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 

.