Hey guys,
I don't know if you have the time or patience to look through this, but I have a relatively big problem:
I did changed the weaponsets for custom heroes to be based on the weapon appereance (for example trolls have splash damage), all in all works fine, however elf cah archer no longer starts on bow, no idea why. I have tried replacing DoCommandUpgrade, remove and add again, doesnt works.
The question would be: do you find anything related wich may make elf archer start on sword instead of bow (how usually does)?
If not, is there a simple way to make it switch weaponset apart from DoCommandUpgrade? ( wich doesn't work)
Here is the code; note that i did not add the OCL, weapons, modified commandbuttons here. They shouldn't be relevant.
;///////////////////////////////////////////////////////////////////////////////////////////////////// ;CREATE A HERO OBJECT//////////////////////////////////////////////////////////////////////////////// ;/////////////////////////////////////////////////////////////////////////////////////////////////// Object CreateAHero CommandPoints = 0 ReplaceModule ModuleTag_CreateAHeroMakeSureArcherUsesBowInitially Behavior = DoCommandUpgrade ModuleTag_CreateAHeroMakeSureArcherUsesBowInitially2 TriggeredBy = Upgrade_CreateAHero_ClassArcher GetUpgradeCommandButtonName = Command_CreateAHero_A_ToggleWeapon RemoveUpgradeCommandButtonName = Command_CreateAHero_A_ToggleWeapon End End ;ALL THIS STUFF BELOW IS NEEDED FOR THE TROLL CLASS. WICH NEEDS A SPLASH DAMAGE, AND MUCH STRONGER ATTACK ;EDIT: ALL WEAPONS (DESIGN ONES) SHOULD HAVE DIFFERENT BONUS DAMAGE, LIKE THE TROLL ONES .... DONE FIXED! ;==================================================================================================== //------------------------------------------------------------- // Troll Mace Weapon upgrade. //------------------------------------------------------------- WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_12 // CLOSE_RANGE CONTESTING_BUILDING Weapon = PRIMARY CreateAHeroTrollWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End //------------------------------------------------------------- // Troll Sword Weapon upgrade. //------------------------------------------------------------- WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_13 // CLOSE_RANGE CONTESTING_BUILDING Weapon = PRIMARY CreateAHeroTrollWeapon ; CreateAHeroBasicMeleeWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End //--------------------------------------------------------------- // Troll Hammer Weapon upgrade. //--------------------------------------------------------------- WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_14 Weapon = PRIMARY CreateAHeroTrollWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End //--------------------------------------------------------------- // Troll Tree Weapon upgrade. //--------------------------------------------------------------- WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_15 Weapon = PRIMARY CreateAHeroTrollWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End //--------------------------------------------------------------- // Spiked Club Weapon upgrade. //--------------------------------------------------------------- WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_29 Weapon = PRIMARY CreateAHeroTrollWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End //--------------------------------------------------------------- // Metal Hammer Weapon upgrade. //--------------------------------------------------------------- WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_30 Weapon = PRIMARY CreateAHeroTrollWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End ;================================================================================================= ;END OF TROLL WEAPONSET CHANGE ;;;;;;;;;ADDITIONAL STUFF: ONCE I'VE CHANGED A FEW WEAPONSETS I NEED TO CHANGE ALL, OR GAME WILL READ THE SAME WEAPON FOR ALL ;EDIT: ALL CLASSES HAVE NOW UNIQUE WEAPONS //------------------------------------------------------------- // Dwarven Axe Weapon upgrade. //------------------------------------------------------------- WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_01 Weapon = PRIMARY CreateAHeroAxeWeapon Weapon = TERTIARY CreateAHeroAxeThrow AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI AutoChooseSources = TERTIARY NONE End //------------------------------------------------------------- // Belthronding Weapon upgrade. //------------------------------------------------------------- WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_02 WEAPONSET_TOGGLE_1 Weapon = PRIMARY CreateAHeroBasicRangedWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_02 Weapon = PRIMARY CreateAHeroBasicMeleeWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End //------------------------------------------------------------- // Gurthang (Sword) Weapon upgrade. //------------------------------------------------------------- WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_03 // CLOSE_RANGE CONTESTING_BUILDING Weapon = PRIMARY CreateAHeroMenWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End //------------------------------------------------------------- // Westron (Sword) Weapon upgrade. //------------------------------------------------------------- WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_04 // CLOSE_RANGE CONTESTING_BUILDING Weapon = PRIMARY CreateAHeroMenWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End //------------------------------------------------------------- // TrollBane (Sword) Weapon upgrade. //------------------------------------------------------------- WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_05 // CLOSE_RANGE CONTESTING_BUILDING Weapon = PRIMARY CreateAHeroMenWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End //------------------------------------------------------------- // FireBrand (Sword) Weapon upgrade. //------------------------------------------------------------- WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_06 // CLOSE_RANGE CONTESTING_BUILDING Weapon = PRIMARY CreateAHeroMenWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End //------------------------------------------------------------- // Wizard Staff 1 Weapon upgrade. //------------------------------------------------------------- WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_07 //CLOSE_RANGE CONTESTING_BUILDING Weapon = PRIMARY CreateAHeroWizardWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End //------------------------------------------------------------- // MithlondBow Bow Weapon upgrade. //------------------------------------------------------------- WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_08 WEAPONSET_TOGGLE_1 // CLOSE_RANGE CONTESTING_BUILDING Weapon = PRIMARY CreateAHeroBasicRangedWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_08 // CLOSE_RANGE CONTESTING_BUILDING Weapon = PRIMARY CreateAHeroBasicMeleeWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End //------------------------------------------------------------- // Wizard Staff 2 Weapon upgrade. //------------------------------------------------------------- WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_09 // CLOSE_RANGE CONTESTING_BUILDING Weapon = PRIMARY CreateAHeroWizardWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End //------------------------------------------------------------- // Wizard Staff 3 Weapon upgrade. //------------------------------------------------------------- WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_10 // CLOSE_RANGE CONTESTING_BUILDING Weapon = PRIMARY CreateAHeroWizardWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End //------------------------------------------------------------- // Wizard Staff 4 Weapon upgrade. //------------------------------------------------------------- WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_11 // CLOSE_RANGE CONTESTING_BUILDING Weapon = PRIMARY CreateAHeroWizardWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End //-------------------------------------------------------------- // Uruk Weapons //-------------------------------------------------------------- WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_18 Weapon = PRIMARY CreateAHeroBasicMeleeWeapon ; modified normal weapon to fix the poison attack from starting bug AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_19 Weapon = PRIMARY CreateAHeroBasicMeleeWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_20 Weapon = PRIMARY CreateAHeroBasicMeleeWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End //--------------------------------------------------------------- // Club for CM Weapon upgrade. //--------------------------------------------------------------- WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_21 WEAPONSET_TOGGLE_1 // CLOSE_RANGE CONTESTING_BUILDING Weapon = PRIMARY CreateAHeroBasicRangedWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_21 Weapon = PRIMARY CreateAHeroAssassinClubWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End //--------------------------------------------------------------- // Hammer for CM Weapon upgrade. //--------------------------------------------------------------- WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_22 WEAPONSET_TOGGLE_1 // CLOSE_RANGE CONTESTING_BUILDING Weapon = PRIMARY CreateAHeroBasicRangedWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_22 Weapon = PRIMARY CreateAHeroHammerWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End //--------------------------------------------------------------- // Sword 03 for CM Weapon upgrade. //--------------------------------------------------------------- WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_23 WEAPONSET_TOGGLE_1 // CLOSE_RANGE CONTESTING_BUILDING Weapon = PRIMARY CreateAHeroBasicRangedWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_23 Weapon = PRIMARY CreateAHeroAssassinSwordWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End //--------------------------------------------------------------- // Sword 04 for CM Weapon upgrade. //--------------------------------------------------------------- WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_24 WEAPONSET_TOGGLE_1 // CLOSE_RANGE CONTESTING_BUILDING Weapon = PRIMARY CreateAHeroBasicRangedWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_24 Weapon = PRIMARY CreateAHeroAssassinSwordWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End //--------------------------------------------------------------- // Corrupted Man Weapon 1 upgrade. //--------------------------------------------------------------- WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_25 WEAPONSET_TOGGLE_1 // CLOSE_RANGE CONTESTING_BUILDING Weapon = PRIMARY CreateAHeroBasicRangedWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_25 Weapon = PRIMARY CreateAHeroAssassinSwordWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End //--------------------------------------------------------------- // Corrupted Man Weapon 2 upgrade. //--------------------------------------------------------------- WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_26 WEAPONSET_TOGGLE_1 // CLOSE_RANGE CONTESTING_BUILDING Weapon = PRIMARY CreateAHeroBasicRangedWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_26 Weapon = PRIMARY CreateAHeroAssassinSwordWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End //--------------------------------------------------------------- // Dwarf Hammer upgrade. //--------------------------------------------------------------- WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_31 Weapon = PRIMARY CreateAHeroHammerWeapon Weapon = TERTIARY CreateAHeroAxeThrow AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI AutoChooseSources = TERTIARY NONE End //--------------------------------------------------------------- // Dwarf Axe 02 upgrade. //--------------------------------------------------------------- WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_32 Weapon = PRIMARY CreateAHeroAxeWeapon Weapon = TERTIARY CreateAHeroAxeThrow AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI AutoChooseSources = TERTIARY NONE End //--------------------------------------------------------------- // Hero of the West Axe upgrade. //--------------------------------------------------------------- WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_27 Weapon = PRIMARY CreateAHeroAxeWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End //--------------------------------------------------------------- // Hero of the West Sword upgrade. //--------------------------------------------------------------- WeaponSet Conditions = WEAPONSET_CREATE_A_HERO_WS_28 Weapon = PRIMARY CreateAHeroMenWeapon AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End ;============================================================================================================== ;============================================================================================================== ;============================================================================================================== ; ;END OF WEAPONSETS ; ;============================================================================================================== ;============================================================================================================== ;============================================================================================================== ;============================================================================================================== ;============================================================================================================== ;============================================================================================================== ;============================================================================================================== ;============================================================================================================== ;//////////////////////////HEALING MUCH MORE FASTER//////////////////////////////////////////////////// ReplaceModule ModuleTag_FaramirHealing Behavior = AutoHealBehavior ModuleTag_BlaBlaBlaHealForCAH StartsActive = Yes HealingAmount = 80 HealingDelay = 500 StartHealingDelay = 5000 HealOnlyIfNotInCombat = Yes End END //------------------------------------------------------------------------------- //LEADERSHIP CHANGED //------------------------------------------------------------------------------- ReplaceModule ModuleTag_CreateAHeroLeaderShip Behavior = AttributeModifierAuraUpdate ModuleTag_CreateAHeroLeaderShipNew StartsActive = No // If no, requires upgrade to turn on. BonusName = CAHLeadership ; GenericHeroLeadership TriggeredBy = Upgrade_CreateAHeroLeadership RefreshDelay = 2000 Range = 200 AntiCategory = BUFF ObjectFilter = ANY +INFANTRY +CAVALRY +HERO -STRUCTURE -BASE_FOUNDATION -DOZER -HORDE End End //-------------------------------------------------------------------------- // TRAIN ALLIES SPECIAL POWER (All Classes): now it affects only heroes //-------------------------------------------------------------------------- ReplaceModule ModuleTag_TrainAllies_Level_1 Behavior = LevelGrantSpecialPower ModuleTag_TrainAllies_Level_1_New SpecialPowerTemplate = SpecialAbilityCreateAHeroTrainAllies_Level_1 StartAbilityRange = 100.0 Experience = 60 RadiusEffect = 100 AcceptanceFilter = NONE +HERO ; we want this power to affect only heroes UnpackTime = 1000 PackTime = 2000 UnpackingVariation = 2 FreezeAfterTriggerDuration = 500 // Hold AI for this long after we fire. LevelFX = FX_LevelUp End End //----------------------------------------------------------------------------- ReplaceModule ModuleTag_TrainAllies_Level_2 Behavior = LevelGrantSpecialPower ModuleTag_TrainAllies_Level_2_New SpecialPowerTemplate = SpecialAbilityCreateAHeroTrainAllies_Level_2 StartAbilityRange = 100.0 Experience = 120 RadiusEffect = 125 AcceptanceFilter = NONE +HERO ; we want this power to affect only heroes UnpackTime = 1000 PackTime = 2000 UnpackingVariation = 2 FreezeAfterTriggerDuration = 500 // Hold AI for this long after we fire. LevelFX = FX_LevelUp End End //----------------------------------------------------------------------------- ReplaceModule ModuleTag_TrainAllies_Level_3 Behavior = LevelGrantSpecialPower ModuleTag_TrainAllies_Level_3_New SpecialPowerTemplate = SpecialAbilityCreateAHeroTrainAllies_Level_3 StartAbilityRange = 100.0 Experience = 240 RadiusEffect = 150 AcceptanceFilter = NONE +HERO ; we want this power to affect only heroes UnpackTime = 1000 PackTime = 2000 UnpackingVariation = 2 FreezeAfterTriggerDuration = 500 // Hold AI for this long after we fire. LevelFX = FX_LevelUp End End //-------------------------------------------------------------------------- // INVULNERABILITY SPECIAL POWERS //-------------------------------------------------------------------------- //-------------------------------------------------------------------------- ReplaceModule ModuleTag_CreateAHeroInvulnerabilityStarter_Level1 Behavior = SpecialPowerModule ModuleTag_CreateAHeroInvulnerabilityStarter_Level1New SpecialPowerTemplate = SpecialAbilityCreateAHeroInvulnerability_Level1 UpdateModuleStartsAttack = No StartsPaused = Yes AttributeModifier = CreateAHeroInvulnerabilityBonus_Level1 AttributeModifierRange = 1 AttributeModifierAffectsSelf = Yes AttributeModifierAffects = NONE +HERO AttributeModifierFX = FX_CreateAHeroInvulnerability_Start End End //-------------------------------------------------------------------------- ReplaceModule ModuleTag_CreateAHeroInvulnerabilityStarter_Level2 Behavior = SpecialPowerModule ModuleTag_CreateAHeroInvulnerabilityStarter_Level2New SpecialPowerTemplate = SpecialAbilityCreateAHeroInvulnerability_Level2 UpdateModuleStartsAttack = No StartsPaused = Yes AttributeModifier = CreateAHeroInvulnerabilityBonus_Level2 AttributeModifierRange = 1 AttributeModifierAffectsSelf = Yes AttributeModifierAffects = NONE +HERO AttributeModifierFX = FX_CreateAHeroInvulnerability_Start End End //-------------------------------------------------------------------------- ReplaceModule ModuleTag_CreateAHeroInvulnerabilityStarter_Level3 Behavior = SpecialPowerModule ModuleTag_CreateAHeroInvulnerabilityStarter_Level3New SpecialPowerTemplate = SpecialAbilityCreateAHeroInvulnerability_Level3 UpdateModuleStartsAttack = No StartsPaused = Yes AttributeModifier = CreateAHeroInvulnerabilityBonus_Level3 AttributeModifierRange = 1 AttributeModifierAffectsSelf = Yes AttributeModifierAffects = NONE +HERO AttributeModifierFX = FX_CreateAHeroInvulnerability_Start End End //------------------Wizard blast attack range fixed----------------------------------- ReplaceModule ModuleTag_ForcePushUpdate_Level1 Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_ForcePushUpdate_Level1New SpecialPowerTemplate = SpecialAbilityForcePush_Level1 WhichSpecialWeapon = 2 SkipContinue = Yes UnpackTime = 900 PreparationTime = 1 PersistentPrepTime = 1500 PackTime = 1100 AwardXPForTriggering = 0 StartAbilityRange = 50.0 MustFinishAbility = Yes SpecialWeapon = ForcePush_Level1 End END ReplaceModule ModuleTag_ForcePushUpdate_Level2 Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_ForcePushUpdate_Level2New SpecialPowerTemplate = SpecialAbilityForcePush_Level2 WhichSpecialWeapon = 2 SkipContinue = Yes UnpackTime = 900 PreparationTime = 1 PersistentPrepTime = 1500 PackTime = 1100 AwardXPForTriggering = 0 StartAbilityRange = 50.0 MustFinishAbility = Yes SpecialWeapon = ForcePush_Level2 End END ReplaceModule ModuleTag_ForcePushUpdate_Level3 Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_ForcePushUpdate_Level3New SpecialPowerTemplate = SpecialAbilityForcePush_Level3 WhichSpecialWeapon = 2 SkipContinue = Yes UnpackTime = 900 PreparationTime = 1 PersistentPrepTime = 1500 PackTime = 1100 AwardXPForTriggering = 0 StartAbilityRange = 50.0 ;180 was by EA - bug.... MustFinishAbility = Yes SpecialWeapon = ForcePush_Level3 End END //---------------- Assassin now works with multiple weapons!!!------------------- ReplaceModule ModuleTag_CreateAHeroAssassinUpdate_Level1 Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_CreateAHeroAssassinUpdate_Level1New SpecialPowerTemplate = SpecialAbilityCreateAHeroAssassin_Level1 UnpackTime = 2000 PackTime = 2000 AwardXPForTriggering = 0 StartAbilityRange = CREATE_A_HERO_ASSASSIN_DO_POWER_RANGE ApproachRequiresLOS = Yes SpecialWeapon = CreateAHeroAssassinWeaponL1 WhichSpecialWeapon = 5 LoseStealthOnTrigger = Yes PreTriggerUnstealthTime = 2100 End END ReplaceModule ModuleTag_CreateAHeroAssassinUpdate_Level2 Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_CreateAHeroAssassinUpdate_Level2New SpecialPowerTemplate = SpecialAbilityCreateAHeroAssassin_Level2 UnpackTime = 2000 PackTime = 2000 AwardXPForTriggering = 0 StartAbilityRange = CREATE_A_HERO_ASSASSIN_DO_POWER_RANGE ApproachRequiresLOS = Yes SpecialWeapon = CreateAHeroAssassinWeaponL2 WhichSpecialWeapon = 5 LoseStealthOnTrigger = Yes PreTriggerUnstealthTime = 2100 End END ReplaceModule ModuleTag_CreateAHeroAssassinUpdate_Level3 Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_CreateAHeroAssassinUpdate_Level3New SpecialPowerTemplate = SpecialAbilityCreateAHeroAssassin_Level3 UnpackTime = 2000 PackTime = 2000 AwardXPForTriggering = 0 StartAbilityRange = CREATE_A_HERO_ASSASSIN_DO_POWER_RANGE ApproachRequiresLOS = Yes SpecialWeapon = CreateAHeroAssassinWeaponL3 WhichSpecialWeapon = 5 LoseStealthOnTrigger = Yes PreTriggerUnstealthTime = 2100 End END ReplaceModule ModuleTag_CreateAHeroAssassinUpdate_Level4 Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_CreateAHeroAssassinUpdate_Level4New SpecialPowerTemplate = SpecialAbilityCreateAHeroAssassin_Level4 UnpackTime = 2000 PackTime = 2000 AwardXPForTriggering = 0 StartAbilityRange = CREATE_A_HERO_ASSASSIN_DO_POWER_RANGE ApproachRequiresLOS = Yes SpecialWeapon = CreateAHeroAssassinWeaponL4 WhichSpecialWeapon = 5 LoseStealthOnTrigger = Yes PreTriggerUnstealthTime = 2100 End END ;///////////////------------- Howl of Rage Lv1 -------------////////////////////////// ReplaceModule ModuleTag_CreateAHeroHowlOfRageStarter_Level1 Behavior = SpecialPowerModule ModuleTag_CreateAHeroHowlOfRageStarter_Level1New SpecialPowerTemplate = SpecialAbilityCreateAHeroHowlOfRage_Level1 AttributeModifier = HowlOfRageLv1 AttributeModifierRange = CREATE_A_HERO_HOWL_OF_RAGE_RADIUS_L1 AttributeModifierAffects = ANY +INFANTRY +CAVALRY +MONSTER +HERO TriggerFX = FX_HowlofRage1 UpdateModuleStartsAttack = No StartsPaused = Yes TargetEnemy = No End END ;///////////////////------------- Howl of Rage Lv2 -------------//////////////// ReplaceModule ModuleTag_CreateAHeroHowlOfRageStarter_Level2 Behavior = SpecialPowerModule ModuleTag_CreateAHeroHowlOfRageStarter_Level2New SpecialPowerTemplate = SpecialAbilityCreateAHeroHowlOfRage_Level2 AttributeModifier = HowlOfRageLv2 AttributeModifierRange = CREATE_A_HERO_HOWL_OF_RAGE_RADIUS_L2 AttributeModifierAffects = ANY +INFANTRY +CAVALRY +MONSTER +HERO TriggerFX = FX_HowlofRage2 UpdateModuleStartsAttack = No StartsPaused = Yes TargetEnemy = No End End ;///////////////////------------- Howl of Rage Lv3 -------------////////////////// ReplaceModule ModuleTag_CreateAHeroHowlOfRageStarter_Level3 Behavior = SpecialPowerModule ModuleTag_CreateAHeroHowlOfRageStarter_Level3New SpecialPowerTemplate = SpecialAbilityCreateAHeroHowlOfRage_Level3 AttributeModifier = HowlOfRageLv3 AttributeModifierRange = CREATE_A_HERO_HOWL_OF_RAGE_RADIUS_L3 AttributeModifierAffects = ANY +INFANTRY +CAVALRY +MONSTER +HERO TriggerFX = FX_HowlofRage3 UpdateModuleStartsAttack = No StartsPaused = Yes TargetEnemy = No End END //-------------------------------------------------------------------------- // CONVERT SPECIAL POWER LEVEL 1// - now temporary //-------------------------------------------------------------------------- ReplaceModule ModuleTag_ConvertEnemySpecialPower_L1 Behavior = DominateEnemySpecialPower ModuleTag_ConvertEnemySpecialPower_L1New SpecialPowerTemplate = SpecialAbilityConvertEnemy_L1 UnpackingVariation = 2 StartAbilityRange = 200.0 DominateRadius = 60 //100 //150 DominatedFX = FX_SarumanDominateTargets TriggerFX = FX_CreateaHeroConvert PermanentlyConvert = No UnpackTime = 2000 PreparationTime = 1 FreezeAfterTriggerDuration = 2500 // Hold AI for this long after we fire. AttributeModifierAffects = ALL -DOZER -HERO -STRUCTURE -ARMY_OF_DEAD -MOVE_ONLY ENEMIES NEUTRAL End End //-------------------------------------------------------------------------- // CONVERT SPECIAL POWER LEVEL 2// - now temporary //-------------------------------------------------------------------------- ReplaceModule ModuleTag_ConvertEnemySpecialPower_L2 Behavior = DominateEnemySpecialPower ModuleTag_ConvertEnemySpecialPower_L2New SpecialPowerTemplate = SpecialAbilityConvertEnemy_L2 UnpackingVariation = 2 StartAbilityRange = 200.0 DominateRadius = 100 //100 //150 DominatedFX = FX_SarumanDominateTargets TriggerFX = FX_CreateaHeroConvert PermanentlyConvert = No UnpackTime = 2000 PreparationTime = 1 FreezeAfterTriggerDuration = 2500 // Hold AI for this long after we fire. AttributeModifierAffects = ALL -DOZER -HERO -STRUCTURE -ARMY_OF_DEAD -MOVE_ONLY ENEMIES NEUTRAL End End //-------------------------------------------------------------------------- // COERCE SPECIAL POWER LEVEL 1 - now temporary //-------------------------------------------------------------------------- ReplaceModule ModuleTag_CreateAHeroCoercePower_Level1 Behavior = DominateEnemySpecialPower ModuleTag_CreateAHeroCoercePower_Level1New SpecialPowerTemplate = SpecialAbilityCreateAHeroCoerce_Level1 UnpackingVariation = 2 StartAbilityRange = CREATE_A_HERO_COERCE_RANGE_L1 DominateRadius = CREATE_A_HERO_COERCE_RADIUS_L1 DominatedFX = FX_SarumanDominateTargets TriggerFX = FX_CreateaHeroConvert TriggerSound = SarumanWormtongue PermanentlyConvert = No UnpackTime = 2000 PreparationTime = 1 FreezeAfterTriggerDuration = 2000 // Hold AI for this long after we fire. AttributeModifierAffects = ALL -DOZER -HERO -STRUCTURE -ARMY_OF_DEAD -MOVE_ONLY ENEMIES NEUTRAL End End //-------------------------------------------------------------------------- // COERCE SPECIAL POWER LEVEL 2 - now temporary //-------------------------------------------------------------------------- ReplaceModule ModuleTag_CreateAHeroCoercePower_Level2 Behavior = DominateEnemySpecialPower ModuleTag_CreateAHeroCoercePower_Level2New SpecialPowerTemplate = SpecialAbilityCreateAHeroCoerce_Level2 UnpackingVariation = 2 StartAbilityRange = CREATE_A_HERO_COERCE_RANGE_L2 DominateRadius = CREATE_A_HERO_COERCE_RADIUS_L2 DominatedFX = FX_SarumanDominateTargets TriggerFX = FX_CreateaHeroConvert PermanentlyConvert = No UnpackTime = 2000 PreparationTime = 1 FreezeAfterTriggerDuration = 2000 // Hold AI for this long after we fire. AttributeModifierAffects = ALL -DOZER -HERO -STRUCTURE -ARMY_OF_DEAD -MOVE_ONLY ENEMIES NEUTRAL End End //-------------------------------------------------------------------------- // COERCE SPECIAL POWER LEVEL 3 - now temporary //-------------------------------------------------------------------------- ReplaceModule ModuleTag_CreateAHeroCoercePower_Level3 Behavior = DominateEnemySpecialPower ModuleTag_CreateAHeroCoercePower_Level3New SpecialPowerTemplate = SpecialAbilityCreateAHeroCoerce_Level3 UnpackingVariation = 2 StartAbilityRange = CREATE_A_HERO_COERCE_RANGE_L3 DominateRadius = CREATE_A_HERO_COERCE_RADIUS_L3 DominatedFX = FX_SarumanDominateTargets TriggerFX = FX_CreateaHeroConvert PermanentlyConvert = No UnpackTime = 2000 PreparationTime = 1 FreezeAfterTriggerDuration = 2000 // Hold AI for this long after we fire. AttributeModifierAffects = ALL -DOZER -HERO -STRUCTURE -ARMY_OF_DEAD -MOVE_ONLY ENEMIES NEUTRAL End End //-------------------------------------------------------------------------- // STEAL MONEY SPECIAL POWER Level 1 - now drains life //-------------------------------------------------------------------------- ReplaceModule ModuleTag_CreateAHeroStealMoneyStarter_Level1 Behavior = SpecialPowerModule ModuleTag_CreateAHeroStealMoneyStarter_Level1New SpecialPowerTemplate = SpecialAbilityCreateAHeroStealMoney_Level1 UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = WormtongueVenomousWords ;HeroEvilManVoiceStealResources End End ReplaceModule ModuleTag_CreateAHeroStealMoneyUpdate_Level1 Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_CreateAHeroStealMoneyUpdate_Level1New SpecialPowerTemplate = SpecialAbilityCreateAHeroStealMoney_Level1 UnpackTime = 2000 PackTime = 2000 AwardXPForTriggering = 0 StartAbilityRange = CREATE_A_HERO_ASSASSIN_DO_POWER_RANGE ApproachRequiresLOS = Yes LoseStealthOnTrigger = Yes PreTriggerUnstealthTime = 2100 SpecialWeapon = CreateAHeroDrainLifeWeaponLv1 WhichSpecialWeapon = 5 ;1 - for anim End End //-------------------------------------------------------------------------- // STEAL MONEY SPECIAL POWER Level 2 - now drains life //-------------------------------------------------------------------------- ReplaceModule ModuleTag_CreateAHeroStealMoneyStarter_Level2 Behavior = SpecialPowerModule ModuleTag_CreateAHeroStealMoneyStarter_Level2New SpecialPowerTemplate = SpecialAbilityCreateAHeroStealMoney_Level2 UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = WormtongueVenomousWords ;HeroEvilManVoiceStealResources End End ReplaceModule ModuleTag_CreateAHeroStealMoneyUpdate_Level2 Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_CreateAHeroStealMoneyUpdate_Level2New SpecialPowerTemplate = SpecialAbilityCreateAHeroStealMoney_Level2 UnpackTime = 2000 PackTime = 2000 AwardXPForTriggering = 0 StartAbilityRange = CREATE_A_HERO_ASSASSIN_DO_POWER_RANGE ApproachRequiresLOS = Yes LoseStealthOnTrigger = Yes PreTriggerUnstealthTime = 2100 SpecialWeapon = CreateAHeroDrainLifeWeaponLv2 WhichSpecialWeapon = 5;1 End End //-------------------------------------------------------------------------- // STEAL MONEY SPECIAL POWER Level 3 - now drains life //-------------------------------------------------------------------------- ReplaceModule ModuleTag_CreateAHeroStealMoneyStarter_Level3 Behavior = SpecialPowerModule ModuleTag_CreateAHeroStealMoneyStarter_Level3New SpecialPowerTemplate = SpecialAbilityCreateAHeroStealMoney_Level3 UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = WormtongueVenomousWords ;HeroEvilManVoiceStealResources End End ReplaceModule ModuleTag_CreateAHeroStealMoneyUpdate_Level3 Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_CreateAHeroStealMoneyUpdate_Level3New SpecialPowerTemplate = SpecialAbilityCreateAHeroStealMoney_Level3 UnpackTime = 2000 PackTime = 2000 AwardXPForTriggering = 0 StartAbilityRange = CREATE_A_HERO_ASSASSIN_DO_POWER_RANGE ApproachRequiresLOS = Yes LoseStealthOnTrigger = Yes PreTriggerUnstealthTime = 2100 SpecialWeapon = CreateAHeroDrainLifeWeaponLv3 WhichSpecialWeapon = 5;1 End End ;//////////////////////////////////////////////////////////////////////////////////////////////////// //-------------------------------------------------------------------------- // Servant of Sauron Summon Allies Level 1 //-------------------------------------------------------------------------- ReplaceModule ModuleTag_OCLSpecialPowerSoSSummonAllies_Level1 Behavior = OCLSpecialPower ModuleTag_OCLSpecialPowerSoSSummonAllies_Level1New SpecialPowerTemplate = SpecialAbilityCreateAHeroSoSSummonAllies_Level1 OCL = OCL_CreateAHeroSoSReinforcements_Level1 ; changed OCLs TriggerFX = FX_SummonWildmen CreateLocation = CREATE_AT_LOCATION StartsPaused = Yes SetModelCondition = ModelConditionState:USER_1 SetModelConditionTime = 8.1 End End //-------------------------------------------------------------------------- // Servant of Sauron Summon Allies Level 2 //-------------------------------------------------------------------------- ReplaceModule ModuleTag_OCLSpecialPowerSoSSummonAllies_Level2 Behavior = OCLSpecialPower ModuleTag_OCLSpecialPowerSoSSummonAllies_Level2New SpecialPowerTemplate = SpecialAbilityCreateAHeroSoSSummonAllies_Level2 OCL = OCL_CreateAHeroSoSReinforcements_Level2 TriggerFX = FX_SummonWildmen CreateLocation = CREATE_AT_LOCATION StartsPaused = Yes SetModelCondition = ModelConditionState:USER_1 SetModelConditionTime = 8.1 End End //-------------------------------------------------------------------------- // Servant of Sauron Summon Allies Level 3 //-------------------------------------------------------------------------- ReplaceModule ModuleTag_OCLSpecialPowerSoSSummonAllies_Level3 Behavior = OCLSpecialPower ModuleTag_OCLSpecialPowerSoSSummonAllies_Level3New SpecialPowerTemplate = SpecialAbilityCreateAHeroSoSSummonAllies_Level3 OCL = OCL_CreateAHeroSoSReinforcements_Level3 TriggerFX = FX_SummonWildmen CreateLocation = CREATE_AT_LOCATION StartsPaused = Yes SetModelCondition = ModelConditionState:USER_1 SetModelConditionTime = 8.1 End End //-------------------------------------------------------------------------- // Servant of Sauron Summon Allies Level 4 //-------------------------------------------------------------------------- ReplaceModule ModuleTag_OCLSpecialPowerSoSSummonAllies_Level4 Behavior = OCLSpecialPower ModuleTag_OCLSpecialPowerSoSSummonAllies_Level4New SpecialPowerTemplate = SpecialAbilityCreateAHeroSoSSummonAllies_Level4 OCL = OCL_CreateAHeroSoSReinforcements_Level4 TriggerFX = FX_SummonWildmen CreateLocation = CREATE_AT_LOCATION StartsPaused = Yes SetModelCondition = ModelConditionState:USER_1 SetModelConditionTime = 8.1 End End //-------------------------------------------------------------------------- // Hero of the West Summon Allies Level 1 //-------------------------------------------------------------------------- ReplaceModule ModuleTag_OCLSpecialPowerHotWSummonAllies_Level1 Behavior = OCLSpecialPower ModuleTag_OCLSpecialPowerHotWSummonAllies_Level1New SpecialPowerTemplate = SpecialAbilityCreateAHeroHotWSummonAllies_Level1 OCL = OCL_CreateAHeroHotWReinforcements_Level1 TriggerFX = FX_DunedainSummon CreateLocation = CREATE_AT_LOCATION StartsPaused = Yes SetModelCondition = ModelConditionState:USER_1 SetModelConditionTime = 8.1 End End //-------------------------------------------------------------------------- // Hero of the West Summon Allies Level 2 //-------------------------------------------------------------------------- ReplaceModule ModuleTag_OCLSpecialPowerHotWSummonAllies_Level2 Behavior = OCLSpecialPower ModuleTag_OCLSpecialPowerHotWSummonAllies_Level2New SpecialPowerTemplate = SpecialAbilityCreateAHeroHotWSummonAllies_Level2 OCL = OCL_CreateAHeroHotWReinforcements_Level2 TriggerFX = FX_DunedainSummon CreateLocation = CREATE_AT_LOCATION StartsPaused = Yes SetModelCondition = ModelConditionState:USER_1 SetModelConditionTime = 8.1 End End //-------------------------------------------------------------------------- // Hero of the West Summon Allies Level 3 //-------------------------------------------------------------------------- ReplaceModule ModuleTag_OCLSpecialPowerHotWSummonAllies_Level3 Behavior = OCLSpecialPower ModuleTag_OCLSpecialPowerHotWSummonAllies_Level3New SpecialPowerTemplate = SpecialAbilityCreateAHeroHotWSummonAllies_Level3 OCL = OCL_CreateAHeroHotWReinforcements_Level3 TriggerFX = FX_DunedainSummon CreateLocation = CREATE_AT_LOCATION StartsPaused = Yes SetModelCondition = ModelConditionState:USER_1 SetModelConditionTime = 8.1 End End //-------------------------------------------------------------------------- // Hero of the West Summon Allies Level 4 //-------------------------------------------------------------------------- ReplaceModule ModuleTag_OCLSpecialPowerHotWSummonAllies_Level4 Behavior = OCLSpecialPower ModuleTag_OCLSpecialPowerHotWSummonAllies_Level4New SpecialPowerTemplate = SpecialAbilityCreateAHeroHotWSummonAllies_Level4 OCL = OCL_CreateAHeroHotWReinforcements_Level4 TriggerFX = FX_DunedainSummon CreateLocation = CREATE_AT_LOCATION StartsPaused = Yes SetModelCondition = ModelConditionState:USER_1 SetModelConditionTime = 8.1 End End ;===========================NOTE============================================== ;===========================ATTRIBUTES======================================== ;------------------- life bonus ---------------------- AddModule Behavior = AttributeModifierUpgrade ModuleTag_DwarfLifeBonus TriggeredBy = Upgrade_DwarfLifeBonus AttributeModifier = DwarfLifeBonus End END ;------------------- life bonus ---------------------- AddModule Behavior = AttributeModifierUpgrade ModuleTag_CorruptedMenLifeBonus TriggeredBy = Upgrade_CorruptedMenLifeBonus AttributeModifier = CorruptedMenLifeBonus End END END