################################################# ################################################# ## Water Yeti's Projectile ## ## Single projectile with some sort of visual trail is thrown ## out in a straight line, no guidance, towards the target. ## The projectile hits on impact like any projectile spell. ## The spell should look like a ball of energy that the creature ## creates and throws. ################################################# ################################################# @DEFINE_END @NUM_SIMUL 1 @MAX_TIME 5.5 @NUM_REGISTERS 0 @NUM_INTERFACES 6 @GO_INTERFACES 6 DEFINE_COMPONENT AudioComponent BEGIN EMITTER ID 0 NAME WaterYetiEmitter IS2D false ISFORSCORE false PRIORITY 8 DEFAULTISAUTOREWIND true DEFAULTMINMAXDISTANCE 10.0 150.0 DEFAULTISDOPPLEREFFECTENABLED false END EMITTER END COMPONENT // Throw ALLOC SpellAudioComponent AUDCAA SOURCEINDEX 33100 EMITTERID 0 ERM_SRC MTX34_INTERFACE REG 1 END // Ice Shards ALLOC SpellAudioComponent AUDCAB SOURCEINDEX 33105 EMITTERID 0 ERM_SRC MTX34_INTERFACE REG 1 END ################################################# ## Projectile components ################################################# ALLOC SpellProjectileComponent PROJ2a ERM_SRC MTX34_INTERFACE STAFF ERM_DST MTX34_INTERFACE ORB IGO_RSLT GO_INTERFACE REG 1 M34I_UP REG 1 RADIUS 0.5 DAMAGE HP 31.25 WATER 1.5 1 DISTANCE 15 TIME 0.75 PATHFIND 1.4 ROTATEY 0.5 END ################################################# ## The skins ################################################# ALLOC SpellSkinComponent ROCK2a ERM_SRC MTX34_INTERFACE REG 1 # SCALE_FLAGS 7 # SCALE_VALUES_SRC 2.0 2.0 2.0 # SCALE_VALUES_DST 2.0 2.0 2.0 # SCALE_TIME 1.0 SKIN SKIN_FILE NC2A\EFFECT\SPELL\SSB00C0q.SN2 NUM_ANIMS 0 SCALE 2.000000 2.000000 ALPHA_ADD END COMPONENT END ################################################# ## Shatter components, to make the rocks explosion ## look cool ################################################# ALLOC SpellChunkThrower HITA ERM_SRC MTX34_INTERFACE REG 1 FADE_IN_PERCENT 0.0 FADE_OUT_PERCENT 0.5 EXPLODE PARTICLEFX SnowyGlitter NUM_CHUNKS 3 TIME 1.0 SPEED 12.0 GRAVITY 49.8f DRAG 0.75 X_RANGE 0.0 0.0 Y_RANGE 0.0 1.0 Z_RANGE -2.0 0.0 ROTATION 0.0 0.0 30.0 SCALE 0.25 0.25 0.25 ANIM_ID 0 END TIME 1.0 SPEED 12.0 GRAVITY 49.8f DRAG 0.75 X_RANGE 0.0 1.5 Y_RANGE 0.0 1.0 Z_RANGE -2.0 0.0 ROTATION 0.0 20.0 0.0 SCALE 0.45 0.45 0.45 ANIM_ID 1 END TIME 1.0 SPEED 12.0 GRAVITY 49.8f DRAG 0.75 X_RANGE -1.5 0.0 Y_RANGE 0.0 1.0 Z_RANGE -2.0 0.0 ROTATION 10.0 0.0 0.0 SCALE 0.5 0.5 0.5 ANIM_ID 2 END ANIMS 3 SKIN_FILE NC2A\EFFECT\SPELL\SSB00C0q.SN2 NUM_ANIMS 0 SCALE 1.0 1.0 END SKIN_FILE NC2A\EFFECT\SPELL\SSB00C0q.SN2 NUM_ANIMS 0 SCALE 1.0 1.0 END SKIN_FILE NC2A\EFFECT\SPELL\SSB00C0q.SN2 NUM_ANIMS 0 SCALE 1.0 1.0 END END ALLOC SpellShatterSkinComp XPLODa ERM MTX34_INTERFACE REG 1 SKIN SKIN_FILE NC2A\EFFECT\SPELL\SSB00C0q.SN2 NUM_ANIMS 0 SCALE 0.800000 0.500000 ROTATE_VALUES_SCR 10.0 180.0 10.0 ROTATE_VALUES_DST 360.0 10.0 720.0 ALPHA_ADD FADE_TIME 0.35 NO_CLIP END COMPONENT SKIN SKIN_FILE NC2A\EFFECT\SPELL\SSB00C0q.SN2 NUM_ANIMS 0 SCALE 1.000000 0.30000 ALPHA_ADD FADE_TIME 0.35 ROTATE_VALUES_SCR 100.0 10.0 200.0 ROTATE_VALUES_DST 360.0 10.0 720.0 NO_CLIP END COMPONENT SKIN SKIN_FILE NC2A\EFFECT\SPELL\SSB00C0q.SN2 NUM_ANIMS 0 SCALE 0.800000 0.40000 ALPHA_ADD FADE_TIME 0.35 ROTATE_VALUES_SCR 10.0 90.0 10.0 ROTATE_VALUES_DST 720.0 50.0 1024.0 NO_CLIP END COMPONENT PARTICLEFX SnowyGlitter FADE_BY_INPUT_CALL ROTATION 15 12 51 SCALE 0.50 0.50 0.50 TIME 1.50 VELOCITY 6 GRAVITY -18.8 ROTATIONDELTA 90 90 90 90 90 90 90 90 -90 END ################################################# ## Particle systems ################################################# ALLOC SpellParticleComponent TRL2a PARTICLETYPE ICYTrail ERM MTX34_INTERFACE REG 1 MTX_MOVE END ALLOC SpellParticleComponent TRL3a PARTICLETYPE SnowyVapourTrail ERM MTX34_INTERFACE REG 1 MTX_MOVE END ALLOC SpellParticleComponent TRL4a PARTICLETYPE SnowyGlitter ERM MTX34_INTERFACE REG 1 MTX_MOVE END ALLOC SpellParticleComponent HIT2a PARTICLETYPE ICYGroundFx ERM MTX34_INTERFACE REG 1 END ################################################# ## Timers ################################################# ALLOC SpellTimerComponent TIME2a TIME 1.0 END ALLOC SpellTimerComponent TIME2b TIME 1.0 END ALLOC SpellTimerComponent TIME2c TIME 1.0 END ALLOC SpellTimerComponent TIME2g TIME 5 END ALLOC SpellCounterComponent COUNT COUNT 2 END ################################################# ################################################# ################################################# ## Event logic ################################################# ################################################# ################################################# MAP ENTRY POW1 3 COUNT START TIME2g START PROJ2a START MAP PROJ2a BEGUN 4 ROCK2a START TRL3a START TRL4a START AUDCAA START MAP PROJ2a HITOBJ 5 ROCK2a STOP HITA START TRL3a STOP TRL4a STOP HIT2a START MAP PROJ2a HITWAL 5 ROCK2a STOP HITA START TRL3a STOP TRL4a STOP HIT2a START MAP PROJ2a HIT 5 ROCK2a STOP HITA START TRL3a STOP TRL4a STOP HIT2a START MAP PROJ2a DONE 3 ROCK2a STOP TRL3a STOP TRL4a STOP MAP HITA BEGUN 3 TIME2a START HITA FADE AUDCAB START MAP TIME2a DONE 1 HIT2a STOP MAP TIME2g DONE 1 COUNT TRIG AUDCAB FOUT0V MAP AUDCAB DONE 1 COUNT TRIG MAP COUNT DONE 1 ENTRY STOP