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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 is the Standard PathMusic Dynamic State Set. It features the full range of Transitions that
- might occur throughout the course of a game. It is designed to take care of all the music changes by
- itself, without needing lots of specifically scripted events. Usually this is used in Multiplayer
- maps, but in some cases it may be used on Campaign maps as well. -->
-
-
-
- <!-- ******************************************************************************
- TOTAL STATE SET
- ****************************************************************************** -->
- <PathMusicGameDynamicStateSet id="Standard_Full" Category="STANDARD">
- <State>BaseBuilding</State>
- <State>ThreatLevel1</State>
- <State>ThreatLevel1_1</State>
- <State>GeneralCombat</State>
- <State>DisadvantageCombat</State>
- <State>EvenCombat</State>
- <State>AdvantageCombat</State>
- <State>VacuumBombTragedy</State>
- <State>DecimatorTragedy</State>
- <State>ParticleBeamTragedy</State>
- <State>RedAlert</State>
- </PathMusicGameDynamicStateSet>
-
- <!-- ******************************************************************************
- STATES
- ****************************************************************************** -->
-
- <!-- BaseBuilding : The initial State before anything has happened yet. -->
- <PathMusicGameDynamicState id="BaseBuilding" EnterEvent="Base">
- <Transition>BaseBuilding_to_ThreatLevel1</Transition>
- <Transition>BaseBuilding_to_GeneralCombat</Transition>
- <Transition>Anywhere_to_VacuumBombTragedy</Transition>
- <Transition>Anywhere_to_DecimatorTragedy</Transition>
- <Transition>Anywhere_to_ParticleBeamTragedy</Transition>
- <Transition>Anywhere_to_RedAlert</Transition>
- </PathMusicGameDynamicState>
- <!-- ThreatLevel1 : Indicates first contact, a very minor skirmish -->
- <PathMusicGameDynamicState id="ThreatLevel1" EnterEvent="Threat1">
- <Transition>ThreatLevel1_to_GeneralCombat</Transition>
- <Transition>Anywhere_to_VacuumBombTragedy</Transition>
- <Transition>Anywhere_to_DecimatorTragedy</Transition>
- <Transition>Anywhere_to_ParticleBeamTragedy</Transition>
- <Transition>Anywhere_to_RedAlert</Transition>
- </PathMusicGameDynamicState>
- <!-- ThreatLevel1_1 : Basically the same as ThreatLevel1, except that it lacks the punchy intro.
- This is what you fall back to when serious combat has ended -->
- <PathMusicGameDynamicState id="ThreatLevel1_1" EnterEvent="Threat1_1">
- <Transition>ThreatLevel1_1_to_GeneralCombat</Transition>
- <Transition>Anywhere_to_VacuumBombTragedy</Transition>
- <Transition>Anywhere_to_DecimatorTragedy</Transition>
- <Transition>Anywhere_to_ParticleBeamTragedy</Transition>
- <Transition>Anywhere_to_RedAlert</Transition>
- </PathMusicGameDynamicState>
- <!-- GeneralCombat : This is the gateway state for combat, you always enter through here. This requires
- that a significant amount of fighting is going on to trigger. It has a particularly notable intro as
- well -->
- <PathMusicGameDynamicState id="GeneralCombat" EnterEvent="Combat">
- <Transition>GeneralCombat_to_ThreatLevel1_1</Transition>
- <Transition>GeneralCombat_to_AdvantageCombat</Transition>
- <Transition>GeneralCombat_to_DisadvantageCombat</Transition>
- <Transition>Anywhere_to_VacuumBombTragedy</Transition>
- <Transition>Anywhere_to_DecimatorTragedy</Transition>
- <Transition>Anywhere_to_ParticleBeamTragedy</Transition>
- <Transition>Anywhere_to_RedAlert</Transition>
- </PathMusicGameDynamicState>
- <!-- AdvantageCombat : This implies that you have a clear advantage, and are about to win. It is
- particularly epic, so not something we want to play for minor victories -->
- <PathMusicGameDynamicState id="AdvantageCombat" EnterEvent="SetAdvantagePlayer">
- <Transition>AdvantageCombat_to_ThreatLevel1_1</Transition>
- <Transition>AdvantageCombat_to_EvenCombat</Transition>
- <Transition>Anywhere_to_VacuumBombTragedy</Transition>
- <Transition>Anywhere_to_DecimatorTragedy</Transition>
- <Transition>Anywhere_to_ParticleBeamTragedy</Transition>
- <Transition>Anywhere_to_RedAlert</Transition>
- </PathMusicGameDynamicState>
- <!-- DisadvantageCombat : You are in the midst of Combat, and are generally losing. Sad music. -->
- <PathMusicGameDynamicState id="DisadvantageCombat" EnterEvent="SetAdvantageEnemy">
- <Transition>DisadvantageCombat_to_ThreatLevel1_1</Transition>
- <Transition>DisadvantageCombat_to_EvenCombat</Transition>
- <Transition>DisadvantageCombat_to_AdvantageCombat</Transition>
- <Transition>Anywhere_to_VacuumBombTragedy</Transition>
- <Transition>Anywhere_to_DecimatorTragedy</Transition>
- <Transition>Anywhere_to_ParticleBeamTragedy</Transition>
- <Transition>Anywhere_to_RedAlert</Transition>
- </PathMusicGameDynamicState>
- <!-- EvenCombat : You are in the midst of combat, and are doing OK. Similar to GeneralCombat, but
- without qutie so much intro -->
- <PathMusicGameDynamicState id="EvenCombat" EnterEvent="ResetAdvantage">
- <Transition>EvenCombat_to_AdvantageCombat</Transition>
- <Transition>EvenCombat_to_DisadvantageCombat</Transition>
- <Transition>EvenCombat_to_ThreatLevel1_1</Transition>
- <Transition>Anywhere_to_VacuumBombTragedy</Transition>
- <Transition>Anywhere_to_DecimatorTragedy</Transition>
- <Transition>Anywhere_to_ParticleBeamTragedy</Transition>
- <Transition>Anywhere_to_RedAlert</Transition>
- </PathMusicGameDynamicState>
- <!-- VacuumBombTragedy : A group of your units have just been hit by the Soviet Super Weapon. Up yours! -->
- <PathMusicGameDynamicState id="VacuumBombTragedy" EnterEvent="UpYoursSoviet">
- <Transition>VacuumBombTragedy_to_ThreatLevel1_1</Transition>
- <Transition>Anywhere_to_RedAlert</Transition>
- </PathMusicGameDynamicState>
- <!-- DecimatorTragedy : A group of your units have just been hit by the Japanese Super Weapon. Up yours! -->
- <PathMusicGameDynamicState id="DecimatorTragedy" EnterEvent="UpYoursEmpire">
- <Transition>DecimatorTragedy_to_ThreatLevel1_1</Transition>
- <Transition>Anywhere_to_RedAlert</Transition>
- </PathMusicGameDynamicState>
- <!-- ParticleBeamTragedy : A group of your units have just been hit by the Allied Super Weapon. Up yours! -->
- <PathMusicGameDynamicState id="ParticleBeamTragedy" EnterEvent="UpYoursAllied">
- <Transition>ParticleBeamTragedy_to_ThreatLevel1_1</Transition>
- <Transition>Anywhere_to_RedAlert</Transition>
- </PathMusicGameDynamicState>
- <!-- RedAlert : The Player has hit the Red Alert button, panicky state. -->
- <PathMusicGameDynamicState id="RedAlert" EnterEvent="RedAlert">
- <Transition>RedAlert_to_ThreatLevel1_1</Transition>
- </PathMusicGameDynamicState>
-
- <!-- ******************************************************************************
- TRANSITIONS
- ****************************************************************************** -->
- <PathMusicGameDynamicTransition id="BaseBuilding_to_ThreatLevel1" DestinationState="ThreatLevel1">
- <Condition>SkirmishSmall</Condition>
- </PathMusicGameDynamicTransition>
- <PathMusicGameDynamicTransition id="BaseBuilding_to_GeneralCombat" DestinationState="GeneralCombat">
- <Condition>SkirmishMediumOnScreen</Condition>
- </PathMusicGameDynamicTransition>
-
- <PathMusicGameDynamicTransition id="ThreatLevel1_to_GeneralCombat" DestinationState="GeneralCombat">
- <Condition>ThreatLevel1_to_GeneralCombat_Allowed</Condition>
- </PathMusicGameDynamicTransition>
- <PathMusicGameDynamicTransition id="ThreatLevel1_1_to_GeneralCombat" DestinationState="GeneralCombat">
- <Condition>ThreatLevel1_1_to_GeneralCombat_Allowed</Condition>
- </PathMusicGameDynamicTransition>
-
-
- <PathMusicGameDynamicTransition id="GeneralCombat_to_AdvantageCombat" DestinationState="AdvantageCombat">
- <Condition>GeneralCombat_to_AdvantageCombat_Allowed</Condition>
- </PathMusicGameDynamicTransition>
- <PathMusicGameDynamicTransition id="GeneralCombat_to_DisadvantageCombat" DestinationState="DisadvantageCombat">
- <Condition>GeneralCombat_to_DisadvantageCombat_Allowed</Condition>
- </PathMusicGameDynamicTransition>
- <PathMusicGameDynamicTransition id="GeneralCombat_to_ThreatLevel1_1" DestinationState="ThreatLevel1_1">
- <Condition>GeneralCombat_to_ThreatLevel1_1_Allowed</Condition>
- </PathMusicGameDynamicTransition>
-
- <PathMusicGameDynamicTransition id="AdvantageCombat_to_ThreatLevel1_1" DestinationState="ThreatLevel1_1">
- <Condition>AdvantageCombat_to_ThreatLevel1_1_Allowed</Condition>
- </PathMusicGameDynamicTransition>
- <PathMusicGameDynamicTransition id="AdvantageCombat_to_EvenCombat" DestinationState="EvenCombat">
- <Condition>AdvantageCombat_to_EvenCombat_Allowed</Condition>
- </PathMusicGameDynamicTransition>
- <PathMusicGameDynamicTransition id="DisadvantageCombat_to_EvenCombat" DestinationState="EvenCombat">
- <Condition>DisadvantageCombat_to_EvenCombat_Allowed</Condition>
- </PathMusicGameDynamicTransition>
- <PathMusicGameDynamicTransition id="DisadvantageCombat_to_AdvantageCombat" DestinationState="AdvantageCombat">
- <Condition>DisadvantageCombat_to_AdvantageCombat_Allowed</Condition>
- </PathMusicGameDynamicTransition>
- <PathMusicGameDynamicTransition id="DisadvantageCombat_to_ThreatLevel1_1" DestinationState="ThreatLevel1_1">
- <Condition>DisadvantageCombat_to_ThreatLevel1_1_Allowed</Condition>
- </PathMusicGameDynamicTransition>
- <PathMusicGameDynamicTransition id="EvenCombat_to_AdvantageCombat" DestinationState="AdvantageCombat">
- <Condition>EvenCombat_to_AdvantageCombat_Allowed</Condition>
- </PathMusicGameDynamicTransition>
- <PathMusicGameDynamicTransition id="EvenCombat_to_DisadvantageCombat" DestinationState="DisadvantageCombat">
- <Condition>EvenCombat_to_DisadvantageCombat_Allowed</Condition>
- </PathMusicGameDynamicTransition>
- <PathMusicGameDynamicTransition id="EvenCombat_to_ThreatLevel1_1" DestinationState="ThreatLevel1_1">
- <Condition>EvenCombat_to_ThreatLevel1_1_Allowed</Condition>
- </PathMusicGameDynamicTransition>
- <PathMusicGameDynamicTransition id="VacuumBombTragedy_to_ThreatLevel1_1" DestinationState="ThreatLevel1_1">
- <Condition>VacuumBombTragedy_to_ThreatLevel1_1_Allowed</Condition>
- </PathMusicGameDynamicTransition>
- <PathMusicGameDynamicTransition id="DecimatorTragedy_to_ThreatLevel1_1" DestinationState="ThreatLevel1_1">
- <Condition>DecimatorTragedy_to_ThreatLevel1_1_Allowed</Condition>
- </PathMusicGameDynamicTransition>
- <PathMusicGameDynamicTransition id="ParticleBeamTragedy_to_ThreatLevel1_1" DestinationState="ThreatLevel1_1">
- <Condition>ParticleBeamTragedy_to_ThreatLevel1_1_Allowed</Condition>
- </PathMusicGameDynamicTransition>
- <PathMusicGameDynamicTransition id="RedAlert_to_ThreatLevel1_1" DestinationState="ThreatLevel1_1">
- <Condition>RedAlert_to_ThreatLevel1_1_Allowed</Condition>
- </PathMusicGameDynamicTransition>
-
- <PathMusicGameDynamicTransition id="Anywhere_to_VacuumBombTragedy" DestinationState="VacuumBombTragedy">
- <Condition>Anywhere_to_VacuumBombTragedy_Allowed</Condition>
- </PathMusicGameDynamicTransition>
- <PathMusicGameDynamicTransition id="Anywhere_to_DecimatorTragedy" DestinationState="DecimatorTragedy">
- <Condition>Anywhere_to_DecimatorTragedy_Allowed</Condition>
- </PathMusicGameDynamicTransition>
- <PathMusicGameDynamicTransition id="Anywhere_to_ParticleBeamTragedy" DestinationState="ParticleBeamTragedy">
- <Condition>Anywhere_to_ParticleBeamTragedy_Allowed</Condition>
- </PathMusicGameDynamicTransition>
- <PathMusicGameDynamicTransition id="Anywhere_to_RedAlert" DestinationState="RedAlert">
- <Condition>PlayerActiavtedRedAlert</Condition>
- </PathMusicGameDynamicTransition>
- <!-- ******************************************************************************
- CONDITIONS : General-Reuseable
- ****************************************************************************** -->
- <MusicScriptConditionNugget_Not id="NoEngagement" >
- <Condition>AnyEngagement</Condition>
- </MusicScriptConditionNugget_Not>
-
- <MusicScriptConditionNugget_Or id="AnyEngagement" >
- <Condition>PlayerUnitsEngagedSmall</Condition>
- <Condition>EnemyUnitsEngagedSmall</Condition>
- </MusicScriptConditionNugget_Or>
-
- <MusicScriptConditionNugget_Not id="NoSkirmish" >
- <Condition>SkirmishSmall</Condition>
- </MusicScriptConditionNugget_Not>
- <MusicScriptConditionNugget_And id="SkirmishSmall" >
- <Condition>PlayerUnitsEngagedSmall</Condition>
- <Condition>EnemyUnitsEngagedSmall</Condition>
- </MusicScriptConditionNugget_And>
- <MusicScriptConditionNugget_EngagementCount id="PlayerUnitsEngagedSmall"
- Count="1"
- Time="20s"
- CountOnlyEngagementsAgainstTheLocalPlayer="false"
- CountOnlyEngagementsByTheLocalPlayer="true"
- RequiredScreenStatus="ON_OR_OFF_SCREEN"
- TimeBetweenConditionChecks="0.5s"
- TargetFilter="PathMusicGameDynamicCombatTargets">
- </MusicScriptConditionNugget_EngagementCount>
- <MusicScriptConditionNugget_EngagementCount id="EnemyUnitsEngagedSmall"
- Count="1"
- Time="20s"
- CountOnlyEngagementsAgainstTheLocalPlayer="true"
- CountOnlyEngagementsByTheLocalPlayer="false"
- RequiredScreenStatus="ON_OR_OFF_SCREEN"
- TimeBetweenConditionChecks="0.5s"
- TargetFilter="PathMusicGameDynamicCombatTargets">
- </MusicScriptConditionNugget_EngagementCount>
- <MusicScriptConditionNugget_Not id="NoEngagementLongDuration" >
- <Condition>AnyEngagementLongDuration</Condition>
- </MusicScriptConditionNugget_Not>
- <MusicScriptConditionNugget_Or id="AnyEngagementLongDuration" >
- <Condition>PlayerUnitsEngagedSmallLongDuration</Condition>
- <Condition>EnemyUnitsEngagedSmallLongDuration</Condition>
- </MusicScriptConditionNugget_Or>
-
- <MusicScriptConditionNugget_EngagementCount id="PlayerUnitsEngagedSmallLongDuration"
- Count="1"
- Time="60s"
- CountOnlyEngagementsAgainstTheLocalPlayer="false"
- CountOnlyEngagementsByTheLocalPlayer="true"
- RequiredScreenStatus="ON_OR_OFF_SCREEN"
- TimeBetweenConditionChecks="0.5s"
- TargetFilter="PathMusicGameDynamicCombatTargets">
- </MusicScriptConditionNugget_EngagementCount>
- <MusicScriptConditionNugget_EngagementCount id="EnemyUnitsEngagedSmallLongDuration"
- Count="1"
- Time="60s"
- CountOnlyEngagementsAgainstTheLocalPlayer="true"
- CountOnlyEngagementsByTheLocalPlayer="false"
- RequiredScreenStatus="ON_OR_OFF_SCREEN"
- TimeBetweenConditionChecks="0.5s"
- TargetFilter="PathMusicGameDynamicCombatTargets">
- </MusicScriptConditionNugget_EngagementCount>
- <MusicScriptConditionNugget_And id="SkirmishMediumOnScreen" >
- <Condition>PlayerUnitsEngagedMediumOnScreen</Condition>
- <Condition>EnemyUnitsEngagedMediumOnScreen</Condition>
- </MusicScriptConditionNugget_And>
- <MusicScriptConditionNugget_EngagementCount id="PlayerUnitsEngagedMediumOnScreen"
- Count="3"
- Time="20s"
- CountOnlyEngagementsAgainstTheLocalPlayer="false"
- CountOnlyEngagementsByTheLocalPlayer="true"
- RequiredScreenStatus="ON_SCREEN"
- TimeBetweenConditionChecks="0.5s"
- TargetFilter="PathMusicGameDynamicCombatTargets">
- </MusicScriptConditionNugget_EngagementCount>
- <MusicScriptConditionNugget_EngagementCount id="EnemyUnitsEngagedMediumOnScreen"
- Count="3"
- Time="20s"
- CountOnlyEngagementsAgainstTheLocalPlayer="true"
- CountOnlyEngagementsByTheLocalPlayer="false"
- RequiredScreenStatus="ON_SCREEN"
- TimeBetweenConditionChecks="0.5s"
- TargetFilter="PathMusicGameDynamicCombatTargets">
- </MusicScriptConditionNugget_EngagementCount>
- <MusicScriptConditionNugget_EngagementCount id="AnyUnitsEngagedMediumOnScreen"
- Count="10"
- Time="20s"
- CountOnlyEngagementsAgainstTheLocalPlayer="false"
- CountOnlyEngagementsByTheLocalPlayer="false"
- RequiredScreenStatus="ON_SCREEN"
- TimeBetweenConditionChecks="0.5s"
- TargetFilter="PathMusicGameDynamicCombatTargets">
- </MusicScriptConditionNugget_EngagementCount>
- <MusicScriptConditionNugget_LocalPlayerKillRatio id="PlayerWinningBattleModerate"
- Time="20s"
- Ratio="2.0"
- RatioOp="GREATER_THAN_OR_EQUAL" >
- </MusicScriptConditionNugget_LocalPlayerKillRatio>
- <MusicScriptConditionNugget_ScoredKillCount id="PlayerScoredKillsMedium"
- Count="3"
- Time="20s"
- CountOnlyKillsAgainstTheLocalPlayer="false"
- CountOnlyKillsByTheLocalPlayer="true" >
- </MusicScriptConditionNugget_ScoredKillCount>
- <MusicScriptConditionNugget_LocalPlayerKillRatio id="EnemyWinningBattleModerate"
- Time="20s"
- Ratio="0.5"
- RatioOp="LESS_THAN_OR_EQUAL" >
- </MusicScriptConditionNugget_LocalPlayerKillRatio>
- <MusicScriptConditionNugget_ScoredKillCount id="EnemyScoredKillsMedium"
- Count="3"
- Time="20s"
- CountOnlyKillsAgainstTheLocalPlayer="true"
- CountOnlyKillsByTheLocalPlayer="false" >
- </MusicScriptConditionNugget_ScoredKillCount>
- <MusicScriptConditionNugget_And id="EvenBattle" >
- <Condition>EvenBattleLowerBound</Condition>
- <Condition>EvenBattleUpperBound</Condition>
- </MusicScriptConditionNugget_And>
-
- <MusicScriptConditionNugget_LocalPlayerKillRatio id="EvenBattleLowerBound"
- Time="20s"
- Ratio="0.9"
- RatioOp="GREATER_THAN_OR_EQUAL" >
- </MusicScriptConditionNugget_LocalPlayerKillRatio>
- <MusicScriptConditionNugget_LocalPlayerKillRatio id="EvenBattleUpperBound"
- Time="20s"
- Ratio="1.1"
- RatioOp="LESS_THAN_OR_EQUAL" >
- </MusicScriptConditionNugget_LocalPlayerKillRatio>
- <MusicScriptConditionNugget_ScoredKillCount id="PlayerDestroyedManyImportantStructures"
- Count="5"
- Time="120s"
- CountOnlyKillsAgainstTheLocalPlayer="false"
- CountOnlyKillsByTheLocalPlayer="true"
- Filter="PathMusicGameDynamicImportantStructures" >
- </MusicScriptConditionNugget_ScoredKillCount>
- <MusicScriptConditionNugget_HitBySuperWeapon id="PlayerUnitsHitByVacuumBomb"
- TrackedWeapon="VacuumBombIncrementalWeapon"
- Count="3"
- Time="0.5s"
- CountOnlyHitsAgainstTheLocalPlayer="true"
- TargetFilter="PathMusicGameDynamicSuperWeaponTargets" >
- </MusicScriptConditionNugget_HitBySuperWeapon>
- <MusicScriptConditionNugget_HitBySuperWeapon id="PlayerUnitsHitByDecimator"
- TrackedWeapon="TelekineticExplosion"
- Count="3"
- Time="0.5s"
- CountOnlyHitsAgainstTheLocalPlayer="true"
- TargetFilter="PathMusicGameDynamicSuperWeaponTargets" >
- </MusicScriptConditionNugget_HitBySuperWeapon>
- <MusicScriptConditionNugget_HitBySuperWeapon id="PlayerUnitsHitByParticleBeam"
- TrackedWeapon="ParticleAcceleratorFinalWeapon"
- Count="3"
- Time="0.5s"
- CountOnlyHitsAgainstTheLocalPlayer="true"
- TargetFilter="PathMusicGameDynamicSuperWeaponTargets" >
- </MusicScriptConditionNugget_HitBySuperWeapon>
- <MusicScriptConditionNugget_LocalPlayerHitRedAlertButton id="PlayerActiavtedRedAlert"
- DurationToReturnTrueAfterButtonHit="5.0s">
- </MusicScriptConditionNugget_LocalPlayerHitRedAlertButton>
- <MusicScriptConditionNugget_PathMusicStateLastActive id="ThreatLevel1ExitedWhileAgo"
- TrackedState="ThreatLevel1"
- TrackedStateChange="EXIT"
- TimeSinceLastActive="60s"
- TimeSicneLastActiveOp="GREATER_THAN_OR_EQUAL" >
- </MusicScriptConditionNugget_PathMusicStateLastActive>
- <MusicScriptConditionNugget_PathMusicStateLastActive id="ThreatLevel1EnteredMomentAgo"
- TrackedState="ThreatLevel1"
- TrackedStateChange="ENTER"
- TimeSinceLastActive="20s"
- TimeSicneLastActiveOp="GREATER_THAN_OR_EQUAL" >
- </MusicScriptConditionNugget_PathMusicStateLastActive>
- <MusicScriptConditionNugget_PathMusicStateLastActive id="ThreatLevel1_1EnteredMomentAgo"
- TrackedState="ThreatLevel1_1"
- TrackedStateChange="ENTER"
- TimeSinceLastActive="20s"
- TimeSicneLastActiveOp="GREATER_THAN_OR_EQUAL" >
- </MusicScriptConditionNugget_PathMusicStateLastActive>
- <MusicScriptConditionNugget_PathMusicStateLastActive id="GeneralCombatEnteredMomentAgo"
- TrackedState="GeneralCombat"
- TrackedStateChange="ENTER"
- TimeSinceLastActive="20s"
- TimeSicneLastActiveOp="GREATER_THAN_OR_EQUAL" >
- </MusicScriptConditionNugget_PathMusicStateLastActive>
- <MusicScriptConditionNugget_PathMusicStateLastActive id="DisadvantageCombatEnteredMomentAgo"
- TrackedState="DisadvantageCombat"
- TrackedStateChange="ENTER"
- TimeSinceLastActive="20s"
- TimeSicneLastActiveOp="GREATER_THAN_OR_EQUAL" >
- </MusicScriptConditionNugget_PathMusicStateLastActive>
- <MusicScriptConditionNugget_PathMusicStateLastActive id="EvenCombatEnteredMomentAgo"
- TrackedState="EvenCombat"
- TrackedStateChange="ENTER"
- TimeSinceLastActive="20s"
- TimeSicneLastActiveOp="GREATER_THAN_OR_EQUAL" >
- </MusicScriptConditionNugget_PathMusicStateLastActive>
- <MusicScriptConditionNugget_PathMusicStateLastActive id="AdvantageCombatEnteredWhileAgo"
- TrackedState="AdvantageCombat"
- TrackedStateChange="ENTER"
- TimeSinceLastActive="120s"
- TimeSicneLastActiveOp="GREATER_THAN_OR_EQUAL" >
- </MusicScriptConditionNugget_PathMusicStateLastActive>
- <MusicScriptConditionNugget_PathMusicStateLastActive id="AdvantageCombatExitedWhileAgo"
- TrackedState="AdvantageCombat"
- TrackedStateChange="EXIT"
- TimeSinceLastActive="120s"
- TimeSicneLastActiveOp="GREATER_THAN_OR_EQUAL" >
- </MusicScriptConditionNugget_PathMusicStateLastActive>
- <MusicScriptConditionNugget_And id="AllTragediesExitedLongTimeAgo" >
- <Condition>VacuumBombTragedyExitedLongTimeAgo</Condition>
- <Condition>DecimatorTragedyExitedLongTimeAgo</Condition>
- <Condition>ParticleBeamTragedyExitedLongTimeAgo</Condition>
- </MusicScriptConditionNugget_And>
- <MusicScriptConditionNugget_PathMusicStateLastActive id="VacuumBombTragedyExitedLongTimeAgo"
- TrackedState="VacuumBombTragedy"
- TrackedStateChange="EXIT"
- TimeSinceLastActive="3600s"
- TimeSicneLastActiveOp="GREATER_THAN_OR_EQUAL" >
- </MusicScriptConditionNugget_PathMusicStateLastActive>
- <MusicScriptConditionNugget_PathMusicStateLastActive id="DecimatorTragedyExitedLongTimeAgo"
- TrackedState="DecimatorTragedy"
- TrackedStateChange="EXIT"
- TimeSinceLastActive="3600s"
- TimeSicneLastActiveOp="GREATER_THAN_OR_EQUAL" >
- </MusicScriptConditionNugget_PathMusicStateLastActive>
- <MusicScriptConditionNugget_PathMusicStateLastActive id="ParticleBeamTragedyExitedLongTimeAgo"
- TrackedState="ParticleBeamTragedy"
- TrackedStateChange="EXIT"
- TimeSinceLastActive="3600s"
- TimeSicneLastActiveOp="GREATER_THAN_OR_EQUAL" >
- </MusicScriptConditionNugget_PathMusicStateLastActive>
- <MusicScriptConditionNugget_PathMusicStateLastActive id="VacuumBombTragedyEnteredShortWhileAgo"
- TrackedState="VacuumBombTragedy"
- TrackedStateChange="ENTER"
- TimeSinceLastActive="60s"
- TimeSicneLastActiveOp="GREATER_THAN_OR_EQUAL" >
- </MusicScriptConditionNugget_PathMusicStateLastActive>
- <MusicScriptConditionNugget_PathMusicStateLastActive id="DecimatorTragedyEnteredShortWhileAgo"
- TrackedState="DecimatorTragedy"
- TrackedStateChange="ENTER"
- TimeSinceLastActive="60s"
- TimeSicneLastActiveOp="GREATER_THAN_OR_EQUAL" >
- </MusicScriptConditionNugget_PathMusicStateLastActive>
- <MusicScriptConditionNugget_PathMusicStateLastActive id="ParticleBeamTragedyEnteredShortWhileAgo"
- TrackedState="ParticleBeamTragedy"
- TrackedStateChange="ENTER"
- TimeSinceLastActive="60s"
- TimeSicneLastActiveOp="GREATER_THAN_OR_EQUAL" >
- </MusicScriptConditionNugget_PathMusicStateLastActive>
- <MusicScriptConditionNugget_PathMusicStateLastActive id="RedAlertEnteredShortWhileAgo"
- TrackedState="RedAlert"
- TrackedStateChange="ENTER"
- TimeSinceLastActive="60s"
- TimeSicneLastActiveOp="GREATER_THAN_OR_EQUAL" >
- </MusicScriptConditionNugget_PathMusicStateLastActive>
- <MusicScriptConditionNugget_PathMusicStateCurrentlyActive id="GeneralCombatCurrentlyActive"
- TrackedState="GeneralCombat" >
- </MusicScriptConditionNugget_PathMusicStateCurrentlyActive>
-
- <MusicScriptConditionNugget_PathMusicStateCurrentlyActive id="AdvantageCombatCurrentlyActive"
- TrackedState="AdvantageCombat" >
- </MusicScriptConditionNugget_PathMusicStateCurrentlyActive>
- <MusicScriptConditionNugget_PathMusicStateCurrentlyActive id="VacuumBombTragedyCurrentlyActive"
- TrackedState="VacuumBombTragedy" >
- </MusicScriptConditionNugget_PathMusicStateCurrentlyActive>
- <MusicScriptConditionNugget_PathMusicStateCurrentlyActive id="DecimatorTragedyCurrentlyActive"
- TrackedState="DecimatorTragedy" >
- </MusicScriptConditionNugget_PathMusicStateCurrentlyActive>
- <MusicScriptConditionNugget_PathMusicStateCurrentlyActive id="ParticleBeamTragedyCurrentlyActive"
- TrackedState="ParticleBeamTragedy" >
- </MusicScriptConditionNugget_PathMusicStateCurrentlyActive>
- <MusicScriptConditionNugget_PathMusicStateCurrentlyActive id="RedAlertCurrentlyActive"
- TrackedState="RedAlert" >
- </MusicScriptConditionNugget_PathMusicStateCurrentlyActive>
- <MusicScriptConditionNugget_Not id="AdvantageCombatNotCurrentlyActive" >
- <Condition>AdvantageCombatCurrentlyActive</Condition>
- </MusicScriptConditionNugget_Not>
-
-
- <!-- ******************************************************************************
- CONDITIONS : Transition-Specific Combinations
- ****************************************************************************** -->
- <MusicScriptConditionNugget_And id="ThreatLevel1_to_GeneralCombat_Allowed" >
- <Condition>ThreatLevel1EnteredMomentAgo</Condition>
- <Condition>SkirmishMediumOnScreen</Condition>
- </MusicScriptConditionNugget_And>
-
-
- <MusicScriptConditionNugget_And id="ThreatLevel1_1_to_GeneralCombat_Allowed" >
- <Condition>ThreatLevel1_1EnteredMomentAgo</Condition>
- <Condition>SkirmishMediumOnScreen</Condition>
- </MusicScriptConditionNugget_And>
-
- <MusicScriptConditionNugget_And id="GeneralCombat_to_ThreatLevel1_1_Allowed" >
- <Condition>GeneralCombatCurrentlyActive</Condition>
- <Condition>GeneralCombatEnteredMomentAgo</Condition>
- <Condition>NoEngagementLongDuration</Condition>
- </MusicScriptConditionNugget_And>
- <MusicScriptConditionNugget_And id="GeneralCombat_to_DisadvantageCombat_Allowed" >
- <Condition>GeneralCombatCurrentlyActive</Condition>
- <Condition>GeneralCombatEnteredMomentAgo</Condition>
- <Condition>EnemyWinningBattleModerate</Condition>
- <Condition>EnemyScoredKillsMedium</Condition>
- </MusicScriptConditionNugget_And>
- <MusicScriptConditionNugget_And id="GeneralCombat_to_AdvantageCombat_Allowed" >
- <Condition>GeneralCombatCurrentlyActive</Condition>
- <Condition>GeneralCombatEnteredMomentAgo</Condition>
- <Condition>PlayerDestroyedManyImportantStructures</Condition>
- <Condition>AdvantageCombatNotCurrentlyActive</Condition>
- <Condition>AdvantageCombatExitedWhileAgo</Condition>
- </MusicScriptConditionNugget_And>
- <MusicScriptConditionNugget_And id="DisadvantageCombat_to_ThreatLevel1_1_Allowed" >
- <Condition>DisadvantageCombatEnteredMomentAgo</Condition>
- <Condition>NoEngagementLongDuration</Condition>
- </MusicScriptConditionNugget_And>
- <MusicScriptConditionNugget_And id="DisadvantageCombat_to_EvenCombat_Allowed" >
- <Condition>DisadvantageCombatEnteredMomentAgo</Condition>
- <Condition>PlayerWinningBattleModerate</Condition>
- <Condition>PlayerScoredKillsMedium</Condition>
- </MusicScriptConditionNugget_And>
- <MusicScriptConditionNugget_And id="DisadvantageCombat_to_AdvantageCombat_Allowed" >
- <Condition>DisadvantageCombatEnteredMomentAgo</Condition>
- <Condition>PlayerDestroyedManyImportantStructures</Condition>
- <Condition>AdvantageCombatNotCurrentlyActive</Condition>
- <Condition>AdvantageCombatExitedWhileAgo</Condition>
- </MusicScriptConditionNugget_And>
- <MusicScriptConditionNugget_And id="EvenCombat_to_ThreatLevel1_1_Allowed" >
- <Condition>EvenCombatEnteredMomentAgo</Condition>
- <Condition>NoEngagementLongDuration</Condition>
- </MusicScriptConditionNugget_And>
- <MusicScriptConditionNugget_And id="EvenCombat_to_DisadvantageCombat_Allowed" >
- <Condition>EvenCombatEnteredMomentAgo</Condition>
- <Condition>EnemyWinningBattleModerate</Condition>
- <Condition>EnemyScoredKillsMedium</Condition>
- </MusicScriptConditionNugget_And>
- <MusicScriptConditionNugget_And id="EvenCombat_to_AdvantageCombat_Allowed" >
- <Condition>EvenCombatEnteredMomentAgo</Condition>
- <Condition>PlayerDestroyedManyImportantStructures</Condition>
- <Condition>AdvantageCombatNotCurrentlyActive</Condition>
- <Condition>AdvantageCombatExitedWhileAgo</Condition>
- </MusicScriptConditionNugget_And>
- <MusicScriptConditionNugget_And id="AdvantageCombat_to_ThreatLevel1_1_Allowed" >
- <Condition>AdvantageCombatEnteredWhileAgo</Condition>
- <Condition>AdvantageCombatCurrentlyActive</Condition>
- <Condition>NoEngagementLongDuration</Condition>
- </MusicScriptConditionNugget_And>
- <MusicScriptConditionNugget_And id="AdvantageCombat_to_EvenCombat_Allowed" >
- <Condition>AdvantageCombatEnteredWhileAgo</Condition>
- <Condition>AdvantageCombatCurrentlyActive</Condition>
- <Condition>AnyEngagementLongDuration</Condition>
- </MusicScriptConditionNugget_And>
- <MusicScriptConditionNugget_And id="VacuumBombTragedy_to_ThreatLevel1_1_Allowed" >
- <Condition>VacuumBombTragedyEnteredShortWhileAgo</Condition>
- <Condition>VacuumBombTragedyCurrentlyActive</Condition>
- </MusicScriptConditionNugget_And>
- <MusicScriptConditionNugget_And id="DecimatorTragedy_to_ThreatLevel1_1_Allowed" >
- <Condition>DecimatorTragedyEnteredShortWhileAgo</Condition>
- <Condition>DecimatorTragedyCurrentlyActive</Condition>
- </MusicScriptConditionNugget_And>
- <MusicScriptConditionNugget_And id="ParticleBeamTragedy_to_ThreatLevel1_1_Allowed" >
- <Condition>ParticleBeamTragedyEnteredShortWhileAgo</Condition>
- <Condition>ParticleBeamTragedyCurrentlyActive</Condition>
- </MusicScriptConditionNugget_And>
- <MusicScriptConditionNugget_And id="RedAlert_to_ThreatLevel1_1_Allowed" >
- <Condition>RedAlertEnteredShortWhileAgo</Condition>
- <Condition>RedAlertCurrentlyActive</Condition>
- </MusicScriptConditionNugget_And>
-
- <MusicScriptConditionNugget_And id="Anywhere_to_VacuumBombTragedy_Allowed" >
- <Condition>AllTragediesExitedLongTimeAgo</Condition>
- <Condition>PlayerUnitsHitByVacuumBomb</Condition>
- </MusicScriptConditionNugget_And>
- <MusicScriptConditionNugget_And id="Anywhere_to_DecimatorTragedy_Allowed" >
- <Condition>AllTragediesExitedLongTimeAgo</Condition>
- <Condition>PlayerUnitsHitByDecimator</Condition>
- </MusicScriptConditionNugget_And>
- <MusicScriptConditionNugget_And id="Anywhere_to_ParticleBeamTragedy_Allowed" >
- <Condition>AllTragediesExitedLongTimeAgo</Condition>
- <Condition>PlayerUnitsHitByParticleBeam</Condition>
- </MusicScriptConditionNugget_And>
-
- <!-- ******************************************************************************
- EXTRA DATA : Stuff that isn't specific to PathMusicGameDynamic State
- ****************************************************************************** -->
- <ObjectFilterAsset id="PathMusicGameDynamicImportantStructures">
- <Filter
- Rule="ANY"
- Include="STRUCTURE"
- Exclude="FS_BASE_DEFENSE DEFENSIVE_WALL WALL_UPGRADE WALL_PIECE WALL_HUB WALL_SEGMENT SCALEABLE_WALL WALL_GATE SUMMONED">
- </Filter>
- </ObjectFilterAsset>
- <ObjectFilterAsset id="PathMusicGameDynamicActiveStructures">
- <Filter
- Rule="ANY"
- Include="STRUCTURE"
- Exclude="DEFENSIVE_WALL WALL_UPGRADE WALL_PIECE WALL_HUB WALL_SEGMENT SCALEABLE_WALL WALL_GATE SUMMONED">
- </Filter>
- </ObjectFilterAsset>
- <ObjectFilterAsset id="PathMusicGameDynamicCombatTargets">
- <Filter
- Rule="ALL"
- Relationship="ENEMIES">
- </Filter>
- </ObjectFilterAsset>
-
- <ObjectFilterAsset id="PathMusicGameDynamicSuperWeaponTargets">
- <Filter
- Rule="ALL"
- Relationship="ENEMIES">
- </Filter>
- </ObjectFilterAsset>
-
- </AssetDeclaration>
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