 0.0 0.0 MF "t_Ladder_S0_2_S1" R) aniAlias ("t_Ladder_S4_2_S5" 1 "s_Ladder_S5" 0.0 0.0 MF "t_Ladder_S0_2_S1" F) // 6m Leiter aniAlias ("s_Ladder_S5" 1 "s_Ladder_S5" 0.0 0.0 MF "s_Ladder_S0" F) aniAlias ("t_Ladder_S5_2_Stand" 1 "" 0.0 0.1 MF "t_Ladder_S1_2_Stand" F) aniAlias ("t_Ladder_Stand_2_S5" 1 "s_Ladder_S5" 0.2 0.0 MF "t_Ladder_Stand_2_S1" F) aniAlias ("t_Ladder_S5_2_S4" 1 "s_Ladder_S4" 0.0 0.0 MF "t_Ladder_S0_2_S1" R) aniAlias ("t_Ladder_S5_2_S6" 1 "s_Ladder_S6" 0.0 0.0 MF "t_Ladder_S0_2_S1" F) // 7m Leiter aniAlias ("s_Ladder_S6" 1 "s_Ladder_S6" 0.0 0.0 MF "s_Ladder_S0" F) aniAlias ("t_Ladder_S6_2_Stand" 1 "" 0.0 0.1 MF "t_Ladder_S1_2_Stand" F) aniAlias ("t_Ladder_Stand_2_S6" 1 "s_Ladder_S6" 0.1 0.0 MF "t_Ladder_Stand_2_S1" F) aniAlias ("t_Ladder_S6_2_S5" 1 "s_Ladder_S5" 0.0 0.0 MF "t_Ladder_S0_2_S1" R) aniAlias ("t_Ladder_S6_2_S7" 1 "s_Ladder_S7" 0.0 0.0 MF "t_Ladder_S0_2_S1" F) // 8m Leiter aniAlias ("s_Ladder_S7" 1 "s_Ladder_S7" 0.0 0.0 MF "s_Ladder_S0" F) aniAlias ("t_Ladder_S7_2_Stand" 1 "" 0.0 0.1 MF "t_Ladder_S1_2_Stand" F) aniAlias ("t_Ladder_Stand_2_S7" 1 "s_Ladder_S7" 0.1 0.0 MF "t_Ladder_Stand_2_S1" F) aniAlias ("t_Ladder_S7_2_S6" 1 "s_Ladder_S6" 0.0 0.0 MF "t_Ladder_S0_2_S1" R) aniAlias ("t_Ladder_S7_2_S8" 1 "s_Ladder_S8" 0.0 0.0 MF "t_Ladder_S0_2_S1" F) // 9m Leiter aniAlias ("s_Ladder_S8" 1 "s_Ladder_S8" 0.0 0.0 MF "s_Ladder_S0" F) aniAlias ("t_Ladder_S8_2_Stand" 1 "" 0.0 0.1 MF "t_Ladder_S1_2_Stand" F) aniAlias ("t_Ladder_Stand_2_S8" 1 "s_Ladder_S8" 0.1 0.0 MF "t_Ladder_Stand_2_S1" F) aniAlias ("t_Ladder_S8_2_S7" 1 "s_Ladder_S7" 0.0 0.0 MF "t_Ladder_S0_2_S1" R) aniAlias ("t_Ladder_S8_2_S9" 1 "s_Ladder_S9" 0.0 0.0 MF "t_Ladder_S0_2_S1" F) // 10m Leiter aniAlias ("s_Ladder_S9" 1 "s_Ladder_S9" 0.0 0.0 MF "s_Ladder_S0" F) aniAlias ("t_Ladder_S9_2_Stand" 1 "" 0.0 0.1 MF "t_Ladder_S1_2_Stand" F) aniAlias ("t_Ladder_Stand_2_S9" 1 "s_Ladder_S9" 0.1 0.0 MF "t_Ladder_Stand_2_S1" F) aniAlias ("t_Ladder_S9_2_S8" 1 "s_Ladder_S8" 0.0 0.0 MF "t_Ladder_S0_2_S1" R) // --------------------------------------------------------------------------------------------------------------- // Statue anbeten ani ("t_Idol_Stand_2_S0" 1 "s_Idol_S0" 0.2 0.0 M. "Hum_Pray_M01.asc" F 0 4) ani ("s_Idol_S0" 1 "s_Idol_S0" 0.0 0.0 M. "Hum_Pray_M01.asc" F 5 5) aniAlias ("t_Idol_S0_2_Stand" 1 "" 0.0 0.2 M. "t_Idol_Stand_2_S0" R) ani ("t_Idol_S0_2_S1" 1 "s_Idol_S1" 0.0 0.0 M. "Hum_Pray_M01.asc" F 6 44 FPS:10) ani ("s_Idol_S1" 1 "s_Idol_S1" 0.0 0.0 M. "Hum_Pray_M01.asc" F 45 160 FPS:10) aniAlias ("t_Idol_S1_2_S0" 1 "s_Idol_S0" 0.0 0.0 M. "t_Idol_S0_2_S1" R) // --------------------------------------------------------------------------------------------------------------- // BOOK READING ani ("t_Book_Stand_2_S0" 1 "s_Book_S0" 0.2 0.0 M. "Hum_BookReading_M01.asc" F 1 11) ani ("s_Book_S0" 1 "s_Book_S0" 0.0 0.0 M. "Hum_BookReading_M01.asc" F 12 12) aniAlias ("t_Book_S0_2_Stand" 1 "" 0.0 0.2 M. "t_Book_Stand_2_S0" R) ani ("t_Book_S0_2_S1" 1 "s_Book_S1" 0.0 0.0 M. "Hum_BookReading_M01.asc" F 146 195 FPS:10) { *eventTag (147 "DEF_INV_TORCH") *eventSFX (154 "book_nextpage" R:1000 EMPTY_SLOT ) *eventSFX (170 "MOB_BOOK_MOVEPAGE" R:1000 EMPTY_SLOT ) } ani ("s_Book_S1" 1 "s_Book_S1" 0.0 0.0 M. "Hum_BookReading_M01.asc" F 12 195 FPS:10) // aniAlias ("t_Book_S1_2_S0" 1 "s_Book_S0" 0.0 0.0 M. "t_Book_S0_2_S1" R) aniBlend ("t_Book_S1_2_S0" "s_Book_S0" 0.2 0.2 ) // --------------------------------------------------------------------------------------------------------------- // Repair MOB ani ("t_Repair_Stand_2_S0" 1 "s_Repair_S0" 0.2 0.0 M. "Hum_RepairHut_M01.asc" F 1 19) { *eventTag (5 "DEF_INSERT_ITEM" "ZS_RIGHTHAND") } ani ("s_Repair_S0" 1 "s_Repair_S0" 0.0 0.0 M. "Hum_RepairHut_M01.asc" F 20 20) ani ("t_Repair_S0_2_Stand" 1 "" 0.0 0.2 M. "Hum_RepairHut_M01.asc" R 1 19) { *eventTag (5 "DEF_REMOVE_ITEM" "ZS_RIGHTHAND") } ani ("t_Repair_S0_2_S1" 1 "s_Repair_S1" 0.0 0.0 M. "Hum_RepairHut_M01.asc" F 20 29) ani ("s_Repair_S1" 1 "s_Repair_S1" 0.0 0.0 M. "Hum_RepairHut_M01.asc" F 30 65) { *eventSFX (48 "Hammer" R:1000 EMPTY_SLOT ) } ani ("t_Repair_Random_1" 2 "" 0.1 0.1 M. "Hum_RepairHut_M01.asc" F 66 124 FPS:10) aniAlias ("t_Repair_S1_2_S0" 1 "s_Repair_S0" 0.0 0.0 M. "t_Repair_S0_2_S1" R) // --------------------------------------------------------------------------------------------------------------- // Cooking ani ("t_Cauldron_Stand_2_S0" 1 "s_Cauldron_S0" 0.2 0.0 M. "Hum_Cooking_M01.asc" F 1 30) { *eventTag (5 "DEF_INSERT_ITEM" "ZS_RIGHTHAND") *eventSFX (28 "PSILAB_DRAWLIQUID" R:1000 EMPTY_SLOT ) } ani ("s_Cauldron_S0" 1 "s_Cauldron_S0" 0.0 0.0 M. "Hum_Cooking_M01.asc" F 31 31) ani ("t_Cauldron_S0_2_Stand" 1 "" 0.0 0.2 M. "Hum_Cooking_M01.asc" R 1 30) { *eventTag (5 "DEF_REMOVE_ITEM") } ani ("t_Cauldron_S0_2_S1" 1 "s_Cauldron_S1" 0.0 0.0 M. "Hum_Cooking_M01.asc" F 70 120 FPS:10) { *eventTag (71 "DEF_INV_TORCH") } ani ("s_Cauldron_S1" 1 "s_Cauldron_S1" 0.0 0.0 M. "Hum_Cooking_M01.asc" F 31 70 FPS:10) { *eventSFX (37 "COULDRON_STIR" R:1000 EMPTY_SLOT ) } aniAlias ("t_Cauldron_S1_2_S0" 1 "s_Cauldron_S0" 0.0 0.0 M. "s_Cauldron_S1" F) // --------------------------------------------------------------------------------------------------------------- // TA_PickOre ani ("t_Ore_Stand_2_S0" 1 "s_Ore_S0" 0.2 0.0 M. "Hum_PickOre_M02.asc" R 0 4) { *eventTag (2 "DEF_INSERT_ITEM" "ZS_LEFTHAND") } ani ("s_Ore_S0" 1 "s_Ore_S0" 0.0 0.0 M. "Hum_PickOre_M02.asc" F 5 5) ani ("t_Ore_S0_2_Stand" 1 "" 0.0 0.2 M. "Hum_PickOre_M02.asc" R 0 4) { *eventTag (2 "DEF_REMOVE_ITEM") } ani ("c_Ore_T01_1" 1 "" 0.0 0.0 . "Hum_PickOre_M02.asc" F 5 15) ani ("c_Ore_T01_2" 1 "" 0.0 0.0 . "Hum_PickOre_M02.asc" F 5 15) ani ("c_Ore_T01_3" 1 "" 0.0 0.0 . "Hum_PickOre_M02.asc" F 5 15) aniComb ("t_Ore_S0_2_S1" 1 "s_Ore_S1" 0.0 0.0 M. "c_Ore_T01_" 3) ani ("c_Ore_S1_1" 1 "" 0.0 0.0 . "Hum_PickOre_M02.asc" F 15 75) ani ("c_Ore_S1_2" 1 "" 0.0 0.0 . "Hum_PickOre_M02.asc" F 75 135) ani ("c_Ore_S1_3" 1 "" 0.0 0.0 . "Hum_PickOre_M02.asc" F 135 195 aniComb ("s_Ore_S1" 1 "s_Ore_S1" 0.0 0.0 M. "c_Ore_S1_" 3) { *eventPFX (24 1 "CPFX_IAI_METAL" "ZS_RIGHTHAND" ) *eventSFX (25 "pickore" R:1000 EMPTY_SLOT) } ani ("c_Ore_T10_1" 1 "" 0.0 0.0 . "Hum_PickOre_M02.asc" R 5 15) ani ("c_Ore_T10_2" 1 "" 0.0 0.0 . "Hum_PickOre_M02.asc" R 5 15) ani ("c_Ore_T10_3" 1 "" 0.0 0.0 . "Hum_PickOre_M02.asc" R 5 15) aniComb ("t_Ore_S1_2_S0" 1 "s_Ore_S0" 0.0 0.0 M. "c_Ore_T10_" 3) // --------------------------------------------------------------------------------------------------------------- // TA_Smoke ani ("t_Smoke_Stand_2_S0" 1 "s_Smoke_S0" 0.2 0.0 M. "Hum_SmokePipe_M01.asc" F 0 3) ani ("s_Smoke_S0" 1 "s_Smoke_S0" 0.0 0.0 M. "Hum_SmokePipe_M01.asc" F 4 4) aniAlias ("t_Smoke_S0_2_Stand" 1 "" 0.0 0.2 M. "t_Smoke_Stand_2_S0" R) ani ("t_Smoke_S0_2_S1" 1 "s_Smoke_S1" 0.0 0.0 M. "Hum_SmokePipe_M01.asc" F 5 44 FPS:10) { *eventTag (7 "DEF_INV_TORCH") } ani ("s_Smoke_S1" 1 "s_Smoke_S1" 0.0 0.0 M. "Hum_SmokePipe_M01.asc" F 45 190) { *eventPFX (110 1 "LIGHTSMOKE" "ZS_RIGHTHAND" ATTACH) *eventPFXStop (145 1) } aniAlias ("t_Smoke_S1_2_S0" 1 "s_Smoke_S0" 0.0 0.0 M. "t_Smoke_S0_2_S1" R) // --------------------------------------------------------------------------------------------------------------- // TA_CookForMe (Pfanne über Lagerfeuer) ani ("t_Pan_Stand_2_S0" 1 "s_Pan_S0" 0.1 0.0 M. "Hum_CookForMe_M01.asc" F 0 24) ani ("s_Pan_S0" 1 "s_Pan_S0" 0.0 0.0 M. "Hum_CookForMe_M01.asc" F 25 25) aniAlias ("t_Pan_S0_2_Stand" 1 "" 0.0 0.2 M. "t_Pan_Stand_2_S0" R) ani ("t_Pan_S0_2_S1" 1 "s_Pan_S1" 0.0 0.0 M. "Hum_CookForMe_M01.asc" F 26 34) { *eventTag (26 "DEF_INSERT_ITEM" "ZS_RIGHTHAND") } ani ("s_Pan_S1" 1 "s_Pan_S1" 0.0 0.0 M. "Hum_CookForMe_M01.asc" F 35 84) { *eventSFX (36 "PAN_FRYING" R:1000 EMPTY_SLOT ) } ani ("t_Pan_S1_2_S0" 1 "s_Pan_S0" 0.0 0.0 M. "Hum_CookForMe_M01.asc" R 26 34) { *eventTag (33 "DEF_EXCHANGE_ITEM" "ZS_LEFTHAND" "ItFoMutton") *eventTag (26 "DEF_REMOVE_ITEM") } // --------------------------------------------------------------------------------------------------------------- // TA_PotionAlchemy (Labortisch) ani ("t_Lab_Stand_2_S0" 1 "s_Lab_S0" 0.1 0.0 M. "Hum_Alchemie_A01.asc" F 0 5) ani ("s_Lab_S0" 1 "s_Lab_S0" 0.0 0.0 M. "Hum_Alchemie_A01.asc" F 5 5) ani ("t_Lab_S0_2_Stand" 1 "" 0.1 0.1 M. "Hum_Alchemie_A01.asc" R 0 5) ani ("t_Lab_S0_2_S1" 1 "s_Lab_S1" 0.0 0.0 M. "Hum_Alchemie_A01.asc" F 5 40) { *eventTag (21 "DEF_INSERT_ITEM" "ZS_RIGHTHAND") *eventSFX (39 "RELEASECORK" R:1000 EMPTY_SLOT ) } ani ("t_Lab_S1_2_S0" 1 "s_Lab_S0" 0.1 0.1 M. "Hum_Alchemie_A01.asc" R 5 40) { *eventTag (21 "DEF_DESTROY_ITEM") *eventSFX (39 "RELEASECORK" R:1000 EMPTY_SLOT ) } ani ("s_Lab_S1" 1 "s_Lab_S1" 0.0 0.0 M. "Hum_Alchemie_A01.asc" F 40 160) { *eventPFX (45 1 "PSILAB_GLOW2" "ZS_RIGHTHAND" ATTACH ) *eventSFX (70 "MOB_ALCHEMY_SHAKELIQUID" R:1000 EMPTY_SLOT ) *eventSFX (112 "PSILAB_PLACEBOTTLE" R:1000 EMPTY_SLOT ) *eventSFX (152 "MOB_ALCHEMY_NOISYINGEDIENT" R:1000 EMPTY_SLOT ) *eventSFX (156 "PSILAB_BOILING" R:1000 EMPTY_SLOT ) } // --------------------------------------------------------------------------------------------------------------- // TA_HerbAlchemy (Krautstampfer) ani ("t_Herb_Stand_2_S0" 1 "s_Herb_S0" 0.1 0.0 M. "Hum_AlHerb_Jue00.asc" F 0 5 FPS:10) { *eventTag (1 "DEF_INSERT_ITEM" "ZS_LEFTHAND") } ani ("s_Herb_S0" 1 "s_Herb_S0" 0.0 0.0 M. "Hum_AlHerb_Jue00.asc" F 5 5) ani ("t_Herb_S0_2_Stand" 1 "" 0.0 0.0 M. "Hum_AlHerb_Jue00.asc" R 0 5 FPS:10) { *eventTag (1 "DEF_REMOVE_ITEM") } ani ("t_Herb_S0_2_S1" 1 "s_Herb_S1" 0.0 0.1 M. "Hum_AlHerb_Jue00.asc" F 5 140 FPS:10) ani ("s_Herb_S1" 1 "s_Herb_S1" 0.0 0.0 M. "Hum_AlHerb_Jue00.asc" F 140 170 FPS:10) { *eventSFX (169 "HERB_STOMP" R:1000 EMPTY_SLOT ) } ani ("t_Herb_S1_2_S0" 1 "s_Herb_S0" 0.0 0.0 M. "Hum_AlHerb_Jue00.asc" F 170 220 FPS:10) // -------------------------------------------------------------------------------------------------------------- // Drehschalter ani ("t_TURNSWITCH_Stand_2_S0" 1 "s_TURNSWITCH_S0" 0.1 0.0 M. "Hum_TurnSwitch_M01.asc" F 0 34) ani ("s_TURNSWITCH_S0" 1 "s_TURNSWITCH_S0" 0.0 0.0 M. "Hum_TurnSwitch_M01.asc" F 35 35) aniAlias ("t_TURNSWITCH_S0_2_Stand" 1 "" 0.0 0.1 M. "t_TURNSWITCH_Stand_2_S0" R) ani ("t_TURNSWITCH_S0_2_S1" 1 "s_TURNSWITCH_S1" 0.0 0.0 M. "Hum_TurnSwitch_M01.asc" F 36 84) aniAlias ("t_TURNSWITCH_S1_2_S0" 1 "s_TURNSWITCH_S0" 0.0 0.0 M. "t_TURNSWITCH_S0_2_S1" R) aniAlias ("t_TURNSWITCH_Stand_2_S1" 1 "s_TURNSWITCH_S1" 0.0 0.0 M. "t_TURNSWITCH_Stand_2_S0" F) ani ("s_TURNSWITCH_S1" 1 "s_TURNSWITCH_S1" 0.0 0.0 M. "Hum_TurnSwitch_M01.asc" F 85 85) aniAlias ("t_TURNSWITCH_S1_2_Stand" 1 "" 0.0 0.2 M. "t_TURNSWITCH_Stand_2_S0" R) // -------------------------------------------------------------------------------------------------------------- // Steinplatte drücken (Trigger) ani ("t_TOUCHPLATE_Stand_2_S0" 1 "s_TOUCHPLATE_S0" 0.1 0.0 M. "Hum_TouchPlate_M01.asc" F 0 5) ani ("s_TOUCHPLATE_S0" 1 "s_TOUCHPLATE_S0" 0.0 0.0 M. "Hum_TouchPlate_M01.asc" F 6 6) aniAlias ("t_TOUCHPLATE_S0_2_Stand" 1 "" 0.0 0.1 M. "t_TOUCHPLATE_Stand_2_S0" R) ani ("t_TOUCHPLATE_S0_2_S1" 1 "s_TOUCHPLATE_S1" 0.0 0.0 M. "Hum_TouchPlate_M01.asc" F 7 34) ani ("s_TOUCHPLATE_S1" 1 "s_TOUCHPLATE_S1" 0.0 0.0 M. "Hum_TouchPlate_M01.asc" F 35 35) aniAlias ("t_TOUCHPLATE_S1_2_S0" 1 "s_TOUCHPLATE_S0" 0.0 0.0 M. "t_TOUCHPLATE_S0_2_S1" F) aniAlias ("t_TOUCHPLATE_Stand_2_S1" 1 "s_TOUCHPLATE_S1" 0.0 0.0 M. "t_TOUCHPLATE_Stand_2_S0" F) aniAlias ("t_TOUCHPLATE_S1_2_Stand" 1 "" 0.0 0.1 M. "t_TOUCHPLATE_Stand_2_S0" R) // -------------------------------------------------------------------------------------------------------------- // Blacksmith - Splitted // Fireplace - useWithItem = BS_SWORD_RAW ani ("t_BSFIRE_Stand_2_S0" 1 "s_BSFIRE_S0" 0.1 0.0 M. "Hum_BSFire_M01.asc" F 0 2) ani ("s_BSFIRE_S0" 1 "s_BSFIRE_S0" 0.0 0.0 M. "Hum_BSFire_M01.asc" F 3 3) ani ("t_BSFIRE_S0_2_Stand" 1 "" 0.0 0.1 M. "Hum_BSFire_M01.asc" R 0 2) ani ("t_BSFIRE_S0_2_S1" 1 "s_BSFIRE_S1" 0.0 0.0 M. "Hum_BSFire_M01.asc" F 4 37) { *eventTag (4 "DEF_INSERT_ITEM" "ZS_LEFTHAND") *eventTag (37 "DEF_EXCHANGE_ITEM" "ZS_LEFTHAND" "ItMiSwordrawhot") } ani ("s_BSFIRE_S1" 1 "s_BSFIRE_S1" 0.0 0.0 M. "Hum_BSFire_M01.asc" F 38 99) ani ("t_BSFIRE_S1_2_S0" 1 "s_BSFIRE_S0" 0.0 0.0 M. "Hum_BSFire_M01.asc" R 4 37) { *eventTag (4 "DEF_REMOVE_ITEM") } // Anvil - useWithItem = BS_SWORD_RAWHOT ani ("t_BSANVIL_Stand_2_S0" 1 "s_BSANVIL_S0" 0.1 0.0 M. "Hum_BSAnvil_Jue00.asc" F 0 2) ani ("s_BSANVIL_S0" 1 "s_BSANVIL_S0" 0.0 0.0 M. "Hum_BSAnvil_Jue00.asc" F 3 3) ani ("t_BSANVIL_S0_2_Stand" 1 "" 0.0 0.1 M. "Hum_BSAnvil_Jue00.asc" R 0 2) ani ("t_BSANVIL_S0_2_S1" 1 "s_BSANVIL_S1" 0.0 0.0 M. "Hum_BSAnvil_Jue00.asc" F 4 9) { *eventTag (4 "DEF_INSERT_ITEM" "ZS_LEFTHAND") *eventTag (4 "DEF_CREATE_ITEM" "ZS_RIGHTHAND" "ItMw_1H_Mace_L_04") } ani ("s_BSANVIL_S1" 1 "s_BSANVIL_S1" 0.0 0.0 M. "Hum_BSAnvil_Jue00.asc" F 10 47) ani ("t_BSANVIL_S1_2_S0" 1 "s_BSANVIL_S0" 0.0 0.0 M. "Hum_BSAnvil_Jue00.asc" R 4 9) { *eventTag (4 "DEF_DESTROY_ITEM") } // Water Cooling - useWithItem = BS_SWORD_BLADEHOT ani ("t_BSCOOL_Stand_2_S0" 1 "s_BSCOOL_S0" 0.1 0.0 M. "Hum_BSCool_M01.asc" F 0 2) ani ("s_BSCOOL_S0" 1 "s_BSCOOL_S0" 0.0 0.0 M. "Hum_BSCool_M01.asc" F 3 3) ani ("t_BSCOOL_S0_2_Stand" 1 "" 0.0 0.1 M. "Hum_BSCool_M01.asc" F 0 2) ani ("t_BSCOOL_S0_2_S1" 1 "s_BSCOOL_S1" 0.0 0.0 M. "Hum_BSCool_M01.asc" F 4 9) { *eventTag (4 "DEF_INSERT_ITEM" "ZS_LEFTHAND") } ani ("s_BSCOOL_S1" 1 "s_BSCOOL_S1" 0.0 0.0 M. "Hum_BSCool_M01.asc" F 10 50) ani ("t_BSCOOL_S1_2_S0" 1 "s_BSCOOL_S0" 0.0 0.0 M. "Hum_BSCool_M01.asc" R 4 9) { *eventTag (4 "DEF_DESTROY_ITEM") } // Sharpen - useWithItem = BS_SWORD_BLADE ani ("t_BSSHARP_Stand_2_S0" 1 "s_BSSHARP_S0" 0.1 0.0 M. "Hum_BSSharp_M01.asc" F 0 2) ani ("s_BSSHARP_S0" 1 "s_BSSHARP_S0" 0.0 0.0 M. "Hum_BSSharp_M01.asc" F 3 3) ani ("t_BSSHARP_S0_2_Stand" 1 "" 0.0 0.1 M. "Hum_BSSharp_M01.asc" R 0 2) ani ("t_BSSHARP_S0_2_S1" 1 "s_BSSHARP_S1" 0.0 0.0 M. "Hum_BSSharp_M01.asc" F 4 14) { *eventTag (4 "DEF_INSERT_ITEM" "ZS_LEFTHAND") } ani ("s_BSSHARP_S1" 1 "s_BSSHARP_S1" 0.0 0.0 M. "Hum_BSSharp_M01.asc" F 15 80) ani ("t_BSSHARP_S1_2_S0" 1 "s_BSSHARP_S0" 0.0 0.0 M. "Hum_BSSharp_M01.asc" R 4 14) { *eventTag (4 "DEF_DESTROY_ITEM") } // --------------------------------------------------------------------------------------------------------------- // BARBQ_Scavenger - Chickenstick - Grillhühnchen ani ("t_BARBQ_Stand_2_S0" 1 "s_BARBQ_S0" 0.1 0.0 M. "Hum_BarBQ_M01.ASC" F 1 3) ani ("s_BARBQ_S0" 1 "s_BARBQ_S0" 0.0 0.0 M. "Hum_BarBQ_M01.ASC" F 4 4) aniAlias ("t_BARBQ_S0_2_Stand" 1 "" 0.0 0.1 M. "t_BARBQ_Stand_2_S0" R) ani ("t_BARBQ_S0_2_S1" 1 "s_BARBQ_S1" 0.0 0.0 M. "Hum_BarBQ_M01.ASC" F 5 14) ani ("s_BARBQ_S1" 1 "s_BARBQ_S1" 0.0 0.0 M. "Hum_BarBQ_M01.ASC" F 15 174 FPS:10) aniAlias ("t_BARBQ_S1_2_S0" 1 "s_BARBQ_S0" 0.0 0.0 M. "t_BARBQ_S0_2_S1" R) // -------------------------------------------------------------------------------------------------------------- // Orc-Grave ani ("t_GRAVE_Stand_2_S0" 1 "s_GRAVE_S0" 0.1 0.0 M. "Hum_OrcGrave_M01.asc" F 0 24) ani ("s_GRAVE_S0" 1 "s_GRAVE_S0" 0.0 0.0 M. "Hum_OrcGrave_M01.asc" F 25 25) aniAlias ("t_GRAVE_S0_2_Stand" 1 "" 0.0 0.1 M. "t_GRAVE_Stand_2_S0" R) ani ("t_GRAVE_S0_2_S1" 1 "s_GRAVE_S1" 0.0 0.0 M. "Hum_OrcGrave_M01.asc" F 26 84 FPS:10) ani ("s_GRAVE_S1" 1 "s_GRAVE_S1" 0.0 0.0 M. "Hum_OrcGrave_M01.asc" F 85 85) ani ("t_GRAVE_S1_2_Stand" 1 "" 0.0 0.0 M. "Hum_OrcGrave_M01.asc" R 85 85) // --------------------------------------------------------------------------------------------------------------- // Runenmacher // zs_Righthand -> Zange // zs_lefthand -> Rune ani ("t_RMAKER_Stand_2_S0" 1 "s_RMAKER_S0" 0.0 0.0 M. "Hum_RuneMaker2_M01.asc" F 0 25) { *eventTag (2 "DEF_CREATE_ITEM" "ZS_RIGHTHAND" "ItMi_Pliers") } ani ("s_RMAKER_S0" 1 "s_RMAKER_S0" 0.0 0.0 M. "Hum_RuneMaker2_M01.asc" F 25 25) ani ("t_RMAKER_S0_2_Stand" 1 "" 0.0 0.1 M. "Hum_RuneMaker2_M01.asc" R 0 25) ani ("t_RMAKER_S0_2_S1" 1 "s_RMAKER_S1" 0.0 0.0 M. "Hum_RuneMaker2_Random_M01.asc" F 0 50) { *eventTag (1 "DEF_INSERT_ITEM" "ZS_LEFTHAND") } ani ("s_RMAKER_S1" 1 "s_RMAKER_S1" 0.0 0.0 M. "Hum_RuneMaker2_Random_M01.asc" F 50 180) { *eventPFX (50 1 "RUNEMAKER" "ZS_LEFTHAND" ATTACH ) *eventSFX (51 "mob_runemaker" R:1000 EMPTY_SLOT ) *eventPFXStop (180 1 ) } ani ("t_RMAKER_S1_2_S0" 1 "s_RMAKER_S0" 0.0 0.0 M. "Hum_RuneMaker2_Random_M01.asc" R 0 50) { *eventTag (1 "DEF_DESTROY_ITEM") } // --------------------------------------------------------------------------------------------------------------- // BRUSH - Boden schrubben ani ("t_BRUSH_Stand_2_S0" 1 "s_BRUSH_S0" 0.1 0.0 M. "Hum_BrushFloor_A01.asc" F 0 2) { *eventTag (1 "DEF_INSERT_ITEM" "ZS_RIGHTHAND") } ani ("s_BRUSH_S0" 1 "s_BRUSH_S0" 0.0 0.0 M. "Hum_BrushFloor_A01.asc" F 3 3) ani ("t_BRUSH_S0_2_Stand" 1 "" 0.0 0.1 M. "Hum_BrushFloor_A01.asc" R 0 2) { *eventTag (1 "DEF_REMOVE_ITEM") } ani ("t_BRUSH_S0_2_S1" 1 "s_BRUSH_S1" 0.0 0.0 M. "Hum_BrushFloor_A01.asc" F 4 39) ani ("s_BRUSH_S1" 1 "s_BRUSH_S1" 0.0 0.0 M. "Hum_BrushFloor_A01.asc" F 40 120 FPS:12.5) { *eventPFX (43 1 "SOAPFOAM" "BIP01 L Finger0" ATTACH ) *eventPFX (46 2 "SOAPFOAM" "BIP01 R Finger0" ATTACH ) *eventPFXStop (112 1 ) *eventPFXStop (115 2 ) } aniAlias ("t_BRUSH_S1_2_S0" 1 "s_BRUSH_S0" 0.0 0.0 M. "t_BRUSH_S0_2_S1" R) // ---------------------------------------------- // Bäume Sägen ani ("t_Baumsaege_Stand_2_S0" 1 "s_Baumsaege_S0" 0.0 0.0 M. "Hum_Saegen_A01.asc" F 0 5) { *eventTag (1 "DEF_INSERT_ITEM" "ZS_RIGHTHAND") } ani ("s_Baumsaege_S0" 1 "s_Baumsaege_S0" 0.0 0.0 M. "Hum_Saegen_A01.asc" F 5 5) ani ("t_Baumsaege_S0_2_Stand" 1 "" 0.0 0.0 M. "Hum_Saegen_A01.asc" R 0 5) { *eventTag (1 "DEF_REMOVE_ITEM") } ani ("t_Baumsaege_S0_2_S1" 1 "s_Baumsaege_S1" 0.0 0.0 M. "Hum_Saegen_A01.asc" F 6 20) ani ("s_Baumsaege_S1" 1 "s_Baumsaege_S1" 0.0 0.0 M. "Hum_Saegen_A01.asc" F 20 40) { *eventSFX (20 "MOB_Saw" R:1000 EMPTY_SLOT ) } aniAlias ("t_Baumsaege_S1_2_S0" 1 "s_Baumsaege_S0" 0.0 0.0 M. "t_Baumsaege_S0_2_S1" R) ani ("t_Baumsaege_Random_1" 2 "" 0.1 0.1 M. "Hum_Saegen_A01.asc" F 40 90) // --------------------------------------------------------------------------------------------------------------- // Am Herd kochen (random ani (würzen) bei 65 - 125 ani ("t_Stove_Stand_2_S0" 1 "s_Stove_S0" 0.1 0.0 M. "Hum_Stove_A01.ASC" F 0 5) { *eventTag (1 "DEF_CREATE_ITEM" "ZS_RIGHTHAND" "ItMi_PanFull") } ani ("s_Stove_S0" 1 "s_Stove_S0" 0.0 0.0 M. "Hum_Stove_A01.asc" F 5 5) ani ("t_Stove_S0_2_Stand" 1 "" 0.1 0.1 M. "Hum_Stove_A01.asc" R 0 5) { *eventTag (1 "DEF_EXCHANGE_ITEM" "ZS_LEFTHAND" "ItFoMutton") *eventTag (0 "DEF_REMOVE_ITEM") } ani ("t_Stove_S0_2_S1" 1 "s_Stove_S1" 0.0 0.0 M. "Hum_Stove_A01.asc" F 5 25) ani ("t_Stove_S1_2_S0" 1 "s_Stove_S0" 0.1 0.1 M. "Hum_Stove_A01.asc" R 5 25) ani ("s_Stove_S1" 1 "s_Stove_S1" 0.0 0.0 M. "Hum_Stove_A01.asc" F 25 65) ani ("t_Stove_Random_1" 2 "" 0.1 0.1 M. "Hum_Stove_A01.asc" F 65 125) // --------------------------------------------------------------------------------------------------------------- // Boden kehren ani ("t_BROOM_Stand_2_S0" 1 "s_BROOM_S0" 0.2 0.0 M. "Hum_Fegen_A01.ASC" F 0 5) { *eventTag (5 "DEF_INSERT_ITEM" "ZS_RIGHTHAND") } ani ("s_BROOM_S0" 1 "s_BROOM_S0" 0.0 0.0 M. "Hum_Fegen_A01.asc" F 6 6) ani ("t_BROOM_S0_2_Stand" 1 "" 0.0 0.2 M. "Hum_Fegen_A01.asc" R 0 5) { *eventTag (5 "DEF_REMOVE_ITEM") } ani ("t_BROOM_S0_2_S1" 1 "s_BROOM_S1" 0.0 0.0 M. "Hum_Fegen_A01.asc" F 7 35) ani ("s_BROOM_S1" 1 "s_BROOM_S1" 0.0 0.0 M. "Hum_Fegen_A01.asc" F 35 85) { *eventSFX (40 "mob_sweep" EMPTY_SLOT ) } ani ("t_BROOM_S1_2_S0" 1 "s_BROOM_S0" 0.0 0.2 M. "Hum_Fegen_A01.asc" R 5 35) // --------------------------------------------------------------------------------------------------------------- // Feld pflügen ani ("t_RAKE_Stand_2_S0" 1 "s_RAKE_S0" 0.2 0.0 M. "Hum_Haken_A01.ASC" F 0 5) { *eventTag (5 "DEF_INSERT_ITEM" "ZS_RIGHTHAND") } ani ("s_RAKE_S0" 1 "s_RAKE_S0" 0.0 0.0 M. "Hum_Haken_A01.asc" F 6 6) ani ("t_RAKE_S0_2_Stand" 1 "" 0.0 0.2 M. "Hum_Haken_A01.asc" R 0 5) { *eventTag (5 "DEF_REMOVE_ITEM") } ani ("t_RAKE_S0_2_S1" 1 "s_RAKE_S1" 0.0 0.0 M. "Hum_Haken_A01.asc" F 7 20) ani ("s_RAKE_S1" 1 "s_RAKE_S1" 0.0 0.0 M. "Hum_Haken_A01.asc" F 20 75) { *eventSFX (30 "mob_rake" R:1000 EMPTY_SLOT ) } ani ("t_RAKE_S1_2_S0" 1 "s_RAKE_S0" 0.0 0.2 M. "Hum_Haken_A01.asc" R 5 20) // --------------------------------------------------------------------------------------------------------------- // Innos Anbeten ani ("t_Innos_Stand_2_S0" 1 "s_Innos_S0" 0.1 0.0 M. "Hum_Innos_A01.ASC" F 0 5) ani ("s_Innos_S0" 1 "s_Innos_S0" 0.0 0.0 M. "Hum_Innos_A01.asc" F 5 5) ani ("t_Innos_S0_2_Stand" 1 "" 0.1 0.1 M. "Hum_Innos_A01.asc" R 0 5) ani ("t_Innos_S0_2_S1" 1 "s_Innos_S1" 0.0 0.0 M. "Hum_Innos_A01.asc" F 5 25) ani ("t_Innos_S1_2_S0" 1 "s_Innos_S0" 0.1 0.1 M. "Hum_Innos_A01.asc" R 5 25) ani ("s_Innos_S1" 1 "s_Innos_S1" 0.0 0.0 M. "Hum_Innos_A01.asc" F 25 75) // --------------------------------------------------------------------------------------------------------------- // Stein Des Wissen (SDW) ani ("t_SDW_Stand_2_S0" 1 "s_SDW_S0" 0.1 0.0 M. "Hum_SteinDesWissens_A01.ASC" F 0 5) ani ("s_SDW_S0" 1 "s_SDW_S0" 0.0 0.0 M. "Hum_SteinDesWissens_A01.asc" F 5 5) ani ("t_SDW_S0_2_Stand" 1 "" 0.1 0.1 M. "Hum_SteinDesWissens_A01.asc" R 0 5) ani ("t_SDW_S0_2_S1" 1 "s_SDW_S1" 0.0 0.0 M. "Hum_SteinDesWissens_A01.asc" F 5 20) ani ("t_SDW_S1_2_S0" 1 "s_SDW_S0" 0.1 0.1 M. "Hum_SteinDesWissens_A01.asc" R 5 20) ani ("s_SDW_S1" 1 "s_SDW_S1" 0.0 0.0 M. "Hum_SteinDesWissens_A01.asc" F 20 100) { *eventSFX (20 "mob_sdw" R:1000 EMPTY_SLOT ) *eventPFX (20 1 "CS_FOKUS2" "zs_Righthand" ATTACH ) *eventPFX (21 2 "RESURRECTION" "zs_Righthand" ATTACH ) *eventPFXStop (98 2 ) *eventPFXStop (99 1 ) } // --------------------------------------------------------------------------------------------------------------- // Schatzsuchen ani ("t_TREASURE_Stand_2_S0" 1 "s_TREASURE_S2" 0.1 0.0 M. "Hum_TREASURE_A01.asc" F 0 15) { *eventTag (5 "DEF_INSERT_ITEM" "ZS_LEFTHAND") } ani ("s_TREASURE_S0" 1 "t_TREASURE_S0_2_S1" 0.0 0.0 M. "Hum_TREASURE_A01.asc" F 15 15) ani ("t_TREASURE_S0_2_Stand" 1 "" 0.0 0.1 M. "Hum_TREASURE_A01.asc" R 0 15) { *eventTag (5 "DEF_REMOVE_ITEM") } ani ("t_TREASURE_S0_2_S1" 1 "s_TREASURE_S1" 0.0 0.0 M. "Hum_TREASURE_A01.asc" F 15 15) ani ("s_TREASURE_S1" 1 "t_TREASURE_S0_2_Stand" 0.0 0.0 M. "Hum_TREASURE_A01.asc" F 15 15) ani ("s_TREASURE_S2" 1 "s_TREASURE_S3" 0.0 0.0 M. "Hum_TREASURE_A01.asc" F 15 75) { *eventPFX (44 1 "CPFX_IAI_STONE" "ZS_RIGHTHAND" ) *eventSFX (44 "pickore" R:1000 EMPTY_SLOT) } ani ("s_TREASURE_S3" 1 "s_TREASURE_S4" 0.0 0.0 M. "Hum_TREASURE_A01.asc" F 15 75) { *eventPFX (44 1 "CPFX_IAI_STONE" "ZS_RIGHTHAND" ) *eventSFX (44 "pickore" R:1000 EMPTY_SLOT) } ani ("s_TREASURE_S4" 1 "s_TREASURE_S0" 0.0 0.0 M. "Hum_TREASURE_A01.asc" F 15 75) { *eventPFX (44 1 "CPFX_IAI_STONE" "ZS_RIGHTHAND" ) *eventSFX (44 "pickore" R:1000 EMPTY_SLOT) } aniAlias ("t_TREASURE_S1_2_S0" 1 "s_TREASURE_S0" 0.0 0.0 M. "t_TREASURE_S0_2_S1" R) aniAlias ("t_TREASURE_STAND_2_S1" 1 "t_TREASURE_S1_2_STAND" 0.0 0.0 M. "t_dontknow" F) ani ("t_TREASURE_S1_2_STAND" 1 "" 0.0 0.0 M. "Hum_TREASURE_A01.asc" F 0 0) //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // // Script-gesteuerte States (alternative Steh- und Sitzposen) // //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // *** ??? *** ToDO Mike: Welche werden in der AI benutzt // --------------------------------------------------------------------------------------------------------------- // Auf Boden setzen ani ("t_Stand_2_Sit" 1 "s_Sit" 0.1 0.0 M. "Hum_SitGround_M01.asc" F 1 39 FPS:10 CVS:0.1) ani ("s_Sit" 1 "s_Sit" 0.0 0.0 MI "Hum_SitGround_M01.asc" F 40 80 FPS:10 CVS:0.1) aniAlias ("t_Sit_2_Stand" 1 "" 0.0 0.2 M. "t_Stand_2_Sit" R) // --------------------------------------------------------------------------------------------------------------- // Heavy Guard ( Wache stehen mit dicker Rüstung ) ani ("t_Stand_2_HGuard" 1 "s_HGuard" 0.1 0.0 M. "Hum_Guard_Ambient_A_Jue01.asc" F 1 24 FPS:10) ani ("s_HGuard" 1 "s_HGuard" 0.0 0.0 MI "Hum_Guard_Ambient_A_Jue01.asc" F 25 74 FPS:5) ani ("t_HGuard_2_Stand" 1 "" 0.0 0.0 M. "Hum_Guard_Ambient_A_Jue01.asc" F 75 85 ) // Chef grüßen ani ("t_HGuard_Greet" 2 "" 0.0 0.0 M. "Hum_Guard_Ambient_A_Salut_Jue01.asc" F 1 54 FPS:10) // Geste "Draußen bleiben" ani ("t_HGuard_NoEntry" 2 "" 0.0 0.0 M. "Hum_Guard_Ambient_A_NoEntry_Jue01.asc" F 1 42 FPS:10) // Geste "Okay, kannst rein" (kopfnicken) ani ("t_HGuard_ComeIn" 2 "" 0.0 0.0 M. "Hum_Guard_Ambient_A_ComeIn_Jue01.asc" F 1 22 FPS:10) // Umgucken ani ("t_HGuard_LookAround" 2 "" 0.0 0.0 M. "Hum_Guard_Ambient_A_LookAround_Jue01.asc" F 1 59 FPS:10) // --------------------------------------------------------------------------------------------------------------- // Light Guard ( Wache stehen mit leichter Rüstung ) ani ("t_Stand_2_LGuard" 1 "s_LGuard" 0.1 0.0 M. "Hum_Guard_Ambient_B_Jue01.asc" F 1 24 FPS:10) ani ("s_LGuard" 1 "s_LGuard" 0.0 0.0 MI "Hum_Guard_Ambient_B_Jue01.asc" F 25 74 FPS:5) ani ("t_LGuard_2_Stand" 1 "" 0.0 0.1 M. "Hum_Guard_Ambient_B_Jue01.asc" F 75 85 ) // Chef grüßen ani ("t_LGuard_Greet" 2 "" 0.1 0.1 M. "Hum_Guard_Ambient_B_Salut_Jue01.asc" F 1 54 FPS:10) // Geste "Draußen bleiben" ani ("t_LGuard_NoEntry" 2 "" 0.1 0.1 M. "Hum_Guard_Ambient_B_NoEntry_Jue01.asc" F 1 42 FPS:10) // Geste "Okay, kannst rein" (kopfnicken) ani ("t_LGuard_ComeIn" 2 "" 0.1 0.1 M. "Hum_Guard_Ambient_B_ComeIn_Jue01.asc" F 1 22 FPS:10) // an Nase kratzen ani ("t_LGuard_Scratch" 2 "" 0.1 0.1 M. "Hum_Guard_Ambient_B_RandomNasejuck_Jue01.asc" F 1 30 FPS:10) // Räkeln ani ("t_LGuard_Stretch" 2 "" 0.1 0.1 M. "Hum_Guard_Ambient_B_RandomRaekel_Jue01.ASC" F 1 29 FPS:10) // mal kurz anders hinstellen ani ("t_LGuard_ChangeLeg" 2 "" 0.1 0.1 M. "Hum_Guard_Ambient_B_RandomBein_Jue01.asc" F 1 49 FPS:10) // leichtes Kopf-Nicken ani ("t_LGuard_Allright" 2 "" 0.1 0.1 M. "Hum_Guard_Ambient_B_RandomKopfnick_Jue01.asc" F 1 29 FPS:10) // --------------------------------------------------------------------------------------------------------------- // WATCH FIGHT // *** ??? *** Mike: welche benutzt ani ("t_Stand_2_WatchFight" 1 "s_WatchFight" 0.1 0.0 M. "Hum_WatchFightNew_A01.asc" F 1 10 ) ani ("s_WatchFight" 1 "s_WatchFight" 0.0 0.0 M. "Hum_WatchFightNew_A01.asc" F 10 50 ) aniAlias ("t_WatchFight_2_Stand" 1 "" 0.0 0.1 M. "t_Stand_2_WatchFight" R) ani ("t_WatchFight_Yeah" 1 "s_WatchFight" 0.1 0.0 M. "Hum_WatchFightNew_A01.asc" F 50 85 ) ani ("t_WatchFight_OhNo" 1 "s_WatchFight" 0.1 0.0 M. "Hum_WatchFightNew_A01.asc" F 85 140 ) // --------------------------------------------------------------------------------------------------------------- // Auf Boden pennen // Hinlegen ani ("t_Stand_2_SleepGround" 1 "s_SleepGround" 0.1 0.0 M. "Hum_BedLow_M01.asc" F 1 79 FPS:10 CVS:0.1) ani ("s_SleepGround" 1 "s_SleepGround" 0.0 0.0 M. "Hum_BedLowAmbient_A01.asc" F 1 39 FPS:10 CVS:0.1) ani ("t_SleepGround_2_Stand" 1 "" 0.0 0.2 M. "Hum_BedLow_M01.asc" F 81 142 FPS:10 CVS:0.1) // --------------------------------------------------------------------------------------------------------------- // TA_WashSelf ani ("t_Stand_2_Wash" 1 "s_Wash" 0.1 0.0 M. "Hum_WashSelf_M02.asc" F 1 18 FPS:10) { *eventTag (7 "DEF_INV_TORCH") } ani ("s_Wash" 1 "s_Wash" 0.0 0.0 M. "Hum_WashSelf_M02.asc" F 19 92 FPS:10) { *eventSFX (19 "WASHSELF01" EMPTY_SLOT ) *eventPFX (20 1 "HUMAN_WASHSELF1" "Bip01 R Hand" ATTACH ) *eventPFX (40 2 "HUMAN_WASHSELF2" "Bip01 L Hand" ATTACH ) *eventPFX (55 3 "HUMAN_WASHSELF1" "Bip01 L Hand" ) *eventSFX (55 "WASHSELF02" EMPTY_SLOT ) *eventPFX (72 4 "HUMAN_WASHSELF2" "Bip01 R Hand" ) } ani ("t_Wash_2_Stand" 1 "" 0.0 0.1 M. "Hum_WashSelf_M02.asc" F 93 179 FPS:10) // --------------------------------------------------------------------------------------------------------------- // Hinknien und Beten ani ("t_Stand_2_Pray" 1 "s_Pray" 0.1 0.0 M. "Hum_InnosPrayFP_A01.asc" F 1 35) ani ("s_Pray" 1 "s_Pray" 0.0 0.0 M. "Hum_InnosPrayFP_A01.asc" F 35 35) ani ("t_Pray_Random" 2 "" 0.0 0.0 M. "Hum_InnosPrayFP_A01.asc" F 35 75 FPS:15) aniAlias ("t_Pray_2_Stand" 1 "" 0.0 0.1 M. "t_Stand_2_Pray" R) // --------------------------------------------------------------------------------------------------------------- // Dance Ani's fuers BABE ani ("t_dance_01" 1 "" 0.2 0.2 M. "Hum_Dance_01_A01.asc" F 0 276 FPS:15) ani ("t_dance_02" 1 "" 0.2 0.2 M. "Hum_Dance_02_A01.asc" F 0 530 FPS:15) ani ("t_dance_03" 1 "" 0.2 0.2 M. "Hum_Dance_03_A01.asc" F 0 500 FPS:15) ani ("t_dance_04" 1 "" 0.2 0.2 M. "Hum_Dance_04_A01.asc" F 0 320 FPS:15) ani ("t_dance_05" 1 "" 0.2 0.2 M. "Hum_Dance_05_A01.asc" F 0 350 FPS:15) ani ("t_dance_06" 1 "" 0.2 0.2 M. "Hum_Dance_06_A01.asc" F 0 540 FPS:15) ani ("t_dance_07" 1 "" 0.2 0.2 M. "Hum_Dance_07_A01.asc" F 0 210 FPS:15) ani ("t_dance_08" 1 "" 0.2 0.2 M. "Hum_Dance_08_A01.asc" F 0 460 FPS:15) ani ("t_dance_09" 1 "" 0.2 0.2 M. "Hum_Dance_09_A01.asc" F 0 620 FPS:15) //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // // Dialoggesten // //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Es werden max. 20 durch die Programmlogik angesprochen! // Dialoggesten-Pool für zufällig zu OUs zugewiesene Gesten // *** ??? ** Carsten: wieviele werden benutzt? was, wenn zu wenig angegeben? ani ("T_DIALOGGESTURE_01" 20 "" 0.2 0.4 MI "Hum_Dialoggesture01_A01.asc" F 1 59 FPS:10) ani ("t_DIALOGGESTURE_02" 20 "" 0.2 0.4 MI "Hum_Dialoggesture02_A01.asc" F 1 49 FPS:10) ani ("t_DIALOGGESTURE_03" 20 "" 0.2 0.4 MI "Hum_Dialoggesture03_A01.asc" F 1 54 FPS:10) ani ("t_DIALOGGESTURE_04" 20 "" 0.2 0.4 MI "Hum_Dialoggesture04_A01.asc" F 1 54 FPS:10) ani ("t_DIALOGGESTURE_05" 20 "" 0.2 0.4 MI "Hum_Dialoggesture06_A01.asc" F 1 49 FPS:10) ani ("t_DIALOGGESTURE_06" 20 "" 0.2 0.4 MI "Hum_Dialoggesture07_A01.asc" F 1 238 FPS:10) ani ("t_DIALOGGESTURE_07" 20 "" 0.2 0.4 MI "Hum_Dialoggesture08_A01.ASC" F 1 149 FPS:10) ani ("t_DIALOGGESTURE_08" 20 "" 0.2 0.4 MI "Hum_Dialoggesture08_A01.ASC" F 151 229 FPS:10) ani ("t_DIALOGGESTURE_09" 20 "" 0.2 0.4 MI "Hum_Dialoggesture08_A01.ASC" F 231 379 FPS:10) ani ("t_DIALOGGESTURE_10" 20 "" 0.2 0.4 MI "Hum_Dialoggesture08_A01.ASC" F 381 444 FPS:10) aniAlias ("t_DIALOGGESTURE_11" 20 "" 0.2 0.4 MI "T_DIALOGGESTURE_01" R) aniAlias ("t_DIALOGGESTURE_12" 20 "" 0.2 0.4 MI "T_DIALOGGESTURE_02" R) aniAlias ("t_DIALOGGESTURE_13" 20 "" 0.2 0.4 MI "T_DIALOGGESTURE_03" R) aniAlias ("t_DIALOGGESTURE_14" 20 "" 0.2 0.4 MI "T_DIALOGGESTURE_04" R) aniAlias ("t_DIALOGGESTURE_15" 20 "" 0.2 0.4 MI "T_DIALOGGESTURE_05" R) aniAlias ("t_DIALOGGESTURE_16" 20 "" 0.2 0.4 MI "T_DIALOGGESTURE_06" R) aniAlias ("t_DIALOGGESTURE_17" 20 "" 0.2 0.4 MI "T_DIALOGGESTURE_07" R) aniAlias ("t_DIALOGGESTURE_18" 20 "" 0.2 0.4 MI "T_DIALOGGESTURE_08" R) aniAlias ("t_DIALOGGESTURE_19" 20 "" 0.2 0.4 MI "T_DIALOGGESTURE_09" R) aniAlias ("t_DIALOGGESTURE_20" 20 "" 0.2 0.4 MI "T_DIALOGGESTURE_10" R) // Fixme: noch nicht überarbeitet. Slots raus, Übergänge checken,... // ani ("t_DIALOGGESTURE_17" 2 "" 0.4 0.4 M. "Hum_TalkGestures_M02.asc" F 146 189 FPS:10) // ani ("t_DIALOGGESTURE_18" 2 "" 0.4 0.4 M. "Hum_TalkAnnoyed_M01.asc" F 1 50 FPS:10) // ani ("t_DIALOGGESTURE_19" 2 "" 0.4 0.4 M. "Hum_TalkPass_o_Beine_Jue01.asc" F 1 77 FPS:10) // ani ("t_DIALOGGESTURE_20" 2 "" 0.4 0.4 M. "Hum_TalkPass_o_Beine_Jue01.asc" F 79 149 FPS:10) // ani ("t_DIALOGGESTURE_21" 2 "" 0.4 0.4 M. "Hum_TalkPass_o_Beine_Jue01.asc" F 1 80 FPS:10) // Die fliegen raus: // ani ("t_DIALOGGESTURE_12" 2 "" 0.2 0.4 M. "Hum_Dialoggesture09_A01.ASC" F 1 44 FPS:10) // ani ("t_DIALOGGESTURE_13" 2 "" 0.2 0.4 M. "Hum_Dialoggesture09_A01.ASC" F 46 79 FPS:10) // ani ("t_DIALOGGESTURE_14" 2 "" 0.2 0.4 M. "Hum_Dialoggesture09_A01.ASC" F 81 119 FPS:10) // ani ("t_DIALOGGESTURE_15" 2 "" 0.2 0.4 M. "Hum_Dialoggesture09_A01.ASC" F 121 169 FPS:10) // ani ("t_DIALOGGESTURE_16" 2 "" 0.2 0.4 M. "Hum_Dialoggesture10_A01.ASC" F 1 71 FPS:10) // Ganzkörper Dialoggesten // ani ("T_DIALOGGESTURE_01" 2 "" 0.2 0.2 M. "Hum_Dialog01_A01.asc" F 1 85 FPS:15) // ani ("t_DIALOGGESTURE_02" 2 "" 0.2 0.2 M. "Hum_Dialog02_A01.asc" F 1 180 FPS:15) // ani ("t_DIALOGGESTURE_03" 2 "" 0.2 0.2 M. "Hum_Dialog03_A01.asc" F 1 239 FPS:15) // ani ("t_DIALOGGESTURE_04" 2 "" 0.2 0.2 M. "Hum_Dialog04_A01.asc" F 1 100 FPS:15) // aniAlias ("t_DIALOGGESTURE_05" 2 "" 0.2 0.2 M. "T_DIALOGGESTURE_01" R) // aniAlias ("t_DIALOGGESTURE_06" 2 "" 0.2 0.2 M. "T_DIALOGGESTURE_02" R) // aniAlias ("t_DIALOGGESTURE_07" 2 "" 0.2 0.2 M. "T_DIALOGGESTURE_03" R) // aniAlias ("t_DIALOGGESTURE_08" 2 "" 0.2 0.2 M. "T_DIALOGGESTURE_04" R) //------------------------------------------------------------------------------------------------------------------- // Dialoggesten im Sitzen // ani ("T_SITDIALOGGESTURE_01" 2 "" 0.2 0.2 M. "Hum_SitDialog01_A01.asc" F 1 80 FPS:15) // ani ("t_SITDIALOGGESTURE_02" 2 "" 0.2 0.2 M. "Hum_SitDialog02_A01.asc" F 1 150 FPS:15) // ani ("t_SITDIALOGGESTURE_03" 2 "" 0.2 0.2 M. "Hum_SitDialog03_A01.asc" F 1 150 FPS:15) // ani ("t_SITDIALOGGESTURE_04" 2 "" 0.2 0.2 M. "Hum_SitDialog04_A01.asc" F 1 150 FPS:15) // aniAlias ("t_SITDIALOGGESTURE_05" 2 "" 0.2 0.2 M. "T_SITDIALOGGESTURE_01" R) // aniAlias ("t_SITDIALOGGESTURE_06" 2 "" 0.2 0.2 M. "T_SITDIALOGGESTURE_02" R) // aniAlias ("t_SITDIALOGGESTURE_07" 2 "" 0.2 0.2 M. "T_SITDIALOGGESTURE_03" R) // aniAlias ("t_SITDIALOGGESTURE_08" 2 "" 0.2 0.2 M. "T_SITDIALOGGESTURE_04" R) //--------------------------------------------------------------------------------------------------------------------- // alte, situationsbezogene Gesten //------------------------------- // *** ??? *** Mike: in AI verwenden. Script anlegen mit allen zu vewendenden Anis! // Ja ani ("t_Yes" 2 "" 0.1 0.1 M. "Hum_Yes_M01.asc" F 1 44) // Nein ani ("t_No" 2 "" 0.1 0.1 M. "Hum_No_M01.asc" F 1 46) // Keine Ahnung ani ("t_DontKnow" 2 "" 0.1 0.1 M. "Hum_DontKnow_M01.asc" F 1 10) // Vergiß es ani ("t_ForgetIt" 2 "" 0.1 0.1 M. "Hum_ForgetIt_M01.asc" F 1 27) // Verschwinde ani ("t_GetLost" 2 "" 0.1 0.1 M. "Hum_GetLost_M01.asc" F 1 34) // Verschwinde (variation) ani ("t_GetLost2" 2 "" 0.1 0.1 M. "Hum_GetLost2_M01.asc" F 1 29) // Hey, komm mal rüber ani ("t_ComeOverHere" 2 "" 0.1 0.1 M. "Hum_Hey!_o_Beine_Jue02.ASC" F 1 80 FPS:10) // Grüßen // Gardisten ani ("t_GreetGrd" 2 "" 0.1 0.1 M. "Hum_GreetGrd_M01.asc" F 1 19) // Novize, mönchische Verbeugung ani ("t_GreetNov" 2 "" 0.1 0.1 M. "Hum_GreetNov_M01.asc" F 1 33) // Linke Hand zum Gruß ani ("t_GreetLeft" 2 "" 0.1 0.1 M. "Hum_GreetLeft_M01.asc" F 1 29) // rechte Hand zum Gruß ani ("t_GreetRight" 2 "" 0.1 0.1 M. "Hum_GreetRight_M01.asc" F 1 29) // locker lässig grüßen ani ("t_GreetCool" 2 "" 0.1 0.1 M. "Hum_GreetCool_M01.asc" F 1 29) // Ich krieg dich ani ("t_iGetYou" 2 "" 0.1 0.1 M. "Hum_iGetYou_M01.asc" F 1 59 FPS:10) // Langeweile Kick ani ("t_BoringKick" 2 "" 0.1 0.1 M. "Hum_BoringKick_M01.asc" F 1 66 FPS:10) // Da war doch was, oder auch nicht // Umherschauen / Suchen ani ("t_Search" 2 "" 0.1 0.1 M. "Hum_Search_M02.asc" F 1 74 FPS:10) //------------------------------- // RANDOM-ANIS //------------------------------- // Stehend // Beine ausschütteln ani ("r_LegShake" 2 "" 0.1 0.2 M. "Hum_Randoms1_M01.asc" F 1 75 FPS:10) // linke Schulter kratzen ani ("r_ScratchLShoulder" 2 "" 0.1 0.2 M. "Hum_Randoms2_M01.asc" F 76 125 FPS:10) // am Sack kratzen ani ("r_ScratchEgg" 2 "" 0.1 0.2 M. "Hum_Randoms2_M01.asc" F 126 175 FPS:10) // Kopf kratzen ani ("r_ScratchHead" 2 "" 0.1 0.2 M. "Hum_Randoms2_M01.asc" F 176 225 FPS:10) // rechte Schulter kratzen ani ("r_ScratchRShoulder" 2 "" 0.1 0.2 M. "Hum_Randoms2_M01.asc" F 226 275 FPS:10) // ------------------------------ // FIGHT MODE - diese Script Anis nur mit equippter Waffe benutzen, sieht sonst peinlich aus // ------------------------------ // Freyfechten ani ("t_1hSFree" 2 "" 0.0 0.2 M. "Hum_FreeFight_M01.asc" F 0 750 FPS:10) // Inspect Weapon - 1h Waffe beglotzen, über Klinge streichen ani ("t_1hSInspect" 2 "" 0.1 0.1 M. "Hum_1hSInspect_M01.asc" F 1 249 FPS:10) // ------------------------------ // GEMISCHTES // ------------------------------ // Predefined für Humans_Skeleton.mds (Monster haben Warn + Perception, Menschen nicht) AniDisable ("t_Warn") AniDisable ("t_perception") aniDisable ("t_Spawn") //--------------------------- // Pinkeln ani ("t_stand_2_Pee" 1 "s_Pee" 0.1 0.0 M. "Hum_Pee_M01.asc" F 1 100) { *eventSFX (10 "Piss_start" EMPTY_SLOT ) } ani ("s_Pee" 1 "s_Pee" 0.0 0.0 M. "Hum_Pee_M01.asc" F 100 160) { *eventSFX (101 "Piss_loop" ) *eventPFX (105 1 "PEE" "BIP01" ATTACH) *eventPFXStop (130 1) *eventPFX (132 2 "PEE" "BIP01" ATTACH) *eventPFXStop (159 2) } ani ("t_Pee_2_Stand" 1 "" 0.0 0.1 M. "Hum_Pee_M01.asc" F 160 250) { *eventSFX (161 "Piss_End" EMPTY_SLOT ) } //--------------------------- // Pluendern ani ("t_Plunder" 1 "" 0.0 0.0 M. "Hum_Pluender_A01.asc" F 0 75) //----------------------- // PRACTICE MAGIC // // Versuch einen Feuerball zu zaubern.. geht schief und er brennt sich selbst an ani ("t_practiceMagic" 1 "" 0.2 0.2 M. "Hum_TrainSpellFail_A05.ASC" F 1 255 FPS:10) { // Feuerball materialisiert sich (55-100) *eventPFX (55 1 "Torch" "zs_righthand" ATTACH) // Feuerball explodiert unabsichtlich (90-100) *eventPFX (90 2 "PracticeMagic_04" "zs_righthand" ATTACH) *eventSFX (90 "MFX_Firespell_Humanburn" EMPTY_SLOT) // Linker Arm fängt an zu Brennen (95-185) *eventPFX (95 3 "Fire_Medium" "Bip01 L Hand" ATTACH) // Er brennt noch mehr (97-195) *eventPFX (97 4 "Fire" "Bip01 L Forearm" ATTACH) // Und jetzt raucht er auch noch (99-200) *eventPFX (99 5 "Fire_Smoke" "Bip01 L Hand" ATTACH) *eventPFXStop (100 1) *eventPFXStop (105 2) *eventPFXStop (185 3) *eventPFXStop (195 4) *eventPFXStop (200 5) } // PRACTICE MAGIC 2 ani ("t_practiceMagic2" 1 "" 0.1 0.2 MR "Hum_TrainSpell_A02.asc" F 1 84 FPS:10) { *eventPFX (26 "PracticeMagic_01a" "Bip01 Head" ATTACH ) *eventSFX (26 "MFX_FIRESTORM_COLLIDE" EMPTY_SLOT ) *eventPFX (60 "PracticeMagic_01b" "Bip01 Head" ATTACH ) *eventSFX (60 "MFX_THUNDERBALL_COLLIDE4" EMPTY_SLOT ) } // PRACTICE MAGIC 3 ani ("t_practiceMagic3" 1 "" 0.1 0.2 MR "Hum_TrainSpell2_A01.asc" F 1 200 FPS:10) { *eventPFX (20 "PracticeMagic_02a" "Bip01 L Hand" ATTACH ) *eventSFX (20 "MFX_FIREBALL_COLLIDE1" EMPTY_SLOT ) *eventPFX (60 "PracticeMagic_02a" "Bip01 R Hand" ATTACH ) *eventSFX (60 "MFX_FIREBALL_COLLIDE3" EMPTY_SLOT ) *eventPFX (100 "PracticeMagic_02b" "Bip01" ATTACH ) } // PRACTICE MAGIC 4 ani ("t_practiceMagic4" 1 "" 0.1 0.1 MR "Hum_TrainSpell3_A01.asc" F 1 150 FPS:10) { *eventPFX (1 1 "MFX_FIREBOLT_INIT" "Bip01 L Hand" ATTACH ) *eventPFX (1 2 "MFX_THUNDERBOLT_INIT" "Bip01 R Hand" ATTACH ) *eventPFXStop (95 1 ) *eventPFXStop (95 2 ) *eventPFX (95 "PracticeMagic_03" "Bip01 R Hand" ATTACH ) *eventSFX (95 "MFX_Thunderball_COLLIDE" EMPTY_SLOT ) } ani ("t_practiceMagic5" 1 "" 0.1 0.1 MR "Hum_TrainSpell3_A01.asc" F 1 150 FPS:10) // --------------------------------------------------------------------------------------------------------------- // --------------------------------------------------------------------------------------------------------------- // --------------------------------------------------------------------------------------------------------------- // --------------------------------------------------------------------------------------------------------------- // --------------------------------------------------------------------------------------------------------------- // IN EXTREMO - ANIS // --------------------------------------------------------------------------------------------------------------- // Cello // -- Thomas Anis ani ("t_CELLO_Stand_2_S0" 1 "S_CELLO_S0" 0.1 0.0 M. "extremo_Cello.asc" F 0 35) { *eventPFX (15 1 "paukefx" "zs_crossbow" ATTACH) *eventTag (25 "DEF_CREATE_ITEM" "ZS_RightHAND" "Itmi_iecellobow") *eventTag (27 "DEF_INSERT_ITEM" "ZS_LEFTHAND") *eventPFXStop (33 1) } ani ("s_CELLO_S0" 1 "S_CELLO_S0" 0.0 0.0 M. "extremo_Cello.asc" F 35 70) ani ("t_CELLO_S0_2_Stand" 1 "" 0.0 0.1 M. "extremo_Cello.asc" R 0 35) { *eventPFXStop (15 1) *eventTag (20 "DEF_REMOVE_ITEM") *eventPFX (34 1 "paukefx" "zs_crossbow" ATTACH) } ani ("t_CELLO_S0_2_S1" 1 "S_CELLO_S1" 0.0 0.0 M. "extremo_Cello.asc" F 70 77) ani ("s_CELLO_S1" 1 "S_CELLO_S1" 0.1 0.1 M. "extremo_Cello.asc" F 78 124) { *eventSFX (81 "Inst_Lute_A1" EMPTY_SLOT ) *eventSFX (102 "Inst_Lute_A1" EMPTY_SLOT ) *eventSFX (115 "Inst_Lute_A1" EMPTY_SLOT ) } ani ("t_CELLO_S1_2_S0" 1 "S_CELLO_S0" 0.0 0.0 M. "extremo_Cello.asc" F 125 130) // --------------------------------------------------------------------------------------------------------------- // Drumscheit // -- Lutter's Anis ani ("t_DRUMSCHEIT_Stand_2_S0" 1 "S_DRUMSCHEIT_S0" 0.0 0.0 M. "extremo_drumscheit.asc" F 0 35) { *eventPFX (15 1 "paukefx" "zs_crossbow" ATTACH) *eventTag (25 "DEF_CREATE_ITEM" "ZS_RightHAND" "Itmi_iecellobow") *eventTag (29 "DEF_INSERT_ITEM" "ZS_LEFTHAND") *eventPFXStop (33 1) } ani ("s_DRUMSCHEIT_S0" 1 "S_DRUMSCHEIT_S0" 0.1 0.1 M. "extremo_drumscheit.asc" F 35 70) ani ("t_DRUMSCHEIT_S0_2_Stand" 1 "" 0.0 0.0 M. "extremo_drumscheit.asc" R 0 35) { *eventPFXStop (15 1) *eventTag (18 "DEF_REMOVE_ITEM") *eventPFX (34 1 "paukefx" "zs_crossbow" ATTACH) } ani ("t_DRUMSCHEIT_S0_2_S1" 1 "S_DRUMSCHEIT_S1" 0.0 0.0 M. "extremo_drumscheit.asc" F 70 80) ani ("s_DRUMSCHEIT_S1" 1 "S_DRUMSCHEIT_S1" 0.3 0.3 M. "extremo_drumscheit.asc" F 81 129) ani ("t_DRUMSCHEIT_S1_2_S0" 1 "S_DRUMSCHEIT_S0" 0.0 0.0 M. "extremo_drumscheit.asc" R 70 80) // --------------------------------------------------------------------------------------------------------------- // Dudelsack // -- Yellow Pfeiffer & Flex ani ("t_DUDEL_Stand_2_S0" 1 "S_DUDEL_S0" 0.0 0.0 M. "extremo_dudel.asc" F 0 35) { *eventPFX (15 1 "paukefx" "zs_crossbow" ATTACH) *eventTag (21 "DEF_INSERT_ITEM" "ZS_LEFTHAND") *eventPFXStop (33 1) } ani ("s_DUDEL_S0" 1 "S_DUDEL_S0" 0.1 0.1 M. "extremo_dudel.asc" F 35 70) ani ("t_DUDEL_S0_2_Stand" 1 "" 0.0 0.0 M. "extremo_dudel.asc" R 0 35) { *eventPFXStop (15 1) *eventTag (18 "DEF_REMOVE_ITEM") *eventPFX (34 1 "paukefx" "zs_crossbow" ATTACH) } ani ("t_DUDEL_S0_2_S1" 1 "S_DUDEL_S1" 0.0 0.0 M. "extremo_dudel.asc" F 70 80) ani ("s_DUDEL_S1" 1 "S_DUDEL_S1" 0.1 0.1 M. "extremo_dudel.asc" F 80 130) ani ("t_DUDEL_S1_2_S0" 1 "S_DUDEL_S0" 0.0 0.0 M. "extremo_dudel.asc" R 70 80) // --------------------------------------------------------------------------------------------------------------- // Harfe // -- Pymonte ani ("t_HARFE_Stand_2_S0" 1 "S_HARFE_S0" 0.1 0.1 M. "extremo_Harfe.asc" F 0 35) { *eventPFX (15 1 "paukefx" "zs_crossbow" ATTACH) *eventTag (25 "DEF_INSERT_ITEM" "ZS_LEFTHAND") *eventPFXStop (33 1) } ani ("s_HARFE_S0" 1 "S_HARFE_S0" 0.1 0.1 M. "extremo_Harfe.asc" F 35 70) ani ("t_HARFE_S0_2_Stand" 1 "" 0.1 0.1 M. "extremo_Harfe.asc" R 0 35) { *eventPFXStop (13 1) *eventTag (18 "DEF_REMOVE_ITEM") *eventPFX (34 1 "paukefx" "zs_crossbow" ATTACH) } ani ("t_HARFE_S0_2_S1" 1 "S_HARFE_S1" 0.1 0.1 M. "extremo_Harfe.asc" F 70 80) ani ("s_HARFE_S1" 1 "S_HARFE_S1" 0.1 0.1 M. "extremo_Harfe.asc" F 81 130) ani ("t_HARFE_S1_2_S0" 1 "S_HARFE_S0" 0.1 0.1 M. "extremo_Harfe.asc" R 70 80) // --------------------------------------------------------------------------------------------------------------- // Laute // -- Unicorn ani ("t_IELAUTE_Stand_2_S0" 1 "S_IELAUTE_S0" 0.1 0.0 M. "extremo_laute.asc" F 0 35) { *eventPFX (15 1 "paukefx" "zs_crossbow" ATTACH) *eventTag (27 "DEF_INSERT_ITEM" "ZS_LEFTHAND") *eventPFXStop (33 1) } ani ("s_IELAUTE_S0" 1 "S_IELAUTE_S0" 0.0 0.0 M. "extremo_laute.asc" F 35 70) ani ("t_IELAUTE_S0_2_Stand" 1 "" 0.0 0.1 M. "extremo_laute.asc" R 0 35) { *eventPFXStop (13 1) *eventTag (18 "DEF_REMOVE_ITEM") *eventPFX (34 1 "paukefx" "zs_crossbow" ATTACH) } ani ("t_IELAUTE_S0_2_S1" 1 "S_IELAUTE_S1" 0.1 0.1 M. "extremo_laute.asc" F 70 80) ani ("s_IELAUTE_S1" 1 "S_IELAUTE_S1" 0.1 0.1 M. "extremo_laute.asc" F 81 130) ani ("t_IELAUTE_S1_2_S0" 1 "S_IELAUTE_S0" 0.1 0.1 M. "extremo_laute.asc" R 70 80) // -------------------------------------------------------------------------------------------------------------- // PAUKE // -- Flail ani ("t_PAUKE_Stand_2_S0" 1 "s_PAUKE_S0" 0.0 0.0 M. "extremo_pauke_start.asc" F 0 40) { *eventTag (1 "DEF_CREATE_ITEM" "ZS_RightHAND" "Itmi_iedrumstick") *eventTag (1 "DEF_CREATE_ITEM" "ZS_LEFTHAND" "Itmi_iedrumstick") *eventPFX (13 1 "paukefx" "zs_crossbow" ) *eventTag (24 "DEF_INSERT_ITEM" "zs_crossbow" ATTACH) *eventPFXStop (27 1) } ani ("s_PAUKE_S0" 1 "s_PAUKE_S0" 0.0 0.0 M. "extremo_pauke_start.asc" F 40 80) ani ("t_PAUKE_S0_2_Stand" 1 "" 0.0 0.0 M. "extremo_pauke_start.asc" R 0 40) { *eventTag (20 "DEF_REMOVE_ITEM") *eventPFXStop (20 1) *eventPFX (35 1 "paukefx" "zs_crossbow" ) } ani ("t_PAUKE_S0_2_S1" 1 "s_PAUKE_S1" 0.0 0.0 M. "extremo_pauke_start.asc" F 80 80) ani ("s_PAUKE_S1" 1 "s_PAUKE_S1" 0.2 0.2 M. "extremo_pauke_start.asc" F 80 129) { *eventSFX (96 "Inst_Conga01" EMPTY_SLOT ) *eventSFX (121 "Inst_Conga02" EMPTY_SLOT ) } ani ("t_PAUKE_S1_2_S0" 1 "s_PAUKE_S0" 0.0 0.0 M. "extremo_pauke_start.asc" F 80 80) } } // Schreiben ani ("T_BUCHSCHREIBEN_STAND_2_S0" 1 "S_BUCHSCHREIBEN_S0" 0.1 0.0 M. "HUM_BUCHSCHREIBEN_M01.asc" F 0 20) { *eventTag (1 "DEF_CREATE_ITEM" "ZS_RIGHTHAND" "Itmi_Feder" ) } ani ("S_BUCHSCHREIBEN_S0" 1 "S_BUCHSCHREIBEN_S0" 0.0 0.0 M. "HUM_BUCHSCHREIBEN_M01.asc" F 0 20) ani ("T_BUCHSCHREIBEN_S0_2_STAND" 1 "" 0.1 0.1 M. "HUM_BUCHSCHREIBEN_M01.asc" R 0 20) ani ("T_BUCHSCHREIBEN_S0_2_S1" 1 "S_BUCHSCHREIBEN_S1" 0.0 0.0 M. "HUM_BUCHSCHREIBEN_M01.asc" F 20 20) ani ("T_BUCHSCHREIBEN_S1_2_S0" 1 "S_BUCHSCHREIBEN_S0" 0.1 0.1 M. "HUM_BUCHSCHREIBEN_M01.asc" R 20 20) { *eventTag (18 "DEF_REMOVE_ITEM") } ani ("S_BUCHSCHREIBEN_S1" 1 "S_BUCHSCHREIBEN_S1" 0.0 0.0 M. "HUM_BUCHSCHREIBEN_M01.asc" F 20 156) // Malen ani ("T_MALEN_STAND_2_S0" 1 "S_MALEN_S0" 0.1 0.0 M. "Hum_malen_image.ASC" F 0 20) { *eventTag (1 "DEF_CREATE_ITEM" "ZS_RIGHTHAND" "Itmi_Pinsel") *eventTag (1 "DEF_CREATE_ITEM" "ZS_LEFTHAND" "Itmi_Palette") } ani ("S_MALEN_S0" 1 "S_MALEN_S0" 0.0 0.0 M. "Hum_malen_image.ASC" F 20 20) ani ("T_MALEN_S0_2_STAND" 1 "" 0.1 0.1 M. "Hum_malen_image.ASC" R 0 20) ani ("T_MALEN_S0_2_S1" 1 "S_MALEN_S1" 0.0 0.0 M. "Hum_malen_image.ASC" F 20 20) ani ("T_MALEN_S1_2_S0" 1 "S_MALEN_S0" 0.1 0.1 M. "Hum_malen_image.ASC" R 20 20) { *eventTag (18 "DEF_REMOVE_ITEM") } ani ("S_MALEN_S1" 1 "S_MALEN_S1" 0.0 0.0 M. "Hum_malen_image.ASC" F 20 100)