Table des matières

Added fishing activity

Writing in progress

This is a draft: “I added the elements as my memories flooded(i had started to record everything as i was doing with the fisherman, but it was had to much to do/undo/redo because i was blocked in my mind that i finally gave up). It will therefore be necessary to recover “the whole” in a somewhat more logical way, to be able to give some explanations and to clean up garbage files that remains from different experiments. On the other hand, realizing this tutorial, i admit that i may be a little “wrapped” about it. Because, this is almost all the created/modified code i have.

For points “1 to 8”, it's advise'able that you after creation and modification to the files… open them with Georges editor which does a nice syntax check.

For point 8, viewing/modifying the primitive file, the better option is to use World Editor.

Add animation for ra

Edit file leveldesign/game_element/anim/anim_set/homin/fy_hom/fy_hom_default_fi_.animation_set

Add(to the end of the file) just before the last 5 tags <STRUCT/> :

    <STRUCT Name="firework_01">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Peche_Init.anim"/>
          <ATOM Name="next1" Value="1"/>
          <ATOM Name="next1 weight" Value="100"/>
        </STRUCT>
      </ARRAY>
      <ATOM Name="LodCharacterAnimation" Value="FY_HOM_Peche_loop.anim"/>
    </STRUCT>
    <STRUCT Name="firework_02">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_Peche_loop.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>

I recognize the structure not being as “clean” as it could be, this is because of the animation_set of the fishing! The emotes “firework_01” and “firework_02” are crushed by those of the fishing. But can be considered as only temporary.

Create the necessary objects

Create the directory leveldesign/game_element/sitem/fishing_tool and add:

icrtfi.sitem
<?xml version="1.0"?>
<FORM Revision="$Revision: 1.2 $" State="modified">
  <STRUCT>
    <STRUCT Name="basics">
      <ATOM Name="name" Value="Fishing Rod"/>
      <ATOM Name="origin" Value="refugee"/>
      <ATOM Name="family" Value="generic item"/>
      <ATOM Name="ItemType" Value="Generic"/>
      <ATOM Name="sack_type" Value="1"/>
      <STRUCT Name="EquipmentInfo">
        <ARRAY Name="EquipmentSlots">
          <ATOM Name="right_hand_exclusive_hand" Value="Right Hand"/>
        </ARRAY>
      </STRUCT>
      <ATOM Name="CraftPlan" Value="bccoea01.sbrick"/>
      <ATOM Name="Bulk" Value="5"/>
      <ATOM Name="Saleable" Value="false"/>
      <ATOM Name="Price" Value="1000"/>
      <ATOM Name="Time to Equip In Ticks" Value="10"/>
      <ATOM Name="RequiredCharacQualityFactor" Value="1"/>
      <ATOM Name="RequiredCharacQualityOffset" Value="-10"/>
    </STRUCT>
    <STRUCT Name="melee weapon">
      <ATOM Name="melee range" Value="0"/>
    </STRUCT>
    <STRUCT Name="crafting tool">
      <ATOM Name="type" Value="Sharpener"/>
    </STRUCT>
    <STRUCT Name="bag">
      <ATOM Name="weight_max" Value="5.0"/>
      <ATOM Name="bulk_max" Value="5.0"/>
    </STRUCT>
    <STRUCT Name="3d">
      <ATOM Name="shape" Value="GE_Acc_MountingStick_A.shape"/>
      <ATOM Name="shape_female" Value="GE_Acc_MountingStick_A.shape"/>
      <ATOM Name="icon" Value="to_fishing_rod.tga"/>
      <ATOM Name="icon background" Value="BK_generic.tga"/>
      <ATOM Name="anim_set" Value="Fish"/>
      <ATOM Name="never hide when equiped" Value="true"/>
    </STRUCT>
  </STRUCT>
  <STRUCT/>
  <STRUCT/>
  <STRUCT/>
  <STRUCT/>
  <COMMENTS>Special effects:&#xD;
FIGHT_ADD_CRITICAL&#xD;
FIGHT_VAMPIRISM&#xD;
MAGIC_DIVINE_INTERVENTION&#xD;
FORAGE_NO_RISK:num&#xD;
MAGIC_SHOOT_AGAIN&#xD;
CRAFT_ADD_STAT_BONUS&#xD;
CRAFT_ADD_LIMIT&#xD;
FORAGE_ADD_RM:num1:num2&#xD;
</COMMENTS>
  <LOG></LOG>
</FORM>

* The file mbait01.sitem

mbait01.sitem
<?xml version="1.0"?>
<FORM Revision="$Revision$" State="modified">
  <STRUCT>
    <STRUCT Name="basics">
      <ATOM Name="name" Value="Fishing Larva"/>
      <ATOM Name="family" Value="generic item"/>
      <ATOM Name="ItemType" Value="Generic"/>
      <ATOM Name="Drop or Sell" Value="true"/>
      <STRUCT Name="EquipmentInfo">
        <ARRAY Name="EquipmentSlots">
          <ATOM Value="Left Hand"/>
        </ARRAY>
      </STRUCT>
      <ATOM Name="Bulk" Value="0.5"/>
    </STRUCT>
    <STRUCT Name="3d">
      <ATOM Name="icon" Value="mp_larva.tga"/>
    </STRUCT>
  </STRUCT>
  <STRUCT/>
  <STRUCT/>
  <STRUCT/>
  <STRUCT/>
  <LOG></LOG>
</FORM>

* The file mpois02.sitem

mpois02.sitem
<?xml version="1.0"?>
<FORM Revision="$Revision$" State="modified">
  <STRUCT>
    <STRUCT Name="basics">
      <ATOM Name="name" Value="Clapclap"/>
      <ATOM Name="family" Value="generic item"/>
      <ATOM Name="ItemType" Value="Generic"/>
      <ATOM Name="Drop or Sell" Value="true"/>
      <ATOM Name="Bulk" Value="0.5"/>
    </STRUCT>
    <STRUCT Name="3d">
      <ATOM Name="icon" Value="to_fish.png"/>
    </STRUCT>
  </STRUCT>
  <STRUCT/>
  <STRUCT/>
  <STRUCT/>
  <STRUCT/>
  <LOG></LOG>
</FORM>

Creating the creature "clapclap"

The .creature file

Create the leveldesign/game_elem/creature/fauna/bestiary/water/clapclap.creature file and add:

clapclap.creature
<?xml version="1.0"?>
<FORM Revision="$Revision: 1.110 $" State="modified">
  <PARENT Filename="_clapclap_for.creature"/>
  <PARENT Filename="dag_attack.creature"/>
  <PARENT Filename="_clapclap_mp.creature"/>
  <STRUCT>
    <STRUCT Name="Basics">
      <ATOM Name="PlayerSkillLevel" Value="1"/>
      <ATOM Name="NbPlayers" Value="1"/>
      <ATOM Name="PlayerHpLevel" Value="1"/>
      <ATOM Name="NbHitToKillPlayer" Value="15"/>
      <STRUCT Name="Characteristics">
        <ATOM Name="DynamicEnergyValue" Value="0.00126"/>
      </STRUCT>
      <STRUCT Name="MovementSpeeds">
        <ATOM Name="WalkSpeed" Value="2.5"/>
        <ATOM Name="RunSpeed" Value="5"/>
        <ATOM Name="GroupDispersion" Value="0.7"/>
      </STRUCT>
      <ATOM Name="life" Value="40"/>
      <ATOM Name="AttackSpeed" Value="3"/>
      <ATOM Name="LifeRegen" Value="0.109589041"/>
      <ATOM Name="AttackLevel" Value="1"/>
      <ATOM Name="DefenseLevel" Value="1"/>
      <ATOM Name="XPLevel" Value="1"/>
      <ATOM Name="TauntLevel" Value="0"/>
      <ATOM Name="MeleeReachValue" Value="0"/>
      <ATOM Name="RegionForce" Value="1"/>
      <ATOM Name="ForceLevel" Value="1"/>
      <ATOM Name="LocalCode" Value="1"/>
      <ATOM Name="DodgeAsDefense" Value="true"/>
    </STRUCT>
    <STRUCT Name="3d data">
      <ATOM Name="Automaton" Value="creature"/>
      <ATOM Name="Scale" Value="0.20"/>
      <ATOM Name="SoundFamily" Value="0"/>
      <ATOM Name="SoundVariation" Value="0"/>
      <ATOM Name="ForceDisplayCreatureName" Value="false"/>
    </STRUCT>
    <STRUCT Name="Harvest">
      <ATOM Name="Skill" Value="SH"/>
      <STRUCT Name="MP1">
        <ATOM Name="MinQuantity" Value="1"/>
        <ATOM Name="Quantity" Value="2"/>
        <ATOM Name="MaxQuality" Value="20"/>
      </STRUCT>
      <STRUCT Name="MP2">
        <ATOM Name="MinQuantity" Value="0"/>
        <ATOM Name="Quantity" Value="0"/>
      </STRUCT>
      <STRUCT Name="MP3">
        <ATOM Name="MinQuantity" Value="0"/>
        <ATOM Name="Quantity" Value="0"/>
      </STRUCT>
      <STRUCT Name="MP4">
        <ATOM Name="MinQuantity" Value="0"/>
        <ATOM Name="Quantity" Value="0"/>
      </STRUCT>
      <STRUCT Name="MP5">
        <ATOM Name="MinQuantity" Value="0"/>
        <ATOM Name="Quantity" Value="0"/>
      </STRUCT>
      <STRUCT Name="MP6">
        <ATOM Name="MinQuantity" Value="0"/>
        <ATOM Name="Quantity" Value="0"/>
      </STRUCT>
      <STRUCT Name="MP7">
        <ATOM Name="MinQuantity" Value="0"/>
        <ATOM Name="Quantity" Value="0"/>
      </STRUCT>
      <STRUCT Name="MP8">
        <ATOM Name="MinQuantity" Value="0"/>
        <ATOM Name="Quantity" Value="0"/>
      </STRUCT>
      <STRUCT Name="MP9">
        <ATOM Name="MinQuantity" Value="0"/>
        <ATOM Name="Quantity" Value="0"/>
      </STRUCT>
      <STRUCT Name="MP10">
        <ATOM Name="MinQuantity" Value="0"/>
        <ATOM Name="Quantity" Value="0"/>
      </STRUCT>
    </STRUCT>
    <STRUCT Name="Collision">
      <ATOM Name="Height" Value="10"/>
    </STRUCT>
    <STRUCT Name="Properties">
      <ATOM Name="LootHarvestState" Value="Harvestable"/>
      <ATOM Name="XPGainCoef" Value="1"/>
    </STRUCT>
    <STRUCT Name="Combat">
      <ATOM Name="AggroRadiusNotHungry" Value="15"/>
      <ATOM Name="AggroRadiusHungry" Value="15"/>
      <ATOM Name="AggroRadiusHunting" Value="15"/>
      <ATOM Name="DistModulator" Value="0.2"/>
      <ATOM Name="TargetModulator" Value="0.25"/>
      <ATOM Name="LifeLevelModulator" Value="0.01"/>
      <ATOM Name="CourageModulator" Value="1"/>
      <ATOM Name="GroupCohesionModulator" Value="0.01"/>
      <ATOM Name="AssistDist" Value="0"/>
      <ATOM Name="AggroRadiusD1" Value="100"/>
      <ATOM Name="AggroRadiusD2" Value="50"/>
    </STRUCT>
    <STRUCT Name="Protections">
      <ATOM Name="PiercingMax" Value="0"/>
      <ATOM Name="PiercingFactor" Value="0"/>
      <ATOM Name="SlashingMax" Value="0"/>
      <ATOM Name="SlashingFactor" Value="0"/>
      <ATOM Name="BluntMax" Value="0"/>
      <ATOM Name="BluntFactor" Value="0"/>
      <ATOM Name="RotMax" Value="37.5"/>
      <ATOM Name="RotFactor" Value="50"/>
      <ATOM Name="AcidMax" Value="0"/>
      <ATOM Name="AcidFactor" Value="0"/>
      <ATOM Name="ColdMax" Value="0"/>
      <ATOM Name="ColdFactor" Value="0"/>
      <ATOM Name="FireMax" Value="0"/>
      <ATOM Name="FireFactor" Value="0"/>
      <ATOM Name="PoisonMax" Value="0"/>
      <ATOM Name="PoisonFactor" Value="0"/>
      <ATOM Name="ElectricityMax" Value="0"/>
      <ATOM Name="ElectricityFactor" Value="0"/>
      <ATOM Name="ShockMax" Value="0"/>
      <ATOM Name="ShockFactor" Value="0"/>
    </STRUCT>
    <STRUCT Name="Resists">
      <ATOM Name="Fear" Value="5"/>
      <ATOM Name="Sleep" Value="5"/>
      <ATOM Name="Stun" Value="5"/>
      <ATOM Name="Root" Value="5"/>
      <ATOM Name="Blind" Value="5"/>
      <ATOM Name="Snare" Value="5"/>
      <ATOM Name="Slow" Value="5"/>
      <ATOM Name="Acid" Value="5"/>
      <ATOM Name="Cold" Value="5"/>
      <ATOM Name="Electricity" Value="5"/>
      <ATOM Name="Fire" Value="5"/>
      <ATOM Name="Poison" Value="0"/>
      <ATOM Name="Rot" Value="5"/>
    </STRUCT>
    <STRUCT Name="Damage Shield">
      <ATOM Name="Damage" Value="0"/>
      <ATOM Name="Drained HP" Value="0"/>
    </STRUCT>
    <ATOM Name="category" Value="H"/>
    <ATOM Name="race_code" Value="D"/>
    <ATOM Name="group_assist" Value="hd"/>
    <ATOM Name="creature_level" Value="0.5"/>
    <ATOM Name="group_id" Value="HD"/>
  </STRUCT>
  <STRUCT/>
  <STRUCT/>
  <STRUCT/>
  <STRUCT/>
  <LOG></LOG>
</FORM>

The parent file of the creature

Create the leveldesign/game_elem/creature/fauna/parent_creature_prototype/_clapclap.creature file and add:

_clapclap.creature
<?xml version="1.0"?>
<FORM Revision="$Revision: 1.45 $" State="modified">
  <PARENT Filename="_formuli.creature"/>
  <PARENT Filename="_ai_herbivore_craintif.creature"/>
  <PARENT Filename="_medium_slashing_armor_set.creature"/>
  <STRUCT>
    <STRUCT Name="Basics">
      <ATOM Name="Race" Value="clapclap"/>
      <ATOM Name="DamageLocalisationTable" Value="fish"/>
      <ATOM Name="Size" Value="small"/>
      <ATOM Name="Profile" Value="caster healer"/>
      <STRUCT Name="Scores">
        <ATOM Name="HitPoints" Value="very low"/>
        <ATOM Name="Sap" Value="default"/>
        <ATOM Name="Stamina" Value="very low"/>
      </STRUCT>
      <STRUCT Name="Equipment">
        <STRUCT Name="Body">
          <ATOM Name="Item" Value="clapclap_chest.item"/>
        </STRUCT>
        <STRUCT Name="Legs">
          <ATOM Name="Item" Value="light_slashing_legs.item"/>
        </STRUCT>
        <STRUCT Name="Arms">
          <ATOM Name="Item" Value="light_slashing_arms.item"/>
        </STRUCT>
        <STRUCT Name="Hands">
          <ATOM Name="Item" Value="light_slashing_hands.item"/>
        </STRUCT>
        <STRUCT Name="Feet">
          <ATOM Name="Item" Value="light_slashing_feet.item"/>
        </STRUCT>
        <STRUCT Name="Head">
          <ATOM Name="Item" Value="light_slashing_head.item"/>
        </STRUCT>
      </STRUCT>
      <STRUCT Name="MovementSpeeds">
        <ATOM Name="WalkSpeed" Value="&quot;3d data.Scale&quot;*1.1"/>
        <ATOM Name="RunSpeed" Value="&quot;3d data.Scale&quot;*3.536918"/>
      </STRUCT>
      <ATOM Name="type" Value="predator"/>
    </STRUCT>
    <STRUCT Name="3d data">
      <ATOM Name="Skel" Value="TR_MO_clapclap.skel"/>
      <ATOM Name="AnimSetBaseName" Value="clapclap"/>
      <ATOM Name="LodCharacterDistance" Value="50.0"/>
      <ATOM Name="DisplayInRadar" Value="false"/>
      <ATOM Name="DisplayName" Value="false"/>
      <ATOM Name="DisplayBars" Value="false"/>
      <ATOM Name="NamePosZLow" Value="2"/>
      <ATOM Name="NamePosZNormal" Value="4"/>
    </STRUCT>
    <STRUCT Name="Harvest">
      <STRUCT Name="MP1">
        <ATOM Name="Name" Value="dag meat"/>
      </STRUCT>
      <STRUCT Name="MP2">
        <ATOM Name="Name" Value="dag canines"/>
      </STRUCT>
      <STRUCT Name="MP3">
        <ATOM Name="Name" Value="dag tongue"/>
      </STRUCT>
    </STRUCT>
    <STRUCT Name="Collision">
      <ATOM Name="CollisionRadius" Value="0.0"/>
    </STRUCT>
    <ATOM Name="attack_list1" Value="dag.attack_list"/>
  </STRUCT>
  <STRUCT/>
  <STRUCT/>
  <STRUCT/>
  <STRUCT/>
  <COMMENTS></COMMENTS>
  <LOG></LOG>
</FORM>

The parent file of the creature for the ecosystem

Create the file leveldesign/game_elem/creature/fauna/ecosystem/forest/_clapclap_for.creature and add:

_clapclap_for.creature
<?xml version="1.0"?>
<FORM Revision="$Revision: 1.4 $" State="modified">
  <PARENT Filename="_clapclap.creature"/>
  <STRUCT>
    <STRUCT Name="Basics">
      <ATOM Name="Ecosystem" Value="Forest"/>
      <STRUCT Name="Scores">
        <ATOM Name="HitPoints" Value="default"/>
        <ATOM Name="Stamina" Value="default"/>
      </STRUCT>
      <STRUCT Name="Equipment">
        <STRUCT Name="Body">
          <ATOM Name="Texture" Value="Jungle/High Quality/Old"/>
        </STRUCT>
      </STRUCT>
    </STRUCT>
  </STRUCT>
  <STRUCT/>
  <STRUCT/>
  <STRUCT/>
  <STRUCT/>
  <COMMENTS></COMMENTS>
  <LOG></LOG>
</FORM>

Raw materials on the creature

Create the file leveldesign/game_elem/creature/raw_material_assignment/_clapclap_mp.creature and add:

_clapclap_mp.creature
<?xml version="1.0"?>
<FORM Revision="$Revision$" State="modified">
  <STRUCT>
    <STRUCT Name="Harvest">
      <STRUCT Name="MP1">
        <ATOM Name="AssociatedItem" Value="m0566cbbca01.sitem"/>
      </STRUCT>
      <STRUCT Name="MP2">
        <ATOM Name="AssociatedItem" Value="m0566cbbca01.sitem"/>
      </STRUCT>
      <STRUCT Name="MP3">
        <ATOM Name="AssociatedItem" Value="m0566cbbca01.sitem"/>
      </STRUCT>
      <STRUCT Name="MP4">
        <ATOM Name="AssociatedItem" Value="m0566cbbca01.sitem"/>
      </STRUCT>
      <STRUCT Name="MP5">
        <ATOM Name="AssociatedItem" Value="m0566cbbca01.sitem"/>
      </STRUCT>
      <STRUCT Name="MP6">
        <ATOM Name="AssociatedItem" Value="m0567cbbca01.sitem"/>
      </STRUCT>
      <STRUCT Name="MP7">
        <ATOM Name="AssociatedItem" Value="m0567cbbca01.sitem"/>
      </STRUCT>
      <STRUCT Name="MP8">
        <ATOM Name="AssociatedItem" Value="m0567cbbca01.sitem"/>
      </STRUCT>
      <STRUCT Name="MP9">
        <ATOM Name="AssociatedItem" Value="m0567cbbca01.sitem"/>
      </STRUCT>
      <STRUCT Name="MP10">
        <ATOM Name="AssociatedItem" Value="m0567cbbca01.sitem"/>
      </STRUCT>
    </STRUCT>
  </STRUCT>
  <STRUCT/>
  <STRUCT/>
  <STRUCT/>
  <STRUCT/>
  <LOG></LOG>
</FORM>

The placement file

This object will be used to triangulate the position of the player and the “clapclap”.

Create the leveldesign/game_elem/creature/objects/object_fisherman_fish_place.creature file and add:

object_fisherman_fish_place.creature
<?xml version="1.0"?>
<FORM Revision="$Revision: 1.9 $" State="modified">
  <PARENT Filename="_parent_botobject.creature"/>
  <STRUCT>
    <STRUCT Name="Basics">
      <STRUCT Name="Equipment">
        <STRUCT Name="Body">
          <ATOM Name="Item" Value="Water01.shape"/>
        </STRUCT>
      </STRUCT>
    </STRUCT>
    <STRUCT Name="3d data">
      <ATOM Name="CharacterScalePos" Value="0"/>
      <ATOM Name="Scale" Value="0.1"/>
      <ARRAY Name="ProjectileCastRay">
        <STRUCT>
          <STRUCT Name="Origin">
            <ATOM Name="Z" Value="8.5"/>
          </STRUCT>
          <STRUCT Name="Pos">
            <ATOM Name="Z" Value="8.5"/>
          </STRUCT>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="Collision">
      <ATOM Name="CollisionRadius" Value="0"/>
      <ATOM Name="BoundingRadius" Value="0"/>
      <ATOM Name="Length" Value="0"/>
      <ATOM Name="NotTraversable" Value="false"/>
    </STRUCT>
    <STRUCT Name="Properties">
      <ATOM Name="Selectable" Value="false"/>
      <ATOM Name="Talkable" Value="false"/>
      <ATOM Name="Givable" Value="false"/>
      <ATOM Name="SelectableBySpace" Value="false"/>
    </STRUCT>
  </STRUCT>
  <STRUCT/>
  <STRUCT/>
  <STRUCT/>
  <STRUCT/>
  <LOG></LOG>
</FORM>

The body protection file of the creature

Create the leveldesign/game_elem/items/armor/creature_armor/creature_body_armor_specific/clapclap_chest.item file

clapclap_chest.item
<?xml version="1.0"?>
<FORM Revision="$Revision: 1.2 $" State="modified">
  <PARENT Filename="_creature_armor.item"/>
  <STRUCT>
    <STRUCT Name="basics">
      <STRUCT Name="EquipmentInfo">
        <ARRAY Name="EquipmentSlots">
          <ATOM Name="chest" Value="Chest"/>
        </ARRAY>
      </STRUCT>
    </STRUCT>
    <STRUCT Name="armor">
      <ATOM Name="Armor category" Value="light"/>
      <ARRAY Name="protection type">
        <ATOM Name="slashing" Value="Slashing"/>
      </ARRAY>
      <ATOM Name="protection" Value="light"/>
      <ATOM Name="max protection" Value="light"/>
    </STRUCT>
    <STRUCT Name="3d">
      <ATOM Name="shape" Value="TR_MO_clapclap.shape"/>
    </STRUCT>
  </STRUCT>
  <STRUCT/>
  <STRUCT/>
  <STRUCT/>
  <STRUCT/>
  <LOG></LOG>
</FORM>

Creating the creature's animations

As info, i generated the files below(as well as those of all the creature assets) by program according to the names contained in the animations(not given, as it was a oneshot). Automatic generation has it's limitations, so it is necessary to make some changes to have the animations as realistic as possible.

Create the directory leveldesign/game_element/anim/anim_set/pet/clapclap and add:

clapclap.animset_mode
<?xml version="1.0"?>
<FORM Revision="$Revision: 1.1 $" State="modified">
  <PARENT Filename="_pet.animset_mode"/>
  <STRUCT>
    <STRUCT Name="swim">
      <ATOM Name="__" Value="true"/>
    </STRUCT>
  </STRUCT>
  <STRUCT/>
  <STRUCT/>
  <STRUCT/>
  <STRUCT/>
  <LOG></LOG>
</FORM>
clapclap_alert__.animation_set
<?xml version="1.0"?>
<FORM Revision="$Revision: 1.1 $" State="modified">
<STRUCT>
<STRUCT Name="idle">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_baille.anim"/>
</STRUCT>
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_idle.anim"/>
</STRUCT>
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_occupation.anim"/>
</STRUCT>
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_senti_danger.anim"/>
</STRUCT>
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_sortirdelo.anim"/>
</STRUCT>
</ARRAY>
<ATOM Name="LodCharacterAnimation" Value="tr_mo_clapclap_idle.anim"/>
</STRUCT>
<STRUCT Name="backward">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_recule.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
<STRUCT Name="turn_left">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_demitour_gauche.anim"/>
</STRUCT>
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_tournegauche.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
<STRUCT Name="turn_right">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_demitour_droit.anim"/>
</STRUCT>
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_tournedroite.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
<STRUCT Name="turn_left_to_walk">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_demitour_gauche.anim"/>
</STRUCT>
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_tournegauche.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
<STRUCT Name="turn_right_to_walk">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_demitour_droit.anim"/>
</STRUCT>
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_tournedroite.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
<STRUCT Name="turn_left_to_backward">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_demitour_gauche.anim"/>
</STRUCT>
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_tournegauche.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
<STRUCT Name="turn_right_to_backward">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_demitour_droit.anim"/>
</STRUCT>
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_tournedroite.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
<STRUCT Name="impact">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_impact.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
<STRUCT Name="stun_begin">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_stun_init.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
<STRUCT Name="stun_loop">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_stun_loop.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
<STRUCT Name="stun_end">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_stun_end.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
<STRUCT Name="death_mode">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_mort.anim"/>
</STRUCT>
</ARRAY>
<ATOM Name="LodCharacterAnimation" Value="tr_mo_clapclap_mort.anim"/>
</STRUCT>
</STRUCT>
<STRUCT/>
<STRUCT/>
<STRUCT/>
<STRUCT/>
<COMMENTS></COMMENTS>
<LOG></LOG>
</FORM>
clapclap_combat__.animation_set
<?xml version="1.0"?>
<FORM Revision="$Revision: 1.1 $" State="modified">
<STRUCT>
<STRUCT Name="attack1">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_attaque_1.anim"/>
</STRUCT>
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_attaque_2.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
<STRUCT Name="attack2">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_attaque_1.anim"/>
</STRUCT>
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_attaque_2.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
</STRUCT>
<STRUCT/>
<STRUCT/>
<STRUCT/>
<STRUCT/>
<COMMENTS></COMMENTS>
<LOG></LOG>
</FORM>
clapclap_death__.animation_set
<?xml version="1.0"?>
<FORM Revision="$Revision: 1.1 $" State="modified">
<STRUCT>
<STRUCT Name="idle">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_mort_cycle.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
</STRUCT>
<STRUCT/>
<STRUCT/>
<STRUCT/>
<STRUCT/>
<COMMENTS></COMMENTS>
<LOG></LOG>
</FORM>
clapclap_default__.animation_set
<?xml version="1.0"?>
<FORM Revision="$Revision: 1.1 $" State="modified">
  <STRUCT>
    <STRUCT Name="idle">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_baille.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_idle.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_occupation.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_senti_danger.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_intimidation.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_attaque_1.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_attaque_2.anim"/>
        </STRUCT>
      </ARRAY>
      <ATOM Name="LodCharacterAnimation" Value="tr_mo_clapclap_idle.anim"/>
    </STRUCT>
    <STRUCT Name="walk">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_nage.anim"/>
          <ATOM Name="next1" Value="-1"/>
          <ATOM Name="next1 weight" Value="1"/>
          <ATOM Name="next2" Value="-1"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_sortirdelo.anim"/>
          <ATOM Name="next1" Value="-1"/>
          <ATOM Name="next1 weight" Value="1"/>
          <ATOM Name="next2" Value="-1"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_nage.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_nage.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_nage.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_nage.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_nage.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_nage.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_nage.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="backward">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_recule.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="turn_left">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_demitour_gauche.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_straffe_gauche.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_tournegauche.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="turn_right">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_demitour_droit.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_tournedroite.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="turn_left_to_walk">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_demitour_gauche.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_tournegauche.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="turn_right_to_walk">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_demitour_droit.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_tournedroite.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="turn_left_to_backward">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_demitour_gauche.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_tournegauche.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="turn_right_to_backward">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_demitour_droit.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_tournedroite.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="strafe_right">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_straffe_droit.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="impact">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_impact.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="stun_begin">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_stun_init.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="stun_loop">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_stun_loop.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="stun_end">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_stun_end.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="attack1">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_attaque_1.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_attaque_2.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="attack2">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_attaque_1.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_attaque_2.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="death_mode">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="tr_mo_clapclap_mort.anim"/>
        </STRUCT>
      </ARRAY>
      <ATOM Name="LodCharacterAnimation" Value="tr_mo_clapclap_mort.anim"/>
    </STRUCT>
  </STRUCT>
  <STRUCT/>
  <STRUCT/>
  <STRUCT/>
  <STRUCT/>
  <LOG></LOG>
</FORM>
clapclap_eat__.animation_set
<?xml version="1.0"?>
<FORM Revision="$Revision: 1.1 $" State="modified">
<STRUCT>
<STRUCT Name="idle">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_idle.anim"/>
</STRUCT>
</ARRAY>
<ATOM Name="LodCharacterAnimation" Value="tr_mo_clapclap_idle.anim"/>
</STRUCT>
<STRUCT Name="backward">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_recule.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
<STRUCT Name="turn_left">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_demitour_gauche.anim"/>
</STRUCT>
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_tournegauche.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
<STRUCT Name="turn_right">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_demitour_droit.anim"/>
</STRUCT>
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_tournedroite.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
<STRUCT Name="turn_left_to_walk">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_demitour_gauche.anim"/>
</STRUCT>
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_tournegauche.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
<STRUCT Name="turn_right_to_walk">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_demitour_droit.anim"/>
</STRUCT>
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_tournedroite.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
<STRUCT Name="turn_left_to_backward">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_demitour_gauche.anim"/>
</STRUCT>
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_tournegauche.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
<STRUCT Name="turn_right_to_backward">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_demitour_droit.anim"/>
</STRUCT>
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_tournedroite.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
<STRUCT Name="impact">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_impact.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
<STRUCT Name="stun_begin">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_stun_init.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
<STRUCT Name="stun_loop">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_stun_loop.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
<STRUCT Name="stun_end">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_stun_end.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
<STRUCT Name="death_mode">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_mort.anim"/>
</STRUCT>
</ARRAY>
<ATOM Name="LodCharacterAnimation" Value="tr_mo_clapclap_mort.anim"/>
</STRUCT>
</STRUCT>
<STRUCT/>
<STRUCT/>
<STRUCT/>
<STRUCT/>
<COMMENTS></COMMENTS>
<LOG></LOG>
</FORM>
clapclap_hungry__.animation_set
<?xml version="1.0"?>
<FORM Revision="$Revision: 1.1 $" State="modified">
<STRUCT>
<STRUCT Name="idle">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_baille.anim"/>
</STRUCT>
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_idle.anim"/>
</STRUCT>
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_occupation.anim"/>
</STRUCT>
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_sortirdelo.anim"/>
</STRUCT>
</ARRAY>
<ATOM Name="LodCharacterAnimation" Value="tr_mo_clapclap_idle.anim"/>
</STRUCT>
<STRUCT Name="backward">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_recule.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
<STRUCT Name="turn_left">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_demitour_gauche.anim"/>
</STRUCT>
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_tournegauche.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
<STRUCT Name="turn_right">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_demitour_droit.anim"/>
</STRUCT>
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_tournedroite.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
<STRUCT Name="turn_left_to_walk">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_demitour_gauche.anim"/>
</STRUCT>
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_tournegauche.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
<STRUCT Name="turn_right_to_walk">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_demitour_droit.anim"/>
</STRUCT>
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_tournedroite.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
<STRUCT Name="turn_left_to_backward">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_demitour_gauche.anim"/>
</STRUCT>
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_tournegauche.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
<STRUCT Name="turn_right_to_backward">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_demitour_droit.anim"/>
</STRUCT>
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_tournedroite.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
<STRUCT Name="impact">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_impact.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
<STRUCT Name="stun_begin">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_stun_init.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
<STRUCT Name="stun_loop">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_stun_loop.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
<STRUCT Name="stun_end">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_stun_end.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
<STRUCT Name="death_mode">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_mort.anim"/>
</STRUCT>
</ARRAY>
<ATOM Name="LodCharacterAnimation" Value="tr_mo_clapclap_mort.anim"/>
</STRUCT>
</STRUCT>
<STRUCT/>
<STRUCT/>
<STRUCT/>
<STRUCT/>
<COMMENTS></COMMENTS>
<LOG></LOG>
</FORM>
clapclap_rest__.animation_set
<?xml version="1.0"?>
<FORM Revision="$Revision: 1.1 $" State="modified">
<STRUCT>
<STRUCT Name="death_mode">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_mort.anim"/>
</STRUCT>
</ARRAY>
<ATOM Name="LodCharacterAnimation" Value="tr_mo_clapclap_mort.anim"/>
</STRUCT>
</STRUCT>
<STRUCT/>
<STRUCT/>
<STRUCT/>
<STRUCT/>
<COMMENTS></COMMENTS>
<LOG></LOG>
</FORM>
clapclap_swim__.animation_set
<?xml version="1.0"?>
<FORM Revision="$Revision: 1.1 $" State="modified">
<STRUCT>
<STRUCT Name="walk">
<ARRAY Name="animations">
<STRUCT>
<ATOM Name="filename" Value="tr_mo_clapclap_nage.anim"/>
</STRUCT>
</ARRAY>
</STRUCT>
</STRUCT>
<STRUCT/>
<STRUCT/>
<STRUCT/>
<STRUCT/>
<COMMENTS></COMMENTS>
<LOG></LOG>
</FORM>

Add the anim_set to the list

Edit the leveldesign/game_element/anim/anim_set/entities.animset_list file.

Add (before the last </ARRAY> ) the following code:

<ATOM Name = "clapclap" Value = "clapclap.animset_mode"/>

Create the skill file: .sbrick

Create directory leveldesign/game_element/sbrick/others/fish

Create the bfpafi01.sbrick file and add the following code:

bfpafi01.sbrick
<?xml version="1.0"?>
<FORM Revision="$Revision: 1.8 $" State="modified">
  <STRUCT>
    <STRUCT Name="Basics">
      <ATOM Name="FamilyId" Value="BFAQFME"/>
      <ATOM Name="Skill" Value="SF"/>
    </STRUCT>
    <STRUCT Name="Client">
      <ATOM Name="Icon" Value="to_fishing_rod.tga"/>
      <ATOM Name="IconBack" Value="FO_Back.tga"/>
    </STRUCT>
    <STRUCT Name="Credit">
      <ATOM Name="f0" Value="BFCA"/>
      <ATOM Name="f1" Value="BFCB"/>
      <ATOM Name="f2" Value="BFCC"/>
      <ATOM Name="f3" Value="BFCD"/>
      <ATOM Name="f4" Value="BFCE"/>
      <ATOM Name="f5" Value="BFCF"/>
      <ATOM Name="f6" Value="BFCG"/>
    </STRUCT>
  </STRUCT>
  <STRUCT/>
  <STRUCT/>
  <STRUCT/>
  <STRUCT/>
  <LOG></LOG>
</FORM>

Add the primitives file

Add fisherman.primitive file to primitives/newbieland

I do not provide the code of the file(unless you prefer to type 90K lines of xml tags and the code is even more abstruse); You can retrieve it in the repository. I have done quite a lot of experiments on this file and i can “concede” that it is far from being perfect(but in general the code is documented). In order to unlearn a sbrick(a functionality presented on the server but not in the WorldEditor and the primitive compiler), i modified some configuration files and the primitives compiler(it will be necessary to recover the last version of the compiler and the Config files).

Add the primitive file to the shard

Editing the file primitives/primitives.cfg:

Add the following code(before the last occurrence of "MAPEND", )

"FILE fisherman.primitive",

Send changes to the Khanat project

Send changes to repository https://depots.khaganat.net/scm/hg/khanat-ressources branch lirria

In order to do this, you must of course have write access to the repository.
Position at the root of it's local repository, then type the following commands(answer appropriately to all the asked questions) - I have to revalidated this part:

$ hg pull
$ hg update
$ hg commit
$ hg push -b lirria

Updating customer data

Retrieving Lirria customer data

Retrieve(locally) the deposit of customer data.

<Code bash> ~/currdata$ hg pull https://depots.khaganat.net/scm/hg/lirria-client-data $ Hg update </code>

Adding data

Add the following files to the currdata/creatures/fauna/water/clapclap directory of your local repository

GO_MO_Clapclap.shape
ju_mo_clapclap.dds
TR_MO_Clapclap.shape
tr_mo_clapclap.skel
tr_mo_clapclap_attaque_1.anim
tr_mo_clapclap_attaque_2.anim
tr_mo_clapclap_baille.anim
tr_mo_clapclap_demitour_droit.anim
tr_mo_clapclap_demitour_gauche.anim
tr_mo_clapclap_idle.anim
tr_mo_clapclap_impact.anim
tr_mo_clapclap_intimidation.anim
tr_mo_clapclap_mort.anim
tr_mo_clapclap_mort_cycle.anim
tr_mo_clapclap_nage.anim
tr_mo_clapclap_occupation.anim
tr_mo_clapclap_recule.anim
tr_mo_clapclap_senti_danger.anim
tr_mo_clapclap_sortirdelo.anim
tr_mo_clapclap_straffe_droit.anim
tr_mo_clapclap_straffe_gauche.anim
tr_mo_clapclap_stun_end.anim
tr_mo_clapclap_stun_init.anim
tr_mo_clapclap_stun_loop.anim
tr_mo_clapclap_tournedroite.anim
tr_mo_clapclap_tournegauche.anim

Send data to the repository

Send your changes to the https://depots.khaganat.net/scm/hg/lirria-client-data repository(by answering the questions correctly)

~/currdata$ hg commit
~/currdata$ hg push

Recreate the .bnp files on the patch server

Provide client data on the server.
Connect to the server with the account that is OK and run the command:

~/$ ./script_regenerer_bnps_client.sh

Updating server and patch for client

Update client and server data**
Connect to the server with the account that is fine and then run the command:

~/$ ./script_mise_a_jour_data_serveur.sh