Example #1
0
        public void BuildDefinition()
        {
            // Dragon
            ModelDef m = new ModelDef("Dragon", "Dragon.mds");

            m.SetAniCatalog(new NPCCatalog());

            var aniJob = new ScriptAniJob("fistattack_fwd0", "s_FistAttack", new ScriptAni(0, 40));

            aniJob.DefaultAni.SetSpecialFrame(SpecialFrame.Hit, 24);
            m.AddAniJob(aniJob);

            // strafe anis for block
            aniJob = new ScriptAniJob("fist_parade", "t_FistRunStrafeL", new ScriptAni(0, 50));
            m.AddAniJob(aniJob);

            aniJob = new ScriptAniJob("fist_jumpback", "t_FistRunStrafeR", new ScriptAni(0, 50));
            m.AddAniJob(aniJob);

            m.Radius       = 120;
            m.HalfHeight   = 200;
            m.FistRange    = 300;
            m.CenterOffset = 20;
            m.Create();

            // NPCs
            NpcDef npcDef = new NpcDef("dragon_fire", _BaseDefFactory, _Registration);

            npcDef.Name     = "Feuerdrache";
            npcDef.Model    = m;
            npcDef.BodyMesh = "Dragon_FIRE_Body";
            npcDef.BodyTex  = 0;
            npcDef.HeadMesh = "";
            npcDef.HeadTex  = 0;
            npcDef.Guild    = 47;
            npcDef.Create();

            npcDef          = new NpcDef("dragon_undead", _BaseDefFactory, _Registration);
            npcDef.Name     = "Untoter Drache";
            npcDef.Model    = m;
            npcDef.BodyMesh = "Dragon_Undead_Body";
            npcDef.BodyTex  = 0;
            npcDef.HeadMesh = "";
            npcDef.HeadTex  = 0;
            npcDef.Guild    = 47;
            npcDef.Create();
        }
Example #2
0
        public void BuildDefinition()
        {
            // Lurker
            ModelDef m = new ModelDef("Lurker", "Lurker.mds");

            m.SetAniCatalog(new NPCCatalog());

            var aniJob = new ScriptAniJob("fistattack_fwd0", "s_FistAttack", new ScriptAni(0, 20));

            aniJob.DefaultAni.SetSpecialFrame(SpecialFrame.Hit, 9);
            m.AddAniJob(aniJob);

            aniJob       = new ScriptAniJob("fistattack_run", "t_FistAttackMove", new ScriptAni(1, 15));
            aniJob.Layer = 2;
            aniJob.DefaultAni.SetSpecialFrame(SpecialFrame.Hit, 16);
            m.AddAniJob(aniJob);

            aniJob = new ScriptAniJob("fist_parade", "t_FistParade_0", new ScriptAni(0, 29));
            m.AddAniJob(aniJob);

            aniJob = new ScriptAniJob("fist_jumpback", "t_FistParadeJumpB", new ScriptAni(1, 20));
            m.AddAniJob(aniJob);

            m.Radius       = 60;
            m.HalfHeight   = 30;
            m.CenterOffset = 50;
            m.FistRange    = 100;
            m.Create();

            // NPCs
            NpcDef npcDef = new NpcDef("lurker", _BaseDefFactory, _Registration);

            npcDef.Name     = "Lurker";
            npcDef.Model    = m;
            npcDef.BodyMesh = "Lur_Body";
            npcDef.BodyTex  = 0;
            npcDef.HeadMesh = "";
            npcDef.HeadTex  = 0;
            npcDef.Guild    = 30;
            npcDef.Create();
        }
Example #3
0
        public void BuildDefinition()
        {
            // Bloodfly
            ModelDef m = new ModelDef("Bloodfly", "Bloodfly.mds");

            m.SetAniCatalog(new NPCCatalog());

            var aniJob = new ScriptAniJob("fistattack_fwd0", "s_FistAttack", new ScriptAni(0, 59));

            aniJob.DefaultAni.SetSpecialFrame(SpecialFrame.Hit, 9);
            m.AddAniJob(aniJob);

            aniJob       = new ScriptAniJob("fistattack_run", "t_FistAttackMove", new ScriptAni(0, 29));
            aniJob.Layer = 2;
            aniJob.DefaultAni.SetSpecialFrame(SpecialFrame.Hit, 16);
            m.AddAniJob(aniJob);

            aniJob = new ScriptAniJob("fist_parade", "t_FistParade_0", new ScriptAni(0, 29));
            m.AddAniJob(aniJob);

            aniJob = new ScriptAniJob("fist_jumpback", "t_FistParadeJumpB", new ScriptAni(1, 19));
            m.AddAniJob(aniJob);

            m.Radius     = 40;
            m.HalfHeight = 40;
            m.FistRange  = 60;
            m.Create();

            // NPCs
            NpcDef npcDef = new NpcDef("bloodfly", _BaseDefFactory, _Registration);

            npcDef.Name     = "Blutfliege";
            npcDef.Model    = m;
            npcDef.BodyMesh = "Blo_Body";
            npcDef.BodyTex  = 0;
            npcDef.HeadMesh = "";
            npcDef.HeadTex  = 0;
            npcDef.Guild    = 25;
            npcDef.Create();
        }
Example #4
0
        /// <summary>
        /// Adds all the original vanilla items.
        /// </summary>
        internal static void FillVanilla()
        {
            for (int i = -65; i < NPCID.Count; i++)
            {
                if (i == 0)
                    continue;

                NPC n = new NPC();
                n.RealSetDefaults(i);

                NpcDef def = new NpcDef(Lang.npcName(n.type, true));

                def.InternalName = n.name;
                def.Type = n.type;
                def.NetID = i;

                CopyNpcToDef(def, n);

                DefFromType.Add(i, def);
                VanillaDefFromName.Add(n.name, def);
            }
        }
Example #5
0
        public void BuildDefinition()
        {
            ModelDef m = new ModelDef("draconian", "draconian.mds");

            m.SetAniCatalog(new NPCCatalog());

            #region Draw

            // Draw 2h
            ScriptAniJob aniJob1 = new ScriptAniJob("draw2h_part0", "t_Run_2_2h");
            m.AddAniJob(aniJob1);
            aniJob1.SetDefaultAni(new ScriptAni(0, 5)
            {
                { SpecialFrame.Draw, 5 }
            });

            ScriptAniJob aniJob2 = new ScriptAniJob("draw2h_part1", "s_2h");
            m.AddAniJob(aniJob2);
            aniJob2.SetDefaultAni(new ScriptAni(0, 1));
            aniJob1.NextAni = aniJob2;

            ScriptAniJob aniJob3 = new ScriptAniJob("draw2h_part2", "t_2h_2_2hRun");
            m.AddAniJob(aniJob3);
            aniJob3.SetDefaultAni(new ScriptAni(0, 12));
            aniJob2.NextAni = aniJob3;

            // Draw 2h running
            ScriptAniJob aniJob = new ScriptAniJob("draw2h_running", "t_Move_2_2hMove", new ScriptAni(0, 20));
            aniJob.Layer = 2;
            aniJob.DefaultAni.SetSpecialFrame(SpecialFrame.Draw, 7);
            m.AddAniJob(aniJob);

            // Undraw 2h
            aniJob1 = new ScriptAniJob("undraw2h_part0", "t_2hRun_2_2h");
            m.AddAniJob(aniJob1);
            aniJob1.SetDefaultAni(new ScriptAni(0, 12)
            {
                { SpecialFrame.Draw, 12 }
            });

            aniJob2 = new ScriptAniJob("undraw2h_part1", "s_2h");
            m.AddAniJob(aniJob2);
            aniJob2.SetDefaultAni(new ScriptAni(0, 1));
            aniJob1.NextAni = aniJob2;

            aniJob3 = new ScriptAniJob("undraw2h_part2", "t_2h_2_Run");
            m.AddAniJob(aniJob3);
            aniJob3.SetDefaultAni(new ScriptAni(0, 5));
            aniJob2.NextAni = aniJob3;

            // Undraw 2h running
            aniJob       = new ScriptAniJob("undraw2h_running", "t_2hMove_2_Move", new ScriptAni(0, 20));
            aniJob.Layer = 2;
            aniJob.DefaultAni.SetSpecialFrame(SpecialFrame.Draw, 13);
            m.AddAniJob(aniJob);

            #endregion

            #region Fighting

            // Fwd attack 1
            ScriptAniJob job = new ScriptAniJob("2hattack_fwd0", "s_2hattack");
            m.AddAniJob(job);
            job.SetDefaultAni(new ScriptAni(0, 24)
            {
                { SpecialFrame.Hit, 6 }, { SpecialFrame.Combo, 11 }
            });

            // fwd combo 2
            job = new ScriptAniJob("2hattack_fwd1", "s_2hattack");
            m.AddAniJob(job);
            job.SetDefaultAni(new ScriptAni(25, 70)
            {
                { SpecialFrame.Hit, 20 }
            });

            // left attack
            job = new ScriptAniJob("2hattack_left", "t_2hAttackL");
            m.AddAniJob(job);
            job.SetDefaultAni(new ScriptAni(0, 24)
            {
                { SpecialFrame.Hit, 3 }, { SpecialFrame.Combo, 8 }
            });

            // right attack
            job = new ScriptAniJob("2hattack_right", "t_2hAttackR");
            m.AddAniJob(job);
            job.SetDefaultAni(new ScriptAni(0, 24)
            {
                { SpecialFrame.Hit, 3 }, { SpecialFrame.Combo, 8 }
            });

            // run attack
            job       = new ScriptAniJob("2hattack_run", "t_2hAttackMove");
            job.Layer = 2;
            m.AddAniJob(job);
            job.SetDefaultAni(new ScriptAni(0, 19)
            {
                { SpecialFrame.Hit, 13 }
            });

            // parades
            job = new ScriptAniJob("2h_parade0", "t_2hParade_0");
            m.AddAniJob(job);
            job.SetDefaultAni(new ScriptAni(0, 30));

            // dodge
            job = new ScriptAniJob("2h_dodge", "t_2hParadeJumpB");
            m.AddAniJob(job);
            job.SetDefaultAni(new ScriptAni(0, 14));

            #endregion

            #region Jump Anis

            m.AddAniJob(new ScriptAniJob("jump_fwd", "t_Stand_2_Jump"));
            m.AddAniJob(new ScriptAniJob("jump_run", "t_RunL_2_Jump"));


            #endregion

            #region Climb Anis

            var ani1 = new ScriptAniJob("climb_low", "t_Stand_2_JumpUpLow", new ScriptAni(0, 10));
            var ani2 = new ScriptAniJob("climb_low1", "s_JumpUpLow", new ScriptAni(0, 4));
            var ani3 = new ScriptAniJob("climb_low2", "t_JumpUpLow_2_Stand", new ScriptAni(0, 15));

            m.AddAniJob(ani1);
            m.AddAniJob(ani2);
            m.AddAniJob(ani3);

            ani1.NextAni = ani2;
            ani2.NextAni = ani3;

            ani1 = new ScriptAniJob("climb_mid", "t_Stand_2_JumpUpMid", new ScriptAni(0, 10));
            ani2 = new ScriptAniJob("climb_mid1", "s_JumpUpMid", new ScriptAni(0, 2));
            ani3 = new ScriptAniJob("climb_mid2", "t_JumpUpMid_2_Stand", new ScriptAni(0, 23));

            m.AddAniJob(ani1);
            m.AddAniJob(ani2);
            m.AddAniJob(ani3);

            ani1.NextAni = ani2;
            ani2.NextAni = ani3;

            ani1 = new ScriptAniJob("climb_high", "t_Stand_2_JumpUp", new ScriptAni(0, 9));
            ani2 = new ScriptAniJob("climb_high1", "t_JumpUp_2_Hang", new ScriptAni(0, 2));
            ani3 = new ScriptAniJob("climb_high2", "t_Hang_2_Stand", new ScriptAni(0, 40));

            m.AddAniJob(ani1);
            m.AddAniJob(ani2);
            m.AddAniJob(ani3);

            ani1.NextAni = ani2;
            ani2.NextAni = ani3;

            #endregion

            m.Radius       = 80;
            m.HalfHeight   = 100;
            m.CenterOffset = 20;
            m.Create();

            // NPCs
            NpcDef npcDef = new NpcDef("draconian", _BaseDefFactory, _Registration);
            npcDef.Name     = "Echsenmensch";
            npcDef.Model    = m;
            npcDef.BodyMesh = "Draconian_Body";
            npcDef.BodyTex  = 0;
            npcDef.HeadMesh = "";
            npcDef.HeadTex  = 0;
            npcDef.Guild    = 62;
            npcDef.Create();
        }
Example #6
0
 public NpcInst(NpcDef def) : base(def)
 {
 }
Example #7
0
        public void BuildDefinition()
        {
            // HUMAN MODEL
            ModelDef m = new ModelDef("crawler", "crawler.mds");

            m.SetAniCatalog(new NPCCatalog());

            var aniJob = new ScriptAniJob("fistattack_fwd0", "s_FistAttack", new ScriptAni(0, 20));

            aniJob.DefaultAni.SetSpecialFrame(SpecialFrame.Hit, 9);
            m.AddAniJob(aniJob);

            aniJob       = new ScriptAniJob("fistattack_run", "t_FistAttackMove", new ScriptAni(0, 29));
            aniJob.Layer = 2;
            aniJob.DefaultAni.SetSpecialFrame(SpecialFrame.Hit, 16);
            m.AddAniJob(aniJob);

            aniJob = new ScriptAniJob("fist_parade", "t_FistParade_0", new ScriptAni(0, 29));
            m.AddAniJob(aniJob);

            aniJob = new ScriptAniJob("fist_jumpback", "t_FistParadeJumpB", new ScriptAni(0, 29));
            m.AddAniJob(aniJob);

            m.Radius       = 130;
            m.HalfHeight   = 80;
            m.FistRange    = 40;
            m.CenterOffset = 50;
            m.Create();

            // NPCs
            NpcDef npcDef = new NpcDef("minecrawler", _BaseDefFactory, _Registration);

            npcDef.Name     = "Minecrawler";
            npcDef.Model    = m;
            npcDef.BodyMesh = "Crw_Body";
            npcDef.BodyTex  = 0;
            npcDef.HeadMesh = "";
            npcDef.HeadTex  = 0;
            npcDef.Guild    = 29;
            npcDef.Create();

            npcDef          = new NpcDef("minecrawler_warrior", _BaseDefFactory, _Registration);
            npcDef.Name     = "Minecrawler-Krieger";
            npcDef.Model    = m;
            npcDef.BodyMesh = "Cr2_Body";
            npcDef.BodyTex  = 0;
            npcDef.HeadMesh = "";
            npcDef.HeadTex  = 0;
            npcDef.Guild    = 29;
            npcDef.Create();

            // CRAWLER KÖNIGIN
            m = new ModelDef("crawler_queen", "CRWQUEEN.mds");
            m.SetAniCatalog(new NPCCatalog());

            aniJob = new ScriptAniJob("fistattack_fwd0", "s_FistAttack", new ScriptAni(0, 24));
            aniJob.DefaultAni.SetSpecialFrame(SpecialFrame.Hit, 13);
            m.AddAniJob(aniJob);

            m.Radius     = 250;
            m.HalfHeight = 300;
            m.FistRange  = 100;
            m.Create();

            // NPCs
            npcDef          = new NpcDef("crawler_queen", _BaseDefFactory, _Registration);
            npcDef.Name     = "Minecrawler-Königin";
            npcDef.Model    = m;
            npcDef.BodyMesh = "CrQ_Body";
            npcDef.BodyTex  = 0;
            npcDef.HeadMesh = "";
            npcDef.HeadTex  = 0;
            npcDef.Guild    = 29;
            npcDef.Create();
        }
Example #8
0
        static void LoadTextures(NpcDef def)
        {
            // def.GetTexture and GetBossHeadTexture values should be checked when it's loaded
            var texture = def.GetTexture();
            if (texture == null)
                throw new ArgumentNullException("GetTexture return value is null for NpcDef " + def.InternalName + " from mod " + def.Mod + ".");
            Main.npcTexture[def.Type] = def.GetTexture();
            Main.NPCLoaded[def.Type] = true;

            if (def.IsTechnicallyABoss)
            {
                var bossHeadTex = def.GetBossHeadTexture();
                if (bossHeadTex != null)
                {
                    // this shouldn't be -1, because new entries were allocated in ExtendArrays
                    int firstNull = Array.IndexOf(Main.npcHeadBossTexture, null);
                    Main.npcHeadBossTexture[firstNull] = def.GetBossHeadTexture();

                    NPCID.Sets.BossHeadTextures[def.Type] = firstNull;
                    def.BossHeadTextureIndex = firstNull;
                }
            }

            // Might have to do something else here or something idk meh
            //TODO: npc head textures, head-in-chat-bubble textures(?)
        }
Example #9
0
        static void LoadSetProperties(NpcDef def)
        {
            // assuming space is allocated in the ExtendArrays call

            Main.npcName[def.Type] = def.DisplayName;
            Main.npcFrameCount[def.Type] = def.TotalFrameCount;

            NPCID.Sets.AttackAverageChance   [def.Type] = def.AttackAverageChance;
            NPCID.Sets.AttackFrameCount      [def.Type] = def.AttackFrameCount;
            NPCID.Sets.AttackTime            [def.Type] = def.AttackTime;
            NPCID.Sets.AttackType            [def.Type] = def.AttackType;
            NPCID.Sets.DangerDetectRange     [def.Type] = def.DangerDetectRange;
            NPCID.Sets.ExtraFramesCount      [def.Type] = def.ExtraFramesCount;
            NPCID.Sets.FaceEmote             [def.Type] = def.FaceEmote;
            NPCID.Sets.PrettySafe            [def.Type] = def.PrettySafe;
            NPCID.Sets.TrailCacheLength      [def.Type] = def.TrailCacheLength;

            NPCID.Sets.ExcludedFromDeathTally[def.Type] = def.ExcludedFromDeathTally;
            NPCID.Sets.MPAllowedEnemies      [def.Type] = def.IsAllowedInMP;
            NPCID.Sets.MustAlwaysDraw        [def.Type] = def.MustAlwaysDraw;
            NPCID.Sets.NeedsExpertScaling    [def.Type] = def.NeedsExpertScaling;
            NPCID.Sets.ProjectileNPC         [def.Type] = def.IsProjectileNPC;
            NPCID.Sets.SavesAndLoads         [def.Type] = def.SavesAndLoads;
            NPCID.Sets.TechnicallyABoss      [def.Type] = def.IsTechnicallyABoss;
            NPCID.Sets.TownCritter           [def.Type] = def.IsTownCritter;

            if (def.IsSkeleton)
                NPCID.Sets.Skeletons.Add(def.Type);

            NPCID.Sets.MagicAuraColor[def.Type] = def.MagicAuraColour;
        }
Example #10
0
        static void CopyNpcToDef(NpcDef tar, NPC    source)
        {
            tar.Damage = source.damage;
            tar.Width = source.width;
            tar.Height = source.height;
            tar.Defense = source.defense;
            tar.Alpha = source.alpha;
            tar.MaxLife = source.lifeMax;
            tar.SoundOnHit = source.soundHit;
            tar.SoundOnDeath = source.soundKilled;

            tar.IgnoreTileCollision = source.noTileCollide;
            tar.IgnoreGravity = source.noGravity;
            tar.IsBoss = source.boss;
            tar.IsTownNpc = source.townNPC;

            tar.Scale = source.scale;
            tar.KnockbackResistance = source.knockBackResist;
            tar.NpcSlots = source.npcSlots;

            tar.Colour = source.color;

            tar.Value = new NpcValue(new CoinValue((int)(source.value * 0.8f)), new CoinValue((int)(source.value * 1.2f)));
            tar.AiStyle = (NpcAiStyle)source.aiStyle;
            tar.MaxLife = source.lifeMax;

            tar.BuffImmunities.Clear();
            for (int i = 0; i < source.buffImmune.Length; i++)
                if (source.buffImmune[i])
                    tar.BuffImmunities.Add(i);

            tar.GetTexture = () => Main.npcTexture[source.type];
            tar.GetTexture = () => Main.npcHeadBossTexture[NPCID.Sets.BossHeadTextures[source.type]];

            tar.InternalName = source.name;
            tar.DisplayName = source.displayName;
        }
Example #11
0
        // set properties aren't copied, type/netid is preserved
        static void CopyDefToNpc(NPC    tar, NpcDef source)
        {
            tar.damage = source.Damage;
            tar.width = source.Width;
            tar.height = source.Height;
            tar.defense = source.Defense;
            tar.alpha = source.Alpha;
            tar.lifeMax = source.MaxLife;
            tar.soundHit = source.SoundOnHit;
            tar.soundKilled = source.SoundOnDeath;

            tar.noTileCollide = source.IgnoreTileCollision;
            tar.noGravity = source.IgnoreGravity;
            tar.boss = source.IsBoss;
            tar.townNPC = source.IsTownNpc;

            tar.scale = source.Scale;
            tar.knockBackResist = source.KnockbackResistance;
            tar.npcSlots = source.NpcSlots;

            tar.color = source.Colour;
                        //(float)(source.Value.Min.Value);
                        //TODO: Look at NpcValue xmldoc lmao
            tar.value = Main.rand.Next(source.Value.Min.Value, source.Value.Max.Value); // close enough
            tar.aiStyle = (int)source.AiStyle;

            for (int i = 0; i < source.BuffImmunities.Count; i++)
                tar.buffImmune[i] = true;

            tar.name = source.InternalName;
            tar.displayName = source.DisplayName;
        }
Example #12
0
        public void BuildDefinition()
        {
            ModelDef m = new ModelDef("orc", "orc.mds");

            m.SetAniCatalog(new NPCCatalog());

            #region Draw

            // Draw 2h
            ScriptAniJob aniJob1 = new ScriptAniJob("draw2h_part0", "t_Run_2_2h");
            m.AddAniJob(aniJob1);
            aniJob1.SetDefaultAni(new ScriptAni(0, 5)
            {
                { SpecialFrame.Draw, 5 }
            });

            ScriptAniJob aniJob2 = new ScriptAniJob("draw2h_part1", "s_2h");
            m.AddAniJob(aniJob2);
            aniJob2.SetDefaultAni(new ScriptAni(0, 1));
            aniJob1.NextAni = aniJob2;

            ScriptAniJob aniJob3 = new ScriptAniJob("draw2h_part2", "t_2h_2_2hRun");
            m.AddAniJob(aniJob3);
            aniJob3.SetDefaultAni(new ScriptAni(0, 12));
            aniJob2.NextAni = aniJob3;

            // Draw 2h running
            ScriptAniJob aniJob = new ScriptAniJob("draw2h_running", "t_Move_2_2hMove", new ScriptAni(0, 20));
            aniJob.Layer = 2;
            aniJob.DefaultAni.SetSpecialFrame(SpecialFrame.Draw, 7);
            m.AddAniJob(aniJob);

            // Undraw 2h
            aniJob1 = new ScriptAniJob("undraw2h_part0", "t_2hRun_2_2h");
            m.AddAniJob(aniJob1);
            aniJob1.SetDefaultAni(new ScriptAni(0, 12)
            {
                { SpecialFrame.Draw, 12 }
            });

            aniJob2 = new ScriptAniJob("undraw2h_part1", "s_2h");
            m.AddAniJob(aniJob2);
            aniJob2.SetDefaultAni(new ScriptAni(0, 1));
            aniJob1.NextAni = aniJob2;

            aniJob3 = new ScriptAniJob("undraw2h_part2", "t_2h_2_Run");
            m.AddAniJob(aniJob3);
            aniJob3.SetDefaultAni(new ScriptAni(0, 5));
            aniJob2.NextAni = aniJob3;

            // Undraw 2h running
            aniJob       = new ScriptAniJob("undraw2h_running", "t_2hMove_2_Move", new ScriptAni(0, 20));
            aniJob.Layer = 2;
            aniJob.DefaultAni.SetSpecialFrame(SpecialFrame.Draw, 13);
            m.AddAniJob(aniJob);

            #endregion

            #region Fighting

            // Fwd attack 1
            ScriptAniJob job = new ScriptAniJob("2hattack_fwd0", "s_2hattack");
            m.AddAniJob(job);
            job.SetDefaultAni(new ScriptAni(0, 24)
            {
                { SpecialFrame.Hit, 6 }, { SpecialFrame.Combo, 11 }
            });

            // fwd combo 2
            job = new ScriptAniJob("2hattack_fwd1", "s_2hattack");
            m.AddAniJob(job);
            job.SetDefaultAni(new ScriptAni(25, 70)
            {
                { SpecialFrame.Hit, 20 }
            });

            // left attack
            job = new ScriptAniJob("2hattack_left", "t_2hAttackL");
            m.AddAniJob(job);
            job.SetDefaultAni(new ScriptAni(0, 24)
            {
                { SpecialFrame.Hit, 3 }, { SpecialFrame.Combo, 8 }
            });

            // right attack
            job = new ScriptAniJob("2hattack_right", "t_2hAttackR");
            m.AddAniJob(job);
            job.SetDefaultAni(new ScriptAni(0, 24)
            {
                { SpecialFrame.Hit, 3 }, { SpecialFrame.Combo, 8 }
            });

            // run attack
            job       = new ScriptAniJob("2hattack_run", "t_2hAttackMove");
            job.Layer = 2;
            m.AddAniJob(job);
            job.SetDefaultAni(new ScriptAni(0, 19)
            {
                { SpecialFrame.Hit, 13 }
            });

            // parades
            job = new ScriptAniJob("2h_parade0", "t_2hParade_0");
            m.AddAniJob(job);
            job.SetDefaultAni(new ScriptAni(0, 30));

            // dodge
            job = new ScriptAniJob("2h_dodge", "t_2hParadeJumpB");
            m.AddAniJob(job);
            job.SetDefaultAni(new ScriptAni(0, 14));

            #endregion

            #region XBow anis

            #region Draw

            aniJob1 = new ScriptAniJob("drawXbow_part0", "t_Run_2_Cbow");
            m.AddAniJob(aniJob1);
            aniJob1.SetDefaultAni(new ScriptAni(0, 4)
            {
                { SpecialFrame.Draw, 4 }
            });

            aniJob2 = new ScriptAniJob("drawXbow_part1", "s_Cbow");
            m.AddAniJob(aniJob2);
            aniJob2.SetDefaultAni(new ScriptAni(0, 1));
            aniJob1.NextAni = aniJob2;

            aniJob3 = new ScriptAniJob("drawXbow_part2", "t_Cbow_2_CbowRun");
            m.AddAniJob(aniJob3);
            aniJob3.SetDefaultAni(new ScriptAni(0, 34));
            aniJob2.NextAni = aniJob3;

            aniJob       = new ScriptAniJob("drawXbow_running", "t_Move_2_CBowMove", new ScriptAni(0, 20));
            aniJob.Layer = 2;
            aniJob.DefaultAni.SetSpecialFrame(SpecialFrame.Draw, 7);
            m.AddAniJob(aniJob);

            aniJob1 = new ScriptAniJob("undrawXbow_part0", "t_CBowRun_2_CBow");
            m.AddAniJob(aniJob1);
            aniJob1.SetDefaultAni(new ScriptAni(0, 34)
            {
                { SpecialFrame.Draw, 34 }
            });

            aniJob2 = new ScriptAniJob("undrawXbow_part1", "s_CBow");
            m.AddAniJob(aniJob2);
            aniJob2.SetDefaultAni(new ScriptAni(0, 1));
            aniJob1.NextAni = aniJob2;

            aniJob3 = new ScriptAniJob("undrawXbow_part2", "t_Cbow_2_Run");
            m.AddAniJob(aniJob3);
            aniJob3.SetDefaultAni(new ScriptAni(0, 4));
            aniJob2.NextAni = aniJob3;

            aniJob       = new ScriptAniJob("undrawXbow_running", "t_CBowMove_2_Move", new ScriptAni(0, 20));
            aniJob.Layer = 2;
            aniJob.DefaultAni.SetSpecialFrame(SpecialFrame.Draw, 14);
            m.AddAniJob(aniJob);

            #endregion

            #region Fight

            aniJob1 = new ScriptAniJob("aim_xbow", "t_cbowwalk_2_cbowaim");
            m.AddAniJob(aniJob1);
            aniJob1.SetDefaultAni(new ScriptAni(0, 11));

            aniJob2 = new ScriptAniJob("aiming_xbow", "s_CBowAim");
            m.AddAniJob(aniJob2);
            aniJob2.SetDefaultAni(new ScriptAni());
            aniJob1.NextAni = aniJob2;

            // fixme: add s_bowshoot too?
            aniJob1 = new ScriptAniJob("reload_xbow", "t_CBowReload");
            m.AddAniJob(aniJob1);
            aniJob1.SetDefaultAni(new ScriptAni(0, 20));
            aniJob1.NextAni = aniJob2;

            aniJob1 = new ScriptAniJob("unaim_xbow", "t_CBowAim_2_CBowwalk");
            m.AddAniJob(aniJob1);
            aniJob1.SetDefaultAni(new ScriptAni(0, 11));

            #endregion

            #endregion

            #region Jump Anis

            m.AddAniJob(new ScriptAniJob("jump_fwd", "t_Stand_2_Jump"));
            m.AddAniJob(new ScriptAniJob("jump_run", "t_RunL_2_Jump"));


            #endregion

            #region Climb Anis

            var ani1 = new ScriptAniJob("climb_low", "t_Stand_2_JumpUpLow", new ScriptAni(0, 10));
            var ani2 = new ScriptAniJob("climb_low1", "s_JumpUpLow", new ScriptAni(0, 4));
            var ani3 = new ScriptAniJob("climb_low2", "t_JumpUpLow_2_Stand", new ScriptAni(0, 15));

            m.AddAniJob(ani1);
            m.AddAniJob(ani2);
            m.AddAniJob(ani3);

            ani1.NextAni = ani2;
            ani2.NextAni = ani3;

            ani1 = new ScriptAniJob("climb_mid", "t_Stand_2_JumpUpMid", new ScriptAni(0, 10));
            ani2 = new ScriptAniJob("climb_mid1", "s_JumpUpMid", new ScriptAni(0, 2));
            ani3 = new ScriptAniJob("climb_mid2", "t_JumpUpMid_2_Stand", new ScriptAni(0, 23));

            m.AddAniJob(ani1);
            m.AddAniJob(ani2);
            m.AddAniJob(ani3);

            ani1.NextAni = ani2;
            ani2.NextAni = ani3;

            ani1 = new ScriptAniJob("climb_high", "t_Stand_2_JumpUp", new ScriptAni(0, 9));
            ani2 = new ScriptAniJob("climb_high1", "t_JumpUp_2_Hang", new ScriptAni(0, 2));
            ani3 = new ScriptAniJob("climb_high2", "t_Hang_2_Stand", new ScriptAni(0, 40));

            m.AddAniJob(ani1);
            m.AddAniJob(ani2);
            m.AddAniJob(ani3);

            ani1.NextAni = ani2;
            ani2.NextAni = ani3;

            #endregion

            m.Radius       = 80;
            m.HalfHeight   = 100;
            m.CenterOffset = 20;
            m.Create();

            // NPCs
            NpcDef npcDef = new NpcDef("orc_scout", _BaseDefFactory, _Registration);
            npcDef.Name     = "Ork-Späher";
            npcDef.Model    = m;
            npcDef.BodyMesh = "Orc_BodyWarrior";
            npcDef.BodyTex  = 0;
            npcDef.HeadMesh = "Orc_HeadWarrior";
            npcDef.HeadTex  = 0;
            npcDef.Guild    = 59;
            npcDef.Create();

            // NPCs
            npcDef          = new NpcDef("orc_warrior", _BaseDefFactory, _Registration);
            npcDef.Name     = "Ork-Krieger";
            npcDef.Model    = m;
            npcDef.BodyMesh = "Orc_BodyWarrior";
            npcDef.BodyTex  = 0;
            npcDef.HeadMesh = "Orc_HeadWarrior";
            npcDef.HeadTex  = 0;
            npcDef.Guild    = 59;
            npcDef.Create();

            npcDef          = new NpcDef("orc_elite", _BaseDefFactory, _Registration);
            npcDef.Name     = "Ork-Elite";
            npcDef.Model    = m;
            npcDef.BodyMesh = "Orc_BodyElite";
            npcDef.BodyTex  = 0;
            npcDef.HeadMesh = "Orc_HeadWarrior";
            npcDef.HeadTex  = 0;
            npcDef.Guild    = 59;
            npcDef.Create();

            npcDef          = new NpcDef("orc_oberst", _BaseDefFactory, _Registration);
            npcDef.Name     = "Orkischer Oberst";
            npcDef.Model    = m;
            npcDef.BodyMesh = "Orc_BodyElite";
            npcDef.BodyTex  = 0;
            npcDef.HeadMesh = "Orc_HeadWarrior";
            npcDef.HeadTex  = 0;
            npcDef.Guild    = 59;
            npcDef.Create();
        }
Example #13
0
        public void BuildDefinition()
        {
            // HUMAN MODEL
            ModelDef m = new ModelDef("humans", "HUMANS.MDS");

            m.SetAniCatalog(new NPCCatalog());
            AddFistAnis(m);
            Add1HAnis(m);
            Add2hAnis(m);
            AddJumpAnis(m);
            AddClimbAnis(m);
            AddBowAnis(m);
            AddXBowAnis(m);
            AddUnconsciousAnis(m);
            AddItemAnis(m);
            AddGestureAnis(m);

            m.AddOverlay(new ScriptOverlay("Humans_Torch", "Humans_Torch.mds"));
            m.AddOverlay(new ScriptOverlay("Humans_Skeleton", "Humans_Skeleton.mds"));

            m.Radius     = 40;
            m.HalfHeight = 90;
            m.FistRange  = 40;
            m.Create();


            // NPCs
            NpcDef npcDef = new NpcDef("maleplayer", _BaseDefFactory, _Registration);

            npcDef.Name     = "Spieler";
            npcDef.Model    = m;
            npcDef.BodyMesh = HumBodyMeshs.HUM_BODY_NAKED0.ToString();
            npcDef.BodyTex  = (int)HumBodyTexs.G1Hero;
            npcDef.HeadMesh = HumHeadMeshs.HUM_HEAD_PONY.ToString();
            npcDef.HeadTex  = (int)HumHeadTexs.Face_N_Player;
            npcDef.Guild    = 1;
            npcDef.Create();

            npcDef          = new NpcDef("femaleplayer", _BaseDefFactory, _Registration);
            npcDef.Name     = "Spielerin";
            npcDef.Model    = m;
            npcDef.BodyMesh = HumBodyMeshs.HUM_BODY_BABE0.ToString();
            npcDef.BodyTex  = (int)HumBodyTexs.F_Babe1;
            npcDef.HeadMesh = HumHeadMeshs.HUM_HEAD_BABE.ToString();
            npcDef.HeadTex  = (int)HumHeadTexs.FaceBabe_N_Anne;
            npcDef.Guild    = 1;
            npcDef.Create();

            npcDef          = new NpcDef("skeleton", _BaseDefFactory, _Registration);
            npcDef.Name     = "Skelett";
            npcDef.Model    = m;
            npcDef.BodyMesh = "Ske_Body";
            npcDef.BodyTex  = 0;
            npcDef.HeadMesh = "";
            npcDef.HeadTex  = 0;
            npcDef.Guild    = 31;
            npcDef.Create();

            npcDef          = new NpcDef("skeleton2", _BaseDefFactory, _Registration);
            npcDef.Name     = "Skelett";
            npcDef.Model    = m;
            npcDef.BodyMesh = "Ske_Body2";
            npcDef.BodyTex  = 0;
            npcDef.HeadMesh = "";
            npcDef.HeadTex  = 0;
            npcDef.Guild    = 31;
            npcDef.Create();

            npcDef          = new NpcDef("skeleton_lord", _BaseDefFactory, _Registration);
            npcDef.Name     = "Schattenlord";
            npcDef.Model    = m;
            npcDef.BodyMesh = HumBodyMeshs.HUM_BODY_NAKED0.ToString();
            npcDef.BodyTex  = 0;
            npcDef.HeadMesh = "Ske_Head";
            npcDef.HeadTex  = 0;
            npcDef.Guild    = 31;
            npcDef.Create();
        }