19. Mär 2024, 09:40 Hallo Gast.
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Autor Thema: Beschränkung umgehen  (Gelesen 1819 mal)

vayu

  • Bilbos Festgast
  • *
  • Beiträge: 8
Beschränkung umgehen
« am: 28. Dez 2016, 03:50 »
Hi Leute, die Noldorwarrior sind ja nur auf 3 Armeen begrenzt und ich wollte wissen, ob irgendjemand weiß oder mir ein Tipp geben kann, wie ich die Beschränkung aufhebe ich liebe diese Einheiten ^^

ich habe in der Data/InI/Objekt/Goodfaction für den Noldorwarrior folgendes gefunden

Object NoldorWarrior
; ***ART Parameters ***

SelectPortrait         = UPNoldorWarriorPortrait
ButtonImage = BEElvenBarracks_LorienWarrior

Draw = W3DHordeModelDraw ModuleTag_01

  OkToChangeModelColor = Yes
 
    StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
    LodOptions = LOW
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_LOW
MaxRandomTextures = MAX_RANDOM_TEXTURES_LOW
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_LOW
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_LOW
End

LodOptions = MEDIUM
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_MED
MaxRandomTextures = MAX_RANDOM_TEXTURES_MED
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_MED
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_MED
End

LodOptions = HIGH
AllowMultipleModels = ALLOW_MULTIPLE_MODELS_HIGH
MaxRandomTextures = MAX_RANDOM_TEXTURES_HIGH
MaxRandomAnimations = MAX_RANDOM_ANIMATIONS_HIGH
MaxAnimFrameDelta = MAX_ANIM_FRAME_DELTA_HIGH
End
   
;;====================== MODELS ================================================================
DefaultModelConditionState
Model = RULAElfWar_SKN
Skeleton = RUElfWar_SKL
WeaponLaunchBone = PRIMARY ARROW
WeaponLaunchBone = SECONDARY ARROWNOCK ; when upgraded to flaming arrow
End

; --------- With Sword ------------
ModelConditionState = WEAPONSET_TOGGLE_1
Model = RULAElfWar_SKN
Skeleton = RUElfWar_SKL
End

; --------- With Fire arrows Upgrade  ------------
ModelConditionState = WEAPONSET_PLAYER_UPGRADE USER_4
Model = RULAElfWar_SKN
Skeleton = RUElfWar_SKL
WeaponLaunchBone = PRIMARY ARROW
WeaponLaunchBone = SECONDARY ARROWNOCK ; when upgraded to flaming arrow
; ParticleSysBone = FireArowTip arrowFire FollowBone:Yes
; ParticleSysBone = FireArowTip arrowFire FollowBone:Yes
End

;;================== ANIMATIONS =================================================================

; ------ Flying ------- ;

AnimationState        = STUNNED_STANDING_UP WEAPONSET_TOGGLE_1
StateName = STATE_GetUp
Animation            = Sword
AnimationName        = RUElfWar_GTPSX1
AnimationMode        = ONCE
End
Animation            = WantSword
AnimationName        = RUElfWar_GTPB
AnimationMode        = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES4
BeginScript
PrevState = CurDrawablePrevAnimationState()
PrevAnim = CurDrawablePrevAnimation()
if PrevState == "STATE_GetUp" or PrevState == "STATE_Land"
then
if PrevAnim == "Bow" or PrevAnim == "WantSword"
then
CurDrawableShowSubObject("arrow")
CurDrawableShowSubObject("arrownock")
return "WantSword"
end
end

CurDrawableHideSubObject("ArrowNock")
CurDrawableHideSubObject("arrow")
return "Sword"
EndScript
End

AnimationState        = STUNNED_STANDING_UP
StateName = STATE_GetUp
Animation            = Bow
AnimationName        = RUElfWar_GTPB
AnimationMode        = ONCE
End
Animation            = WantBow
AnimationName        = RUElfWar_GTPSX1
AnimationMode        = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES4
BeginScript
PrevState = CurDrawablePrevAnimationState()
PrevAnim = CurDrawablePrevAnimation()
if PrevState == "STATE_GetUp" or PrevState == "STATE_Land"
then
if PrevAnim == "WantBow" or PrevAnim == "Sword"
then
CurDrawableHideSubObject("ArrowNock")
CurDrawableHideSubObject("arrow")
return "WantBow"
end
else
CurDrawableShowSubObject("arrow")
CurDrawableShowSubObject("arrownock")
return "Bow"
end
EndScript
End

AnimationState        = STUNNED WEAPONSET_TOGGLE_1
StateName = STATE_Land
Animation            = Sword
AnimationName        = RUElfWar_LNDB
AnimationMode        = ONCE
End
Animation            = WantSword
AnimationName        = RUElfWar_LNDA
AnimationMode        = ONCE
End
BeginScript
PrevState = CurDrawablePrevAnimationState()
PrevAnim = CurDrawablePrevAnimation()
if PrevState == "STATE_Fly"
then
if PrevAnim == "WantSword" or PrevAnim == "Bow"
then
CurDrawableShowSubObject("arrow")
CurDrawableShowSubObject("arrownock")
return "WantSword"
end
end
Flags = MAINTAIN_FRAME_ACROSS_STATES3
CurDrawableHideSubObject("ArrowNock")
CurDrawableHideSubObject("arrow")
return "Sword"
EndScript
End

AnimationState        = STUNNED
StateName = STATE_Land
Animation            = Bow
AnimationName        = RUElfWar_LNDA
AnimationMode        = ONCE
End
Animation            = WantBow
AnimationName        = RUElfWar_LNDB
AnimationMode        = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES3
BeginScript
PrevState = CurDrawablePrevAnimationState()
PrevAnim = CurDrawablePrevAnimation()
if PrevState == "STATE_Fly"
then
if PrevAnim == "WantBow" or PrevAnim == "Sword"
then
CurDrawableHideSubObject("ArrowNock")
CurDrawableHideSubObject("arrow")
return "WantBow"
end
end

CurDrawableShowSubObject("arrow")
CurDrawableShowSubObject("arrownock")
return "Bow"
EndScript
End

AnimationState        = STUNNED_FLAILING WEAPONSET_TOGGLE_1
StateName = STATE_Fly
Animation            = Sword
AnimationName        = RUElfWar_FLYB
AnimationMode        = LOOP
End
Animation            = WantSword
AnimationName        = RUElfWar_FLYA
AnimationMode        = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES2
BeginScript
PrevState = CurDrawablePrevAnimationState()
PrevAnim = CurDrawablePrevAnimation()
if PrevState == "Ready_Bow" or PrevState == "Moving_Bow" or PrevState == "Bored_Bow" ;;;;;;#TODO put in various bow states here
then
CurDrawableShowSubObject("arrow")
CurDrawableShowSubObject("arrownock")
return "WantSword"
elseif PrevState == "STATE_Fly"
then
if PrevAnim == "Bow" or PrevAnim == "WantSword"
then
CurDrawableShowSubObject("arrow")
CurDrawableShowSubObject("arrownock")
return "WantSword"
end
end

CurDrawableHideSubObject("ArrowNock")
CurDrawableHideSubObject("arrow")
return "Sword"
EndScript
End

AnimationState        = STUNNED_FLAILING
StateName = STATE_Fly
Animation            = Bow
AnimationName        = RUElfWar_FLYA
AnimationMode        = LOOP
End
Animation            = WantBow
AnimationName        = RUElfWar_FLYB
AnimationMode        = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES2
BeginScript
PrevState = CurDrawablePrevAnimationState()
PrevAnim = CurDrawablePrevAnimation()
if PrevState == "Ready_Sword" or PrevState == "Moving_Sword" or PrevState == "Bored_Sword" ;;;;;;#TODO put in various sword states here
then
CurDrawableHideSubObject("ArrowNock")
CurDrawableHideSubObject("arrow")
return "WantBow"
elseif PrevState == "STATE_Fly"
then
if PrevAnim == "Sword" or PrevAnim == "WantBow"
then
CurDrawableHideSubObject("ArrowNock")
CurDrawableHideSubObject("arrow")
return "WantBow"
end
end

CurDrawableShowSubObject("arrow")
CurDrawableShowSubObject("arrownock")
return "Bow"
EndScript
End


; ------ Dying ------- ;

AnimationState        = DYING WEAPONSET_TOGGLE_1
Animation            = Sword1
AnimationName        = RUElfWar_DIESv5
AnimationMode        = ONCE
End
Animation            = Sword2
AnimationName        = RUElfWar_DIESV4
AnimationMode        = ONCE
End
Animation            = WantSword
AnimationName        = RUElfWar_LNDA
AnimationMode        = ONCE
End

BeginScript
PrevState = CurDrawablePrevAnimationState()
PrevAnim = CurDrawablePrevAnimation()
if PrevState == "STATE_Fly"
then
CurDrawableShowSubObject("arrow")
CurDrawableShowSubObject("arrownock")
return "WantSword"
end

CurDrawableHideSubObject("ArrowNock")
CurDrawableHideSubObject("arrow")
if GetClientRandomNumberReal(0,2) < 1
then
return "Sword1"
else
return "Sword2"
end
EndScript
End

AnimationState        = DYING
Animation            = Bow1
AnimationName        = RUElfWar_DIEB
AnimationMode        = ONCE
End
Animation            = Bow2
AnimationName        = RUElfWar_DIEBV5
AnimationMode        = ONCE
End
Animation            = WantBow
AnimationName        = RUElfWar_LNDB
AnimationMode        = ONCE
End
BeginScript
PrevState = CurDrawablePrevAnimationState()
PrevAnim = CurDrawablePrevAnimation()

if PrevState == "STATE_Fly"
then
CurDrawableHideSubObject("ArrowNock")
CurDrawableHideSubObject("arrow")
return "WantBow"
end

if GetClientRandomNumberReal(0,2) < 1
then
CurDrawableShowSubObject("arrow")
CurDrawableShowSubObject("arrownock")
return "Bow1"
else
CurDrawableShowSubObject("arrow")
CurDrawableShowSubObject("arrownock")
return "Bow2"
end
EndScript
End


;;======== TERROR

AnimationState = MOVING EMOTION_TERROR WEAPONSET_TOGGLE_1
StateName = Moving_Sword
Animation = Terror
AnimationName = RUElfWar_RUNN
AnimationMode = LOOP
Distance = 40
End
Animation = finishrun_b
AnimationName        = RUElfWar_RUNB
AnimationMode        = ONCE
AnimationBlendTime = 0
Distance = 40
End
Animation = runtrans_bs
AnimationName        = RUElfWar_RUNC
AnimationMode        = ONCE
AnimationBlendTime = 5
Distance = 70
End
Animation = runtrans_sb_finish
AnimationName        = RUElfWar_RUNT
AnimationMode        = ONCE
AnimationBlendTime = 0
Distance = 70
End
Animation = runnoblend_s
AnimationName        = RUElfWar_RUNN
AnimationMode        = LOOP
AnimationBlendTime = 0
Distance = 40
End
Flags = RESTART_ANIM_WHEN_COMPLETE MAINTAIN_FRAME_ACROSS_STATES
BeginScript
PrevAnim = CurDrawablePrevAnimation()
PrevState = CurDrawablePrevAnimationState()
CurDrawableHideSubObject("ARROW")
CurDrawableHideSubObject("ARROWNOCK")

if PrevState == "Moving_Bow"
then
if PrevAnim == "runtrans_sb"
then
return "runtrans_sb_finish"
elseif PrevAnim == "finishrun_s"
then
return "runnoblend_s"
else
return "finishrun_b"
end
elseif PrevAnim == "finishrun_b" or PrevAnim == "runtrans_sb_finish"
then
return "runtrans_bs"
elseif PrevAnim == "runtrans_bs" or PrevAnim == "run_s" or PrevAnim == "runnoblend_s"
then
return "runnoblend_s"
else
return "Terror"
end
EndScript
End
AnimationState = MOVING EMOTION_TERROR
StateName = Moving_Bow
Animation = RunAway_3
AnimationName = RUElfWar_RUNOT3
AnimationMode = ONCE
Distance = 40
End
Animation = RunAway_2
AnimationName = RUElfWar_RUNOT4
AnimationMode = ONCE
Distance = 40
End
Animation = RunAway
AnimationName = RUElfWar_RUNB
AnimationMode = ONCE
Distance = 40
End
Animation = finishrun_s
AnimationName        = RUElfWar_RUNN
AnimationMode        = ONCE
AnimationBlendTime = 0
Distance = 40
End
Animation = runtrans_sb
AnimationName        = RUElfWar_RUNT
AnimationMode        = ONCE
AnimationBlendTime = 5
Distance = 70
End
Animation = runtrans_bs_finish
AnimationName        = RUElfWar_RUNC
AnimationMode        = ONCE
AnimationBlendTime = 0
Distance = 70
End
Animation = RunAway_noblend
AnimationName = RUElfWar_RUNB
AnimationMode = ONCE
AnimationBlendTime = 0
Distance = 40
End
Flags = RESTART_ANIM_WHEN_COMPLETE MAINTAIN_FRAME_ACROSS_STATES
BeginScript
PrevAnim = CurDrawablePrevAnimation()
PrevState = CurDrawablePrevAnimationState()
CurDrawableShowSubObject("arrow")
CurDrawableShowSubObject("arrownock")

if PrevState == "Moving_Sword"
then
if PrevAnim == "runtrans_bs"
then
return "runtrans_bs_finish"
elseif PrevAnim == "finishrun_b"
then
return "RunAway_noblend"
else
return "finishrun_s"
end
elseif PrevAnim == "finishrun_s" or PrevAnim == "runtrans_bs_finish"
then
return "runtrans_sb"
elseif PrevAnim == "runtrans_sb" or PrevAnim == "run_b" or PrevAnim == "runnoblend_b"
then
return "RunAway_noblend"
else
Num = GetClientRandomNumberReal(0,7)
if Num < 1
then
return "RunAway_2"
elseif Num > 6
then
return "RunAway_3"
else
return "RunAway"
end
end
EndScript
End


; ------ Attacking ------- ;

AnimationState        = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1
StateName = Ready_Sword

Animation            = AttackWithSwordA
AnimationName        = RUElfWar_ATKSV2
AnimationMode        = ONCE
UseWeaponTiming = Yes
End
Animation            = AttackWithSwordB
AnimationName        = RUElfWar_ATKS
AnimationMode        = ONCE
UseWeaponTiming = Yes
End
Animation            = AttackWithSwordD
AnimationName        = RUElfWar_ATKSV4
AnimationMode        = ONCE
UseWeaponTiming = Yes
End
BeginScript
CurDrawableHideSubObject("ArrowNock")
CurDrawableHideSubObject("arrow")
EndScript
End
;;---------------------------------------------------------------------------<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
AnimationState = PREATTACK_A
Animation = ReadyToDrawn
AnimationName = RUElfWar_ATKA1
AnimationMode = ONCE
AnimationBlendTime = 20 ; Must be 0 blend time otherwise the arrow will linger for the duration of the blend!
End

BeginScript
CurDrawableShowSubObject("arrow")
CurDrawableShowSubObject("ArrowNock")
EndScript
End

AnimationState = FIRING_OR_RELOADING_A
StateName = STATE_Firing
Animation = OneFrameOfShooting
AnimationName = RUElfWar_ATKA2
AnimationMode = ONCE
AnimationBlendTime = 0
AnimationSpeedFactorRange = 1.5 1.5
End
Flags = START_FRAME_FIRST
BeginScript
CurDrawableShowSubObject("arrow")
CurDrawableShowSubObject("ArrowNock")
EndScript
End
;;--------------------------------------------------------------------------------<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
AnimationState = PREATTACK_C WEAPONSET_TOGGLE_1
Animation = ReadyToDrawn
AnimationName = RUElfWar_ATKA1
AnimationMode = ONCE
AnimationBlendTime = 20 ; Must be 0 blend time otherwise the arrow will linger for the duration of the blend!
End

BeginScript
CurDrawableShowSubObject("arrow")
CurDrawableShowSubObject("ArrowNock")
EndScript
End

AnimationState = FIRING_OR_RELOADING_C WEAPONSET_TOGGLE_1
StateName = STATE_Firing
Animation = OneFrameOfShooting
AnimationName = RUElfWar_ATKA2
AnimationMode = ONCE
AnimationBlendTime = 0
AnimationSpeedFactorRange = 1.5 1.5
End
Flags = START_FRAME_FIRST
BeginScript
CurDrawableShowSubObject("arrow")
CurDrawableShowSubObject("ArrowNock")
EndScript
End


;;------------------------- BACKUP --------------------------------------------------------------------


AnimationState = MOVING BACKING_UP WEAPONSET_TOGGLE_1
StateName = STATE_BackingUp
Animation = Sword
AnimationName = RUElfWar_BAKS
AnimationMode = LOOP
End
Animation = WantSword
AnimationName = RUElfWar_BAKB
AnimationMode = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES4
BeginScript
CurDrawableHideSubObject("ARROW")
CurDrawableHideSubObject("ARROWNOCK")
PrevAnim = CurDrawablePrevAnimation()
PrevState = CurDrawablePrevAnimationState()
if PrevState == "STATE_BackingUp"
then
if PrevAnim == "Bow" or PrevAnim == "WantSword"
then
return "WantSword"
end
end

return "Sword"
EndScript
End
AnimationState = MOVING BACKING_UP
StateName = STATE_BackingUp
Animation = Bow
AnimationName = RUElfWar_BAKB
AnimationMode = LOOP
End
Animation = WantBow
AnimationName = RUElfWar_BAKS
AnimationMode = LOOP
End
Flags = MAINTAIN_FRAME_ACROSS_STATES4
BeginScript
CurDrawableShowSubObject("arrow")
CurDrawableShowSubObject("arrownock")
PrevAnim = CurDrawablePrevAnimation()
PrevState = CurDrawablePrevAnimationState()
if PrevState == "STATE_BackingUp"
then
if PrevAnim == "WantBow" or PrevAnim == "Sword"
then
return "WantBow"
end
end

return "Bow"
EndScript
End

; ------------ Moving ------------- ;

AnimationState        = MOVING WEAPONSET_TOGGLE_1
StateName = Moving_Sword
SimilarRestart = Yes
Animation            = run_s
AnimationName        = RUElfWar_RUNS
AnimationMode        = LOOP
Distance = 40
End
Animation = finishrun_b
AnimationName        = RUElfWar_RUNB
AnimationMode        = ONCE
AnimationBlendTime = 0
Distance = 40
End
Animation = runtrans_bs
AnimationName        = RUElfWar_RUNC
AnimationMode        = ONCE
AnimationBlendTime = 0
Distance = 70
End
Animation = runtrans_sb_finish
AnimationName        = RUElfWar_RUNT
AnimationMode        = ONCE
AnimationBlendTime = 0
Distance = 70
End
Animation = runnoblend_s
AnimationName        = RUElfWar_RUNS
AnimationMode        = LOOP
AnimationBlendTime = 0
Distance = 40
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
BeginScript
PrevAnim = CurDrawablePrevAnimation()
PrevState = CurDrawablePrevAnimationState()
CurDrawableHideSubObject("ARROW")
CurDrawableHideSubObject("ARROWNOCK")

if PrevState == "Moving_Bow"
then
if PrevAnim == "runtrans_sb"
then
return "runtrans_sb_finish"
elseif PrevAnim == "finishrun_s"
then
return "runnoblend_s"
else
return "finishrun_b"
end
elseif PrevAnim == "finishrun_b" or PrevAnim == "runtrans_sb_finish" or PrevAnim == "WantSword"
then
return "runtrans_bs"
elseif PrevAnim == "runtrans_bs" or PrevAnim == "run_s" or PrevAnim == "runnoblend_s"
then
return "runnoblend_s"
else
return "run_s"
end
EndScript
End

AnimationState        = MOVING
StateName = Moving_Bow
SimilarRestart = Yes
Animation            = run_b
AnimationName        = RUElfWar_RUNB
AnimationMode        = LOOP
Distance = 40
End
Animation = finishrun_s
AnimationName        = RUElfWar_RUNS
AnimationMode        = ONCE
AnimationBlendTime = 0
Distance = 40
End
Animation = runtrans_sb
AnimationName        = RUElfWar_RUNT
AnimationMode        = ONCE
AnimationBlendTime = 0
Distance = 70
End
Animation = runtrans_bs_finish
AnimationName        = RUElfWar_RUNC
AnimationMode        = ONCE
AnimationBlendTime = 0
Distance = 70
End
Animation = runnoblend_b
AnimationName        = RUElfWar_RUNB
AnimationMode        = LOOP
AnimationBlendTime = 0
Distance = 40
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE

BeginScript
CurDrawableShowSubObject("arrow")
CurDrawableShowSubObject("arrownock")
PrevAnim = CurDrawablePrevAnimation()
PrevState = CurDrawablePrevAnimationState()

if PrevState == "Moving_Sword"
then
if PrevAnim == "runtrans_bs"
then
return "runtrans_bs_finish"
elseif PrevAnim == "finishrun_b"
then
return "runnoblend_b"
else
return "finishrun_s"
end
elseif PrevAnim == "finishrun_s" or PrevAnim == "runtrans_bs_finish" or PrevAnim == "WantBow"
then
return "runtrans_sb"
elseif PrevAnim == "runtrans_sb" or PrevAnim == "run_b" or PrevAnim == "runnoblend_b"
then
return "runnoblend_b"
else
return "run_b"
end
EndScript
End

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; TransitionState        = TRANS_SwordToBow_Moving
; Animation            = DrawBow
; AnimationName        = RUElfWar_RUNT
; AnimationMode        = ONCE
; End
;
; BeginScript
; CurDrawableAllowToContinue()
; EndScript
; End
;
; TransitionState        = TRANS_BowToSword_Moving
; Animation            = DrawSword
; AnimationName        = RUElfWar_RUNC
; AnimationMode        = ONCE
; End
;
; BeginScript
; CurDrawableAllowToContinue()
; EndScript
; End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;-----------------------------------------------------------------------------------<<<<<<<<<<<<<<<<<<<<<<<<<<<

AnimationState = CONTINUOUS_FIRE_MEAN ;;;;;;;;;HACK TO STOP JITTERS
Animation = HangFrameWhileCoasting
AnimationName = RUElfWar_ATKA2
AnimationMode = MANUAL
AnimationBlendTime = 0
End
Flags = START_FRAME_LAST

BeginScript
CurDrawableShowSubObject("arrow")
CurDrawableShowSubObject("ARROWNOCK")
if CurDrawablePrevAnimationState() == "STATE_Firing" then CurDrawableAllowToContinue() end
EndScript
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;
;;;; VERY IMPORTANT ARCHER INFORMATION
;;;; THIS WILL STOP THE JITTERS, AND BEST
;;;; YET, IT'S A COMPLETE HACK! Just look above.
;;;; We say that if we get into this state
;;;; from firing, just continue to fire. DONE.
;;;;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
End

AnimationState = CONTINUOUS_FIRE_SLOW
StateName = Ready_Bow
Animation = PutAwayArrow
AnimationName = RUElfWar_ATKA3
AnimationMode = ONCE
End

BeginScript
CurDrawableShowSubObject("arrow")
CurDrawableShowSubObject("ARROWNOCK")
EndScript
End
;;;--------------------------------------------------------------------------------------<<<<<<<<<<<<<<<<<<<<<<<

AnimationState = EMOTION_UNCONTROLLABLY_AFRAID WEAPONSET_TOGGLE_1
StateName = STATE_Emotion_Sword
Animation = Sword
AnimationName = RUElfWar_FERS
AnimationMode = ONCE
End
Animation = Sword2
AnimationName = RUElfWar_FERS
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
BeginScript
PrevState = CurDrawablePrevAnimationState()
CurDrawableHideSubObject("arrow")
CurDrawableHideSubObject("arrownock")

if PrevState == "STATE_Emotion_Bow"
then
CurDrawableAllowToContinue()
if( CurDrawablePrevAnimFraction() > .89 )
then
CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready")
end
end
EndScript
End
AnimationState = EMOTION_UNCONTROLLABLY_AFRAID
StateName = STATE_Emotion_Bow
Animation = Bow
AnimationName = RUElfWar_FERB
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = Bow2
AnimationName = RUElfWar_FERB
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
BeginScript
PrevState = CurDrawablePrevAnimationState()
CurDrawableShowSubObject("arrow")
CurDrawableShowSubObject("arrownock")

if PrevState == "STATE_Emotion_Sword"
then
CurDrawableAllowToContinue()
if( CurDrawablePrevAnimFraction() > .89 )
then
CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready")
end
end
EndScript
End


; -------- Alert ------- ;

AnimationState = EMOTION_ALERT WEAPONSET_TOGGLE_1
StateName = Ready_Sword

Animation = Alert_1
AnimationName = RUElfWar_IDLST1
AnimationMode = LOOP
End

BeginScript
PrevAnim = CurDrawablePrevAnimation()
Prev = CurDrawablePrevAnimationState()
CurDrawableHideSubObject("ArrowNock")
CurDrawableHideSubObject("arrow")
if Prev == "Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_BR_Sword") end
if Prev == "Selected_Sword" then CurDrawableSetTransitionAnimState("TRANS_SR_Sword") end
if Prev == "Selected_Bow" or Prev == "Moving_Bow" or Prev == "Ready_Bow" or Prev == "Bored_Bow" or PrevAnim == "WantSword"
then
CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready")
end
EndScript
End
AnimationState = ENGAGED WEAPONSET_TOGGLE_1
StateName = Ready_Sword

Animation = Alert_1
AnimationName = RUElfWar_IDLST1
AnimationMode = LOOP
End

BeginScript
PrevAnim = CurDrawablePrevAnimation()
Prev = CurDrawablePrevAnimationState()
CurDrawableHideSubObject("ArrowNock")
CurDrawableHideSubObject("arrow")
if Prev == "Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_BR_Sword") end
if Prev == "Selected_Sword" then CurDrawableSetTransitionAnimState("TRANS_SR_Sword") end
if Prev == "Selected_Bow" or Prev == "Moving_Bow" or Prev == "Ready_Bow" or Prev == "Bored_Bow" or PrevAnim == "WantSword"
then
CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready")
end
EndScript
End
AnimationState = ATTACKING WEAPONSET_TOGGLE_1
StateName = Ready_Sword

Animation = Alert_1
AnimationName = RUElfWar_IDLST1
AnimationMode = LOOP
End

BeginScript
PrevAnim = CurDrawablePrevAnimation()
Prev = CurDrawablePrevAnimationState()
CurDrawableHideSubObject("ArrowNock")
CurDrawableHideSubObject("arrow")
if Prev == "Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_BR_Sword") end
if Prev == "Selected_Sword" then CurDrawableSetTransitionAnimState("TRANS_SR_Sword") end
if Prev == "Selected_Bow" or Prev == "Moving_Bow" or Prev == "Ready_Bow" or Prev == "Bored_Bow" or PrevAnim == "WantSword"
then
CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready")
end
EndScript
End

AnimationState = EMOTION_ALERT
StateName = Ready_Bow

Animation = IDLB
AnimationName = RUElfWar_IDLB
AnimationMode = LOOP
End

BeginScript
CurDrawableShowSubObject("arrow")
CurDrawableShowSubObject("arrownock")
PrevAnim = CurDrawablePrevAnimation()
Prev = CurDrawablePrevAnimationState()
if Prev == "Bored_Bow" then CurDrawableSetTransitionAnimState("TRANS_BR_Bow") end
if Prev == "Selected_Bow" then CurDrawableSetTransitionAnimState("TRANS_SR_Bow") end
if Prev == "Selected_Sword" or Prev == "Moving_Sword" or Prev == "Ready_Sword" or Prev == "Bored_Sword" or PrevAnim == "WantBow"
then
CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready")
end
EndScript
End
AnimationState = ENGAGED
StateName = Ready_Bow

Animation = IDLB
AnimationName = RUElfWar_IDLB
AnimationMode = LOOP
End

BeginScript
CurDrawableShowSubObject("arrow")
CurDrawableShowSubObject("arrownock")
PrevAnim = CurDrawablePrevAnimation()
Prev = CurDrawablePrevAnimationState()
if Prev == "Bored_Bow" then CurDrawableSetTransitionAnimState("TRANS_BR_Bow") end
if Prev == "Selected_Bow" then CurDrawableSetTransitionAnimState("TRANS_SR_Bow") end
if Prev == "Selected_Sword" or Prev == "Moving_Sword" or Prev == "Ready_Sword" or Prev == "Bored_Sword" or PrevAnim == "WantBow"
then
CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready")
end
EndScript
End
AnimationState = ATTACKING
StateName = Ready_Bow

Animation = IDLB
AnimationName = RUElfWar_IDLB
AnimationMode = LOOP
End

BeginScript
CurDrawableShowSubObject("arrow")
CurDrawableShowSubObject("arrownock")
PrevAnim = CurDrawablePrevAnimation()
Prev = CurDrawablePrevAnimationState()
if Prev == "Bored_Bow" then CurDrawableSetTransitionAnimState("TRANS_BR_Bow") end
if Prev == "Selected_Bow" then CurDrawableSetTransitionAnimState("TRANS_SR_Bow") end
if Prev == "Selected_Sword" or Prev == "Moving_Sword" or Prev == "Ready_Sword" or Prev == "Bored_Sword" or PrevAnim == "WantBow"
then
CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready")
end
EndScript
End



;;------------ EMOTIONS ------------------------------------------------------------------
;;======= AFRAID

AnimationState = EMOTION_AFRAID WEAPONSET_TOGGLE_1
StateName = STATE_Emotion_Sword
Animation = Sword
AnimationName = RUElfWar_FERS
AnimationMode = ONCE
End
Animation = Sword2
AnimationName = RUElfWar_FERS
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
BeginScript
PrevState = CurDrawablePrevAnimationState()
CurDrawableHideSubObject("arrow")
CurDrawableHideSubObject("arrownock")

if PrevState == "STATE_Emotion_Bow"
then
CurDrawableAllowToContinue()
if( CurDrawablePrevAnimFraction() > .89 )
then
CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready")
end
end
EndScript
End
AnimationState = EMOTION_AFRAID
StateName = STATE_Emotion_Bow
Animation = Bow
AnimationName = RUElfWar_FERB
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = Bow2
AnimationName = RUElfWar_FERB
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
BeginScript
PrevState = CurDrawablePrevAnimationState()
CurDrawableShowSubObject("arrow")
CurDrawableShowSubObject("arrownock")

if PrevState == "STATE_Emotion_Sword"
then
CurDrawableAllowToContinue()
if( CurDrawablePrevAnimFraction() > .89 )
then
CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready")
end
end
EndScript
End

;;====== CELEBRATING

AnimationState = EMOTION_CELEBRATING WEAPONSET_TOGGLE_1
StateName = STATE_Emotion_Sword
Animation = Sword
AnimationName = RUElfWar_CHRST2
AnimationMode = ONCE
End
Animation = Sword2
AnimationName = RUElfWar_CHRST2
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
BeginScript
PrevState = CurDrawablePrevAnimationState()
CurDrawableHideSubObject("arrow")
CurDrawableHideSubObject("arrownock")

if PrevState == "STATE_Emotion_Bow"
then
CurDrawableAllowToContinue()
if( CurDrawablePrevAnimFraction() > .89 )
then
CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready")
end
elseif PrevState == "STATE_Emotion_Sword"
then
CurDrawableAllowToContinue()
elseif PrevState == "Selected_Sword"
then
CurDrawableSetTransitionAnimState("TRANS_SR_Sword")
elseif PrevState == "Bored_Sword"
then
CurDrawableSetTransitionAnimState("TRANS_BR_Sword")
end
EndScript
End
AnimationState = EMOTION_CELEBRATING
StateName = STATE_Emotion_Bow
Animation = Bow
AnimationName = RUElfWar_CHRB
AnimationMode = ONCE
End
Animation = Bow2
AnimationName = RUElfWar_CHRB
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
BeginScript
PrevState = CurDrawablePrevAnimationState()
CurDrawableShowSubObject("arrow")
CurDrawableShowSubObject("arrownock")

if PrevState == "STATE_Emotion_Sword"
then
CurDrawableAllowToContinue()
if( CurDrawablePrevAnimFraction() > .89 )
then
CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready")
end
elseif PrevState == "STATE_Emotion_Bow"
then
CurDrawableAllowToContinue()
elseif PrevState == "Selected_Bow"
then
CurDrawableSetTransitionAnimState("TRANS_SR_Bow")
elseif PrevState == "Bored_Bow"
then
CurDrawableSetTransitionAnimState("TRANS_BR_Bow")
end
EndScript
End

;;====== TAUNTING

AnimationState = EMOTION_TAUNTING WEAPONSET_TOGGLE_1
StateName = STATE_Emotion_Sword
Animation = Sword
AnimationName = RUElfWar_TNTSV1
AnimationMode = ONCE
End
Animation = Sword2
AnimationName = RUElfWar_TNTSV1
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE ;MAINTAIN_FRAME_ACROSS_STATES
BeginScript
PrevState = CurDrawablePrevAnimationState()
CurDrawableHideSubObject("arrow")
CurDrawableHideSubObject("arrownock")

if PrevState == "STATE_Emotion_Bow"
then
CurDrawableAllowToContinue()
if( CurDrawablePrevAnimFraction() > .89 )
then
CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready")
end
elseif PrevState == "STATE_Emotion_Sword"
then
CurDrawableAllowToContinue()
elseif PrevState == "Selected_Sword"
then
CurDrawableSetTransitionAnimState("TRANS_SR_Sword")
elseif PrevState == "Bored_Sword"
then
CurDrawableSetTransitionAnimState("TRANS_BR_Sword")
end
EndScript
End
AnimationState = EMOTION_TAUNTING
StateName = STATE_Emotion_Bow
Animation = Bow1
AnimationName = RUElfWar_TNTB
AnimationMode = ONCE
End
Animation = Bow2
AnimationName = RUElfWar_TNTB ; RUElfWar_TNTBX anim does not exist
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE ;MAINTAIN_FRAME_ACROSS_STATES
BeginScript
PrevState = CurDrawablePrevAnimationState()
CurDrawableShowSubObject("arrow")
CurDrawableShowSubObject("arrownock")

if PrevState == "STATE_Emotion_Sword"
then
CurDrawableAllowToContinue()
if( CurDrawablePrevAnimFraction() > .89 )
then
CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready")
end
elseif PrevState == "STATE_Emotion_Bow"
then
CurDrawableAllowToContinue()
elseif PrevState == "Selected_Bow"
then
CurDrawableSetTransitionAnimState("TRANS_SR_Bow")
elseif PrevState == "Bored_Bow"
then
CurDrawableSetTransitionAnimState("TRANS_BR_Bow")
end
EndScript
End

;;====== POINTING

AnimationState = EMOTION_POINTING WEAPONSET_TOGGLE_1
StateName = STATE_Emotion_Sword
Animation = Sword
AnimationName = RUElfWar_PNTB
AnimationMode = ONCE
End
Animation = Sword2
AnimationName = RUElfWar_PNTB
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
BeginScript
PrevState = CurDrawablePrevAnimationState()
CurDrawableHideSubObject("arrow")
CurDrawableHideSubObject("arrownock")

if PrevState == "STATE_Emotion_Bow"
then
CurDrawableAllowToContinue()
if( CurDrawablePrevAnimFraction() > .89 )
then
CurDrawableSetTransitionAnimState("TRANS_BowToSword_Ready")
end
elseif PrevState == "STATE_Emotion_Sword"
then
CurDrawableAllowToContinue()
elseif PrevState == "Selected_Sword"
then
CurDrawableSetTransitionAnimState("TRANS_SR_Sword")
elseif PrevState == "Bored_Sword"
then
CurDrawableSetTransitionAnimState("TRANS_BR_Sword")
end
EndScript
End
AnimationState = EMOTION_POINTING
StateName = STATE_Emotion_Bow
Animation = Bow
AnimationName = RUElfWar_PNTA
AnimationMode = ONCE
End
Animation = Bow2
AnimationName = RUElfWar_PNTA
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
BeginScript
PrevState = CurDrawablePrevAnimationState()
CurDrawableShowSubObject("arrow")
CurDrawableShowSubObject("arrownock")

if PrevState == "STATE_Emotion_Sword"
then
CurDrawableAllowToContinue()
if( CurDrawablePrevAnimFraction() > .89 )
then
CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Ready")
end
elseif PrevState == "STATE_Emotion_Bow"
then
CurDrawableAllowToContinue()
elseif PrevState == "Selected_Bow"
then
CurDrawableSetTransitionAnimState("TRANS_SR_Bow")
elseif PrevState == "Bored_Bow"
then
CurDrawableSetTransitionAnimState("TRANS_BR_Bow")
end
EndScript
End

; ------ Selected ------ ;

AnimationState = SELECTED WEAPONSET_TOGGLE_1
StateName = Selected_Sword

Animation = ATNA
AnimationName = RUElfWar_ATNS
AnimationMode = LOOP
End

BeginScript
CurDrawableHideSubObject("ARROW")
CurDrawableHideSubObject("ARROWNOCK")

PrevAnim = CurDrawablePrevAnimation()
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Emotion_Bow" or Prev == "STATE_Emotion_Sword" then CurDrawableAllowToContinue() end
if Prev == "Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_BS_Sword") end
if Prev == "Ready_Sword" then CurDrawableSetTransitionAnimState("TRANS_RS_Sword") end
if Prev == "Selected_Bow" or Prev == "Moving_Bow" or Prev == "Ready_Bow" or Prev == "Bored_Bow" or PrevAnim == "WantSword"
then
CurDrawableSetTransitionAnimState("TRANS_BowToSword_Selected")
end

EndScript
End

AnimationState = SELECTED
StateName            = Selected_Bow

Animation = ATNE
AnimationName = RUElfWar_ATNE
AnimationMode = LOOP
End

BeginScript
CurDrawableShowSubObject("arrow")
CurDrawableShowSubObject("arrownock")
PrevAnim = CurDrawablePrevAnimation()
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Emotion_Bow" or Prev == "STATE_Emotion_Sword" then CurDrawableAllowToContinue() end
if Prev == "Bored_Bow" then CurDrawableSetTransitionAnimState("TRANS_BS_Bow") end
if Prev == "Ready_Bow" then CurDrawableSetTransitionAnimState("TRANS_RS_Bow") end
if Prev == "Selected_Sword" or Prev == "Moving_Sword" or Prev == "Ready_Sword" or Prev == "Bored_Sword" or PrevAnim == "WantBow"
then
CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Selected")
end
EndScript
End


; --------- Hit Reactions ---------- ;

AnimationState = HIT_REACTION HIT_LEVEL_1 WEAPONSET_TOGGLE_1
StateName = Bored_Sword
Animation = Hit_Level_1_a
AnimationName = RUElfWar_HITE
AnimationMode = ONCE
End
End

AnimationState = HIT_REACTION HIT_LEVEL_1
StateName = Bored_Bow
Animation = Hit_Level_1_a
AnimationName = RUElfWar_HITB
AnimationMode = ONCE
AnimationSpeedFactorRange = .9 .9
End
End


; ------- Bored -------- ;

AnimationState = WEAPONSET_TOGGLE_1
StateName = Bored_Sword

Animation            = Idle_Sword1
AnimationName        = RUElfWar_IDLG
AnimationMode        = ONCE
End
Animation            = Idle_Sword2
AnimationName        = RUElfWar_IDLCT1
AnimationMode        = ONCE
End
Animation            = Idle_Sword3
AnimationName        = RUElfWar_IDLCT3
AnimationMode        = ONCE
End
Animation = IdleNoFidget
AnimationName = RUElfWar_IDLF
AnimationMode = ONCE
AnimationPriority = 20
End
Animation = IdleNoFidget2
AnimationName = RUElfWar_IDLF
AnimationMode = ONCE
AnimationPriority = 0
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
CurDrawableHideSubObject("ARROW")
CurDrawableHideSubObject("ARROWNOCK")

PrevAnim = CurDrawablePrevAnimation()
Prev = CurDrawablePrevAnimationState()
if Prev == "TRANS_SB_Sword" or Prev == "TRANS_RB_Sword" then return "IdleNoFidget" end
if Prev == "Selected_Sword" then CurDrawableSetTransitionAnimState("TRANS_SB_Sword") end
if Prev == "Ready_Sword" then CurDrawableSetTransitionAnimState("TRANS_RB_Sword") end
if Prev == "Selected_Bow" or Prev == "Moving_Bow" or Prev == "Ready_Bow" or Prev == "Bored_Bow" or PrevAnim == "WantSword"
then
CurDrawableSetTransitionAnimState("TRANS_BowToSword_Selected")
end
EndScript
End

IdleAnimationState
StateName = Bored_Bow

Animation = IdleBowB
AnimationName = RUElfWar_IDLDX1
AnimationMode = ONCE
End
Animation = IdleBowD
AnimationName = RUElfWar_IDLD
AnimationMode = ONCE
End
Animation = IdleNoFidget
AnimationName = RUElfWar_IDLE
AnimationMode = ONCE
AnimationPriority = 20
End
Animation = IdleNoFidget2
AnimationName = RUElfWar_IDLE
AnimationMode = ONCE
AnimationPriority = 10
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
CurDrawableShowSubObject("arrow")
CurDrawableShowSubObject("arrownock")
PrevAnim = CurDrawablePrevAnimation()
Prev = CurDrawablePrevAnimationState()
if Prev == "TRANS_SB_Bow" or Prev == "TRANS_RB_Bow" then return "IdleNoFidget" end
if Prev == "Selected_Bow" then CurDrawableSetTransitionAnimState("TRANS_SB_Bow") end
if Prev == "Ready_Bow" then CurDrawableSetTransitionAnimState("TRANS_RB_Bow") end
if Prev == "Selected_Sword" or Prev == "Moving_Sword" or Prev == "Ready_Sword" or Prev == "Bored_Sword" or PrevAnim == "WantBow"
then
CurDrawableSetTransitionAnimState("TRANS_SwordToBow_Selected")
end
EndScript
End


;----------------- Bow Transitions -------------------------;

TransitionState        = TRANS_BS_Bow
Animation            = ATND
AnimationName      = RUElfWar_ATND
AnimationMode      = ONCE
AnimationBlendTime = 10
End
End

TransitionState        = TRANS_SR_Bow
Animation            = ATNE
AnimationName      = RUElfWar_ATNF
AnimationMode      = ONCE
End
End

TransitionState        = TRANS_SB_Bow
Animation            = ATND
AnimationName      = RUElfWar_ATND
AnimationMode      = ONCE_BACKWARDS
End
Flags = START_FRAME_LAST
End

TransitionState        = TRANS_RS_Bow
Animation            = ATNF
AnimationName      = RUElfWar_ATNF
AnimationMode      = ONCE_BACKWARDS
End
Flags = START_FRAME_LAST
End

TransitionState        = TRANS_BR_Bow
Animation            = IDLB
AnimationName      = RUElfWar_IDLB
AnimationMode      = ONCE
AnimationBlendTime = 20
End
End

TransitionState        = TRANS_RB_Bow
Animation            = IDLD
AnimationName      = RUElfWar_IDLD
AnimationMode      = ONCE
AnimationBlendTime = 20
End
End

;----------------- Sword Transitions -------------------------;

TransitionState        = TRANS_BS_Sword
Animation            = ATNA
AnimationName      = RUElfWar_ATNA
AnimationMode      = ONCE
End
Animation            = ATNAX1
AnimationName      = RUElfWar_ATNX1
AnimationMode      = ONCE
End
End

TransitionState        = TRANS_SR_Sword
Animation            = ATNC
AnimationName      = RUElfWar_ATNC
AnimationMode      = ONCE
End
End

TransitionState        = TRANS_SB_Sword
Animation            = ATNA
AnimationName      = RUElfWar_ATNA
AnimationMode      = ONCE_BACKWARDS
End
Flags = START_FRAME_LAST
End

TransitionState        = TRANS_RS_Sword
Animation            = ATNC
AnimationName      = RUElfWar_ATNC
AnimationMode      = ONCE_BACKWARDS
End
Flags = START_FRAME_LAST
End

TransitionState        = TRANS_BR_Sword
Animation            = ATNS
AnimationName      = RUElfWar_ATNS
AnimationMode      = ONCE
AnimationBlendTime = 20
End
End

TransitionState        = TRANS_RB_Sword
Animation            = IDLG
AnimationName      = RUElfWar_IDLG
AnimationMode      = ONCE
AnimationBlendTime = 20
End
End


;-------------- Weapon Change Transitions --------------------------;

TransitionState        = TRANS_BowToSword_Ready
Animation            = DrawSwords
AnimationName        = RUElfWar_STHA
AnimationMode        = ONCE
End
End

TransitionState        = TRANS_SwordToBow_Ready
Animation            = DrawBow
AnimationName        = RUElfWar_STHB
AnimationMode        = ONCE
End
End

TransitionState        = TRANS_BowToSword_Selected
Animation            = DrawSwords
AnimationName        = RUElfWar_STHC
AnimationMode        = ONCE
End
End

TransitionState        = TRANS_SwordToBow_Selected
Animation            = DrawBow
AnimationName        = RUElfWar_STHD
AnimationMode        = ONCE
End
End
End

; ***DESIGN parameters ***

Side = Elves
EditorSorting = UNIT
ThreatLevel = 1.0
ThingClass = HORDE_UNIT
CommandPoints = 16


TransportSlotCount = TRANSPORTSLOTCOUNT_UNIT ; 1
; WeaponSet
; Conditions = None
; Weapon = PRIMARY    MirkwoodArcherBow
; Weapon = TERTIARY   MirkwoodArcherBowBombard
; AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
; AutoChooseSources = TERTIARY FROM_PLAYER FROM_SCRIPT ; Not AI.
; End
WeaponSet
Conditions = None ; PLAYER_UPGRADE
Weapon = PRIMARY MirkwoodArcherSilverthornBow
Weapon = TERTIARY MirkwoodArcherSilverthornBowBombard
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
AutoChooseSources = TERTIARY FROM_PLAYER FROM_SCRIPT ; Not AI.
End
WeaponSet
Conditions = WEAPONSET_TOGGLE_1; CONTESTING_BUILDING
Weapon = PRIMARY ElvenLindonWarriorSword
Weapon = TERTIARY  MirkwoodArcherSilverthornBowBombard
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
; sword upgrade
; WeaponSet
; Conditions = PLAYER_UPGRADE WEAPONSET_TOGGLE_1 CONTESTING_BUILDING
; Weapon = PRIMARY ElvenLindonWarriorSword
    ; AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
; End

ArmorSet
Conditions      = None
Armor           = HeroMiniFootArmor
DamageFX        = NormalDamageFX
End


VisionRange = ELVEN_NOLDORWARRIOR_VISION_RANGE
        ShroudClearingRange = SHROUD_CLEAR_STANDARD

BountyValue = ELVEN_NOLDORWARRIOR_BOUNTY_VALUE
DisplayName = OBJECT:NoldorWarrior
CrushableLevel = 0  ; What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

CrushRevengeWeapon = SuperInfantryCrushRevenge

CommandSet = NoldorWarriorCommandSet



; *** AUDIO Parameters ***;
 
;VoiceAmbushed = ElvenWarriorVoiceAmbushed
VoiceAttack = ElvenWarriorVoiceAttack
VoiceAttackAir = ElvenWarriorVoiceAttack
VoiceAttackCharge = ElvenWarriorVoiceAttackCharge
VoiceAttackStructure = ElvenWarriorVoiceAttack ; ElvenWarriorVoiceAttackBuilding not recorded
VoiceAttackMachine = ElvenWarriorVoiceAttack ; ElvenWarriorVoiceAttackBuilding not recorded
VoiceCreated = ElvenWarriorVoiceSalute
VoiceFullyCreated  = ElvenWarriorVoiceSalute
VoiceMove = ElvenWarriorVoiceMove
VoiceMoveToCamp = ElvenWarriorVoiceMoveCamp
VoiceMoveWhileAttacking = ElvenWarriorVoiceDisengage
VoicePriority = 41
VoiceRetreatToCastle = ElvenWarriorVoiceRetreat
VoiceSelect = ElvenWarriorVoiceSelectMS
VoiceSelectBattle = ElvenWarriorVoiceSelectBattle
VoiceGuard = ElvenWarriorVoiceMove


UnitSpecificSounds
VoiceGarrison = ElvenWarriorVoiceGarrison   
VoicePrimaryWeaponMode = ElvenWarriorVoiceModeBow
VoiceSecondaryWeaponMode = ElvenWarriorVoiceModeSword
End

    #include "..\..\..\includes\StandardUnitEvaEvents.inc"


; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY SCORE THROWN_OBJECT PATH_THROUGH_EACH_OTHER ARCHER ATTACK_NEEDS_LINE_OF_SIGHT GRAB_AND_DROP

Body = ActiveBody ModuleTag_02
CheerRadius   = EMOTION_CHEER_RADIUS
MaxHealth         = ELVEN_NOLDORWARRIOR_HEALTH ;BALANCE RohanElvenWarrior
MaxHealthDamaged  = ELVEN_NOLDORWARRIOR_HEALTH_DAMAGED
RecoveryTime      = ELVEN_NOLDORWARRIOR_HEALTH_RECOVERY_TIME
End

; ========================== Weapon Song ==================================
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_GlorfindelBladeOfPurityEnabler
SpecialPowerTemplate = SpecialAbilityGlorfindelBladeOfPurity
TriggeredBy = Upgrade_MiniHordeLvl7
End
  Behavior = SpecialPowerModule ModuleTag_GlorfindelBladeOfPurityStarter
SpecialPowerTemplate = SpecialAbilityGlorfindelBladeOfPurity
StartsPaused = Yes
SetModelCondition = ModelConditionState:USER_1
SetModelConditionTime = 2.0
End
Behavior = SpecialAbilityUpdate ModuleTag_GlorfindelBladeOfPurityUpdate
SpecialPowerTemplate = SpecialAbilityGlorfindelBladeOfPurity
TriggerAttributeModifier = NoldorWeaponSong
AttributeModifierDuration = 30000
; TriggerSound = WeaponSongSound
End
Behavior = AutoAbilityBehavior ModuleTag_BladeOfPurityAutoAbility
SpecialAbility = SpecialAbilityGlorfindelBladeOfPurity
MaxScanRange = 200
Query = 1 ALL ENEMIES
End

; =============== Silverthorn arrow upgrade =====================
Behavior = WeaponSetUpgrade ModuleTag_WeaponSetUpgradeTag
; TriggeredBy = Upgrade_ElvenSilverthornArrows
CustomAnimAndDuration   = AnimState:USER_4 AnimTime:0 TriggerTime:0 ;set flag forever
End

Behavior = WeaponSetUpgrade WeaponSetUpgradeModuleTag
; TriggeredBy = Upgrade_ElvenForgedBlades
CustomAnimAndDuration   = AnimState:USER_5 AnimTime:0 TriggerTime:0 ;set flag forever
End

; Behavior = SubObjectsUpgrade Armor_Upgrade
; TriggeredBy = Upgrade_ElvenHeavyArmor
; UpgradeTexture = RUElvnWorrior.tga 0 RUElvnWorriorHA.tga
; UpgradeTexture = RUElvnWorrior_L.tga 0 RUElvnWorriorHA.tga
; RecolorHouse = Yes
; End

; Behavior = ArmorUpgrade ArmorUpgradeModuleTag
; TriggeredBy = Upgrade_ElvenHeavyArmor
; End

Behavior = SubObjectsUpgrade ForgedBlades_Upgrade
; TriggeredBy = Upgrade_ElvenForgedBlades
ShowSubObjects = Forged_Blade
End

; Behavior = AIUpdateInterface ModuleTag_03
; AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS STEALTHED
; MoodAttackCheckRate = 500
; CanAttackWhileContained = Yes
; HoldGroundCloseRangeDistance = 41
; AILuaEventsList = RohanElvenWarriorFunctions
; End

Behavior = AutoHealBehavior ModuleTag_RogashHealing
StartsActive = Yes
HealingAmount = 50
HealingDelay = 5000
StartHealingDelay = 5000
HealOnlyIfNotInCombat = Yes
End


Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
CanAttackWhileContained = Yes
AILuaEventsList = RohanArcherFunctions
AttackPriority = AttackPriority_Archer
BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY
End


LocomotorSet
Locomotor = HumanLocomotor
Condition = SET_NORMAL
Speed     = NORMAL_GOOD_FAST_MEMBER_SPEED
End

LocomotorSet
Locomotor = HumanWanderLocomotor
Condition = SET_WANDER
Speed     = NORMAL_GOOD_FAST_MEMBER_SPEED
End

LocomotorSet
Locomotor = HumanPanicLocomotor
Condition = SET_PANIC
Speed   = NORMAL_GOOD_FAST_MEMBER_SPEED
End

LocomotorSet
Locomotor = HumanScaredLocomotor
Condition = SET_SCARED
Speed   = NORMAL_GOOD_FAST_MEMBER_SPEED
End

; Behavior = StealthUpdate StealthUpdateModuleTag
; StealthDelay = 500          ; msec
; FriendlyOpacityMin = STEALTH_FRIENDLY_OPACITY_MIN
; FriendlyOpacityMax = STEALTH_FRIENDLY_OPACITY_MAX
; PulseFrequency = 750    ; msec
; StealthForbiddenConditions = AWAY_FROM_TREES ATTACKING
; OrderIdleEnemiesToAttackMeUponReveal = Yes
; DetectedByAnyoneRange = 120
; RevealWeaponSets = CLOSE_RANGE CONTESTING_BUILDING
; End
; Behavior = StealthUpdate StealthUpdateModuleTag
; StealthDelay = 500          ; msec
; FriendlyOpacityMin = 15.0%
; FriendlyOpacityMax = 60.0%
; PulseFrequency = 750    ; msec
; StealthForbiddenConditions = HORDEBRAIN_NOT_STEALTHED
; OrderIdleEnemiesToAttackMeUponReveal = Yes
; DetectedByAnyoneRange = 120
; RevealWeaponSets = CLOSE_RANGE CONTESTING_BUILDING
; End

; Fire arrow upgrade
Behavior = WeaponSetUpgrade ModuleTag_14
TriggeredBy = Upgrade_ElvenSilverthornArrows
End

Behavior = DualWeaponBehavior ModuleTag_13
SwitchWeaponOnCloseRangeDistance = 21
End

Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
End

Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -KNOCKBACK
SinkDelay = 3000
SinkRate = 0.5     ; in Dist/Sec
DestructionDelay = 15000
            Sound = INITIAL ElvenWarriorVoiceDie

End

Behavior = SquishCollide ModuleTag_06
;nothing
End

Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown.
;
FirstHeight = 25  ; Height of Bezier control points above highest intervening terrain
SecondHeight = 25
FirstPercentIndent = 30% ; Percentage of shot distance control points are placed
SecondPercentIndent = 70%
TumbleRandomly = Yes

CrushStyle = Yes ; I don't detonate, I just hit
DieOnImpact = Yes
BounceCount = 1   ; When I hit the ground, I'll arc again
BounceDistance = 41 ; this far
BounceFirstHeight = 25  ; Height of Bezier control points above highest intervening terrain
BounceSecondHeight = 25
BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed
BounceSecondPercentIndent = 80%

GroundHitFX       = FX_ThrownRockGroundHit
GroundBounceFX    = FX_ThrownRockBounceHit
End

; Tie into LargeGroupAudio system
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
Key = Elf Unit Infantry Elf_Warrior
End


;------------------ AnimationAudio ---- ElvenWarriorVoice WeaponModes ---------------
;
;  This was the old hookup for ElvenWarriorVoice switch bow or sword; not it's in CommandButton.INI
;
;ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
; MaxUpdateRangeCap = 800
; AnimationSound = Sound: ElvenWarriorVoiceModeSword Animation: RUElfWar_STHA Frames: 0
; AnimationSound = Sound: ElvenWarriorVoiceModeBow Animation: RUElfWar_STHB Frames: 0
; AnimationSound = Sound: ElvenWarriorVoiceModeSword Animation: RUElfWar_RUNC Frames: 0
; AnimationSound = Sound: ElvenWarriorVoiceModeBow Animation: RUElfWar_RUNT Frames: 0
;End

;-----------------

Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI;
End

Darin steht auch was von einer If Bedingung, was eventuell damit zusammen hängt. Aber bevor ich das Spiel zerstöre wollte ich nochmal hier nachfragen :).
« Letzte Änderung: 28. Dez 2016, 11:12 von vayu »

FG15

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Re: Beschränkung umgehen
« Antwort #1 am: 28. Dez 2016, 11:40 »
Erstmal schaust du im falschen Object nach. Die Einheit die man baut ist die Horde, das hier ist aber der einzelne Krieger.

In der Horde wirst du folgenden Eintrag finden:
MaxSimultaneousOfType = 3Entfernst du diesen Eintrag, kannst du beliebig viele bauen.