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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 ai ajouté les éléments au fur que mes souvenirs affluaient (j'avais bien commencé à tout noter au fur et à mesure que je faisais le pêcheur, mais j'ai dû tellement de fois faire/défaire/refaire parce que j'étais bloqué que j'ai fini par y renoncer). Il faudra donc recarrosser le tout de manière un peu plus logique, donner quelques explications, nettoyer quelques fichiers qui contiennent des restes d'expérimentations.
D'autre part, en réalisant ce tutoriel, je concède que je me suis peut-être un peu emballé : j'y ai quasiment mis tout le code que j'avais créé/modifié.

Pour les points de 1 à 7, je ne peux que vous conseiller, après avoir créé et modifié les fichiers de les ouvrir avec “Georges Edit” qui fait une vérification syntaxique.

Pour le point 8, pour visualiser/modifier le fichier de primitive, il est préférable d'utiliser WorldEditor.

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 la créature clapclap :

3.1. 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>

3.2. Créer le fichier leveldesign/game_elem/creature/fauna/parent_creature_prototype/_clapclap.creature et y ajouter :

<?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>

3.3. Créer le fichier leveldesign/game_elem/creature/fauna/ecosystem/forest/_clapclap_for.creature et y ajouter :

<?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>

3.4. Créer le fichier leveldesign/game_elem/creature/raw_material_assignment/_clapclap_mp.creature et y ajouter :

<?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>

4. Créer le fichier leveldesign/game_elem/creature/objects/object_fisherman_fish_place.creature et y ajouter:
Cet objet sera utilisé pour trianguler la position du joueur et du clapclap.

<?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>

5. 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>

6. 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>

7. 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"/>

8. Créer le répertoire leveldesign/game_element/sbrick/others/fish
Créer le fichier bfpafi01.sbrick et ajouter le code suivant:

<?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>

9. Ajouter le fichier fisherman.primitive dans primitives/newbieland
Je ne fournis pas le code du fichier (à moins que vous préfériez vous taper 90Ko de balises xml et de code encore plus abscons) ; vous pourrez le récupérer dans le dépôt. J'ai fait pas mal d'expérimentations sur ce fichier et je concède qu'il est loin d'être nickel (mais en général le code est documenté). Pour pouvoir désapprendre une sbrick (fonctionnalité présente au niveau du serveur, mais absente du WorldEditor et du compilateur de primitives), j'ai modifié quelques fichiers de configuration et le compilateur de primitives (il faudra donc récupérer la dernière version du compilateur ainsi que les fichiers de config).

10. Modification du fichier primitives/primitives.cfg
Ajouter le code suivant avant l'avant dernière occurence de "MAPEND",

"FILE fisherman.primitive",

11. Faire un build des sheets et compiler les primitives

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fr/ajout_activite_peche.1457726745.txt.gz · Dernière modification : 2021/12/03 19:18 (modification externe)

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