Fable: The Lost Chapters Mod Scene
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Re: Has anyone looked at the Anniversary Edition? [message #70097 is a reply to message #70096] Sun, 09 March 2014 11:36 Go to previous messageGo to previous message
Keshire is currently offline  Keshire
Messages: 1266
Registered: July 2005

Administrator
From the creatures.def

//*************************************************************************************************
#definition_template CREATURE CREATURE_BASE_TEMPLATE

	Components.Add("CTCAnimationComplex");
	Components.Add("CTCGraphicAppearance");
	Components.Add("CTCTalk");
	Components.Add("CTCCreatureNavigation");
	Components.Add("CTCAvoidRegionExit");
	<CCreatureNavigationDef>
		MinPathCost			1.0;
		MaxPathCost			10.0;
		Radius				0.5;
	<\CCreatureNavigationDef>
	Components.Add("CTCScriptedControl");
	Components.Add("CTCCreatureModeManager");
	Components.Add("CTCEntityEvents");
	Components.Add("CTCDayOrNightOnlySupport");
	Components.Add("CTCVolumeContainmentTracker");
	
	<CTCVolumeContainmentTrackerDef>
		CalculateBlendedLightingChannel FALSE;
		UpdateEveryFrame FALSE;
	<\CTCVolumeContainmentTrackerDef>	
	
	Components.Add("CTCHitLocations");
	<CHitLocationsDef>
		HitLocations.Add(HIT_LOCATION_CREATURE_DEFAULT);
	<\CHitLocationsDef>

	IsDrawable				TRUE;
	Components.Add("CTCEmoteIcon");
	
//	RenderFadeDistance		THING_FADE_DIST_MEDIUM;
	RenderFadeDistance		THING_FADE_DIST_CREATURES;
	PersistenceFlags		EPF_MOVING;
	
	LeaveDeadCreature		TRUE;
	
	<CWeaponDef>
		FlourishParticles										CObjectAugmentationParticleSet(0,1,FLOURISH_WISP_SHORT_01, FLOURISH_WISP_LONG_01, 0, 0, "AUG_01", "AUG_02");
		FlourishSpecialWeaponTrail									CWeaponTrailGraphicSet(SPRITE_WEAPON_TRAIL_FLOURISH_01, SPRITE_WEAPON_TRAIL_FLOURISH_01);
		WeaponTrails[AUGMENTATION_NULL]								CWeaponTrailGraphicSet(GRAPHIC_WEAPON_TRAIL, GRAPHIC_WEAPON_TRAIL2);
		WeaponTrails[AUGMENTATION_FLAME]							CWeaponTrailGraphicSet(SPRITE_WEAPON_TRAIL_FIRE_01, SPRITE_WEAPON_TRAIL_FIRE_01);
		WeaponTrails[AUGMENTATION_LIGHTNING]						CWeaponTrailGraphicSet(SPRITE_WEAPON_TRAIL_LIGHTNING_01, SPRITE_WEAPON_TRAIL_LIGHTNING_01);
		WeaponTrails[AUGMENTATION_LIGHTNING|AUGMENTATION_FLAME]		CWeaponTrailGraphicSet(SPRITE_WEAPON_TRAIL_FIRE_LIGHTNING_01, SPRITE_WEAPON_TRAIL_FIRE_LIGHTNING_01);
	<\CWeaponDef>
	
	<CTargetingDef>
		Type				TARGETING_MELEE | TARGETING_SHOOTABLE | TARGETING_ZTARGETING;
		
//		RangeSpecialAbility		20.0;
		TargetingRanges[TARGETING_USABLE]		4.0;
		TargetingRanges[TARGETING_TALKABLE]		6.0;
		TargetingRanges[TARGETING_STAB]			2.5;
		TargetingRanges[TARGETING_SHOOTABLE]	28.0;
		TargetingRanges[TARGETING_MELEE]		14.0;
		
		PreferPlayerWeight						1.25;
		PreferNonCombatantsWeight				2.0;
		PreferLastAttackerWeight				2.1;	// prefer your last attacker over hero
		PreferCurrentBestEnemyWeight			3.0;	// prefer your current target
	<\CTargetingDef>
	
	DeadBodyDecayEffect		DEATH_CRUMBLE_HUMAN;

	<CLookDef>
		EyesTurnRangeXY		20.0;
		EyesTurnRangeYZ		0.0;
		HeadTurnRangeXY		135.0;
		HeadTurnRangeYZUp	45.0;
		HeadTurnRangeYZDown	45.0;
		CutOffNoLooking		14.0;
	<\CLookDef>

	Components.Add("CTCOverheadDisplay");
	<COverheadDisplayDef>
		DisplayDamage		TRUE;
		DisplayRepair		TRUE;
		DisplayRenown		FALSE;
	<\COverheadDisplayDef>

	<CCreatureModeDef>
		DefaultCreatureMode				MODE_STAND;
		InitialCreatureMode				MODE_NULL;
		DefaultWeaponCreatureMode		MODE_CARRYING_WEAPON_STAND;
	<\CCreatureModeDef>

	<CEntitySoundDef>
		SoundMap.AddCriteria("FIRE_DEFAULT", "ON_FIRE");
	<\CEntitySoundDef>	

	Components.Add("CTCAIScratchpad");
	<CAIScratchpadDef>
		ThankingPhrase					TEXT_AI_SHOP_CUSTOMER_THANKING; //TEXT_AI_THANKING_PHRASE_BS_VILLAGER;
		IgnoringPhrase					TEXT_AI_SHOP_CUSTOMER_IGNORED; //TEXT_AI_IGNORING_PHRASE_BS_VILLAGER;
		WanderCentrePoint.X				0.0;
		WanderCentrePoint.Y				0.0;
		WanderCentrePoint.Z				0.0;
		WanderMinDistance				0.0;
		WanderMaxDistance				3.0;
		GossipCounter					0;
		MaxGossipPhrase					0;
		ScriptingStateGroup				ESSG_NONE;
		FollowDistance					1.0;
		MaxHeroReactionDistance			0.0;
		ActionFrequency					-1;
		ActionFrequencyVariation		0.0;
		Action							"";
		FaceHeroForAction				BTRUE;
		TargetName						"TestTarget";
		BeerRequestPhrase				TEXT_AI_TAVERN_REQUEST_BEER; //TEXT_AI_BEER_REQUEST_PHRASE;
	<\CAIScratchpadDef>
	
	<CCreatureDef>
		Stats.ExperienceWorth	0;
		Stats.RenownWorth		0;

		Stats.MoralityForKill		0;
		Stats.MoralityForWeaponHit	0;
		Stats.MoralityForPunch		0;

		RespawnWaitInDaysMin	0;
		RespawnWaitInDaysMax	0;
		RespawnWaitInFramesMin	0;
		RespawnWaitInFramesMax	0;
	<\CCreatureDef>
	
	<CDecapitationDef>
		Head				OBJECT_SEVERED_HEAD;
		BodyParticleEffect	BLOOD_SPURT;
	<\CDecapitationDef>
	
	AbleToStrafe		FALSE;	
	
	Components.Add("CTCSummonableCreature");
	<CSummonableCreatureDef>
		Rank								-100;
		SummonedBrain						"BRAIN_SUMMONED_HORNET";
	<\CSummonableCreatureDef>
	
	Components.Add("CTCTurncoat");
	<CTurncoatDef>
		Turncoatable							BFALSE;
		TurncoatedEffect						TURNCOAT_ACTIVE;
		TurncoatActivateEffect					TURNCOAT_TURNED;
		TurncoatDeactivateEffect				TURNCOAT_DEACTIVATE;
		MinimumResistance						5.0;
		TimeDelayBeforeResistanceRecoverySecs	2.0;
		ResistanceRecoveryPerSec				2.0;
		
		TurncoatStageEffects[0]					TURNCOAT_LEVEL_01;
		TurncoatStageEffects[1]					TURNCOAT_LEVEL_02;
		TurncoatStageEffects[2]					TURNCOAT_LEVEL_03;
		TurncoatStageEffects[3]					TURNCOAT_LEVEL_04;
		TurncoatStageEffects[4]					TURNCOAT_LEVEL_05;
		
		PercentageOfHealthAsResistance			1.0;
		ExtraResistance							0.0;
	<\CTurncoatDef>
	
	Components.Add("CTCSleep");

	Health 1;
	AddToComboMultiplierOnHit		TRUE;
	GiveHeroStatChangesOnBeingHit	TRUE;

	<CPerceivedThingDef>
		SightRadius 10;
		FieldOfView 120;
		SoundRadius 8;
	<\CPerceivedThingDef>
#end_definition



Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
 
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