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 $" State="modified"> <STRUCT> <STRUCT Name="basics"> <ATOM Name="name" Value="Fishing Rod"/> <ATOM Name="origin" Value="refugee"/> <ATOM Name="family" Value="generic item"/> <ATOM Name="ItemType" Value="Generic"/> <ATOM Name="sack_type" Value="1"/> <STRUCT Name="EquipmentInfo"> <ARRAY Name="EquipmentSlots"> <ATOM Name="right_hand_exclusive_hand" Value="Right Hand"/> </ARRAY> </STRUCT> <ATOM Name="CraftPlan" Value="bccoea01.sbrick"/> <ATOM Name="Bulk" Value="5"/> <ATOM Name="Saleable" Value="false"/> <ATOM Name="Price" Value="1000"/> <ATOM Name="Time to Equip In Ticks" Value="10"/> <ATOM Name="RequiredCharacQualityFactor" Value="1"/> <ATOM Name="RequiredCharacQualityOffset" Value="-10"/> </STRUCT> <STRUCT Name="melee weapon"> <ATOM Name="melee range" Value="0"/> </STRUCT> <STRUCT Name="crafting tool"> <ATOM Name="type" Value="Sharpener"/> </STRUCT> <STRUCT Name="bag"> <ATOM Name="weight_max" Value="5.0"/> <ATOM Name="bulk_max" Value="5.0"/> </STRUCT> <STRUCT Name="3d"> <ATOM Name="shape" Value="GE_Acc_MountingStick_A.shape"/> <ATOM Name="shape_female" Value="GE_Acc_MountingStick_A.shape"/> <ATOM Name="icon" Value="to_fishing_rod.tga"/> <ATOM Name="icon background" Value="BK_generic.tga"/> <ATOM Name="anim_set" Value="Fish"/> <ATOM Name="never hide when equiped" Value="true"/> </STRUCT> </STRUCT> <STRUCT/> <STRUCT/> <STRUCT/> <STRUCT/> <COMMENTS>Special effects:
 FIGHT_ADD_CRITICAL
 FIGHT_VAMPIRISM
 MAGIC_DIVINE_INTERVENTION
 FORAGE_NO_RISK:num
 MAGIC_SHOOT_AGAIN
 CRAFT_ADD_STAT_BONUS
 CRAFT_ADD_LIMIT
 FORAGE_ADD_RM:num1:num2
 </COMMENTS> <LOG></LOG> </FORM>
- Le fichier mbait01.sitem
<?xml version="1.0"?> <FORM Revision="$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"/>