TRANS_LAYER = 12 MAIN_LAYER = 10 fliplay = 3 reg_fliplist = ['reg_ollie', 'reg_nollie', 'reg_nollie', 'reg_kickflip', 'reg_varial_kickflip', 'reg_nollie_varial_kickflip', 'reg_nollie_varial_heelflip', 'fak_nollie_varial_heelflip', 'reg_varial_heelflip', 'reg_nollie_kickflip', 'reg_heelflip', 'reg_nollie_heelflip', 'reg_shuvit', 'reg_shuvit360', 'reg_fsshuvit360', 'reg_nollie_shuvit', 'fak_nollie_shuvit', 'reg_fsshuvit', 'fak_fsshuvit', 'reg_nollie_fsshuvit', 'reg_nollie_shuvit360', 'reg_nollie_fsshuvit', 'reg_brfoot', 'reg_frfoot', 'reg_blfoot', 'reg_flfoot', 'reg_inward_heelflip', 'reg_hardflip', 'reg_nollie_inward_heelflip', 'reg_nollie_hardflip', 'reg_offboard', 'reg_nollie_fsshuvit_360'] fak_fliplist = ['fak_ollie', 'fak_nollie', 'fak_nollie', 'fak_kickflip', 'fak_varial_kickflip', 'fak_nollie_varial_kickflip', 'fak_nollie_varial_heelflip', 'fak_nollie_varial_heelflip', 'fak_varial_heelflip', 'fak_nollie_kickflip', 'fak_heelflip','fak_nollie_heelflip', 'fak_shuvit', 'fak_shuvit360', 'fak_fsshuvit360', 'fak_nollie_shuvit', 'fak_nollie_shuvit', 'fak_fsshuvit', 'fak_fsshuvit', 'fak_nollie_fsshuvit', 'fak_nollie_shuvit360', 'fak_nollie_fsshuvit', 'fak_brfoot', 'fak_frfoot', 'fak_blfoot', 'fak_flfoot', 'fak_inward_heelflip', 'fak_hardflip', 'fak_nollie_inward_heelflip', 'fak_nollie_hardflip', 'fak_offboard', 'fak_nollie_fsshuvit_360'] revertlist = ['revert1', 'revert2', 'fak_revert1', 'fak_revert2', 'revert3', 'revert4'] reg_manuallist = ['reg_manual', 'reg_nmanual', 'fak_manual', 'fak_nmanual'] reg_grindlist = ['reg_5050', 'reg_fsboard', 'reg_tailg', 'reg_tailgr', 'reg_tailgl', 'reg_noseg', 'reg_nosegr', 'reg_nosegl', 'reg_noseslide', 'reg_tailslide', 'reg_bsboard', 'reg_back_invert'] fak_grindlist = ['fak_5050', 'fak_fsboard', 'fak_tailg', 'fak_tailgr', 'fak_tailgl', 'fak_noseg', 'fak_nosegr', 'fak_nosegl', 'fak_noseslide', 'fak_tailslide', 'fak_bsboard'] walk_exits = ['reg_walk', 'reg_walkFast', 'reg_idle', 'reg_jump', 'reg_onboard', 'reg_idle2', 'reg_idle3', 'reg_idle4', 'reg_idle6', 'reg_idle7', 'reg_walk_air', 'reg_walk_air_out', 'reg_sit', 'reg_dropin', 'reg_air', 'fak_walk', 'fak_walkFast', 'fak_idle', 'fak_jump', 'fak_onboard', 'fak_idle2', 'fak_idle3', 'fak_idle4', 'fak_idle6', 'fak_idle7', 'fak_walk_air', 'fak_walk_air_out', 'fak_sit', 'fak_air'] lands = ['fak_roll', 'fak_turnRight', 'fak_turnLeft', 'fak_push', 'fak_push_goof', 'fak_pump', 'fak_nopos', 'fak_opos', 'fak_offboard', 'fak_manual_left', 'fak_manual_right', 'fak_manual', 'fak_nmanual', 'fak_nmanual_left', 'fak_nmanual_right'] + ['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_pump', 'reg_nopos', 'reg_opos', 'reg_offboard', 'reg_manual_left', 'reg_manual_right', 'reg_manual', 'reg_nmanual', 'reg_nmanual_left', 'reg_nmanual_right', 'reg_stop'] class a_class: def __init__(self, name, start, end, dname, dstart, dend, layer, speed, mode, blendin, intro, intro_frames, exits, fe, fef, opposite): self.name = name self.start = start self.end = end self.dname = dname self.dstart = dstart self.dend = dend self.layer = layer self.speed = speed self.mode = mode self.blendin = blendin self.intro = intro self.intro_frames = intro_frames self.exits = exits self.force_exit = fe self.fef = fef self.opposite = opposite reg_walk = a_class( #player armature action name, start, end frames 'reg_nwalk2', 0, 30, #deck action name, start, end frames 'b_reg_walk', 0, 30, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 20, #intro, length None, 0, #exits #['reg_walkFast', 'reg_idle', 'reg_jump', 'reg_onboard', 'reg_idle2', 'reg_idle3', 'reg_idle4', 'reg_idle6', 'reg_idle7', 'reg_walk_air', 'reg_walk_air_out'] walk_exits, #force exit, frame None, 0, #opposite None) reg_walkFast = a_class( #player armature action name, start, end frames, start, end frames 'reg_run.001', 51, 90, #deck action name, start, end frames 'b_reg_run', 51, 90, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 10, #intro, length None, 0, #exits #['reg_walk', 'reg_idle', 'reg_jump', 'reg_onboard'] walk_exits, #force exit, frame None, 0, #opposite None) reg_idle = a_class( #player armature action name, start, end frames 'reg_idle1', 1, 120, #deck action name, start, end frames 'b_reg_idle1', 1, 120, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 20, #intro, length None, 0, #exits #['reg_walk', 'reg_walkFast', 'reg_idle2', 'reg_idle3', 'reg_idle4', 'reg_idle5', 'reg_idle6', 'reg_idle7', 'reg_jump', 'reg_sit', 'reg_onboard'], walk_exits, #force exit, frame None, 0, #opposite None) reg_idle2 = a_class( #player armature action name, start, end frames 'reg_idle2_', 1, 120, #deck action name, start, end frames 'b_reg_idle2', 1, 120, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 20, #intro, length None, 0, #exits #['reg_walk', 'reg_idle', 'reg_idle3', 'reg_idle4', 'reg_idle5', 'reg_idle6', 'reg_idle7', 'reg_jump', 'reg_onboard'], walk_exits, #force exit, frame None, 0, #opposite None) reg_idle3 = a_class( #player armature action name, start, end frames 'reg_idle3', 1, 120, #deck action name, start, end frames 'b_reg_idle3', 1, 120, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 20, #intro, length None, 0, #exits #['reg_walk', 'reg_idle2', 'reg_idle', 'reg_idle4', 'reg_idle5', 'reg_idle6', 'reg_idle7', 'reg_jump', 'reg_onboard'], walk_exits, #force exit, frame None, 0, #opposite None) reg_idle4 = a_class( #player armature action name, start, end frames 'reg_idle4', 1, 120, #deck action name, start, end frames 'b_reg_idle4', 1, 120, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 20, #intro, length None, 0, #exits #['reg_walk', 'reg_idle2', 'reg_idle3', 'reg_idle', 'reg_idle5', 'reg_idle6', 'reg_idle7', 'reg_jump', 'reg_onboard'], walk_exits, #force exit, frame None, 0, #opposite None) reg_idle5 = a_class( #player armature action name, start, end frames 'reg_idle5', 1, 120, #deck action name, start, end frames 'b_reg_idle5', 1, 120, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 20, #intro, length None, 0, #exits #['reg_walk', 'reg_idle2', 'reg_idle3', 'reg_idle4', 'reg_idle', 'reg_idle6', 'reg_idle7', 'reg_jump', 'reg_onboard'], walk_exits, #force exit, frame None, 0, #opposite None) reg_idle6 = a_class( #player armature action name, start, end frames 'reg_idle6', 1, 120, #deck action name, start, end frames 'b_reg_idle6', 1, 120, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 20, #intro, length None, 0, #exits #['reg_walk', 'reg_idle2', 'reg_idle3', 'reg_idle', 'reg_idle5', 'reg_idle4', 'reg_idle7', 'reg_jump', 'reg_onboard'], walk_exits, #force exit, frame None, 0, #opposite None) reg_idle7 = a_class( #player armature action name, start, end frames 'reg_idle7', 1, 120, #deck action name, start, end frames 'b_reg_idle7', 1, 120, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 20, #intro, length None, 0, #exits #['reg_walk', 'reg_idle2', 'reg_idle3', 'reg_idle4', 'reg_idle5', 'reg_idle6', 'reg_idle', 'reg_jump', 'reg_onboard'], walk_exits, #force exit, frame None, 0, #opposite None) reg_jump = a_class( #player armature action name, start, end frames #'reg_jump', 1, 10, 'a_jump_t', 9, 27, #deck action name, start, end frames 'b_reg_jump', 1, 5, #layer, speed, mode (0 = play, 1 = loop), blendin 3, .75, 0, 5, #intro, length None, 0, #exits ['reg_idle', 'reg_walk_air', 'reg_onboard'], #force exit, frame 'reg_walk_air', 12, #opposite None) reg_walk_air = a_class( #player armature action name, start, end frames #'reg_walk_air', 10, 10, 'a_jump_t', 27, 27, #deck action name, start, end frames 'b_reg_walk_air', 10, 10, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 5, #intro, length None, 0, #exits #['reg_walk_air_out', 'reg_onboard', 'reg_walk', 'reg_walkFast'], walk_exits, #'reg_walk_air_out', #force exit, frame None, 0, #opposite None) reg_walk_air_out = a_class( #player armature action name, start, end frames #'reg_walk_air', 10, 40, 'a_jump_t', 27, 49, #deck action name, start, end frames 'b_reg_walk_air', 10, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1.5, 1, 5, #intro, length None, 0, #exits #['reg_idle', 'reg_walk', 'reg_walkFast', 'reg_onboard'], walk_exits, #force exit, frame 'reg_idle', 20, #opposite None) reg_sit_in = a_class( #player armature action name, start, end frames 'reg_sit', 1, 65, #deck action name, start, end frames 'b_reg_jump', 1, 65, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 20, #intro, length None, 0, #exits ['reg_idle', 'reg_walk'], #force exit, frame None, 0, #opposite None) reg_sit = a_class( #player armature action name, start, end frames 'reg_sit', 65, 65, #deck action name, start, end frames 'b_reg_jump', 65, 65, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 20, #intro, length None, 0, #exits ['reg_idle', 'reg_walk'], #force exit, frame None, 0, #opposite None) reg_onboard = a_class( #player armature action name, start, end frames #'reg_noffboard', 24, 1, 'reg_onboard', 1, 100, #deck action name, start, end frames #'b_reg_offboard', 24, 1, 'b_reg_onboard', 1, 100, #layer, speed, mode (0 = play, 1 = loop), blendin 4, 2, 0, 5, #intro, length None, 0, #exits ['reg_roll'], #force exit, frame 'reg_roll', 98, #opposite None) reg_offboard = a_class( #player armature action name, start, end frames 'reg_noffboard', 1, 40, #deck action name, start, end frames 'b_reg_offboard', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 4, 1, 0, 5, #intro, length None, 0, #exits #['reg_idle', 'reg_walkFast', 'reg_walk', 'reg_onboard'], walk_exits, #force exit, frame 'reg_idle', 39, #opposite None) reg_roll = a_class( #player armature action name, start, end frames 'nreg', 1, 60, #deck action name, start, end frames 'b_reg', 1, 60, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 10, #intro, length None, 0, #exits ['reg_idle', 'fak_offboard' 'reg_offboard', 'reg_turnLeft', 'reg_turnRight', 'reg_opos', 'reg_nopos', 'reg_pump', 'reg_push', 'reg_push_goof', 'reg_powerslide', 'reg_fs_powerslide', 'reg_manual', 'reg_nmanual', 'reg_air', 'reg_air_nose', 'reg_air_tail', 'reg_manual_left', 'reg_manual_right', 'reg_nmanual_left', 'reg_nmanual_right', 'reg_stop'], #force exit, frame None, 0, #opposite 'fak_roll') reg_turnLeft = a_class( #player armature action name, start, end frames 'nreg_left', 10, 30, #deck action name, start, end frames 'b_reg_left', 10, 30, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 20, #intro, length None, 0, #exits ['reg_roll', 'reg_opos', 'reg_nopos', 'reg_pump', 'reg_pump_left', 'reg_pump_right', 'reg_push', 'reg_push_goof', 'reg_powerslide', 'reg_fs_powerslide', 'reg_manual', 'reg_nmanual', 'reg_offboard', 'reg_air', 'reg_air_nose', 'reg_air_tail', 'reg_manual_left', 'reg_manual_right', 'reg_nmanual_left', 'reg_nmanual_right', 'fak_turnRight', 'reg_stop'], #force exit, frame None, 0, #opposite None) reg_turnRight = a_class( #player armature action name, start, end frames 'nreg_right', 10, 30, #deck action name, start, end frames 'b_reg_right', 10, 30, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 20, #intro, length None, 0, #exits ['reg_roll', 'reg_opos', 'reg_nopos', 'reg_pump','reg_pump_left', 'reg_pump_right', 'reg_push', 'reg_push_goof', 'reg_powerslide', 'reg_fs_powerslide', 'reg_manual', 'reg_nmanual', 'reg_offboard', 'reg_air', 'reg_air_nose', 'reg_air_tail', 'reg_manual_left', 'reg_manual_right', 'reg_nmanual_left', 'reg_nmanual_right', 'fak_turnLeft', 'reg_stop'], #force exit, frame None, 0, #opposite None) reg_manual_left = a_class( #player armature action name, start, end frames 'reg_manual_left', 10, 90, #deck action name, start, end frames 'b_reg_manual_left', 10, 90, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 20, #intro, length None, 0, #exits ['reg_roll', 'reg_opos', 'reg_nopos', 'reg_pump', 'reg_pump_left', 'reg_pump_right', 'reg_push', 'reg_push_goof', 'reg_powerslide', 'reg_fs_powerslide', 'reg_manual', 'reg_nmanual', 'reg_offboard', 'reg_air', 'reg_air_nose', 'reg_air_tail', 'reg_manual_left', 'reg_manual_right', 'reg_nmanual_left', 'reg_nmanual_right', 'reg_stop'], #force exit, frame None, 0, #opposite None) reg_manual_right = a_class( #player armature action name, start, end frames 'reg_manual_right', 10, 90, #deck action name, start, end frames 'b_reg_manual_right', 10, 90, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 20, #intro, length None, 0, #exits ['reg_roll', 'reg_opos', 'reg_nopos', 'reg_pump','reg_pump_left', 'reg_pump_right', 'reg_push', 'reg_push_goof', 'reg_powerslide', 'reg_fs_powerslide', 'reg_manual', 'reg_nmanual', 'reg_offboard', 'reg_air', 'reg_air_nose', 'reg_air_tail', 'reg_manual_left', 'reg_manual_right', 'reg_nmanual_left', 'reg_nmanual_right', 'reg_stop'], #force exit, frame None, 0, #opposite None) reg_opos_in = a_class( #player armature action name, start, end frames 'noposin', 1, 80, #deck action name, start, end frames 'b_reg', 1, 10, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 15, #intro, length None, 0, #exits ['reg_opos'], #force exit, frame 'reg_opos', 78, #opposite 'fak_opos') reg_opos = a_class( #player armature action name, start, end frames 'nopos', 1, 80, #deck action name, start, end frames 'b_reg', 1, 10, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 15, #intro, length 'reg_opos_in', 80, #exits ['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_pump', 'reg_pump_left', 'reg_pump_right', 'reg_push', 'reg_push_goof', 'reg_powerslide', 'reg_fs_powerslide', 'reg_manual', 'reg_nmanual', 'reg_offboard', 'reg_air', 'reg_air_nose', 'reg_air_tail', 'reg_manual_left', 'reg_manual_right', 'reg_nmanual_left', 'reg_nmanual_right', 'reg_stop'], #force exit, frame None, 0, #opposite 'fak_opos') reg_nopos = a_class( #player armature action name, start, end frames 'nnopos', 20, 20, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 15, #intro, length None, 0, #exits ['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_pump', 'reg_push', 'reg_push_goof', 'reg_powerslide', 'reg_fs_powerslide', 'reg_manual', 'reg_nmanual', 'reg_offboard', 'reg_air', 'reg_air_nose', 'reg_air_tail', 'reg_stop'], #force exit, frame None, 0, #opposite None) reg_pump = a_class( #player armature action name, start, end frames 'nopos', 1, 80, #deck action name, start, end frames 'b_reg', 1, 10, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 15, #intro, length None, 0, #exits ['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_powerslide', 'reg_fs_powerslide', 'reg_manual', 'reg_nmanual', 'reg_offboard', 'reg_pump_left', 'reg_pump_right', 'reg_air', 'reg_air_nose', 'reg_air_tail', 'frontside_grab', 'backside_grab', 'frontside_nose_grab', 'backside_nose_grab', 'frontside_tail_grab', 'backside_tail_grab', 'reg_manual_left', 'reg_manual_right', 'reg_nmanual_left', 'reg_nmanual_right', 'reg_stop'], #force exit, frame None, 0, #opposite None) reg_pump_left = a_class( #player armature action name, start, end frames 'nreg_pump_left', 10, 30, #deck action name, start, end frames 'b_reg_left', 10, 30, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 15, #intro, length None, 0, #exits ['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_opos', 'reg_push', 'reg_push_goof', 'reg_powerslide', 'reg_fs_powerslide', 'reg_manual', 'reg_nmanual', 'reg_offboard', 'reg_pump', 'reg_pump_right', 'reg_air', 'reg_air_nose', 'reg_air_tail', 'backside_grab', 'frontside_nose_grab', 'backside_nose_grab', 'frontside_tail_grab', 'backside_tail_grab', 'reg_manual_left', 'reg_manual_right', 'reg_nmanual_left', 'reg_nmanual_right', 'reg_stop'], #force exit, frame None, 0, #opposite None) reg_pump_right = a_class( #player armature action name, start, end frames 'nreg_pump_right', 10, 30, #deck action name, start, end frames 'b_reg_right', 10, 30, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 15, #intro, length None, 0, #exits ['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_opos', 'reg_push', 'reg_push_goof', 'reg_powerslide', 'reg_fs_powerslide', 'reg_manual', 'reg_nmanual', 'reg_offboard', 'reg_pump', 'reg_pump_left', 'reg_air', 'reg_air_nose', 'reg_air_tail', 'backside_grab', 'frontside_nose_grab', 'backside_nose_grab', 'frontside_tail_grab', 'backside_tail_grab', 'reg_manual_left', 'reg_manual_right', 'reg_nmanual_left', 'reg_nmanual_right', 'reg_stop'], #force exit, frame None, 0, #opposite None) reg_push = a_class( #player armature action name, start, end frames 'reg_push2', 1, 70, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 10, #intro, length None, 0, #exits ['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_powerslide', 'reg_fs_powerslide', 'reg_manual', 'reg_nmanual', 'reg_offboard', 'reg_air', 'reg_air_nose', 'reg_air_tail', 'reg_manual_left', 'reg_manual_right', 'reg_stop'], #force exit, frame None, 0, #opposite None) reg_push_goof = a_class( #player armature action name, start, end frames 'reg_push_goof', 1, 35, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 10, #intro, length None, 0, #exits ['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_powerslide', 'reg_fs_powerslide', 'reg_manual', 'reg_nmanual', 'reg_offboard', 'reg_air', 'reg_air_nose', 'reg_air_tail', 'reg_manual_left', 'reg_manual_right', 'reg_stop'], #force exit, frame None, 0, #opposite None) reg_stop = a_class( #player armature action name, start, end frames 'reg_stop', 1, 30, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 20, #intro, length None, 0, #exits ['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_powerslide', 'reg_fs_powerslide', 'reg_manual', 'reg_nmanual', 'reg_offboard', 'reg_air', 'reg_air_nose', 'reg_air_tail', 'reg_manual_left', 'reg_manual_right'], #force exit, frame None, 0, #opposite None) reg_powerslide_in = a_class( #player armature action name, start, end frames 'nreg_powerslide2', 0, 20, #deck action name, start, end frames 'b_reg_powerslide2', 0, 20, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 10, #intro, length None, 0, #exits ['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_pump', 'reg_nopos', 'reg_opos', 'reg_manual', 'reg_nmanual', 'reg_offboard', 'reg_air', 'reg_air_nose', 'reg_air_tail'], #force exit, frame None, 0, #opposite None) reg_fs_powerslide_in = a_class( #player armature action name, start, end frames 'nreg_powerslide', 0, 20, #deck action name, start, end frames 'b_reg_powerslide', 0, 20, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 10, #intro, length 'None', 0, #exits ['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_pump', 'reg_nopos', 'reg_opos', 'reg_manual', 'reg_nmanual', 'reg_offboard', 'reg_air', 'reg_air_nose', 'reg_air_tail'], #force exit, frame None, 0, #opposite None) reg_powerslide = a_class( #player armature action name, start, end frames 'nreg_powerslide2', 20, 20, #deck action name, start, end frames 'b_reg_powerslide2', 20, 20, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 10, #intro, length 'reg_powerslide_in', 20, #exits ['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_pump', 'reg_nopos', 'reg_opos', 'reg_manual', 'reg_nmanual', 'reg_offboard', 'reg_air', 'reg_air_nose', 'reg_air_tail', 'reg_manual_left', 'reg_manual_right', 'reg_nmanual_left', 'reg_nmanual_right'], #force exit, frame None, 0, #opposite None) reg_fs_powerslide = a_class( #player armature action name, start, end frames 'nreg_powerslide', 20, 20, #deck action name, start, end frames 'b_reg_powerslide', 20, 20, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 10, #intro, length 'reg_fs_powerslide_in', 20, #exits ['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_pump', 'reg_nopos', 'reg_opos', 'reg_manual', 'reg_nmanual', 'reg_offboard', 'reg_air', 'reg_air_nose', 'reg_air_tail', 'reg_manual_left', 'reg_manual_right', 'reg_nmanual_left', 'reg_nmanual_right'], #force exit, frame None, 0, #opposite None) reg_brfoot = a_class( #player armature action name, start, end frames 'brfoot', 1, 30, #deck action name, start, end frames 'b_brfoot', 1, 30, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .75, 1, 10, #intro, length None, 0, #exits ['reg_offboard', 'reg_land', 'frontside_grab', 'backside_grab', 'frontside_nose_grab', 'backside_nose_grab', 'frontside_tail_grab', 'backside_tail_grab', 'reg_manual', 'reg_nmanual', 'reg_air_tail', 'reg_ollie_north', 'reg_ollie_south', 'reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_pump', 'reg_nopos', 'reg_opos', 'reg_manual', 'reg_nmanual', 'reg_offboard', 'reg_air', 'reg_air_nose', 'reg_air_tail', 'reg_manual_left', 'reg_manual_right', 'reg_nmanual_left', 'reg_nmanual_right'], #force exit, frame 'reg_air', 20, #opposite None) reg_frfoot = a_class( #player armature action name, start, end frames 'frfoot', 1, 30, #deck action name, start, end frames 'b_brfoot', 1, 30, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .75, 0, 10, #intro, length None, 0, #exits ['reg_offboard', 'reg_land', 'frontside_grab', 'backside_grab', 'frontside_nose_grab', 'backside_nose_grab', 'frontside_tail_grab', 'backside_tail_grab', 'reg_manual', 'reg_nmanual', 'reg_air_tail', 'reg_ollie_north', 'reg_ollie_south', 'reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_pump', 'reg_nopos', 'reg_opos', 'reg_manual', 'reg_nmanual', 'reg_offboard', 'reg_air', 'reg_air_nose', 'reg_air_tail', 'reg_manual_left', 'reg_manual_right', 'reg_nmanual_left', 'reg_nmanual_right'], #force exit, frame 'reg_air', 20, #opposite None) reg_blfoot = a_class( #player armature action name, start, end frames 'blfoot', 1, 30, #deck action name, start, end frames 'b_brfoot', 1, 30, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .75, 1, 10, #intro, length None, 0, #exits ['reg_offboard', 'reg_land', 'frontside_grab', 'backside_grab', 'frontside_nose_grab', 'backside_nose_grab', 'frontside_tail_grab', 'backside_tail_grab', 'reg_manual', 'reg_nmanual', 'reg_air_tail', 'reg_ollie_north', 'reg_ollie_south', 'reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_pump', 'reg_nopos', 'reg_opos', 'reg_manual', 'reg_nmanual', 'reg_offboard', 'reg_air', 'reg_air_nose', 'reg_air_tail', 'reg_manual_left', 'reg_manual_right', 'reg_nmanual_left', 'reg_nmanual_right'], #force exit, frame 'reg_air', 20, #opposite None) reg_flfoot = a_class( #player armature action name, start, end frames 'flfoot', 1, 30, #deck action name, start, end frames 'b_brfoot', 1, 30, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .75, 0, 10, #intro, length None, 0, #exits ['reg_offboard', 'reg_land', 'frontside_grab', 'backside_grab', 'frontside_nose_grab', 'backside_nose_grab', 'frontside_tail_grab', 'backside_tail_grab', 'reg_manual', 'reg_nmanual', 'reg_air_tail', 'reg_ollie_north', 'reg_ollie_south', 'reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_pump', 'reg_nopos', 'reg_opos', 'reg_manual', 'reg_nmanual', 'reg_offboard', 'reg_air', 'reg_air_nose', 'reg_air_tail', 'reg_manual_left', 'reg_manual_right', 'reg_nmanual_left', 'reg_nmanual_right'], #force exit, frame 'reg_air', 20, #opposite None) reg_manual = a_class( #player armature action name, start, end frames 'reg_manual', 10, 90, #deck action name, start, end frames 'b_reg_manual', 10, 70, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 10, #intro, length None, 0, #exits ['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_pump', 'reg_nopos', 'reg_opos', 'reg_offboard', 'reg_air', 'reg_air_nose', 'reg_air_tail', 'reg_manual_left', 'reg_manual_right', 'reg_nmanual_left', 'reg_nmanual_right'], #force exit, frame None, 0, #opposite None) reg_nmanual = a_class( #player armature action name, start, end frames 'reg_nmanual', 10, 90, #deck action name, start, end frames 'b_fak_manual', 10, 90, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 10, #intro, length None, 0, #exits ['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_pump', 'reg_nopos', 'reg_opos', 'reg_offboard', 'reg_air', 'reg_air_nose', 'reg_air_tail', 'reg_manual_left', 'reg_manual_right', 'reg_nmanual_left', 'reg_nmanual_right'], #force exit, frame None, 0, #opposite None) reg_nmanual_left = a_class( #player armature action name, start, end frames 'reg_nmanual_left', 10, 90, #deck action name, start, end frames 'b_fak_manual_right', 10, 70, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 10, #intro, length None, 0, #exits ['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_pump', 'reg_nopos', 'reg_opos', 'reg_offboard', 'reg_air', 'reg_air_nose', 'reg_air_tail', 'reg_manual_left', 'reg_manual_right', 'reg_nmanual_left', 'reg_nmanual_right'], #force exit, frame None, 0, #opposite None) reg_nmanual_right = a_class( #player armature action name, start, end frames 'reg_nmanual_right', 10, 90, #deck action name, start, end frames 'b_fak_manual_left', 10, 70, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 10, #intro, length None, 0, #exits ['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_pump', 'reg_nopos', 'reg_opos', 'reg_offboard', 'reg_air', 'reg_air_nose', 'reg_air_tail', 'reg_manual_left', 'reg_manual_right', 'reg_nmanual_left', 'reg_nmanual_right'], #force exit, frame None, 0, #opposite None) reg_land = a_class( #player armature action name, start, end frames 'reg_land', 1, 50, #deck action name, start, end frames 'b_reg', 1, 50, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 10, #intro, length None, 0, #exits lands, #force exit, frame 'reg_roll', 25, #opposite None) reg_landL = a_class( #player armature action name, start, end frames 'reg_landL', 1, 40, #deck action name, start, end frames 'b_reg', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 10, #intro, length None, 0, #exits lands, #force exit, frame 'reg_roll', 20, #opposite None) reg_landR = a_class( #player armature action name, start, end frames 'reg_landR', 1, 40, #deck action name, start, end frames 'b_reg', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 10, #intro, length None, 0, #exits lands, #force exit, frame 'reg_roll', 20, #opposite None) reg_landLb = a_class( #player armature action name, start, end frames 'reg_landLb', 1, 40, #deck action name, start, end frames 'b_reg', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 10, #intro, length None, 0, #exits lands, #force exit, frame 'reg_roll', 20, #opposite None) reg_landRb = a_class( #player armature action name, start, end frames 'reg_landRb', 1, 40, #deck action name, start, end frames 'b_reg', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 10, #intro, length None, 0, #exits lands, #force exit, frame 'reg_roll', 20, #opposite None) reg_air = a_class( #player armature action name, start, end frames 'reg_air', 1, 80, #deck action name, start, end frames 'b_reg', 1, 30, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 20, #intro, length None, 0, #exits ['reg_offboard', 'reg_land', 'frontside_grab', 'backside_grab', 'frontside_nose_grab', 'backside_nose_grab', 'frontside_tail_grab', 'backside_tail_grab', 'reg_air_nose', 'reg_air_tail', 'reg_ollie_north', 'reg_ollie_south', 'reg_judo', 'reg_frigid', 'reg_onefoot', 'reg_fsonefoot', 'reg_airwalk', 'reg_wall_r', 'reg_wall_l', 'reg_manual_left', 'reg_manual_right', 'reg_manual', 'reg_nmanual', 'reg_nmanual_left', 'reg_nmanual_right'], #force exit, frame None, 0, #opposite None) reg_air_nb = a_class( #player armature action name, start, end frames 'reg_air', 1, 30, #deck action name, start, end frames 'b_reg', 1, 30, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 0, #intro, length None, 0, #exits ['reg_offboard', 'reg_land', 'frontside_grab', 'backside_grab', 'frontside_nose_grab', 'backside_nose_grab', 'frontside_tail_grab', 'backside_tail_grab', 'reg_air_nose', 'reg_air_tail', 'reg_ollie_north', 'reg_ollie_south', 'reg_judo', 'reg_frigid', 'reg_onefoot', 'reg_fsonefoot', 'reg_airwalk', 'reg_wall_r', 'reg_wall_l', 'reg_manual_left', 'reg_manual_right', 'reg_manual', 'reg_nmanual', 'reg_nmanual_left', 'reg_nmanual_right'], #force exit, frame None, 0, #opposite None) reg_air_nose = a_class( #player armature action name, start, end frames 'reg_noseg.002', 40, 80, #deck action name, start, end frames 'b_reg_noseg', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 15, #intro, length None, 0, #exits ['reg_offboard', 'reg_land', 'frontside_grab', 'backside_grab', 'frontside_nose_grab', 'backside_nose_grab', 'frontside_tail_grab', 'backside_tail_grab', 'reg_manual', 'reg_nmanual', 'reg_air_tail', 'reg_ollie_north', 'reg_ollie_south', 'reg_airwalk', 'reg_wall_r', 'reg_wall_l', 'reg_manual_left', 'reg_manual_right', 'reg_manual', 'reg_nmanual', 'reg_nmanual_left', 'reg_nmanual_right', 'reg_air'], #force exit, frame None, 0, #opposite None) reg_air_tail = a_class( #player armature action name, start, end frames 'reg_tailg.001', 40, 80, #deck action name, start, end frames 'b_reg_tailg', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 15, #intro, length None, 0, #exits ['reg_offboard', 'reg_land', 'frontside_grab', 'backside_grab', 'frontside_nose_grab', 'backside_nose_grab', 'frontside_tail_grab', 'backside_tail_grab', 'reg_manual', 'reg_nmanual', 'reg_air_nose', 'reg_ollie_north', 'reg_ollie_south', 'reg_airwalk', 'reg_wall_r', 'reg_wall_l', 'reg_manual_left', 'reg_manual_right', 'reg_manual', 'reg_nmanual', 'reg_nmanual_left', 'reg_nmanual_right', 'reg_air'], #force exit, frame None, 0, #opposite None) #**********************# #**********************# #**********************# #*******fliptricks*****# #**********************# #**********************# #**********************# reg_ollie = a_class( #player armature action name, start, end frames 'reg_ollie', 1, 40, #deck action name, start, end frames 'b_reg_ollie', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin fliplay, 1, 0, 10, #intro, length None, 0, #exits ['reg_offboard', 'reg_air'], #force exit, frame 'reg_air', 36, #opposite None) reg_heelflip = a_class( #player armature action name, start, end frames 'reg_heelflip', 0, 20, #deck action name, start, end frames 'b_reg_heelflip', 0, 20, #layer, speed, mode (0 = play, 1 = loop), blendin fliplay, .5, 0, 10, #intro, length None, 0, #exits ['reg_offboard', 'reg_air'], #force exit, frame 'reg_air', 38, #opposite None) reg_kickflip = a_class( #player armature action name, start, end frames 'reg_kickflip', 0, 20, #deck action name, start, end frames 'b_reg_kickflip', 0, 20, #layer, speed, mode (0 = play, 1 = loop), blendin fliplay, .5, 0, 10, #intro, length None, 0, #exits ['reg_offboard', 'reg_air'], #force exit, frame 'reg_air', 38, #opposite None) reg_shuvit = a_class( #player armature action name, start, end frames 'reg_shuvit', 1, 40, #deck action name, start, end frames 'b_reg_shuvit', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin fliplay, 1, 0, 10, #intro, length None, 0, #exits ['reg_offboard', 'reg_air'], #force exit, frame 'reg_air', 38, #opposite None) reg_shuvit360 = a_class( #player armature action name, start, end frames 'reg_360shuvit', 1, 20, #deck action name, start, end frames 'b_reg_360shuvit', 1, 20, #layer, speed, mode (0 = play, 1 = loop), blendin fliplay, .5, 0, 10, #intro, length None, 0, #exits ['reg_offboard', 'reg_air'], #force exit, frame 'reg_air', 38, #opposite None) reg_fsshuvit = a_class( #player armature action name, start, end frames 'reg_fsshuvit', 1, 40, #deck action name, start, end frames 'b_reg_fsshuvit', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin fliplay, 1, 0, 10, #intro, length None, 0, #exits ['reg_offboard', 'reg_air'], #force exit, frame 'reg_air', 38, #opposite None) reg_fsshuvit360 = a_class( #player armature action name, start, end frames 'reg_360fsshuvit', 1, 20, #deck action name, start, end frames 'b_reg_360fsshuvit', 1, 20, #layer, speed, mode (0 = play, 1 = loop), blendin fliplay, .5, 0, 10, #intro, length None, 0, #exits ['reg_offboard', 'reg_air'], #force exit, frame 'reg_air', 38, #opposite None) reg_hardflip = a_class( #player armature action name, start, end frames 'reg_hardflip', 1, 40, #deck action name, start, end frames 'b_reg_hardflip', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin fliplay, 1, 0, 10, #intro, length None, 0, #exits ['reg_offboard', 'reg_air'], #force exit, frame 'reg_air', 38, #opposite None) reg_inward_heelflip = a_class( #player armature action name, start, end frames 'reg_inward_heelflip', 1, 40, #deck action name, start, end frames 'b_reg_inward_heelflip', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin fliplay, 1, 0, 10, #intro, length None, 0, #exits ['reg_offboard', 'reg_air'], #force exit, frame 'reg_air', 38, #opposite None) reg_varial_kickflip = a_class( #player armature action name, start, end frames 'reg_varialkickflip', 1, 40, #deck action name, start, end frames 'b_reg_varialkickflip', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin fliplay, 1, 0, 10, #intro, length None, 0, #exits ['reg_offboard', 'reg_air'], #force exit, frame 'reg_air', 38, #opposite None) reg_varial_heelflip = a_class( #player armature action name, start, end frames 'reg_varialheelflip', 1, 40, #deck action name, start, end frames 'b_reg_varialheelflip', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin fliplay, 1, 0, 10, #intro, length None, 0, #exits ['reg_offboard', 'reg_air'], #force exit, frame 'reg_air', 38, #opposite None) #----------------------- reg_nollie = a_class( #player armature action name, start, end frames 'nollie', 1, 20, #deck action name, start, end frames 'b_fak_ollie', 1, 20, #layer, speed, mode (0 = play, 1 = loop), blendin 3, .5, 0, 10, #intro, length None, 0, #exits ['reg_offboard', 'reg_air_nb'], #force exit, frame 'reg_air_nb', 38, #opposite None) reg_nollie_kickflip = a_class( #player armature action name, start, end frames 'nollie_kickflip', 1, 20, #deck action name, start, end frames 'b_fak_kickflip', 1, 20, #layer, speed, mode (0 = play, 1 = loop), blendin 3, .5, 0, 10, #intro, length None, 0, #exits ['reg_offboard', 'reg_air_nb'], #force exit, frame 'reg_air_nb', 38, #opposite None) reg_nollie_heelflip = a_class( #player armature action name, start, end frames 'nollie_heelflip', 1, 20, #deck action name, start, end frames 'b_fak_heelflip', 1, 20, #layer, speed, mode (0 = play, 1 = loop), blendin 3, .5, 0, 10, #intro, length None, 0, #exits ['reg_offboard', 'reg_air_nb'], #force exit, frame 'reg_air_nb', 38, #opposite None) reg_nollie_shuvit = a_class( #player armature action name, start, end frames 'nollie_shuvit', 1, 40, #deck action name, start, end frames 'b_fak_shuvit', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 3, 1, 0, 10, #intro, length None, 0, #exits ['reg_offboard', 'reg_air_nb'], #force exit, frame 'reg_air_nb', 38, #opposite None) reg_nollie_fsshuvit = a_class( #player armature action name, start, end frames 'nollie_fsshuvit', 1, 40, #deck action name, start, end frames 'b_fak_fsshuvit', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 3, 1, 0, 10, #intro, length None, 0, #exits ['reg_offboard', 'reg_air_nb'], #force exit, frame 'reg_air_nb', 38, #opposite None) reg_nollie_shuvit360 = a_class( #player armature action name, start, end frames 'nollie_fsshuvit', 1, 40, #deck action name, start, end frames 'b_fak_360fsshuvit', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 3, 1, 0, 10, #intro, length None, 0, #exits ['reg_offboard', 'reg_air_nb'], #force exit, frame 'reg_air', 38, #opposite None) reg_nollie_fsshuvit_360 = a_class( #player armature action name, start, end frames 'nollie_fsshuvit', 1, 40, #deck action name, start, end frames 'b_fak_360shuvit', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 3, 1, 0, 10, #intro, length None, 0, #exits ['reg_offboard', 'reg_air_nb'], #force exit, frame 'reg_air', 38, #opposite None) #**********************# #**********************# #**********************# #*******grabs**********# #**********************# #**********************# #**********************# frontside_grab_in = a_class( #player armature action name, start, end frames 'reg_fg', 1, 10, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .4, 0, 10, #intro, length None, 0, #exits ['frontside_grab'], #force exit, frame 'frontside_grab', 20, #opposite None) frontside_grab = a_class( #player armature action name, start, end frames 'reg_fg', 10, 30, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 10, #intro, length 'frontside_grab_in', 10, #exits ['reg_air'], #force exit, frame None, 0, #opposite None) backside_grab_in = a_class( #player armature action name, start, end frames 'reg_bsg2', 1, 10, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .4, 0, 10, #intro, length None, 0, #exits ['backside_grab'], #force exit, frame 'backside_grab', 20, #opposite None) backside_grab = a_class( #player armature action name, start, end frames 'reg_bsg2', 10, 30, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 10, #intro, length 'backside_grab_in', 10, #exits ['reg_air'], #force exit, frame None, 0, #opposite None) frontside_nose_grab_in = a_class( #player armature action name, start, end frames 'frontside_nose_grab', 1, 10, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .4, 0, 10, #intro, length None, 0, #exits ['frontside_nose_grab'], #force exit, frame 'frontside_nose_grab', 20, #opposite None) frontside_nose_grab = a_class( #player armature action name, start, end frames 'frontside_nose_grab', 10, 30, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 10, #intro, length 'frontside_nose_grab_in', 10, #exits ['reg_air'], #force exit, frame None, 0, #opposite None) backside_nose_grab_in = a_class( #player armature action name, start, end frames 'backside_nose_grab', 1, 10, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .4, 0, 10, #intro, length None, 0, #exits ['backside_nose_grab'], #force exit, frame 'backside_nose_grab', 20, #opposite None) backside_nose_grab = a_class( #player armature action name, start, end frames 'backside_nose_grab', 10, 30, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 10, #intro, length 'backside_nose_grab_in', 10, #exits ['reg_air'], #force exit, frame None, 0, #opposite None) frontside_tail_grab_in = a_class( #player armature action name, start, end frames 'frontside_tail_grab', 1, 10, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .4, 0, 10, #intro, length None, 0, #exits ['frontside_tail_grab'], #force exit, frame 'frontside_tail_grab', 20, #opposite None) frontside_tail_grab = a_class( #player armature action name, start, end frames 'frontside_tail_grab', 10, 30, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 10, #intro, length 'frontside_tail_grab_in', 10, #exits ['reg_air'], #force exit, frame None, 0, #opposite None) backside_tail_grab_in = a_class( #player armature action name, start, end frames 'backside_tail_grab', 1, 10, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .4, 0, 10, #intro, length None, 0, #exits ['backside_tail_grab'], #force exit, frame 'backside_tail_grab', 20, #opposite None) backside_tail_grab = a_class( #player armature action name, start, end frames 'backside_tail_grab', 10, 30, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 10, #intro, length 'backside_tail_grab_in', 10, #exits ['reg_air'], #force exit, frame None, 0, #opposite None) reg_judo_in = a_class( #player armature action name, start, end frames 'reg_judo', 1, 10, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .4, 0, 10, #intro, length None, 0, #exits ['reg_judo'], #force exit, frame 'reg_judo', 20, #opposite None) reg_judo = a_class( #player armature action name, start, end frames 'reg_judo', 10, 30, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 10, #intro, length 'reg_judo_in', 10, #exits ['reg_air'], #force exit, frame None, 0, #opposite None) reg_frigid_in = a_class( #player armature action name, start, end frames 'reg_frigid', 1, 10, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .4, 0, 10, #intro, length None, 0, #exits ['reg_frigid'], #force exit, frame 'reg_frigid', 20, #opposite None) reg_frigid = a_class( #player armature action name, start, end frames 'reg_frigid', 10, 30, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 10, #intro, length 'reg_frigid_in', 10, #exits ['reg_air'], #force exit, frame None, 0, #opposite None) reg_fsonefoot_in = a_class( #player armature action name, start, end frames 'reg_fsonefoot', 1, 10, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .4, 0, 10, #intro, length None, 0, #exits ['reg_fsonefoot'], #force exit, frame 'reg_fsonefoot', 20, #opposite None) reg_fsonefoot = a_class( #player armature action name, start, end frames 'reg_fsonefoot', 10, 30, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 10, #intro, length 'reg_fsonefoot_in', 10, #exits ['reg_air'], #force exit, frame None, 0, #opposite None) reg_onefoot_in = a_class( #player armature action name, start, end frames 'reg_onefoot', 1, 10, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .4, 0, 10, #intro, length None, 0, #exits ['reg_onefoot'], #force exit, frame 'reg_onefoot', 20, #opposite None) reg_onefoot = a_class( #player armature action name, start, end frames 'reg_onefoot', 10, 30, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 10, #intro, length 'reg_onefoot_in', 10, #exits ['reg_air'], #force exit, frame None, 0, #opposite None) reg_ollie_north_in = a_class( #player armature action name, start, end frames 'reg_ollie_north', 1, 10, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 5, #intro, length None, 0, #exits ['reg_ollie_north'], #force exit, frame 'reg_ollie_north', 20, #opposite None) reg_ollie_north = a_class( #player armature action name, start, end frames 'reg_ollie_north', 10, 10, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 5, #intro, length 'reg_ollie_north', 10, #exits ['reg_air'], #force exit, frame None, 0, #opposite None) reg_ollie_south_in = a_class( #player armature action name, start, end frames 'reg_ollie_south', 1, 10, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 5, #intro, length None, 0, #exits ['reg_ollie_south'], #force exit, frame 'reg_ollie_south', 20, #opposite None) reg_ollie_south = a_class( #player armature action name, start, end frames 'reg_ollie_south', 10, 10, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 5, #intro, length 'reg_ollie_south', 10, #exits ['reg_air'], #force exit, frame None, 0, #opposite None) reg_airwalk_in = a_class( #player armature action name, start, end frames 'reg_airwalk', 1, 10, #deck action name, start, end frames 'b_reg_airwalk', 1, 10, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 5, #intro, length None, 0, #exits ['reg_airwalk'], #force exit, frame 'reg_airwalk', 20, #opposite None) reg_airwalk = a_class( #player armature action name, start, end frames 'reg_airwalk', 10, 10, #deck action name, start, end frames 'b_reg_airwalk', 10, 10, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 5, #intro, length 'reg_airwalk_in', 10, #exits ['reg_air'], #force exit, frame None, 0, #opposite None) reg_wall_r_in = a_class( #player armature action name, start, end frames 'reg_wall_r', 1, 10, #deck action name, start, end frames 'b_reg_wall_r', 1, 10, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 5, #intro, length None, 0, #exits ['reg_wall_r'], #force exit, frame 'reg_wall_r', 20, #opposite None) reg_wall_r = a_class( #player armature action name, start, end frames 'reg_wall_r', 10, 10, #deck action name, start, end frames 'b_reg_wall_r', 10, 10, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 5, #intro, length 'reg_wall_r_in', 10, #exits ['reg_air'], #force exit, frame None, 0, #opposite None) reg_wall_l_in = a_class( #player armature action name, start, end frames 'reg_wall_l', 1, 10, #deck action name, start, end frames 'b_reg_wall_l', 1, 10, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 5, #intro, length None, 0, #exits ['reg_wall_l'], #force exit, frame 'reg_wall_l', 20, #opposite None) reg_wall_l = a_class( #player armature action name, start, end frames 'reg_wall_l', 10, 10, #deck action name, start, end frames 'b_reg_wall_l', 10, 10, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 5, #intro, length 'reg_wall_l_in', 10, #exits ['reg_air'], #force exit, frame None, 0, #opposite None) #**********************# #*****fliptricks*******# #**********************# reg_back_invert_in = a_class( #player armature action name, start, end frames 'reg_back_invert_in.001', 1, 30, #deck action name, start, end frames 'b_reg', 1, 30, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 10, #intro, length None, 0, #exits ['reg_5050'], #force exit, frame 'reg_5050', 19, #opposite 'fak_5050') reg_back_invert = a_class( #player armature action name, start, end frames 'reg_back_invert_in.001', 30, 30, #deck action name, start, end frames 'b_reg', 1, 30, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 10, #intro, length 'reg_back_invert_in', 30, #exits ['reg_air', 'reg_roll'] + reg_fliplist, #force exit, frame None, 0, #opposite 'fak_5050') #**********************# #*******grinds*********# #**********************# reg_5050_in = a_class( #player armature action name, start, end frames 'reg_5050', 1, 20, #deck action name, start, end frames 'b_reg', 1, 30, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 10, #intro, length None, 0, #exits ['reg_5050'], #force exit, frame 'reg_5050', 19, #opposite 'fak_5050') reg_5050 = a_class( #player armature action name, start, end frames 'reg_5050', 30, 60, #deck action name, start, end frames 'b_reg', 1, 30, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 10, #intro, length 'reg_5050_in', 20, #exits ['reg_air', 'reg_roll'] + reg_fliplist, #force exit, frame None, 0, #opposite 'fak_5050') reg_bsboard_in = a_class( #player armature action name, start, end frames 'reg_BS_Board3', 1, 40, #deck action name, start, end frames 'b_reg_board', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 10, #intro, length None, 0, #exits ['reg_bsboard'], #force exit, frame 'reg_bsboard', 39, #opposite 'fak_bsboard') reg_bsboard = a_class( #player armature action name, start, end frames 'reg_BS_Board3', 41, 80, #deck action name, start, end frames 'b_reg_board', 41, 80, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 15, #intro, length 'reg_bsboard_in', 40, #exits ['reg_air', 'reg_roll'] + reg_fliplist, #force exit, frame None, 0, #opposite None) # reg_fsboard = a_class( # #player armature action name, start, end frames # 'reg_FS_Board2', 1, 30, # #deck action name, start, end frames # 'b_reg', 1, 1, # #layer, speed, mode (0 = play, 1 = loop), blendin # 1, .5, 1, 15, # #intro, length # None, 0, # #exits # ['reg_air', 'reg_roll'], # #force exit, frame # None, 0, # #opposite # None) reg_noseg_in = a_class( #player armature action name, start, end frames 'reg_noseg.002', 1, 40, #deck action name, start, end frames 'b_reg_noseg', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 10, #intro, length None, 0, #exits ['reg_noseg'], #force exit, frame 'reg_noseg', 39, #opposite 'fak_noseg') reg_noseg = a_class( #player armature action name, start, end frames 'reg_noseg.002', 41, 80, #deck action name, start, end frames 'b_reg_noseg', 41, 80, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 15, #intro, length 'reg_noseg_in', 40, #exits ['reg_air', 'reg_roll'], #force exit, frame None, 0, #opposite None) reg_nosegr_in = a_class( #player armature action name, start, end frames 'reg_nosegR', 1, 40, #deck action name, start, end frames 'b_reg_nosegR', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 10, #intro, length None, 0, #exits ['reg_nosegr'], #force exit, frame 'reg_nosegr', 39, #opposite 'fak_nosegl') reg_nosegr = a_class( #player armature action name, start, end frames 'reg_nosegR', 41, 80, #deck action name, start, end frames 'b_reg_nosegR', 41, 80, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 15, #intro, length 'reg_nosegr_in', 40, #exits ['reg_air', 'reg_roll'], #force exit, frame None, 0, #opposite None) reg_nosegl_in = a_class( #player armature action name, start, end frames 'reg_nosegL', 1, 40, #deck action name, start, end frames 'b_reg_nosegL', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 10, #intro, length None, 0, #exits ['reg_nosegl'], #force exit, frame 'reg_nosegl', 39, #opposite 'fak_nosegr') reg_nosegl = a_class( #player armature action name, start, end frames 'reg_nosegL', 41, 80, #deck action name, start, end frames 'b_reg_nosegL', 41, 80, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 15, #intro, length 'reg_nosegl_in', 40, #exits ['reg_air', 'reg_roll'], #force exit, frame None, 0, #opposite None) reg_tailg_in = a_class( #player armature action name, start, end frames 'reg_tailg.001', 1, 40, #deck action name, start, end frames 'b_reg_tailg', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 10, #intro, length None, 0, #exits ['reg_tailg'], #force exit, frame 'reg_tailg', 39, #opposite 'fak_tailg') reg_tailg = a_class( #player armature action name, start, end frames 'reg_tailg.001', 41, 80, #deck action name, start, end frames 'b_reg_tailg', 41, 80, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 15, #intro, length 'reg_tailg_in', 40, #exits ['reg_air', 'reg_roll'], #force exit, frame None, 0, #opposite None) reg_tailgr_in = a_class( #player armature action name, start, end frames 'reg_tailgR', 1, 40, #deck action name, start, end frames 'b_reg_tailgR', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 10, #intro, length None, 0, #exits ['reg_tailgr'], #force exit, frame 'reg_tailgr', 39, #opposite 'fak_nosegl') reg_tailgr = a_class( #player armature action name, start, end frames 'reg_tailgR', 41, 80, #deck action name, start, end frames 'b_reg_tailgR', 41, 80, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 15, #intro, length 'reg_tailgr_in', 40, #exits ['reg_air', 'reg_roll'], #force exit, frame None, 0, #opposite None) reg_tailgl_in = a_class( #player armature action name, start, end frames 'reg_tailgL', 1, 40, #deck action name, start, end frames 'b_reg_tailgL', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 10, #intro, length None, 0, #exits ['reg_tailgl'], #force exit, frame 'reg_tailgl', 39, #opposite 'fak_nosegl') reg_tailgl = a_class( #player armature action name, start, end frames 'reg_tailgL', 41, 80, #deck action name, start, end frames 'b_reg_tailgL', 41, 80, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 15, #intro, length 'reg_tailgl_in', 40, #exits ['reg_air', 'reg_roll'], #force exit, frame None, 0, #opposite None) reg_tailslide_in = a_class( #player armature action name, start, end frames 'fak_noses', 1, 40, #deck action name, start, end frames 'b_fak_noses', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 10, #intro, length None, 0, #exits ['reg_tailslide'], #force exit, frame 'reg_tailslide', 39, #opposite 'fak_noseslide') reg_tailslide = a_class( #player armature action name, start, end frames 'fak_noses', 41, 80, #deck action name, start, end frames 'b_fak_noses', 1, 30, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 15, #intro, length 'reg_tailslide_in', 40, #exits ['reg_air', 'reg_roll'], #force exit, frame None, 0, #opposite None) reg_noseslide_in = a_class( #player armature action name, start, end frames 'fak_tails', 1, 40, #deck action name, start, end frames 'b_fak_tails', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 10, #intro, length None, 0, #exits ['reg_noseslide'], #force exit, frame 'reg_noseslide', 39, #opposite 'fak_tailslide') reg_noseslide = a_class( #player armature action name, start, end frames 'fak_tails', 41, 80, #deck action name, start, end frames 'b_fak_tails', 41, 80, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 15, #intro, length 'reg_noseslide_in', 40, #exits ['reg_air', 'reg_roll'], #force exit, frame None, 0, #opposite None) revert1 = a_class( #player armature action name, start, end frames 'revert1', 1, 10, #deck action name, start, end frames 'b_revert1', 1, 10, #layer, speed, mode (0 = play, 1 = loop), blendin 4, .3, 0, 0, #intro, length None, 0, #exits ['reg_roll', 'fak_roll'], #force exit, frame 'fak_roll', 11, #opposite None) revert2 = a_class( #player armature action name, start, end frames 'revert2', 1, 10, #deck action name, start, end frames 'b_revert2', 1, 10, #layer, speed, mode (0 = play, 1 = loop), blendin 4, .3, 0, 0, #intro, length None, 0, #exits ['reg_roll', 'fak_roll'], #force exit, frame 'fak_roll', 11, #opposite None) fak_revert1 = a_class( #player armature action name, start, end frames 'fak_revert1', 1, 10, #deck action name, start, end frames 'b_revert1', 1, 10, #layer, speed, mode (0 = play, 1 = loop), blendin 4, .3, 0, 0, #intro, length None, 0, #exits ['reg_roll', 'fak_roll'], #force exit, frame 'reg_roll', 11, #opposite None) fak_revert2 = a_class( #player armature action name, start, end frames 'fak_revert2', 1, 10, #deck action name, start, end frames 'b_revert1', 1, 10, #layer, speed, mode (0 = play, 1 = loop), blendin 4, .3, 0, 0, #intro, length None, 0, #exits ['reg_roll', 'fak_roll'], #force exit, frame 'reg_roll', 11, #opposite None) revert3 = a_class( #player armature action name, start, end frames 'revert1', 1, 10, #deck action name, start, end frames 'b_revert1', 1, 10, #layer, speed, mode (0 = play, 1 = loop), blendin 4, .3, 0, 0, #intro, length None, 0, #exits ['reg_roll', 'fak_roll'], #force exit, frame 'fak_roll', 11, #opposite None) revert4 = a_class( #player armature action name, start, end frames 'revert2', 1, 10, #deck action name, start, end frames 'b_revert2', 1, 10, #layer, speed, mode (0 = play, 1 = loop), blendin 4, .3, 0, 0, #intro, length None, 0, #exits ['reg_roll', 'fak_roll'], #force exit, frame 'fak_roll', 11, #opposite None) reg_ollie_north_in = a_class( #player armature action name, start, end frames 'reg_ollie_north', 1, 10, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 5, #intro, length None, 0, #exits ['reg_ollie_north'], #force exit, frame 'reg_ollie_north', 20, #opposite None) reg_dropin_in = a_class( #player armature action name, start, end frames 'reg_dropin3', 30, 50, #deck action name, start, end frames 'b_reg_dropin', 30, 50, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 15, #intro, length None, 0, #exits ['reg_air'], #force exit, frame None, 0, #opposite None) reg_dropin = a_class( #player armature action name, start, end frames 'reg_dropin3', 50, 60, #deck action name, start, end frames 'b_reg_dropin', 50, 60, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 15, #intro, length 'reg_dropin_in', 20, #exits ['reg_air'], #force exit, frame None, 0, #opposite None) #******************(((((((((((((((((())))))))))))))))))************ fak_walk = a_class( #player armature action name, start, end frames 'fak_walk_new', 0, 30, #deck action name, start, end frames 'b_fak_walk', 0, 30, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 20, #intro, length None, 0, #exits ['fak_walkFast', 'fak_idle', 'fak_jump', 'fak_onboard', 'fak_idle2', 'fak_idle3', 'fak_idle4', 'fak_idle6', 'fak_idle7', 'fak_walk_air', 'fak_walk_air_out'], #force exit, frame None, 0, #opposite None) fak_walkFast = a_class( #player armature action name, start, end frames, start, end frames 'fak_run', 51, 90, #deck action name, start, end frames 'b_fak_run', 51, 90, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 10, #intro, length None, 0, #exits ['fak_walk', 'fak_idle', 'fak_jump', 'fak_onboard'], #force exit, frame None, 0, #opposite None) fak_idle = a_class( #player armature action name, start, end frames 'fak_idle1', 1, 120, #deck action name, start, end frames 'b_fak_idle1', 1, 120, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 20, #intro, length None, 0, #exits #['fak_walk', 'fak_idle2', 'fak_idle3', 'fak_idle4', 'fak_idle5', 'fak_idle6', 'fak_idle7', 'fak_jump', 'fak_sit', 'fak_onboard'], walk_exits, #force exit, frame None, 0, #opposite None) fak_idle2 = a_class( #player armature action name, start, end frames 'fak_idle2', 1, 120, #deck action name, start, end frames 'b_fak_walk', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 20, #intro, length None, 0, #exits #['fak_walk', 'fak_idle', 'fak_idle3', 'fak_idle4', 'fak_idle5', 'fak_idle6', 'fak_idle7', 'fak_jump', 'fak_onboard'], walk_exits, #force exit, frame None, 0, #opposite None) fak_idle3 = a_class( #player armature action name, start, end frames 'fak_idle3', 1, 120, #deck action name, start, end frames 'b_fak_walk', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 20, #intro, length None, 0, #exits #['fak_walk', 'fak_idle2', 'fak_idle', 'fak_idle4', 'fak_idle5', 'fak_idle6', 'fak_idle7', 'fak_jump', 'fak_onboard'], walk_exits, #force exit, frame None, 0, #opposite None) fak_idle4 = a_class( #player armature action name, start, end frames 'fak_idle4', 1, 120, #deck action name, start, end frames 'b_fak_idle4', 1, 120, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 20, #intro, length None, 0, #exits #['fak_walk', 'fak_idle2', 'fak_idle3', 'fak_idle', 'fak_idle5', 'fak_idle6', 'fak_idle7', 'fak_jump', 'fak_onboard'], walk_exits, #force exit, frame None, 0, #opposite None) fak_idle5 = a_class( #player armature action name, start, end frames 'fak_idle5', 1, 120, #deck action name, start, end frames 'b_fak_idle5', 1, 120, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 20, #intro, length None, 0, #exits #['fak_walk', 'fak_idle2', 'fak_idle3', 'fak_idle4', 'fak_idle6', 'fak_idle7', 'fak_idle', 'fak_jump', 'fak_onboard'], walk_exits, #force exit, frame None, 0, #opposite None) fak_idle6 = a_class( #player armature action name, start, end frames 'fak_idle6', 1, 120, #deck action name, start, end frames 'b_fak_idle6', 1, 120, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 20, #intro, length None, 0, #exits #['fak_walk', 'fak_idle2', 'fak_idle3', 'fak_idle4', 'fak_idle7', 'fak_idle', 'fak_jump', 'fak_onboard'], walk_exits, #force exit, frame None, 0, #opposite None) fak_idle7 = a_class( #player armature action name, start, end frames 'fak_idle7', 1, 120, #deck action name, start, end frames 'b_fak_idle7', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 20, #intro, length None, 0, #exits #['fak_walk', 'fak_idle2', 'fak_idle3', 'fak_idle4', 'fak_idle6', 'fak_idle', 'fak_jump', 'fak_onboard'], walk_exits, #force exit, frame None, 0, #opposite None) fak_jump = a_class( #player armature action name, start, end frames 'fak_jump', 1, 10, #deck action name, start, end frames 'b_fak_jump', 1, 10, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 10, #intro, length None, 0, #exits ['fak_idle', 'fak_walk_air', 'fak_onboard'], #force exit, frame 'fak_walk_air', 20, #opposite None) fak_walk_air = a_class( #player armature action name, start, end frames 'fak_walk_air', 10, 10, #deck action name, start, end frames 'b_fak_walk_air', 10, 10, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 5, #intro, length None, 0, #exits #['fak_walk_air_out', 'fak_onboard'], walk_exits, #force exit, frame None, 0, #opposite None) fak_walk_air_out = a_class( #player armature action name, start, end frames 'fak_walk_air', 10, 40, #deck action name, start, end frames 'b_fak_walk_air', 10, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1.5, 1, 5, #intro, length None, 0, #exits ['fak_idle', 'fak_walk', 'fak_walkFast', 'fak_onboard'], #force exit, frame 'fak_idle', 10, #opposite None) fak_sit_in = a_class( #player armature action name, start, end frames 'fak_sit', 1, 65, #deck action name, start, end frames 'b_fak_jump', 1, 65, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 20, #intro, length None, 0, #exits ['fak_idle', 'fak_walk'], #force exit, frame None, 0, #opposite None) fak_sit = a_class( #player armature action name, start, end frames 'fak_sit', 65, 65, #deck action name, start, end frames 'b_fak_jump', 65, 65, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 20, #intro, length None, 0, #exits ['fak_idle', 'fak_walk'], #force exit, frame None, 0, #opposite None) fak_onboard = a_class( #player armature action name, start, end frames 'fak_noffboard', 10, 1, #deck action name, start, end frames 'b_fak_offboard', 10, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 4, .5, 0, 5, #intro, length None, 0, #exits ['fak_roll'], #force exit, frame 'fak_roll', 18, #opposite None) fak_offboard = a_class( #player armature action name, start, end frames 'fak_noffboard', 1, 24, #'fak_noffboard', #deck action name, start, end frames 'b_reg_offboard', 1, 30, #layer, speed, mode (0 = play, 1 = loop), blendin 2, .5, 0, 0, #intro, length None, 0, #exits ['reg_idle', 'fak_idle', 'fak_walkFast', 'fak_walk', 'fak_onboard'], #force exit, frame 'reg_idle', 24, #opposite None) fak_roll = a_class( #player armature action name, start, end frames 'nfak', 1, 60, #deck action name, start, end frames 'b_reg', 1, 60, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 10, #intro, length None, 0, #exits ['fak_idle', 'fak_offboard', 'reg_offboard','fak_turnLeft', 'fak_turnRight', 'fak_opos', 'fak_nopos', 'fak_pump', 'fak_push', 'fak_push_goof', 'fak_powerslide', 'fak_fs_powerslide', 'fak_manual', 'fak_nmanual', 'fak_air', 'fak_air_nose', 'fak_air_tail', 'fak_manual_left', 'fak_manual_right', 'fak_nmanual_left', 'fak_nmanual_right'], #force exit, frame None, 0, #opposite 'reg_roll') #not working fak_turnLeft = a_class( #player armature action name, start, end frames 'nfak_left', 10, 30, #deck action name, start, end frames 'b_reg_right', 10, 30, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 20, #intro, length None, 0, #exits ['fak_turnRight', 'fak_roll', 'fak_opos', 'fak_nopos', 'fak_pump', 'fak_pump_left', 'fak_pump_right', 'fak_push', 'fak_push_goof', 'fak_powerslide', 'fak_fs_powerslide', 'fak_manual', 'fak_nmanual', 'fak_offboard', 'fak_air', 'fak_air_nose', 'fak_air_tail', 'fak_manual_left', 'fak_manual_right', 'fak_nmanual_left', 'fak_nmanual_right', 'reg_turnRight'], #force exit, frame None, 0, #opposite None) fak_turnRight = a_class( #player armature action name, start, end frames 'nfak_right', 10, 30, #deck action name, start, end frames 'b_reg_left', 10, 30, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 20, #intro, length None, 0, #exits ['fak_turnLeft', 'fak_roll', 'fak_opos', 'fak_nopos', 'fak_pump', 'fak_pump_left', 'fak_pump_right', 'fak_push', 'fak_push_goof', 'fak_powerslide', 'fak_fs_powerslide', 'fak_manual', 'fak_nmanual', 'fak_offboard', 'fak_air', 'fak_air_nose', 'fak_air_tail', 'fak_manual_left', 'fak_manual_right', 'fak_nmanual_left', 'fak_nmanual_right', 'reg_turnLeft'], #force exit, frame None, 0, #opposite None) fak_opos = a_class( #player armature action name, start, end frames 'fak_opos', 1, 80, #deck action name, start, end frames 'b_reg', 1, 10, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 15, #intro, length None, 0, #exits ['fak_roll', 'fak_turnRight', 'fak_turnLeft', 'fak_pump', 'fak_pump_left', 'fak_pump_right', 'fak_push', 'fak_push_goof', 'fak_powerslide', 'fak_fs_powerslide', 'fak_manual', 'fak_nmanual', 'fak_offboard', 'fak_air', 'fak_air_nose', 'fak_air_tail', 'fak_manual_left', 'fak_manual_right', 'fak_nmanual_left', 'fak_nmanual_right'], #force exit, frame None, 0, #opposite 'reg_opos') fak_nopos = a_class( #player armature action name, start, end frames 'fak_noposin', 20, 20, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 15, #intro, length None, 0, #exits ['fak_roll', 'fak_turnRight', 'fak_turnLeft', 'fak_pump', 'fak_push', 'fak_push_goof', 'fak_powerslide', 'fak_fs_powerslide', 'fak_manual', 'fak_nmanual', 'fak_offboard', 'fak_air', 'fak_air_nose', 'fak_air_tail', 'fak_manual_left', 'fak_manual_right', 'fak_nmanual_left', 'fak_nmanual_right'], #force exit, frame None, 0, #opposite 'reg_nopos') fak_pump = a_class( #player armature action name, start, end frames 'fak_opos', 1, 80, #deck action name, start, end frames 'b_reg', 1, 10, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 15, #intro, length None, 0, #exits ['fak_roll', 'fak_turnRight', 'fak_turnLeft', 'fak_push', 'fak_push_goof', 'fak_powerslide', 'fak_fs_powerslide', 'fak_manual', 'fak_nmanual', 'fak_offboard', 'fak_pump_left', 'fak_pump_right', 'fak_air', 'fak_air_nose', 'fak_air_tail', 'frontside_grab', 'backside_grab', 'frontside_nose_grab', 'backside_nose_grab', 'frontside_tail_grab', 'backside_tail_grab', 'fak_manual_left', 'fak_manual_right', 'fak_nmanual_left', 'fak_nmanual_right'], #force exit, frame None, 0, #opposite None) fak_pump_left = a_class( #player armature action name, start, end frames 'nfak_pump_left', 10, 30, #deck action name, start, end frames 'b_reg_right', 10, 30, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 15, #intro, length None, 0, #exits ['fak_roll', 'fak_turnRight', 'fak_turnLeft', 'fak_opos', 'fak_push', 'fak_push_goof', 'fak_powerslide', 'fak_fs_powerslide', 'fak_manual', 'fak_nmanual', 'fak_offboard', 'fak_pump', 'fak_pump_right', 'fak_air', 'fak_air_nose', 'fak_air_tail', 'backside_grab', 'frontside_nose_grab', 'backside_nose_grab', 'frontside_tail_grab', 'backside_tail_grab', 'fak_manual_left', 'fak_manual_right', 'fak_nmanual_left', 'fak_nmanual_right'], #force exit, frame None, 0, #opposite None) fak_pump_right = a_class( #player armature action name, start, end frames 'nfak_pump_right', 10, 30, #deck action name, start, end frames 'b_reg_left', 10, 30, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 15, #intro, length None, 0, #exits ['fak_roll', 'fak_turnRight', 'fak_turnLeft', 'fak_opos', 'fak_push', 'fak_push_goof', 'fak_powerslide', 'fak_fs_powerslide', 'fak_manual', 'fak_nmanual', 'fak_offboard', 'fak_pump', 'fak_pump_left', 'fak_air', 'fak_air_nose', 'fak_air_tail', 'backside_grab', 'frontside_nose_grab', 'backside_nose_grab', 'frontside_tail_grab', 'backside_tail_grab', 'fak_manual_left', 'fak_manual_right', 'fak_nmanual_left', 'fak_nmanual_right'], #force exit, frame None, 0, #opposite None) fak_push = a_class( #player armature action name, start, end frames 'fak_push', 1, 70, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 10, #intro, length None, 0, #exits ['fak_roll', 'fak_turnRight', 'fak_turnLeft', 'fak_push', 'fak_push_goof', 'fak_powerslide', 'fak_fs_powerslide', 'fak_manual', 'fak_nmanual', 'fak_offboard', 'fak_air', 'fak_air_nose', 'fak_air_tail', 'fak_manual_left', 'fak_manual_right', 'fak_nmanual_left', 'fak_nmanual_right'], #force exit, frame None, 0, #opposite None) fak_push_goof = a_class( #player armature action name, start, end frames 'fak_push_goof', 1, 35, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 10, #intro, length None, 0, #exits ['fak_roll', 'fak_turnRight', 'fak_turnLeft', 'fak_push', 'fak_push_goof', 'fak_powerslide', 'fak_fs_powerslide', 'fak_manual', 'fak_nmanual', 'fak_offboard', 'fak_air', 'fak_air_nose', 'fak_air_tail', 'fak_manual_left', 'fak_manual_right', 'fak_nmanual_left', 'fak_nmanual_right'], #force exit, frame None, 0, #opposite None) fak_powerslide_in = a_class( #player armature action name, start, end frames 'nfak_powerslide2', 0, 20, #deck action name, start, end frames 'b_fak_powerslide2', 0, 20, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 10, #intro, length None, 0, #exits ['fak_roll', 'fak_turnRight', 'fak_turnLeft', 'fak_push', 'fak_push_goof', 'fak_pump', 'fak_nopos', 'fak_opos', 'fak_manual', 'fak_nmanual', 'fak_offboard', 'fak_air', 'fak_air_nose', 'fak_air_tail', 'fak_manual_left', 'fak_manual_right', 'fak_nmanual_left', 'fak_nmanual_right'], #force exit, frame None, 0, #opposite None) fak_fs_powerslide_in = a_class( #player armature action name, start, end frames 'nfak_powerslide', 0, 20, #deck action name, start, end frames 'b_fak_powerslide', 0, 20, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 10, #intro, length 'None', 0, #exits ['fak_roll', 'fak_turnRight', 'fak_turnLeft', 'fak_push', 'fak_push_goof', 'fak_pump', 'fak_nopos', 'fak_opos', 'fak_manual', 'fak_nmanual', 'fak_offboard', 'fak_air', 'fak_air_nose', 'fak_air_tail', 'fak_manual_left', 'fak_manual_right', 'fak_nmanual_left', 'fak_nmanual_right'], #force exit, frame None, 0, #opposite None) fak_powerslide = a_class( #player armature action name, start, end frames 'nfak_powerslide2', 20, 20, #deck action name, start, end frames 'b_fak_powerslide2', 20, 20, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 10, #intro, length 'fak_powerslide_in', 20, #exits ['fak_roll', 'fak_turnRight', 'fak_turnLeft', 'fak_push', 'fak_push_goof', 'fak_pump', 'fak_nopos', 'fak_opos', 'fak_manual', 'fak_nmanual', 'fak_offboard', 'fak_air', 'fak_air_nose', 'fak_air_tail', 'fak_manual_left', 'fak_manual_right', 'fak_nmanual_left', 'fak_nmanual_right'], #force exit, frame None, 0, #opposite None) fak_fs_powerslide = a_class( #player armature action name, start, end frames 'nfak_powerslide', 20, 20, #deck action name, start, end frames 'b_fak_powerslide', 20, 20, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 10, #intro, length 'fak_fs_powerslide_in', 20, #exits ['fak_roll', 'fak_turnRight', 'fak_turnLeft', 'fak_push', 'fak_push_goof', 'fak_pump', 'fak_nopos', 'fak_opos', 'fak_manual', 'fak_nmanual', 'fak_offboard', 'fak_air', 'fak_air_nose', 'fak_air_tail', 'fak_manual_left', 'fak_manual_right', 'fak_nmanual_left', 'fak_nmanual_right'], #force exit, frame None, 0, #opposite None) fak_brfoot = a_class( #player armature action name, start, end frames 'fak_brfoot', 1, 30, #deck action name, start, end frames 'b_brfoot', 1, 30, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .75, 1, 10, #intro, length None, 0, #exits ['fak_offboard', 'fak_land', 'frontside_grab', 'backside_grab', 'frontside_nose_grab', 'backside_nose_grab', 'frontside_tail_grab', 'backside_tail_grab', 'fak_manual', 'fak_nmanual', 'fak_air_tail', 'fak_ollie_north', 'fak_ollie_south', 'fak_roll', 'fak_turnRight', 'fak_turnLeft', 'fak_push', 'fak_push_goof', 'fak_pump', 'fak_nopos', 'fak_opos', 'fak_manual', 'fak_nmanual', 'fak_offboard', 'fak_air', 'fak_air_nose', 'fak_air_tail', 'fak_manual_left', 'fak_manual_right', 'fak_nmanual_left', 'fak_nmanual_right'], #force exit, frame 'fak_air', 20, #opposite None) fak_frfoot = a_class( #player armature action name, start, end frames 'fakbfrfoot', 1, 30, #deck action name, start, end frames 'b_brfoot', 1, 30, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .75, 0, 10, #intro, length None, 0, #exits ['fak_offboard', 'fak_land', 'frontside_grab', 'backside_grab', 'frontside_nose_grab', 'backside_nose_grab', 'frontside_tail_grab', 'backside_tail_grab', 'fak_manual', 'fak_nmanual', 'fak_air_tail', 'fak_ollie_north', 'fak_ollie_south', 'fak_roll', 'fak_turnRight', 'fak_turnLeft', 'fak_push', 'fak_push_goof', 'fak_pump', 'fak_nopos', 'fak_opos', 'fak_manual', 'fak_nmanual', 'fak_offboard', 'fak_air', 'fak_air_nose', 'fak_air_tail', 'fak_manual_left', 'fak_manual_right', 'fak_nmanual_left', 'fak_nmanual_right'], #force exit, frame 'fak_air', 20, #opposite None) fak_blfoot = a_class( #player armature action name, start, end frames 'fakflfoot', 1, 30, #deck action name, start, end frames 'b_brfoot', 1, 30, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .75, 1, 10, #intro, length None, 0, #exits ['fak_offboard', 'fak_land', 'frontside_grab', 'backside_grab', 'frontside_nose_grab', 'backside_nose_grab', 'frontside_tail_grab', 'backside_tail_grab', 'fak_manual', 'fak_nmanual', 'fak_air_tail', 'fak_ollie_north', 'fak_ollie_south', 'fak_roll', 'fak_turnRight', 'fak_turnLeft', 'fak_push', 'fak_push_goof', 'fak_pump', 'fak_nopos', 'fak_opos', 'fak_manual', 'fak_nmanual', 'fak_offboard', 'fak_air', 'fak_air_nose', 'fak_air_tail', 'fak_manual_left', 'fak_manual_right', 'fak_nmanual_left', 'fak_nmanual_right'], #force exit, frame 'fak_air', 20, #opposite None) fak_flfoot = a_class( #player armature action name, start, end frames 'fak_flfoot', 1, 30, #deck action name, start, end frames 'b_brfoot', 1, 30, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .75, 0, 10, #intro, length None, 0, #exits ['fak_offboard', 'fak_land', 'frontside_grab', 'backside_grab', 'frontside_nose_grab', 'backside_nose_grab', 'frontside_tail_grab', 'backside_tail_grab', 'fak_manual', 'fak_nmanual', 'fak_air_tail', 'fak_ollie_north', 'fak_ollie_south', 'fak_roll', 'fak_turnRight', 'fak_turnLeft', 'fak_push', 'fak_push_goof', 'fak_pump', 'fak_nopos', 'fak_opos', 'fak_manual', 'fak_nmanual', 'fak_offboard', 'fak_air', 'fak_air_nose', 'fak_air_tail', 'fak_manual_left', 'fak_manual_right', 'fak_nmanual_left', 'fak_nmanual_right'], #force exit, frame 'fak_air', 20, #opposite None) fak_manual = a_class( #player armature action name, start, end frames 'fak_manual', 10, 90, #deck action name, start, end frames 'b_fak_manual', 10, 90, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 10, #intro, length None, 0, #exits ['fak_roll', 'fak_turnRight', 'fak_turnLeft', 'fak_push', 'fak_push_goof', 'fak_pump', 'fak_nopos', 'fak_opos', 'fak_offboard', 'fak_air', 'fak_air_nose', 'fak_air_tail', 'fak_manual_left', 'fak_manual_right', 'fak_nmanual_left', 'fak_nmanual_right'], #force exit, frame None, 0, #opposite None) fak_manual_left = a_class( #player armature action name, start, end frames 'fak_manual_left', 10, 90, #deck action name, start, end frames 'b_fak_manual_left', 10, 90, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 10, #intro, length None, 0, #exits ['fak_roll', 'fak_turnRight', 'fak_turnLeft', 'fak_push', 'fak_push_goof', 'fak_pump', 'fak_nopos', 'fak_opos', 'fak_offboard', 'fak_air', 'fak_air_nose', 'fak_air_tail', 'fak_manual_left', 'fak_manual_right', 'fak_nmanual_left', 'fak_nmanual_right'], #force exit, frame None, 0, #opposite None) fak_manual_right = a_class( #player armature action name, start, end frames 'fak_manual_right', 10, 90, #deck action name, start, end frames 'b_fak_manual_right', 10, 90, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 10, #intro, length None, 0, #exits ['fak_roll', 'fak_turnRight', 'fak_turnLeft', 'fak_push', 'fak_push_goof', 'fak_pump', 'fak_nopos', 'fak_opos', 'fak_offboard', 'fak_air', 'fak_air_nose', 'fak_air_tail', 'fak_manual_left', 'fak_manual_right', 'fak_nmanual_left', 'fak_nmanual_right'], #force exit, frame None, 0, #opposite None) fak_nmanual = a_class( #player armature action name, start, end frames 'fak_nmanual', 10, 70, #deck action name, start, end frames 'b_reg_manual', 10, 70, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 10, #intro, length None, 0, #exits ['fak_roll', 'fak_turnRight', 'fak_turnLeft', 'fak_push', 'fak_push_goof', 'fak_pump', 'fak_nopos', 'fak_opos', 'fak_offboard', 'fak_air', 'fak_air_nose', 'fak_air_tail', 'fak_manual_left', 'fak_manual_right', 'fak_nmanual_left', 'fak_nmanual_right'], #force exit, frame None, 0, #opposite None) fak_nmanual_left = a_class( #player armature action name, start, end frames 'fak_nmanual_left', 10, 90, #deck action name, start, end frames 'b_reg_manual_right', 10, 90, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 10, #intro, length None, 0, #exits ['fak_roll', 'fak_turnRight', 'fak_turnLeft', 'fak_push', 'fak_push_goof', 'fak_pump', 'fak_nopos', 'fak_opos', 'fak_offboard', 'fak_air', 'fak_air_nose', 'fak_air_tail', 'fak_manual_left', 'fak_manual_right', 'fak_nmanual_left', 'fak_nmanual_right'], #force exit, frame None, 0, #opposite None) fak_nmanual_right = a_class( #player armature action name, start, end frames 'fak_nmanual_right', 10, 90, #deck action name, start, end frames 'b_reg_manual_left', 10, 90, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 10, #intro, length None, 0, #exits ['fak_roll', 'fak_turnRight', 'fak_turnLeft', 'fak_push', 'fak_push_goof', 'fak_pump', 'fak_nopos', 'fak_opos', 'fak_offboard', 'fak_air', 'fak_air_nose', 'fak_air_tail', 'fak_manual_left', 'fak_manual_right', 'fak_nmanual_left', 'fak_nmanual_right'], #force exit, frame None, 0, #opposite None) fak_land = a_class( #player armature action name, start, end frames 'fak_land', 1, 46, #deck action name, start, end frames 'b_reg', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 10, #intro, length None, 0, #exits lands, #force exit, frame 'fak_roll', 20, #opposite None) fak_landL = a_class( #player armature action name, start, end frames 'fak_landL', 1, 46, #deck action name, start, end frames 'b_reg', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 10, #intro, length None, 0, #exits lands, #force exit, frame 'fak_roll', 20, #opposite None) fak_landR = a_class( #player armature action name, start, end frames 'fak_landR', 1, 46, #deck action name, start, end frames 'b_reg', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 10, #intro, length None, 0, #exits lands, #force exit, frame 'fak_roll', 20, #opposite None) fak_landLb = a_class( #player armature action name, start, end frames 'fak_landLb', 1, 46, #deck action name, start, end frames 'b_reg', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 10, #intro, length None, 0, #exits lands, #force exit, frame 'fak_roll', 20, #opposite None) fak_landRb = a_class( #player armature action name, start, end frames 'fak_landRb', 1, 46, #deck action name, start, end frames 'b_reg', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 10, #intro, length None, 0, #exits lands, #force exit, frame 'fak_roll', 20, #opposite None) fak_air = a_class( #player armature action name, start, end frames 'fak_air', 1, 30, #deck action name, start, end frames 'b_reg', 1, 30, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 10, #intro, length None, 0, #exits ['fak_offboard', 'fak_land', 'fak_frontside_grab', 'fak_backside_grab', 'fak_frontside_nose_grab', 'fak_backside_nose_grab', 'fak_frontside_tail_grab', 'fak_backside_tail_grab', 'fak_air_nose', 'fak_air_tail', 'fak_ollie_north', 'fak_ollie_south', 'fak_judo', 'fak_frigid', 'fak_onefoot', 'fak_fsonefoot', 'fak_manual_left', 'fak_manual_right', 'fak_nmanual_left', 'fak_nmanual_right', 'fak_wall_l', 'fak_wall_r'], #force exit, frame None, 0, #opposite None) fak_air_nb = a_class( #player armature action name, start, end frames 'fak_air', 1, 30, #deck action name, start, end frames 'b_reg', 1, 30, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 0, #intro, length None, 0, #exits ['fak_offboard', 'fak_land', 'fak_frontside_grab', 'fak_backside_grab', 'fak_frontside_nose_grab', 'fak_backside_nose_grab', 'fak_frontside_tail_grab', 'fak_backside_tail_grab', 'fak_air_nose', 'fak_air_tail', 'fak_ollie_north', 'fak_ollie_south', 'fak_judo', 'fak_frigid', 'fak_onefoot', 'fak_fsonefoot', 'fak_manual_left', 'fak_manual_right', 'fak_nmanual_left', 'fak_nmanual_right', 'fak_wall_l', 'fak_wall_r'], #force exit, frame None, 0, #opposite None) fak_air_nose = a_class( #player armature action name, start, end frames 'fak_noseg', 5, 5, #deck action name, start, end frames 'b_fak_noseg', 5, 5, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 20, #intro, length None, 0, #exits ['fak_offboard', 'fak_land', 'fak_frontside_grab', 'fak_backside_grab', 'fak_frontside_nose_grab', 'fak_backside_nose_grab', 'fak_frontside_tail_grab', 'fak_backside_tail_grab', 'fak_air_nose', 'fak_air_tail', 'fak_ollie_north', 'fak_ollie_south', 'fak_judo', 'fak_frigid', 'fak_onefoot', 'fak_fsonefoot', 'fak_manual_left', 'fak_manual_right', 'fak_nmanual_left', 'fak_nmanual_right', 'fak_wall_l', 'fak_wall_r'], #force exit, frame None, 0, #opposite None) fak_air_tail = a_class( #player armature action name, start, end frames 'fak_tailg', 35, 35, #deck action name, start, end frames 'b_fak_tailg', 35, 35, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 1, 20, #intro, length None, 0, #exits ['fak_offboard', 'fak_land', 'fak_frontside_grab', 'fak_backside_grab', 'fak_frontside_nose_grab', 'fak_backside_nose_grab', 'fak_frontside_tail_grab', 'fak_backside_tail_grab', 'fak_manual', 'fak_nmanual', 'fak_air_nose', 'fak_ollie_north', 'fak_ollie_south', 'fak_manual_left', 'fak_manual_right', 'fak_nmanual_left', 'fak_nmanual_right'], #force exit, frame None, 0, #opposite None) #**********************# #**********************# #**********************# #*******fliptricks*****# #**********************# #**********************# #**********************# fak_ollie = a_class( #player armature action name, start, end frames 'fak_ollie', 1, 20, #deck action name, start, end frames 'b_fak_ollie', 1, 20, #layer, speed, mode (0 = play, 1 = loop), blendin 3, .5, 0, 10, #intro, length None, 0, #exits ['fak_offboard', 'fak_air'], #force exit, frame 'fak_air', 30, #opposite None) fak_heelflip = a_class( #player armature action name, start, end frames 'fak_heelflip', 0, 20, #deck action name, start, end frames 'b_fak_heelflip', 0, 20, #layer, speed, mode (0 = play, 1 = loop), blendin 3, .5, 0, 10, #intro, length None, 0, #exits ['fak_offboard', 'fak_air'], #force exit, frame 'fak_air_nb', 38, #opposite None) fak_kickflip = a_class( #player armature action name, start, end frames 'fak_kickflip', 0, 20, #deck action name, start, end frames 'b_fak_kickflip', 0, 20, #layer, speed, mode (0 = play, 1 = loop), blendin 3, .5, 0, 10, #intro, length None, 0, #exits ['fak_offboard', 'fak_air'], #force exit, frame 'fak_air_nb', 38, #opposite None) fak_shuvit = a_class( #player armature action name, start, end frames 'fak_shuvit', 1, 40, #deck action name, start, end frames 'b_fak_shuvit', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 3, 1, 0, 10, #intro, length None, 0, #exits ['fak_offboard', 'fak_air'], #force exit, frame 'fak_air', 38, #opposite None) fak_shuvit360 = a_class( #player armature action name, start, end frames 'fak_360shuvit', 1, 20, #deck action name, start, end frames 'b_fak_360shuvit', 1, 20, #layer, speed, mode (0 = play, 1 = loop), blendin 3, .5, 0, 10, #intro, length None, 0, #exits ['fak_offboard', 'fak_air'], #force exit, frame 'fak_air', 38, #opposite None) fak_fsshuvit = a_class( #player armature action name, start, end frames 'fak_fsshuvit', 1, 40, #deck action name, start, end frames 'b_fak_fsshuvit', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 3, 1, 0, 10, #intro, length None, 0, #exits ['fak_offboard', 'fak_air'], #force exit, frame 'fak_air', 38, #opposite None) fak_fsshuvit360 = a_class( #player armature action name, start, end frames 'fak_360fsshuvit', 1, 20, #deck action name, start, end frames 'b_fak_360fsshuvit', 1, 20, #layer, speed, mode (0 = play, 1 = loop), blendin 3, .5, 0, 10, #intro, length None, 0, #exits ['fak_offboard', 'fak_air'], #force exit, frame 'fak_air', 38, #opposite None) fak_hardflip = a_class( #player armature action name, start, end frames 'fak_hardflip', 1, 40, #deck action name, start, end frames 'b_fak_hardflip', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 3, 1, 0, 10, #intro, length None, 0, #exits ['fak_offboard', 'fak_air'], #force exit, frame 'fak_air_nb', 38, #opposite None) fak_inward_heelflip = a_class( #player armature action name, start, end frames 'fak_inward_heelflip', 1, 40, #deck action name, start, end frames 'b_fak_inward_heelflip', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 3, 1, 0, 10, #intro, length None, 0, #exits ['fak_offboard', 'fak_air_nb'], #force exit, frame 'fak_air_nb', 38, #opposite None) fak_varial_kickflip = a_class( #player armature action name, start, end frames 'fak_varialkickflip', 1, 40, #deck action name, start, end frames 'b_fak_varialkickflip', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 3, 1, 0, 10, #intro, length None, 0, #exits ['fak_offboard', 'fak_air_nb'], #force exit, frame 'fak_air_nb', 38, #opposite None) fak_varial_heelflip = a_class( #player armature action name, start, end frames 'fak_varialheelflip', 1, 40, #deck action name, start, end frames 'b_fak_varialheelflip', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 3, 1, 0, 10, #intro, length None, 0, #exits ['fak_offboard', 'fak_air_nb'], #force exit, frame 'fak_air_nb', 38, #opposite None) #----------------------- fak_nollie = a_class( #player armature action name, start, end frames 'fak_nollie', 1, 40, #deck action name, start, end frames 'b_reg_ollie', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 3, 1, 0, 10, #intro, length None, 0, #exits ['fak_offboard', 'fak_air_nb'], #force exit, frame 'fak_air_nb', 38, #opposite None) fak_nollie_kickflip = a_class( #player armature action name, start, end frames 'fak_nollie_kickflip', 1, 20, #deck action name, start, end frames 'b_reg_kickflip', 1, 20, #layer, speed, mode (0 = play, 1 = loop), blendin 3, .5, 0, 10, #intro, length None, 0, #exits ['fak_offboard', 'fak_air_nb'], #force exit, frame 'fak_air_nb', 38, #opposite None) fak_nollie_heelflip = a_class( #player armature action name, start, end frames 'fak_nollie_heelflip', 1, 20, #deck action name, start, end frames 'b_reg_heelflip', 1, 20, #layer, speed, mode (0 = play, 1 = loop), blendin 3, .5, 0, 10, #intro, length None, 0, #exits ['fak_offboard', 'fak_air_nb'], #force exit, frame 'fak_air_nb', 30, #opposite None) fak_nollie_shuvit = a_class( #player armature action name, start, end frames 'fak_nollie_shuvit', 1, 40, #deck action name, start, end frames 'b_reg_fsshuvit', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 3, 1, 0, 10, #intro, length None, 0, #exits ['fak_offboard', 'fak_air_nb'], #force exit, frame 'fak_air', 38, #opposite None) fak_nollie_fsshuvit = a_class( #player armature action name, start, end frames 'fak_nollie_fsshuvit', 1, 40, #deck action name, start, end frames 'b_reg_shuvit', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin fliplay, 1, 0, 10, #intro, length None, 0, #exits ['fak_offboard', 'fak_air_nb'], #force exit, frame 'fak_air_nb', 38, #opposite None) fak_nollie_shuvit360 = a_class( #player armature action name, start, end frames 'fak_nollie_fsshuvit', 1, 40, #deck action name, start, end frames 'b_reg_360shuvit', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin fliplay, 1, 0, 10, #intro, length None, 0, #exits ['fak_offboard', 'fak_air_nb'], #force exit, frame 'fak_air_nb', 38, #opposite None) fak_nollie_fsshuvit_360 = a_class( #player armature action name, start, end frames 'fak_nollie_fsshuvit', 1, 40, #deck action name, start, end frames 'b_fak_360shuvit', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin fliplay, 1, 0, 10, #intro, length None, 0, #exits ['fak_offboard', 'fak_air_nb'], #force exit, frame 'fak_air_nb', 38, #opposite None) #**********************# #**********************# #**********************# #*******grabs**********# #**********************# #**********************# #**********************# fak_frontside_grab_in = a_class( #player armature action name, start, end frames 'fak_fg', 1, 10, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .4, 0, 10, #intro, length None, 0, #exits ['fak_frontside_grab'], #force exit, frame 'fak_frontside_grab', 20, #opposite None) fak_frontside_grab = a_class( #player armature action name, start, end frames 'fak_fg', 10, 30, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 10, #intro, length 'fak_frontside_grab_in', 10, #exits ['fak_air'], #force exit, frame None, 0, #opposite None) fak_backside_grab_in = a_class( #player armature action name, start, end frames 'fak_bg', 1, 10, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .4, 0, 10, #intro, length None, 0, #exits ['fak_backside_grab'], #force exit, frame 'fak_backside_grab', 20, #opposite None) fak_backside_grab = a_class( #player armature action name, start, end frames 'fak_bg', 10, 30, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 10, #intro, length 'fak_backside_grab_in', 10, #exits ['fak_air'], #force exit, frame None, 0, #opposite None) fak_frontside_nose_grab_in = a_class( #player armature action name, start, end frames 'fak_frontside_nose_grab', 1, 10, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .4, 0, 10, #intro, length None, 0, #exits ['fak_frontside_nose_grab'], #force exit, frame 'fak_frontside_nose_grab', 20, #opposite None) fak_frontside_nose_grab = a_class( #player armature action name, start, end frames 'fak_frontside_nose_grab', 10, 30, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 10, #intro, length 'fak_frontside_nose_grab_in', 10, #exits ['fak_air'], #force exit, frame None, 0, #opposite None) fak_backside_nose_grab_in = a_class( #player armature action name, start, end frames 'fak_backside_nose_grab', 1, 10, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .4, 0, 10, #intro, length None, 0, #exits ['fak_backside_nose_grab'], #force exit, frame 'fak_backside_nose_grab', 20, #opposite None) fak_backside_nose_grab = a_class( #player armature action name, start, end frames 'fak_backside_nose_grab', 10, 30, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 10, #intro, length 'fak_backside_nose_grab_in', 10, #exits ['fak_air'], #force exit, frame None, 0, #opposite None) fak_frontside_tail_grab_in = a_class( #player armature action name, start, end frames 'fak_frontside_tail_grab', 1, 10, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .4, 0, 10, #intro, length None, 0, #exits ['fak_frontside_tail_grab'], #force exit, frame 'fak_frontside_tail_grab', 20, #opposite None) fak_frontside_tail_grab = a_class( #player armature action name, start, end frames 'fak_frontside_tail_grab', 10, 30, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 10, #intro, length 'fak_frontside_tail_grab_in', 10, #exits ['fak_air'], #force exit, frame None, 0, #opposite None) fak_backside_tail_grab_in = a_class( #player armature action name, start, end frames 'fak_backside_tail_grab', 1, 10, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .4, 0, 10, #intro, length None, 0, #exits ['fak_backside_tail_grab'], #force exit, frame 'backside_tail_grab', 20, #opposite None) fak_backside_tail_grab = a_class( #player armature action name, start, end frames 'fak_backside_tail_grab', 10, 30, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 10, #intro, length 'fak_backside_tail_grab_in', 10, #exits ['fak_air'], #force exit, frame None, 0, #opposite None) fak_judo_in = a_class( #player armature action name, start, end frames 'fak_judo', 1, 10, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .4, 0, 10, #intro, length None, 0, #exits ['fak_judo'], #force exit, frame 'fak_judo', 20, #opposite None) fak_judo = a_class( #player armature action name, start, end frames 'fak_judo', 10, 30, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 10, #intro, length 'fak_judo_in', 10, #exits ['fak_air'], #force exit, frame None, 0, #opposite None) fak_frigid_in = a_class( #player armature action name, start, end frames 'fak_frigid', 1, 10, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .4, 0, 10, #intro, length None, 0, #exits ['fak_frigid'], #force exit, frame 'fak_frigid', 20, #opposite None) fak_frigid = a_class( #player armature action name, start, end frames 'fak_frigid', 10, 30, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 10, #intro, length 'fak_frigid_in', 10, #exits ['fak_air'], #force exit, frame None, 0, #opposite None) fak_fsonefoot_in = a_class( #player armature action name, start, end frames 'fak_fsonefoot', 1, 10, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .4, 0, 10, #intro, length None, 0, #exits ['fak_fsonefoot'], #force exit, frame 'fak_fsonefoot', 20, #opposite None) fak_fsonefoot = a_class( #player armature action name, start, end frames 'fak_fsonefoot', 10, 30, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 10, #intro, length 'fak_fsonefoot_in', 10, #exits ['fak_air'], #force exit, frame None, 0, #opposite None) fak_onefoot_in = a_class( #player armature action name, start, end frames 'fak_onefoot', 1, 10, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .4, 0, 10, #intro, length None, 0, #exits ['fak_onefoot'], #force exit, frame 'fak_onefoot', 20, #opposite None) fak_onefoot = a_class( #player armature action name, start, end frames 'fak_onefoot', 10, 30, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 10, #intro, length 'fak_onefoot_in', 10, #exits ['fak_air'], #force exit, frame None, 0, #opposite None) fak_ollie_north_in = a_class( #player armature action name, start, end frames 'fak_ollie_north', 1, 10, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 5, #intro, length None, 0, #exits ['fak_ollie_north'], #force exit, frame 'fak_ollie_north', 20, #opposite None) fak_ollie_north = a_class( #player armature action name, start, end frames 'fak_ollie_north', 10, 10, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 5, #intro, length 'fak_ollie_north', 10, #exits ['fak_air'], #force exit, frame None, 0, #opposite None) fak_ollie_south_in = a_class( #player armature action name, start, end frames 'fak_ollie_south', 1, 10, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 5, #intro, length None, 0, #exits ['fak_ollie_south'], #force exit, frame 'fak_ollie_south', 20, #opposite None) fak_ollie_south = a_class( #player armature action name, start, end frames 'fak_ollie_south', 10, 10, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 5, #intro, length 'fak_ollie_south', 10, #exits ['fak_air'], #force exit, frame None, 0, #opposite None) #**********************# #*****fliptricks*******# #**********************# #**********************# #*******grinds*********# #**********************# fak_5050_in = a_class( #player armature action name, start, end frames 'fak_5050', 1, 40, #deck action name, start, end frames 'b_reg', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 10, #intro, length None, 0, #exits ['fak_5050'], #force exit, frame 'fak_5050', 39, #opposite 'fak_5050') fak_5050 = a_class( #player armature action name, start, end frames 'fak_5050', 41, 80, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 15, #intro, length 'fak_5050_in', 40, #exits ['fak_air', 'fak_roll'], #force exit, frame None, 0, #opposite 'reg_5050') fak_bsboard_in = a_class( #player armature action name, start, end frames 'fak_BS_Board2', 1, 40, #deck action name, start, end frames 'b_fak_bsboard', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 10, #intro, length None, 0, #exits ['fak_bsboard'], #force exit, frame 'fak_bsboard', 39, #opposite 'fak_bsboard') fak_bsboard = a_class( #player armature action name, start, end frames 'fak_BS_Board2', 41, 80, #deck action name, start, end frames 'b_fak_bsboard', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 15, #intro, length 'fak_bsboard_in', 40, #exits ['fak_air', 'fak_roll'], #force exit, frame None, 0, #opposite None) fak_fsboard_in = a_class( #player armature action name, start, end frames 'fak_FS_Board2', 1, 40, #deck action name, start, end frames 'b_fak_bsboard', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 10, #intro, length None, 0, #exits ['fak_fsboard'], #force exit, frame 'fak_fsboard', 39, #opposite 'fak_fsboard') fak_fsboard = a_class( #player armature action name, start, end frames 'fak_FS_Board2', 41, 80, #deck action name, start, end frames 'b_reg', 1, 1, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 15, #intro, length 'fak_fsboard_in', 40, #exits ['fak_air', 'fak_roll'], #force exit, frame None, 0, #opposite None) fak_noseg_in = a_class( #player armature action name, start, end frames 'fak_noseg', 1, 40, #deck action name, start, end frames 'b_fak_noseg', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 10, #intro, length None, 0, #exits ['fak_noseg'], #force exit, frame 'fak_noseg', 39, #opposite 'fak_noseg') fak_noseg = a_class( #player armature action name, start, end frames 'fak_noseg', 41, 80, #deck action name, start, end frames 'b_fak_noseg', 41, 80, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 15, #intro, length 'fak_noseg_in', 40, #exits ['fak_air', 'fak_roll'], #force exit, frame None, 0, #opposite None) fak_nosegr_in = a_class( #player armature action name, start, end frames 'fak_nosegR', 1, 40, #deck action name, start, end frames 'b_fak_nosegR', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 10, #intro, length None, 0, #exits ['fak_nosegr'], #force exit, frame 'fak_nosegr', 39, #opposite 'fak_nosegr') fak_nosegr = a_class( #player armature action name, start, end frames 'fak_nosegR', 41, 80, #deck action name, start, end frames 'b_fak_nosegR', 41, 80, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 15, #intro, length 'fak_nosegr', 40, #exits ['fak_air', 'fak_roll'], #force exit, frame None, 0, #opposite None) fak_nosegl_in = a_class( #player armature action name, start, end frames 'fak_nosegL', 1, 40, #deck action name, start, end frames 'b_fak_nosegL', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 10, #intro, length None, 0, #exits ['fak_nosegl'], #force exit, frame 'fak_nosegl', 39, #opposite 'fak_nosegl') fak_nosegl = a_class( #player armature action name, start, end frames 'fak_nosegL', 41, 80, #deck action name, start, end frames 'b_fak_nosegL', 41, 80, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 15, #intro, length 'fak_nosegl', 40, #exits ['fak_air', 'fak_roll'], #force exit, frame None, 0, #opposite None) fak_tailg_in = a_class( #player armature action name, start, end frames 'fak_tailg', 1, 40, #deck action name, start, end frames 'b_fak_tailg', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 10, #intro, length None, 0, #exits ['fak_tailg'], #force exit, frame 'fak_tailg', 39, #opposite 'fak_tailg') fak_tailg = a_class( #player armature action name, start, end frames 'fak_tailg', 41, 80, #deck action name, start, end frames 'b_fak_tailg', 41, 80, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 15, #intro, length 'fak_tailg_in', 40, #exits ['fak_air', 'fak_roll'], #force exit, frame None, 0, #opposite None) fak_tailgr_in = a_class( #player armature action name, start, end frames 'fak_tailgR', 1, 40, #deck action name, start, end frames 'b_fak_tailgR', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 10, #intro, length None, 0, #exits ['fak_tailgr'], #force exit, frame 'fak_tailgr', 39, #opposite 'fak_tailgr') fak_tailgr = a_class( #player armature action name, start, end frames 'fak_tailgR', 41, 80, #deck action name, start, end frames 'b_fak_tailgR', 41, 80, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 15, #intro, length 'fak_tailgr_in', 40, #exits ['fak_air', 'fak_roll'], #force exit, frame None, 0, #opposite None) fak_tailgl_in = a_class( #player armature action name, start, end frames 'fak_tailgL', 1, 40, #deck action name, start, end frames 'b_fak_tailgL', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 10, #intro, length None, 0, #exits ['fak_tailgl'], #force exit, frame 'fak_tailgl', 39, #opposite 'fak_tailgl') fak_tailgl = a_class( #player armature action name, start, end frames 'fak_tailgL', 41, 80, #deck action name, start, end frames 'b_fak_tailgL', 41, 80, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 15, #intro, length 'fak_tailgl_in', 40, #exits ['fak_air', 'fak_roll'], #force exit, frame None, 0, #opposite None) fak_tailslide_in = a_class( #player armature action name, start, end frames 'reg_noses', 1, 40, #deck action name, start, end frames 'b_reg_noses', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 10, #intro, length None, 0, #exits ['fak_tailslide'], #force exit, frame 'fak_tailslide', 39, #opposite 'fak_tailslide') fak_tailslide = a_class( #player armature action name, start, end frames 'reg_noses', 41, 80, #deck action name, start, end frames 'b_reg_noses', 41, 80, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 15, #intro, length 'fak_tailslide_in', 40, #exits ['fak_air', 'fak_roll'], #force exit, frame None, 0, #opposite None) fak_noseslide_in = a_class( #player armature action name, start, end frames 'reg_tails', 1, 40, #deck action name, start, end frames 'b_reg_tails', 1, 40, #layer, speed, mode (0 = play, 1 = loop), blendin 1, 1, 0, 10, #intro, length None, 0, #exits ['fak_noseslide'], #force exit, frame 'fak_noseslide', 39, #opposite 'fak_noseslide') fak_noseslide = a_class( #player armature action name, start, end frames 'reg_tails', 41, 80, #deck action name, start, end frames 'b_reg_tails', 41, 80, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 15, #intro, length 'fak_noseslide_in', 40, #exits ['fak_air', 'fak_roll'], #force exit, frame None, 0, #opposite None) fak_wall_r_in = a_class( #player armature action name, start, end frames 'fak_wall_r', 1, 10, #deck action name, start, end frames 'b_reg_wall_l', 1, 10, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 5, #intro, length None, 0, #exits ['fak_wall_r'], #force exit, frame 'fak_wall_r', 20, #opposite None) fak_wall_r = a_class( #player armature action name, start, end frames 'fak_wall_r', 10, 10, #deck action name, start, end frames 'b_reg_wall_l', 10, 10, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 5, #intro, length 'fak_wall_r_in', 10, #exits ['fak_air'], #force exit, frame None, 0, #opposite None) fak_wall_l_in = a_class( #player armature action name, start, end frames 'fak_wall_l', 1, 10, #deck action name, start, end frames 'b_reg_wall_r', 1, 10, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 0, 5, #intro, length None, 0, #exits ['fak_wall_l'], #force exit, frame 'fak_wall_l', 20, #opposite None) fak_wall_l = a_class( #player armature action name, start, end frames 'fak_wall_l', 10, 10, #deck action name, start, end frames 'b_reg_wall_r', 10, 10, #layer, speed, mode (0 = play, 1 = loop), blendin 1, .5, 1, 5, #intro, length 'fak_wall_l_in', 10, #exits ['fak_air'], #force exit, frame None, 0, #opposite None)