From 39cafa71dbfb45cb177a2687752c775ce17ff274 Mon Sep 17 00:00:00 2001 From: Zed Date: Sun, 6 Mar 2016 23:39:41 +0100 Subject: Make numerous adjustments to file names, titles and formatting Also translate most leftover German bits (excluding those in the actual script) into English --- TemplePushing.c4s/System.c4g/ApocalypseEffects.c | 2 +- TemplePushing.c4s/System.c4g/BigRock.c | 2 +- TemplePushing.c4s/System.c4g/Blackout.c | 2 +- TemplePushing.c4s/System.c4g/CurseFall.c | 2 +- TemplePushing.c4s/System.c4g/Dragonbreath.c | 16 ++++ TemplePushing.c4s/System.c4g/Explode.c | 2 +- TemplePushing.c4s/System.c4g/FBreath.c | 105 ---------------------- TemplePushing.c4s/System.c4g/Find_Criteria.c | 38 ++++++++ TemplePushing.c4s/System.c4g/Find_Criterions.c | 38 -------- TemplePushing.c4s/System.c4g/Firebreath.c | 107 +++++++++++++++++++++-- TemplePushing.c4s/System.c4g/Freeze.c | 2 +- TemplePushing.c4s/System.c4g/Frostwave.c | 2 +- TemplePushing.c4s/System.c4g/Gravity.c | 2 +- TemplePushing.c4s/System.c4g/Ice.c | 2 +- TemplePushing.c4s/System.c4g/IceBall.c | 2 +- TemplePushing.c4s/System.c4g/Icestrike.c | 2 +- TemplePushing.c4s/System.c4g/LavaRain.c | 2 +- TemplePushing.c4s/System.c4g/Lenseflare.c | 2 +- TemplePushing.c4s/System.c4g/MagicAir.c | 2 +- TemplePushing.c4s/System.c4g/MagicEarth.c | 2 +- TemplePushing.c4s/System.c4g/MagicFire.c | 2 +- TemplePushing.c4s/System.c4g/MagicLightning.c | 2 +- TemplePushing.c4s/System.c4g/MagicWater.c | 2 +- TemplePushing.c4s/System.c4g/Plague.c | 2 +- TemplePushing.c4s/System.c4g/Rain.c | 2 +- TemplePushing.c4s/System.c4g/ShootInventory.c | 2 +- TemplePushing.c4s/System.c4g/Stoneshield.c | 2 +- TemplePushing.c4s/System.c4g/Sun.c | 2 +- 28 files changed, 175 insertions(+), 175 deletions(-) create mode 100644 TemplePushing.c4s/System.c4g/Dragonbreath.c delete mode 100644 TemplePushing.c4s/System.c4g/FBreath.c create mode 100644 TemplePushing.c4s/System.c4g/Find_Criteria.c delete mode 100644 TemplePushing.c4s/System.c4g/Find_Criterions.c (limited to 'TemplePushing.c4s/System.c4g') diff --git a/TemplePushing.c4s/System.c4g/ApocalypseEffects.c b/TemplePushing.c4s/System.c4g/ApocalypseEffects.c index 04df82a..0e6ad59 100644 --- a/TemplePushing.c4s/System.c4g/ApocalypseEffects.c +++ b/TemplePushing.c4s/System.c4g/ApocalypseEffects.c @@ -1,4 +1,4 @@ -/*-- Apocalypse Effects --*/ +/*-- Apocalypse effects --*/ #strict 2 diff --git a/TemplePushing.c4s/System.c4g/BigRock.c b/TemplePushing.c4s/System.c4g/BigRock.c index 30d3555..4cf3dca 100644 --- a/TemplePushing.c4s/System.c4g/BigRock.c +++ b/TemplePushing.c4s/System.c4g/BigRock.c @@ -1,4 +1,4 @@ -/*-- Big rocks from rock strike don't hit friends --*/ +/*-- Big rocks from rock strike don't hit allies --*/ #appendto BIRK #strict 2 diff --git a/TemplePushing.c4s/System.c4g/Blackout.c b/TemplePushing.c4s/System.c4g/Blackout.c index 5f3a397..5920651 100644 --- a/TemplePushing.c4s/System.c4g/Blackout.c +++ b/TemplePushing.c4s/System.c4g/Blackout.c @@ -1,4 +1,4 @@ -/*-- Kill tracking Blackout --*/ +/*-- Blackout kill tracking --*/ #appendto MBOT #strict 2 diff --git a/TemplePushing.c4s/System.c4g/CurseFall.c b/TemplePushing.c4s/System.c4g/CurseFall.c index 3b8c451..cd1d8df 100644 --- a/TemplePushing.c4s/System.c4g/CurseFall.c +++ b/TemplePushing.c4s/System.c4g/CurseFall.c @@ -1,4 +1,4 @@ -/*-- Kill tracking falling curse --*/ +/*-- Falling curse kill tracking --*/ #strict 2 #appendto CFAL diff --git a/TemplePushing.c4s/System.c4g/Dragonbreath.c b/TemplePushing.c4s/System.c4g/Dragonbreath.c new file mode 100644 index 0000000..010cdc4 --- /dev/null +++ b/TemplePushing.c4s/System.c4g/Dragonbreath.c @@ -0,0 +1,16 @@ +/*-- Dont set caster on fire --*/ +#strict 2 +#appendto MDBT + +public func ActivateAngle(object pCaller, int iAngle) +{ + if (GetAction(pCaller) == "HoverCast") return 0; + + /*if (!GetDir(pCaller) && iAngle>0) CreateFireBreath(pCaller, 40, Sin(iAngle, 10), -Cos(iAngle, 10) - (Abs(iAngle) > 90) * 4, -Abs(iAngle)-90); + else*/ CreateFireBreath(pCaller, 40, Sin(iAngle, 6), -Cos(iAngle, 8) - /*(Abs(iAngle) > 90) **/ 4, iAngle); + + Sound("DragonFire"); + + RemoveObject(); + return 1; +} diff --git a/TemplePushing.c4s/System.c4g/Explode.c b/TemplePushing.c4s/System.c4g/Explode.c index 39b4c4a..e1b87aa 100644 --- a/TemplePushing.c4s/System.c4g/Explode.c +++ b/TemplePushing.c4s/System.c4g/Explode.c @@ -1,4 +1,4 @@ -/* Fix kill-tracking for Explosionspunkt +/* Fix kill-tracking for "Explosionspunkt" * (only moved SetController under Fling) */ #strict diff --git a/TemplePushing.c4s/System.c4g/FBreath.c b/TemplePushing.c4s/System.c4g/FBreath.c deleted file mode 100644 index ce0b116..0000000 --- a/TemplePushing.c4s/System.c4g/FBreath.c +++ /dev/null @@ -1,105 +0,0 @@ -/*-- Dont inflame caster --*/ -#strict 2 -#appendto FBRT - -local pTarget; - -func Activate(pTrg,iTime,iXPos,iYPos,iAngle,iAngleDir,int iExtraSpeed, bool fDeadly) { - iLifetime=iTime; // Zeit bis das Ding gelöscht wird - iX=iXPos; // Von der Mitte abweichende Position (X) - iY=iYPos; // Von der Mitte abweichende Position (Y) - iSpeed = FBRT_BaseSpeed + iExtraSpeed;// Geschwindigkeit: Basisgeschwindigkeit + Zusatz - SetR(iAngle); - SetRDir(iAngleDir); // Rotationsgeschwindigkeit - SetAction("Exist",pTrg); // Objekt an dass es pseudo-attached wird - fLethal = fDeadly; - pTarget = pTrg; -} - -protected func InflameTimer() -{ - DoCon(+20); - // In Material, was Feuer löscht (Wasser): löschen - if(GetMaterialVal("Extinguisher","Material",GetMaterial(0,0))) - { - Smoke(0, 0, 24); - return RemoveObject(); - } - // Zeug anzünden - var obj; - while (obj = FindObject(0, 0,1, 0,0, OCF_Inflammable, 0,0, NoContainer(), obj)) - if (!OnFire(obj) && obj != pTarget) if (!Random(GetDefContactIncinerate(GetID(obj)))) - Incinerate(obj); -} - -func Timer() { // alle 4 Frames - var iXDir,iYDir,iAngle; - var pActTarget = GetActionTarget(); - // Kein Feuer-Spucker: löschen - if(!pActTarget) return(RemoveObject()); - // Magischer Feuerspucker muss die ganze Zeit zaubern - var iMLength=GetActMapVal("Length",GetAction(pActTarget),GetID(pActTarget)); - if(GetActMapVal("Name","Magic",GetID(pActTarget))) { - // z.B. während des Zauberns durch einen Stein getroffen - if(!DoesMagic(pActTarget)) return(RemoveObject()); - // Zauberaktion für das zaubernde Objekt: Es wird angenommen, dass diese - // in einem Raum von etwa 2/6 bis 5/6 der Zauberaktion spielt - if(GetPhase(pActTarget) >= iMLength*5/6) SetPhase(iMLength*2/6,pActTarget); - } - - // In Material, was Feuer löscht (Wasser): löschen - if(GetMaterialVal("Extinguisher","Material",GetMaterial(0,0))) - { - Sound("Pshshsh"); - return RemoveObject(); - } - // löschen - if(GetActTime()>iLifetime) return(RemoveObject()); - - // Pseudo-Attach - SetPosition(GetX(pActTarget),GetY(pActTarget)); - - // Größe+Drehung des Zielobjektes in die Position einbeziehen - var iX2 = (Cos(GetR(pActTarget), iX*GetCon(pActTarget)) - Sin(GetR(pActTarget), iY*GetCon(pActTarget)))/100; - var iY2 = (Sin(GetR(pActTarget), iX*GetCon(pActTarget)) + Cos(GetR(pActTarget), iY*GetCon(pActTarget)))/100; - - // Optionales Vertex-Attachment am Trägerobjekt (überschreibt vorhergehende Ausrichtungsfunktionen) - if (fVertexAttach) - { - iX2 = pActTarget->GetVertex(iAttachVertex, 0); - iY2 = pActTarget->GetVertex(iAttachVertex, 1); - } - - for(var i=iSpeed/60+1; i>0 ;--i) { - - iAngle=RandomX(-12,+12); - - // Winkel usw berechnen - if(!Random(3)) iAngle=RandomX(-12,+12); - iXDir=Sin(GetR()+iAngle,iSpeed) + GetXDir(GetActionTarget()); - iYDir=-Cos(GetR()+iAngle,iSpeed) + GetYDir(GetActionTarget()); - - // Effekt - CreateParticle("DBFire",iX2,iY2,iXDir,iYDir,RandomX(50,100),RGB(255,255,255)); - - // Anzünd-Objekte in die Richtung verschießen - var inflamer = CreateObject(FBRT, - iX2+Sin(GetR()+iAngle,10), - iY2-Cos(GetR()+iAngle,18), - GetOwner()); - LocalN("pTarget", inflamer) = pTarget; - inflamer->ActivateInflamer(iXDir, iYDir, fLethal); - } -} - -func QueryOwnCatchBlow(object target) -{ - if (target == pTarget) return true; - else return _inherited(target, ...); -} - -func QueryIncinerateObject(object target) -{ - if (target == pTarget) return true; - else return _inherited(target, ...); -} diff --git a/TemplePushing.c4s/System.c4g/Find_Criteria.c b/TemplePushing.c4s/System.c4g/Find_Criteria.c new file mode 100644 index 0000000..406bb5a --- /dev/null +++ b/TemplePushing.c4s/System.c4g/Find_Criteria.c @@ -0,0 +1,38 @@ +/*-- FindObjects search criteria for a certain angle-range --*/ +#strict 2 + +global func SwapIfBigger(&smaller, &bigger) +{ + if (bigger < smaller) + { + var swap = smaller; + smaller = bigger; + bigger = swap; + } +} + +global func Find_Angle(int angleStart, int angleEnd, bool biggerPart, int x, int y) +{ + while (angleStart < 0) angleStart += 360; + while (angleEnd < 0) angleEnd += 360; + angleStart %= 360; + angleEnd %= 360; + SwapIfBigger(angleStart, angleEnd); + if (angleEnd - angleStart > 180) biggerPart = !biggerPart; + return [C4FO_Func, "Find_AngleCheck", angleStart, angleEnd, biggerPart, GetX() + x, GetY() + y]; +} + +global func Find_AngleCheck(int angleStart, int angleEnd, bool biggerPart, int x, int y) +{ + var angle = Angle(x, y, GetX(), GetY()); + var inside = Inside(angle, angleStart, angleEnd); + var ret; + if (biggerPart) ret = !inside; + else ret = inside; + return ret; +} + +global func Find_Procedure(string procedure) +{ + return Find_FuncEqual("GetProcedure()", procedure); +} diff --git a/TemplePushing.c4s/System.c4g/Find_Criterions.c b/TemplePushing.c4s/System.c4g/Find_Criterions.c deleted file mode 100644 index 406bb5a..0000000 --- a/TemplePushing.c4s/System.c4g/Find_Criterions.c +++ /dev/null @@ -1,38 +0,0 @@ -/*-- FindObjects search criteria for a certain angle-range --*/ -#strict 2 - -global func SwapIfBigger(&smaller, &bigger) -{ - if (bigger < smaller) - { - var swap = smaller; - smaller = bigger; - bigger = swap; - } -} - -global func Find_Angle(int angleStart, int angleEnd, bool biggerPart, int x, int y) -{ - while (angleStart < 0) angleStart += 360; - while (angleEnd < 0) angleEnd += 360; - angleStart %= 360; - angleEnd %= 360; - SwapIfBigger(angleStart, angleEnd); - if (angleEnd - angleStart > 180) biggerPart = !biggerPart; - return [C4FO_Func, "Find_AngleCheck", angleStart, angleEnd, biggerPart, GetX() + x, GetY() + y]; -} - -global func Find_AngleCheck(int angleStart, int angleEnd, bool biggerPart, int x, int y) -{ - var angle = Angle(x, y, GetX(), GetY()); - var inside = Inside(angle, angleStart, angleEnd); - var ret; - if (biggerPart) ret = !inside; - else ret = inside; - return ret; -} - -global func Find_Procedure(string procedure) -{ - return Find_FuncEqual("GetProcedure()", procedure); -} diff --git a/TemplePushing.c4s/System.c4g/Firebreath.c b/TemplePushing.c4s/System.c4g/Firebreath.c index bd53fb2..d7edc01 100644 --- a/TemplePushing.c4s/System.c4g/Firebreath.c +++ b/TemplePushing.c4s/System.c4g/Firebreath.c @@ -1,16 +1,105 @@ -/*-- Dont inflame caster --*/ +/*-- Dont set caster on fire --*/ #strict 2 -#appendto MDBT +#appendto FBRT -public func ActivateAngle(object pCaller, int iAngle) +local pTarget; + +func Activate(pTrg,iTime,iXPos,iYPos,iAngle,iAngleDir,int iExtraSpeed, bool fDeadly) { + iLifetime=iTime; // Zeit bis das Ding gelöscht wird + iX=iXPos; // Von der Mitte abweichende Position (X) + iY=iYPos; // Von der Mitte abweichende Position (Y) + iSpeed = FBRT_BaseSpeed + iExtraSpeed;// Geschwindigkeit: Basisgeschwindigkeit + Zusatz + SetR(iAngle); + SetRDir(iAngleDir); // Rotationsgeschwindigkeit + SetAction("Exist",pTrg); // Objekt an dass es pseudo-attached wird + fLethal = fDeadly; + pTarget = pTrg; +} + +protected func InflameTimer() { - if (GetAction(pCaller) == "HoverCast") return 0; + DoCon(+20); + // In Material, was Feuer löscht (Wasser): löschen + if(GetMaterialVal("Extinguisher","Material",GetMaterial(0,0))) + { + Smoke(0, 0, 24); + return RemoveObject(); + } + // Zeug anzünden + var obj; + while (obj = FindObject(0, 0,1, 0,0, OCF_Inflammable, 0,0, NoContainer(), obj)) + if (!OnFire(obj) && obj != pTarget) if (!Random(GetDefContactIncinerate(GetID(obj)))) + Incinerate(obj); +} + +func Timer() { // alle 4 Frames + var iXDir,iYDir,iAngle; + var pActTarget = GetActionTarget(); + // Kein Feuer-Spucker: löschen + if(!pActTarget) return(RemoveObject()); + // Magischer Feuerspucker muss die ganze Zeit zaubern + var iMLength=GetActMapVal("Length",GetAction(pActTarget),GetID(pActTarget)); + if(GetActMapVal("Name","Magic",GetID(pActTarget))) { + // z.B. während des Zauberns durch einen Stein getroffen + if(!DoesMagic(pActTarget)) return(RemoveObject()); + // Zauberaktion für das zaubernde Objekt: Es wird angenommen, dass diese + // in einem Raum von etwa 2/6 bis 5/6 der Zauberaktion spielt + if(GetPhase(pActTarget) >= iMLength*5/6) SetPhase(iMLength*2/6,pActTarget); + } + + // In Material, was Feuer löscht (Wasser): löschen + if(GetMaterialVal("Extinguisher","Material",GetMaterial(0,0))) + { + Sound("Pshshsh"); + return RemoveObject(); + } + // löschen + if(GetActTime()>iLifetime) return(RemoveObject()); + + // Pseudo-Attach + SetPosition(GetX(pActTarget),GetY(pActTarget)); + + // Größe+Drehung des Zielobjektes in die Position einbeziehen + var iX2 = (Cos(GetR(pActTarget), iX*GetCon(pActTarget)) - Sin(GetR(pActTarget), iY*GetCon(pActTarget)))/100; + var iY2 = (Sin(GetR(pActTarget), iX*GetCon(pActTarget)) + Cos(GetR(pActTarget), iY*GetCon(pActTarget)))/100; + + // Optionales Vertex-Attachment am Trägerobjekt (überschreibt vorhergehende Ausrichtungsfunktionen) + if (fVertexAttach) + { + iX2 = pActTarget->GetVertex(iAttachVertex, 0); + iY2 = pActTarget->GetVertex(iAttachVertex, 1); + } - /*if (!GetDir(pCaller) && iAngle>0) CreateFireBreath(pCaller, 40, Sin(iAngle, 10), -Cos(iAngle, 10) - (Abs(iAngle) > 90) * 4, -Abs(iAngle)-90); - else*/ CreateFireBreath(pCaller, 40, Sin(iAngle, 6), -Cos(iAngle, 8) - /*(Abs(iAngle) > 90) **/ 4, iAngle); + for(var i=iSpeed/60+1; i>0 ;--i) { - Sound("DragonFire"); + iAngle=RandomX(-12,+12); - RemoveObject(); - return 1; + // Winkel usw berechnen + if(!Random(3)) iAngle=RandomX(-12,+12); + iXDir=Sin(GetR()+iAngle,iSpeed) + GetXDir(GetActionTarget()); + iYDir=-Cos(GetR()+iAngle,iSpeed) + GetYDir(GetActionTarget()); + + // Effekt + CreateParticle("DBFire",iX2,iY2,iXDir,iYDir,RandomX(50,100),RGB(255,255,255)); + + // Anzünd-Objekte in die Richtung verschießen + var inflamer = CreateObject(FBRT, + iX2+Sin(GetR()+iAngle,10), + iY2-Cos(GetR()+iAngle,18), + GetOwner()); + LocalN("pTarget", inflamer) = pTarget; + inflamer->ActivateInflamer(iXDir, iYDir, fLethal); + } +} + +func QueryOwnCatchBlow(object target) +{ + if (target == pTarget) return true; + else return _inherited(target, ...); +} + +func QueryIncinerateObject(object target) +{ + if (target == pTarget) return true; + else return _inherited(target, ...); } diff --git a/TemplePushing.c4s/System.c4g/Freeze.c b/TemplePushing.c4s/System.c4g/Freeze.c index d10457e..879a05a 100644 --- a/TemplePushing.c4s/System.c4g/Freeze.c +++ b/TemplePushing.c4s/System.c4g/Freeze.c @@ -1,4 +1,4 @@ -/*-- Freeze --*/ +/*-- Damage adjustment to Freeze --*/ #strict diff --git a/TemplePushing.c4s/System.c4g/Frostwave.c b/TemplePushing.c4s/System.c4g/Frostwave.c index 682e502..dbf3c2b 100644 --- a/TemplePushing.c4s/System.c4g/Frostwave.c +++ b/TemplePushing.c4s/System.c4g/Frostwave.c @@ -1,4 +1,4 @@ -/*-- Frostwave --*/ +/*-- Allow custom radius for Frostwave spells --*/ #strict 2 diff --git a/TemplePushing.c4s/System.c4g/Gravity.c b/TemplePushing.c4s/System.c4g/Gravity.c index 3763e9f..5d0220e 100644 --- a/TemplePushing.c4s/System.c4g/Gravity.c +++ b/TemplePushing.c4s/System.c4g/Gravity.c @@ -1,4 +1,4 @@ -/*-- Neues Script --*/ +/*-- Optimize Gravity spell --*/ #strict 2 #appendto GVTY diff --git a/TemplePushing.c4s/System.c4g/Ice.c b/TemplePushing.c4s/System.c4g/Ice.c index 9bfdc89..f34825e 100644 --- a/TemplePushing.c4s/System.c4g/Ice.c +++ b/TemplePushing.c4s/System.c4g/Ice.c @@ -1,4 +1,4 @@ -/*--- Eisklumpen ---*/ +/*--- Ice chunk creates frost wave upon impact ---*/ #strict 2 diff --git a/TemplePushing.c4s/System.c4g/IceBall.c b/TemplePushing.c4s/System.c4g/IceBall.c index ba11967..658ee13 100644 --- a/TemplePushing.c4s/System.c4g/IceBall.c +++ b/TemplePushing.c4s/System.c4g/IceBall.c @@ -1,4 +1,4 @@ -/*-- Iceball --*/ +/*-- Make Ice Ball compatible with scrolls and aimer --*/ #strict 2 diff --git a/TemplePushing.c4s/System.c4g/Icestrike.c b/TemplePushing.c4s/System.c4g/Icestrike.c index ccff6a9..1704ef8 100644 --- a/TemplePushing.c4s/System.c4g/Icestrike.c +++ b/TemplePushing.c4s/System.c4g/Icestrike.c @@ -1,4 +1,4 @@ -/*-- Icestrike --*/ +/*-- Make Ice Strike compatible with scrolls and Aimer --*/ #strict 2 diff --git a/TemplePushing.c4s/System.c4g/LavaRain.c b/TemplePushing.c4s/System.c4g/LavaRain.c index b2c1552..4057c72 100644 --- a/TemplePushing.c4s/System.c4g/LavaRain.c +++ b/TemplePushing.c4s/System.c4g/LavaRain.c @@ -1,4 +1,4 @@ -/*-- Lavaregen --*/ +/*-- Ambient rain effect for Liquid Temple --*/ #strict 2 diff --git a/TemplePushing.c4s/System.c4g/Lenseflare.c b/TemplePushing.c4s/System.c4g/Lenseflare.c index 6de037a..74adbc8 100644 --- a/TemplePushing.c4s/System.c4g/Lenseflare.c +++ b/TemplePushing.c4s/System.c4g/Lenseflare.c @@ -1,4 +1,4 @@ -/* Lenseflare */ +/* Adjust Lenseflare effect */ #strict diff --git a/TemplePushing.c4s/System.c4g/MagicAir.c b/TemplePushing.c4s/System.c4g/MagicAir.c index 2c4a60d..c5d3ec1 100644 --- a/TemplePushing.c4s/System.c4g/MagicAir.c +++ b/TemplePushing.c4s/System.c4g/MagicAir.c @@ -1,4 +1,4 @@ -/*-- No color-modulation for scrolls --*/ +/*-- No color modulation for air scrolls --*/ #strict 2 #appendto ABLA #appendto MBOT diff --git a/TemplePushing.c4s/System.c4g/MagicEarth.c b/TemplePushing.c4s/System.c4g/MagicEarth.c index 4ac1463..66ace1f 100644 --- a/TemplePushing.c4s/System.c4g/MagicEarth.c +++ b/TemplePushing.c4s/System.c4g/MagicEarth.c @@ -1,4 +1,4 @@ -/*-- Green color for scrolls --*/ +/*-- Green color modulation for earth scrolls --*/ #strict 2 #appendto MSSH #appendto MARK diff --git a/TemplePushing.c4s/System.c4g/MagicFire.c b/TemplePushing.c4s/System.c4g/MagicFire.c index 9e51fcf..a8bdbbf 100644 --- a/TemplePushing.c4s/System.c4g/MagicFire.c +++ b/TemplePushing.c4s/System.c4g/MagicFire.c @@ -1,4 +1,4 @@ -/*-- Red color for scrolls --*/ +/*-- Red color modulation for fire scrolls --*/ #strict 2 #appendto MDBT #appendto MFRB diff --git a/TemplePushing.c4s/System.c4g/MagicLightning.c b/TemplePushing.c4s/System.c4g/MagicLightning.c index 59aacf9..0e9c13c 100644 --- a/TemplePushing.c4s/System.c4g/MagicLightning.c +++ b/TemplePushing.c4s/System.c4g/MagicLightning.c @@ -1,4 +1,4 @@ -/* Magic Lighting doesn't disappear --*/ +/* Prevent Magic Lighting scroll from disappearing --*/ #strict diff --git a/TemplePushing.c4s/System.c4g/MagicWater.c b/TemplePushing.c4s/System.c4g/MagicWater.c index 49c9dd4..659d0a0 100644 --- a/TemplePushing.c4s/System.c4g/MagicWater.c +++ b/TemplePushing.c4s/System.c4g/MagicWater.c @@ -1,4 +1,4 @@ -/*-- Blue color for scrolls --*/ +/*-- Blue color modulation for scrolls --*/ #strict 2 #appendto MFWV #appendto ICNL diff --git a/TemplePushing.c4s/System.c4g/Plague.c b/TemplePushing.c4s/System.c4g/Plague.c index e70560f..5895a2c 100644 --- a/TemplePushing.c4s/System.c4g/Plague.c +++ b/TemplePushing.c4s/System.c4g/Plague.c @@ -1,4 +1,4 @@ -/*-- Plague --*/ +/*-- Adjust Plague damage --*/ #strict diff --git a/TemplePushing.c4s/System.c4g/Rain.c b/TemplePushing.c4s/System.c4g/Rain.c index ed48a6d..85289ca 100644 --- a/TemplePushing.c4s/System.c4g/Rain.c +++ b/TemplePushing.c4s/System.c4g/Rain.c @@ -1,4 +1,4 @@ -/*-- Regen --*/ +/*-- Ambient rain effect for Temple Ruins --*/ #strict 2 diff --git a/TemplePushing.c4s/System.c4g/ShootInventory.c b/TemplePushing.c4s/System.c4g/ShootInventory.c index dd4ce1f..234f6b1 100644 --- a/TemplePushing.c4s/System.c4g/ShootInventory.c +++ b/TemplePushing.c4s/System.c4g/ShootInventory.c @@ -1,4 +1,4 @@ -/*-- Shoot inventory object --*/ +/*-- Make Clonks able to shoot certain objects --*/ #strict 2 diff --git a/TemplePushing.c4s/System.c4g/Stoneshield.c b/TemplePushing.c4s/System.c4g/Stoneshield.c index 32478f5..8d2b236 100644 --- a/TemplePushing.c4s/System.c4g/Stoneshield.c +++ b/TemplePushing.c4s/System.c4g/Stoneshield.c @@ -1,4 +1,4 @@ -/*-- Show selector, but only if targets are available --*/ +/*-- Only show selector if targets are available and recolour particles by team --*/ #strict 2 #appendto MSSH diff --git a/TemplePushing.c4s/System.c4g/Sun.c b/TemplePushing.c4s/System.c4g/Sun.c index 7ad69a8..a0d0af0 100644 --- a/TemplePushing.c4s/System.c4g/Sun.c +++ b/TemplePushing.c4s/System.c4g/Sun.c @@ -1,4 +1,4 @@ -/*-- Sun --*/ +/*-- Adjust sun location --*/ #strict -- cgit v1.2.3-54-g00ecf