Ok, so step by step. This is the code for the ability that you need to copy to Saruman's .ini:
;-----------------------------------------------------
; Automatische Lichtsphere (Ohne Ring) aus Sum1
;-----------------------------------------------------
Behavior = SpecialPowerModule ModuleTag_ShieldBubbleStarter
SpecialPowerTemplate = SpecialPowerShieldBubbleEdain ;aus Sum1
UpdateModuleStartsAttack = No
AttributeModifier = GandalfShieldBubbleBonusEdain ;aus Sum1
AttributeModifierRange = 1
AttributeModifierAffectsSelf = Yes
AttributeModifierAffects = ANY +CAVALRY +INFANTRY
SetModelCondition = ModelConditionState:USER_3
SetModelConditionTime = 2.5
End
Behavior = SpecialAbilityUpdate ModuleTag_ShieldBubbleUpdate
SpecialPowerTemplate = SpecialPowerShieldBubbleEdain
UnpackTime = 0
PreparationTime = 0.1
PackTime = 0.15
AwardXPForTriggering = 0
End
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilitySpecialPowerShieldBubble
SpecialAbility = SpecialPowerShieldBubbleEdain
StartsActive = Yes
MaxScanRange = 50
Query = 1 ANY ENEMIES +MONSTER +HERO
End
Behavior = SpecialPowerModule ModuleTag_Leadership
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = No
StartsPaused = No
End
If you want Saruman to also get the visual indicator (the white bubble around him), you need to also copy the W3DScriptedModelDraw module. You can see in the code above that the ability uses the ModelCondition USER_3, so we look for that in Gandalf's ini and find this:
Draw = W3DScriptedModelDraw ModuleTag_ShieldBubble
DefaultModelConditionState
Model = None
End
ModelConditionState = USER_3
Model = GUGANDALFCRSTL
ParticleSysBone = ROOTTRANSFORM GandalfCrystalSphere FollowBone:Yes
ParticleSysBone = ROOTTRANSFORM GandalfBeamGlow2 FollowBone:Yes
End
End
Copy this as well. The ParticleSysBone you see at the bottom are the FX.
In the last step, add a commandbutton to Saruman's commandset - you can once again simply copy one from Gandalf's commandset: 8 = Command_GandalfShieldBubbleEdain
With that, Saruman should be good to go.
If you want to add a hero to another faction, simply add him to the list BuildableHeroesMP of the new faction in the playertemplate.ini. You might have to add GenericReviveSlots to the commandset of the fortress in order to recruit the hero. As long as you don't exceed the limit (our dwarves in Edain are at the limit, for example), this is relatively simple.
Good luck!