//==============================================================================
// swordsman_anim.txt
//==============================================================================

import Atlantis_Large_Shield_anim.txt

//==============================================================================
define Poison
{
   TechLogic none/Relic Obsidian Spear of Disease
   set hotspot
   {
      version
      {
         Visualnone jimmy
      }
   }   
   set hotspot
   {
      version
      {
         Visualparticle sfx a poison atlantean trident
      }
   }
}

//==============================================================================
define AtlantisSword
{
   SetSelector
   {
       
      TechLogic none/Copper Weapons/Bronze Weapons/Iron Weapons
      set hotspot
      {
         version
         {
            Visual Attachments X Sword Standard
			connect ATTACHPOINT Poison hotspot
         }
      }         
      set hotspot
      {
         version
         {
            Visual Attachments X Sword Copper
			connect ATTACHPOINT Poison hotspot
         }
      }
      set hotspot
      {
         version
         {
            Visual Attachments X Sword Bronze
			connect ATTACHPOINT Poison hotspot
         }
      }
      set hotspot
      {
         version
         {
            Visual Attachments X Sword Iron
			connect ATTACHPOINT Poison hotspot
         }
      }
   }     
}

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

//==============================================================================
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
      }
   }
}

//==============================================================================
anim Idle
{
	SetSelector
	{
		ContainLogic
		SetSelector
		{
			set hotspot
			{
				version
				{
					Visual Infantry X SwordmanH_IdleA
					ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Hero
					Connect FRONTABDOMEN heroglow hotspot
					connect RightHand AtlantisSword hotspot
					connect LeftForearm LargeAtlantisHeroShield hotspot
				}
			}
		}
		SetSelector
		{
			set hotspot
			{
				version
				{
					Visual Infantry X Swordman_CarryIdle
					ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Hero
					Connect FRONTABDOMEN heroglow hotspot
					connect RightHand AtlantisSword hotspot
					connect LeftForearm LargeAtlantisHeroShield hotspot
				}
			}
		}
	}
}

//==============================================================================
anim Walk
{
	SetSelector
	{
		ContainLogic
		SetSelector
		{
			set hotspot
			{
				version
				{
					Visual Infantry X SwordmanH_WalkA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
               tag FootstepLeft 0.00 true   
               tag FootstepRight 0.40 true
			   tag SpecificSoundSet 0.10 false SoldierMarching checkVisible
			   tag SpecificSoundSet 0.50 false SoldierMarching checkVisible
//-- end auto generated section
					ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Hero
					Connect FRONTABDOMEN heroglow hotspot
					connect RightHand AtlantisSword hotspot
					connect LeftForearm LargeAtlantisHeroShield hotspot
				}
			}
		}
		SetSelector
		{
			set hotspot
			{
				version
				{
					Visual Infantry X Swordman_Carry
//-- auto generated by the bang animation tool
//-- do not hand edit these values
               tag FootstepLeft 0.25 true   
               tag FootstepRight 0.80 true
			   tag SpecificSoundSet 0.25 false SoldierMarching checkVisible
			   tag SpecificSoundSet 0.80 false SoldierMarching checkVisible
//-- end auto generated section
					ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Hero
					Connect FRONTABDOMEN heroglow hotspot
					connect RightHand AtlantisSword hotspot
					connect LeftForearm LargeAtlantisHeroShield hotspot
				}
			}
		}
	}
}

//==============================================================================
anim Attack
{
   SetSelector
   {
      set hotspot
      {
         version
         {
				Visual Infantry X SwordmanH_AttackA
//-- 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
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Hero
				Connect FRONTABDOMEN heroglow hotspot
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisHeroShield hotspot
         }
			version
         {
				Visual Infantry X SwordmanH_AttackB
//-- auto generated by the bang animation tool
//-- do not hand edit these values
               tag Attack 0.48 true   
               tag GenericSound 0.40 true   
//-- end auto generated section
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Hero
				Connect FRONTABDOMEN heroglow hotspot
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisHeroShield hotspot
         }
      }
   }
}

//==============================================================================
anim Death
{
   SetSelector
   {
      set hotspot
      {
         version
         {
				Visual Infantry X SwordmanH_DeathA
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Hero
				Connect FRONTABDOMEN heroglow hotspot
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisHeroShield hotspot
         }
      }
   }
}

//==============================================================================
anim Bored
{
   SetSelector
   {
		ContainLogic
		SetSelector
		{
			set hotspot
			{
				version
				{
					Visual Infantry X SwordmanH_boredA
					ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Hero
					Connect FRONTABDOMEN heroglow hotspot
					connect RightHand AtlantisSword hotspot
					connect LeftForearm LargeAtlantisHeroShield hotspot
				}
			}
		}
		SetSelector
		{
			set hotspot
			{
				version
				{
					Visual Infantry X Swordman_carrybored
					ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Hero
					Connect FRONTABDOMEN heroglow hotspot
					connect RightHand AtlantisSword hotspot
					connect LeftForearm LargeAtlantisHeroShield hotspot
				}
			}
		}
	}
}

//==============================================================================
anim Flail
{
   SetSelector
   {
      set hotspot
      {
         version
         {
				Visual Infantry X SwordmanH_FlailA
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Hero
				Connect FRONTABDOMEN heroglow hotspot
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisHeroShield hotspot
         }
      }
   }
}

//==============================================================================
anim Birth
{
   SetSelector
   {
	   set hotspot
	   {
	      version
	      {
				Visual Infantry X Swordman_birth
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Hero
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisHeroShield hotspot
				Connect FRONTABDOMEN heroglow hotspot
				Connect ATTACHPOINT heavenlight hotspot
				Connect ATTACHPOINT soulborn hotspot
				connect ATTACHPOINT soulauroraborn hotspot
	      }
	   }
   }
}

//==============================================================================
anim Cinematic
{
   SetSelector
   {
      set hotspot
      {
         name infantryxswordman_runA
         version
         {
            Visual infantryxswordman_runA
         }
		}
	}
}

//==============================================================================
anim WhirlwindAttack
{
   SetSelector
   {
      set hotspot
      {
         version
         {
				Visual Infantry X SwordmanH_AttackA
//-- auto generated by the bang animation tool
//-- do not hand edit these values
               tag Attack 0.55 true   
               tag GenericSound 0.40 true
			   tag SpecificSoundSet 0.55 false PoisonSpit checkVisible
//-- end auto generated section
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Hero
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisHeroShield hotspot
				Connect FRONTABDOMEN poisonspit hotspot
         }
			version
         {
				Visual Infantry X SwordmanH_AttackB
//-- auto generated by the bang animation tool
//-- do not hand edit these values
               tag Attack 0.48 true   
               tag GenericSound 0.40 true
			   tag SpecificSoundSet 0.55 false PoisonSpit checkVisible
//-- end auto generated section
				ReplaceTexture Infantry X Swordsman Iron/Infantry X Swordsman Hero
				connect RightHand AtlantisSword hotspot
				connect LeftForearm LargeAtlantisHeroShield hotspot
				Connect FRONTABDOMEN poisonspit hotspot
         }
      }
   }
}