Commit 9c9feb81 authored by Jean Miraak's avatar Jean Miraak 💬 Committed by brabox

(!527) Added/restored serval particles fx

parent 244fd787
- Restored FXs for the following powers and abilities:
--- Rallying Call
--- Frozen Land
--- Snowbind
--- Avalanche
--- Elven Wood
--- Golden Arrow
--- Barbed Arrows
--- Poison Arrows
--- Hawk Strike
--- Morgul Blade
--- Dark Lord's Lament
--- Army of the Dead Summon
--- Soul Freeze
--- Well of Souls
--- Corpse Rain
......@@ -3290,6 +3290,10 @@ End
; ----------------------------------------------
FXList FX_SpellRallyingCall
ParticleSystem ;,; Restored
Name = SpellRallyingCall
Offset = X:0.0 Y:0.0 Z:0.0
End
ParticleSystem
Name = SpellRallyingCallCircles
Offset = X:0.0 Y:0.0 Z:0.0
......@@ -3408,6 +3412,10 @@ FXList FX_BlackRiderMorgulBlade
Name = MorgulBladeHit
Offset = X:0.0 Y:0.0 Z:0.5
End
ParticleSystem ;,; Restored
Name = MorgulBladeHitFX
Offset = X:0.0 Y:0.0 Z:0.5
End
Sound
Name = BlackRiderMorgulBlade ;LurtzCrippleEffect
End
......@@ -4787,6 +4795,9 @@ FXList FX_WellOfSoulsWeapon
ParticleSystem
Name = WellOfSoulsCloud
End
ParticleSystem ;,; Restored
Name = WellOfSoulsCloud01
End
ParticleSystem
Name = WellOfSoulsWave
End
......@@ -4799,6 +4810,9 @@ FXList FX_WellOfSoulsCast
ParticleSystem
Name = WellOfSouls01
End
ParticleSystem ;,; Restored
Name = WellOfSoulsLittleSwirl
End
End
......@@ -5151,7 +5165,9 @@ FXList FX_ElvenWoodSpellFX
ParticleSystem
Name = ElvenWoodLeaves
End
ParticleSystem ;,; Restored
Name = ElvenWoodGrass
End
ParticleSystem
Name = ElvenWoodFlowers
......@@ -5354,10 +5370,10 @@ FXList FX_FrozenLandFX
Name = FrozenLandMist
Offset = X:0.0 Y:0.0 Z:0.0
End
; ParticleSystem
; Name = FrozenLandFlare
; Offset = X:0.0 Y:0.0 Z:0.0
; End
ParticleSystem ;,; Uncommented
Name = FrozenLandFlare
Offset = X:0.0 Y:0.0 Z:0.0
End
ParticleSystem
Name = FrozenLandWhirl
Offset = X:0.0 Y:0.0 Z:0.0
......@@ -5401,18 +5417,18 @@ FXList FX_SnowbindSpellFX
Name = SnowBindEmbers
Offset = X:0.0 Y:0.0 Z:8.0
End
;ParticleSystem
; Name = SnowBindPulse
; Offset = X:0.0 Y:0.0 Z:8.0
;End
ParticleSystem ;,; Uncommented
Name = SnowBindPulse
Offset = X:0.0 Y:0.0 Z:8.0
End
ParticleSystem
Name = SnowBindWhirl
Offset = X:0.0 Y:0.0 Z:6.0
End
;ParticleSystem
; Name = SnowBindGroundSnow
; Offset = X:0.0 Y:0.0 Z:6.0
;End
ParticleSystem ;,; Uncommented
Name = SnowBindGroundSnow
Offset = X:0.0 Y:0.0 Z:6.0
End
;;,;; Removed for v2.3
;
......@@ -5683,9 +5699,18 @@ FXList FX_SummonAOD
ParticleSystem
Name = OathBreakerFlare
End
ParticleSystem ;,; Restored
Name = OathBreakerSkull
End
ParticleSystem
Name = oathBreakerLightShaft
End
ParticleSystem ;,; Restored
Name = AODsummonLightShafts
End
ParticleSystem ;,; Restored
Name = AODsummonLightLenzflare
End
Sound
Name = ArmyDeadEnterMono
End
......@@ -5848,7 +5873,7 @@ End
; ----------------------------------------------
FXList FX_PoisonArrowDeath
ParticleSystem
Name = GoldArrowHitFlash
Name = PoisonArrowHitFlash ;,; GoldArrowHitFlash
End
End
......@@ -5856,7 +5881,7 @@ End
; ----------------------------------------------
FXList FX_BarbedArrowDeath
ParticleSystem
Name = GoldArrowHitFlash
Name = BarbedArrowHitFlash ;,; GoldArrowHitFlash
End
End
......@@ -5865,6 +5890,9 @@ FXList FX_GoldArrowDeath
ParticleSystem
Name = GoldArrowHitFlash
End
ParticleSystem ;,; Restored
Name = GoldArrowHitFX02
End
End
; ---------------------------------------------- ;,;
......@@ -8603,6 +8631,11 @@ ParticleSystem
Offset = X:0 Y:0 Z:20
OrientToObject = Yes
End
ParticleSystem ;,; Restored
Name = GandalfLightningHit01
Offset = X:0 Y:0 Z:20
OrientToObject = Yes
End
ParticleSystem
Name = GandalfLightningHitFlare
Offset = X:0 Y:0 Z:20
......@@ -8652,7 +8685,7 @@ FXList FX_EvilArrowHit
End
AttachedModel
Modelname = g_arrow ;w_arrow Evil guys have been switched to bright arrows for some demo, so this'll use bright arrows too.
Modelname = w_arrow ;,; g_arrow ;w_arrow Evil guys have been switched to bright arrows for some demo, so this'll use bright arrows too.
End
End
......@@ -19407,10 +19440,10 @@ FXList FX_SoWolf_DarkLordsLament
Name = SoWolf_Lament_rays
Offset = X:0.0 Y:0.0 Z:30.0
End
; ParticleSystem
; Name = SoWolf_Lament_rings
; Offset = X:0.0 Y:0.0 Z:45.0
; End
ParticleSystem ;,; Uncommented
Name = SoWolf_Lament_rings
Offset = X:0.0 Y:0.0 Z:45.0
End
ParticleSystem
Name = SoWolf_Lament_mist
Offset = X:0.0 Y:0.0 Z:5.0
......@@ -19598,6 +19631,10 @@ FXList FX_SoulFreezeGround ;will be called up in Weapon.ini Weapon AngmarNec
Name = Necro_SoulFreeze_Shafts
Offset = X:0.0 Y:0.0 Z:0.0
End
ParticleSystem ;Particle System 3 of 3 ;,; Restored
Name = Necro_SoulFreeze_flare
Offset = X:0.0 Y:0.0 Z:0.0
End
DynamicDecal ; A decal that belongs to nobody, but updates internally to fade and tint and such
DecalName = EXSnowBlastPrint
......@@ -19657,20 +19694,26 @@ FXList FX_SoulFreezeWeapon
End
FXList FX_NecroAcolyteSuck
; ParticleSystem
; Name = NecroAcolyteFlare
; Offset = X:0.0 Y:0.0 Z:0.0
; End
; ParticleSystem
; Name = NecroAcolyteWTrails
; Offset = X:0.0 Y:0.0 Z:7.0
; End
ParticleSystem ;,; Uncommented
Name = NecroAcolyteFlare
Offset = X:0.0 Y:0.0 Z:0.0
End
ParticleSystem ;,; Uncommented
Name = NecroAcolyteWTrails
Offset = X:0.0 Y:0.0 Z:7.0
End
ParticleSystem
Name = Necro_Acolyte_soul
Offset = X:0.0 Y:0.0 Z:1.0
OrientToObject = yes
Count = 1
End
ParticleSystem ;,; Restored
Name = Necro_Acolyte_Suck
Offset = X:0.0 Y:0.0 Z:1.0
OrientToObject = yes
Count = 1
End
Sound
Name = BarrowWightVoxDie
End
......@@ -19720,7 +19763,7 @@ FXList FX_SoulFreezeEffect ;will be called up in Weapon.ini Weapon AngmarNec
Color = R:200 G:225 B:255
PreColorTime = 10
PostColorTime = 10
SustainedColorTime = #MULTIPLY( ANGMAR_NECRO_SOUL_FREEZE_DURATION 30.0 ) ; 530
SustainedColorTime = 440 ;,; #MULTIPLY( ANGMAR_NECRO_SOUL_FREEZE_DURATION 30.0 ) ; 530
Frequency = 0
Amplitude = 0
End
......@@ -20454,15 +20497,15 @@ FXList FX_Avalanche
ParticleSystem
Name = AvalancheSnowChunkColumn2
End
; ParticleSystem
; Name = AvalancheSparkleColumn
; End
ParticleSystem ;,; Uncommented
Name = AvalancheSparkleColumn
End
ParticleSystem
Name = AvalancheSparkleColumn2
End
; ParticleSystem
; Name = AvalancheSparkle
; End
ParticleSystem ;,; Uncommented
Name = AvalancheSparkle
End
ParticleSystem
Name = AvalancheSparkle2
End
......@@ -20709,6 +20752,9 @@ FXList FX_CorpseRainExplosion
ParticleSystem
Name = CorpseRainMist
OrientToObject = Yes
End
ParticleSystem ;,; Restored
Name = CorpseRainProjectileExplosion
End
; ParticleSystem
; Name = CatapultProjectileHumanHeadBitsC
......@@ -20755,6 +20801,9 @@ FXList FX_CorpseRainExplosion202Mith
ParticleSystem
Name = CorpseRainMist202Mith
OrientToObject = Yes
End
ParticleSystem ;,; Restored
Name = CorpseRainProjectileExplosion202Mith
End
; ParticleSystem
; Name = CatapultProjectileHumanHeadBitsC
......
......@@ -17948,7 +17948,7 @@ FXParticleSystem CorpseRainProjLegs202Mith
Priority = HIGH_OR_ABOVE
Shader = ALPHA_TEST
ParticleName = EXWoodChip01.tga
PerParticleAttachedSystem = CorpseRainProjectileSmoke02
PerParticleAttachedSystem = CorpseRainProjectileSmoke02202Mith ;,; CorpseRainProjectileSmoke02
Lifetime = 30 100
SystemLifetime = 2
Size = 3 10
......@@ -24021,10 +24021,10 @@ FXParticleSystem ElvenWoodGrass
Type = DRAWABLE
ParticleName = EXGrass03.W3D
Lifetime = 300 300
SystemLifetime = 15
SystemLifetime = 75 ;,; 15
SortLevel = 1
Size = 0.7 1.3
BurstDelay = 20 20
BurstDelay = 0 1 ;,; 20 20
BurstCount = 1 1
InitialDelay = 30 30
End
......@@ -24047,7 +24047,7 @@ FXParticleSystem ElvenWoodGrass
SizeDampingZ = 1.01 1.01
AngleZ = -7 7
AngularDamping = 1 1
Rotation = ROTATE_Z
;,;Rotation = ROTATE_Z
End
Physics = DefaultPhysics
VelocityDamping = 1 1
......@@ -50172,7 +50172,7 @@ End
FXParticleSystem OathBreakerSkull
System
Priority = ALWAYS_RENDER
ParticleName = EXevilKing.tga
ParticleName = EXSkull.tga ;,; EXevilKing.tga
Lifetime = 100 100
SystemLifetime = 5
SortLevel = 1
......@@ -196,14 +196,14 @@ Object BarbedArrowProjectile
FirstPercentIndent = 20% ; Percentage of shot distance control points are placed
SecondPercentIndent = 90%
FlightPathAdjustDistPerSecond = 50 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. (45 is default human speed)
GroundHitFX = FX_GondorArrowDeath ;FX_BarbedArrowDeath
GroundHitFX = FX_BarbedArrowDeath ;,; FX_GondorArrowDeath ;FX_BarbedArrowDeath
CurveFlattenMinDist = 100.0
End
Behavior = FXListDie ModuleTag_07
DeathTypes = ALL -CRUSHED -SPLATTED
DeathTypes = ALL ;,;-CRUSHED -SPLATTED
;DeathFX = FX_GondorArrowDeath ;this isn't being triggered
;DeathFX = FX_BarbedArrowDeath
DeathFX = FX_BarbedArrowDeath ;,; Uncommented
End
Geometry = Sphere
......@@ -263,7 +263,7 @@ Object PoisonArrowProjectile
FirstPercentIndent = 20% ; Percentage of shot distance control points are placed
SecondPercentIndent = 90%
FlightPathAdjustDistPerSecond = 50 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. (45 is default human speed)
GroundHitFX = FX_GondorArrowDeath ;FX_PoisonArrowDeath
GroundHitFX = FX_PoisonArrowDeath ;,; FX_GondorArrowDeath ;FX_PoisonArrowDeath
CurveFlattenMinDist = 100.0
End
......@@ -272,10 +272,10 @@ Object PoisonArrowProjectile
; DeathFX = FX_BarbedArrowDeath
; End
; Behavior = FXListDie ModuleTag_07
; DeathTypes = ALL -CRUSHED -SPLATTED
; DeathFX = FX_BarbedArrowDeath
; End
Behavior = FXListDie ModuleTag_07 ;,; Uncommented
DeathTypes = ALL ;,;-CRUSHED -SPLATTED
DeathFX = FX_PoisonArrowDeath ;,; FX_BarbedArrowDeath
End
Geometry = Sphere
GeometryIsSmall = Yes
......@@ -899,7 +899,7 @@ Object SarumanFireballProjectile
Behavior = FXListDie ModuleTag_07
DeathTypes = ALL
DeathFX = FX_GandalfLightningSwordBlastWeapon
DeathFX = FX_SarumanFireBallExplode ;,; FX_GandalfLightningSwordBlastWeapon
End
Geometry = Sphere
......@@ -3524,4 +3524,4 @@ Behavior = BezierProjectileBehavior ModuleTag_04
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 0.8
End
\ No newline at end of file
End
......@@ -1040,7 +1040,13 @@ Object LegolasSpecialArrow
Draw = W3DScriptedModelDraw ModuleTag_Draw
DefaultModelConditionState
Model = RULegolas_AROW
; ParticleSysBone NONE ArrowContrailThin
ParticleSysBone NONE ArrowContrailThin ;,; Uncommented
End
IdleAnimationState ;,;
Animation = RULegolas_AROW
AnimationName = RULegolas_AROW.RULegolas_AROW
AnimationMode = LOOP
End
End
End
......@@ -1257,6 +1263,8 @@ Object ThranSpecialArrow
DefaultModelConditionState
Model = RULegolas_AROW
ParticleSysBone NONE ThranArrowTrail FOLLOWBONE:YES
ParticleSysBone NONE ThranArrowTrail2 FOLLOWBONE:YES ;,; Uncommented
ParticleSysBone NONE ThranArrowTrail3 FOLLOWBONE:YES ;,; Uncommented
End
IdleAnimationState
......@@ -2077,7 +2085,7 @@ Object HaldirGoldenArrowProjectile
End
Behavior = FXListDie ModuleTag_07
DeathTypes = ALL -CRUSHED -SPLATTED
DeathTypes = ALL ;,;-CRUSHED -SPLATTED
DeathFX = FX_GoldArrowDeath
End
......
......@@ -5232,4 +5232,4 @@ Object CloudBreak_Healing
GeometryMinorRadius = 50.0
GeometryHeight = 100.0
GeometryIsSmall = No
End
\ No newline at end of file
End
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