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  1. Beiträge anzeigen #1 Zitieren
    Provinzheld
    Registriert seit
    May 2014
    Ort
    Malchow
    Beiträge
    235
     
    dragonkiller1995 ist offline

    Verlorene scripte

    Hallo für die mod drachenflug sind leider die scripte nicht mehr öffentlich nun wollte ich sie trotzdem auf meiner mod haben um schneller im spiel vorran zu kommen und stehe vor einem problem ich möchte das er bei der taste u die lande animation abspielt aber es funktioniert nicht wer kann mir sagen warum?
    PHP-Code:
    // fliegender Drache

    instance ItMi_fliegender_drache(C_Item){    name                 =   "Feuerdrachenruf";    mainflag             =    ITEM_KAT_FF;    flags                 =    ITEM_BOW;        material             =    MAT_WOOD;
        
    visual                 =    "drache.mms";        on_equip            =    Equip_fliegender_drache;    on_unequip            =    UnEquip_fliegender_drache;    Value                   3500;    description         =    name;    TEXT[1]                =   "Die Rune ruft einen fliegenden Feuerdrachen als Begleiter.";    TEXT[2]                =   "";    TEXT[3]                =   "";    TEXT[5]                =    NAME_Value;   COUNT[5]   = value;};


    FUNC VOID Equip_fliegender_drache (){        var C_NPC her;     her Hlp_GetNpc(PC_Hero);         if  (Hlp_GetInstanceID(self) == Hlp_GetInstanceID(her))    {        AI_ProcessInfos (hero);        AI_StopProcessInfos (hero);                Mdl_ApplyOverlayMDS    (hero"fliegender_drache.mds");            //    fliegen=1;    if(MEM_KeyState(KEY_u) == KEY_PRESSED){AI_PlayAni (self, "HUMANS-T_DRACHEDOWN");// };};    };        };
    FUNC VOID UnEquip_fliegender_drache(){    Mdl_RemoveOverlayMDS    (hero"fliegender_drache.mds");    //fliegen=0;}; 
    Danke im vorraus

  2. Beiträge anzeigen #2 Zitieren
    Provinzheld
    Registriert seit
    May 2014
    Ort
    Malchow
    Beiträge
    235
     
    dragonkiller1995 ist offline

    verschiedene idee

    ich habe verschiedene ideen gehabt um die landefunktion einzu bauen hier das script von einem anderen versuch dort habe ich es versucht in die mds datei ein zu tragen der drache soll landen wenn ich die schleich taste drücke aber auch das geht nicht
    PHP-Code:
    /++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++// HUMAN OVERLAY    Zaphod´s fliegender Drache//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

    Model ("HuS"){            meshAndTree ("Hum_Body_Naked0.ASC" DONT_USE_MESH)        aniEnum    {        modelTag    ("DEF_HIT_LIMB"        "zs_RightHand")                        AniDisable    ("s_FallDn")        AniDisable    ("s_Fall")        AniDisable    ("s_FallB")        AniDisable    ("s_Fallen")        AniDisable    ("s_FallenB")        AniDisable    ("s_Jump")        AniDisable    ("s_Dive")        AniDisable    ("s_DiveF")                AniDisable    ("s_Slide")                    AniDisable    ("s_SlideB")            AniDisable    ("T_Castfail")                                    // ---------------------------------------------------------------------------------------------------------------        //    RUN-Mode        ani            ("s_Run"                1    "s_Run"            0.1    0.1    M    "hum_drachen_ambient.ASC"    F    0    50)        {            *eventMMStartAni (0        "S_READY"    "ZS_BOW")            *eventSFX    (1    "DEM_AMBIENT"    EMPTY_SLOT    )            //*eventPFX        (25     1     "DRAGON_BREATH_SMOKE"    "ZS_RIGHTHAND"    ATTACH)            //*eventPFXStop    (30        1)            }                ani            ("t_Run_2_RunL"            1    "s_RunL"        0.0    0.0    M.    "hum_drachen_run.ASC"        F    0    0)        ani            ("s_RunL"                1    "s_RunL"        0.0    0.1    M.    "hum_drachen_run_neu.ASC"        F    0    50)                {            *eventMMStartAni (0        "S_NORMAL"    "ZS_BOW")            *eventSFX    (1    "DEM_AMBIENT"    EMPTY_SLOT    )            //*eventPFX        (25     1     "DRAGON_BREATH_SMOKE"    "ZS_RIGHTHAND"    ATTACH)            //*eventPFXStop    (35        1)            }                                ani            ("t_RunL_2_Run"            1    "s_Run"            0.0    0.0    M.    "hum_drachen_ambient.ASC"        F    0    0)                ani            ("t_JumpB"                1    "s_Run"            0.0    0.2    M.    "hum_drachen_ambient.ASC"            R    0    0)        {                    }                        // ---------------------------------------------------------------------------------------------------------------        //    WALK-Mode        ani            ("s_Walk"                1    "s_Walk"        0.1    0.1    M    "hum_drachen_ambient.ASC"    F    0    50 )        //aniAlias    ("s_Walk"                1    "s_Walk"        0.1    0.1    MI    "s_Run"        F)                ani            ("t_Walk_2_WalkL"        1    "s_WalkL"        0.0    0.0    M.    "hum_drachen_ambient.ASC"        F    0    0)        ani            ("s_WalkL"                1    "s_WalkL"        0.0    0.1    M.    "hum_drachen_run_neu.ASC"        F    0    50)        {            *eventSFXGrnd    (10    "Run")            *eventSFXGrnd    (22    "Run")        }                ani            ("t_WalkL_2_Walk"        1    "s_Walk"        0.0    0.0    M.    "hum_drachen_ambient.ASC"        F    0    0)        ani            ("t_WalkR_2_Walk"        1    "s_Walk"        0.1    0.1    M.    "hum_drachen_ambient.ASC"    F    0    0)                aniAlias    ("t_Walk_2_WalkBL"        1    "s_WalkBL"        0.1    0.1    M.    "t_walkL_2_Walk"            R)                aniAlias    ("s_WalkBL"                1    "s_WalkBL"        0.0    0.0    M.    "s_WalkL"                    R)        ani            ("t_WalkBL_2_Walk"        1    "s_Walk"        0.1    0.1    M.    "hum_drachen_ambient.ASC"    R    0    0)        aniAlias    ("t_WalkBR_2_Walk"        1    "s_Walk"        0.1    0.1    M.    "t_WalkL_2_Walk"            R)                        // ---------------------------------------------------------------------------------------------------------------        //    TURNING                ani            ("t_RunTurnL"            20    "t_RunTurnL"    0.2    0.2    M.    "hum_drachen_ambient.ASC"            F    0    0)        {            *eventSFXGrnd    (10    "Turn")            *eventSFXGrnd    (20    "Turn")        }                        ani            ("t_RunTurnR"            20    "t_RunTurnR"    0.2    0.2    M.    "hum_drachen_ambient.ASC"            F    0    0)        //            //ani            ("t_RunTurnR"            20    "t_RunTurnR"    0.2    0.2    M.    "Hum_TurnR_A01.asc"            R    0    19)        {            *eventSFXGrnd    (10    "Turn")            *eventSFXGrnd    (20    "Turn")            //                *eventSFXGrnd    (18    "Turn")        }                aniAlias    ("t_WalkTurnL"            20    "t_WalkTurnL"    0.2    0.2    M.    "t_RunTurnL"                F)        aniAlias    ("t_WalkTurnR"            20    "t_WalkTurnR"    0.2    0.2    M.    "t_RunTurnR"                F)                ani            ("t_SneakTurnL"            20    "t_SneakTurnL"    0.2    0.2    M.    "hum_drachen_ambient.ASC"    F    0    0)        ani            ("t_SneakTurnR"            20    "t_SneakTurnR"    0.2    0.2    M.    "hum_drachen_ambient.ASC"    F    0    0)                                        // ---------------------------------------------------------------------------------------------------------------        // JUMP                ani            ("t_Stand_2_Jump"        1    "s_Jump"        0.1 0.2    M.    "hum_drachen_up.asc"        F    0 50)        {            *eventMMStartAni (0        "S_SHOOT"    "ZS_BOW")            }        
            
    ani            ("t_MagRunR_2_Jump"        1    "s_Jump"        0.1 0.2    M.    "hum_drachen_up.asc"        F    0 50)        {            *eventMMStartAni (0        "S_SHOOT"    "ZS_BOW")            }


            
    ani            ("t_Jump_2_Stand"        1    ""                0.1 0.2    M.    "hum_drachen_ambient.ASC"            F    0    0)                        //    aus dem Rennen direkt Springen        ani            ("t_RunL_2_Jump"        1    "s_Jump"        0.1    0.1    MF    "hum_drachen_up.ASC"        F    0    50)                aniAlias    ("t_RunR_2_Jump"        1    "s_Jump"        0.1    0.1    MF    "t_RunL_2_Jump"        F)                        //    nach dem Sprung direkt weiterrennen, wenn CursorUp weiterhin gedrückt        aniBlend    ("t_Jump_2_RunL"            "s_RunL"        0.2    0.2)                                // ---------------------------------------------------------------------------------------------------------------        // JUMP UP, CLIMB                //    JumpUpLow       (Ohne Benutzung der Hände, rechter Fuß setzt zuerst auf. Höhe: 50-100cm)        //  ani1: Schwung holen, ani2: Flugphase, ani3: Kontakt mit Kante        ani        ("t_Stand_2_JumpUpLow"        1   "s_JumpUpLow"                0.0 0.0 M.  "hum_drachen_ambient.ASC" F   0    0)        ani        ("s_JumpUpLow"              1   "t_JumpUpLow_2_Stand"        0.0 0.0 MF    "hum_drachen_ambient.ASC" F   0    0)        {            //    *eventPFX        (10 "ZMODELLANDDUST" "BIP01 L Foot")            //    *eventSFXGrnd    (10    "Run")        }                ani     ("t_JumpUpLow_2_Stand"      1   ""                            0.0 0.1 MF    "hum_drachen_ambient.ASC" F   0    0)        {            //    *eventSFXGrnd    (16    "Run")        }                //    aus dem Rennen direkt Springen        aniAlias    ("t_RunL_2_JumpUpLow"    1    "t_JumpUpLow_2_Stand"        0.2    0.1    MF    "s_JumpUpLow"            F)        aniAlias    ("t_RunR_2_JumpUpLow"    1    "t_JumpUpLow_2_Stand"        0.2    0.1    MF    "s_JumpUpLow"            F)                //    JumpUpMid       (Auf den Händen abgestützt in einem Satz nach oben. Höhe: 100-200cm)        //  ani1: Schwung holen, ani2: Flugphase, ani3: Kontakt mit Kante        ani        ("t_Stand_2_JumpUpMid"        1   "s_JumpUpMid"                0.1 0.0 M.    "hum_drachen_ambient.ASC" F   0    0)        ani        ("s_JumpUpMid"              1   "t_JumpUpMid_2_Stand"        0.0 0.0 MF    "hum_drachen_ambient.ASC" F   0    0)        {            //    *eventSFXGrnd    (13    "Run")        }                ani        ("t_JumpUpMid_2_Stand"      1   ""                            0.0 0.1 MF    "hum_drachen_ambient.ASC" F   0    0)        {            //    *eventSFXGrnd    (21    "Run")            //    *eventSFXGrnd    (26    "Run")        }                //    aus dem Rennen direkt Springen        aniAlias    ("t_RunL_2_JumpUpMid"    1    "t_JumpUpMid_2_Stand"        0.2    0.1    MF    "s_JumpUpMid"            F)        aniAlias    ("t_RunR_2_JumpUpMid"    1    "t_JumpUpMid_2_Stand"        0.2    0.1    MF    "s_JumpUpMid"            F)                        //    Während Sprung nach vorn Festhalten an Kante        ani            ("t_Jump_2_Hang"        1    "s_Hang"        0.1    0.0    MF    "hum_drachen_ambient.ASC"     F    0    0)                //    Während Runterfallen Festhalten an Kante        aniAlias    ("t_FallDn_2_Hang"        1    "s_Hang"        0.3    0.0    MF    "t_Jump_2_Hang"             F)                //    JumpUp, Hang    (An Kante springen, und dann hochziehen. Höhe: 200-350cm)        //    aus dem Rennen direkt Springen        //            aniAlias    ("t_RunL_2_JumpUp"        1    "s_JumpUp"        0.2    0.1    MF    "t_Stand_2_JumpUp"            F)        //            aniAlias    ("t_RunR_2_JumpUp"        1    "s_JumpUp"        0.2    0.1    MF    "t_Stand_2_JumpUp"            F)                ani            ("t_Stand_2_JumpUp"        1    "s_JumpUp"            0.0    0.0    M.    "hum_drachen_ambient.ASC"    F    0    0)                ani            ("s_JumpUp"                1    "s_JumpUp"        0.0    0.0    MF    "hum_drachen_ambient.ASC"        F    0    0)                aniBlend    ("t_JumpUp_2_Hang"            "s_Hang"        0.0    0.1)        ani            ("s_Hang"                1    "s_Hang"        0.1    0.0    MF    "hum_drachen_ambient.ASC"     F    0    0)                //    Climb up        ani            ("t_Hang_2_Stand"        1    ""                0.0    0.3    MF    "hum_drachen_ambient.ASC"     F    0    0)        {            //    *eventSFXGrnd    (32    "Run")            //    *eventSFXGrnd    (44    "Run")        }                //    Climb Down        aniAlias    ("t_Stand_2_Hang"        1    "s_Hang"        0.0    0.0    MF    "t_Hang_2_Stand"            R)                        // ---------------------------------------------------------------------------------------------------------------        // FALL                        // Landen und stehenbleiben        ani            ("t_FallDn_2_Stand"        1    ""                0.0    0.2    M.    "hum_drachen_ambient.ASC"    F    0    0)        {            //    *eventSFX    (26    "M_FALL_SMALL"    EMPTY_SLOT    )        }                // Landen und direkt weiterrennen        aniBlend    ("t_FallDn_2_RunL"            "s_RunL"        0.2    0.2)                //    wenn Falltiefe zu tief um unbeschadet auf den Füßen zu landen        //            aniBlend    ("t_FallDn_2_Fall"            "s_Fall"        0.5    0.5)        //            aniBlend    ("t_FallDn_2_FallB"            "s_FallB"        0.5    0.5)                //    Bei s-Fall und s_FallB "fliegt" die Figur durch die Luft.        //    Bei s_Fallen + s_FallenB liegt der Spieler flach.        //            ani            ("s_Fall"                1    "s_Fall"        0.2 0.1 MF    "hum_drachen_ambient.ASC"        F     0    0 )        //            ani            ("t_Fall_2_Fallen"        1    "s_Fallen"        0.0 0.0 MF    "hum_drachen_ambient.ASC"            F    0    0)        {            //            //    *eventSFX    (11    "Fallen")            //    *eventSFX    (12    "M_FALL_SMALL"    EMPTY_SLOT    )            //    *eventPFX    (12     "ZMODELLANDDUST"    "Bip01"    )            //    *eventMMStartAni (14    "T_HURT")            //    *eventMMStartAni (20    "S_NEUTRAL")        }                //            ani            ("s_Fallen"                1    "s_Fallen"        0.0 0.0 M.    "hum_drachen_ambient.ASC"    F     0    0)        //            ani            ("t_Fallen_2_Stand"        1    ""                0.0 0.2 M.    "hum_drachen_ambient.ASC"            F     0    0)        {            //    *eventSFXGrnd    (33    "Run")            //    *eventSFXGrnd    (38    "Run")        }                //            ani            ("s_FallB"                1    "s_FallB"        0.1 0.0 MF    "hum_drachen_ambient.ASC"        F     0    0)        //            ani            ("t_FallB_2_FallenB"    1    "s_FallenB"        0.0 0.0 MF    "hum_drachen_ambient.ASC"            F     0    0)        {            //            //    *eventSFX    (8    "Fallen")            //    *eventMMStartAni (10    "T_HURT")            //    *eventMMStartAni (20    "S_NEUTRAL")        }                //            ani            ("s_FallenB"            1    "s_FallenB"        0.0 0.0 M.    "hum_drachen_ambient.ASC"    F    0    0)        //            ani            ("t_FallenB_2_Stand"    1    ""                0.0 0.2 M.    "hum_drachen_ambient.ASC"            F     0    0)        {            //    *eventSFXGrnd    (30    "Run")            //    *eventSFXGrnd    (37    "Run")        }                        // FIST        ani            ("t_Run_2_Fist"            1    "s_Fist"        0.0 0.0 M.    "hum_drachen_ambient.ASC"        F    0    0)        ani            ("s_Fist"                1    "s_Fist"        0.0 0.0 M.    "hum_drachen_ambient.ASC"        F      0    0)        ani            ("t_Fist_2_FistRun"        1    "s_FistRun"        0.0 0.0 M.    "hum_drachen_ambient.ASC"        F      0    0)        //    {            //        *eventTag        (5 "DEF_FIGHTMODE"    "FIST")        //    }                ani            ("t_FistRun_2_Fist"        1    "s_Fist"        0.0 0.0 M.    "hum_drachen_ambient.ASC"        R    0    0)        {            //    *eventTag        (5 "DEF_FIGHTMODE"    "")        }        aniAlias    ("t_Fist_2_Run"            1    ""                0.0 0.0 M.    "t_Run_2_Fist"            R)                // Fist beim Rennen ziehen        ani            ("t_Move_2_FistMove"    2    ""                0.2    0.2    M.    "hum_drachen_ambient.ASC"    F     0    0)        //    {            //        *eventTag        (5 "DEF_FIGHTMODE"    "FIST")        //    }        ani            ("t_FistMove_2_Move"    2    ""                0.2    0.2    M.    "hum_drachen_ambient.ASC"    F    0    0)        ///    {            *eventTag        (5 "DEF_FIGHTMODE"    "")        //    }                        // Kraulen        ani            ("s_Swim"                1    "s_Swim"        0.0    0.1    MI    "hum_drachen_ambient.ASC"        F    0    0 )                aniBlend    ("t_Swim_2_SwimF"            "s_SwimF"        0.3    0.3)        ani            ("s_SwimF"                1    "s_SwimF"        0.0    0.1    M.    "hum_drachen_run.ASC"        F    0    50)                aniBlend    ("t_SwimF_2_Swim"            "s_Swim"        0.4    0.5)                                        // MAGIC        ani            ("t_Run_2_Mag"            1    "s_Mags"        0.0 0.0 M.    "hum_drachen_ambient.asc"        F    0     0)        ani            ("s_Mag"                1    "s_Mag"            0.0 0.0 M.    "hum_drachen_ambient.asc"        F    0    0)        ani            ("t_Mag_2_MagRun"        1    "s_MagRun"        0.0 0.0 M.    "hum_drachen_ambient.asc"        F    0    0)        {            *eventTag        (8 "DEF_FIGHTMODE"    "MAG")        }                ani            ("t_MagRun_2_Mag"        1    "s_Mag"            0.0 0.0 M.    "hum_drachen_ambient.asc"        F    0    0)        {            *eventTag        (8 "DEF_FIGHTMODE"    "")        }        aniAlias    ("t_Mag_2_Run"            1    ""                0.0 0.0 M.    "t_Run_2_Mag"                F)                // Magie beim Rennen ziehen        ani            ("t_Move_2_MagMove"        2    ""                0.2    0.2    M.    "hum_drachen_ambient.asc"    F    0    0)        {            *eventTag        (14 "DEF_FIGHTMODE"    "MAG")        }        ani            ("t_MagMove_2_Move"        2    ""                0.2    0.2    M.    "hum_drachen_ambient.asc"    F    0    0)        {            *eventTag        (14 "DEF_FIGHTMODE"    "")        }                SNEAK-Mode            ani            ("s_Sneak"                1    "s_Sneak"        0.1    0.0    MI    "HUMANS-T_DRACHEDOWN"                F    10    60    FPS:10)            ani            ("t_Sneak_2_SneakL"        1    "s_SneakL"        0.0    0.1    M.    "HUMANS-T_DRACHEDOWN"    F    0    10)            ani            ("s_SneakL"                1    "s_SneakL"        0.0    0.1    M.    "HUMANS-T_DRACHEDOWN"            F    0    40)
                
    ani            ("t_SneakL_2_Sneak"        1    "s_Sneak"        0.0    0.0    M.    "HUMANS-T_DRACHEDOWN"    F    10    20)            ani            ("t_SneakR_2_Sneak"        1    "s_Sneak"        0.0    0.0    M.    "HUMANS-T_DRACHEDOWN"    F    21    30)
                
    aniAlias    ("t_Sneak_2_SneakBL"    1    "s_SneakBL"        0.1    0.1    M.    "HUMANS-T_DRACHEDOWN"            R)                aniAlias    ("s_SneakBL"            1    "s_SneakBL"        0.0    0.0    M.  "HUMANS-T_DRACHEDOWN"                    R)
                
    aniAlias    ("t_SneakBL_2_Sneak"    1    "s_Sneak"        0.0    0.0    M.    "HUMANS-T_DRACHEDOWN"            R)            aniBlend    ("t_SneakBR_2_Sneak"        "s_Sneak"        0.2    0.2)
                    
    /////////////////////////        // MAGIC MOVEMENT        //////////////////////////                //    Mag-RUN        ani            ("s_MagRun"                    1    "s_MagRun"        0.1 0.1 MI    "hum_drachen_ambient.asc"    F    0    50    )        {                        *eventSFX    (1    "DEM_AMBIENT"    EMPTY_SLOT    )            *eventMMStartAni (0        "S_READY"    "ZS_BOW")            //*eventPFX        (25     1     "DRAGON_BREATH_SMOKE"    "ZS_RIGHTHAND"    ATTACH)            //*eventPFXStop    (30        1)                                }                                ani            ("t_MagRun_2_MagRunL"        1    "s_MagRunL"        0.0    0.0    M.    "hum_drachen_ambient.asc"    F    0    0)                //    Mag-Run-Loop        ani            ("s_MagRunL"                1    "s_MagRunL"        0.0    0.0    M.    "hum_drachen_run_neu.asc"        F    0    50)        {                        *eventSFX    (1    "DEM_AMBIENT"    EMPTY_SLOT    )            *eventMMStartAni (0        "S_NORMAL"    "ZS_BOW")            //*eventPFX        (25     1     "DRAGON_BREATH_SMOKE"    "ZS_RIGHTHAND"    ATTACH)            //*eventPFXStop    (35        1)                                }                ani            ("t_MagRunL_2_MagRun"        1    "s_MagRun"        0.0    0.1    M.    "hum_drachen_ambient.asc"        F    0    0)        aniBlend    ("t_MagRunR_2_MagRun"            "s_MagRun"        0.3    0.3)                //    Mag-Run Backwards Movement        ani            ("t_MagJumpB"                1    "s_MagRun"            0.0    0.2    M.    "hum_drachen_ambient.asc"    F    0    0)                /////////////////////        //    MAGIC TURNING        /////////////////////                ani            ("t_MagRunTurnL"            20    "t_MagRunTurnL"    0.1    0.1    M.    "hum_drachen_ambient.asc"        F    0    0)        ani            ("t_MagRunTurnR"            20    "t_MagRunTurnR"    0.1    0.1    M.    "hum_drachen_ambient.asc"        R    0    0)                //    Firebolt (Magic Missile), Thunderbolt,...        aniAlias    ("t_MagRun_2_FBTShoot"        1    "s_FBTShoot"    0.1 0.0 M.    "t_FiBCast_2_FiBShoot"        F)        aniAlias    ("s_FBTShoot"                1    "s_FBTShoot"    0.0 0.0 M.    "s_FiBShoot"                F)        aniAlias    ("t_FBTShoot_2_Stand"        1    ""                0.0 0.1 M.    "t_FiBShoot_2_Stand"        F)                //    Fireball, Thunderball,         ani            ("t_MagRun_2_FiBCast"        1    "s_FiBCast"        0.1 0.0 M.    "hum_drachen_ambient.asc"    F    1    4)        ani            ("s_FiBCast"                1    "s_FiBCast"        0.0 0.0 M.    "hum_drachen_ambient.asc"    F    5    49)                {            *eventMMStartAni (5        "S_SHOOT"    "ZS_BOW")            *eventSFX    (6    "DEM_AMBIENT"    EMPTY_SLOT    )        }                aniBlend    ("t_FibCast_2_Stand"            ""                0.1    0.2)                ani            ("t_FiBCast_2_FiBShoot"        1    "s_FiBShoot"    0.0 0.0 M.    "hum_drachen_ambient.asc"    F    49    50)        ani            ("s_FiBShoot"                1    "s_FiBShoot"    0.0 0.0 M.    "hum_drachen_ambient.asc"    F    50    50)                                ani            ("t_FiBShoot_2_Stand"        1    ""                0.0 0.1 M.    "hum_drachen_ambient.asc"    F    50    50)                        // Pyrokinesis        ani            ("t_MagRun_2_PyrShoot"        1    "s_PyrShoot"    0.1    0.0    M.    "hum_drachen_ambient.asc"        F    0    21)        ani            ("s_PyrShoot"                1    "s_PyrShoot"    0.0    0.0    M.    "hum_drachen_ambient.asc"        F    22    32)        ani            ("t_PyrShoot_2_Stand"        1    ""                0.0    0.1    M.    "hum_drachen_ambient.asc"        F    33    39)                                        // ************************    }} 

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