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datasheet:rc:leveldesign:game_element:anim:anim_set:homin:fy_hom:fy_hom_combat_d_.animation_set

fy_hom_combat_d_.animation_set

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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/anim_set/homin/fy_hom/fy_hom_combat_d_.animation_set”

<?xml version="1.0"?>
<FORM Revision="$Revision: 1.10 $" State="modified">
  <PARENT Filename="fy_hom_lod__.animation_set"/>
  <STRUCT>
    <STRUCT Name="idle">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="fy_hom_co_a1m_attente6.anim"/>
          <ATOM Name="head controlable" Value="true"/>
          <ATOM Name="next1" Value="0"/>
          <ATOM Name="next1 weight" Value="100"/>
          <ATOM Name="next2" Value="1"/>
          <ATOM Name="next2 weight" Value="10"/>
          <ATOM Name="next3" Value="2"/>
          <ATOM Name="next3 weight" Value="10"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="fy_hom_co_a1m_attente4.anim"/>
          <ATOM Name="next1" Value="0"/>
          <ATOM Name="next1 weight" Value="100"/>
          <ATOM Name="next2" Value="1"/>
          <ATOM Name="next2 weight" Value="5"/>
          <ATOM Name="next3" Value="2"/>
          <ATOM Name="next3 weight" Value="5"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="fy_hom_co_a1m_attente3.anim"/>
          <ATOM Name="next1" Value="0"/>
          <ATOM Name="next1 weight" Value="100"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="walk">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="fy_hom_co_a1m_marche.anim"/>
          <ATOM Name="Race Restriction" Value="Fyros"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="ma_hom_co_a1m_marche.anim"/>
          <ATOM Name="Race Restriction" Value="Matis"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="tr_hom_co_a1m_marche.anim"/>
          <ATOM Name="Race Restriction" Value="Tryker"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="zo_hom_co_a1m_marche.anim"/>
          <ATOM Name="Race Restriction" Value="Zorai"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="run">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="fy_hom_co_a1m_course.anim"/>
          <ATOM Name="Race Restriction" Value="Fyros"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="ma_hom_co_a1m_course.anim"/>
          <ATOM Name="Race Restriction" Value="Matis"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="tr_hom_co_a1m_course.anim"/>
          <ATOM Name="Race Restriction" Value="Tryker"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="zo_hom_co_a1m_course.anim"/>
          <ATOM Name="Race Restriction" Value="Zorai"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="backward">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_A1m_pasarriere.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="turn_left">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_A1m_tournegauche.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_A1m_demitour_go.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="turn_right">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_A1m_tournedroite.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_A1m_demitour_dr.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="turn_left_to_walk">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_A1m_tournegauche.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_A1m_demitour_go.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="turn_right_to_walk">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_A1m_tournedroite.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_A1m_demitour_dr.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="turn_left_to_backward">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_A1m_tournegauche.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_A1m_demitour_go.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="turn_right_to_backward">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_A1m_tournedroite.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_A1m_demitour_dr.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="strafe_left">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_A1m_strafgauche.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="strafe_right">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_A1m_strafdroit.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="impact">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_A1m_impact.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="stun_begin">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_A1m_STUN_Init.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="stun_loop">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_A1m_STUN_Loop.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="stun_end">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_A1m_STUN_End.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="1st_person atk">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_A1m_coup_1stperson.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="attack1">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_D_coup1.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_D_coup2.anim"/>
        </STRUCT>
      </ARRAY>
      <ATOM Name="MeleeImpactDelay" Value="0.467"/>
    </STRUCT>
    <STRUCT Name="attack2">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_D_coup2.anim"/>
        </STRUCT>
      </ARRAY>
      <ATOM Name="MeleeImpactDelay" Value="0.408"/>
    </STRUCT>
    <STRUCT Name="walk atk">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="fy_hom_co_a1m_marche_frappe.anim"/>
          <ATOM Name="Race Restriction" Value="Fyros"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="ma_hom_co_a1m_marche_frappe.anim"/>
          <ATOM Name="Race Restriction" Value="Matis"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="tr_hom_co_a1m_marche_frappe.anim"/>
          <ATOM Name="Race Restriction" Value="Tryker"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="zo_hom_co_a1m_marche_frappe.anim"/>
          <ATOM Name="Race Restriction" Value="Zorai"/>
        </STRUCT>
      </ARRAY>
      <ATOM Name="MeleeImpactDelay" Value="0.367"/>
    </STRUCT>
    <STRUCT Name="run atk">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="fy_hom_co_a1m_course_frappe.anim"/>
          <ATOM Name="Race Restriction" Value="Fyros"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="ma_hom_co_a1m_course_frappe.anim"/>
          <ATOM Name="Race Restriction" Value="Matis"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="tr_hom_co_a1m_course_frappe.anim"/>
          <ATOM Name="Race Restriction" Value="Tryker"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="zo_hom_co_a1m_course_frappe.anim"/>
          <ATOM Name="Race Restriction" Value="Zorai"/>
        </STRUCT>
      </ARRAY>
      <ATOM Name="MeleeImpactDelay" Value="0.280"/>
    </STRUCT>
    <STRUCT Name="backward atk">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_A1m_marche_arriere_coup.anim"/>
        </STRUCT>
      </ARRAY>
      <ATOM Name="MeleeImpactDelay" Value="0.233"/>
    </STRUCT>
    <STRUCT Name="default atk low">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_D_coup1_bas.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_D_coup2_bas.anim"/>
        </STRUCT>
      </ARRAY>
      <ATOM Name="MeleeImpactDelay" Value="0.350"/>
    </STRUCT>
    <STRUCT Name="default atk middle">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_D_coup1_milieu.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_D_coup2_milieu.anim"/>
        </STRUCT>
      </ARRAY>
      <ATOM Name="MeleeImpactDelay" Value="0.350"/>
    </STRUCT>
    <STRUCT Name="default atk high">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_D_coup1_haut.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_D_coup2_haut.anim"/>
        </STRUCT>
      </ARRAY>
      <ATOM Name="MeleeImpactDelay" Value="0.350"/>
    </STRUCT>
    <STRUCT Name="powerful atk low">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_D_coup_lourd_bas.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_D_coup_lourd2.anim"/>
        </STRUCT>
      </ARRAY>
      <ATOM Name="MeleeImpactDelay" Value="0.472"/>
    </STRUCT>
    <STRUCT Name="powerful atk middle">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_D_coup_lourd_milieu.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_D_coup_lourd2.anim"/>
        </STRUCT>
      </ARRAY>
      <ATOM Name="MeleeImpactDelay" Value="0.472"/>
    </STRUCT>
    <STRUCT Name="powerful atk high">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_D_coup_lourd_haut.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_D_coup_lourd2.anim"/>
        </STRUCT>
      </ARRAY>
      <ATOM Name="MeleeImpactDelay" Value="0.472"/>
    </STRUCT>
    <STRUCT Name="area atk low">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_D_toupie_bas.anim"/>
        </STRUCT>
      </ARRAY>
      <ATOM Name="MeleeImpactDelay" Value="0.350"/>
    </STRUCT>
    <STRUCT Name="area atk middle">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_D_toupie_milieu.anim"/>
        </STRUCT>
      </ARRAY>
      <ATOM Name="MeleeImpactDelay" Value="0.350"/>
    </STRUCT>
    <STRUCT Name="area atk high">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_D_toupie_haut.anim"/>
        </STRUCT>
      </ARRAY>
      <ATOM Name="MeleeImpactDelay" Value="0.350"/>
    </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_HOM_co_a1m_maoff_preinit.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="offensive_cast_begin">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_maoff_init.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="offensive_cast_loop">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_maoff_loop.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="offensive_cast_success">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_maoff_end.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="offensive_cast_end">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_co_a1m_maoff_preinit.anim"/>
          <ATOM Name="reverse" Value="true"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="curative_cast_init">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_co_a1m_maoff_preinit.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="curative_cast_begin">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_macur_init.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="curative_cast_loop">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_macur_loop.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="curative_cast_success">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_macur_end.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="curative_cast_end">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_co_a1m_maoff_preinit.anim"/>
          <ATOM Name="reverse" Value="true"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="mixed_cast_init">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_co_a1m_maoff_preinit.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="mixed_cast_begin">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_mamix_init.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="mixed_cast_loop">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_mamix_loop.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="mixed_cast_success">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_mamix_end.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="mixed_cast_end">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_co_a1m_maoff_preinit.anim"/>
          <ATOM Name="reverse" Value="true"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="loot_init">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_co_a1m_maoff_preinit.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="loot_post_end">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_co_a1m_maoff_preinit.anim"/>
          <ATOM Name="reverse" Value="true"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="death_mode">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Co_A1m_mort.anim"/>
        </STRUCT>
      </ARRAY>
      <ATOM Name="LodCharacterAnimation" Value="FY_HOM_Co_A1m_mort.anim"/>
    </STRUCT>
  </STRUCT>
  <STRUCT/>
  <STRUCT/>
  <STRUCT/>
  <STRUCT/>
  <COMMENTS>Converted from old format</COMMENTS>
  <LOG>Fri May 17 15:24:35 2002 (corvazier) File converted from old format
Tue Jul 30 23:45:57 2002 (puzin) Form Parents = 
Thu Aug 29 14:41:40 2002 (beaume) .about_face_left_to_backward.animations[0].filename = FY_HOM_Co_A1m_demitour_go.anim
Thu Aug 29 14:41:40 2002 (beaume) .about_face_left_to_walk.animations[0].filename = FY_HOM_Co_A1m_demitour_go.anim
Thu Aug 29 14:41:40 2002 (beaume) .about_face_right_to_backward.animations[0].filename = FY_HOM_Co_A1m_demitour_dr.anim
Thu Aug 29 14:41:40 2002 (beaume) .about_face_right_to_walk.animations[0].filename = FY_HOM_Co_A1m_demitour_dr.anim
Thu Aug 29 14:41:40 2002 (beaume) .backward.animations[0].filename = FY_HOM_Co_A1m_pasarriere.anim
Thu Aug 29 14:41:40 2002 (beaume) .idle.animations[1].filename = FY_HOM_Co_A1mD_idle_attente1.anim
Thu Aug 29 14:41:40 2002 (beaume) .idle.animations[2].filename = FY_HOM_Co_A1mD_idle_attente2.anim
Thu Aug 29 14:41:40 2002 (beaume) .turn_left_to_backward.animations[0].filename = FY_HOM_Co_A1m_tournegauche.anim
Thu Aug 29 14:41:40 2002 (beaume) .turn_left_to_walk.animations[0].filename = FY_HOM_Co_A1m_tournegauche.anim
Thu Aug 29 14:41:40 2002 (beaume) .turn_right_to_backward.animations[0].filename = FY_HOM_Co_A1m_tournedroite.anim
Thu Aug 29 14:41:40 2002 (beaume) .turn_right_to_walk.animations[0].filename = FY_HOM_Co_A1m_tournedroite.anim
Thu Aug 29 14:41:40 2002 (beaume) formName Resized = 1
Thu Aug 29 15:01:16 2002 (beaume) .run.animations[0].filename = FY_HOM_Co_A1m_course.anim
Thu Aug 29 15:01:16 2002 (beaume) .walk.animations[0].filename = FY_HOM_Co_A1m_marche.anim
Thu Aug 29 15:13:59 2002 (beaume) .attack1.animations[0].filename = FY_HOM_Co_D_coup1.anim
Thu Aug 29 15:13:59 2002 (beaume) .attack2.animations[0].filename = FY_HOM_Co_D_coup2.anim
Fri Dec 20 11:20:41 2002 (miller) .idle.animations[0].head controlable = true
Mon Jan 06 16:46:18 2003 (beaume) .turn_left.animations[1].filename = FY_HOM_Co_A1m_demitour_go.anim
Mon Jan 06 16:46:18 2003 (beaume) .turn_left_to_backward.animations[1].filename = FY_HOM_Co_A1m_demitour_go.anim
Mon Jan 06 16:46:18 2003 (beaume) .turn_left_to_walk.animations[1].filename = FY_HOM_Co_A1m_demitour_go.anim
Mon Jan 06 16:46:18 2003 (beaume) .turn_right.animations[1].filename = FY_HOM_Co_A1m_demitour_dr.anim
Mon Jan 06 16:46:18 2003 (beaume) .turn_right_to_backward.animations[1].filename = FY_HOM_Co_A1m_demitour_dr.anim
Mon Jan 06 16:46:18 2003 (beaume) .turn_right_to_walk.animations[1].filename = FY_HOM_Co_A1m_demitour_dr.anim
Mon Jan 06 16:46:18 2003 (beaume) formName Resized = 2
Mon Jan 06 16:47:59 2003 (beaume) .backward atk.animations[0].filename = FY_HOM_Co_A1m_marche_arriere_coup.anim
Mon Jan 06 16:47:59 2003 (beaume) .run atk.animations[0].filename = FY_HOM_Co_A1m_course_frappe.anim
Mon Jan 06 16:47:59 2003 (beaume) .walk atk.animations[0].filename = FY_HOM_Co_A1m_marche_frappe.anim
Mon Jan 06 16:47:59 2003 (beaume) formName Resized = 1
Tue Mar 18 11:36:12 2003 (arnaudb) .impact.animations[0].filename = FY_HOM_Co_A1m_impact.anim
Tue Mar 18 11:36:12 2003 (arnaudb) formName Resized = 1
Tue Mar 18 15:39:30 2003 (arnaudb) .1st_person atk.animations[0].filename = FY_HOM_Co_A1m_coup_1stperson.anim
Tue Mar 18 15:39:30 2003 (arnaudb) formName Resized = 1
Fri Apr 18 18:52:32 2003 (arnaudb) Form Parents = 
Tue Jun 10 17:45:53 2003 (beaume) .death_mode.LodCharacterAnimation = FY_HOM_Co_A1m_mort.anim
Tue Jun 10 17:45:53 2003 (beaume) .death_mode.animations[0].filename = FY_HOM_Co_A1m_mort.anim
Tue Jun 10 17:45:53 2003 (beaume) formName Resized = 1
Fri Jul 11 10:47:54 2003 (beaume) .attack1.animations[1].filename = FY_HOM_Co_D_coup2.anim
Fri Jul 11 10:47:54 2003 (beaume) .stun_begin.animations[0].filename = FY_HOM_Co_A1m_STUN_Init.anim
Fri Jul 11 10:47:54 2003 (beaume) .stun_end.animations[0].filename = FY_HOM_Co_A1m_STUN_End.anim
Fri Jul 11 10:47:54 2003 (beaume) .stun_loop.animations[0].filename = FY_HOM_Co_A1m_STUN_Loop.anim
Fri Jul 11 10:47:54 2003 (beaume) formName Resized = 1
Tue Sep 30 14:06:18 2003 (beaume) .curative_cast_begin.animations[0].filename = FY_HOM_Co_A1m_magie_cur_init.anim
Tue Sep 30 14:06:18 2003 (beaume) .curative_cast_fail.animations[0].filename = FY_HOM_Co_A1m_magie_cur_End_echec.anim
Tue Sep 30 14:06:18 2003 (beaume) .curative_cast_fumble.animations[0].filename = FY_HOM_Co_A1m_magie_cur_End_Fumble.anim
Tue Sep 30 14:06:18 2003 (beaume) .curative_cast_link.animations[0].filename = FY_HOM_Co_A1m_magie_cur_End_ok_Link.anim
Tue Sep 30 14:06:18 2003 (beaume) .curative_cast_loop.animations[0].filename = FY_HOM_Co_magie_cur_Loop.anim
Tue Sep 30 14:06:18 2003 (beaume) .curative_cast_success.animations[0].filename = FY_HOM_Co_A1m_magie_cur_End_ok.anim
Tue Sep 30 14:06:18 2003 (beaume) .mixed_cast_begin.animations[0].filename = FY_HOM_co_A1m_mag_mix_init.anim
Tue Sep 30 14:06:18 2003 (beaume) .mixed_cast_fail.animations[0].filename = FY_HOM_co_A1m_mag_mix_end_echec.anim
Tue Sep 30 14:06:18 2003 (beaume) .mixed_cast_fumble.animations[0].filename = FY_HOM_co_A1m_mag_mix_end_fumble.anim
Tue Sep 30 14:06:18 2003 (beaume) .mixed_cast_link.animations[0].filename = FY_HOM_co_A1m_mag_mix_end_ok_link.anim
Tue Sep 30 14:06:18 2003 (beaume) .mixed_cast_loop.animations[0].filename = FY_HOM_co_mag_mix_loop.anim
Tue Sep 30 14:06:18 2003 (beaume) .mixed_cast_success.animations[0].filename = FY_HOM_co_A1m_mag_mix_end_ok.anim
Tue Sep 30 14:06:18 2003 (beaume) .offensive_cast_begin.animations[0].filename = FY_HOM_co_A1m_mag_off_init.anim
Tue Sep 30 14:06:18 2003 (beaume) .offensive_cast_fail.animations[0].filename = FY_HOM_co_A1m_mag_off_end_echec.anim
Tue Sep 30 14:06:18 2003 (beaume) .offensive_cast_fumble.animations[0].filename = FY_HOM_co_A1m_mag_off_end_fumble.anim
Tue Sep 30 14:06:18 2003 (beaume) .offensive_cast_link.animations[0].filename = FY_HOM_co_A1m_mag_off_end_ok_link.anim
Tue Sep 30 14:06:18 2003 (beaume) .offensive_cast_loop.animations[0].filename = FY_HOM_co_mag_off_loop.anim
Tue Sep 30 14:06:18 2003 (beaume) .offensive_cast_success.animations[0].filename = FY_HOM_co_A1m_mag_off_end_ok.anim
Wed Oct 29 13:59:55 2003 (beaume) .curative_cast_begin.animations[0].filename = FY_HOM_macur_init.anim
Wed Oct 29 13:59:55 2003 (beaume) .curative_cast_end.animations[0].filename = FY_HOM_co_a1m_maoff_preinit.anim
Wed Oct 29 13:59:55 2003 (beaume) .curative_cast_end.animations[0].reverse = true
Wed Oct 29 13:59:55 2003 (beaume) .curative_cast_init.animations[0].filename = FY_HOM_co_a1m_maoff_preinit.anim
Wed Oct 29 13:59:55 2003 (beaume) .curative_cast_loop.animations[0].filename = FY_HOM_macur_loop.anim
Wed Oct 29 13:59:55 2003 (beaume) .curative_cast_success.animations[0].filename = FY_HOM_macur_end.anim
Wed Oct 29 13:59:55 2003 (beaume) .mixed_cast_begin.animations[0].filename = FY_HOM_mamix_init.anim
Wed Oct 29 13:59:55 2003 (beaume) .mixed_cast_end.animations[0].filename = FY_HOM_co_a1m_maoff_preinit.anim
Wed Oct 29 13:59:55 2003 (beaume) .mixed_cast_end.animations[0].reverse = true
Wed Oct 29 13:59:55 2003 (beaume) .mixed_cast_init.animations[0].filename = FY_HOM_co_a1m_maoff_preinit.anim
Wed Oct 29 13:59:55 2003 (beaume) .mixed_cast_loop.animations[0].filename = FY_HOM_mamix_loop.anim
Wed Oct 29 13:59:55 2003 (beaume) .mixed_cast_success.animations[0].filename = FY_HOM_mamix_end.anim
 
Wed Oct 29 13:59:55 2003 (beaume) .offensive_cast_begin.animations[0].filename = FY_HOM_maoff_init.anim
Wed Oct 29 13:59:55 2003 (beaume) .offensive_cast_end.animations[0].filename = FY_HOM_co_a1m_maoff_preinit.anim
Wed Oct 29 13:59:55 2003 (beaume) .offensive_cast_end.animations[0].reverse = true
Wed Oct 29 13:59:55 2003 (beaume) .offensive_cast_init.animations[0].filename = FY_HOM_co_a1m_maoff_preinit.anim
Wed Oct 29 13:59:55 2003 (beaume) .offensive_cast_loop.animations[0].filename = FY_HOM_maoff_loop.anim
Wed Oct 29 13:59:55 2003 (beaume) .offensive_cast_success.animations[0].filename = FY_HOM_maoff_end.anim
Wed Oct 29 13:59:55 2003 (beaume) formName Resized = 0
Fri Nov 28 15:25:19 2003 (beaume) .use_begin.animations[0].filename = FY_HOM_Co_A1m_engarde.anim
Fri Nov 28 15:25:19 2003 (beaume) .use_end.animations[0].filename = FY_HOM_Co_A1m_engarde.anim
Fri Nov 28 15:25:19 2003 (beaume) .use_loop.animations[0].filename = FY_HOM_Co_A1m_engarde.anim
Fri Nov 28 15:25:19 2003 (beaume) formName Resized = 1
Thu Dec 04 18:01:54 2003 (beaume) .use_begin.animations[0].filename = FY_HOM_quartering_init.anim
Thu Dec 04 18:01:54 2003 (beaume) .use_end.animations[0].filename = FY_HOM_quartering_end.anim
Thu Dec 04 18:01:54 2003 (beaume) .use_init.animations[0].filename = FY_HOM_co_a1m_maoff_preinit.anim
Thu Dec 04 18:01:54 2003 (beaume) .use_loop.animations[0].filename = FY_HOM_quartering_loop.anim
Thu Dec 04 18:01:54 2003 (beaume) .use_post_end.animations[0].filename = FY_HOM_co_a1m_maoff_preinit.anim
Thu Dec 04 18:01:54 2003 (beaume) .use_post_end.animations[0].reverse = true
Thu Dec 04 18:01:54 2003 (beaume) formName Resized = 1
Mon Jan 12 11:21:13 2004 (beaume) .area atk high.animations[0].filename = FY_HOM_Co_D_toupie_haut.anim
Mon Jan 12 11:21:13 2004 (beaume) .area atk low.animations[0].filename = FY_HOM_Co_D_toupie_bas.anim
Mon Jan 12 11:21:13 2004 (beaume) .area atk middle.animations[0].filename = FY_HOM_Co_D_toupie_milieu.anim
Mon Jan 12 11:21:13 2004 (beaume) .default atk high.animations[0].filename = FY_HOM_Co_D_coup1_haut.anim
Mon Jan 12 11:21:13 2004 (beaume) .default atk high.animations[1].filename = FY_HOM_Co_D_coup2_haut.anim
Mon Jan 12 11:21:13 2004 (beaume) .default atk low.animations[0].filename = FY_HOM_Co_D_coup1_bas.anim
Mon Jan 12 11:21:13 2004 (beaume) .default atk low.animations[1].filename = FY_HOM_Co_D_coup2_bas.anim
Mon Jan 12 11:21:13 2004 (beaume) .default atk middle.animations[0].filename = FY_HOM_Co_D_coup1_milieu.anim
Mon Jan 12 11:21:13 2004 (beaume) .default atk middle.animations[1].filename = FY_HOM_Co_D_coup2_milieu.anim
Mon Jan 12 11:21:13 2004 (beaume) .powerful atk high.animations[0].filename = FY_HOM_Co_D_coup_lourd_haut.anim
Mon Jan 12 11:21:13 2004 (beaume) .powerful atk low.animations[0].filename = FY_HOM_Co_D_coup_lourd_bas.anim
Mon Jan 12 11:21:13 2004 (beaume) .powerful atk middle.animations[0].filename = FY_HOM_Co_D_coup_lourd_milieu.anim
Mon Jan 12 11:21:13 2004 (beaume) formName Resized = 1
Tue Jan 20 16:30:33 2004 (beaume) .loot_init.animations[0].filename = FY_HOM_co_a1m_maoff_preinit.anim
Tue Jan 20 16:30:33 2004 (beaume) .loot_post_end.animations[0].filename = FY_HOM_co_a1m_maoff_preinit.anim
Tue Jan 20 16:30:33 2004 (beaume) .loot_post_end.animations[0].reverse = true
Tue Jan 20 16:30:33 2004 (beaume) formName Resized = 0
Wed Feb 11 15:27:26 2004 (beaume) .idle.animations[0].filename = fy_hom_co_a1m_attente6.anim
Wed Feb 11 15:27:26 2004 (beaume) .idle.animations[1].filename = fy_hom_co_a1m_attente4.anim
Wed Feb 11 15:27:26 2004 (beaume) .idle.animations[2].filename = fy_hom_co_a1m_attente3.anim
Wed Feb 11 15:27:26 2004 (beaume) .idle.animations[3].filename = fy_hom_co_a1m_attente5.anim
Wed Feb 11 15:27:26 2004 (beaume) formName Resized = 4
Wed Jul 28 11:22:10 2004 (beaume) formName Resized = 3
Fri Sep 03 18:12:29 2004 (beaume) .idle.animations[0].next1 = 0
Fri Sep 03 18:12:29 2004 (beaume) .idle.animations[0].next1 weight = 100
Fri Sep 03 18:12:29 2004 (beaume) .idle.animations[0].next2 = 1
Fri Sep 03 18:12:29 2004 (beaume) .idle.animations[0].next2 weight = 10
Fri Sep 03 18:12:29 2004 (beaume) .idle.animations[0].next3 = 2
Fri Sep 03 18:12:29 2004 (beaume) .idle.animations[0].next3 weight = 10
Mon Sep 27 11:25:13 2004 (beaume) .idle.animations[1].next1 = 0
Mon Sep 27 11:25:13 2004 (beaume) .idle.animations[1].next1 weight = 100
Mon Sep 27 11:25:13 2004 (beaume) .idle.animations[1].next2 = 1
Mon Sep 27 11:25:13 2004 (beaume) .idle.animations[1].next2 weight = 5
Mon Sep 27 11:25:13 2004 (beaume) .idle.animations[1].next3 = 2
Mon Sep 27 11:25:13 2004 (beaume) .idle.animations[1].next3 weight = 5
Mon Sep 27 11:25:13 2004 (beaume) .idle.animations[2].next1 = 0
Mon Sep 27 11:25:13 2004 (beaume) .idle.animations[2].next1 weight = 100
Tue Jan 04 16:17:06 2005 (beaume) .powerful atk high.animations[1].filename = FY_HOM_Co_D_coup_lourd2.anim
Tue Jan 04 16:17:06 2005 (beaume) .powerful atk low.animations[1].filename = FY_HOM_Co_D_coup_lourd2.anim
Tue Jan 04 16:17:06 2005 (beaume) .powerful atk middle.animations[1].filename = FY_HOM_Co_D_coup_lourd2.anim
Tue Jan 04 16:17:06 2005 (beaume) formName Resized = 2</LOG>
</FORM>
datasheet/rc/leveldesign/game_element/anim/anim_set/homin/fy_hom/fy_hom_combat_d_.animation_set.txt · Dernière modification : 2021/12/03 19:18 de 127.0.0.1