Commit 121e15eb authored by Excelsior's avatar Excelsior

From Andy's work: Added summoneddragon.ini code as well as changelog text.

parent 19c414a4
......@@ -88,6 +88,16 @@ General Changes
- Added dust particles and water splash when a Troll uses a tree trunk.
- Added new impact effect for rocks with dust particles, rock debris and improved water splash.
- Added dust particles and water splash when a tree is bashed on the ground.
- Summoned Dragon:
- Enabling Collector's Edition will grant four more textures;
- Embers and smoke added for unit selection (for the roar);
- Added Dust / snow splash and water splash added after being summoned;
- Added Steam FX on terrain with water after being summoned on the ground;
- Added Footsteps with dust / snow particles and water splash while moving;
- Added Dust / snow particles and water splash when jumping / landing;
- Added fall sound;
- Added Dust / snow particles and water splash when falling to the ground;
- Added Dust / snow particles and water splash when jumping when timer expires.
General Balance Changes
......
......@@ -55,7 +55,7 @@ Object SummonedDragon
AnimationBlendTime = 0
AnimationSpeedFactorRange = 0.5 0.5
End
ParticleSysBone = NONE SummonedDragonDust FollowBone:Yes
ParticleSysBone = NONE FX_SummonedDragonFX FollowBone:Yes ;,; SummonedDragonDust FollowBone:Yes
End
AnimationState = DYING DEATH_1
......@@ -66,7 +66,10 @@ Object SummonedDragon
End
ParticleSysBone = BAT_HEAD SummonedDragonDeathEmbers FollowBone:Yes
ParticleSysBone = BAT_HEAD SummonedDragonDeathSmoke FollowBone:Yes
ParticleSysBone = NONE SummonedDragonDeathDust FollowBone:Yes
;,; ParticleSysBone = NONE SummonedDragonDeathDust FollowBone:Yes
ParticleSysBone = NONE SummonedDragonDust04 FollowBone:Yes OnlyIfOnLand:Yes ;,;
ParticleSysBone = NONE SummonedDragonSplash03 FollowBone:Yes OnlyIfOnWater:Yes ;,;
End
......@@ -78,6 +81,9 @@ Object SummonedDragon
End
ParticleSysBone = BAT_HEAD SummonedDragonDeathEmbers FollowBone:Yes
ParticleSysBone = BAT_HEAD SummonedDragonDeathSmoke FollowBone:Yes
ParticleSysBone = NONE SummonedDragonDust03 FollowBone:Yes OnlyIfOnLand:Yes ;,;
ParticleSysBone = NONE SummonedDragonSplash02 FollowBone:Yes OnlyIfOnWater:Yes ;,;
End
AnimationState = FIRING_OR_PREATTACK_A MOVING ; Need this, otherwise we slide between attacks.
......@@ -88,6 +94,11 @@ Object SummonedDragon
End
ParticleSysBone = B_MAINBONE SummonedDragonWaves FollowBone:Yes
ParticleSysBone = B_MAINBONE SummonedDragonSmokeWaves FollowBone:Yes
FXEvent = Frame:7 FireWhenSkipped Name: FX_SummonedDragonLeftRearFootStep ;,;
FXEvent = Frame:28 FireWhenSkipped Name: FX_SummonedDragonLeftFrontFootStep ;,;
FXEvent = Frame:44 FireWhenSkipped Name: FX_SummonedDragonRightRearFootStep ;,;
FXEvent = Frame:50 FireWhenSkipped Name: FX_SummonedDragonRightFrontFootStep ;,;
End
AnimationState = FIRING_OR_PREATTACK_A
......@@ -118,6 +129,11 @@ Object SummonedDragon
AnimationSpeedFactorRange = 1.8 1.8
AnimationBlendTime = 15
End
FXEvent = Frame:7 FireWhenSkipped Name: FX_SummonedDragonLeftRearFootStep ;,;
FXEvent = Frame:28 FireWhenSkipped Name: FX_SummonedDragonLeftFrontFootStep ;,;
FXEvent = Frame:44 FireWhenSkipped Name: FX_SummonedDragonRightRearFootStep ;,;
FXEvent = Frame:50 FireWhenSkipped Name: FX_SummonedDragonRightFrontFootStep ;,;
End
AnimationState = MOVING TURN_LEFT_HIGH_SPEED
......@@ -127,6 +143,11 @@ Object SummonedDragon
AnimationSpeedFactorRange = 1.8 1.8
AnimationBlendTime = 15
End
FXEvent = Frame:7 FireWhenSkipped Name: FX_SummonedDragonLeftRearFootStep ;,;
FXEvent = Frame:28 FireWhenSkipped Name: FX_SummonedDragonLeftFrontFootStep ;,;
FXEvent = Frame:44 FireWhenSkipped Name: FX_SummonedDragonRightRearFootStep ;,;
FXEvent = Frame:50 FireWhenSkipped Name: FX_SummonedDragonRightFrontFootStep ;,;
End
AnimationState = TURN_LEFT
......@@ -154,6 +175,11 @@ Object SummonedDragon
AnimationSpeedFactorRange = 2.0 2.0
AnimationBlendTime = 15
End
FXEvent = Frame:7 FireWhenSkipped Name: FX_SummonedDragonLeftRearFootStep ;,;
FXEvent = Frame:28 FireWhenSkipped Name: FX_SummonedDragonLeftFrontFootStep ;,;
FXEvent = Frame:44 FireWhenSkipped Name: FX_SummonedDragonRightRearFootStep ;,;
FXEvent = Frame:50 FireWhenSkipped Name: FX_SummonedDragonRightFrontFootStep ;,;
End
AnimationState = MOVING DECELERATE
......@@ -162,7 +188,11 @@ Object SummonedDragon
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 0.9
End
FXEvent = Frame:7 FireWhenSkipped Name: FX_SummonedDragonLeftRearFootStep ;,;
FXEvent = Frame:28 FireWhenSkipped Name: FX_SummonedDragonLeftFrontFootStep ;,;
FXEvent = Frame:44 FireWhenSkipped Name: FX_SummonedDragonRightRearFootStep ;,;
FXEvent = Frame:50 FireWhenSkipped Name: FX_SummonedDragonRightFrontFootStep ;,;
End
AnimationState = UNPACKING
......@@ -171,7 +201,10 @@ Object SummonedDragon
AnimationName = SumnDrag_JMPB
AnimationMode = ONCE
End
ParticleSysBone = NONE SummonedDragonDust FollowBone:Yes
;,; ParticleSysBone = NONE SummonedDragonDust FollowBone:Yes
ParticleSysBone = NONE SummonedDragonDust03 FollowBone:Yes OnlyIfOnLand:Yes ;,;
ParticleSysBone = NONE SummonedDragonSplash02 FollowBone:Yes OnlyIfOnWater:Yes ;,;
End
;// There is one frame between the unpacking and packing in which neither are set and
......@@ -194,7 +227,10 @@ Object SummonedDragon
AnimationBlendTime = 0
AnimationSpeedFactorRange = 0.5 0.5
End
ParticleSysBone = NONE SummonedDragonDust FollowBone:Yes
;,; ParticleSysBone = NONE SummonedDragonDust FollowBone:Yes
ParticleSysBone = NONE BalrogLandingDust05 FollowBone:Yes OnlyIfOnLand:Yes ;,;
ParticleSysBone = NONE BalrogLandingDust06 FollowBone:Yes OnlyIfOnWater:Yes ;,;
End
AnimationState = MOVING
......@@ -203,6 +239,11 @@ Object SummonedDragon
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.4 1.4
End
FXEvent = Frame:7 FireWhenSkipped Name: FX_SummonedDragonLeftRearFootStep ;,;
FXEvent = Frame:28 FireWhenSkipped Name: FX_SummonedDragonLeftFrontFootStep ;,;
FXEvent = Frame:44 FireWhenSkipped Name: FX_SummonedDragonRightRearFootStep ;,;
FXEvent = Frame:50 FireWhenSkipped Name: FX_SummonedDragonRightFrontFootStep ;,;
End
AnimationState = SELECTED
......@@ -230,6 +271,9 @@ Object SummonedDragon
ParticleSysBone = BAT_HEAD SummonedDragonSmokeRoar FollowBone:Yes
ParticleSysBone = B_MAINBONE SummonedDragonWaves FollowBone:Yes
ParticleSysBone = B_MAINBONE SummonedDragonSmokeWaves FollowBone:Yes
ParticleSysBone = BAT_HEAD SummonedDragonSnortEmbers02 FollowBone:Yes ;,;
ParticleSysBone = BAT_HEAD SummonedDragonFireSnort02 FollowBone:Yes ;,;
End
TransitionState = TRANS_Selected_to_Idle
......@@ -317,6 +361,7 @@ Object SummonedDragon
AnimationSound = Sound: FellBeastWingFlaps Animation:SumnDrag_SKL.SumnDrag_LNDB Frames: 1
AnimationSound = Sound: BalrogLand Animation:SumnDrag_SKL.SumnDrag_LNDB Frames: 26
AnimationSound = Sound: DragonAllyVoxRoarBig Animation:SumnDrag_SKL.SumnDrag_RORA Frames: 14
AnimationSound = Sound: DragonAllyBodyfall Animation:SumnDrag_SKL.SumnDrag_DIEA Frames: 35 ;,;
End
; Warn the player when the enemy gets a unit. Override the normal sighting event from StandardUnitEvaEvents.inc
......
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