//==============================================================================
// Kebenit.txt
//==============================================================================

//==============================================================================
define heroglow
{
	set hotspot
	{
		version
		{
			Visualparticle SFX A Hero Argo Glow
		}
	}
}

//==============================================================================
define soul
{
   set hotspot
   {
      version
      {
         Visualparticle SFX A Hero Soul
      }
   }
}

//==============================================================================
define soulaurora
{
   set hotspot
   {
      version
      {
         Visualparticle SFX A Hero Soul Aurora
      }
   }
}

//==============================================================================
define heavenlight
{
   set hotspot
   {
      version
      {
         Visualparticle SFX A Hero Soul Heaven Light
      }
   }
}

//==============================================================================
define soulbirth
{
   set hotspot
   {
      version
      {
         Visualparticle SFX A Hero Soul Birth
      }
   }
}

//==============================================================================
define wakewalk
{
	set hotspot
	{
		version
		{
			Visualparticle Naval A Large Boat Walk
		}
	}
}

//==============================================================================
define rippleidle
{
	set hotspot
	{
		version
		{
			Visualparticle Naval A Large Boat Idle
		}
	}
}

//==============================================================================
define rippledeath
{
	set hotspot
	{
		version
		{
			Visualparticle Naval A Large Boat Death
		}
	}
}

//==============================================================================
define bigsplash
{
	set hotspot
	{
		version
		{
			Visualparticle sfx a boat splash Large
		}
	}
}

//==============================================================================
anim Idle
{
	SetSelector none 
	{
		set hotspot
		{
			version
			{
				Visual Naval C Junk_IdleA
				Connect ATTACHPOINT rippleidle hotspot
				Connect HOTSPOT heroglow hotspot
			}
		}
	}
}

//==============================================================================
anim Walk
{
	SetSelector none 
	{
		set hotspot
		{
			version
			{
			Visual Naval C Junk_walkA
			Connect ATTACHPOINT wakewalk hotspot
			Connect HOTSPOT heroglow hotspot
			}
		}
	}
}


//==============================================================================
anim RangedAttack
{
	SetSelector none 
	{
		set hotspot
		{
			version
			{
				Visual Naval C Junk_IdleA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
				tag Attack 0.40 true	
				tag GenericSound 0.40 true	
				tag SpecificSoundSet 0.43 false Arrow checkVisible 
//-- end auto generated section
		length 1.5
			Connect ATTACHPOINT rippleidle hotspot
			Connect HOTSPOT heroglow hotspot
			}
		}
	}
}


//==============================================================================
anim death
{
	SetSelector none 
	{
		set hotspot
		{
			version
			{
				Visual Naval C Junk_deathA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
				tag SpecificSoundSet 0.30 false ShipDeathSplash checkVisible 
				tag SpecificSoundSet 0.00 false ShipDeath checkVisible 
				tag SpecificSoundSet 0.00 false AHeroHasFallen  checkOwner
//-- end auto generated section
			Connect ATTACHPOINT rippledeath hotspot
			Connect HOTSPOT heroglow hotspot
			}
		}
	}
}

//==============================================================================
anim Pickup
{
	SetSelector none 
	{
		set hotspot
		{
			version
			{
				Visual Naval C Junk_SpecialDeathA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
				tag SpecificSoundSet 0.30 false ShipDeathSplash checkVisible 
				tag SpecificSoundSet 0.00 false ShipDeath checkVisible 
//-- end auto generated section
			Connect ATTACHPOINT rippledeath hotspot
			Connect hotspot bigsplash hotspot
			Connect HOTSPOT heroglow hotspot
			}
		}
	}
}

