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'] reg_manuallist = ['reg_manual', 'reg_nmanual'] reg_grindlist = ['reg_5050', 'reg_fsboard', 'reg_tailg', 'reg_tailgr', 'reg_tailgl', 'reg_noseg', 'reg_nosegr', 'reg_nosegl', 'reg_noseslide', 'reg_tailslide'] class a_class: def __init__(self, name, start, end, dname, dstart, dend, layer, speed, mode, blendin, intro, intro_frames, exits, fe, fef): 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 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, #intro None, #number of frames in intro 0, #exits ['reg_walkFast', 'reg_idle', 'reg_jump', 'reg_onboard', 'reg_idle2', 'reg_idle3', 'reg_idle4', 'reg_walk_air', 'reg_walk_air_out'], #force exit None, #force exit frame 0) 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, #intro None, #intro length 0, #exits ['reg_walk', 'reg_idle', 'reg_jump', 'reg_onboard'], #force exit None, #force exit frame 0) 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, #intro None, #intro length 0, #exits ['reg_walk', 'reg_idle2', 'reg_idle3', 'reg_idle4', 'reg_idle5', 'reg_jump', 'reg_sit', 'reg_onboard'], #force exit None, #force exit frame 0) 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, #intro None, #intro length 0, #exits ['reg_walk', 'reg_idle', 'reg_idle3', 'reg_idle4', 'reg_idle5', 'reg_jump', 'reg_onboard'], #force exit None, #force exit frame 0) 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, #intro None, #intro length 0, #exits ['reg_walk', 'reg_idle2', 'reg_idle', 'reg_idle4', 'reg_idle5', 'reg_jump', 'reg_onboard'], #force exit None, #force exit frame 0) 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, #intro None, #intro length 0, #exits ['reg_walk', 'reg_idle2', 'reg_idle3', 'reg_idle', 'reg_idle5', 'reg_jump', 'reg_onboard'], #force exit None, #force exit frame 0) 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, #intro None, #intro length 0, #exits ['reg_walk', 'reg_idle2', 'reg_idle3', 'reg_idle4', 'reg_idle', 'reg_jump', 'reg_onboard'], #force exit None, #force exit frame 0) 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) 0, #blendin 10, #intro None, #intro length 0, #exits ['reg_idle', 'reg_walk_air', 'reg_onboard'], #force exit 'reg_walk_air', #force exit frame 20) 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 5, #intro None, #intro length 0, #exits ['reg_walk_air_out', 'reg_onboard'], #force exit None, #force exit frame 0) 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 5, #intro None, #intro length 0, #exits ['reg_idle', 'reg_walk', 'reg_walkFast', 'reg_onboard'], #force exit 'reg_idle', #force exit frame 10) 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, #intro None, #intro length 0, #exits ['reg_idle', 'reg_walk'], #force exit None, #force exit frame 0) 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, #intro None, #intro length 0, #exits ['reg_idle', 'reg_walk'], #force exit None, #force exit frame 0) 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 5, #intro None, #intro length 0, #exits ['reg_roll'], #force exit 'reg_roll', #force exit frame 18) 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, #intro None, #intro length 0, #exits ['reg_idle', 'reg_walkFast', 'reg_walk', 'reg_onboard'], #force exit None, #force exit frame 0) 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, #intro None, #intro length 0, #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_air', 'reg_air_nose', 'reg_air_tail'], #force exit None, #force exit frame 0) 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, #intro None, #intro length 0, #exits ['reg_roll', 'reg_opos', 'reg_nopos', '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'], #force exit None, #force exit frame 0) 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, #intro None, #intro length 0, #exits ['reg_roll', 'reg_opos', 'reg_nopos', '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'], #force exit None, #force exit frame 0) 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, #intro None, #intro length 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'], #force exit None, #force exit frame 0) 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, #intro None, #intro length 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'], #force exit None, #force exit frame 0) 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, #intro None, #intro length 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'], #force exit None, #force exit frame 0) reg_pump_left = a_class( #player armature action name 'nreg_pump_left', #start frame 10, #end frame 30, #deck action name 'b_reg_left', #deck start frame 1, #deck end frame 10, #layer 1, #speed .5, #mode (1 = play, 0 = loop) 1, #blendin 15, #intro None, #intro length 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', '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'], #force exit None, #force exit frame 0) reg_pump_right = a_class( #player armature action name 'nreg_pump_right', #start frame 10, #end frame 30, #deck action name 'b_reg_right', #deck start frame 1, #deck end frame 10, #layer 1, #speed .5, #mode (1 = play, 0 = loop) 1, #blendin 15, #intro None, #intro length 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', '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'], #force exit None, #force exit frame 0) 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, #intro None, #intro length 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'], #force exit None, #force exit frame 0) 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, #intro None, #intro length 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'], #force exit None, #force exit frame 0) 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, #intro None, #intro length 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 None, #force exit frame 0) 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, #intro 'None', #intro length 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 None, #force exit frame 0) 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, #intro 'reg_powerslide_in', #intro length 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'], #force exit None, #force exit frame 0) 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, #intro 'reg_fs_powerslide_in', #intro length 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'], #force exit None, #force exit frame 0) 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, #intro None, #intro length 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'], #force exit None, #force exit frame 0) 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, #intro None, #intro length 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'], #force exit None, #force exit frame 0) reg_land = a_class( #player armature action name 'reg_land', #start frame 1, #end frame 40, #deck action name 'b_reg', #deck start frame 1, #deck end frame 40, #layer 1, #speed 1, #mode (1 = play, 0 = loop) 1, #blendin 10, #intro None, #intro length 0, #exits ['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_pump', 'reg_nopos', 'reg_opos', 'reg_offboard'], #force exit 'reg_roll', #force exit frame 20) reg_landL = a_class( #player armature action name 'reg_landL', #start frame 1, #end frame 40, #deck action name 'b_reg', #deck start frame 1, #deck end frame 40, #layer 1, #speed 1, #mode (1 = play, 0 = loop) 1, #blendin 10, #intro None, #intro length 0, #exits ['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_pump', 'reg_nopos', 'reg_opos', 'reg_offboard'], #force exit 'reg_roll', #force exit frame 20) reg_landR = a_class( #player armature action name 'reg_landR', #start frame 1, #end frame 40, #deck action name 'b_reg', #deck start frame 1, #deck end frame 40, #layer 1, #speed 1, #mode (1 = play, 0 = loop) 1, #blendin 10, #intro None, #intro length 0, #exits ['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_pump', 'reg_nopos', 'reg_opos', 'reg_offboard'], #force exit 'reg_roll', #force exit frame 20) reg_landLb = a_class( #player armature action name 'reg_landLb', #start frame 1, #end frame 40, #deck action name 'b_reg', #deck start frame 1, #deck end frame 40, #layer 1, #speed 1, #mode (1 = play, 0 = loop) 1, #blendin 10, #intro None, #intro length 0, #exits ['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_pump', 'reg_nopos', 'reg_opos', 'reg_offboard'], #force exit 'reg_roll', #force exit frame 20) reg_landRb = a_class( #player armature action name 'reg_landRb', #start frame 1, #end frame 40, #deck action name 'b_reg', #deck start frame 1, #deck end frame 40, #layer 1, #speed 1, #mode (1 = play, 0 = loop) 1, #blendin 10, #intro None, #intro length 0, #exits ['reg_roll', 'reg_turnRight', 'reg_turnLeft', 'reg_push', 'reg_push_goof', 'reg_pump', 'reg_nopos', 'reg_opos', 'reg_offboard'], #force exit 'reg_roll', #force exit frame 20) reg_air = a_class( #player armature action name 'reg_air', #start frame 1, #end frame 30, #deck action name 'b_reg', #deck start frame 1, #deck end frame 30, #layer 1, #speed 1, #mode (1 = play, 0 = loop) 1, #blendin 10, #intro None, #intro length 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'], #force exit None, #force exit frame 0) reg_air_nose = a_class( #player armature action name 'reg_noseg.002', #start frame 5, #end frame 5, #deck action name 'b_reg_noseg', #deck start frame 5, #deck end frame 5, #layer 1, #speed 1, #mode (1 = play, 0 = loop) 1, #blendin 20, #intro None, #intro length 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'], #force exit None, #force exit frame 0) reg_air_tail = a_class( #player armature action name 'reg_tailg.001', #start frame 35, #end frame 35, #deck action name 'b_reg_tailg', #deck start frame 35, #deck end frame 35, #layer 1, #speed 1, #mode (1 = play, 0 = loop) 1, #blendin 20, #intro None, #intro length 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'], #force exit None, #force exit frame 0) #**********************# #*******fliptricks*****# #**********************# reg_ollie = a_class( #player armature action name 'reg_ollie', #start frame 1, #end frame 20, #deck action name 'b_reg_ollie', #deck start frame 1, #deck end frame 20, #layer 3, #speed .5, #mode (1 = play, 0 = loop) 0, #blendin 10, #intro None, #intro length 0, #exits ['reg_offboard'], #force exit 'reg_air', #force exit frame 30) reg_heelflip = a_class( #player armature action name 'reg_heelflip', #start frame 1, #end frame 20, #deck action name 'b_reg_heelflip', #deck start frame 1, #deck end frame 20, #layer 3, #speed .5, #mode (1 = play, 0 = loop) 0, #blendin 10, #intro None, #intro length 0, #exits ['reg_offboard'], #force exit 'reg_air', #force exit frame 30) reg_kickflip = a_class( #player armature action name 'reg_kickflip', #start frame 1, #end frame 20, #deck action name 'b_reg_kickflip', #deck start frame 1, #deck end frame 20, #layer 3, #speed .5, #mode (1 = play, 0 = loop) 0, #blendin 10, #intro None, #intro length 0, #exits ['reg_offboard'], #force exit 'reg_air', #force exit frame 30) reg_shuvit = a_class( #player armature action name 'reg_shuvit', #start frame 1, #end frame 40, #deck action name 'b_reg_shuvit', #deck start frame 1, #deck end frame 40, #layer 3, #speed 1, #mode (1 = play, 0 = loop) 0, #blendin 10, #intro None, #intro length 0, #exits ['reg_offboard'], #force exit 'reg_air', #force exit frame 38) reg_shuvit360 = a_class( #player armature action name 'reg_360shuvit', #start frame 1, #end frame 20, #deck action name 'b_reg_360shuvit', #deck start frame 1, #deck end frame 20, #layer 3, #speed .5, #mode (1 = play, 0 = loop) 0, #blendin 10, #intro None, #intro length 0, #exits ['reg_offboard'], #force exit 'reg_air', #force exit frame 38) reg_fsshuvit = a_class( #player armature action name 'reg_fsshuvit', #start frame 1, #end frame 40, #deck action name 'b_reg_fsshuvit', #deck start frame 1, #deck end frame 40, #layer 3, #speed 1, #mode (1 = play, 0 = loop) 0, #blendin 10, #intro None, #intro length 0, #exits ['reg_offboard'], #force exit 'reg_air', #force exit frame 38) reg_fsshuvit360 = a_class( #player armature action name 'reg_360fsshuvit', #start frame 1, #end frame 20, #deck action name 'b_reg_360fsshuvit', #deck start frame 1, #deck end frame 20, #layer 3, #speed .5, #mode (1 = play, 0 = loop) 0, #blendin 10, #intro None, #intro length 0, #exits ['reg_offboard'], #force exit 'reg_air', #force exit frame 38) #**********************# #*******grabs**********# #**********************# frontside_grab_in = a_class( #player armature action name 'reg_fg', #start frame 1, #end frame 10, #deck action name 'b_reg', #deck start frame 1, #deck end frame 1, #layer 1, #speed .4, #mode (1 = play, 0 = loop) 0, #blendin 10, #intro None, #intro length 0, #exits ['frontside_grab'], #force exit 'frontside_grab', #force exit frame 20) frontside_grab = a_class( #player armature action name 'reg_fg', #start frame 10, #end frame 30, #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, #intro 'frontside_grab_in', #intro length 10, #exits ['reg_air'], #force exit None, #force exit frame 0) backside_grab_in = a_class( #player armature action name 'reg_bsg2', #start frame 1, #end frame 10, #deck action name 'b_reg', #deck start frame 1, #deck end frame 1, #layer 1, #speed .4, #mode (1 = play, 0 = loop) 0, #blendin 10, #intro None, #intro length 0, #exits ['backside_grab'], #force exit 'backside_grab', #force exit frame 20) backside_grab = a_class( #player armature action name 'reg_bsg2', #start frame 10, #end frame 30, #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, #intro 'backside_grab_in', #intro length 10, #exits ['reg_air'], #force exit None, #force exit frame 0) frontside_nose_grab_in = a_class( #player armature action name 'frontside_nose_grab', #start frame 1, #end frame 10, #deck action name 'b_reg', #deck start frame 1, #deck end frame 1, #layer 1, #speed .4, #mode (1 = play, 0 = loop) 0, #blendin 10, #intro None, #intro length 0, #exits ['frontside_nose_grab'], #force exit 'frontside_nose_grab', #force exit frame 20) frontside_nose_grab = a_class( #player armature action name 'frontside_nose_grab', #start frame 10, #end frame 30, #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, #intro 'frontside_nose_grab_in', #intro length 10, #exits ['reg_air'], #force exit None, #force exit frame 0) backside_nose_grab_in = a_class( #player armature action name 'backside_nose_grab', #start frame 1, #end frame 10, #deck action name 'b_reg', #deck start frame 1, #deck end frame 1, #layer 1, #speed .4, #mode (1 = play, 0 = loop) 0, #blendin 10, #intro None, #intro length 0, #exits ['backside_nose_grab'], #force exit 'backside_nose_grab', #force exit frame 20) backside_nose_grab = a_class( #player armature action name 'backside_nose_grab', #start frame 10, #end frame 30, #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, #intro 'backside_nose_grab_in', #intro length 10, #exits ['reg_air'], #force exit None, #force exit frame 0) frontside_tail_grab_in = a_class( #player armature action name 'frontside_tail_grab', #start frame 1, #end frame 10, #deck action name 'b_reg', #deck start frame 1, #deck end frame 1, #layer 1, #speed .4, #mode (1 = play, 0 = loop) 0, #blendin 10, #intro None, #intro length 0, #exits ['frontside_tail_grab'], #force exit 'frontside_tail_grab', #force exit frame 20) frontside_tail_grab = a_class( #player armature action name 'frontside_tail_grab', #start frame 10, #end frame 30, #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, #intro 'frontside_tail_grab_in', #intro length 10, #exits ['reg_air'], #force exit None, #force exit frame 0) backside_tail_grab_in = a_class( #player armature action name 'backside_tail_grab', #start frame 1, #end frame 10, #deck action name 'b_reg', #deck start frame 1, #deck end frame 1, #layer 1, #speed .4, #mode (1 = play, 0 = loop) 0, #blendin 10, #intro None, #intro length 0, #exits ['backside_tail_grab'], #force exit 'backside_tail_grab', #force exit frame 20) backside_tail_grab = a_class( #player armature action name 'backside_tail_grab', #start frame 10, #end frame 30, #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, #intro 'backside_tail_grab_in', #intro length 10, #exits ['reg_air'], #force exit None, #force exit frame 0) reg_ollie_north_in = a_class( #player armature action name 'reg_ollie_north', #start frame 1, #end frame 10, #deck action name 'b_reg', #deck start frame 1, #deck end frame 1, #layer 1, #speed 1, #mode (1 = play, 0 = loop) 0, #blendin 5, #intro None, #intro length 0, #exits ['reg_ollie_north'], #force exit 'reg_ollie_north', #force exit frame 20) reg_ollie_north = a_class( #player armature action name 'reg_ollie_north', #start frame 10, #end frame 10, #deck action name 'b_reg', #deck start frame 1, #deck end frame 1, #layer 1, #speed 1, #mode (1 = play, 0 = loop) 0, #blendin 5, #intro 'reg_ollie_north', #intro length 10, #exits ['reg_air'], #force exit None, #force exit frame 0) reg_ollie_south_in = a_class( #player armature action name 'reg_ollie_south', #start frame 1, #end frame 10, #deck action name 'b_reg', #deck start frame 1, #deck end frame 1, #layer 1, #speed 1, #mode (1 = play, 0 = loop) 0, #blendin 5, #intro None, #intro length 0, #exits ['reg_ollie_south'], #force exit 'reg_ollie_south', #force exit frame 20) reg_ollie_south = a_class( #player armature action name 'reg_ollie_south', #start frame 10, #end frame 10, #deck action name 'b_reg', #deck start frame 1, #deck end frame 1, #layer 1, #speed 1, #mode (1 = play, 0 = loop) 0, #blendin 5, #intro 'reg_ollie_south', #intro length 10, #exits ['reg_air'], #force exit None, #force exit frame 0) #**********************# #*******grinds*********# #**********************# reg_5050 = a_class( #player armature action name 'reg_5050', #start frame 1, #end frame 30, #deck action name 'b_reg', #deck start frame 1, #deck end frame 1, #layer 1, #speed .5, #mode (1 = play, 0 = loop) 1, #blendin 10, #intro None, #intro length 0, #exits ['reg_air', 'reg_roll'], #force exit None, #force exit frame 0) reg_bsboard = a_class( #player armature action name 'reg_BS_Board2', #start frame 1, #end frame 30, #deck action name 'b_reg', #deck start frame 1, #deck end frame 1, #layer 1, #speed .5, #mode (1 = play, 0 = loop) 1, #blendin 15, #intro None, #intro length 0, #exits ['reg_air', 'reg_roll'], #force exit None, #force exit frame 0) reg_fsboard = a_class( #player armature action name 'reg_FS_Board2', #start frame 1, #end frame 30, #deck action name 'b_reg', #deck start frame 1, #deck end frame 1, #layer 1, #speed .5, #mode (1 = play, 0 = loop) 1, #blendin 15, #intro None, #intro length 0, #exits ['reg_air', 'reg_roll'], #force exit None, #force exit frame 0) reg_noseg = a_class( #player armature action name 'reg_noseg.002', #start frame 11, #end frame 40, #deck action name 'b_reg_noseg', #deck start frame 10, #deck end frame 10, #layer 1, #speed .5, #mode (1 = play, 0 = loop) 1, #blendin 15, #intro None, #intro length 0, #exits ['reg_air', 'reg_roll'], #force exit None, #force exit frame 0) reg_nosegr = a_class( #player armature action name 'reg_nosegR', #start frame 30, #end frame 1, #deck action name 'b_reg_nosegR', #deck start frame 1, #deck end frame 1, #layer 1, #speed .5, #mode (1 = play, 0 = loop) 1, #blendin 15, #intro None, #intro length 0, #exits ['reg_air', 'reg_roll'], #force exit None, #force exit frame 0) reg_nosegl = a_class( #player armature action name 'reg_nosegL', #start frame 30, #end frame 1, #deck action name 'b_reg_nosegL', #deck start frame 1, #deck end frame 1, #layer 1, #speed .5, #mode (1 = play, 0 = loop) 1, #blendin 15, #intro None, #intro length 0, #exits ['reg_air', 'reg_roll'], #force exit None, #force exit frame 0) reg_tailg = a_class( #player armature action name 'reg_tailg.001', #start frame 30, #end frame 1, #deck action name 'b_reg_tailg', #deck start frame 1, #deck end frame 1, #layer 1, #speed .5, #mode (1 = play, 0 = loop) 1, #blendin 15, #intro None, #intro length 0, #exits ['reg_air', 'reg_roll'], #force exit None, #force exit frame 0) reg_tailgr = a_class( #player armature action name 'reg_tailgR', #start frame 30, #end frame 1, #deck action name 'b_reg_tailgR', #deck start frame 1, #deck end frame 1, #layer 1, #speed .5, #mode (1 = play, 0 = loop) 1, #blendin 15, #intro None, #intro length 0, #exits ['reg_air', 'reg_roll'], #force exit None, #force exit frame 0) reg_tailgl = a_class( #player armature action name 'reg_tailgL', #start frame 30, #end frame 1, #deck action name 'b_reg_tailgL', #deck start frame 1, #deck end frame 1, #layer 1, #speed .5, #mode (1 = play, 0 = loop) 1, #blendin 15, #intro None, #intro length 0, #exits ['reg_air', 'reg_roll'], #force exit None, #force exit frame 0) reg_tailslide = a_class( #player armature action name 'fak_noses', #start frame 30, #end frame 1, #deck action name 'b_fak_noses', #deck start frame 1, #deck end frame 1, #layer 1, #speed .5, #mode (1 = play, 0 = loop) 1, #blendin 15, #intro None, #intro length 0, #exits ['reg_air', 'reg_roll'], #force exit None, #force exit frame 0) reg_noseslide = a_class( #player armature action name 'fak_tails', #start frame 30, #end frame 1, #deck action name 'b_fak_tails', #deck start frame 1, #deck end frame 1, #layer 1, #speed .5, #mode (1 = play, 0 = loop) 1, #blendin 15, #intro None, #intro length 0, #exits ['reg_air', 'reg_roll'], #force exit None, #force exit frame 0) #******************(((((((((((((((((())))))))))))))))))*************