# Dragon boss light crack @NUM_SIMUL 1 @MAX_TIME 3.5 @NUM_REGISTERS 4 @NUM_INTERFACES 0 @GO_INTERFACES 1 DEFINE_COMPONENT AudioComponent BEGIN EMITTER ID 0 NAME AIScarringLight1Emitter IS2D false ISFORSCORE false PRIORITY 8 DEFAULTISAUTOREWIND true DEFAULTMINMAXDISTANCE 150.000000 DEFAULTISDOPPLEREFFECTENABLED false END EMITTER END COMPONENT // crack split 1 ALLOC SpellAudioComponent AUDCAA SOURCEINDEX 42850 EMITTERID 0 ERM_SRC MTX34_REGISTER 1 END // Beam 1 ALLOC SpellAudioComponent AUDCAB SOURCEINDEX 42849 EMITTERID 0 ERM_SRC MTX34_REGISTER 1 END //TLW: Without a direction, this will just send the player backward, // which I think we want. ALLOC SpellOneShotDmgComponent DAMAGE DAMAGE STUN 25 LIGHT 1.5 2.0 1.0 DAMAGE HP 25 LIGHT 1.5 2.0 4.0 GO_SRC REG 1 END ALLOC SpellFindSixCollidesComponent CLDMTX ERM_SRC MTX34_REGISTER 1 IWM_RSLT_1 MTX34_REGISTER 2 IWM_RSLT_2 MTX34_REGISTER 3 IWM_RSLT_3 MTX34_REGISTER 4 R_OFFSET_1 2.0 10 10 R_OFFSET_2 2.0 -10 10 R_OFFSET_3 2.0 0 -10 NEXT_BEST_RESULT END ALLOC SpellTrenchComponent ZTRK OPENSPEED 50 CLOSESPEED 30 ERM_SRC MTX34_INTERFACE STAFF ERM_DST MTX34_INTERFACE ORB # M34TimeI_UP REG 1 # M34LeadI_UP REG 3 SIDE_TEXTURE EFFECT\SPELL\SSB00T73.dds FLOW_TEXTURE1 EFFECT\SPELL\SSB00T74.dds STENCIL_TEXTURE EFFECT\SPELL\SSB00T2X.dds TEXTURESPEED 0.6 TRENCH_WIDTH 0.675 TRENCH_DEPTH 0.5 OPENING_TIME 0.25 CLOSE_TIME 2.0 HOLD_TIME 1.0 TRENCH_PARTICLES TYPE LightCrackOneLength END BEAM TEXTURE EFFECT\SPELL\SSB00T76.DDS BEAM_WIDTH 6.0 FADE_IN_TIME 0.125 FADE_OUT_TIME 0.5 HOLD_TIME 0.05 VERTICAL # FADE_ENDS # AMBIENT_COLOR # 0.75 0.75 0.0 END END ALLOC SpellTrenchComponent ZTKHTA OPENSPEED 20 CLOSESPEED 80 ERM_SRC MTX34_REGISTER 1 ERM_DST MTX34_REGISTER 2 SIDE_TEXTURE EFFECT\SPELL\SSB00T73.dds FLOW_TEXTURE1 EFFECT\SPELL\SSB00T74.dds STENCIL_TEXTURE EFFECT\SPELL\SSB00T2X.dds TEXTURESPEED 0.6 TRENCH_WIDTH 0.3375 TRENCH_DEPTH 0.1 OPENING_TIME 0.25 CLOSE_TIME 0.75 HOLD_TIME 0.125 TRENCH_PARTICLES TYPE LightCrackZippy END BEAM TEXTURE EFFECT\SPELL\SSB00T72.DDS BEAM_WIDTH 3.0 FADE_IN_TIME 0.0 FADE_OUT_TIME 0.25 HOLD_TIME 0.1 VERTICAL ALWAYS_ON #FADE_ENDS END END ALLOC SpellTrenchComponent ZTKHTB OPENSPEED 20 CLOSESPEED 80 ERM_SRC MTX34_REGISTER 1 ERM_DST MTX34_REGISTER 3 SIDE_TEXTURE EFFECT\SPELL\SSB00T73.dds FLOW_TEXTURE1 EFFECT\SPELL\SSB00T74.dds STENCIL_TEXTURE EFFECT\SPELL\SSB00T2X.dds TEXTURESPEED 0.6 TRENCH_WIDTH 0.3375 TRENCH_DEPTH 0.1 OPENING_TIME 0.25 CLOSE_TIME 0.75 HOLD_TIME 0.125 TRENCH_PARTICLES TYPE LightCrackZippy END BEAM TEXTURE EFFECT\SPELL\SSB00T72.DDS BEAM_WIDTH 3.0 FADE_IN_TIME 0.0 FADE_OUT_TIME 0.25 HOLD_TIME 0.1 VERTICAL ALWAYS_ON #FADE_ENDS END END ALLOC SpellTrenchComponent ZTKHTC OPENSPEED 20 CLOSESPEED 80 ERM_SRC MTX34_REGISTER 1 ERM_DST MTX34_REGISTER 4 SIDE_TEXTURE EFFECT\SPELL\SSB00T73.dds FLOW_TEXTURE1 EFFECT\SPELL\SSB00T74.dds STENCIL_TEXTURE EFFECT\SPELL\SSB00T2X.dds TEXTURESPEED 0.6 TRENCH_WIDTH 0.3375 TRENCH_DEPTH 0.1 OPENING_TIME 0.25 CLOSE_TIME 0.75 HOLD_TIME 0.125 TRENCH_PARTICLES TYPE LightCrackZippy END BEAM TEXTURE EFFECT\SPELL\SSB00T72.DDS BEAM_WIDTH 3.0 FADE_IN_TIME 0.0 FADE_OUT_TIME 0.25 HOLD_TIME 0.1 VERTICAL ALWAYS_ON #FADE_ENDS END END ALLOC SpellFindNearestAIComponent FINDAI ERM_SRC MTX34_INTERFACE STAFF IGA_RSLT GO_INTERFACE REG 1 RADIUS 25 ANGLE 0 END ALLOC SpellCollideComponent CLD ERM_SRC MTX34_INTERFACE STAFF FORCE_RESULT IWM_RSLT MTX34_REGISTER 1 END ALLOC SpellJitterComponent JITA ERM_SRC MTX34_REGISTER 1 TIME .375 MAGNITUDE 2.0 FALLOFF_OVER_DISTANCE 10.0 0.1 END ALLOC SpellJitterComponent JITB TIME .25 MAGNITUDE 0.5 END ALLOC SpellCounterComponent COUNT COUNT 1 END // And let's begin: MAP ENTRY POW2 2 CLD START COUNT START MAP CLD HIT 3 CLD STOP CLDMTX START ZTRK START MAP CLDMTX DIDIT 1 CLDMTX STOP //couldn't find a place to put the hole MAP ZTRK FAIL 1 COUNT TRIG MAP ZTRK BEGUN 5 AUDCAA START JITA START ZTKHTA START ZTKHTB START ZTKHTC START // We found and made a hole: MAP ZTRK HOLE 2 JITB START FINDAI START #AUDCAB START // if found good guy, start the damage and stop looking MAP FINDAI FND 2 DAMAGE START FINDAI STOP // We're done, clean up: MAP ZTRK DONE 1 COUNT TRIG // End spell: MAP COUNT DONE 1 ENTRY STOP