/*************************************************************************** * * Dark Boss Level Script * * $Revision: 38 $ * $Date: 10/12/02 4:32p $ * $Author: Erich $ * * $History: BossCave.txt $ * * ***************** Version 38 ***************** * User: Erich Date: 10/12/02 Time: 4:32p * Updated in $/nc2/bin/assets/nc2a/Scripts/Dark * * ***************** Version 37 ***************** * User: Erich Date: 10/12/02 Time: 2:55p * Updated in $/nc2/bin/assets/NC2A/Scripts/Dark * * ***************** Version 36 ***************** * User: Csakanai Date: 10/09/02 Time: 9:31p * Updated in $/nc2/bin/assets/NC2A/Scripts/Dark * * ***************** Version 35 ***************** * User: Csakanai Date: 10/09/02 Time: 3:13p * Updated in $/nc2/bin/assets/NC2A/Scripts/Dark * * ***************** Version 34 ***************** * User: Adamm Date: 10/08/02 Time: 10:53a * Updated in $/nc2/bin/assets/NC2A/Scripts/Dark * increased boss health to 300 * * ***************** Version 33 ***************** * User: Erich Date: 10/07/02 Time: 1:42a * Updated in $/nc2/bin/assets/NC2A/Scripts/Dark * * ***************** Version 32 ***************** * User: Adamm Date: 10/04/02 Time: 4:06p * Updated in $/nc2/bin/assets/NC2A/Scripts/Dark * Adjusted transitions * * ***************** Version 31 ***************** * User: Adamm Date: 10/04/02 Time: 3:53p * Updated in $/nc2/bin/assets/NC2A/Scripts/Dark * adjusted health to 180 * * ***************** Version 30 ***************** * User: Dolf Date: 10/03/02 Time: 6:14p * Updated in $/nc2/bin/assets/NC2A/Scripts/Dark * bosses read BOSS_HEALTH from the script and set it in the damage * component in post load overriding the difficulty setting. * * ***************** Version 29 ***************** * User: Adamm Date: 10/02/02 Time: 5:27p * Updated in $/nc2/bin/assets/NC2A/Scripts/Dark * adjusted lighting * * ***************** Version 28 ***************** * User: Adamm Date: 9/30/02 Time: 2:47p * Updated in $/nc2/bin/assets/NC2A/Scripts/Dark * * ***************** Version 27 ***************** * User: Erich Date: 9/27/02 Time: 4:53p * Updated in $/nc2/bin/assets/NC2A/Scripts/Dark * * ***************** Version 26 ***************** * User: Adamm Date: 9/25/02 Time: 12:17p * Updated in $/nc2/bin/assets/NC2A/Scripts/Dark * adjusted lighting levels. * * ***************** Version 25 ***************** * User: Dolf Date: 9/22/02 Time: 2:28p * Updated in $/nc2/bin/assets/NC2A/Scripts/Dark * * ***************** Version 24 ***************** * User: Dolf Date: 9/14/02 Time: 1:02p * Updated in $/nc2/bin/assets/NC2A/Scripts/Dark * added the knockback attack and an animation event to trigger it * * ***************** Version 23 ***************** * User: Johnr Date: 9/11/02 Time: 1:45p * Updated in $/nc2/bin/assets/NC2A/Scripts/Dark * * ***************** Version 22 ***************** * User: Choltorf Date: 9/11/02 Time: 12:05p * Updated in $/nc2/bin/assets/NC2A/Scripts/Dark * * ***************** Version 21 ***************** * User: Hilton Date: 9/11/02 Time: 9:23a * Updated in $/nc2/bin/assets/NC2A/Scripts/Dark * * ***************** Version 20 ***************** * User: Dolf Date: 9/10/02 Time: 11:34a * Updated in $/nc2/bin/assets/NC2A/Scripts/Dark * Adjusted the zones of attack. There is more room now in which the * breath attack will take place * * ***************** Version 19 ***************** * User: Dolf Date: 9/10/02 Time: 11:14a * Updated in $/nc2/bin/assets/NC2A/Scripts/Dark * * ***************** Version 18 ***************** * User: Hilton Date: 9/09/02 Time: 7:56p * Updated in $/nc2/bin/assets/NC2A/Scripts/Dark * * ***************** Version 17 ***************** * User: Johnr Date: 9/09/02 Time: 11:00a * Updated in $/nc2/bin/assets/nc2a/Scripts/Dark * * ***************** Version 16 ***************** * User: Dolf Date: 9/08/02 Time: 1:11p * Updated in $/nc2/bin/assets/nc2a/Scripts/Dark * added bweak * * ***************** Version 15 ***************** * User: Dolf Date: 8/02/02 Time: 5:33p * Updated in $/nc2/bin/assets/NC2A/Scripts/Dark * * ***************** Version 14 ***************** * User: Johnr Date: 7/31/02 Time: 2:49p * Updated in $/nc2/bin/assets/NC2A/Scripts/Dark * * ***************** Version 13 ***************** * User: Machowsk Date: 7/26/02 Time: 12:41p * Updated in $/nc2/bin/assets/NC2A/Scripts/Dark * * ***************** Version 12 ***************** * User: Dolf Date: 7/24/02 Time: 6:19p * Updated in $/nc2/bin/assets/NC2A/Scripts/Dark * added the storm breath smell * * ***************** Version 11 ***************** * User: Johnr Date: 7/23/02 Time: 9:29a * Updated in $/nc2/bin/assets/NC2A/Scripts/Dark * * ***************** Version 10 ***************** * User: Dolf Date: 7/18/02 Time: 5:51p * Updated in $/nc2/bin/assets/NC2A/Scripts/Dark * Storm now relocates and performs rudimentary rotation decisions. * * ***************** Version 9 ***************** * User: Dolf Date: 7/17/02 Time: 6:00p * Updated in $/nc2/bin/assets/NC2A/Scripts/Dark * The correct boss anims are in plus temporary spells * * ***************** Version 8 ***************** * User: Johnr Date: 6/27/02 Time: 9:33a * Updated in $/nc2/bin/assets/nc2a/Scripts/Dark * * ***************** Version 7 ***************** * User: Hilton Date: 5/03/02 Time: 5:47p * Updated in $/nc2/bin/assets/NC2A/Scripts/Dark * * ***************** Version 6 ***************** * User: Jlf Date: 5/02/02 Time: 4:28p * Updated in $/nc2/bin/assets/nc2a/Scripts/Dark * * ***************** Version 5 ***************** * User: Hilton Date: 5/02/02 Time: 4:02p * Updated in $/nc2/bin/assets/NC2A/Scripts/Dark * * ***************** Version 4 ***************** * User: Ssheridan Date: 4/28/02 Time: 11:34a * Updated in $/nc2/bin/assets/NC2A/Scripts/Dark * Updated Starting Positions * * ***************** Version 3 ***************** * User: Jlf Date: 4/01/02 Time: 6:22p * Updated in $/nc2/bin/assets/nc2a/Scripts/Dark * * ***************** Version 2 ***************** * User: Jlf Date: 3/15/02 Time: 7:42p * Updated in $/nc2/bin/assets/NC2A/Scripts/Dark * ***************************************************************************/ CREATE LevelStateObject TAG DBOSS TYPE 5 TEMPLATES DRATMP END_TEMPLATES TYPE_1_CLIENT_MAP UPDATE UpdateChannel TYPE_1_CLIENT_MAP DRAW FrontEndDraw TYPE_2_CLIENT_MAP LSTATE LevelStateChannel TYPE_2_CLIENT_MAP PGAME PlayerGameChannel TYPE_2_CLIENT_MAP ITEM ItemObjectChannel TYPE_2_CLIENT_MAP AI AIChannel BEGIN_INPUT_EVENT_MAP NUM_CHANNELS 1 CHANNEL DebugEventChannel 1 CHANNEL_MAP LSTATS 0 LSTATS -1 END DEFINE_COMPONENT DialogueComponent BLOB NC2A\Blobs\DARKBOSS.STR STRLU 1 STORM HAHAHA 4000 2D 1.000000 END COMPONENT END CREATE CREATE AISpellInstance SPELL_DATA STMBTH 1 TSLA_LABEL AISpellInstance END CREATE CREATE AISpellInstance SPELL_DATA STMBTH 1 TSLA_LABEL AISpellInstance END CREATE CREATE AISpellInstance SPELL_DATA STMBTH 1 TSLA_LABEL AISpellInstance END CREATE CREATE AISpellInstance SPELL_DATA STMBTH 1 TSLA_LABEL AISpellInstance END CREATE CREATE AISpellInstance SPELL_DATA STMBTH 1 TSLA_LABEL AISpellInstance END CREATE CREATE AISpellInstance SPELL_DATA STORM 1 TSLA_LABEL AISpellInstance END CREATE CREATE AISpellInstance SPELL_DATA STORM 1 TSLA_LABEL AISpellInstance END CREATE CREATE AISpellInstance SPELL_DATA STORM 1 TSLA_LABEL AISpellInstance END CREATE CREATE AISpellInstance SPELL_DATA STORM 1 TSLA_LABEL AISpellInstance END CREATE CREATE AISpellInstance SPELL_DATA STORM 1 TSLA_LABEL AISpellInstance END CREATE CREATE AISpellInstance SPELL_DATA STORM 1 TSLA_LABEL AISpellInstance END CREATE CREATE AISpellInstance SPELL_DATA STORM 1 TSLA_LABEL AISpellInstance END CREATE CREATE AISpellInstance SPELL_DATA STORM 1 TSLA_LABEL AISpellInstance END CREATE CREATE AISpellInstance SPELL_DATA STORM 1 TSLA_LABEL AISpellInstance END CREATE CREATE AISpellInstance SPELL_DATA STORM 1 TSLA_LABEL AISpellInstance END CREATE CREATE AISpellInstance SPELL_DATA STORM 1 TSLA_LABEL AISpellInstance END CREATE CREATE AISpellInstance SPELL_DATA STORM 1 TSLA_LABEL AISpellInstance END CREATE CREATE AISpellInstance SPELL_DATA STORM 1 TSLA_LABEL AISpellInstance END CREATE CREATE AISpellInstance SPELL_DATA STORM 1 TSLA_LABEL AISpellInstance END CREATE CREATE AISpellInstance SPELL_DATA STORM 1 TSLA_LABEL AISpellInstance END CREATE CREATE AISpellInstance SPELL_DATA STORM 1 TSLA_LABEL AISpellInstance END CREATE CREATE AISpellInstance SPELL_DATA STORM 1 TSLA_LABEL AISpellInstance END CREATE CREATE AISpellInstance SPELL_DATA STORM 1 TSLA_LABEL AISpellInstance END CREATE CREATE AISpellInstance SPELL_DATA STORM 1 TSLA_LABEL AISpellInstance END CREATE ; ; IMPORT DATE: 5/02/2002 ; ; IDX COLOR MATERIAL BUMP ; ; 0 WLJ00T6s => TestTex01.tif | C | WLJ00T0u => [no bump] CREATE PTree PTD_FILE NC2A\WORLD\LEVEL\WLJ00G0z.PTD UBD_FILE NC2A\WORLD\LEVEL\WLJ00G0z.UBD BBD_FILE NC2A\WORLD\LEVEL\WLJ00G0z.BBD NUM_DRAW_PASSES 4 MATERIAL_ENTRY 0 NUM_MATERIALS 2 STRIP_MATERIAL 0 TEXTURE_1 NC2A\World\Level\WLJ00T7y.DDS FLAGS 1025 BASIS_SHADER landAttenuate PIXEL_SHADER landAttenuate END_STRIP_MATERIAL STRIP_MATERIAL 1 TEXTURE_1 NC2A\World\Level\WLJ00T7y.DDS FLAGS 49218 BASIS_SHADER landNormalBump PIXEL_SHADER landNormalBump END_STRIP_MATERIAL END END MATERIAL_ENTRY 1 NUM_MATERIALS 4 STRIP_MATERIAL 0 TEXTURE_1 NC2A\World\Level\WLJ00T7x.DDS FLAGS 1025 BASIS_SHADER landAttenuate PIXEL_SHADER landAttenuate END_STRIP_MATERIAL STRIP_MATERIAL 1 TEXTURE_1 NC2A\World\Level\WLJ00T7x.DDS FLAGS 49218 BASIS_SHADER landNormalBump PIXEL_SHADER landNormalBump END_STRIP_MATERIAL STRIP_MATERIAL 2 TEXTURE_1 NC2A\World\Level\WLJ00T7x.DDS FLAGS 290 BASIS_SHADER landscape2l_spec PIXEL_SHADER landscape2l_spec END_STRIP_MATERIAL STRIP_MATERIAL 3 TEXTURE_1 NC2A\World\Level\WLJ00T7x.DDS FLAGS 164 BASIS_SHADER landscape2l_spec PIXEL_SHADER landscape2l_spec END_STRIP_MATERIAL END END MATERIAL_ENTRY 2 NUM_MATERIALS 2 STRIP_MATERIAL 0 TEXTURE_1 NC2A\World\Level\WLJ00T7v.DDS FLAGS 1025 BASIS_SHADER landAttenuate PIXEL_SHADER landAttenuate END_STRIP_MATERIAL STRIP_MATERIAL 1 TEXTURE_1 NC2A\World\Level\WLJ00T7v.DDS FLAGS 49218 BASIS_SHADER landNormalBump PIXEL_SHADER landNormalBump END_STRIP_MATERIAL END END MATERIAL_ENTRY 3 NUM_MATERIALS 2 STRIP_MATERIAL 0 TEXTURE_1 NC2A\World\Level\WLJ00T7z.DDS FLAGS 1025 BASIS_SHADER landAttenuate PIXEL_SHADER landAttenuate END_STRIP_MATERIAL STRIP_MATERIAL 1 TEXTURE_1 NC2A\World\Level\WLJ00T7z.DDS FLAGS 49218 BASIS_SHADER landNormalBump PIXEL_SHADER landNormalBump END_STRIP_MATERIAL END END MATERIAL_ENTRY 4 NUM_MATERIALS 4 STRIP_MATERIAL 0 TEXTURE_1 NC2A\World\Level\WLJ00T7u.DDS FLAGS 1025 BASIS_SHADER landAttenuate PIXEL_SHADER landAttenuate END_STRIP_MATERIAL STRIP_MATERIAL 1 TEXTURE_1 NC2A\World\Level\WLJ00T7u.DDS FLAGS 49218 BASIS_SHADER landNormalBump PIXEL_SHADER landNormalBump END_STRIP_MATERIAL STRIP_MATERIAL 2 TEXTURE_1 NC2A\World\Level\WLJ00T7u.DDS FLAGS 290 BASIS_SHADER landscape2l_spec PIXEL_SHADER landscape2l_spec END_STRIP_MATERIAL STRIP_MATERIAL 3 TEXTURE_1 NC2A\World\Level\WLJ00T7u.DDS FLAGS 164 BASIS_SHADER landscape2l_spec PIXEL_SHADER landscape2l_spec END_STRIP_MATERIAL END END MATERIAL_ENTRY 5 NUM_MATERIALS 4 STRIP_MATERIAL 0 TEXTURE_1 NC2A\World\Level\WLJ00T5b.DDS FLAGS 1025 BASIS_SHADER landAttenuate PIXEL_SHADER landAttenuate END_STRIP_MATERIAL STRIP_MATERIAL 1 TEXTURE_1 NC2A\World\Level\WLJ00T5b.DDS FLAGS 49218 BASIS_SHADER landNormalBump PIXEL_SHADER landNormalBump END_STRIP_MATERIAL STRIP_MATERIAL 2 TEXTURE_1 NC2A\World\Level\WLJ00T5b.DDS FLAGS 290 BASIS_SHADER landscape2l_spec PIXEL_SHADER landscape2l_spec END_STRIP_MATERIAL STRIP_MATERIAL 3 TEXTURE_1 NC2A\World\Level\WLJ00T5b.DDS FLAGS 164 BASIS_SHADER landscape2l_spec PIXEL_SHADER landscape2l_spec END_STRIP_MATERIAL END END MATERIAL_ENTRY 6 NUM_MATERIALS 2 STRIP_MATERIAL 0 TEXTURE_1 NC2A\World\Level\WLJ00T7w.DDS FLAGS 1025 BASIS_SHADER landAttenuate PIXEL_SHADER landAttenuate END_STRIP_MATERIAL STRIP_MATERIAL 1 TEXTURE_1 NC2A\World\Level\WLJ00T7w.DDS FLAGS 49218 BASIS_SHADER landNormalBump PIXEL_SHADER landNormalBump END_STRIP_MATERIAL END END TSLA_LABEL PTree15 TYPE_1_CLIENT_MAP UPDATE UpdateChannel TYPE_1_CLIENT_MAP DRWTX DrawLandscape TYPE_2_CLIENT_MAP LNDSCP LandscapeChannel TYPE_1_CLIENT_MAP LNDMPS DrawPostLandscape TYPE_1_CLIENT_MAP SKNMPS DrawPostModulate BEGIN_INPUT_EVENT_MAP NUM_CHANNELS 1 CHANNEL DebugEventChannel 3 CHANNEL_MAP MSHTRK 0 MSHTRK -1 CHANNEL_MAP BUMPSW 0 BUMPSW -1 CHANNEL_MAP BASISW 0 BASISW -1 END END CREATE CREATE gCamSetup START_MODE STORM RESTART_MODE STORM TSLA_LABEL gCamSetup TYPE_2_CLIENT_MAP PLYRGM PlayerGameChannel END CREATE CREATE SkyBox DAY_COLOR 1.000000 1.000000 1.000000 NIGHT_COLOR 0.113725 0.086275 0.235294 DAY_AMBIENT 0.000000 0.000000 0.000000 NIGHT_AMBIENT 0.000000 0.000000 0.000000 DAY_OR_NIGHT 1 TSLA_LABEL SkyBox ORB_LIGHT_ONE_COLOR 0.103 0.032 0.195 ORB_LIGHT_TWO_COLOR 0.103 0.032 0.195 TYPE_1_CLIENT_MAP UPDATE UpdateChannel BEGIN_INPUT_EVENT_MAP NUM_CHANNELS 1 CHANNEL DebugEventChannel 2 CHANNEL_MAP DAY 0 DAY -1 CHANNEL_MAP NIGHT 0 NIGHT -1 END END CREATE CREATE ActorTemplateObject TAG STRDMG CLASS BossDamage AWARD_SIZE 0 BASE_TEMPLATE_TAG NONE EXTENTS 1 1 1 0.750000 2.000000 START EVENT_SOUNDS FINISH EVENT_SOUNDS START AMBIENT_SOUNDS FINISH AMBIENT_SOUNDS PARTSYS 0 TSLA_LABEL StormBossDamageTemplate TYPE_1_CLIENT_MAP DRAW DrawModulate DEFINE_COMPONENT BehaviorComponent TYPE 3 END COMPONENT DEFINE_COMPONENT AIPhysicsComponent SCALE_SPEED 0 MIN_SPEED 0.000000 MAX_SPEED 0.000000 MAX_ACCELERATION 0.000000 MAX_TURN_RATE 0.000000 END COMPONENT DEFINE_COMPONENT ActorComponent NUM_ANIMS 0 SCALE 1.000000 1.000000 END COMPONENT DEFINE_COMPONENT AudioComponentEx DEFAULTBACKGROUNDSOURCEID 65535 DEFAULTONESHOTSOURCEID 65535 DEFAULTONESHOTDELAYMINMAX 0 500 END COMPONENT DEFINE_COMPONENT AnimationEventComponent NEW_FORMAT END COMPONENT DEFINE_COMPONENT DamageComponent HEALTH 100.000000 100.000000 SCHOOL 0 INVULNERABLE 0 REGENERATE 0 REGENERATION_RATE 0.100000 SCALE 0 END COMPONENT END CREATE CREATE ActorTemplateObject TAG DRATMP CLASS Dracolich TSLA_LABEL DracolichTemplate TYPE_1_CLIENT_MAP DRAW DrawModulate TYPE_1_CLIENT_MAP UPDATE UpdateChannel TYPE_1_CLIENT_MAP SHDW ShadowVolumeDraw TYPE_1_CLIENT_MAP REFLCT DrawReflections START EVENT_SOUNDS 23152 65535 65535 65535 65535 65535 38178 65535 FINISH EVENT_SOUNDS START AMBIENT_SOUNDS 65535 65535 0 500 65535 65535 0 500 65535 65535 0 500 65535 65535 0 500 65535 65535 0 500 65535 65535 0 500 65535 65535 0 500 65535 65535 0 500 65535 65535 0 500 65535 65535 0 500 FINISH AMBIENT_SOUNDS DEFINE_COMPONENT ActorComponent SKIN_FILE NC2A\ACTOR\BOSS\ABA03C00.SN2 NUM_ANIMS 10 ANIM_FILE nc2a\actor\boss\ABA03A00.AN2 TRNRGT ANIM_FILE nc2a\actor\boss\ABA03A01.AN2 BEAM ANIM_FILE nc2a\actor\boss\ABA03A02.AN2 BREATH ANIM_FILE nc2a\actor\boss\ABA03A03.AN2 CAST ANIM_FILE nc2a\actor\boss\ABA03A04.AN2 DEATH ANIM_FILE nc2a\actor\boss\ABA03A05.AN2 ASCEND ANIM_FILE nc2a\actor\boss\ABA03A06.AN2 IDLE ANIM_FILE nc2a\actor\boss\ABA03A07.AN2 KNKBCK ANIM_FILE nc2a\actor\boss\ABA03A08.AN2 TRNLFT ANIM_FILE nc2a\actor\boss\ABA03A09.AN2 DSCEND END COMPONENT DEFINE_COMPONENT TalkComponent END COMPONENT DEFINE_COMPONENT AnimationEventComponent NEW_FORMAT EVENTS 68 STTBTH 2 10 0 STTBTH 2 11 0 STTBTH 2 13 0 STTBTH 2 18 0 STTBTH 2 20 0 CSTGLP 3 20 0 KNCKBK 7 10 0 SOUND 2 7 38177 SOUND 3 22 38177 SOUND 7 19 38177 SOUND 8 10 38177 SOUND 8 14 38177 SOUND 8 8 38177 SOUND 9 23 38177 SOUND 9 24 38177 SOUND 9 26 38177 SOUND 9 27 38177 SOUND 5 7 23095 SOUND 9 27 38169 SOUND 9 23 38169 SOUND 7 19 38169 SOUND 2 7 38169 SOUND 4 113 38169 SOUND 5 5 38176 SOUND 5 13 38176 SOUND 0 2 38176 SOUND 0 10 38176 SOUND 1 3 38176 SOUND 2 6 38176 SOUND 2 0 38176 SOUND 3 12 38176 SOUND 6 5 38176 SOUND 6 22 38176 SOUND 6 50 38176 SOUND 7 5 38176 SOUND 7 9 38176 SOUND 7 16 38176 SOUND 8 3 38176 SOUND 9 6 38176 SOUND 9 11 38176 SOUND 9 16 38176 SOUND 9 19 38176 SOUND 9 22 38176 DIALOG 0 0 38179 DIALOG 2 6 38182 SOUND 4 9 38177 SOUND 4 25 38177 SOUND 4 116 38177 SOUND 4 112 46001 SOUND 4 117 46001 DIALOG 8 0 38179 DIALOG 3 0 38179 SOUND 0 0 46000 SOUND 1 2 46000 SOUND 2 9 46000 SOUND 2 22 46000 SOUND 4 10 46000 SOUND 4 110 46000 SOUND 5 7 46000 SOUND 7 17 46000 SOUND 8 3 46000 DIALOG 6 0 38179 DIALOG 4 1 38179 DIALOG 7 8 38178 DIALOG 9 0 38179 DIALOG 5 0 38179 DIALOG 1 0 38180 DIALOG 4 80 38183 END COMPONENT DEFINE_COMPONENT AudioComponentEx DEFAULTBACKGROUNDSOURCEID 65535 DEFAULTONESHOTSOURCEID 65535 DEFAULTONESHOTDELAYMINMAX 0 500 BEGIN EMITTER ID 0 NAME StormBossEmitter IS2D false ISFORSCORE false ISOBSTRUCTABLE false PRIORITY 5 DEFAULTMINMAXDISTANCE 24.0 1000.0 END EMITTER END COMPONENT DEFINE_COMPONENT BehaviorComponent TYPE 1 ATTACK_BEHAVIOR 4 ATTACK_SPELL RANGE 2 LEVEL 0 DIRECTION 0 DURATION 1.000000 OFFSET 0.000000 V_OFFSET 0.000000 SPELL_ANIMATION 1 JOINT 0 SPELL_LABEL STORM SPELL_LEVEL 1 END ATTACK_SPELL RANGE 2 LEVEL 0 DIRECTION 0 DURATION 1.000000 OFFSET 0.000000 V_OFFSET 0.000000 SPELL_ANIMATION 1 JOINT 0 SPELL_LABEL LFBLDP SPELL_LEVEL 1 END ATTACK_SPELL RANGE 2 LEVEL 0 DIRECTION 0 DURATION 1.000000 OFFSET 0.000000 V_OFFSET 0.000000 SPELL_ANIMATION 1 JOINT 1 SPELL_LABEL STMBTH SPELL_LEVEL 1 END ATTACK_MELEE RANGE 1.5 LEVEL 0 DIRECTION 0 DURATION 0.000000 OFFSET 1.000000 V_OFFSET 0.000000 MELEE_ANIMATION 0 ORIENTATION 0 MELEE_RADIUS 2.000000 IS_PHYSICAL TRUE MIN_PHYSICAL_DAMAGE 0.000000 MAX_PHYSICAL_DAMAGE 15.000000 IS_MAGICAL TRUE MAGIC_TYPE 13 MAGIC_SCHOOL SchoolNone MIN_MAGIC_DAMAGE 8.000000 MAX_MAGIC_DAMAGE 8.000000 MAGIC_DURATION 1.500000 END END COMPONENT DEFINE_COMPONENT DamageComponent HEALTH 150.000000 150.000000 SCHOOL 0 INVULNERABLE 0 REGENERATE 0 REGENERATION_RATE 0.100000 SCALE 0 END COMPONENT END CREATE CREATE Dracolich TAG STORM TEMPLATE_TAG DRATMP BOSS_HEALTH 300 DAMAGE_OBJECT 0 TAG DMGBSS TEMPLATE_TAG STRDMG BOSS_TAG DRATMP HIT_EXTENTS 1 0 0 2.5 TSLA_LABEL DamageObject0 TYPE_1_CLIENT_MAP DRAW DrawEffects TYPE_1_CLIENT_MAP UPDATE UpdateChannel TYPE_2_CLIENT_MAP AI AIChannel TYPE_2_CLIENT_MAP QUERY QueryChannel TYPE_2_CHANNEL_MAP AI AIChannel TYPE_2_CHANNEL_MAP QUERY QueryChannel TYPE_2_CHANNEL_MAP LNDSCP LandscapeChannel END DEFINE_COMPONENT StormBeamAttackVisual TEXTURE NC2A\ACTOR\BOSS\ABB03T07.DDS NUM_VERTS 32 RADIUS_EYES 0.100000 RADIUS_END 2.200000 SCALE 1.000000 1.000000 ROTATION 0.100000 0.000000 ROTATION2 -0.100000 0.000000 HEIGHT 15.000000 COLOR 0xFFC700C7 DONE END COMPONENT DAMAGE_OBJECT 1 TAG DMGBSS TEMPLATE_TAG STRDMG BOSS_TAG DRATMP HIT_EXTENTS 1 0 0 2.5 TSLA_LABEL DamageObject1 TYPE_1_CLIENT_MAP DRAW DrawEffects TYPE_1_CLIENT_MAP UPDATE UpdateChannel TYPE_2_CLIENT_MAP AI AIChannel TYPE_2_CLIENT_MAP QUERY QueryChannel TYPE_2_CHANNEL_MAP AI AIChannel TYPE_2_CHANNEL_MAP QUERY QueryChannel TYPE_2_CHANNEL_MAP LNDSCP LandscapeChannel END DAMAGE_OBJECT 2 TAG DMGBSS TEMPLATE_TAG STRDMG BOSS_TAG DRATMP HIT_EXTENTS 1 0 0 2.5 TSLA_LABEL DamageObject2 TYPE_1_CLIENT_MAP DRAW DrawEffects TYPE_1_CLIENT_MAP UPDATE UpdateChannel TYPE_2_CLIENT_MAP AI AIChannel TYPE_2_CLIENT_MAP QUERY QueryChannel TYPE_2_CHANNEL_MAP AI AIChannel TYPE_2_CHANNEL_MAP QUERY QueryChannel TYPE_2_CHANNEL_MAP LNDSCP LandscapeChannel END DAMAGE_OBJECT 3 TAG DMGBSS TEMPLATE_TAG STRDMG BOSS_TAG DRATMP HIT_EXTENTS 1 0 0 2.5 TSLA_LABEL DamageObject3 TYPE_1_CLIENT_MAP DRAW DrawEffects TYPE_1_CLIENT_MAP UPDATE UpdateChannel TYPE_2_CLIENT_MAP AI AIChannel TYPE_2_CLIENT_MAP QUERY QueryChannel TYPE_2_CHANNEL_MAP AI AIChannel TYPE_2_CHANNEL_MAP QUERY QueryChannel TYPE_2_CHANNEL_MAP LNDSCP LandscapeChannel END BEGIN_INPUT_EVENT_MAP NUM_CHANNELS 1 CHANNEL DebugEventChannel 2 CHANNEL_MAP BSSPSH 0 BSSPSH -1 CHANNEL_MAP BWEAK 0 BWEAK -1 END SCALE 1 MATRIX 1.0 0.0 0.0 0.0 1.0 0.0 0.0 0.0 1.0 0.0 10.0 0.0 ALCOVES DRP 67.0 0.0 0.0 DRA 90.0 ZIR 67.0 0.0 0.0 20.0 ZIE 67.0 0.0 0.0 32.0 ZIB 67.0 0.0 0.0 50.0 DRP -67.0 0.0 0.0 DRA -90.0 ZIR -67.0 0.0 0.0 20.0 ZIE -67.0 0.0 0.0 32.0 ZIB -67.0 0.0 0.0 50.0 DRP 0.0 0.0 67.0 DRA 0.0 ZIR 0.0 0.0 67.0 20.0 ZIE 0.0 0.0 67.0 32.0 ZIB 0.0 0.0 67.0 50.0 DAMAGE_BAR BEGIN DAMAGEBAR POSITION 192 36 WIDTHHEIGHT 256 64 TEXPOSITION 0 0 TEXWIDTHHEIGHT 256 64 TEXRES 256 64 TEXTUREFILE NC2A\UI\InGame\UIB00T18.DDS TEXTUREFILE NC2A\UI\InGame\UIB00T19.DDS FLIPVERT CALCULATEUV TRADEV END HEALTH_LIQUID POSITION 214 48 WIDTHHEIGHT 212 18 TEXWIDTHHEIGHT 100 8 TEXPOSITION 0 0 TEXRES 256 8 TEXTUREFILE NC2A\UI\INGAME\UIW00T0c.DDS CALCULATEUV END END END END CREATE CREATE TransitionObject ID BOSWAY TAG WAYDED MATRIX 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 -0.031000 0.460234 -104.999985 RADIUS 4.000000 3.000000 HIT_MULTIPLE DROP_SOUND 65535 TRIGGER_SOUND 65535 TSLA_LABEL BumptestTransition TYPE_1_CLIENT_MAP DRAW DrawModulate TYPE_1_CLIENT_MAP UPDATE UpdateChannel TYPE_2_CLIENT_MAP ITEM ItemObjectChannel TYPE_3_CLIENT_MAP AUDION AudioNotificationChannel BEGIN_INPUT_EVENT_MAP NUM_CHANNELS 1 CHANNEL DebugEventChannel 1 CHANNEL_MAP TRIGDB 0 TRIGDB -1 END BEGIN_OUTPUT_EVENT_MAP NUM_CHANNELS 0 NUM_GAME_OBJECTS 0 END DEFINE_COMPONENT ActorComponent SKIN_FILE NC2A\UI\SplBook\USW00C00.SN2 NUM_ANIMS 0 SCALE 1.000000 1.000000 END COMPONENT DEFINE_COMPONENT AICullingComponent CULLING_RANGE 100.000000 END COMPONENT DEFINE_COMPONENT AudioComponentEx DEFAULTBACKGROUNDSOURCEID 65535 DEFAULTONESHOTSOURCEID 65535 DEFAULTONESHOTDELAYMINMAX 0 500 END COMPONENT END CREATE