//==============================================================================
// villager_anim.txt
//==============================================================================

import bow_defines_anim.txt

//==============================================================================
define basket
{
	set hotspot
	{
		version
		{
			Visual Attachments A basket
		}
	}  
}

//==============================================================================
define Spear
{
	set hotspot
	{
		version
		{
			Visual Tool A Spear Iron
		}
	}  
}

//==============================================================================
define arrow
{
	set hotspot
	{
		version
		{
			Visual Villager Arrow Normal
		}
	}
}

//==============================================================================
define axe
{
	TechLogic Hand Axe/Bow Saw/Carpenters
	set hotspot
	{
		version
		{
			Visual Attachments A Axe Hatchet
		}
	}
	set hotspot
	{
		version
		{
			Visual Attachments A Axe Wood
		}
	}
	set hotspot
	{
		version
		{
			Visual Attachments A Axe DoubleBit
		}
	}
}


//==============================================================================
define weapon
{
	TargetLogic none/wood
	set hotspot
	{
		version
		{
			Visual Tool Hammer
		}
	}
	set hotspot
	{
		version
		{
			Visual Tool Hammer
		}
	}
}

//==============================================================================
define hammer
{
	set hotspot
	{
		version
		{
			Visual Tool Hammer
		}
	}
}

//==============================================================================
define hoe
{
	set hotspot
	{
		version
		{
			Visual tool hoe
		}
	}
}

//==============================================================================
define knife
{
	set hotspot
	{
		version
		{
			Visual tool knife
		}
	}
}

//==============================================================================
define digdust
{
	set hotspot
	{
		version
		{
			Visualparticle SFX A Villager Digging Dust
		}
	}  
}

//==============================================================================
define carryStuff
{
	CarryTypeLogic grain/meat/fish/wood/gold
	set hotspot
	{
		version
		{
			Visual Attachments A Resource Grain
		}
	}
	set hotspot
	{
		version
		{
			Visual Attachments A Resource Meat
		}
	}
	set hotspot
	{
		version
		{
			Visual Attachments A Resource Fish
		}
	}
	set hotspot
	{
		version
		{
			Visual Attachments A Resource Wood
		}
	}
	set hotspot
	{
		version
		{
			Visual Attachments A Resource Gold
		}
	}
}

//==============================================================================
define BloodSpurt
{
	set hotspot
	{
		version
		{
			Visualparticle SFX A Blood Spurt
		}
	}
}

//==============================================================================
anim Attack
{
	SetSelector
	{
		TargetLogic none/wood
		Setselector
		{
			VariationLogic
			SetSelector
			{
				set hotspot
				{
					version
					{
						Visual villager g male_handattack
//-- auto generated by the bang animation tool
//-- do not hand edit these values
						tag Attack 0.49 true	
						tag GenericSound 0.40 true	
//-- end auto generated section
        					connect RightHand hammer hotspot
					}
				}
			}
			SetSelector
			{
				set hotspot
				{
					version
					{
						Visual Villager G female_handAttack
//-- auto generated by the bang animation tool
//-- do not hand edit these values
						tag Attack 0.55 true	
						tag GenericSound 0.40 true	
//-- end auto generated section
        					connect RightHand hammer hotspot
					}
				}
			}
		}
		Setselector
		{
			VariationLogic
			SetSelector
			{
				set hotspot
				{
					version
					{
						Visual Villager G male_chopDown
//-- auto generated by the bang animation tool
//-- do not hand edit these values
						tag Attack 0.70 true	
						tag GenericSound 0.40 true	
						tag SpecificSoundSet 0.70 false TreeHit checkVisible 
//-- end auto generated section
						connect RightHand Axe hotspot
					}
				}
			}
			SetSelector
			{
				set hotspot
				{
					version
					{
						Visual Villager G female_chopDown
//-- auto generated by the bang animation tool
//-- do not hand edit these values
						tag Attack 0.61 true	
						tag GenericSound 0.40 true	
						tag SpecificSoundSet 0.61 false TreeHit checkVisible 
//-- end auto generated section
						connect RightHand Axe hotspot
					}
				}
			}
		}
	}
}

/*
//==============================================================================
anim RangedWalkAttack
{
	SetSelector
	{
		VariationLogic
		SetSelector
		{
			set hotspot
			{
				version
				{
					Visual Villager G male_RangedWalkAttackA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
						tag Attack 0.60 true	
						tag GenericSound 0.57 true	
						tag SpecificSoundSet 0.63 false Arrow checkVisible 
//-- end auto generated section
					connect LeftHand bow hotspot
					connect RightHand arrow hotspot
				}
			}
		}
		SetSelector
		{
			set hotspot
			{
				version
				{
					Visual Villager G female_RangedWalkAttackA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
						tag Attack 0.60 true	
						tag GenericSound 0.57 true	
						tag SpecificSoundSet 0.63 false Arrow checkVisible 
//-- end auto generated section
					connect LeftHand bow hotspot
					connect RightHand arrow hotspot
				}
			}
		}
	}
}
*/

//==============================================================================
anim RangedAttack
{
	SetSelector
	{
		VariationLogic
		SetSelector
		{
			set hotspot
			{
				version
				{
					Visual Villager G male_RangedAttack
//-- auto generated by the bang animation tool
//-- do not hand edit these values
						tag Attack 0.60 true	
						tag GenericSound 0.57 true	
						tag SpecificSoundSet 0.63 false Arrow checkVisible 
//-- end auto generated section
						connect LeftHand bow hotspot
				}
			}
		}
		SetSelector
		{
			set hotspot
			{
				version
				{
					Visual Villager G female_RangedAttack
//-- auto generated by the bang animation tool
//-- do not hand edit these values
						tag Attack 0.60 true	
						tag GenericSound 0.57 true	
						tag SpecificSoundSet 0.63 false Arrow checkVisible 
//-- end auto generated section
						connect LeftHand bow hotspot
				}
			}
		}
	}
}


//==============================================================================
anim Death
{
	SetSelector
	{
		VariationLogic
		SetSelector
		{
			set hotspot
			{
				version
				{
					Visual Villager G male_deathA
        					connect RightHand hammer hotspot
				}
			}
		}
		SetSelector
		{
			set hotspot
			{
				version
				{
					Visual Villager G female_deathA
        					connect RightHand hammer hotspot
				}
			}
		}
	}
}


//==============================================================================
anim Idle
{
	SetSelector
	{
		VariationLogic
		SetSelector
		{
			InventoryLogic 0 1
			SetSelector
			{
				set hotspot
				{
					version
					{
						Visual Villager G Male_IdleA
        					connect RightHand hammer hotspot
					}
				}
			}
			SetSelector
			{
				set hotspot
				{
					version
					{
						Visual Villager G Male_CarryIdleA
						Connect ATTACHPOINT carryStuff hotspot
        					connect RightHand hammer hotspot
					}
				}
			}
		}
		SetSelector
		{
			InventoryLogic 0 1
			SetSelector
			{
				set hotspot
				{
					version
					{
						Visual Villager G Female_IdleA
        					connect RightHand hammer hotspot

					}
				}
			}
			SetSelector
			{
				set hotspot
				{
					version
					{
						Visual Villager G Female_CarryIdleA
						Connect ATTACHPOINT carryStuff hotspot
        					connect RightHand hammer hotspot
					}
				}
			}
		}
	}
}


//==============================================================================
anim Bored
{
	SetSelector
	{
		VariationLogic
		SetSelector
		{
			set hotspot
			{
				version
				{
					Visual Villager G male_boredA
        					connect RightHand hammer hotspot
				}
			}
		}
		SetSelector
		{
			set hotspot
			{
				version
				{
					Visual Villager G female_boredA
        					connect RightHand hammer hotspot
				}
			}
		}
	}
}

//==============================================================================
anim walk
{
	SetSelector
	{
		VariationLogic
		SetSelector
		{
			InventoryLogic 0 1
			SetSelector
			{
				set hotspot
				{
					version
					{
						Visual Villager G male_Walk
	//-- auto generated by the bang animation tool
	//-- do not hand edit these values
							tag FootstepRight 0.10 true	
							tag FootstepLeft 0.35 true	
							tag FootstepRight 0.60 true	
							tag FootstepLeft 0.85 true
        					connect RightHand hammer hotspot
	//-- end auto generated section
					}
				}
			}
			SetSelector
			{
				set hotspot
				{
					version
					{
						Visual Villager G male_carryA
	//-- auto generated by the bang animation tool
	//-- do not hand edit these values
							tag FootstepLeft 0.40 true	
							tag FootstepRight 0.70 true	
	//-- end auto generated section
						Connect ATTACHPOINT carryStuff hotspot
        					connect RightHand hammer hotspot
					}
				}
			}
		}
		SetSelector
		{
			InventoryLogic 0 1
			SetSelector
			{
				set hotspot
				{
					version
					{
						Visual Villager G female_Walk
	//-- auto generated by the bang animation tool
	//-- do not hand edit these values
							tag FootstepRight 0.10 true	
							tag FootstepLeft 0.35 true	
							tag FootstepRight 0.60 true	
							tag FootstepLeft 0.85 true	
        					connect RightHand hammer hotspot
	//-- end auto generated section
					}
				}
			}
			SetSelector
			{
				set hotspot
				{
					version
					{
						Visual Villager G female_carryA
	//-- auto generated by the bang animation tool
	//-- do not hand edit these values
							tag FootstepLeft 0.40 true	
							tag FootstepRight 0.70 true	
	//-- end auto generated section
						Connect ATTACHPOINT carryStuff hotspot
        					connect RightHand hammer hotspot
					}
				}
			}
		}
	}
}


//==============================================================================
anim Build
{
	SetSelector
	{
		VariationLogic
		SetSelector
		{
			TargetLogic none/farm/dig pile/excavation
			Set hotspot
			{
				version
				{
					Visual Villager G male_BuildA					
//-- auto generated by the bang animation tool
//-- do not hand edit these values
						tag GenericSound 0.92 true	
						tag SpecificSoundSet 0.00 false Build checkVisible 
//-- end auto generated section
					connect RightHand hammer hotspot
				}
			}
			Set hotspot
			{
				version
				{
					Visual Villager G male_sow
					connect ATTACHPOINT basket hotspot
					connect RightHand seeds hotspot
				}
			}
			set hotspot
			{
				version
				{
					Visual Villager G male_DigA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
						tag GenericSound 0.58 true	
						tag SpecificSoundSet 0.21 false GatherFarm checkVisible 
//-- end auto generated section
					connect ATTACHPOINT digdust hotspot
				}
			}
			set hotspot
			{
				version
				{
					Visual Villager G male_DigA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
						tag GenericSound 0.58 true	
						tag SpecificSoundSet 0.21 false GatherFarm checkVisible 
//-- end auto generated section
					connect ATTACHPOINT digdust hotspot
				}
			}
		}
		SetSelector
		{
			TargetLogic none/farm/dig pile/excavation
			Set hotspot
			{
				version
				{
					Visual Villager G female_BuildA					
//-- auto generated by the bang animation tool
//-- do not hand edit these values
						tag GenericSound 0.92 true	
						tag SpecificSoundSet 0.35 false Build checkVisible 
						tag SpecificSoundSet 0.70 false Build checkVisible 
						tag SpecificSoundSet 0.00 false Build checkVisible checkOwner
//-- end auto generated section
					connect RightHand hammer hotspot
				}
			}
			Set hotspot
			{
				version
				{
					Visual Villager G female_sow
					connect Attachpoint basket hotspot
					connect RightHand seeds hotspot
				}
			}
			set hotspot
			{
				version
				{
					Visual Villager G Female_DigA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
						tag GenericSound 0.58 true	
						tag SpecificSoundSet 0.19 false GatherFarm checkVisible 
//-- end auto generated section
					connect ATTACHPOINT digdust hotspot
				}
			}
			set hotspot
			{
				version
				{
					Visual Villager G Female_DigA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
						tag GenericSound 0.58 true	
						tag SpecificSoundSet 0.15 false GatherFarm checkVisible 
//-- end auto generated section
					connect ATTACHPOINT digdust hotspot
				}
			}
		}
	}
}


//==============================================================================
anim GatherFarm
{
	SetSelector
	{
		VariationLogic
		SetSelector
		{
			set hotspot
			{
				version
				{
					Visual Villager G male_farmA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
						tag GenericSound 0.67 true	
						tag SpecificSoundSet 0.00 false GatherFarm checkVisible 
//-- end auto generated section
					connect RightHand hoe hotspot
				}
			}
		}
		SetSelector
		{
			set hotspot
			{
				version
				{
					Visual Villager G female_farmA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
						tag GenericSound 0.67 true	
						tag SpecificSoundSet 0.00 false GatherFarm checkVisible 
//-- end auto generated section
					connect RightHand hoe hotspot
				}
			}
		}
	}
}

//==============================================================================
anim Gatherbush
{
	SetSelector
	{
		VariationLogic
		SetSelector
		{
			set hotspot
			{
				version
				{
					Visual Villager G male_HarvestA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
						tag GenericSound 0.67 true	
						tag SpecificSoundSet 0.50 false Forage checkVisible 
//-- end auto generated section
					connect LeftHand basket hotspot
				}
			}
		}
		SetSelector
		{
			set hotspot
			{
				version
				{
					Visual Villager G female_HarvestA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
						tag GenericSound 0.67 true	
						tag SpecificSoundSet 0.52 false Forage checkVisible 
//-- end auto generated section
					connect LeftHand basket hotspot
				}
			}
		}
	}
}
//==============================================================================
anim Gatherfish
{
	SetSelector
	{
		VariationLogic
		SetSelector
		{
			set hotspot
			{
				version
				{
					Visual Villager G male_BuildA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
						tag GenericSound 0.67 true	
						tag SpecificSoundSet 0.00 false GatherFlay checkVisible 
//-- end auto generated section
					connect RightHand knife hotspot
					connect LeftHand basket hotspot
				}
			}
		}
		SetSelector
		{
			set hotspot
			{
				version
				{
					Visual Villager G female_BuildA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
						tag GenericSound 0.67 true	
						tag SpecificSoundSet 0.00 false GatherFlay checkVisible 
//-- end auto generated section
					connect RightHand knife hotspot
					connect LeftHand basket hotspot
				}
			}
		}
	}
}

//==============================================================================
anim GatherHunt
{
	SetSelector
	{
		VariationLogic
		SetSelector
		{
			set hotspot
			{
				version
				{
					Visual Villager G male_Slice
//-- auto generated by the bang animation tool
//-- do not hand edit these values
						tag Attack 0.60 true	
						tag GenericSound 0.58 true	
						tag SpecificSoundSet 0.83 false GatherFlay checkVisible 
//-- end auto generated section
					connect RightHand knife hotspot
				}
			}
		}
		SetSelector
		{
			set hotspot
			{
				version
				{
					Visual Villager G female_Slice
//-- auto generated by the bang animation tool
//-- do not hand edit these values
						tag Attack 0.60 true	
						tag GenericSound 0.58 true	
						tag SpecificSoundSet 0.83 false GatherFlay checkVisible 
//-- end auto generated section
					connect RightHand knife hotspot
				}
			}
		}
	}
}

//==============================================================================
anim carry
{
	SetSelector
	{
		VariationLogic
		SetSelector
		{
			set hotspot
			{
				version
				{
					Visual Villager G male_carryA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
						tag FootstepLeft 0.40 true	
						tag FootstepRight 0.70 true	
//-- end auto generated section
					Connect ATTACHPOINT carryStuff hotspot
				}
			}
		}
		SetSelector
		{
			set hotspot
			{
				version
				{
					Visual Villager G female_carryA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
						tag FootstepLeft 0.40 true	
						tag FootstepRight 0.70 true	
//-- end auto generated section
					Connect ATTACHPOINT carryStuff hotspot
				}
			}
		}
	}
}

//==============================================================================
anim Pray
{
	SetSelector
	{
		VariationLogic
		SetSelector
		{
			set hotspot
			{
				version
				{
					Visual Villager G male_PrayA
				}
				version
				{
					Visual Villager G male_PrayB
				}
			}
		}
		SetSelector
		{
			set hotspot
			{
				version
				{
					Visual Villager G female_PrayA
				}
				version
				{
					Visual Villager G female_PrayB
				}
			}
		}
	}
}

//==============================================================================
anim flail
{
	SetSelector
	{
		VariationLogic
		SetSelector
		{
			set hotspot
			{
				version
				{
					Visual Villager G male_flailA
					//Connect RightHand BloodSpurt hotspot
        					connect RightHand hammer hotspot
				}
			}
		}
		SetSelector
		{
			set hotspot
			{
				version
				{
					Visual Villager G female_flailA
					//Connect RightHand BloodSpurt hotspot
        					connect RightHand hammer hotspot
				}
			}
		}
	}
}

//==============================================================================
anim Cinematic
{
	SetSelector
	{
		set hotspot
		{
			name vill_cine102woundedone
			version
			{
				Visual vill_cine102woundedone
			}
		}
		set hotspot
		{
			name villa_cine102woundedtwo
			version
			{
				Visual villa_cine102woundedtwo
			}
		}
		set hotspot
		{
			name villa_cine102woundedtwoidle
			version
			{
				Visual villa_cine102woundedtwoidle
			}
		}
		set hotspot
		{
			name VillagerGMale_runA
			version
			{
				Visual VillagerGMale_runA
			}
		}
	}
}