home *** CD-ROM | disk | FTP | other *** search
/ GameStar 2006 April / Gamestar_83_2006-04_dvd.iso / Dema / lotrbfme2_demo.exe / INI.big / data_ini_object_createahero_createaheroanims.inc < prev    next >
Text File  |  2006-01-31  |  34KB  |  1,255 lines

  1. //================== ANIMATIONS =================================================================
  2.  
  3. //----------- Special Create A Hero Creation Screen Animations ---------------
  4. AnimationState = CREATE_A_HERO_IN_CREATION_SCREEN CREATE_A_HERO_EXAMINE_SELF CREATE_A_HERO_SELECTED_CHEER 
  5.     StateName               = STATE_ExamineSelf
  6.     Animation               = ExamineSelf
  7.         AnimationName       = #(MODEL)_C_CLRA
  8.         AnimationMode       = ONCE
  9.         AnimationBlendTime = 20
  10.     End
  11. End
  12.  
  13. AnimationState = CREATE_A_HERO_IN_CREATION_SCREEN CREATE_A_HERO_EXAMINE_WEAPON_RIGHT CREATE_A_HERO_SELECTED_CHEER 
  14.     StateName               = STATE_ExamineWeapon
  15.     Animation               = WeaponSwap
  16.         AnimationName       = #(MODEL)_C_WPNA
  17.         AnimationMode       = ONCE
  18.         AnimationBlendTime = 20
  19.     End
  20. End
  21.  
  22. AnimationState = CREATE_A_HERO_IN_CREATION_SCREEN USER_75
  23.      StateName               = STATE_SwapModels
  24.      Animation               = WeaponSwap
  25.          AnimationName       = #(MODEL)_C_ATNB #(MODEL)_C_ATND
  26.          AnimationMode       = MANUAL
  27.          AnimationBlendTime = 0
  28.      End
  29. End
  30.  
  31.  
  32.  
  33.  
  34.  
  35. //-----------------------------------------------------------------------------
  36. AnimationState = CREATE_A_HERO_IN_CREATION_SCREEN CREATE_A_HERO_SELECTED_CHEER
  37.     StateName = STATE_SelectedCheer
  38.     Animation = Foot_ATNB // Bored Idle
  39.         AnimationName       = #(MODEL)_C_ATNB #(MODEL)_C_ATND
  40.         AnimationMode       = ONCE
  41.         AnimationPriority  = 90
  42.         AnimationBlendTime = 20
  43.     End
  44.     Animation = Foot_ATND // Bored Fidget
  45.         AnimationName       = #(MODEL)_C_ATND #(MODEL)_C_ATNB
  46.         AnimationMode       = ONCE
  47.         AnimationPriority  = 10
  48.         AnimationBlendTime = 20
  49.     End
  50.     Animation = Foot_ATNE // Bored Fidget
  51.         AnimationName       = #(MODEL)_C_ATNE #(MODEL)_C_ATND #(MODEL)_C_ATNB
  52.         AnimationMode       = ONCE
  53.         AnimationPriority  = 3
  54.         AnimationBlendTime = 20
  55.     End
  56.     Flags =    RESTART_ANIM_WHEN_COMPLETE
  57.     BeginScript //script to set transition from moving
  58.         Prev = CurDrawablePrevAnimationState()
  59.         if Prev == "STATE_Unselected" then 
  60.             CurDrawableSetTransitionAnimState("Trans_SelectedCheer") 
  61.         end
  62. //          if Prev == "STATE_SwapModels" then 
  63. //              CurDrawableSetTransitionAnimState("Trans_SwapModels") 
  64. //          end
  65.     EndScript
  66. End
  67.  
  68. AnimationState = CREATE_A_HERO_IN_CREATION_SCREEN
  69.     StateName = STATE_Unselected
  70.     Animation = Foot_ATNB // Bored Idle
  71.         AnimationName       = #(MODEL)_C_ATNB #(MODEL)_C_ATND
  72.         AnimationMode       = ONCE
  73.         AnimationPriority   = 90
  74.         AnimationBlendTime = 10
  75.     End
  76.     Animation = Foot_ATND // Bored Fidget
  77.         AnimationName       = #(MODEL)_C_ATND #(MODEL)_C_ATNB
  78.         AnimationMode       = ONCE
  79.         AnimationPriority   = 10
  80.         AnimationBlendTime = 10
  81.     End
  82.     Animation = Foot_ATNE // Bored Fidget
  83.         AnimationName       = #(MODEL)_C_ATNE #(MODEL)_C_ATND #(MODEL)_C_ATNB
  84.         AnimationMode       = ONCE
  85.         AnimationPriority   = 3
  86.         AnimationBlendTime = 10
  87.     End
  88.     Flags =    RESTART_ANIM_WHEN_COMPLETE
  89.      BeginScript //script to set transition from moving
  90.          Prev = CurDrawablePrevAnimationState()
  91.          if Prev == "STATE_SwapModels" then 
  92.              CurDrawableSetTransitionAnimState("Trans_SwapModels") 
  93.          end
  94.      EndScript
  95. End
  96.  
  97. TransitionState = Trans_ExamineWeapon
  98.     Animation = Transition
  99.         AnimationName = #(MODEL)_C_WPNA
  100.         AnimationMode = ONCE
  101.         AnimationBlendTime = 20
  102.     End
  103. End
  104. TransitionState = Trans_ExamineSelf
  105.     Animation = Transition
  106.         AnimationName = #(MODEL)_C_CLRA
  107.         AnimationMode = ONCE
  108.         AnimationBlendTime = 20
  109.     End
  110. End
  111. TransitionState = Trans_SelectedCheer
  112.     Animation = Transition
  113.         AnimationName = #(MODEL)_C_SLCA
  114.         AnimationMode = ONCE
  115.         AnimationBlendTime = 20
  116.     End
  117. End
  118.  
  119. TransitionState = Trans_SwapModels
  120.     StateName = STATE_Unselected
  121.     Animation = Transition
  122.         AnimationName = #(MODEL)_C_ATNB #(MODEL)_C_ATND
  123.         AnimationMode = ONCE
  124.         AnimationBlendTime = 0
  125.     End
  126. End
  127.  
  128.  
  129.  
  130. //----------- Climbing/rappelling ---------------
  131. AnimationState                        = CLIMBING WEAPONSET_TOGGLE_1
  132.     StateName                        = STATE_Climbing
  133.     Animation                        = Climbing
  134.         AnimationName                = #(MODEL)_U_WALB
  135.         AnimationMode                = LOOP
  136.         AnimationBlendTime            = 10
  137.     End
  138.     BeginScript//script to set transition from moving
  139.         Prev = CurDrawablePrevAnimationState()
  140.         if Prev == "STATE_Running"  then CurDrawableSetTransitionAnimState("Trans_RunningToClimbing_WeaponToggle") return end
  141.     EndScript
  142. End
  143. TransitionState = Trans_RunningToClimbing_WeaponToggle
  144.     Animation = Transition
  145.         AnimationName = #(MODEL)_B_WALA
  146.         AnimationMode = ONCE
  147.     End
  148. End
  149.  
  150. AnimationState                        = CLIMBING
  151.     StateName                        = STATE_Climbing
  152.     Animation                        = Climbing
  153.         AnimationName                = #(MODEL)_U_WALB
  154.         AnimationMode                = LOOP
  155.         AnimationBlendTime            = 10
  156.     End
  157.     BeginScript//script to set transition from moving
  158.         Prev = CurDrawablePrevAnimationState()
  159.         if Prev == "STATE_Running"  then CurDrawableSetTransitionAnimState("Trans_RunningToClimbing") return end
  160.     EndScript
  161. End
  162. TransitionState = Trans_RunningToClimbing
  163.     Animation = Transition
  164.         AnimationName = #(MODEL)_U_WALA
  165.         AnimationMode = ONCE
  166.     End
  167. End
  168.  
  169. AnimationState                        = RAPPELLING WEAPONSET_TOGGLE_1
  170.     StateName                        = STATE_Rappelling
  171.     Animation                        = Rapelling
  172.         AnimationName                = #(MODEL)_U_WALD
  173.         AnimationMode                = LOOP
  174.         AnimationBlendTime            = 10
  175.     End
  176.     BeginScript//script to set transition from moving
  177.         Prev = CurDrawablePrevAnimationState()
  178.         if Prev == "STATE_Climbing"  then CurDrawableSetTransitionAnimState("Trans_ClimbingToRappelling") return end
  179.     EndScript
  180. End
  181. AnimationState                        = RAPPELLING
  182.     StateName                        = STATE_Rappelling
  183.     Animation                        = Rapelling
  184.         AnimationName                = #(MODEL)_U_WALD
  185.         AnimationMode                = LOOP
  186.         AnimationBlendTime            = 10
  187.     End
  188.     BeginScript//script to set transition from moving
  189.         Prev = CurDrawablePrevAnimationState()
  190.         if Prev == "STATE_Climbing"  then CurDrawableSetTransitionAnimState("Trans_ClimbingToRappelling") return end
  191.     EndScript
  192. End
  193. TransitionState = Trans_ClimbingToRappelling
  194.     Animation = Transition
  195.         AnimationName = #(MODEL)_U_WALC
  196.         AnimationMode = ONCE
  197.     End
  198. End
  199. TransitionState = Trans_RappellingToRunning_WeaponToggle
  200.     Animation = Transition
  201.         AnimationName = MUGblnSwrd_B_WALE
  202.         AnimationMode = ONCE
  203.     End
  204. End
  205. TransitionState = Trans_RappellingToRunning
  206.     Animation = Transition
  207.         AnimationName = MUGblnSwrd_U_WALE
  208.         AnimationMode = ONCE
  209.     End
  210. End
  211.     
  212.  
  213.  
  214.  
  215. // --------- MOUNTED  ------------
  216.  
  217. // --- Dying Anims
  218. AnimationState                    =    DYING AFLAME MOUNTED
  219.     Animation                    =    Fire
  220.         AnimationName            =    #(MODEL)_M_MFDA 
  221.         AnimationSpeedFactorRange = 0.9 1.1
  222.     End
  223.     BeginScript
  224.         CurDrawableHideSubObject("arrow") //Circumvents blend issues when the arrow is being shown...
  225.     EndScript
  226. End
  227.  
  228. AnimationState                =    DYING SPLATTED MOUNTED
  229.     Animation
  230.         AnimationName        =    #(MODEL)_M_LNDA
  231.         AnimationMode        =    ONCE
  232.     End
  233. End
  234. AnimationState        = DYING MOUNTED
  235.     StateName           = STATE_Sword
  236.     Animation
  237.         AnimationName     = #(MODEL)_M_DIEA
  238.         AnimationMode     = ONCE
  239.     End
  240. End
  241.  
  242. AnimationState                =    STUNNED_STANDING_UP MOUNTED
  243.     Animation
  244.         AnimationName        =    #(MODEL)_M_GTPA
  245.         AnimationMode        =    ONCE
  246.         AnimationSpeedFactorRange = 1.5 1.5
  247.     End
  248. End
  249.  
  250. AnimationState                =    STUNNED MOUNTED
  251.     Animation
  252.         AnimationName        =    #(MODEL)_M_LNDA
  253.         AnimationMode        =    ONCE
  254.     End
  255. End
  256.  
  257. AnimationState                =    FREEFALL MOUNTED
  258.     Animation
  259.         AnimationName        =    #(MODEL)_M_FLYA
  260.         AnimationMode        =    LOOP
  261.     End
  262.     Flags                    =    RANDOMSTART
  263. End
  264.  
  265. AnimationState                =    STUNNED_FLAILING MOUNTED
  266.     Animation
  267.         AnimationName        =    #(MODEL)_M_FLYA
  268.         AnimationMode        =    LOOP
  269.     End
  270.     Flags                    =    RANDOMSTART
  271. End
  272.  
  273. AnimationState        = PASSENGER MOUNTED
  274.     Animation
  275.         AnimationName       = #(MODEL)_M_GBDA
  276.         AnimationMode       = LOOP
  277.     End
  278.     Flags               = RANDOMSTART
  279. End
  280.  
  281. AnimationState        = MOUNTED LEVELED    // This state clears itself in 3 of your Earth seconds
  282.     Animation
  283.         AnimationName           = #(MODEL)_M_LVLA
  284.         AnimationMode       = ONCE
  285.     End
  286. End
  287.  
  288. // --- Attacking Anims        
  289. AnimationState                = FIRING_OR_PREATTACK_A MOUNTED    // Melee attack.
  290.     Animation
  291.         AnimationName        = #(MODEL)_M_ATKA #(MODEL)_M_ATKB
  292.         AnimationMode        = ONCE
  293.         UseWeaponTiming        = Yes
  294.     End
  295. End
  296.  
  297. // --- Moving Anims
  298. AnimationState                =    MOUNTED TURN_LEFT_HIGH_SPEED
  299.     Animation
  300.         AnimationName        =    #(MODEL)_M_TNL1
  301.         AnimationMode        =    LOOP
  302.         AnimationSpeedFactorRange= 1.8 1.8
  303.         AnimationBlendTime    =    20
  304.     End
  305. End
  306.  
  307. AnimationState                =    MOUNTED TURN_RIGHT_HIGH_SPEED
  308.     Animation
  309.         AnimationName        =    #(MODEL)_M_TNR1
  310.         AnimationMode        =    LOOP
  311.         AnimationSpeedFactorRange= 1.8 1.8
  312.         AnimationBlendTime    =    20
  313.     End
  314. End
  315.  
  316. AnimationState                =    MOVING TURN_LEFT MOUNTED
  317.     Animation
  318.         AnimationName        =    #(MODEL)_M_TRNL
  319.         AnimationMode        =    LOOP
  320.     End
  321. //            //ParticleSysBone            =    None CalvaryDustTrails
  322. End
  323.  
  324. AnimationState                =    MOVING TURN_RIGHT MOUNTED
  325.     Animation
  326.         AnimationName        =    #(MODEL)_M_TRNR
  327.         AnimationMode        =    LOOP
  328.     End
  329. //            //ParticleSysBone            =    None CalvaryDustTrails
  330. End
  331.  
  332. AnimationState                =    MOVING ACCELERATE MOUNTED
  333.     Animation
  334.         AnimationName        =    #(MODEL)_M_ACCL
  335.         AnimationMode        =    LOOP
  336.     End
  337.     //ParticleSysBone            =    None CalvaryDustTrails
  338. End
  339.  
  340. AnimationState                =    MOVING DECELERATE MOUNTED
  341.     Animation
  342.         AnimationName        =    #(MODEL)_M_DECL
  343.         AnimationMode        =    ONCE
  344.     End
  345.     //ParticleSysBone            =    None CalvaryDustTrails
  346. End
  347.  
  348. AnimationState                =    MOVING WALKING MOUNTED
  349.     Animation
  350.         AnimationName        =    #(MODEL)_M_WLKA
  351.         AnimationMode        =    LOOP
  352.     End
  353.     Flags                    =    RANDOMSTART
  354.     //ParticleSysBone            =    None InfantryDustTrails  
  355. End
  356.  
  357. AnimationState                =    MOVING BACKING_UP MOUNTED
  358.     Animation
  359.         AnimationName        =    #(MODEL)_M_BAKA
  360.         AnimationMode        =    LOOP
  361.     End
  362.     Flags                    =    RANDOMSTART
  363.     //ParticleSysBone            =    None InfantryDustTrails  
  364. End
  365.  
  366. AnimationState        = MOUNTED MOVING FIRING_OR_PREATTACK_A
  367.     ShareAnimation        = Yes
  368.     Animation
  369.         AnimationName       = #(MODEL)_M_ATRA
  370.         AnimationMode       = LOOP
  371.     End
  372.     Flags               = RANDOMSTART  
  373. End
  374.  
  375. AnimationState                =    MOVING MOUNTED
  376.     Animation
  377.         AnimationName        =    #(MODEL)_M_RUNA
  378.         AnimationMode        =    LOOP
  379.     End
  380.      Flags                    =    RANDOMSTART
  381.     //ParticleSysBone            =    None CalvaryDustTrails  
  382. End
  383.  
  384. // --- Selected Anims
  385. AnimationState                =    SELECTED MOUNTED
  386.     SimilarRestart            =   Yes            
  387.     StateName                =    AtAttentionIdleMounted
  388.     Animation                =    ATNB
  389.         AnimationName        =    #(MODEL)_M_ATNB
  390.         AnimationMode        =    LOOP
  391.     End
  392.     BeginScript
  393.         Prev = CurDrawablePrevAnimationState()
  394.         if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Select") end
  395.         if Prev == "AtAttentionIdleMounted" then CurDrawableSetTransitionAnimState("TRANS_Select") end
  396.     EndScript
  397. End
  398.  
  399. TransitionState                =    TRANS_Select
  400.     Animation
  401.         AnimationName        =    #(MODEL)_M_ATNA
  402.         AnimationMode        =    ONCE
  403.     End
  404. End
  405.  
  406. // --- Idle Anims
  407. AnimationState                = MOUNTED
  408.     Animation
  409.         AnimationName        =    #(MODEL)_M_IDLA
  410.         AnimationPriority    =    20
  411.         AnimationMode        =    ONCE
  412.         AnimationBlendTime    =    15
  413.     End
  414.     Flags                =    RESTART_ANIM_WHEN_COMPLETE
  415. End
  416.  
  417. // --------- UNMOUNTED  ------------
  418.  
  419. //------------------  DYING -------------------------------------------------------------
  420.  
  421. // --- Flying through the air.
  422. AnimationState        = STUNNED_FLAILING WEAPONSET_TOGGLE_1
  423.     StateName           = STATE_Bow
  424.     Animation
  425.         AnimationName     = #(MODEL)_B_FLYA
  426.         AnimationMode     = LOOP
  427.     End
  428.     Flags               = RANDOMSTART
  429. End
  430.  
  431. AnimationState        = STUNNED_FLAILING 
  432.     StateName           = STATE_Sword
  433.     Animation
  434.         AnimationName     = #(MODEL)_U_FLYA
  435.         AnimationMode     = LOOP
  436.     End
  437.     Flags               = RANDOMSTART
  438. End
  439.  
  440. // --- Dying anims
  441. AnimationState        = DYING SPLATTED WEAPONSET_TOGGLE_1
  442.     StateName           = STATE_Bow
  443.     Animation
  444.         AnimationName     = #(MODEL)_B_LNDA
  445.         AnimationMode     = ONCE
  446.     End
  447. End
  448.  
  449. AnimationState        = DYING SPLATTED
  450.     StateName           = STATE_Sword
  451.     Animation
  452.         AnimationName     = #(MODEL)_U_LNDA
  453.         AnimationMode     = ONCE
  454.     End
  455. End
  456.  
  457. AnimationState        = DYING WEAPONSET_TOGGLE_1    //WEAPONSTATE_CLOSE_RANGE
  458.     StateName           = STATE_Bow
  459.     Animation
  460.         AnimationName     = #(MODEL)_B_DIEA
  461.         AnimationMode     = ONCE
  462.     End
  463. End
  464.  
  465. AnimationState        = DYING
  466.     StateName           = STATE_Sword
  467.     Animation
  468.         AnimationName     = #(MODEL)_U_DIEA
  469.         AnimationMode     = ONCE
  470.     End
  471.     Animation           = GUHero_DIEB
  472.         AnimationName     = #(MODEL)_U_DIEB
  473.         AnimationMode     = ONCE
  474.     End
  475. End
  476.  
  477.  
  478. // --- Stunned anims
  479.  
  480.  
  481. AnimationState        = STUNNED_STANDING_UP WEAPONSET_TOGGLE_1
  482.     StateName           = STATE_Bow
  483.     Animation
  484.         AnimationName     = #(MODEL)_B_GTPA
  485.         AnimationMode     = ONCE
  486.         AnimationSpeedFactorRange = 1.5 1.5
  487.     End
  488. End
  489.  
  490. AnimationState        = STUNNED_STANDING_UP
  491.     StateName           = STATE_Sword
  492.     Animation
  493.         AnimationName     = #(MODEL)_U_GTPA
  494.         AnimationMode     = ONCE
  495.         AnimationSpeedFactorRange = 1.5 1.5
  496.     End
  497. End
  498.  
  499. AnimationState        = STUNNED WEAPONSET_TOGGLE_1
  500.     StateName           = STATE_Bow
  501.     Animation
  502.         AnimationName     = #(MODEL)_B_LNDA
  503.         AnimationMode     = ONCE
  504.     End
  505. End
  506.  
  507. AnimationState        = STUNNED 
  508.     StateName           = STATE_Sword
  509.     Animation           = GUHero_LNDA
  510.         AnimationName     = #(MODEL)_U_LNDA
  511.         AnimationMode     = ONCE
  512.     End
  513. End                
  514.  
  515. //------------------ SPECIAL POWER ANIMS ---------------------
  516.  
  517.  
  518. // RAIN OF ARROWS SPECIAL POWER //
  519. AnimationState                = PACKING_TYPE_1  WEAPONSET_TOGGLE_1
  520.     StateName                = rainofarrows
  521.     Animation
  522.         AnimationName        = #(MODEL)_B_ATKA2
  523.         AnimationMode        = LOOP
  524.     End
  525. //            FXEvent    = Frame:6    Name: FX_SarumanDominateAtSelf
  526. End
  527.  
  528. // DOMINATE SPECIAL POWER //
  529. AnimationState                = PACKING_TYPE_1
  530.     StateName                = Curse
  531.     Animation
  532.         AnimationName        = #(MODEL)_U_LVLA
  533.         AnimationMode        = ONCE
  534.     End
  535. //            FXEvent    = Frame:6    Name: FX_SarumanDominateAtSelf
  536. End
  537.  
  538. // TELEPORT SPECIAL POWER //
  539. AnimationState                = PACKING_TYPE_3
  540.     StateName                = Curse
  541.     Animation
  542.         AnimationName        = #(MODEL)_U_SPCA
  543.         AnimationMode        = ONCE
  544.     End
  545. //            FXEvent    = Frame:6    Name: FX_SarumanDominateAtSelf
  546. End
  547.  
  548. //--------------------- Wound Arrow anim
  549. AnimationState        =  SPECIAL_WEAPON_TWO
  550.     StateName = STATE_Bow
  551.     Animation
  552.         AnimationName       = #(MODEL)_U_SPCL #(MODEL)_U_ATKC
  553.         AnimationMode       = ONCE
  554.     End
  555.     FrameForPristineBonePositions = 59
  556.     BeginScript
  557.         CurDrawableShowSubObject("arrow")
  558.     EndScript
  559. End
  560.         
  561. //------------------ ATTACKING --------------------------------------------------------------------
  562.         // Attacking Anims [Weapon_A]
  563.         
  564.         
  565.         
  566. //        AnimationState        = MOVING WEAPONSET_TOGGLE_1 FIRING_OR_PREATTACK_A
  567. //            Animation           = TrotAndFire
  568. //                AnimationName       = #(MODEL)_U_ATRA
  569. //                AnimationMode       = LOOP
  570. //            End
  571. //            Flags               = RANDOMSTART
  572. //            StateName = RunAndSwing
  573. //        End
  574. //        
  575. //        AnimationState        = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1
  576. //            StateName           = STATE_Sword
  577. //            
  578. //            Animation           = ATKD
  579. //                AnimationName     = #(MODEL)_U_ATKD
  580. //                AnimationMode     = ONCE
  581. //                UseWeaponTiming        = Yes
  582. //                AnimationSpeedFactorRange = 1.149 1.149
  583. //            End
  584. //            
  585. //            Animation           = ATKE
  586. //                AnimationName    = #(MODEL)_U_ATKE
  587. //                AnimationMode     = ONCE
  588. //                UseWeaponTiming        = Yes
  589. //                AnimationSpeedFactorRange = 1.149 1.149
  590. //            End
  591. //            
  592. //            Animation           = ATKF
  593. //                AnimationName    = #(MODEL)_U_ATKF
  594. //                AnimationMode     = ONCE
  595. //                AnimationSpeedFactorRange = 1.47 1.47
  596. //            End
  597. //            Flags                =    RESTART_ANIM_WHEN_COMPLETE
  598. //            //    FrameForPristineBonePositions = 59
  599. //            BeginScript
  600. //                Prev = CurDrawablePrevAnimationState()
  601. //                if Prev == "STATE_Bow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword") end
  602. //            EndScript
  603. //        End
  604.  
  605. //------------------ MOVING -------------------------------------------------------------
  606.  
  607.         AnimationState        = MOVING USER_4                 // Moving slaughter
  608.             StateName           = Slaughter
  609.             Flags               = RANDOMSTART
  610.             //ParticleSysBone     = None InfantryDustTrails
  611.             Animation           = GUHero_ATKE
  612.                 AnimationName     = #(MODEL)_U_ATKE
  613.                 AnimationMode     = LOOP
  614.             End
  615.             StateName           = NoSword
  616.             BeginScript
  617.                 Prev = CurDrawablePrevAnimationState()
  618.                 if Prev == "Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow") end
  619.             EndScript
  620.         End
  621.  
  622.         //--- Running with bow
  623.         AnimationState            = MOVING WEAPONSET_TOGGLE_1        //WEAPONSTATE_CLOSE_RANGE
  624.             StateName           = STATE_RunningBow
  625.             Flags               = RANDOMSTART
  626.             //ParticleSysBone    = None InfantryDustTrails
  627.             Animation
  628.                 AnimationName   = #(MODEL)_B_RUNA
  629. //                AnimationMode   = LOOP
  630.                 AnimationSpeedFactorRange = 0.85 0.85
  631. //                Distance        = 28
  632.             End
  633.             BeginScript
  634.                 Prev = CurDrawablePrevAnimationState()
  635.                 if Prev == "STATE_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow") end
  636.                 if Prev == "STATE_RunningSword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Running") end
  637.                 if Prev == "STATE_Rappelling"  then CurDrawableSetTransitionAnimState("Trans_RappellingToRunning_WeaponToggle") return end
  638.             EndScript
  639.         End
  640.  
  641.         //--- Running with sword
  642.         AnimationState            = MOVING
  643.             StateName           = STATE_RunningSword
  644.             Flags               = RANDOMSTART
  645.             //ParticleSysBone    = None InfantryDustTrails
  646.             Animation
  647.                 AnimationName   = #(MODEL)_U_RUNA
  648. //                AnimationMode   = LOOP
  649.                 AnimationSpeedFactorRange = 0.85 0.85
  650. //                Distance = 28
  651.             End
  652.             BeginScript
  653.                 Prev = CurDrawablePrevAnimationState()
  654.                 if Prev == "STATE_Bow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword") end
  655.                 if Prev == "STATE_RunningBow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword_Running") end
  656.                 if Prev == "STATE_Rappelling"  then CurDrawableSetTransitionAnimState("Trans_RappellingToRunning") return end
  657.             EndScript
  658.         End
  659.  
  660.         //---------------------------------------------------
  661.         //New style firing with bow
  662.         AnimationState                    =    PREATTACK_A WEAPONSET_TOGGLE_1
  663.             StateName                    =    STATE_Firing
  664.             Animation                    =    ReadyToDrawn
  665.                 AnimationName            =    #(MODEL)_B_ATKA1
  666.                 AnimationMode            =    ONCE
  667. //                UseWeaponTiming            =    Yes            // UseWeaponTiming plus random weapon field equals desync.  Leaving as warning
  668.                 //AnimationBlendTime        =    10
  669.             End
  670.         End
  671.  
  672.         AnimationState                    =    FIRING_OR_RELOADING_A WEAPONSET_TOGGLE_1
  673.             StateName                    =    STATE_Firing
  674.             Animation                    =    LooseReloadDraw
  675.                 AnimationName            =    #(MODEL)_B_ATKA2
  676.                 AnimationMode            =    ONCE
  677. //                UseWeaponTiming            =    Yes            // UseWeaponTiming plus random weapon field equals desync.  Leaving as warning
  678.                 AnimationSpeedFactorRange = 1.1 1.1        // Therefore, this is all you get.  A slight speed up so that the animation can always finish before any possible random value Design sets the range for
  679.                 //AnimationBlendTime        =    10
  680.             End
  681.         End
  682.         //---------------------End New style firing
  683.  
  684.         AnimationState                    =    CONTINUOUS_FIRE_MEAN WEAPONSET_TOGGLE_1
  685.             Animation                    =    HangFrameWhileCoasting
  686.                 AnimationName            =    #(MODEL)_B_ATKA2
  687.                 AnimationMode            =    MANUAL
  688.             End
  689.         End
  690.         
  691.         //AnimationState                        = CONTINUOUS_FIRE_SLOW WEAPONSET_TOGGLE_1
  692.         //    //StateName                        = STATE_Idle_Bow
  693.         //    Animation                        = PutAwayArrow
  694.         //        AnimationName                = #(MODEL)_U_ATKA3
  695.         //        AnimationMode                = ONCE
  696.         //    End
  697.         //End
  698.                 
  699.         //End New style firing
  700.         //---------------------------------------------------
  701.  
  702.         AnimationState                = FIRING_OR_PREATTACK_A // Melee attack.
  703.             Animation
  704.                 AnimationName        = #(MODEL)_U_ATKA1 #(MODEL)_U_ATKA #(MODEL)_U_ATKB
  705.                 AnimationMode        = ONCE
  706.                 UseWeaponTiming        = Yes
  707.             End
  708.         End
  709.  
  710.  
  711.         
  712. //-------------------- HIT REACTIONS -----------------------------------------------------------
  713.  
  714. // this hit animation attack stance
  715.         AnimationState = EMOTION_ALERT HIT_REACTION WEAPONSET_TOGGLE_1
  716.             Animation
  717.                 AnimationName = #(MODEL)_B_HITA
  718.                 AnimationMode = ONCE
  719.             End
  720.         End
  721.  
  722.         AnimationState = HIT_REACTION WEAPONSET_TOGGLE_1
  723.             Animation
  724.                 AnimationName = #(MODEL)_B_HITA
  725.                 AnimationMode = ONCE
  726.             End
  727.         End
  728.  
  729.         AnimationState = HIT_REACTION
  730.             Animation
  731.                 AnimationName = #(MODEL)_U_HITA
  732.                 AnimationMode = ONCE
  733.             End
  734.         End
  735.  
  736. //------------ SPECIAL POWERS ------------------------------------------------------------------        
  737.  
  738.         AnimationState                = SPECIAL_POWER_1                            ; Aragorn shouting Elendil anim
  739.             StateName                = STATE_ready
  740.             Animation
  741.                 AnimationName        = #(MODEL)_U_SPCA
  742.                 AnimationMode        = ONCE
  743.             End
  744.             ParticleSysBone            = B_SWORDBONE ElendilFlare FollowBone:yes
  745.             ParticleSysBone            = B_SWORDBONE ElendilSwordFlare FollowBone:yes
  746. ;            FXEvent    = Name: FX_ElendilGlowEvent
  747.         End
  748.  
  749.         // WORD OF POWER ANIMS ON FOOT //
  750.         AnimationState          =    SPECIAL_WEAPON_ONE
  751.             StateName          =    Attacking
  752.             Animation
  753.                 AnimationName =    #(MODEL)_U_SPCA
  754.                 AnimationMode =    ONCE
  755.             End
  756.             //FXEvent              =    Frame:5    Name:FX_GandalfPreAttackBlast
  757.         End
  758.  
  759.         //    WIZARD BLAST ANIMS MOUNTED //
  760.         AnimationState          =    SPECIAL_WEAPON_TWO MOUNTED
  761.             StateName          =    Attacking
  762.             Animation
  763.                 AnimationName =    #(MODEL)_U_SPLD #(MODEL)_U_ATKA
  764.                 AnimationMode =    ONCE
  765.             End
  766.         End
  767.     
  768.         //    WIZARD BLAST ANIMS ON FOOT //
  769.         AnimationState          =    SPECIAL_WEAPON_TWO
  770.             StateName          =    Attacking
  771.             Animation
  772.                 AnimationName =    #(MODEL)_U_SPCB #(MODEL)_U_ATKA
  773.                 AnimationMode =    ONCE
  774.             End
  775.         End
  776.  
  777.         //    ISTARI LIGHT STAFF WEAPON MOUNTED //
  778.         AnimationState          =    SPECIAL_WEAPON_THREE MOUNTED    // FIRING_OR_PREATTACK_C
  779.             StateName          =    Attacking
  780.             Animation          =    StaffLaser
  781.                 AnimationName =    #(MODEL)_U_SPCD #(MODEL)_U_ATKA
  782.                 AnimationMode =    ONCE
  783.             End
  784.             FXEvent              =    Frame:30 Name:FX_GandalfStaffFlare
  785.         End
  786.  
  787.         //    ISTARI LIGHT STAFF WEAPON ON FOOT //
  788.         AnimationState          =    SPECIAL_WEAPON_THREE // FIRING_OR_PREATTACK_C
  789.             StateName          =    Attacking
  790.             Animation          =    StaffLaser
  791.                 AnimationName =    #(MODEL)_U_SPCE #(MODEL)_U_ATKA//    isitari's light?
  792.                 AnimationMode =    ONCE
  793.             End
  794.             FXEvent              =    Frame:30 Name:FX_GandalfStaffFlare
  795.         End
  796.         
  797.         ; Throwing and cripple strike
  798.         AnimationState          =    SPECIAL_WEAPON_FOUR
  799.             StateName          =    Attacking
  800.             Animation
  801.                 AnimationName =    #(MODEL)_U_SPCD
  802.                 AnimationMode =    ONCE
  803.             End
  804.             FrameForPristineBonePositions    = 44
  805.         End
  806.  
  807.         AnimationState          =    SPECIAL_WEAPON_FIVE
  808.             StateName          =    Attacking
  809.             Animation
  810.                 AnimationName =    #(MODEL)_U_SPCE
  811.                 AnimationMode =    ONCE
  812.             End
  813.         End
  814.  
  815.         AnimationState          =    SPECIAL_WEAPON_SIX
  816.             StateName          =    Attacking
  817.             Animation
  818.                 AnimationName =    #(MODEL)_U_SPCF
  819.                 AnimationMode =    ONCE
  820.             End
  821.         End
  822.  
  823.         //    Special Power 1
  824.         AnimationState          =    PACKING_TYPE_1 UNPACKING
  825.             StateName          =    Attacking
  826.             Animation          =    LightningSwordStart
  827.                 AnimationName =    #(MODEL)_U_SPCC #(MODEL)_U_ATKA
  828.                 AnimationMode =    ONCE
  829.             End
  830.             FXEvent              =    Frame:14 Name:FX_CreateAHeroLightningCharge
  831. //            FXEvent              =    Frame:70 Name:FX_GandalfLightningFizzle
  832.             FXEvent              =    Frame:14 Name:FX_GandalfLightningSword    FrameStop:70
  833.         End
  834.     
  835.         AnimationState          =    PACKING_TYPE_1 PREPARING
  836.             StateName          =    Attacking
  837.             Animation          =    LightningSwordLoop
  838.                 AnimationName =    #(MODEL)_U_SPCA #(MODEL)_U_ATKA
  839.                 AnimationMode =    LOOP
  840.             End
  841.         End
  842.  
  843.         AnimationState          =    PACKING_TYPE_1 PACKING
  844.             StateName          =    Attacking
  845.             Animation          =    LightningSwordPutAway
  846.                 AnimationName =    #(MODEL)_U_SPCB #(MODEL)_U_ATKA
  847.                 AnimationMode =    ONCE
  848.             End
  849.         End
  850.  
  851.         //    Special Power 2
  852.         AnimationState          =    PACKING_TYPE_2 UNPACKING
  853.             StateName          =    Attacking
  854.             Animation          =    LightningSwordStart
  855.                 AnimationName =    #(MODEL)_U_SPCC #(MODEL)_U_ATKA
  856.                 AnimationMode =    ONCE
  857.             End
  858.             FXEvent              =    Frame:14 Name:FX_CreateAHeroLightningCharge
  859. //            FXEvent              =    Frame:70 Name:FX_GandalfLightningFizzle
  860.             FXEvent              =    Frame:14 Name:FX_GandalfLightningSword    FrameStop:70
  861.         End
  862.     
  863.         AnimationState          =    PACKING_TYPE_2 PREPARING
  864.             StateName          =    Attacking
  865.             Animation          =    LightningSwordLoop
  866.                 AnimationName =    #(MODEL)_U_SPCA #(MODEL)_U_ATKA
  867.                 AnimationMode =    LOOP
  868.             End
  869.         End
  870.  
  871.         AnimationState          =    PACKING_TYPE_2 PACKING
  872.             StateName          =    Attacking
  873.             Animation          =    LightningSwordPutAway
  874.                 AnimationName =    #(MODEL)_U_SPCB #(MODEL)_U_ATKA
  875.                 AnimationMode =    ONCE
  876.             End
  877.         End
  878.         
  879. //----------- Captain of Gondor - Sword --------------------------------------------
  880.         AnimationState        = PACKING_TYPE_2 WEAPONSET_TOGGLE_1
  881.             StateName          =    CaptainPower
  882.             Animation           = GUHero_CHRC
  883.                 AnimationName     = #(MODEL)_U_CHRC
  884.                 AnimationMode     = ONCE
  885.                 AnimationSpeedFactorRange = 1.2 1.2
  886.             End
  887.         End
  888.  
  889. //----------- Captain of Gondor - Bow -----------------------------------------------
  890.         AnimationState        = PACKING_TYPE_2
  891.             StateName          =    STATE_CaptainBow
  892.             Animation           = GUHero_CHRD
  893.                 AnimationName     = #(MODEL)_U_SPCE #(MODEL)_U_SPCA #(MODEL)_U_CHRD
  894.                 AnimationMode     = ONCE
  895. //                AnimationSpeedFactorRange = 0.75 0.75
  896.             End
  897.         End
  898.  
  899.         //    Special Power 3
  900.         AnimationState          =    PACKING_TYPE_3 UNPACKING
  901.             StateName          =    Attacking
  902.             Animation          =    LightningSwordStart
  903.                 AnimationName =    #(MODEL)_U_SPCC #(MODEL)_U_ATKA
  904.                 AnimationMode =    ONCE
  905.             End
  906.             FXEvent              =    Frame:14 Name:FX_CreateAHeroLightningCharge
  907. //            FXEvent              =    Frame:70 Name:FX_GandalfLightningFizzle
  908.             FXEvent              =    Frame:14 Name:FX_GandalfLightningSword    FrameStop:70
  909.         End
  910.     
  911.         AnimationState          =    PACKING_TYPE_3 PREPARING
  912.             StateName          =    Attacking
  913.             Animation          =    LightningSwordLoop
  914.                 AnimationName =    #(MODEL)_U_SPCA #(MODEL)_U_ATKA
  915.                 AnimationMode =    LOOP
  916.             End
  917.         End
  918.  
  919.         AnimationState          =    PACKING_TYPE_3 PACKING
  920.             StateName          =    Attacking
  921.             Animation          =    LightningSwordPutAway
  922.                 AnimationName =    #(MODEL)_U_SPCB #(MODEL)_U_ATKA
  923.                 AnimationMode =    ONCE
  924.             End
  925.         End
  926.         
  927.         //    Special Power 4
  928.         AnimationState          =    PACKING_TYPE_4 UNPACKING      
  929.             Animation          
  930.                 AnimationName =    #(MODEL)_U_SPCA
  931.                 AnimationMode =    ONCE
  932.             End
  933.         End
  934.     
  935.         AnimationState          =    PACKING_TYPE_4 PREPARING
  936.             Animation         
  937.                 AnimationName =    #(MODEL)_U_SPCA
  938.                 AnimationMode =    ONCE
  939.             End
  940.         End
  941.  
  942.         AnimationState          =    PACKING_TYPE_4 PACKING
  943.             Animation          
  944.                 AnimationName =    #(MODEL)_U_SPCA
  945.                 AnimationMode =    ONCE
  946.             End
  947.         End
  948.         
  949.         //    Special Power 5
  950.         
  951.         //        AnimationState          =    PACKING_TYPE_5 UNPACKING WEAPONSET_TOGGLE_1  
  952. //            Animation          
  953. //                AnimationName =    #(MODEL)_B_SPCB
  954. //                AnimationMode =    ONCE
  955. //            End
  956. //        End
  957. //    
  958. //        AnimationState          =    PACKING_TYPE_5 PREPARING WEAPONSET_TOGGLE_1
  959. //            Animation         
  960. //                AnimationName =    #(MODEL)_B_SPCB
  961. //                AnimationMode =    ONCE
  962. //            End
  963. //        End
  964.  
  965.         AnimationState          =    PACKING_TYPE_5 PACKING WEAPONSET_TOGGLE_1
  966.             Animation          
  967.                 AnimationName =    #(MODEL)_B_SPCB
  968.                 AnimationMode =    ONCE
  969.                 AnimationSpeedFactorRange = 0.7333 0.7333
  970.             End
  971.         End
  972.         
  973. //        AnimationState          =    PACKING_TYPE_5 UNPACKING      
  974. //            Animation          
  975. //                AnimationName =    #(MODEL)_U_SPCB
  976. //                AnimationMode =    ONCE
  977. //            End
  978. //        End
  979. //    
  980. //        AnimationState          =    PACKING_TYPE_5 PREPARING
  981. //            Animation         
  982. //                AnimationName =    #(MODEL)_U_SPCB
  983. //                AnimationMode =    ONCE
  984. //            End
  985. //        End
  986.  
  987.         AnimationState          =    PACKING_TYPE_5 PACKING
  988.             Animation          
  989.                 AnimationName =    #(MODEL)_U_SPCB
  990.                 AnimationMode =    ONCE
  991.             End
  992.         End
  993.         
  994.         //    Special Power 6
  995. //        AnimationState          =    PACKING_TYPE_6 UNPACKING      
  996. //            Animation          
  997. //                AnimationName =    #(MODEL)_U_SPCD
  998. //                AnimationMode =    ONCE
  999. //            End
  1000. //        End
  1001. //    
  1002. //        AnimationState          =    PACKING_TYPE_6 PREPARING
  1003. //            Animation         
  1004. //                AnimationName =    #(MODEL)_U_SPCD
  1005. //                AnimationMode =    ONCE
  1006. //            End
  1007. //        End
  1008.  
  1009.         AnimationState          =    PACKING_TYPE_6 PACKING
  1010.             Animation          
  1011.                 AnimationName =    #(MODEL)_U_SPCD
  1012.                 AnimationMode =    ONCE
  1013.             End
  1014.         End
  1015.  
  1016.  
  1017.  
  1018.  
  1019. //====== LEVELED
  1020.         AnimationState                = LEVELED WEAPONSET_TOGGLE_1    // This state clears itself in 3 seconds
  1021.             Animation                = LevelUp
  1022.                 AnimationName        = #(MODEL)_B_CHRA #(MODEL)_B_LVLA
  1023.                 AnimationMode        = ONCE
  1024.             End
  1025.         End
  1026.  
  1027.         AnimationState                = LEVELED                         // This state clears itself in 3 seconds
  1028.             Animation                = LevelUp
  1029.                 AnimationName        = #(MODEL)_U_CHRA #(MODEL)_U_LVLA
  1030.                 AnimationMode        = ONCE
  1031.             End
  1032.         End
  1033.  
  1034. //---------------------- EMOTIONS ---------------------------------------------------------------
  1035.  
  1036.         // cheer, mounted
  1037.         AnimationState                =    EMOTION_CELEBRATING MOUNTED
  1038.             Animation 
  1039.                 AnimationName        =    #(MODEL)_M_CHRA #(MODEL)_M_IRFA
  1040.                 AnimationMode        =    ONCE
  1041.             End
  1042.             Flags                    =    RESTART_ANIM_WHEN_COMPLETE
  1043.         End
  1044.  
  1045.         // cheer, w/ bow on foot
  1046.         AnimationState                =    EMOTION_CELEBRATING WEAPONSET_TOGGLE_1
  1047.             Animation 
  1048.                 AnimationName        =    #(MODEL)_B_CHRA
  1049.                 AnimationMode        =    ONCE
  1050.             End
  1051.             Flags                    =    RESTART_ANIM_WHEN_COMPLETE
  1052.         End
  1053.  
  1054.         // cheer, on foot
  1055.         AnimationState                =    EMOTION_CELEBRATING
  1056.             Animation CHRA
  1057.                 AnimationName        =    #(MODEL)_U_CHRA #(MODEL)_U_TNTA
  1058.                 AnimationMode        =    ONCE
  1059.             End
  1060.             Animation CHRB
  1061.                 AnimationName        =    #(MODEL)_U_CHRB #(MODEL)_U_CHRA #(MODEL)_U_TNTA
  1062.                 AnimationMode        =    ONCE
  1063.             End
  1064.             Flags                    =    RESTART_ANIM_WHEN_COMPLETE
  1065.         End
  1066.         
  1067.         // taunt, mounted
  1068.         AnimationState                =    EMOTION_TAUNTING MOUNTED
  1069.             Animation 
  1070.                 AnimationName        =    #(MODEL)_M_TNTA #(MODEL)_M_IRFA
  1071.                 AnimationMode        =    ONCE
  1072.             End
  1073.             Flags                    =    RESTART_ANIM_WHEN_COMPLETE
  1074.         End
  1075.         
  1076.         // taunt, w/ bow on foot
  1077.         AnimationState                =    EMOTION_TAUNTING WEAPONSET_TOGGLE_1
  1078.             Animation 
  1079.                 AnimationName        =    #(MODEL)_B_TNTA
  1080.                 AnimationMode        =    ONCE
  1081.             End
  1082.             Flags                    =    RESTART_ANIM_WHEN_COMPLETE
  1083.         End
  1084.         
  1085.         // taunt, on foot
  1086.         AnimationState                =    EMOTION_TAUNTING
  1087.             Animation CHRA
  1088.                 AnimationName        =    #(MODEL)_U_TNTA
  1089.                 AnimationMode        =    ONCE
  1090.             End
  1091.             Animation CHRB
  1092.                 AnimationName        =    #(MODEL)_U_TNTB #(MODEL)_U_TNTA
  1093.                 AnimationMode        =    ONCE
  1094.             End
  1095.             Flags                    =    RESTART_ANIM_WHEN_COMPLETE
  1096.         End
  1097.         
  1098. //     Animation
  1099. //         AnimationName                = RUMerry_CHRA
  1100. //         AnimationMode                = ONCE
  1101. //     End
  1102. //     Animation
  1103. //         AnimationName                = RUMerry_CHRB
  1104. //         AnimationMode                = ONCE
  1105. //     End
  1106. //     Flags                            = RESTART_ANIM_WHEN_COMPLETE
  1107. // End
  1108. // 
  1109. // AnimationState                        = EMOTION_TAUNTING
  1110. //     Animation
  1111. //         AnimationName                = RUMerry_TNTB
  1112. //         AnimationMode                = LOOP
  1113. //     End
  1114. // End
  1115. // 
  1116. // AnimationState                    = EMOTION_ALERT WEAPONSET_TOGGLE_1
  1117. //     StateName                    = STATE_Ready_Rocks
  1118. //     Animation                    = IDLA
  1119. //         AnimationName            = RUMerry_IDLA
  1120. //         AnimationMode            = LOOP
  1121. //     End
  1122. // End
  1123. // AnimationState                    = EMOTION_ALERT
  1124. //     StateName                    = STATE_Ready_Sword
  1125. //     Animation
  1126. //         AnimationName            = RUMerry_IDLB
  1127. //         AnimationMode            = LOOP
  1128. //     End
  1129. // End
  1130.         
  1131.  
  1132.  
  1133. //====== ENGAGED
  1134.         AnimationState                = ENGAGED
  1135.             StateName                = STATE_ready
  1136.             Animation
  1137.                 AnimationName        = #(MODEL)_U_IDLA
  1138.                 AnimationMode        = ONCE
  1139.             End
  1140.         End
  1141.         
  1142. // --- Idle Toggled
  1143.         AnimationState                = WEAPONSET_TOGGLE_1
  1144.             StateName                = STATE_Idle_Bow
  1145.             Animation
  1146.                 AnimationName        =    #(MODEL)_B_IDLA
  1147.                 AnimationPriority    =    20
  1148.                 AnimationMode        =    ONCE
  1149.                 AnimationBlendTime    =    15
  1150.             End
  1151.             Flags                =    RESTART_ANIM_WHEN_COMPLETE
  1152.             BeginScript
  1153.                 Prev = CurDrawablePrevAnimationState()
  1154.                 if Prev == "STATE_Idle_Sword" then CurDrawableSetTransitionAnimState("TRANS_SwordToBow") end
  1155.             EndScript
  1156.         End
  1157.  
  1158.         IdleAnimationState
  1159.             StateName                    = STATE_Idle_Sword    
  1160.             Animation = Foot_IDLB // Bored Idle
  1161.                 AnimationName       = #(MODEL)_U_IDLB
  1162.                 AnimationMode       = ONCE
  1163.                 AnimationPriority   = 20
  1164.             End
  1165.             Animation = Foot_IDLC // Bored Fidget
  1166.                 AnimationName       = #(MODEL)_U_IBFA
  1167.                 AnimationMode       = ONCE
  1168.                 AnimationPriority   = 2
  1169.             End
  1170.             //Animation = Foot_IDLD // Bored Fidget
  1171.             //    AnimationName       = #(MODEL)_U_IBFB
  1172.             //    AnimationMode       = ONCE
  1173.             //    AnimationPriority   = 1
  1174.             //End
  1175.  
  1176.             BeginScript
  1177.                 CurDrawableHideSubObject("arrow")
  1178.                 Prev = CurDrawablePrevAnimationState()
  1179.                 if Prev == "STATE_Selected_Sword" then CurDrawableSetTransitionAnimState("TRANS_SelectedToBoredSword") end
  1180.                 if Prev == "STATE_Idle_Bow" then CurDrawableSetTransitionAnimState("TRANS_BowToSword") end
  1181.             EndScript
  1182.         End
  1183.         
  1184.  
  1185.     //---transitions--------------------------------------------
  1186.  
  1187.         TransitionState = TRANS_BoredToSelectedSword
  1188.         // Once we have proper animations for enter -> idle -> exit, fix this properly.
  1189.             Animation = ANTD
  1190.                 AnimationName    = #(MODEL)_U_ATNA #(MODEL)_U_ATND #(MODEL)_U_IDLA
  1191.                 AnimationMode    = ONCE
  1192.             End        
  1193.         End
  1194.         
  1195.         TransitionState = TRANS_SelectedToBoredSword
  1196.             Animation            = ATNF
  1197.                 AnimationName    = #(MODEL)_U_ATNC #(MODEL)_U_ATNF #(MODEL)_U_ATNE
  1198.                 AnimationMode    = ONCE
  1199.             End        
  1200.         End    
  1201.  
  1202.         TransitionState = TRANS_BoredToSelectedBow
  1203.             Animation = ATNC
  1204.                 AnimationName        = #(MODEL)_U_ATNF #(MODEL)_U_ATNE
  1205.                 AnimationMode        = ONCE
  1206.             End        
  1207.         End
  1208.         
  1209.         TransitionState = TRANS_CaptainBowToSelectedBow
  1210.             Animation = ATNC
  1211.                 AnimationName        = #(MODEL)_U_ATNF
  1212.                 AnimationMode        = ONCE
  1213.                 AnimationBlendTime    = 10
  1214.                 AnimationSpeedFactorRange = 1.5 1.5
  1215.             End        
  1216.         End
  1217.         
  1218.         TransitionState = TRANS_SelectedToBoredBow
  1219.             Animation            = ATNA
  1220.                 AnimationName    = #(MODEL)_U_ATNF
  1221.                 AnimationMode    = ONCE
  1222.             End        
  1223.         End    
  1224.  
  1225.  
  1226.         TransitionState       = TRANS_BowToSword
  1227.             Animation           = CUHero_STHA
  1228.                 AnimationName     = #(MODEL)_B_STHA
  1229.                 AnimationMode     = ONCE
  1230.             End
  1231.         End
  1232.  
  1233.         TransitionState       = TRANS_SwordToBow
  1234.             Animation           = CUHero_STHB
  1235.                 AnimationName     = #(MODEL)_U_STHA
  1236.                 AnimationMode     = ONCE
  1237.             End
  1238.         End    
  1239.  
  1240.         TransitionState               = TRANS_BowToSword_Running
  1241.             Animation               = DrawSwords
  1242.                 AnimationName       = #(MODEL)_B_STHB
  1243.                 AnimationMode       = ONCE
  1244.             End
  1245.         End
  1246.         
  1247.         TransitionState               = TRANS_SwordToBow_Running
  1248.             Animation               = DrawBow
  1249.                 AnimationName       = #(MODEL)_U_STHB
  1250.                 AnimationMode       = ONCE
  1251.             End
  1252.         End        
  1253.  
  1254.     End
  1255.