FYI: I am only changing it for when there is ONE unit on the field, which is why I have nothing for the Mirkwood Archer horde.
CODE
;Mirkwood Archer
;<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Object ElvenMirkwoodArcher
CommandPoints = 0
ReplaceModule ModuleTag_02
Body = ActiveBody ModuleTag_ElvenMirkwoodArcher
MaxHealth = 200000
End
End
LocomotorSet
Locomotor = HumanLocomotor
Condition = SET_NORMAL
Speed = 200
End
End
;<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
;WEAPONS
;<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Weapon MirkwoodArcherSilverthornBowWarhead
RadiusDamageAffects = ENEMIES
HitStoredTarget = Yes ; Always hits initial target.
; Damage to structures is the same as before
DamageNugget
;SpecialObjectFilter = NONE +STRUCTURE
Damage = 99999999
Radius = 0.0
DelayTime = 0
DamageType = PIERCE
DamageFXType = GOOD_ARROW_PIERCE
DeathType = EXPLODED
End
; Damage to everything else is increased
DamageNugget
;SpecialObjectFilter = ALL -STRUCTURE
Damage = 99999999
Radius = 0.0
DelayTime = 0
DamageType = MAGIC
DamageFXType = MAGIC
DeathType = EXPLODED
DamageScalar = 25% NONE +STRUCTURE +SUMMONED ; ;
End
; ..and meta impact damage on infantry
MetaImpactNugget
SpecialObjectFilter = NONE +INFANTRY
ShockWaveAmount = 50.0
ShockWaveRadius = 10.0
ShockWaveArc = 90 ; in degrees to each side 180 is full circle
ShockWaveTaperOff = 1.0
ShockWaveSpeed = 0.0
ShockWaveZMult = 1.0
OnlyWhenJustDied = Yes
End
End
Weapon ElvenMirkwoodArcherBowWarhead
ProjectileCollidesWith = ENEMIES NEUTRAL STRUCTURES WALLS
RadiusDamageAffects = ENEMIES NEUTRALS NOT_SIMILAR ;ALLIES
HitStoredTarget = Yes ; Always hits initial target.
DamageNugget ; A basic Nugget that just does damage
Damage = 99999999
Radius = 0.0 ; HitStoredTarget means we hurt the person we launched at. And nobody else. So a miss hurts nobody.
DelayTime = 0
DamageType = PIERCE
DamageFXType = GOOD_ARROW_PIERCE
DeathType = NORMAL
End
End
Weapon ElvenMirkwoodArcherBowBombardWarhead
ProjectileCollidesWith = ENEMIES NEUTRAL STRUCTURES WALLS
RadiusDamageAffects = ENEMIES NEUTRALS NOT_SIMILAR ;ALLIES
HitStoredTarget = No
DamageNugget ; A basic Nugget that just does damage
Damage = 99999999
Radius = 0.0 ; HitStoredTarget means we hurt the person we launched at. And nobody else. So a miss hurts nobody.
DelayTime = 0
DamageType = PIERCE
DamageFXType = GOOD_ARROW_PIERCE
DeathType = NORMAL
End
End
Weapon MirkwoodArcherSilverthornBowWarheadStructural
RadiusDamageAffects = ENEMIES
HitStoredTarget = Yes ; Always hits initial target.
DamageNugget ; A basic Nugget that just does damage
Damage = 99999999
Radius = 0.0 ; HitStoredTarget means we hurt the person we launched at. And nobody else. So a miss hurts nobody.
DelayTime = 0
DamageType = STRUCTURAL ; Moving all structure-based weapons over to Structural Damage for balance reasons - GB
DamageFXType = GOOD_ARROW_PIERCE
DeathType = NORMAL
DamageScalar = 0% NONE +EntMoot +ElvenEntMoot
End
; Damage to everything else is increased
DamageNugget
Damage = 99999999
Radius = 0.0
DelayTime = 0
DamageType = MAGIC
DamageFXType = MAGIC
DeathType = EXPLODED
DamageScalar = 25% NONE +STRUCTURE +SUMMONED ; ;
End
; ..and meta impact damage on infantry
MetaImpactNugget
SpecialObjectFilter = NONE +INFANTRY
ShockWaveAmount = 50.0
ShockWaveRadius = 10.0
ShockWaveArc = 90 ; in degrees to each side 180 is full circle
ShockWaveTaperOff = 1.0
ShockWaveSpeed = 0.0
ShockWaveZMult = 1.0
OnlyWhenJustDied = Yes
End
End
Weapon MirkwoodArcherSilverthornBowBombardWarhead
RadiusDamageAffects = ENEMIES
HitStoredTarget = No
; Damage to structures is the same as before
DamageNugget
;SpecialObjectFilter = NONE +STRUCTURE
Damage = 99999999
Radius = 0.0
DelayTime = 0
DamageType = PIERCE
DamageFXType = GOOD_ARROW_PIERCE
DeathType = EXPLODED
End
; Damage to everything else is increased
DamageNugget
;SpecialObjectFilter = ALL -STRUCTURE
Damage = 99999999
Radius = 0.0
DelayTime = 0
DamageType = MAGIC
DamageFXType = MAGIC
DeathType = EXPLODED
DamageScalar = 25% NONE +STRUCTURE
End
; ..and meta impact damage on infantry
MetaImpactNugget
SpecialObjectFilter = NONE +INFANTRY
ShockWaveAmount = 50.0
ShockWaveRadius = 10.0
ShockWaveArc = 90 ; in degrees to each side 180 is full circle
ShockWaveTaperOff = 1.0
ShockWaveSpeed = 0.0
ShockWaveZMult = 1.0
OnlyWhenJustDied = Yes
End