Better hatchet sounds,

wired to all units using a hatchet as well as for the bolas of desert
elves. The changes to the UtBS units are untested. Left the old
hatchet projectiles and sound in for backwards support for now.
This commit is contained in:
Lari Nieminen 2007-04-18 08:20:02 +00:00
parent f6654cb147
commit d184fabd5f
18 changed files with 221 additions and 154 deletions

View File

@ -42,6 +42,9 @@ Version 1.3.1+svn:
* added animated windmill, fancy and damaged tents, icepack, and shipwreck
* fix problems with colour cursor in fullscreen (slow speed, bug #7555 and bug #6052).
* new color cursors
* sound
* new or improved sounds: hatchet
* sounds for user interface events
* language and i18n:
* updated manual: French
* updated translations: Bulgarian, Czech, Danish, Dutch, French, German,
@ -94,9 +97,9 @@ Version 1.3.1+svn:
which the attack engine didn't expect (bug #8814)
* new key for [time], sound=, to specify a list of sounds that can play
when ToD changes
* more powerful [filter_location], now accepts radius=, [not], and
* more powerful [filter_location], now accepts radius=, [not], and
[filter] to match units at the location
* added [deprecated_message] so WML can also trigger the deprecated
* added [deprecated_message] so WML can also trigger the deprecated
messages; used to tag macros scheduled for removal
* user interface:
* new sounds for user interface events
@ -131,8 +134,8 @@ Version 1.3.1+svn:
multiplayer (bug #8762)
* Performance : wml compression is done in the helper threads instead of
the main thread
* Added some protection against crashing when attacking with units with
a high or negative amount of hitpoints (bug #6154, bug #7955, bug #8541)
* Added some protection against crashing when attacking with units with
a high or negative amount of hitpoints (bug #6154, bug #7955, bug #8541)
* fix skirmisher filtered by terrain not working properly.
* fixed Ethiliel not showing up in the scenario "Vengeance" of TSG
* with a move attack action if the moveto event moves the defender Wesnoth

View File

@ -73,27 +73,38 @@
icon=attacks/bolas.png
[animation]
[missile_frame]
begin=-100
begin=-150
end=0
image=projectiles/bola-n.png
image_diagonal=projectiles/bola-ne.png
[/missile_frame]
[if]
hits=yes
[frame]
begin=-300
end=-200
image=newelves/desert-elvish-hunter-ranged-1.png
sound=hatchet.wav
[/frame]
[/if]
[else]
hits=no
[frame]
begin=-300
end=-200
image=newelves/desert-elvish-hunter-ranged-1.png
sound=hatchet-miss.wav
[/frame]
[/else]
[frame]
begin=-400
end=-250
image=newelves/desert-elvish-hunter-ranged-1.png
sound=hatchet.ogg
[/frame]
[frame]
begin=-250
end=-150
begin=-200
end=-100
image=newelves/desert-elvish-hunter-ranged-2.png
[/frame]
[frame]
begin=-150
begin=-100
end=0
image=newelves/desert-elvish-hunter-ranged-3.png
sound=firearrow.wav
[/frame]
[/animation]
[/attack]

View File

@ -83,7 +83,7 @@ Special Notes: The skirmish ability allows the rogue to ignore enemy units' zone
icon=attacks/bolas.png
[animation]
[missile_frame]
begin=-100
begin=-150
end=0
image=projectiles/bola-n.png
image_diagonal=projectiles/bola-ne.png
@ -93,12 +93,24 @@ Special Notes: The skirmish ability allows the rogue to ignore enemy units' zone
end=-375
image=newelves/desert-elvish-prowler-ranged1.png
[/frame]
[frame]
begin=-375
end=-250
image=newelves/desert-elvish-prowler-ranged2.png
sound=hatchet.ogg
[/frame]
[if]
hits=yes
[frame]
begin=-375
end=-250
image=newelves/desert-elvish-prowler-ranged2.png
sound=hatchet.wav
[/frame]
[/if]
[else]
hits=no
[frame]
begin=-375
end=-250
image=newelves/desert-elvish-prowler-ranged2.png
sound=hatchet-miss.wav
[/frame]
[/else]
[frame]
begin=-250
end=-125
@ -113,7 +125,6 @@ Special Notes: The skirmish ability allows the rogue to ignore enemy units' zone
begin=-100
end=0
image=newelves/desert-elvish-prowler-ranged4.png
sound=firearrow.wav
[/frame]
[/animation]
[/attack]

View File

@ -76,17 +76,29 @@ The skirmish ability allows the rogue to ignore enemy units' zones of control an
icon=attacks/bolas.png
[animation]
[missile_frame]
begin=-100
begin=-150
end=0
image=projectiles/bola-n.png
image_diagonal=projectiles/bola-ne.png
[/missile_frame]
[frame]
begin=-300
end=-150
image=newelves/desert-elvish-sentinel-ranged-1.png
sound=hatchet.ogg
[/frame]
[if]
hits=yes
[frame]
begin=-300
end=-150
image=newelves/desert-elvish-sentinel-ranged-1.png
sound=hatchet.wav
[/frame]
[/if]
[else]
hits=no
[frame]
begin=-300
end=-150
image=newelves/desert-elvish-sentinel-ranged-1.png
sound=hatchet-miss.wav
[/frame]
[/else]
[frame]
begin=-150
end=-100
@ -96,7 +108,6 @@ The skirmish ability allows the rogue to ignore enemy units' zones of control an
begin=-100
end=0
image=newelves/desert-elvish-sentinel-ranged-2.png
sound=firearrow.wav
[/frame]
[/animation]
[/attack]

View File

@ -69,7 +69,7 @@
sound={SOUND_LIST:MISS}
[/frame]
[/else]
# FIXME: This animation frame is missing
# FIXME: This animation frame is missing
#[frame]
# begin=100
# end=200
@ -85,18 +85,25 @@
damage=11
number=3
[animation]
[missile_frame]
begin=50
end=150
image=projectiles/hatchet-n.png
image_diagonal=projectiles/hatchet-ne.png
[/missile_frame]
[frame]
begin=-200
end=-100
image=dwarf-pathfinder-ranged1.png
sound=hatchet.ogg
[/frame]
{MISSILE_FRAME_HATCHET}
[if]
hits=yes
[frame]
begin=-250
end=-100
image=dwarf-pathfinder-ranged1.png
sound=hatchet.wav
[/frame]
[/if]
[else]
hits=no
[frame]
begin=-250
end=-100
image=dwarf-pathfinder-ranged1.png
sound=hatchet-miss.wav
[/frame]
[/else]
[frame]
begin=-100
end=0

View File

@ -72,18 +72,25 @@
damage=8
number=3
[animation]
[missile_frame]
begin=50
end=150
image=projectiles/hatchet-n.png
image_diagonal=projectiles/hatchet-ne.png
[/missile_frame]
[frame]
begin=-200
end=-100
image=dwarf-pathfinder-ranged1.png
sound=hatchet.ogg
[/frame]
{MISSILE_FRAME_HATCHET}
[if]
hits=yes
[frame]
begin=-250
end=-100
image=dwarf-pathfinder-ranged1.png
sound=hatchet.wav
[/frame]
[/if]
[else]
hits=no
[frame]
begin=-250
end=-100
image=dwarf-pathfinder-ranged1.png
sound=hatchet-miss.wav
[/frame]
[/else]
[frame]
begin=-100
end=0

View File

@ -62,18 +62,25 @@
damage=8
number=2
[animation]
[missile_frame]
begin=-150
end=-50
image=projectiles/hatchet-n.png
image_diagonal=projectiles/hatchet-ne.png
[/missile_frame]
[frame]
begin=-200
end=-100
image=dwarf-scout-ranged1.png
sound=hatchet.ogg
[/frame]
{MISSILE_FRAME_HATCHET}
[if]
hits=yes
[frame]
begin=-250
end=-100
image=dwarf-scout-ranged1.png
sound=hatchet.wav
[/frame]
[/if]
[else]
hits=no
[frame]
begin=-250
end=-100
image=dwarf-scout-ranged1.png
sound=hatchet-miss.wav
[/frame]
[/else]
[frame]
begin=-100
end=0

View File

@ -90,30 +90,36 @@
[missile_frame]
begin=-150
end=0
image=projectiles/stone.png
image_diagonal=projectiles/stone.png
image=projectiles/bola-n.png
image_diagonal=projectiles/bola-ne.png
[/missile_frame]
[if]
hits=yes
[frame]
begin=-300
end=-200
image=newelves/nym-ranged-1.png
sound=hatchet.wav
[/frame]
[/if]
[else]
hits=no
[frame]
begin=-300
end=-200
image=newelves/nym-ranged-1.png
sound=hatchet-miss.wav
[/frame]
[/else]
[frame]
begin=-400
end=-250
image=newelves/nym-ranged-1.png
sound=hatchet.ogg
[/frame]
[frame]
begin=-250
end=-150
image=newelves/nym-ranged-2.png
[/frame]
[frame]
begin=-150
begin=-200
end=-100
image=newelves/nym-ranged-3.png
image=newelves/nym-ranged-2.png
[/frame]
[frame]
begin=-100
end=0
image=newelves/nym-ranged-3.png
sound=firearrow.wav
[/frame]
[/animation]
[/attack]

View File

@ -94,30 +94,36 @@
[missile_frame]
begin=-150
end=0
image=projectiles/stone.png
image_diagonal=projectiles/stone.png
image=projectiles/bola-n.png
image_diagonal=projectiles/bola-ne.png
[/missile_frame]
[if]
hits=yes
[frame]
begin=-300
end=-200
image=newelves/nym-ranged-1.png
sound=hatchet.wav
[/frame]
[/if]
[else]
hits=no
[frame]
begin=-300
end=-200
image=newelves/nym-ranged-1.png
sound=hatchet-miss.wav
[/frame]
[/else]
[frame]
begin=-400
end=-250
image=newelves/nym-ranged-1.png
sound=hatchet.ogg
[/frame]
[frame]
begin=-250
end=-150
image=newelves/nym-ranged-2.png
[/frame]
[frame]
begin=-150
begin=-200
end=-100
image=newelves/nym-ranged-3.png
image=newelves/nym-ranged-2.png
[/frame]
[frame]
begin=-100
end=0
image=newelves/nym-ranged-3.png
sound=firearrow.wav
[/frame]
[/animation]
[/attack]

View File

@ -93,30 +93,36 @@
[missile_frame]
begin=-150
end=0
image=projectiles/stone.png
image_diagonal=projectiles/stone.png
image=projectiles/bola-n.png
image_diagonal=projectiles/bola-ne.png
[/missile_frame]
[if]
hits=yes
[frame]
begin=-300
end=-200
image=newelves/nym-ranged-1.png
sound=hatchet.wav
[/frame]
[/if]
[else]
hits=no
[frame]
begin=-300
end=-200
image=newelves/nym-ranged-1.png
sound=hatchet-miss.wav
[/frame]
[/else]
[frame]
begin=-400
end=-250
image=newelves/nym-ranged-1.png
sound=hatchet.ogg
[/frame]
[frame]
begin=-250
end=-150
image=newelves/nym-ranged-2.png
[/frame]
[frame]
begin=-150
begin=-200
end=-100
image=newelves/nym-ranged-3.png
image=newelves/nym-ranged-2.png
[/frame]
[frame]
begin=-100
end=0
image=newelves/nym-ranged-3.png
sound=firearrow.wav
[/frame]
[/animation]
[/attack]

View File

@ -106,39 +106,25 @@
damage=10
number=2
[animation]
hits=no
[missile_frame]
begin=-150
end=0
image="projectiles/hatchet-n.png"
image_diagonal="projectiles/hatchet-ne.png"
[/missile_frame]
[frame]
begin=-250
end=-100
image="units/dwarves/lord-defend.png"
sound=hatchet.ogg
[/frame]
[frame]
begin=-100
end=0
image="units/dwarves/lord-ranged.png"
[/frame]
[/animation]
[animation]
hits=yes
[missile_frame]
begin=-100
end=0
image="projectiles/hatchet-n.png"
image_diagonal="projectiles/hatchet-ne.png"
[/missile_frame]
[frame]
begin=-250
end=-100
image="units/dwarves/lord-defend.png"
sound=hatchet.ogg
[/frame]
{MISSILE_FRAME_HATCHET}
[if]
hits=yes
[frame]
begin=-250
end=-100
image="units/dwarves/lord-defend.png"
sound=hatchet.wav
[/frame]
[/if]
[else]
hits=no
[frame]
begin=-250
end=-100
image="units/dwarves/lord-defend.png"
sound=hatchet-miss.wav
[/frame]
[/else]
[frame]
begin=-100
end=0

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@ -42,6 +42,12 @@ Version 1.3.1+svn:
* Submerged units are no longer drowned when zooming.
* Fixed problems with colour cursor in fullscreen.
* Sound
* New or revised sound effects: hatchet.
* Interface actions such as pressing a button, toggling a checkbox or
opening a menu (among others) will now emit small sounds.
* Experimental ambient sounds for when night falls and morning arrives.
* Units changes and balancing:
* Converted the cold resistance of the Elvish Sorceress line to a holy
resistance.
@ -133,6 +139,11 @@ Version 1.3.1:
* Units with a hide ability now properly show where they're hidden and
the mouseover also gives the right indication.
* Sound
* New or revised sound effects: morning star, holy magic.
* Added an advanced sound tab to preferences, allowing one to specify the
values used for sample rate and buffer size.
* Language and translations
* Updated translations: British English, Catalan, Czech, Danish, Dutch,
Estonian, French, German, Greek, Italian, Polish, Russian, Serbian,
@ -164,11 +175,6 @@ Version 1.3.1:
* Lowered the multiplayer lobby lag.
* Wesbowl: the respawned units are fully healed again.
* Sound
* New or revised sound effects: morning star, holy magic.
* Added an advanced sound tab to preferences, allowing one to specify the
values used for sample rate and buffer size.
* Terrain system
* The entire underlaying system has been converted to a new system (this
might render some user-made content broken, read this forum thread for

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