skeleton "axe_unarmed_rattack.mae"

{
	quality 0.1
}

animation "unarmed_unarmed_rturn" "unarmed_unarmed_rturn.mae"
{
	loopable
	event 19 "script" "anim_obj.footstep()"
	event 27 "script" "anim_obj.footstep()"
	angle 180
}

animation "unarmed_unarmed_lturn" "unarmed_unarmed_lturn.mae"
{
	loopable
	event 11 "script" "anim_obj.footstep()"
	event 20 "script" "anim_obj.footstep()"
	angle -180
}


animation "unarmed_unarmed_rattack" "axe_unarmed_rattack.mae"
{
	event 20 "action" "origin"
	event 1 "script" "game.sound_local_obj ( 750, anim_obj )"
}

animation "unarmed_unarmed_lattack" "axe_unarmed_rattack.mae"
{
	event 20 "action" "origin"
	event 1 "script" "game.sound_local_obj ( 750, anim_obj )"
}

animation "unarmed_unarmed_walk" "axe_unarmed_walk.mae"
{
	loopable
	event 10 "script" "anim_obj.footstep()"
	event 34 "script" "anim_obj.footstep()"
	distance "origin"
}

animation "unarmed_unarmed_run" "axe_unarmed_run.mae"
{
	loopable
	event 1 "script" "anim_obj.footstep()"
	event 15 "script" "anim_obj.footstep()"
	distance "origin"
}

animation "unarmed_unarmed_idle" "axe_unarmed_idle.mae"
{
	loopable
}

animation "unarmed_unarmed_fhit" "axe_unarmed_fhit.mae"

animation "unarmed_unarmed_lhit" "axe_unarmed_lhit.mae"

animation "unarmed_unarmed_rhit" "axe_unarmed_rhit.mae"

animation "unarmed_unarmed_bhit" "axe_unarmed_bhit.mae"

animation "unarmed_unarmed_rcriticalswing" "axe_unarmed_critical.mae"
{
	event 61 "action" "origin"
	event 1 "script" "game.sound_local_obj ( 750, anim_obj )"
}

animation "unarmed_unarmed_lcriticalswing" "axe_unarmed_critical.mae"
{
	event 61 "action" "origin"
	event 1 "script" "game.sound_local_obj ( 750, anim_obj )"
}

animation "unarmed_unarmed_fidget" "axe_unarmed_fidget.mae"


animation "unarmed_unarmed_panic" "axe_unarmed_panic.mae"
{
	loopable
}

animation "unarmed_unarmed_combatidle" "axe_unarmed_combatidle.mae"
{
	loopable
}

animation "unarmed_unarmed_combatfidget" "axe_unarmed_combatfidget.mae"
{
	event 1 "script" "game.sound_local_obj ( 752, anim_obj )"
}


animation "unarmed_unarmed_fdodge" "axe_unarmed_fdodge.mae"

animation "unarmed_unarmed_rdodge" "axe_unarmed_rdodge.mae"

animation "unarmed_unarmed_ldodge" "axe_unarmed_ldodge.mae"

animation "unarmed_unarmed_bdodge" "axe_unarmed_bdodge.mae"



animation "sword_unarmed_rturn" "unarmed_unarmed_rturn.mae"
{
	loopable
	event 19 "script" "anim_obj.footstep()"
	event 27 "script" "anim_obj.footstep()"
	angle 180
}

animation "sword_unarmed_lturn" "unarmed_unarmed_lturn.mae"
{
	loopable
	event 11 "script" "anim_obj.footstep()"
	event 20 "script" "anim_obj.footstep()"
	angle -180
}



animation "sword_unarmed_rattack" "axe_unarmed_rattack.mae"
{
	event 20 "action" "origin"
	event 1 "script" "game.sound_local_obj ( 750, anim_obj )"
}

animation "sword_unarmed_lattack" "axe_unarmed_rattack.mae"
{
	event 20 "action" "origin"
	event 1 "script" "game.sound_local_obj ( 750, anim_obj )"
}

animation "sword_unarmed_walk" "axe_unarmed_walk.mae"
{
	loopable
	event 10 "script" "anim_obj.footstep()"
	event 34 "script" "anim_obj.footstep()"
	distance "origin"
}

animation "sword_unarmed_run" "axe_unarmed_run.mae"
{
	loopable
	event 1 "script" "anim_obj.footstep()"
	event 15 "script" "anim_obj.footstep()"
	distance "origin"
}

animation "sword_unarmed_idle" "axe_unarmed_idle.mae"
{
	loopable
}

animation "sword_unarmed_fhit" "axe_unarmed_fhit.mae"

animation "sword_unarmed_lhit" "axe_unarmed_lhit.mae"

animation "sword_unarmed_rhit" "axe_unarmed_rhit.mae"

animation "sword_unarmed_bhit" "axe_unarmed_bhit.mae"

animation "sword_unarmed_rcriticalswing" "axe_unarmed_critical.mae"
{
	event 61 "action" "origin"
	event 1 "script" "game.sound_local_obj ( 750, anim_obj )"
}

animation "sword_unarmed_lcriticalswing" "axe_unarmed_critical.mae"
{
	event 61 "action" "origin"
	event 1 "script" "game.sound_local_obj ( 750, anim_obj )"
}

animation "sword_unarmed_fidget" "axe_unarmed_fidget.mae"


animation "sword_unarmed_panic" "axe_unarmed_panic.mae"
{
	loopable
}


animation "sword_unarmed_combatidle" "axe_unarmed_combatidle.mae"
{
	loopable
}

animation "sword_unarmed_combatfidget" "axe_unarmed_combatfidget.mae"
{
	event 1 "script" "game.sound_local_obj ( 752, anim_obj )"
}

animation "sword_unarmed_fdodge" "axe_unarmed_fdodge.mae"

animation "sword_unarmed_rdodge" "axe_unarmed_rdodge.mae"

animation "sword_unarmed_ldodge" "axe_unarmed_ldodge.mae"

animation "sword_unarmed_bdodge" "axe_unarmed_bdodge.mae"



animation "abjuration_casting" "abjuration_casting.mae"
{
	event 18 "action" "origin"
}

animation "abjuration_conjuring" "abjuration_conjuring.mae"
{
	
	event 1 "action" "origin"
}



animation "falldown" "falldown.mae"

animation "prone_idle" "prone_idle.mae"
{
	loopable
}

animation "prone_fidget" "prone_fidget.mae"

animation "getup" "getup.mae"


animation "death" "death.mae"
{
	event 1 "script" "game.sound_local_obj ( 751, anim_obj )"
}

animation "death2" "falldown.mae"
{
	event 1 "script" "game.sound_local_obj ( 751, anim_obj )"
}

animation "death3" "death.mae"
{
	event 1 "script" "game.sound_local_obj ( 751, anim_obj )"
}

animation "dead_idle" "dead_idle.mae"
{
	loopable
}

animation "dead_fidget" "dead_idle.mae"

animation "death_prone_idle" "dead_idle.mae"
{
	loopable
}

animation "death_prone_fidget" "dead_idle.mae"

