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monk.ast
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2000-08-18
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341 lines
// DH INTERACTIVE LLC, COPYRIGHT (C) 1999
//
// monk_chains.ast written at Fri Jul 23 11:34 1999
//
//
24 // file_type
112 // file_version
spaz_model_name monk_spaz
collision_joint_table tentacle_joint_table
{
tentacle1..tentacle3
};
// monk // Session name
monk_attack.wav
hit_general.wav
end
// *** This first section contains the names of all the win_anims used by the table
monk_idle
monk_walk
monk_idle_to_walk
monk_walk_to_idle
monk_turn
monk_attack
monk_hit
monk_medium_front
monk_medium_back
monk_medium_left
monk_medium_right
monk_heavy_front
monk_heavy_back
monk_die
monk_give_potion
//monk_reading_at_desk
//monk_give_potion
//monk_reading_at_desk
end
// *** This second section contains the values for each anim state
monk_idle
monk_idle_to_walk
monk_walk
monk_walk_to_idle
monk_turn_left_start
monk_turn_left
monk_turn_left_end
monk_turn_right_start
monk_turn_right
monk_turn_right_end
monk_walk_turn_left
monk_walk_turn_right
monk_attack
monk_hit_superficial
monk_hit_medium_front
monk_hit_medium_back
monk_hit_medium_left
monk_hit_medium_right
monk_hit_hard_front
monk_hit_hard_back
monk_hit_hard_left
monk_hit_hard_right
monk_die
monk_dead
monk_give_potion
//monk_reading_at_desk
end
monk_idle // name of this anim_state
monk_idle // name for the win_anim for this state
monk_idle // default link anim for this anim state
// Begin entries for this anim state
u ; monk_idle_to_walk
u l ; monk_idle_to_walk
u r ; monk_idle_to_walk
l ; monk_turn_left_start
r ; monk_turn_right_start
c ; monk_attack
end_of_entries
monk_idle_to_walk // name of this anim_state
monk_idle_to_walk // name for the win_anim for this state
monk_walk_to_idle // default link anim for this anim state
// Begin entries for this anim state
e u ; monk_walk
e u l ; monk_walk_turn_left
e u r ; monk_walk_turn_right
l ; monk_turn_left_start
r ; monk_turn_right_start
end_of_entries
monk_walk // name of this anim_state
monk_walk // name for the win_anim for this state
monk_walk_to_idle // default link anim for this anim state
anim_time_multiplier 1.28
// Begin entries for this anim state
u ; monk_walk
e u ; monk_walk
u l ; monk_walk_turn_left
u r ; monk_walk_turn_right
end_of_entries
monk_walk_to_idle // name of this anim_state
monk_walk_to_idle // name for the win_anim for this state
monk_idle // default link anim for this anim state
// Begin entries for this anim state
l ; monk_turn_left_end
r ; monk_turn_right_end
end_of_entries
monk_turn_left_start // name of this anim_state
monk_idle_to_walk // name for the win_anim for this state
monk_turn_left_end // default link anim for this anim state
extra_rotation_velocity 0.0000 -1.5 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
ni ; monk_idle
e l ; monk_turn_left
r ; monk_turn_right_start
e r ; monk_turn_right
u ; monk_idle_to_walk
e u ; monk_walk
e u l ; monk_walk_turn_left
e u r ; monk_walk_turn_right
end_of_entries
monk_turn_left // name of this anim_state
monk_turn // name for the win_anim for this state
monk_turn_left_end // default link anim for this anim state
extra_rotation_velocity 0.0000 -1.5 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
ni ; monk_idle
e l ; monk_turn_left
l ; monk_turn_left
r ; monk_turn_right
end_of_entries
monk_turn_left_end // name of this anim_state
monk_walk_to_idle // name for the win_anim for this state
monk_idle // default link anim for this anim state
extra_rotation_velocity 0.0000 -1.5 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
ni ; monk_idle
r ; monk_turn_right_end
end_of_entries
monk_turn_right_start // name of this anim_state
monk_idle_to_walk // name for the win_anim for this state
monk_turn_right_end // default link anim for this anim state
extra_rotation_velocity 0.0000 1.5 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
ni ; monk_idle
e l ; monk_turn_left
l ; monk_turn_left_start
e r ; monk_turn_right
u ; monk_idle_to_walk
e u ; monk_walk
e u l ; monk_walk_turn_left
e u r ; monk_walk_turn_right
end_of_entries
monk_turn_right // name of this anim_state
monk_turn // name for the win_anim for this state
monk_turn_right_end // default link anim for this anim state
extra_rotation_velocity 0.0000 1.5 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
ni ; monk_idle
e r ; monk_turn_right
r ; monk_turn_right
l ; monk_turn_left
end_of_entries
monk_turn_right_end // name of this anim_state
monk_walk_to_idle // name for the win_anim for this state
monk_idle // default link anim for this anim state
extra_rotation_velocity 0.0000 1.5 0.0000 // extra rotation velocities to apply during anim
// Begin entries for this anim state
ni ; monk_idle
l ; monk_turn_left
end_of_entries
monk_walk_turn_left // name of this anim_state
monk_walk // name for the win_anim for this state
monk_walk_to_idle // default link anim for this anim state
extra_rotation_velocity 0.0000 -1.5 0.0000 // extra rotation velocities to apply during anim
anim_time_multiplier 1.28
// Begin entries for this anim state
u ; monk_walk
e u l ; monk_walk_turn_left
u l ; monk_walk_turn_left
e l ; monk_turn_left
e r ; monk_turn_right
u r ; monk_walk_turn_right
end_of_entries
monk_walk_turn_right // name of this anim_state
monk_walk // name for the win_anim for this state
monk_walk_to_idle // default link anim for this anim state
extra_rotation_velocity 0.0000 1.5 0.0000 // extra rotation velocities to apply during anim
anim_time_multiplier 1.28
// Begin entries for this anim state
u ; monk_walk
u l ; monk_walk_turn_left
e u r ; monk_walk_turn_right
e l ; monk_turn_left
e r ; monk_turn_right
u r ; monk_walk_turn_right
end_of_entries
monk_attack // name of this anim_state
monk_attack // name for the win_anim for this state
monk_idle // default link anim for this anim state
joint_table tentacle_joint_table
attacking 10
sound_effect 0
standard_1
//front
// Begin entries for this anim state
end_of_entries
monk_hit_superficial
monk_hit
monk_idle
sound_effect 1
hit
impervious
soft
end_of_entries
monk_hit_medium_front
monk_medium_front
monk_idle
sound_effect 1
hit
impervious
medium
front
end_of_entries
monk_hit_medium_back
monk_medium_back
monk_idle
sound_effect 1
hit
impervious
medium
back
end_of_entries
monk_hit_medium_left
monk_medium_left
monk_idle
sound_effect 1
hit
impervious
medium
left
end_of_entries
monk_hit_medium_right
monk_medium_right
monk_idle
sound_effect 1
hit
impervious
medium
right
end_of_entries
monk_hit_hard_front
monk_heavy_front
monk_idle
sound_effect 1
hit
impervious
hard
front
end_of_entries
monk_hit_hard_back
monk_heavy_back
monk_idle
sound_effect 1
hit
impervious
hard
back
end_of_entries
monk_hit_hard_left
monk_heavy_back
monk_idle
sound_effect 1
hit
impervious
hard
left
end_of_entries
monk_hit_hard_right
monk_heavy_back
monk_idle
sound_effect 1
hit
impervious
hard
right
end_of_entries
monk_die
monk_die
monk_dead
sound_effect 1
hit
fatal
impervious
end_of_entries
monk_dead
monk_die
monk_dead
begin_end_frame 100 100
impervious
end_of_entries
//monk_reading_at_desk
//monk_reading_at_desk
//monk_idle
//end_of_entries
monk_give_potion
monk_give_potion
monk_idle
end_of_entries