Changing Heroes' Startup Levels/Experience
#1
Posted 03 January 2013 - 12:54 PM
#2
Posted 03 January 2013 - 01:49 PM
#3
Posted 03 January 2013 - 02:25 PM
Theoretically (I'm not a coder, so here goes), you could just put all the command buttons achievable on Level 0, or change the experience needed to get level 10 into 0. Or am I mistaken?
"Everyone's a hero when there's nowhere left to run."
- Auxiliary Skarn, 2333rd Cohort
#4
Posted 03 January 2013 - 03:25 PM
Behavior = ExperienceLevelCreate ModuleTag_MPLevelBonus LevelToGrant = 5 MPOnly = Yes EndThat's for rank 5 as you can see. Change it to 10 if you want the hero to start at rank 10.
The 4th Age version 0.8 has been released: Link
#5
Posted 03 January 2013 - 04:04 PM
"Everyone's a hero when there's nowhere left to run."
- Auxiliary Skarn, 2333rd Cohort
#7
Posted 03 January 2013 - 05:22 PM
My Political Compass
Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.
#9
Posted 11 January 2013 - 05:49 PM
#10
Posted 11 January 2013 - 06:43 PM
- SaadZulfiqar likes this
#11
Posted 11 January 2013 - 08:43 PM
Then go to the bottom of Saruman's object, and change the Rank 5 to Rank 10. (to get there faster, search for IsengardLurtz and you'll find it right above)
- SaadZulfiqar likes this
The 4th Age version 0.8 has been released: Link
#12
Posted 11 January 2013 - 10:02 PM
I found this thing in IsengardSaruman :-
Object IsengardSaruman
ButtonImage = HISaruman
SelectPortrait = HPSaruman
Draw = W3DScriptedModelDraw ModuleTag_DRAW
OkToChangeModelColor = Yes
StaticModelLODMode = yes
ExtraPublicBone = STAFFFX
DefaultModelConditionState
Model = IUSaruman_SKN
WeaponLaunchBone = PRIMARY STAFFFX
End
IdleAnimationState
StateName = Idle
Animation = IDLB
AnimationName = IUSaruman_SKL.IUSaruman_IDLB
AnimationMode = ONCE
AnimationPriority = 20
End
Animation = IDLC
AnimationName = IUSaruman_SKL.IUSaruman_IDLC
AnimationMode = ONCE
AnimationPriority = 3
End
Animation = IDLD
AnimationName = IUSaruman_SKL.IUSaruman_IDLD
AnimationMode = ONCE
AnimationPriority = 1
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
EndScript
End
AnimationState = STUNNED_FLAILING
Flags = RANDOMSTART
Animation = FLYA
AnimationName = IUSaruman_SKL.IUSaruman_FLYA
AnimationMode = LOOP
End
End
AnimationState = DYING SPLATTED
Animation
AnimationName = IUSaruman_SKL.IUSaruman_LNDA
AnimationMode = ONCE
End
End
AnimationState = DYING AFLAME
Animation = DieAflame
AnimationName = IUSaruman_SKL.IUSaruman_MFDA
AnimationMode = LOOP
End
End
AnimationState = DYING
Animation = DieB
AnimationName = IUSaruman_SKL.IUSaruman_DIEB
AnimationMode = ONCE
End
End
AnimationState = STUNNED_STANDING_UP
Animation
AnimationName = IUSaruman_SKL.IUSaruman_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = STUNNED
Animation
AnimationName = IUSaruman_SKL.IUSaruman_LNDA
AnimationMode = ONCE
End
End
AnimationState = PACKING_TYPE_1
StateName = Dominate
Animation
AnimationName = IUSaruman_SKL.IUSaruman_TNTB
AnimationMode = ONCE
AnimationBlendTime = 5
End
FXEvent = Frame:6 Name:FX_SarumanDominateAtSelf
End
AnimationState = PACKING_TYPE_2
StateName = Spped_Craft
Animation
AnimationName = IUSaruman_SKL.IUSaruman_TNTB
AnimationMode = ONCE
End
FXEvent = Frame:15 Name:FX_SpeechCraft
End
AnimationState = MOVING CLIMBING BACKING_UP
Animation = Climbing_Down
AnimationName = IUSaruman_SKL.IUSaruman_CLMA
AnimationMode = LOOP_BACKWARDS
End
End
AnimationState = MOVING CLIMBING
Animation = Climbing_Up
AnimationName = IUSaruman_SKL.IUSaruman_CLMA
AnimationMode = LOOP
End
End
AnimationState = MOVING FIRING_OR_PREATTACK_A
Animation = TrotAndFire
AnimationName = IUSaruman_SKL.IUSaruman_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOVING USING_SPECIAL_ABILITY
Flags = RANDOMSTART
Animation = IUSaruman_RUNB
AnimationName = IUSaruman_SKL.IUSaruman_RUNB
AnimationMode = LOOP
End
End
AnimationState = MOVING BACKING_UP
Animation = BackingUp
AnimationName = IUSaruman_SKL.IUSaruman_BAKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOVING ATTACKING
Animation = IUSaruman_RUNB
AnimationName = IUSaruman_SKL.IUSaruman_RUNB
AnimationMode = LOOP
End
End
AnimationState = MOVING
Animation = IUSaruman_RUNA
AnimationName = IUSaruman_SKL.IUSaruman_RUNA
AnimationMode = LOOP
End
End
AnimationState = SPECIAL_WEAPON_ONE
Animation = Throwing Fireball
AnimationName = IUSaruman_SKL.IUSaruman_ATKB
AnimationMode = ONCE
End
FrameForPristineBonePositions = 27
End
AnimationState = SPECIAL_WEAPON_TWO
StateName = Attacking
Animation
AnimationName = IUSaruman_SKL.IUSaruman_ATKB
AnimationMode = ONCE
End
FrameForPristineBonePositions = 27
End
AnimationState = FIRING_OR_PREATTACK_A
Animation = IUSaruman_ATKC
AnimationName = IUSaruman_SKL.IUSaruman_ATKC
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = IUSaruman_ATKD
AnimationName = IUSaruman_SKL.IUSaruman_ATKD
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
AnimationState = WAR_CHANT
Animation = Chant
AnimationName = IUSaruman_SKL.IUSaruman_TNTB
AnimationMode = LOOP
End
End
AnimationState = EMOTION_TAUNTING
Animation = Chant
AnimationName = IUSaruman_SKL.IUSaruman_TNTA
AnimationMode = ONCE
End
Animation = Chant
AnimationName = IUSaruman_SKL.IUSaruman_TNTB
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = HIT_REACTION
Animation = Hit_Level_1_a
AnimationName = IUSaruman_SKL.IUSaruman_HITA
AnimationMode = ONCE
End
End
AnimationState = ATTACKING
Animation = ALERT_1
AnimationName = IUSaruman_SKL.IUSaruman_IDLA
AnimationMode = LOOP
End
End
TransitionState = TRANS_Idle_to_Selected
Animation = ATNA
AnimationName = IUSaruman_SKL.IUSaruman_ATNA
AnimationMode = ONCE
End
End
TransitionState = TRANS_Selected_To_Idle
Animation = ATND
AnimationName = IUSaruman_SKL.IUSaruman_ATND
AnimationMode = ONCE
End
End
AnimationState = LEVELED
Animation = Yippee
AnimationName = IUSaruman_SKL.IUSaruman_TNTA
AnimationMode = ONCE
End
End
AnimationState = EMOTION_ALERT
Animation = ALERT_1
AnimationName = IUSaruman_SKL.IUSaruman_IDLA
AnimationMode = LOOP
End
End
AnimationState = SELECTED
StateName = Selected
SimilarRestart = Yes
Animation = ATNB
AnimationName = IUSaruman_SKL.IUSaruman_ATNB
AnimationMode = LOOP
AnimationBlendTime = 15
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end
EndScript
End
End
Side = Isengard
EditorSorting = UNIT
ThreatLevel = 5.0
ThingClass = CHARACTER_UNIT
BuildCost = 5000
BuildTime = 45
DisplayMeleeDamage = 80
TransportSlotCount = 1
WeaponSet
Conditions = None
Weapon = PRIMARY SarumanWeapon
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = HeroArmor
DamageFX = NormalDamageFX
End
VisionRange = 150
ShroudClearingRange = 300
BountyValue = 50
DisplayName = OBJECT:IsengardSaruman
RecruitText = CONTROLBAR:IsengardSarumanRecruit
ReviveText = CONTROLBAR:IsengardSarumanRevive
Hotkey = CONTROLBAR:IsengardSarumanHotkey
CrushableLevel = 2
CrusherLevel = 0
CommandSet = SarumanCommandSet
CommandPoints = 0
VoiceAttack = SarumanVoiceAttack
VoiceAttackCharge = SarumanVoiceAttackCharge
VoiceFear = SarumanVoiceHelpMe
VoiceGuard = SarumanVoiceMove
VoiceMove = SarumanVoiceMove
VoiceMoveWhileAttacking = SarumanVoiceDisengage
VoicePriority = 92
VoiceSelect = SarumanVoiceSelect
VoiceSelect2 = HeroVoiceSelect2
VoiceSelectBattle = SarumanVoiceSelectBattle
SoundImpact = ImpactHorse
EvaEventDamagedOwner = UnitUnderAttack
EvaEventDieOwner = SarumanDie
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
Key = Hero
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:FootstepDirtA Animation:IUSaruman_SKL.IUSaruman_ATKB Frames:39 104
AnimationSound = Sound:FootstepDirtA Animation:IUSaruman_SKL.IUSaruman_ATKC Frames:43 92
AnimationSound = Sound:FootstepDirtA Animation:IUSaruman_SKL.IUSaruman_ATKD Frames:13 29 55
AnimationSound = Sound:FootstepDirtA Animation:IUSaruman_SKL.IUSaruman_ATRA Frames:9 20 31 43 55 67
AnimationSound = Sound:FootstepDirtA Animation:IUSaruman_SKL.IUSaruman_DIEB Frames:20
AnimationSound = Sound:BodyFallGenericNoArmor Animation:IUSaruman_SKL.IUSaruman_DIEB Frames:34
AnimationSound = Sound:FootstepDirtA Animation:IUSaruman_SKL.IUSaruman_GTPA Frames:51 75 113 139
AnimationSound = Sound:FootstepDirtA Animation:IUSaruman_SKL.IUSaruman_HITA Frames:12
AnimationSound = Sound:FootstepDirtA Animation:IUSaruman_SKL.IUSaruman_IDLC Frames:116 188
AnimationSound = Sound:FootstepDirtA Animation:IUSaruman_SKL.IUSaruman_IDLD Frames:43
AnimationSound = Sound:BodyFallGenericNoArmor Animation:IUSaruman_SKL.IUSaruman_LNDA Frames:4
AnimationSound = Sound:FootstepDirtA Animation:IUSaruman_SKL.IUSaruman_MFDA Frames:10 19 29 39 48 57 66
AnimationSound = Sound:FootstepDirtA Animation:IUSaruman_SKL.IUSaruman_RUNA Frames:11 22 34 46 57 69
AnimationSound = Sound:FootstepDirtA Animation:IUSaruman_SKL.IUSaruman_RUNB Frames:10 23 36 49 62 75
AnimationSound = Sound:FootstepDirtA Animation:IUSaruman_SKL.IUSaruman_TNTA Frames:36 49 103 123
AnimationSound = Sound:FootstepDirtA Animation:IUSaruman_SKL.IUSaruman_TNTB Frames:24 111
End
RadarPriority = UNIT
KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE NOTIFY_OF_PREATTACK ARMY_SUMMARY ATTACK_NEEDS_LINE_OF_SIGHT CAN_USE_SIEGE_TOWER
PathfindDiameter = 40.0
Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = 350
MaxHealth = 1000
PermanentlyKilledByFilter = NONE
DodgePercent = 50
End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate
DeathAnim = DYING
DeathFX = FX_SarumanDieToRespawn
InitialSpawnFX = FX_SarumanInitialSpawn
RespawnFX = FX_SarumanRespawn
AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP
ButtonImage = HISaruman_res
RespawnRules = AutoSpawn:No Cost:5000 Time:45000 Health:100%
RespawnEntry = Level:2 Cost:5100 Time:55000
RespawnEntry = Level:3 Cost:5200 Time:65000
RespawnEntry = Level:4 Cost:5300 Time:75000
RespawnEntry = Level:5 Cost:5400 Time:85000
RespawnEntry = Level:6 Cost:5500 Time:95000
RespawnEntry = Level:7 Cost:5600 Time:105000
RespawnEntry = Level:8 Cost:5700 Time:115000
RespawnEntry = Level:9 Cost:5800 Time:125000
RespawnEntry = Level:10 Cost:5900 Time:135000
End
Behavior = AutoHealBehavior ModuleTag_SarumanHealing
StartsActive = Yes
HealingAmount = 10
HealingDelay = 1000
StartHealingDelay = 30000
HealOnlyIfNotInCombat = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
StartsActive = Yes
BonusName = TheodenPassiveLeadership
RefreshDelay = 2000
Range = 200
ObjectFilter = ANY +INFANTRY +CAVALRY +MONSTER -STRUCTURE -BASE_FOUNDATION -HERO
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
AttackPriority = AttackPriority_Infantry
AILuaEventsList = SarumanFunctions
End
LocomotorSet
Locomotor = HumanLocomotor
Condition = SET_NORMAL
Speed = 50
End
LocomotorSet
Locomotor = HumanWanderLocomotor
Condition = SET_WANDER
Speed = 32
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 4000
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL
SinkDelay = 3000
SinkRate = 0.40
DestructionDelay = 8000
Sound = INITIAL SarumanVoiceDie
ShadowWhenDead = No
End
Behavior = SquishCollide ModuleTag_06
End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 3000
HitReactionThreshold1 = 5.0
End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_FireballEnabler
SpecialPowerTemplate = SpecialAbilitySarumanFireball
TriggeredBy = Upgrade_SarumanFireBall
End
Behavior = SpecialPowerModule ModuleTag_FireballStarter
SpecialPowerTemplate = SpecialAbilitySarumanFireball
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = SarumanVoiceAttackFireball
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_FireballUpdate
SpecialPowerTemplate = SpecialAbilitySarumanFireball
WhichSpecialWeapon = 1
SkipContinue = Yes
UnpackTime = 800
PreparationTime = 1
PersistentPrepTime = 1000
PackTime = 100
AwardXPForTriggering = 0
StartAbilityRange = 250
MustFinishAbility = Yes
SpecialWeapon = SarumanFireball
End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_DominateEnabler
SpecialPowerTemplate = SpecialAbilityDominateEnemy
TriggeredBy = Upgrade_SarumanDominate
End
Behavior = SpecialPowerModule ModuleTag_DominateEnemySpecialPowerModule
SpecialPowerTemplate = SpecialAbilityDominateEnemy
StartsPaused = Yes
UpdateModuleStartsAttack = Yes
InitiateSound = SarumanVoiceDominate
End
Behavior = DominateEnemySpecialPower ModuleTag_DominateEnemySpecialPower
SpecialPowerTemplate = SpecialAbilityDominateEnemy
UnpackingVariation = 1
StartAbilityRange = 200.0
DominateRadius = 60
DominatedFX = FX_SarumanDominateTargets
TriggerFX = FX_SarumanDominateTrigger
UnpackTime = 2000
PreparationTime = 1
FreezeAfterTriggerDuration = 2500
End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_KingsFavorEnabler
SpecialPowerTemplate = SpecialAbilityKingsFavor
TriggeredBy = Upgrade_SarumanSpeechCraft
End
Behavior = SpecialPowerModule ModuleTag_KingsFavorSpecialPowerModule
SpecialPowerTemplate = SpecialAbilityKingsFavor
StartsPaused = Yes
UpdateModuleStartsAttack = Yes
InitiateSound = SarumanVoiceSpeechCraft
End
Behavior = LevelGrantSpecialPower ModuleTag_KingsFavor
SpecialPowerTemplate = SpecialAbilityKingsFavor
UnpackingVariation = 2
StartAbilityRange = 200.0
Experience = 50
RadiusEffect = 100
AcceptanceFilter = ANY +CAVALRY +INFANTRY -STRUCTURE -CASTLE_KEEP -BASE_FOUNDATION -HERO -MOVE_ONLY -PORTER
LevelFX = FX_LevelUp
UnpackTime = 2000
PreparationTime = 1
FreezeAfterTriggerDuration = 2500
End
Behavior = SpecialPowerModule ModuleTag_WizardBlastStarter
SpecialPowerTemplate = SpecialPowerTelekeneticPush
UpdateModuleStartsAttack = Yes
InitiateSound = SarumanVoiceAttackWizardBlast
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WizardBlastUpdate
SpecialPowerTemplate = SpecialPowerTelekeneticPush
WhichSpecialWeapon = 2
SkipContinue = Yes
UnpackTime = 700
PreparationTime = 1
PersistentPrepTime = 1000
PackTime = 100
AwardXPForTriggering = 0
StartAbilityRange = 80.0
MustFinishAbility = Yes
SpecialWeapon = SarumanWizardBlast
End
Behavior = SpecialPowerModule ModuleTag_WizardDefenceStarter
SpecialPowerTemplate = SpecialPowerTelekeneticDefence
UpdateModuleStartsAttack = Yes
SetModelCondition = ModelConditionState:WAR_CHANT
SetModelConditionTime = 3.0
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WizardDefenceUpdate
SpecialPowerTemplate = SpecialPowerTelekeneticDefence
SkipContinue = Yes
AwardXPForTriggering = 0
MustFinishAbility = Yes
SpecialWeapon = SarumanWizardDefence
End
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 19
ShadowSizeY = 19
ShadowTexture = ShadowI
End
NOW WHICH THING I HAVE TO CHANGE FOR HIS LEVEL ?
#13
Posted 11 January 2013 - 11:08 PM
Anyways, you'll have to add this in the last part (for example, right before the Geometry = CYLINDER, almost at the bottom):
Behavior = ExperienceLevelCreate ModuleTag_MPLevelBonus LevelToGrant = 5 MPOnly = Yes End
- SaadZulfiqar likes this
The 4th Age version 0.8 has been released: Link
#14
Posted 11 January 2013 - 11:37 PM
and yeah i have latest patch 1.03
LAURI thanks you sooooooooo much it worked
Edited by SaadZulfiqar, 12 January 2013 - 11:57 AM.
#15
Posted 12 January 2013 - 03:28 PM
- SaadZulfiqar likes this
The 4th Age version 0.8 has been released: Link
#16
Posted 18 January 2013 - 12:02 AM
http://www.the3rdage...tem-744?addview
- SaadZulfiqar likes this
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