Version 0.0.2 Mesh "darknessknight.wzm", "darknessknight_1.wzm", "darknessknight_2.wzm" 1 BoundingVolume { BaseBoneIndex( 0 ) AABB( -0.563161, -1.38548, -0.00217566, 0.497787, 0.116069, 2.02268 ) SPHERE( 0.0293815, -0.251652, 0.992134, 1.18566 ) BVExtra { AABB( 1, -0.268161, -0.37548, -0.007176, 0.272787, -0.00893098, 1.68268, 0 ) } } Action { N001 "darknessknight[n001][idle].wza" N002 "darknessknight[n002][stand].wza" N003 "darknessknight[n003][attackstand].wza" 1.2 N004 "darknessknight[n004][walk].wza" CUS( 20, 2, 2, 0, 0, 0, 0 ) CUS( 40, 2, 1, 0, 0, 0, 0 ) N005 "darknessknight[n005][run].wza" CUS( 14, 2, 2, 0, 0, 0, 0 ) CUS( 1.12, 2, 1, 0, 0, 0, 0 ) A001 "darknessknight[a001][attack1].wza" CUS( 14.85, 1, 1, 0, 0, 0, 0 ) A002 "darknessknight[a002][attack2].wza" 1.15 CUS( 15.96, 1, 1, 0, 0, 0, 0 ) S001 "darknessknight[s001][skill_1].wza" 1.15 EFF( 21.09, 27, 0, 0.1, 0.1, 0.5, 0, 0, 0, 1, 0, J581, 1, 1, 1 ) EFF( 63.27, 0, 1, 0, -1.2, 0.4, 0, 0, 0, 1, 0, J582, 0.8, 0.8, 0.8 ) CUS( 23.31, 1, 1, 0, 0, 0, 0 ) CUS( 42.18, 1, 1, 0, 0, 0, 0 ) CUS( 63.27, 1, 1, 0, 0, 0, 0 ) S003 "darknessknight[s003][skill_2].wza" 1.15 EFF( 9.35, 40, 0, 0, 0, 0, 0, 0, 0, 1, 0, J580, 1, 1, 1 ) EFF( 31.45, 0, 1, 1.5, -0.3, 0, 0, 0, 0, 1, 0, J583, 0.8, 0.8, 0.8 ) CUS( 32.3, 1, 1, 0, 0, 0, 0 ) H0L1 "darknessknight[h0l1][damagesl].wza" H0R1 "darknessknight[h0r1][damagesr].wza" H0L2 "darknessknight[h0l2][damagebl].wza" H0R2 "darknessknight[h0r2][damagebr].wza" HS01 "darknessknight[hs01][damageskill_a].wza" HS02 "darknessknight[hs02][damageskill_b].wza" HS03 "darknessknight[hs03][damageskill_c].wza" HS04 "darknessknight[hs04][damageskill_d].wza" 1.2 M001 "darknessknight[m001][defense].wza" 1.2 F001 "darknessknight[f001][damagecri_a].wza" F002 "darknessknight[f002][damagecri_b].wza" F003 "darknessknight[f003][damagecri_c].wza" F004 "darknessknight[f004][fainting].wza" D001 "darknessknight[d001][dienor].wza" IPT( 0 ) D002 "darknessknight[d002][diecri].wza" IPT( 0 ) } Bone { EFF1 40 EFF2 39 BODY 5 } SubType 0 { Render All LOD 10, 20, 30, 2000, 2000, 2000 } Texture { Normal 0 "blackknight_no.dds" Normal 1 "black_knights_wp_no.dds" Specular 0 "blackknight_sp.DDS" Specular 1 "black_knights_wp_sp.DDS" Diffuse 0 "blackknight_di_h.dds" Diffuse 1 "black_knights_wp_di.dds" }