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- <?xml version="1.0" encoding="utf-8"?>
- <AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
- <!-- This file contains PathMusic Dynamic State Sets which are specially designed to work with
- campaigns. They are usually truncated verions of the Standard Full State Set. They allow
- a certain degree of dynamic music detection, but will still keep the music within a certain
- "feel" for the circumstances of the campaign. It relies on certain portions of the Standard
- Full set. -->
-
-
-
- <!-- ______________________________________________________________________________________________ -->
- <!-- ******************************************************************************
- TOTAL STATE SET
- ****************************************************************************** -->
- <PathMusicGameDynamicStateSet id="CombatOnly_Full" Category="SCRIPTED">
- <State>CombatOnly_GeneralCombat</State>
- <State>CombatOnly_DisadvantageCombat</State>
- <State>CombatOnly_EvenCombat</State>
- </PathMusicGameDynamicStateSet>
- <!-- ******************************************************************************
- STATES
- ****************************************************************************** -->
- <PathMusicGameDynamicState id="CombatOnly_GeneralCombat" EnterEvent="Combat">
- <Transition>CombatOnly_GeneralCombat_to_CombatOnly_DisadvantageCombat</Transition>
- </PathMusicGameDynamicState>
- <PathMusicGameDynamicState id="CombatOnly_DisadvantageCombat" EnterEvent="SetAdvantageEnemy">
- <Transition>CombatOnly_DisadvantageCombat_to_CombatOnly_EvenCombat</Transition>
- </PathMusicGameDynamicState>
- <PathMusicGameDynamicState id="CombatOnly_EvenCombat" EnterEvent="ResetAdvantage">
- <Transition>CombatOnly_EvenCombat_to_CombatOnly_DisadvantageCombat</Transition>
- </PathMusicGameDynamicState>
- <!-- ******************************************************************************
- TRANSITIONS
- ****************************************************************************** -->
- <PathMusicGameDynamicTransition id="CombatOnly_GeneralCombat_to_CombatOnly_DisadvantageCombat"
- DestinationState="CombatOnly_DisadvantageCombat">
- <Condition>CombatOnly_GeneralCombat_to_CombatOnly_DisadvantageCombat_Allowed</Condition>
- </PathMusicGameDynamicTransition>
- <PathMusicGameDynamicTransition id="CombatOnly_DisadvantageCombat_to_CombatOnly_EvenCombat"
- DestinationState="CombatOnly_EvenCombat">
- <Condition>CombatOnly_DisadvantageCombat_to_CombatOnly_EvenCombat_Allowed</Condition>
- </PathMusicGameDynamicTransition>
- <PathMusicGameDynamicTransition id="CombatOnly_EvenCombat_to_CombatOnly_DisadvantageCombat"
- DestinationState="CombatOnly_DisadvantageCombat">
- <Condition>CombatOnly_EvenCombat_to_CombatOnly_DisadvantageCombat_Allowed</Condition>
- </PathMusicGameDynamicTransition>
- <!-- ******************************************************************************
- CONDITIONS : General-Reuseable
- ****************************************************************************** -->
- <MusicScriptConditionNugget_PathMusicStateCurrentlyActive id="CombatOnly_GeneralCombatCurrentlyActive"
- TrackedState="CombatOnly_GeneralCombat" >
- </MusicScriptConditionNugget_PathMusicStateCurrentlyActive>
- <MusicScriptConditionNugget_PathMusicStateLastActive id="CombatOnly_GeneralCombatEnteredMomentAgo"
- TrackedState="CombatOnly_GeneralCombat"
- TrackedStateChange="ENTER"
- TimeSinceLastActive="20s"
- TimeSicneLastActiveOp="GREATER_THAN_OR_EQUAL" >
- </MusicScriptConditionNugget_PathMusicStateLastActive>
- <MusicScriptConditionNugget_PathMusicStateLastActive id="CombatOnly_DisadvantageCombatEnteredMomentAgo"
- TrackedState="CombatOnly_DisadvantageCombat"
- TrackedStateChange="ENTER"
- TimeSinceLastActive="20s"
- TimeSicneLastActiveOp="GREATER_THAN_OR_EQUAL" >
- </MusicScriptConditionNugget_PathMusicStateLastActive>
- <MusicScriptConditionNugget_PathMusicStateLastActive id="CombatOnly_EvenCombatEnteredMomentAgo"
- TrackedState="CombatOnly_EvenCombat"
- TrackedStateChange="ENTER"
- TimeSinceLastActive="20s"
- TimeSicneLastActiveOp="GREATER_THAN_OR_EQUAL" >
- </MusicScriptConditionNugget_PathMusicStateLastActive>
- <!-- ******************************************************************************
- CONDITIONS : Transition-Specific Combinations
- ****************************************************************************** -->
- <MusicScriptConditionNugget_And id="CombatOnly_GeneralCombat_to_CombatOnly_DisadvantageCombat_Allowed" >
- <Condition>CombatOnly_GeneralCombatCurrentlyActive</Condition>
- <Condition>CombatOnly_GeneralCombatEnteredMomentAgo</Condition>
- <Condition>EnemyWinningBattleModerate</Condition>
- <Condition>EnemyScoredKillsMedium</Condition>
- </MusicScriptConditionNugget_And>
- <MusicScriptConditionNugget_And id="CombatOnly_DisadvantageCombat_to_CombatOnly_EvenCombat_Allowed" >
- <Condition>CombatOnly_DisadvantageCombatEnteredMomentAgo</Condition>
- <Condition>PlayerWinningBattleModerate</Condition>
- <Condition>PlayerScoredKillsMedium</Condition>
- </MusicScriptConditionNugget_And>
- <MusicScriptConditionNugget_And id="CombatOnly_EvenCombat_to_CombatOnly_DisadvantageCombat_Allowed" >
- <Condition>CombatOnly_EvenCombatEnteredMomentAgo</Condition>
- <Condition>EnemyWinningBattleModerate</Condition>
- <Condition>EnemyScoredKillsMedium</Condition>
- </MusicScriptConditionNugget_And>
-
-
- <!-- ________________________________________________________________________________________________________-->
-
-
-
- <!-- ******************************************************************************
- TOTAL STATE SET
- ****************************************************************************** -->
- <PathMusicGameDynamicStateSet id="CombatOnly_NoLeadIn" Category="SCRIPTED">
- <State>CombatOnly_NoLeadIn_GeneralCombat</State>
- <State>CombatOnly_DisadvantageCombat</State>
- <State>CombatOnly_EvenCombat</State>
- </PathMusicGameDynamicStateSet>
- <!-- ******************************************************************************
- STATES
- ****************************************************************************** -->
- <PathMusicGameDynamicState id="CombatOnly_NoLeadIn_GeneralCombat" >
- <Transition>CombatOnly_NoLeadIn_GeneralCombat_to_CombatOnly_DisadvantageCombat</Transition>
- </PathMusicGameDynamicState>
- <!-- ******************************************************************************
- TRANSITIONS
- ****************************************************************************** -->
- <PathMusicGameDynamicTransition id="CombatOnly_NoLeadIn_GeneralCombat_to_CombatOnly_DisadvantageCombat"
- DestinationState="CombatOnly_DisadvantageCombat">
- <Condition>CombatOnly_NoLeadIn_GeneralCombat_to_CombatOnly_DisadvantageCombat_Allowed</Condition>
- </PathMusicGameDynamicTransition>
- <!-- ******************************************************************************
- CONDITIONS : General-Reuseable
- ****************************************************************************** -->
- <MusicScriptConditionNugget_PathMusicStateCurrentlyActive id="CombatOnly_NoLeadIn_GeneralCombatCurrentlyActive"
- TrackedState="CombatOnly_NoLeadIn_GeneralCombat" >
- </MusicScriptConditionNugget_PathMusicStateCurrentlyActive>
- <MusicScriptConditionNugget_PathMusicStateLastActive id="CombatOnly_NoLeadIn_GeneralCombatEnteredMomentAgo"
- TrackedState="CombatOnly_NoLeadIn_GeneralCombat"
- TrackedStateChange="ENTER"
- TimeSinceLastActive="20s"
- TimeSicneLastActiveOp="GREATER_THAN_OR_EQUAL" >
- </MusicScriptConditionNugget_PathMusicStateLastActive>
- <!-- ******************************************************************************
- CONDITIONS : Transition-Specific Combinations
- ****************************************************************************** -->
- <MusicScriptConditionNugget_And id="CombatOnly_NoLeadIn_GeneralCombat_to_CombatOnly_DisadvantageCombat_Allowed" >
- <Condition>CombatOnly_NoLeadIn_GeneralCombatCurrentlyActive</Condition>
- <Condition>CombatOnly_NoLeadIn_GeneralCombatEnteredMomentAgo</Condition>
- <Condition>EnemyWinningBattleModerate</Condition>
- <Condition>EnemyScoredKillsMedium</Condition>
- </MusicScriptConditionNugget_And>
-
-
- <!-- ________________________________________________________________________________________________________-->
- <!-- ******************************************************************************
- TOTAL STATE SET
- ****************************************************************************** -->
- <PathMusicGameDynamicStateSet id="Standard_NoLeadIn" Category="SCRIPTED">
- <State>NoLeadIn_BaseBuilding</State>
- <State>ThreatLevel1</State>
- <State>ThreatLevel1_1</State>
- <State>GeneralCombat</State>
- <State>DisadvantageCombat</State>
- <State>EvenCombat</State>
- <State>AdvantageCombat</State>
- </PathMusicGameDynamicStateSet>
-
- <!-- ******************************************************************************
- STATES
- ****************************************************************************** -->
- <PathMusicGameDynamicState id="NoLeadIn_BaseBuilding">
- <Transition>NoLeadIn_BaseBuilding_to_ThreatLevel1</Transition>
- <Transition>NoLeadIn_BaseBuilding_to_GeneralCombat</Transition>
- </PathMusicGameDynamicState>
- <!-- ******************************************************************************
- TRANSITIONS
- ****************************************************************************** -->
- <PathMusicGameDynamicTransition id="NoLeadIn_BaseBuilding_to_ThreatLevel1" DestinationState="ThreatLevel1">
- <Condition>SkirmishSmall</Condition>
- </PathMusicGameDynamicTransition>
- <PathMusicGameDynamicTransition id="NoLeadIn_BaseBuilding_to_GeneralCombat" DestinationState="GeneralCombat">
- <Condition>SkirmishMediumOnScreen</Condition>
- </PathMusicGameDynamicTransition>
-
- <!-- ________________________________________________________________________________________________________-->
-
- <!-- ******************************************************************************
- TOTAL STATE SET
- ****************************************************************************** -->
- <PathMusicGameDynamicStateSet id="ThreatAndCombat_NoLeadIn" Category="SCRIPTED">
- <State>NoLeadIn_ThreatLevel1</State>
- <State>ThreatLevel1_1</State>
- <State>GeneralCombat</State>
- <State>DisadvantageCombat</State>
- <State>EvenCombat</State>
- <State>AdvantageCombat</State>
- </PathMusicGameDynamicStateSet>
- <!-- ******************************************************************************
- STATES
- ****************************************************************************** -->
- <PathMusicGameDynamicState id="NoLeadIn_ThreatLevel1">
- <Transition>NoLeadIn_ThreatLevel1_to_GeneralCombat</Transition>
- </PathMusicGameDynamicState>
- <!-- ******************************************************************************
- TRANSITIONS
- ****************************************************************************** -->
-
- <!-- Note that unlike the Standard ThreatLevel_1_to_GeneralCombat Transition, we are not requiring that you
- have been in the ThreatLevel_1 State for x seconds. It is assumed that since this is "NoLeadIn", you have
- already been listening to the music for a while and can transition out at any time. -->
- <PathMusicGameDynamicTransition id="NoLeadIn_ThreatLevel1_to_GeneralCombat" DestinationState="GeneralCombat">
- <Condition>SkirmishMediumOnScreen</Condition>
- </PathMusicGameDynamicTransition>
- </AssetDeclaration>
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