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nikich340

Witcher Signs effects demonstration scene

Mar 27th, 2020
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  1. #-- STORYBOARD UI - SCENE DUMP -------------------------------------------------
  2. #-- Scene created by nikich340 (radish trial 4) --------------------------------
  3. repository:
  4.   actors:
  5.     geralt:
  6.       template: "gameplay\\templates\\characters\\player\\player.w2ent"
  7.  
  8.   props:
  9.     pc_igni:
  10.       template: "gameplay\\templates\\signs\\pc_igni.w2ent"
  11.  
  12.     pc_yrden:
  13.       template: "gameplay\\templates\\signs\\pc_yrden.w2ent"
  14.  
  15.     pc_axii:
  16.       template: "gameplay\\templates\\signs\\pc_axii.w2ent"
  17.  
  18.     pc_aard:
  19.       template: "gameplay\\templates\\signs\\pc_aard.w2ent"
  20.  
  21.     pc_quen:
  22.       template: "gameplay\\templates\\signs\\pc_quen.w2ent"
  23.    
  24.     pc_igni_collision:
  25.       template: "gameplay\\templates\\signs\\pc_igni_collision.w2ent"
  26.      
  27.     pc_quen_hit:
  28.       template: "gameplay\\templates\\signs\\pc_quen_hit.w2ent"
  29.      
  30.     pc_yrden_rune_0:
  31.       template: "gameplay\\templates\\signs\\pc_yrden_rune_0.w2ent"
  32.  
  33.   actor.poses:
  34.     pose_0_high_standing_determined_idle:
  35.       idle_anim: "high_standing_determined_idle"
  36.  
  37.   animations:
  38.     anim_7017_high_standing_determined_gesture_geralt_respectful_bow:
  39.       animation: "high_standing_determined_gesture_geralt_respectful_bow"
  40.       frames: 165
  41.      
  42.   cameras:
  43.     cam_close:
  44.       fov: 40.0
  45.       transform:
  46.         pos: [ -2.2908766270, 2.4091277122, 1.6000002623 ]
  47.         rot: [ 0.0, 350.7699890137, 234.5100097656 ]
  48.       #zoom: 1.0
  49.       dof:
  50.        #aperture: [ 28.2500000000, 1.2699999809 ]
  51.         blur: [ 1.0, 5.0 ]
  52.         focus: [ 1.0, 5.0 ]
  53.         intensity: 0.2500000000
  54.       event_generator:
  55.         plane: "medium"
  56.         tags: [ "ext" ]
  57.     cam_far:
  58.       fov: 40.0
  59.       transform:
  60.         pos: [ -6.1537051201, 2.4699978828, 2.1499996185 ]
  61.         rot: [ 0.0, 348.5150146484, 272.0199584961 ]
  62.       #zoom: 1.0
  63.       dof:
  64.        #aperture: [ 28.2500000000, 1.2699999809 ]
  65.         blur: [ 1.0, 5.0 ]
  66.         focus: [ 1.0, 5.0 ]
  67.         intensity: 0.2500000000
  68.       event_generator:
  69.         plane: "medium"
  70.         tags: [ "ext" ]
  71.     cam_reverance:
  72.       fov: 40.0
  73.       transform:
  74.         pos: [ -0.1603218317, 2.9833569527, 1.7999999523 ]
  75.         rot: [ 0.0, 347.1400146484, 184.5148162842 ]
  76.       #zoom: 1.0
  77.       dof:
  78.        #aperture: [ 28.2500000000, 1.2699999809 ]
  79.         blur: [ 1.0, 5.0 ]
  80.         focus: [ 1.0, 5.0 ]
  81.         intensity: 0.2500000000
  82.       event_generator:
  83.         plane: "medium"
  84.         tags: [ "ext" ]
  85.  
  86. production:
  87.   settings:
  88.     sceneid: 1
  89.     strings-idspace: 9999
  90.     strings-idstart: 100
  91.  
  92.   placement: "PLAYER"
  93.     # INFO: world coordinates of used origin:
  94.       #pos: [ 150.2933502197, 94.4895553589, 1.1329632998 ]
  95.       #rot: [ 0.0, 38.4284057617, 0.0 ]
  96.  
  97.   assets:
  98.     actors:
  99.       geralt:
  100.         repo: "geralt"
  101.         by_voicetag: true
  102.         tags: [ "PLAYER" ]
  103.  
  104.     props:
  105.       pc_igni:
  106.         repo: "pc_igni"
  107.  
  108.       pc_yrden:
  109.         repo: "pc_yrden"
  110.  
  111.       pc_axii:
  112.         repo: "pc_axii"
  113.  
  114.       pc_aard:
  115.         repo: "pc_aard"
  116.  
  117.       pc_quen:
  118.         repo: "pc_quen"
  119.      
  120.       pc_igni_collision:
  121.         repo: "pc_igni_collision"
  122.        
  123.       pc_quen_hit:
  124.         repo: "pc_quen_hit"
  125.        
  126.       pc_yrden_rune_0:
  127.         repo: "pc_yrden_rune_0"
  128.        
  129.      
  130.  
  131.     cameras:
  132.       cam_close:
  133.         repo: "cam_close"
  134.       cam_far:
  135.         repo: "cam_far"
  136.       cam_reverance:
  137.         repo: "cam_reverance"
  138.  
  139.     actor.poses:
  140.       geralt_high_standing_determined_idle:
  141.         actor: "geralt"
  142.         repo: "pose_0_high_standing_determined_idle"
  143.        
  144.     animations:
  145.       geralt_high_standing_determined_gesture_geralt_respectful_bow:
  146.         actor: "geralt"
  147.         repo: "anim_7017_high_standing_determined_gesture_geralt_respectful_bow"
  148.         #duration: 5.5000000000
  149.         #weight: 0.6000000238
  150.         #clipfront: 0.0
  151.         #clipend: 99.0
  152.         #stretch: 1.0
  153.         blendin: 0.0
  154.         blendout: 0.0
  155.  
  156. storyboard:
  157.   defaults:
  158.     placement:
  159.       geralt: [[ 0.0, 0.0, -0.0002430081 ], [ 0.0, 0.0, 0.0 ]]
  160.  
  161.     #actor.pose:
  162.       #geralt: geralt_high_standing_determined_idle
  163.    
  164.   section_reverance:
  165.     geralt_reverance:
  166.       - cam: [0.0, cam_reverance]
  167.       - actor.anim: [0.0, geralt_high_standing_determined_gesture_geralt_respectful_bow]
  168.    
  169.   section_storyboard_ui:
  170.     shot_init:
  171.      #- actor.placement: [0.0, geralt, [ 0.4564420581, 0.4345299900, 0.0411151648 ], [ 0.0, 0.0, 0.0 ]]
  172.       - actor.pose: [0.0, geralt_high_standing_determined_idle]
  173.       - prop.placement: [0.0, pc_aard, [ -0.2072610408, 0.0763574913, -0.0133823156 ], [ 0.0, 0.0, 0.0 ]]
  174.       - prop.placement: [0.0, pc_axii, [ 0.2918875217, 0.5461885929, 1.3122696877 ], [ 0.0, 0.0, 137.6100006104 ]]
  175.       - prop.placement: [0.0, pc_igni, [ 0.0361573100, 0.8173120022, 1.3533159494 ], [ 0.0, 0.0, 61.2700958252 ]]
  176.       - prop.placement: [0.0, pc_quen, [ 0.2080820799, 0.1633135676, 0.9966722727 ], [ 0.0, 0.0, 0.0 ]]
  177.       - prop.placement: [0.0, pc_yrden, [ 0.9606255889, 1.5392892361, 0.2906097174 ], [ 0.0, 0.0, 0.0 ]]
  178.       - prop.placement: [0.0, pc_igni_collision, [ 0.0361573100, 0.8173120022, 1.3533159494 ], [ 0.0, 0.0, 61.2700958252 ]]
  179.       - prop.placement: [0.0, pc_quen_hit, [ 0.2080820799, 0.1633135676, 0.9966722727 ], [ 0.0, 0.0, 0.0 ]]
  180.       - prop.placement: [0.0, pc_yrden_rune_0, [ 0.9606255889, 1.5392892361, 0.2906097174 ], [ 0.0, 0.0, 0.0 ]]
  181.       # stop auto-started effects
  182.       - prop.effect.stop: [0.0, pc_igni_collision, collision_fx]
  183.       - prop.effect.stop: [1.0, pc_yrden_rune_0, rune_00]
  184.       - cam: [0.0, cam_far]
  185.      
  186.   # SET CAMERAS
  187.   section_camera_aard:
  188.     camera_far:
  189.       - cam: [0.0, cam_far]
  190.      
  191.   section_camera_axii:
  192.     camera_close:
  193.       - cam: [0.0, cam_close]
  194.      
  195.   section_camera_igni:
  196.     camera_far:
  197.       - cam: [0.0, cam_far]
  198.      
  199.   section_camera_yrden:
  200.     camera_close:
  201.       - cam: [0.0, cam_close]
  202.  
  203.   section_camera_quen:
  204.     camera_close:
  205.       - cam: [0.0, cam_close]
  206.  
  207.   section_camera_other_signs:
  208.     camera_close:
  209.       - cam: [0.0, cam_close]
  210.  
  211.   # AARD SECTION
  212.   section_aard_blast_lv3:
  213.     aard_blast_lv3:
  214.         - prop.effect.start: [0.0, pc_aard, blast_lv3]
  215.         - prop.effect.stop: [1.0, pc_aard, blast_lv3]
  216.            
  217.   section_aard_cone_lv3:
  218.     aard_cone_lv3:
  219.         - prop.effect.start: [0.0, pc_aard, cone_lv3]
  220.         - prop.effect.stop: [1.0, pc_aard, cone_lv3]
  221.        
  222.   section_aard_cone_lv3_power:
  223.     aard_cone_lv3_power:
  224.         - prop.effect.start: [0.0, pc_aard, cone_lv3_power]
  225.         - prop.effect.stop: [1.0, pc_aard, cone_lv3_power]  
  226.  
  227.   section_aard_blast_lv3_power:
  228.     aard_blast_lv3_power:
  229.         - prop.effect.start: [0.0, pc_aard, blast_lv3_power]
  230.         - prop.effect.stop: [1.0, pc_aard, blast_lv3_power]
  231.   section_aard_no_cast:
  232.     aard_no_cast:
  233.         - prop.effect.start: [0.0, pc_aard, no_cast]
  234.         - prop.effect.stop: [1.0, pc_aard, no_cast]
  235.   section_aard_cone_lv3_damage:
  236.     aard_cone_lv3_damage:
  237.         - prop.effect.start: [0.0, pc_aard, cone_lv3_damage]
  238.         - prop.effect.stop: [1.0, pc_aard, cone_lv3_damage]
  239.   section_aard_blast_lv3_damage:
  240.     aard_blast_lv3_damage:
  241.         - prop.effect.start: [0.0, pc_aard, blast_lv3_damage]
  242.         - prop.effect.stop: [1.0, pc_aard, blast_lv3_damage]
  243.   section_aard_leaf_fx:
  244.     aard_leaf_fx:
  245.         - prop.effect.start: [0.0, pc_aard, leaf_fx]
  246.         - prop.effect.stop: [1.0, pc_aard, leaf_fx]
  247.   section_aard_blast_ground_mutation_6:
  248.     aard_blast_ground_mutation_6:
  249.         - prop.effect.start: [0.0, pc_aard, blast_ground_mutation_6]
  250.         - prop.effect.stop: [1.0, pc_aard, blast_ground_mutation_6]
  251.  
  252.   section_aard_cone_ground_mutation_6:
  253.     aard_cone_ground_mutation_6:
  254.         - prop.effect.start: [0.0, pc_aard, cone_ground_mutation_6]
  255.         - prop.effect.stop: [1.0, pc_aard, cone_ground_mutation_6]
  256.   section_aard_blast_cutscene:
  257.     aard_blast_cutscene:
  258.         - prop.effect.start: [0.0, pc_aard, blast_cutscene]
  259.         - prop.effect.stop: [1.0, pc_aard, blast_cutscene]
  260.   section_aard_blast_water:
  261.     aard_blast_water:
  262.         - prop.effect.start: [0.0, pc_aard, blast_water]
  263.         - prop.effect.stop: [1.0, pc_aard, blast_water]
  264.   section_aard_cone_water:
  265.     aard_cone_water:
  266.         - prop.effect.start: [0.0, pc_aard, cone_water]
  267.         - prop.effect.stop: [1.0, pc_aard, cone_water]
  268.   section_aard_blast_ground:
  269.     aard_blast_ground:
  270.         - prop.effect.start: [0.0, pc_aard, blast_ground]
  271.         - prop.effect.stop: [1.0, pc_aard, blast_ground]
  272.   section_aard_cone_ground:
  273.     aard_cone_ground:
  274.         - prop.effect.start: [0.0, pc_aard, cone_ground]
  275.         - prop.effect.stop: [1.0, pc_aard, cone_ground]
  276.  
  277.   # AXII SECTION
  278.   section_axii_pre:
  279.     axii_pre:
  280.         - prop.effect.start: [0.0, pc_axii, axii_pre]
  281.         - prop.effect.stop: [1.0, pc_axii, axii_pre]
  282.  
  283.   section_axii_ready:
  284.     axii_ready:
  285.         - prop.effect.start: [0.0, pc_axii, axii_ready]
  286.         - prop.effect.stop: [1.0, pc_axii, axii_ready]
  287.  
  288.   section_axii_sign_push:
  289.     axii_sign_push:
  290.         - prop.effect.start: [0.0, pc_axii, axii_sign_push]
  291.         - prop.effect.stop: [1.0, pc_axii, axii_sign_push]
  292.  
  293.   section_axii_cutscene:
  294.     axii_cutscene:
  295.         - prop.effect.start: [0.0, pc_axii, axii_cutscene]
  296.         - prop.effect.stop: [1.0, pc_axii, axii_cutscene]
  297.  
  298.   section_axii_charged:
  299.     axii_charged:
  300.         - prop.effect.start: [0.0, pc_axii, axii_charged]
  301.         - prop.effect.stop: [1.0, pc_axii, axii_charged]
  302.  
  303.   section_axii_friendly:
  304.     axii_friendly:
  305.         - prop.effect.start: [0.0, pc_axii, axii_friendly]
  306.         - prop.effect.stop: [1.0, pc_axii, axii_friendly]
  307.   # IGNI SECTION
  308.   section_igni_no_cast:
  309.     igni_no_cast:
  310.         - prop.effect.start: [0.0, pc_igni, no_cast]
  311.         - prop.effect.stop: [1.0, pc_igni, no_cast]
  312.  
  313.   section_igni_cone:
  314.     igni_cone:
  315.         - prop.effect.start: [0.0, pc_igni, cone]
  316.         - prop.effect.stop: [1.0, pc_igni, cone]
  317.  
  318.   section_igni_cone_melt:
  319.     igni_cone_melt:
  320.         - prop.effect.start: [0.0, pc_igni, cone_melt]
  321.         - prop.effect.stop: [1.0, pc_igni, cone_melt]
  322.  
  323.   section_igni_cone_power:
  324.     igni_cone_power:
  325.         - prop.effect.start: [0.0, pc_igni, cone_power]
  326.         - prop.effect.stop: [1.0, pc_igni, cone_power]
  327.  
  328.   section_igni_cone_superpower:
  329.     igni_cone_superpower:
  330.         - prop.effect.start: [0.0, pc_igni, cone_superpower]
  331.         - prop.effect.stop: [1.0, pc_igni, cone_superpower]
  332.  
  333.   section_igni_burn:
  334.     igni_burn:
  335.         - prop.effect.start: [0.0, pc_igni, burn]
  336.         - prop.effect.stop: [1.0, pc_igni, burn]
  337.  
  338.   section_igni_burn_upgrade:
  339.     igni_burn_upgrade:
  340.         - prop.effect.start: [0.0, pc_igni, burn_upgrade]
  341.         - prop.effect.stop: [1.0, pc_igni, burn_upgrade]
  342.  
  343.   section_igni_blast_360:
  344.     igni_blast_360:
  345.         - prop.effect.start: [0.0, pc_igni, igni_blast_360]
  346.         - prop.effect.stop: [1.0, pc_igni, igni_blast_360]
  347.  
  348.   section_igni_blast_360_melt:
  349.     igni_blast_360_melt:
  350.         - prop.effect.start: [0.0, pc_igni, igni_blast_360_melt]
  351.         - prop.effect.stop: [1.0, pc_igni, igni_blast_360_melt]
  352.  
  353.   section_igni_blast_360_power:
  354.     igni_blast_360_power:
  355.         - prop.effect.start: [0.0, pc_igni, igni_blast_360_power]
  356.         - prop.effect.stop: [1.0, pc_igni, igni_blast_360_power]
  357.  
  358.   section_igni_blast_360_superpower:
  359.     igni_blast_360_superpower:
  360.         - prop.effect.start: [0.0, pc_igni, igni_blast_360_superpower]
  361.         - prop.effect.stop: [1.0, pc_igni, igni_blast_360_superpower]      
  362.   # QUEN SECTION
  363.   section_quen_default_fx:
  364.     quen_default_fx:
  365.         - prop.effect.start: [0.0, pc_quen, default_fx]
  366.         - prop.effect.stop: [1.0, pc_quen, default_fx]
  367.  
  368.   section_quen_shield:
  369.     quen_shield:
  370.         - prop.effect.start: [0.0, pc_quen, shield]
  371.         - prop.effect.stop: [1.0, pc_quen, shield]
  372.  
  373.   section_quen_shield_start_long:
  374.     quen_shield_start_long:
  375.         - prop.effect.start: [0.0, pc_quen, shield_start_long]
  376.         - prop.effect.stop: [1.0, pc_quen, shield_start_long]
  377.  
  378.   section_quen_default_fx_bear_abl2:
  379.     quen_default_fx_bear_abl2:
  380.         - prop.effect.start: [0.0, pc_quen, default_fx_bear_abl2]
  381.         - prop.effect.stop: [1.0, pc_quen, default_fx_bear_abl2]
  382.  
  383.   section_quen_special_hit_bear_abl2:
  384.     quen_special_hit_bear_abl2:
  385.         - prop.effect.start: [0.0, pc_quen, special_hit_bear_abl2]
  386.         - prop.effect.stop: [1.0, pc_quen, special_hit_bear_abl2]
  387.  
  388.   section_quen_quen_second_life:
  389.     quen_quen_second_life:
  390.         - prop.effect.start: [0.0, pc_quen, quen_second_life]
  391.         - prop.effect.stop: [1.0, pc_quen, quen_second_life]
  392.  
  393.   # YRDEN SECTION
  394.   section_yrden_yrden_shock:
  395.     yrden_yrden_shock:
  396.         - prop.effect.start: [0.0, pc_yrden, yrden_shock]
  397.         - prop.effect.stop: [1.0, pc_yrden, yrden_shock]
  398.  
  399.   section_yrden_yrden_shock_activate:
  400.     yrden_yrden_shock_activate:
  401.         - prop.effect.start: [0.0, pc_yrden, yrden_shock_activate]
  402.         - prop.effect.stop: [1.0, pc_yrden, yrden_shock_activate]
  403.  
  404.   section_yrden_yrden_cast:
  405.     yrden_yrden_cast:
  406.         - prop.effect.start: [0.0, pc_yrden, yrden_cast]
  407.         - prop.effect.stop: [1.0, pc_yrden, yrden_cast]
  408.  
  409.   section_yrden_yrden_ready:
  410.     yrden_yrden_ready:
  411.         - prop.effect.start: [0.0, pc_yrden, yrden_ready]
  412.         - prop.effect.stop: [1.0, pc_yrden, yrden_ready]
  413.  
  414.   section_yrden_yrden_shock_rune:
  415.     yrden_yrden_shock_rune:
  416.         - prop.effect.start: [0.0, pc_yrden, yrden_shock_rune]
  417.         - prop.effect.stop: [1.0, pc_yrden, yrden_shock_rune]
  418.  
  419.   section_yrden_friendly:
  420.     yrden_friendly:
  421.         - prop.effect.start: [0.0, pc_yrden, friendly]
  422.         - prop.effect.stop: [1.0, pc_yrden, friendly]
  423.  
  424.   section_yrden_ability_gryphon_set:
  425.     yrden_ability_gryphon_set:
  426.         - prop.effect.start: [0.0, pc_yrden, ability_gryphon_set]
  427.         - prop.effect.stop: [1.0, pc_yrden, ability_gryphon_set]
  428.  
  429.   # OTHER SIGNS ENTITIES
  430.   section_other_igni_collision_fx:
  431.     other_igni_collision_fx:
  432.         - prop.effect.start: [0.0, pc_igni_collision, collision_fx]
  433.         - prop.effect.stop: [1.0, pc_igni_collision, collision_fx]
  434.  
  435.   section_other_rune_00:
  436.     other_rune_00:
  437.         - prop.effect.start: [0.0, pc_yrden_rune_0, rune_00]
  438.         - prop.effect.stop: [1.0, pc_yrden_rune_0, rune_00]
  439.  
  440.   section_quen_hit_quen_rebound_sphere:
  441.     quen_hit_quen_rebound_sphere:
  442.         - prop.effect.start: [0.0, pc_quen_hit, quen_rebound_sphere]
  443.         - prop.effect.stop: [1.0, pc_quen_hit, quen_rebound_sphere]
  444.  
  445.   section_quen_hit_discharge:
  446.     quen_hit_discharge:
  447.         - prop.effect.start: [0.0, pc_quen_hit, discharge]
  448.         - prop.effect.stop: [1.0, pc_quen_hit, discharge]
  449.  
  450.   section_quen_hit_quen_rebound_sphere_constant:
  451.     quen_hit_quen_rebound_sphere_constant:
  452.         - prop.effect.start: [0.0, pc_quen_hit, quen_rebound_sphere_constant]
  453.         - prop.effect.stop: [1.0, pc_quen_hit, quen_rebound_sphere_constant]
  454.  
  455.   section_quen_hit_quen_rebound_sphere_ground:
  456.     quen_hit_quen_rebound_sphere_ground:
  457.         - prop.effect.start: [0.0, pc_quen_hit, quen_rebound_sphere_ground]
  458.         - prop.effect.stop: [1.0, pc_quen_hit, quen_rebound_sphere_ground]
  459.  
  460.   section_quen_hit_quen_rebound_sphere_electricity:
  461.     quen_hit_quen_rebound_sphere_electricity:
  462.         - prop.effect.start: [0.0, pc_quen_hit, quen_rebound_sphere_electricity]
  463.         - prop.effect.stop: [1.0, pc_quen_hit, quen_rebound_sphere_electricity]
  464.  
  465.   section_quen_hit_quen_impulse_explode:
  466.     quen_hit_quen_impulse_explode:
  467.         - prop.effect.start: [0.0, pc_quen_hit, quen_impulse_explode]
  468.         - prop.effect.stop: [1.0, pc_quen_hit, quen_impulse_explode]
  469.  
  470.   section_quen_hit_quen_electric_explode:
  471.     quen_hit_quen_electric_explode:
  472.         - prop.effect.start: [0.0, pc_quen_hit, quen_electric_explode]
  473.         - prop.effect.stop: [1.0, pc_quen_hit, quen_electric_explode]
  474.  
  475.   section_quen_hit_quen_rebound_sphere_poison:
  476.     quen_hit_quen_rebound_sphere_poison:
  477.         - prop.effect.start: [0.0, pc_quen_hit, quen_rebound_sphere_poison]
  478.         - prop.effect.stop: [1.0, pc_quen_hit, quen_rebound_sphere_poison]
  479.  
  480.   section_quen_hit_quen_rebound_sphere_fire:
  481.     quen_hit_quen_rebound_sphere_fire:
  482.         - prop.effect.start: [0.0, pc_quen_hit, quen_rebound_sphere_fire]
  483.         - prop.effect.stop: [1.0, pc_quen_hit, quen_rebound_sphere_fire]
  484.  
  485.   section_quen_hit_quen_electric_explode_bear_abl2:
  486.     quen_hit_quen_electric_explode_bear_abl2:
  487.         - prop.effect.start: [0.0, pc_quen_hit, quen_electric_explode_bear_abl2]
  488.         - prop.effect.stop: [1.0, pc_quen_hit, quen_electric_explode_bear_abl2]
  489.  
  490.   section_quen_hit_quen_rebound_sphere_bear_abl2_copy:
  491.     quen_hit_quen_rebound_sphere_bear_abl2_copy:
  492.         - prop.effect.start: [0.0, pc_quen_hit, quen_rebound_sphere_bear_abl2_copy]
  493.         - prop.effect.stop: [1.0, pc_quen_hit, quen_rebound_sphere_bear_abl2_copy]
  494.  
  495.   section_quen_hit_quen_rebound_sphere_bear_abl2:
  496.     quen_hit_quen_rebound_sphere_bear_abl2:
  497.         - prop.effect.start: [0.0, pc_quen_hit, quen_rebound_sphere_bear_abl2]
  498.         - prop.effect.stop: [1.0, pc_quen_hit, quen_rebound_sphere_bear_abl2]
  499.   # END
  500.    
  501. dialogscript:
  502.   player: "geralt"
  503.   actors: [ "geralt" ]
  504.   props: [ "pc_igni", "pc_yrden", "pc_axii", "pc_aard", "pc_quen", "pc_igni_collision", "pc_quen_hit", "pc_yrden_rune_0" ]
  505.  
  506.   section_start:
  507.     - PAUSE: 0.0
  508.     - NEXT: section_storyboard_ui
  509.  
  510.   section_storyboard_ui:
  511.     - geralt: "I should choose sign..."
  512.     - CUE: shot_init
  513.     - PAUSE: 1.0
  514.     - NEXT: section_choice_signs
  515.    
  516.   section_choice_signs:
  517.     - CHOICE:
  518.         - choice: ["AARD", section_camera_aard]
  519.           emphasize: true
  520.         - choice: ["AXII", section_camera_axii, axii]
  521.           emphasize: true
  522.         - choice: ["IGNI", section_camera_igni]
  523.           emphasize: true
  524.         - choice: ["QUEN", section_camera_quen]
  525.           emphasize: true
  526.         - choice: ["YRDEN", section_camera_yrden]
  527.           emphasize: true
  528.         - choice: ["Other signs entities", section_camera_other_signs]
  529.         - ["Exit", section_reverance, exit]
  530.  
  531.     # SET CAMERAS
  532.   section_camera_aard:
  533.     - geralt: "Aard is an unpleasant surprise for somebody who is too close to me."
  534.     - CUE: camera_far
  535.     - PAUSE: 0.1
  536.     - NEXT: section_choice_aard
  537.    
  538.   section_camera_axii:
  539.     - geralt: "Axii helps me to reach an agreement."
  540.     - CUE: camera_close
  541.     - PAUSE: 0.1
  542.     - NEXT: section_choice_axii
  543.    
  544.   section_camera_igni:
  545.     - geralt: "Igni is... very hot!"
  546.     - CUE: camera_far
  547.     - PAUSE: 0.1
  548.     - NEXT: section_choice_igni
  549.    
  550.   section_camera_yrden:
  551.     - geralt: "I use Yrden instead of snares."
  552.     - CUE: camera_close
  553.     - PAUSE: 0.1
  554.     - NEXT: section_choice_yrden
  555.    
  556.   section_camera_quen:
  557.     - geralt: "I do not need a shield. I have the Quen."
  558.     - CUE: camera_close
  559.     - PAUSE: 0.1
  560.     - NEXT: section_choice_quen
  561.    
  562.   section_camera_other_signs:
  563.     - CUE: camera_close
  564.     - PAUSE: 0.1
  565.     - NEXT: section_choice_other_signs
  566.    
  567.   # GENERAL SIGNS CHOICES
  568.   section_choice_aard:
  569.     - CHOICE:
  570.        - ["blast_lv3", section_aard_blast_lv3]
  571.         - ["cone_lv3", section_aard_cone_lv3]
  572.         - ["cone_lv3_power", section_aard_cone_lv3_power]
  573.         - ["blast_lv3_power", section_aard_blast_lv3_power]
  574.         - ["PART 2", section_choice_aard2]
  575.         - ["PART 3", section_choice_aard3]
  576.         - ["BACK", section_choice_signs]
  577.        
  578.   section_choice_aard2:
  579.     - CHOICE:
  580.        - ["no_cast", section_aard_no_cast]
  581.         - ["cone_lv3_damage", section_aard_cone_lv3_damage]
  582.         - ["blast_lv3_damage", section_aard_blast_lv3_damage]
  583.         - ["leaf_fx", section_aard_leaf_fx]
  584.         - ["blast_ground_mutation_6", section_aard_blast_ground_mutation_6]
  585.         - ["cone_ground_mutation_6", section_aard_cone_ground_mutation_6]
  586.         - ["BACK", section_choice_aard]
  587.        
  588.   section_choice_aard3:
  589.     - CHOICE:
  590.        - ["blast_cutscene", section_aard_blast_cutscene]
  591.         - ["blast_water", section_aard_blast_water]
  592.         - ["cone_water", section_aard_cone_water]
  593.         - ["blast_ground", section_aard_blast_ground]
  594.         - ["cone_ground", section_aard_cone_ground]
  595.         - ["BACK", section_choice_aard]
  596.        
  597.   section_choice_axii:
  598.     - CHOICE:
  599.        - ["axii_pre", section_axii_pre]
  600.         - ["axii_ready", section_axii_ready]
  601.         - ["axii_sign_push", section_axii_sign_push]
  602.         - ["axii_cutscene", section_axii_cutscene]
  603.         # - ["axii_confusion", section_axii_confusion] - no any effect visible
  604.         - ["axii_charged", section_axii_charged]
  605.         - ["axii_friendly", section_axii_friendly]
  606.         - ["BACK", section_choice_signs]
  607.    
  608.   section_choice_igni:
  609.     - CHOICE:
  610.        - ["no_cast", section_igni_no_cast]
  611.         - ["cone", section_igni_cone]
  612.         - ["cone_melt", section_igni_cone_melt]
  613.         - ["cone_power", section_igni_cone_power]
  614.         - ["cone_superpower", section_igni_cone_superpower]
  615.         - ["PART 2", section_choice_igni2]
  616.         - ["BACK", section_choice_signs]
  617.        
  618.   section_choice_igni2:
  619.     - CHOICE:
  620.        - ["burn", section_igni_burn]
  621.         - ["burn_upgrade", section_igni_burn_upgrade]
  622.         - ["igni_blast_360", section_igni_blast_360]
  623.         - ["igni_blast_360_melt", section_igni_blast_360_melt]
  624.         - ["igni_blast_360_power", section_igni_blast_360_power]
  625.         - ["igni_blast_360_superpower", section_igni_blast_360_superpower]
  626.         - ["BACK", section_choice_signs]  
  627.  
  628.   section_choice_quen:
  629.     - CHOICE:
  630.        - ["default_fx", section_quen_default_fx]
  631.         - ["shield", section_quen_shield]
  632.         - ["shield_start_long", section_quen_shield_start_long]
  633.         - ["default_fx_bear_abl2", section_quen_default_fx_bear_abl2]
  634.         - ["special_hit_bear_abl2", section_quen_special_hit_bear_abl2]
  635.         - ["quen_second_life", section_quen_quen_second_life]
  636.         - ["BACK", section_choice_signs]
  637.    
  638.   section_choice_yrden:
  639.     - CHOICE:
  640.        - ["yrden_shock", section_yrden_yrden_shock]
  641.         - ["yrden_shock_activate", section_yrden_yrden_shock_activate]
  642.         - ["yrden_cast", section_yrden_yrden_cast]
  643.         - ["yrden_ready", section_yrden_yrden_ready]
  644.         - ["yrden_shock_rune", section_yrden_yrden_shock_rune]
  645.         - ["PART 2", section_choice_yrden2]
  646.         - ["BACK", section_choice_signs]
  647.    
  648.   section_choice_yrden2:
  649.     - CHOICE:
  650.        - ["friendly", section_yrden_friendly]
  651.         - ["ability_gryphon_set", section_yrden_ability_gryphon_set]
  652.         - ["BACK", section_choice_yrden]
  653.  
  654.   section_choice_other_signs:
  655.     - CHOICE:
  656.        - ["pc_igni_collision (collision_fx)", section_other_igni_collision_fx]
  657.         #- ["pc_igni_fire (fire)", section_other_igni_fire]
  658.         #- ["pc_igni_range (collision_fx)", section_other_igni_range_collision_fx]
  659.         - ["pc_yrden_rune_<0> (rune_00)", section_other_rune_00]
  660.         - choice: ["pc_quen_hit (PART 1)", section_choice_quen_hit]
  661.           emphasize: true
  662.         - choice: ["pc_quen_hit (PART 2)", section_choice_quen_hit2]
  663.           emphasize: true
  664.         - ["BACK", section_choice_signs]
  665.  
  666.   section_choice_quen_hit:
  667.     - CHOICE:
  668.        - ["quen_rebound_sphere", section_quen_hit_quen_rebound_sphere]
  669.         - ["discharge", section_quen_hit_discharge]
  670.         - ["quen_rebound_sphere_constant", section_quen_hit_quen_rebound_sphere_constant]
  671.         - ["quen_rebound_sphere_ground", section_quen_hit_quen_rebound_sphere_ground]
  672.         - ["quen_rebound_sphere_electricity", section_quen_hit_quen_rebound_sphere_electricity]
  673.         - ["quen_impulse_explode", section_quen_hit_quen_impulse_explode]
  674.         - ["BACK", section_choice_other_signs]
  675.        
  676.   section_choice_quen_hit2:
  677.     - CHOICE:
  678.        - ["quen_electric_explode", section_quen_hit_quen_electric_explode]
  679.         - ["quen_rebound_sphere_poison", section_quen_hit_quen_rebound_sphere_poison]
  680.         - ["quen_rebound_sphere_fire", section_quen_hit_quen_rebound_sphere_fire]
  681.         - ["quen_electric_explode_bear_abl2", section_quen_hit_quen_electric_explode_bear_abl2]
  682.         - ["quen_rebound_sphere_bear_abl2_copy", section_quen_hit_quen_rebound_sphere_bear_abl2_copy]
  683.         - ["quen_rebound_sphere_bear_abl2", section_quen_hit_quen_rebound_sphere_bear_abl2]
  684.         - ["BACK", section_choice_other_signs]
  685.  
  686.   # AARD SECTION
  687.   section_aard_blast_lv3:
  688.     - CUE: aard_blast_lv3
  689.     - PAUSE: 2.1
  690.     - NEXT: section_choice_aard
  691.  
  692.   section_aard_cone_lv3:
  693.     - CUE: aard_cone_lv3
  694.     - PAUSE: 2.1
  695.     - NEXT: section_choice_aard
  696.    
  697.   section_aard_cone_lv3_power:
  698.     - CUE: aard_cone_lv3_power
  699.     - PAUSE: 2.1
  700.     - NEXT: section_choice_aard
  701.    
  702.   section_aard_blast_lv3_power:
  703.     - CUE: aard_blast_lv3_power
  704.     - PAUSE: 2.1
  705.     - NEXT: section_choice_aard
  706.  
  707.   section_aard_no_cast:
  708.     - CUE: aard_no_cast
  709.     - PAUSE: 2.1
  710.     - NEXT: section_choice_aard2
  711.    
  712.   section_aard_cone_lv3_damage:
  713.     - CUE: aard_cone_lv3_damage
  714.     - PAUSE: 2.1
  715.     - NEXT: section_choice_aard2
  716.    
  717.   section_aard_blast_lv3_damage:
  718.     - CUE: aard_blast_lv3_damage
  719.     - PAUSE: 2.1
  720.     - NEXT: section_choice_aard2
  721.  
  722.   section_aard_leaf_fx:
  723.     - CUE: aard_leaf_fx
  724.     - PAUSE: 2.1
  725.     - NEXT: section_choice_aard2
  726.    
  727.   section_aard_blast_ground_mutation_6:
  728.     - CUE: aard_blast_ground_mutation_6
  729.     - PAUSE: 2.1
  730.     - NEXT: section_choice_aard2
  731.  
  732.   section_aard_cone_ground_mutation_6:
  733.     - CUE: aard_cone_ground_mutation_6
  734.     - PAUSE: 2.1
  735.     - NEXT: section_choice_aard2
  736.  
  737.   section_aard_blast_cutscene:
  738.     - CUE: aard_blast_cutscene
  739.     - PAUSE: 2.1
  740.     - NEXT: section_choice_aard3
  741.  
  742.   section_aard_blast_water:
  743.     - CUE: aard_blast_water
  744.     - PAUSE: 2.1
  745.     - NEXT: section_choice_aard3
  746.    
  747.   section_aard_cone_water:
  748.     - CUE: aard_cone_water
  749.     - PAUSE: 2.1
  750.     - NEXT: section_choice_aard3
  751.    
  752.   section_aard_cone_ground:
  753.     - CUE: aard_cone_ground
  754.     - PAUSE: 2.1
  755.     - NEXT: section_choice_aard3
  756.    
  757.   section_aard_blast_ground:
  758.     - CUE: aard_blast_ground
  759.     - PAUSE: 2.1
  760.     - NEXT: section_choice_aard3
  761.  
  762.  
  763.   # AXII SECTION
  764.   section_axii_pre:
  765.     - CUE: axii_pre
  766.     - PAUSE: 2.1
  767.     - NEXT: section_choice_axii
  768.    
  769.   section_axii_ready:
  770.     - CUE: axii_ready
  771.     - PAUSE: 2.1
  772.     - NEXT: section_choice_axii
  773.  
  774.   section_axii_sign_push:
  775.     - CUE: axii_sign_push
  776.     - PAUSE: 2.1
  777.     - NEXT: section_choice_axii
  778.   section_axii_cutscene:
  779.     - CUE: axii_cutscene
  780.     - PAUSE: 2.1
  781.     - NEXT: section_choice_axii
  782.   section_axii_charged:
  783.     - CUE: axii_charged
  784.     - PAUSE: 2.1
  785.     - NEXT: section_choice_axii
  786.   section_axii_friendly:
  787.     - CUE: axii_friendly
  788.     - PAUSE: 2.1
  789.     - NEXT: section_choice_axii
  790.    
  791.  
  792.   # IGNI SECTION
  793.   section_igni_no_cast:
  794.     - CUE: igni_no_cast
  795.     - PAUSE: 2.1
  796.     - NEXT: section_choice_igni
  797.    
  798.   section_igni_cone:
  799.     - CUE: igni_cone
  800.     - PAUSE: 2.1
  801.     - NEXT: section_choice_igni
  802.    
  803.   section_igni_cone_melt:
  804.     - CUE: igni_cone_melt
  805.     - PAUSE: 2.1
  806.     - NEXT: section_choice_igni
  807.    
  808.   section_igni_cone_power:
  809.     - CUE: igni_cone_power
  810.     - PAUSE: 2.1
  811.     - NEXT: section_choice_igni    
  812.  
  813.   section_igni_cone_superpower:
  814.     - CUE: igni_cone_superpower
  815.     - PAUSE: 2.1
  816.     - NEXT: section_choice_igni
  817.    
  818.   section_igni_burn:
  819.     - CUE: igni_burn
  820.     - PAUSE: 2.1
  821.     - NEXT: section_choice_igni2
  822.    
  823.   section_igni_burn_upgrade:
  824.     - CUE: igni_burn_upgrade
  825.     - PAUSE: 2.1
  826.     - NEXT: section_choice_igni2
  827.    
  828.   section_igni_blast_360:
  829.     - CUE: igni_blast_360
  830.     - PAUSE: 2.1
  831.     - NEXT: section_choice_igni2
  832.  
  833.   section_igni_blast_360_melt:
  834.     - CUE: igni_blast_360_melt
  835.     - PAUSE: 2.1
  836.     - NEXT: section_choice_igni2
  837.    
  838.   section_igni_blast_360_power:
  839.     - CUE: igni_blast_360_power
  840.     - PAUSE: 2.1
  841.     - NEXT: section_choice_igni2
  842.    
  843.   section_igni_blast_360_superpower:
  844.     - CUE: igni_blast_360_superpower
  845.     - PAUSE: 2.1
  846.     - NEXT: section_choice_igni2
  847.  
  848.   # QUEN SECTION
  849.   section_quen_default_fx:
  850.     - CUE: quen_default_fx
  851.     - PAUSE: 2.1
  852.     - NEXT: section_choice_quen
  853.  
  854.   section_quen_shield:
  855.     - CUE: quen_shield
  856.     - PAUSE: 2.1
  857.     - NEXT: section_choice_quen
  858.  
  859.   section_quen_shield_start_long:
  860.     - CUE: quen_shield_start_long
  861.     - PAUSE: 2.1
  862.     - NEXT: section_choice_quen
  863.  
  864.   section_quen_default_fx_bear_abl2:
  865.     - CUE: quen_default_fx_bear_abl2
  866.     - PAUSE: 2.1
  867.     - NEXT: section_choice_quen
  868.  
  869.   section_quen_special_hit_bear_abl2:
  870.     - CUE: quen_special_hit_bear_abl2
  871.     - PAUSE: 2.1
  872.     - NEXT: section_choice_quen
  873.  
  874.   section_quen_quen_second_life:
  875.     - CUE: quen_quen_second_life
  876.     - PAUSE: 2.1
  877.     - NEXT: section_choice_quen
  878.  
  879.   # YRDEN SECTION
  880.   section_yrden_yrden_shock:
  881.     - CUE: yrden_yrden_shock
  882.     - PAUSE: 2.1
  883.     - NEXT: section_choice_yrden
  884.  
  885.   section_yrden_yrden_shock_activate:
  886.     - CUE: yrden_yrden_shock_activate
  887.     - PAUSE: 2.1
  888.     - NEXT: section_choice_yrden
  889.  
  890.   section_yrden_yrden_cast:
  891.     - CUE: yrden_yrden_cast
  892.     - PAUSE: 2.1
  893.     - NEXT: section_choice_yrden
  894.  
  895.   section_yrden_yrden_ready:
  896.     - CUE: yrden_yrden_ready
  897.     - PAUSE: 2.1
  898.     - NEXT: section_choice_yrden
  899.  
  900.   section_yrden_yrden_shock_rune:
  901.     - CUE: yrden_yrden_shock_rune
  902.     - PAUSE: 2.1
  903.     - NEXT: section_choice_yrden
  904.  
  905.   section_yrden_friendly:
  906.     - CUE: yrden_friendly
  907.     - PAUSE: 2.1
  908.     - NEXT: section_choice_yrden2
  909.  
  910.   section_yrden_ability_gryphon_set:
  911.     - CUE: yrden_ability_gryphon_set
  912.     - PAUSE: 2.1
  913.     - NEXT: section_choice_yrden2
  914.    
  915.   # OTHER SIGNS ENTITIES
  916.   section_other_igni_collision_fx:
  917.     - CUE: other_igni_collision_fx
  918.     - PAUSE: 2.1
  919.     - NEXT: section_choice_other_signs
  920.    
  921.   section_other_rune_00:
  922.     - CUE: other_rune_00
  923.     - PAUSE: 2.1
  924.     - NEXT: section_choice_other_signs
  925.    
  926.   section_quen_hit_quen_rebound_sphere:
  927.     - CUE: quen_hit_quen_rebound_sphere
  928.     - PAUSE: 2.1
  929.     - NEXT: section_choice_quen_hit
  930.  
  931.   section_quen_hit_discharge:
  932.     - CUE: quen_hit_discharge
  933.     - PAUSE: 2.1
  934.     - NEXT: section_choice_quen_hit
  935.  
  936.   section_quen_hit_quen_rebound_sphere_constant:
  937.     - CUE: quen_hit_quen_rebound_sphere_constant
  938.     - PAUSE: 2.1
  939.     - NEXT: section_choice_quen_hit
  940.  
  941.   section_quen_hit_quen_rebound_sphere_ground:
  942.     - CUE: quen_hit_quen_rebound_sphere_ground
  943.     - PAUSE: 2.1
  944.     - NEXT: section_choice_quen_hit
  945.  
  946.   section_quen_hit_quen_rebound_sphere_electricity:
  947.     - CUE: quen_hit_quen_rebound_sphere_electricity
  948.     - PAUSE: 2.1
  949.     - NEXT: section_choice_quen_hit
  950.  
  951.   section_quen_hit_quen_impulse_explode:
  952.     - CUE: quen_hit_quen_impulse_explode
  953.     - PAUSE: 2.1
  954.     - NEXT: section_choice_quen_hit
  955.  
  956.   section_quen_hit_quen_electric_explode:
  957.     - CUE: quen_hit_quen_electric_explode
  958.     - PAUSE: 2.1
  959.     - NEXT: section_choice_quen_hit2
  960.  
  961.   section_quen_hit_quen_rebound_sphere_poison:
  962.     - CUE: quen_hit_quen_rebound_sphere_poison
  963.     - PAUSE: 2.1
  964.     - NEXT: section_choice_quen_hit2
  965.  
  966.   section_quen_hit_quen_rebound_sphere_fire:
  967.     - CUE: quen_hit_quen_rebound_sphere_fire
  968.     - PAUSE: 2.1
  969.     - NEXT: section_choice_quen_hit2
  970.  
  971.   section_quen_hit_quen_electric_explode_bear_abl2:
  972.     - CUE: quen_hit_quen_electric_explode_bear_abl2
  973.     - PAUSE: 2.1
  974.     - NEXT: section_choice_quen_hit2
  975.  
  976.   section_quen_hit_quen_rebound_sphere_bear_abl2_copy:
  977.     - CUE: quen_hit_quen_rebound_sphere_bear_abl2_copy
  978.     - PAUSE: 2.1
  979.     - NEXT: section_choice_quen_hit2
  980.  
  981.   section_quen_hit_quen_rebound_sphere_bear_abl2:
  982.     - CUE: quen_hit_quen_rebound_sphere_bear_abl2
  983.     - PAUSE: 2.1
  984.     - NEXT: section_choice_quen_hit2
  985.  
  986.   section_reverance:
  987.     - CUE: geralt_reverance
  988.     - geralt: "I hope you enjoyed my performance"
  989.     - PAUSE: 6.0
  990.     - NEXT: section_exit
  991.  
  992.   section_exit:
  993.     - CAMERA_BLEND: 2.0
  994.     - EXIT
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