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- if test $2 == On
- if test $Daventry::MillTree::down == 0
- setThirdPerson
- handsOff 1
- KQCamera::follow none
- KQConner::JumpDir
- set Daventry::Mill::JumpDir $Console::Return
- KQObject::setHidden milgear1 1
- KQConner::endJump
- move Connor 0 188700 230000 7500 0 0 1.57
- KQConner::getDoMode
- set Daventry::Mill::curMode $Console::Return
- if test $Daventry::Mill::curMode == 0
- #sword weapon
- getConInventory
- if test $ConInv::Short == 1010
- #dagger
- if test $Daventry::Mill::JumpDir == 0
- preloadShape cdmilhit.kqs
- KQMonster::setState Connor Special 'AnimList=conmill.anm,AnimListOn,dagger'
- sendEvent 2.14 $1 KQCueEvent 300 0
- else
- preloadShape cdmilbkj.kqs
- preloadShape cdbkjhit.kqs
- KQMonster::setState Connor Special 'AnimList=conmill.anm,AnimListOn,dagbak1,dagbak2'
- sendEvent 2.68 $1 KQCueEvent 300 0
- endif
- else if test $ConInv::Short == 1020
- #axe
- if test $Daventry::Mill::JumpDir == 0
- preloadShape camilhit.kqs
- KQMonster::setState Connor Special 'AnimList=conmill.anm,AnimListOn,axe'
- sendEvent 2.2 $1 KQCueEvent 300 0
- else
- preloadShape camilbkj.kqs
- preloadShape cabkjhit.kqs
- KQMonster::setState Connor Special 'AnimList=conmill.anm,AnimListOn,axebak1,axebak2'
- sendEvent 2.74 $1 KQCueEvent 300 0
- endif
- else
- #fists 1280
- if test $Daventry::Mill::JumpDir == 0
- preloadShape cfmilhit.kqs
- KQMonster::setState Connor Special 'AnimList=conmill.anm,AnimListOn,fists'
- sendEvent 2.2 $1 KQCueEvent 300 0
- else
- preloadShape cfbkjhit.kqs
- preloadShape c_milbkj.kqs
- KQMonster::setState Connor Special 'AnimList=conmill.anm,AnimListOn,normbak1,fistsbak2'
- sendEvent 2.74 $1 KQCueEvent 300 0
- endif
- endif
- endif
- else if test $Daventry::Mill::curMode == 1
- #bow weapon - must be small crossbow
- if test $Daventry::Mill::JumpDir == 0
- preloadShape cbmilhit.kqs
- KQMonster::setState Connor Special 'AnimList=conmill.anm,AnimListOn,cbow'
- sendEvent 2.2 $1 KQCueEvent 300 0
- else
- preloadShape cbmilbkj.kqs
- preloadShape cbbkjhit.kqs
- KQMonster::setState Connor Special 'AnimList=conmill.anm,AnimListOn,cbowbak1,cbowbak2'
- sendEvent 2.74 $1 KQCueEvent 300 0
- endif
- else
- #no weapon out
- if test $Daventry::Mill::JumpDir == 0
- preloadShape c_milhit.kqs
- KQMonster::setState Connor Special 'AnimList=conmill.anm,AnimListOn,normal'
- sendEvent 2.2 $1 KQCueEvent 300 0
- else
- preloadShape c_milbkj.kqs
- preloadShape c_bkjhit.kqs
- KQMonster::setState Connor Special 'AnimList=conmill.anm,AnimListOn,normbak1,normbak2'
- sendEvent 2.74 $1 KQCueEvent 300 0
- endif
- endif
- endif
- move KQCamera 0 190227 231352 10230 -.55 0 2.58
- if test $Daventry::Mill::JumpDir == 0
- sendEvent .6 $1 KQCueEvent 1 0
- else
- sendEvent 1.2 $1 KQCueEvent 1 0
- endif
- endif
- else if test $2 == Cue
- if test $3 == 1
- sendEvent 0 Connor KQAttackEvent milstone 0 8 1
- move KQCamera 0 190380 232400 12500 -.86 0 2.58
- else if test $3 == 300
- KQObject::setHidden milgear1 0
- move KQCamera 0 192780 232150 9255 -.2 0 2.585
- move Connor 0 191300 229530 8050 0 0 -1.57
- KQCamera::follow Connor
- handsOff 0
- setThirdPerson
- endif
- endif
- endif
- endif