# Primal Light (Radiance, Brilliance, Light Unbearable) @NUM_SIMUL 5 @MAX_TIME 3.25 @NUM_REGISTERS 5 @NUM_INTERFACES 0 @GO_INTERFACES 2 // Level 1 related components DEFINE_COMPONENT AudioComponent BEGIN EMITTER ID 0 NAME PrimalLight1Emitter IS2D false ISFORSCORE false PRIORITY 8 DEFAULTISAUTOREWIND true DEFAULTMINMAXDISTANCE 125.000000 DEFAULTISDOPPLEREFFECTENABLED false END EMITTER END COMPONENT // Beam ALLOC SpellAudioComponent AUDCAA SOURCEINDEX 42889 EMITTERID 0 ERM_SRC MTX34_REGISTER 1 END // Burst ALLOC SpellAudioComponent AUDCAB SOURCEINDEX 42890 EMITTERID 0 ERM_SRC MTX34_REGISTER 1 END //// Collisions: Staff, start of the effect: //ALLOC SpellSetRegOnceComponent REGPLA // ERM_SRC MTX34_INTERFACE STAFF // M34R_DST 1 //END //TLW: This should set the matrix to near the player's middle ALLOC SpellOffsetRegComponent REGPLA ERM_SRC MTX34_INTERFACE PLAYER ERM_DST MTX34_INTERFACE STAFF IWM_RSLT MTX34_REGISTER 1 OFFSET_TO_MIDPOINT # V3_OFFSET # 0 0 0 END //// Collisions: Staff, start of the effect: ALLOC SpellSetRegOnceComponent REGORB ERM_SRC MTX34_INTERFACE ORB M34R_DST 2 END //// End of the effect - an enemy if we can find one: ALLOC SpellAutoTargetComponent AUTOTG ERM_SRC MTX34_INTERFACE STAFF ERM_DST MTX34_REGISTER 2 IGO_RSLTA GO_INTERFACE REG 1 MTX34_REGISTER 3 PRI_AUTO_TARGET BIAS AUTO_TARGET_ANGLE_BIAS 0.5 AUTO_TARGET_DIST_BIAS 2.0 TARGET_ANGLE 60 AUTO_TARGET_RADIUS 20 TARGET_LEVEL_HEIGHT 1 OFFSET_TO_CENTROID END //// Casting effect ALLOC SpellQuadComponent CAST ERM_SRC MTX34_REGISTER 1 TIME 0.25 ORIENT_TO_CAMERA NO_CLIP ADDITIVE_MODE ORIENTATION 90.0 0.0 0.0 ROTATION 0.0 0.0 180.0 SCALE 2 2 2 THROB 0 FADE_OUT_AT 0.1 TEXTURE effect\spell\ssb00t97.dds END //// Hit effect ALLOC SpellQuadComponent HIT ERM_SRC MTX34_REGISTER 3 TIME 0.5 ORIENT_TO_CAMERA NO_CLIP ADDITIVE_MODE ORIENTATION 90.0 0.0 0.0 ROTATION 0.0 0.0 200.0 SCALE 2 2 2 THROB 0 FADE_OUT_AT 0.1 TEXTURE effect\spell\ssb00t9h.dds END //// End of the effect - the ground if we can't find an enemy: // offseting the DST by 0.75 should get it off the ground to player waist height ALLOC SpellCollideComponent ENDPRO ERM_SRC MTX34_REGISTER 1 ERM_PROJECT MTX34_REGISTER 2 PROJECT 40 IWM_RSLT MTX34_REGISTER 3 FORCE_RESULT OFFSET_DST 0.0 0.75 0.0 END //// Particle effects //// ALLOC SpellParticleComponent PARTA PARTICLETYPE Railgun Twist 1 ERM MTX34_REGISTER 1 ERM MTX34_REGISTER 3 MTX_MOVE END ALLOC SpellParticleComponent PARTB PARTICLETYPE Railgun Twist 2 ERM MTX34_REGISTER 1 ERM MTX34_REGISTER 3 MTX_MOVE END ALLOC SpellParticleComponent TWINKL PARTICLETYPE Railgun Twist C3 ERM MTX34_REGISTER 1 ERM MTX34_REGISTER 3 MTX_MOVE END //// Damage //// ALLOC SpellSphereDmgComponent DAMAGE ERM_SRC MTX34_REGISTER 3 IGO_RSLT GO_INTERFACE REG 2 RADIUS 1 DAMAGE HP 15 LIGHT 1.5 2.0 1.0 ONE_SHOT END ALLOC SpellDrawAIComponent DRAWEF GO_SRC REG 2 EFFECT_TYPE 6 EFFECT_LEVEL 1 END ALLOC SpellParticleComponent DAMHIT PARTICLETYPE Railgun Hit Explosion ERM MTX34_REGISTER 3 END ALLOC SpellParticleComponent OBJHTa PARTICLETYPE Railgun Hit Sparks ERM MTX34_REGISTER 4 END ALLOC SpellParticleComponent OBJHTb PARTICLETYPE Railgun Hit Sparks ERM MTX34_REGISTER 5 END ALLOC SpellCollideDutchDoorComp DUTCHD ERM_SRC MTX34_REGISTER 1 ERM_DST MTX34_REGISTER 3 IWM_RSLT_SRC MTX34_REGISTER 4 IWM_RSLT_DST MTX34_REGISTER 5 END //ALLOC SpellLightComponent LIGHT // ERM_SRC MTX34_INTERFACE STAFF // RANGE 3.0 // DIFFUSE // -0.5 -0.5 -0.5 0.0 // TIME_FADE_OUT 0.75 //END //// Timers //// ALLOC SpellTimerComponent TIMER TIME 2.5 END ALLOC SpellTimerComponent TIMEA TIME 0.11 END ALLOC SpellTimerComponent TIMR_A TIME 0.5 END # MAPPING ASSIGNMENT // Level 1 Logic MAP ENTRY POW1 5 CAST START REGPLA START REGORB START AUTOTG START TIMER START MAP AUTOTG FNDA 7 PARTA START PARTB START TWINKL START TIMEA START DAMAGE START DAMHIT START DUTCHD START MAP AUTOTG NOFNDA 4 ENDPRO START PARTA START PARTB START TWINKL START MAP ENDPRO BEGUN 2 ENDPRO STOP DUTCHD START MAP PARTA BEGUN 2 AUDCAA START AUDCAB START MAP DUTCHD BEGUN 1 DUTCHD STOP MAP DUTCHD HITA 1 OBJHTa START MAP DUTCHD LOSTA 1 OBJHTa STOP MAP DUTCHD HITB 1 OBJHTb START MAP DUTCHD LOSTB 1 OBJHTb STOP MAP DAMAGE HIT 1 DRAWEF START MAP TIMEA DONE 1 HIT START MAP TIMER DONE 5 PARTA STOP PARTB STOP OBJHTa STOP OBJHTb STOP TIMR_A START MAP TIMR_A DONE 1 ENTRY STOP