Edited by SarumantheWhite, 18 January 2008 - 01:37 PM.
Simple problem with spell.
#1
Posted 18 January 2008 - 11:38 AM
#2
Posted 18 January 2008 - 11:36 PM
Edited by SarumantheWhite, 18 January 2008 - 11:37 PM.
#4
Posted 19 January 2008 - 04:14 AM
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#5
Posted 19 January 2008 - 01:08 PM
ModifierList SpellBookGandalfWhite Category = SPELL Modifier = SPELL_DAMAGE 200% // Spell damage doubled Modifier = RECHARGE_TIME 50% // Spell recharge time halfed (twice as quick to recharge) Modifier = HEALTH 500 // add 500 more health Duration = 0 // Duration is forever when set to 0 ModelCondition = HERO End
Commandbutton:
CommandButton Command_SpellBookGandalftheWhite Command = SPELL_BOOK Options = NONPRESSABLE TextLabel = CONTROLBAR:GandalftheWhite DescriptLabel = CONTROLBAR:TooltipGandalftheWhite SpecialPower = SpellBookGandalftheWhite ButtonImage = SBGood_GandalftheWhiteEndCommandButton Command_PurchaseSpellGandalftheWhite Command = PURCHASE_SCIENCE ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is ButtonImage = SBGood_GandalftheWhite ; DJR 6/29/4 using same image as spellbook for now Science = SCIENCE_GandalftheWhite TextLabel = CONTROLBAR:GandalftheWhite DescriptLabel = CONTROLBAR:TooltipGandalftheWhite ;; Trigger this command button when the purchase science is activated CommandTrigger = Command_SpellBookGandalftheWhiteEndGandalf.ini:
;------------------------------------------------------------------------------;; Gandalf.ini;;------------------------------------------------------------------------------; Gandalf the Generic;he is now grey to start out with until we use the spellObject GondorGandalf ; *** ART Parameters *** ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait. SelectPortrait = HPGandalf ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage. ButtonImage = HIGandalf DescriptionStrategic = CONTROLBAR:LW_ToolTip_Gandalf Draw = W3DScriptedModelDraw ModuleTag_W3DModelDrawInWorldBuilder ;When in Worldbuilder, show the normal Gandalf. He's inherited as mounted mode, so we have to get creative. ;Because his other draw module has a default state, we need to not show anything if it's in WorldBuilder. OkToChangeModelColor = Yes DefaultModelConditionState Model = None End ModelConditionState = WORLD_BUILDER Model = GUGandalf_SKN End End Draw = W3DScriptedModelDraw ModuleTag_01 GlowEnabled = No; GlowEmissive = No; OkToChangeModelColor = Yes StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD ExtraPublicBone = STAFF ExtraPublicBone = B_SWORDBONE ExtraPublicBone = PASSENGERBONE DependencySharedModelFlags = TURN_LEFT_HIGH_SPEED TURN_RIGHT_HIGH_SPEED MOVING ACCELERATE DECELERATE TURN_LEFT TURN_RIGHT ATTACKING BACKING_UP ;;; MODEL STATES ;;; DefaultModelConditionState ;gandalf is grey to start out with Model = GUGandalfG_SKN WeaponLaunchBone = TERTIARY STAFF End ;;; White Only versions of Gandalf (for solo missions excluding Moria) ;;; ModelConditionState = USER_2 MOUNTED Model = GUGdfHrs_SKN_M WeaponLaunchBone = PRIMARY PASSENGERBONE WeaponLaunchBone = TERTIARY STAFF End ModelConditionState = USER_2 Model = GUGandalf_SKN WeaponLaunchBone = TERTIARY STAFF End ;;; Grey versions of Gandalf USER MODELS (For Moria only) -- never becomes white;;; ModelConditionState = USER_1 MOUNTED Model = GUGdfGHrs_SKN WeaponLaunchBone = PRIMARY PASSENGERBONE WeaponLaunchBone = TERTIARY STAFF Shadow = SHADOW_ADDITIVE_DECAL ShadowSizeX = 200; ShadowSizeY = 200; ShadowTexture = EXGandalfGlow; End ModelConditionState = USER_1 Model = GUGandalfG_SKN WeaponLaunchBone = TERTIARY STAFF ; ParticleSysBone = STAFF GandalfMoriaLight FollowBone:Yes; ParticleSysBone = STAFF GandalfMoriaLightCenter FollowBone:Yes Shadow = SHADOW_ADDITIVE_DECAL ShadowSizeX = 200; ShadowSizeY = 200; ShadowTexture = EXGandalfGlow; End ;;; Mounted version of Gandalf White ;;; ModelConditionState = MOUNTED HERO Model = GUGdfHrs_SKN_M WeaponLaunchBone = PRIMARY PASSENGERBONE WeaponLaunchBone = TERTIARY STAFF End ;;; Mounted version of Gandalf Grey ;;; ModelConditionState = MOUNTED Model = GUGdfGHrs_SKN WeaponLaunchBone = PRIMARY PASSENGERBONE WeaponLaunchBone = TERTIARY STAFF End ;;; Gandalf the White version on foot ;;; ModelConditionState = HERO ;turn me white when the spell is cast Model = GUGandalf_SKN WeaponLaunchBone = TERTIARY STAFF End ModelConditionState = WORLD_BUILDER Model = None End IdleAnimationState StateName = Idle Animation = Foot_IDLB ; Bored Idle AnimationName = GUGandalfG_SKL.GUGandalfG_IDLB AnimationMode = ONCE AnimationPriority = 20 End Animation = Foot_IDLC ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLC AnimationMode = ONCE AnimationPriority = 2 End Animation = Foot_IDLD ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLD AnimationMode = ONCE AnimationPriority = 1 End Animation = Foot_IDLE ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLE AnimationMode = ONCE AnimationPriority = 2 End ;Animation = Foot_IDLF ; Bored Fidget ; AnimationName = GUGandalfG_SKL.GUGandalfF_IDLF does not exist... ; AnimationMode = ONCE ; AnimationPriority = 1 ;End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end CurDrawableHideSubObject("STAFF_LIGHT") EndScript End ; --- stunned anims Which must go before deaths in case we are dying in the air. Plus, DyingSplatted must of course be before Dying AnimationState = MOUNTED STUNNED_FLAILING Animation = JustDie AnimationName = GUGdfHrs_SKL.GUGdfHrs_FLYB AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = MOUNTED DYING SPLATTED Animation = Land AnimationName = GUGdfHrs_SKL.GUGdfHrs_LNDA AnimationMode = ONCE End End AnimationState = MOUNTED DYING Animation = JustDie AnimationName = GUGdfHrs_SKL.GUGdfHrs_DIEA AnimationMode = ONCE End End AnimationState = MOUNTED STUNNED_STANDING_UP Animation = StandUp AnimationName = GUGdfHrs_SKL.GUGdfHrs_GTPA AnimationMode = ONCE End End AnimationState = MOUNTED STUNNED Animation = Land AnimationName = GUGdfHrs_SKL.GUGdfHrs_LNDA AnimationMode = ONCE End End AnimationState = PARALYZED MOUNTED Animation AnimationName = GUGdfHrs_SKL.GUGdfHrs_IDLA AnimationMode = LOOP End End AnimationState = STUNNED_FLAILING Animation = StunnedFlail AnimationName = GUGandalfG_SKL.GUGandalfG_FLYA AnimationMode = LOOP End End AnimationState = DYING SPLATTED Animation = Stunned AnimationName = GUGandalfG_SKL.GUGandalfG_LNDA AnimationMode = ONCE End; ;ParticleSysBone = None GandalfIllumination FollowBone:yes FXTrigger:NONE Persist:KILL PersistID:100 End AnimationState = DYING AFLAME Animation = DieAflame AnimationName = GUGandalfG_SKL.GUGandalfG_MFDA AnimationMode = LOOP End End AnimationState = DYING Animation = Die AnimationName = GUGandalfG_SKL.GUGandalfG_DIEB AnimationMode = ONCE End; ;ParticleSysBone = None GandalfIllumination FollowBone:yes FXTrigger:NONE Persist:KILL PersistID:100 End AnimationState = STUNNED_STANDING_UP Animation = GUGandalfG_GTPA AnimationName = GUGandalfG_SKL.GUGandalfG_GTPA AnimationMode = ONCE End End AnimationState = STUNNED Animation = Stunned AnimationName = GUGandalfG_SKL.GUGandalfG_LNDA AnimationMode = ONCE End; ;ParticleSysBone = None GandalfIllumination FollowBone:yes FXTrigger:NONE Persist:KILL PersistID:100 End AnimationState = PARALYZED Animation AnimationName = GUGandalfG_SKL.GUGandalfG_IDLB AnimationMode = LOOP End End AnimationState = PASSENGER EATING StateName = BeingEaten Animation AnimationName = GUGandalfG_SKL.GUGandalfG_EATA AnimationMode = ONCE AnimationBlendTime = 4 End End AnimationState = PASSENGER StateName = BeingEaten Animation AnimationName = GUGandalfG_SKL.GUGandalfG_FLLA AnimationMode = LOOP AnimationBlendTime = 4 End End ;;; WORD OF POWER ANIMS MOUNTED ;;; AnimationState = SPECIAL_WEAPON_ONE MOUNTED StateName = Attacking Animation AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPLA AnimationMode = ONCE AnimationBlendTime = 4 End FXEvent = Frame:5 Name:FX_GandalfPreAttackBlast End ;;; WORD OF POWER ANIMS ON FOOT ;;; AnimationState = SPECIAL_WEAPON_ONE StateName = Attacking Animation AnimationName = GUGandalfG_SKL.GUGandalfG_SPCK AnimationMode = ONCE End FXEvent = Frame:5 Name:FX_GandalfPreAttackBlast End ;;; WIZARD BLAST ANIMS MOUNTED ;;; AnimationState = SPECIAL_WEAPON_TWO MOUNTED StateName = Attacking Animation AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPLD AnimationMode = ONCE End End ;;; WIZARD BLAST ANIMS ON FOOT ;;; AnimationState = SPECIAL_WEAPON_TWO StateName = Attacking Animation AnimationName = GUGandalfG_SKL.GUGandalfG_SPCL AnimationMode = ONCE End End ;;; LIGHTNING CHARGE ANIMS MOUNTED ;;; AnimationState = MOUNTED PACKING_TYPE_1 UNPACKING StateName = Attacking Animation = LightningSwordStart AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPE1 AnimationMode = ONCE End FXEvent = Frame:14 Name:FX_GandalfLightningCharge; FXEvent = Frame:70 Name:FX_GandalfLightningFizzle FXEvent = Frame:14 Name:FX_GandalfLightningSword FrameStop:70 End AnimationState = MOUNTED PACKING_TYPE_1 PREPARING StateName = Attacking Animation = LightningSwordLoop AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPE2 AnimationMode = LOOP End End AnimationState = MOUNTED PACKING_TYPE_1 PACKING StateName = Attacking Animation = LightningSwordPutAway AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPE3 AnimationMode = ONCE End End ;;; LIGHTNING CHARGE ANIMS ON FOOT ;;; AnimationState = PACKING_TYPE_1 UNPACKING StateName = Attacking Animation = LightningSwordStart AnimationName = GUGandalfG_SKL.GUGandalfG_SPE3 AnimationMode = ONCE End FXEvent = Frame:14 Name:FX_GandalfLightningCharge; FXEvent = Frame:70 Name:FX_GandalfLightningFizzle FXEvent = Frame:14 Name:FX_GandalfLightningSword FrameStop:70 End AnimationState = PACKING_TYPE_1 PREPARING StateName = Attacking Animation = LightningSwordLoop AnimationName = GUGandalfG_SKL.GUGandalfG_SPE2 AnimationMode = LOOP End End AnimationState = PACKING_TYPE_1 PACKING StateName = Attacking Animation = LightningSwordPutAway AnimationName = GUGandalfG_SKL.GUGandalfG_SPE1 AnimationMode = ONCE End End ;;; ISTARI LIGHT STAFF WEAPON MOUNTED ;;; AnimationState = MOUNTED SPECIAL_WEAPON_THREE ; FIRING_OR_PREATTACK_C StateName = Attacking Animation = StaffLaser AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPLG AnimationMode = ONCE End FXEvent = Frame:30 Name:FX_GandalfStaffFlare End ;;; ISTARI LIGHT STAFF WEAPON ON FOOT ;;; AnimationState = SPECIAL_WEAPON_THREE ; FIRING_OR_PREATTACK_C StateName = Attacking Animation = StaffLaser AnimationName = GUGandalfG_SKL.GUGandalfG_SPCH ; isitari's light? AnimationMode = ONCE End FXEvent = Frame:30 Name:FX_GandalfStaffFlare End ;;; Summoning Shadow Fax ;;; AnimationState = UNPACKING USER_2 StateName = Attacking Animation AnimationName = GUGandalf_SKN.GUGdfHrs_IDLB ; GUGdfHrs_SPCJ does not exist. AnimationMode = LOOP End End AnimationState = UNPACKING StateName = Attacking Animation AnimationName = GUGdfHrs_SKL.GUGdfHrs_IDLA ; GUGdfHrs_SPCJ does not exist. AnimationMode = ONCE End End ;;; Moving Standard Attack Anims ;;; AnimationState = MOUNTED FIRING_OR_PREATTACK_A MOVING Animation = MountedRunAndFire AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATRA AnimationMode = LOOP Distance = 60 End End AnimationState = MOUNTED BETWEEN_FIRING_SHOTS_A MOVING Animation = TrotBetweenShotsMoving AnimationName = GUGdfHrs_SKL.GUGdfHrs_WLKA AnimationMode = LOOP Distance = 30 End End ;;; Standard Attack Anims ;;; AnimationState = MOUNTED FIRING_OR_PREATTACK_A Animation = MountedSlash AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = MountedStab AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End End AnimationState = MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = RunAndFire AnimationName = GUGandalfG_SKL.GUGandalfG_ATRA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = FIRING_OR_PREATTACK_A Animation = StaffSwing AnimationName = GUGandalfG_SKL.GUGandalfG_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = SwordSwing AnimationName = GUGandalfG_SKL.GUGandalfG_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End Animation = SpinningSwordStaff AnimationName = GUGandalfG_SKL.GUGandalfG_ATKC AnimationMode = ONCE UseWeaponTiming = Yes End End ;;; Moving Anims ;;; AnimationState = MOUNTED TURN_RIGHT_HIGH_SPEED Animation = TurnRight AnimationName = GUGdfHrs_SKL.GUGdfHrs_TNR1 AnimationMode = LOOP End; ;ParticleSysBone = None CalvaryDustTrails End AnimationState = MOUNTED TURN_LEFT_HIGH_SPEED Animation = TurnRight AnimationName = GUGdfHrs_SKL.GUGdfHrs_TNL1 AnimationMode = LOOP End; ;ParticleSysBone = None CalvaryDustTrails End AnimationState = MOUNTED TURN_LEFT Animation = TurnLeft AnimationName = GUGdfHrs_SKL.GUGdfHrs_TRNL AnimationMode = LOOP End; ;ParticleSysBone = None CalvaryDustTrails End AnimationState = MOUNTED TURN_RIGHT Animation = TurnRight AnimationName = GUGdfHrs_SKL.GUGdfHrs_TRNR AnimationMode = LOOP End; ;ParticleSysBone = None CalvaryDustTrails End AnimationState = MOUNTED MOVING ACCELERATE Animation = Accelerate AnimationName = GUGdfHrs_SKL.GUGdfHrs_ACCL AnimationMode = LOOP End ;ParticleSysBone = None CalvaryDustTrails End AnimationState = MOUNTED MOVING DECELERATE Animation = Decelerate AnimationName = GUGdfHrs_SKL.GUGdfHrs_DECL AnimationMode = ONCE AnimationSpeedFactorRange = 0.6 0.6 End ;ParticleSysBone = None CalvaryDustTrails End AnimationState = MOUNTED MOVING WALKING Animation = Walk AnimationName = GUGdfHrs_SKL.GUGdfHrs_WLKA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End AnimationState = MOUNTED MOVING BACKING_UP Animation = BackingUp AnimationName = GUGdfHrs_SKL.GUGdfHrs_BAKA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End AnimationState = MOUNTED MOVING Animation = RunA AnimationName = GUGdfHrs_SKL.GUGdfHrs_RUNA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None CalvaryDustTrails End AnimationState = MOVING WANDER Animation = Wandering AnimationName = GUGandalfG_SKL.GUGandalfG_WLKA ;32 AnimationMode = LOOP End End AnimationState = MOVING Animation = Moving AnimationName = GUGandalfG_SKL.GUGandalfG_RUNB ;20 AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = MOUNTED LEVELED USER_1; This state clears itself in 3 of your Earth seconds Animation = Yippee AnimationName = GUGdfHrs_SKL.GUGdfHrs_LVLA AnimationMode = ONCE End BeginScript CurDrawableShowSubObject("STAFF_LIGHT") EndScript End AnimationState = MOUNTED LEVELED ; This state clears itself in 3 of your Earth seconds Animation = Yippee AnimationName = GUGdfHrs_SKL.GUGdfHrs_LVLA AnimationMode = ONCE End End ; READY IDLE AnimationState = MOUNTED EMOTION_ALERT Animation = ALERT_1 AnimationName = GUGdfHrs_SKL.GUGdfHrs_IDLA AnimationMode = LOOP End End AnimationState = EMOTION_ALERT Animation = ALERT_1 AnimationName = GUGandalfG_SKL.GUGandalfG_IDLA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations. End AnimationState = LEVELED USER_1; This state clears itself in 3 of your Earth seconds Animation = Yippee AnimationName = GUGandalfG_SKL.GUGandalfG_LVLA AnimationMode = ONCE End BeginScript CurDrawableShowSubObject("STAFF_LIGHT") EndScript End AnimationState = LEVELED ; This state clears itself in 3 of your Earth seconds Animation = Yippee AnimationName = GUGandalfG_SKL.GUGandalfG_LVLA AnimationMode = ONCE End End AnimationState = MOUNTED SELECTED USER_1 SimilarRestart = Yes StateName = AtAttentionIdle Animation = ATNB AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end EndScript End AnimationState = MOUNTED RAISING_FLAG Animation AnimationName = GUGdfHrs_SKL.GUGdfHrs_LVLA AnimationMode = LOOP End End AnimationState = MOUNTED EMOTION_CELEBRATING Animation AnimationName = GUGdfHrs_SKL.GUGdfHrs_LVLA AnimationMode = LOOP End End AnimationState = MOUNTED EMOTION_TAUNTING Animation AnimationName = GUGdfHrs_SKL.GUGdfHrs_LVLA AnimationMode = LOOP End End AnimationState = MOUNTED SELECTED SimilarRestart = Yes StateName = AtAttentionIdle Animation = ATNB AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end CurDrawableHideSubObject("STAFF_LIGHT") EndScript End TransitionState = TRANS_MountedSelect Animation = ATNA AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATNA AnimationMode = ONCE End End TransitionState = TRANS_Idle_to_Selected Animation = ATNA AnimationName = GUGandalfG_SKL.GUGandalfG_ATNA AnimationMode = ONCE End End TransitionState = TRANS_Selected_To_Idle Animation = ATNE ;ATNC AnimationName = GUGandalfG_SKL.GUGandalfG_ATNE ;C AnimationMode = ONCE End End AnimationState = SELECTED USER_1 StateName = Selected SimilarRestart = Yes Animation = ATNB AnimationName = GUGandalfG_SKL.GUGandalfG_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end EndScript End AnimationState = RAISING_FLAG Animation AnimationName = GUGandalfG_SKL.GUGandalfG_LVLA AnimationMode = LOOP End End AnimationState = EMOTION_CELEBRATING Animation AnimationName = GUGandalfG_SKL.GUGandalfG_LVLA AnimationMode = LOOP End End AnimationState = EMOTION_TAUNTING Animation AnimationName = GUGandalfG_SKL.GUGandalfG_LVLA AnimationMode = LOOP End End AnimationState = SELECTED StateName = Selected SimilarRestart = Yes Animation = ATNB AnimationName = GUGandalfG_SKL.GUGandalfG_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end CurDrawableHideSubObject("STAFF_LIGHT") EndScript End AnimationState = MOUNTED HIT_REACTION HIT_LEVEL_1 Animation = Hit_Level_1_a AnimationName = GUGdfHrs_SKL.GUGdfHrs_HITA AnimationMode = ONCE End End AnimationState = HIT_REACTION HIT_LEVEL_1 Animation = Hit_Level_1_a AnimationName = GUGandalfG_SKL.GUGandalfG_HITA AnimationMode = ONCE End End AnimationState = MOUNTED StateName = Idle Animation = IdleA AnimationName = GUGdfHrs_SKL.GUGdfHrs_IDLA AnimationPriority = 30 AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IdleC AnimationName = GUGdfHrs_SKL.GUGdfHrs_IDLC AnimationMode = ONCE AnimationBlendTime = 15 End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = USER_1 StateName = user_1_idle Animation = Foot_IDLB ; Bored Idle AnimationName = GUGandalfG_SKL.GUGandalfG_IDLB AnimationMode = ONCE AnimationPriority = 2 End Animation = Foot_IDLC ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLC AnimationMode = ONCE AnimationPriority = 2 End Animation = Foot_IDLD ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLD AnimationMode = ONCE AnimationPriority = 1 End Animation = Foot_IDLE ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLE AnimationMode = ONCE AnimationPriority = 2 End ;Animation = Foot_IDLF ; Bored Fidget ; AnimationName = GUGandalfG_SKL.GUGandalfF_IDLF does not exist... ; AnimationMode = ONCE ; AnimationPriority = 1 ;End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end CurDrawableShowSubObject("STAFF_LIGHT") EndScript End End #include "..\..\..\includes\StunDrawModuleSmall.inc"; Draw = W3DScriptedModelDraw ModuleTag_ShieldBubble; DefaultModelConditionState; Model = None; End; ; ModelConditionState = USER_3 ; HERO -- not using HERO anymore since HERO is used for Gandalf White; Model = GUGANDALFCRSTL;; ParticleSysBone = ROOTTRANSFORM GandalfCrystalSphere FollowBone:Yes; ParticleSysBone = ROOTTRANSFORM GandalfBeamGlow2 FollowBone:Yes; End; End; Draw = W3DLightDraw ModuleTag_DrawLight; Ambient = R:25 G:25 B:25; Diffuse = R:128 G:128 B:175; Radius = 75; Intensity = 75; AttachToBoneInAnotherModule = STAFF; End Draw = W3DScriptedModelDraw ModuleTag_LightController DefaultModelConditionState Model = None End ModelConditionState = USER_1 Model = Invisible Shadow = SHADOW_ADDITIVE_DECAL_DYNAMIC ShadowSizeX = 200; ShadowSizeY = 200; ShadowTexture = EXGandalfGlow; ShadowOpacityStart = 0 ShadowOpacityFadeInTime = 1000 ShadowOpacityPeak = 255 ShadowOpacityFadeOutTime = 1000 ShadowOpacityEnd = 0 End IdleAnimationState; BeginScript; CurDrawableHideModule("ModuleTag_DrawLight"); EndScript End AnimationState = USER_1; BeginScript; CurDrawableShowModule("ModuleTag_DrawLight"); EndScript End; AttachToBoneInAnotherModule = STAFF End; Draw = W3DScriptedModelDraw ModuleTag_PermanentDecal; OkToChangeModelColor = yes; ; DefaultModelConditionState; Model = Invisible;; ; Give hero a permanent selection decal look-alike; Shadow = SHADOW_ALPHA_DECAL; ShadowSizeX = 40;; ShadowSizeY = 40;; ShadowTexture = decal_hero_good;; ShadowOpacityPeak = 150 ; opacity between 0 and 255 here, so 150 is about 59%;; ; That's the corresponding selection decal setup in ExperienceLevels.ini.; ; This will be drawn on top of the permanent one here.; ;Texture = decal_hero_good ; see ShadowTexture; ;Style = SHADOW_ALPHA_DECAL ; see Shadow; ;OpacityMin = 50% ; see ShadowOpacityPeak; ;OpacityMax = 100%; ;MinRadius = 40 ; see ShadowSizeX/Y; ;MaxRadius = 200 ; ;MaxSelectedUnits = 40; End; End Draw = W3DScriptedModelDraw DustEffects DefaultModelConditionState Model = None End IdleAnimationState End AnimationState = MOUNTED MOVING WADING ParticleSysBone = None FootstepSlash End AnimationState = MOUNTED MOVING ACCELERATE ParticleSysBone = None GenericSiegeTrailDust End AnimationState = MOUNTED MOVING ACCELERATE ParticleSysBone = None GenericSiegeTrailDust End AnimationState = MOVING End End ; ***DESIGN parameters *** Side = Men EditorSorting = UNIT ThreatLevel = GANDALF_THREAT_LEVEL ThingClass = CHARACTER_UNIT ;//DisplayMeleeDamage = GANDALF_THE_GREY_DAMAGE HeroSortOrder = 10 LiveCameraOffset = X:-112 Y:81 Z:57 LiveCameraPitch = 25.0 IsTrainable = Yes BuildCost = GANDALF_THE_WHITE_BUILDCOST BuildTime = GANDALF_THE_WHITE_BUILDTIME ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG TransportSlotCount = TRANSPORTSLOTCOUNT_HERO CommandSet = GondorGandalfCommandSet CommandPoints = 75 WeaponSet Conditions = None Weapon = PRIMARY GandalfSword End WeaponSet Conditions = MOUNTED Weapon = PRIMARY GandalfSwordMounted End ArmorSet Conditions = None Armor = HeroArmor DamageFX = NormalDamageFX End VisionRange = VISION_HERO_STANDARD ShroudClearingRange = SHROUD_CLEAR_HERO MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 1.0% BountyValue = GONDOR_GANDALFWHITE_BOUNTY_VALUE DisplayName = OBJECT:GandalfTheWhite RecruitText = CONTROLBAR:GandalfTheWhiteRecruit ReviveText = CONTROLBAR:GandalfTheWhiteRevive Hotkey = CONTROLBAR:GandalfTheWhiteHotkey CrusherLevel = 0 ; Can I crush anything? MountedCrusherLevel = 1 ; Crush level when mounted. CrushableLevel = 2 ; What am I?: 0 = for infantry, 1 = for trees, 2 = cavalry/heroes MountedCrushableLevel = 2 ; Crusable level when mounted. CrushWeapon = RohirrimCrush MinCrushVelocityPercent = 50 ; Has to be moving at at least 50% of full speed. CrushDecelerationPercent = 30 ; Lose xx percent of max velocity when crushing. CrushKnockback = 40 CrushZFactor = 1.0 ; *** AUTO RESOLVE DATA *** AutoResolveUnitType = AutoResolveUnit_Hero AutoResolveCombatChain = AutoResolve_HeroCombatChain AutoResolveBody = AutoResolve_GandalfBody AutoResolveWeapon Weapon = AutoResolve_GandalfWeapon End AutoResolveArmor Armor = AutoResolve_GandalfArmor End ;AutoResolveLeadership = AutoResolve_GandalfBonus ; *** AUDIO Parameters ***; VoiceAttack = GandalfVoiceAttack VoiceAttackCharge = GandalfVoiceAttackCharge VoiceAttackMachine = GandalfVoiceAttack VoiceAttackStructure = GandalfVoiceAttack ;VoiceCreated = GandalfVoiceSalute ;this conflicts with his respawn dialogue line -- rehooked to spawn FX ;VoiceFullyCreated = GandalfVoiceSalute ;this conflicts with his respawn dialogue line -- rehooked to spawn FX VoiceFear = GandalfVoiceHelpMe VoiceMove = GandalfVoiceMove VoiceMoveToCamp = GandalfVoiceMoveCamp VoiceMoveWhileAttacking = GandalfVoiceDisengage VoicePriority = 96 VoiceRetreatToCastle = GandalfVoiceRetreat VoiceSelect = GandalfVoiceSelectMS VoiceSelectBattle = GandalfVoiceSelectBattle VoiceGuard = GandalfVoiceMove SoundImpact = ImpactHorse;GandalfVoiceJoinAnybody;GandalfVoiceJoinAragorn;GandalfVoiceJoinGimli;GandalfVoiceJoinHobbit;GandalfVoiceJoinLegolas UnitSpecificSounds VoiceGarrison = GandalfVoiceGarrison VoiceEnterUnitElvenTransportShip = GandalfVoiceMove VoiceInitiateCaptureBuilding = GandalfVoiceMove End ClientBehavior = ModelConditionSoundSelectorClientBehavior ModuleTag_MCSoundSelector SoundState = MOUNTED VoiceMove = GandalfVoiceMoveMounted VoiceSelect = GandalfVoiceSelectMountedMS End End CrowdResponseKey = GoodMen #include "..\..\..\includes\StandardUnitEvaEvents.inc" EvaEventDieOwner = GandalfDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system Key = Humanoid_Male Man Man_Male Unit Infantry Hero ;UnitWeight = 2 End ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:FootstepDirtA Animation:GUGandalfG_SKL.GUGandalfG_RUNA Frames:10 20 AnimationSound = Sound:FootstepDirtA Animation:GUGandalfG_SKL.GUGandalfG_RUNB Frames:10 22 33 45 AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUGandalfG_SKL.GUGandalfG_DIEB Frames:63 AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUGandalfG_SKL.GUGandalfG_LNDA Frames:2 AnimationSound = Sound:HorseMoveFootsteps Animation:GUGdfHrs_SKL.GUGdfHrs_ACCL Frames:15 32 AnimationSound = Sound:HorseMoveFootsteps Animation:GUGdfHrs_SKL.GUGdfHrs_RUNA Frames:0 AnimationSound = Sound:HorseMoveFootsteps Animation:GUGdfHrs_SKL.GUGdfHrs_TNL1 Frames:0 AnimationSound = Sound:HorseMoveFootsteps Animation:GUGdfHrs_SKL.GUGdfHrs_TNR1 Frames:0 AnimationSound = Sound:HorseWhinny50Percent Animation:GUGdfHrs_SKL.GUGdfHrs_IDLC Frames:0 AnimationSound = Sound:HorseWhinnyForEowynSmite Animation:GUGdfHrs_SKL.GUGdfHrs_LVLA Frames:64 AnimationSound = Sound:HorseWhinnyForEowynSmite Animation:GUGdfHrs_SKL.GUGdfHrs_SPLA Frames:74 AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUGdfHrs_SKL.GUGdfHrs_DIEA Frames:2 42 AnimationSound = Sound:HorseDieForHero Animation:GUGdfHrs_SKL.GUGdfHrs_DIEA Frames:1 End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = HERO HEAVY_MELEE_HITTER PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE ATTACK_NEEDS_LINE_OF_SIGHT NOTIFY_OF_PREATTACK ARMY_SUMMARY SCARY GANDALF PathfindDiameter = 40.0 Behavior = AutoHealBehavior ModuleTag_ElvenGiftHealing StartsActive = No TriggeredBy = Upgrade_ElvenGift HealingAmount = ELVEN_GIFT_REGEN_AMOUNT HealingDelay = ELVEN_GIFT_REGEN_DELAY StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End Behavior = AttributeModifierUpgrade ModuleTag_ElvenGiftBonus TriggeredBy = Upgrade_ElvenGift AttributeModifier = SpellBookElvenGifts End ; Behavior = AttributeModifierUpgrade ModuleTag_GandalfWhiteBonus; TriggeredBy = Upgrade_GandalfWhite; AttributeModifier = SpellBookGandalfWhite; End Body = RespawnBody ModuleTag_RespawnBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = GANDALF_THE_WHITE_HEALTH ;BALANCE Eomer Health PermanentlyKilledByFilter = NONE ;Who kills me permanently? DodgePercent = HERO_DODGE_PERCENT End Behavior = RespawnUpdate ModuleTag_RespawnUpdate DeathAnim = DYING ;STUNNED ;Model condition to play when killed-to-respawn DeathFX = FX_GandalfDieToRespawn ;FXList to play when killed-to-respawn DeathAnimationTime = 5367 ;1133 ;How long DeathAnim will take. InitialSpawnFX = FX_GandalfInitialSpawn RespawnAnim = LEVELED ;Animation to play when respawning. RespawnFX = FX_GandalfRespawn ;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 = HIGandalf_res ;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:1500 Time:90000 Health:100% ;DEFAULT VALUES End Behavior = AutoHealBehavior ModuleTag_GandalfHealing StartsActive = Yes HealingAmount = HERO_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan End Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End #include "..\..\..\includes\CaptureBuilding.inc" Behavior = AIUpdateInterface ModuleTag_04 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS AILuaEventsList = GandalfFunctions End Behavior = EmotionTrackerUpdate Module_EmotionTracker TauntAndPointDistance = 300 TauntAndPointUpdateDelay = 10000 AddEmotion = Doom_Base // AddEmotion = BraceForBeingCrushed_Base // AddEmotion = FearIdle_Base // AddEmotion = FearBusy_Base AddEmotion = Point_Base AddEmotion = Taunt_Base AddEmotion = CheerIdle_Base AddEmotion = CheerBusy_Base // AddEmotion = HeroCheerIdle_Base // AddEmotion = HeroCheerBusy_Base AddEmotion = Alert_Base AddEmotion = CheerForAboutToCrush_Base End LocomotorSet Locomotor = HeroHumanLocomotor Condition = SET_NORMAL Speed = NORMAL_GOOD_HERO_SPEED End LocomotorSet Locomotor = HeroHorseLocomotor Condition = SET_MOUNTED Speed = NORMAL_CAVALRY_HORDE_SPEED End Behavior = PhysicsBehavior ModuleTag_05 GravityMult = 1.0 ShockStandingTime = 3800 ;msec End Behavior = SlowDeathBehavior ModuleTag_06 DeathTypes = ALL -KNOCKBACK SinkDelay = 3000 SinkRate = 0.40 ; in Dist/Sec DestructionDelay = 8000 Sound = INITIAL GandalfVoiceDie ;GandalfDie End Behavior = SquishCollide ModuleTag_07 ;nothing End Behavior = SlowDeathBehavior ModuleTag_08 ; Same as normal death, but no sound (sound already played by SoundImpact = ... ) DeathTypes = NONE +KNOCKBACK SinkDelay = 3000 SinkRate = 0.40 ; in Dist/Sec DestructionDelay = 8000 End Behavior = OCLSpecialPower ModuleTag_09 SpecialPowerTemplate = SuperweaponPartTheHeavens OCL = SUPERWEAPON_PartTheHeavens End Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior End Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 2000 ; level 1 (light damage) hit reaction animations in frames (5 per sec) HitReactionThreshold1 = 5.0 ; level 1 (light damage) threshold trigger End ;------- ISTARI WEAPON -------------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_IstariLightEnabler SpecialPowerTemplate = SpecialAbilityIstariLight TriggeredBy = Upgrade_GandalfIstariLight End Behavior = SpecialPowerModule ModuleTag_IstariLightPower SpecialPowerTemplate = SpecialAbilityIstariLight UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = GandalfVoiceAttackIstariLight ;this plays when he targets, not when he fires End Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_IstariLightUpdate SpecialPowerTemplate = SpecialAbilityIstariLight SkipContinue = Yes UnpackTime = 2000 PreparationTime = 1 PersistentPrepTime = 2000 PackTime = 500 AwardXPForTriggering = 0 StartAbilityRange = GANDALF_PHASER_CAST_RANGE ; Note: This has to be smaller than the weapon range or it'll never succeed ApproachRequiresLOS = Yes SpecialWeapon = GandalfStaffWeapon MustFinishAbility = Yes WhichSpecialWeapon = 3 BusyForDuration = 2500 End ;------- MOUNTED SPECIAL ABILITY -------------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_HorseEnabler SpecialPowerTemplate = SpecialAbilityToggleMounted TriggeredBy = Upgrade_Shadowfax End Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter SpecialPowerTemplate = SpecialAbilityToggleMounted UpdateModuleStartsAttack = Yes StartsPaused = Yes End Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle SpecialPowerTemplate = SpecialAbilityToggleMounted UnpackTime = 2000 PreparationTime = 1 PersistentPrepTime = 250 PackTime = 2000 OpacityTarget = .3 ; How see-thru to be at peak of change AwardXPForTriggering = 0 End ;------- WORD OF POWER (BLUE RING BLAST) SPELL -------------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_WordEnabler SpecialPowerTemplate = SpecialAbilityWordOfPower TriggeredBy = Upgrade_GandalfWordOfPower End Behavior = SpecialPowerModule ModuleTag_WordStarter SpecialPowerTemplate = SpecialAbilityWordOfPower UpdateModuleStartsAttack = Yes StartsPaused = Yes End Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WordWeaponFireUpdate SpecialPowerTemplate = SpecialAbilityWordOfPower WhichSpecialWeapon = 1 SkipContinue = Yes UnpackTime = 1700 PackTime = 1 FreezeAfterTriggerDuration = 2500 ; Hold AI for this long after we fire. AwardXPForTriggering = 0 StartAbilityRange = 80.0 SpecialWeapon = GandalfWordOfPower End ;------- WIZARD BLAST SPELL -------------------------------------------------------------------------------- Behavior = SpecialPowerModule ModuleTag_BlastStarter SpecialPowerTemplate = SpecialAbilityWizardBlast UpdateModuleStartsAttack = Yes StartsPaused = No InitiateSound = GandalfVoiceAttackWizardBlast ;this plays when he targets, not when he fires End Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WizardBlastWeaponFireUpdate SpecialPowerTemplate = SpecialAbilityWizardBlast WhichSpecialWeapon = 2 SkipContinue = Yes UnpackTime = 900 PreparationTime = 1 PersistentPrepTime = 1500 PackTime = 1100 AwardXPForTriggering = 0 StartAbilityRange = 80.0 MustFinishAbility = Yes SpecialWeapon = GandalfWizardBlast End ;------- LIGHTNING SWORD SPELL -------------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_LightningEnabler SpecialPowerTemplate = SpecialAbilityLightningSword TriggeredBy = Upgrade_GandalfLightningSword End Behavior = SpecialPowerModule ModuleTag_11 SpecialPowerTemplate = SpecialAbilityLightningSword UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = GandalfVoiceAttackLightningSword ;this plays when he targets, not when he fires End Behavior = ArrowStormUpdate ModuleTag_12 SpecialPowerTemplate = SpecialAbilityLightningSword StartAbilityRange = 275.0 UnpackingVariation = 1 UnpackTime = 2500 ; Pull out arrow PreparationTime = 1 ; Quick shot PersistentPrepTime = 500 ; looping the quick shot PackTime = 1500 ; back to idle ApproachRequiresLOS = Yes ; required so that it doesn't shoot through walls AwardXPForTriggering = 0 ActiveLoopSound = GandalfLightningLoop ; Sound loops entire time ability is actively firing ;Specific to ArrowStorm WeaponTemplate = GandalfLightningSwordBlastWeapon TargetRadius = 120 ShotsPerTarget = 1 ShotsPerBurst = 1 MaxShots = 11 ; will double up if run out of targets End Behavior = ModelConditionUpgrade ModuleTag_TurnWhite TriggeredBy = Upgrade_GandalfWhite AddConditionFlags = USER_2 End ;/////////////////// ; AISpecialPowers ;/////////////////// 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 GandalfWordOfPowerAI CommandButtonName = Command_SpecialAbilityWordOfPower SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF SpecialPowerRadius = 250 End Behavior = AISpecialPowerUpdate GandalfToggleMountedAI CommandButtonName = Command_GandalfShadowfax SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_MOUNTED End Behavior = AISpecialPowerUpdate GandalfWizardBlastAI CommandButtonName = Command_SpecialAbilityWizardBlast SpecialPowerAIType = AI_SPECIAL_POWER_GANDALF_WIZARD_BLAST SpecialPowerRadius = 100 End Behavior = AISpecialPowerUpdate GandalfIstariLightAI CommandButtonName = Command_GondorGandalfIstariLight SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER End Behavior = AISpecialPowerUpdate GandalfLightningSwordAI CommandButtonName = Command_GondorGandalfLightningSword SpecialPowerAIType = AI_SPECIAL_POWER_RANGED_AOE_ATTACK SpecialPowerRadius = 100 End Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryHeight = 25 GeometryIsSmall = Yes Shadow = SHADOW_DECAL ShadowSizeX = 20 ShadowSizeY = 20 ShadowTexture = ShadowIEnd;------------------------------------------------------------------------------ChildObject GondorGandalfWhite GondorGandalf Draw = W3DScriptedModelDraw ModuleTag_01 GlowEnabled = No; GlowEmissive = No; OkToChangeModelColor = Yes StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD ExtraPublicBone = STAFF ExtraPublicBone = B_SWORDBONE ExtraPublicBone = PASSENGERBONE DependencySharedModelFlags = TURN_LEFT_HIGH_SPEED TURN_RIGHT_HIGH_SPEED MOVING ACCELERATE DECELERATE TURN_LEFT TURN_RIGHT ATTACKING BACKING_UP ;;; MODEL STATES ;;; DefaultModelConditionState ;This gandalf is white to start out with Model = GUGandalf_SKN WeaponLaunchBone = TERTIARY STAFF End ;;; Mounted version of Gandalf White ;;; ModelConditionState = MOUNTED Model = GUGdfHrs_SKN_M WeaponLaunchBone = PRIMARY PASSENGERBONE WeaponLaunchBone = TERTIARY STAFF End ModelConditionState = WORLD_BUILDER Model = None End IdleAnimationState StateName = Idle Animation = Foot_IDLB ; Bored Idle AnimationName = GUGandalfG_SKL.GUGandalfG_IDLB AnimationMode = ONCE AnimationPriority = 20 End Animation = Foot_IDLC ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLC AnimationMode = ONCE AnimationPriority = 2 End Animation = Foot_IDLD ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLD AnimationMode = ONCE AnimationPriority = 1 End Animation = Foot_IDLE ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLE AnimationMode = ONCE AnimationPriority = 2 End ;Animation = Foot_IDLF ; Bored Fidget ; AnimationName = GUGandalfG_SKL.GUGandalfF_IDLF does not exist... ; AnimationMode = ONCE ; AnimationPriority = 1 ;End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end CurDrawableHideSubObject("STAFF_LIGHT") EndScript End ; --- stunned anims Which must go before deaths in case we are dying in the air. Plus, DyingSplatted must of course be before Dying AnimationState = MOUNTED STUNNED_FLAILING Animation = JustDie AnimationName = GUGdfHrs_SKL.GUGdfHrs_FLYB AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = MOUNTED DYING SPLATTED Animation = Land AnimationName = GUGdfHrs_SKL.GUGdfHrs_LNDA AnimationMode = ONCE End End AnimationState = MOUNTED DYING Animation = JustDie AnimationName = GUGdfHrs_SKL.GUGdfHrs_DIEA AnimationMode = ONCE End End AnimationState = MOUNTED STUNNED_STANDING_UP Animation = StandUp AnimationName = GUGdfHrs_SKL.GUGdfHrs_GTPA AnimationMode = ONCE End End AnimationState = MOUNTED STUNNED Animation = Land AnimationName = GUGdfHrs_SKL.GUGdfHrs_LNDA AnimationMode = ONCE End End AnimationState = STUNNED_FLAILING Animation = StunnedFlail AnimationName = GUGandalfG_SKL.GUGandalfG_FLYA AnimationMode = LOOP End End AnimationState = DYING SPLATTED Animation = Stunned AnimationName = GUGandalfG_SKL.GUGandalfG_LNDA AnimationMode = ONCE End; ;ParticleSysBone = None GandalfIllumination FollowBone:yes FXTrigger:NONE Persist:KILL PersistID:100 End AnimationState = DYING AFLAME Animation = DieAflame AnimationName = GUGandalfG_SKL.GUGandalfG_MFDA AnimationMode = LOOP End End AnimationState = DYING Animation = Die AnimationName = GUGandalfG_SKL.GUGandalfG_DIEB AnimationMode = ONCE End; ;ParticleSysBone = None GandalfIllumination FollowBone:yes FXTrigger:NONE Persist:KILL PersistID:100 End AnimationState = STUNNED_STANDING_UP Animation = GUGandalfG_GTPA AnimationName = GUGandalfG_SKL.GUGandalfG_GTPA AnimationMode = ONCE End End AnimationState = STUNNED Animation = Stunned AnimationName = GUGandalfG_SKL.GUGandalfG_LNDA AnimationMode = ONCE End; ;ParticleSysBone = None GandalfIllumination FollowBone:yes FXTrigger:NONE Persist:KILL PersistID:100 End AnimationState = PASSENGER EATING StateName = BeingEaten Animation AnimationName = GUGandalfG_SKL.GUGandalfG_EATA AnimationMode = ONCE AnimationBlendTime = 4 End End AnimationState = PASSENGER StateName = BeingEaten Animation AnimationName = GUGandalfG_SKL.GUGandalfG_FLLA AnimationMode = LOOP AnimationBlendTime = 4 End End ;;; WORD OF POWER ANIMS MOUNTED ;;; AnimationState = SPECIAL_WEAPON_ONE MOUNTED StateName = Attacking Animation AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPLA AnimationMode = ONCE AnimationBlendTime = 4 End FXEvent = Frame:5 Name:FX_GandalfPreAttackBlast End ;;; WORD OF POWER ANIMS ON FOOT ;;; AnimationState = SPECIAL_WEAPON_ONE StateName = Attacking Animation AnimationName = GUGandalfG_SKL.GUGandalfG_SPCK AnimationMode = ONCE End FXEvent = Frame:5 Name:FX_GandalfPreAttackBlast End ;;; WIZARD BLAST ANIMS MOUNTED ;;; AnimationState = SPECIAL_WEAPON_TWO MOUNTED StateName = Attacking Animation AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPLD AnimationMode = ONCE End End ;;; WIZARD BLAST ANIMS ON FOOT ;;; AnimationState = SPECIAL_WEAPON_TWO StateName = Attacking Animation AnimationName = GUGandalfG_SKL.GUGandalfG_SPCL AnimationMode = ONCE End End ;;; LIGHTNING CHARGE ANIMS MOUNTED ;;; AnimationState = MOUNTED PACKING_TYPE_1 UNPACKING StateName = Attacking Animation = LightningSwordStart AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPE1 AnimationMode = ONCE End FXEvent = Frame:14 Name:FX_GandalfLightningCharge FXEvent = Frame:70 Name:FX_GandalfLightningFizzle FXEvent = Frame:14 Name:FX_GandalfLightningSword FrameStop:70 End AnimationState = MOUNTED PACKING_TYPE_1 PREPARING StateName = Attacking Animation = LightningSwordLoop AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPE2 AnimationMode = LOOP End End AnimationState = MOUNTED PACKING_TYPE_1 PACKING StateName = Attacking Animation = LightningSwordPutAway AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPE3 AnimationMode = ONCE End End ;;; LIGHTNING CHARGE ANIMS ON FOOT ;;; AnimationState = PACKING_TYPE_1 UNPACKING StateName = Attacking Animation = LightningSwordStart AnimationName = GUGandalfG_SKL.GUGandalfG_SPE3 AnimationMode = ONCE End FXEvent = Frame:14 Name:FX_GandalfLightningCharge FXEvent = Frame:70 Name:FX_GandalfLightningFizzle FXEvent = Frame:14 Name:FX_GandalfLightningSword FrameStop:70 End AnimationState = PACKING_TYPE_1 PREPARING StateName = Attacking Animation = LightningSwordLoop AnimationName = GUGandalfG_SKL.GUGandalfG_SPE2 AnimationMode = LOOP End End AnimationState = PACKING_TYPE_1 PACKING StateName = Attacking Animation = LightningSwordPutAway AnimationName = GUGandalfG_SKL.GUGandalfG_SPE1 AnimationMode = ONCE End End ;;; ISTARI LIGHT STAFF WEAPON MOUNTED ;;; AnimationState = MOUNTED SPECIAL_WEAPON_THREE ; FIRING_OR_PREATTACK_C StateName = Attacking Animation = StaffLaser AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPLG AnimationMode = ONCE End FXEvent = Frame:30 Name:FX_GandalfStaffFlare End ;;; ISTARI LIGHT STAFF WEAPON ON FOOT ;;; AnimationState = SPECIAL_WEAPON_THREE ; FIRING_OR_PREATTACK_C StateName = Attacking Animation = StaffLaser AnimationName = GUGandalfG_SKL.GUGandalfG_SPCH ; isitari's light? AnimationMode = ONCE End FXEvent = Frame:30 Name:FX_GandalfStaffFlare End ;;; Summoning Shadow Fax ;;; AnimationState = UNPACKING StateName = Attacking Animation AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPCJ AnimationMode = ONCE End End AnimationState = MOUNTED MOVING FIRING_OR_PREATTACK_A ShareAnimation = Yes Animation = MountedRunAndFire AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATRA AnimationMode = LOOP End Flags = RANDOMSTART End ;;; Standard Attack Anims ;;; AnimationState = MOUNTED FIRING_OR_PREATTACK_A Animation = MountedSlash AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = MountedStab AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End End AnimationState = FIRING_OR_PREATTACK_A Animation = StaffSwing AnimationName = GUGandalfG_SKL.GUGandalfG_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End Animation = SwordSwing AnimationName = GUGandalfG_SKL.GUGandalfG_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End Animation = SpinningSwordStaff AnimationName = GUGandalfG_SKL.GUGandalfG_ATKC AnimationMode = ONCE UseWeaponTiming = Yes End End ;;; Moving Anims ;;; AnimationState = MOUNTED TURN_RIGHT_HIGH_SPEED Animation = TurnRight AnimationName = GUGdfHrs_SKL.GUGdfHrs_TNR1 AnimationMode = LOOP End; ;ParticleSysBone = None CalvaryDustTrails End AnimationState = MOUNTED TURN_LEFT_HIGH_SPEED Animation = TurnRight AnimationName = GUGdfHrs_SKL.GUGdfHrs_TNL1 AnimationMode = LOOP End; ;ParticleSysBone = None CalvaryDustTrails End AnimationState = MOUNTED TURN_LEFT Animation = TurnLeft AnimationName = GUGdfHrs_SKL.GUGdfHrs_TRNL AnimationMode = LOOP End; ;ParticleSysBone = None CalvaryDustTrails End AnimationState = MOUNTED TURN_RIGHT Animation = TurnRight AnimationName = GUGdfHrs_SKL.GUGdfHrs_TRNR AnimationMode = LOOP End; ;ParticleSysBone = None CalvaryDustTrails End AnimationState = MOUNTED MOVING ACCELERATE Animation = Accelerate AnimationName = GUGdfHrs_SKL.GUGdfHrs_ACCL AnimationMode = LOOP End ;ParticleSysBone = None CalvaryDustTrails End AnimationState = MOUNTED MOVING DECELERATE Animation = Decelerate AnimationName = GUGdfHrs_SKL.GUGdfHrs_DECL AnimationMode = ONCE AnimationSpeedFactorRange = 0.6 0.6 End ;ParticleSysBone = None CalvaryDustTrails End AnimationState = MOUNTED MOVING WALKING Animation = Walk AnimationName = GUGdfHrs_SKL.GUGdfHrs_WLKA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End AnimationState = MOUNTED MOVING BACKING_UP Animation = BackingUp AnimationName = GUGdfHrs_SKL.GUGdfHrs_BAKA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None InfantryDustTrails End AnimationState = MOUNTED MOVING Animation = RunA AnimationName = GUGdfHrs_SKL.GUGdfHrs_RUNA AnimationMode = LOOP End Flags = RANDOMSTART ;ParticleSysBone = None CalvaryDustTrails End AnimationState = MOVING WANDER Animation = Wandering AnimationName = GUGandalfG_SKL.GUGandalfG_WLKA ;32 AnimationMode = LOOP End End AnimationState = MOVING Animation = Moving AnimationName = GUGandalfG_SKL.GUGandalfG_RUNB ;20 AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = MOUNTED LEVELED USER_1; This state clears itself in 3 of your Earth seconds Animation = Yippee AnimationName = GUGdfHrs_SKL.GUGdfHrs_LVLA AnimationMode = ONCE End BeginScript CurDrawableShowSubObject("STAFF_LIGHT") EndScript End AnimationState = MOUNTED LEVELED ; This state clears itself in 3 of your Earth seconds Animation = Yippee AnimationName = GUGdfHrs_SKL.GUGdfHrs_LVLA AnimationMode = ONCE End End ; READY IDLE AnimationState = MOUNTED EMOTION_ALERT Animation = ALERT_1 AnimationName = GUGdfHrs_SKL.GUGdfHrs_IDLA AnimationMode = LOOP End End AnimationState = EMOTION_ALERT Animation = ALERT_1 AnimationName = GUGandalfG_SKL.GUGandalfG_IDLA AnimationMode = ONCE End Flags = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations. End AnimationState = LEVELED USER_1; This state clears itself in 3 of your Earth seconds Animation = Yippee AnimationName = GUGandalfG_SKL.GUGandalfG_LVLA AnimationMode = ONCE End BeginScript CurDrawableShowSubObject("STAFF_LIGHT") EndScript End AnimationState = LEVELED ; This state clears itself in 3 of your Earth seconds Animation = Yippee AnimationName = GUGandalfG_SKL.GUGandalfG_LVLA AnimationMode = ONCE End End AnimationState = MOUNTED SELECTED USER_1 SimilarRestart = Yes StateName = AtAttentionIdle Animation = ATNB AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end EndScript End AnimationState = MOUNTED SELECTED SimilarRestart = Yes StateName = AtAttentionIdle Animation = ATNB AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end CurDrawableHideSubObject("STAFF_LIGHT") EndScript End TransitionState = TRANS_MountedSelect Animation = ATNA AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATNA AnimationMode = ONCE End End TransitionState = TRANS_Idle_to_Selected Animation = ATNA AnimationName = GUGandalfG_SKL.GUGandalfG_ATNA AnimationMode = ONCE End End TransitionState = TRANS_Selected_To_Idle Animation = ATNE ;ATNC AnimationName = GUGandalfG_SKL.GUGandalfG_ATNE ;C AnimationMode = ONCE End End AnimationState = SELECTED USER_1 StateName = Selected SimilarRestart = Yes Animation = ATNB AnimationName = GUGandalfG_SKL.GUGandalfG_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end EndScript End AnimationState = SELECTED StateName = Selected SimilarRestart = Yes Animation = ATNB AnimationName = GUGandalfG_SKL.GUGandalfG_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end CurDrawableHideSubObject("STAFF_LIGHT") EndScript End AnimationState = MOUNTED HIT_REACTION HIT_LEVEL_1 Animation = Hit_Level_1_a AnimationName = GUGdfHrs_SKL.GUGdfHrs_HITA AnimationMode = ONCE End End AnimationState = HIT_REACTION HIT_LEVEL_1 Animation = Hit_Level_1_a AnimationName = GUGandalfG_SKL.GUGandalfG_HITA AnimationMode = ONCE End End AnimationState = MOUNTED StateName = Idle Animation = IdleA AnimationName = GUGdfHrs_SKL.GUGdfHrs_IDLA AnimationPriority = 30 AnimationMode = ONCE AnimationBlendTime = 15 End Animation = IdleC AnimationName = GUGdfHrs_SKL.GUGdfHrs_IDLC AnimationMode = ONCE AnimationBlendTime = 15 End Flags = RESTART_ANIM_WHEN_COMPLETE End AnimationState = USER_1 StateName = user_1_idle Animation = Foot_IDLB ; Bored Idle AnimationName = GUGandalfG_SKL.GUGandalfG_IDLB AnimationMode = ONCE AnimationPriority = 2 End Animation = Foot_IDLC ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLC AnimationMode = ONCE AnimationPriority = 2 End Animation = Foot_IDLD ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLD AnimationMode = ONCE AnimationPriority = 1 End Animation = Foot_IDLE ; Bored Fidget AnimationName = GUGandalfG_SKL.GUGandalfG_IDLE AnimationMode = ONCE AnimationPriority = 2 End ;Animation = Foot_IDLF ; Bored Fidget ; AnimationName = GUGandalfG_SKL.GUGandalfF_IDLF does not exist... ; AnimationMode = ONCE ; AnimationPriority = 1 ;End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end CurDrawableShowSubObject("STAFF_LIGHT") EndScript End EndEnd;------------------------------------------------------------------------------ChildObject GondorGandalfGrey GondorGandalf ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait. SelectPortrait = HPGandalf ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage. ButtonImage = HIGandalfEnd;------------------------------------------------------------------------------ChildObject GondorGandalfCavalry GondorGandalfWhite Draw = W3DScriptedModelDraw ModuleTag_W3DModelDrawInWorldBuilder ;When in Worldbuilder, show the mounted version of Gandalf! ;WadingParticleSys = EntRipples OkToChangeModelColor = Yes DefaultModelConditionState Model = None End ModelConditionState = WORLD_BUILDER Model = GUGdfHrs_SKN End End Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle SpecialPowerTemplate = SpecialAbilityToggleMounted TriggerInstantlyOnCreate = Yes ;Instantly puts Gandalf on a horse. UnpackTime = 2000 PreparationTime = 1 PersistentPrepTime = 250 PackTime = 2000 OpacityTarget = .3 ; How see-thru to be at peak of change AwardXPForTriggering = 0 EndEnd
Science.ini:
Science SCIENCE_GandalftheWhite PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_MEN SciencePurchasePointCost = 5 SciencePurchasePointCostMP = 5 IsGrantable = Yes; DisplayName = ; Description = End
Specialpower.ini:
SpecialPower SpellBookGandalftheWhite Enum = SPECIAL_SPELL_BOOK_ELVEN_GIFTS ReloadTime = 0 ; in milliseconds PublicTimer = No InitiateSound = RohirrimSpeechCheer ;PalantirMovie = PalantirAlert_RohanReinforcements RequiredSciences = SCIENCE_GandalftheWhiteEnd
Upgrade.ini:
Upgrade Upgrade_GandalfWhite Type = PLAYER PersistsInCampaign = YesEnd
I forgot to add system.ini and now when i click spell when i bought him he change into gandalf the white but he doesnt has new attributes;/:
Behavior = PlayerUpgradeSpecialPower ModuleTag_SpellBookGandalfWhite
SpecialPowerTemplate = SpellBookGandalftheWhite
UpgradeName = Upgrade_GandalfWhite
UpdateModuleStartsAttack = No
AffectAllies = No ; Should not try to affect ally units
AvailableAtStart = No
End
Thats all whats wrong with it ?? I dont know why codebox dont work In last 3 inis xD Oh and i think that red theme was better than that white
Edited by SarumantheWhite, 19 January 2008 - 01:43 PM.
#6
Posted 19 January 2008 - 02:07 PM
; TriggeredBy = Upgrade_GandalfWhite
; AttributeModifier = SpellBookGandalfWhite
; End
Remove the ';' before this line. Right now, only the texture change is working and the attributemodifier isn't. This module not only activates the modifier but should also take care of the problem you described.
About the codebox: I have no clue, although it might have to do with the number of codeboxes allowed.
The red theme isn't back yet because nobody has had enough time to recode the forums after the overhaul.
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#7
Posted 19 January 2008 - 02:45 PM
Edited by SarumantheWhite, 19 January 2008 - 04:00 PM.
#8
Posted 19 January 2008 - 07:16 PM
[codebox]
Behavior = RespawnUpdate ModuleTag_RespawnUpdate
DeathAnim = DYING ;Model condition to play when killed-to-respawn
DeathFX = FX_HeroDieToRespawn ;FXList to play when killed-to-respawn
DeathAnimationTime = 4100 ;How long DeathAnim will take.
InitialSpawnFX = FX_HeroInitialSpawn
RespawnAnim = LEVELED ;Animation to play when respawning.
RespawnFX = FX_HeroRespawn ;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 = HIGaladriel
;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:1000 Time:1 Health:100% Level:Any ;DEFAULT VALUES
End
;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
;RespawnEntry = Level:2 Cost:2500 Time:90000 ;For other levels, only override what is different.
;RespawnEntry = Level:3 Cost:3000 Time:90000
;RespawnEntry = Level:4 Cost:3100 Time:90000
;RespawnEntry = Level:5 Cost:3200 Time:120000
;RespawnEntry = Level:6 Cost:3300 Time:120000
;RespawnEntry = Level:7 Cost:3400 Time:120000
;RespawnEntry = Level:8 Cost:3500 Time:120000
;RespawnEntry = Level:9 Cost:3600 Time:120000
;RespawnEntry = Level:10 Cost:4000 Time:120000
;End
Behavior = AnnounceBirthAndDeathBehavior ModuleTag_AnnounceBirthAndDeathBehavior
End
[/codebox]
I dont know why but i have still the same error and game crash : "unknown field behavior ". What is wrong ?
Edited by SarumantheWhite, 19 January 2008 - 09:33 PM.
#9
Posted 20 January 2008 - 12:38 AM
P.S. Next time, don't post a fragment of the code but the complete 'Object'.
Edited by Sûlherokhh, 20 January 2008 - 12:51 AM.
Axed Head and A.I. Coder for S.E.E. and ... stuff
".. coding is basically boring. What's fun is finding out how things work, take them apart and then put them together in ways that were not intended nor even conceived."
#10
Posted 22 January 2008 - 06:17 PM
EDIT: Ok nvm i found it.
Edited by SarumantheWhite, 22 January 2008 - 08:32 PM.
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