Table of Contents

homin_normal.automaton

Vous êtes libres de modifier le contenu de cette section et d'en ajouter autant que vous voulez. La seule section obligatoire est la section “Datasheet”.

Références

Ne pas éditer le contenu de cette section. Son contenu sera écrasé automatiquement par le script de synchronisation qui y générera les liens docuwiki vers les ressources ou fichiers référencés par le datasheet (non encore implémenté).

En cas d'anomalie constatée, contacter Liria pour corriger le script de synchronisation. Vous pouvez aussi proposer directement des améliorations du script. Le source est sous licence GPL et est disponible via le dépôt : https://bitbucket.org/liria/docuwiki-tools.

Datasheet

vous pouvez éditer le contenu de la section en modifiant le code du datasheet délimité par les balises <code xml>...</code>. Attention, la ligne ci-dessous référençant le nom et la position du datasheet ne doit pas être modifiée, car elle sert au script de synchronisation.

datasheet : “leveldesign/game_element/anim/automaton/homin_normal.automaton”

<?xml version="1.0"?>
<FORM Revision="$Revision: 1.2 $" State="modified">
  <PARENT Filename="_normal.automaton"/>
  <PARENT Filename="_homin.automaton"/>
  <STRUCT>
    <STRUCT Name="idle">
      <ATOM Name="on move backward"          Value="idle_to_backward"/>
      <ATOM Name="on move left"              Value="strafe_left"/>
      <ATOM Name="on move right"             Value="strafe_right"/>
    </STRUCT>
 
    <STRUCT Name="motion states">
      <STRUCT Name="idle_to_walk">
        <ATOM Name="on bad heading backward" Value="idle_to_backward"/>
        <ATOM Name="bad heading min"         Value="-1.1"/>
        <ATOM Name="bad heading max"         Value="1.1"/>
      </STRUCT>
      <STRUCT Name="walk">
        <ATOM Name="on bad heading backward" Value="idle_to_backward"/>
        <ATOM Name="bad heading min"         Value="-1.1"/>
        <ATOM Name="bad heading max"         Value="1.1"/>
      </STRUCT>
      <STRUCT Name="walk_to_run">
        <ATOM Name="on bad heading backward" Value="idle_to_backward"/>
        <ATOM Name="bad heading min"         Value="-1.1"/>
        <ATOM Name="bad heading max"         Value="1.1"/>
      </STRUCT>
      <STRUCT Name="run_to_walk">
        <ATOM Name="on bad heading backward" Value="idle_to_backward"/>
        <ATOM Name="bad heading min"         Value="-1.1"/>
        <ATOM Name="bad heading max"         Value="1.1"/>
      </STRUCT>
      <STRUCT Name="run">
        <ATOM Name="on bad heading backward" Value="idle_to_backward"/>
        <ATOM Name="bad heading min"         Value="-1.1"/>
        <ATOM Name="bad heading max"         Value="1.1"/>
      </STRUCT>
    </STRUCT>
    <!-- SPELL STATES -->
    <STRUCT Name="spell states">
      <!-- Offensive -->
      <STRUCT Name="offensive_cast_init">
        <ATOM Name="slide"                         Value="false"             />
      </STRUCT>
      <STRUCT Name="offensive_cast_begin">
        <ATOM Name="slide"                         Value="false"             />
      </STRUCT>
      <STRUCT Name="offensive_cast_loop">
        <ATOM Name="slide"                         Value="false"             />
        <ATOM Name="on move forward"               Value="offensive_cast_end"/>
        <ATOM Name="on move backward"              Value="offensive_cast_end"/>
        <ATOM Name="on move left"                  Value="offensive_cast_end"/>
        <ATOM Name="on move right"                 Value="offensive_cast_end"/>
      </STRUCT>
      <STRUCT Name="offensive_cast_fail">
        <ATOM Name="slide"                         Value="false"             />
      </STRUCT>
      <STRUCT Name="offensive_cast_fumble">
        <ATOM Name="slide"                         Value="false"             />
      </STRUCT>
      <STRUCT Name="offensive_cast_success">
        <ATOM Name="slide"                         Value="false"             />
      </STRUCT>
      <STRUCT Name="offensive_cast_link">
        <ATOM Name="slide"                         Value="false"             />
      </STRUCT>
      <!-- Curative -->
      <STRUCT Name="curative_cast_init">
        <ATOM Name="slide"                         Value="false"             />
      </STRUCT>
      <STRUCT Name="curative_cast_begin">
        <ATOM Name="slide"                         Value="false"             />
      </STRUCT>
      <STRUCT Name="curative_cast_loop">
        <ATOM Name="slide"                         Value="false"             />
        <ATOM Name="on move forward"               Value="curative_cast_end"/>
        <ATOM Name="on move backward"              Value="curative_cast_end"/>
        <ATOM Name="on move left"                  Value="curative_cast_end"/>
        <ATOM Name="on move right"                 Value="curative_cast_end"/>
      </STRUCT>
      <STRUCT Name="curative_cast_fail">
        <ATOM Name="slide"                         Value="false"             />
      </STRUCT>
      <STRUCT Name="curative_cast_fumble">
        <ATOM Name="slide"                         Value="false"             />
      </STRUCT>
      <STRUCT Name="curative_cast_success">
        <ATOM Name="slide"                         Value="false"             />
      </STRUCT>
      <STRUCT Name="curative_cast_link">
        <ATOM Name="slide"                         Value="false"             />
      </STRUCT>
      <!-- Mixed -->
      <STRUCT Name="mixed_cast_init">
        <ATOM Name="slide"                         Value="false"             />
      </STRUCT>
      <STRUCT Name="mixed_cast_begin">
        <ATOM Name="slide"                         Value="false"             />
      </STRUCT>
      <STRUCT Name="mixed_cast_loop">
        <ATOM Name="slide"                         Value="false"             />
        <ATOM Name="on move forward"               Value="mixed_cast_end"/>
        <ATOM Name="on move backward"              Value="mixed_cast_end"/>
        <ATOM Name="on move left"                  Value="mixed_cast_end"/>
        <ATOM Name="on move right"                 Value="mixed_cast_end"/>
      </STRUCT>
      <STRUCT Name="mixed_cast_fail">
        <ATOM Name="slide"                         Value="false"             />
      </STRUCT>
      <STRUCT Name="mixed_cast_fumble">
        <ATOM Name="slide"                         Value="false"             />
      </STRUCT>
      <STRUCT Name="mixed_cast_success">
        <ATOM Name="slide"                         Value="false"             />
      </STRUCT>
      <STRUCT Name="mixed_cast_link">
        <ATOM Name="slide"                         Value="false"             />
      </STRUCT>
    </STRUCT>
    <!-- OTHER STATES -->
    <STRUCT Name="other states">
      <STRUCT Name="use_begin">
        <ATOM Name="slide"                         Value="false"             />
      </STRUCT>
      <STRUCT Name="use_loop">
        <ATOM Name="default next"                  Value="use_loop"          />
        <ATOM Name="slide"                         Value="false"             />
        <ATOM Name="on move forward"               Value="use_end"           />
        <ATOM Name="on move backward"              Value="use_end"           />
        <ATOM Name="on move left"                  Value="use_end"           />
        <ATOM Name="on move right"                 Value="use_end"           />
      </STRUCT>
      <STRUCT Name="use_end">
        <ATOM Name="slide"                         Value="false"             />
      </STRUCT>
    </STRUCT>
  </STRUCT>
  <STRUCT/>
  <STRUCT/>
  <STRUCT/>
  <STRUCT/>
  <LOG>Tue Aug 19 19:13:43 2003 (puzin)</LOG>
</FORM>