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Add textures and updated .txt files. Balefire should be less processo…

…r intensive.
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mat2rivs
mat2rivs committed Dec 18, 2011
1 parent 6bf74dd commit 166bd738e9e97cd9cf70adc86c328abcd6089748
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BIN +2.6 MB Resource/QtCore4.dll
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BIN +10.7 MB Resource/QtGui4.dll
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BIN +493 KB Resource/QtXml4.dll
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BIN +15.6 KB Resource/mingwm10.dll
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BIN +2.2 MB Resource/openBrf.exe
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@@ -1,7 +1,7 @@
troopsfile version 2
1998
trp_player Player Player 0 268435472 0 0 35 0 0
-1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
143 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
4 4 4 4 0
15 15 15 15 15 15 300
0 0 0 0 0 0
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@@ -76317,25 +76317,40 @@ def set_item_base_score():
(assign, ":times_near_ground", 0),
(try_for_range,reg5,1,333), ###was 1000
(try_for_range,reg5,1,250), ###was 1000
(eq, ":times_near_ground", 0),
(agent_get_troop_id, ":chosen_troop", ":chosen"),
(particle_system_burst, "psys_balefire_beam", pos1, 15), ## need balefire trail
(position_move_y,pos1,20), # was 20
(try_begin),
(neq, ":chosen_troop", "trp_player"),
(position_move_x,pos1,3), # was 3
(try_end),
(copy_position,pos2,pos1),
(particle_system_burst, "psys_balefire_beam", pos1, 15), ## need balefire trail
(position_move_y,pos1,20), # was 20
(particle_system_burst, "psys_balefire_beam", pos1, 15), ## need balefire trail
(position_move_y,pos1,20), # was 20
#added for gravity effect and flight randomness
(agent_get_troop_id, ":chosen_troop", ":chosen"),
(try_begin),
(neq, ":chosen_troop", "trp_player"),
(store_mod, ":fall", reg5, 2),
(try_begin),
(eq, ":fall", 0),
(position_move_x,pos1,7), # was 3
(try_end),
(position_move_x,pos1,3), # was 3
(try_end),
(copy_position,pos3,pos1),
(particle_system_burst, "psys_balefire_beam", pos1, 15), ## need balefire trail
(position_move_y,pos1,20), # was 20
#added for gravity effect and flight randomness
#(agent_get_troop_id, ":chosen_troop", ":chosen"),
#(try_begin),
#(neq, ":chosen_troop", "trp_player"),
# (store_mod, ":fall", reg5, 2),
# (try_begin),
# (eq, ":fall", 0),
# (position_move_x,pos1,7), # was 3
# (try_end),
#(try_end),
#(store_mod, ":weave", reg5, 5), # No weaving for Balefire
#(try_begin),
@@ -76345,14 +76360,22 @@ def set_item_base_score():
#(try_end),
#end added for gravity effect and flight randomness
(copy_position,pos2,pos1),
# first position
(position_set_z_to_ground_level, pos2),
(get_distance_between_positions,":dist",pos1,pos2),
(position_get_z, ":z_ground", pos2),
(store_add, ":z_ground_low", ":z_ground", 200),
(store_add, ":z_ground_high", ":z_ground", 2000),
# second position
(position_set_z_to_ground_level, pos3),
(get_distance_between_positions,":dist_secondary",pos1,pos3),
(position_get_z, ":z_ground_secondary", pos3),
(store_add, ":z_ground_low_secondary", ":z_ground_secondary", 200),
(store_add, ":z_ground_high_secondary", ":z_ground_secondary", 2000),
(try_for_agents, ":agent"),
(neq, ":chosen", ":agent"),
(neq, ":chosen_horse", ":agent"),
@@ -76361,9 +76384,12 @@ def set_item_base_score():
(neg|agent_is_wounded, ":agent"),
(agent_get_look_position, pos4, ":agent"),
(get_distance_between_positions, ":dist_2", pos2, pos4),
(get_distance_between_positions, ":dist_2_secondary", pos3, pos4),
(position_get_z, ":z_attack_trail", pos1),
(lt, ":dist_2", 75), # balefire must be near the agent (x-y radius) # was 50
(is_between, ":z_attack_trail", ":z_ground_low", ":z_ground_high"), # balefire must be within the agent's body (z height)
(this_or_next|lt, ":dist_2", 55), # balefire must be near the agent (x-y radius) # was 50
(lt, ":dist_2_secondary", 55), # balefire must be near the agent (x-y radius) # was 50
(this_or_next|is_between, ":z_attack_trail", ":z_ground_low", ":z_ground_high"), # balefire must be within the agent's body (z height)
(is_between, ":z_attack_trail", ":z_ground_low_secondary", ":z_ground_high_secondary"), # balefire must be within the agent's body (z height)
(agent_set_slot, ":agent", slot_agent_hit_by_balefire, 1),
(agent_set_slot, ":agent", slot_agent_balefire_shooter, ":chosen"),
(try_for_range, ":unused", 1, 10),
@@ -76373,16 +76399,17 @@ def set_item_base_score():
(try_end),
(try_begin),
(lt,":dist",10), # was 10
(this_or_next|lt,":dist",20), # was 10
(lt,":dist_secondary",20), # was 10
(val_add, ":times_near_ground", 1),
(play_sound,"snd_balefire"),
(copy_position, pos3, pos1),
(scene_prop_get_instance,":instance", "spr_explosion", 0), #need
(position_copy_origin,pos2,pos1),
(prop_instance_set_position,":instance",pos2),
(position_move_z,pos2,1000),
(prop_instance_animate_to_position,":instance",pos2,175),
(assign,reg5,666), #was 2000
#(copy_position, pos3, pos1),
#(scene_prop_get_instance,":instance", "spr_explosion", 0), #need
#(position_copy_origin,pos2,pos1),
#(prop_instance_set_position,":instance",pos2),
#(position_move_z,pos2,1000),
#(prop_instance_animate_to_position,":instance",pos2,175),
(assign,reg5,500), #was 2000
(try_end),
(try_end),
@@ -76794,9 +76821,9 @@ def set_item_base_score():
# If ":chosen" has seeker: Unravel Level of Importance: 9
# If ":chosen" on fire: Unravel Level of Importance: 7
# If ":chosen" is bound: Unravel Level of Importance: 5
# If ":chosen_horse" is on fire: Unravel Level of Importance: 5
# If allies have seekers: Unravel Level of Importance: 5
# If allies have compulsion: Unravel Level of Importance: 4
# If ":chosen_horse" is on fire: Unravel Level of Importance: 5
# If allies have compulsion: Unravel Level of Importance: 5
# If allies have seeker: Unravel Level of Importance: 4
# If allies are on fire: Unravel Level of Importance: 3
# If allies are bound: Unravel Level of Importance: 2
@@ -76821,10 +76848,10 @@ def set_item_base_score():
(else_try),
(this_or_next|eq, ":chosen_bound_check", 1),
(this_or_next|eq, ":chosen_horse_on_fire_check", 1),
(gt, ":unravel_ally_seeker_check", 0),
(gt, ":unravel_ally_compulsion_check", 0),
(assign, ":unravel_level_of_importance", 5),
(else_try),
(gt, ":unravel_ally_compulsion_check", 0),
(gt, ":unravel_ally_seeker_check", 0),
(assign, ":unravel_level_of_importance", 4),
(else_try),
(gt, ":unravel_ally_on_fire_check", 0),
@@ -76965,20 +76992,20 @@ def set_item_base_score():
## down version of the ranged code itself), it will be sort of hard to determine which weave is 'best' for the situation.
## So, we can assign Agressive weaves 'randomly' with a preference for stronger weaves.
## When to use Freeze? 1,2,3
(store_random_in_range, ":random", 1, 4),
## When to use Freeze? 1,2,3,4
(store_random_in_range, ":random", 1, 5),
(assign, ":freeze_level_of_importance", ":random"),
## When to use Fireball? 3,4,5,6
(store_random_in_range, ":random", 3, 7),
## When to use Fireball? 3,4,5,6,7
(store_random_in_range, ":random", 3, 8),
(assign, ":fireball_level_of_importance", ":random"),
## When to use Ranged Earth Blast? 4,5,6
(store_random_in_range, ":random", 4, 7),
## When to use Ranged Earth Blast? 4,5,6,7
(store_random_in_range, ":random", 4, 8),
(assign, ":ranged_earth_blast_level_of_importance", ":random"),
## When to use Chain Lightning? 5,6,7
(store_random_in_range, ":random", 5, 8),
## When to use Chain Lightning? 5,6,7,8
(store_random_in_range, ":random", 5, 9),
(assign, ":chain_lightning_level_of_importance", ":random"),
## When to use Seeker? 6,7,8
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@@ -584,7 +584,7 @@ def wp_melee(x):
troops = [
# wp(15)
["player","Player","Player",tf_hero|tf_unmoveable_in_party_window,no_scene,reserved,fac_player_faction,
[],
[itm_saddle_horse],
str_4|agi_4|int_4|cha_4,wp_firearm(300)|wp(15),0,0x000000018000000136db6db6db6db6db00000000001db6db0000000000000000],
["multiplayer_profile_troop_male","multiplayer_profile_troop_male","multiplayer_profile_troop_male", tf_hero|tf_guarantee_all, 0, 0,fac_commoners,
[itm_leather_jerkin, itm_leather_boots],

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