Spellbook Powers to Normal Powers?
#1
Posted 15 January 2007 - 07:47 AM
I'm sure it is possible to make a spellbook power into a normal hero power but I'm sort of new and still learning could someone tell me how. I was planning to give galadriel sunflare and sauron summon balrogs, but i don;t know what inis to look at and copy etc.
Thanks
#2
Posted 15 January 2007 - 02:30 PM
#3
Posted 22 January 2007 - 07:55 AM
I will post my codes when I get home. But could anyone tell me how to make sunflare useable for galadriel
#5
Posted 22 January 2007 - 06:07 PM
#6
Posted 22 January 2007 - 06:11 PM
Solinx
Edited by Solinx, 22 January 2007 - 06:12 PM.
"An expert is a man who has made all the mistakes which can be made in a very narrow field." - Niels Bohr
#7
Posted 23 January 2007 - 04:15 PM
Object.ini:
;;; SUNFLARE (Level 10);;; Behavior = UnpauseSpecialPowerUpgrade ModuleTag_SunflareEnabler SpecialPowerTemplate = TomBombadilSmallSunflare TriggeredBy = Upgrade_TomBombadilSunflare End Behavior = OCLSpecialPower ModuleTag_Sunflare SpecialPowerTemplate = TomBombadilSmallSunflare OCL = OCL_TomBombadilSunflare CreateLocation = CREATE_AT_LOCATION ;UpdateModuleStartsAttack = Yes StartsPaused = Yes ;AttributeModifierAffects = ANY +INFANTRY +CAVALRY +MONSTER -HERO ENEMIES ;ReEnableAntiCategory = Yes ;AttributeModifierWeatherBased = Yes ;WeatherDuration = 10000 ;ChangeWeather = SUNNY SetModelCondition = ModelConditionState:USER_2 SetModelConditionTime = 5.0 End
Objectcreationlist.ini
ObjectCreationList OCL_TomBombadilSunflare CreateObject ObjectNames = TomBombadilSmallSunflare Count = 1 End End
system.ini
ChildObject TomBombadilSmallSunflare SunflareSunbeam Draw = W3DScriptedModelDraw ModuleTag_Draw DefaultModelConditionState Model = NONE ParticleSysBone = None SunRays ParticleSysBone = None BombadilSunFlareGlow ParticleSysBone = None BombadilSunFlareProxy End End Scale = 0.8 ;// the following two modules control death fade -- uses alpha for now Behavior = LifetimeUpdate ModuleTag_02 MinLifetime = 18000 ;// min lifetime in msec MaxLifetime = 18000 ;// max lifetime in msec End Behavior = FireWeaponUpdate ModuleTag_DamageHandler FireWeaponNugget WeaponName = TomBombadilSunflareWeapon FireDelay = 0 OneShot = Yes ;// Alternative is to fire as often as the reload time of this weapon allows End EndEnd
weapon.ini:
Weapon TomBombadilSunflareWeapon RadiusDamageAffects = ENEMIES NEUTRALS //Turn the troll effectively to stone AttributeModifierNugget AttributeModifier = SunFlareTrollToStone Radius = SPELL_SUNFLARE_EFFECT_RADIUS SpecialObjectFilter = ANY +MordorAttackTroll +MordorDrummerTroll +MordorMountainTroll +MordorCaveTroll +GoblinCaveTroll +GoblinCaveTroll_FromTrollLair +CaveTroll_Slaved End // A basic Nugget that just does damage DamageNugget Damage = 2700 Radius = 90 DelayTime = 0 DamageType = FLAME DamageFXType = FLAME DeathType = BURNED End //Paralyze everything that's light sensitive ParalyzeNugget Radius = SPELL_SUNFLARE_EFFECT_RADIUS Duration = SPELL_SUNFLARE_DURATION SpecialObjectFilter = ANY +MordorFighter +MordorArcher +MordorBannerOrc +WildBannerGoblin +WildBannerMarauder +WildBannerSpiderling +GoblinFighter +GoblinArcher +WildSpiderling +GoblinSpiderRider +WildShelob +MordorGoblinSwordsman +MordorGoblinArcher +BarrowWight ENEMIES EndEnd
specialpower.ini:
SpecialPower TomBombadilSmallSunflare Enum = SPECIAL_SPELL_BOOK_SUNFLARE Flags = WATER_OK RESPECT_RECHARGE_TIME_DISCOUNT NO_FORBIDDEN_OBJECTS RadiusCursorRadius = 90 ReloadTime = 370000;// in milliseconds ForbiddenObjectFilter = NO_SUMMON_NEAR_OBJECT_FILTER ForbiddenObjectRange = 110.0 InitiateAtLocationSound = SpellSunflareMS End
commandbutton.ini:
CommandButton Command_TomBombadilSunflare Command = SPECIAL_POWER SpecialPower = TomBombadilSmallSunflare Options = NEED_TARGET_POS TextLabel = CONTROLBAR:Sunflare ButtonImage = SBGood_Sunflare ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipTomBombadilSunflare RadiusCursorType = SunflareRadiusCursor CursorName = AttackObj InvalidCursorName = GenericInvalid InPalantir = Yes End
To get the fx to work, replace these particle names with your own ones:
ParticleSysBone = None SunRays ParticleSysBone = None BombadilSunFlareGlow ParticleSysBone = None BombadilSunFlareProxy
And notice that I've commented out the part that makes the weather change in object.ini.
Edited by IthronAiwendil, 23 January 2007 - 04:16 PM.
#8
Posted 23 January 2007 - 10:28 PM
This should be very useful! I will report on my success when I finally get on my own damn computer.
Thanks!
#9
Posted 29 January 2007 - 05:13 AM
#10
Posted 29 January 2007 - 08:06 AM
also you could try to make a "normal" hero out of galadriel during testing
I had some game.dat issues myself while messing arround with powers
Some times it was caused by a typo .. But mostly I had forgotten to name every "SpecialPowerTemplate ="
correctly in the powerdefinition .. or had a mistake in commandbutton.ini especially with "Command= ... " or "SpecialPower= ..."
#11 Guest_Guest_*
Posted 01 October 2007 - 12:42 PM
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