{ MODEL 0 "downrod" MODEL 1 "blades" MODEL 2 "coffin" MODEL 3 "coffinld" MODEL 4 "cofn_man" MODEL 12 "jack_box" MODEL 13 "jack_hnd" MODEL 14 "jack_pop" MODEL 15 "spark" SFX 0 "cofn_opn" SFX 1 "cofn_man" SFX 2 "cofn_cls" SFX 6 "jack" SFX 7 "jack_bng" SFX 8 "flame" ANIMATION { Slot 0 Name "Ceiling Fan" Mode 0 BONE { BoneID 0 ModelID 0 } BONE { BoneID 1 ModelID 1 } KEYFRAME { FrameNr 0 Time 2 Type 0 BONE { BoneID 1 RotationAxis 0.000 1.000 0.000 RotationAmount -360.000 } } } ANIMATION { Slot 1 ; Slot ID (0 to 255) Name "Coffin" ; Display name (currently unused) Mode 1 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger true ; Whether the animation needs to be triggered TriggerOnce false ; Whether the animation can be triggered multiple times BONE { BoneID 0 ; Body part ID (0 to 15) part 0 is the main body part ModelID 2 ; Model ID (0 to 63, or -1) } BONE { BoneID 1 ; Body part ID (0 to 15) part 0 is the main body part ModelID 3 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID must be smaller than the bone ID not present at the main body part OffsetTranslation 0 -80 200 ; Offset to parent location } BONE { BoneID 2 ; Body part ID (0 to 15) part 0 is the main body part ModelID 4 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 1.000 ; Time (in seconds) since previous keyframe } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 2.000 ; Time (in seconds) since previous keyframe Type 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 1 ; Body part ID RotationAxis 1 0.0106382978723404 -0.148936170212766 RotationAmount 188 ; Rotation (in degrees) SFX { SfxID 0 ; Sound ID (0 to 63, or -1) Range 10 ; Range multiplier (0 to 100) Looping false ; Whether the sound is continuous or one-shot } } } KEYFRAME { FrameNr 2 ; Number of the keyframe (0 to 255) Time 1.500 ; Time (in seconds) since previous keyframe Type 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 2 ; Body part ID Translation 0.000 -280.000 0.000 ; Translation SFX { SfxID 1 ; Sound ID (0 to 63, or -1) Range 30 ; Range multiplier (0 to 100) Looping false ; Whether the sound is continuous or one-shot } } } KEYFRAME { FrameNr 3 ; Number of the keyframe (0 to 255) Time 2.500 ; Time (in seconds) since previous keyframe Type 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 2 ; Body part ID RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 360.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 4 ; Number of the keyframe (0 to 255) Time 0.800 ; Time (in seconds) since previous keyframe Type 1 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 1 ; Body part ID RotationAxis 1 0.0106382978723404 -0.148936170212766 RotationAmount -188 ; Rotation (in degrees) SFX { SfxID 2 ; Sound ID (0 to 63, or -1) Range 10 ; Range multiplier (0 to 100) Looping false ; Whether the sound is continuous or one-shot } } BONE { BoneID 2 ; Body part ID Translation 0.000 280.000 0.000 ; Translation } } KEYFRAME { FrameNr 5 ; Number of the keyframe (0 to 255) Time 1.000 ; Time (in seconds) since previous keyframe } } ANIMATION { Slot 18 Name "Jack's Box" Mode 0 BONE { BoneID 0 ModelID 12 } BONE { BoneID 1 ModelID 13 } KEYFRAME { FrameNr 0 Time 1 Type 0 BONE { BoneID 1 RotationAxis 0.000 0.000 1.000 RotationAmount -360.000 SFX { SfxID 6 ; Sound ID (0 to 63, or -1) Range 20 ; Range multiplier (0 to 100) Looping true ; Whether the sound is continuous or one-shot } } } } ANIMATION { Slot 19 Name "The Weasel" Mode 1 NeedsTrigger true ; Whether the animation needs to be triggered TriggerOnce false ; Whether the animation can be triggered multiple times BONE { BoneID 0 ModelID 14 } KEYFRAME { FrameNr 0 Time 0.001 Type 0 } KEYFRAME { FrameNr 1 Time 0.1 Type 2 BONE { BoneID 0 Translation 0.000 -100.000 0.000 SFX { SfxID 7 ; Sound ID (0 to 63, or -1) Range 20 ; Range multiplier (0 to 100) Looping false ; Whether the sound is continuous or one-shot } } } KEYFRAME { FrameNr 2 Time 1.9 Type 0 } KEYFRAME { FrameNr 3 Time 1 Type 1 BONE { BoneID 0 Translation 0.000 100.000 0.000 } } } ANIMATION { Slot 20 Name "Falmes" Mode 1 NeedsTrigger true ; Whether the animation needs to be triggered TriggerOnce false ; Whether the animation can be triggered multiple times BONE { BoneID 0 ModelID 15 } BONE { BoneID 1 ModelID 15 } KEYFRAME { FrameNr 0 Time 0.001 Type 3 BONE { BoneID 0 Visible true RotationAxis 0 1 0 RotationAmount 00 SFX { SfxID -1 ; Sound ID (0 to 63, or -1) Range 20 ; Range multiplier (0 to 100) Looping true ; Whether the sound is continuous or one-shot } SPARK { Type -1 ; Particle type, defined in properties.txt (0 to 63, or -1) AverageSpeed 200 ; Average speed of particle (0 to 200) VariableSpeed 10 ; Speed variation of particle (0 to 200) Frequency 200 ; Particle generation frequency (1 to 200, or 0 for one-shot) } } BONE { BoneID 1 Visible true RotationAxis 0 1 0 RotationAmount 00 LIGHT { Type -1 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 255 102 0 ; Light color (RGB values, -1024 to 1024 for each component) Reach 300 ; Light reach distance ConeSize 0 ; Cone size for spot lights (1 to 180) FlickerSpeed 0 ; Flicker speed (1 to 255, 0 to disable) } } } KEYFRAME { FrameNr 1 Time 2 Type 3 BONE { BoneID 0 Visible true RotationAxis 0 1 0 RotationAmount 00 SFX { SfxID 8 ; Sound ID (0 to 63, or -1) Range 20 ; Range multiplier (0 to 100) Looping true ; Whether the sound is continuous or one-shot } SPARK { Type 3 ; Particle type, defined in properties.txt (0 to 63, or -1) AverageSpeed 200 ; Average speed of particle (0 to 200) VariableSpeed 10 ; Speed variation of particle (0 to 200) Frequency 200 ; Particle generation frequency (1 to 200, or 0 for one-shot) } } BONE { BoneID 1 Visible true RotationAxis 0 1 0 RotationAmount 00 LIGHT { Type 0 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 255 102 0 ; Light color (RGB values, -1024 to 1024 for each component) Reach 300 ; Light reach distance ConeSize 0 ; Cone size for spot lights (1 to 180) FlickerSpeed 0 ; Flicker speed (1 to 255, 0 to disable) } } } KEYFRAME { FrameNr 2 Time 0.001 Type 3 BONE { BoneID 0 Visible true RotationAxis 0 1 0 RotationAmount 00 SFX { SfxID -1 ; Sound ID (0 to 63, or -1) Range 20 ; Range multiplier (0 to 100) Looping true ; Whether the sound is continuous or one-shot } SPARK { Type -1 ; Particle type, defined in properties.txt (0 to 63, or -1) AverageSpeed 200 ; Average speed of particle (0 to 200) VariableSpeed 10 ; Speed variation of particle (0 to 200) Frequency 200 ; Particle generation frequency (1 to 200, or 0 for one-shot) } } BONE { BoneID 1 Visible true RotationAxis 0 1 0 RotationAmount 00 LIGHT { Type -1 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 255 102 0 ; Light color (RGB values, -1024 to 1024 for each component) Reach 300 ; Light reach distance ConeSize 0 ; Cone size for spot lights (1 to 180) FlickerSpeed 0 ; Flicker speed (1 to 255, 0 to disable) } } } }