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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 8, 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. Envoyer ses modifications sur le dépôt https://depots.khaganat.net/scm/hg/khaganat-data branche lirria
Pour pouvoir faire cette opération, vous devez bien entendu avoir un accès en écriture au dépôt.
Se positionner à la racine de son dépôt local puis taper les commandes suivantes (répondez de manière adéquate aux questions posées) - je dois revalider toute cette partie-là:

hg pull
hg update
hg commit
hg push -b lirria

12. Mettre à jour les données du client
12.1. Récupérer en local, le dépôt des données client
- Créer le répertoire currdata et positionnez-vous dedans - Taper les commandes suivantes

hg pull https://depots.khaganat.net/scm/hg/lirria-client-data
hg update

12.2. Ajouter les fichiers suivants dans le répertoire currdata/creatures/fauna/water/clapclap de votre dépôt local

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

12.3. Envoyer vos modifications sur le dépôt https://depots.khaganat.net/scm/hg/lirria-client-data (en répondant de manière adéquate aux questions posées)

hg commit
hg push

13. Mettre à disposition les données client sur le serveur
Se connecter au serveur avec le compte qui va bien puis lancer la commande :

./script_regenerer_bnps_client.sh

14. Mettre à jour les données client et serveur
Se connecter au serveur avec le compte qui va bien puis lancer la commande :

./script_mise_a_jour_data_serveur.sh
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