//==============================================================================
// Animal Magnetism_anim.txt
//==============================================================================

//==============================================================================
define shockwave
{
	set hotspot
	{
		version
		{
			Visualparticle SFX G Animal Magnetism Shockwave
		}
	}
}

//==============================================================================
define IdleRing
{
	set hotspot
	{
		version
		{
			//Visualparticle Special N Kraken Attack Ring
			Visualparticle SFX A Building Wake
			timeoffset 2.5
		}
	}
}

//==============================================================================
define splashwave
{
	set hotspot
	{
		version
		{
			Visualparticle Special G Sea Turtle attack
		}
	}
}

//==============================================================================
define buckSplash
{
	set hotspot
	{
		version
		{
			Visualparticle SFX A Meteor Splash
		}
	}
}

//==============================================================================
define BlueGlow
{
	set hotspot
	{
		version
		{
			Visualparticle SFX G Animal Magnetism Olympus Glow
		}
	}
}

//==============================================================================
define BlueGlowAttack
{
	set hotspot
	{
		version
		{
			Visualparticle SFX G Animal Magnetism Olympus Attack Glow
		}
	}
}

//==============================================================================
define RippleIdle
{
	SetSelector
	{
		AmphibiousLogic land/water
		set hotspot
		{
			version
			{
				Visualnone bimmy
			}
		}
		set hotspot
		{
			version
			{
				Visualparticle Special N Kraken Idle
			}
		}
	}
}

//==============================================================================
define rippledeath
{
	SetSelector
	{
		AmphibiousLogic land/water
		set hotspot
		{
			version
			{
				Visualnone bimmy
			}
		}
		set hotspot
		{
			version
			{
				Visualparticle Naval A Large Boat Death
			}
		}
	}
}

//==============================================================================
define birthdust
{
	SetSelector
	{
		AmphibiousLogic land/water
		set hotspot
		{
			version
			{
				Visualparticle SFX G Animal Magnetism BirthDust
			}
		}
		set hotspot
		{
			version
			{
				Visualparticle Special E Leviathan Bubbles
			}
		}
	}
}

//==============================================================================
define deathdust
{
	SetSelector
	{
		AmphibiousLogic land/water
		set hotspot
		{
			version
			{
				Visualparticle SFX G Animal Magnetism DeathDust
			}
		}
		set hotspot
		{
			version
			{
				Visualparticle Special N Kraken Death
			}
		}
	}
}

//==============================================================================
anim Birth
{
	SetSelector
	{
		TechLogic none/Animal Magnetism Improvement
		SetSelector
		{
			set hotspot
			{
				version
				{
					visual SFX G Animal Magnetism_idleA
					connect ATTACHPOINT shockwave HOTSPOT
					Connect HOTSPOT rippleidle HOTSPOT
				}
			}
		}
		SetSelector
		{
			AmphibiousLogic land/water
			set hotspot
			{
				version
				{
					visual SFX G Animal Magnetism_birthA
					//-- auto generated by the bang animation tool
					//-- do not hand edit these values
					tag SpecificSoundSet 0.00 false AnimalMagnetBirth checkVisible
					tag SpecificSoundSet 0.50 false ShipDeathSplashQuieter checkVisible
					//-- end auto generated section
					Connect ATTACHPOINT birthdust HOTSPOT
					Connect HOTSPOT rippleidle HOTSPOT
					Connect HOTSPOT blueglowattack HOTSPOT
				}
			}
			set hotspot
			{
				version
				{
				visual SFX G Animal Magnetism_birthA
					//-- auto generated by the bang animation tool
					//-- do not hand edit these values
					tag SpecificSoundSet 0.00 false AnimalMagnetBirth checkVisible 
					tag SpecificSoundSet 0.50 false ShipDeathSplash checkVisible
					//-- end auto generated section
					Connect ATTACHPOINT birthdust HOTSPOT
					Connect HOTSPOT rippleidle HOTSPOT
					Connect HOTSPOT blueglowattack HOTSPOT
				}
			}
		}
	}
}

//==============================================================================
anim Idle
{
	SetSelector
	{
		TechLogic none/Animal Magnetism Improvement
		SetSelector
		{
			set hotspot
			{
				version
				{
					visual SFX G Animal Magnetism_idleA
					connect ATTACHPOINT shockwave HOTSPOT
					Connect HOTSPOT rippleidle HOTSPOT
				}
			}
		}
		SetSelector
		{
			AmphibiousLogic land/water
			set hotspot
			{
				version
				{
					visual SFX G Animal Magnetism_idleA
					Connect HOTSPOT IdleRing HOTSPOT
					Connect HOTSPOT blueglow HOTSPOT
				}
			}
			set hotspot
			{
				version
				{
					visual SFX G Animal Magnetism_idleA
					tag SpecificSoundSet 0.60 false CinematicOarSplash checkVisible
					Connect HOTSPOT IdleRing HOTSPOT
					Connect HOTSPOT rippleidle HOTSPOT
					Connect HOTSPOT blueglow HOTSPOT
				}
			}
		}
	}
}

//==============================================================================
anim Bored
{
	SetSelector
	{
		TechLogic none/Animal Magnetism Improvement
		SetSelector
		{
			set hotspot
			{
				version
				{
					visual SFX G Animal Magnetism_idleA
					connect ATTACHPOINT shockwave HOTSPOT
					Connect HOTSPOT rippleidle HOTSPOT
				}
			}
		}
		SetSelector
		{
			AmphibiousLogic land/water
			set hotspot
			{
				version
				{
					visual SFX G Animal Magnetism_idleA
					tag SpecificSoundSet 0.60 false CinematicOarSplash checkVisible
					Connect HOTSPOT blueglow HOTSPOT
					Connect HOTSPOT IdleRing HOTSPOT
					Connect HOTSPOT splashwave HOTSPOT
				}
			}
			set hotspot
			{
				version
				{
					visual SFX G Animal Magnetism_idleA
					tag SpecificSoundSet 0.10 false ShipDeathSplashQuieter checkVisible
					tag SpecificSoundSet 0.60 false CinematicOarSplash checkVisible
					Connect HOTSPOT blueglow HOTSPOT
					Connect HOTSPOT rippleidle HOTSPOT
					Connect HOTSPOT IdleRing HOTSPOT
					Connect HOTSPOT splashwave HOTSPOT
				}
			}
		}
	}
}

//==============================================================================
anim RangedAttack
{
	SetSelector
	{
		TechLogic none/Animal Magnetism Improvement
		set hotspot
		{
			version
			{
				visual SFX G Animal Magnetism_idleA
				connect ATTACHPOINT shockwave HOTSPOT
			}
		}
		set hotspot
		{
			version
			{
				visual SFX G Animal Magnetism_idleA
				//-- auto generated by the bang animation tool
				//-- do not hand edit these values
				tag Attack 0.38 true   
				tag GenericSound 0.60 true   
				tag SpecificSoundSet 0.33 false ServantProjectileCast checkVisible
				//-- end auto generated section
				Connect HOTSPOT rippleattack hotspot
				Connect HOTSPOT blueglowattack HOTSPOT
				Connect HOTSPOT eclipseSFX hotspot
				length 1.75
			}
		}
	}
}

//==============================================================================
anim WhirlwindAttack
{
	SetSelector
	{
		TechLogic none/Animal Magnetism Improvement
		set hotspot
		{
			version
			{
				visual SFX G Animal Magnetism_idleA
				connect ATTACHPOINT shockwave HOTSPOT
			}
		}
		set hotspot
		{
			version
			{
				visual SFX G Animal Magnetism_idleA
				//-- auto generated by the bang animation tool
				//-- do not hand edit these values
				tag Attack 0.38 true   
				tag GenericSound 0.60 true   
				tag SpecificSoundSet 0.33 false MeteorSplash checkVisible
				//-- end auto generated section
				Connect HOTSPOT rippleattack hotspot
				Connect HOTSPOT bucksplash hotspot
				Connect HOTSPOT blueglow HOTSPOT
				Connect HOTSPOT blueglowattack HOTSPOT
				// both blueglow & blueglowattack to indicate with a bright glow that a charged attack is being used
				Connect HOTSPOT eclipseSFX hotspot
				length 2.00
			}
		}
	}
}

//==============================================================================
anim charging
{
	SetSelector
	{
		TechLogic none/Animal Magnetism Improvement
		set hotspot
		{
			version
			{
				visual SFX G Animal Magnetism_idleA
				connect ATTACHPOINT shockwave HOTSPOT
			}
		}
		set hotspot
		{
			version
			{
				visual SFX G Animal Magnetism_idleA
				//-- auto generated by the bang animation tool
				//-- do not hand edit these values
				tag Attack 0.33 true   
				tag GenericSound 0.60 true   
				tag SpecificSoundSet 0.30 false ServantWaveAttack checkVisible
				//-- end auto generated section
				Connect HOTSPOT rippleattack hotspot
				Connect HOTSPOT bucksplash hotspot
				Connect HOTSPOT blueglow HOTSPOT
				Connect HOTSPOT blueglowattack HOTSPOT
				// both blueglow & blueglowattack to indicate with a bright glow that a charged attack is being used
				Connect HOTSPOT eclipseSFX hotspot
				length 2.25
			}
		}
	}
}

//==============================================================================
anim Gore
{
	SetSelector
	{
		TechLogic none/Animal Magnetism Improvement
		set hotspot
		{
			version
			{
				visual SFX G Animal Magnetism_idleA
				connect ATTACHPOINT shockwave HOTSPOT
			}
		}
		set hotspot
		{
			version
			{
				visual SFX G Animal Magnetism_idleA
				//-- auto generated by the bang animation tool
				//-- do not hand edit these values
				tag Attack 0.38 true   
				tag GenericSound 0.60 true   
				tag SpecificSoundSet 0.33 false MeteorSplash checkVisible
				//-- end auto generated section
				Connect HOTSPOT rippleattack hotspot
				Connect HOTSPOT bucksplash hotspot
				Connect HOTSPOT blueglow HOTSPOT
				Connect HOTSPOT blueglowattack HOTSPOT
				// both blueglow & blueglowattack to indicate with a bright glow that a charged attack is being used
				Connect HOTSPOT eclipseSFX hotspot
				length 2.00
			}
		}
	}
}

//==============================================================================
anim Death
{
	SetSelector
	{
		TechLogic none/Animal Magnetism Improvement
		SetSelector
		{
			AmphibiousLogic land/water
			set hotspot
			{
				version
				{
					visual SFX G Animal Magnetism_deathA
					connect ATTACHPOINT deathdust HOTSPOT
				}
			}
			set hotspot
			{
				version
				{
					visual SFX G Animal Magnetism_deathA
					tag SpecificSoundSet 0.5 false ShipDeathSplash checkVisible
					connect ATTACHPOINT deathdust HOTSPOT
					Connect HOTSPOT rippledeath HOTSPOT
				}
			}
		}
		SetSelector
		{
			AmphibiousLogic land/water
			set hotspot
			{
				version
				{
					visual SFX G Animal Magnetism_deathA
					Connect ATTACHPOINT deathdust HOTSPOT
					Connect HOTSPOT rippledeath HOTSPOT
					Connect HOTSPOT blueglow HOTSPOT
				}
			}
			set hotspot
			{
				version
				{
					visual SFX G Animal Magnetism_deathA
					Connect ATTACHPOINT deathdust HOTSPOT
					Connect HOTSPOT rippledeath HOTSPOT
					Connect HOTSPOT blueglow HOTSPOT
					tag SpecificSoundSet 0.5 false ShipDeathSplash checkVisible
				}
			}
		}
	}
}
