Edain Mod > [Edain] Support
??? frage zu edain 3.0 und den inis ???
Meriath Ifisti:
Ein wenig weniger Fragezeichen. Wurde schon mal erwähnt. Ich versteh nciht was hier jetzt das Problem ist. Wenn du es kopierst ist es ja wohl im TeXtfeld. Und dann steht nicht im Textfeld?
Keine Ahnung.
Red XII:
Ok also wenn ich alles aufeinmal schicke klappt es nicht deshalb hab ich es mal gesplittet, wenn du den fehler finden solltest dann bekommst n strauß blumen und n eheversprechen LOOOOL bitte gucks dir mal an sonst war alles von mir umsonst gewesen :(
Red XII:
--- Code: ---;------------------------------------------------------------------------------
; Ugluk
Object IsengardUgluk_mod
; *** ART Parameters ***
; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
; This is required for garrisoned objects - please put in all objects.
ButtonImage = HIUgluk
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = HPUgluk
DescriptionStrategic = CONTROLBAR:LW_ToolTip_Lurtz
Draw = W3DScriptedModelDraw ModuleTag_DRAW
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
OkToChangeModelColor = Yes
ExtraPublicBone = arrrow
DefaultModelConditionState
Model = IUUgluk_SKN
End
;ModelConditionState = WEAPONSET_HERO_MODE
; ParticleSysBone = BAT_RIBS BladeMaster FollowBone:Yes
;End
; --- Idle Anims
AnimationState = WEAPONSET_TOGGLE_1
Animation = IDLI
AnimationName = IULurtz_SKL.IULurtz_IDLI
AnimationMode = ONCE
AnimationPriority = 2
End
;this is his bow out idle
Animation = IDLH
AnimationName = IULurtz_SKL.IULurtz_IDLH
AnimationMode = ONCE
AnimationPriority = 20
End
; Animation = IDLJ
; AnimationName = IULurtz_SKL.IULurtz_IDLJ
; AnimationMode = ONCE
; AnimationPriority = 2
; End
Animation = IDLK
AnimationName = IULurtz_SKL.IULurtz_IDLK
AnimationMode = ONCE
AnimationPriority = 2
End
Animation = IDLP
AnimationName = IULurtz_SKL.IULurtz_IDLP
AnimationMode = ONCE
AnimationPriority = 1
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Sword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow") end
if Prev == "BowReady" then CurDrawableSetTransitionAnimState("Trans_To_Bored_Bow") end
if Prev == "RunningSword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow") end
if Prev == "SwordReady" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow") end
EndScript
StateName = SwordIdle
End
TransitionState = Trans_Bow_To_Sword
Animation = BtoS2
AnimationName = IULurtz_SKL.IULurtz_IDLM
AnimationMode = ONCE
End
End
TransitionState = Trans_Sword_To_Bow
Animation = BtoS2
AnimationName = IULurtz_SKL.IULurtz_IDLL
AnimationMode = ONCE
End
End
TransitionState = Trans_Sword_To_Bow_Running
Animation = BtoS3
AnimationName = IULurtz_SKL.IULurtz_RUNC
AnimationMode = ONCE
End
End
TransitionState = Trans_Bow_To_Sword_Running
Animation = BtoS3
AnimationName = IULurtz_SKL.IULurtz_RUND
AnimationMode = ONCE
End
End
TransitionState = Trans_Bow_To_Sword_Straight
Animation = BtoS1
AnimationName = IULurtz_SKL.IULurtz_IDLO
AnimationMode = ONCE
End
End
TransitionState = Trans_Sword_To_Bow_Straight
Animation = BtoS1
AnimationName = IULurtz_SKL.IULurtz_IDLN
AnimationMode = ONCE
End
End
TransitionState = Trans_To_Attention_Bow
Animation = ATNF
AnimationName = IULurtz_SKL.IULurtz_ATNF
AnimationMode = ONCE
End
End
TransitionState = Trans_To_Attention_Sword
Animation = ATNA
AnimationName = IULurtz_SKL.IULurtz_ATNA
AnimationMode = ONCE
End
End
TransitionState = Trans_To_Bored_Sword
Animation = TBoredSword
AnimationName = IULurtz_SKL.IULurtz_ATNC
AnimationMode = ONCE
End
End
TransitionState = Trans_To_Bored_Bow
Animation = TBoredBow
AnimationName = IULurtz_SKL.IULurtz_ATNH
AnimationMode = ONCE
End
End
AnimationState = STUNNED_FLAILING
Flags = RANDOMSTART
Animation = FLYB
AnimationName = IULurtz_SKL.IULurtz_FLYB ; sword
AnimationMode = LOOP
End
End
AnimationState = STUNNED_FLAILING WEAPONSET_TOGGLE_1
Flags = RANDOMSTART
Animation = FLYA
AnimationName = IULurtz_SKL.IULurtz_FLYA ; bow
AnimationMode = LOOP
End
End
; --- Dying anims
AnimationState = DYING SPLATTED
Animation = LNDA
AnimationName = IULurtz_SKL.IULurtz_LNDB ; sword
AnimationMode = ONCE
End
End
AnimationState = DYING SPLATTED WEAPONSET_TOGGLE_1
Animation = LNDA
AnimationName = IULurtz_SKL.IULurtz_LNDA ; bow
AnimationMode = ONCE
End
End
AnimationState = DYING
Animation = DIEA
AnimationName = IULurtz_SKL.IULurtz_DIEA ; sword
AnimationMode = ONCE
End
End
AnimationState = DYING WEAPONSET_TOGGLE_1
Animation = DIEB
AnimationName = IULurtz_SKL.IULurtz_DIEB ; bow
AnimationMode = ONCE
End
End
; --- Stunned anims
AnimationState = STUNNED_STANDING_UP
Animation = GTPB
AnimationName = IULurtz_SKL.IULurtz_GTPB ; sword
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = STUNNED_STANDING_UP WEAPONSET_TOGGLE_1
Animation = GTPA
AnimationName = IULurtz_SKL.IULurtz_GTPA ; bow
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = STUNNED ; sword
Animation = LNDB
AnimationName = IULurtz_SKL.IULurtz_LNDB
AnimationMode = ONCE
End
End
AnimationState = STUNNED WEAPONSET_TOGGLE_1
Animation = LNDA
AnimationName = IULurtz_SKL.IULurtz_LNDA ; bow
AnimationMode = ONCE
End
End
AnimationState = PARALYZED WEAPONSET_TOGGLE_1
Animation
AnimationName = IULurtz_SKL.IULurtz_IDLI
AnimationMode = LOOP
End
End
; --- Moving Anims
AnimationState = MOVING FIRING_OR_PREATTACK_A
Animation = TrotAndFire
AnimationName = IULurtz_SKL.IULurtz_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
StateName = RunAndSwing
End
AnimationState = MOVING BACKING_UP
Animation = BackingUp
AnimationName = IULurtz_SKL.IULurtz_BAKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
StateName = SwordReady
End
AnimationState = MOVING BACKING_UP WEAPONSET_TOGGLE_1
Animation = BackingUp
AnimationName = IULurtz_SKL.IULurtz_BAKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
StateName = BowReady
End
AnimationState = MOVING
Animation = RunWithSword
AnimationName = IULurtz_SKL.IULurtz_RUNA
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.1 1.1
End
Flags = RANDOMSTART
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "RunningBow" then CurDrawableSetTransitionAnimState("Trans_Bow_To_Sword_Running") end
EndScript
StateName = RunningSword
End
AnimationState = MOVING WEAPONSET_TOGGLE_1
Animation = RunWithBow
AnimationName = IULurtz_SKL.IULurtz_RUNB
AnimationMode = LOOP
AnimationSpeedFactorRange = 1.1 1.1
End
Flags = RANDOMSTART
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "RunningSword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow_Running") end
EndScript
StateName = RunningBow
End
; --- Crippling Special Weapon anim
AnimationState = SPECIAL_WEAPON_ONE WEAPONSET_TOGGLE_1
Animation = ATKE
AnimationName = IULurtz_SKL.IULurtz_CRPL
AnimationMode = ONCE
End
FrameForPristineBonePositions = 35
StateName = BowReady
End
; --- Attacking Anims [Weapon_A] Carnage
AnimationState = FIRING_OR_PREATTACK_A HERO ; Carnage Mode
Animation = ATKE
AnimationName = IULurtz_SKL.IULurtz_ATKC
AnimationMode = ONCE
UseWeaponTiming = Yes
End
StateName = SwordReady
End
; Sword - Attacking Anims [Weapon_A]
AnimationState = FIRING_OR_PREATTACK_A
StateName = WithSword
Animation = ATKH_CLOSE_Range3
AnimationName = IULurtz_SKL.IULurtz_ATKH
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationPriority = 5
End
Animation = ATKK_CLOSE_Range4
AnimationName = IULurtz_SKL.IULurtz_ATKK
AnimationMode = ONCE
UseWeaponTiming = Yes
AnimationPriority = 1
End
StateName = SwordReady
End
; Bow Melee - Attacking Anims [Weapon_A]
AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1
Animation = ATKI
AnimationName = IULurtz_SKL.IULurtz_ATKI
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = ATKJ
AnimationName = IULurtz_SKL.IULurtz_ATKJ
AnimationMode = ONCE
UseWeaponTiming = Yes
End
FrameForPristineBonePositions = 41
StateName = BowReady
End
;---------------------------------------------------
;New style firing
AnimationState = PREATTACK_A WEAPONSET_TOGGLE_1
StateName = STATE_Firing
Animation = ReadyToDrawn
AnimationName = IULurtz_SKL.IULurtz_ATKA1
AnimationMode = ONCE
; UseWeaponTiming = Yes ; UseWeaponTiming plus random weapon field equals desync. Leaving as warning
AnimationBlendTime = 0 ; Must be 0 blend time otherwise the arrow will linger for the duration of the blend!
; AnimationSpeedFactorRange = 1.5 1.5 ; Therefore, this is all you get. A slight speed up so that the animation can always finish before any possible random value Design sets the range for
End
StateName = BowReady
End
;End New style firing
; --- Engaged Anims
AnimationState = ENGAGED
Animation = IDLG
AnimationName = IULurtz_SKL.IULurtz_IDLA ; sword idle
AnimationMode = LOOP
AnimationBlendTime = 15
End
StateName = SwordReady
End
AnimationState = ENGAGED WEAPONSET_TOGGLE_1
Animation = IDLG
AnimationName = IULurtz_SKL.IULurtz_IDLG ; bow idle
AnimationMode = LOOP
AnimationBlendTime = 15
End
StateName = BowReady
End
; --------- Click and Hit Reactions ------------
AnimationState = HIT_REACTION HIT_LEVEL_1
Animation = Hit_Level_1_a
AnimationName = IULurtz_SKL.IULurtz_HITA
AnimationMode = ONCE
End
Animation = Hit_Level_1_b
AnimationName = IULurtz_SKL.IULurtz_HITB
AnimationMode = ONCE
End
StateName = SwordReady
End
AnimationState = HIT_REACTION HIT_LEVEL_1 WEAPONSET_TOGGLE_1
Animation = Hit_Level_1_c
AnimationName = IULurtz_SKL.IULurtz_HITC
AnimationMode = ONCE
End
StateName = BowReady
End
AnimationState = WAR_CHANT
Animation = Chant
AnimationName = IULurtz_SKL.IULurtz_TNTB
AnimationMode = LOOP
End
StateName = SwordReady
End
AnimationState = WAR_CHANT WEAPONSET_TOGGLE_1
Animation = Chant
AnimationName = IULurtz_SKL.IULurtz_CHRB
AnimationMode = LOOP
End
StateName = BowReady
End
AnimationState = EMOTION_CELEBRATING
Animation = CHRB
AnimationName = IULurtz_SKL.IULurtz_CHRB ;do we have another?
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.8 1.2
End
StateName = SwordReady
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = EMOTION_CELEBRATING
Animation
AnimationName = IULurtz_SKL.IULurtz_TNTB
AnimationMode = LOOP
End
StateName = SwordReady
End
AnimationState = EMOTION_CELEBRATING WEAPONSET_TOGGLE_1
Animation
AnimationName = IULurtz_SKL.IULurtz_CHRB
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.8 1.2
End
StateName = BowReady
End
AnimationState = EMOTION_TAUNTING
Animation
AnimationName = IULurtz_SKL.IULurtz_TNTB
AnimationMode = LOOP
End
StateName = SwordReady
End
AnimationState = EMOTION_TAUNTING WEAPONSET_TOGGLE_1
Animation
AnimationName = IULurtz_SKL.IULurtz_CHRB
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.8 1.2
End
StateName = BowReady
End
; --- Idle
AnimationState = SELECTED
Animation = ATNB
AnimationName = IULurtz_SKL.IULurtz_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "SwordIdle" then CurDrawableSetTransitionAnimState("Trans_To_Attention_Sword") end
if Prev == "RunningBow" then CurDrawableSetTransitionAnimState("Trans_Bow_To_Sword_Straight") end
if Prev == "BowReady" then CurDrawableSetTransitionAnimState("Trans_Bow_To_Sword_Straight") end
EndScript
StateName = SwordReady
End
AnimationState = RAISING_FLAG
Animation = Chant
AnimationName = IULurtz_SKL.IULurtz_CHRB
AnimationMode = LOOP
End
End
; --- Idle
AnimationState = SELECTED WEAPONSET_TOGGLE_1
Animation = ATNB
AnimationName = IULurtz_SKL.IULurtz_ATNG
AnimationMode = LOOP
End
--- Ende Code ---
Edit by Turin: Codeboxen eingefügt
Red XII:
--- Code: --- BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "BowIdle" then CurDrawableSetTransitionAnimState("Trans_To_Attention_Bow") end
if Prev == "RunningSword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow_Straight") end
if Prev == "SwordReady" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow_Straight") end
EndScript
StateName = BowReady
End
; --- Idle
IdleAnimationState
Animation = IDLF
AnimationName = IULurtz_SKL.IULurtz_IDLF
AnimationMode = ONCE
End
Animation = IDLB
AnimationName = IULurtz_SKL.IULurtz_IDLB
AnimationMode = ONCE
End
Animation = IDLC
AnimationName = IULurtz_SKL.IULurtz_IDLC
AnimationMode = ONCE
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "BowReady" then CurDrawableSetTransitionAnimState("Trans_Bow_To_Sword_Straight") end
if Prev == "RunningBow" then CurDrawableSetTransitionAnimState("Trans_Bow_To_Sword_Straight") end
if Prev == "SwordReady" then CurDrawableSetTransitionAnimState("Trans_To_Bored_Sword") end
EndScript
Flags = RESTART_ANIM_WHEN_COMPLETE
StateName = SwordIdle
End
End
#include "..\..\..\includes\StunDrawModuleSmall.inc"
; ***DESIGN parameters ***
Side = Isengard
EditorSorting = UNIT
ThreatLevel = LURTZ_THREAT_LEVEL
ThingClass = CHARACTER_UNIT
BuildCost = UGLUK_BUILDCOST
BuildTime = UGLUK_BUILDTIME
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
;//DisplayMeleeDamage = LURTZ_DAMAGE
MaxSimultaneousOfType = 1
;;;;;; WEAPON SETS ;;;;;;
WeaponSet
Conditions = None
Weapon = PRIMARY UglukWeapon
Weapon = QUATERNARY UglukWeaponHeroMode
AutoChooseSources = QUATERNARY NONE
End
;WeaponSet
; Conditions = WEAPONSET_TOGGLE_1
; Weapon = PRIMARY UglukShieldWeapon
;End
WeaponSet
Conditions = WEAPONSET_HERO_MODE
Weapon = PRIMARY UglukWeaponHeroMode
End
;;;;;; Armor Sets ;;;;;;
ArmorSet
Conditions = None
Armor = HeroArmor
DamageFX = NormalDamageFX
End
VisionRange = VISION_STANDARD_HORSE
ShroudClearingRange = SHROUD_CLEAR_HERO
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%
DisplayName = OBJECT:IsengardUgluk
RecruitText = CONTROLBAR:IsengardUglukRecruit
ReviveText = CONTROLBAR:IsengardUglukRevive
Hotkey = CONTROLBAR:IsengardUglukHotkey
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
CommandSet = UglukCommandSet
CommandPoints = UGLUK_COMMAND_POINTS
; *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Hero
AutoResolveCombatChain = AutoResolve_HeroCombatChain
AutoResolveBody = AutoResolve_GoblinKingBody
AutoResolveArmor
Armor = AutoResolve_GoblinKingArmor
End
AutoResolveWeapon
Weapon = AutoResolve_GoblinKingWeapon
End
AutoResolveLeadership = AutoResolve_GoblinKingBonus
; *** AUDIO Parameters ***;
VoiceAttack = UglukVoiceAttack
VoiceAttackAir = UglukVoiceAttack
VoiceAttackCharge = UglukVoiceAttack
VoiceAttackMachine = UglukVoiceAttack
VoiceAttackStructure = UglukVoiceAttack
;VoiceFear = LurtzVoiceHelpMe
VoiceCreated = UglukVoiceCreated ;LurtzVoiceSalute ;this conflicts with his respawn dialogue line -- rehooked to spawn FX
VoiceFullyCreated = UglukVoiceCreated ;LurtzVoiceSalute ;this conflicts with his respawn dialogue line -- rehooked to spawn FX
VoiceGuard = UglukVoiceMove
VoiceMove = UglukVoiceMove
VoiceMoveToCamp = UglukVoiceMove
VoiceMoveWhileAttacking = UglukVoiceMove
VoicePriority = 66
VoiceSelect = UglukVoiceSelect
VoiceSelectBattle = UglukVoiceSelect
VoiceEnterStateAttackCharge = UglukVoiceAttack
SoundImpact = ImpactHorse
UnitSpecificSounds
VoiceEnterUnitEvilMenTransportShip = UglukVoiceMove
VoiceEnterUnitMordorMumakil = UglukVoiceMove
VoiceEnterUnitSlaughterHouse = UglukVoiceMove
VoiceGarrison = UglukVoiceMove
VoiceInitiateCaptureBuilding = UglukVoiceMove
End
CrowdResponseKey = Uruk
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
;EvaEventDieOwner = LurtzDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ;Tie into LargeGroupAudio system
Key = Hero
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound: ArrowDrawBow Animation: IULurtz_SKL.IULurtz_CRPL Frames: 0
AnimationSound = Sound: ArrowDrawBow Animation: IULurtz_SKL.IULurtz_ATKA1 Frames: 4
AnimationSound = Sound: ArrowDrawBow Animation: IULurtz_SKL.IULurtz_ATKA2 Frames: 17
AnimationSound = Sound: ImpactSword02 Animation: IULurtz_SKL.IULurtz_ATKC Frames: 21 37
AnimationSound = Sound: ImpactSword02 Animation: IULurtz_SKL.IULurtz_ATKI Frames: 28 49
AnimationSound = Sound: ImpactSword02 Animation: IULurtz_SKL.IULurtz_ATKJ Frames: 19 39
AnimationSound = Sound: FootstepDirtA Animation: IULurtz_SKL.IULurtz_RUNA Frames: 10 20
AnimationSound = Sound: FootstepDirtA Animation: IULurtz_SKL.IULurtz_RUNB Frames: 8 18
AnimationSound = Sound: FootstepDirtA Animation: IULurtz_SKL.IULurtz_RUNC Frames: 10 20 31 41
AnimationSound = Sound: FootstepDirtA Animation: IULurtz_SKL.IULurtz_RUND Frames: 8 18 27 37
AnimationSound = Sound: BodyFallOrc Animation: IULurtz_SKL.IULurtz_DIEA Frames: 43
AnimationSound = Sound: BodyFallOrc Animation: IULurtz_SKL.IULurtz_LNDA Frames: 3
AnimationSound = Sound: BodyFallOrc Animation: IULurtz_SKL.IULurtz_LNDB Frames: 3
AnimationSound = Sound: BodyFallGeneric2 Animation: IULurtz_SKL.IULurtz_DIEB Frames: 82
AnimationSound = Sound: WeaponSwitchBow Animation: IULurtz_SKL.IULurtz_IDLL Frames: 59
AnimationSound = Sound: SwordShingDirty1 Animation: IULurtz_SKL.IULurtz_IDLM Frames: 56
AnimationSound = Sound: WeaponSwitchBow Animation: IULurtz_SKL.IULurtz_IDLN Frames: 10
AnimationSound = Sound: SwordShingDirty1 Animation: IULurtz_SKL.IULurtz_IDLO Frames: 3
;AnimationSound = Sound: ?????? Animation: IULurtz_SKL.IULurtz_TNTB Frames: 28
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE ARMY_SUMMARY ATTACK_NEEDS_LINE_OF_SIGHT URUK HEAVY_MELEE_HITTER ;BANNER
PathfindDiameter = 40.0
Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = LURTZ_HEALTH_MOD ;BALANCE Lurtz Health
PermanentlyKilledByFilter = NONE ;Who kills me permanently?
DodgePercent = HERO_DODGE_PERCENT
End
; Behavior = RespawnUpdate ModuleTag_RespawnUpdate
; DeathAnim = DYING ;STUNNED ;Model condition to play when killed-to-respawn
; DeathFX = FX_LurtzDieToRespawn ;FXList to play when killed-to-respawn
; DeathAnimationTime = 6033 ; 1133 ;How long DeathAnim will take.
; InitialSpawnFX = FX_UglukInitialSpawn
; RespawnAnim = LEVELED ;Animation to play when respawning.
; RespawnFX = FX_UglukRespawn ;FXList to play when respawning.
; RespawnAnimationTime = 2000 ;Time it takes for respawn to play.
; AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's exit production point if possible.
; ButtonImage = HIUgluk
;
;;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others
;;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any
; RespawnRules = AutoSpawn:No Cost:900 Time:60000 Health:100% ;DEFAULT VALUES
; End
;----------------------------------------------------------
; Ea Respawn-Module
;----------------------------------------------------------
Behavior = ObjectCreationUpgrade ModuleTag_GiveUpgradeForRespawnLevel5
TriggeredBy = Upgrade_Level_5
Delay = 0
ThingToSpawn = Held1RespawnLevel
End
Behavior = LevelUpUpgrade ModuleTag_RespawnLevel5
TriggeredBy = Upgrade_Held1RespawnLevel
LevelsToGain = 4 ;Levelerhöhung um 4
LevelCap = 5 ;zu erreichendes Level
End
;----------------------------------------------------------
; Ende
;----------------------------------------------------------
Behavior = AutoHealBehavior ModuleTag_LurtzHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AttackPriority = AttackPriority_Infantry
CanAttackWhileContained = Yes
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = 300
TauntAndPointUpdateDelay = 10000
AddEmotion = Doom_Base
// AddEmotion = BraceForBeingCrushed_Base
// AddEmotion = FearIdle_Base
// AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = Taunt_Base
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
// AddEmotion = HeroCheerIdle_Base
// AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
AddEmotion = CheerForAboutToCrush_Base
End
LocomotorSet
Locomotor = IsengardLurtzLocomotor
Condition = SET_NORMAL
Speed = NORMAL_EVIL_HERO_SPEED
End
LocomotorSet
Locomotor = HumanWanderLocomotor
Condition = SET_WANDER
Speed = 55
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 2000 ; (2 secs)
End
Behavior = DualWeaponBehavior ModuleTag_09
SwitchWeaponOnCloseRangeDistance = 40
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL
SinkDelay = 6000
SinkRate = 1.5 ; in Dist/Sec
DestructionDelay = 11000
Sound = INITIAL LurtzVoiceDie
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
;;; AUTO ABILITY MODULE ;;;
Behavior = AutoAbilityBehavior ModuleTag_CrippleStrikeAutoAbility
SpecialAbility = SpecialAbilityLurtzCripple
MaxScanRange = LURTZ_CRIPPLE_RANGE_ABILTY_START
Query = 1 CRIPPLE_STRIKE_OBJECT_FILTER ENEMIES
End
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 2500 ; level 1 (light damage) hit reaction animations in frames (5 per sec)
HitReactionThreshold1 = 0.0 ; level 1 (light damage) threshold trigger
End
;;; UGLUK PASSIVE LEADERSHIP ABILITY ;;;-----------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_LeadershipUnpause
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_Level_5
End
Behavior = SpecialPowerModule ModuleTag_Leadership
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_LeadershipUpdate
StartsActive = No ; If no, requires upgrade to turn on.
BonusName = UglukLeadership
;TriggeredBy = Upgrade_Level_5
RefreshDelay = 2000
Range = 200
;AntiCategory = BUFF
ObjectFilter = ANY +URUK -INFANTRY -CAVALRY -HERO -SHIP -MACHINE -MONSTER -STRUCTURE -DOZER ALLIES
End
;---------------------------------------
; Dunkle Medizin
;---------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_MedizinStarter
SpecialPowerTemplate = SpecialAbilityUglukMedizin
TriggeredBy = Upgrade_Level_1
End
Behavior = SpecialPowerModule ModuleTag_MedizinDummy
SpecialPowerTemplate = SpecialAbilityUglukMedizin
StartsPaused = Yes
UpdateModuleStartsAttack = Yes
End
Behavior = ActivateModuleSpecialPower ModuleTag_CloseTheGap
SpecialPowerTemplate = SpecialAbilityUglukMedizin
StartAbilityRange = 200
TriggerSpecialPower = ModuleTag_MedizinHeal TARGETPOS
TriggerSpecialPower = ModuleTag_MedizinBlastStarter TARGETPOS
End
Behavior = PlayerHealSpecialPower ModuleTag_MedizinHeal
SpecialPowerTemplate = SpecialAbilityActivateeDummy
HealAmount = 1.0
HealAsPercent = Yes
HealAffects = URUK
HealRadius = 70
HealFX = FX_UglukSupper
InitiateSound = UglukMedizinVoice
;TriggerFX = FX_DainMightyRage02
End
Behavior = SpecialPowerModule ModuleTag_MedizinBlastStarter
SpecialPowerTemplate = SpecialAbilityWizardBlast
UpdateModuleStartsAttack = Yes
StartsPaused = No
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_MedizinBlastWeaponFireUpdate
SpecialPowerTemplate = SpecialAbilityWizardBlast
WhichSpecialWeapon = 1
SkipContinue = Yes
FreezeAfterTriggerDuration = 100 ; Hold AI for this long after we fire.
UnpackTime = 700
PreparationTime = 1
;PersistentPrepTime = 1000
PackTime = 100
AwardXPForTriggering = 50
StartAbilityRange = ANGMAR_NECRO_FELL_STRENGTH_START_RANGE
SpecialWeapon = UglukMedizinWeapon
End
Behavior = AutoAbilityBehavior ModuleTag_MedizinAutoAbility
SpecialAbility = SpecialAbilityUglukMedizin
MaxScanRange = 150
Query = 1 NONE +URUK ALLIES
End
;----------------------------------------------------------------
; Ugluk Berserker
;----------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_UglukBerserkerCarnage
SpecialPowerTemplate = SpecialAbilityUglukBerserker
TriggeredBy = Upgrade_Level_3
End
Behavior = WeaponModeSpecialPowerUpdate ModuleTag_UglukBerserkerPowerUpdate
SpecialPowerTemplate = SpecialAbilityUglukBerserker
Duration = 20000 ; Needs to match SpecialAbilityGimliHeroMode
AttributeModifier = LurtzCarnage
LockWeaponSlot = QUATERNARY
StartsPaused = Yes
End
;----------------------------------------------------------------
; Blinde Raserei (In Raserei verfallen)
;----------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_UglukRaserei
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus
TriggeredBy = Upgrade_Level_3
End
Behavior = SpecialPowerModule ModuleTag_UglukRasereiStarter ; SpecialAbility is a SpecialPower, SpecialPower is anyting special
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus
StartsPaused = No
End
Behavior = HeroModeSpecialAbilityUpdate ModuleTag_UglukRasereiUpdate ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing.
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus
HeroAttributeModifier = UglukCarnage
HeroEffectDuration = 15000 ; this should sync with the auto ability delay re-fire time in commandButtons.ini
UnpackTime = 1 ; insant unpack
TriggerSound = AragornBladeMaster
End
Behavior = MonitorConditionUpdate ModuleTag_CommandSetSwapper
WeaponSetFlags = WEAPONSET_HERO_MODE
WeaponToggleCommandSet = UglukRasreiCommandSet
End
--- Ende Code ---
Red XII:
--- Code: ---;----------------------------------------------------------------
; Blinde Raserei Stufe 1 (+Angriff -Rüstung)
;----------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_UglukRaserei1
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus1
TriggeredBy = Upgrade_Level_3
End
Behavior = SpecialPowerModule ModuleTag_UglukRasereiStarter1 ; SpecialAbility is a SpecialPower, SpecialPower is anyting special
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus1
StartsPaused = No
End
Behavior = HeroModeSpecialAbilityUpdate ModuleTag_UglukRasereiUpdate1 ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing.
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus1
HeroAttributeModifier = UglukCarnageStufe1
HeroEffectDuration = 30000 ; this should sync with the auto ability delay re-fire time in commandButtons.ini
UnpackTime = 1 ; insant unpack
TriggerSound = AragornBladeMaster
End
;----------------------------------------------------------------
; Blinde Raserei Stufe 2 (+Geschwindigkeit -Experience)
;----------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_UglukRaserei2
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus2
TriggeredBy = Upgrade_Level_3
End
Behavior = SpecialPowerModule ModuleTag_UglukRasereiStarter2 ; SpecialAbility is a SpecialPower, SpecialPower is anyting special
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus2
StartsPaused = No
End
Behavior = HeroModeSpecialAbilityUpdate ModuleTag_UglukRasereiUpdate2 ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing.
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus2
HeroAttributeModifier = UglukCarnageStufe2
HeroEffectDuration = 30000 ; this should sync with the auto ability delay re-fire time in commandButtons.ini
UnpackTime = 1 ; insant unpack
TriggerSound = AragornBladeMaster
End
;----------------------------------------------------------------
; Blinde Raserei Stufe 3 (+Angriffsgeschwindigkeit -Sichtweite)
;----------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_UglukRaserei3
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus3
TriggeredBy = Upgrade_Level_3
End
Behavior = SpecialPowerModule ModuleTag_UglukRasereiStarter3 ; SpecialAbility is a SpecialPower, SpecialPower is anyting special
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus3
StartsPaused = No
End
Behavior = HeroModeSpecialAbilityUpdate ModuleTag_UglukRasereiUpdate3 ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing.
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus3
HeroAttributeModifier = UglukCarnageStufe3
HeroEffectDuration = 30000 ; this should sync with the auto ability delay re-fire time in commandButtons.ini
UnpackTime = 1 ; insant unpack
TriggerSound = AragornBladeMaster
End
;----------------------------------------------------------------
; Blinde Raserei Stufe 4 (+Stichwaffen-Resist -Pfeile-Resist)
;----------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_UglukRaserei4
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus4
TriggeredBy = Upgrade_Level_3
End
Behavior = SpecialPowerModule ModuleTag_UglukRasereiStarter4 ; SpecialAbility is a SpecialPower, SpecialPower is anyting special
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus4
StartsPaused = No
End
Behavior = HeroModeSpecialAbilityUpdate ModuleTag_UglukRasereiUpdate4 ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing.
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus4
HeroAttributeModifier = UglukCarnageStufe4
HeroEffectDuration = 30000 ; this should sync with the auto ability delay re-fire time in commandButtons.ini
UnpackTime = 1 ; insant unpack
TriggerSound = AragornBladeMaster
End
;----------------------------------------------------------------
; Blinde Raserei Stufe 5 (+Knockback-resist +Crushable-Level Stufe 5 -Leben)
;----------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_UglukRaserei5
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus5
TriggeredBy = Upgrade_Level_3
End
Behavior = SpecialPowerModule ModuleTag_UglukRasereiStarter5 ; SpecialAbility is a SpecialPower, SpecialPower is anyting special
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus5
StartsPaused = No
End
Behavior = HeroModeSpecialAbilityUpdate ModuleTag_UglukRasereiUpdate5 ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing.
SpecialPowerTemplate = SpecialAbilityUglukRasereiModus5
HeroAttributeModifier = UglukCarnageStufe5
HeroEffectDuration = 30000 ; this should sync with the auto ability delay re-fire time in commandButtons.ini
UnpackTime = 1 ; insant unpack
TriggerSound = AragornBladeMaster
End
;---------------------------------------------------------------------
; Harter Marsch
;---------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenGloriousChargeEnabler
SpecialPowerTemplate = SpecialAbilityUglukHardMarch
TriggeredBy = Upgrade_Level_7
End
Behavior = SpecialPowerModule ModuleTag_TheodenGloriousChargeUpdate
SpecialPowerTemplate = SpecialAbilityUglukHardMarch
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
AttributeModifier = UglukHardMarch
AttributeModifierRange = 200
AttributeModifierAffectsSelf = Yes
AttributeModifierAffects = ANY +URUK ALLIES
AttributeModifierFX = FX_UglukHardMarchFX
End
Behavior = SpecialAbilityUpdate ModuleTag_GloriousChargeAnimation
SpecialPowerTemplate = SpecialAbilityUglukHardMarch
PreparationTime = 0
PersistentPrepTime = 0
PackTime = 1330
UnpackTime = 1000
UnpackingVariation = 2
End
;---------------------------------------------------------------------
; Ugluks Uruks
;---------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_DainSummonEnabler
SpecialPowerTemplate = SpecialAbilityDainSummonRoyalGuard
TriggeredBy = Upgrade_Level_10
End
Behavior = OCLSpecialPower ModuleTag_OCLSpecialPower
SpecialPowerTemplate = SpecialAbilityDainSummonRoyalGuard
OCL = OCL_SpawnIsengardUglukHorde
CreateLocation = CREATE_AT_LOCATION
TriggerFX = FX_SummonWildmen
StartsPaused = Yes
SetModelCondition = ModelConditionState:EMOTION_CELEBRATING
SetModelConditionTime = 2.1
End
;;; --------------------------------------------------------
;;; Auto Heilen
;;; --------------------------------------------------------
Behavior = AutoHealBehavior ModuleTag_UglukHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
;///////////////////
; AISpecialPowers
;///////////////////
Behavior = AISpecialPowerUpdate CarnageAI
CommandButtonName = Command_UglukBerserker
SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
End
Behavior = AISpecialPowerUpdate SpecialPowerAragornAthelas
CommandButtonName = Command_SpecialAbilityuglukAthelas
SpecialPowerAIType = AI_SPECIAL_POWER_SELFAOEHEALHEROS
SpecialPowerRadius = 30.0
End
Behavior = AISpecialPowerUpdate SpecialPowerTheodenGloriousCharge
CommandButtonName = Command_SpecialAbilityUglukHardMarch
SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
End
Behavior = AISpecialPowerUpdate RoyalGuardAI
CommandButtonName = Command_SpecialAbilityUglukUruk
SpecialPowerAIType = AI_SPECIAL_POWER_TARGETAOE_SUMMON
SpecialPowerRadius = 30.0
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 19
ShadowSizeY = 19
ShadowTexture = ShadowI
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 19
ShadowSizeY = 19
ShadowTexture = ShadowI
End
ChildObject IsengardUgluk_modMember IsengardUgluk_mod
MaxSimultaneousOfType = 1
ThingClass = HORDE_UNIT ;;;CHARACTER_UNIT
Behavior = HordeMemberCollide ModuleTag_HMC
;nothing
End
CommandSet = IsengardUglukFighterSystemComboHordeCommandSet
End
Object IsengardUglukHordeSystem
ButtonImage = HIUgluk
SelectPortrait = HPUgluk
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDraw
DependencySharedModelFlags = EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED EMOTION_TERROR EMOTION_LOOK_TO_SKY
DefaultModelConditionState
Model = None ;InvisHrdeTmp
End
ModelConditionState = HORDE_EMPTY
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = HordeMarkIUHai
End
End
Side = Isengard
EditorSorting = UNIT
EmotionRange = 240
DisplayName = OBJECT:IsengardUgluk
WeaponSet
Conditions = None
Weapon = PRIMARY NormalMeleeHordeRangefinder
Weapon = QUATERNARY NormalMeleeHordeRangefinder
AutoChooseSources = QUATERNARY NONE
End
BuildCost = UGLUK_BUILDCOST
BuildTime = UGLUK_BUILDTIME
VisionRange = VISION_STANDARD_HORSE
ShroudClearingRange = SHROUD_CLEAR_HERO
VisionSide = 50%
VisionRear = 25%
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%
MaxSimultaneousOfType = 1
CommandSet = UglukCommandSet
CommandPoints = UGLUK_COMMAND_POINTS
CrushableLevel = 2 ; What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CrusherLevel = 0 ; What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
FormationWidth = 2 ; Width it occupies in formations. Current choices are 1 or 2.
FormationDepth = 2 ; Depth it occupies in formations. Current choices are 1 or 2.
TransportSlotCount = TRANSPORTSLOTCOUNT_SMALL_HORDE
KindOf = SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_USE_SIEGE_TOWER INFANTRY HORDE MELEE_HORDE ARMY_SUMMARY URUK LARGE_RECTANGLE_PATHFIND;UNATTACKABLE
ThreatLevel = ISENGARD_FIGHTER_HORDE_THREAT
ThreatBreakdown IsengardFighterHorde_DetailedThreat
AIKindOf = INFANTRY
End
#include "..\..\..\includes\StandardHordeEvaEvents.inc"
Body = ImmortalBody ModuleTag_ImmortalBody
MaxHealth = 1
End
; *** MODULES ***
Behavior = SiegeDeployHordeSpecialPower SiegeDeployHordeSpecialPowerModuleTag
SpecialPowerTemplate = SpecialAbilitySiegeDeploy
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End
Behavior = HordeAIUpdate ModuleTag_HordeAIUpdate
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = InfantryFunctions
MaxCowerTime = 5000
MinCowerTime = 3000
AILuaEventsList = InfantryFunctions
AttackPriority = AttackPriority_Infantry
End
Behavior = HordeContain ModuleTag_HordeContain
FrontAngle = 270
FlankedDelay = 2000
ObjectStatusOfContained =
InitialPayload = IsengardUgluk_modMember 1
Slots = 1
PassengerFilter = NONE +INFANTRY +HERO
ShowPips = No
ThisFormationIsTheMainFormation = Yes ;Used to determine which armorset to use (and anything else we want!)
RandomOffset = X:3 Y:3
MeleeBehavior = Amoeba
End
RankInfo = RankNumber:1 UnitType:IsengardUgluk_modMember Position:X:0 Y:0
RanksToReleaseWhenAttacking = 1
; Normal Formations
ComboHorde = Target:IsengardFighterHorde Result:IsengardUglukComboHorde InitiateVoice:UrukWarriorVoiceJoin
MeleeAttackLeashDistance = 1 ; How far the hordes can move from the center of the horde when melee attacking.
BackUpMinDelayTime = 1 ; The minimum amount of time to delay before backing up
BackUpMaxDelayTime = 3000 ; The maximum amount of time to delay before backing up
BackUpMinDistance = 1 ; The minimum number of cells to backup
BackUpMaxDistance = 3 ; The maximum number of cells to backup
BackupPercentage = 80% ; The amount of chance that a unit will back up.
End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior
GravityMult = 1.0
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = 300
TauntAndPointUpdateDelay = 10000
AddEmotion = Doom_Base
// AddEmotion = BraceForBeingCrushed_Base
// AddEmotion = FearIdle_Base
// AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = Taunt_Base
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
// AddEmotion = HeroCheerIdle_Base
// AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
AddEmotion = CheerForAboutToCrush_Base
End
#include "..\..\..\includes\CaptureBuilding.inc"
LocomotorSet
Locomotor = NormalMeleeHordeLocomotor
Condition = SET_NORMAL
Speed = NORMAL_EVIL_HERO_SPEED
End
Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End
Behavior = PickupStuffUpdate ModuleTag_PickupStuffUpdate
SkirmishAIOnly = Yes
StuffToPickUp = NONE +CRATE
ScanRange = 200
ScanIntervalSeconds = 0.5
End
;;; UGLUK PASSIVE LEADERSHIP ABILITY ;;;-----------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_LeadershipUnpause
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_Level_5
End
Behavior = SpecialPowerModule ModuleTag_Leadership
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_LeadershipUpdate
StartsActive = No ; If no, requires upgrade to turn on.
BonusName = UglukLeadership
;TriggeredBy = Upgrade_Level_5
RefreshDelay = 2000
Range = 200
;AntiCategory = BUFF
ObjectFilter = ANY +URUK -INFANTRY -CAVALRY -HERO -SHIP -MACHINE -MONSTER -STRUCTURE -DOZER ALLIES
End
;---------------------------------------
; Dunkle Medizin
;---------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_MedizinStarter
SpecialPowerTemplate = SpecialAbilityUglukMedizin
TriggeredBy = Upgrade_Level_1
End
Behavior = SpecialPowerModule ModuleTag_MedizinDummy
SpecialPowerTemplate = SpecialAbilityUglukMedizin
StartsPaused = Yes
UpdateModuleStartsAttack = Yes
End
Behavior = ActivateModuleSpecialPower ModuleTag_CloseTheGap
SpecialPowerTemplate = SpecialAbilityUglukMedizin
StartAbilityRange = 200
TriggerSpecialPower = ModuleTag_MedizinHeal TARGETPOS
TriggerSpecialPower = ModuleTag_MedizinBlastStarter TARGETPOS
End
Behavior = PlayerHealSpecialPower ModuleTag_MedizinHeal
SpecialPowerTemplate = SpecialAbilityActivateeDummy
HealAmount = 1.0
HealAsPercent = Yes
HealAffects = URUK
HealRadius = 80
HealFX = FX_UglukSupper
InitiateSound = UglukMedizinVoice
;TriggerFX = FX_DainMightyRage02
End
Behavior = SpecialPowerModule ModuleTag_MedizinBlastStarter
SpecialPowerTemplate = SpecialAbilityWizardBlast
UpdateModuleStartsAttack = Yes
StartsPaused = No
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_MedizinBlastWeaponFireUpdate
SpecialPowerTemplate = SpecialAbilityWizardBlast
WhichSpecialWeapon = 1
SkipContinue = Yes
FreezeAfterTriggerDuration = 100 ; Hold AI for this long after we fire.
UnpackTime = 700
PreparationTime = 1
;PersistentPrepTime = 1000
PackTime = 100
AwardXPForTriggering = 50
StartAbilityRange = ANGMAR_NECRO_FELL_STRENGTH_START_RANGE
SpecialWeapon = UglukMedizinWeapon
End
Behavior = AutoAbilityBehavior ModuleTag_MedizinAutoAbility
SpecialAbility = SpecialAbilityUglukMedizin
MaxScanRange = 150
Query = 1 NONE +URUK ALLIES
End
;----------------------------------------------------------------
; Ugluk Berserker
;----------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_UglukBerserkerCarnage
SpecialPowerTemplate = SpecialAbilityUglukBerserker
TriggeredBy = Upgrade_Level_3
End
Behavior = WeaponModeSpecialPowerUpdate ModuleTag_UglukBerserkerPowerUpdate
SpecialPowerTemplate = SpecialAbilityUglukBerserker
Duration = 20000 ; Needs to match SpecialAbilityGimliHeroMode
AttributeModifier = LurtzCarnage
LockWeaponSlot = QUATERNARY
StartsPaused = Yes
End
;---------------------------------------------------------------------
; Harter Marsch
;---------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenGloriousChargeEnabler
SpecialPowerTemplate = SpecialAbilityUglukHardMarch
TriggeredBy = Upgrade_Level_7
End
Behavior = SpecialPowerModule ModuleTag_TheodenGloriousChargeUpdate
SpecialPowerTemplate = SpecialAbilityUglukHardMarch
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
AttributeModifier = UglukHardMarch
AttributeModifierRange = 200
AttributeModifierAffectsSelf = Yes
AttributeModifierAffects = ANY +URUK ALLIES
AttributeModifierFX = FX_UglukHardMarchFX
End
Behavior = SpecialAbilityUpdate ModuleTag_GloriousChargeAnimation
SpecialPowerTemplate = SpecialAbilityUglukHardMarch
PreparationTime = 0
PersistentPrepTime = 0
PackTime = 1330
UnpackTime = 1000
UnpackingVariation = 2
End
--- Ende Code ---
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