Use SOUND:HIT[_AND_MISS] for defend/attack macros
While this could change the time other [sound_frame]s are played, well-written code shouldn't rely on the internal naming in macros. [skip ci]
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2 changed files with 5 additions and 54 deletions
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@ -47,6 +47,7 @@
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[frame]
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image={BASE_IMAGE}:1,{REACTION_IMAGE}:250,{BASE_IMAGE}:1
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[/frame]
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# Do not change to SOUND:HIT, this has to remain a hit_sound_frame
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[if]
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hit_sound_start_time=-25
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hits=hit
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@ -21,19 +21,7 @@
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#define ATTACK_ANIM_DIRECTIONAL_9_FRAME BASE_IMAGE_NAME TAIL_IMAGE_NAME HIT_SOUND MISS_SOUND
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start_time=-450
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sound_start_time=-100
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[if]
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hits=yes
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[sound_frame]
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sound={HIT_SOUND}
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[/sound_frame]
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[/if]
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[else]
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hits=no
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[sound_frame]
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sound={MISS_SOUND}
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[/sound_frame]
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[/else]
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{SOUND:HIT_AND_MISS {HIT_SOUND} {MISS_SOUND} -100 }
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[if]
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direction=s,se,sw
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[frame]
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@ -50,19 +38,7 @@
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#define ATTACK_ANIM_DIRECTIONAL_10_FRAME BASE_IMAGE_NAME TAIL_IMAGE_NAME HIT_SOUND MISS_SOUND
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start_time=-450
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sound_start_time=-100
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[if]
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hits=yes
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[sound_frame]
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sound={HIT_SOUND}
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[/sound_frame]
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[/if]
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[else]
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hits=no
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[sound_frame]
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sound={MISS_SOUND}
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[/sound_frame]
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[/else]
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{SOUND:HIT_AND_MISS {HIT_SOUND} {MISS_SOUND} -100 }
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[if]
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direction=s,se,sw
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[frame]
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@ -79,20 +55,7 @@
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#define ATTACK_ANIM_QUAD_DIRECTIONAL_10_FRAME BASE_IMAGE_NAME TAIL_IMAGE_NAME HIT_SOUND MISS_SOUND
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start_time=-500
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sound_start_time=-100
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[if]
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hits=yes
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[sound_frame]
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sound={HIT_SOUND}
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[/sound_frame]
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[/if]
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[else]
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hits=no
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[sound_frame]
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sound={MISS_SOUND}
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[/sound_frame]
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[/else]
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{SOUND:HIT_AND_MISS {HIT_SOUND} {MISS_SOUND} -100 }
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[if]
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direction=se,sw
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[frame]
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@ -121,20 +84,7 @@
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#define ATTACK_ANIM_QUAD_DIRECTIONAL_12_FRAME BASE_IMAGE_NAME TAIL_IMAGE_NAME HIT_SOUND MISS_SOUND
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start_time=-600
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sound_start_time=-100
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[if]
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hits=yes
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[sound_frame]
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sound={HIT_SOUND}
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[/sound_frame]
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[/if]
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[else]
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hits=no
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[sound_frame]
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sound={MISS_SOUND}
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[/sound_frame]
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[/else]
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{SOUND:HIT_AND_MISS {HIT_SOUND} {MISS_SOUND} -100 }
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[if]
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direction=se,sw
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[frame]
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