- Links to original projects
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”.
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.
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/anim_set/homin/fy_hof/fy_hof_default_1h_.animation_set”
<?xml version="1.0"?> <FORM Revision="$Revision: 1.11 $" State="modified"> <PARENT Filename="fy_hof_lod__.animation_set"/> <PARENT Filename="fy_hof_emots_a__.animation_set"/> <STRUCT> <STRUCT Name="idle"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOF_A_idle.anim"/> <ATOM Name="next1" Value="0"/> <ATOM Name="next1 weight" Value="10"/> <ATOM Name="next2" Value="1"/> <ATOM Name="next2 weight" Value="1"/> <ATOM Name="next3" Value="2"/> <ATOM Name="next3 weight" Value="1"/> <ATOM Name="next4" Value="3"/> <ATOM Name="next4 weight" Value="1"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="FY_HOF_A_idle_attente3.anim"/> <ATOM Name="next1" Value="0"/> <ATOM Name="next1 weight" Value="1"/> <ATOM Name="next2" Value="2"/> <ATOM Name="next2 weight" Value="1"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="FY_HOF_A_idle_attente4.anim"/> <ATOM Name="next1" Value="0"/> <ATOM Name="next1 weight" Value="1"/> <ATOM Name="next2" Value="1"/> <ATOM Name="next2 weight" Value="1"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="fy_hof_a_idle_idle1.anim"/> <ATOM Name="next1" Value="4"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="fy_hof_a_idle_idle1_1.anim"/> <ATOM Name="next1" Value="4"/> <ATOM Name="next1 weight" Value="10"/> <ATOM Name="next2" Value="5"/> <ATOM Name="next3" Value="6"/> <ATOM Name="next4" Value="7"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="fy_hof_a_idle_idle1_2.anim"/> <ATOM Name="next1" Value="4"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="fy_hof_a_idle_idle1_3.anim"/> <ATOM Name="next1" Value="4"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="fy_hof_a_idle_idle1.anim"/> <ATOM Name="reverse" Value="true"/> <ATOM Name="next1" Value="0"/> <ATOM Name="next1 weight" Value="1"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="walk"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="fy_hof_a_marche.anim"/> <ATOM Name="Race Restriction" Value="Fyros"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="ma_hof_a_marche.anim"/> <ATOM Name="Race Restriction" Value="Matis"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_hof_a_marche.anim"/> <ATOM Name="Race Restriction" Value="Tryker"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="zo_hof_a_marche.anim"/> <ATOM Name="Race Restriction" Value="Zorai"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="run"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="fy_hof_a_course.anim"/> <ATOM Name="Race Restriction" Value="Fyros"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="ma_hof_a_course.anim"/> <ATOM Name="Race Restriction" Value="Matis"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_hof_a_course.anim"/> <ATOM Name="Race Restriction" Value="Tryker"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="zo_hof_a_course.anim"/> <ATOM Name="Race Restriction" Value="Zorai"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="backward"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOF_A_marche_arriere.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_left"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOF_A_tourne_gauche.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="FY_HOF_A_demitour_go.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_right"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOF_A_tourne_droite.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="FY_HOF_A_demitour_dr.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_left_to_walk"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOF_A_tourne_gauche.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="FY_HOF_A_demitour_go.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_right_to_walk"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOF_A_tourne_droite.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="FY_HOF_A_demitour_dr.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_left_to_backward"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOF_A_tourne_gauche.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="FY_HOF_A_demitour_go.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_right_to_backward"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOF_A_tourne_droite.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="FY_HOF_A_demitour_dr.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="strafe_left"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOF_A_strafgauche.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="strafe_right"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOF_A_strafdroite.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="impact"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOF_A_impact.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="stun_begin"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOF_A_stun_init.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="stun_loop"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOF_A_stun_loop.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="stun_end"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOF_A_stun_end.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_good_begin"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Bienveillant_Init.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_good_loop"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Bienveillant_Loop.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_good_fail"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Bienveillant_End_Echec.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_good_fumble"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Bienveillant_End_Fumble.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_good_success"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Bienveillant_End_Ok.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_bad_begin"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Host_Init.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_bad_loop"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Host_Loop.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_bad_fail"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Host_End_Echec.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_bad_fumble"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Host_End_Fumble.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_bad_success"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Host_End_Ok.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_neutral_begin"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Neutre_Init.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_neutral_loop"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Neutre_loop.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_neutral_fail"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Neutre_End_Echec.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_neutral_fumble"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Neutre_End_Fumble.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_neutral_success"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Neutre_End_OK.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="offensive_cast_init"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOF_A_preinit.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="offensive_cast_end"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOF_A_preinit.anim"/> <ATOM Name="reverse" Value="true"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="curative_cast_init"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOF_A_preinit.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="curative_cast_end"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOF_A_preinit.anim"/> <ATOM Name="reverse" Value="true"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="mixed_cast_init"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOF_A_preinit.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="mixed_cast_end"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOF_A_preinit.anim"/> <ATOM Name="reverse" Value="true"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="loot_init"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOF_A_preinit.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="loot_post_end"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOF_A_preinit.anim"/> <ATOM Name="reverse" Value="true"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="death_mode"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOF_A_mort.anim"/> </STRUCT> </ARRAY> <ATOM Name="LodCharacterAnimation" Value="FY_HOF_A_mort.anim"/> </STRUCT> </STRUCT> <STRUCT/> <STRUCT/> <STRUCT/> <STRUCT/> <LOG></LOG> </FORM>