//==============================================================================
// ballista_anim.txt
//==============================================================================

//==============================================================================
define Sword
{
   set hotspot
   {
      version
      {
         Visual Attachments E Guardian Sword
      }
   }
}

//==============================================================================
define HealEffect
{
   set hotspot
   {
      version
      {
         Visualparticle SFX X Guardian Heal
      }
   }
}


//=============================================================================
anim Idle
{
   SetSelector 
   {
      set hotspot
      {
         version
         {
            Visual Scenario E Guardian_idleA medium
            connect RightHand Sword hotspot
            connect hotspot HealEffect hotspot
         }
      }
   }
}

//=============================================================================
anim Flail
{
   SetSelector 
   {
      set hotspot
      {
         version
         {
            Visual Scenario E Guardian_FlailA medium
            connect RightHand Sword hotspot
            connect hotspot HealEffect hotspot
         }
      }
   }
}

//==============================================================================
anim Bored
{
   SetSelector 
   {
      set hotspot
      {
         version
         {
            Visual Scenario E Guardian_boredA medium
            connect RightHand Sword hotspot
            connect hotspot HealEffect hotspot
         }
      }
   }
}

//==============================================================================
anim Death
{
   SetSelector
   {
      set hotspot
      {
         version
         {
            Visual Scenario E Guardian_DeathA medium
//-- auto generated by the bang animation tool
//-- do not hand edit these values
               tag SpecificSoundSet 0.62 false HeavyFall checkVisible 
//-- end auto generated section
            connect RightHand Sword hotspot
            connect hotspot HealEffect hotspot
         }
      }
   }
}

//==============================================================================
anim Walk
{
   SetSelector
   {
      set hotspot
      {
         version
         {
            Visual Scenario E Guardian_WalkA medium
//-- auto generated by the bang animation tool
//-- do not hand edit these values
               tag SpecificSoundSet 0.54 false GiantFootsteps checkVisible 
               tag SpecificSoundSet 0.02 false GiantFootsteps checkVisible 
//-- end auto generated section
            connect RightHand Sword hotspot
            connect hotspot HealEffect hotspot
         }
      }
   }
}

//==============================================================================
anim Attack
{
   SetSelector
   {
      set hotspot
      {
         version
         {
			   Visual Scenario E Guardian_AttackA medium
//-- auto generated by the bang animation tool
//-- do not hand edit these values
               tag Attack 0.48 true   
               tag GenericSound 0.60 true   
               tag SpecificSoundSet 0.43 false SwordSwing checkVisible 
//-- end auto generated section
            connect RightHand Sword hotspot
            connect hotspot HealEffect hotspot
         }
      }
   }
}

//==============================================================================
anim RangedAttack
{
   SetSelector
   {
      set hotspot
      {
         version
         {
			   Visual Scenario E Guardian_AttackA medium
//-- auto generated by the bang animation tool
//-- do not hand edit these values
               tag Attack 0.28 true   
               tag GenericSound 0.60 true   
               tag SpecificSoundSet 0.43 false SwordSwing checkVisible 
//-- end auto generated section
            connect RightHand Sword hotspot
            connect hotspot HealEffect hotspot
         }
      }
   }
}