forked from metin2/server
Refactored directory structure, added game files from TMP
This commit is contained in:
4
gamefiles/data/monster/ent_hu/00.msa
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4
gamefiles/data/monster/ent_hu/00.msa
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ScriptType MotionData
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MotionFileName "d:/ymir work/monster2/ent_hu/00.gr2"
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MotionDuration 1.333333
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4
gamefiles/data/monster/ent_hu/00_1.msa
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gamefiles/data/monster/ent_hu/00_1.msa
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ScriptType MotionData
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MotionFileName "d:/ymir work/monster2/ent_hu/00_1.gr2"
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MotionDuration 1.000000
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4
gamefiles/data/monster/ent_hu/00_2.msa
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gamefiles/data/monster/ent_hu/00_2.msa
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ScriptType MotionData
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MotionFileName "d:/ymir work/monster2/ent_hu/00_2.gr2"
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MotionDuration 1.000000
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5
gamefiles/data/monster/ent_hu/03.msa
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gamefiles/data/monster/ent_hu/03.msa
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ScriptType MotionData
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MotionFileName "d:/ymir work/monster2/ent_hu/03.gr2"
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MotionDuration 1.333333
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Accumulation 0.00 -155.63 0.00
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19
gamefiles/data/monster/ent_hu/20.msa
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gamefiles/data/monster/ent_hu/20.msa
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ScriptType MotionData
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MotionFileName "d:/ymir work/monster2/ent_hu/20.gr2"
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MotionDuration 1.166667
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Group MotionEventData
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{
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MotionEventDataCount 1
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Group Event00
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{
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MotionEventType 6
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StartingTime 0.519465
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AttachingEnable 1
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AttachingBoneName "Bip01 R Hand"
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FlyFileName "d:/ymir work/effect/monster/recycle_monster_20_1_throw.msf"
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FlyPosition 0.000000 0.000000 0.000000
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}
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}
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19
gamefiles/data/monster/ent_hu/20_1.msa
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gamefiles/data/monster/ent_hu/20_1.msa
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ScriptType MotionData
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MotionFileName "d:/ymir work/monster2/ent_hu/20_1.gr2"
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MotionDuration 1.666667
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Group MotionEventData
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{
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MotionEventDataCount 1
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Group Event00
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{
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MotionEventType 6
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StartingTime 0.705596
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AttachingEnable 0
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AttachingBoneName "Bip01 HeadNub"
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FlyFileName "d:/ymir work/effect/monster/recycle_monster_20_1_throw.msf"
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FlyPosition 0.000000 0.000000 70.000000
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}
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}
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4
gamefiles/data/monster/ent_hu/30.msa
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gamefiles/data/monster/ent_hu/30.msa
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ScriptType MotionData
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MotionFileName "d:/ymir work/monster2/ent_hu/30.gr2"
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MotionDuration 0.666667
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4
gamefiles/data/monster/ent_hu/31.msa
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gamefiles/data/monster/ent_hu/31.msa
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ScriptType MotionData
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MotionFileName "d:/ymir work/monster2/ent_hu/31.gr2"
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MotionDuration 1.666667
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4
gamefiles/data/monster/ent_hu/32.msa
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gamefiles/data/monster/ent_hu/32.msa
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ScriptType MotionData
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MotionFileName "d:/ymir work/monster2/ent_hu/32.gr2"
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MotionDuration 1.666667
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4
gamefiles/data/monster/ent_hu/33.msa
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gamefiles/data/monster/ent_hu/33.msa
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ScriptType MotionData
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MotionFileName "d:/ymir work/monster2/ent_hu/33.gr2"
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MotionDuration 2.000000
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4
gamefiles/data/monster/ent_hu/34.msa
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gamefiles/data/monster/ent_hu/34.msa
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ScriptType MotionData
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MotionFileName "d:/ymir work/monster2/ent_hu/34.gr2"
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MotionDuration 0.500000
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4
gamefiles/data/monster/ent_hu/35.msa
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gamefiles/data/monster/ent_hu/35.msa
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ScriptType MotionData
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MotionFileName "d:/ymir work/monster2/ent_hu/35.gr2"
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MotionDuration 1.666667
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4
gamefiles/data/monster/ent_hu/36.msa
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gamefiles/data/monster/ent_hu/36.msa
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ScriptType MotionData
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MotionFileName "d:/ymir work/monster2/ent_hu/36.gr2"
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MotionDuration 1.666667
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5
gamefiles/data/monster/ent_hu/37.msa
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gamefiles/data/monster/ent_hu/37.msa
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ScriptType MotionData
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MotionFileName "D:\Ymir Work\monster2\ent_hu\37.GR2"
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MotionDuration 1.833333
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49
gamefiles/data/monster/ent_hu/ent_hu.msm
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gamefiles/data/monster/ent_hu/ent_hu.msm
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ScriptType RaceDataScript
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BaseModelFileName "d:\ymir work\monster2\ent_hu\ent_hu.gr2"
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Group ShapeData
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{
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PathName ""
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ShapeDataCount 0
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}
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Group AttachingData
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{
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AttachingDataCount 2
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Group AttachingData00
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{
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AttachingDataType 1
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isAttaching 0
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AttachingModelIndex 0
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AttachingBoneName "Bip01"
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CollisionType 1
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SphereDataCount 1
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Group SphereData00
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{
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Radius 60.000000
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Position 0.000000 0.000000 100.000000
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}
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}
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Group AttachingData01
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{
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AttachingDataType 1
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isAttaching 0
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AttachingModelIndex 0
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AttachingBoneName "Bip01"
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CollisionType 3
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SphereDataCount 1
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Group SphereData00
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{
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Radius 90.000000
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Position 0.000000 0.000000 100.000000
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}
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}
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}
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13
gamefiles/data/monster/ent_hu/motlist.txt
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gamefiles/data/monster/ent_hu/motlist.txt
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GENERAL WAIT 00.msa 70
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GENERAL WAIT1 00_1.msa 30
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GENERAL RUN 03.msa 100
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GENERAL NORMAL_ATTACK 20.msa 50
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GENERAL NORMAL_ATTACK1 20_1.msa 50
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GENERAL FRONT_DAMAGE 30.msa 100
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GENERAL FRONT_DEAD 31.msa 100
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GENERAL FRONT_KNOCKDOWN 32.msa 100
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GENERAL FRONT_STANDUP 33.msa 100
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GENERAL BACK_DAMAGE 34.msa 100
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GENERAL BACK_KNOCKDOWN 35.msa 100
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GENERAL BACK_STANDUP 36.msa 100
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GENERAL BACK_DEAD 37.msa 100
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