TRANS_LAYER = 12 MAIN_LAYER = 10 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'] class a_class: def __init__(self, name, start, end, dname, dstart, dend, layer, speed, mode, blendin, exits): 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.exits = exits reg_walk = a_class( #player armature action name 'reg_nwalk', #start frame 0, #end frame 35, #deck action name 'b_reg_walk', #deck start frame 0, #deck end frame 35, #layer 1, #speed .5, #mode (1 = play, 0 = loop) 0, #blendin 20, #exits ['reg_walkFast', 'reg_idle', 'reg_jump', 'reg_onboard']) reg_walkFast = a_class( #player armature action name 'reg_nwalk', #start frame 0, #end frame 35, #deck action name 'b_reg_walk', #deck start frame 0, #deck end frame 35, #layer 1, #speed 1, #mode (1 = play, 0 = loop) 0, #blendin 0, #exits ['reg_walk', 'reg_idle', 'reg_jump', 'reg_onboard']) reg_idle = a_class( #player armature action name 'reg_idle1', #start frame 1, #end frame 120, #deck action name 'b_reg_walk', #deck start frame 1, #deck end frame 1, #layer 1, #speed .5, #mode (1 = play, 0 = loop) 0, #blendin 20, #exits ['reg_walk', 'reg_idle2', 'reg_idle3', 'reg_idle4', 'reg_idle5', 'reg_jump', 'reg_sit', 'reg_onboard']) reg_idle2 = a_class( #player armature action name 'reg_idle2', #start frame 1, #end frame 120, #deck action name 'b_reg_walk', #deck start frame 1, #deck end frame 1, #layer 1, #speed .5, #mode (1 = play, 0 = loop) 1, #blendin 20, #exits ['reg_walk', 'reg_idle', 'reg_idle3', 'reg_idle4', 'reg_idle5', 'reg_jump', 'reg_onboard']) reg_idle3 = a_class( #player armature action name 'reg_idle3', #start frame 1, #end frame 120, #deck action name 'b_reg_walk', #deck start frame 1, #deck end frame 1, #layer 1, #speed .5, #mode (1 = play, 0 = loop) 1, #blendin 20, #exits ['reg_walk', 'reg_idle2', 'reg_idle', 'reg_idle4', 'reg_idle5', 'reg_jump', 'reg_onboard']) reg_idle4 = a_class( #player armature action name 'reg_idle4', #start frame 1, #end frame 120, #deck action name 'b_reg_walk', #deck start frame 1, #deck end frame 1, #layer 1, #speed .5, #mode (1 = play, 0 = loop) 1, #blendin 20, #exits ['reg_walk', 'reg_idle2', 'reg_idle3', 'reg_idle', 'reg_idle5', 'reg_jump', 'reg_onboard']) reg_idle5 = a_class( #player armature action name 'reg_idle5', #start frame 1, #end frame 120, #deck action name 'b_reg_walk', #deck start frame 1, #deck end frame 1, #layer 1, #speed .5, #mode (1 = play, 0 = loop) 1, #blendin 20, #exits ['reg_walk', 'reg_idle2', 'reg_idle3', 'reg_idle4', 'reg_idle', 'reg_jump', 'reg_onboard']) reg_jump = a_class( #player armature action name 'reg_jump', #start frame 1, #end frame 10, #deck action name 'b_reg_jump', #deck start frame 1, #deck end frame 10, #layer 1, #speed .5, #mode (1 = play, 0 = loop) 1, #blendin 10, #exits ['reg_idle', 'reg_walk_air', 'reg_onboard']) reg_walk_air = a_class( #player armature action name 'reg_walk_air', #start frame 10, #end frame 10, #deck action name 'b_reg_jump', #deck start frame 10, #deck end frame 10, #layer 1, #speed .5, #mode (1 = play, 0 = loop) 0, #blendin 10, #exits ['reg_walk_air_out']) reg_walk_air_out = a_class( #player armature action name 'reg_walk_air', #start frame 10, #end frame 40, #deck action name 'b_reg_jump', #deck start frame 10, #deck end frame 10, #layer 1, #speed 1.5, #mode (1 = play, 0 = loop) 1, #blendin 10, #exits ['reg_idle', 'reg_walk', 'reg_walkFast', 'reg_onboard']) reg_sit_in = a_class( #player armature action name 'reg_sit', #start frame 1, #end frame 65, #deck action name 'b_reg_jump', #deck start frame 1, #deck end frame 65, #layer 1, #speed 1, #mode (1 = play, 0 = loop) 1, #blendin 20, #exits ['reg_idle', 'reg_walk']) reg_sit = a_class( #player armature action name 'reg_sit', #start frame 65, #end frame 65, #deck action name 'b_reg_jump', #deck start frame 65, #deck end frame 65, #layer 1, #speed 1, #mode (1 = play, 0 = loop) 1, #blendin 20, #exits ['reg_idle', 'reg_walk']) #------news reg_onboard = a_class( #player armature action name 'reg_noffboard', #start frame 20, #end frame 1, #deck action name 'b_reg_offboard', #deck start frame 20, #deck end frame 1, #layer 1, #speed 1, #mode (1 = play, 0 = loop) 1, #blendin 10, #exits ['reg_roll']) reg_offboard = a_class( #player armature action name 'reg_noffboard', #start frame 1, #end frame 40, #deck action name 'b_reg_offboard', #deck start frame 1, #deck end frame 40, #layer 1, #speed 1, #mode (1 = play, 0 = loop) 1, #blendin 5, #exits ['reg_idle', 'reg_walkFast', 'reg_walk']) reg_roll = a_class( #player armature action name 'nreg', #start frame 1, #end frame 60, #deck action name 'b_reg', #deck start frame 1, #deck end frame 60, #layer 1, #speed .5, #mode (1 = play, 0 = loop) 1, #blendin 10, #exits ['reg_idle', '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_turnLeft = a_class( #player armature action name 'nreg_left', #start frame 10, #end frame 30, #deck action name 'b_reg_left', #deck start frame 10, #deck end frame 30, #layer 1, #speed .5, #mode (1 = play, 0 = loop) 1, #blendin 20, #exits ['reg_roll', 'reg_opos', 'reg_nopos', 'reg_pump', 'reg_push', 'reg_push_goof', 'reg_powerslide', 'reg_fs_powerslide', 'reg_manual', 'reg_nmanual']) reg_turnRight = a_class( #player armature action name 'nreg_right', #start frame 10, #end frame 30, #deck action name 'b_reg_right', #deck start frame 10, #deck end frame 30, #layer 1, #speed .5, #mode (1 = play, 0 = loop) 1, #blendin 20, #exits ['reg_roll', 'reg_opos', 'reg_nopos', 'reg_pump', 'reg_push', 'reg_push_goof', 'reg_powerslide', 'reg_fs_powerslide', 'reg_manual', 'reg_nmanual']) reg_opos = a_class( #player armature action name 'nopos', #start frame 11, #end frame 40, #deck action name 'b_reg', #deck start frame 1, #deck end frame 1, #layer 1, #speed 1, #mode (1 = play, 0 = loop) 1, #blendin 15, #exits ['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_pump', 'reg_push', 'reg_push_goof', 'reg_powerslide', 'reg_fs_powerslide', 'reg_manual', 'reg_nmanual']) reg_nopos = a_class( #player armature action name 'nnopos', #start frame 20, #end frame 20, #deck action name 'b_reg', #deck start frame 1, #deck end frame 1, #layer 1, #speed 1, #mode (1 = play, 0 = loop) 1, #blendin 15, #exits ['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_pump', 'reg_push', 'reg_push_goof', 'reg_powerslide', 'reg_fs_powerslide', 'reg_manual', 'reg_nmanual']) reg_pump = a_class( #player armature action name 'nopos', #start frame 20, #end frame 20, #deck action name 'b_reg', #deck start frame 1, #deck end frame 1, #layer 1, #speed 1, #mode (1 = play, 0 = loop) 1, #blendin 15, #exits ['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_powerslide', 'reg_fs_powerslide', 'reg_manual', 'reg_nmanual']) reg_push = a_class( #player armature action name 'reg_push', #start frame 1, #end frame 35, #deck action name 'b_reg', #deck start frame 1, #deck end frame 1, #layer 1, #speed .5, #mode (1 = play, 0 = loop) 0, #blendin 10, #exits ['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_powerslide', 'reg_fs_powerslide', 'reg_manual', 'reg_nmanual']) reg_push_goof = a_class( #player armature action name 'reg_push_goof', #start frame 1, #end frame 35, #deck action name 'b_reg', #deck start frame 1, #deck end frame 1, #layer 1, #speed .5, #mode (1 = play, 0 = loop) 0, #blendin 10, #exits ['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_powerslide', 'reg_fs_powerslide', 'reg_manual', 'reg_nmanual']) reg_powerslide_in = a_class( #player armature action name 'nreg_powerslide2', #start frame 0, #end frame 20, #deck action name 'b_reg_powerslide2', #deck start frame 0, #deck end frame 20, #layer 1, #speed 1, #mode (1 = play, 0 = loop) 1, #blendin 10, #exits ['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_pump', 'reg_nopos', 'reg_opos', 'reg_manual', 'reg_nmanual']) reg_fs_powerslide_in = a_class( #player armature action name 'nreg_powerslide', #start frame 0, #end frame 20, #deck action name 'b_reg_powerslide', #deck start frame 0, #deck end frame 20, #layer 1, #speed 1, #mode (1 = play, 0 = loop) 1, #blendin 10, #exits ['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_pump', 'reg_nopos', 'reg_opos', 'reg_manual', 'reg_nmanual']) reg_powerslide = a_class( #player armature action name 'nreg_powerslide2', #start frame 20, #end frame 20, #deck action name 'b_reg_powerslide2', #deck start frame 20, #deck end frame 20, #layer 1, #speed 1, #mode (1 = play, 0 = loop) 1, #blendin 10, #exits ['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_pump', 'reg_nopos', 'reg_opos', 'reg_manual', 'reg_nmanual']) reg_fs_powerslide = a_class( #player armature action name 'nreg_powerslide', #start frame 20, #end frame 20, #deck action name 'b_reg_powerslide', #deck start frame 20, #deck end frame 20, #layer 1, #speed 1, #mode (1 = play, 0 = loop) 1, #blendin 10, #exits ['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_pump', 'reg_nopos', 'reg_opos', 'reg_manual', 'reg_nmanual']) reg_manual = a_class( #player armature action name 'reg_manual', #start frame 20, #end frame 20, #deck action name 'b_reg_manual', #deck start frame 20, #deck end frame 20, #layer 1, #speed 1, #mode (1 = play, 0 = loop) 1, #blendin 10, #exits ['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_pump', 'reg_nopos', 'reg_opos']) reg_nmanual = a_class( #player armature action name 'reg_nmanual', #start frame 20, #end frame 20, #deck action name 'b_fak_manual', #deck start frame 20, #deck end frame 20, #layer 1, #speed 1, #mode (1 = play, 0 = loop) 1, #blendin 10, #exits ['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_pump', 'reg_nopos', 'reg_opos']) #******************(((((((((((((((((())))))))))))))))))*************