mirror of
https://github.com/Jusctsch5/ironsphererpg.git
synced 2026-01-20 03:54:45 +00:00
81 lines
2.2 KiB
C#
81 lines
2.2 KiB
C#
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//--------------------------------------------------------------------------
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//
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//
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//
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//--------------------------------------------------------------------------
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//--------------------------------------------------------------------------
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//-------------------------------------- Sounds
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//
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datablock AudioDescription(ThunderDescription)
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{
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volume = 1.0;
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isLooping= false;
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is3D = true;
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minDistance= 100.0;
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MaxDistance= 6400.0;
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type = $EffectAudioType;
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};
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datablock AudioProfile(thunderCrash1)
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{
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filename = "fx/environment/ctmelody1.wav";
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description = ThunderDescription;
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};
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datablock AudioProfile(thunderCrash2)
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{
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filename = "fx/environment/ctmelody2.wav";
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description = ThunderDescription;
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};
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datablock AudioProfile(thunderCrash3)
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{
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filename = "fx/environment/ctmelody3.wav";
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description = ThunderDescription;
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};
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datablock AudioProfile(thunderCrash4)
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{
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filename = "fx/environment/ctmelody4.wav";
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description = ThunderDescription;
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};
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datablock AudioProfile(LightningHitSound)
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{
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filename = "fx/misc/lightning_impact.wav";
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description = AudioExplosion3d;
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};
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//--------------------------------------------------------------------------
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//-------------------------------------- Default storm...
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//
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// Note to datablock editors: The lightning will randomly choose from the arrays
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// to build a strike. There are 8 slots for thunder sounds. Make sure all 8 slots
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// are filled. If necessary, duplicate the sounds/textures into the extra slots.
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//
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datablock LightningData(DefaultStorm)
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{
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directDamageType = $DamageType::Lightning;
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directDamage = 0.4;
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strikeTextures[0] = "special/skyLightning";
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strikeSound = LightningHitSound;
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thunderSounds[0] = thunderCrash1;
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thunderSounds[1] = thunderCrash2;
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thunderSounds[2] = thunderCrash3;
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thunderSounds[3] = thunderCrash4;
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thunderSounds[4] = thunderCrash1;
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thunderSounds[5] = thunderCrash2;
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thunderSounds[6] = thunderCrash3;
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thunderSounds[7] = thunderCrash4;
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};
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function LightningData::applyDamage(%data, %lightningObj, %targetObject, %position, %normal)
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{
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%targetObject.damage(%lightningObj, %position, %data.directDamage, %data.directDamageType);
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}
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