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Ceci est une ancienne révision du document !


Ajout de l'activité de la pêche

Il s'agit d'un draft ; j'y ajoute les éléments au fur et à mesure, il faudra recarrosser le tout de manière un peu plus logique, donner quelques explications, nettoyer quelques fichiers qui contiennent des restes d'expérimentations.

1. Modifier le fichier leveldesign/game_element/anim/anim_set/homin/fy_hom/fy_hom_default_fi_.animation_set
Ajouter à la fin du fichier juste avant les 5 dernières balises <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>

Je reconnais que ça n'est pas très propre parce que pour l'animation_set de la pêche, les emotes firework_01 et firework_02 sont écrasées par celles de la pêche. Mais, ce n'est que temporaire.

2. Créer le répertoire leveldesign/game_element/sitem/fishing_tool et y ajouter
- Le fichier 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>

- Le fichier 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>

- Le fichier 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>

3. Créer le fichier leveldesign/game_elem/creature/fauna/bestiary/water/clapclap.creature et y ajouter

<?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>

4. Créer le fichier leveldesign/game_elem/items/armor/creature_armor/creature_body_armor_specific/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>

5. Créer le répertoire leveldesign/game_element/anim/anim_set/pet/clapclap et y ajouter :
Pour info, j'ai généré les fichiers ci-dessous (ainsi que ceux de toutes les créatures des assets) par programme d'après les noms figurant dans les animations (pas donnable, c'était un oneshot). La génération automatique a ses limites, aussi il faut faire quelques remaniements pour avoir des animations à peu près réalistes.

- Le fichier 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>

- Le fichier 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>

- Le fichier 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>

- Le fichier 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>

- Le fichier 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>

- Le fichier 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>

- Le fichier 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>

- Le fichier 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>

- Le fichier 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>

6. Modifier le fichier leveldesign/game_element/anim/anim_set/entities.animset_list Ajouter avant le dernier </ARRAY> le code suivant:

<ATOM Name="clapclap" Value="clapclap.animset_mode"/>
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fr/ajout_activite_peche.1457478653.txt.gz · Dernière modification : 2021/12/03 19:18 (modification externe)

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