correction de warning

This commit is contained in:
deed 2016-06-28 16:09:13 +02:00
parent 08b0c9dbbe
commit dfb024f194
24 changed files with 723 additions and 399 deletions

View file

@ -4,19 +4,19 @@
<STRUCT> <STRUCT>
<ATOM Name="Race" Value="fyros"/> <ATOM Name="Race" Value="fyros"/>
<STRUCT Name="Characteristics"> <STRUCT Name="Characteristics">
<ATOM Name="Constitution" Value="600"/> <ATOM Name="Constitution" Value="60"/>
<ATOM Name="Intelligence" Value="600"/> <ATOM Name="Intelligence" Value="60"/>
<ATOM Name="Strength" Value="600"/> <ATOM Name="Strength" Value="60"/>
<ATOM Name="WellBalanced" Value="600"/> <ATOM Name="WellBalanced" Value="10"/>
<ATOM Name="Will" Value="600"/> <ATOM Name="Will" Value="35"/>
</STRUCT> </STRUCT>
<STRUCT Name="Scores"> <STRUCT Name="Scores">
<ATOM Name="HitPoints" Value="600"/> <ATOM Name="HitPoints" Value="60"/>
<ATOM Name="HitPointsRegenerateRate" Value="1.0"/> <ATOM Name="HitPointsRegenerateRate" Value="2.0"/>
<ATOM Name="Sap" Value="600"/> <ATOM Name="Sap" Value="60"/>
<ATOM Name="SapRegenerateRate" Value="1"/> <ATOM Name="SapRegenerateRate" Value="2"/>
<ATOM Name="Stamina" Value="600"/> <ATOM Name="Stamina" Value="60"/>
<ATOM Name="StaminaRegenerateRate" Value="1"/> <ATOM Name="StaminaRegenerateRate" Value="2"/>
</STRUCT> </STRUCT>
<STRUCT Name="DefaultEquipment"> <STRUCT Name="DefaultEquipment">
<STRUCT Name="Female equipment"> <STRUCT Name="Female equipment">

View file

@ -0,0 +1,72 @@
<?xml version="1.0"?>
<FORM Revision="$Revision: 1.0 $" State="modified">
<PARENT Filename="_formuli.creature"/>
<PARENT Filename="_ai_herbivore_craintif.creature"/>
<PARENT Filename="_medium_slashing_armor_set.creature"/>
<STRUCT>
<STRUCT Name="Basics">
<ATOM Name="Race" Value="source"/>
<ATOM Name="DamageLocalisationTable" Value="other"/>
<ATOM Name="Size" Value="small"/>
<ATOM Name="Profile" Value="caster healer"/>
<STRUCT Name="Scores">
<ATOM Name="HitPoints" Value="very low"/>
<ATOM Name="Sap" Value="default"/>
<ATOM Name="Stamina" Value="very low"/>
</STRUCT>
<STRUCT Name="Equipment">
<STRUCT Name="Body">
<ATOM Name="Item" Value="nestpendo_chest.item"/>
</STRUCT>
<STRUCT Name="Legs">
<ATOM Name="Item" Value="light_slashing_legs.item"/>
</STRUCT>
<STRUCT Name="Arms">
<ATOM Name="Item" Value="light_slashing_arms.item"/>
</STRUCT>
<STRUCT Name="Hands">
<ATOM Name="Item" Value="light_slashing_hands.item"/>
</STRUCT>
<STRUCT Name="Feet">
<ATOM Name="Item" Value="light_slashing_feet.item"/>
</STRUCT>
<STRUCT Name="Head">
<ATOM Name="Item" Value="light_slashing_head.item"/>
</STRUCT>
</STRUCT>
<STRUCT Name="MovementSpeeds">
<ATOM Name="WalkSpeed" Value="&quot;3d data.Scale&quot;*1.1"/>
<ATOM Name="RunSpeed" Value="&quot;3d data.Scale&quot;*3.536918"/>
</STRUCT>
</STRUCT>
<STRUCT Name="3d data">
<ATOM Name="Skel" Value=""/>
<ATOM Name="AnimSetBaseName" Value=""/>
<ATOM Name="LodCharacterName" Value="none"/>
<ATOM Name="LodCharacterDistance" Value="50.0"/>
<ATOM Name="NamePosZLow" Value="0.5"/>
<ATOM Name="NamePosZNormal" Value="0.7"/>
</STRUCT>
<STRUCT Name="Harvest">
<STRUCT Name="MP1">
<ATOM Name="Name" Value="dag meat"/>
</STRUCT>
<STRUCT Name="MP2">
<ATOM Name="Name" Value="dag canines"/>
</STRUCT>
<STRUCT Name="MP3">
<ATOM Name="Name" Value="dag tongue"/>
</STRUCT>
</STRUCT>
<STRUCT Name="Collision">
<ATOM Name="CollisionRadius" Value="0.4"/>
</STRUCT>
<ATOM Name="attack_list1" Value="dag.attack_list"/>
</STRUCT>
<STRUCT/>
<STRUCT/>
<STRUCT/>
<STRUCT/>
<COMMENTS></COMMENTS>
<LOG></LOG>
</FORM>

View file

@ -3,7 +3,7 @@
<STRUCT> <STRUCT>
<STRUCT Name="Harvest"> <STRUCT Name="Harvest">
<STRUCT Name="MP1"> <STRUCT Name="MP1">
<ATOM Name="AssociatedItem" Value="m0692chdca01.sitem"/> <ATOM Name="AssociatedItem" Value="meggchdca01.sitem"/>
</STRUCT> </STRUCT>
<STRUCT Name="MP2"> <STRUCT Name="MP2">
<ATOM Name="AssociatedItem" Value="m0692chdca01.sitem"/> <ATOM Name="AssociatedItem" Value="m0692chdca01.sitem"/>

View file

@ -3,7 +3,7 @@
<STRUCT> <STRUCT>
<STRUCT Name="Harvest"> <STRUCT Name="Harvest">
<STRUCT Name="MP1"> <STRUCT Name="MP1">
<ATOM Name="AssociatedItem" Value="meggchdca01.sitem"/> <ATOM Name="AssociatedItem" Value="m0692chdca01.sitem"/>
</STRUCT> </STRUCT>
<STRUCT Name="MP2"> <STRUCT Name="MP2">
<ATOM Name="AssociatedItem" Value="meggchdca01.sitem"/> <ATOM Name="AssociatedItem" Value="meggchdca01.sitem"/>

View file

@ -0,0 +1,51 @@
<?xml version="1.0"?>
<FORM Revision="$Revision: 1.3 $" State="modified">
<PARENT Filename="_creature_armor.item"/>
<STRUCT>
<STRUCT Name="basics">
<STRUCT Name="EquipmentInfo">
<ARRAY Name="EquipmentSlots">
<ATOM Name="chest" Value="Chest"/>
</ARRAY>
</STRUCT>
</STRUCT>
<STRUCT Name="armor">
<ATOM Name="Armor category" Value="medium"/>
<ARRAY Name="protection type">
<ATOM Name="slashing" Value="Slashing"/>
</ARRAY>
<ATOM Name="protection" Value="medium"/>
<ATOM Name="max protection" Value="medium"/>
</STRUCT>
<STRUCT Name="3d">
<ATOM Name="shape" Value="TR_MO_arma.shape"/>
<ATOM Name="shape_female" Value="TR_MO_arma.shape"/>
</STRUCT>
<STRUCT Name="faber">
<STRUCT Name="Create">
<ATOM Name="Cost" Value="HP Default"/>
<ATOM Name="Difficulty" Value="(&quot;basics.quality level&quot;-4)*10*(0.9-0.1*(&quot;#faber.Create.MP 1&quot;+&quot;#faber.Create.MP 2&quot;+&quot;#faber.Create.MP 3&quot;+&quot;#faber.Create.MP 4&quot;+&quot;#faber.Create.MP 5&quot;))"/>
</STRUCT>
</STRUCT>
</STRUCT>
<STRUCT/>
<STRUCT/>
<STRUCT/>
<STRUCT/>
<LOG>Thu Jul 25 15:28:30 2002 (receveur) Form Parents =
Thu Jul 25 15:31:19 2002 (receveur) .armor.Armor category = light
Thu Jul 25 15:31:19 2002 (receveur) .armor.protection = light
Thu Jul 25 15:31:19 2002 (receveur) .basics.EquipmentInfo.EquipmentSlots[0] = Head
Thu Jul 25 15:31:19 2002 (receveur) formName Resized = 1
Thu Jul 25 15:31:29 2002 (receveur) .basics.EquipmentInfo.EquipmentSlots[0] Renamed = head
Thu Jul 25 15:31:55 2002 (receveur) formName Resized = Piercing
Thu Jul 25 15:32:55 2002 (receveur) .armor.protection type[0] = Piercing
Thu Jul 25 15:32:55 2002 (receveur) .armor.protection type[0] Renamed = piercing
Thu Jul 25 15:32:55 2002 (receveur) formName Resized = 1
Tue Jul 30 17:48:05 2002 (receveur) .basics.EquipmentInfo.EquipmentSlots[0] = Chest
Tue Jul 30 17:48:05 2002 (receveur) .basics.EquipmentInfo.EquipmentSlots[0] Renamed = chest
Tue Jul 30 17:53:59 2002 (receveur) .armor.Armor category = medium
Tue Jul 30 17:53:59 2002 (receveur) .armor.max protection = medium
Tue Jul 30 17:53:59 2002 (receveur) .armor.protection = medium
Mon Aug 05 17:02:00 2002 (receveur) formName Pasted = </LOG>
</FORM>

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@ -0,0 +1,51 @@
<?xml version="1.0"?>
<FORM Revision="$Revision: 1.3 $" State="modified">
<PARENT Filename="_creature_armor.item"/>
<STRUCT>
<STRUCT Name="basics">
<STRUCT Name="EquipmentInfo">
<ARRAY Name="EquipmentSlots">
<ATOM Name="chest" Value="Chest"/>
</ARRAY>
</STRUCT>
</STRUCT>
<STRUCT Name="armor">
<ATOM Name="Armor category" Value="medium"/>
<ARRAY Name="protection type">
<ATOM Name="slashing" Value="Slashing"/>
</ARRAY>
<ATOM Name="protection" Value="medium"/>
<ATOM Name="max protection" Value="medium"/>
</STRUCT>
<STRUCT Name="3d">
<ATOM Name="shape" Value="TR_MO_Arma_Boss.shape"/>
<ATOM Name="shape_female" Value="TR_MO_Arma_Boss.shape"/>
</STRUCT>
<STRUCT Name="faber">
<STRUCT Name="Create">
<ATOM Name="Cost" Value="HP Default"/>
<ATOM Name="Difficulty" Value="(&quot;basics.quality level&quot;-4)*10*(0.9-0.1*(&quot;#faber.Create.MP 1&quot;+&quot;#faber.Create.MP 2&quot;+&quot;#faber.Create.MP 3&quot;+&quot;#faber.Create.MP 4&quot;+&quot;#faber.Create.MP 5&quot;))"/>
</STRUCT>
</STRUCT>
</STRUCT>
<STRUCT/>
<STRUCT/>
<STRUCT/>
<STRUCT/>
<LOG>Thu Jul 25 15:28:30 2002 (receveur) Form Parents =
Thu Jul 25 15:31:19 2002 (receveur) .armor.Armor category = light
Thu Jul 25 15:31:19 2002 (receveur) .armor.protection = light
Thu Jul 25 15:31:19 2002 (receveur) .basics.EquipmentInfo.EquipmentSlots[0] = Head
Thu Jul 25 15:31:19 2002 (receveur) formName Resized = 1
Thu Jul 25 15:31:29 2002 (receveur) .basics.EquipmentInfo.EquipmentSlots[0] Renamed = head
Thu Jul 25 15:31:55 2002 (receveur) formName Resized = Piercing
Thu Jul 25 15:32:55 2002 (receveur) .armor.protection type[0] = Piercing
Thu Jul 25 15:32:55 2002 (receveur) .armor.protection type[0] Renamed = piercing
Thu Jul 25 15:32:55 2002 (receveur) formName Resized = 1
Tue Jul 30 17:48:05 2002 (receveur) .basics.EquipmentInfo.EquipmentSlots[0] = Chest
Tue Jul 30 17:48:05 2002 (receveur) .basics.EquipmentInfo.EquipmentSlots[0] Renamed = chest
Tue Jul 30 17:53:59 2002 (receveur) .armor.Armor category = medium
Tue Jul 30 17:53:59 2002 (receveur) .armor.max protection = medium
Tue Jul 30 17:53:59 2002 (receveur) .armor.protection = medium
Mon Aug 05 17:02:00 2002 (receveur) formName Pasted = </LOG>
</FORM>

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@ -0,0 +1,51 @@
<?xml version="1.0"?>
<FORM Revision="$Revision: 1.3 $" State="modified">
<PARENT Filename="_creature_armor.item"/>
<STRUCT>
<STRUCT Name="basics">
<STRUCT Name="EquipmentInfo">
<ARRAY Name="EquipmentSlots">
<ATOM Name="chest" Value="Chest"/>
</ARRAY>
</STRUCT>
</STRUCT>
<STRUCT Name="armor">
<ATOM Name="Armor category" Value="medium"/>
<ARRAY Name="protection type">
<ATOM Name="slashing" Value="Slashing"/>
</ARRAY>
<ATOM Name="protection" Value="medium"/>
<ATOM Name="max protection" Value="medium"/>
</STRUCT>
<STRUCT Name="3d">
<ATOM Name="shape" Value="TR_MO_arma_mount.shape"/>
<ATOM Name="shape_female" Value="TR_MO_arma_mount.shape"/>
</STRUCT>
<STRUCT Name="faber">
<STRUCT Name="Create">
<ATOM Name="Cost" Value="HP Default"/>
<ATOM Name="Difficulty" Value="(&quot;basics.quality level&quot;-4)*10*(0.9-0.1*(&quot;#faber.Create.MP 1&quot;+&quot;#faber.Create.MP 2&quot;+&quot;#faber.Create.MP 3&quot;+&quot;#faber.Create.MP 4&quot;+&quot;#faber.Create.MP 5&quot;))"/>
</STRUCT>
</STRUCT>
</STRUCT>
<STRUCT/>
<STRUCT/>
<STRUCT/>
<STRUCT/>
<LOG>Thu Jul 25 15:28:30 2002 (receveur) Form Parents =
Thu Jul 25 15:31:19 2002 (receveur) .armor.Armor category = light
Thu Jul 25 15:31:19 2002 (receveur) .armor.protection = light
Thu Jul 25 15:31:19 2002 (receveur) .basics.EquipmentInfo.EquipmentSlots[0] = Head
Thu Jul 25 15:31:19 2002 (receveur) formName Resized = 1
Thu Jul 25 15:31:29 2002 (receveur) .basics.EquipmentInfo.EquipmentSlots[0] Renamed = head
Thu Jul 25 15:31:55 2002 (receveur) formName Resized = Piercing
Thu Jul 25 15:32:55 2002 (receveur) .armor.protection type[0] = Piercing
Thu Jul 25 15:32:55 2002 (receveur) .armor.protection type[0] Renamed = piercing
Thu Jul 25 15:32:55 2002 (receveur) formName Resized = 1
Tue Jul 30 17:48:05 2002 (receveur) .basics.EquipmentInfo.EquipmentSlots[0] = Chest
Tue Jul 30 17:48:05 2002 (receveur) .basics.EquipmentInfo.EquipmentSlots[0] Renamed = chest
Tue Jul 30 17:53:59 2002 (receveur) .armor.Armor category = medium
Tue Jul 30 17:53:59 2002 (receveur) .armor.max protection = medium
Tue Jul 30 17:53:59 2002 (receveur) .armor.protection = medium
Mon Aug 05 17:02:00 2002 (receveur) formName Pasted = </LOG>
</FORM>

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@ -0,0 +1,51 @@
<?xml version="1.0"?>
<FORM Revision="$Revision: 1.3 $" State="modified">
<PARENT Filename="_creature_armor.item"/>
<STRUCT>
<STRUCT Name="basics">
<STRUCT Name="EquipmentInfo">
<ARRAY Name="EquipmentSlots">
<ATOM Name="chest" Value="Chest"/>
</ARRAY>
</STRUCT>
</STRUCT>
<STRUCT Name="armor">
<ATOM Name="Armor category" Value="medium"/>
<ARRAY Name="protection type">
<ATOM Name="slashing" Value="Slashing"/>
</ARRAY>
<ATOM Name="protection" Value="medium"/>
<ATOM Name="max protection" Value="medium"/>
</STRUCT>
<STRUCT Name="3d">
<ATOM Name="shape" Value="TR_MO_sagass_selle.shape"/>
<ATOM Name="shape_female" Value="TR_MO_sagass_selle.shape"/>
</STRUCT>
<STRUCT Name="faber">
<STRUCT Name="Create">
<ATOM Name="Cost" Value="HP Default"/>
<ATOM Name="Difficulty" Value="(&quot;basics.quality level&quot;-4)*10*(0.9-0.1*(&quot;#faber.Create.MP 1&quot;+&quot;#faber.Create.MP 2&quot;+&quot;#faber.Create.MP 3&quot;+&quot;#faber.Create.MP 4&quot;+&quot;#faber.Create.MP 5&quot;))"/>
</STRUCT>
</STRUCT>
</STRUCT>
<STRUCT/>
<STRUCT/>
<STRUCT/>
<STRUCT/>
<LOG>Thu Jul 25 15:28:30 2002 (receveur) Form Parents =
Thu Jul 25 15:31:19 2002 (receveur) .armor.Armor category = light
Thu Jul 25 15:31:19 2002 (receveur) .armor.protection = light
Thu Jul 25 15:31:19 2002 (receveur) .basics.EquipmentInfo.EquipmentSlots[0] = Head
Thu Jul 25 15:31:19 2002 (receveur) formName Resized = 1
Thu Jul 25 15:31:29 2002 (receveur) .basics.EquipmentInfo.EquipmentSlots[0] Renamed = head
Thu Jul 25 15:31:55 2002 (receveur) formName Resized = Piercing
Thu Jul 25 15:32:55 2002 (receveur) .armor.protection type[0] = Piercing
Thu Jul 25 15:32:55 2002 (receveur) .armor.protection type[0] Renamed = piercing
Thu Jul 25 15:32:55 2002 (receveur) formName Resized = 1
Tue Jul 30 17:48:05 2002 (receveur) .basics.EquipmentInfo.EquipmentSlots[0] = Chest
Tue Jul 30 17:48:05 2002 (receveur) .basics.EquipmentInfo.EquipmentSlots[0] Renamed = chest
Tue Jul 30 17:53:59 2002 (receveur) .armor.Armor category = medium
Tue Jul 30 17:53:59 2002 (receveur) .armor.max protection = medium
Tue Jul 30 17:53:59 2002 (receveur) .armor.protection = medium
Mon Aug 05 17:02:00 2002 (receveur) formName Pasted = </LOG>
</FORM>

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@ -0,0 +1,29 @@
<?xml version="1.0"?>
<FORM Revision="$Revision: 1.3 $" State="modified">
<PARENT Filename="_creature_armor.item"/>
<STRUCT>
<STRUCT Name="basics">
<STRUCT Name="EquipmentInfo">
<ARRAY Name="EquipmentSlots">
<ATOM Name="arms" Value="Arms"/>
</ARRAY>
</STRUCT>
</STRUCT>
<STRUCT Name="armor">
<ATOM Name="Armor category" Value="light"/>
<ARRAY Name="protection type">
<ATOM Name="slashing" Value="Slashing"/>
</ARRAY>
<ATOM Name="protection" Value="light"/>
<ATOM Name="max protection" Value="light"/>
</STRUCT>
<STRUCT Name="3d">
<ATOM Name="shape" Value="none.shape"/>
</STRUCT>
</STRUCT>
<STRUCT/>
<STRUCT/>
<STRUCT/>
<STRUCT/>
<LOG></LOG>
</FORM>

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@ -119,7 +119,6 @@
</STRUCT> </STRUCT>
</ARRAY> </ARRAY>
</STRUCT> </STRUCT>
</STRUCT> </STRUCT>
<STRUCT/> <STRUCT/>
<STRUCT/> <STRUCT/>

View file

@ -4,13 +4,11 @@
<STRUCT> <STRUCT>
<ATOM Name="move dist" Value="0.05"/> <ATOM Name="move dist" Value="0.05"/>
<ATOM Name="mode" Value="combat"/> <ATOM Name="mode" Value="combat"/>
<STRUCT Name="idle"> <STRUCT Name="idle">
<ATOM Name="on move backward" Value="idle_to_backward"/> <ATOM Name="on move backward" Value="idle_to_backward"/>
<ATOM Name="on move left" Value="strafe_left"/> <ATOM Name="on move left" Value="strafe_left"/>
<ATOM Name="on move right" Value="strafe_right"/> <ATOM Name="on move right" Value="strafe_right"/>
</STRUCT> </STRUCT>
<STRUCT Name="motion states"> <STRUCT Name="motion states">
<STRUCT Name="idle_to_walk"> <STRUCT Name="idle_to_walk">
<ATOM Name="on atk" Value="walk atk"/> <ATOM Name="on atk" Value="walk atk"/>
@ -43,7 +41,6 @@
<ATOM Name="bad heading max" Value="1.1"/> <ATOM Name="bad heading max" Value="1.1"/>
</STRUCT> </STRUCT>
</STRUCT> </STRUCT>
<STRUCT Name="mode states"> <STRUCT Name="mode states">
<STRUCT Name="rest_mode"> <STRUCT Name="rest_mode">
<ATOM Name="default next" Value="rest_mode"/> <ATOM Name="default next" Value="rest_mode"/>

View file

@ -22,7 +22,6 @@
<ATOM Name="max duration" Value="1.0"/> <ATOM Name="max duration" Value="1.0"/>
</STRUCT> </STRUCT>
</STRUCT> </STRUCT>
<!-- SPELL STATES --> <!-- SPELL STATES -->
<STRUCT Name="spell states"> <STRUCT Name="spell states">
<!-- Acid --> <!-- Acid -->
@ -48,289 +47,288 @@
<!-- Blind --> <!-- Blind -->
<STRUCT Name="cast_blind_init"> <STRUCT Name="cast_blind_init">
<ATOM Name="default next" Value="cast_blind_loop" /> <ATOM Name="default next" Value="cast_blind_loop" />
<ATOM Name="adjust orientation" Value="&quot;spell states.cast_acid_init.adjust orientation&quot;" /> <ATOM Name="adjust orientation" Value="false" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_init.slide&quot;" /> <ATOM Name="slide" Value="true" />
</STRUCT> </STRUCT>
<STRUCT Name="cast_blind_loop"> <STRUCT Name="cast_blind_loop">
<ATOM Name="default next" Value="cast_blind_loop" /> <ATOM Name="default next" Value="cast_blind_loop" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_loop.slide&quot;" /> <ATOM Name="slide" Value="true" />
<ATOM Name= "alert mode transition" Value="&quot;spell states.cast_acid_loop.alert mode transition&quot;" /> <ATOM Name= "alert mode transition" Value="idle" />
<ATOM Name= "combat mode transition" Value="&quot;spell states.cast_acid_loop.combat mode transition&quot;" /> <ATOM Name= "combat mode transition" Value="idle" />
<ATOM Name= "combat_float mode transition" Value="&quot;spell states.cast_acid_loop.combat_float mode transition&quot;" /> <ATOM Name= "combat_float mode transition" Value="idle" />
<ATOM Name= "death mode transition" Value="&quot;spell states.cast_acid_loop.death mode transition&quot;" /> <ATOM Name= "death mode transition" Value="idle" />
<ATOM Name= "normal mode transition" Value="&quot;spell states.cast_acid_loop.normal mode transition&quot;" /> <ATOM Name= "normal mode transition" Value="idle" />
<ATOM Name= "eat mode transition" Value="&quot;spell states.cast_acid_loop.eat mode transition&quot;" /> <ATOM Name= "eat mode transition" Value="idle" />
<ATOM Name= "hungry mode transition" Value="&quot;spell states.cast_acid_loop.hungry mode transition&quot;" /> <ATOM Name= "hungry mode transition" Value="idle" />
<ATOM Name= "rest mode transition" Value="&quot;spell states.cast_acid_loop.rest mode transition&quot;" /> <ATOM Name= "rest mode transition" Value="idle" />
<ATOM Name= "sit mode transition" Value="&quot;spell states.cast_acid_loop.sit mode transition&quot;" /> <ATOM Name= "sit mode transition" Value="idle" />
<ATOM Name= "mount_normal mode transition" Value="&quot;spell states.cast_acid_loop.mount_normal mode transition&quot;" /> <ATOM Name= "mount_normal mode transition" Value="idle" />
</STRUCT> </STRUCT>
<!-- Cold --> <!-- Cold -->
<STRUCT Name="cast_cold_init"> <STRUCT Name="cast_cold_init">
<ATOM Name="default next" Value="cast_cold_loop" /> <ATOM Name="default next" Value="cast_cold_loop" />
<ATOM Name="adjust orientation" Value="&quot;spell states.cast_acid_init.adjust orientation&quot;" /> <ATOM Name="adjust orientation" Value="false" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_init.slide&quot;" /> <ATOM Name="slide" Value="true" />
</STRUCT> </STRUCT>
<STRUCT Name="cast_cold_loop"> <STRUCT Name="cast_cold_loop">
<ATOM Name="default next" Value="cast_cold_loop" /> <ATOM Name="default next" Value="cast_cold_loop" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_loop.slide&quot;" /> <ATOM Name="slide" Value="true" />
<ATOM Name= "alert mode transition" Value="&quot;spell states.cast_acid_loop.alert mode transition&quot;" /> <ATOM Name= "alert mode transition" Value="idle" />
<ATOM Name= "combat mode transition" Value="&quot;spell states.cast_acid_loop.combat mode transition&quot;" /> <ATOM Name= "combat mode transition" Value="idle" />
<ATOM Name= "combat_float mode transition" Value="&quot;spell states.cast_acid_loop.combat_float mode transition&quot;" /> <ATOM Name= "combat_float mode transition" Value="idle" />
<ATOM Name= "death mode transition" Value="&quot;spell states.cast_acid_loop.death mode transition&quot;" /> <ATOM Name= "death mode transition" Value="idle" />
<ATOM Name= "normal mode transition" Value="&quot;spell states.cast_acid_loop.normal mode transition&quot;" /> <ATOM Name= "normal mode transition" Value="idle" />
<ATOM Name= "eat mode transition" Value="&quot;spell states.cast_acid_loop.eat mode transition&quot;" /> <ATOM Name= "eat mode transition" Value="idle" />
<ATOM Name= "hungry mode transition" Value="&quot;spell states.cast_acid_loop.hungry mode transition&quot;" /> <ATOM Name= "hungry mode transition" Value="idle" />
<ATOM Name= "rest mode transition" Value="&quot;spell states.cast_acid_loop.rest mode transition&quot;" /> <ATOM Name= "rest mode transition" Value="idle" />
<ATOM Name= "sit mode transition" Value="&quot;spell states.cast_acid_loop.sit mode transition&quot;" /> <ATOM Name= "sit mode transition" Value="idle" />
<ATOM Name= "mount_normal mode transition" Value="&quot;spell states.cast_acid_loop.mount_normal mode transition&quot;" /> <ATOM Name= "mount_normal mode transition" Value="idle" />
</STRUCT> </STRUCT>
<!-- Elec --> <!-- Elec -->
<STRUCT Name="cast_elec_init"> <STRUCT Name="cast_elec_init">
<ATOM Name="default next" Value="cast_elec_loop" /> <ATOM Name="default next" Value="cast_elec_loop" />
<ATOM Name="adjust orientation" Value="&quot;spell states.cast_acid_init.adjust orientation&quot;" /> <ATOM Name="adjust orientation" Value="false" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_init.slide&quot;" /> <ATOM Name="slide" Value="true" />
</STRUCT> </STRUCT>
<STRUCT Name="cast_elec_loop"> <STRUCT Name="cast_elec_loop">
<ATOM Name="default next" Value="cast_elec_loop" /> <ATOM Name="default next" Value="cast_elec_loop" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_loop.slide&quot;" /> <ATOM Name="slide" Value="true" />
<ATOM Name= "alert mode transition" Value="&quot;spell states.cast_acid_loop.alert mode transition&quot;" /> <ATOM Name= "alert mode transition" Value="idle" />
<ATOM Name= "combat mode transition" Value="&quot;spell states.cast_acid_loop.combat mode transition&quot;" /> <ATOM Name= "combat mode transition" Value="idle" />
<ATOM Name= "combat_float mode transition" Value="&quot;spell states.cast_acid_loop.combat_float mode transition&quot;" /> <ATOM Name= "combat_float mode transition" Value="idle" />
<ATOM Name= "death mode transition" Value="&quot;spell states.cast_acid_loop.death mode transition&quot;" /> <ATOM Name= "death mode transition" Value="idle" />
<ATOM Name= "normal mode transition" Value="&quot;spell states.cast_acid_loop.normal mode transition&quot;" /> <ATOM Name= "normal mode transition" Value="idle" />
<ATOM Name= "eat mode transition" Value="&quot;spell states.cast_acid_loop.eat mode transition&quot;" /> <ATOM Name= "eat mode transition" Value="idle" />
<ATOM Name= "hungry mode transition" Value="&quot;spell states.cast_acid_loop.hungry mode transition&quot;" /> <ATOM Name= "hungry mode transition" Value="idle" />
<ATOM Name= "rest mode transition" Value="&quot;spell states.cast_acid_loop.rest mode transition&quot;" /> <ATOM Name= "rest mode transition" Value="idle" />
<ATOM Name= "sit mode transition" Value="&quot;spell states.cast_acid_loop.sit mode transition&quot;" /> <ATOM Name= "sit mode transition" Value="idle" />
<ATOM Name= "mount_normal mode transition" Value="&quot;spell states.cast_acid_loop.mount_normal mode transition&quot;" /> <ATOM Name= "mount_normal mode transition" Value="idle" />
</STRUCT> </STRUCT>
<!-- Fear --> <!-- Fear -->
<STRUCT Name="cast_fear_init"> <STRUCT Name="cast_fear_init">
<ATOM Name="default next" Value="cast_fear_loop" /> <ATOM Name="default next" Value="cast_fear_loop" />
<ATOM Name="adjust orientation" Value="&quot;spell states.cast_acid_init.adjust orientation&quot;" /> <ATOM Name="adjust orientation" Value="false" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_init.slide&quot;" /> <ATOM Name="slide" Value="true" />
</STRUCT> </STRUCT>
<STRUCT Name="cast_fear_loop"> <STRUCT Name="cast_fear_loop">
<ATOM Name="default next" Value="cast_fear_loop" /> <ATOM Name="default next" Value="cast_fear_loop" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_loop.slide&quot;" /> <ATOM Name="slide" Value="true" />
<ATOM Name= "alert mode transition" Value="&quot;spell states.cast_acid_loop.alert mode transition&quot;" /> <ATOM Name= "alert mode transition" Value="idle" />
<ATOM Name= "combat mode transition" Value="&quot;spell states.cast_acid_loop.combat mode transition&quot;" /> <ATOM Name= "combat mode transition" Value="idle" />
<ATOM Name= "combat_float mode transition" Value="&quot;spell states.cast_acid_loop.combat_float mode transition&quot;" /> <ATOM Name= "combat_float mode transition" Value="idle" />
<ATOM Name= "death mode transition" Value="&quot;spell states.cast_acid_loop.death mode transition&quot;" /> <ATOM Name= "death mode transition" Value="idle" />
<ATOM Name= "normal mode transition" Value="&quot;spell states.cast_acid_loop.normal mode transition&quot;" /> <ATOM Name= "normal mode transition" Value="idle" />
<ATOM Name= "eat mode transition" Value="&quot;spell states.cast_acid_loop.eat mode transition&quot;" /> <ATOM Name= "eat mode transition" Value="idle" />
<ATOM Name= "hungry mode transition" Value="&quot;spell states.cast_acid_loop.hungry mode transition&quot;" /> <ATOM Name= "hungry mode transition" Value="idle" />
<ATOM Name= "rest mode transition" Value="&quot;spell states.cast_acid_loop.rest mode transition&quot;" /> <ATOM Name= "rest mode transition" Value="idle" />
<ATOM Name= "sit mode transition" Value="&quot;spell states.cast_acid_loop.sit mode transition&quot;" /> <ATOM Name= "sit mode transition" Value="idle" />
<ATOM Name= "mount_normal mode transition" Value="&quot;spell states.cast_acid_loop.mount_normal mode transition&quot;" /> <ATOM Name= "mount_normal mode transition" Value="idle" />
</STRUCT> </STRUCT>
<!-- Fire --> <!-- Fire -->
<STRUCT Name="cast_fire_init"> <STRUCT Name="cast_fire_init">
<ATOM Name="default next" Value="cast_fire_loop" /> <ATOM Name="default next" Value="cast_fire_loop" />
<ATOM Name="adjust orientation" Value="&quot;spell states.cast_acid_init.adjust orientation&quot;" /> <ATOM Name="adjust orientation" Value="false" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_init.slide&quot;" /> <ATOM Name="slide" Value="true" />
</STRUCT> </STRUCT>
<STRUCT Name="cast_fire_loop"> <STRUCT Name="cast_fire_loop">
<ATOM Name="default next" Value="cast_fire_loop" /> <ATOM Name="default next" Value="cast_fire_loop" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_loop.slide&quot;" /> <ATOM Name="slide" Value="true" />
<ATOM Name= "alert mode transition" Value="&quot;spell states.cast_acid_loop.alert mode transition&quot;" /> <ATOM Name= "alert mode transition" Value="idle" />
<ATOM Name= "combat mode transition" Value="&quot;spell states.cast_acid_loop.combat mode transition&quot;" /> <ATOM Name= "combat mode transition" Value="idle" />
<ATOM Name= "combat_float mode transition" Value="&quot;spell states.cast_acid_loop.combat_float mode transition&quot;" /> <ATOM Name= "combat_float mode transition" Value="idle" />
<ATOM Name= "death mode transition" Value="&quot;spell states.cast_acid_loop.death mode transition&quot;" /> <ATOM Name= "death mode transition" Value="idle" />
<ATOM Name= "normal mode transition" Value="&quot;spell states.cast_acid_loop.normal mode transition&quot;" /> <ATOM Name= "normal mode transition" Value="idle" />
<ATOM Name= "eat mode transition" Value="&quot;spell states.cast_acid_loop.eat mode transition&quot;" /> <ATOM Name= "eat mode transition" Value="idle" />
<ATOM Name= "hungry mode transition" Value="&quot;spell states.cast_acid_loop.hungry mode transition&quot;" /> <ATOM Name= "hungry mode transition" Value="idle" />
<ATOM Name= "rest mode transition" Value="&quot;spell states.cast_acid_loop.rest mode transition&quot;" /> <ATOM Name= "rest mode transition" Value="idle" />
<ATOM Name= "sit mode transition" Value="&quot;spell states.cast_acid_loop.sit mode transition&quot;" /> <ATOM Name= "sit mode transition" Value="idle" />
<ATOM Name= "mount_normal mode transition" Value="&quot;spell states.cast_acid_loop.mount_normal mode transition&quot;" /> <ATOM Name= "mount_normal mode transition" Value="idle" />
</STRUCT> </STRUCT>
<!-- Heal HP --> <!-- Heal HP -->
<STRUCT Name="cast_healhp_init"> <STRUCT Name="cast_healhp_init">
<ATOM Name="default next" Value="cast_healhp_loop" /> <ATOM Name="default next" Value="cast_healhp_loop" />
<ATOM Name="adjust orientation" Value="&quot;spell states.cast_acid_init.adjust orientation&quot;" /> <ATOM Name="adjust orientation" Value="false" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_init.slide&quot;" /> <ATOM Name="slide" Value="true" />
</STRUCT> </STRUCT>
<STRUCT Name="cast_healhp_loop"> <STRUCT Name="cast_healhp_loop">
<ATOM Name="default next" Value="cast_healhp_loop" /> <ATOM Name="default next" Value="cast_healhp_loop" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_loop.slide&quot;" /> <ATOM Name="slide" Value="true" />
<ATOM Name= "alert mode transition" Value="&quot;spell states.cast_acid_loop.alert mode transition&quot;" /> <ATOM Name= "alert mode transition" Value="idle" />
<ATOM Name= "combat mode transition" Value="&quot;spell states.cast_acid_loop.combat mode transition&quot;" /> <ATOM Name= "combat mode transition" Value="idle" />
<ATOM Name= "combat_float mode transition" Value="&quot;spell states.cast_acid_loop.combat_float mode transition&quot;" /> <ATOM Name= "combat_float mode transition" Value="idle" />
<ATOM Name= "death mode transition" Value="&quot;spell states.cast_acid_loop.death mode transition&quot;" /> <ATOM Name= "death mode transition" Value="idle" />
<ATOM Name= "normal mode transition" Value="&quot;spell states.cast_acid_loop.normal mode transition&quot;" /> <ATOM Name= "normal mode transition" Value="idle" />
<ATOM Name= "eat mode transition" Value="&quot;spell states.cast_acid_loop.eat mode transition&quot;" /> <ATOM Name= "eat mode transition" Value="idle" />
<ATOM Name= "hungry mode transition" Value="&quot;spell states.cast_acid_loop.hungry mode transition&quot;" /> <ATOM Name= "hungry mode transition" Value="idle" />
<ATOM Name= "rest mode transition" Value="&quot;spell states.cast_acid_loop.rest mode transition&quot;" /> <ATOM Name= "rest mode transition" Value="idle" />
<ATOM Name= "sit mode transition" Value="&quot;spell states.cast_acid_loop.sit mode transition&quot;" /> <ATOM Name= "sit mode transition" Value="idle" />
<ATOM Name= "mount_normal mode transition" Value="&quot;spell states.cast_acid_loop.mount_normal mode transition&quot;" /> <ATOM Name= "mount_normal mode transition" Value="idle" />
</STRUCT> </STRUCT>
<!-- Mad --> <!-- Mad -->
<STRUCT Name="cast_mad_init"> <STRUCT Name="cast_mad_init">
<ATOM Name="default next" Value="cast_mad_loop" /> <ATOM Name="default next" Value="cast_mad_loop" />
<ATOM Name="adjust orientation" Value="&quot;spell states.cast_acid_init.adjust orientation&quot;" /> <ATOM Name="adjust orientation" Value="false" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_init.slide&quot;" /> <ATOM Name="slide" Value="true" />
</STRUCT> </STRUCT>
<STRUCT Name="cast_mad_loop"> <STRUCT Name="cast_mad_loop">
<ATOM Name="default next" Value="cast_mad_loop" /> <ATOM Name="default next" Value="cast_mad_loop" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_loop.slide&quot;" /> <ATOM Name="slide" Value="true" />
<ATOM Name= "alert mode transition" Value="&quot;spell states.cast_acid_loop.alert mode transition&quot;" /> <ATOM Name= "alert mode transition" Value="idle" />
<ATOM Name= "combat mode transition" Value="&quot;spell states.cast_acid_loop.combat mode transition&quot;" /> <ATOM Name= "combat mode transition" Value="idle" />
<ATOM Name= "combat_float mode transition" Value="&quot;spell states.cast_acid_loop.combat_float mode transition&quot;" /> <ATOM Name= "combat_float mode transition" Value="idle" />
<ATOM Name= "death mode transition" Value="&quot;spell states.cast_acid_loop.death mode transition&quot;" /> <ATOM Name= "death mode transition" Value="idle" />
<ATOM Name= "normal mode transition" Value="&quot;spell states.cast_acid_loop.normal mode transition&quot;" /> <ATOM Name= "normal mode transition" Value="idle" />
<ATOM Name= "eat mode transition" Value="&quot;spell states.cast_acid_loop.eat mode transition&quot;" /> <ATOM Name= "eat mode transition" Value="idle" />
<ATOM Name= "hungry mode transition" Value="&quot;spell states.cast_acid_loop.hungry mode transition&quot;" /> <ATOM Name= "hungry mode transition" Value="idle" />
<ATOM Name= "rest mode transition" Value="&quot;spell states.cast_acid_loop.rest mode transition&quot;" /> <ATOM Name= "rest mode transition" Value="idle" />
<ATOM Name= "sit mode transition" Value="&quot;spell states.cast_acid_loop.sit mode transition&quot;" /> <ATOM Name= "sit mode transition" Value="idle" />
<ATOM Name= "mount_normal mode transition" Value="&quot;spell states.cast_acid_loop.mount_normal mode transition&quot;" /> <ATOM Name= "mount_normal mode transition" Value="idle" />
</STRUCT> </STRUCT>
<!-- Poison --> <!-- Poison -->
<STRUCT Name="cast_poison_init"> <STRUCT Name="cast_poison_init">
<ATOM Name="default next" Value="cast_poison_loop" /> <ATOM Name="default next" Value="cast_poison_loop" />
<ATOM Name="adjust orientation" Value="&quot;spell states.cast_acid_init.adjust orientation&quot;" /> <ATOM Name="adjust orientation" Value="false" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_init.slide&quot;" /> <ATOM Name="slide" Value="true" />
</STRUCT> </STRUCT>
<STRUCT Name="cast_poison_loop"> <STRUCT Name="cast_poison_loop">
<ATOM Name="default next" Value="cast_poison_loop" /> <ATOM Name="default next" Value="cast_poison_loop" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_loop.slide&quot;" /> <ATOM Name="slide" Value="true" />
<ATOM Name= "alert mode transition" Value="&quot;spell states.cast_acid_loop.alert mode transition&quot;" /> <ATOM Name= "alert mode transition" Value="idle" />
<ATOM Name= "combat mode transition" Value="&quot;spell states.cast_acid_loop.combat mode transition&quot;" /> <ATOM Name= "combat mode transition" Value="idle" />
<ATOM Name= "combat_float mode transition" Value="&quot;spell states.cast_acid_loop.combat_float mode transition&quot;" /> <ATOM Name= "combat_float mode transition" Value="idle" />
<ATOM Name= "death mode transition" Value="&quot;spell states.cast_acid_loop.death mode transition&quot;" /> <ATOM Name= "death mode transition" Value="idle" />
<ATOM Name= "normal mode transition" Value="&quot;spell states.cast_acid_loop.normal mode transition&quot;" /> <ATOM Name= "normal mode transition" Value="idle" />
<ATOM Name= "eat mode transition" Value="&quot;spell states.cast_acid_loop.eat mode transition&quot;" /> <ATOM Name= "eat mode transition" Value="idle" />
<ATOM Name= "hungry mode transition" Value="&quot;spell states.cast_acid_loop.hungry mode transition&quot;" /> <ATOM Name= "hungry mode transition" Value="idle" />
<ATOM Name= "rest mode transition" Value="&quot;spell states.cast_acid_loop.rest mode transition&quot;" /> <ATOM Name= "rest mode transition" Value="idle" />
<ATOM Name= "sit mode transition" Value="&quot;spell states.cast_acid_loop.sit mode transition&quot;" /> <ATOM Name= "sit mode transition" Value="idle" />
<ATOM Name= "mount_normal mode transition" Value="&quot;spell states.cast_acid_loop.mount_normal mode transition&quot;" /> <ATOM Name= "mount_normal mode transition" Value="idle" />
</STRUCT> </STRUCT>
<!-- Root --> <!-- Root -->
<STRUCT Name="cast_root_init"> <STRUCT Name="cast_root_init">
<ATOM Name="default next" Value="cast_root_loop" /> <ATOM Name="default next" Value="cast_root_loop" />
<ATOM Name="adjust orientation" Value="&quot;spell states.cast_acid_init.adjust orientation&quot;" /> <ATOM Name="adjust orientation" Value="false" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_init.slide&quot;" /> <ATOM Name="slide" Value="true" />
</STRUCT> </STRUCT>
<STRUCT Name="cast_root_loop"> <STRUCT Name="cast_root_loop">
<ATOM Name="default next" Value="cast_root_loop" /> <ATOM Name="default next" Value="cast_root_loop" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_loop.slide&quot;" /> <ATOM Name="slide" Value="true" />
<ATOM Name= "alert mode transition" Value="&quot;spell states.cast_acid_loop.alert mode transition&quot;" /> <ATOM Name= "alert mode transition" Value="idle" />
<ATOM Name= "combat mode transition" Value="&quot;spell states.cast_acid_loop.combat mode transition&quot;" /> <ATOM Name= "combat mode transition" Value="idle" />
<ATOM Name= "combat_float mode transition" Value="&quot;spell states.cast_acid_loop.combat_float mode transition&quot;" /> <ATOM Name= "combat_float mode transition" Value="idle" />
<ATOM Name= "death mode transition" Value="&quot;spell states.cast_acid_loop.death mode transition&quot;" /> <ATOM Name= "death mode transition" Value="idle" />
<ATOM Name= "normal mode transition" Value="&quot;spell states.cast_acid_loop.normal mode transition&quot;" /> <ATOM Name= "normal mode transition" Value="idle" />
<ATOM Name= "eat mode transition" Value="&quot;spell states.cast_acid_loop.eat mode transition&quot;" /> <ATOM Name= "eat mode transition" Value="idle" />
<ATOM Name= "hungry mode transition" Value="&quot;spell states.cast_acid_loop.hungry mode transition&quot;" /> <ATOM Name= "hungry mode transition" Value="idle" />
<ATOM Name= "rest mode transition" Value="&quot;spell states.cast_acid_loop.rest mode transition&quot;" /> <ATOM Name= "rest mode transition" Value="idle" />
<ATOM Name= "sit mode transition" Value="&quot;spell states.cast_acid_loop.sit mode transition&quot;" /> <ATOM Name= "sit mode transition" Value="idle" />
<ATOM Name= "mount_normal mode transition" Value="&quot;spell states.cast_acid_loop.mount_normal mode transition&quot;" /> <ATOM Name= "mount_normal mode transition" Value="idle" />
</STRUCT> </STRUCT>
<!-- Rot --> <!-- Rot -->
<STRUCT Name="cast_rot_init"> <STRUCT Name="cast_rot_init">
<ATOM Name="default next" Value="cast_rot_loop" /> <ATOM Name="default next" Value="cast_rot_loop" />
<ATOM Name="adjust orientation" Value="&quot;spell states.cast_acid_init.adjust orientation&quot;" /> <ATOM Name="adjust orientation" Value="false" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_init.slide&quot;" /> <ATOM Name="slide" Value="true" />
</STRUCT> </STRUCT>
<STRUCT Name="cast_rot_loop"> <STRUCT Name="cast_rot_loop">
<ATOM Name="default next" Value="cast_rot_loop" /> <ATOM Name="default next" Value="cast_rot_loop" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_loop.slide&quot;" /> <ATOM Name="slide" Value="true" />
<ATOM Name= "alert mode transition" Value="&quot;spell states.cast_acid_loop.alert mode transition&quot;" /> <ATOM Name= "alert mode transition" Value="idle" />
<ATOM Name= "combat mode transition" Value="&quot;spell states.cast_acid_loop.combat mode transition&quot;" /> <ATOM Name= "combat mode transition" Value="idle" />
<ATOM Name= "combat_float mode transition" Value="&quot;spell states.cast_acid_loop.combat_float mode transition&quot;" /> <ATOM Name= "combat_float mode transition" Value="idle" />
<ATOM Name= "death mode transition" Value="&quot;spell states.cast_acid_loop.death mode transition&quot;" /> <ATOM Name= "death mode transition" Value="idle" />
<ATOM Name= "normal mode transition" Value="&quot;spell states.cast_acid_loop.normal mode transition&quot;" /> <ATOM Name= "normal mode transition" Value="idle" />
<ATOM Name= "eat mode transition" Value="&quot;spell states.cast_acid_loop.eat mode transition&quot;" /> <ATOM Name= "eat mode transition" Value="idle" />
<ATOM Name= "hungry mode transition" Value="&quot;spell states.cast_acid_loop.hungry mode transition&quot;" /> <ATOM Name= "hungry mode transition" Value="idle" />
<ATOM Name= "rest mode transition" Value="&quot;spell states.cast_acid_loop.rest mode transition&quot;" /> <ATOM Name= "rest mode transition" Value="idle" />
<ATOM Name= "sit mode transition" Value="&quot;spell states.cast_acid_loop.sit mode transition&quot;" /> <ATOM Name= "sit mode transition" Value="idle" />
<ATOM Name= "mount_normal mode transition" Value="&quot;spell states.cast_acid_loop.mount_normal mode transition&quot;" /> <ATOM Name= "mount_normal mode transition" Value="idle" />
</STRUCT> </STRUCT>
<!-- Shock --> <!-- Shock -->
<STRUCT Name="cast_shock_init"> <STRUCT Name="cast_shock_init">
<ATOM Name="default next" Value="cast_shock_loop" /> <ATOM Name="default next" Value="cast_shock_loop" />
<ATOM Name="adjust orientation" Value="&quot;spell states.cast_acid_init.adjust orientation&quot;" /> <ATOM Name="adjust orientation" Value="false" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_init.slide&quot;" /> <ATOM Name="slide" Value="true" />
</STRUCT> </STRUCT>
<STRUCT Name="cast_shock_loop"> <STRUCT Name="cast_shock_loop">
<ATOM Name="default next" Value="cast_shock_loop" /> <ATOM Name="default next" Value="cast_shock_loop" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_loop.slide&quot;" /> <ATOM Name="slide" Value="idle" />
<ATOM Name= "alert mode transition" Value="&quot;spell states.cast_acid_loop.alert mode transition&quot;" /> <ATOM Name= "alert mode transition" Value="idle" />
<ATOM Name= "combat mode transition" Value="&quot;spell states.cast_acid_loop.combat mode transition&quot;" /> <ATOM Name= "combat mode transition" Value="idle" />
<ATOM Name= "combat_float mode transition" Value="&quot;spell states.cast_acid_loop.combat_float mode transition&quot;" /> <ATOM Name= "combat_float mode transition" Value="idle" />
<ATOM Name= "death mode transition" Value="&quot;spell states.cast_acid_loop.death mode transition&quot;" /> <ATOM Name= "death mode transition" Value="idle" />
<ATOM Name= "normal mode transition" Value="&quot;spell states.cast_acid_loop.normal mode transition&quot;" /> <ATOM Name= "normal mode transition" Value="idle" />
<ATOM Name= "eat mode transition" Value="&quot;spell states.cast_acid_loop.eat mode transition&quot;" /> <ATOM Name= "eat mode transition" Value="idle" />
<ATOM Name= "hungry mode transition" Value="&quot;spell states.cast_acid_loop.hungry mode transition&quot;" /> <ATOM Name= "hungry mode transition" Value="idle" />
<ATOM Name= "rest mode transition" Value="&quot;spell states.cast_acid_loop.rest mode transition&quot;" /> <ATOM Name= "rest mode transition" Value="idle" />
<ATOM Name= "sit mode transition" Value="&quot;spell states.cast_acid_loop.sit mode transition&quot;" /> <ATOM Name= "sit mode transition" Value="idle" />
<ATOM Name= "mount_normal mode transition" Value="&quot;spell states.cast_acid_loop.mount_normal mode transition&quot;" /> <ATOM Name= "mount_normal mode transition" Value="idle" />
</STRUCT> </STRUCT>
<!-- Sleep --> <!-- Sleep -->
<STRUCT Name="cast_sleep_init"> <STRUCT Name="cast_sleep_init">
<ATOM Name="default next" Value="cast_sleep_loop" /> <ATOM Name="default next" Value="cast_sleep_loop" />
<ATOM Name="adjust orientation" Value="&quot;spell states.cast_acid_init.adjust orientation&quot;" /> <ATOM Name="adjust orientation" Value="false" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_init.slide&quot;" /> <ATOM Name="slide" Value="true" />
</STRUCT> </STRUCT>
<STRUCT Name="cast_sleep_loop"> <STRUCT Name="cast_sleep_loop">
<ATOM Name="default next" Value="cast_sleep_loop" /> <ATOM Name="default next" Value="cast_sleep_loop" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_loop.slide&quot;" /> <ATOM Name="slide" Value="true" />
<ATOM Name= "alert mode transition" Value="&quot;spell states.cast_acid_loop.alert mode transition&quot;" /> <ATOM Name= "alert mode transition" Value="idle" />
<ATOM Name= "combat mode transition" Value="&quot;spell states.cast_acid_loop.combat mode transition&quot;" /> <ATOM Name= "combat mode transition" Value="idle" />
<ATOM Name= "combat_float mode transition" Value="&quot;spell states.cast_acid_loop.combat_float mode transition&quot;" /> <ATOM Name= "combat_float mode transition" Value="idle" />
<ATOM Name= "death mode transition" Value="&quot;spell states.cast_acid_loop.death mode transition&quot;" /> <ATOM Name= "death mode transition" Value="idle" />
<ATOM Name= "normal mode transition" Value="&quot;spell states.cast_acid_loop.normal mode transition&quot;" /> <ATOM Name= "normal mode transition" Value="idle" />
<ATOM Name= "eat mode transition" Value="&quot;spell states.cast_acid_loop.eat mode transition&quot;" /> <ATOM Name= "eat mode transition" Value="idle" />
<ATOM Name= "hungry mode transition" Value="&quot;spell states.cast_acid_loop.hungry mode transition&quot;" /> <ATOM Name= "hungry mode transition" Value="idle" />
<ATOM Name= "rest mode transition" Value="&quot;spell states.cast_acid_loop.rest mode transition&quot;" /> <ATOM Name= "rest mode transition" Value="idle" />
<ATOM Name= "sit mode transition" Value="&quot;spell states.cast_acid_loop.sit mode transition&quot;" /> <ATOM Name= "sit mode transition" Value="idle" />
<ATOM Name= "mount_normal mode transition" Value="&quot;spell states.cast_acid_loop.mount_normal mode transition&quot;" /> <ATOM Name= "mount_normal mode transition" Value="idle" />
</STRUCT> </STRUCT>
<!-- Slow --> <!-- Slow -->
<STRUCT Name="cast_slow_init"> <STRUCT Name="cast_slow_init">
<ATOM Name="default next" Value="cast_slow_loop" /> <ATOM Name="default next" Value="cast_slow_loop" />
<ATOM Name="adjust orientation" Value="&quot;spell states.cast_acid_init.adjust orientation&quot;" /> <ATOM Name="adjust orientation" Value="false" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_init.slide&quot;" /> <ATOM Name="slide" Value="true" />
</STRUCT> </STRUCT>
<STRUCT Name="cast_slow_loop"> <STRUCT Name="cast_slow_loop">
<ATOM Name="default next" Value="cast_slow_loop" /> <ATOM Name="default next" Value="cast_slow_loop" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_loop.slide&quot;" /> <ATOM Name="slide" Value="true" />
<ATOM Name= "alert mode transition" Value="&quot;spell states.cast_acid_loop.alert mode transition&quot;" /> <ATOM Name= "alert mode transition" Value="idle" />
<ATOM Name= "combat mode transition" Value="&quot;spell states.cast_acid_loop.combat mode transition&quot;" /> <ATOM Name= "combat mode transition" Value="idle" />
<ATOM Name= "combat_float mode transition" Value="&quot;spell states.cast_acid_loop.combat_float mode transition&quot;" /> <ATOM Name= "combat_float mode transition" Value="idle" />
<ATOM Name= "death mode transition" Value="&quot;spell states.cast_acid_loop.death mode transition&quot;" /> <ATOM Name= "death mode transition" Value="idle" />
<ATOM Name= "normal mode transition" Value="&quot;spell states.cast_acid_loop.normal mode transition&quot;" /> <ATOM Name= "normal mode transition" Value="idle" />
<ATOM Name= "eat mode transition" Value="&quot;spell states.cast_acid_loop.eat mode transition&quot;" /> <ATOM Name= "eat mode transition" Value="idle" />
<ATOM Name= "hungry mode transition" Value="&quot;spell states.cast_acid_loop.hungry mode transition&quot;" /> <ATOM Name= "hungry mode transition" Value="idle" />
<ATOM Name= "rest mode transition" Value="&quot;spell states.cast_acid_loop.rest mode transition&quot;" /> <ATOM Name= "rest mode transition" Value="idle" />
<ATOM Name= "sit mode transition" Value="&quot;spell states.cast_acid_loop.sit mode transition&quot;" /> <ATOM Name= "sit mode transition" Value="idle" />
<ATOM Name= "mount_normal mode transition" Value="&quot;spell states.cast_acid_loop.mount_normal mode transition&quot;" /> <ATOM Name= "mount_normal mode transition" Value="idle" />
</STRUCT> </STRUCT>
<!-- Stun --> <!-- Stun -->
<STRUCT Name="cast_stun_init"> <STRUCT Name="cast_stun_init">
<ATOM Name="default next" Value="cast_stun_loop" /> <ATOM Name="default next" Value="cast_stun_loop" />
<ATOM Name="adjust orientation" Value="&quot;spell states.cast_acid_init.adjust orientation&quot;" /> <ATOM Name="adjust orientation" Value="false" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_init.slide&quot;" /> <ATOM Name="slide" Value="true" />
</STRUCT> </STRUCT>
<STRUCT Name="cast_stun_loop"> <STRUCT Name="cast_stun_loop">
<ATOM Name="default next" Value="cast_stun_loop" /> <ATOM Name="default next" Value="cast_stun_loop" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_loop.slide&quot;" /> <ATOM Name="slide" Value="true" />
<ATOM Name= "alert mode transition" Value="&quot;spell states.cast_acid_loop.alert mode transition&quot;" /> <ATOM Name= "alert mode transition" Value="idle" />
<ATOM Name= "combat mode transition" Value="&quot;spell states.cast_acid_loop.combat mode transition&quot;" /> <ATOM Name= "combat mode transition" Value="idle" />
<ATOM Name= "combat_float mode transition" Value="&quot;spell states.cast_acid_loop.combat_float mode transition&quot;" /> <ATOM Name= "combat_float mode transition" Value="idle" />
<ATOM Name= "death mode transition" Value="&quot;spell states.cast_acid_loop.death mode transition&quot;" /> <ATOM Name= "death mode transition" Value="idle" />
<ATOM Name= "normal mode transition" Value="&quot;spell states.cast_acid_loop.normal mode transition&quot;" /> <ATOM Name= "normal mode transition" Value="idle" />
<ATOM Name= "eat mode transition" Value="&quot;spell states.cast_acid_loop.eat mode transition&quot;" /> <ATOM Name= "eat mode transition" Value="idle" />
<ATOM Name= "hungry mode transition" Value="&quot;spell states.cast_acid_loop.hungry mode transition&quot;" /> <ATOM Name= "hungry mode transition" Value="idle" />
<ATOM Name= "rest mode transition" Value="&quot;spell states.cast_acid_loop.rest mode transition&quot;" /> <ATOM Name= "rest mode transition" Value="idle" />
<ATOM Name= "sit mode transition" Value="&quot;spell states.cast_acid_loop.sit mode transition&quot;" /> <ATOM Name= "sit mode transition" Value="idle;" />
<ATOM Name= "mount_normal mode transition" Value="&quot;spell states.cast_acid_loop.mount_normal mode transition&quot;" /> <ATOM Name= "mount_normal mode transition" Value="idle" />
</STRUCT> </STRUCT>
</STRUCT> </STRUCT>
</STRUCT> </STRUCT>
<STRUCT/> <STRUCT/>
<STRUCT/> <STRUCT/>
<STRUCT/> <STRUCT/>
<STRUCT/> <STRUCT/>
<LOG>Tue Aug 19 19:13:43 2003 (puzin)</LOG> <LOG></LOG>
</FORM> </FORM>

View file

@ -3,7 +3,6 @@
<PARENT Filename="_parent.automaton"/> <PARENT Filename="_parent.automaton"/>
<STRUCT> <STRUCT>
<ATOM Name="mode" Value="death"/> <ATOM Name="mode" Value="death"/>
<STRUCT Name="idle"> <STRUCT Name="idle">
<ATOM Name="on move forward" Value=""/> <ATOM Name="on move forward" Value=""/>
<ATOM Name="on move backward" Value=""/> <ATOM Name="on move backward" Value=""/>
@ -13,7 +12,6 @@
<ATOM Name="on rotation right" Value=""/> <ATOM Name="on rotation right" Value=""/>
<ATOM Name="breakable on impact" Value="false"/> <ATOM Name="breakable on impact" Value="false"/>
</STRUCT> </STRUCT>
<STRUCT Name="mode states"> <STRUCT Name="mode states">
<STRUCT Name="alert_mode"> <STRUCT Name="alert_mode">
<ATOM Name="default next" Value="alert_mode"/> <ATOM Name="default next" Value="alert_mode"/>

View file

@ -3,7 +3,6 @@
<PARENT Filename="_parent.automaton"/> <PARENT Filename="_parent.automaton"/>
<STRUCT> <STRUCT>
<ATOM Name="mode" Value="eat"/> <ATOM Name="mode" Value="eat"/>
<STRUCT Name="mode states"> <STRUCT Name="mode states">
<STRUCT Name="rest_mode"> <STRUCT Name="rest_mode">
<ATOM Name="default next" Value="rest_mode"/> <ATOM Name="default next" Value="rest_mode"/>

View file

@ -22,7 +22,6 @@
<ATOM Name="max duration" Value="0.25"/> <ATOM Name="max duration" Value="0.25"/>
</STRUCT> </STRUCT>
</STRUCT> </STRUCT>
<!-- SPELL STATES --> <!-- SPELL STATES -->
<STRUCT Name="spell states"> <STRUCT Name="spell states">
<!-- Acid --> <!-- Acid -->
@ -52,56 +51,56 @@
<!-- Blind --> <!-- Blind -->
<STRUCT Name="cast_blind_init"> <STRUCT Name="cast_blind_init">
<ATOM Name="default next" Value="cast_blind_loop" /> <ATOM Name="default next" Value="cast_blind_loop" />
<ATOM Name="adjust orientation" Value="&quot;spell states.cast_acid_init.adjust orientation&quot;" /> <ATOM Name="adjust orientation" Value="false" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_init.slide&quot;" /> <ATOM Name="slide" Value="false" />
</STRUCT> </STRUCT>
<STRUCT Name="cast_blind_loop"> <STRUCT Name="cast_blind_loop">
<ATOM Name="default next" Value="cast_blind_loop" /> <ATOM Name="default next" Value="cast_blind_loop" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_loop.slide&quot;" /> <ATOM Name="slide" Value="false" />
<ATOM Name="on move forward" Value="cast_blind_fail" /> <ATOM Name="on move forward" Value="cast_blind_fail" />
<ATOM Name="on move backward" Value="cast_blind_fail" /> <ATOM Name="on move backward" Value="cast_blind_fail" />
<ATOM Name="on move left" Value="cast_blind_fail" /> <ATOM Name="on move left" Value="cast_blind_fail" />
<ATOM Name="on move right" Value="cast_blind_fail" /> <ATOM Name="on move right" Value="cast_blind_fail" />
<ATOM Name= "alert mode transition" Value="&quot;spell states.cast_acid_loop.alert mode transition&quot;" /> <ATOM Name= "alert mode transition" Value="idle" />
<ATOM Name= "combat mode transition" Value="&quot;spell states.cast_acid_loop.combat mode transition&quot;" /> <ATOM Name= "combat mode transition" Value="idle" />
<ATOM Name= "combat_float mode transition" Value="&quot;spell states.cast_acid_loop.combat_float mode transition&quot;" /> <ATOM Name= "combat_float mode transition" Value="idle" />
<ATOM Name= "death mode transition" Value="&quot;spell states.cast_acid_loop.death mode transition&quot;" /> <ATOM Name= "death mode transition" Value="idle" />
<ATOM Name= "normal mode transition" Value="&quot;spell states.cast_acid_loop.normal mode transition&quot;" /> <ATOM Name= "normal mode transition" Value="idle" />
<ATOM Name= "eat mode transition" Value="&quot;spell states.cast_acid_loop.eat mode transition&quot;" /> <ATOM Name= "eat mode transition" Value="idle" />
<ATOM Name= "hungry mode transition" Value="&quot;spell states.cast_acid_loop.hungry mode transition&quot;" /> <ATOM Name= "hungry mode transition" Value="idle" />
<ATOM Name= "rest mode transition" Value="&quot;spell states.cast_acid_loop.rest mode transition&quot;" /> <ATOM Name= "rest mode transition" Value="idle" />
<ATOM Name= "sit mode transition" Value="&quot;spell states.cast_acid_loop.sit mode transition&quot;" /> <ATOM Name= "sit mode transition" Value="idle" />
<ATOM Name= "mount_normal mode transition" Value="&quot;spell states.cast_acid_loop.mount_normal mode transition&quot;" /> <ATOM Name= "mount_normal mode transition" Value="idle" />
</STRUCT> </STRUCT>
<!-- Cold --> <!-- Cold -->
<STRUCT Name="cast_cold_init"> <STRUCT Name="cast_cold_init">
<ATOM Name="default next" Value="cast_cold_loop" /> <ATOM Name="default next" Value="cast_cold_loop" />
<ATOM Name="adjust orientation" Value="&quot;spell states.cast_acid_init.adjust orientation&quot;" /> <ATOM Name="adjust orientation" Value="false" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_init.slide&quot;" /> <ATOM Name="slide" Value="false" />
</STRUCT> </STRUCT>
<STRUCT Name="cast_cold_loop"> <STRUCT Name="cast_cold_loop">
<ATOM Name="default next" Value="cast_cold_loop" /> <ATOM Name="default next" Value="cast_cold_loop" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_loop.slide&quot;" /> <ATOM Name="slide" Value="false" />
<ATOM Name="on move forward" Value="cast_cold_fail"/> <ATOM Name="on move forward" Value="cast_cold_fail"/>
<ATOM Name="on move backward" Value="cast_cold_fail"/> <ATOM Name="on move backward" Value="cast_cold_fail"/>
<ATOM Name="on move left" Value="cast_cold_fail"/> <ATOM Name="on move left" Value="cast_cold_fail"/>
<ATOM Name="on move right" Value="cast_cold_fail"/> <ATOM Name="on move right" Value="cast_cold_fail"/>
<ATOM Name= "alert mode transition" Value="&quot;spell states.cast_acid_loop.alert mode transition&quot;" /> <ATOM Name= "alert mode transition" Value="idle" />
<ATOM Name= "combat mode transition" Value="&quot;spell states.cast_acid_loop.combat mode transition&quot;" /> <ATOM Name= "combat mode transition" Value="idle" />
<ATOM Name= "combat_float mode transition" Value="&quot;spell states.cast_acid_loop.combat_float mode transition&quot;" /> <ATOM Name= "combat_float mode transition" Value="idle" />
<ATOM Name= "death mode transition" Value="&quot;spell states.cast_acid_loop.death mode transition&quot;" /> <ATOM Name= "death mode transition" Value="idle" />
<ATOM Name= "normal mode transition" Value="&quot;spell states.cast_acid_loop.normal mode transition&quot;" /> <ATOM Name= "normal mode transition" Value="idle" />
<ATOM Name= "eat mode transition" Value="&quot;spell states.cast_acid_loop.eat mode transition&quot;" /> <ATOM Name= "eat mode transition" Value="idle" />
<ATOM Name= "hungry mode transition" Value="&quot;spell states.cast_acid_loop.hungry mode transition&quot;" /> <ATOM Name= "hungry mode transition" Value="idle" />
<ATOM Name= "rest mode transition" Value="&quot;spell states.cast_acid_loop.rest mode transition&quot;" /> <ATOM Name= "rest mode transition" Value="idle" />
<ATOM Name= "sit mode transition" Value="&quot;spell states.cast_acid_loop.sit mode transition&quot;" /> <ATOM Name= "sit mode transition" Value="idle" />
<ATOM Name= "mount_normal mode transition" Value="&quot;spell states.cast_acid_loop.mount_normal mode transition&quot;" /> <ATOM Name= "mount_normal mode transition" Value="idle" />
</STRUCT> </STRUCT>
<!-- Elec --> <!-- Elec -->
<STRUCT Name="cast_elec_init"> <STRUCT Name="cast_elec_init">
<ATOM Name="default next" Value="cast_elec_loop" /> <ATOM Name="default next" Value="cast_elec_loop" />
<ATOM Name="adjust orientation" Value="&quot;spell states.cast_acid_init.adjust orientation&quot;" /> <ATOM Name="adjust orientation" Value="false" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_init.slide&quot;" /> <ATOM Name="slide" Value="false" />
</STRUCT> </STRUCT>
<STRUCT Name="cast_elec_loop"> <STRUCT Name="cast_elec_loop">
<ATOM Name="default next" Value="cast_elec_loop" /> <ATOM Name="default next" Value="cast_elec_loop" />
@ -109,288 +108,287 @@
<ATOM Name="on move backward" Value="cast_elec_fail"/> <ATOM Name="on move backward" Value="cast_elec_fail"/>
<ATOM Name="on move left" Value="cast_elec_fail"/> <ATOM Name="on move left" Value="cast_elec_fail"/>
<ATOM Name="on move right" Value="cast_elec_fail"/> <ATOM Name="on move right" Value="cast_elec_fail"/>
<ATOM Name="slide" Value="&quot;spell states.cast_acid_loop.slide&quot;" /> <ATOM Name="slide" Value="false" />
<ATOM Name= "alert mode transition" Value="&quot;spell states.cast_acid_loop.alert mode transition&quot;" /> <ATOM Name= "alert mode transition" Value="idle" />
<ATOM Name= "combat mode transition" Value="&quot;spell states.cast_acid_loop.combat mode transition&quot;" /> <ATOM Name= "combat mode transition" Value="idle" />
<ATOM Name= "combat_float mode transition" Value="&quot;spell states.cast_acid_loop.combat_float mode transition&quot;" /> <ATOM Name= "combat_float mode transition" Value="idle" />
<ATOM Name= "death mode transition" Value="&quot;spell states.cast_acid_loop.death mode transition&quot;" /> <ATOM Name= "death mode transition" Value="idle" />
<ATOM Name= "normal mode transition" Value="&quot;spell states.cast_acid_loop.normal mode transition&quot;" /> <ATOM Name= "normal mode transition" Value="idle" />
<ATOM Name= "eat mode transition" Value="&quot;spell states.cast_acid_loop.eat mode transition&quot;" /> <ATOM Name= "eat mode transition" Value="idle" />
<ATOM Name= "hungry mode transition" Value="&quot;spell states.cast_acid_loop.hungry mode transition&quot;" /> <ATOM Name= "hungry mode transition" Value="idle" />
<ATOM Name= "rest mode transition" Value="&quot;spell states.cast_acid_loop.rest mode transition&quot;" /> <ATOM Name= "rest mode transition" Value="idle" />
<ATOM Name= "sit mode transition" Value="&quot;spell states.cast_acid_loop.sit mode transition&quot;" /> <ATOM Name= "sit mode transition" Value="idle" />
<ATOM Name= "mount_normal mode transition" Value="&quot;spell states.cast_acid_loop.mount_normal mode transition&quot;" /> <ATOM Name= "mount_normal mode transition" Value="idle" />
</STRUCT> </STRUCT>
<!-- Fear --> <!-- Fear -->
<STRUCT Name="cast_fear_init"> <STRUCT Name="cast_fear_init">
<ATOM Name="default next" Value="cast_fear_loop" /> <ATOM Name="default next" Value="cast_fear_loop" />
<ATOM Name="adjust orientation" Value="&quot;spell states.cast_acid_init.adjust orientation&quot;" /> <ATOM Name="adjust orientation" Value="false" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_init.slide&quot;" /> <ATOM Name="slide" Value="false" />
</STRUCT> </STRUCT>
<STRUCT Name="cast_fear_loop"> <STRUCT Name="cast_fear_loop">
<ATOM Name="default next" Value="cast_fear_loop" /> <ATOM Name="default next" Value="cast_fear_loop" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_loop.slide&quot;" /> <ATOM Name="slide" Value="false" />
<ATOM Name="on move forward" Value="cast_fear_fail"/> <ATOM Name="on move forward" Value="cast_fear_fail"/>
<ATOM Name="on move backward" Value="cast_fear_fail"/> <ATOM Name="on move backward" Value="cast_fear_fail"/>
<ATOM Name="on move left" Value="cast_fear_fail"/> <ATOM Name="on move left" Value="cast_fear_fail"/>
<ATOM Name="on move right" Value="cast_fear_fail"/> <ATOM Name="on move right" Value="cast_fear_fail"/>
<ATOM Name= "alert mode transition" Value="&quot;spell states.cast_acid_loop.alert mode transition&quot;" /> <ATOM Name= "alert mode transition" Value="idle" />
<ATOM Name= "combat mode transition" Value="&quot;spell states.cast_acid_loop.combat mode transition&quot;" /> <ATOM Name= "combat mode transition" Value="idle" />
<ATOM Name= "combat_float mode transition" Value="&quot;spell states.cast_acid_loop.combat_float mode transition&quot;" /> <ATOM Name= "combat_float mode transition" Value="idle" />
<ATOM Name= "death mode transition" Value="&quot;spell states.cast_acid_loop.death mode transition&quot;" /> <ATOM Name= "death mode transition" Value="idle" />
<ATOM Name= "normal mode transition" Value="&quot;spell states.cast_acid_loop.normal mode transition&quot;" /> <ATOM Name= "normal mode transition" Value="idle" />
<ATOM Name= "eat mode transition" Value="&quot;spell states.cast_acid_loop.eat mode transition&quot;" /> <ATOM Name= "eat mode transition" Value="idle" />
<ATOM Name= "hungry mode transition" Value="&quot;spell states.cast_acid_loop.hungry mode transition&quot;" /> <ATOM Name= "hungry mode transition" Value="idle" />
<ATOM Name= "rest mode transition" Value="&quot;spell states.cast_acid_loop.rest mode transition&quot;" /> <ATOM Name= "rest mode transition" Value="idle" />
<ATOM Name= "sit mode transition" Value="&quot;spell states.cast_acid_loop.sit mode transition&quot;" /> <ATOM Name= "sit mode transition" Value="idle" />
<ATOM Name= "mount_normal mode transition" Value="&quot;spell states.cast_acid_loop.mount_normal mode transition&quot;" /> <ATOM Name= "mount_normal mode transition" Value="idle" />
</STRUCT> </STRUCT>
<!-- Fire --> <!-- Fire -->
<STRUCT Name="cast_fire_init"> <STRUCT Name="cast_fire_init">
<ATOM Name="default next" Value="cast_fire_loop" /> <ATOM Name="default next" Value="cast_fire_loop" />
<ATOM Name="adjust orientation" Value="&quot;spell states.cast_acid_init.adjust orientation&quot;" /> <ATOM Name="adjust orientation" Value="false" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_init.slide&quot;" /> <ATOM Name="slide" Value="false" />
</STRUCT> </STRUCT>
<STRUCT Name="cast_fire_loop"> <STRUCT Name="cast_fire_loop">
<ATOM Name="default next" Value="cast_fire_loop" /> <ATOM Name="default next" Value="cast_fire_loop" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_loop.slide&quot;" /> <ATOM Name="slide" Value="false" />
<ATOM Name="on move forward" Value="cast_fire_fail"/> <ATOM Name="on move forward" Value="cast_fire_fail"/>
<ATOM Name="on move backward" Value="cast_fire_fail"/> <ATOM Name="on move backward" Value="cast_fire_fail"/>
<ATOM Name="on move left" Value="cast_fire_fail"/> <ATOM Name="on move left" Value="cast_fire_fail"/>
<ATOM Name="on move right" Value="cast_fire_fail"/> <ATOM Name="on move right" Value="cast_fire_fail"/>
<ATOM Name= "alert mode transition" Value="&quot;spell states.cast_acid_loop.alert mode transition&quot;" /> <ATOM Name= "alert mode transition" Value="idle" />
<ATOM Name= "combat mode transition" Value="&quot;spell states.cast_acid_loop.combat mode transition&quot;" /> <ATOM Name= "combat mode transition" Value="idle" />
<ATOM Name= "combat_float mode transition" Value="&quot;spell states.cast_acid_loop.combat_float mode transition&quot;" /> <ATOM Name= "combat_float mode transition" Value="idle" />
<ATOM Name= "death mode transition" Value="&quot;spell states.cast_acid_loop.death mode transition&quot;" /> <ATOM Name= "death mode transition" Value="idle" />
<ATOM Name= "normal mode transition" Value="&quot;spell states.cast_acid_loop.normal mode transition&quot;" /> <ATOM Name= "normal mode transition" Value="idle" />
<ATOM Name= "eat mode transition" Value="&quot;spell states.cast_acid_loop.eat mode transition&quot;" /> <ATOM Name= "eat mode transition" Value="idle" />
<ATOM Name= "hungry mode transition" Value="&quot;spell states.cast_acid_loop.hungry mode transition&quot;" /> <ATOM Name= "hungry mode transition" Value="idle" />
<ATOM Name= "rest mode transition" Value="&quot;spell states.cast_acid_loop.rest mode transition&quot;" /> <ATOM Name= "rest mode transition" Value="idle" />
<ATOM Name= "sit mode transition" Value="&quot;spell states.cast_acid_loop.sit mode transition&quot;" /> <ATOM Name= "sit mode transition" Value="idle" />
<ATOM Name= "mount_normal mode transition" Value="&quot;spell states.cast_acid_loop.mount_normal mode transition&quot;" /> <ATOM Name= "mount_normal mode transition" Value="idle" />
</STRUCT> </STRUCT>
<!-- Heal HP --> <!-- Heal HP -->
<STRUCT Name="cast_healhp_init"> <STRUCT Name="cast_healhp_init">
<ATOM Name="default next" Value="cast_healhp_loop" /> <ATOM Name="default next" Value="cast_healhp_loop" />
<ATOM Name="adjust orientation" Value="&quot;spell states.cast_acid_init.adjust orientation&quot;" /> <ATOM Name="adjust orientation" Value="false" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_init.slide&quot;" /> <ATOM Name="slide" Value="false" />
</STRUCT> </STRUCT>
<STRUCT Name="cast_healhp_loop"> <STRUCT Name="cast_healhp_loop">
<ATOM Name="default next" Value="cast_healhp_loop" /> <ATOM Name="default next" Value="cast_healhp_loop" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_loop.slide&quot;" /> <ATOM Name="slide" Value="false" />
<ATOM Name="on move forward" Value="cast_healhp_fail"/> <ATOM Name="on move forward" Value="cast_healhp_fail"/>
<ATOM Name="on move backward" Value="cast_healhp_fail"/> <ATOM Name="on move backward" Value="cast_healhp_fail"/>
<ATOM Name="on move left" Value="cast_healhp_fail"/> <ATOM Name="on move left" Value="cast_healhp_fail"/>
<ATOM Name="on move right" Value="cast_healhp_fail"/> <ATOM Name="on move right" Value="cast_healhp_fail"/>
<ATOM Name= "alert mode transition" Value="&quot;spell states.cast_acid_loop.alert mode transition&quot;" /> <ATOM Name= "alert mode transition" Value="idle" />
<ATOM Name= "combat mode transition" Value="&quot;spell states.cast_acid_loop.combat mode transition&quot;" /> <ATOM Name= "combat mode transition" Value="idle" />
<ATOM Name= "combat_float mode transition" Value="&quot;spell states.cast_acid_loop.combat_float mode transition&quot;" /> <ATOM Name= "combat_float mode transition" Value="idle" />
<ATOM Name= "death mode transition" Value="&quot;spell states.cast_acid_loop.death mode transition&quot;" /> <ATOM Name= "death mode transition" Value="idle" />
<ATOM Name= "normal mode transition" Value="&quot;spell states.cast_acid_loop.normal mode transition&quot;" /> <ATOM Name= "normal mode transition" Value="idle" />
<ATOM Name= "eat mode transition" Value="&quot;spell states.cast_acid_loop.eat mode transition&quot;" /> <ATOM Name= "eat mode transition" Value="idle" />
<ATOM Name= "hungry mode transition" Value="&quot;spell states.cast_acid_loop.hungry mode transition&quot;" /> <ATOM Name= "hungry mode transition" Value="idle" />
<ATOM Name= "rest mode transition" Value="&quot;spell states.cast_acid_loop.rest mode transition&quot;" /> <ATOM Name= "rest mode transition" Value="idle" />
<ATOM Name= "sit mode transition" Value="&quot;spell states.cast_acid_loop.sit mode transition&quot;" /> <ATOM Name= "sit mode transition" Value="idle" />
<ATOM Name= "mount_normal mode transition" Value="&quot;spell states.cast_acid_loop.mount_normal mode transition&quot;" /> <ATOM Name= "mount_normal mode transition" Value="idle" />
</STRUCT> </STRUCT>
<!-- Mad --> <!-- Mad -->
<STRUCT Name="cast_mad_init"> <STRUCT Name="cast_mad_init">
<ATOM Name="default next" Value="cast_mad_loop" /> <ATOM Name="default next" Value="cast_mad_loop" />
<ATOM Name="adjust orientation" Value="&quot;spell states.cast_acid_init.adjust orientation&quot;" /> <ATOM Name="adjust orientation" Value="false" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_init.slide&quot;" /> <ATOM Name="slide" Value="false" />
</STRUCT> </STRUCT>
<STRUCT Name="cast_mad_loop"> <STRUCT Name="cast_mad_loop">
<ATOM Name="default next" Value="cast_mad_loop" /> <ATOM Name="default next" Value="cast_mad_loop" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_loop.slide&quot;" /> <ATOM Name="slide" Value="false" />
<ATOM Name="on move forward" Value="cast_mad_fail"/> <ATOM Name="on move forward" Value="cast_mad_fail"/>
<ATOM Name="on move backward" Value="cast_mad_fail"/> <ATOM Name="on move backward" Value="cast_mad_fail"/>
<ATOM Name="on move left" Value="cast_mad_fail"/> <ATOM Name="on move left" Value="cast_mad_fail"/>
<ATOM Name="on move right" Value="cast_mad_fail"/> <ATOM Name="on move right" Value="cast_mad_fail"/>
<ATOM Name= "alert mode transition" Value="&quot;spell states.cast_acid_loop.alert mode transition&quot;" /> <ATOM Name= "alert mode transition" Value="idle" />
<ATOM Name= "combat mode transition" Value="&quot;spell states.cast_acid_loop.combat mode transition&quot;" /> <ATOM Name= "combat mode transition" Value="idle" />
<ATOM Name= "combat_float mode transition" Value="&quot;spell states.cast_acid_loop.combat_float mode transition&quot;" /> <ATOM Name= "combat_float mode transition" Value="idle" />
<ATOM Name= "death mode transition" Value="&quot;spell states.cast_acid_loop.death mode transition&quot;" /> <ATOM Name= "death mode transition" Value="idle" />
<ATOM Name= "normal mode transition" Value="&quot;spell states.cast_acid_loop.normal mode transition&quot;" /> <ATOM Name= "normal mode transition" Value="idle" />
<ATOM Name= "eat mode transition" Value="&quot;spell states.cast_acid_loop.eat mode transition&quot;" /> <ATOM Name= "eat mode transition" Value="idle" />
<ATOM Name= "hungry mode transition" Value="&quot;spell states.cast_acid_loop.hungry mode transition&quot;" /> <ATOM Name= "hungry mode transition" Value="idle" />
<ATOM Name= "rest mode transition" Value="&quot;spell states.cast_acid_loop.rest mode transition&quot;" /> <ATOM Name= "rest mode transition" Value="idle" />
<ATOM Name= "sit mode transition" Value="&quot;spell states.cast_acid_loop.sit mode transition&quot;" /> <ATOM Name= "sit mode transition" Value="idle" />
<ATOM Name= "mount_normal mode transition" Value="&quot;spell states.cast_acid_loop.mount_normal mode transition&quot;" /> <ATOM Name= "mount_normal mode transition" Value="idle" />
</STRUCT> </STRUCT>
<!-- Poison --> <!-- Poison -->
<STRUCT Name="cast_poison_init"> <STRUCT Name="cast_poison_init">
<ATOM Name="default next" Value="cast_poison_loop" /> <ATOM Name="default next" Value="cast_poison_loop" />
<ATOM Name="adjust orientation" Value="&quot;spell states.cast_acid_init.adjust orientation&quot;" /> <ATOM Name="adjust orientation" Value="false" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_init.slide&quot;" /> <ATOM Name="slide" Value="false" />
</STRUCT> </STRUCT>
<STRUCT Name="cast_poison_loop"> <STRUCT Name="cast_poison_loop">
<ATOM Name="default next" Value="cast_poison_loop" /> <ATOM Name="default next" Value="cast_poison_loop" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_loop.slide&quot;" /> <ATOM Name="slide" Value="false" />
<ATOM Name="on move forward" Value="cast_poison_fail"/> <ATOM Name="on move forward" Value="cast_poison_fail"/>
<ATOM Name="on move backward" Value="cast_poison_fail"/> <ATOM Name="on move backward" Value="cast_poison_fail"/>
<ATOM Name="on move left" Value="cast_poison_fail"/> <ATOM Name="on move left" Value="cast_poison_fail"/>
<ATOM Name="on move right" Value="cast_poison_fail"/> <ATOM Name="on move right" Value="cast_poison_fail"/>
<ATOM Name= "alert mode transition" Value="&quot;spell states.cast_acid_loop.alert mode transition&quot;" /> <ATOM Name= "alert mode transition" Value="idle" />
<ATOM Name= "combat mode transition" Value="&quot;spell states.cast_acid_loop.combat mode transition&quot;" /> <ATOM Name= "combat mode transition" Value="idle" />
<ATOM Name= "combat_float mode transition" Value="&quot;spell states.cast_acid_loop.combat_float mode transition&quot;" /> <ATOM Name= "combat_float mode transition" Value="idle" />
<ATOM Name= "death mode transition" Value="&quot;spell states.cast_acid_loop.death mode transition&quot;" /> <ATOM Name= "death mode transition" Value="idle" />
<ATOM Name= "normal mode transition" Value="&quot;spell states.cast_acid_loop.normal mode transition&quot;" /> <ATOM Name= "normal mode transition" Value="idle" />
<ATOM Name= "eat mode transition" Value="&quot;spell states.cast_acid_loop.eat mode transition&quot;" /> <ATOM Name= "eat mode transition" Value="idle" />
<ATOM Name= "hungry mode transition" Value="&quot;spell states.cast_acid_loop.hungry mode transition&quot;" /> <ATOM Name= "hungry mode transition" Value="idle" />
<ATOM Name= "rest mode transition" Value="&quot;spell states.cast_acid_loop.rest mode transition&quot;" /> <ATOM Name= "rest mode transition" Value="idle" />
<ATOM Name= "sit mode transition" Value="&quot;spell states.cast_acid_loop.sit mode transition&quot;" /> <ATOM Name= "sit mode transition" Value="idle" />
<ATOM Name= "mount_normal mode transition" Value="&quot;spell states.cast_acid_loop.mount_normal mode transition&quot;" /> <ATOM Name= "mount_normal mode transition" Value="idle" />
</STRUCT> </STRUCT>
<!-- Root --> <!-- Root -->
<STRUCT Name="cast_root_init"> <STRUCT Name="cast_root_init">
<ATOM Name="default next" Value="cast_root_loop" /> <ATOM Name="default next" Value="cast_root_loop" />
<ATOM Name="adjust orientation" Value="&quot;spell states.cast_acid_init.adjust orientation&quot;" /> <ATOM Name="adjust orientation" Value="false" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_init.slide&quot;" /> <ATOM Name="slide" Value="false" />
</STRUCT> </STRUCT>
<STRUCT Name="cast_root_loop"> <STRUCT Name="cast_root_loop">
<ATOM Name="default next" Value="cast_root_loop" /> <ATOM Name="default next" Value="cast_root_loop" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_loop.slide&quot;" /> <ATOM Name="slide" Value="false" />
<ATOM Name="on move forward" Value="cast_root_fail"/> <ATOM Name="on move forward" Value="cast_root_fail"/>
<ATOM Name="on move backward" Value="cast_root_fail"/> <ATOM Name="on move backward" Value="cast_root_fail"/>
<ATOM Name="on move left" Value="cast_root_fail"/> <ATOM Name="on move left" Value="cast_root_fail"/>
<ATOM Name="on move right" Value="cast_root_fail"/> <ATOM Name="on move right" Value="cast_root_fail"/>
<ATOM Name= "alert mode transition" Value="&quot;spell states.cast_acid_loop.alert mode transition&quot;" /> <ATOM Name= "alert mode transition" Value="idle" />
<ATOM Name= "combat mode transition" Value="&quot;spell states.cast_acid_loop.combat mode transition&quot;" /> <ATOM Name= "combat mode transition" Value="idle" />
<ATOM Name= "combat_float mode transition" Value="&quot;spell states.cast_acid_loop.combat_float mode transition&quot;" /> <ATOM Name= "combat_float mode transition" Value="idle" />
<ATOM Name= "death mode transition" Value="&quot;spell states.cast_acid_loop.death mode transition&quot;" /> <ATOM Name= "death mode transition" Value="idle" />
<ATOM Name= "normal mode transition" Value="&quot;spell states.cast_acid_loop.normal mode transition&quot;" /> <ATOM Name= "normal mode transition" Value="idle" />
<ATOM Name= "eat mode transition" Value="&quot;spell states.cast_acid_loop.eat mode transition&quot;" /> <ATOM Name= "eat mode transition" Value="idle" />
<ATOM Name= "hungry mode transition" Value="&quot;spell states.cast_acid_loop.hungry mode transition&quot;" /> <ATOM Name= "hungry mode transition" Value="idle" />
<ATOM Name= "rest mode transition" Value="&quot;spell states.cast_acid_loop.rest mode transition&quot;" /> <ATOM Name= "rest mode transition" Value="idle" />
<ATOM Name= "sit mode transition" Value="&quot;spell states.cast_acid_loop.sit mode transition&quot;" /> <ATOM Name= "sit mode transition" Value="idle" />
<ATOM Name= "mount_normal mode transition" Value="&quot;spell states.cast_acid_loop.mount_normal mode transition&quot;" /> <ATOM Name= "mount_normal mode transition" Value="idle" />
</STRUCT> </STRUCT>
<!-- Rot --> <!-- Rot -->
<STRUCT Name="cast_rot_init"> <STRUCT Name="cast_rot_init">
<ATOM Name="default next" Value="cast_rot_loop" /> <ATOM Name="default next" Value="cast_rot_loop" />
<ATOM Name="adjust orientation" Value="&quot;spell states.cast_acid_init.adjust orientation&quot;" /> <ATOM Name="adjust orientation" Value="false" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_init.slide&quot;" /> <ATOM Name="slide" Value="false" />
</STRUCT> </STRUCT>
<STRUCT Name="cast_rot_loop"> <STRUCT Name="cast_rot_loop">
<ATOM Name="default next" Value="cast_rot_loop" /> <ATOM Name="default next" Value="cast_rot_loop" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_loop.slide&quot;" /> <ATOM Name="slide" Value="false" />
<ATOM Name="on move forward" Value="cast_rot_fail"/> <ATOM Name="on move forward" Value="cast_rot_fail"/>
<ATOM Name="on move backward" Value="cast_rot_fail"/> <ATOM Name="on move backward" Value="cast_rot_fail"/>
<ATOM Name="on move left" Value="cast_rot_fail"/> <ATOM Name="on move left" Value="cast_rot_fail"/>
<ATOM Name="on move right" Value="cast_rot_fail"/> <ATOM Name="on move right" Value="cast_rot_fail"/>
<ATOM Name= "alert mode transition" Value="&quot;spell states.cast_acid_loop.alert mode transition&quot;" /> <ATOM Name= "alert mode transition" Value="idle" />
<ATOM Name= "combat mode transition" Value="&quot;spell states.cast_acid_loop.combat mode transition&quot;" /> <ATOM Name= "combat mode transition" Value="idle" />
<ATOM Name= "combat_float mode transition" Value="&quot;spell states.cast_acid_loop.combat_float mode transition&quot;" /> <ATOM Name= "combat_float mode transition" Value="idle" />
<ATOM Name= "death mode transition" Value="&quot;spell states.cast_acid_loop.death mode transition&quot;" /> <ATOM Name= "death mode transition" Value="idle" />
<ATOM Name= "normal mode transition" Value="&quot;spell states.cast_acid_loop.normal mode transition&quot;" /> <ATOM Name= "normal mode transition" Value="idle" />
<ATOM Name= "eat mode transition" Value="&quot;spell states.cast_acid_loop.eat mode transition&quot;" /> <ATOM Name= "eat mode transition" Value="idle" />
<ATOM Name= "hungry mode transition" Value="&quot;spell states.cast_acid_loop.hungry mode transition&quot;" /> <ATOM Name= "hungry mode transition" Value="idle" />
<ATOM Name= "rest mode transition" Value="&quot;spell states.cast_acid_loop.rest mode transition&quot;" /> <ATOM Name= "rest mode transition" Value="idle" />
<ATOM Name= "sit mode transition" Value="&quot;spell states.cast_acid_loop.sit mode transition&quot;" /> <ATOM Name= "sit mode transition" Value="idle" />
<ATOM Name= "mount_normal mode transition" Value="&quot;spell states.cast_acid_loop.mount_normal mode transition&quot;" /> <ATOM Name= "mount_normal mode transition" Value="idle" />
</STRUCT> </STRUCT>
<!-- Shock --> <!-- Shock -->
<STRUCT Name="cast_shock_init"> <STRUCT Name="cast_shock_init">
<ATOM Name="default next" Value="cast_shock_loop" /> <ATOM Name="default next" Value="cast_shock_loop" />
<ATOM Name="adjust orientation" Value="&quot;spell states.cast_acid_init.adjust orientation&quot;" /> <ATOM Name="adjust orientation" Value="false" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_init.slide&quot;" /> <ATOM Name="slide" Value="false" />
</STRUCT> </STRUCT>
<STRUCT Name="cast_shock_loop"> <STRUCT Name="cast_shock_loop">
<ATOM Name="default next" Value="cast_shock_loop" /> <ATOM Name="default next" Value="cast_shock_loop" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_loop.slide&quot;" /> <ATOM Name="slide" Value="false" />
<ATOM Name="on move forward" Value="cast_shock_fail"/> <ATOM Name="on move forward" Value="cast_shock_fail"/>
<ATOM Name="on move backward" Value="cast_shock_fail"/> <ATOM Name="on move backward" Value="cast_shock_fail"/>
<ATOM Name="on move left" Value="cast_shock_fail"/> <ATOM Name="on move left" Value="cast_shock_fail"/>
<ATOM Name="on move right" Value="cast_shock_fail"/> <ATOM Name="on move right" Value="cast_shock_fail"/>
<ATOM Name= "alert mode transition" Value="&quot;spell states.cast_acid_loop.alert mode transition&quot;" /> <ATOM Name= "alert mode transition" Value="idle" />
<ATOM Name= "combat mode transition" Value="&quot;spell states.cast_acid_loop.combat mode transition&quot;" /> <ATOM Name= "combat mode transition" Value="idle" />
<ATOM Name= "combat_float mode transition" Value="&quot;spell states.cast_acid_loop.combat_float mode transition&quot;" /> <ATOM Name= "combat_float mode transition" Value="idle" />
<ATOM Name= "death mode transition" Value="&quot;spell states.cast_acid_loop.death mode transition&quot;" /> <ATOM Name= "death mode transition" Value="idle" />
<ATOM Name= "normal mode transition" Value="&quot;spell states.cast_acid_loop.normal mode transition&quot;" /> <ATOM Name= "normal mode transition" Value="idle" />
<ATOM Name= "eat mode transition" Value="&quot;spell states.cast_acid_loop.eat mode transition&quot;" /> <ATOM Name= "eat mode transition" Value="idle" />
<ATOM Name= "hungry mode transition" Value="&quot;spell states.cast_acid_loop.hungry mode transition&quot;" /> <ATOM Name= "hungry mode transition" Value="idle" />
<ATOM Name= "rest mode transition" Value="&quot;spell states.cast_acid_loop.rest mode transition&quot;" /> <ATOM Name= "rest mode transition" Value="idle" />
<ATOM Name= "sit mode transition" Value="&quot;spell states.cast_acid_loop.sit mode transition&quot;" /> <ATOM Name= "sit mode transition" Value="idle" />
<ATOM Name= "mount_normal mode transition" Value="&quot;spell states.cast_acid_loop.mount_normal mode transition&quot;" /> <ATOM Name= "mount_normal mode transition" Value="idle" />
</STRUCT> </STRUCT>
<!-- Sleep --> <!-- Sleep -->
<STRUCT Name="cast_sleep_init"> <STRUCT Name="cast_sleep_init">
<ATOM Name="default next" Value="cast_sleep_loop" /> <ATOM Name="default next" Value="cast_sleep_loop" />
<ATOM Name="adjust orientation" Value="&quot;spell states.cast_acid_init.adjust orientation&quot;" /> <ATOM Name="adjust orientation" Value="false" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_init.slide&quot;" /> <ATOM Name="slide" Value="false" />
</STRUCT> </STRUCT>
<STRUCT Name="cast_sleep_loop"> <STRUCT Name="cast_sleep_loop">
<ATOM Name="default next" Value="cast_sleep_loop" /> <ATOM Name="default next" Value="cast_sleep_loop" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_loop.slide&quot;" /> <ATOM Name="slide" Value="false" />
<ATOM Name="on move forward" Value="cast_sleep_fail"/> <ATOM Name="on move forward" Value="cast_sleep_fail"/>
<ATOM Name="on move backward" Value="cast_sleep_fail"/> <ATOM Name="on move backward" Value="cast_sleep_fail"/>
<ATOM Name="on move left" Value="cast_sleep_fail"/> <ATOM Name="on move left" Value="cast_sleep_fail"/>
<ATOM Name="on move right" Value="cast_sleep_fail"/> <ATOM Name="on move right" Value="cast_sleep_fail"/>
<ATOM Name= "alert mode transition" Value="&quot;spell states.cast_acid_loop.alert mode transition&quot;" /> <ATOM Name= "alert mode transition" Value="idle" />
<ATOM Name= "combat mode transition" Value="&quot;spell states.cast_acid_loop.combat mode transition&quot;" /> <ATOM Name= "combat mode transition" Value="idle" />
<ATOM Name= "combat_float mode transition" Value="&quot;spell states.cast_acid_loop.combat_float mode transition&quot;" /> <ATOM Name= "combat_float mode transition" Value="idle" />
<ATOM Name= "death mode transition" Value="&quot;spell states.cast_acid_loop.death mode transition&quot;" /> <ATOM Name= "death mode transition" Value="idle" />
<ATOM Name= "normal mode transition" Value="&quot;spell states.cast_acid_loop.normal mode transition&quot;" /> <ATOM Name= "normal mode transition" Value="idle" />
<ATOM Name= "eat mode transition" Value="&quot;spell states.cast_acid_loop.eat mode transition&quot;" /> <ATOM Name= "eat mode transition" Value="idle" />
<ATOM Name= "hungry mode transition" Value="&quot;spell states.cast_acid_loop.hungry mode transition&quot;" /> <ATOM Name= "hungry mode transition" Value="idle" />
<ATOM Name= "rest mode transition" Value="&quot;spell states.cast_acid_loop.rest mode transition&quot;" /> <ATOM Name= "rest mode transition" Value="idle" />
<ATOM Name= "sit mode transition" Value="&quot;spell states.cast_acid_loop.sit mode transition&quot;" /> <ATOM Name= "sit mode transition" Value="idle" />
<ATOM Name= "mount_normal mode transition" Value="&quot;spell states.cast_acid_loop.mount_normal mode transition&quot;" /> <ATOM Name= "mount_normal mode transition" Value="idle" />
</STRUCT> </STRUCT>
<!-- Slow --> <!-- Slow -->
<STRUCT Name="cast_slow_init"> <STRUCT Name="cast_slow_init">
<ATOM Name="default next" Value="cast_slow_loop" /> <ATOM Name="default next" Value="cast_slow_loop" />
<ATOM Name="adjust orientation" Value="&quot;spell states.cast_acid_init.adjust orientation&quot;" /> <ATOM Name="adjust orientation" Value="false" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_init.slide&quot;" /> <ATOM Name="slide" Value="false" />
</STRUCT> </STRUCT>
<STRUCT Name="cast_slow_loop"> <STRUCT Name="cast_slow_loop">
<ATOM Name="default next" Value="cast_slow_loop" /> <ATOM Name="default next" Value="cast_slow_loop" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_loop.slide&quot;" /> <ATOM Name="slide" Value="false" />
<ATOM Name="on move forward" Value="cast_slow_fail"/> <ATOM Name="on move forward" Value="cast_slow_fail"/>
<ATOM Name="on move backward" Value="cast_slow_fail"/> <ATOM Name="on move backward" Value="cast_slow_fail"/>
<ATOM Name="on move left" Value="cast_slow_fail"/> <ATOM Name="on move left" Value="cast_slow_fail"/>
<ATOM Name="on move right" Value="cast_slow_fail"/> <ATOM Name="on move right" Value="cast_slow_fail"/>
<ATOM Name= "alert mode transition" Value="&quot;spell states.cast_acid_loop.alert mode transition&quot;" /> <ATOM Name= "alert mode transition" Value="idle" />
<ATOM Name= "combat mode transition" Value="&quot;spell states.cast_acid_loop.combat mode transition&quot;" /> <ATOM Name= "combat mode transition" Value="idle" />
<ATOM Name= "combat_float mode transition" Value="&quot;spell states.cast_acid_loop.combat_float mode transition&quot;" /> <ATOM Name= "combat_float mode transition" Value="idle" />
<ATOM Name= "death mode transition" Value="&quot;spell states.cast_acid_loop.death mode transition&quot;" /> <ATOM Name= "death mode transition" Value="idle" />
<ATOM Name= "normal mode transition" Value="&quot;spell states.cast_acid_loop.normal mode transition&quot;" /> <ATOM Name= "normal mode transition" Value="idle" />
<ATOM Name= "eat mode transition" Value="&quot;spell states.cast_acid_loop.eat mode transition&quot;" /> <ATOM Name= "eat mode transition" Value="idle" />
<ATOM Name= "hungry mode transition" Value="&quot;spell states.cast_acid_loop.hungry mode transition&quot;" /> <ATOM Name= "hungry mode transition" Value="idle" />
<ATOM Name= "rest mode transition" Value="&quot;spell states.cast_acid_loop.rest mode transition&quot;" /> <ATOM Name= "rest mode transition" Value="idle" />
<ATOM Name= "sit mode transition" Value="&quot;spell states.cast_acid_loop.sit mode transition&quot;" /> <ATOM Name= "sit mode transition" Value="idle" />
<ATOM Name= "mount_normal mode transition" Value="&quot;spell states.cast_acid_loop.mount_normal mode transition&quot;" /> <ATOM Name= "mount_normal mode transition" Value="idle" />
</STRUCT> </STRUCT>
<!-- Stun --> <!-- Stun -->
<STRUCT Name="cast_stun_init"> <STRUCT Name="cast_stun_init">
<ATOM Name="default next" Value="cast_stun_loop" /> <ATOM Name="default next" Value="cast_stun_loop" />
<ATOM Name="adjust orientation" Value="&quot;spell states.cast_acid_init.adjust orientation&quot;" /> <ATOM Name="adjust orientation" Value="false" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_init.slide&quot;" /> <ATOM Name="slide" Value="false" />
</STRUCT> </STRUCT>
<STRUCT Name="cast_stun_loop"> <STRUCT Name="cast_stun_loop">
<ATOM Name="default next" Value="cast_stun_loop" /> <ATOM Name="default next" Value="cast_stun_loop" />
<ATOM Name="slide" Value="&quot;spell states.cast_acid_loop.slide&quot;" /> <ATOM Name="slide" Value="false" />
<ATOM Name="on move forward" Value="cast_stun_fail"/> <ATOM Name="on move forward" Value="cast_stun_fail"/>
<ATOM Name="on move backward" Value="cast_stun_fail"/> <ATOM Name="on move backward" Value="cast_stun_fail"/>
<ATOM Name="on move left" Value="cast_stun_fail"/> <ATOM Name="on move left" Value="cast_stun_fail"/>
<ATOM Name="on move right" Value="cast_stun_fail"/> <ATOM Name="on move right" Value="cast_stun_fail"/>
<ATOM Name= "alert mode transition" Value="&quot;spell states.cast_acid_loop.alert mode transition&quot;" /> <ATOM Name= "alert mode transition" Value="idle" />
<ATOM Name= "combat mode transition" Value="&quot;spell states.cast_acid_loop.combat mode transition&quot;" /> <ATOM Name= "combat mode transition" Value="idle" />
<ATOM Name= "combat_float mode transition" Value="&quot;spell states.cast_acid_loop.combat_float mode transition&quot;" /> <ATOM Name= "combat_float mode transition" Value="idle" />
<ATOM Name= "death mode transition" Value="&quot;spell states.cast_acid_loop.death mode transition&quot;" /> <ATOM Name= "death mode transition" Value="idle" />
<ATOM Name= "normal mode transition" Value="&quot;spell states.cast_acid_loop.normal mode transition&quot;" /> <ATOM Name= "normal mode transition" Value="idle" />
<ATOM Name= "eat mode transition" Value="&quot;spell states.cast_acid_loop.eat mode transition&quot;" /> <ATOM Name= "eat mode transition" Value="idle" />
<ATOM Name= "hungry mode transition" Value="&quot;spell states.cast_acid_loop.hungry mode transition&quot;" /> <ATOM Name= "hungry mode transition" Value="idle" />
<ATOM Name= "rest mode transition" Value="&quot;spell states.cast_acid_loop.rest mode transition&quot;" /> <ATOM Name= "rest mode transition" Value="idle" />
<ATOM Name= "sit mode transition" Value="&quot;spell states.cast_acid_loop.sit mode transition&quot;" /> <ATOM Name= "sit mode transition" Value="idle" />
<ATOM Name= "mount_normal mode transition" Value="&quot;spell states.cast_acid_loop.mount_normal mode transition&quot;" /> <ATOM Name= "mount_normal mode transition" Value="idle" />
</STRUCT> </STRUCT>
</STRUCT> </STRUCT>
</STRUCT> </STRUCT>
<STRUCT/> <STRUCT/>
<STRUCT/> <STRUCT/>
<STRUCT/> <STRUCT/>
<STRUCT/> <STRUCT/>
<LOG>Tue Aug 19 19:13:43 2003 (puzin)</LOG> <LOG></LOG>
</FORM> </FORM>

View file

@ -3,7 +3,6 @@
<PARENT Filename="_parent.automaton"/> <PARENT Filename="_parent.automaton"/>
<STRUCT> <STRUCT>
<ATOM Name="mode" Value="hungry"/> <ATOM Name="mode" Value="hungry"/>
<STRUCT Name="mode states"> <STRUCT Name="mode states">
<STRUCT Name="rest_mode"> <STRUCT Name="rest_mode">
<ATOM Name="default next" Value="rest_mode"/> <ATOM Name="default next" Value="rest_mode"/>

View file

@ -8,7 +8,6 @@
<ATOM Name="on move left" Value="strafe_left"/> <ATOM Name="on move left" Value="strafe_left"/>
<ATOM Name="on move right" Value="strafe_right"/> <ATOM Name="on move right" Value="strafe_right"/>
</STRUCT> </STRUCT>
<STRUCT Name="motion states"> <STRUCT Name="motion states">
<STRUCT Name="idle_to_walk"> <STRUCT Name="idle_to_walk">
<ATOM Name="on bad heading backward" Value="idle_to_backward"/> <ATOM Name="on bad heading backward" Value="idle_to_backward"/>

View file

@ -8,7 +8,6 @@
<ATOM Name="on move left" Value="strafe_left"/> <ATOM Name="on move left" Value="strafe_left"/>
<ATOM Name="on move right" Value="strafe_right"/> <ATOM Name="on move right" Value="strafe_right"/>
</STRUCT> </STRUCT>
<STRUCT Name="motion states"> <STRUCT Name="motion states">
<STRUCT Name="idle_to_walk"> <STRUCT Name="idle_to_walk">
<ATOM Name="on bad heading backward" Value="idle_to_backward"/> <ATOM Name="on bad heading backward" Value="idle_to_backward"/>

View file

@ -8,7 +8,6 @@
<ATOM Name="on move left" Value="strafe_left"/> <ATOM Name="on move left" Value="strafe_left"/>
<ATOM Name="on move right" Value="strafe_right"/> <ATOM Name="on move right" Value="strafe_right"/>
</STRUCT> </STRUCT>
<STRUCT Name="motion states"> <STRUCT Name="motion states">
<STRUCT Name="idle_to_walk"> <STRUCT Name="idle_to_walk">
<ATOM Name="on bad heading backward" Value="idle_to_backward"/> <ATOM Name="on bad heading backward" Value="idle_to_backward"/>

View file

@ -120,8 +120,7 @@
<STRUCT/> <STRUCT/>
<STRUCT/> <STRUCT/>
<STRUCT/> <STRUCT/>
<LOG> <LOG>
Thu Sep 01 17:58:37 2011 (Brianna) formName Resized = 111 Thu Sep 01 17:58:37 2011 (Brianna) formName Resized = 111
</LOG> </LOG>
</FORM> </FORM>

View file

@ -3020,7 +3020,6 @@
<ATOM Name="Usable From Client UI" Value="false"/> <ATOM Name="Usable From Client UI" Value="false"/>
<ATOM Name="EmoteId" Value="firework_01"/> <ATOM Name="EmoteId" Value="firework_01"/>
<ATOM Name="Animation" Value="firework_01"/> <ATOM Name="Animation" Value="firework_01"/>
<ATOM Name="FxToSpawn" Value="fireworkA.ps"/>
</STRUCT> </STRUCT>
<STRUCT> <STRUCT>
<ATOM Name="Usable From Client UI" Value="false"/> <ATOM Name="Usable From Client UI" Value="false"/>

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@ -0,0 +1,35 @@
<?xml version="1.0"?>
<FORM Revision="$Revision: 1.3 $" State="modified">
<STRUCT>
<STRUCT Name="basics">
<ATOM Name="name" Value="Melee Weapon Tool"/>
<ATOM Name="origin" Value="refugee"/>
<ATOM Name="family" Value="crafting tool"/>
<ATOM Name="ItemType" Value="MeleeWeaponTool"/>
<ATOM Name="Drop or Sell" Value="false"/>
<STRUCT Name="EquipmentInfo">
<ARRAY Name="EquipmentSlots">
<ATOM Name="right_hand_exclusive_hand" Value="Right hand exclusive Hand"/>
</ARRAY>
</STRUCT>
<ATOM Name="Bulk" Value="10"/>
<ATOM Name="Price" Value="1000"/>
<ATOM Name="Time to Equip In Ticks" Value="20"/>
</STRUCT>
<STRUCT Name="crafting tool">
<ATOM Name="type" Value="MeleeWeaponTool"/>
</STRUCT>
<STRUCT Name="3d">
<ATOM Name="shape" Value="GE_Kcou_aiguille_A.shape"/>
<ATOM Name="shape_female" Value="GE_Kcou_aiguille_A.shape"/>
<ATOM Name="icon" Value="TO_Armor.tga"/>
<ATOM Name="icon background" Value="BK_generic.tga"/>
<ATOM Name="anim_set" Value="Make Melee Weapons"/>
</STRUCT>
</STRUCT>
<STRUCT/>
<STRUCT/>
<STRUCT/>
<STRUCT/>
<LOG> </LOG>
</FORM>

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@ -6,8 +6,8 @@
<ATOM Name="family" Value="bag"/> <ATOM Name="family" Value="bag"/>
</STRUCT> </STRUCT>
<STRUCT Name="bag"> <STRUCT Name="bag">
<ATOM Name="weight_max" Value="30.0"/> <ATOM Name="weight_max" Value="999999999999999"/>
<ATOM Name="bulk_max" Value="30.0"/> <ATOM Name="bulk_max" Value="999999999999999"/>
<ATOM Name="slot_count" Value="16"/> <ATOM Name="slot_count" Value="16"/>
</STRUCT> </STRUCT>
</STRUCT> </STRUCT>

View file

@ -1,5 +1,6 @@
<?xml version="1.0"?> <?xml version="1.0"?>
<FORM Version="0.0" State="modified"> <FORM Version="0.0" State="modified">
<PARENT Filename="_mc.sitem"/>
<STRUCT> <STRUCT>
<STRUCT Name="basics"> <STRUCT Name="basics">
<ATOM Name="Drop or Sell" Value="true"/> <ATOM Name="Drop or Sell" Value="true"/>