void AddXBowAnis(ModelDef model) { var ov1 = new ScriptOverlay("XBowT1", "Humans_CBowT1"); model.AddOverlay(ov1); var ov2 = new ScriptOverlay("XBowT2", "Humans_CBowT2"); model.AddOverlay(ov2); ScriptAniJob aniJob1 = new ScriptAniJob("drawXbow_part0", "t_Run_2_Cbow"); model.AddAniJob(aniJob1); aniJob1.SetDefaultAni(new ScriptAni(0, 4) { { SpecialFrame.Draw, 4 } }); aniJob1.AddOverlayAni(new ScriptAni(0, 4) { { SpecialFrame.Draw, 4 } }, ov1); aniJob1.AddOverlayAni(new ScriptAni(0, 4) { { SpecialFrame.Draw, 4 } }, ov2); ScriptAniJob aniJob2 = new ScriptAniJob("drawXbow_part1", "s_Cbow"); model.AddAniJob(aniJob2); aniJob2.SetDefaultAni(new ScriptAni(0, 1)); aniJob2.AddOverlayAni(new ScriptAni(0, 1), ov1); aniJob2.AddOverlayAni(new ScriptAni(0, 1), ov2); aniJob1.NextAni = aniJob2; ScriptAniJob aniJob3 = new ScriptAniJob("drawXbow_part2", "t_Cbow_2_CbowRun"); model.AddAniJob(aniJob3); aniJob3.SetDefaultAni(new ScriptAni(0, 33)); aniJob3.AddOverlayAni(new ScriptAni(0, 29), ov1); aniJob2.AddOverlayAni(new ScriptAni(0, 25), ov2); aniJob2.NextAni = aniJob3; ScriptAniJob aniJob = new ScriptAniJob("drawXbow_running", "t_Move_2_CBowMove", new ScriptAni(0, 39)); aniJob.Layer = 2; aniJob.DefaultAni.SetSpecialFrame(SpecialFrame.Draw, 7); model.AddAniJob(aniJob); aniJob1 = new ScriptAniJob("undrawXbow_part0", "t_CBowRun_2_CBow"); model.AddAniJob(aniJob1); aniJob1.SetDefaultAni(new ScriptAni(0, 33) { { SpecialFrame.Draw, 33 } }); aniJob1.AddOverlayAni(new ScriptAni(0, 29) { { SpecialFrame.Draw, 29 } }, ov1); aniJob1.AddOverlayAni(new ScriptAni(0, 25) { { SpecialFrame.Draw, 25 } }, ov2); aniJob2 = new ScriptAniJob("undrawXbow_part1", "s_CBow"); model.AddAniJob(aniJob2); aniJob2.SetDefaultAni(new ScriptAni(0, 1)); aniJob2.AddOverlayAni(new ScriptAni(0, 1), ov1); aniJob2.AddOverlayAni(new ScriptAni(0, 1), ov2); aniJob1.NextAni = aniJob2; aniJob3 = new ScriptAniJob("undrawXbow_part2", "t_Cbow_2_Run"); model.AddAniJob(aniJob3); aniJob3.SetDefaultAni(new ScriptAni(0, 4)); aniJob3.AddOverlayAni(new ScriptAni(0, 4), ov1); aniJob2.AddOverlayAni(new ScriptAni(0, 4), ov2); aniJob2.NextAni = aniJob3; aniJob = new ScriptAniJob("undrawXbow_running", "t_CBowMove_2_Move", new ScriptAni(0, 39)); aniJob.Layer = 2; aniJob.DefaultAni.SetSpecialFrame(SpecialFrame.Draw, 32); model.AddAniJob(aniJob); aniJob1 = new ScriptAniJob("aim_xbow", "t_cbowwalk_2_cbowaim"); model.AddAniJob(aniJob1); aniJob1.SetDefaultAni(new ScriptAni(0, 5)); aniJob1.AddOverlayAni(new ScriptAni(0, 6), ov1); aniJob1.AddOverlayAni(new ScriptAni(0, 6), ov2); aniJob2 = new ScriptAniJob("aiming_xbow", "s_CBowAim"); model.AddAniJob(aniJob2); aniJob2.SetDefaultAni(new ScriptAni()); aniJob2.AddOverlayAni(new ScriptAni(), ov1); aniJob2.AddOverlayAni(new ScriptAni(), ov2); aniJob1.NextAni = aniJob2; // fixme: add s_bowshoot too? aniJob1 = new ScriptAniJob("reload_xbow", "t_CBowReload"); model.AddAniJob(aniJob1); aniJob1.SetDefaultAni(new ScriptAni(0, 32)); aniJob1.AddOverlayAni(new ScriptAni(0, 29), ov1); aniJob1.AddOverlayAni(new ScriptAni(0, 23), ov2); aniJob1.NextAni = aniJob2; aniJob1 = new ScriptAniJob("unaim_xbow", "t_CBowAim_2_CBowwalk"); model.AddAniJob(aniJob1); aniJob1.SetDefaultAni(new ScriptAni(0, 6)); aniJob1.AddOverlayAni(new ScriptAni(0, 6), ov1); aniJob1.AddOverlayAni(new ScriptAni(0, 6), ov2); }
void AddBowAnis(ModelDef model) { var ov1 = new ScriptOverlay("BowT1", "Humans_BowT1"); model.AddOverlay(ov1); var ov2 = new ScriptOverlay("BowT2", "Humans_BowT2"); model.AddOverlay(ov2); ScriptAniJob aniJob1 = new ScriptAniJob("drawbow_part0", "t_Run_2_bow"); model.AddAniJob(aniJob1); aniJob1.SetDefaultAni(new ScriptAni(0, 5) { { SpecialFrame.Draw, 5 } }); aniJob1.AddOverlayAni(new ScriptAni(0, 5) { { SpecialFrame.Draw, 5 } }, ov1); aniJob1.AddOverlayAni(new ScriptAni(0, 5) { { SpecialFrame.Draw, 5 } }, ov2); ScriptAniJob aniJob2 = new ScriptAniJob("drawbow_part1", "s_bow"); model.AddAniJob(aniJob2); aniJob2.SetDefaultAni(new ScriptAni(0, 1)); aniJob2.AddOverlayAni(new ScriptAni(0, 1), ov1); aniJob2.AddOverlayAni(new ScriptAni(0, 1), ov2); aniJob1.NextAni = aniJob2; ScriptAniJob aniJob3 = new ScriptAniJob("drawbow_part2", "t_bow_2_bowRun"); model.AddAniJob(aniJob3); aniJob3.SetDefaultAni(new ScriptAni(0, 12)); aniJob3.AddOverlayAni(new ScriptAni(0, 10), ov1); aniJob2.AddOverlayAni(new ScriptAni(0, 8), ov2); aniJob2.NextAni = aniJob3; ScriptAniJob aniJob = new ScriptAniJob("drawbow_running", "t_Move_2_BowMove", new ScriptAni(0, 19)); aniJob.Layer = 2; aniJob.DefaultAni.SetSpecialFrame(SpecialFrame.Draw, 7); model.AddAniJob(aniJob); aniJob1 = new ScriptAniJob("undrawbow_part0", "t_BowRun_2_Bow"); model.AddAniJob(aniJob1); aniJob1.SetDefaultAni(new ScriptAni(0, 12) { { SpecialFrame.Draw, 12 } }); aniJob1.AddOverlayAni(new ScriptAni(0, 10) { { SpecialFrame.Draw, 10 } }, ov1); aniJob1.AddOverlayAni(new ScriptAni(0, 8) { { SpecialFrame.Draw, 8 } }, ov2); aniJob2 = new ScriptAniJob("undrawbow_part1", "s_Bow"); model.AddAniJob(aniJob2); aniJob2.SetDefaultAni(new ScriptAni(0, 1)); aniJob2.AddOverlayAni(new ScriptAni(0, 1), ov1); aniJob2.AddOverlayAni(new ScriptAni(0, 1), ov2); aniJob1.NextAni = aniJob2; aniJob3 = new ScriptAniJob("undrawbow_part2", "t_bow_2_Run"); model.AddAniJob(aniJob3); aniJob3.SetDefaultAni(new ScriptAni(0, 5)); aniJob3.AddOverlayAni(new ScriptAni(0, 5), ov1); aniJob2.AddOverlayAni(new ScriptAni(0, 5), ov2); aniJob2.NextAni = aniJob3; aniJob = new ScriptAniJob("undrawbow_running", "t_BowMove_2_Move", new ScriptAni(0, 19)); aniJob.Layer = 2; aniJob.DefaultAni.SetSpecialFrame(SpecialFrame.Draw, 12); model.AddAniJob(aniJob); aniJob1 = new ScriptAniJob("aim_bow", "t_bowwalk_2_bowaim"); model.AddAniJob(aniJob1); aniJob1.SetDefaultAni(new ScriptAni(0, 11)); aniJob1.AddOverlayAni(new ScriptAni(0, 11), ov1); aniJob1.AddOverlayAni(new ScriptAni(0, 11), ov2); aniJob2 = new ScriptAniJob("aiming_bow", "s_BowAim"); model.AddAniJob(aniJob2); aniJob2.SetDefaultAni(new ScriptAni()); aniJob2.AddOverlayAni(new ScriptAni(), ov1); aniJob2.AddOverlayAni(new ScriptAni(), ov2); aniJob1.NextAni = aniJob2; // fixme: add s_bowshoot too? aniJob1 = new ScriptAniJob("reload_bow", "t_BowReload"); model.AddAniJob(aniJob1); aniJob1.SetDefaultAni(new ScriptAni(0, 28)); aniJob1.AddOverlayAni(new ScriptAni(0, 26), ov1); aniJob1.AddOverlayAni(new ScriptAni(0, 22), ov2); aniJob1.NextAni = aniJob2; aniJob1 = new ScriptAniJob("unaim_bow", "t_BowAim_2_Bowwalk"); model.AddAniJob(aniJob1); aniJob1.SetDefaultAni(new ScriptAni(0, 11)); aniJob1.AddOverlayAni(new ScriptAni(0, 11), ov1); aniJob1.AddOverlayAni(new ScriptAni(0, 11), ov2); }
void Add1HAnis(ModelDef model) { var ov1 = new ScriptOverlay("1HST1", "Humans_1hST1"); model.AddOverlay(ov1); var ov2 = new ScriptOverlay("1HST2", "Humans_1hST2"); model.AddOverlay(ov2); // Draw 1h ScriptAniJob aniJob1 = new ScriptAniJob("draw1h_part0", "t_Run_2_1h"); model.AddAniJob(aniJob1); aniJob1.SetDefaultAni(new ScriptAni(0, 2) { { SpecialFrame.Draw, 2 } }); aniJob1.AddOverlayAni(new ScriptAni(0, 3) { { SpecialFrame.Draw, 3 } }, ov1); aniJob1.AddOverlayAni(new ScriptAni(0, 1) { { SpecialFrame.Draw, 1 } }, ov2); ScriptAniJob aniJob2 = new ScriptAniJob("draw1h_part1", "s_1h"); model.AddAniJob(aniJob2); aniJob2.SetDefaultAni(new ScriptAni(0, 1)); aniJob2.AddOverlayAni(new ScriptAni(0, 1), ov1); aniJob2.AddOverlayAni(new ScriptAni(0, 1), ov2); aniJob1.NextAni = aniJob2; ScriptAniJob aniJob3 = new ScriptAniJob("draw1h_part2", "t_1h_2_1hRun"); model.AddAniJob(aniJob3); aniJob3.SetDefaultAni(new ScriptAni(0, 12)); aniJob3.AddOverlayAni(new ScriptAni(0, 6), ov1); aniJob2.AddOverlayAni(new ScriptAni(0, 8), ov2); aniJob2.NextAni = aniJob3; // Draw 1h running ScriptAniJob aniJob = new ScriptAniJob("draw1h_running", "t_Move_2_1hMove", new ScriptAni(0, 24)); aniJob.Layer = 2; aniJob.DefaultAni.SetSpecialFrame(SpecialFrame.Draw, 6); model.AddAniJob(aniJob); // Undraw 1h aniJob1 = new ScriptAniJob("undraw1h_part0", "t_1hRun_2_1h"); model.AddAniJob(aniJob1); aniJob1.SetDefaultAni(new ScriptAni(0, 12) { { SpecialFrame.Draw, 12 } }); aniJob1.AddOverlayAni(new ScriptAni(0, 6) { { SpecialFrame.Draw, 6 } }, ov1); aniJob1.AddOverlayAni(new ScriptAni(0, 8) { { SpecialFrame.Draw, 8 } }, ov2); aniJob2 = new ScriptAniJob("undraw1h_part1", "s_1h"); model.AddAniJob(aniJob2); aniJob2.SetDefaultAni(new ScriptAni(0, 1)); aniJob2.AddOverlayAni(new ScriptAni(0, 1), ov1); aniJob2.AddOverlayAni(new ScriptAni(0, 1), ov2); aniJob1.NextAni = aniJob2; aniJob3 = new ScriptAniJob("undraw1h_part2", "t_1h_2_Run"); model.AddAniJob(aniJob3); aniJob3.SetDefaultAni(new ScriptAni(0, 2)); aniJob3.AddOverlayAni(new ScriptAni(0, 3), ov1); aniJob2.AddOverlayAni(new ScriptAni(0, 1), ov2); aniJob2.NextAni = aniJob3; // Undraw 1h running aniJob = new ScriptAniJob("undraw1h_running", "t_1hMove_2_Move", new ScriptAni(0, 24)); aniJob.Layer = 2; aniJob.DefaultAni.SetSpecialFrame(SpecialFrame.Draw, 18); model.AddAniJob(aniJob); // Fwd attack 1 ScriptAniJob job = new ScriptAniJob("1hattack_fwd0", "s_1hattack"); model.AddAniJob(job); job.SetDefaultAni(new ScriptAni(0, 23) { { SpecialFrame.Hit, 6 }, { SpecialFrame.Combo, 15 } }); job.AddOverlayAni(new ScriptAni(0, 33) { { SpecialFrame.Hit, 4 }, { SpecialFrame.Combo, 14 } }, ov1); job.AddOverlayAni(new ScriptAni(0, 29) { { SpecialFrame.Hit, 4 }, { SpecialFrame.Combo, 10 } }, ov2); // fwd combo 2 job = new ScriptAniJob("1hattack_fwd1", "s_1hattack"); model.AddAniJob(job); job.SetDefaultAni(new ScriptAni(26, 40) { { SpecialFrame.Hit, 7 } }); job.AddOverlayAni(new ScriptAni(33, 68) { { SpecialFrame.Hit, 4 }, { SpecialFrame.Combo, 15 } }, ov1); job.AddOverlayAni(new ScriptAni(33, 60) { { SpecialFrame.Hit, 3 }, { SpecialFrame.Combo, 9 } }, ov2); // fwd combo 3 job = new ScriptAniJob("1hattack_fwd2", "s_1hattack"); model.AddAniJob(job); job.AddOverlayAni(new ScriptAni(68, 103) { { SpecialFrame.Hit, 6 }, { SpecialFrame.Combo, 17 } }, ov1); job.AddOverlayAni(new ScriptAni(65, 92) { { SpecialFrame.Hit, 8 }, { SpecialFrame.Combo, 13 } }, ov2); // fwd combo 4 job = new ScriptAniJob("1hattack_fwd3", "s_1hattack"); model.AddAniJob(job); job.AddOverlayAni(new ScriptAni(103, 120) { { SpecialFrame.Hit, 7 } }, ov1); job.AddOverlayAni(new ScriptAni(97, 113) { { SpecialFrame.Hit, 10 } }, ov2); // left attack job = new ScriptAniJob("1hattack_left", "t_1HAttackL"); model.AddAniJob(job); job.SetDefaultAni(new ScriptAni(0, 30) { { SpecialFrame.Hit, 5 }, { SpecialFrame.Combo, 15 } }); job.AddOverlayAni(new ScriptAni(0, 24) { { SpecialFrame.Hit, 4 }, { SpecialFrame.Combo, 10 } }, ov1); job.AddOverlayAni(new ScriptAni(0, 20) { { SpecialFrame.Hit, 3 }, { SpecialFrame.Combo, 8 } }, ov2); // right attack job = new ScriptAniJob("1hattack_right", "t_1HAttackR"); model.AddAniJob(job); job.SetDefaultAni(new ScriptAni(0, 30) { { SpecialFrame.Hit, 5 }, { SpecialFrame.Combo, 15 } }); job.AddOverlayAni(new ScriptAni(0, 24) { { SpecialFrame.Hit, 4 }, { SpecialFrame.Combo, 10 } }, ov1); job.AddOverlayAni(new ScriptAni(0, 20) { { SpecialFrame.Hit, 3 }, { SpecialFrame.Combo, 8 } }, ov2); // run attack job = new ScriptAniJob("1hattack_run", "t_1HAttackMove"); job.Layer = 2; model.AddAniJob(job); job.SetDefaultAni(new ScriptAni(0, 29) { { SpecialFrame.Hit, 16 } }); // parades job = new ScriptAniJob("1h_parade0", "t_1HParade_0"); model.AddAniJob(job); job.SetDefaultAni(new ScriptAni(0, 15)); job = new ScriptAniJob("1h_parade1", "t_1HParade_0_A2"); model.AddAniJob(job); job.SetDefaultAni(new ScriptAni(0, 15)); job = new ScriptAniJob("1h_parade2", "t_1HParade_0_A3"); model.AddAniJob(job); job.SetDefaultAni(new ScriptAni(0, 15)); // dodge job = new ScriptAniJob("1h_dodge", "t_1HParadeJumpB"); model.AddAniJob(job); job.SetDefaultAni(new ScriptAni(0, 14)); }
void Add2hAnis(ModelDef model) { var ov1 = new ScriptOverlay("2HST1", "Humans_2hST1"); model.AddOverlay(ov1); var ov2 = new ScriptOverlay("2HST2", "Humans_2hST2"); model.AddOverlay(ov2); // Draw 2h ScriptAniJob aniJob1 = new ScriptAniJob("draw2h_part0", "t_Run_2_2h"); model.AddAniJob(aniJob1); aniJob1.SetDefaultAni(new ScriptAni(0, 4) { { SpecialFrame.Draw, 4 } }); aniJob1.AddOverlayAni(new ScriptAni(0, 4) { { SpecialFrame.Draw, 4 } }, ov1); aniJob1.AddOverlayAni(new ScriptAni(0, 3) { { SpecialFrame.Draw, 3 } }, ov2); ScriptAniJob aniJob2 = new ScriptAniJob("draw2h_part1", "s_2h"); model.AddAniJob(aniJob2); aniJob2.SetDefaultAni(new ScriptAni(0, 1)); aniJob2.AddOverlayAni(new ScriptAni(0, 1), ov1); aniJob2.AddOverlayAni(new ScriptAni(0, 1), ov2); aniJob1.NextAni = aniJob2; ScriptAniJob aniJob3 = new ScriptAniJob("draw2h_part2", "t_2h_2_2hRun"); model.AddAniJob(aniJob3); aniJob3.SetDefaultAni(new ScriptAni(0, 15)); aniJob3.AddOverlayAni(new ScriptAni(0, 15), ov1); aniJob2.AddOverlayAni(new ScriptAni(0, 10), ov2); aniJob2.NextAni = aniJob3; // Draw 2h running ScriptAniJob aniJob = new ScriptAniJob("draw2h_running", "t_Move_2_2hMove", new ScriptAni(0, 24)); aniJob.Layer = 2; aniJob.DefaultAni.SetSpecialFrame(SpecialFrame.Draw, 6); model.AddAniJob(aniJob); // Undraw 2h aniJob1 = new ScriptAniJob("undraw2h_part0", "t_2hRun_2_2h"); model.AddAniJob(aniJob1); aniJob1.SetDefaultAni(new ScriptAni(0, 15) { { SpecialFrame.Draw, 15 } }); aniJob1.AddOverlayAni(new ScriptAni(0, 15) { { SpecialFrame.Draw, 15 } }, ov1); aniJob1.AddOverlayAni(new ScriptAni(0, 10) { { SpecialFrame.Draw, 10 } }, ov2); aniJob2 = new ScriptAniJob("undraw2h_part1", "s_2h"); model.AddAniJob(aniJob2); aniJob2.SetDefaultAni(new ScriptAni(0, 1)); aniJob2.AddOverlayAni(new ScriptAni(0, 1), ov1); aniJob2.AddOverlayAni(new ScriptAni(0, 1), ov2); aniJob1.NextAni = aniJob2; aniJob3 = new ScriptAniJob("undraw2h_part2", "t_2h_2_Run"); model.AddAniJob(aniJob3); aniJob3.SetDefaultAni(new ScriptAni(0, 4)); aniJob3.AddOverlayAni(new ScriptAni(0, 4), ov1); aniJob2.AddOverlayAni(new ScriptAni(0, 3), ov2); aniJob2.NextAni = aniJob3; // Undraw 2h running aniJob = new ScriptAniJob("undraw2h_running", "t_2hMove_2_Move", new ScriptAni(0, 24)); aniJob.Layer = 2; aniJob.DefaultAni.SetSpecialFrame(SpecialFrame.Draw, 18); model.AddAniJob(aniJob); // Fwd attack 1 ScriptAniJob job = new ScriptAniJob("2hattack_fwd0", "s_2hattack"); model.AddAniJob(job); job.SetDefaultAni(new ScriptAni(0, 26) { { SpecialFrame.Hit, 8 }, { SpecialFrame.Combo, 14 } }); job.AddOverlayAni(new ScriptAni(0, 35) { { SpecialFrame.Hit, 6 }, { SpecialFrame.Combo, 16 } }, ov1); job.AddOverlayAni(new ScriptAni(0, 34) { { SpecialFrame.Hit, 5 }, { SpecialFrame.Combo, 13 } }, ov2); // fwd combo 2 job = new ScriptAniJob("2hattack_fwd1", "s_2hattack"); model.AddAniJob(job); job.SetDefaultAni(new ScriptAni(31, 50) { { SpecialFrame.Hit, 6 } }); job.AddOverlayAni(new ScriptAni(40, 75) { { SpecialFrame.Hit, 6 }, { SpecialFrame.Combo, 16 } }, ov1); job.AddOverlayAni(new ScriptAni(39, 75) { { SpecialFrame.Hit, 4 }, { SpecialFrame.Combo, 12 } }, ov2); // fwd combo 3 job = new ScriptAniJob("2hattack_fwd2", "s_2hattack"); model.AddAniJob(job); job.AddOverlayAni(new ScriptAni(80, 114) { { SpecialFrame.Hit, 6 }, { SpecialFrame.Combo, 16 } }, ov1); job.AddOverlayAni(new ScriptAni(79, 118) { { SpecialFrame.Hit, 9 }, { SpecialFrame.Combo, 17 } }, ov2); // fwd combo 4 job = new ScriptAniJob("2hattack_fwd3", "s_2hattack"); model.AddAniJob(job); job.AddOverlayAni(new ScriptAni(124, 146) { { SpecialFrame.Hit, 12 } }, ov2); // left attack job = new ScriptAniJob("2hattack_left", "t_2hAttackL"); model.AddAniJob(job); job.SetDefaultAni(new ScriptAni(0, 36) { { SpecialFrame.Hit, 6 }, { SpecialFrame.Combo, 18 } }); job.AddOverlayAni(new ScriptAni(0, 28) { { SpecialFrame.Hit, 5 }, { SpecialFrame.Combo, 14 } }, ov1); job.AddOverlayAni(new ScriptAni(0, 26) { { SpecialFrame.Hit, 5 }, { SpecialFrame.Combo, 14 } }, ov2); // right attack job = new ScriptAniJob("2hattack_right", "t_2hAttackR"); model.AddAniJob(job); job.SetDefaultAni(new ScriptAni(0, 36) { { SpecialFrame.Hit, 6 }, { SpecialFrame.Combo, 18 } }); job.AddOverlayAni(new ScriptAni(0, 29) { { SpecialFrame.Hit, 5 }, { SpecialFrame.Combo, 14 } }, ov1); job.AddOverlayAni(new ScriptAni(0, 26) { { SpecialFrame.Hit, 5 }, { SpecialFrame.Combo, 14 } }, ov2); // run attack job = new ScriptAniJob("2hattack_run", "t_2hAttackMove"); job.Layer = 2; model.AddAniJob(job); job.SetDefaultAni(new ScriptAni(0, 23) { { SpecialFrame.Hit, 12 } }); // parades job = new ScriptAniJob("2h_parade0", "t_2hParade_0"); model.AddAniJob(job); job.SetDefaultAni(new ScriptAni(0, 15)); job = new ScriptAniJob("2h_parade1", "t_2hParade_0_A2"); model.AddAniJob(job); job.SetDefaultAni(new ScriptAni(0, 15)); job = new ScriptAniJob("2h_parade2", "t_2hParade_0_A3"); model.AddAniJob(job); job.SetDefaultAni(new ScriptAni(0, 15)); // dodge job = new ScriptAniJob("2h_dodge", "t_2hParadeJumpB"); model.AddAniJob(job); job.SetDefaultAni(new ScriptAni(0, 24)); }
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(); }