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Text File  |  2006-01-31  |  51KB  |  1,719 lines

  1. ;----------------------------------------------------------------------------------------------------------------------
  2. ;
  3. ;    GoblinSpiderRider
  4. ;
  5. ;----------------------------------------------------------------------------------------------------------------------
  6. Object GoblinSpiderRider
  7.     ; ***ART Parameters ***
  8.  
  9.     SelectPortrait          = UPWild_SpiderRider
  10.     ButtonImage        = WOR_SpiderRider
  11.  
  12.     Draw = W3DHordeModelDraw ModuleTag_01
  13.  
  14.       OkToChangeModelColor = Yes
  15.       
  16.     StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
  17.     LodOptions                            = LOW
  18.         AllowMultipleModels                = ALLOW_MULTIPLE_MODELS_LOW
  19.         MaxRandomTextures                = MAX_RANDOM_TEXTURES_LOW
  20.         MaxRandomAnimations                = MAX_RANDOM_ANIMATIONS_LOW
  21.         MaxAnimFrameDelta                = MAX_ANIM_FRAME_DELTA_LOW
  22.     End
  23.     
  24.     LodOptions                            = MEDIUM
  25.         AllowMultipleModels                = ALLOW_MULTIPLE_MODELS_MED
  26.         MaxRandomTextures                = MAX_RANDOM_TEXTURES_MED
  27.         MaxRandomAnimations                = MAX_RANDOM_ANIMATIONS_MED
  28.         MaxAnimFrameDelta                = MAX_ANIM_FRAME_DELTA_MED
  29.     End
  30.     
  31.     LodOptions                            = HIGH
  32.         AllowMultipleModels                = ALLOW_MULTIPLE_MODELS_HIGH
  33.         MaxRandomTextures                = MAX_RANDOM_TEXTURES_HIGH
  34.         MaxRandomAnimations                = MAX_RANDOM_ANIMATIONS_HIGH
  35.         MaxAnimFrameDelta                = MAX_ANIM_FRAME_DELTA_HIGH
  36.     End
  37.     
  38. ;;====================== MODELS ================================================================
  39. ; --------- With Sword ------------
  40.         DefaultModelConditionState
  41.             Model                        = MUSpidRdr_SKN
  42.             Skeleton                    = MUSpidRdr_SKL
  43.             ParticleSysBone Sword01 SpiderRiderPoison FollowBone:Yes Persist:SPAWN PersistID:100
  44.             ParticleSysBone Sword01 SpiderRiderPoison2 FollowBone:Yes Persist:SPAWN PersistID:101
  45.         End
  46.  
  47. ; --------- With Bow (including Fire Arrows Upgrade)------------
  48.         ModelConditionState                = WEAPONSET_TOGGLE_1
  49.             WeaponLaunchBone            = PRIMARY FIREAROWTIP
  50.             ParticleSysBone Sword01 SpiderRiderPoison FollowBone:Yes Persist:HOLD PersistID:100
  51.             ParticleSysBone Sword01 SpiderRiderPoison2 FollowBone:Yes Persist:HOLD PersistID:101
  52.         End
  53.  
  54.  
  55. ;;================== ANIMATIONS =================================================================
  56.  
  57.         
  58.         ;//--------------WallScaling---------------
  59.  
  60.         AnimationState                        = CLIMBING
  61.             StateName                        = STATE_Climbing
  62.             Animation                        = Climbing
  63.                 AnimationName                = MUSpidRdr_WALB
  64.                 AnimationMode                = LOOP
  65.                 AnimationBlendTime            = 10
  66.             End
  67.             BeginScript;script to set transition from moving
  68.                 Prev = CurDrawablePrevAnimationState()
  69.                 if Prev == "STATE_Running"  then CurDrawableSetTransitionAnimState("Trans_RunningToClimbing") return end
  70.                 ;if Prev == "STATE_Rappelling"  then CurDrawableSetTransitionAnimState("Trans_RappellingToClimbing") return end
  71.             EndScript
  72.         End
  73.         TransitionState = Trans_RunningToClimbing
  74.             Animation = Transition
  75.                 AnimationName = MUSpidRdr_WALC
  76.                 AnimationMode = ONCE
  77.             End
  78.         End
  79.         AnimationState                        = RAPPELLING
  80.             StateName                        = STATE_Rappelling
  81.             Animation                        = Rapelling
  82.                 AnimationName                = MUSpidRdr_WALD
  83.                 AnimationMode                = LOOP
  84.                 AnimationBlendTime            = 10
  85.             End
  86.             BeginScript;script to set transition from moving
  87.                 Prev = CurDrawablePrevAnimationState()
  88.                 if Prev == "STATE_Running"  then CurDrawableSetTransitionAnimState("Trans_RunningToRappelling") return end
  89.                 ;if Prev == "STATE_Climbing"  then CurDrawableSetTransitionAnimState("Trans_ClimbingToRappelling") return end
  90.             EndScript
  91.         End
  92.         TransitionState = Trans_RunningToRappelling
  93.             Animation = Transition
  94.                 AnimationName = MUSpidRdr_WALG
  95.                 AnimationMode = ONCE
  96.             End
  97.         End
  98.         TransitionState = Trans_ClimbingToRunning
  99.             Animation = Transition
  100.                 AnimationName = MUSpidRdr_WALF
  101.                 AnimationMode = ONCE
  102.             End
  103.         End
  104.         TransitionState = Trans_RappellingToRunning
  105.             Animation = Transition
  106.                 AnimationName = MUSpidRdr_WALE
  107.                 AnimationMode = ONCE
  108.             End
  109.         End
  110.             
  111.             
  112.         ; ------ Flying ------- ;
  113.             
  114.         AnimationState                    = PASSENGER WEAPONSET_TOGGLE_1
  115.             StateName                    = STATE_Grabbed
  116.             Animation                    = Bow
  117.                 AnimationName            = MUSpidRdr_FLYB
  118.                 AnimationMode            = LOOP
  119.             End
  120.         End
  121.         
  122.         AnimationState                    = PASSENGER
  123.             StateName                    = STATE_Grabbed
  124.             Animation                    = Sword
  125.                 AnimationName            = MUSpidRdr_FLYA
  126.                 AnimationMode            = LOOP
  127.             End
  128.         End
  129.         
  130.         AnimationState                    = FREEFALL WEAPONSET_TOGGLE_1
  131.             StateName                    = STATE_Falling
  132.             Animation                    = Bow
  133.                 AnimationName            = MUSpidRdr_FLYB
  134.                 AnimationMode            = LOOP
  135.                 AnimationBlendTime        = 10
  136.             End
  137.         End
  138.         
  139.         AnimationState                    = FREEFALL
  140.             StateName                    = STATE_Falling
  141.             Animation                    = Sword
  142.                 AnimationName            = MUSpidRdr_FLYA
  143.                 AnimationMode            = LOOP
  144.                 AnimationBlendTime        = 10
  145.             End
  146.         End
  147.         
  148.         AnimationState                    = STUNNED_FLAILING WEAPONSET_TOGGLE_1
  149.             StateName                    = STATE_Fly
  150.             Animation
  151.                 AnimationName           = MUSpidRdr_FLYB
  152.                 AnimationMode           = LOOP
  153.             End
  154.             Flags                        = MAINTAIN_FRAME_ACROSS_STATES2
  155.         End
  156.         
  157.         AnimationState                    = STUNNED_FLAILING
  158.             StateName                    = STATE_Fly
  159.             Animation                   = Sword
  160.                 AnimationName           = MUSpidRdr_FLYA
  161.                 AnimationMode           = LOOP
  162.             End
  163.             Flags                        = MAINTAIN_FRAME_ACROSS_STATES2
  164.             BeginScript
  165.                 PrevState = CurDrawablePrevAnimationState()
  166.                 PrevAnim = CurDrawablePrevAnimation()
  167.                 if PrevState == "Ready_Bow" or PrevState == "Moving_Bow" or PrevState == "Bored_Bow"
  168.                 then
  169.                     CurDrawableShowSubObject("arrrow")
  170.                     return "WantSword"
  171.                 elseif PrevState == "STATE_Fly"
  172.                 then
  173.                     if PrevAnim == "Bow" or PrevAnim == "WantSword"
  174.                     then
  175.                         CurDrawableShowSubObject("arrrow")
  176.                         return "WantSword"
  177.                     end
  178.                 end
  179.                     
  180.                 CurDrawableHideSubObject("arrrow")
  181.                 return "Sword"
  182.             EndScript
  183.         End
  184.  
  185.         AnimationState                    = DYING BURNINGDEATH
  186.             Animation                    = Bow
  187.                 AnimationName            = MUSpidRdr_DIEB
  188.                 AnimationMode            = ONCE
  189.                 AnimationBlendTime        = 10
  190.             End
  191.         End
  192.  
  193.         AnimationState                    = DYING SPLATTED WEAPONSET_TOGGLE_1
  194.             StateName                    = STATE_Dead
  195.             Animation                    = Bow
  196.                 AnimationName            = MUSpidRdr_LNDB
  197.                 AnimationMode            = ONCE
  198.             End
  199.         End
  200.         
  201.         AnimationState                    = DYING  SPLATTED
  202.             StateName                    = STATE_Dead
  203.             Animation                    = Sword
  204.                 AnimationName            = MUSpidRdr_LNDA
  205.                 AnimationMode            = ONCE
  206.             End
  207.         End
  208.         
  209.                 ; ------ Dying ------- ;
  210.  
  211.         AnimationState                    = DYING WEAPONSET_TOGGLE_1
  212.             Animation                   = Bow1
  213.                 AnimationName           = MUSpidRdr_DIEB
  214.                 AnimationMode           = ONCE
  215.             End
  216.             Animation                   = Bow2
  217.                 AnimationName           = MUSpidRdr_DIED
  218.                 AnimationMode           = ONCE
  219.             End
  220.             Animation                   = WantBow
  221.                 AnimationName           = MUSpidRdr_LNDB
  222.                 AnimationMode           = ONCE
  223.             End
  224.             BeginScript
  225.                 PrevState = CurDrawablePrevAnimationState()
  226.                 PrevAnim = CurDrawablePrevAnimation()
  227.                 
  228.                 if PrevState == "STATE_Fly"
  229.                 then
  230.                     CurDrawableHideSubObject("arrrow")
  231.                     return "WantBow"
  232.                 end
  233.                 
  234.                 if GetClientRandomNumberReal(0,2) < 1
  235.                 then
  236.                     CurDrawableShowSubObject("arrrow")
  237.                     return "Bow1"
  238.                 else
  239.                     CurDrawableShowSubObject("arrrow")
  240.                     return "Bow2"
  241.                 end
  242.             EndScript
  243.         End
  244.         
  245.         AnimationState                    = DYING
  246.             Animation                   = Sword1
  247.                 AnimationName           = MUSpidRdr_DIEA
  248.                 AnimationMode           = ONCE
  249.             End
  250.             Animation                   = WantSword
  251.                 AnimationName           = MUSpidRdr_DIEC
  252.                 AnimationMode           = ONCE
  253.             End
  254.             
  255.             BeginScript
  256.                 PrevState = CurDrawablePrevAnimationState()
  257.                 PrevAnim = CurDrawablePrevAnimation()
  258.                 if PrevState == "STATE_Fly"
  259.                 then
  260.                     CurDrawableShowSubObject("arrrow")
  261.                     return "WantSword"
  262.                 end
  263.             
  264.                 CurDrawableHideSubObject("arrrow")
  265.                 if GetClientRandomNumberReal(0,2) < 1
  266.                 then
  267.                     return "Sword1"
  268.                 else
  269.                     return "WantSword"
  270.                 end
  271.             EndScript
  272.         End
  273.  
  274.         AnimationState                    = STUNNED_STANDING_UP WEAPONSET_TOGGLE_1
  275.             StateName                    = STATE_GetUp
  276.             Animation                   = Bow
  277.                 AnimationName           = MUSpidRdr_GTPB
  278.                 AnimationMode           = ONCE
  279.             End
  280.             Animation                   = WantBow
  281.                 AnimationName           = MUSpidRdr_GTPA
  282.                 AnimationMode           = ONCE
  283.             End
  284.             Flags                        = MAINTAIN_FRAME_ACROSS_STATES4
  285.             BeginScript
  286.                 PrevState = CurDrawablePrevAnimationState()
  287.                 PrevAnim = CurDrawablePrevAnimation()
  288.                 if PrevState == "STATE_GetUp" or PrevState == "STATE_Land"
  289.                 then
  290.                     if PrevAnim == "WantBow" or PrevAnim == "Sword"
  291.                     then
  292.                         CurDrawableHideSubObject("arrrow")
  293.                         return "WantBow"
  294.                     end
  295.                 else
  296.                     CurDrawableShowSubObject("arrrow")
  297.                     return "Bow"
  298.                 end
  299.             EndScript
  300.         End
  301.  
  302.         AnimationState                    = STUNNED_STANDING_UP
  303.             StateName                    = STATE_GetUp
  304.             Animation                   = Sword
  305.                 AnimationName           = MUSpidRdr_GTPA
  306.                 AnimationMode           = ONCE
  307.             End
  308.             Animation                   = WantSword
  309.                 AnimationName           = MUSpidRdr_GTPB
  310.                 AnimationMode           = ONCE
  311.             End
  312.             Flags                        = MAINTAIN_FRAME_ACROSS_STATES4
  313.             BeginScript
  314.                 PrevState = CurDrawablePrevAnimationState()
  315.                 PrevAnim = CurDrawablePrevAnimation()
  316.                 if PrevState == "STATE_GetUp" or PrevState == "STATE_Land"
  317.                 then
  318.                     if PrevAnim == "Bow" or PrevAnim == "WantSword"
  319.                     then    
  320.                         CurDrawableShowSubObject("arrrow")
  321.                         return "WantSword"
  322.                     end
  323.                 end
  324.                 
  325.                 CurDrawableHideSubObject("arrrow")
  326.                 return "Sword"
  327.             EndScript
  328.         End
  329.         
  330.         AnimationState                    = STUNNED WEAPONSET_TOGGLE_1
  331.             StateName                    = STATE_Land
  332.             Animation                   = Bow
  333.                 AnimationName           = MUSpidRdr_LNDA
  334.                 AnimationMode           = ONCE
  335.             End
  336.             Animation                   = WantBow
  337.                 AnimationName           = MUSpidRdr_LNDB
  338.                 AnimationMode           = ONCE
  339.             End
  340.             Flags                        = MAINTAIN_FRAME_ACROSS_STATES3
  341.             BeginScript
  342.                 PrevState = CurDrawablePrevAnimationState()
  343.                 PrevAnim = CurDrawablePrevAnimation()
  344.                 if PrevState == "STATE_Fly"
  345.                 then
  346.                     if PrevAnim == "WantBow" or PrevAnim == "Sword"
  347.                     then
  348.                         CurDrawableHideSubObject("arrrow")
  349.                         return "WantBow"
  350.                     end
  351.                 end
  352.                 
  353.                 CurDrawableShowSubObject("arrrow")
  354.                 return "Bow"
  355.             EndScript
  356.         End
  357.  
  358.         AnimationState                    = STUNNED
  359.             StateName                    = STATE_Land
  360.             Animation                   = Sword
  361.                 AnimationName           = MUSpidRdr_LNDA
  362.                 AnimationMode           = ONCE
  363.             End
  364.             Animation                   = WantSword
  365.                 AnimationName           = MUSpidRdr_LNDB
  366.                 AnimationMode           = ONCE
  367.             End
  368.             BeginScript
  369.                 PrevState = CurDrawablePrevAnimationState()
  370.                 PrevAnim = CurDrawablePrevAnimation()
  371.                 if PrevState == "STATE_Fly"
  372.                 then
  373.                     if PrevAnim == "WantSword" or PrevAnim == "Bow"
  374.                     then
  375.                         CurDrawableShowSubObject("arrrow")
  376.                         return "WantSword"
  377.                     end
  378.                 end
  379.                 Flags                        = MAINTAIN_FRAME_ACROSS_STATES3
  380.                 CurDrawableHideSubObject("arrrow")
  381.                 return "Sword"
  382.             EndScript
  383.         End
  384.         
  385.         AnimationState                        = BURNINGDEATH
  386.             Animation
  387.                 AnimationName                = MUSpidRdr_MFDA
  388.                 AnimationMode                = LOOP
  389.                 Distance                    = 55
  390.             End
  391.         End
  392.  
  393.         AnimationState                        = PARALYZED
  394.             Animation
  395.                 AnimationName                = MUSpidRdr_IDLA
  396.                 AnimationMode                = LOOP
  397.             End
  398.         End
  399.  
  400.         AnimationState                    = ATTACKING TURN_LEFT WEAPONSET_TOGGLE_1
  401.             StateName                    = Moving_Bow
  402.             SimilarRestart                = Yes
  403.             Animation                   = run_s
  404.                 AnimationName           = MUSpidRdr_TNLBH
  405.                 AnimationMode           = LOOP
  406.             End
  407.         End
  408.  
  409.         AnimationState                    = ATTACKING TURN_LEFT
  410.             StateName                    = Moving_Sword
  411.             SimilarRestart                = Yes
  412.             Animation                   = run_s
  413.                 AnimationName           = MUSpidRdr_TRNLH
  414.                 AnimationMode           = LOOP
  415.             End
  416.         End
  417.  
  418.         AnimationState                    = ATTACKING TURN_RIGHT WEAPONSET_TOGGLE_1 
  419.             StateName                    = Moving_Bow
  420.             SimilarRestart                = Yes
  421.             Animation                   = run_s
  422.                 AnimationName           = MUSpidRdr_TNRBH
  423.                 AnimationMode           = LOOP
  424.             End
  425.         End
  426.         
  427.         AnimationState                    = ATTACKING TURN_RIGHT
  428.             StateName                    = Moving_Sword
  429.             SimilarRestart                = Yes
  430.             Animation                   = run_s
  431.                 AnimationName           = MUSpidRdr_TRNRH
  432.                 AnimationMode           = LOOP
  433.             End
  434.         End
  435.  
  436.         
  437.  
  438.         ; ------ Attacking ------- ;
  439.         
  440. //        AnimationState                    = CONTINUOUS_FIRE_MEAN WEAPONSET_TOGGLE_1
  441. //            Animation
  442. //                AnimationName            = MUSpidRdr_ATKB
  443. //                AnimationMode            = LOOP
  444. //                AnimationBlendTime        = 20                ; Must be 0 blend time otherwise the arrow will linger for the duration of the blend!
  445. //            End
  446. //            
  447. //            BeginScript
  448. //                CurDrawableShowSubObject("arrrow")
  449. //            EndScript
  450. //        End
  451.  
  452.         AnimationState                    = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1
  453.             Animation
  454.                 AnimationName            = MUSpidRdr_ATKB
  455.                 AnimationMode            = ONCE
  456.                 AnimationBlendTime        = 15                ; Must be 0 blend time otherwise the arrow will linger for the duration of the blend!
  457.             End
  458.             
  459.             Flags                        = MAINTAIN_FRAME_ACROSS_STATES
  460.             FrameForPristineBonePositions = 16
  461.             
  462.             BeginScript
  463.                 CurDrawableShowSubObject("arrrow")
  464.             EndScript
  465.         End
  466.  
  467.         AnimationState                    =    BETWEEN_FIRING_SHOTS_A WEAPONSET_TOGGLE_1
  468.             Animation                    =    BetweenFiringShots
  469.                 AnimationName            =    MUSpidRdr_IDLB
  470.                 AnimationMode            =    LOOP
  471.                 AnimationBlendTime        =   15
  472.             End
  473.         End
  474.  
  475.         AnimationState                    = FIRING_OR_PREATTACK_A MOVING
  476.             StateName                    = Ready_Sword
  477.             
  478.             Animation                   = AttackWithSwordWhileMoving
  479.                 AnimationName           = MUSpidRdr_ATRA
  480.                 AnimationMode           = ONCE
  481.                 UseWeaponTiming            = Yes
  482.             End
  483.             BeginScript
  484.                 CurDrawableHideSubObject("arrrow")
  485.             EndScript
  486.         End
  487.  
  488.         AnimationState                    = FIRING_OR_PREATTACK_A
  489.             StateName                    = Ready_Sword
  490.             
  491.             Animation                   = AttackWithSwordA
  492.                 AnimationName           = MUSpidRdr_ATKA
  493.                 AnimationMode           = ONCE
  494.                 UseWeaponTiming            = Yes
  495.             End
  496.             Animation                   = AttackWithSwordB
  497.                 AnimationName           = MUSpidRdr_ATKC
  498.                 AnimationMode           = ONCE
  499.                 UseWeaponTiming            = Yes
  500.             End
  501.             BeginScript
  502.                 CurDrawableHideSubObject("arrrow")
  503.             EndScript
  504.         End
  505.  
  506. ;;------------------------- BACKUP --------------------------------------------------------------------
  507.  
  508.  
  509.         AnimationState                    = MOVING BACKING_UP WEAPONSET_TOGGLE_1
  510.             StateName                    = STATE_BackingUp
  511.             Animation                    = Bow
  512.                 AnimationName            = MUSpidRdr_BAKB
  513.                 AnimationMode            = LOOP
  514.             End
  515.             Animation                    = WantBow
  516.                 AnimationName            = MUSpidRdr_BAKA
  517.                 AnimationMode            = LOOP
  518.             End
  519.             Flags                        = MAINTAIN_FRAME_ACROSS_STATES4
  520.             BeginScript
  521.                 CurDrawableShowSubObject("arrrow")
  522.                 PrevAnim    = CurDrawablePrevAnimation()
  523.                 PrevState    = CurDrawablePrevAnimationState()
  524.                 if PrevState == "STATE_BackingUp"
  525.                 then
  526.                     if PrevAnim == "WantBow" or PrevAnim == "Sword"
  527.                     then
  528.                         return "WantBow"
  529.                     end
  530.                 end
  531.                 
  532.                 return "Bow"
  533.             EndScript
  534.         End
  535.         
  536.         AnimationState                    = MOVING BACKING_UP
  537.             StateName                    = STATE_BackingUp
  538.             Animation                    = Sword
  539.                 AnimationName            = MUSpidRdr_BAKA
  540.                 AnimationMode            = LOOP
  541.             End
  542.             Animation                    = WantSword
  543.                 AnimationName            = MUSpidRdr_BAKB
  544.                 AnimationMode            = LOOP
  545.             End
  546.             Flags                        = MAINTAIN_FRAME_ACROSS_STATES4
  547.             BeginScript
  548.                 CurDrawableHideSubObject("arrrow")
  549.                 PrevAnim    = CurDrawablePrevAnimation()
  550.                 PrevState    = CurDrawablePrevAnimationState()
  551.                 if PrevState == "STATE_BackingUp"
  552.                 then
  553.                     if PrevAnim == "Bow" or PrevAnim == "WantSword"
  554.                     then
  555.                         return "WantSword"
  556.                     end
  557.                 end
  558.                 
  559.                 return "Sword"            
  560.             EndScript
  561.         End
  562.  
  563.         ; -------- Turning -----------------;
  564.         
  565.         AnimationState                    = TURN_LEFT_HIGH_SPEED WEAPONSET_TOGGLE_1 
  566.             StateName                    = Moving_Bow
  567.             SimilarRestart                = Yes
  568.             Animation                   = run_s
  569.                 AnimationName           = MUSpidRdr_TNLBH
  570.                 AnimationMode           = LOOP
  571.             End
  572.         End
  573.  
  574.         AnimationState                    = TURN_LEFT_HIGH_SPEED
  575.             StateName                    = Moving_Sword
  576.             SimilarRestart                = Yes
  577.             Animation                   = run_s
  578.                 AnimationName           = MUSpidRdr_TRNLH
  579.                 AnimationMode           = LOOP
  580.             End
  581.         End
  582.  
  583.         AnimationState                    = TURN_RIGHT_HIGH_SPEED  WEAPONSET_TOGGLE_1  
  584.             StateName                    = Moving_Bow
  585.             SimilarRestart                = Yes
  586.             Animation                   = run_s
  587.                 AnimationName           = MUSpidRdr_TNRBH
  588.                 AnimationMode           = LOOP
  589.             End
  590.         End
  591.  
  592.         AnimationState                    = TURN_RIGHT_HIGH_SPEED
  593.             StateName                    = Moving_Sword
  594.             SimilarRestart                = Yes
  595.             Animation                   = run_s
  596.                 AnimationName           = MUSpidRdr_TRNRH
  597.                 AnimationMode           = LOOP
  598.             End
  599.         End
  600.  
  601.         AnimationState                    = TURN_LEFT  WEAPONSET_TOGGLE_1 
  602.             StateName                    = Moving_Bow
  603.             SimilarRestart                = Yes
  604.             Animation                   = run_s
  605.                 AnimationName           = MUSpidRdr_TNLBH
  606.                 AnimationMode           = LOOP
  607.             End
  608.         End
  609.  
  610.         AnimationState                    = TURN_LEFT
  611.             StateName                    = Moving_Sword
  612.             SimilarRestart                = Yes
  613.             Animation                   = run_s
  614.                 AnimationName           = MUSpidRdr_TRNLH
  615.                 AnimationMode           = LOOP
  616.             End
  617.         End
  618.  
  619.         AnimationState                    = TURN_RIGHT WEAPONSET_TOGGLE_1 
  620.             StateName                    = Moving_Bow
  621.             SimilarRestart                = Yes
  622.             Animation                   = run_s
  623.                 AnimationName           = MUSpidRdr_TNRBH
  624.                 AnimationMode           = LOOP
  625.             End
  626.         End
  627.  
  628.         AnimationState                    = TURN_RIGHT
  629.             StateName                    = Moving_Sword
  630.             SimilarRestart                = Yes
  631.             Animation                   = run_s
  632.                 AnimationName           = MUSpidRdr_TRNRH
  633.                 AnimationMode           = LOOP
  634.             End
  635.         End
  636.  
  637.  
  638.                                     
  639.         ; ------------ Moving ------------- ;
  640.         
  641.         AnimationState                    = MOVING WEAPONSET_TOGGLE_1
  642.             StateName                    = Moving_Bow
  643.             SimilarRestart                = Yes
  644.             Animation                   = run_b
  645.                 AnimationName           = MUSpidRdr_RUND
  646.                 AnimationMode           = LOOP
  647.             End
  648.             Animation                    = finishrun_s
  649.                 AnimationName           = MUSpidRdr_RUNC
  650.                 AnimationMode           = ONCE
  651.                 AnimationBlendTime        = 0
  652.             End
  653.             Animation                    = runtrans_sb
  654.                 AnimationName           = MUSpidRdr_RUNC
  655.                 AnimationMode           = ONCE
  656.                 AnimationBlendTime        = 0
  657.             End
  658.             Animation                    = runtrans_bs_finish
  659.                 AnimationName           = MUSpidRdr_RUNC
  660.                 AnimationMode           = ONCE
  661.                 AnimationBlendTime        = 0
  662.             End
  663.             Animation                    = runnoblend_b
  664.                 AnimationName           = MUSpidRdr_RUND
  665.                 AnimationMode           = LOOP
  666.                 AnimationBlendTime        = 0
  667.             End
  668.             Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
  669.             
  670.             BeginScript
  671.                 CurDrawableShowSubObject("arrrow")
  672.                 PrevAnim    = CurDrawablePrevAnimation()
  673.                 PrevState    = CurDrawablePrevAnimationState()
  674.                 
  675.                 
  676.                 
  677.                 Prev = CurDrawablePrevAnimationState()
  678.                 if PrevState == "STATE_Climbing"
  679.                 then
  680.                     CurDrawableSetTransitionAnimState("Trans_ClimbingToRunning")
  681.                     return
  682.                 elseif PrevState == "STATE_Rappelling"
  683.                 then
  684.                     CurDrawableSetTransitionAnimState("Trans_RappellingToRunning")
  685.                     return
  686.                 elseif PrevState == "Moving_Sword"
  687.                 then
  688.                     if PrevAnim == "runtrans_bs"
  689.                     then
  690.                         return "runtrans_bs_finish"
  691.                     elseif PrevAnim == "finishrun_b"
  692.                     then
  693.                         return "runnoblend_b"
  694.                     else
  695.                         return "finishrun_s"
  696.                     end
  697.                 elseif PrevAnim == "finishrun_s" or PrevAnim == "runtrans_bs_finish" or PrevAnim == "WantBow"
  698.                 then
  699.                     return "runtrans_sb"
  700.                 elseif PrevAnim == "runtrans_sb" or PrevAnim == "run_b" or PrevAnim == "runnoblend_b"
  701.                 then
  702.                     return "runnoblend_b"
  703.                 else
  704.                     return "run_b"
  705.                 end
  706.             EndScript
  707.         End
  708.         
  709.         AnimationState                    = MOVING
  710.             StateName                    = Moving_Sword
  711.             SimilarRestart                = Yes
  712.             Animation                   = run_s
  713.                 AnimationName           = MUSpidRdr_RUNC
  714.                 AnimationMode           = LOOP
  715.             End
  716.             Animation                    = finishrun_b
  717.                 AnimationName           = MUSpidRdr_RUND
  718.                 AnimationMode           = ONCE
  719.                 AnimationBlendTime        = 0
  720.             End
  721.             Animation                    = runtrans_bs
  722.                 AnimationName           = MUSpidRdr_RUND
  723.                 AnimationMode           = ONCE
  724.                 AnimationBlendTime        = 0
  725.             End
  726.             Animation                    = runtrans_sb_finish
  727.                 AnimationName           = MUSpidRdr_RUND
  728.                 AnimationMode           = ONCE
  729.                 AnimationBlendTime        = 0
  730.             End
  731.             Animation                    = runnoblend_s
  732.                 AnimationName           = MUSpidRdr_RUNC
  733.                 AnimationMode           = LOOP
  734.                 AnimationBlendTime        = 0
  735.             End
  736.             Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
  737.             BeginScript
  738.                 PrevAnim    = CurDrawablePrevAnimation()
  739.                 PrevState    = CurDrawablePrevAnimationState()
  740.                 CurDrawableHideSubObject("arrrow")
  741.                 
  742.                 if PrevState == "Moving_Bow"
  743.                 then
  744.                     if PrevAnim == "runtrans_sb"
  745.                     then
  746.                         return "runtrans_sb_finish"
  747.                     elseif PrevAnim == "finishrun_s"
  748.                     then
  749.                         return "runnoblend_s"
  750.                     else
  751.                         return "finishrun_b"
  752.                     end
  753.                 elseif PrevAnim == "finishrun_b" or PrevAnim == "runtrans_sb_finish" or PrevAnim == "WantSword"
  754.                 then
  755.                     return "runtrans_bs"
  756.                 elseif PrevAnim == "runtrans_bs" or PrevAnim == "run_s" or PrevAnim == "runnoblend_s"
  757.                 then
  758.                     return "runnoblend_s"
  759.                 else
  760.                     return "run_s"
  761.                 end                
  762.             EndScript
  763.         End
  764.         
  765.         
  766. ;;-----------------------------------------------------------------------------------<<<<<<<<<<<<<<<<<<<<<<<<<<<
  767.  
  768.         AnimationState                    = CONTINUOUS_FIRE_MEAN        ;;;;;;;;;HACK TO STOP JITTERS
  769.             Animation                    = HangFrameWhileCoasting
  770.                 AnimationName            = MUSpidRdr_ATKB
  771.                 AnimationMode            = LOOP ;MANUAL
  772.                 AnimationBlendTime        = 0
  773.             End
  774.             Flags                        = START_FRAME_LAST
  775.                         
  776.             BeginScript
  777.                 CurDrawableShowSubObject("arrrow")
  778.                 if CurDrawablePrevAnimationState() == "STATE_Firing" then CurDrawableAllowToContinue() end
  779.             EndScript
  780.             ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  781.             ;;;;
  782.             ;;;;    VERY IMPORTANT ARCHER INFORMATION
  783.             ;;;;    THIS WILL STOP THE JITTERS, AND BEST
  784.             ;;;;    YET, IT'S A COMPLETE HACK! Just look above.
  785.             ;;;;    We say that if we get into this state
  786.             ;;;;    from firing, just continue to fire. DONE.
  787.             ;;;;
  788.             ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  789.         End
  790.         
  791.         AnimationState                    = CONTINUOUS_FIRE_SLOW
  792.             StateName                    = Ready_Bow
  793.             Animation                    = PutAwayArrow
  794.                 AnimationName            = MUSpidRdr_ATKB
  795.                 AnimationMode            = ONCE
  796.             End
  797.                         
  798.             BeginScript
  799.                 CurDrawableShowSubObject("arrrow")
  800.             EndScript
  801.         End
  802.  
  803. ;;-----------------------------------------------------------------------------------<<<<<<<<<<<<<<<<<<<<<<<<<<<
  804.  
  805.         AnimationState                    = ATTACKING WEAPONSET_TOGGLE_1
  806.             StateName                    = Ready_Bow
  807.             
  808.             Animation                    = IDLB
  809.                 AnimationName            = MUSpidRdr_IDLB
  810.                 AnimationMode            = LOOP
  811.             End
  812.             
  813.             BeginScript
  814.                 CurDrawableShowSubObject("arrrow")
  815.                 PrevAnim = CurDrawablePrevAnimation()
  816.                 Prev = CurDrawablePrevAnimationState()
  817.                 if Prev == "Selected_Sword" or Prev == "Moving_Sword" or Prev == "Ready_Sword" or Prev == "Bored_Sword" or PrevAnim == "WantBow"
  818.                 then 
  819.                     CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready")    
  820.                 end                
  821.             EndScript
  822.         End
  823.         
  824. ;;;--------------------------------------------------------------------------------------<<<<<<<<<<<<<<<<<<<<<<<        
  825.     
  826.         AnimationState                    = EMOTION_UNCONTROLLABLY_AFRAID  WEAPONSET_TOGGLE_1
  827.             StateName                    = STATE_Emotion_Bow
  828.             Animation                    = Bow
  829.                 AnimationName            = MUSpidRdr_FERB
  830.                 AnimationMode            = ONCE
  831.                 AnimationBlendTime        = 15
  832.             End    
  833.             Animation                    = Bow2
  834.                 AnimationName            = MUSpidRdr_FERB
  835.                 AnimationMode            = ONCE
  836.                 AnimationBlendTime        = 15
  837.             End
  838.             Flags                        = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
  839.             BeginScript
  840.                 PrevState = CurDrawablePrevAnimationState()
  841.                 CurDrawableShowSubObject("arrrow")
  842.                 
  843.                 if PrevState == "STATE_Emotion_Sword"
  844.                 then
  845.                     CurDrawableAllowToContinue()
  846.                     if( CurDrawablePrevAnimFraction() > .89 )
  847.                     then
  848.                         CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready")
  849.                     end
  850.                 end
  851.             EndScript    
  852.         End
  853.             AnimationState                    = EMOTION_UNCONTROLLABLY_AFRAID
  854.             StateName                    = STATE_Emotion_Sword
  855.             Animation                    = Sword
  856.                 AnimationName            = MUSpidRdr_FERA
  857.                 AnimationMode            = ONCE
  858.             End
  859.             Animation                    = Sword2
  860.                 AnimationName            = MUSpidRdr_FERB
  861.                 AnimationMode            = ONCE
  862.             End
  863.             Flags                        = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
  864.             BeginScript
  865.                 PrevState = CurDrawablePrevAnimationState()
  866.                 CurDrawableHideSubObject("arrrow")
  867.                 
  868.                 if PrevState == "STATE_Emotion_Bow"
  869.                 then
  870.                     CurDrawableAllowToContinue()
  871.                     if( CurDrawablePrevAnimFraction() > .89 )
  872.                     then
  873.                         CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready")
  874.                     end
  875.                 end
  876.             EndScript
  877.         End
  878.     
  879.     
  880.         ; -------- Alert ------- ;
  881.         
  882.         AnimationState                    = EMOTION_ALERT WEAPONSET_TOGGLE_1
  883.             StateName                    = Ready_Bow
  884.             
  885.             Animation                    = Alert_1
  886.                 AnimationName            = MUSpidRdr_IDLB
  887.                 AnimationMode            = LOOP
  888.             End
  889.             
  890.             BeginScript
  891.                 PrevAnim = CurDrawablePrevAnimation()
  892.                 Prev = CurDrawablePrevAnimationState()
  893.                 CurDrawableHideSubObject("arrrow")
  894.                 if Prev == "Selected_Sword" or Prev == "Moving_Sword" or Prev == "Ready_Sword" or Prev == "Bored_Sword" or PrevAnim == "WantBow"
  895.                 then 
  896.                     CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready")    
  897.                 end    
  898.             EndScript
  899.         End
  900.         AnimationState                    = ENGAGED WEAPONSET_TOGGLE_1
  901.             StateName                    = Ready_Bow
  902.             
  903.             Animation                    = Alert_1
  904.                 AnimationName            = MUSpidRdr_IDLB
  905.                 AnimationMode            = LOOP
  906.             End
  907.             
  908.             BeginScript
  909.                 PrevAnim = CurDrawablePrevAnimation()
  910.                 Prev = CurDrawablePrevAnimationState()
  911.                 CurDrawableHideSubObject("arrrow")
  912.                 if Prev == "Selected_Sword" or Prev == "Moving_Sword" or Prev == "Ready_Sword" or Prev == "Bored_Sword" or PrevAnim == "WantBow"
  913.                 then 
  914.                     CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready")    
  915.                 end    
  916.             EndScript
  917.         End
  918.         
  919.         AnimationState                    = EMOTION_ALERT
  920.             StateName                    = Ready_Sword
  921.             
  922.             Animation                    = Alert_1
  923.                 AnimationName            = MUSpidRdr_IDLA
  924.                 AnimationMode            = LOOP
  925.             End
  926.             
  927.             BeginScript
  928.                 PrevAnim = CurDrawablePrevAnimation()
  929.                 Prev = CurDrawablePrevAnimationState()
  930.                 CurDrawableHideSubObject("arrrow")
  931.                 if Prev == "Selected_Bow" or Prev == "Moving_Bow" or Prev == "Ready_Bow" or Prev == "Bored_Bow" or PrevAnim == "WantSword"
  932.                 then 
  933.                     CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready")    
  934.                 end
  935.             EndScript
  936.         End
  937.         AnimationState                    = ENGAGED
  938.             StateName                    = Ready_Sword
  939.             
  940.             Animation                    = Alert_1
  941.                 AnimationName            = MUSpidRdr_IDLA
  942.                 AnimationMode            = LOOP
  943.             End
  944.             
  945.             BeginScript
  946.                 PrevAnim = CurDrawablePrevAnimation()
  947.                 Prev = CurDrawablePrevAnimationState()
  948.                 CurDrawableHideSubObject("arrrow")
  949.                 if Prev == "Selected_Bow" or Prev == "Moving_Bow" or Prev == "Ready_Bow" or Prev == "Bored_Bow" or PrevAnim == "WantSword"
  950.                 then 
  951.                     CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready")    
  952.                 end
  953.             EndScript
  954.         End
  955.         
  956. ;;------------ EMOTIONS ------------------------------------------------------------------
  957. ;;======= AFRAID
  958.  
  959.         AnimationState                    = EMOTION_AFRAID  WEAPONSET_TOGGLE_1
  960.             StateName                    = STATE_Emotion_Bow
  961.             Animation                    = Bow
  962.                 AnimationName            = MUSpidRdr_FERB
  963.                 AnimationMode            = ONCE
  964.                 AnimationBlendTime        = 15
  965.             End    
  966.             Animation                    = Bow2
  967.                 AnimationName            = MUSpidRdr_FERB
  968.                 AnimationMode            = ONCE
  969.                 AnimationBlendTime        = 15
  970.             End
  971.             Flags                        = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
  972.             BeginScript
  973.                 PrevState = CurDrawablePrevAnimationState()
  974.                 CurDrawableShowSubObject("arrrow")
  975.                 
  976.                 if PrevState == "STATE_Emotion_Sword"
  977.                 then
  978.                     CurDrawableAllowToContinue()
  979.                     if( CurDrawablePrevAnimFraction() > .89 )
  980.                     then
  981.                         CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready")
  982.                     end
  983.                 end
  984.             EndScript    
  985.         End
  986.  
  987.         AnimationState                    = EMOTION_AFRAID
  988.             StateName                    = STATE_Emotion_Sword
  989.             Animation                    = Sword
  990.                 AnimationName            = MUSpidRdr_FERA
  991.                 AnimationMode            = ONCE
  992.             End
  993.             Animation                    = Sword2
  994.                 AnimationName            = MUSpidRdr_FERA
  995.                 AnimationMode            = ONCE
  996.             End
  997.             Flags                        = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
  998.             BeginScript
  999.                 PrevState = CurDrawablePrevAnimationState()
  1000.                 CurDrawableHideSubObject("arrrow")
  1001.                 
  1002.                 if PrevState == "STATE_Emotion_Bow"
  1003.                 then
  1004.                     CurDrawableAllowToContinue()
  1005.                     if( CurDrawablePrevAnimFraction() > .89 )
  1006.                     then
  1007.                         CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready")
  1008.                     end
  1009.                 end
  1010.             EndScript
  1011.         End
  1012.         
  1013.         AnimationState                    = EMOTION_POINTING WEAPONSET_TOGGLE_1
  1014.             StateName                    = STATE_Emotion_Bow
  1015.             Animation                    = Bow
  1016.                 AnimationName            = MUSpidRdr_PNTB
  1017.                 AnimationMode            = ONCE
  1018.             End
  1019.             Animation                    = Bow2
  1020.                 AnimationName            = MUSpidRdr_PNTB
  1021.                 AnimationMode            = ONCE
  1022.             End
  1023.             Flags                        = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
  1024.             BeginScript
  1025.                 PrevState = CurDrawablePrevAnimationState()
  1026.                 CurDrawableShowSubObject("arrrow")
  1027.                 
  1028.                 if PrevState == "STATE_Emotion_Sword"
  1029.                 then
  1030.                     CurDrawableAllowToContinue()
  1031.                     if( CurDrawablePrevAnimFraction() > .89 )
  1032.                     then
  1033.                         CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready")
  1034.                     end
  1035.                 elseif PrevState == "STATE_Emotion_Bow"
  1036.                 then
  1037.                     CurDrawableAllowToContinue()
  1038.                 end
  1039.             EndScript
  1040.         End
  1041.         
  1042.         AnimationState                    = EMOTION_POINTING
  1043.             StateName                    = STATE_Emotion_Sword
  1044.             Animation                    = Sword
  1045.                 AnimationName            = MUSpidRdr_PNTA
  1046.                 AnimationMode            = ONCE
  1047.             End
  1048.             Animation                    = Sword2
  1049.                 AnimationName            = MUSpidRdr_PNTA
  1050.                 AnimationMode            = ONCE
  1051.             End
  1052.             Flags                        = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
  1053.             BeginScript
  1054.                 PrevState = CurDrawablePrevAnimationState()
  1055.                 CurDrawableHideSubObject("arrrow")
  1056.                 
  1057.                 if PrevState == "STATE_Emotion_Bow"
  1058.                 then
  1059.                     CurDrawableAllowToContinue()
  1060.                     if( CurDrawablePrevAnimFraction() > .89 )
  1061.                     then
  1062.                         CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready")
  1063.                     end
  1064.                 elseif PrevState == "STATE_Emotion_Sword"
  1065.                 then
  1066.                     CurDrawableAllowToContinue()
  1067.                 end
  1068.             EndScript
  1069.         End
  1070.  
  1071.  
  1072.         AnimationState                    = ATTACKING
  1073.             StateName                    = Ready_Sword
  1074.             
  1075.             Animation                    = Alert_1
  1076.                 AnimationName            = MUSpidRdr_IDLA
  1077.                 AnimationMode            = LOOP
  1078.             End
  1079.             
  1080.             BeginScript
  1081.                 PrevAnim = CurDrawablePrevAnimation()
  1082.                 Prev = CurDrawablePrevAnimationState()
  1083.                 CurDrawableHideSubObject("arrrow")
  1084.                 if Prev == "Selected_Bow" or Prev == "Moving_Bow" or Prev == "Ready_Bow" or Prev == "Bored_Bow" or PrevAnim == "WantSword"
  1085.                 then 
  1086.                     CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready")    
  1087.                 end
  1088.             EndScript
  1089.         End
  1090.  
  1091.         ; ------ Selected ------ ;
  1092.  
  1093.         AnimationState                =    SELECTED  WEAPONSET_TOGGLE_1
  1094.             StateName               =    Selected_Bow
  1095.             
  1096.             Animation                =    ATNE
  1097.                 AnimationName        =    MUSpidRdr_ATNF
  1098.                 AnimationMode        =    LOOP
  1099.             End
  1100.             
  1101.             BeginScript
  1102.                 CurDrawableShowSubObject("arrrow")
  1103.                 PrevAnim = CurDrawablePrevAnimation()
  1104.                 Prev = CurDrawablePrevAnimationState()
  1105.                 if Prev == "STATE_Emotion_Bow" or Prev == "STATE_Emotion_Sword" then CurDrawableAllowToContinue() end
  1106.                 if Prev == "Bored_Bow" then CurDrawableSetTransitionAnimState("TRANS_BS_Bow")                end
  1107.                 if Prev == "Selected_Sword" or Prev == "Moving_Sword" or Prev == "Ready_Sword" or Prev == "Bored_Sword" or PrevAnim == "WantBow"
  1108.                 then 
  1109.                     CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Selected")    
  1110.                 end    
  1111.             EndScript
  1112.         End
  1113.  
  1114.         AnimationState                    = RAISING_FLAG WEAPONSET_TOGGLE_1
  1115.             StateName                    = STATE_Emotion_Bow
  1116.             Animation                    = Bow
  1117.                 AnimationName            = MUSpidRdr_CHRA
  1118.                 AnimationMode            = ONCE
  1119.             End
  1120.             Flags                        = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
  1121.             BeginScript
  1122.                 PrevState = CurDrawablePrevAnimationState()
  1123.                 CurDrawableShowSubObject("arrrow")
  1124.                 
  1125.                 if PrevState == "STATE_Emotion_Sword"
  1126.                 then
  1127.                     CurDrawableAllowToContinue()
  1128.                     if( CurDrawablePrevAnimFraction() > .89 )
  1129.                     then
  1130.                         CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready")
  1131.                     end
  1132.                 elseif PrevState == "STATE_Emotion_Bow"
  1133.                 then
  1134.                     CurDrawableAllowToContinue()
  1135.                 end
  1136.             EndScript
  1137.         End
  1138.         
  1139.         AnimationState                    = RAISING_FLAG
  1140.             StateName                    = STATE_Emotion_Sword
  1141.             Animation                    = Sword
  1142.                 AnimationName            = MUSpidRdr_CHRB
  1143.                 AnimationMode            = ONCE
  1144.             End
  1145.             Flags                        = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
  1146.             BeginScript
  1147.                 PrevState = CurDrawablePrevAnimationState()
  1148.                 CurDrawableHideSubObject("arrrow")
  1149.                 
  1150.                 if PrevState == "STATE_Emotion_Bow"
  1151.                 then
  1152.                     CurDrawableAllowToContinue()
  1153.                     if( CurDrawablePrevAnimFraction() > .89 )
  1154.                     then
  1155.                         CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready")
  1156.                     end
  1157.                 elseif PrevState == "STATE_Emotion_Sword"
  1158.                 then
  1159.                     CurDrawableAllowToContinue()
  1160.                 end
  1161.             EndScript
  1162.         End
  1163.  
  1164.         AnimationState                =    SELECTED
  1165.             StateName                =    Selected_Sword
  1166.             
  1167.             Animation                =    ATNA
  1168.                 AnimationName        =    MUSpidRdr_ATNB
  1169.                 AnimationMode        =    LOOP
  1170.             End
  1171.             
  1172.             BeginScript
  1173.                 CurDrawableHideSubObject("arrrow")
  1174.                 
  1175.                 PrevAnim = CurDrawablePrevAnimation()
  1176.                 Prev = CurDrawablePrevAnimationState()
  1177.                 if Prev == "STATE_Emotion_Bow" or Prev == "STATE_Emotion_Sword" then CurDrawableAllowToContinue() end
  1178.                 if Prev == "Bored_Sword"        then CurDrawableSetTransitionAnimState("TRANS_BS_Sword")        end
  1179.                 if Prev == "Selected_Bow" or Prev == "Moving_Bow" or Prev == "Ready_Bow" or Prev == "Bored_Bow" or PrevAnim == "WantSword"
  1180.                 then
  1181.                     CurDrawableSetTransitionAnimState("TRANS_BowToSword_Selected")    
  1182.                 end
  1183.                 
  1184.             EndScript
  1185.         End
  1186.     
  1187.         
  1188.         ; --------- Hit Reactions ---------- ;
  1189.         
  1190.         AnimationState                         = HIT_REACTION HIT_LEVEL_1 WEAPONSET_TOGGLE_1
  1191.             StateName                        = Bored_Bow
  1192.             Animation                         = Hit_Level_1_a
  1193.                 AnimationName                = MUSpidRdr_HITB
  1194.                 AnimationMode                 = ONCE
  1195.             End
  1196.         End
  1197.         
  1198.         AnimationState                        = HIT_REACTION HIT_LEVEL_1
  1199.             StateName                        = Bored_Sword
  1200.             Animation                        = Hit_Level_1_a
  1201.                 AnimationName                = MUSpidRdr_HITA
  1202.                 AnimationMode                = ONCE
  1203.             End
  1204.         End
  1205.  
  1206.         ; --------- TAUNTING ---------- ;
  1207.         
  1208.         AnimationState                    = EMOTION_TAUNTING WEAPONSET_TOGGLE_1
  1209.             StateName                    = STATE_Emotion_Bow
  1210.             Animation                    = Bow
  1211.                 AnimationName            = MUSpidRdr_TNTB
  1212.                 AnimationMode            = ONCE
  1213.             End
  1214.             Flags                        = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
  1215.             BeginScript
  1216.                 PrevState = CurDrawablePrevAnimationState()
  1217.                 CurDrawableShowSubObject("arrrow")
  1218.                 
  1219.                 if PrevState == "STATE_Emotion_Sword"
  1220.                 then
  1221.                     CurDrawableAllowToContinue()
  1222.                     if( CurDrawablePrevAnimFraction() > .89 )
  1223.                     then
  1224.                         CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready")
  1225.                     end
  1226.                 elseif PrevState == "STATE_Emotion_Bow"
  1227.                 then
  1228.                     CurDrawableAllowToContinue()
  1229.                 end
  1230.             EndScript
  1231.         End
  1232.         
  1233.         AnimationState                    = EMOTION_TAUNTING
  1234.             StateName                    = STATE_Emotion_Sword
  1235.             Animation                    = Sword
  1236.                 AnimationName            = MUSpidRdr_TNTA
  1237.                 AnimationMode            = ONCE
  1238.             End
  1239.             Flags                        = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
  1240.             BeginScript
  1241.                 PrevState = CurDrawablePrevAnimationState()
  1242.                 CurDrawableHideSubObject("arrrow")
  1243.                 
  1244.                 if PrevState == "STATE_Emotion_Bow"
  1245.                 then
  1246.                     CurDrawableAllowToContinue()
  1247.                     if( CurDrawablePrevAnimFraction() > .89 )
  1248.                     then
  1249.                         CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready")
  1250.                     end
  1251.                 elseif PrevState == "STATE_Emotion_Sword"
  1252.                 then
  1253.                     CurDrawableAllowToContinue()
  1254.                 end
  1255.             EndScript
  1256.         End
  1257.         
  1258.         ; --------- CELEBRATING ---------- ;
  1259.         
  1260.         AnimationState                    = EMOTION_CELEBRATING WEAPONSET_TOGGLE_1
  1261.             StateName                    = STATE_Emotion_Bow
  1262.             Animation                    = Bow
  1263.                 AnimationName            = MUSpidRdr_CHRA
  1264.                 AnimationMode            = ONCE
  1265.             End
  1266.             Flags                        = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
  1267.             BeginScript
  1268.                 PrevState = CurDrawablePrevAnimationState()
  1269.                 CurDrawableShowSubObject("arrrow")
  1270.                 
  1271.                 if PrevState == "STATE_Emotion_Sword"
  1272.                 then
  1273.                     CurDrawableAllowToContinue()
  1274.                     if( CurDrawablePrevAnimFraction() > .89 )
  1275.                     then
  1276.                         CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready")
  1277.                     end
  1278.                 elseif PrevState == "STATE_Emotion_Bow"
  1279.                 then
  1280.                     CurDrawableAllowToContinue()
  1281.                 end
  1282.             EndScript
  1283.         End
  1284.         
  1285.         AnimationState                    = EMOTION_CELEBRATING
  1286.             StateName                    = STATE_Emotion_Sword
  1287.             Animation                    = Sword
  1288.                 AnimationName            = MUSpidRdr_CHRB
  1289.                 AnimationMode            = ONCE
  1290.             End
  1291.             Flags                        = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
  1292.             BeginScript
  1293.                 PrevState = CurDrawablePrevAnimationState()
  1294.                 CurDrawableHideSubObject("arrrow")
  1295.                 
  1296.                 if PrevState == "STATE_Emotion_Bow"
  1297.                 then
  1298.                     CurDrawableAllowToContinue()
  1299.                     if( CurDrawablePrevAnimFraction() > .89 )
  1300.                     then
  1301.                         CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready")
  1302.                     end
  1303.                 elseif PrevState == "STATE_Emotion_Sword"
  1304.                 then
  1305.                     CurDrawableAllowToContinue()
  1306.                 end
  1307.             EndScript
  1308.         End
  1309.         
  1310.         
  1311.         ; ------- Bored -------- ;
  1312.         IdleAnimationState
  1313.             StateName                    = Bored_Sword
  1314.             
  1315.             Animation                   = Idle_Sword1
  1316.                 AnimationName           = MUSpidRdr_IDLA
  1317.                 AnimationMode           = ONCE
  1318.             End
  1319.             Animation                   = Idle_Sword2
  1320.                 AnimationName           = MUSpidRdr_IDLA
  1321.                 AnimationMode           = ONCE
  1322.             End
  1323.             Animation                   = Idle_Sword3
  1324.                 AnimationName           = MUSpidRdr_IDLA
  1325.                 AnimationMode           = ONCE
  1326.             End
  1327.             Animation                    = IdleNoFidget
  1328.                 AnimationName            = MUSpidRdr_IDLA
  1329.                 AnimationMode            = ONCE
  1330.                 AnimationPriority        = 20
  1331.             End
  1332.             Animation                    = IdleNoFidget2
  1333.                 AnimationName            = MUSpidRdr_IDLA
  1334.                 AnimationMode            = ONCE
  1335.                 AnimationPriority        = 0
  1336.             End
  1337.             Flags                        = RESTART_ANIM_WHEN_COMPLETE
  1338.             BeginScript
  1339.                 CurDrawableHideSubObject("arrrow")
  1340.  
  1341.                 PrevAnim = CurDrawablePrevAnimation()
  1342.                 Prev = CurDrawablePrevAnimationState()
  1343.                 if Prev == "TRANS_SB_Sword"        then return "IdleNoFidget" end
  1344.                 if Prev == "Selected_Sword"        then CurDrawableSetTransitionAnimState("TRANS_SB_Sword")        end
  1345.                 if Prev == "Selected_Bow" or Prev == "Moving_Bow" or Prev == "Ready_Bow" or Prev == "Bored_Bow" or PrevAnim == "WantSword"
  1346.                 then 
  1347.                     CurDrawableSetTransitionAnimState("TRANS_BowToSword_Selected")    
  1348.                 end
  1349.             EndScript
  1350.         End
  1351.         
  1352.         AnimationState                    = WEAPONSET_TOGGLE_1
  1353.             StateName                    = Bored_Bow
  1354.             
  1355.             Animation                    = IdleBowB
  1356.                 AnimationName            = MUSpidRdr_IDLB
  1357.                 AnimationMode            = ONCE
  1358.             End
  1359.             Animation                    = IdleBowD
  1360.                 AnimationName            = MUSpidRdr_IDLB
  1361.                 AnimationMode            = ONCE
  1362.             End
  1363.             Animation                    = IdleNoFidget
  1364.                 AnimationName            = MUSpidRdr_IDLB
  1365.                 AnimationMode            = ONCE
  1366.                 AnimationPriority        = 20
  1367.             End
  1368.             Animation                    = IdleNoFidget2
  1369.                 AnimationName            = MUSpidRdr_IDLB
  1370.                 AnimationMode            = ONCE
  1371.                 AnimationPriority        = 10
  1372.             End
  1373.             Flags                        = RESTART_ANIM_WHEN_COMPLETE
  1374.             BeginScript    
  1375.                 CurDrawableShowSubObject("arrrow")
  1376.                 PrevAnim = CurDrawablePrevAnimation()
  1377.                 Prev = CurDrawablePrevAnimationState()
  1378.                 if Prev == "TRANS_SB_Bow" then return "IdleNoFidget" end
  1379.                 if Prev == "Selected_Bow"        then CurDrawableSetTransitionAnimState("TRANS_SB_Bow")        end
  1380.                 if Prev == "Selected_Sword" or Prev == "Moving_Sword" or Prev == "Ready_Sword" or Prev == "Bored_Sword" or PrevAnim == "WantBow"
  1381.                 then 
  1382.                     CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Selected")    
  1383.                 end    
  1384.             EndScript
  1385.         End
  1386.  
  1387.         
  1388.         ;----------------- Bow Transitions -------------------------;
  1389.  
  1390.         TransitionState                   = TRANS_BS_Bow
  1391.             Animation                   = ATND
  1392.                 AnimationName             = MUSpidRdr_ATNG
  1393.                 AnimationMode             = ONCE_BACKWARDS
  1394.                 AnimationBlendTime        = 10
  1395.             End
  1396.             Flags                        = START_FRAME_LAST
  1397.         End
  1398.         
  1399.         TransitionState                   = TRANS_SB_Bow
  1400.             Animation                   = ATND
  1401.                 AnimationName             = MUSpidRdr_ATNG
  1402.                 AnimationMode             = ONCE
  1403.             End
  1404.         End
  1405.         
  1406.         ;----------------- Sword Transitions -------------------------;
  1407.         
  1408.         TransitionState                   = TRANS_BS_Sword
  1409.             Animation
  1410.                 AnimationName             = MUSpidRdr_ATNC
  1411.                 AnimationMode             = ONCE_BACKWARDS
  1412.             End
  1413.             Flags                        = START_FRAME_LAST
  1414.         End
  1415.         
  1416.         TransitionState                   = TRANS_SB_Sword
  1417.             Animation                   = ATNA
  1418.                 AnimationName             = MUSpidRdr_ATNC
  1419.                 AnimationMode             = ONCE
  1420.             End
  1421.         End
  1422.  
  1423.         ;-------------- Weapon Change Transitions --------------------------;        
  1424.  
  1425.         TransitionState                   = TRANS_BowToSword_Ready
  1426.             Animation                   = DrawSwords
  1427.                 AnimationName           = MUSpidRdr_TGLB
  1428.                 AnimationMode           = ONCE
  1429.             End
  1430.         End
  1431.  
  1432.         TransitionState                   = TRANS_SwordToBow_Ready
  1433.             Animation                   = DrawBow
  1434.                 AnimationName           = MUSpidRdr_TGLA
  1435.                 AnimationMode           = ONCE
  1436.             End
  1437.         End
  1438.         
  1439.         TransitionState                   = TRANS_BowToSword_Selected
  1440.             Animation                   = DrawSwords
  1441.                 AnimationName           = MUSpidRdr_TGLB
  1442.                 AnimationMode           = ONCE
  1443.             End
  1444.         End
  1445.  
  1446.         TransitionState                   = TRANS_SwordToBow_Selected
  1447.             Animation                   = DrawBow
  1448.                 AnimationName           = MUSpidRdr_TGLA
  1449.                 AnimationMode           = ONCE
  1450.             End
  1451.         End
  1452.     End
  1453.     
  1454.     #include "..\..\..\includes\StunDrawModuleMedium.inc"
  1455.  
  1456.     ; ***DESIGN parameters ***
  1457.     Side            = Wild
  1458.     IsTrainable        = Yes
  1459.     EditorSorting    = UNIT
  1460.     ThreatLevel        = 1.0
  1461.     ThingClass        = HORDE_UNIT
  1462.     CommandPoints    = 10
  1463.     
  1464.     TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT
  1465.  
  1466.     WeaponSet
  1467.         Conditions = None 
  1468.         Weapon = PRIMARY WildSpiderRiderSword
  1469.         AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  1470.     End
  1471.         
  1472.     WeaponSet
  1473.         Conditions = WEAPONSET_TOGGLE_1
  1474.         Weapon = PRIMARY WildSpiderRiderBow
  1475.         AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  1476.     End
  1477.     
  1478.     ArmorSet
  1479.         Conditions      = None
  1480.         Armor           = WildSpiderRiderArmor
  1481.         DamageFX        = NormalDamageFX
  1482.     End
  1483.  
  1484.     ShroudClearingRange = SHROUD_CLEAR_STANDARD       
  1485.     VisionRange = WILD_SPIDERRIDER_VISION_RANGE
  1486.     
  1487.     VisionSide = 35%
  1488.     VisionRear = 25%
  1489.     
  1490.     MaxVisionBonusPercent = 300%
  1491.     VisionBonusTestRadius = 200
  1492.     VisionBonusPercentPerFoot = 2.0%
  1493.     
  1494.     DisplayName            = OBJECT:WildSpiderRider
  1495.     BountyValue            = WILD_SPIDERRIDER_BOUNTTY_VALUE    
  1496.     CrushableLevel        = 1  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  1497.     CrusherLevel        = 1
  1498.     CrushWeapon            = SpiderRiderCrush
  1499.  
  1500.     MinCrushVelocityPercent        = 40 ; Has to be moving at at least 35% of full speed.
  1501.     CrushDecelerationPercent    = 20 ; Lose 20 percent of max velocity when crushing.
  1502.  
  1503.     CrushKnockback = 40;
  1504.     CrushZFactor = 1.0;
  1505.     
  1506.     CommandSet            = WildSpiderRiderCommandSet    
  1507.     
  1508.     ; *** AUDIO Parameters ***;
  1509.  
  1510.     VoiceAttack                                = SpiderRiderVoiceAttack
  1511.     VoiceAttackCharge                        = SpiderRiderVoiceAttackCharge
  1512.     VoiceAttackMachine                        = SpiderRiderVoiceAttack
  1513.     VoiceAttackStructure                    = SpiderRiderVoiceAttackBuilding
  1514.     VoiceCreated                            = EVA:SpiderRidersCreated
  1515.     VoiceFullyCreated                        = EVA:SpiderRidersCreated
  1516.     VoiceGuard                                = SpiderRiderVoiceGuard
  1517.     VoiceMove                                = SpiderRiderVoiceMove
  1518.     VoiceMoveOverWalls                        = SpiderRiderVoiceMoveWalls
  1519.     VoiceMoveToCamp                            = SpiderRiderVoiceMoveCamp
  1520.     VoiceMoveToHigherGround                    = SpiderRiderVoiceMoveHighGround
  1521.     VoiceMoveWhileAttacking                    = SpiderRiderVoiceDisengage
  1522.     VoicePriority                            = 45
  1523.     VoiceRetreatToCastle                    = SpiderRiderVoiceRetreat
  1524.     VoiceSelect                                = SpiderRiderVoiceSelectMS
  1525.     VoiceSelectBattle                         = SpiderRiderVoiceSelectBattleMS
  1526.  
  1527.     VoiceEnterStateAttack                    = SpiderRiderVoiceEnterStateAttack
  1528.     VoiceEnterStateAttackCharge                = SpiderRiderVoiceEnterStateAttackCharge
  1529.     VoiceEnterStateAttackMachine            = SpiderRiderVoiceEnterStateAttack
  1530.     VoiceEnterStateAttackStructure            = SpiderRiderVoiceEnterStateAttackBuilding
  1531.     VoiceEnterStateMove                        = SpiderRiderVoiceEnterStateMove
  1532.     VoiceEnterStateMoveOverWalls            = SpiderRiderVoiceEnterStateMoveWalls
  1533.     VoiceEnterStateMoveToCamp                = SpiderRiderVoiceEnterStateMoveCamp
  1534.     VoiceEnterStateMoveToHigherGround        = SpiderRiderVoiceEnterStateMoveHighGround
  1535.     VoiceEnterStateMoveWhileAttacking        = SpiderRiderVoiceEnterStateDisengage
  1536.     VoiceEnterStateRetreatToCastle            = SpiderRiderVoiceEnterStateRetreat
  1537.  
  1538.     SoundAmbient                            = WildSpiderRiderAmbientLoopMS
  1539.     SoundImpact                                = ImpactHorse
  1540.     ; SoundMoveLoop                            = WildSpiderRiderMoveLoop  Sorry, doesn't work on horde members. Use LGAS instead
  1541.  
  1542.     UnitSpecificSounds
  1543.         VoiceEnterUnitEvilMenTransportShip    = SpiderRiderVoiceMoveShip
  1544.         VoiceEnterUnitMordorMumakil            = SpiderRiderVoiceMove
  1545.         VoiceEnterUnitSlaughterHouse        = SpiderRiderVoiceMove
  1546.         VoiceGarrison                        = SpiderRiderVoiceMove
  1547.         VoiceInitiateCaptureBuilding        = SpiderRiderVoiceCaptureBuilding
  1548.     End
  1549.  
  1550.     ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
  1551.         MaxUpdateRangeCap = 800
  1552.         AnimationSound = Sound:WeaponSwitchToSpearSpiderRiderMS    Animation:MUSpidRdr_SKL.MUSpidRdr_TGLB    Frames:1
  1553.         AnimationSound = Sound:WeaponSwitchToBowSpiderRiderMS    Animation:MUSpidRdr_SKL.MUSpidRdr_TGLA    Frames:1
  1554.         AnimationSound = Sound:BodyFallOrc                        Animation:MUSPIDRDR_SKL.MUSPIDRDR_DIEA    Frames:29
  1555.         AnimationSound = Sound:BodyFallOrc                        Animation:MUSPIDRDR_SKL.MUSPIDRDR_DIEB    Frames:29 
  1556.         AnimationSound = Sound:BodyFallOrc                        Animation:MUSPIDRDR_SKL.MUSPIDRDR_DIEC    Frames:25
  1557.         AnimationSound = Sound:BodyFallOrc                        Animation:MUSPIDRDR_SKL.MUSPIDRDR_DIED    Frames:25
  1558.         AnimationSound = Sound:BodyFallOrc                        Animation:MUSPIDRDR_SKL.MUSPIDRDR_LNDA    Frames:7
  1559.         AnimationSound = Sound:BodyFallOrc                        Animation:MUSPIDRDR_SKL.MUSPIDRDR_LNDB    Frames:7
  1560.     End
  1561.  
  1562.     CrowdResponseKey = Goblin
  1563.  
  1564.     #include "..\..\..\includes\StandardUnitEvaEvents.inc"
  1565.  
  1566.     ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo
  1567.         ModelCondition = Required:EMOTION_CELEBRATING    Excluded:DYING ENGAGED    Sound:EmotionGoblinCompilationVoxCheerSinglesLoop    ;MOVING ATTACKING 
  1568.         ModelCondition = Required:EMOTION_TAUNTING        Excluded:DYING ENGAGED    Sound:EmotionGoblinCompilationVoxTauntSinglesLoop    ;MOVING ATTACKING
  1569.         ;ModelCondition = Required:MOVING Sound:WildSpiderRiderMoveLoop
  1570.         ModelCondition = Required:RAISING_FLAG            Excluded:DYING ENGAGED    Sound:EmotionGoblinCompilationVoxTauntSinglesLoop
  1571.     End
  1572.  
  1573.     Behavior = LargeGroupAudioUpdate ModuleTag_LGAU        ;Tie into LargeGroupAudio system
  1574.         Key = SpiderRider
  1575.     End
  1576.  
  1577.     ; *** ENGINEERING Parameters ***
  1578.  
  1579.   RadarPriority = UNIT
  1580.   KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS CAVALRY SCORE THROWN_OBJECT ARCHER ATTACK_NEEDS_LINE_OF_SIGHT GRAB_AND_DROP  ;PATH_THROUGH_EACH_OTHER 
  1581.  
  1582.   Body = ActiveBody ModuleTag_02
  1583.     MaxHealth         = WILD_SPIDERRIDER_HEALTH
  1584.     MaxHealthDamaged  = WILD_SPIDERRIDER_HEALTH_DAMAGED
  1585.     BurningDeathBehavior = Yes
  1586.     BurningDeathFX       = FX_CavalryBurningFlame
  1587.   End
  1588.  
  1589.     ;-------------------------Units Upgrades-------------------
  1590.     ; Fire arrow upgrade
  1591.     Behavior = WeaponSetUpgrade Weapon_Upgrade1
  1592.         TriggeredBy = Upgrade_WildFireArrows
  1593.     End
  1594.     
  1595.     ; Switch arrows being displayed.
  1596.     Behavior = SubObjectsUpgrade Weapon_UpgradeSwap1
  1597.         TriggeredBy        = Upgrade_WildFireArrows
  1598.         ShowSubObjects    = FireArowTip ArrowNock
  1599.     End    
  1600.     
  1601.     Behavior = WeaponSetUpgrade Weapon_Upgrade2
  1602.         TriggeredBy = Upgrade_WildForgedBlades
  1603.     End
  1604.  
  1605.     Behavior = SubObjectsUpgrade ForgedBlades_Upgrade
  1606.         TriggeredBy        = Upgrade_WildForgedBlades
  1607.         ShowSubObjects    = Forged_Blade
  1608.     End
  1609.         
  1610. //     Behavior = EmotionTrackerUpdate    Module_EmotionTracker
  1611. //        TauntAndPointDistance        =    INFANTRY_TAUNT_POINT_RADIUS        ; max distance to taunted/pointed objet
  1612. //        TauntAndPointUpdateDelay    =    1000    ; how often scan (milliseconds)
  1613. //        TauntAndPointExcluded        =    NONE
  1614. //        AfraidOf                    =    EMOTION_AFRAIDOF_OBJECTFILTER
  1615. //        AlwaysAfraidOf                =    EMOTION_ALWAYS_AFRAIDOF_OBJECTFILTER +CloudBreakSunbeam +SunflareSunbeam
  1616. //        PointAt                        =    EMOTION_POINTAT_OBJECTFILTER
  1617. //        HeroScanDistance            =    150
  1618. //        FearScanDistance            =    ARCHER_FEAR_SCAN_RADIUS ;250
  1619. //
  1620. //        AddEmotion    =    Terror_Base
  1621. //        AddEmotion    =    Doom_Base
  1622. //        AddEmotion    =   BraceForBeingCrushed_Base
  1623. //        AddEmotion    =    UncontrollableFear_Base_Evil
  1624. //        AddEmotion    =    FearIdle_Base
  1625. //        AddEmotion    =    FearBusy_Base
  1626. //        AddEmotion    =    Point_Base
  1627. //        AddEmotion    =    Taunt_Base    
  1628. //        AddEmotion    =    CheerIdle_Base
  1629. //        AddEmotion    =    CheerBusy_Base
  1630. //        AddEmotion    =    HeroCheerIdle_Base
  1631. //        AddEmotion    =    HeroCheerBusy_Base
  1632. //        AddEmotion    =    Alert_Base
  1633. //    End    
  1634.  
  1635.  
  1636.   Behavior = AIUpdateInterface ModuleTag_03
  1637.     AutoAcquireEnemiesWhenIdle    =    Yes ATTACK_BUILDINGS
  1638.     MoodAttackCheckRate            =    500
  1639.     AILuaEventsList                =    WildSpiderFunctions
  1640.     AttackPriority                =     AttackPriority_Cavalry
  1641.     BurningDeathTime            =    BURNINGDEATH_DURATION_CAVALRY
  1642.   End
  1643.  
  1644.     LocomotorSet
  1645.         Locomotor = NormalHorseHordeMemberLocomotor
  1646.         Condition = SET_NORMAL 
  1647.         Speed     = NORMAL_WILD_CAVALRY_MEMBER_SPEED
  1648.     End
  1649.  
  1650.     LocomotorSet
  1651.         Locomotor = NormalHorseHordeMemberLocomotor
  1652.         Condition = SET_COMBO
  1653.         Speed     = NORMAL_WILD_CAVALRY_MEMBER_SPEED
  1654.     End
  1655.  
  1656.     LocomotorSet
  1657.         Locomotor = BurningDeathLocomotorCavalry
  1658.         Condition = SET_BURNINGDEATH
  1659.         Speed      = BURNINGDEATH_WANDERSPEED_CAVALRY
  1660.     End
  1661.  
  1662.  
  1663.   Behavior = PhysicsBehavior ModuleTag_04
  1664.     GravityMult                = 1.0
  1665.     ShockStunnedTimeLow        = 800    ;msec
  1666.     ShockStunnedTimeHigh    = 1000    ;msec
  1667.     ShockStandingTime        = 2133    ;msec
  1668.   End
  1669.  
  1670.   Behavior = SlowDeathBehavior ModuleTag_05
  1671.     DeathTypes            = ALL -KNOCKBACK
  1672.     SinkDelay            = 3000
  1673.     SinkRate            = 4.0     ; in Dist/Sec
  1674.     DestructionDelay    = 8000
  1675.     Sound                = INITIAL SpiderRiderDieMS
  1676.   End
  1677.  
  1678.     Behavior = SquishCollide ModuleTag_06
  1679.         ;nothing
  1680.     End
  1681.  
  1682.   Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown.
  1683.     ; 
  1684.     FirstHeight                    = 24    ; Height of Bezier control points above highest intervening terrain
  1685.     SecondHeight                = 24
  1686.     FirstPercentIndent            = 30%    ; Percentage of shot distance control points are placed
  1687.     SecondPercentIndent            = 70%
  1688.     TumbleRandomly                = Yes
  1689.  
  1690.     CrushStyle                    = Yes    ; I don't detonate, I just hit
  1691.     DieOnImpact                    = Yes
  1692.     BounceCount                    = 1        ; When I hit the ground, I'll arc again
  1693.     BounceDistance                = 40    ; this far
  1694.     BounceFirstHeight            = 24    ; Height of Bezier control points above highest intervening terrain
  1695.     BounceSecondHeight            = 24
  1696.     BounceFirstPercentIndent    = 20%    ; Percentage of shot distance control points are placed
  1697.     BounceSecondPercentIndent    = 80%
  1698.  
  1699.     GroundHitFX       = FX_ThrownRockGroundHit
  1700.     GroundBounceFX    = FX_ThrownRockBounceHit
  1701.   End    
  1702.   
  1703.     ;-----------------
  1704.  
  1705.     
  1706.   Geometry                = CYLINDER
  1707.   GeometryMajorRadius    = 8.0
  1708.   GeometryMinorRadius    = 8.0CA
  1709.   GeometryHeight        = 19.2
  1710.   GeometryIsSmall        = Yes
  1711.   
  1712. ;  Shadow                = SHADOW_VOLUME_OR_DECAL
  1713.   Shadow                = SHADOW_VOLUME
  1714.   ShadowSizeX            = 40;
  1715.   ShadowSizeY            = 40;
  1716.   ShadowTexture            = ShadowI;
  1717. End
  1718.  
  1719.