(I Presice I am very good at modding)
i have tried to change shelob build cost and build time in a map.ini (because i use T3A online and i musun't modif the ini otherwise I could not play multiplayer)
but it don't work, in the game i have shelob in the mordor citadel with build cost 0 and the non build time
my code (the shelob code is in the bottom) :
CommandButton Command_SpecialWitchKingAbilityScreech Command = SPECIAL_POWER SpecialPower = SpecialAbilityScreech TextLabel = CONTROLBAR:Screech ButtonImage = HSWitchKingScreech ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipScreech InPalantir = Yes AutoAbility = Yes End CommandSet MordorWitchKingCommandSet 1 = Command_WitchKingLeadership 3 = Command_FireWitchKingMorgulBlade 4 = Command_SpecialAbilityWitchKingChangeWeapon 5 = Command_SpecialWitchKingAbilityScreech ;5 = Command_FireWitchKingMace End Weapon SauronMace LeechRangeWeapon = Yes CanFireWhileMoving = No AttackRange = 30.0 MeleeWeapon = Yes AcceptableAimDelta = 60 ; Just needs to sort of face in the general direction. FireFX = FX_SauronMaceHit DelayBetweenShots = 500 ; time between shots, msec PreAttackDelay = 2000 ; 300 is mace swing delay time before contact with target. PreAttackType = PER_SHOT ; Do the delay each time we attack FiringDuration = 3667 ; Duration of the mace swing DamageDealtAtSelfPosition = Yes ; A melee based AoE. Arc radiates from me, not them DamageNugget ; A basic Nugget that just does damage Damage = 2000 Radius = 60.0 DamageArc = 180 DelayTime = 0 DamageType = CRUSH DamageFXType = MAGIC DeathType = NORMAL End MetaImpactNugget ; A Nugget that throws things back with force HeroResist = .75 ShockWaveAmount = 60 ;50 ShockWaveRadius = 60 ;30 ShockWaveArc = 180 ;85 Should generally be equal to damage arc ShockWaveTaperOff = 1.0 ShockWaveSpeed = 0.0 ShockWaveZMult = 1.6 End End Weapon ShelobMandibles ; BALANCE Shelob Weapon LeechRangeWeapon = Yes AttackRange = 25.0 MeleeWeapon = Yes DelayBetweenShots = 1666 ; time between shots, msec PreAttackDelay = 900 ; 300 is mace swing delay time before contact with target. PreAttackType = PER_SHOT ; Do the delay each time we attack FireFX = FX_GondorSwordHit FiringDuration = 766 ; Duration of the mace swing RequireFollowThru = Yes DamageNugget ; A basic Nugget that just does damage Damage = 800 Radius = 0.0 DelayTime = 0 DamageType = HERO DamageFXType = SWORD_SLASH DeathType = NORMAL End ; MetaImpactNugget ; A Nugget that throws things back with force ; HeroResist = .75 ; ShockWaveAmount = 30.0 ; ShockWaveRadius = 30.0 ; ShockWaveTaperOff = 0.75 ; End End Object MordorSauron ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait. SelectPortrait = HPSauron ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage. ButtonImage = HPSauron ReplaceModule ModuleTag_03 Body = ActiveBody ModuleTag_SauronHealth MaxHealth = 15000 ;10000 BALANCE Sauron Health ;MaxHealthDamaged = 5000 ;;RecoveryTime = 5000 End End End Object MordorWitchKing RadarPriority = UNIT KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY MONSTER PATH_THROUGH_INFANTRY SCARY ReplaceModule ModuleTag_RespawnUpdate Behavior = RespawnUpdate ModuleTag_RespawnUpdate01 DeathAnim = USER_1 ;Model condition to play when killed-to-respawn DeathFX = FX_WitchKingDeath ;FXList to play when killed-to-respawn DeathAnimationTime = 5133 ;How long DeathAnim will take. RespawnAnim = LEVELED ;Animation to play when respawning. RespawnFX = FX_Resurrection ;FXList to play when respawning. RespawnAnimationTime = 2000 ;Time it takes for respawn to play. AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's exit production point if possible. ButtonImage = HIWitchKing RespawnAsTemplate = MordorWitchKing ;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others ;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any RespawnRules = AutoSpawn:No Cost:2500 Time:600 Health:100% ;DEFAULT VALUES RespawnEntry = Level:2 Cost:2500 Time:600 ;For other levels, only override what is different. RespawnEntry = Level:3 Cost:2500 Time:600 RespawnEntry = Level:4 Cost:2500 Time:600 RespawnEntry = Level:5 Cost:2500 Time:600 RespawnEntry = Level:6 Cost:2500 Time:600 RespawnEntry = Level:7 Cost:2500 Time:600 RespawnEntry = Level:8 Cost:2500 Time:600 RespawnEntry = Level:9 Cost:2500 Time:600 RespawnEntry = Level:10 Cost:2500 Time:600 End End AddModule ;ModuleTag_WitchScreech Behavior = SpecialPowerModule ModuleTag_WitchScreech SpecialPowerTemplate = SpecialAbilityScreech UpdateModuleStartsAttack = Yes End End AddModule ;ModuleTag_WitchScreechSAUpdate Behavior = SpecialAbilityUpdate ModuleTag_WitchScreechSAUpdate SpecialPowerTemplate = SpecialAbilityScreech UnpackTime = 0 AwardXPForTriggering = 0 TriggerSound = NazgulScreech Instant = Yes End End End Object MordorShelob BuildCost = 2000 BuildTime = 30 End Object ElvenElrond RadarPriority = UNIT KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE ARMY_SUMMARY HERO PathfindDiameter = 40.0 ; ReplaceModule ModuleTag_02 ;Body = RespawnBody ModuleTag_ElrondNewHealth ;CheerRadius = EMOTION_CHEER_RADIUS ;MaxHealth = ELROND_HEALTH ;PermanentlyKilledByFilter = NONE End PlayerTemplate FactionRohan BuildableHeroesMP = RohanTheoden RohanEomer RohanEowyn RohanGimli RohanLegolas GondorAragornMP ElvenElrond RohanMerry End PlayerTemplate FactionGondor BuildableHeroesMP = GondorGandalf GondorBoromir GondorFaramir GondorAragorn GondorIsildur RohanPippin RohanFrodo RohanSam End PlayerTemplate FactionMordor BuildableHeroesMP = MordorSauron MordorWitchKing MordorFellBeast MordorFellBeast MordorFellBeast MordorFellBeast MordorShelob NeutralGollum End
Edited by Miraak5, 13 December 2015 - 12:34 PM.