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MK.lua
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MK.lua
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--[[
Replace or add your own sound files to use a different set of sounds
]]--
-- Add a new pack if you use multiple sounds for an event
local MK_Pack = {};
MK_Pack["MKOMBAT_DEATH"] = {};
MK_Pack["MKOMBAT_COMBAT"] = {};
MK_Pack["MKOMBAT_POSITIVE"] = {};
MK_Pack["ENEMY_TARGET"] = {};
MK_Pack["MKOMBAT_PARRY"] = {};
MK_Pack["MKOMBAT_WIN"] = {};
-- Name the pack. "This" will be typed to load the pack.
MK_Pack["NAME"] = "MKombat";
-- Enter the path for where your sound files are loacted.
local soundPath = "Interface\\AddOns\\MKombat\\Sounds\\MK\\";
-- DEATH sounds, one is randomly played when you die. You can add additional sounds by using
-- the same format shown: table.insert( MKOMBAT_DEATH, soundPath .. "sound_file" );
table.insert( MK_Pack["MKOMBAT_DEATH"], soundPath .. "pathetic.wav" );
table.insert( MK_Pack["MKOMBAT_DEATH"], soundPath .. "URNTHING.wav" );
table.insert( MK_Pack["MKOMBAT_DEATH"], soundPath .. "WEAK.wav" );
table.insert( MK_Pack["MKOMBAT_DEATH"], soundPath .. "IOUS.wav" );
table.insert( MK_Pack["MKOMBAT_DEATH"], soundPath .. "homer.wav" );
table.insert( MK_Pack["MKOMBAT_DEATH"], soundPath .. "nelson.wav" );
-- Played when TARGETS are detected. Either NPC, an enemy player, or duel request
table.insert( MK_Pack["ENEMY_TARGET"], soundPath .. "destiny.wav" );
table.insert( MK_Pack["ENEMY_TARGET"], soundPath .. "TYM.wav" );
table.insert( MK_Pack["ENEMY_TARGET"], soundPath .. "prepare.wav" );
-- Played when CRITS are detected. Currently it detects crits you do as well as others
table.insert( MK_Pack["MKOMBAT_POSITIVE"], soundPath .. "welldone.wav" );
table.insert( MK_Pack["MKOMBAT_POSITIVE"], soundPath .. "excelent.wav" );
table.insert( MK_Pack["MKOMBAT_POSITIVE"], soundPath .. "OUTSTAND.wav" );
-- Played when DODGES are detected.
table.insert( MK_Pack["MKOMBAT_PARRY"], soundPath .. "evade.wav")
table.insert( MK_Pack["MKOMBAT_PARRY"], soundPath .. "punishhim.wav");
table.insert( MK_Pack["MKOMBAT_PARRY"], soundPath .. "parry.wav");
-- Played when COMBO POINTS are detected. (5 combo point sound is same as "FINISH_THEM" wave above.)
MK_Pack["MKOMBAT_COMBO1"] = soundPath .. "combo1.mp3"; --1 combo point
MK_Pack["MKOMBAT_COMBO2"] = soundPath .. "combo2.mp3"; --2 combo points
MK_Pack["MKOMBAT_COMBO3"] = soundPath .. "combo3.mp3"; --3 combo points
MK_Pack["MKOMBAT_COMBO4"] = soundPath .. "combo4.mp3"; --4 combo points
-- COMBAT MUSIC, add or remove your music preferences
table.insert( MK_Pack["MKOMBAT_COMBAT"], soundPath .. "mkedit.mp3" );
table.insert( MK_Pack["MKOMBAT_COMBAT"], soundPath .. "matrix.mp3" );
table.insert( MK_Pack["MKOMBAT_COMBAT"], soundPath .. "blade.mp3" );
-- victory
table.insert( MK_Pack["MKOMBAT_WIN"], soundPath .. "mk4flaw.wav");
table.insert( MK_Pack["MKOMBAT_WIN"], soundPath .. "SKFATAL.wav");
table.insert( MK_Pack["MKOMBAT_WIN"], soundPath .. "skbrute.wav");
table.insert( MK_Pack["MKOMBAT_WIN"], soundPath .. "SUPURB.wav");
table.insert( MK_Pack["MKOMBAT_WIN"], soundPath .. "godlike.wav" );
table.insert( MK_Pack["MKOMBAT_WIN"], soundPath .. "dominating.wav" );
table.insert( MK_Pack["MKOMBAT_WIN"], soundPath .. "unstoppable.wav" );
table.insert( MK_Pack["MKOMBAT_WIN"], soundPath .. "wickedsick.wav" );
table.insert( MK_Pack["MKOMBAT_WIN"], soundPath .. "headshot.wav" );
table.insert( MK_Pack["MKOMBAT_WIN"], soundPath .. "ludicrouskill.wav" );
table.insert( MK_Pack["MKOMBAT_WIN"], soundPath .. "monsterkill.wav" );
table.insert( MK_Pack["MKOMBAT_WIN"], soundPath .. "multikill.wav" );
table.insert( MK_Pack["MKOMBAT_WIN"], soundPath .. "rampage.wav" );
table.insert( MK_Pack["MKOMBAT_WIN"], soundPath .. "ultrakill.wav" );
-- Played when the AddOn is checked with "/mk"
MK_Pack["WELCOME_LOADED"] = soundPath .. "TYM.wav";
-- You should define this function if you have any overrides or additions made in the added sound pack
function MK_MKombat_OnEvent()
end
-- You should assign the function name as shown
MK_Pack["OnEvent"] = MK_MKombat_OnEvent;
-- You can add additional OnLoad functionality here as well
-- Do this if you need to register for additional events for your custom sound pack
-- Need to define the hook function
local MK_OriginalChatFrame_OnEvent = nil;
function MK_MKombat_OnLoad()
end
MK_Pack["OnLoad"] = MK_MKombat_OnLoad;
-- Finally do an insert into the sound packs object
table.insert( g_MKombat_Packs, MK_Pack );