Moved {SOUND:POISON} and {SOUND:SLOW} to deprecated-utils
These sounds are played now by default. [ci skip]
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2 changed files with 12 additions and 36 deletions
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@ -357,3 +357,15 @@ _"No gold carried over to the next scenario."#enddef
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[/frame]
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[/standing_anim]
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#enddef
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#define SOUND:SLOW
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# This was used to play a sound when slowing a unit, it had to
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# be placed inside an attack animation. Now this sound is played
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# automatically, there is no other use for this macro.
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#enddef
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#define SOUND:POISON
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# This was used to play a sound when poisoning a unit, it had to
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# be placed inside an attack animation. Now this sound is played
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# automatically, there is no other use for this macro.
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#enddef
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@ -872,42 +872,6 @@ zombie-hit-[4~6].ogg #enddef
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#define SOUND_LIST:ZOMBIE_HIT
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zombie-hit-[1~6].ogg #enddef
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#define SOUND:SLOW
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# A convenient way to use the standard slowing sound in an attack
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# animation. Put anywhere inside an attack animation block.
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[if]
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hits=hit
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[filter_second]
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[not]
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status=slowed
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[/not]
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[/filter_second]
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slowed_sound_start_time=-100
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[slowed_sound_frame]
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sound=slowed.wav
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[/slowed_sound_frame]
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[/if]
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#enddef
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#define SOUND:POISON
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# A convenient way to use the standard poison sound in an attack
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# animation. Put anywhere inside an attack animation block.
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[if]
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hits=hit
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[filter_second]
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[not]
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status=poisoned, unpoisonable
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[/not]
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[/filter_second]
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poisoned_sound_start_time=-100
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[poisoned_sound_frame]
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sound=poison.ogg
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[/poisoned_sound_frame]
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[/if]
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#enddef
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#define SOUND:HIT_AND_MISS HITSOUND MISSSOUND TIME
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# A more convenient way of wiring in hit and miss sounds to an
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# attack animation. Just specify the sounds to use and the time
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