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dsrc/sku.0/sys.shared/compiled/game/combat/combat_manager.mif
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2013-09-10 23:17:15 -07:00

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//
// combat_manager.mif
// Copyright 2001 Sony Online Entertainment Inc.
// All Rights Reserved.
//
// ======================================================================
#include "../../../../../include/Tag.h"
#include "../../../../../include/ClientCombatManagerDefines.h"
#include "../../../../../include/generated_postures.def"
// I need these paths to compile this file on my machine. - dwhite
//#include "c:/swg/x1/dsrc/include/Tag.h"
//#include "c:/swg/x1/dsrc/include/ClientCombatManagerDefines.h"
//#include "c:/swg/x1/dsrc/include/generated_postures.def"
// ======================================================================
#define TAG_AACT TAG(A,A,C,T)
#define TAG_AAMG TAG(A,A,M,G)
#define TAG_AANM TAG(A,A,N,M)
#define TAG_ADML TAG(A,D,M,L)
#define TAG_AIRT TAG(A,I,R,T)
#define TAG_APTN TAG(A,P,T,N)
#define TAG_ATTL TAG(A,T,T,L)
#define TAG_CENT TAG(C,E,N,T)
#define TAG_CTIM TAG(C,T,I,M)
#define TAG_DACT TAG(D,A,C,T)
#define TAG_DANM TAG(D,A,N,M)
#define TAG_DFRC TAG(D,F,R,C)
#define TAG_DHAC TAG(D,H,A,C)
#define TAG_DMAC TAG(D,M,A,C)
#define TAG_EHPT TAG(E,H,P,T)
#define TAG_EHP2 TAG(E,H,P,2)
#define TAG_FBOT TAG(F,B,O,T)
#define TAG_GFRC TAG(G,F,R,C)
#define TAG_GRAV TAG(G,R,A,V)
#define TAG_LEVL TAG(L,E,V,L)
#define TAG_PAPT TAG(P,A,P,T)
#define TAG_PTRL TAG(P,T,R,L)
#define TAG_PNAM TAG(P,N,A,M)
#define TAG_RATE TAG(R,A,T,E)
#define TAG_RDUS TAG(R,D,U,S)
#define TAG_SITT TAG(S,I,T,T)
#define TAG_SNDB TAG(S,N,D,B)
#define TAG_SNDE TAG(S,N,D,E)
#define TAG_SNDL TAG(S,N,D,L)
#define TAG_STAF TAG(S,T,A,F)
#define TAG_SWSH TAG(S,W,S,H)
#define TAG_TIME TAG(T,I,M,E)
#define TAG_TRWS TAG(T,R,W,S)
#define TAG_WOTN TAG(W,O,T,N)
#define TAG_YAWR TAG(Y,A,W,R)
#define TAG_ARAC TAG(A,R,A,C)
#define TAG_TRAK TAG(T,R,A,K)
#define TAG_MTTL TAG(M,T,T,L)
#define PRI_HIGH 20
#define PRI_MED 10
#define PRI_SPECIAL_MOVE 5
#define PRI_LOW 1
#define PRI_GREN_LOW 6
#define PRI_GREN_MED 7
#define PRI_GREN_HIGH 8
#define CURRENT_FILE_VERSION "0002"
#define DD_LIGHTSABER_BLOCK_ENTRY( incapacitatedScript, otherScript, aactTag, blockCenter, blockLeft, blockRight) \
START_DEFENDER_DISPOSITION_ENTRY(DD_LIGHTSABER_BLOCK) \
START_DEFENDER_END_POSTURE_BLOCK \
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated) \
START_SINGLE_SCRIPT_WITH_VARS(incapacitatedScript, PRI_HIGH) \
STRING_VARIABLE(TAG_AACT, aactTag) \
STRING_VARIABLE(TAG_DHAC, "") \
END_SINGLE_SCRIPT_WITH_VARS \
END_DEFENDER_END_POSTURE_ENTRY \
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT \
START_RANDOM_SCRIPT_BLOCK \
START_RANDOM_SCRIPT_WITH_VARS(100, otherScript, PRI_MED) \
STRING_VARIABLE(TAG_AACT, aactTag) \
STRING_VARIABLE(TAG_DMAC, blockCenter) \
END_RANDOM_SCRIPT_WITH_VARS \
START_RANDOM_SCRIPT_WITH_VARS(100, otherScript, PRI_MED) \
STRING_VARIABLE(TAG_AACT, aactTag) \
STRING_VARIABLE(TAG_DMAC, blockLeft) \
END_RANDOM_SCRIPT_WITH_VARS \
START_RANDOM_SCRIPT_WITH_VARS(100, otherScript, PRI_MED) \
STRING_VARIABLE(TAG_AACT, aactTag) \
STRING_VARIABLE(TAG_DMAC, blockRight) \
END_RANDOM_SCRIPT_WITH_VARS \
END_RANDOM_SCRIPT_BLOCK \
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT \
END_DEFENDER_END_POSTURE_BLOCK \
END_DEFENDER_DISPOSITION_ENTRY \
#define DD_LIGHTSABER_COUNTER_ENTRY( incapacitatedScript, otherScript, aactTag, aracTag, blockCenter, blockLeft, blockRight) \
START_DEFENDER_DISPOSITION_ENTRY(DD_LIGHTSABER_COUNTER) \
START_DEFENDER_END_POSTURE_BLOCK \
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated) \
START_SINGLE_SCRIPT_WITH_VARS(incapacitatedScript, PRI_HIGH) \
STRING_VARIABLE(TAG_AACT, aactTag) \
STRING_VARIABLE(TAG_ARAC, aracTag) \
STRING_VARIABLE(TAG_DHAC, "") \
END_SINGLE_SCRIPT_WITH_VARS \
END_DEFENDER_END_POSTURE_ENTRY \
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT \
START_RANDOM_SCRIPT_BLOCK \
START_RANDOM_SCRIPT_WITH_VARS(100, otherScript, PRI_MED) \
STRING_VARIABLE(TAG_AACT, aactTag) \
STRING_VARIABLE(TAG_DMAC, blockCenter) \
END_RANDOM_SCRIPT_WITH_VARS \
START_RANDOM_SCRIPT_WITH_VARS(100, otherScript, PRI_MED) \
STRING_VARIABLE(TAG_AACT, aactTag) \
STRING_VARIABLE(TAG_DMAC, blockLeft) \
END_RANDOM_SCRIPT_WITH_VARS \
START_RANDOM_SCRIPT_WITH_VARS(100, otherScript, PRI_MED) \
STRING_VARIABLE(TAG_AACT, aactTag) \
STRING_VARIABLE(TAG_DMAC, blockRight) \
END_RANDOM_SCRIPT_WITH_VARS \
END_RANDOM_SCRIPT_BLOCK \
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT \
END_DEFENDER_END_POSTURE_BLOCK \
END_DEFENDER_DISPOSITION_ENTRY \
#define DD_LIGHTSABER_TARGET_ENTRY( incapacitatedScript, otherScript, aactTag, aracTag, blockCenter, blockLeft, blockRight) \
START_DEFENDER_DISPOSITION_ENTRY(DD_LIGHTSABER_TARGET) \
START_DEFENDER_END_POSTURE_BLOCK \
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated) \
START_SINGLE_SCRIPT_WITH_VARS(incapacitatedScript, PRI_HIGH) \
STRING_VARIABLE(TAG_AACT, aactTag) \
STRING_VARIABLE(TAG_ARAC, aracTag) \
STRING_VARIABLE(TAG_DHAC, "") \
END_SINGLE_SCRIPT_WITH_VARS \
END_DEFENDER_END_POSTURE_ENTRY \
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT \
START_RANDOM_SCRIPT_BLOCK \
START_RANDOM_SCRIPT_WITH_VARS(100, otherScript, PRI_MED) \
STRING_VARIABLE(TAG_AACT, aactTag) \
STRING_VARIABLE(TAG_DMAC, blockCenter) \
END_RANDOM_SCRIPT_WITH_VARS \
START_RANDOM_SCRIPT_WITH_VARS(100, otherScript, PRI_MED) \
STRING_VARIABLE(TAG_AACT, aactTag) \
STRING_VARIABLE(TAG_DMAC, blockLeft) \
END_RANDOM_SCRIPT_WITH_VARS \
START_RANDOM_SCRIPT_WITH_VARS(100, otherScript, PRI_MED) \
STRING_VARIABLE(TAG_AACT, aactTag) \
STRING_VARIABLE(TAG_DMAC, blockRight) \
END_RANDOM_SCRIPT_WITH_VARS \
END_RANDOM_SCRIPT_BLOCK \
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT \
END_DEFENDER_END_POSTURE_BLOCK \
END_DEFENDER_DISPOSITION_ENTRY \
// ======================================================================
START_CLIENT_COMBAT_MANAGER_FILE
START_VERSION(CURRENT_FILE_VERSION)
// ======================================================================
// Single Blaster Fire Action
// ======================================================================
START_KEY_ENTRY("fire_single")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "fire_single")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_single")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_single")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_DISPOSITION_ENTRY_DEFAULT
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Burst fire projectile attack.
// ======================================================================
START_KEY_ENTRY("fire_burst")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "fire_burst")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_burst")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_burst")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_DISPOSITION_ENTRY_DEFAULT
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Suppression fire projectile attack (this should always fail to hit the defender).
// ======================================================================
START_KEY_ENTRY("fire_suppression")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "fire_suppress")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_suppress")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_suppress")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_DISPOSITION_ENTRY_DEFAULT
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// FROM HERE UP IS ALL OLD CRAP DELETE IT LATER.
// ======================================================================
// fire_acid_at_location
// ======================================================================
START_KEY_ENTRY("fire_acid_at_location")
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_location.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_acidfield_explode.prt")
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// fire_shotgun_at_loc
// ======================================================================
START_KEY_ENTRY("fire_shotgun_at_loc")
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_location.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_rebel_heavy_hit.prt")
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// fire_crusader_at_loc
// ======================================================================
START_KEY_ENTRY("fire_crusader_at_loc")
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_location.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_mandalorian_heavy_hit.prt")
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// fire_lava_at_location
// ======================================================================
START_KEY_ENTRY("fire_lava_at_location")
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_location.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_lavafield_explode.prt")
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// fire_ice_at_location
// ======================================================================
START_KEY_ENTRY("fire_ice_at_location")
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_location.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_ice_cannon.prt")
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// fire_launcherpistol_at_location
// ======================================================================
START_KEY_ENTRY("fire_launcherpistol_at_location")
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_location.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_poisonfield_hit.prt")
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// fire_targetingpistol_at_location
// ======================================================================
START_KEY_ENTRY("fire_targetingpistol_at_location")
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_location.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_starter_pistol_hit.prt")
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// fire_rockets_at_loc - rockets
// ======================================================================
START_KEY_ENTRY("fire_rockets_at_loc")
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_location.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_rocketlauncher_hit.prt")
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// fire_stun_at_loc
// ======================================================================
START_KEY_ENTRY("fire_stun_at_loc")
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_location.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_yellow_electric_field.prt")
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// fire_energy_at_loc
// ======================================================================
START_KEY_ENTRY("fire_energy_at_loc")
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_location.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_red_electric_field.prt")
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// fire_blue_energy_at_loc
// ======================================================================
START_KEY_ENTRY("fire_blue_energy_at_loc")
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_location.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_blue_electric_field.prt")
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// fire_lightning_at_loc
// ======================================================================
START_KEY_ENTRY("fire_lightning_at_loc")
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_location.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_electric_field.prt")
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// fire_1_single NONE (no response, coup de grace animations)
// ======================================================================
START_KEY_ENTRY("ranged_coup_de_grace")
START_SINGLE_SCRIPT_WITH_VARS("playback/play_1_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// HACK TEST FOR CLICKY COMBAT
// ======================================================================
START_KEY_ENTRY("fire_single_shot")
START_SINGLE_SCRIPT_WITH_VARS("playback/play_1.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// Unarmed coup de grase
// ======================================================================
START_KEY_ENTRY("unarmed_coup_de_grace")
START_SINGLE_SCRIPT_WITH_VARS("playback/play_1_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_foot_stomp")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
//Melee coup de grase
// ======================================================================
START_KEY_ENTRY("melee_coup_de_grace")
START_SINGLE_SCRIPT_WITH_VARS("playback/play_1_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// Pistol Reload
// ======================================================================
START_KEY_ENTRY("sm_modify_pistol")
START_SINGLE_SCRIPT_WITH_VARS("playback/play_1_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "reload")
STRING_VARIABLE(TAG_SNDB, "sound/item_drill_turn_start.snd")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// ACROBATIC FIRE ATTACK (somersaults/dives to new posture and fires)
// ======================================================================
START_KEY_ENTRY("fire_acrobatic")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY(POSTURE_Crouched)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_tumble_to_kneeling")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
// Attacker ends in prone posture.
START_ATTACKER_END_POSTURE_ENTRY(POSTURE_Prone)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_dive")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
// Attacker ends in standing (or any other!) posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "kip_up")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY(POSTURE_Crouched)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "fire_tumble_to_kneeling")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
// Attacker ends in prone posture.
START_ATTACKER_END_POSTURE_ENTRY(POSTURE_Prone)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "fire_dive")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
// Attacker ends in standing (or any other!) posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "kip_up")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY(POSTURE_Crouched)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_tumble_to_kneeling")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
// Attacker ends in prone posture.
START_ATTACKER_END_POSTURE_ENTRY(POSTURE_Prone)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_dive")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
// Attacker ends in standing (or any other!) posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "kip_up")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY(POSTURE_Crouched)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "fire_tumble_to_kneeling")
STRING_VARIABLE(TAG_DMAC, "dodge")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
// Attacker ends in prone posture.
START_ATTACKER_END_POSTURE_ENTRY(POSTURE_Prone)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "fire_dive")
STRING_VARIABLE(TAG_DMAC, "dodge")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
// Attacker ends in standing (or any other!) posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "kip_up")
STRING_VARIABLE(TAG_DMAC, "dodge")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY(POSTURE_Crouched)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "fire_tumble_to_kneeling")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
// Attacker ends in prone posture.
START_ATTACKER_END_POSTURE_ENTRY(POSTURE_Prone)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "fire_dive")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
// Attacker ends in standing (or any other!) posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "kip_up")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY_DEFAULT
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// ======================================================================
// TUMBLE to posture facing
// ======================================================================
START_KEY_ENTRY("tumble_facing")
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY(POSTURE_Crouched)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_1_face.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "tumble_to_kneeling")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
// Attacker ends in prone posture.
START_ATTACKER_END_POSTURE_ENTRY(POSTURE_Prone)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_1_face.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "dive")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
// Attacker ends in standing (or any other!) posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_1_face.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "tumble_to_standing")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_KEY_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// ======================================================================
// TUMBLE to posture facing
// ======================================================================
START_KEY_ENTRY("tumble")
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY(POSTURE_Crouched)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_1.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "tumble_to_kneeling")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
// Attacker ends in prone posture.
START_ATTACKER_END_POSTURE_ENTRY(POSTURE_Prone)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_1.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "dive")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
// Attacker ends in standing (or any other!) posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_1.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "tumble_to_standing")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_KEY_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// ======================================================================
// HEAL_SELF
// ======================================================================
START_KEY_ENTRY("heal_self")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "heal_self")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "heal_self")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// ======================================================================
// HEAL_OTHER
// ======================================================================
START_KEY_ENTRY("heal_other")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "heal_other")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "heal_other")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// ======================================================================
// WARCRY
// ======================================================================
START_KEY_ENTRY("warcry")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "war_cry")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "war_cry")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// ======================================================================
// Force throw 1 particle level 1, ARC light // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_throw_1_arc_particle_level_1_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_throw")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_throw.ltn")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_throw_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_throw_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_throw_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_throw")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_throw.ltn")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_throw_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_throw_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_throw_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_throw")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_throw.ltn")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_throw_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_throw_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_throw_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Force throw 1 particle level ARC1, medium // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_throw_1_arc_particle_level_1_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_throw")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_throw.ltn")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_throw_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_throw_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_throw_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_throw")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_throw.ltn")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_throw_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_throw_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_throw_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_throw")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_throw.ltn")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_throw_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_throw_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_throw_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 12) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Force throw 1 particle level 1, light // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_throw_1_particle_level_1_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_throw")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_throw.ltn")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_throw_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_throw_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_throw_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_throw")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_throw.ltn")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_throw_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_throw_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_throw_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_throw")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_throw.ltn")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_throw_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_throw_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_throw_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Force throw 1 particle level 1, medium // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_throw_1_particle_level_1_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_throw")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_throw.ltn")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_throw_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_throw_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_throw_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_throw")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_throw.ltn")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_throw_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_throw_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_throw_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_throw")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_throw.ltn")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_throw_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_throw_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_throw_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
//----------------------------------------------------------------------------------------------------
// ======================================================================
// Force mind_blast 1 particle level 1, ARC light // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_mind_blast_1_arc_particle_level_1_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_destruction")
STRING_VARIABLE(TAG_APTN, "appearance/pt_mind_blast.ltn")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_blast_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_blast_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_blast_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_destruction")
STRING_VARIABLE(TAG_APTN, "appearance/pt_mind_blast.ltn")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_blast_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_blast_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_blast_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_destruction")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_APTN, "appearance/pt_mind_blast.ltn")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_blast_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_blast_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_blast_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Force mind_blast 1 particle level ARC1, medium // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_mind_blast_1_arc_particle_level_1_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_destruction")
STRING_VARIABLE(TAG_APTN, "appearance/pt_mind_blast.ltn")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_blast_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_blast_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_blast_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_destruction")
STRING_VARIABLE(TAG_APTN, "appearance/pt_mind_blast.ltn")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_blast_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_blast_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_blast_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_destruction")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_APTN, "appearance/pt_mind_blast.ltn")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_blast_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_blast_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_blast_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Force mind_blast 1 particle level 1, light // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_mind_blast_1_particle_level_1_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_destruction")
STRING_VARIABLE(TAG_APTN, "appearance/pt_mind_blast.ltn")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_blast_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_blast_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_blast_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_destruction")
STRING_VARIABLE(TAG_APTN, "appearance/pt_mind_blast.ltn")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_blast_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_blast_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_blast_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_destruction")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_APTN, "appearance/pt_mind_blast.ltn")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_blast_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_blast_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_blast_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Force mind_blast 1 particle level 1, medium // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_mind_blast_1_particle_level_1_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_destruction")
STRING_VARIABLE(TAG_APTN, "appearance/pt_mind_blast.ltn")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_blast_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_blast_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_blast_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_destruction")
STRING_VARIABLE(TAG_APTN, "appearance/pt_mind_blast.ltn")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_blast_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_blast_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_blast_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_destruction")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_APTN, "appearance/pt_mind_blast.ltn")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_blast_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_blast_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_blast_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
//----------------------------------------------------------------------------------------------------
// ======================================================================
// Force knockdown 1 particle level 1, medium // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_knockdown_1_particle_level_1")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_push")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_knockdown.ltn")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_knockback_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_knockback_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_knockback_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_push")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_knockdown.ltn")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_knockback_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_knockback_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_knockback_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_push")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_knockdown.ltn")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_knockback_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_knockback_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_knockback_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Force knockdown 1 particle level 1, medium // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_knockdown_1_arc_particle_level_1")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_push")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_knockdown.ltn")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_knockback_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_knockback_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_knockback_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_push")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_knockdown.ltn")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_knockback_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_knockback_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_knockback_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_push")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_knockdown.ltn")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_knockback_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_knockback_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_knockback_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
//----------------------------------------------------------------------------------------------------
// ======================================================================
// force intimidate
// ======================================================================
START_KEY_ENTRY("force_intimidate")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_intimidate.ltn")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_generic_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_generic_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_generic_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, ".0.5")
INT_VARIABLE(TAG_LEVL, 1) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_intimidate.ltn")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_generic_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_generic_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_generic_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, ".0.5")
INT_VARIABLE(TAG_LEVL, 1) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_intimidate.ltn")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_generic_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_generic_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_generic_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, ".0.5")
INT_VARIABLE(TAG_LEVL, 1) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// force intimidate
// ======================================================================
START_KEY_ENTRY("force_intimidate_chain")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_passive_actors.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_intimidate.ltn")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_generic_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_generic_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_generic_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, ".0.5")
INT_VARIABLE(TAG_LEVL, 1) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_passive_actors.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_intimidate.ltn")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_generic_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_generic_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_generic_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, ".0.5")
INT_VARIABLE(TAG_LEVL, 1) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
//---------------------------------------
// ======================================================================
// Force weaken 1 particle level 1, ARC light // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_weaken_1_arc_particle_level_1_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_weaken_hit.ltn")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_weaken_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_weaken_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_weaken_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_weaken_hit.ltn")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_weaken_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_weaken_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_weaken_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_weaken_hit.ltn")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_weaken_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_weaken_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_weaken_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Force throw 1 particle level ARC1, medium // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_weaken_1_arc_particle_level_1_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_weaken_hit.ltn")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_weaken_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_weaken_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_weaken_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_weaken_hit.ltn")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_weaken_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_weaken_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_weaken_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_weaken_hit.ltn")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_weaken_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_weaken_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_weaken_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Force throw 1 particle level 1, light // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_weaken_1_particle_level_1_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_weaken_hit.ltn")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_weaken_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_weaken_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_weaken_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_weaken_hit.ltn")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_weaken_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_weaken_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_weaken_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_weaken_hit.ltn")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_weaken_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_weaken_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_weaken_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Force throw 1 particle level 1, medium // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_weaken_1_particle_level_1_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_weaken_hit.ltn")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_weaken_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_weaken_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_weaken_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_weaken_hit.ltn")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_weaken_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_weaken_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_weaken_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_weaken_hit.ltn")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_weaken_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_weaken_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_weaken_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// ======================================================================
// force healing
// ======================================================================
START_KEY_ENTRY("force_healing_1")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_strength")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_healingdamage_hit.ltn")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_healing_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_healing_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_healing_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_strength")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_healingdamage_hit.ltn")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_healing_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_healing_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_healing_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_strength")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_healingdamage_hit.ltn")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_healing_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_healing_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_healing_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// ======================================================================
// drain force
// ======================================================================
START_KEY_ENTRY("force_drain_1")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_throw")
STRING_VARIABLE(TAG_APTN, "appearance/pt_drain_force.ltn")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_healing_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_healing_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_healing_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_throw")
STRING_VARIABLE(TAG_APTN, "appearance/pt_drain_force.ltn")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_healing_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_healing_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_healing_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_throw")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_APTN, "appearance/pt_drain_force.ltn")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_healing_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_healing_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_healing_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// ======================================================================
// transfer force
// ======================================================================
START_KEY_ENTRY("force_transfer_1")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_throw")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_transfer_force.ltn")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_healing_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_healing_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_healing_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_throw")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_transfer_force.ltn")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_healing_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_healing_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_healing_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_throw")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_transfer_force.ltn")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_healing_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_healing_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_healing_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// - - - - -- - -- - - - - - - - - - - - - - - - - - - - - - - - - - - -
// ======================================================================
// execute
// ======================================================================
START_KEY_ENTRY("execute")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_1.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1")
STRING_VARIABLE(TAG_APTN, "")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_healing_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_healing_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_healing_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_1.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1")
STRING_VARIABLE(TAG_APTN, "")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_healing_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_healing_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_healing_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_1.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_APTN, "")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_healing_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_healing_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_healing_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// ======================================================================
// Mind Trick 1
// ======================================================================
START_KEY_ENTRY("mind_trick_1")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_throw")
STRING_VARIABLE(TAG_APTN, "appearance/pt_animal_control.ltn")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_generic_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_generic_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_generic_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_throw")
STRING_VARIABLE(TAG_APTN, "appearance/pt_animal_control.ltn")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_generic_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_generic_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_generic_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_throw")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_APTN, "appearance/pt_animal_control.ltn")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_generic_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_generic_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_generic_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// ======================================================================
// Force Lightining 1 particle level 1, light // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_lightning_1_particle_level_1_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 1) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 1) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 1) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Force Lightining 1 particle level 1, medium // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_lightning_1_particle_level_1_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 1) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 1) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 1) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Force Lightining 1 particle level 2, light // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_lightning_1_particle_level_2_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Force Lightining 1 particle level 2, medium // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_lightning_1_particle_level_2_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Force Lightining 1 particle level 3, light // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_lightning_1_particle_level_3_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Force Lightining 1 particle level 3, medium // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_lightning_1_particle_level_3_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Force Lightining 1 particle level 4, light // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_lightning_1_particle_level_4_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 4) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 4) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 4) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Force Lightining 1 particle level 4, medium // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_lightning_1_particle_level_4_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 4) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 4) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 4) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Force Lightining 1 particle level 5, light // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_lightning_1_particle_level_5_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 5) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 5) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 5) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Force Lightining 1 particle level 4, medium // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_lightning_1_particle_level_5_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 5) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 5) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 5) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// ======================================================================
// Force Lightining 1 particle level 1, light // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_lightning_1_arc_particle_level_1_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 1) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 1) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 1) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Force Lightining 1 particle level 1, medium // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_lightning_1_arc_particle_level_1_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 1) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 1) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 1) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Force Lightining 1 particle level 2, light // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_lightning_1_arc_particle_level_2_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Force Lightining 1 particle level 2, medium // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_lightning_1_arc_particle_level_2_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 2) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Force Lightining 1 particle level 3, light // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_lightning_1_arc_particle_level_3_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Force Lightining 1 particle level 3, medium // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_lightning_1_arc_particle_level_3_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 3) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Force Lightining 1 particle level 4, light // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_lightning_1_arc_particle_level_4_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 4) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 4) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 4) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Force Lightining 1 particle level 4, medium // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_lightning_1_arc_particle_level_4_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 4) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 4) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 4) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Force Lightining 1 particle level 5, light // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_lightning_1_arc_particle_level_5_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 5) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 5) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 5) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Force Lightining 1 particle level 4, medium // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_lightning_1_arc_particle_level_5_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 5) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 5) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_lightning")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 5) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
//- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// ======================================================================
// Force choke for Darth Vader
// ======================================================================
START_KEY_ENTRY("force_choke_vader")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system_defender.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_choke")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "root")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_none.prt")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_choke_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_choke_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_choke_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_ATTACKER_END_POSTURE_BLOCK
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system_defender.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_choke")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "root")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_none.prt")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_choke_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_choke_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_choke_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Force choke for expertise system
// ======================================================================
START_KEY_ENTRY("force_choke_1_animation")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system_defender.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_choke")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "root")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_force_choke.prt")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_choke_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_choke_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_choke_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_ATTACKER_END_POSTURE_BLOCK
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system_defender.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_choke")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "root")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_force_choke.prt")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_choke_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_choke_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_choke_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Force Shockwave for expertise system
// ======================================================================
START_KEY_ENTRY("force_shockwave_1_animation")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_choke")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "root")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_jedi_force_shockwave.prt")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_blast.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_ATTL, "2.0")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_ATTACKER_END_POSTURE_BLOCK
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_choke")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "root")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_jedi_force_shockwave.prt")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_blast.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_ATTL, "2.0")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Force choke 1 particle level 1, ARC light // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_choke_1_arc_particle_level_1_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_choke")
STRING_VARIABLE(TAG_APTN, "appearance/pt_bolt_force_choke.ltn")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_choke_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_choke_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_choke_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL,4) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_choke")
STRING_VARIABLE(TAG_APTN, "appearance/pt_bolt_force_choke.ltn")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_choke_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_choke_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_choke_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 4) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_choke")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_APTN, "appearance/pt_bolt_force_choke.ltn")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_choke_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_choke_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_choke_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 4) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Force choke 1 particle level ARC1, medium // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_choke_1_arc_particle_level_1_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_choke")
STRING_VARIABLE(TAG_APTN, "appearance/pt_bolt_force_choke.ltn")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_choke_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_choke_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_choke_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 4) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_choke")
STRING_VARIABLE(TAG_APTN, "appearance/pt_bolt_force_choke.ltn")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_choke_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_choke_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_choke_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 4) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_choke")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_APTN, "appearance/pt_bolt_force_choke.ltn")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_choke_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_choke_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_choke_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 4) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Force choke 1 particle level 1, light // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_choke_1_particle_level_1_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_choke")
STRING_VARIABLE(TAG_APTN, "appearance/pt_bolt_force_choke.ltn")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_choke_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_choke_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_choke_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 4) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_choke")
STRING_VARIABLE(TAG_APTN, "appearance/pt_bolt_force_choke.ltn")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_choke_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_choke_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_choke_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 4) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_choke")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_APTN, "appearance/pt_bolt_force_choke.ltn")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_choke_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_choke_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_choke_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 4) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Force choke 1 particle level 1, medium // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_choke_1_particle_level_1_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_choke")
STRING_VARIABLE(TAG_APTN, "appearance/pt_bolt_force_choke.ltn")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_choke_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_choke_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_choke_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 4) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_choke")
STRING_VARIABLE(TAG_APTN, "appearance/pt_bolt_force_choke.ltn")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_choke_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_choke_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_choke_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 4) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_choke")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_APTN, "appearance/pt_bolt_force_choke.ltn")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_choke_start.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_choke_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_choke_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
INT_VARIABLE(TAG_LEVL, 4) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.05) // Death fraction: fraction of time to shrink the effect at end.
FLOAT_VARIABLE(TAG_RDUS, 0.0)
FLOAT_VARIABLE(TAG_RATE, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// ======================================================================
// force_channel_2_particles_light // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_channel_2_particles_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_2_particle_systems.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_channel")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_EHP2, "hold_r")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt")
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_ATTACKER_END_POSTURE_BLOCK
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_2_particle_systems.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_channel")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_EHP2, "hold_r")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt")
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// force_channel_2_particles_medium // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_channel_2_particles_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_2_particle_systems.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_channel")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_EHP2, "hold_r")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt")
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_ATTACKER_END_POSTURE_BLOCK
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_2_particle_systems.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_channel")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_EHP2, "hold_r")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt")
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// force_channel_1_particle_light // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_channel_1_particle_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_channel")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt")
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_ATTACKER_END_POSTURE_BLOCK
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_channel")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt")
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// force_channel_1_particle_medium // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_channel_1_particle_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_channel")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt")
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_ATTACKER_END_POSTURE_BLOCK
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_channel")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt")
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// ======================================================================
// force_blast_2_particles_light // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_blast_2_particles_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_2_particle_systems.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_blast")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_EHP2, "hold_r")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt")
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_ATTACKER_END_POSTURE_BLOCK
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_2_particle_systems.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_blast")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_EHP2, "hold_r")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt")
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// force_blast_2_particles_medium // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_blast_2_particles_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_2_particle_systems.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_blast")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_EHP2, "hold_r")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt")
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_ATTACKER_END_POSTURE_BLOCK
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_2_particle_systems.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_blast")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_EHP2, "hold_r")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt")
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// force_blast_1_particle_light // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_blast_1_particle_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_blast")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt")
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_ATTACKER_END_POSTURE_BLOCK
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_blast")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt")
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// force_blast_1_particle_medium // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_blast_1_particle_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_blast")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt")
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_ATTACKER_END_POSTURE_BLOCK
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_blast")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt")
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// ======================================================================
// force_absorb_2_particles_light // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_absorb_2_particles_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_2_particle_systems.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_absorb")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_EHP2, "hold_r")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt")
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_ATTACKER_END_POSTURE_BLOCK
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_2_particle_systems.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_absorb")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_EHP2, "hold_r")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt")
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// force_absorb_2_particles_medium // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_absorb_2_particles_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_2_particle_systems.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_absorb")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_EHP2, "hold_r")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt")
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_ATTACKER_END_POSTURE_BLOCK
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_2_particle_systems.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_absorb")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_EHP2, "hold_r")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt")
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// force_absorb_1_particle_light // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_absorb_1_particle_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_absorb")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt")
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_ATTACKER_END_POSTURE_BLOCK
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_absorb")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt")
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// force_absorb_1_particle_medium // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("force_absorb_1_particle_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_absorb")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt")
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_ATTACKER_END_POSTURE_BLOCK
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "force_absorb")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_l")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt")
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_ATTL, "2.0")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// point and laugh
// ======================================================================
// ======================================================================
START_KEY_ENTRY("point_and_laugh")
START_ATTACKER_END_POSTURE_BLOCK
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
END_ATTACKER_END_POSTURE_BLOCK
END_KEY_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// ======================================================================
// Intimidate
// ======================================================================
START_KEY_ENTRY("intimidate")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "intimidate")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "intimidate")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
// ======================================================================
// Rescue
// ======================================================================
START_KEY_ENTRY("rescue")
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY(POSTURE_Crouched)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_1.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "rescue")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
// Attacker ends in prone posture.
START_ATTACKER_END_POSTURE_ENTRY(POSTURE_Prone)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_1.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "rescue")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
// Attacker ends in standing (or any other!) posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_1.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "rescue")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_KEY_ENTRY
// ======================================================================
// CHANGE_DEFENDER_POSTURE_FIRE
// ======================================================================
START_KEY_ENTRY("fire_defender_posture_change_up")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_homing.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Prone) // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_homing.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "hurry_to_prone")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Crouched) // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_homing.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "hurry_to_kneeling")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Upright) // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_homing.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "hurry_to_standing")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY(POSTURE_Crouched)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_homing.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
// Attacker ends in prone posture.
START_ATTACKER_END_POSTURE_ENTRY(POSTURE_Prone)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_homing.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
// Attacker ends in standing (or any other!) posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_homing.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY(POSTURE_Crouched)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_homing.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DMAC, "dodge")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
// Attacker ends in prone posture.
START_ATTACKER_END_POSTURE_ENTRY(POSTURE_Prone)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_homing.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DMAC, "dodge")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
// Attacker ends in standing (or any other!) posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_homing.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DMAC, "dodge")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_5", "block_high_center", "block_mid_left", "block_mid_right")
DD_LIGHTSABER_COUNTER_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_reflect.pst", "fire_5", "get_hit_add", "block_high_center", "block_mid_left", "block_mid_right")
DD_LIGHTSABER_TARGET_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_reflect_target.pst", "fire_5", "get_hit_add", "block_high_center", "block_mid_left", "block_mid_right")
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY(POSTURE_Crouched)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_homing.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DMAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
// Attacker ends in prone posture.
START_ATTACKER_END_POSTURE_ENTRY(POSTURE_Prone)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_homing.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DMAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
// Attacker ends in standing (or any other!) posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_homing.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DMAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY_DEFAULT
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// FIRE_force_posture_change_down (different pst)
// ======================================================================
START_KEY_ENTRY("fire_defender_posture_change_down")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Prone) // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "hurry_to_prone")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Crouched) // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "hurry_to_kneeling")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Upright) // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "hurry_to_standing")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY(POSTURE_Crouched)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
// Attacker ends in prone posture.
START_ATTACKER_END_POSTURE_ENTRY(POSTURE_Prone)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
// Attacker ends in standing (or any other!) posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_END_POSTURE_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY(POSTURE_Crouched)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DMAC, "dodge")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
// Attacker ends in prone posture.
START_ATTACKER_END_POSTURE_ENTRY(POSTURE_Prone)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DMAC, "dodge")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
// Attacker ends in standing (or any other!) posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DMAC, "dodge")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_7", "block_high_center", "block_mid_left", "block_mid_right")
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY(POSTURE_Crouched)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DMAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
// Attacker ends in prone posture.
START_ATTACKER_END_POSTURE_ENTRY(POSTURE_Prone)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DMAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
// Attacker ends in standing (or any other!) posture.
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DMAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY_DEFAULT
END_ATTACKER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY_DEFAULT
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// FIRE AREA LIGHT
// ======================================================================
START_KEY_ENTRY("fire_area_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_7", "block_high_center", "block_mid_left", "block_mid_right")
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DMAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// FIRE AREA medium
// ======================================================================
START_KEY_ENTRY("fire_area_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_7", "block_high_center", "block_mid_left", "block_mid_right")
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DMAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// FIRE AREA LIGHT no trails
// ======================================================================
START_KEY_ENTRY("fire_area_no_trails_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
INT_VARIABLE(TAG_PTRL, 0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_7", "block_high_center", "block_mid_left", "block_mid_right")
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DMAC, "")
INT_VARIABLE(TAG_PTRL, 0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// FIRE AREA medium no trails
// ======================================================================
START_KEY_ENTRY("fire_area_no_trails_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
INT_VARIABLE(TAG_PTRL, 0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_7", "block_high_center", "block_mid_left", "block_mid_right")
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DMAC, "")
INT_VARIABLE(TAG_PTRL, 0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// fire_5_single Medium hit
// ======================================================================
START_KEY_ENTRY("fire_5_single_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_5", "block_high_center", "block_mid_left", "block_mid_right")
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DMAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// fire_5_single light hit
// ======================================================================
START_KEY_ENTRY("fire_5_single_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_5", "block_high_center", "block_mid_left", "block_mid_right")
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DMAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// fire_5_single Medium hit face to target
// ======================================================================
START_KEY_ENTRY("fire_5_single_medium_face")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_5", "block_high_center", "block_mid_left", "block_mid_right")
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DMAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// fire_5_single light hit
// ======================================================================
START_KEY_ENTRY("fire_5_single_light_face")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_5", "block_high_center", "block_mid_left", "block_mid_right")
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DMAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// fire_7_single Medium hit
// ======================================================================
START_KEY_ENTRY("fire_7_single_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_7", "block_high_center", "block_mid_left", "block_mid_right")
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DMAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// fire_7_single light hit
// ======================================================================
START_KEY_ENTRY("fire_7_single_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_7", "block_high_center", "block_mid_left", "block_mid_right")
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DMAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// fire_7_single Medium hit face to target
// ======================================================================
START_KEY_ENTRY("fire_7_single_medium_face")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_7", "block_high_center", "block_mid_left", "block_mid_right")
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DMAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// fire_7_single light hit
// ======================================================================
START_KEY_ENTRY("fire_7_single_light_face")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_7", "block_high_center", "block_mid_left", "block_mid_right")
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DMAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// fire_9_single Medium hit
// ======================================================================
START_KEY_ENTRY("fire_9_single_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_9")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_9")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_9")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_9")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_9", "block_high_center", "block_mid_left", "block_mid_right")
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_9")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_9")
STRING_VARIABLE(TAG_DMAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// fire_9_single light hit
// ======================================================================
START_KEY_ENTRY("fire_9_single_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_9")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_9")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_9")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_9")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_9", "block_high_center", "block_mid_left", "block_mid_right")
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_9")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_9")
STRING_VARIABLE(TAG_DMAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// fire_9_single Medium hit face to target
// ======================================================================
START_KEY_ENTRY("fire_9_single_medium_face")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_9")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_9")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_9")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_9")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_9", "block_high_center", "block_mid_left", "block_mid_right")
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_9")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_9")
STRING_VARIABLE(TAG_DMAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// fire_9_single light hit
// ======================================================================
START_KEY_ENTRY("fire_9_single_light_face")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_9")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_9")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_9")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_9")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_9", "block_high_center", "block_mid_left", "block_mid_right")
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_9")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_9")
STRING_VARIABLE(TAG_DMAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// fire_5_single LIGHT Trails (special effects
// ======================================================================
START_KEY_ENTRY("fire_5_special_single_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DMAC, "dodge")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_5", "block_high_center", "block_mid_left", "block_mid_right")
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DMAC, "")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// fire_5_single Medium hit withtrails
// ======================================================================
START_KEY_ENTRY("fire_5_special_single_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DMAC, "dodge")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_5", "block_high_center", "block_mid_left", "block_mid_right")
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DMAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// fire_5_single light face to target with trails
// ======================================================================
START_KEY_ENTRY("fire_5_special_single_light_face")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DMAC, "dodge")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_5", "block_high_center", "block_mid_left", "block_mid_right")
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DMAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// fire_5_single Medium hit face target with trails
// ======================================================================
START_KEY_ENTRY("fire_5_special_single_medium_face")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DMAC, "dodge")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_5", "block_high_center", "block_mid_left", "block_mid_right")
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_5")
STRING_VARIABLE(TAG_DMAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// fire_3_single LIGHT
// ======================================================================
START_KEY_ENTRY("fire_3_single_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_3", "block_high_center", "block_mid_left", "block_mid_right")
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DMAC, "")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// fire_3_single Medium hit
// ======================================================================
START_KEY_ENTRY("fire_3_single_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_3", "block_high_center", "block_mid_left", "block_mid_right")
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DMAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// fire_3_single light face to target
// ======================================================================
START_KEY_ENTRY("fire_3_single_light_face")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_3", "block_high_center", "block_mid_left", "block_mid_right")
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DMAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// fire_3_single Medium hit face target
// ======================================================================
START_KEY_ENTRY("fire_3_single_medium_face")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_3", "block_high_center", "block_mid_left", "block_mid_right")
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DMAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// fire_3_single LIGHT Trails (special effects
// ======================================================================
START_KEY_ENTRY("fire_3_special_single_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DMAC, "dodge")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_3", "block_high_center", "block_mid_left", "block_mid_right")
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DMAC, "")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// fire_3_single Medium hit withtrails
// ======================================================================
START_KEY_ENTRY("fire_3_special_single_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DMAC, "dodge")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_3", "block_high_center", "block_mid_left", "block_mid_right")
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DMAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// fire_3_single light face to target with trails
// ======================================================================
START_KEY_ENTRY("fire_3_special_single_light_face")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DMAC, "dodge")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_3", "block_high_center", "block_mid_left", "block_mid_right")
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DMAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// fire_3_single Medium hit face target with trails
// ======================================================================
START_KEY_ENTRY("fire_3_special_single_medium_face")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DMAC, "dodge")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_3", "block_high_center", "block_mid_left", "block_mid_right")
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_3")
STRING_VARIABLE(TAG_DMAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// fire_1_single LIGHT
// ======================================================================
START_KEY_ENTRY("fire_1_single_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_1", "block_high_center", "block_mid_left", "block_mid_right")
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DMAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// fire_1_single Medium hit
// ======================================================================
START_KEY_ENTRY("fire_1_single_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_1", "block_high_center", "block_mid_left", "block_mid_right")
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DMAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// fire_1_single LIGHT face target
// ======================================================================
START_KEY_ENTRY("fire_1_single_light_face")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_1", "block_high_center", "block_mid_left", "block_mid_right")
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DMAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// fire_1_single Medium hit face target
// ======================================================================
START_KEY_ENTRY("fire_1_single_medium_face")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_1", "block_high_center", "block_mid_left", "block_mid_right")
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DMAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// fire_1_single LIGHT Trails (special effects
// ======================================================================
START_KEY_ENTRY("fire_1_special_single_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DMAC, "dodge")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_1", "block_high_center", "block_mid_left", "block_mid_right")
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DMAC, "")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// fire_1_single Medium hit withtrails
// ======================================================================
START_KEY_ENTRY("fire_1_special_single_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DMAC, "dodge")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_1", "block_high_center", "block_mid_left", "block_mid_right")
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DMAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// fire_1_single light face to target with trails
// ======================================================================
START_KEY_ENTRY("fire_1_special_single_light_face")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DMAC, "dodge")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_1", "block_high_center", "block_mid_left", "block_mid_right")
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DMAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// fire_1_single Medium hit face target with trails
// ======================================================================
START_KEY_ENTRY("fire_1_special_single_medium_face")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DMAC, "dodge")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_1", "block_high_center", "block_mid_left", "block_mid_right")
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DMAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// START SPY
// -----------------------------------
// spy snipe
// -----------------------------------
START_KEY_ENTRY("sp_snipe")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "sp_snipe")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "sp_snipe")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "sp_snipe")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "sp_snipe")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_1", "block_high_center", "block_mid_left", "block_mid_right")
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "sp_snipe")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "sp_snipe")
STRING_VARIABLE(TAG_DMAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// -----------------------------------
// end snipe
// -----------------------------------
// -----------------------------------
// spy ambush
// -----------------------------------
START_KEY_ENTRY("sp_ambush")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "sp_ambush")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "sp_ambush")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "sp_ambush")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "sp_ambush")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_1", "block_high_center", "block_mid_left", "block_mid_right")
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "sp_ambush")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "sp_ambush")
STRING_VARIABLE(TAG_DMAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// -----------------------------------
// end spy ambush
// -----------------------------------
// -----------------------------------
// spy razor_slash
// -----------------------------------
START_KEY_ENTRY("sp_razor_slash")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "sp_razor_slash")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "sp_razor_slash")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "sp_razor_slash")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "sp_razor_slash")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
DD_LIGHTSABER_BLOCK_ENTRY("playback/fire_projectiles.pst", "playback/fire_projectiles_ricochet.pst", "fire_1", "block_high_center", "block_mid_left", "block_mid_right")
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "sp_razor_slash")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "sp_razor_slash")
STRING_VARIABLE(TAG_DMAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// -----------------------------------
// end spy razor_slash
// -----------------------------------
// END SPY
// NEW SINGLE ANIMS FOR KAI
START_KEY_ENTRY("veteran_buff_bonus")
START_SINGLE_SCRIPT_WITH_VARS("playback/play_1.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "pose_proudly")
STRING_VARIABLE(TAG_SWSH, "")
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
START_KEY_ENTRY("force_strength_anim")
START_SINGLE_SCRIPT_WITH_VARS("playback/play_1.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "force_strength")
STRING_VARIABLE(TAG_SWSH, "")
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
START_KEY_ENTRY("pistol_whip")
START_SINGLE_SCRIPT_WITH_VARS("playback/play_1.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "ranged_weapon_melee_attack")
STRING_VARIABLE(TAG_SWSH, "")
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
START_KEY_ENTRY("forsake_fear_anim")
START_SINGLE_SCRIPT_WITH_VARS("playback/play_1.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "loop_sitting_ground")
STRING_VARIABLE(TAG_SWSH, "")
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// Todd Test (TRF) --- These can be deleted once I have finished testing them.
// ======================================================================
START_KEY_ENTRY("test_swoosh")
START_SINGLE_SCRIPT_WITH_VARS("playback/play_1.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_punch_roundhouse")
STRING_VARIABLE(TAG_SWSH, "")
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
START_KEY_ENTRY("test_homing")
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_homing.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "fire_7")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
FLOAT_VARIABLE(TAG_TIME, 2.5)
FLOAT_VARIABLE(TAG_STAF, 0.30)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
START_KEY_ENTRY("test_heavy_weapon")
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_launcher.iff")
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
START_KEY_ENTRY("test_heavy_weapon_particle_system")
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_launcher.iff")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
START_KEY_ENTRY("test_sword_ricochet")
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_ricochet.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_DMAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
START_KEY_ENTRY("test_sword_throw")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_sword.pst", PRI_MED)
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // Anim action to play when defender is hit (if hit --- if not hit, this is ignored).
FLOAT_VARIABLE(TAG_CTIM, 1.25) // # seconds before sword returns when catch animation should be played.
FLOAT_VARIABLE(TAG_YAWR, -900.0) // Yaw rate (in degrees per second) for sword to rotate when flying through air.
FLOAT_VARIABLE(TAG_TRWS, 15.0) // Throw speed (in meters per second), speed sword travels toward target. Note if this is slower than the target, the action will never finish because the sword will never reach the destination.
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
START_KEY_ENTRY("test_flamethrower_arc")
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system_arc.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
START_KEY_ENTRY("test_lightning_1")
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "force_lightning") // Attacker action.
STRING_VARIABLE(TAG_DACT, "get_hit_add") // Defender action.
STRING_VARIABLE(TAG_EHPT, "hold_l") // First (and only assigned) hardpoint for this effect.
INT_VARIABLE(TAG_LEVL, 5) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Total time duration for effect.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.15) // Death fraction: fraction of time to shrink the effect at end.
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
START_KEY_ENTRY("test_lightning_2")
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "force_lightning") // Attacker action.
STRING_VARIABLE(TAG_DACT, "get_hit_add") // Defender action.
STRING_VARIABLE(TAG_EHPT, "hold_r") // First hardpoint for this effect.
STRING_VARIABLE(TAG_EHP2, "hold_l") // Second hardpoint for this effect.
INT_VARIABLE(TAG_LEVL, 5) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Total time duration for effect.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.15) // Death fraction: fraction of time to shrink the effect at end.
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
START_KEY_ENTRY("test_lightning_passive_actors")
START_SINGLE_SCRIPT_WITH_VARS("playback/use_lightning_appearance_passive_actors.pst", PRI_MED)
STRING_VARIABLE(TAG_APTN, "appearance/pt_force_intimidate.ltn") // Appearance template name.
STRING_VARIABLE(TAG_AACT, "force_lightning") // Attacker action.
STRING_VARIABLE(TAG_DACT, "get_hit_add") // Defender action.
STRING_VARIABLE(TAG_EHPT, "hold_l") // First (and only assigned) hardpoint for this effect.
INT_VARIABLE(TAG_LEVL, 5) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Total time duration for effect.
FLOAT_VARIABLE(TAG_GFRC, 0.10) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.15) // Death fraction: fraction of time to shrink the effect at end.
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// ======================================================================
// ig88 rocket launcher
// ======================================================================
START_KEY_ENTRY("fire_ig88_rocket_launcher")
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_arc.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "fire_1")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_rocketlauncher_rocket.prt")
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// ig88 flamethrower
// ======================================================================
START_KEY_ENTRY("fire_ig88_flame_thrower")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system_arc.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_ig88_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 0.75) // Time duration for effect.
FLOAT_VARIABLE(TAG_ADML, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system_arc.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_ig88_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 0.75) // Time duration for effect.
FLOAT_VARIABLE(TAG_ADML, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system_arc.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_ig88_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 0.75) // Time duration for effect.
FLOAT_VARIABLE(TAG_ADML, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system_arc.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_ig88_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 0.75) // Time duration for effect.
FLOAT_VARIABLE(TAG_ADML, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// ig88 flamethrower vertical particle effect
// ======================================================================
START_KEY_ENTRY("fire_ig88_flame_thrower_vertical")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system_arc.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_ig88_flame_thrower_vertical.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 0.75) // Time duration for effect.
FLOAT_VARIABLE(TAG_ADML, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system_arc.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_ig88_flame_thrower_vertical.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 0.75) // Time duration for effect.
FLOAT_VARIABLE(TAG_ADML, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system_arc.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_ig88_flame_thrower_vertical.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 0.75) // Time duration for effect.
FLOAT_VARIABLE(TAG_ADML, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system_arc.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_ig88_flame_thrower_vertical.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 0.75) // Time duration for effect.
FLOAT_VARIABLE(TAG_ADML, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
//flamethrower cone 1 light
// ======================================================================
START_KEY_ENTRY("fire_flame_thrower_cone_1_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system_arc.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 0.75) // Time duration for effect.
FLOAT_VARIABLE(TAG_ADML, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system_arc.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 0.75) // Time duration for effect.
FLOAT_VARIABLE(TAG_ADML, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system_arc.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 0.75) // Time duration for effect.
FLOAT_VARIABLE(TAG_ADML, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system_arc.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 0.75) // Time duration for effect.
FLOAT_VARIABLE(TAG_ADML, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
//flamethrower cone 1 medium
// ======================================================================
START_KEY_ENTRY("fire_flame_thrower_cone_1_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system_arc.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system_arc.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system_arc.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system_arc.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
//flamethrower cone 2 light
// ======================================================================
START_KEY_ENTRY("fire_flame_thrower_cone_2_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system_arc.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system_arc.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system_arc.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system_arc.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
//flamethrower cone 2 medium
// ======================================================================
START_KEY_ENTRY("fire_flame_thrower_cone_2_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system_arc.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system_arc.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system_arc.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system_arc.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
//flamethrower single 1 light
// ======================================================================
START_KEY_ENTRY("fire_flame_thrower_single_1_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
//flamethrower single 1 medium
// ======================================================================
START_KEY_ENTRY("fire_flame_thrower_single_1_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
//flamethrower single 2 light
// ======================================================================
START_KEY_ENTRY("fire_flame_thrower_single_2_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
//flamethrower single 2 medium
// ======================================================================
START_KEY_ENTRY("fire_flame_thrower_single_2_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// flamethrower blue single 1 light
// ======================================================================
START_KEY_ENTRY("fire_flame_thrower_blue_single_1_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower_blue.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_republic_flamer_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_republic_flamer_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_republic_flamer_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 0.75) // Time duration for effect.
FLOAT_VARIABLE(TAG_ADML, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower_blue.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_republic_flamer_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_republic_flamer_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_republic_flamer_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 0.75) // Time duration for effect.
FLOAT_VARIABLE(TAG_ADML, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower_blue.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_republic_flamer_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_republic_flamer_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_republic_flamer_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 0.75) // Time duration for effect.
FLOAT_VARIABLE(TAG_ADML, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower_blue.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_republic_flamer_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_republic_flamer_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_republic_flamer_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 0.75) // Time duration for effect.
FLOAT_VARIABLE(TAG_ADML, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// flamethrower blue single 1 medium
// ======================================================================
START_KEY_ENTRY("fire_flame_thrower_blue_single_1_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower_blue.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_republic_flamer_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_republic_flamer_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_republic_flamer_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower_blue.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_republic_flamer_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_republic_flamer_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_republic_flamer_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower_blue.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_republic_flamer_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_republic_flamer_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_republic_flamer_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower_blue.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_republic_flamer_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_republic_flamer_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_republic_flamer_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// flamethrower blue single 2 light
// ======================================================================
START_KEY_ENTRY("fire_flame_thrower_blue_single_2_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower_blue.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_republic_flamer_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_republic_flamer_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_republic_flamer_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower_blue.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_republic_flamer_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_republic_flamer_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_republic_flamer_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower_blue.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_republic_flamer_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_republic_flamer_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_republic_flamer_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower_blue.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_republic_flamer_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_republic_flamer_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_republic_flamer_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// flamethrower blue single 2 medium
// ======================================================================
START_KEY_ENTRY("fire_flame_thrower_blue_single_2_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower_blue.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_republic_flamer_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_republic_flamer_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_republic_flamer_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower_blue.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_republic_flamer_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_republic_flamer_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_republic_flamer_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower_blue.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_republic_flamer_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_republic_flamer_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_republic_flamer_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower_blue.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_republic_flamer_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_republic_flamer_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_republic_flamer_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// lavacannon single 1 light
// ======================================================================
START_KEY_ENTRY("fire_lava_cannon_single_1_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_lava_cannon.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_lava_cannon_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_lava_cannon_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_lava_cannon_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_lava_cannon.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_lava_cannon_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_lava_cannon_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_lava_cannon_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_lava_cannon.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_lava_cannon_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_lava_cannon_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_lava_cannon_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_lava_cannon.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_lava_cannon_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_lava_cannon_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_lava_cannon_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// lavacannon single 1 medium
// ======================================================================
START_KEY_ENTRY("fire_lava_cannon_single_1_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_lava_cannon.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_lava_cannon_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_lava_cannon_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_lava_cannon_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_lava_cannon.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_lava_cannon_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_lava_cannon_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_lava_cannon_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_lava_cannon.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_lava_cannon_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_lava_cannon_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_lava_cannon_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_lava_cannon.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_lava_cannon_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_lava_cannon_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_lava_cannon_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// lavacannon single 2 light
// ======================================================================
START_KEY_ENTRY("fire_lava_cannon_single_2_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_lava_cannon.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_lava_cannon_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_lava_cannon_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_lava_cannon_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_lava_cannon.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_lava_cannon_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_lava_cannon_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_lava_cannon_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_lava_cannon.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_lava_cannon_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_lava_cannon_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_lava_cannon_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_lava_cannon.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_lava_cannon_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_lava_cannon_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_lava_cannon_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// lavacannon single 2 medium
// ======================================================================
START_KEY_ENTRY("fire_lava_cannon_single_2_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_lava_cannon.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_lava_cannon_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_lava_cannon_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_lava_cannon_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_lava_cannon.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_lava_cannon_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_lava_cannon_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_lava_cannon_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_lava_cannon.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_lava_cannon_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_lava_cannon_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_lava_cannon_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_lava_cannon.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_lava_cannon_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_lava_cannon_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_lava_cannon_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// icecannon single 1 light
// ======================================================================
START_KEY_ENTRY("fire_ice_cannon_single_1_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_ice_cannon.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_lava_cannon_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_lava_cannon_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_lava_cannon_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_ice_cannon.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_lava_cannon_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_lava_cannon_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_lava_cannon_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_ice_cannon.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_lava_cannon_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_lava_cannon_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_lava_cannon_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_ice_cannon.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_lava_cannon_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_lava_cannon_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_lava_cannon_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// icecannon single 1 medium
// ======================================================================
START_KEY_ENTRY("fire_ice_cannon_single_1_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_ice_cannon.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_lava_cannon_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_lava_cannon_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_lava_cannon_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_ice_cannon.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_lava_cannon_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_lava_cannon_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_lava_cannon_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_ice_cannon.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_lava_cannon_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_lava_cannon_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_lava_cannon_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_ice_cannon.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_lava_cannon_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_lava_cannon_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_lava_cannon_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// icecannon single 2 light
// ======================================================================
START_KEY_ENTRY("fire_ice_cannon_single_2_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_ice_cannon.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_lava_cannon_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_lava_cannon_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_lava_cannon_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_ice_cannon.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_lava_cannon_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_lava_cannon_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_lava_cannon_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_ice_cannon.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_lava_cannon_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_lava_cannon_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_lava_cannon_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_ice_cannon.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_lava_cannon_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_lava_cannon_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_lava_cannon_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// icecannon single 2 medium
// ======================================================================
START_KEY_ENTRY("fire_ice_cannon_single_2_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_ice_cannon.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_lava_cannon_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_lava_cannon_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_lava_cannon_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_ice_cannon.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_lava_cannon_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_lava_cannon_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_lava_cannon_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_ice_cannon.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_lava_cannon_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_lava_cannon_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_lava_cannon_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_ice_cannon.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_special_som_lava_cannon_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_special_som_lava_cannon_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_special_som_lava_cannon_shoot_lp.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
//lightning rifle single 1 light
// ======================================================================
START_KEY_ENTRY("fire_lightning_rifle_single_1_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_lightning.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_lightning.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_lightning.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_lightning.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
//lightning rifle single 1 medium
// ======================================================================
START_KEY_ENTRY("fire_lightning_rifle_single_1_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_lightning.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_lightning.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_lightning.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_lightning.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
//lightning rifle single 2 light
// ======================================================================
START_KEY_ENTRY("fire_lightning_rifle_single_2_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_lightning.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_lightning.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_lightning.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_lightning.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
//lightning rifle single 2 medium
// ======================================================================
START_KEY_ENTRY("fire_lightning_rifle_single_2_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_lightning.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_lightning.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_lightning.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_lightning.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
//acid rifle single 1 light
// ======================================================================
START_KEY_ENTRY("fire_acid_rifle_single_1_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
//acid rifle single 1 medium
// ======================================================================
START_KEY_ENTRY("fire_acid_rifle_single_1_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
//acid rifle single 2 light
// ======================================================================
START_KEY_ENTRY("fire_acid_rifle_single_2_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
//acid rifle single 2 medium
// ======================================================================
START_KEY_ENTRY("fire_acid_rifle_single_2_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
START_KEY_ENTRY("test_flamethrower")
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_flame_thrower.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
START_KEY_ENTRY("saberthrow_posture_change")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_sword.pst", PRI_HIGH)
STRING_VARIABLE(TAG_DHAC, "") // Anim action to play when defender is hit (if hit --- if not hit, this is ignored).
FLOAT_VARIABLE(TAG_CTIM, 1.25) // # seconds before sword returns when catch animation should be played.
FLOAT_VARIABLE(TAG_YAWR, -900.0) // Yaw rate (in degrees per second) for sword to rotate when flying through air.
FLOAT_VARIABLE(TAG_TRWS, 15.0) // Throw speed (in meters per second), speed sword travels toward target. Note if this is slower than the target, the action will never finish because the sword will never reach the destination.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_sword.pst", PRI_MED)
STRING_VARIABLE(TAG_DHAC, "")
FLOAT_VARIABLE(TAG_CTIM, 1.25)
FLOAT_VARIABLE(TAG_YAWR, -900.0)
FLOAT_VARIABLE(TAG_TRWS, 15.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_sword.pst", PRI_HIGH)
STRING_VARIABLE(TAG_DHAC, "")
FLOAT_VARIABLE(TAG_CTIM, 1.25)
FLOAT_VARIABLE(TAG_YAWR, -900.0)
FLOAT_VARIABLE(TAG_TRWS, 15.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_sword.pst", PRI_MED)
STRING_VARIABLE(TAG_DHAC, "dodge")
FLOAT_VARIABLE(TAG_CTIM, 1.25)
FLOAT_VARIABLE(TAG_YAWR, -900.0)
FLOAT_VARIABLE(TAG_TRWS, 15.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_sword.pst", PRI_MED)
STRING_VARIABLE(TAG_DHAC, "")
FLOAT_VARIABLE(TAG_CTIM, 1.25)
FLOAT_VARIABLE(TAG_YAWR, -900.0)
FLOAT_VARIABLE(TAG_TRWS, 15.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_sword.pst", PRI_HIGH)
STRING_VARIABLE(TAG_DHAC, "")
FLOAT_VARIABLE(TAG_CTIM, 1.25)
FLOAT_VARIABLE(TAG_YAWR, -900.0)
FLOAT_VARIABLE(TAG_TRWS, 15.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
START_KEY_ENTRY("saberthrow_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_sword.pst", PRI_HIGH)
STRING_VARIABLE(TAG_DHAC, "") // Anim action to play when defender is hit (if hit --- if not hit, this is ignored).
FLOAT_VARIABLE(TAG_CTIM, 1.25) // # seconds before sword returns when catch animation should be played.
FLOAT_VARIABLE(TAG_YAWR, -900.0) // Yaw rate (in degrees per second) for sword to rotate when flying through air.
FLOAT_VARIABLE(TAG_TRWS, 15.0) // Throw speed (in meters per second), speed sword travels toward target. Note if this is slower than the target, the action will never finish because the sword will never reach the destination.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_sword.pst", PRI_MED)
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
FLOAT_VARIABLE(TAG_CTIM, 1.25)
FLOAT_VARIABLE(TAG_YAWR, -900.0)
FLOAT_VARIABLE(TAG_TRWS, 15.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_sword.pst", PRI_HIGH)
STRING_VARIABLE(TAG_DHAC, "")
FLOAT_VARIABLE(TAG_CTIM, 1.25)
FLOAT_VARIABLE(TAG_YAWR, -900.0)
FLOAT_VARIABLE(TAG_TRWS, 15.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_sword.pst", PRI_MED)
STRING_VARIABLE(TAG_DHAC, "dodge")
FLOAT_VARIABLE(TAG_CTIM, 1.25)
FLOAT_VARIABLE(TAG_YAWR, -900.0)
FLOAT_VARIABLE(TAG_TRWS, 15.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_sword.pst", PRI_MED)
STRING_VARIABLE(TAG_DHAC, "")
FLOAT_VARIABLE(TAG_CTIM, 1.25)
FLOAT_VARIABLE(TAG_YAWR, -900.0)
FLOAT_VARIABLE(TAG_TRWS, 15.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_sword.pst", PRI_HIGH)
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
FLOAT_VARIABLE(TAG_CTIM, 1.25)
FLOAT_VARIABLE(TAG_YAWR, -900.0)
FLOAT_VARIABLE(TAG_TRWS, 15.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
START_KEY_ENTRY("saberthrow_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_sword.pst", PRI_HIGH)
STRING_VARIABLE(TAG_DHAC, "") // Anim action to play when defender is hit (if hit --- if not hit, this is ignored).
FLOAT_VARIABLE(TAG_CTIM, 1.25) // # seconds before sword returns when catch animation should be played.
FLOAT_VARIABLE(TAG_YAWR, -900.0) // Yaw rate (in degrees per second) for sword to rotate when flying through air.
FLOAT_VARIABLE(TAG_TRWS, 15.0) // Throw speed (in meters per second), speed sword travels toward target. Note if this is slower than the target, the action will never finish because the sword will never reach the destination.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_sword.pst", PRI_MED)
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
FLOAT_VARIABLE(TAG_CTIM, 1.25)
FLOAT_VARIABLE(TAG_YAWR, -900.0)
FLOAT_VARIABLE(TAG_TRWS, 15.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_sword.pst", PRI_HIGH)
STRING_VARIABLE(TAG_DHAC, "")
FLOAT_VARIABLE(TAG_CTIM, 1.25)
FLOAT_VARIABLE(TAG_YAWR, -900.0)
FLOAT_VARIABLE(TAG_TRWS, 15.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_sword.pst", PRI_MED)
STRING_VARIABLE(TAG_DHAC, "dodge")
FLOAT_VARIABLE(TAG_CTIM, 1.25)
FLOAT_VARIABLE(TAG_YAWR, -900.0)
FLOAT_VARIABLE(TAG_TRWS, 15.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_sword.pst", PRI_MED)
STRING_VARIABLE(TAG_DHAC, "")
FLOAT_VARIABLE(TAG_CTIM, 1.25)
FLOAT_VARIABLE(TAG_YAWR, -900.0)
FLOAT_VARIABLE(TAG_TRWS, 15.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_sword.pst", PRI_HIGH)
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
FLOAT_VARIABLE(TAG_CTIM, 1.25)
FLOAT_VARIABLE(TAG_YAWR, -900.0)
FLOAT_VARIABLE(TAG_TRWS, 15.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// HEAVY WEAPON ACTIONS GO HERE
// ======================================================================
// ======================================================================
// fire_rocket_launcher_light
// ======================================================================
START_KEY_ENTRY("fire_heavy_rocket_launcher_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 4.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 4.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 4.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 4.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
START_KEY_ENTRY("fire_heavy_rocket_launcher_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 4.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 4.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 4.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 4.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// START_KEY_ENTRY("fire_heavy_rocket_launcher_light")
//
// START_DEFENDER_DISPOSITION_BLOCK
// START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
// START_DEFENDER_END_POSTURE_BLOCK
// START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_rocket_launcher.iff")
// STRING_VARIABLE(TAG_DHAC, "")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY
// START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_rocket_launcher.iff")
// STRING_VARIABLE(TAG_DHAC, "get_hit_add")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// END_DEFENDER_END_POSTURE_BLOCK
// END_DEFENDER_DISPOSITION_ENTRY
// START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
// START_DEFENDER_END_POSTURE_BLOCK
// START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_rocket_launcher.iff")
// STRING_VARIABLE(TAG_DHAC, "")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY
// START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_rocket_launcher.iff")
// STRING_VARIABLE(TAG_DMAC, "dodge")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// END_DEFENDER_END_POSTURE_BLOCK
// END_DEFENDER_DISPOSITION_ENTRY
// START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
// START_DEFENDER_END_POSTURE_BLOCK
// START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_rocket_launcher.iff")
// STRING_VARIABLE(TAG_DHAC, "")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY
// START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_rocket_launcher.iff")
// STRING_VARIABLE(TAG_DMAC, "")
// STRING_VARIABLE(TAG_DHAC, "")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// END_DEFENDER_END_POSTURE_BLOCK
// END_DEFENDER_DISPOSITION_ENTRY
// END_DEFENDER_DISPOSITION_BLOCK
// END_KEY_ENTRY
//
// // ======================================================================
// // fire_rocket_launcher_medium
// // ======================================================================
//
// START_KEY_ENTRY("fire_heavy_rocket_launcher_medium")
// START_DEFENDER_DISPOSITION_BLOCK
// START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
// START_DEFENDER_END_POSTURE_BLOCK
// START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_rocket_launcher.iff")
// STRING_VARIABLE(TAG_DHAC, "")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY
// START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_rocket_launcher.iff")
// STRING_VARIABLE(TAG_DHAC, "get_hit_add")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// END_DEFENDER_END_POSTURE_BLOCK
// END_DEFENDER_DISPOSITION_ENTRY
// START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
// START_DEFENDER_END_POSTURE_BLOCK
// START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_rocket_launcher.iff")
// STRING_VARIABLE(TAG_DHAC, "")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY
// START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_rocket_launcher.iff")
// STRING_VARIABLE(TAG_DMAC, "dodge")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// END_DEFENDER_END_POSTURE_BLOCK
// END_DEFENDER_DISPOSITION_ENTRY
// START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
// START_DEFENDER_END_POSTURE_BLOCK
// START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_rocket_launcher.iff")
// STRING_VARIABLE(TAG_DHAC, "")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY
// START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_rocket_launcher.iff")
// STRING_VARIABLE(TAG_DMAC, "")
// STRING_VARIABLE(TAG_DHAC, "")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// END_DEFENDER_END_POSTURE_BLOCK
// END_DEFENDER_DISPOSITION_ENTRY
// END_DEFENDER_DISPOSITION_BLOCK
// END_KEY_ENTRY
// ======================================================================
// fire_particle_beam_light
// ======================================================================
START_KEY_ENTRY("fire_heavy_particle_beam_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_lightning.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 4.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_lightning.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 4.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_lightning.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 4.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_lightning.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 4.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
START_KEY_ENTRY("fire_heavy_particle_beam_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_lightning.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 4.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_lightning.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 4.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_lightning.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 4.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_lightning.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 4.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// START_KEY_ENTRY("fire_heavy_particle_beam_light")
//
// START_DEFENDER_DISPOSITION_BLOCK
// START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
// START_DEFENDER_END_POSTURE_BLOCK
// START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_particle_beam.iff")
// STRING_VARIABLE(TAG_DHAC, "")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY
// START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_particle_beam.iff")
// STRING_VARIABLE(TAG_DHAC, "get_hit_add")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// END_DEFENDER_END_POSTURE_BLOCK
// END_DEFENDER_DISPOSITION_ENTRY
// START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
// START_DEFENDER_END_POSTURE_BLOCK
// START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_particle_beam.iff")
// STRING_VARIABLE(TAG_DHAC, "")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY
// START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_particle_beam.iff")
// STRING_VARIABLE(TAG_DMAC, "dodge")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// END_DEFENDER_END_POSTURE_BLOCK
// END_DEFENDER_DISPOSITION_ENTRY
// START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
// START_DEFENDER_END_POSTURE_BLOCK
// START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_particle_beam.iff")
// STRING_VARIABLE(TAG_DHAC, "")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY
// START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_particle_beam.iff")
// STRING_VARIABLE(TAG_DMAC, "")
// STRING_VARIABLE(TAG_DHAC, "")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// END_DEFENDER_END_POSTURE_BLOCK
// END_DEFENDER_DISPOSITION_ENTRY
// END_DEFENDER_DISPOSITION_BLOCK
// END_KEY_ENTRY
//
// // ======================================================================
// // fire_particle_beam_medium
// // ======================================================================
//
// START_KEY_ENTRY("fire_heavy_particle_beam_medium")
// START_DEFENDER_DISPOSITION_BLOCK
// START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
// START_DEFENDER_END_POSTURE_BLOCK
// START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_particle_beam.iff")
// STRING_VARIABLE(TAG_DHAC, "")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY
// START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_particle_beam.iff")
// STRING_VARIABLE(TAG_DHAC, "get_hit_add")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// END_DEFENDER_END_POSTURE_BLOCK
// END_DEFENDER_DISPOSITION_ENTRY
// START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
// START_DEFENDER_END_POSTURE_BLOCK
// START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_particle_beam.iff")
// STRING_VARIABLE(TAG_DHAC, "")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY
// START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_particle_beam.iff")
// STRING_VARIABLE(TAG_DMAC, "dodge")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// END_DEFENDER_END_POSTURE_BLOCK
// END_DEFENDER_DISPOSITION_ENTRY
// START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
// START_DEFENDER_END_POSTURE_BLOCK
// START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_particle_beam.iff")
// STRING_VARIABLE(TAG_DHAC, "")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY
// START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_particle_beam.iff")
// STRING_VARIABLE(TAG_DMAC, "")
// STRING_VARIABLE(TAG_DHAC, "")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// END_DEFENDER_END_POSTURE_BLOCK
// END_DEFENDER_DISPOSITION_ENTRY
// END_DEFENDER_DISPOSITION_BLOCK
// END_KEY_ENTRY
// ======================================================================
// fire_lightning_beam_light
// ======================================================================
START_KEY_ENTRY("fire_heavy_lightning_beam_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_lightning.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 4.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_lightning.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 4.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_lightning.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 4.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_lightning.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 4.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
START_KEY_ENTRY("fire_heavy_lightning_beam_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_lightning.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 4.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_lightning.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 4.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_lightning.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 4.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_lightning.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 4.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// START_KEY_ENTRY("fire_heavy_lightning_beam_light")
// START_DEFENDER_DISPOSITION_BLOCK
// START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
// START_DEFENDER_END_POSTURE_BLOCK
// START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_lightning_beam.iff")
// STRING_VARIABLE(TAG_DHAC, "")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY
// START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_lightning_beam.iff")
// STRING_VARIABLE(TAG_DHAC, "get_hit_add")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// END_DEFENDER_END_POSTURE_BLOCK
// END_DEFENDER_DISPOSITION_ENTRY
// START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
// START_DEFENDER_END_POSTURE_BLOCK
// START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_lightning_beam.iff")
// STRING_VARIABLE(TAG_DHAC, "")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY
// START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_lightning_beam.iff")
// STRING_VARIABLE(TAG_DMAC, "dodge")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// END_DEFENDER_END_POSTURE_BLOCK
// END_DEFENDER_DISPOSITION_ENTRY
// START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
// START_DEFENDER_END_POSTURE_BLOCK
// START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_lightning_beam.iff")
// STRING_VARIABLE(TAG_DHAC, "")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY
// START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_lightning_beam.iff")
// STRING_VARIABLE(TAG_DMAC, "")
// STRING_VARIABLE(TAG_DHAC, "")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// END_DEFENDER_END_POSTURE_BLOCK
// END_DEFENDER_DISPOSITION_ENTRY
// END_DEFENDER_DISPOSITION_BLOCK
// END_KEY_ENTRY
//
// // ======================================================================
// // fire_lightning_beam medium
// // ======================================================================
//
// START_KEY_ENTRY("fire_heavy_lightning_beam_medium")
// START_DEFENDER_DISPOSITION_BLOCK
// START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
// START_DEFENDER_END_POSTURE_BLOCK
// START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_lightning_beam.iff")
// STRING_VARIABLE(TAG_DHAC, "")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY
// START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_lightning_beam.iff")
// STRING_VARIABLE(TAG_DHAC, "get_hit_add")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// END_DEFENDER_END_POSTURE_BLOCK
// END_DEFENDER_DISPOSITION_ENTRY
// START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
// START_DEFENDER_END_POSTURE_BLOCK
// START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_lightning_beam.iff")
// STRING_VARIABLE(TAG_DHAC, "")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY
// START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_lightning_beam.iff")
// STRING_VARIABLE(TAG_DMAC, "dodge")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// END_DEFENDER_END_POSTURE_BLOCK
// END_DEFENDER_DISPOSITION_ENTRY
// START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
// START_DEFENDER_END_POSTURE_BLOCK
// START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_lightning_beam.iff")
// STRING_VARIABLE(TAG_DHAC, "")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY
// START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon.pst", PRI_HIGH)
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_lightning_beam.iff")
// STRING_VARIABLE(TAG_DMAC, "")
// STRING_VARIABLE(TAG_DHAC, "")
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// END_DEFENDER_END_POSTURE_BLOCK
// END_DEFENDER_DISPOSITION_ENTRY
// END_DEFENDER_DISPOSITION_BLOCK
// END_KEY_ENTRY
// ======================================================================
// fire_acid_beam_light
// ======================================================================
START_KEY_ENTRY("fire_heavy_acid_beam_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 4.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 4.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 4.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 4.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
START_KEY_ENTRY("fire_heavy_acid_beam_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 4.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 4.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 4.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 4.0) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// START_KEY_ENTRY("fire_heavy_acid_beam_light")
// START_DEFENDER_DISPOSITION_BLOCK
// START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
// START_DEFENDER_END_POSTURE_BLOCK
// START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon_particle_system.pst", PRI_MED)
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_acid_beam.iff")
// STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // acid system name.
// STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on acid system.
// STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off acid system.
// STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the acid system lifetime.
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_DACT, "")
// FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY
// START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon_particle_system.pst", PRI_MED)
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_acid_beam.iff")
// STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // acid system name.
// STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on acid system.
// STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off acid system.
// STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the acid system lifetime.
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_DACT, "get_hit_add")
// FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// END_DEFENDER_END_POSTURE_BLOCK
// END_DEFENDER_DISPOSITION_ENTRY
// START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
// START_DEFENDER_END_POSTURE_BLOCK
// START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon_particle_system.pst", PRI_MED)
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_acid_beam.iff")
// STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // acid system name.
// STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on acid system.
// STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off acid system.
// STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the acid system lifetime.
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_DACT, "")
// FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY
// START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon_particle_system.pst", PRI_MED)
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_acid_beam.iff")
// STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // acid system name.
// STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on acid system.
// STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off acid system.
// STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the acid system lifetime.
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_DACT, "dodge")
// FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// END_DEFENDER_END_POSTURE_BLOCK
// END_DEFENDER_DISPOSITION_ENTRY
// START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
// START_DEFENDER_END_POSTURE_BLOCK
// START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon_particle_system.pst", PRI_MED)
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_acid_beam.iff")
// STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // acid system name.
// STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on acid system.
// STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off acid system.
// STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the acid system lifetime.
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_DACT, "")
// FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY
// START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon_particle_system.pst", PRI_MED)
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_acid_beam.iff")
// STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // acid system name.
// STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on acid system.
// STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off acid system.
// STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the acid system lifetime.
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_DACT, "")
// FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// END_DEFENDER_END_POSTURE_BLOCK
// END_DEFENDER_DISPOSITION_ENTRY
// END_DEFENDER_DISPOSITION_BLOCK
// END_KEY_ENTRY
//
// // ======================================================================
// // fire_acid_beam medium
// // ======================================================================
//
// START_KEY_ENTRY("fire_heavy_acid_beam_medium")
// START_DEFENDER_DISPOSITION_BLOCK
// START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
// START_DEFENDER_END_POSTURE_BLOCK
// START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon_particle_system.pst", PRI_MED)
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_acid_beam.iff")
// STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // acid system name.
// STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on acid system.
// STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off acid system.
// STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the acid system lifetime.
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_DACT, "")
// FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY
// START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon_particle_system.pst", PRI_MED)
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_acid_beam.iff")
// STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // acid system name.
// STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on acid system.
// STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off acid system.
// STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the acid system lifetime.
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_DACT, "get_hit_add")
// FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// END_DEFENDER_END_POSTURE_BLOCK
// END_DEFENDER_DISPOSITION_ENTRY
// START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
// START_DEFENDER_END_POSTURE_BLOCK
// START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon_particle_system.pst", PRI_MED)
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_acid_beam.iff")
// STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // acid system name.
// STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on acid system.
// STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off acid system.
// STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the acid system lifetime.
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_DACT, "")
// FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY
// START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon_particle_system.pst", PRI_MED)
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_acid_beam.iff")
// STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // acid system name.
// STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on acid system.
// STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off acid system.
// STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the acid system lifetime.
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_DACT, "dodge")
// FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// END_DEFENDER_END_POSTURE_BLOCK
// END_DEFENDER_DISPOSITION_ENTRY
// START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
// START_DEFENDER_END_POSTURE_BLOCK
// START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon_particle_system.pst", PRI_MED)
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_acid_beam.iff")
// STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // acid system name.
// STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on acid system.
// STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off acid system.
// STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the acid system lifetime.
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_DACT, "")
// FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY
// START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
// START_SINGLE_SCRIPT_WITH_VARS("playback/fire_temp_weapon_particle_system.pst", PRI_MED)
// STRING_VARIABLE(TAG_WOTN, "object/weapon/ranged/heavy/shared_heavy_acid_beam.iff")
// STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_acid.prt") // acid system name.
// STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on acid system.
// STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off acid system.
// STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the acid system lifetime.
// STRING_VARIABLE(TAG_AACT, "heavy_weapon_launch")
// STRING_VARIABLE(TAG_DACT, "")
// FLOAT_VARIABLE(TAG_ATTL, 3.0) // Time duration for effect.
// END_SINGLE_SCRIPT_WITH_VARS
// END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// END_DEFENDER_END_POSTURE_BLOCK
// END_DEFENDER_DISPOSITION_ENTRY
// END_DEFENDER_DISPOSITION_BLOCK
// END_KEY_ENTRY
// ======================================================================
// CHANGE POSTURE
// ======================================================================
START_KEY_ENTRY("change_posture")
SINGLE_SCRIPT("playback/change_attacker_posture.pst", PRI_MED)
END_KEY_ENTRY
// ======================================================================
// SUPPRESSION_FIRE_ACTIONS (other than fire_defender_posture_change)
// ======================================================================
START_KEY_ENTRY("posture_scramble")
START_ATTACKER_END_POSTURE_BLOCK
// Attacker ends in kneeling posture.
START_ATTACKER_END_POSTURE_ENTRY(POSTURE_Crouched)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_1.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "hurry_to_kneeling")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
// Attacker ends in prone posture.
START_ATTACKER_END_POSTURE_ENTRY(POSTURE_Prone)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_1.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "hurry_to_prone")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
// Attacker ends in standing (or any other!) posture.
START_ATTACKER_END_POSTURE_ENTRY(POSTURE_Upright)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_1.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "hurry_to_standing")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
// Attacker ends in standing (or any other!) posture.
START_ATTACKER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_1.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
END_ATTACKER_END_POSTURE_BLOCK
END_KEY_ENTRY
// ======================================================================
// DODGE STANDALONE
// ======================================================================
// ======================================================================
START_KEY_ENTRY("dodge")
START_ATTACKER_END_POSTURE_BLOCK
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_1.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
END_ATTACKER_END_POSTURE_BLOCK
END_KEY_ENTRY
// ======================================================================
// INCAPACITATION STAND ALONE
// ======================================================================
// ======================================================================
START_KEY_ENTRY("go_incapacitated")
START_ATTACKER_END_POSTURE_BLOCK
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_1.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
END_ATTACKER_END_POSTURE_BLOCK
END_KEY_ENTRY
// ======================================================================
// GOT HIT LIGHT
// ======================================================================
// ======================================================================
START_KEY_ENTRY("get_hit_add")
START_ATTACKER_END_POSTURE_BLOCK
START_ATTACKER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_1.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_ATTACKER_END_POSTURE_ENTRY
END_ATTACKER_END_POSTURE_BLOCK
END_KEY_ENTRY
// ======================================================================
// GOT HIT MEDIUM
// ======================================================================
// ======================================================================
START_KEY_ENTRY("get_hit_add_medium")
START_SINGLE_SCRIPT_WITH_VARS("playback/play_1.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// MELEE ACTIONS GO HERE
// ======================================================================
// ======================================================================
// Attack high left light entry 0
// ======================================================================
START_KEY_ENTRY("attack_high_left_light_0")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_0")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_0")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_0")
STRING_VARIABLE(TAG_DHAC, "redirect_high_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_0")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_0")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack high center light entry 0
// ======================================================================
START_KEY_ENTRY("attack_high_center_light_0")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_0")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_high_center") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_0")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_0")
STRING_VARIABLE(TAG_DHAC, "redirect_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_0")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_0")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack high right light entry 0
// ======================================================================
START_KEY_ENTRY("attack_high_right_light_0")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0")
STRING_VARIABLE(TAG_DHAC, "redirect_high_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack mid left light entry 0
// ======================================================================
START_KEY_ENTRY("attack_mid_left_light_0")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_0")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_mid_right") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_0")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_0")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_0")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_0")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack mid center light entry 0
// ======================================================================
START_KEY_ENTRY("attack_mid_center_light_0")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_0")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_0")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_0")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_0")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_0")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack mid right light entry 0
// ======================================================================
START_KEY_ENTRY("attack_mid_right_light_0")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_0")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_mid_left") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_0")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_0")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_0")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_0")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack low left light entry 0
// ======================================================================
START_KEY_ENTRY("attack_low_left_light_0")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_0")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_0")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_up")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_0")
STRING_VARIABLE(TAG_DHAC, "redirect_low_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_0")
STRING_VARIABLE(TAG_DHAC, "block_low_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_0")
STRING_VARIABLE(TAG_DHAC, "block_low_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack low center light entry 0
// ======================================================================
START_KEY_ENTRY("attack_low_center_light_0")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_0")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_low_center") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_0")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_0")
STRING_VARIABLE(TAG_DHAC, "redirect_low_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_0")
STRING_VARIABLE(TAG_DHAC, "block_low_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_0")
STRING_VARIABLE(TAG_DHAC, "block_low_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack low right light entry 0
// ======================================================================
START_KEY_ENTRY("attack_low_right_light_0")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_0")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_0")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_0")
STRING_VARIABLE(TAG_DHAC, "redirect_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_0")
STRING_VARIABLE(TAG_DHAC, "block_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_0")
STRING_VARIABLE(TAG_DHAC, "block_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack high left medium entry 0
// ======================================================================
START_KEY_ENTRY("attack_high_left_medium_0")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_0")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_0")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_0")
STRING_VARIABLE(TAG_DHAC, "redirect_high_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_0")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_0")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack high center medium entry 0
// ======================================================================
START_KEY_ENTRY("attack_high_center_medium_0")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_0")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_0")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_0")
STRING_VARIABLE(TAG_DHAC, "redirect_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_0")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_0")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack high right medium entry 0
// ======================================================================
START_KEY_ENTRY("attack_high_right_medium_0")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0")
STRING_VARIABLE(TAG_DHAC, "redirect_high_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack mid left medium entry 0
// ======================================================================
START_KEY_ENTRY("attack_mid_left_medium_0")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_0")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_0")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_0")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_0")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_0")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack mid center medium entry 0
// ======================================================================
START_KEY_ENTRY("attack_mid_center_medium_0")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_0")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_0")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_0")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_0")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_0")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack mid right medium entry 0
// ======================================================================
START_KEY_ENTRY("attack_mid_right_medium_0")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_0")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_0")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_0")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_0")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_0")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack low left medium entry 0
// ======================================================================
START_KEY_ENTRY("attack_low_left_medium_0")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_0")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_0")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_up")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_0")
STRING_VARIABLE(TAG_DHAC, "redirect_low_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_0")
STRING_VARIABLE(TAG_DHAC, "block_low_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_0")
STRING_VARIABLE(TAG_DHAC, "block_low_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack low center medium entry 0
// ======================================================================
START_KEY_ENTRY("attack_low_center_medium_0")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_0")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_0")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_0")
STRING_VARIABLE(TAG_DHAC, "redirect_low_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_0")
STRING_VARIABLE(TAG_DHAC, "block_low_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_0")
STRING_VARIABLE(TAG_DHAC, "block_low_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack low right medium entry 0
// ======================================================================
START_KEY_ENTRY("attack_low_right_medium_0")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_0")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_0")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_0")
STRING_VARIABLE(TAG_DHAC, "redirect_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_0")
STRING_VARIABLE(TAG_DHAC, "block_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_0")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_0")
STRING_VARIABLE(TAG_DHAC, "block_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// ENTRY 1 (STARTS AT 0)
// ======================================================================
// ======================================================================
// Attack high left light entry 1
// ======================================================================
START_KEY_ENTRY("attack_high_left_light_1")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_1")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_high_right") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_1")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_1")
STRING_VARIABLE(TAG_DHAC, "redirect_high_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_1")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_1")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack high center light entry 1
// ======================================================================
START_KEY_ENTRY("attack_high_center_light_1")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1")
STRING_VARIABLE(TAG_DHAC, "redirect_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack high right light entry 1
// ======================================================================
START_KEY_ENTRY("attack_high_right_light_1")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_high_left") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1")
STRING_VARIABLE(TAG_DHAC, "redirect_high_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack mid left light entry 1
// ======================================================================
START_KEY_ENTRY("attack_mid_left_light_1")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_1")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_1")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_1")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_1")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_1")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack mid center light entry 1
// ======================================================================
START_KEY_ENTRY("attack_mid_center_light_1")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_1")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_mid_center") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_1")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_1")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_1")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_1")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack mid right light entry 1
// ======================================================================
START_KEY_ENTRY("attack_mid_right_light_1")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_1")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_1")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_1")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_1")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_1")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack low left light entry 1
// ======================================================================
START_KEY_ENTRY("attack_low_left_light_1")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_1")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_low_right") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_1")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_up")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_1")
STRING_VARIABLE(TAG_DHAC, "redirect_low_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_1")
STRING_VARIABLE(TAG_DHAC, "block_low_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_1")
STRING_VARIABLE(TAG_DHAC, "block_low_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack low center light entry 1
// ======================================================================
START_KEY_ENTRY("attack_low_center_light_1")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_1")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_1")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_1")
STRING_VARIABLE(TAG_DHAC, "redirect_low_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_1")
STRING_VARIABLE(TAG_DHAC, "block_low_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_1")
STRING_VARIABLE(TAG_DHAC, "block_low_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack low right light entry 1
// ======================================================================
START_KEY_ENTRY("attack_low_right_light_1")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_1")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_low_left") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_1")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_1")
STRING_VARIABLE(TAG_DHAC, "redirect_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_1")
STRING_VARIABLE(TAG_DHAC, "block_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_1")
STRING_VARIABLE(TAG_DHAC, "block_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack high left medium entry 1
// ======================================================================
START_KEY_ENTRY("attack_high_left_medium_1")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_1")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_1")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_1")
STRING_VARIABLE(TAG_DHAC, "redirect_high_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_1")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_1")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack high center medium entry 1
// ======================================================================
START_KEY_ENTRY("attack_high_center_medium_1")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1")
STRING_VARIABLE(TAG_DHAC, "redirect_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack high right medium entry 1
// ======================================================================
START_KEY_ENTRY("attack_high_right_medium_1")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1")
STRING_VARIABLE(TAG_DHAC, "redirect_high_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack mid left medium entry 1
// ======================================================================
START_KEY_ENTRY("attack_mid_left_medium_1")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_1")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_1")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_1")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_1")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_1")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack mid center medium entry 1
// ======================================================================
START_KEY_ENTRY("attack_mid_center_medium_1")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_1")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_1")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_1")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_1")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_1")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack mid right medium entry 1
// ======================================================================
START_KEY_ENTRY("attack_mid_right_medium_1")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_1")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_1")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_1")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_1")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_1")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack low left medium entry 1
// ======================================================================
START_KEY_ENTRY("attack_low_left_medium_1")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_1")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_1")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_up")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_1")
STRING_VARIABLE(TAG_DHAC, "redirect_low_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_1")
STRING_VARIABLE(TAG_DHAC, "block_low_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_1")
STRING_VARIABLE(TAG_DHAC, "block_low_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack low center medium entry 1
// ======================================================================
START_KEY_ENTRY("attack_low_center_medium_1")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_1")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_1")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_1")
STRING_VARIABLE(TAG_DHAC, "redirect_low_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_1")
STRING_VARIABLE(TAG_DHAC, "block_low_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_1")
STRING_VARIABLE(TAG_DHAC, "block_low_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack low right medium entry 1
// ======================================================================
START_KEY_ENTRY("attack_low_right_medium_1")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_1")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_1")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_1")
STRING_VARIABLE(TAG_DHAC, "redirect_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_1")
STRING_VARIABLE(TAG_DHAC, "block_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_1")
STRING_VARIABLE(TAG_DHAC, "block_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// entry 2 (STARTS AT 0)
// ======================================================================
// ======================================================================
// Attack high left light entry 2
// ======================================================================
START_KEY_ENTRY("attack_high_left_light_2")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_2")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_2")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_2")
STRING_VARIABLE(TAG_DHAC, "redirect_high_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_2")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_2")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack high center light entry 2
// ======================================================================
START_KEY_ENTRY("attack_high_center_light_2")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_2")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_high_center") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_2")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_2")
STRING_VARIABLE(TAG_DHAC, "redirect_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_2")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_2")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack high right light entry 2
// ======================================================================
START_KEY_ENTRY("attack_high_right_light_2")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2")
STRING_VARIABLE(TAG_DHAC, "redirect_high_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack mid left light entry 2
// ======================================================================
START_KEY_ENTRY("attack_mid_left_light_2")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_2")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_mid_right") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_2")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_2")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_2")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_2")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack mid center light entry 2
// ======================================================================
START_KEY_ENTRY("attack_mid_center_light_2")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_2")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_2")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_2")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_2")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_2")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack mid right light entry 2
// ======================================================================
START_KEY_ENTRY("attack_mid_right_light_2")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_2")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_mid_left") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_2")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_2")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_2")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_2")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack low left light entry 2
// ======================================================================
START_KEY_ENTRY("attack_low_left_light_2")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_2")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_2")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_up")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_2")
STRING_VARIABLE(TAG_DHAC, "redirect_low_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_2")
STRING_VARIABLE(TAG_DHAC, "block_low_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_2")
STRING_VARIABLE(TAG_DHAC, "block_low_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack low center light entry 2
// ======================================================================
START_KEY_ENTRY("attack_low_center_light_2")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_2")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_low_center") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_2")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_2")
STRING_VARIABLE(TAG_DHAC, "redirect_low_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_2")
STRING_VARIABLE(TAG_DHAC, "block_low_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_2")
STRING_VARIABLE(TAG_DHAC, "block_low_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack low right light entry 2
// ======================================================================
START_KEY_ENTRY("attack_low_right_light_2")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_2")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_2")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_2")
STRING_VARIABLE(TAG_DHAC, "redirect_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_2")
STRING_VARIABLE(TAG_DHAC, "block_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_2")
STRING_VARIABLE(TAG_DHAC, "block_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack high left medium entry 2
// ======================================================================
START_KEY_ENTRY("attack_high_left_medium_2")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_2")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_2")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_2")
STRING_VARIABLE(TAG_DHAC, "redirect_high_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_2")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_2")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack high center medium entry 2
// ======================================================================
START_KEY_ENTRY("attack_high_center_medium_2")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_2")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_2")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_2")
STRING_VARIABLE(TAG_DHAC, "redirect_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_2")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_2")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack high right medium entry 2
// ======================================================================
START_KEY_ENTRY("attack_high_right_medium_2")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2")
STRING_VARIABLE(TAG_DHAC, "redirect_high_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack mid left medium entry 2
// ======================================================================
START_KEY_ENTRY("attack_mid_left_medium_2")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_2")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_2")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_2")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_2")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_2")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack mid center medium entry 2
// ======================================================================
START_KEY_ENTRY("attack_mid_center_medium_2")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_2")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_2")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_2")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_2")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_2")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack mid right medium entry 2
// ======================================================================
START_KEY_ENTRY("attack_mid_right_medium_2")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_2")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_2")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_2")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_2")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_2")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack low left medium entry 2
// ======================================================================
START_KEY_ENTRY("attack_low_left_medium_2")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_2")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_2")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_up")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_2")
STRING_VARIABLE(TAG_DHAC, "redirect_low_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_2")
STRING_VARIABLE(TAG_DHAC, "block_low_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_2")
STRING_VARIABLE(TAG_DHAC, "block_low_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack low center medium entry 2
// ======================================================================
START_KEY_ENTRY("attack_low_center_medium_2")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_2")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_2")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_2")
STRING_VARIABLE(TAG_DHAC, "redirect_low_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_2")
STRING_VARIABLE(TAG_DHAC, "block_low_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_2")
STRING_VARIABLE(TAG_DHAC, "block_low_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack low right medium entry 2
// ======================================================================
START_KEY_ENTRY("attack_low_right_medium_2")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_2")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_2")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_2")
STRING_VARIABLE(TAG_DHAC, "redirect_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_2")
STRING_VARIABLE(TAG_DHAC, "block_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_2")
STRING_VARIABLE(TAG_DHAC, "block_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// entry 3 (STARTS AT 0)
// ======================================================================
// ======================================================================
// Attack high left light entry 3
// ======================================================================
START_KEY_ENTRY("attack_high_left_light_3")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_3")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_high_right") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_3")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_3")
STRING_VARIABLE(TAG_DHAC, "redirect_high_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_3")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_3")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack high center light entry 3
// ======================================================================
START_KEY_ENTRY("attack_high_center_light_3")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_3")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_3")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_3")
STRING_VARIABLE(TAG_DHAC, "redirect_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_3")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_3")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack high right light entry 3
// ======================================================================
START_KEY_ENTRY("attack_high_right_light_3")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_3")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_high_left") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_3")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_3")
STRING_VARIABLE(TAG_DHAC, "redirect_high_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_3")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_3")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack mid left light entry 3
// ======================================================================
START_KEY_ENTRY("attack_mid_left_light_3")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_3")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_3")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_3")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_3")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_3")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack mid center light entry 3
// ======================================================================
START_KEY_ENTRY("attack_mid_center_light_3")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_3")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_mid_center") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_3")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_3")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_3")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_3")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack mid right light entry 3
// ======================================================================
START_KEY_ENTRY("attack_mid_right_light_3")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_3")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_3")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_3")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_3")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_3")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack low left light entry 3
// ======================================================================
START_KEY_ENTRY("attack_low_left_light_3")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_3")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_low_right") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_3")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_up")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_3")
STRING_VARIABLE(TAG_DHAC, "redirect_low_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_3")
STRING_VARIABLE(TAG_DHAC, "block_low_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_3")
STRING_VARIABLE(TAG_DHAC, "block_low_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack low center light entry 3
// ======================================================================
START_KEY_ENTRY("attack_low_center_light_3")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_3")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_3")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_3")
STRING_VARIABLE(TAG_DHAC, "redirect_low_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_3")
STRING_VARIABLE(TAG_DHAC, "block_low_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_3")
STRING_VARIABLE(TAG_DHAC, "block_low_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack low right light entry 3
// ======================================================================
START_KEY_ENTRY("attack_low_right_light_3")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_3")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_low_left") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_3")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_3")
STRING_VARIABLE(TAG_DHAC, "redirect_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_3")
STRING_VARIABLE(TAG_DHAC, "block_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_3")
STRING_VARIABLE(TAG_DHAC, "block_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack high left medium entry 3
// ======================================================================
START_KEY_ENTRY("attack_high_left_medium_3")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_3")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_3")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_3")
STRING_VARIABLE(TAG_DHAC, "redirect_high_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_3")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_left_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_left_3")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack high center medium entry 3
// ======================================================================
START_KEY_ENTRY("attack_high_center_medium_3")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_3")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_3")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_3")
STRING_VARIABLE(TAG_DHAC, "redirect_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_3")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_center_3")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack high right medium entry 3
// ======================================================================
START_KEY_ENTRY("attack_high_right_medium_3")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_3")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_3")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_3")
STRING_VARIABLE(TAG_DHAC, "redirect_high_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_3")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_high_right_3")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack mid left medium entry 3
// ======================================================================
START_KEY_ENTRY("attack_mid_left_medium_3")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_3")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_3")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_3")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_3")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_left_3")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack mid center medium entry 3
// ======================================================================
START_KEY_ENTRY("attack_mid_center_medium_3")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_3")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_3")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_3")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_3")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_center_3")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack mid right medium entry 3
// ======================================================================
START_KEY_ENTRY("attack_mid_right_medium_3")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_3")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_3")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_3")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_3")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_mid_right_3")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack low left medium entry 3
// ======================================================================
START_KEY_ENTRY("attack_low_left_medium_3")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_3")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_3")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_up")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_3")
STRING_VARIABLE(TAG_DHAC, "redirect_low_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_3")
STRING_VARIABLE(TAG_DHAC, "block_low_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_left_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_left_3")
STRING_VARIABLE(TAG_DHAC, "block_low_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack low center medium entry 3
// ======================================================================
START_KEY_ENTRY("attack_low_center_medium_3")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_3")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_3")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_3")
STRING_VARIABLE(TAG_DHAC, "redirect_low_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_3")
STRING_VARIABLE(TAG_DHAC, "block_low_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_center_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_center_3")
STRING_VARIABLE(TAG_DHAC, "block_low_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack low right medium entry 3
// ======================================================================
START_KEY_ENTRY("attack_low_right_medium_3")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_3")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_3")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_3")
STRING_VARIABLE(TAG_DHAC, "redirect_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_3")
STRING_VARIABLE(TAG_DHAC, "block_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_low_right_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_low_right_3")
STRING_VARIABLE(TAG_DHAC, "block_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Counter attack left light entry 0
// ======================================================================
START_KEY_ENTRY("counter_high_left_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_left")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_high_left")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_left")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_high_left")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_left")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_high_left")
STRING_VARIABLE(TAG_DHAC, "redirect_high_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_left")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_high_left")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_left")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_high_left")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Counter attack center light entry 0
// ======================================================================
START_KEY_ENTRY("counter_high_center_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_high_center")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_high_center") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_high_center")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_high_center")
STRING_VARIABLE(TAG_DHAC, "redirect_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_high_center")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_high_center")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Counter attack right light entry 0
// ======================================================================
START_KEY_ENTRY("counter_high_right_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_high_right")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_high_right")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_high_right")
STRING_VARIABLE(TAG_DHAC, "redirect_high_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_high_right")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_high_right")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack mid left light entry 0
// ======================================================================
START_KEY_ENTRY("counter_mid_left_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_left")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_mid_left")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_mid_right") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_left")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_mid_left")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_left")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_mid_left")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_left")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_mid_left")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_left")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_mid_left")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack mid center light entry 0
// ======================================================================
START_KEY_ENTRY("counter_mid_center_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_mid_center")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_mid_center")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_mid_center")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_mid_center")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_mid_center")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack mid right light entry 0
// ======================================================================
START_KEY_ENTRY("counter_mid_right_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_mid_right")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_mid_left") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_mid_right")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "counter_mid_right")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_mid_right")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_mid_right")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack low left light entry 0
// ======================================================================
START_KEY_ENTRY("counter_low_left_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_low_left")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_low_left")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_low_left")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_low_left")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_up")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_low_left")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_low_left")
STRING_VARIABLE(TAG_DHAC, "redirect_low_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_low_left")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_low_left")
STRING_VARIABLE(TAG_DHAC, "block_low_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_low_left")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_low_left")
STRING_VARIABLE(TAG_DHAC, "block_low_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack low center light entry 0
// ======================================================================
START_KEY_ENTRY("counter_low_center_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_low_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_low_center")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_low_center") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_low_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_low_center")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_low_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_low_center")
STRING_VARIABLE(TAG_DHAC, "redirect_low_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_low_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_low_center")
STRING_VARIABLE(TAG_DHAC, "block_low_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_low_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_low_center")
STRING_VARIABLE(TAG_DHAC, "block_low_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack low right light entry 0
// ======================================================================
START_KEY_ENTRY("counter_low_right_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_low_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_low_right")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_low_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_low_right")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_low_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_low_right")
STRING_VARIABLE(TAG_DHAC, "redirect_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_low_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_low_right")
STRING_VARIABLE(TAG_DHAC, "block_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_low_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_low_right")
STRING_VARIABLE(TAG_DHAC, "block_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Counter attack left medium entry 0
// ======================================================================
START_KEY_ENTRY("counter_high_left_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_left")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_high_left")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_left")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_high_left")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_left")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_high_left")
STRING_VARIABLE(TAG_DHAC, "redirect_high_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_left")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_high_left")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_left")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_high_left")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Counter attack center medium entry 0
// ======================================================================
START_KEY_ENTRY("counter_high_center_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_high_center")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_high_center")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_high_center")
STRING_VARIABLE(TAG_DHAC, "redirect_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_high_center")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_high_center")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Counter attack right medium entry 0
// ======================================================================
START_KEY_ENTRY("counter_high_right_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_high_right")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_high_right")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_high_right")
STRING_VARIABLE(TAG_DHAC, "redirect_high_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_high_right")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_high_right")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack mid left medium entry 0
// ======================================================================
START_KEY_ENTRY("counter_mid_left_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_left")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_mid_left")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_left")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_mid_left")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_left")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_mid_left")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_left")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_mid_left")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_left")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_mid_left")
STRING_VARIABLE(TAG_DHAC, "block_mid_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack mid center medium entry 0
// ======================================================================
START_KEY_ENTRY("counter_mid_center_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_mid_center")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_mid_center")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_mid_center")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_mid_center")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_mid_center")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack mid right medium entry 0
// ======================================================================
START_KEY_ENTRY("counter_mid_right_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_mid_right")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_mid_right")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_mid_right")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_mid_right")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_mid_right")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack low left medium entry 0
// ======================================================================
START_KEY_ENTRY("counter_low_left_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_low_left")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_low_left")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_low_left")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_low_left")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_up")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_low_left")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_low_left")
STRING_VARIABLE(TAG_DHAC, "redirect_low_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_low_left")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_low_left")
STRING_VARIABLE(TAG_DHAC, "block_low_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_low_left")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_low_left")
STRING_VARIABLE(TAG_DHAC, "block_low_right")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack low center medium entry 0
// ======================================================================
START_KEY_ENTRY("counter_low_center_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_low_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_low_center")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_low_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_low_center")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_low_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_low_center")
STRING_VARIABLE(TAG_DHAC, "redirect_low_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_low_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_low_center")
STRING_VARIABLE(TAG_DHAC, "block_low_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_low_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_low_center")
STRING_VARIABLE(TAG_DHAC, "block_low_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Attack low right medium entry 0
// ======================================================================
START_KEY_ENTRY("counter_low_right_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_low_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_low_right")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_low_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_low_right")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_low_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_low_right")
STRING_VARIABLE(TAG_DHAC, "redirect_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_low_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_low_right")
STRING_VARIABLE(TAG_DHAC, "block_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_low_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_low_right")
STRING_VARIABLE(TAG_DHAC, "block_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// CHARGE!!!
// ======================================================================
START_KEY_ENTRY("charge")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "charge")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "charge")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "charge")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "charge")
STRING_VARIABLE(TAG_DMAC, "dodge")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "charge")
STRING_VARIABLE(TAG_DHAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "charge")
STRING_VARIABLE(TAG_DMAC, "")
INT_VARIABLE(TAG_PTRL, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// SPECIFIC MELEE ATTACKS AND GOTHITS GO HERE
// ======================================================================
// ======================================================================
// Roundhouse high right attack medium hit
// ======================================================================
START_KEY_ENTRY("attack_high_right_2_punch_roundhouse_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_punch_roundhouse")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_punch_roundhouse")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_punch_roundhouse")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_punch_roundhouse")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_punch_roundhouse")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_punch_roundhouse")
STRING_VARIABLE(TAG_DHAC, "redirect_high_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_punch_roundhouse")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_punch_roundhouse")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_punch_roundhouse")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_punch_roundhouse")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Foot Stomp attack medium hit
// ======================================================================
START_KEY_ENTRY("attack_special_foot_stomp_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_foot_stomp")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_foot_stomp")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_foot_stomp")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_foot_stomp")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_foot_stomp")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_foot_stomp")
STRING_VARIABLE(TAG_DHAC, "redirect_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_foot_stomp")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_foot_stomp")
STRING_VARIABLE(TAG_DHAC, "block_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_foot_stomp")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_foot_stomp")
STRING_VARIABLE(TAG_DHAC, "block_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Shoulder Bash medium hit
// ======================================================================
START_KEY_ENTRY("attack_special_shoulder_bash_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_shoulder_bash")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_shoulder_bash")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_shoulder_bash")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_shoulder_bash")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_shoulder_bash")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_shoulder_bash")
STRING_VARIABLE(TAG_DHAC, "redirect_high_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_shoulder_bash")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_shoulder_bash")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_shoulder_bash")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_shoulder_bash")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// wookiee_slap medium hit
// ======================================================================
START_KEY_ENTRY("attack_special_wookiee_slap_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_wookiee_slap")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_wookiee_slap")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_wookiee_slap")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_wookiee_slap")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_wookiee_slap")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_wookiee_slap")
STRING_VARIABLE(TAG_DHAC, "redirect_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_wookiee_slap")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_wookiee_slap")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_wookiee_slap")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_wookiee_slap")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// headbutt medium hit
// ======================================================================
START_KEY_ENTRY("attack_special_headbutt_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_headbutt")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_headbutt")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_headbutt")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_headbutt")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_headbutt")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_headbutt")
STRING_VARIABLE(TAG_DHAC, "redirect_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_headbutt")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_headbutt")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_headbutt")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_headbutt")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// knee strike (WHACK!) medium hit
// ======================================================================
START_KEY_ENTRY("attack_special_knee_strike_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_knee_strike")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_knee_strike")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_knee_strike")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_knee_strike")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_knee_strike")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_knee_strike")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_knee_strike")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_knee_strike")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_knee_strike")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_knee_strike")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Elbow Throw medium hit
// ======================================================================
START_KEY_ENTRY("attack_special_elbow_throw_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_elbow_throw")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_elbow_throw")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_elbow_throw")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_elbow_throw")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_elbow_throw")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_elbow_throw")
STRING_VARIABLE(TAG_DHAC, "redirect_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_elbow_throw")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_elbow_throw")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_elbow_throw")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_elbow_throw")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// HammerFist medium hit
// ======================================================================
START_KEY_ENTRY("attack_special_hammerfist_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_hammerfist")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_hammerfist")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_hammerfist")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_hammerfist")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_hammerfist")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_hammerfist")
STRING_VARIABLE(TAG_DHAC, "redirect_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_hammerfist")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_hammerfist")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_hammerfist")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_hammerfist")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Handhook medium hit
// ======================================================================
START_KEY_ENTRY("attack_high_right_0_rear_handhook_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0_rear_handhook")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0_rear_handhook")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0_rear_handhook")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0_rear_handhook")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0_rear_handhook")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0_rear_handhook")
STRING_VARIABLE(TAG_DHAC, "redirect_high_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0_rear_handhook")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0_rear_handhook")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0_rear_handhook")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0_rear_handhook")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// ArcKick medium
// ======================================================================
START_KEY_ENTRY("attack_high_right_1_lead_arckick_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1_lead_arckick")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1_lead_arckick")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1_lead_arckick")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1_lead_arckick")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1_lead_arckick")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1_lead_arckick")
STRING_VARIABLE(TAG_DHAC, "redirect_high_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1_lead_arckick")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1_lead_arckick")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1_lead_arckick")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1_lead_arckick")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Roundhouse Kick medium hit
// ======================================================================
START_KEY_ENTRY("attack_high_right_2_rear_roundhouse_kick_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_rear_roundhouse_kick")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_rear_roundhouse_kick")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_rear_roundhouse_kick")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_rear_roundhouse_kick")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_rear_roundhouse_kick")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_rear_roundhouse_kick")
STRING_VARIABLE(TAG_DHAC, "redirect_high_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_rear_roundhouse_kick")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_rear_roundhouse_kick")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_rear_roundhouse_kick")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_rear_roundhouse_kick")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Double Jab medium hit
// ======================================================================
START_KEY_ENTRY("attack_high_center_1_jab_double_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1_jab_double")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1_jab_double")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1_jab_double")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1_jab_double")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1_jab_double")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1_jab_double")
STRING_VARIABLE(TAG_DHAC, "redirect_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1_jab_double")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1_jab_double")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1_jab_double")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1_jab_double")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo 2a medium
// ======================================================================
START_KEY_ENTRY("combo_2a_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2a")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2a")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2a")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2a")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2a")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo 2b medium
// ======================================================================
START_KEY_ENTRY("combo_2b_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2b")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2b")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2b")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2b")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2b")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo 2c medium
// ======================================================================
START_KEY_ENTRY("combo_2c_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2c")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2c")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2c")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2c")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2c")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo 2d medium
// ======================================================================
START_KEY_ENTRY("combo_2d_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2d")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2d")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2d")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2d")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2d")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo 2e medium
// ======================================================================
START_KEY_ENTRY("combo_2e_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2e")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2e")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2e")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2e")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2e")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2e")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2e")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2e")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2e")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2e")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Roundhouse high right attack light hit
// ======================================================================
START_KEY_ENTRY("attack_high_right_2_punch_roundhouse_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_punch_roundhouse")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_punch_roundhouse")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_high_left") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_punch_roundhouse")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_punch_roundhouse")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_punch_roundhouse")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_punch_roundhouse")
STRING_VARIABLE(TAG_DHAC, "redirect_high_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_punch_roundhouse")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_punch_roundhouse")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_punch_roundhouse")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_punch_roundhouse")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Foot Stomp attack light hit
// ======================================================================
START_KEY_ENTRY("attack_special_foot_stomp_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_foot_stomp")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_foot_stomp")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_foot_stomp")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_foot_stomp")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_foot_stomp")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_foot_stomp")
STRING_VARIABLE(TAG_DHAC, "redirect_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_foot_stomp")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_foot_stomp")
STRING_VARIABLE(TAG_DHAC, "block_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_foot_stomp")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_foot_stomp")
STRING_VARIABLE(TAG_DHAC, "block_low_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Shoulder Bash light hit
// ======================================================================
START_KEY_ENTRY("attack_special_shoulder_bash_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_shoulder_bash")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_shoulder_bash")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_high_left") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_shoulder_bash")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_shoulder_bash")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_shoulder_bash")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_shoulder_bash")
STRING_VARIABLE(TAG_DHAC, "redirect_high_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_shoulder_bash")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_shoulder_bash")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_shoulder_bash")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_shoulder_bash")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// wookiee_slap light hit
// ======================================================================
START_KEY_ENTRY("attack_special_wookiee_slap_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_wookiee_slap")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_wookiee_slap")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_wookiee_slap")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_wookiee_slap")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_wookiee_slap")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_wookiee_slap")
STRING_VARIABLE(TAG_DHAC, "redirect_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_wookiee_slap")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_wookiee_slap")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_wookiee_slap")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_wookiee_slap")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// headbutt light hit
// ======================================================================
START_KEY_ENTRY("attack_special_headbutt_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_headbutt")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_headbutt")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_high_center") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_headbutt")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_headbutt")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_headbutt")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_headbutt")
STRING_VARIABLE(TAG_DHAC, "redirect_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_headbutt")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_headbutt")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_headbutt")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_headbutt")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// knee strike (WHACK!) light hit
// ======================================================================
START_KEY_ENTRY("attack_special_knee_strike_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_knee_strike")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_knee_strike")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_knee_strike")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_knee_strike")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_knee_strike")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_knee_strike")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_knee_strike")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_knee_strike")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_knee_strike")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_knee_strike")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Elbow Throw light hit
// ======================================================================
START_KEY_ENTRY("attack_special_elbow_throw_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_elbow_throw")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_elbow_throw")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_high_center") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_elbow_throw")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_elbow_throw")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_elbow_throw")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_elbow_throw")
STRING_VARIABLE(TAG_DHAC, "redirect_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_elbow_throw")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_elbow_throw")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_elbow_throw")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_elbow_throw")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// HammerFist light hit
// ======================================================================
START_KEY_ENTRY("attack_special_hammerfist_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_hammerfist")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_hammerfist")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_hammerfist")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_hammerfist")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_hammerfist")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_hammerfist")
STRING_VARIABLE(TAG_DHAC, "redirect_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_hammerfist")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_hammerfist")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_hammerfist")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_hammerfist")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Handhook light hit
// ======================================================================
START_KEY_ENTRY("attack_high_right_0_rear_handhook_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0_rear_handhook")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0_rear_handhook")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_high_left") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0_rear_handhook")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0_rear_handhook")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0_rear_handhook")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0_rear_handhook")
STRING_VARIABLE(TAG_DHAC, "redirect_high_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0_rear_handhook")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0_rear_handhook")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0_rear_handhook")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_0_rear_handhook")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// ArcKick light
// ======================================================================
START_KEY_ENTRY("attack_high_right_1_lead_arckick_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1_lead_arckick")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1_lead_arckick")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1_lead_arckick")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1_lead_arckick")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1_lead_arckick")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1_lead_arckick")
STRING_VARIABLE(TAG_DHAC, "redirect_high_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1_lead_arckick")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1_lead_arckick")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1_lead_arckick")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_1_lead_arckick")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Roundhouse Kick light hit
// ======================================================================
START_KEY_ENTRY("attack_high_right_2_rear_roundhouse_kick_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_rear_roundhouse_kick")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_rear_roundhouse_kick")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_high_left") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_rear_roundhouse_kick")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_rear_roundhouse_kick")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_rear_roundhouse_kick")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_rear_roundhouse_kick")
STRING_VARIABLE(TAG_DHAC, "redirect_high_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_rear_roundhouse_kick")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_rear_roundhouse_kick")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_rear_roundhouse_kick")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_right_2_rear_roundhouse_kick")
STRING_VARIABLE(TAG_DHAC, "block_mid_left")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Double Jab light hit
// ======================================================================
START_KEY_ENTRY("attack_high_center_1_jab_double_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1_jab_double")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1_jab_double")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1_jab_double")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1_jab_double")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1_jab_double")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1_jab_double")
STRING_VARIABLE(TAG_DHAC, "redirect_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1_jab_double")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1_jab_double")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1_jab_double")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_high_center_1_jab_double")
STRING_VARIABLE(TAG_DHAC, "block_high_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo 2a light
// ======================================================================
START_KEY_ENTRY("combo_2a_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2a")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_mid_center") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2a")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2a")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2a")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2a")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo 2b light
// ======================================================================
START_KEY_ENTRY("combo_2b_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2b")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2b")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2b")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2b")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2b")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo 2c light
// ======================================================================
START_KEY_ENTRY("combo_2c_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2c")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_mid_center") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2c")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2c")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2c")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2c")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo 2d light
// ======================================================================
START_KEY_ENTRY("combo_2d_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2d")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2d")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2d")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2d")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2d")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo 2e light
// ======================================================================
START_KEY_ENTRY("combo_2e_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2e")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2e")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_mid_center") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2e")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2e")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2e")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2e")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2e")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2e")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2e")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2e")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo 3a light
// ======================================================================
START_KEY_ENTRY("combo_3a_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3a")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3a")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3a")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3a")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3a")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo 3a medium
// ======================================================================
START_KEY_ENTRY("combo_3a_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3a")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3a")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3a")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3a")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3a")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo 3b light
// ======================================================================
START_KEY_ENTRY("combo_3b_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3b")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_mid_center") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3b")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3b")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3b")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3b")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo 3b medium
// ======================================================================
START_KEY_ENTRY("combo_3b_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3b")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3b")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3b")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3b")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3b")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo 3c light
// ======================================================================
START_KEY_ENTRY("combo_3c_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3c")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3c")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3c")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3c")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3c")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo 3c medium
// ======================================================================
START_KEY_ENTRY("combo_3c_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3c")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3c")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3c")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3c")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3c")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo 3d light
// ======================================================================
START_KEY_ENTRY("combo_3d_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3d")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_mid_center") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3d")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3d")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3d")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3d")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo 3d medium
// ======================================================================
START_KEY_ENTRY("combo_3d_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3d")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3d")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3d")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3d")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3d")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo 3e light
// ======================================================================
START_KEY_ENTRY("combo_3e_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3e")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3e")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3e")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3e")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3e")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3e")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3e")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3e")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3e")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3e")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo 3e medium
// ======================================================================
START_KEY_ENTRY("combo_3e_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3e")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3e")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3e")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3e")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3e")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3e")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3e")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3e")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3e")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3e")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo 4a light
// ======================================================================
START_KEY_ENTRY("combo_4a_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4a")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_mid_center") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4a")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4a")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4a")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4a")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo 4a medium
// ======================================================================
START_KEY_ENTRY("combo_4a_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4a")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4a")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4a")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4a")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4a")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo 4b light
// ======================================================================
START_KEY_ENTRY("combo_4b_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4b")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4b")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4b")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4b")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4b")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo 4b medium
// ======================================================================
START_KEY_ENTRY("combo_4b_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4b")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4b")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4b")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4b")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4b")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo 4c light
// ======================================================================
START_KEY_ENTRY("combo_4c_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4c")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_mid_center") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4c")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4c")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4c")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4c")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo 4c medium
// ======================================================================
START_KEY_ENTRY("combo_4c_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4c")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4c")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4c")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4c")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4c")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo 4d light
// ======================================================================
START_KEY_ENTRY("combo_4d_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4d")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4d")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4d")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4d")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4d")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo 4d medium
// ======================================================================
START_KEY_ENTRY("combo_4d_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4d")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4d")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4d")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4d")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4d")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo 4e light
// ======================================================================
START_KEY_ENTRY("combo_4e_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4e")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4e")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_mid_center") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4e")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4e")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4e")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4e")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4e")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4e")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4e")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4e")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo 4e medium
// ======================================================================
START_KEY_ENTRY("combo_4e_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4e")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4e")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4e")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4e")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4e")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4e")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4e")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4e")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4e")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4e")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo 5a light
// ======================================================================
START_KEY_ENTRY("combo_5a_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_5a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_5a")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_5a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_5a")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_5a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_5a")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_5a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_5a")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_5a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_5a")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo 5a medium
// ======================================================================
START_KEY_ENTRY("combo_5a_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_5a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_5a")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_5a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_5a")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_5a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_5a")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_5a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_5a")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_5a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_5a")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo 5b light
// ======================================================================
START_KEY_ENTRY("combo_5b_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_5b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_5b")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_mid_center") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_5b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_5b")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_5b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_5b")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_5b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_5b")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_5b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_5b")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo 5b medium
// ======================================================================
START_KEY_ENTRY("combo_5b_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_5b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_5b")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_5b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_5b")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_5b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_5b")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_5b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_5b")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_5b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_5b")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// ======================================================================
// Showoff_1 light
// ======================================================================
START_KEY_ENTRY("showoff_1_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_1")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_1")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_1")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_1")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_1")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// showoff_1 medium
// ======================================================================
START_KEY_ENTRY("showoff_1_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_1")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_1")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_1")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_1")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_1")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// ======================================================================
// showoff_2 light
// ======================================================================
START_KEY_ENTRY("showoff_2_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_2")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_mid_center") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_2")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_2")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_2")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_2")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// showoff_2 medium
// ======================================================================
START_KEY_ENTRY("showoff_2_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_2")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_2")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_2")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_2")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_2")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// showoff_3 light
// ======================================================================
START_KEY_ENTRY("showoff_3_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_3")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_3")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_3")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_3")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_3")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// showoff_3 medium
// ======================================================================
START_KEY_ENTRY("showoff_3_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_3")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_3")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_3")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_3")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_3")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// showoff_4 light
// ======================================================================
START_KEY_ENTRY("showoff_4_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_4")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_4")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_mid_center") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_4")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_4")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_4")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_4")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_4")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_4")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_4")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_4")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// showoff_4 medium
// ======================================================================
START_KEY_ENTRY("showoff_4_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_4")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_4")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_4")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_4")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_4")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_4")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_4")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_4")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "showoff_4")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "showoff_4")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo jedi 1 light
// ======================================================================
START_KEY_ENTRY("combo_jedi_1_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_1")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_1")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_1")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_1")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_1")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo jedi 1 medium
// ======================================================================
START_KEY_ENTRY("combo_jedi_1_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_1")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_1")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_1")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_1")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_1")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo jedi 2 light
// ======================================================================
START_KEY_ENTRY("combo_jedi_2_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_2")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_mid_center") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_2")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_2")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_2")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_2")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo jedi 2 medium
// ======================================================================
START_KEY_ENTRY("combo_jedi_2_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_2")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_2")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_2")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_2")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_2")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo jedi 3 light
// ======================================================================
START_KEY_ENTRY("combo_jedi_3_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_3")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_3")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_3")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_3")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_3")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo jedi 3 medium
// ======================================================================
START_KEY_ENTRY("combo_jedi_3_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_3")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_3")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_3")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_3")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_3")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_3")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo jedi 4 light
// ======================================================================
START_KEY_ENTRY("combo_jedi_4_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_4")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_4")
STRING_VARIABLE(TAG_DHAC, "get_hit_add_mid_center") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_4")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_4")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_4")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_4")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_4")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_4")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_4")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_4")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// combo jedi 4 medium
// ======================================================================
START_KEY_ENTRY("combo_jedi_4_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_4")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_4")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_4")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_4")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_4")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_4")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_4")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_4")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_jedi_4")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_jedi_4")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// ======================================================================
// ======================================================================
// ======================================================================
// ======================================================================
// ======================================================================
// polearmLowerPosture 1
// ======================================================================
START_KEY_ENTRY("lower_posture_polearm_1")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_5a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "combo_5a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_5a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_5a")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_up")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_5a")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_DISPOSITION_ENTRY_DEFAULT
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// lower posture unarmed 1 1
// ======================================================================
START_KEY_ENTRY("lower_posture_unarmed_1")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "counter_mid_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_center")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_up")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_mid_center")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_DISPOSITION_ENTRY_DEFAULT
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// lower posture 2hMelee 1 1
// ======================================================================
START_KEY_ENTRY("lower_posture_2hmelee_1")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "counter_high_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_center")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_up")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_high_center")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_DISPOSITION_ENTRY_DEFAULT
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// lower posture 2hMelee 2
// ======================================================================
START_KEY_ENTRY("lower_posture_2hmelee_2")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "counter_mid_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_right")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_up")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_mid_right")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_DISPOSITION_ENTRY_DEFAULT
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// lower posture 2hMelee 3
// ======================================================================
START_KEY_ENTRY("lower_posture_2hmelee_3")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "counter_mid_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_center")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_up")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_mid_center")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_DISPOSITION_ENTRY_DEFAULT
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// lower posture 2hMelee 4
// ======================================================================
START_KEY_ENTRY("lower_posture_2hmelee_4")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_5a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "combo_5a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_5a")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_5a")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_up")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_5a")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_DISPOSITION_ENTRY_DEFAULT
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// lower posture 2hMelee 5
// ======================================================================
START_KEY_ENTRY("lower_posture_2hmelee_5")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "combo_4b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4b")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4b")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_up")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4b")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_DISPOSITION_ENTRY_DEFAULT
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// lower posture 2hMelee 6
// ======================================================================
START_KEY_ENTRY("lower_posture_2hmelee_6")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "combo_4c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_4c")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_up")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_4c")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_DISPOSITION_ENTRY_DEFAULT
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// lower posture 1hMelee 1 1
// ======================================================================
START_KEY_ENTRY("lower_posture_1hmelee_1")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2e")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "combo_2e")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2e")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2e")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_up")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2e")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_DISPOSITION_ENTRY_DEFAULT
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// lower posture polearm 2
// ======================================================================
START_KEY_ENTRY("lower_posture_polearm_2")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "counter_high_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_center")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_high_center")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_up")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_high_center")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_DISPOSITION_ENTRY_DEFAULT
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// polearmKnockdnown 1
// ======================================================================
START_KEY_ENTRY("knockdown_polearm_1")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "combo_2d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2d")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_up")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2d")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_DISPOSITION_ENTRY_DEFAULT
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// polearmKnockdnown 2
// ======================================================================
START_KEY_ENTRY("knockdown_polearm_2")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "counter_mid_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_right")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_up")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_mid_right")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_DISPOSITION_ENTRY_DEFAULT
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// polearmKnockdnown 3
// ======================================================================
START_KEY_ENTRY("knockdown_polearm_3")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "combo_2c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2c")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_2c")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_up")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2c")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_DISPOSITION_ENTRY_DEFAULT
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// melee1hKnockdown 1
// ======================================================================
START_KEY_ENTRY("knockdown_1hmelee_1")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_left")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "counter_mid_left")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_left")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_left")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_up")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_mid_left")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_DISPOSITION_ENTRY_DEFAULT
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// melee2hKnockdown 1
// ======================================================================
START_KEY_ENTRY("knockdown_2hmelee_1")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "combo_3d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3d")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "combo_3d")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_up")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_3d")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_DISPOSITION_ENTRY_DEFAULT
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// melee2hKnockdown 1
// ======================================================================
START_KEY_ENTRY("knockdown_unarmed_1")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "counter_mid_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_right")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "counter_mid_right")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_up")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "counter_mid_right")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_DISPOSITION_ENTRY_DEFAULT
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// melee2hKnockdown 2
// ======================================================================
START_KEY_ENTRY("knockdown_unarmed_2")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_shoulder_bash")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "attack_special_shoulder_bash")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_shoulder_bash")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_shoulder_bash")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_up")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_shoulder_bash")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_DISPOSITION_ENTRY_DEFAULT
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// melee2hKnockdown 3
// ======================================================================
START_KEY_ENTRY("knockdown_unarmed_3")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_hammerfist")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_MED)
STRING_VARIABLE(TAG_AACT, "attack_special_hammerfist")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_hammerfist")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_hammerfist")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_up")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "attack_special_hammerfist")
STRING_VARIABLE(TAG_DMAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_DISPOSITION_ENTRY_DEFAULT
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// RANGED WEAPON MELEE WHACK ATTACK
// ======================================================================
START_KEY_ENTRY("ranged_melee_light")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "ranged_weapon_melee_attack")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "ranged_weapon_melee_attack")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "ranged_weapon_melee_attack")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "ranged_weapon_melee_attack")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "ranged_weapon_melee_attack")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "ranged_weapon_melee_attack")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "ranged_weapon_melee_attack")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "ranged_weapon_melee_attack")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "ranged_weapon_melee_attack")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "ranged_weapon_melee_attack")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// RANGED WEAPON MELEE WHACK ATTACK medium reaction
// ======================================================================
START_KEY_ENTRY("ranged_melee_medium")
START_DEFENDER_DISPOSITION_BLOCK
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "ranged_weapon_melee_attack")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "ranged_weapon_melee_attack")
STRING_VARIABLE(TAG_DHAC, "get_hit_add") // its backwards!
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "ranged_weapon_melee_attack")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "ranged_weapon_melee_attack")
STRING_VARIABLE(TAG_DHAC, "dodge_jump_back")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_COUNTER_ATTACK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "ranged_weapon_melee_attack")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "ranged_weapon_melee_attack")
STRING_VARIABLE(TAG_DHAC, "redirect_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY(DD_BLOCK)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "ranged_weapon_melee_attack")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "ranged_weapon_melee_attack")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "ranged_weapon_melee_attack")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "ranged_weapon_melee_attack")
STRING_VARIABLE(TAG_DHAC, "block_mid_center")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// throw_grenade
// ======================================================================
START_KEY_ENTRY("throw_grenade")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_snow_ball_short
// ======================================================================
START_KEY_ENTRY("throw_snow_ball_short")
START_SINGLE_SCRIPT_WITH_VARS("playback/hoth_snow_ball_throw.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/weapon/ranged/grenade/shared_snow_ball_weapon.iff")
FLOAT_VARIABLE(TAG_AIRT, 0.3)
FLOAT_VARIABLE(TAG_MTTL, 0.3)
INT_VARIABLE(TAG_CENT, 1)
INT_VARIABLE(TAG_TRAK, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_snow_ball_medium
// ======================================================================
START_KEY_ENTRY("throw_snow_ball_medium")
START_SINGLE_SCRIPT_WITH_VARS("playback/hoth_snow_ball_throw.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/weapon/ranged/grenade/shared_snow_ball_weapon.iff")
FLOAT_VARIABLE(TAG_AIRT, 0.5)
FLOAT_VARIABLE(TAG_MTTL, 0.5)
INT_VARIABLE(TAG_CENT, 1)
INT_VARIABLE(TAG_TRAK, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_snow_ball_long
// ======================================================================
START_KEY_ENTRY("throw_snow_ball_long")
START_SINGLE_SCRIPT_WITH_VARS("playback/hoth_snow_ball_throw.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/weapon/ranged/grenade/shared_snow_ball_weapon.iff")
FLOAT_VARIABLE(TAG_AIRT, 0.7)
FLOAT_VARIABLE(TAG_MTTL, 0.7)
INT_VARIABLE(TAG_CENT, 1)
INT_VARIABLE(TAG_TRAK, 1)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_grenade_near_cryoban
// ======================================================================
START_KEY_ENTRY("throw_grenade_near_cryoban")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/weapon/ranged/grenade/shared_grenade_cryoban.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_grenade_medium_cryoban
// ======================================================================
START_KEY_ENTRY("throw_grenade_medium_cryoban")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/weapon/ranged/grenade/shared_grenade_cryoban.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_grenade_far_cryoban
// ======================================================================
START_KEY_ENTRY("throw_grenade_far_cryoban")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/weapon/ranged/grenade/shared_grenade_cryoban.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_grenade_near_bug_bomb
// ======================================================================
START_KEY_ENTRY("throw_grenade_near_bug_bomb")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/weapon/ranged/grenade/shared_grenade_bug_bomb.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_grenade_medium_bug_bomb
// ======================================================================
START_KEY_ENTRY("throw_grenade_medium_bug_bomb")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/weapon/ranged/grenade/shared_grenade_bug_bomb.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_grenade_far_bug_bomb
// ======================================================================
START_KEY_ENTRY("throw_grenade_far_bug_bomb")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/weapon/ranged/grenade/shared_grenade_bug_bomb.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// throw_grenade_near_healing
// ======================================================================
START_KEY_ENTRY("throw_grenade_near_healing")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/tangible/medicine/shared_healing_grenade.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// throw_grenade_near_bacta_bomb
// ======================================================================
START_KEY_ENTRY("throw_grenade_near_bacta_bomb")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/tangible/medicine/shared_bacta_bomb.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// throw_grenade_near_bacta_grenade
// ======================================================================
START_KEY_ENTRY("throw_grenade_near_bacta_grenade")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/tangible/medicine/shared_bacta_grenade.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_grenade_medium_healing
// ======================================================================
START_KEY_ENTRY("throw_grenade_medium_healing")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/tangible/medicine/shared_healing_grenade.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_grenade_far_healing
// ======================================================================
START_KEY_ENTRY("throw_grenade_far_healing")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/tangible/medicine/shared_healing_grenade.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// throw_grenade_near_healing_longrange
// ======================================================================
START_KEY_ENTRY("throw_grenade_near_healing_longrange")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/tangible/medicine/shared_healing_grenade_longrange.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_grenade_medium_healing_longrange
// ======================================================================
START_KEY_ENTRY("throw_grenade_medium_healing_longrange")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/tangible/medicine/shared_healing_grenade_longrange.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_grenade_far_healinglongrange
// ======================================================================
START_KEY_ENTRY("throw_grenade_far_healing_longrange")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/tangible/medicine/shared_healing_grenade_longrange.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// throw_grenade_near_poison
// ======================================================================
START_KEY_ENTRY("throw_grenade_near_poison")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/tangible/medicine/shared_grenade_poison.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_grenade_medium_poison
// ======================================================================
START_KEY_ENTRY("throw_grenade_medium_poison")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/tangible/medicine/shared_grenade_poison.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_grenade_far_poison
// ======================================================================
START_KEY_ENTRY("throw_grenade_far_poison")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/tangible/medicine/shared_grenade_poison.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// throw_grenade_near_area_poison
// ======================================================================
START_KEY_ENTRY("throw_grenade_near_area_poison")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/tangible/medicine/shared_grenade_area_poison.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_grenade_medium_area_poison
// ======================================================================
START_KEY_ENTRY("throw_grenade_medium_area_poison")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/tangible/medicine/shared_grenade_area_poison.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_grenade_far_area_poison
// ======================================================================
START_KEY_ENTRY("throw_grenade_far_area_poison")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/tangible/medicine/shared_grenade_area_poison.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// throw_grenade_near_disease
// ======================================================================
START_KEY_ENTRY("throw_grenade_near_disease")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/tangible/medicine/shared_grenade_disease.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_grenade_medium_disease
// ======================================================================
START_KEY_ENTRY("throw_grenade_medium_disease")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/tangible/medicine/shared_grenade_disease.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_grenade_far_disease
// ======================================================================
START_KEY_ENTRY("throw_grenade_far_disease")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/tangible/medicine/shared_grenade_disease.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// throw_grenade_near_area_disease
// ======================================================================
START_KEY_ENTRY("throw_grenade_near_area_disease")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/tangible/medicine/shared_grenade_area_disease.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_grenade_medium_area_disease
// ======================================================================
START_KEY_ENTRY("throw_grenade_medium_area_disease")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/tangible/medicine/shared_grenade_area_disease.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_grenade_far_area_disease
// ======================================================================
START_KEY_ENTRY("throw_grenade_far_area_disease")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/tangible/medicine/shared_grenade_area_disease.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_grenade_near_fragmentation
// ======================================================================
START_KEY_ENTRY("throw_grenade_near_fragmentation")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/weapon/ranged/grenade/shared_grenade_fragmentation.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_grenade_medium_fragmentation
// ======================================================================
START_KEY_ENTRY("throw_grenade_medium_fragmentation")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/weapon/ranged/grenade/shared_grenade_fragmentation.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_grenade_far_fragmentation
// ======================================================================
START_KEY_ENTRY("throw_grenade_far_fragmentation")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/weapon/ranged/grenade/shared_grenade_fragmentation.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_grenade_near_glop
// ======================================================================
START_KEY_ENTRY("throw_grenade_near_glop")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/weapon/ranged/grenade/shared_grenade_glop.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_grenade_medium_glop
// ======================================================================
START_KEY_ENTRY("throw_grenade_medium_glop")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/weapon/ranged/grenade/shared_grenade_glop.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_grenade_far_glop
// ======================================================================
START_KEY_ENTRY("throw_grenade_far_glop")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/weapon/ranged/grenade/shared_grenade_glop.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_grenade_near_imperial_detonator
// ======================================================================
START_KEY_ENTRY("throw_grenade_near_imperial_detonator")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/weapon/ranged/grenade/shared_grenade_imperial_detonator.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_grenade_medium_imperial_detonator
// ======================================================================
START_KEY_ENTRY("throw_grenade_medium_imperial_detonator")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/weapon/ranged/grenade/shared_grenade_imperial_detonator.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_grenade_far_imperial_detonator
// ======================================================================
START_KEY_ENTRY("throw_grenade_far_imperial_detonator")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/weapon/ranged/grenade/shared_grenade_imperial_detonator.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_grenade_near_proton
// ======================================================================
START_KEY_ENTRY("throw_grenade_near_proton")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/weapon/ranged/grenade/shared_grenade_proton.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_grenade_medium_proton
// ======================================================================
START_KEY_ENTRY("throw_grenade_medium_proton")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/weapon/ranged/grenade/shared_grenade_proton.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_grenade_far_proton
// ======================================================================
START_KEY_ENTRY("throw_grenade_far_proton")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/weapon/ranged/grenade/shared_grenade_proton.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_grenade_near_thermal_detonator
// ======================================================================
START_KEY_ENTRY("throw_grenade_near_thermal_detonator")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/weapon/ranged/grenade/shared_grenade_thermal_detonator.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_grenade_medium_thermal_detonator
// ======================================================================
START_KEY_ENTRY("throw_grenade_medium_thermal_detonator")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/weapon/ranged/grenade/shared_grenade_thermal_detonator.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_grenade_far_thermal_detonator
// ======================================================================
START_KEY_ENTRY("throw_grenade_far_thermal_detonator")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/weapon/ranged/grenade/shared_grenade_thermal_detonator.iff")
FLOAT_VARIABLE(TAG_AIRT, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// Get hit grenade near light
// ======================================================================
START_KEY_ENTRY("get_hit_grenade_near_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/wait_play_1.pst", PRI_GREN_HIGH)
STRING_VARIABLE(TAG_AACT, "")
FLOAT_VARIABLE(TAG_TIME, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/wait_play_1.pst", PRI_GREN_LOW)
STRING_VARIABLE(TAG_AACT, "get_hit_add")
FLOAT_VARIABLE(TAG_TIME, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Get hit grenade medium light
// ======================================================================
START_KEY_ENTRY("get_hit_grenade_medium_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/wait_play_1.pst", PRI_GREN_HIGH)
STRING_VARIABLE(TAG_AACT, "")
FLOAT_VARIABLE(TAG_TIME, 1.5)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/wait_play_1.pst", PRI_GREN_LOW)
STRING_VARIABLE(TAG_AACT, "get_hit_add")
FLOAT_VARIABLE(TAG_TIME, 1.5)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Get hit grenade far light
// ======================================================================
START_KEY_ENTRY("get_hit_grenade_far_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/wait_play_1.pst", PRI_GREN_HIGH)
STRING_VARIABLE(TAG_AACT, "")
FLOAT_VARIABLE(TAG_TIME, 2.5)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/wait_play_1.pst", PRI_GREN_LOW)
STRING_VARIABLE(TAG_AACT, "get_hit_add")
FLOAT_VARIABLE(TAG_TIME, 2.5)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Get hit grenade near medium
// ======================================================================
START_KEY_ENTRY("get_hit_grenade_near_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/wait_play_1.pst", PRI_GREN_HIGH)
STRING_VARIABLE(TAG_AACT, "")
FLOAT_VARIABLE(TAG_TIME, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/wait_play_1.pst", PRI_GREN_LOW)
STRING_VARIABLE(TAG_AACT, "get_hit_add")
FLOAT_VARIABLE(TAG_TIME, 1.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Get hit grenade medium medium
// ======================================================================
START_KEY_ENTRY("get_hit_grenade_medium_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/wait_play_1.pst", PRI_GREN_HIGH)
STRING_VARIABLE(TAG_AACT, "")
FLOAT_VARIABLE(TAG_TIME, 1.5)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/wait_play_1.pst", PRI_GREN_LOW)
STRING_VARIABLE(TAG_AACT, "get_hit_add")
FLOAT_VARIABLE(TAG_TIME, 1.5)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Get hit grenade far medium
// ======================================================================
START_KEY_ENTRY("get_hit_grenade_far_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/wait_play_1.pst", PRI_GREN_HIGH)
STRING_VARIABLE(TAG_AACT, "")
FLOAT_VARIABLE(TAG_TIME, 2.5)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/wait_play_1.pst", PRI_GREN_LOW)
STRING_VARIABLE(TAG_AACT, "get_hit_add")
FLOAT_VARIABLE(TAG_TIME, 2.5)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// throw_trap_enraging_spur
// ======================================================================
START_KEY_ENTRY("throw_trap_enraging_spur")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/tangible/scout/trap/shared_trap_enraging_spur.iff")
FLOAT_VARIABLE(TAG_AIRT, 0.8)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_trap_flash_bomb
// ======================================================================
START_KEY_ENTRY("throw_trap_flash_bomb")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/tangible/scout/trap/shared_trap_flash_bomb.iff")
FLOAT_VARIABLE(TAG_AIRT, 0.8)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_trap_noise_maker
// ======================================================================
START_KEY_ENTRY("throw_trap_noise_maker")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/tangible/scout/trap/shared_trap_noise_maker.iff")
FLOAT_VARIABLE(TAG_AIRT, 0.8)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_trap_sonic_pulse
// ======================================================================
START_KEY_ENTRY("throw_trap_sonic_pulse")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/tangible/scout/trap/shared_trap_sonic_pulse.iff")
FLOAT_VARIABLE(TAG_AIRT, 0.8)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_trap_tranq_dart
// ======================================================================
START_KEY_ENTRY("throw_trap_tranq_dart")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/tangible/scout/trap/shared_trap_tranq_dart.iff")
FLOAT_VARIABLE(TAG_AIRT, 0.8)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_trap_drowsy_dart
// ======================================================================
START_KEY_ENTRY("throw_trap_drowsy_dart")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/tangible/scout/trap/shared_trap_drowsy_dart.iff")
FLOAT_VARIABLE(TAG_AIRT, 0.8)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_trap_webber
// ======================================================================
START_KEY_ENTRY("throw_trap_webber")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/tangible/scout/trap/shared_trap_webber.iff")
FLOAT_VARIABLE(TAG_AIRT, 0.8)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_trap_melee_def_1
// ======================================================================
START_KEY_ENTRY("throw_trap_melee_def_1")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/tangible/scout/trap/shared_trap_melee_def_1.iff")
FLOAT_VARIABLE(TAG_AIRT, 0.8)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_trap_melee_ranged_def_1
// ======================================================================
START_KEY_ENTRY("throw_trap_melee_ranged_def_1")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/tangible/scout/trap/shared_trap_melee_ranged_def_1.iff")
FLOAT_VARIABLE(TAG_AIRT, 0.8)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_trap_ranged_def_1
// ======================================================================
START_KEY_ENTRY("throw_trap_ranged_def_1")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/tangible/scout/trap/shared_trap_ranged_def_1.iff")
FLOAT_VARIABLE(TAG_AIRT, 0.8)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// throw_trap_state_def_1
// ======================================================================
START_KEY_ENTRY("throw_trap_state_def_1")
START_SINGLE_SCRIPT_WITH_VARS("playback/throw_grenade.pst", PRI_GREN_MED)
STRING_VARIABLE(TAG_AACT, "throw")
STRING_VARIABLE(TAG_FBOT, "object/tangible/scout/trap/shared_trap_state_def_1.iff")
FLOAT_VARIABLE(TAG_AIRT, 0.8)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// CREATURE/NON-HUMANOID ATTACKS GO BELOW THIS LINE
// ======================================================================
// ======================================================================
// creature_attack_light
// ======================================================================
START_KEY_ENTRY("creature_attack_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_light")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_light")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_light")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_light")
STRING_VARIABLE(TAG_DHAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_light")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_light")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Creature Attack special 1 medium
// ======================================================================
START_KEY_ENTRY("creature_attack_special_1_heavy")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_special_1")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_special_1")
STRING_VARIABLE(TAG_DHAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_special_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Creature Attack special_1 light
// ======================================================================
START_KEY_ENTRY("creature_attack_special_1_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_special_1")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_special_1")
STRING_VARIABLE(TAG_DHAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_special_1")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Creature Attack special 1 medium
// ======================================================================
START_KEY_ENTRY("creature_attack_special_2_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_special_2")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_special_2")
STRING_VARIABLE(TAG_DHAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_special_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Creature Attack special_1 light
// ======================================================================
START_KEY_ENTRY("creature_attack_special_2_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_special_2")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_special_2")
STRING_VARIABLE(TAG_DHAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_special_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_special_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Creature Attack Medium
// ======================================================================
START_KEY_ENTRY("creature_attack_heavy")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_heavy")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_heavy")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_heavy")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_heavy")
STRING_VARIABLE(TAG_DHAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_heavy")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_heavy")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// creature_attack_ranged
// ======================================================================
START_KEY_ENTRY("creature_attack_ranged_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_ranged")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_ranged")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_ranged")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_ranged")
STRING_VARIABLE(TAG_DHAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_ranged")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_ranged")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Creature Attack Medium
// ======================================================================
START_KEY_ENTRY("creature_attack_ranged_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_ranged")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_ranged")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_ranged")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_ranged")
STRING_VARIABLE(TAG_DHAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_ranged")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_ranged")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Droid firing attack
// ======================================================================
START_KEY_ENTRY("droid_attack_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_light")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_light")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_light")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_light")
STRING_VARIABLE(TAG_DHAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_light")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_light")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Droid firing Attack Medium
// ======================================================================
START_KEY_ENTRY("droid_attack_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_heavy")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_heavy")
STRING_VARIABLE(TAG_DHAC, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_heavy")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_heavy")
STRING_VARIABLE(TAG_DHAC, "dodge")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_heavy")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_projectiles_face.pst", PRI_LOW)
STRING_VARIABLE(TAG_AACT, "attack_heavy")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Fire turret Light
// ======================================================================
START_KEY_ENTRY("fire_turret_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_turret_react.pst", PRI_HIGH)
STRING_VARIABLE(TAG_DACT, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_turret.pst", PRI_MED)
STRING_VARIABLE(TAG_DACT, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_turret_react.pst", PRI_HIGH)
STRING_VARIABLE(TAG_DACT, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_turret.pst", PRI_MED)
STRING_VARIABLE(TAG_DACT, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_turret_react.pst", PRI_HIGH)
STRING_VARIABLE(TAG_DACT, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_turret.pst", PRI_MED)
STRING_VARIABLE(TAG_DACT, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Fire turret Medium
// ======================================================================
START_KEY_ENTRY("fire_turret_medium")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_turret_react.pst", PRI_HIGH)
STRING_VARIABLE(TAG_DACT, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_turret.pst", PRI_MED)
STRING_VARIABLE(TAG_DACT, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_turret_react.pst", PRI_HIGH)
STRING_VARIABLE(TAG_DACT, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_turret.pst", PRI_MED)
STRING_VARIABLE(TAG_DACT, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_turret_react.pst", PRI_HIGH)
STRING_VARIABLE(TAG_DACT, "")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_turret.pst", PRI_MED)
STRING_VARIABLE(TAG_DACT, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// Cyborg Lightning *force lightning 1 particle level 5, light // dont mispell or damon gets persnickety
// ======================================================================
START_KEY_ENTRY("cyborg_lightning_1_particle_level_5_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2a")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_r")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_electricity.prt")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
//sendSystemMessageTestingOnly
INT_VARIABLE(TAG_LEVL, 5) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.5) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.5) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2a")
STRING_VARIABLE(TAG_DACT, "get_hit_add")
STRING_VARIABLE(TAG_EHPT, "hold_r")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_electricity.prt")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
//sendSystemMessageTestingOnly
INT_VARIABLE(TAG_LEVL, 5) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.5) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.5) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_NONE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_SPECIAL_MOVE)
STRING_VARIABLE(TAG_AACT, "combo_2a")
STRING_VARIABLE(TAG_DACT, "")
STRING_VARIABLE(TAG_EHPT, "hold_r")
STRING_VARIABLE(TAG_PAPT, "appearance/pt_electricity.prt")
STRING_VARIABLE(TAG_SNDB, "sound/pl_force_lightning_begin.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/pl_force_lightning_end.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/pl_force_lightning_lp.snd") // Sound effect loop played during the particle system lifetime.
//sendSystemMessageTestingOnly
INT_VARIABLE(TAG_LEVL, 5) // Set the coolness level of the effect. Use 1-5.
FLOAT_VARIABLE(TAG_GFRC, 0.5) // Growth fraction: fraction of time to grow the effect (0 - 1.0) at start
FLOAT_VARIABLE(TAG_DFRC, 0.5) // Death fraction: fraction of time to shrink the effect at end.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
//bounty burn 1
// ======================================================================
START_KEY_ENTRY("bounty_burn_1")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_bhunter_burn_flame.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_bhunter_burn_flame.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_bhunter_burn_flame.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_bhunter_burn_flame.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
//droid flame jet 1
// ======================================================================
START_KEY_ENTRY("flame_jet_1")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_none.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_none.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_none.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_none.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 1.5) // Time duration for effect.
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
//flamethrower cone ice gun 1 light
// ======================================================================
START_KEY_ENTRY("fire_flame_thrower_cone_ice_1_light")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system_arc.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_ice_2.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 0.75) // Time duration for effect.
FLOAT_VARIABLE(TAG_ADML, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system_arc.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_ice_2.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "get_hit_add")
FLOAT_VARIABLE(TAG_ATTL, 0.75) // Time duration for effect.
FLOAT_VARIABLE(TAG_ADML, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY(DD_EVADE)
START_DEFENDER_END_POSTURE_BLOCK
START_DEFENDER_END_POSTURE_ENTRY(POSTURE_Incapacitated)
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system_arc.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_ice_2.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "")
FLOAT_VARIABLE(TAG_ATTL, 0.75) // Time duration for effect.
FLOAT_VARIABLE(TAG_ADML, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY
START_DEFENDER_END_POSTURE_ENTRY_DEFAULT // default must come last
START_SINGLE_SCRIPT_WITH_VARS("playback/use_particle_system_arc.pst", PRI_MED)
STRING_VARIABLE(TAG_PAPT, "appearance/pt_beam_ice_2.prt") // Particle system name.
STRING_VARIABLE(TAG_SNDB, "sound/wep_flamethrower_on.snd") // Sound effect for turning on particle system.
STRING_VARIABLE(TAG_SNDE, "sound/wep_flamethrower_off.snd") // Sound effect for turning off particle system.
STRING_VARIABLE(TAG_SNDL, "sound/wep_flame_thrower.snd") // Sound effect loop played during the particle system lifetime.
STRING_VARIABLE(TAG_DACT, "dodge")
FLOAT_VARIABLE(TAG_ATTL, 0.75) // Time duration for effect.
FLOAT_VARIABLE(TAG_ADML, 0.0)
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_END_POSTURE_ENTRY_DEFAULT
END_DEFENDER_END_POSTURE_BLOCK
END_DEFENDER_DISPOSITION_ENTRY
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// NEW KEY ENTRIES GO DIRECTLY ABOVE THIS, AT SAME INDENTION LEVEL.
// ======================================================================
// ======================================================================
// TRF TODD TEST: fire turret
// ======================================================================
START_KEY_ENTRY("fire_turret")
START_DEFENDER_DISPOSITION_BLOCK
START_DEFENDER_DISPOSITION_ENTRY(DD_HIT)
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_turret.pst", PRI_MED)
STRING_VARIABLE(TAG_DACT, "get_hit_add")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_DISPOSITION_ENTRY
START_DEFENDER_DISPOSITION_ENTRY_DEFAULT
START_SINGLE_SCRIPT_WITH_VARS("playback/fire_turret.pst", PRI_MED)
STRING_VARIABLE(TAG_DACT, "duck")
END_SINGLE_SCRIPT_WITH_VARS
END_DEFENDER_DISPOSITION_ENTRY_DEFAULT
END_DEFENDER_DISPOSITION_BLOCK
END_KEY_ENTRY
// ======================================================================
// death_troopers_zombie_throw
// ======================================================================
START_KEY_ENTRY("death_troopers_afflicted_toss")
START_SINGLE_SCRIPT_WITH_VARS("playback/creature_throw.pst", PRI_GREN_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_ranged")
STRING_VARIABLE(TAG_FBOT, "object/weapon/ranged/grenade/shared_death_troopers_afflicted_weapon.iff")
FLOAT_VARIABLE(TAG_AIRT, 0.8)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// wampa_boss_tauntaun_throw_prep
// ======================================================================
START_KEY_ENTRY("wampa_boss_tauntaun_throw_prep")
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "eat")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// wampa_boss_tauntaun_throw
// ======================================================================
START_KEY_ENTRY("wampa_boss_tauntaun_throw")
START_SINGLE_SCRIPT_WITH_VARS("playback/creature_throw.pst", PRI_GREN_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_ranged")
STRING_VARIABLE(TAG_FBOT, "object/weapon/ranged/grenade/shared_tauntaun_corpse_weapon.iff")
FLOAT_VARIABLE(TAG_AIRT, 0.8)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// wampa_boss_ice_throw_prep
// ======================================================================
START_KEY_ENTRY("wampa_boss_ice_throw_prep")
START_SINGLE_SCRIPT_WITH_VARS("playback/play_2_face.pst", PRI_HIGH)
STRING_VARIABLE(TAG_AACT, "trick_2")
STRING_VARIABLE(TAG_DHAC, "")
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
// ======================================================================
// wampa_boss_ice_throw
// ======================================================================
START_KEY_ENTRY("wampa_boss_ice_throw")
START_SINGLE_SCRIPT_WITH_VARS("playback/creature_throw.pst", PRI_GREN_HIGH)
STRING_VARIABLE(TAG_AACT, "attack_ranged")
STRING_VARIABLE(TAG_FBOT, "object/weapon/ranged/grenade/shared_snow_blast_weapon.iff")
FLOAT_VARIABLE(TAG_AIRT, 0.8)
END_SINGLE_SCRIPT_WITH_VARS
END_KEY_ENTRY
END_VERSION
END_CLIENT_COMBAT_MANAGER_FILE