I browsed through the gamedata.ini and Agandaur's ini file, but I couldn't find any similarities or common things; but I may have missed them out, so I'm posting his code here for you to see if there's anything special; and tell me if I need to post other ini files too.
Here is Agandaur's ini file:
Spoiler
Object Agandaur ; *** ART Parameters *** ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait. SelectPortrait = HPAgandaur ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage. ButtonImage = HIAgandaur DescriptionStrategic = CONTROLBAR:LW_ToolTip_WitchKing Draw = W3DScriptedModelDraw ModuleTag_01 OkToChangeModelColor = No ;GlowEnabled = Yes ;GlowEmissive = No DefaultModelConditionState Model = kuagndr_skn ;KUKng_SKN End ModelConditionState = WEAPONSET_HERO_MODE ParticleSysBone = BAT_RIBS AgandaurSphereBolt FollowBone:Yes End ModelConditionState = MOUNTED USER_3 Model = kuagndrmnt_skn ;KUKngMount_SKN ParticleSysBone = B_Pelvis BlackRiderFlare FollowBone:Yes FXTrigger:NONE Persist:SPAWN PersistID:100 End ModelConditionState = MOUNTED Model = kuagndrmnt_skn ;KUKngMount_SKN End ModelConditionState = USER_3 ParticleSysBone = Hip BlackRiderFlare FollowBone:Yes FXTrigger:NONE Persist:SPAWN PersistID:100 End IdleAnimationState StateName = Idle Animation AnimationName = KUKng_SKL.KUKng_IDLB AnimationPriority = 4 AnimationBlendTime = 10 AnimationMode = ONCE End Animation AnimationName = KUKng_SKL.KUKng_IDLC AnimationPriority = 1 AnimationBlendTime = 10 AnimationMode = ONCE End Animation AnimationName = KUKng_SKL.KUKng_IDLD AnimationPriority = 1 AnimationBlendTime = 10 AnimationMode = ONCE End Animation AnimationName = KUKng_SKL.KUKng_IDLE AnimationPriority = 1 AnimationBlendTime = 10 AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_to_Idle") end EndScript End ;-------------------------- MOUNTED VERSION --------------------------------------------------------- AnimationState = PASSENGER MOUNTED Animation = grabbed AnimationName = KUKngMount_SKL.KUKngMount_GBDA AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 0.8 End Flags = RANDOMSTART End ; --- stunned anims AnimationState = FREEFALL MOUNTED Animation = freefall AnimationName = KUKngMount_SKL.KUKngMount_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = STUNNED_FLAILING MOUNTED Animation = JustDie AnimationName = KUKngMount_SKL.KUKngMount_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = DYING SPLATTED MOUNTED Animation = splatted AnimationName = KUKngMount_SKL.KUKngMount_LNDA AnimationMode = ONCE End End AnimationState = BURNINGDEATH MOUNTED DYING Animation AnimationName = KUKngMount_SKL.KUKngMount_DIEA AnimationMode = ONCE AnimationBlendTime = 10 AnimationSpeedFactorRange = 0.8 0.8 End End ; ; AnimationState = BURNINGDEATH MOUNTED ; Animation ; AnimationName = KUKngMount_SKL.KUKngMount_MFDA ; AnimationMode = LOOP ; AnimationBlendTime = 10 ; Distance = 80 ; End ; End AnimationState = DYING MOUNTED ; DEATH_2 Normally has DEATH_2, but just as a backup don't insist Animation AnimationName = KUKngMount_SKL.KUKngMount_DIEA AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 0.8 End End AnimationState = STUNNED_STANDING_UP MOUNTED Animation = StandUp AnimationName = KUKngMount_SKL.KUKngMount_GTPA AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End AnimationState = STUNNED MOUNTED Animation = Land AnimationName = KUKngMount_SKL.KUKngMount_LNDA AnimationMode = ONCE End End AnimationState = MOVING FIRING_OR_PREATTACK_A MOUNTED ShareAnimation = Yes Animation = TrotAndFire AnimationName = KUKngMount_SKL.KUKngMount_RUNB AnimationMode = LOOP Distance = 70; 35 End Flags = RANDOMSTART End AnimationState = TURN_LEFT_HIGH_SPEED MOUNTED Animation = TurnLeft AnimationName = KUKngMount_SKL.KUKngMount_RUNA AnimationMode = LOOP AnimationBlendTime = 10 End End AnimationState = TURN_RIGHT_HIGH_SPEED MOUNTED Animation = TurnLeft AnimationName = KUKngMount_SKL.KUKngMount_RUNA AnimationMode = LOOP AnimationBlendTime = 10 End End ;;======= TERROR ; AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY MOUNTED ; Animation = RUNB ; AnimationName = KUKngMount_SKL.KUKngMount_RUNB ; AnimationMode = LOOP ; End ; End ; AnimationState = MOVING EMOTION_TERROR MOUNTED ; Animation = RUNB ; AnimationName = KUKngMount_SKL.KUKngMount_RUNB ; AnimationMode = LOOP ; End ; End ;;;===== BACKUP AnimationState = MOVING BACKING_UP MOUNTED Animation = BackingUp AnimationName = KUKngMount_SKL.KUKngMount_BAKA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = MOVING TURN_LEFT MOUNTED Animation = TurnLeft AnimationName = KUKngMount_SKL.KUKngMount_TRNL AnimationMode = LOOP End End AnimationState = MOVING TURN_RIGHT MOUNTED Animation = TurnLeft AnimationName = KUKngMount_SKL.KUKngMount_TRNR AnimationMode = LOOP End End AnimationState = MOVING ACCELERATE MOUNTED Animation = Accelerate AnimationName = KUKngMount_SKL.KUKngMount_ACCL AnimationMode = ONCE ; was LOOP AnimationSpeedFactorRange = 1.3 1.3 End End AnimationState = MOVING DECELERATE MOUNTED Animation = Decelerate AnimationName = KUKngMount_SKL.KUKngMount_DECL AnimationMode = ONCE AnimationSpeedFactorRange = 1.0 1.0 End End AnimationState = MOVING MOUNTED ShareAnimation = Yes Animation = RunA AnimationName = KUKngMount_SKL.KUKngMount_RUNA AnimationMode = LOOP End End AnimationState = FIRING_OR_PREATTACK_A MOUNTED Animation = ATKA AnimationName = KUKngMount_SKL.KUKngMount_ATKA AnimationMode = ONCE End Animation = ATKB AnimationName = KUKngMount_SKL.KUKngMount_ATKB AnimationMode = ONCE End ; Flags = RESTART_ANIM_WHEN_COMPLETE End ; --- Morgul Blade Weapon anim AnimationState = SPECIAL_WEAPON_ONE MOUNTED Animation = ATKA AnimationName = KUKngMount_SKL.KUKngMount_SPCA AnimationMode = ONCE End End ; --------- Click and Hit Reactions ------------ AnimationState = HIT_REACTION HIT_LEVEL_1 MOUNTED Animation = Hit_Level_1_a AnimationName = KUKngMount_SKL.KUKngMount_HFMA AnimationMode = ONCE End End ;;------------- EMOTIONS --------------------------------------------- // AnimationState = EMOTION_ALERT EMOTION_AFRAID MOUNTED // ShareAnimation = Yes // Animation = Apprehensive // AnimationName = KUKngMount_SKL.KUKngMount_APPA // AnimationMode = LOOP ;Change this to ONCE if adding additional anims // End // End // // AnimationState = EMOTION_AFRAID MOUNTED // ShareAnimation = Yes // Animation = FERA // AnimationName = KUKngMount_SKL.KUKngMount_FERA // AnimationMode = LOOP // End // Animation = FERB // AnimationName = KUKngMount_SKL.KUKngMount_FERB // AnimationMode = LOOP // End // End AnimationState = EMOTION_TAUNTING MOUNTED ShareAnimation = Yes Animation = Taunting AnimationName = KUKngMount_SKL.KUKngMount_CHRA AnimationMode = ONCE End Animation = Taunting AnimationName = KUKngMount_SKL.KUKngMount_CHRB AnimationMode = ONCE End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_POINTING MOUNTED Animation = Pointing1 AnimationName = KUKngMount_SKL.KUKngMount_CHRA AnimationMode = LOOP End End AnimationState = EMOTION_CELEBRATING MOUNTED ShareAnimation = Yes Animation = CHRA AnimationName = KUKngMount_SKL.KUKngMount_CHRA AnimationMode = ONCE End Animation = CHRB AnimationName = KUKngMount_SKL.KUKngMount_CHRB AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = EMOTION_ALERT MOUNTED Animation = IDLA AnimationName = KUKngMount_SKL.KUKngMount_IDLA AnimationMode = LOOP AnimationBlendTime = 15 End End AnimationState = RAISING_FLAG MOUNTED ShareAnimation = Yes Animation = CHRA AnimationName = KUKngMount_SKL.KUKngMount_CHRA AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Animation = CHRB AnimationName = KUKngMount_SKL.KUKngMount_CHRB AnimationMode = ONCE AnimationSpeedFactorRange = 0.9 1.1 End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = SELECTED MOUNTED StateName = State_Selected Animation = AtAttention AnimationName = KUKngMount_SKL.KUKngMount_ATNB AnimationMode = Loop End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_To_Selected") end EndScript End AnimationState = MOUNTED StateName = Idle Animation = IdleB AnimationName = KUKngMount_SKL.KUKngMount_IDLB AnimationMode = Loop AnimationBlendTime = 15 AnimationPriority = 10 End Animation = IdleC AnimationName = KUKngMount_SKL.KUKngMount_IDLC AnimationMode = Loop AnimationBlendTime = 15 AnimationPriority = 5 End Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "State_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end EndScript End TransitionState = TRANS_Idle_to_Selected Animation = ATNA AnimationName = KUKngMount_SKL.KUKngMount_ATNA AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End End TransitionState = TRANS_Selected_to_Idle Animation = ATNC AnimationName = KUKngMount_SKL.KUKngMount_ATNC AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End Flags = START_FRAME_LAST End ;-------------------------- NON MOUNTED VERSION --------------------------------------------------------- ; AnimationState = DYING BURNINGDEATH ; Animation ; AnimationName = KUKng_SKL.KUKng_DTHA ; AnimationMode = ONCE ; AnimationBlendTime = 10 ; End ; End AnimationState = DYING Animation AnimationName = KUKng_SKL.KUKng_DTHA AnimationMode = ONCE End End ; AnimationState = BURNINGDEATH ; Animation ; AnimationName = KUKng_SKL.KUKng_MFDA ; AnimationMode = LOOP ; Distance = 90 ; End ; End AnimationState = FREEFALL Animation AnimationName = KUKng_SKL.KUKng_FLYA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = STUNNED_FLAILING Animation AnimationName = KUKng_SKL.KUKng_FLYA AnimationMode = LOOP AnimationSpeedFactorRange = 0.4 0.6 End Flags = RANDOMSTART End AnimationState = DYING SPLATTED Animation AnimationName = KUKng_SKL.KUKng_LNDA AnimationMode = ONCE End End AnimationState = STUNNED_STANDING_UP Animation AnimationName = KUKng_SKL.KUKng_GTPA AnimationMode = ONCE End End AnimationState = STUNNED Animation AnimationName = KUKng_SKL.KUKng_LNDA AnimationMode = ONCE End End AnimationState = MOVING FIRING_OR_PREATTACK_A Animation AnimationName = KUKng_SKL.KUKng_RUNB AnimationMode = LOOP End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = FIRING_OR_PREATTACK_A Animation AnimationName = KUKng_SKL.KUKng_ATKA AnimationMode = ONCE End Animation AnimationName = KUKng_SKL.KUKng_ATKB AnimationMode = ONCE End Animation AnimationName = KUKng_SKL.KUKng_ATKC AnimationMode = ONCE End End AnimationState = MOVING Animation AnimationName = KUKng_SKL.KUKng_RUNB AnimationMode = LOOP End Flags = RESTART_ANIM_WHEN_COMPLETE End ; --------- Click and Hit Reactions ------------ AnimationState = HIT_REACTION HIT_LEVEL_1 Animation = Hit_Level_1_a AnimationName = KUKng_SKL.KUKng_HITA AnimationMode = ONCE End End AnimationState = LEVELED Animation = Hit_Level_1_a AnimationName = KUKng_SKL.KUKng_LVLA AnimationMode = ONCE End End ; AnimationState = ENGAGED ; Animation ; AnimationName = KUKng_SKL.KUKng_APPA ; AnimationMode = LOOP ; End ; End AnimationState = EMOTION_CELEBRATING Animation AnimationName = KUKng_SKL.KUKng_CHRA AnimationMode = LOOP End End AnimationState = EMOTION_TAUNTING Animation = TNTA AnimationName = KUKng_SKL.KUKng_TNTA AnimationMode = ONCE AnimationSpeedFactorRange = 0.8 1.2 End End AnimationState = RAISING_FLAG Animation AnimationName = KUKng_SKL.KUKng_CHRA AnimationMode = LOOP End End AnimationState = SELECTED Animation AnimationName = KUKng_SKL.KUKng_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end EndScript End TransitionState = TRANS_Idle_to_Selected Animation = ATNA AnimationName = KUKng_SKL.KUKng_ATNA AnimationMode = ONCE AnimationBlendTime = 10 End End TransitionState = TRANS_Selected_to_Idle Animation = ATNF AnimationName = KUKng_SKL.KUKng_ATNC AnimationMode = ONCE AnimationBlendTime = 10 End End ; --- Morgul Blade Weapon anim AnimationState = SPECIAL_WEAPON_ONE StateName = Attacking Animation = SPCB AnimationName = KUKng_SKL.KUKng_SPCB AnimationMode = ONCE End End AnimationState = SPECIAL_POWER_1 StateName = SPECIAL_POWER_1 Animation AnimationName = KUKng_SKL.KUKng_SPCD AnimationMode = ONCE End End AnimationState = SPECIAL_POWER_2 StateName = SPECIAL_POWER_2 Animation AnimationName = KUKng_SKL.KUKng_SPCA AnimationMode = ONCE End End ; LIGHTNING AnimationState = SPECIAL_WEAPON_ONE Animation AnimationName = KUKng_SKL.KUKng_ATKC AnimationMode = ONCE ; AnimationSpeedFactorRange = 1.45 1.45 End EnteringStateFX = FX_GandalfLightningFizzle End ;Animation for Sphere AnimationState = UNPACKING PACKING_TYPE_1 Animation = CHRA AnimationName = KUKng_SKL.KUKng_CHRA AnimationMode = ONCE End End AnimationState = WEAPONSET_HERO_MODE ;SPECIAL_WEAPON_ONE Animation AnimationName = MUWchKng_CHRA AnimationMode = ONCE AnimationSpeedFactorRange = 0.4 0.4 ; AnimationBlendTime = 40 End ParticleSysBone = NONE AgandaurThunderHeroMode FollowBone:Yes End End Draw = W3DScriptedModelDraw DustEffects DefaultModelConditionState Model = None End IdleAnimationState End AnimationState = MOVING WADING MOUNTED ParticleSysBone = None FootstepSlash End AnimationState = MOVING ACCELERATE MOUNTED ParticleSysBone = None GenericSiegeTrailDust End AnimationState = MOVING DECELERATE MOUNTED ParticleSysBone = None GenericSiegeTrailDust End AnimationState = MOVING MOUNTED End End ; ***DESIGN parameters *** Side = Angmar EditorSorting = UNIT ThreatLevel = WITCHKING_THREAT_LEVEL ; ThingClass = MEDIUM_MONSTER BuildCost = 5000 BuildTime = 55 ;70 TransportSlotCount = TRANSPORTSLOTCOUNT_HERO ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG Scale = 1.1 DisplayMeleeDamage = 400 CommandSet = AgandaurCommandSet CommandPoints = 25 RecruitText = CONTROLBAR:AgandaurRecruit ReviveText = CONTROLBAR:AgandaurRevive Hotkey = CONTROLBAR:AgandaurHotkey VisionRange = ANGMAR_WITCHKING_VISION_RANGE ShroudClearingRange = ANGMAR_WITCHKING_SHROUD_RANGE MaxVisionBonusPercent = 200% VisionBonusTestRadius = 100 VisionBonusPercentPerFoot = 2.0% DisplayName = OBJECT:Agandaur ;Description = OBJECT:WitchKingDescription CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles MountedCrusherLevel = 1 MountedCrushableLevel = 3 CrushWeapon = KnightCrush MinCrushVelocityPercent = 50 ; Has to be moving at at least 50% of full speed. CrushDecelerationPercent = 20 ; Lose 80 percent of max velocity when crushing. RamPower = 30; RamZMult = 0.5; MaxSimultaneousOfType = 1 ;Scale = 1.2 WeaponSet Conditions = None Weapon = PRIMARY AgandaurSword AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End WeaponSet Conditions = WEAPONSET_HERO_MODE Weapon = PRIMARY AgandaurThunderSword End ArmorSet Conditions = None Armor = BlackNumenorHumanHeroArmorBOTTA DamageFX = None End ; *** AUTO RESOLVE DATA *** AutoResolveUnitType = AutoResolveUnit_Hero AutoResolveCombatChain = AutoResolve_HeroCombatChain AutoResolveBody = AutoResolve_AngmarWitchKingBody AutoResolveArmor Armor = AutoResolve_AngmarWitchKingArmor End AutoResolveWeapon Weapon = AutoResolve_AngmarWitchKingWeapon End ;AutoResolveLeadership = AutoResolve_MouthOfSauronBonus ; *** AUDIO Parameters ***; VoiceAttack = AgandaurVoiceAttack VoiceAttackCharge = AgandaurVoiceAttack VoiceAttackMachine = AgandaurVoiceAttack VoiceAttackStructure = AgandaurVoiceAttack ;AgandaurVoiceAttackBuilding VoiceCreated = AgandaurVoiceSalute VoiceFullyCreated = AgandaurVoiceSalute VoiceMove = AgandaurVoiceMove VoiceMoveToCamp = AgandaurVoiceMoveCamp VoiceMoveWhileAttacking = AgandaurVoiceDisengage VoicePriority = 92 VoiceRetreatToCastle = AgandaurVoiceRetreat VoiceSelect = AgandaurVoiceSelect VoiceSelectBattle = AgandaurVoiceSelectBattle VoiceGuard = AgandaurVoiceGarrison VoiceFear = AgandaurVoiceHelpMe SoundImpact = ImpactHorse UnitSpecificSounds VoiceEnterUnitEvilMenTransportShip = AgandaurVoiceMoveShip VoiceGarrison = AgandaurVoiceGarrison VoiceInitiateCaptureBuilding = AgandaurVoiceCaptureBuilding End ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 MaxUpdateRangeCap = 800 AnimationSound = Sound:FootstepDirtA Animation:KUKng_SKL.KUKng_RUNA Frames:4 15 AnimationSound = Sound:FootstepDirtA Animation:KUKng_SKL.KUKng_RUNB Frames:5 15 26 36 AnimationSound = Sound:TauntHumanHitShield Animation:KUKng_SKL.KUKng_CHRB Frames:22 32 AnimationSound = Sound:BodyFallGenericNoArmor Animation:KUKng_SKL.KUKng_DIEA Frames:48 AnimationSound = Sound:BodyFallGenericNoArmor Animation:KUKng_SKL.KUKng_DIEB Frames:18 AnimationSound = Sound:BodyFallSoldier Animation:KUKng_SKL.KUKng_LNDA Frames:4 AnimationSound = Sound:HorseMoveFootsteps Animation:KUKngMount_SKL.KUKngMount_ACCL Frames:15 32 AnimationSound = Sound:HorseMoveFootsteps Animation:KUKngMount_SKL.KUKngMount_RUNA Frames:0 AnimationSound = Sound:HorseMoveFootsteps Animation:KUKngMount_SKL.KUKngMount_TNL1 Frames:0 AnimationSound = Sound:HorseMoveFootsteps Animation:KUKngMount_SKL.KUKngMount_TNR1 Frames:0 AnimationSound = Sound:HorseWhinny Animation:KUKngMount_SKL.KUKngMount_IDLC Frames:3 AnimationSound = Sound:BodyFallSoldier Animation:KUKngMount_SKL.KUKngMount_LNDA Frames:3 10 AnimationSound = Sound:HorseDieForHero Animation:KUKngMount_SKL.KUKngMount_LNDA Frames:2 AnimationSound = Sound:HorseDieForHero Animation:KUKngMount_SKL.KUKngMount_DIEA Frames:0 AnimationSound = Sound:BodyFallGenericNoArmor Animation:KUKngMount_SKL.KUKngMount_DIEA Frames:6 AnimationSound = Sound:BodyFallSoldier Animation:KUKngMount_SKL.KUKngMount_DIEA Frames:45 End #include "..\..\..\includes\StandardUnitEvaEvents.inc" EvaEventDieOwner = AgandaurDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths ;For deaths you can respawn from, use the DeathFX ; ; ; *** ENGINEERING Parameters *** RadarPriority = UNIT ThingClass = CHARACTER_UNIT KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS SCORE HERO GRAB_AND_DROP INFANTRY ARMY_SUMMARY HEAVY_MELEE_HITTER Body = RespawnBody ModuleTag_02 CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = 5500 ;BALANCE Witchking Health MaxHealthDamaged = ANGMAR_WITCHKING_HEALTH_DAMAGED RecoveryTime = ANGMAR_WITCHKING_HEALTH_RECOVERY_TIME DodgePercent = HERO_DODGE_PERCENT PermanentlyKilledByFilter = NONE // +RohanEowyn Nope, that's BFME1. This is BFME2 BurningDeathBehavior = Yes BurningDeathFX = FX_InfantryBurningFlame End Behavior = RespawnUpdate ModuleTag_RespawnUpdate DeathAnim = DYING DeathFX = FX_AgandaurDieToRespawn DeathAnimationTime = 5133 InitialSpawnFX = FX_AgandaurInitialSpawn RespawnAnim = LEVELED RespawnFX = FX_AgandaurRespawn RespawnAnimationTime = 2000 AutoRespawnAtObjectFilter = NONE ;+CASTLE_KEEP ButtonImage = HIAgandaur RespawnAsTemplate = Agandaur RespawnRules = AutoSpawn:No Cost:2250 Time:120000 Health:100% End Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End Behavior = AutoHealBehavior ModuleTag_WitchKingHealing StartsActive = Yes HealingAmount = 30 HealingDelay = 1000 StartHealingDelay = 15000 HealOnlyIfNotInCombat = Yes End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS AILuaEventsList = EvilMenBlackRiderFunctions BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY End LocomotorSet Locomotor = HeroHumanLocomotor Condition = SET_NORMAL Speed = 60 ;; NORMAL_GOOD_HERO_SPEED End LocomotorSet Locomotor = HeroHorseLocomotor Condition = SET_MOUNTED Speed = NORMAL_CAVALRY_FAST_MEMBER_SPEED End ; LocomotorSet ; Locomotor = BurningDeathLocomotorInfantry ; Condition = SET_BURNINGDEATH ; Speed = 60 ; End Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStandingTime = 2533 ;msec End Behavior = SquishCollide ModuleTag_06 ;nothing End Behavior = HordeMemberCollide ModuleTag_HMC ;nothing End Behavior = SlowDeathBehavior ModuleTag_08 ; Die and don't spawn horse DeathTypes = ALL SinkDelay = 6000 SinkRate = 1.5 ; in Dist/Sec DestructionDelay = 100000 ;ProbabilityModifier = 33 Sound = INITIAL AgandaurVoiceDie End Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 2000 ; level 1 (light damage) hit reaction animations in frames (5 per sec) HitReactionLifeTimer2 = 2000 ; level 2 (medium damage) hit reaction animations in frames (5 per sec) HitReactionLifeTimer3 = 2000 ; level 3 (heavy damage) hit reaction animations in frames (5 per sec) HitReactionThreshold1 = 0.0 ; level 1 (light damage) threshold trigger HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger End ;;; CAPTURE ;;; #include "..\..\..\includes\CaptureBuilding.inc" ;Behavior = ExperienceLevelCreate ModuleTag_LevelBonus ; LevelToGrant = 5 ; MPOnly = No ; End ; Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter ; SpecialPowerTemplate = SpecialAbilityToggleMounted ; UpdateModuleStartsAttack = Yes ; StartsPaused = No ; End ; Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle ; SpecialPowerTemplate = SpecialAbilityToggleMounted ; TriggerInstantlyOnCreate = Yes ;Instantly puts Black Rider on a horse. ; UnpackTime = 2000 ; PreparationTime = 1 ; PersistentPrepTime = 250 ; PackTime = 2000 ; OpacityTarget = .3 ; How see-thru to be at peak ;of change ; AwardXPForTriggering = 0 ; End Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan End ; Generic auto ability. Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior End ;;;--------- LIGHTNING --------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_BallLightningEnabler_L1 SpecialPowerTemplate = SpecialAbilityAgandaurLightning TriggeredBy = Upgrade_ObjectLevel1 End Behavior = SpecialPowerModule ModuleTag_SpecialAbilityBallLightning_L1 SpecialPowerTemplate = SpecialAbilityAgandaurLightning UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = AgandaurVoiceAttack //this plays when he targets, not when he fires End Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_BallLightningUpdate_L1 SpecialPowerTemplate = SpecialAbilityAgandaurLightning SkipContinue = Yes UnpackTime = 800 PreparationTime = 1 PersistentPrepTime = 1000 PackTime = 500 AwardXPForTriggering = 0 StartAbilityRange = 240 ApproachRequiresLOS = Yes SpecialWeapon = AgandaurLightningWeapon MustFinishAbility = Yes WhichSpecialWeapon = 1 BusyForDuration = 500 End ;----------TELEPORT--------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TeleportEnabler SpecialPowerTemplate = SpecialAbilityAgandaurTeleport TriggeredBy = Upgrade_ObjectLevel4 End Behavior = SpecialPowerModule ModuleTag_TeleportStarter SpecialPowerTemplate = SpecialAbilityAgandaurTeleport UpdateModuleStartsAttack = Yes TriggerFX = FX_AgandaurTeleport StartsPaused = Yes End Behavior = TeleportSpecialAbilityUpdate ModuleTag_TeleportUpdate SpecialPowerTemplate = SpecialAbilityAgandaurTeleport UnpackingVariation = 1 UnpackTime = 1100 PackTime = 1800 ApproachRequiresLOS = No BusyForDuration = 1800 DestinationWeaponName = AgandaurTeleportWeaponDestination End ;;; LEADERSHIP ABILITY;;;-------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_LeadershipUnpause SpecialPowerTemplate = SpecialAbilityFakeLeadership TriggeredBy = Upgrade_ObjectLevel3 End Behavior = SpecialPowerModule ModuleTag_Leadership SpecialPowerTemplate = SpecialAbilityFakeLeadership UpdateModuleStartsAttack = No StartsPaused = Yes End Behavior = AttributeModifierAuraUpdate ModuleTag_LeadershipUpdate StartsActive = No BonusName = AgandaurOrcLeadership TriggeredBy = Upgrade_ObjectLevel3 RefreshDelay = 2000 Range = 300 AntiCategory = BUFF ObjectFilter = ANY +ORC ; +AngmarOrcWarrior +AngmarBannerOrcWarrior +AngmarBannerOrc +AngmarWolfRider +AngmarOrcWarriorsHordeNew +AngmarWolfRidersNew ALLIES End ;;; ELECTRIC SPHERES ;;; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ArrowWindEnabler SpecialPowerTemplate = SpecialAbilityAgandaurSpheres TriggeredBy = Upgrade_ObjectLevel6 End Behavior = SpecialPowerModule ModuleTag_ArrowWindStarter SpecialPowerTemplate = SpecialAbilityAgandaurSpheres UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = AgandaurVoiceAttack;this plays when he targets, not when he fires End Behavior = ArrowStormUpdate ModuleTag_ArrowWindUpdate SpecialPowerTemplate = SpecialAbilityAgandaurSpheres StartAbilityRange = 400.0 UnpackTime = 1000 ; Pull out arrow PreparationTime = 200 ; Quick shot PersistentPrepTime = 600 ; looping the quick shot PackTime = 1200 ; back to idle UnpackingVariation = 1 ; Use custom variation to not interfere with Archer Training ability. ParalyzeDurationWhenCompleted = 600 ;Once the unit SUCCESSFULLY COMPLETES an ability, paralyze unit briefly to deal with animation transitions. ParalyzeDurationWhenAborted = 800 ;If the unit ABORTS the ability, paralyze the unit briefly to deal with animation transitions. ApproachRequiresLOS = Yes ; required so that it doesn't shoot through walls AwardXPForTriggering = 0 ;Specific to ArrowStorm WeaponTemplate = AgandaurSphere TargetRadius = 120 ;CHANGING THIS??? Change RadiusCursorRadius to match this value in the appropriate SpecialPower.ini template. ShotsPerTarget = 1 ShotsPerBurst = 6 MaxShots = 6 ; can end sooner if no targets CanShootEmptyGround = No ; ...unless this is set End ;----- ARMOR ----- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_DainArmor1 SpecialPowerTemplate = SpecialAbilityFakeLeadership2 TriggeredBy = Upgrade_HeroShieldArmor End Behavior = SpecialPowerModule ModuleTag_DainArmorUpdate1 SpecialPowerTemplate = SpecialAbilityFakeLeadership2 UpdateModuleStartsAttack = No StartsPaused = Yes End Behavior = AttributeModifierAuraUpdate ModuleTag_DainArmorBonus1 StartsActive = No BonusName = NONELeadership TriggeredBy = Upgrade_HeroShieldArmor RefreshDelay = 2000 Range = 200 AntiCategory = BUFF ObjectFilter = NONE End Behavior = AttributeModifierUpgrade ModuleTag_VilyaBonus TriggeredBy = Upgrade_HeroShieldArmor AttributeModifier = AgandaurLightningBonus End ;--MALEVOLENT THUNDER--------------------- Behavior = FireWeaponUpdate FireWeaponUpdateModuleTag FireWeaponNugget WeaponName = AgandaurThunderEffect FireDelay = 2000 OneShot = No End HeroModeTrigger = Yes End Behavior = UnpauseSpecialPowerUpgrade ModuleTag_AragornBladeMasterEnabler SpecialPowerTemplate = SpecialAbilityAgandaurThunder TriggeredBy = Upgrade_ObjectLevel10 End Behavior = SpecialPowerModule ModuleTag_AragornBladeMasterStarter SpecialPowerTemplate = SpecialAbilityAgandaurThunder StartsPaused = Yes End Behavior = HeroModeSpecialAbilityUpdate ModuleTag_AragornBladeMasterUpdate SpecialPowerTemplate = SpecialAbilityAgandaurThunder HeroAttributeModifier = AgandaurThunderBonus HeroEffectDuration = 20000 UnpackTime = 2000 ; insant unpack ;TriggerSound = SpellSoundWKHour End ;/////////////////// ; AISpecialPowers ;/////////////////// Behavior = AISpecialPowerUpdate ToggleMountedAI CommandButtonName = Command_MountHorseBlackRider SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_MOUNTED End Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle CommandButtonName = Command_SetStanceBattle SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE End Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive CommandButtonName = Command_SetStanceAggressive SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE End Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround CommandButtonName = Command_SetStanceHoldGround SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND End Behavior = AISpecialPowerUpdate AgandaurLightningAI CommandButtonName = Command_AgandaurLightning SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER End Behavior = AISpecialPowerUpdate AgandaurTeleportAI CommandButtonName = Command_AgandaurTeleport SpecialPowerAIType = AI_SPECIAL_POWER_RANGED_AOE_ATTACK SpecialPowerRadius = 300 End Behavior = AISpecialPowerUpdate AgandaurSphereAI CommandButtonName = Command_AgandaurSphere SpecialPowerAIType = AI_SPECIAL_POWER_RANGED_AOE_ATTACK SpecialPowerRadius = 300 End Behavior = AISpecialPowerUpdate MalevolentThunderAI CommandButtonName = Command_AgandaurrMalevolentThunder SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF ;AI_SPELLBOOK_ARMY_BREAKER ;SpecialPowerRadius = 250 End Geometry = CYLINDER GeometryMajorRadius = 9.0 GeometryHeight = 30.0 GeometryIsSmall = Yes ; HealthBoxHeightOffset = 30 Shadow = SHADOW_DECAL ShadowSizeX = 19 ShadowSizeY = 19 ShadowTexture = ShadowI End
Edited by Kwen, 22 October 2015 - 03:23 PM.