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sound_snd_item.mes
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2001-03-13
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114 lines
// Item sounds range 4000-5999
// * weapons only
// subtypes begin at multiples of 10 and are values of TIG_Art_Weapon in art.h (minus 2, since no_weapon and unarmed are not items)
// --- daggers start at 4000
{4000}{swish_thin.wav} //Use
{4001}{} //Busted
{4002}{} //Destroyed
{4003}{} //*Miss
{4004}{} //*Hit 1 (if empty default to weapon material to target material table.)
{4005}{} //*Hit 2 (if empty default to weapon material to target material table.)
{4006}{} //*Critical Hit (if empty default to weapon material to target material table.)
{4007}{} //*Out of ammo. If empty, play nothing
// --- one-handed swords start at 4010
{4010}{swish_medium.wav} //Use
{4011}{} //Busted
{4012}{} //Destroyed
{4013}{} //*Miss
{4014}{} //*Hit 1 (if empty default to weapon material to target material table.)
{4015}{} //*Hit 2 (if empty default to weapon material to target material table.)
{4016}{} //*Critical Hit (if empty default to weapon material to target material table.)
{4017}{} //*Out of ammo. If empty, play nothing
// --- axes start at 4020
// --- maces/hammers start at 4030
{4030}{swish_heavy.wav} //Use
{4031}{} //Busted
{4032}{} //Destroyed
{4033}{} //*Miss
{4034}{} //*Hit 1 (if empty default to weapon material to target material table.)
{4035}{} //*Hit 2 (if empty default to weapon material to target material table.)
{4036}{} //*Critical Hit (if empty default to weapon material to target material table.)
{4037}{} //*Out of ammo. If empty, play nothing
// --- pistols start at 40
{4040}{shoot_pistol.wav} //Use
{4041}{break_gun_small.wav} //Busted
{4042}{break_gun_small.wav} //Destroyed
{4043}{RICOCHET.wav} //*Miss
{4044}{} //*Hit 1 (if empty default to weapon material to target material table.)
{4045}{} //*Hit 2 (if empty default to weapon material to target material table.)
{4046}{} //*Critical Hit (if empty default to weapon material to target material table.)
{4047}{gun-out-of-ammo.wav} //*Out of ammo. If empty, play nothing
// --- two-handed swords start at 50
// --- bows start at 60
{4060}{shoot_bow.wav} //Use
{4061}{break_bow.wav} //Busted
{4062}{break_bow.wav} //Destroyed
{4063}{} //*Miss
{4064}{} //*Hit 1 (if empty default to weapon material to target material table.)
{4065}{} //*Hit 2 (if empty default to weapon material to target material table.)
{4066}{} //*Critical Hit (if empty default to weapon material to target material table.)
{4067}{} //*Out of ammo. If empty, play nothing
// --- rifles/hi tech guns start at 80
{4080}{shoot_rifle.wav} //Use
{4081}{break_gun_big.wav} //Busted
{4082}{break_gun_big.wav} //Destroyed
{4083}{RICOCHET.wav} //*Miss
{4084}{} //*Hit 1 (if empty default to weapon material to target material table.)
{4085}{} //*Hit 2 (if empty default to weapon material to target material table.)
{4086}{} //*Critical Hit (if empty default to weapon material to target material table.)
{4087}{gun-out-of-ammo.wav} //*Out of ammo. If empty, play nothing
// --- staffs start at 110
// Wolf Teeth???
{5060}{critter_wolf_miss.wav} //Use
{5061}{} //Busted
{5062}{} //Destroyed
{5063}{critter_wolf_miss.wav} //*Miss
{5064}{} //*Hit 1 (if empty default to weapon material to target material table.)
{5065}{} //*Hit 2 (if empty default to weapon material to target material table.)
{5066}{} //*Critical Hit (if empty default to weapon material to target material table.)
{5067}{} //*Out of ammo. If empty, play nothing
// General item sounds ------------------------------------
// Picking up sounds
{5950}{item_pick_up.wav} // flesh
{5951}{item_pick_up.wav} // light metal
{5952}{item_pick_up.wav} // heavy metal
{5953}{item_pick_up.wav} // stone
{5954}{item_pick_up.wav} // wood
{5955}{item_pick_up.wav} // glass
{5956}{item_pick_up.wav} // cloth
{5957}{item_pick_up.wav} // paper
{5958}{BagOfCoins.wav} // coins
// Dropping sounds
{5960}{item_drop.wav} // flesh
{5961}{item_drop.wav} // light metal
{5962}{item_drop.wav} // heavy metal
{5963}{item_drop.wav} // stone
{5964}{item_drop.wav} // wood
{5965}{item_drop.wav} // glass
{5966}{item_drop.wav} // cloth
{5967}{item_drop.wav} // paper
{5968}{BagOfCoins.wav} // coins