forked from Mirrors/openclonk
convert game data
parent
eaeae35af9
commit
535bdc92e0
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@ -1,347 +0,0 @@
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[Action]
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Name=Walk
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Procedure=WALK
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Directions=2
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FlipDir=1
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Length=16
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Delay=15
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Facet=0,0,16,20
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NextAction=Walk
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StartCall=None
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InLiquidAction=Swim
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[Action]
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Name=StillTrans1
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Procedure=THROW
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Directions=2
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FlipDir=1
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Length=4
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Delay=2
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Facet=0,280,16,20
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NextAction=Still
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InLiquidAction=Swim
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[Action]
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Name=Still
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Procedure=THROW
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Directions=2
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FlipDir=1
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Length=8
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Delay=10
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Facet=64,280,16,20
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NextAction=Still
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InLiquidAction=Swim
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[Action]
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Name=StillTrans2
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Procedure=THROW
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Directions=2
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Reverse=1
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FlipDir=1
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Length=4
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Delay=2
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Facet=192,280,16,20
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NextAction=Still
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InLiquidAction=Swim
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[Action]
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Name=Scale
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Procedure=SCALE
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Directions=2
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FlipDir=1
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Length=16
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Delay=15
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Facet=0,20,16,20,2,0
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NextAction=Scale
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StartCall=Scaling
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[Action]
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Name=ScaleDown
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Procedure=SCALE
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Directions=2
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FlipDir=1
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Length=16
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Delay=15
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Facet=0,20,16,20,2,0
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Reverse=1
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NextAction=ScaleDown
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StartCall=Scaling
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[Action]
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Name=Tumble
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Procedure=FLIGHT
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Directions=2
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FlipDir=1
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Length=16
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Delay=1
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Facet=0,40,16,20
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NextAction=Tumble
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ObjectDisabled=1
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InLiquidAction=Swim
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EndCall=CheckStuck
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[Action]
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Name=Dig
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Procedure=DIG
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Directions=2
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FlipDir=1
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Length=16
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Delay=15
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Facet=0,60,16,20
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NextAction=Dig
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StartCall=Digging
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DigFree=11
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InLiquidAction=Swim
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[Action]
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Name=Bridge
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Procedure=BRIDGE
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Directions=2
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FlipDir=1
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Length=16
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Delay=1
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Facet=0,60,16,20
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NextAction=Bridge
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StartCall=Digging
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InLiquidAction=Swim
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[Action]
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Name=Swim
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Procedure=SWIM
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Directions=2
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FlipDir=1
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Length=12
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Delay=15
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Facet=0,80,20,20,0,1
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NextAction=Swim
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StartCall=Swimming
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[Action]
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Name=Swim2
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Procedure=SWIM
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Directions=2
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FlipDir=1
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Length=12
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Delay=15
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Facet=0,300,20,20,0,1
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NextAction=Swim2
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StartCall=Swimming2
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[Action]
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Name=Hangle
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Procedure=HANGLE
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Directions=2
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FlipDir=1
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Length=11
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Delay=16
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Facet=0,100,16,20,0,3
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NextAction=Hangle
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InLiquidAction=Swim
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[Action]
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Name=Jump
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Procedure=FLIGHT
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Directions=2
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FlipDir=1
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Length=8
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Delay=3
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Facet=0,120,16,20
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NextAction=Hold
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InLiquidAction=Swim
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PhaseCall=CheckStuck
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[Action]
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Name=KneelDown
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Procedure=KNEEL
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Directions=2
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FlipDir=1
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Length=4
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Delay=1
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Facet=0,140,16,20
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NextAction=KneelUp
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StartCall=None
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[Action]
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Name=KneelUp
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Procedure=KNEEL
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Directions=2
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FlipDir=1
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Length=4
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Delay=1
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Facet=64,140,16,20
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NextAction=Walk
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StartCall=None
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[Action]
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Name=Dive
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Procedure=FLIGHT
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Directions=2
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FlipDir=1
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Length=8
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Delay=4
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Facet=0,160,16,20
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NextAction=Hold
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StartCall=None
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ObjectDisabled=1
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InLiquidAction=Swim
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PhaseCall=CheckStuck
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[Action]
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Name=FlatUp
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Procedure=KNEEL
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Directions=2
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FlipDir=1
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Length=8
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Delay=1
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Facet=0,180,16,20
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NextAction=KneelUp
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ObjectDisabled=1
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[Action]
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Name=Throw
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Procedure=THROW
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Directions=2
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FlipDir=1
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Length=8
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Delay=1
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Facet=0,200,16,20
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NextAction=Walk
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InLiquidAction=Swim
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[Action]
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Name=Punch
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Procedure=FIGHT
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Directions=2
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FlipDir=1
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Length=8
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Delay=2
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Facet=0,220,16,20
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NextAction=Fight
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EndCall=Punching
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ObjectDisabled=1
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[Action]
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Name=Dead
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Directions=2
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FlipDir=1
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Facet=0,240,16,20
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Length=6
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Delay=3
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NextAction=Hold
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NoOtherAction=1
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ObjectDisabled=1
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[Action]
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Name=Ride
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Procedure=ATTACH
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Directions=2
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FlipDir=1
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Length=4
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Delay=3
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Facet=128,120,16,20
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NextAction=Ride
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StartCall=Riding
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InLiquidAction=Swim
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[Action]
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Name=RideStill
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Procedure=ATTACH
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Directions=2
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FlipDir=1
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Length=1
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Delay=10
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Facet=128,120,16,20
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NextAction=RideStill
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StartCall=Riding
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InLiquidAction=Swim
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[Action]
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Name=Push
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Procedure=PUSH
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Directions=2
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FlipDir=1
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Length=8
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Delay=15
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Facet=128,140,16,20
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NextAction=Push
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InLiquidAction=Swim
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[Action]
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Name=Chop
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Procedure=CHOP
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Directions=2
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FlipDir=1
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Length=8
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Delay=3
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Facet=128,160,16,20
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NextAction=Chop
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StartCall=Chopping
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InLiquidAction=Swim
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[Action]
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Name=Fight
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Procedure=FIGHT
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Directions=2
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FlipDir=1
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Length=7
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Delay=4
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Facet=128,180,16,20
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NextAction=Fight
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StartCall=Fighting
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ObjectDisabled=1
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[Action]
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Name=GetPunched
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Procedure=FIGHT
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Directions=2
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FlipDir=1
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Length=8
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Delay=3
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Facet=128,200,16,20
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NextAction=Fight
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ObjectDisabled=1
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[Action]
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Name=Build
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Procedure=BUILD
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Directions=2
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FlipDir=1
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Length=8
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Delay=2
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Facet=128,220,16,20
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NextAction=Build
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StartCall=Building
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InLiquidAction=Swim
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[Action]
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Name=RideThrow
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Procedure=ATTACH
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Directions=2
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FlipDir=1
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Length=8
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Delay=1
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Facet=128,240,16,20
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NextAction=Ride
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StartCall=Throwing
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InLiquidAction=Swim
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[Action]
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Name=Process
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Procedure=THROW
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Directions=2
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FlipDir=1
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Length=8
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Delay=3
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Facet=0,260,16,20
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NextAction=Process
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EndCall=Processing
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[Action]
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Name=Drink
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Procedure=THROW
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Directions=2
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FlipDir=1
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Length=8
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Delay=3
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Facet=128,260,16,20
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NextAction=Walk
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@ -1,7 +1,6 @@
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[DefCore]
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id=CLNK
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Version=4,9,8,8
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Name=Clonk
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Category=C4D_Living|C4D_SelectHomebase
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MaxUserSelect=10
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Width=16
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@ -1,7 +1,6 @@
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[DefCore]
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id=CXCP
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Version=4,9,8,1
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Name=Symbol
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Category=C4D_StaticBack
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Width=1
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Height=1
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@ -0,0 +1,5 @@
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#strict 2
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func Definition(def) {
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SetProperty("Name", "Symbol", def);
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}
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@ -1,7 +1,6 @@
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[DefCore]
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id=CXCN
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Version=4,9,8
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Name=Symbol
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Category=C4D_StaticBack
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Width=1
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Height=1
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@ -0,0 +1,5 @@
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#strict 2
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func Definition(def) {
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SetProperty("Name", "Symbol", def);
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}
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@ -1,7 +1,6 @@
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[DefCore]
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id=CXCM
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Version=4,9,8
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Name=Symbol
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Category=C4D_StaticBack
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Width=1
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Height=1
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@ -0,0 +1,5 @@
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#strict 2
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func Definition(def) {
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SetProperty("Name", "Symbol", def);
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}
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@ -1,7 +1,6 @@
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[DefCore]
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id=CXTX
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Version=4,9,8
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Name=Symbol
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Category=C4D_StaticBack
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Width=1
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Height=1
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@ -0,0 +1,5 @@
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#strict 2
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func Definition(def) {
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SetProperty("Name", "Symbol", def);
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}
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@ -1,7 +1,6 @@
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[DefCore]
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id=DSCN
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Version=4,9,8
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Name=Descend
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Category=C4D_StaticBack
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Width=1
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Height=1
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@ -1,2 +0,0 @@
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DE:Absteigen
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US:Descend
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@ -0,0 +1,5 @@
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#strict 2
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func Definition(def) {
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SetProperty("Name", "$Name$", def);
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}
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@ -0,0 +1 @@
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Name=Absteigen
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@ -0,0 +1 @@
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Name=Descend
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@ -1,7 +1,6 @@
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[DefCore]
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id=CXHM
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Version=4,9,8
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Name=Symbol
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Category=C4D_StaticBack
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Width=1
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Height=1
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@ -0,0 +1,5 @@
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#strict 2
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func Definition(def) {
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SetProperty("Name", "Symbol", def);
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}
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@ -1,7 +1,6 @@
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[DefCore]
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id=CXIN
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Version=4,9,8
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Name=Symbol
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Category=C4D_StaticBack
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Width=1
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Height=1
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@ -0,0 +1,5 @@
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#strict 2
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func Definition(def) {
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SetProperty("Name", "Symbol", def);
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}
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@ -1,7 +1,6 @@
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[DefCore]
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id=CXIV
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Version=4,9,8
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Name=InventorySymbol
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Category=C4D_StaticBack
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Width=1
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Height=1
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@ -1,2 +0,0 @@
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DE:Inventar
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US:Inventory
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@ -0,0 +1,5 @@
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#strict 2
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func Definition(def) {
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SetProperty("Name", "$Name$", def);
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}
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@ -0,0 +1 @@
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Name=Inventar
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@ -0,0 +1 @@
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Name=Inventory
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@ -1,7 +1,6 @@
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[DefCore]
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id=CXRL
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Version=4,9,8
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Name=Symbol
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Category=C4D_StaticBack
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Width=1
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Height=1
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@ -0,0 +1,5 @@
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#strict 2
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func Definition(def) {
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SetProperty("Name", "Symbol", def);
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}
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@ -1140,3 +1140,481 @@ protected func AbortCasting()
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}
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public func Abort() {} // dummy call to instantiate function name
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func Definition(def) {
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SetProperty("ActMap", {
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Walk = {
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Prototype = Action,
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Name = "Walk",
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Procedure = DFA_WALK,
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Directions = 2,
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FlipDir = 1,
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Length = 16,
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Delay = 15,
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X = 0,
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Y = 0,
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Wdt = 16,
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Hgt = 20,
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NextAction = "Walk",
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InLiquidAction = "Swim",
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},
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StillTrans1 = {
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Prototype = Action,
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Name = "StillTrans1",
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Procedure = DFA_THROW,
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Directions = 2,
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FlipDir = 1,
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Length = 4,
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Delay = 2,
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X = 0,
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Y = 280,
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Wdt = 16,
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Hgt = 20,
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NextAction = "Still",
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InLiquidAction = "Swim",
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},
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Still = {
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Prototype = Action,
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Name = "Still",
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Procedure = DFA_THROW,
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Directions = 2,
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FlipDir = 1,
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Length = 8,
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Delay = 10,
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X = 64,
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Y = 280,
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Wdt = 16,
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Hgt = 20,
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NextAction = "Still",
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InLiquidAction = "Swim",
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},
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StillTrans2 = {
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Prototype = Action,
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Name = "StillTrans2",
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Procedure = DFA_THROW,
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Directions = 2,
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Reverse = 1,
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FlipDir = 1,
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Length = 4,
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Delay = 2,
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X = 192,
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Y = 280,
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Wdt = 16,
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Hgt = 20,
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NextAction = "Still",
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InLiquidAction = "Swim",
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},
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Scale = {
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Prototype = Action,
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Name = "Scale",
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Procedure = DFA_SCALE,
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Directions = 2,
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FlipDir = 1,
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Length = 16,
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Delay = 15,
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X = 0,
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Y = 20,
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Wdt = 16,
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Hgt = 20,
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OffX = 2,
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OffY = 0,
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NextAction = "Scale",
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StartCall = "Scaling",
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},
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ScaleDown = {
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Prototype = Action,
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Name = "ScaleDown",
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Procedure = DFA_SCALE,
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Directions = 2,
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FlipDir = 1,
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Length = 16,
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Delay = 15,
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||||
X = 0,
|
||||
Y = 20,
|
||||
Wdt = 16,
|
||||
Hgt = 20,
|
||||
OffX = 2,
|
||||
OffY = 0,
|
||||
Reverse = 1,
|
||||
NextAction = "ScaleDown",
|
||||
StartCall = "Scaling",
|
||||
},
|
||||
Tumble = {
|
||||
Prototype = Action,
|
||||
Name = "Tumble",
|
||||
Procedure = DFA_FLIGHT,
|
||||
Directions = 2,
|
||||
FlipDir = 1,
|
||||
Length = 16,
|
||||
Delay = 1,
|
||||
X = 0,
|
||||
Y = 40,
|
||||
Wdt = 16,
|
||||
Hgt = 20,
|
||||
NextAction = "Tumble",
|
||||
ObjectDisabled = 1,
|
||||
InLiquidAction = "Swim",
|
||||
EndCall = "CheckStuck",
|
||||
},
|
||||
Dig = {
|
||||
Prototype = Action,
|
||||
Name = "Dig",
|
||||
Procedure = DFA_DIG,
|
||||
Directions = 2,
|
||||
FlipDir = 1,
|
||||
Length = 16,
|
||||
Delay = 15,
|
||||
X = 0,
|
||||
Y = 60,
|
||||
Wdt = 16,
|
||||
Hgt = 20,
|
||||
NextAction = "Dig",
|
||||
StartCall = "Digging",
|
||||
DigFree = 11,
|
||||
InLiquidAction = "Swim",
|
||||
},
|
||||
Bridge = {
|
||||
Prototype = Action,
|
||||
Name = "Bridge",
|
||||
Procedure = DFA_BRIDGE,
|
||||
Directions = 2,
|
||||
FlipDir = 1,
|
||||
Length = 16,
|
||||
Delay = 1,
|
||||
X = 0,
|
||||
Y = 60,
|
||||
Wdt = 16,
|
||||
Hgt = 20,
|
||||
NextAction = "Bridge",
|
||||
StartCall = "Digging",
|
||||
InLiquidAction = "Swim",
|
||||
},
|
||||
Swim = {
|
||||
Prototype = Action,
|
||||
Name = "Swim",
|
||||
Procedure = DFA_SWIM,
|
||||
Directions = 2,
|
||||
FlipDir = 1,
|
||||
Length = 12,
|
||||
Delay = 15,
|
||||
X = 0,
|
||||
Y = 80,
|
||||
Wdt = 20,
|
||||
Hgt = 20,
|
||||
OffX = 0,
|
||||
OffY = 1,
|
||||
NextAction = "Swim",
|
||||
StartCall = "Swimming",
|
||||
},
|
||||
Swim2 = {
|
||||
Prototype = Action,
|
||||
Name = "Swim2",
|
||||
Procedure = DFA_SWIM,
|
||||
Directions = 2,
|
||||
FlipDir = 1,
|
||||
Length = 12,
|
||||
Delay = 15,
|
||||
X = 0,
|
||||
Y = 300,
|
||||
Wdt = 20,
|
||||
Hgt = 20,
|
||||
OffX = 0,
|
||||
OffY = 1,
|
||||
NextAction = "Swim2",
|
||||
StartCall = "Swimming2",
|
||||
},
|
||||
Hangle = {
|
||||
Prototype = Action,
|
||||
Name = "Hangle",
|
||||
Procedure = DFA_HANGLE,
|
||||
Directions = 2,
|
||||
FlipDir = 1,
|
||||
Length = 11,
|
||||
Delay = 16,
|
||||
X = 0,
|
||||
Y = 100,
|
||||
Wdt = 16,
|
||||
Hgt = 20,
|
||||
OffX = 0,
|
||||
OffY = 3,
|
||||
NextAction = "Hangle",
|
||||
InLiquidAction = "Swim",
|
||||
},
|
||||
Jump = {
|
||||
Prototype = Action,
|
||||
Name = "Jump",
|
||||
Procedure = DFA_FLIGHT,
|
||||
Directions = 2,
|
||||
FlipDir = 1,
|
||||
Length = 8,
|
||||
Delay = 3,
|
||||
X = 0,
|
||||
Y = 120,
|
||||
Wdt = 16,
|
||||
Hgt = 20,
|
||||
NextAction = "Hold",
|
||||
InLiquidAction = "Swim",
|
||||
PhaseCall = "CheckStuck",
|
||||
},
|
||||
KneelDown = {
|
||||
Prototype = Action,
|
||||
Name = "KneelDown",
|
||||
Procedure = DFA_KNEEL,
|
||||
Directions = 2,
|
||||
FlipDir = 1,
|
||||
Length = 4,
|
||||
Delay = 1,
|
||||
X = 0,
|
||||
Y = 140,
|
||||
Wdt = 16,
|
||||
Hgt = 20,
|
||||
NextAction = "KneelUp",
|
||||
},
|
||||
KneelUp = {
|
||||
Prototype = Action,
|
||||
Name = "KneelUp",
|
||||
Procedure = DFA_KNEEL,
|
||||
Directions = 2,
|
||||
FlipDir = 1,
|
||||
Length = 4,
|
||||
Delay = 1,
|
||||
X = 64,
|
||||
Y = 140,
|
||||
Wdt = 16,
|
||||
Hgt = 20,
|
||||
NextAction = "Walk",
|
||||
},
|
||||
Dive = {
|
||||
Prototype = Action,
|
||||
Name = "Dive",
|
||||
Procedure = DFA_FLIGHT,
|
||||
Directions = 2,
|
||||
FlipDir = 1,
|
||||
Length = 8,
|
||||
Delay = 4,
|
||||
X = 0,
|
||||
Y = 160,
|
||||
Wdt = 16,
|
||||
Hgt = 20,
|
||||
NextAction = "Hold",
|
||||
ObjectDisabled = 1,
|
||||
InLiquidAction = "Swim",
|
||||
PhaseCall = "CheckStuck",
|
||||
},
|
||||
FlatUp = {
|
||||
Prototype = Action,
|
||||
Name = "FlatUp",
|
||||
Procedure = DFA_KNEEL,
|
||||
Directions = 2,
|
||||
FlipDir = 1,
|
||||
Length = 8,
|
||||
Delay = 1,
|
||||
X = 0,
|
||||
Y = 180,
|
||||
Wdt = 16,
|
||||
Hgt = 20,
|
||||
NextAction = "KneelUp",
|
||||
ObjectDisabled = 1,
|
||||
},
|
||||
Throw = {
|
||||
Prototype = Action,
|
||||
Name = "Throw",
|
||||
Procedure = DFA_THROW,
|
||||
Directions = 2,
|
||||
FlipDir = 1,
|
||||
Length = 8,
|
||||
Delay = 1,
|
||||
X = 0,
|
||||
Y = 200,
|
||||
Wdt = 16,
|
||||
Hgt = 20,
|
||||
NextAction = "Walk",
|
||||
InLiquidAction = "Swim",
|
||||
},
|
||||
Punch = {
|
||||
Prototype = Action,
|
||||
Name = "Punch",
|
||||
Procedure = DFA_FIGHT,
|
||||
Directions = 2,
|
||||
FlipDir = 1,
|
||||
Length = 8,
|
||||
Delay = 2,
|
||||
X = 0,
|
||||
Y = 220,
|
||||
Wdt = 16,
|
||||
Hgt = 20,
|
||||
NextAction = "Fight",
|
||||
EndCall = "Punching",
|
||||
ObjectDisabled = 1,
|
||||
},
|
||||
Dead = {
|
||||
Prototype = Action,
|
||||
Name = "Dead",
|
||||
Directions = 2,
|
||||
FlipDir = 1,
|
||||
X = 0,
|
||||
Y = 240,
|
||||
Wdt = 16,
|
||||
Hgt = 20,
|
||||
Length = 6,
|
||||
Delay = 3,
|
||||
NextAction = "Hold",
|
||||
NoOtherAction = 1,
|
||||
ObjectDisabled = 1,
|
||||
},
|
||||
Ride = {
|
||||
Prototype = Action,
|
||||
Name = "Ride",
|
||||
Procedure = DFA_ATTACH,
|
||||
Directions = 2,
|
||||
FlipDir = 1,
|
||||
Length = 4,
|
||||
Delay = 3,
|
||||
X = 128,
|
||||
Y = 120,
|
||||
Wdt = 16,
|
||||
Hgt = 20,
|
||||
NextAction = "Ride",
|
||||
StartCall = "Riding",
|
||||
InLiquidAction = "Swim",
|
||||
},
|
||||
RideStill = {
|
||||
Prototype = Action,
|
||||
Name = "RideStill",
|
||||
Procedure = DFA_ATTACH,
|
||||
Directions = 2,
|
||||
FlipDir = 1,
|
||||
Length = 1,
|
||||
Delay = 10,
|
||||
X = 128,
|
||||
Y = 120,
|
||||
Wdt = 16,
|
||||
Hgt = 20,
|
||||
NextAction = "RideStill",
|
||||
StartCall = "Riding",
|
||||
InLiquidAction = "Swim",
|
||||
},
|
||||
Push = {
|
||||
Prototype = Action,
|
||||
Name = "Push",
|
||||
Procedure = DFA_PUSH,
|
||||
Directions = 2,
|
||||
FlipDir = 1,
|
||||
Length = 8,
|
||||
Delay = 15,
|
||||
X = 128,
|
||||
Y = 140,
|
||||
Wdt = 16,
|
||||
Hgt = 20,
|
||||
NextAction = "Push",
|
||||
InLiquidAction = "Swim",
|
||||
},
|
||||
Chop = {
|
||||
Prototype = Action,
|
||||
Name = "Chop",
|
||||
Procedure = DFA_CHOP,
|
||||
Directions = 2,
|
||||
FlipDir = 1,
|
||||
Length = 8,
|
||||
Delay = 3,
|
||||
X = 128,
|
||||
Y = 160,
|
||||
Wdt = 16,
|
||||
Hgt = 20,
|
||||
NextAction = "Chop",
|
||||
StartCall = "Chopping",
|
||||
InLiquidAction = "Swim",
|
||||
},
|
||||
Fight = {
|
||||
Prototype = Action,
|
||||
Name = "Fight",
|
||||
Procedure = DFA_FIGHT,
|
||||
Directions = 2,
|
||||
FlipDir = 1,
|
||||
Length = 7,
|
||||
Delay = 4,
|
||||
X = 128,
|
||||
Y = 180,
|
||||
Wdt = 16,
|
||||
Hgt = 20,
|
||||
NextAction = "Fight",
|
||||
StartCall = "Fighting",
|
||||
ObjectDisabled = 1,
|
||||
},
|
||||
GetPunched = {
|
||||
Prototype = Action,
|
||||
Name = "GetPunched",
|
||||
Procedure = DFA_FIGHT,
|
||||
Directions = 2,
|
||||
FlipDir = 1,
|
||||
Length = 8,
|
||||
Delay = 3,
|
||||
X = 128,
|
||||
Y = 200,
|
||||
Wdt = 16,
|
||||
Hgt = 20,
|
||||
NextAction = "Fight",
|
||||
ObjectDisabled = 1,
|
||||
},
|
||||
Build = {
|
||||
Prototype = Action,
|
||||
Name = "Build",
|
||||
Procedure = DFA_BUILD,
|
||||
Directions = 2,
|
||||
FlipDir = 1,
|
||||
Length = 8,
|
||||
Delay = 2,
|
||||
X = 128,
|
||||
Y = 220,
|
||||
Wdt = 16,
|
||||
Hgt = 20,
|
||||
NextAction = "Build",
|
||||
StartCall = "Building",
|
||||
InLiquidAction = "Swim",
|
||||
},
|
||||
RideThrow = {
|
||||
Prototype = Action,
|
||||
Name = "RideThrow",
|
||||
Procedure = DFA_ATTACH,
|
||||
Directions = 2,
|
||||
FlipDir = 1,
|
||||
Length = 8,
|
||||
Delay = 1,
|
||||
X = 128,
|
||||
Y = 240,
|
||||
Wdt = 16,
|
||||
Hgt = 20,
|
||||
NextAction = "Ride",
|
||||
StartCall = "Throwing",
|
||||
InLiquidAction = "Swim",
|
||||
},
|
||||
Process = {
|
||||
Prototype = Action,
|
||||
Name = "Process",
|
||||
Procedure = DFA_THROW,
|
||||
Directions = 2,
|
||||
FlipDir = 1,
|
||||
Length = 8,
|
||||
Delay = 3,
|
||||
X = 0,
|
||||
Y = 260,
|
||||
Wdt = 16,
|
||||
Hgt = 20,
|
||||
NextAction = "Process",
|
||||
EndCall = "Processing",
|
||||
},
|
||||
Drink = {
|
||||
Prototype = Action,
|
||||
Name = "Drink",
|
||||
Procedure = DFA_THROW,
|
||||
Directions = 2,
|
||||
FlipDir = 1,
|
||||
Length = 8,
|
||||
Delay = 3,
|
||||
X = 128,
|
||||
Y = 260,
|
||||
Wdt = 16,
|
||||
Hgt = 20,
|
||||
NextAction = "Walk",
|
||||
}, }, def);
|
||||
SetProperty("Name", "Clonk", def);
|
||||
}
|
||||
|
|
|
@ -1,7 +1,6 @@
|
|||
[DefCore]
|
||||
id=ROCK
|
||||
Version=4,10,0,0
|
||||
Name=Rock
|
||||
Category=C4D_Object|C4D_SelectMaterial|C4D_SelectHomebase|C4D_SelectInEarth
|
||||
MaxUserSelect=10
|
||||
Width=6
|
||||
|
@ -14,6 +13,5 @@ Value=1
|
|||
Mass=10
|
||||
Components=IROC=3
|
||||
Rebuy=1
|
||||
Collectible=1
|
||||
Projectile=1
|
||||
|
||||
|
|
|
@ -1,2 +0,0 @@
|
|||
DE:Stein
|
||||
US:Rock
|
|
@ -9,4 +9,8 @@ protected func Hit()
|
|||
}
|
||||
|
||||
func IsAlchemContainer() { return true; }
|
||||
func AlchemProcessTime() { return 160; }
|
||||
func AlchemProcessTime() { return 160; }
|
||||
func Definition(def) {
|
||||
SetProperty("Collectible", 1, def);
|
||||
SetProperty("Name", "$Name$", def);
|
||||
}
|
||||
|
|
|
@ -0,0 +1 @@
|
|||
Name=Stein
|
|
@ -0,0 +1 @@
|
|||
Name=Rock
|
Loading…
Reference in New Issue