sorry I think my hero is childobject 'cause its is build at the fortress, my hero is Agandaur, and its faction is Mordor, there's its atribbutes:
;-----------------------------------------------------------------------------
;
; agandaur.ini
;
;------------------------------------------------------------------------------
; aka Agandaur the Sorcerer of Sauron
Object Agandaur
; *** ART Parameters ***
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = HPAgandaurPortrait
; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
ButtonImage = HIAgandaur
DescriptionStrategic = CONTROLBAR:LW_ToolTip_WitchKing
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = No
;GlowEnabled = Yes
;GlowEmissive = No
DefaultModelConditionState
Model = kuagndr_skn ;KUKng_SKN
End
ModelConditionState = WEAPONSET_HERO_MODE
ParticleSysBone = BAT_RIBS AgandaurSphereBolt FollowBone:Yes
End
ModelConditionState = MOUNTED USER_3
Model = kuagndrmnt_skn ;KUKngMount_SKN
ParticleSysBone = B_Pelvis BlackRiderFlare FollowBone:Yes FXTrigger:NONE Persist:SPAWN PersistID:100
End
ModelConditionState = MOUNTED
Model = kuagndrmnt_skn ;KUKngMount_SKN
End
ModelConditionState = USER_3
ParticleSysBone = Hip BlackRiderFlare FollowBone:Yes FXTrigger:NONE Persist:SPAWN PersistID:100
End
IdleAnimationState
StateName = Idle
Animation
AnimationName = KUKng_SKL.KUKng_IDLB
AnimationPriority = 4
AnimationBlendTime = 10
AnimationMode = ONCE
End
Animation
AnimationName = KUKng_SKL.KUKng_IDLC
AnimationPriority = 1
AnimationBlendTime = 10
AnimationMode = ONCE
End
Animation
AnimationName = KUKng_SKL.KUKng_IDLD
AnimationPriority = 1
AnimationBlendTime = 10
AnimationMode = ONCE
End
Animation
AnimationName = KUKng_SKL.KUKng_IDLE
AnimationPriority = 1
AnimationBlendTime = 10
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_to_Idle") end
EndScript
End
;-------------------------- MOUNTED VERSION ---------------------------------------------------------
AnimationState = PASSENGER MOUNTED
Animation = grabbed
AnimationName = KUKngMount_SKL.KUKngMount_GBDA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.8 0.8
End
Flags = RANDOMSTART
End
; --- stunned anims
AnimationState = FREEFALL MOUNTED
Animation = freefall
AnimationName = KUKngMount_SKL.KUKngMount_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = STUNNED_FLAILING MOUNTED
Animation = JustDie
AnimationName = KUKngMount_SKL.KUKngMount_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = DYING SPLATTED MOUNTED
Animation = splatted
AnimationName = KUKngMount_SKL.KUKngMount_LNDA
AnimationMode = ONCE
End
End
AnimationState = BURNINGDEATH MOUNTED DYING
Animation
AnimationName = KUKngMount_SKL.KUKngMount_DIEA
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationSpeedFactorRange = 0.8 0.8
End
End
;
; AnimationState = BURNINGDEATH MOUNTED
; Animation
; AnimationName = KUKngMount_SKL.KUKngMount_MFDA
; AnimationMode = LOOP
; AnimationBlendTime = 10
; Distance = 80
; End
; End
AnimationState = DYING MOUNTED ; DEATH_2 Normally has DEATH_2, but just as a backup don't insist
Animation
AnimationName = KUKngMount_SKL.KUKngMount_DIEA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 0.8
End
End
AnimationState = STUNNED_STANDING_UP MOUNTED
Animation = StandUp
AnimationName = KUKngMount_SKL.KUKngMount_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = STUNNED MOUNTED
Animation = Land
AnimationName = KUKngMount_SKL.KUKngMount_LNDA
AnimationMode = ONCE
End
End
AnimationState = MOVING FIRING_OR_PREATTACK_A MOUNTED
ShareAnimation = Yes
Animation = TrotAndFire
AnimationName = KUKngMount_SKL.KUKngMount_RUNB
AnimationMode = LOOP
Distance = 70; 35
End
Flags = RANDOMSTART
End
AnimationState = TURN_LEFT_HIGH_SPEED MOUNTED
Animation = TurnLeft
AnimationName = KUKngMount_SKL.KUKngMount_RUNA
AnimationMode = LOOP
AnimationBlendTime = 10
End
End
AnimationState = TURN_RIGHT_HIGH_SPEED MOUNTED
Animation = TurnLeft
AnimationName = KUKngMount_SKL.KUKngMount_RUNA
AnimationMode = LOOP
AnimationBlendTime = 10
End
End
;;======= TERROR
; AnimationState = MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY MOUNTED
; Animation = RUNB
; AnimationName = KUKngMount_SKL.KUKngMount_RUNB
; AnimationMode = LOOP
; End
; End
; AnimationState = MOVING EMOTION_TERROR MOUNTED
; Animation = RUNB
; AnimationName = KUKngMount_SKL.KUKngMount_RUNB
; AnimationMode = LOOP
; End
; End
;;;===== BACKUP
AnimationState = MOVING BACKING_UP MOUNTED
Animation = BackingUp
AnimationName = KUKngMount_SKL.KUKngMount_BAKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOVING TURN_LEFT MOUNTED
Animation = TurnLeft
AnimationName = KUKngMount_SKL.KUKngMount_TRNL
AnimationMode = LOOP
End
End
AnimationState = MOVING TURN_RIGHT MOUNTED
Animation = TurnLeft
AnimationName = KUKngMount_SKL.KUKngMount_TRNR
AnimationMode = LOOP
End
End
AnimationState = MOVING ACCELERATE MOUNTED
Animation = Accelerate
AnimationName = KUKngMount_SKL.KUKngMount_ACCL
AnimationMode = ONCE ; was LOOP
AnimationSpeedFactorRange = 1.3 1.3
End
End
AnimationState = MOVING DECELERATE MOUNTED
Animation = Decelerate
AnimationName = KUKngMount_SKL.KUKngMount_DECL
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
End
End
AnimationState = MOVING MOUNTED
ShareAnimation = Yes
Animation = RunA
AnimationName = KUKngMount_SKL.KUKngMount_RUNA
AnimationMode = LOOP
End
End
AnimationState = FIRING_OR_PREATTACK_A MOUNTED
Animation = ATKA
AnimationName = KUKngMount_SKL.KUKngMount_ATKA
AnimationMode = ONCE
End
Animation = ATKB
AnimationName = KUKngMount_SKL.KUKngMount_ATKB
AnimationMode = ONCE
End
; Flags = RESTART_ANIM_WHEN_COMPLETE
End
; --- Morgul Blade Weapon anim
AnimationState = SPECIAL_WEAPON_ONE MOUNTED
Animation = ATKA
AnimationName = KUKngMount_SKL.KUKngMount_SPCA
AnimationMode = ONCE
End
End
; --------- Click and Hit Reactions ------------
AnimationState = HIT_REACTION HIT_LEVEL_1 MOUNTED
Animation = Hit_Level_1_a
AnimationName = KUKngMount_SKL.KUKngMount_HFMA
AnimationMode = ONCE
End
End
;;------------- EMOTIONS ---------------------------------------------
// AnimationState = EMOTION_ALERT EMOTION_AFRAID MOUNTED
// ShareAnimation = Yes
// Animation = Apprehensive
// AnimationName = KUKngMount_SKL.KUKngMount_APPA
// AnimationMode = LOOP ;Change this to ONCE if adding additional anims
// End
// End
//
// AnimationState = EMOTION_AFRAID MOUNTED
// ShareAnimation = Yes
// Animation = FERA
// AnimationName = KUKngMount_SKL.KUKngMount_FERA
// AnimationMode = LOOP
// End
// Animation = FERB
// AnimationName = KUKngMount_SKL.KUKngMount_FERB
// AnimationMode = LOOP
// End
// End
AnimationState = EMOTION_TAUNTING MOUNTED
ShareAnimation = Yes
Animation = Taunting
AnimationName = KUKngMount_SKL.KUKngMount_CHRA
AnimationMode = ONCE
End
Animation = Taunting
AnimationName = KUKngMount_SKL.KUKngMount_CHRB
AnimationMode = ONCE
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = EMOTION_POINTING MOUNTED
Animation = Pointing1
AnimationName = KUKngMount_SKL.KUKngMount_CHRA
AnimationMode = LOOP
End
End
AnimationState = EMOTION_CELEBRATING MOUNTED
ShareAnimation = Yes
Animation = CHRA
AnimationName = KUKngMount_SKL.KUKngMount_CHRA
AnimationMode = ONCE
End
Animation = CHRB
AnimationName = KUKngMount_SKL.KUKngMount_CHRB
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = EMOTION_ALERT MOUNTED
Animation = IDLA
AnimationName = KUKngMount_SKL.KUKngMount_IDLA
AnimationMode = LOOP
AnimationBlendTime = 15
End
End
AnimationState = RAISING_FLAG MOUNTED
ShareAnimation = Yes
Animation = CHRA
AnimationName = KUKngMount_SKL.KUKngMount_CHRA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Animation = CHRB
AnimationName = KUKngMount_SKL.KUKngMount_CHRB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.9 1.1
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = SELECTED MOUNTED
StateName = State_Selected
Animation = AtAttention
AnimationName = KUKngMount_SKL.KUKngMount_ATNB
AnimationMode = Loop
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_To_Selected") end
EndScript
End
AnimationState = MOUNTED
StateName = Idle
Animation = IdleB
AnimationName = KUKngMount_SKL.KUKngMount_IDLB
AnimationMode = Loop
AnimationBlendTime = 15
AnimationPriority = 10
End
Animation = IdleC
AnimationName = KUKngMount_SKL.KUKngMount_IDLC
AnimationMode = Loop
AnimationBlendTime = 15
AnimationPriority = 5
End
Flags = RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "State_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
EndScript
End
TransitionState = TRANS_Idle_to_Selected
Animation = ATNA
AnimationName = KUKngMount_SKL.KUKngMount_ATNA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
End
TransitionState = TRANS_Selected_to_Idle
Animation = ATNC
AnimationName = KUKngMount_SKL.KUKngMount_ATNC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
Flags = START_FRAME_LAST
End
;-------------------------- NON MOUNTED VERSION ---------------------------------------------------------
; AnimationState = DYING BURNINGDEATH
; Animation
; AnimationName = KUKng_SKL.KUKng_DTHA
; AnimationMode = ONCE
; AnimationBlendTime = 10
; End
; End
AnimationState = DYING
Animation
AnimationName = KUKng_SKL.KUKng_DTHA
AnimationMode = ONCE
End
End
; AnimationState = BURNINGDEATH
; Animation
; AnimationName = KUKng_SKL.KUKng_MFDA
; AnimationMode = LOOP
; Distance = 90
; End
; End
AnimationState = FREEFALL
Animation
AnimationName = KUKng_SKL.KUKng_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = STUNNED_FLAILING
Animation
AnimationName = KUKng_SKL.KUKng_FLYA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.4 0.6
End
Flags = RANDOMSTART
End
AnimationState = DYING SPLATTED
Animation
AnimationName = KUKng_SKL.KUKng_LNDA
AnimationMode = ONCE
End
End
AnimationState = STUNNED_STANDING_UP
Animation
AnimationName = KUKng_SKL.KUKng_GTPA
AnimationMode = ONCE
End
End
AnimationState = STUNNED
Animation
AnimationName = KUKng_SKL.KUKng_LNDA
AnimationMode = ONCE
End
End
AnimationState = MOVING FIRING_OR_PREATTACK_A
Animation
AnimationName = KUKng_SKL.KUKng_RUNB
AnimationMode = LOOP
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = FIRING_OR_PREATTACK_A
Animation
AnimationName = KUKng_SKL.KUKng_ATKA
AnimationMode = ONCE
End
Animation
AnimationName = KUKng_SKL.KUKng_ATKB
AnimationMode = ONCE
End
Animation
AnimationName = KUKng_SKL.KUKng_ATKC
AnimationMode = ONCE
End
End
AnimationState = MOVING
Animation
AnimationName = KUKng_SKL.KUKng_RUNA
AnimationMode = LOOP
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
; --------- Click and Hit Reactions ------------
AnimationState = HIT_REACTION HIT_LEVEL_1
Animation = Hit_Level_1_a
AnimationName = KUKng_SKL.KUKng_HITA
AnimationMode = ONCE
End
End
AnimationState = LEVELED
Animation = Hit_Level_1_a
AnimationName = KUKng_SKL.KUKng_LVLA
AnimationMode = ONCE
End
End
; AnimationState = ENGAGED
; Animation
; AnimationName = KUKng_SKL.KUKng_APPA
; AnimationMode = LOOP
; End
; End
AnimationState = EMOTION_CELEBRATING
Animation
AnimationName = KUKng_SKL.KUKng_CHRA
AnimationMode = LOOP
End
End
AnimationState = EMOTION_TAUNTING
Animation = TNTA
AnimationName = KUKng_SKL.KUKng_TNTA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
End
End
AnimationState = RAISING_FLAG
Animation
AnimationName = KUKng_SKL.KUKng_CHRA
AnimationMode = LOOP
End
End
AnimationState = SELECTED
Animation
AnimationName = KUKng_SKL.KUKng_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end
EndScript
End
TransitionState = TRANS_Idle_to_Selected
Animation = ATNA
AnimationName = KUKng_SKL.KUKng_ATNA
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
TransitionState = TRANS_Selected_to_Idle
Animation = ATNF
AnimationName = KUKng_SKL.KUKng_ATNC
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
; --- Morgul Blade Weapon anim
AnimationState = SPECIAL_WEAPON_ONE
StateName = Attacking
Animation = SPCB
AnimationName = KUKng_SKL.KUKng_SPCB
AnimationMode = ONCE
End
End
AnimationState = SPECIAL_POWER_1
StateName = SPECIAL_POWER_1
Animation
AnimationName = KUKng_SKL.KUKng_SPCD
AnimationMode = ONCE
End
End
AnimationState = SPECIAL_POWER_2
StateName = SPECIAL_POWER_2
Animation
AnimationName = KUKng_SKL.KUKng_SPCA
AnimationMode = ONCE
End
End
; LIGHTNING
AnimationState = SPECIAL_WEAPON_ONE
Animation
AnimationName = KUKng_SKL.KUKng_ATKC
AnimationMode = ONCE
; AnimationSpeedFactorRange = 1.45 1.45
End
EnteringStateFX = FX_GandalfLightningFizzle
End
;Animation for Sphere
AnimationState = UNPACKING PACKING_TYPE_1
Animation = CHRA
AnimationName = KUKng_SKL.KUKng_CHRA
AnimationMode = ONCE
End
End
AnimationState = WEAPONSET_HERO_MODE ;SPECIAL_WEAPON_ONE
Animation
AnimationName = MUWchKng_CHRA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.4 0.4
; AnimationBlendTime = 40
End
ParticleSysBone = NONE AgandaurThunderHeroMode FollowBone:Yes
End
End
Draw = W3DScriptedModelDraw DustEffects
DefaultModelConditionState
Model = None
End
IdleAnimationState
End
AnimationState = MOVING WADING MOUNTED
ParticleSysBone = None FootstepSlash
End
AnimationState = MOVING ACCELERATE MOUNTED
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOVING DECELERATE MOUNTED
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOVING MOUNTED
End
End
#include "..\..\..\includes\StunDrawModuleSmall.inc"
; ***DESIGN parameters ***
Side = Mordor
EditorSorting = UNIT
ThreatLevel = WITCHKING_THREAT_LEVEL
; ThingClass = MEDIUM_MONSTER
BuildCost = 275
BuildTime = 70
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
Scale = 1.1
DisplayMeleeDamage = 1000
CommandSet = AgandaurCommandSet
CommandPoints = 70
VisionRange = ANGMAR_WITCHKING_VISION_RANGE
ShroudClearingRange = ANGMAR_WITCHKING_SHROUD_RANGE
MaxVisionBonusPercent = 200%
VisionBonusTestRadius = 100
VisionBonusPercentPerFoot = 2.0%
BountyValue = 1000
DisplayName = OBJECT:Agandaur
RecruitText = CONTROLBAR:AgandaurRecruit
ReviveText = CONTROLBAR:AgandaurRevive
Hotkey = CONTROLBAR:AgandaurHotkey
CrusherLevel = 0 //Can I crush anything?
MountedCrusherLevel = 1 //Crush level when mounted.
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
MountedCrusherLevel = 1
MountedCrushableLevel = 3
CrushWeapon = HeroCrush
MinCrushVelocityPercent = 50 ; Has to be moving at at least 50% of full speed.
CrushDecelerationPercent = 20 ; Lose 80 percent of max velocity when crushing.
RamPower = 30;
RamZMult = 0.5;
MaxSimultaneousOfType = 1
;Scale = 1.2
WeaponSet
Conditions = None
Weapon = PRIMARY AgandaurSword
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
WeaponSet
Conditions = WEAPONSET_HERO_MODE
Weapon = PRIMARY AgandaurThunderSword
End
ArmorSet
Conditions = None
Armor = ToughHeroArmor ;SauronArmor
DamageFX = NormalDamageFX
End
; *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Hero
AutoResolveCombatChain = AutoResolve_HeroCombatChain
AutoResolveBody = AutoResolve_AngmarWitchKingBody
AutoResolveArmor
Armor = AutoResolve_AngmarWitchKingArmor
End
AutoResolveWeapon
Weapon = AutoResolve_AngmarWitchKingWeapon
End
;AutoResolveLeadership = AutoResolve_MouthOfSauronBonus
; *** AUDIO Parameters ***;
VoiceAttack = AgandaurVoiceAttack
VoiceAttackCharge = AgandaurVoiceAttack
VoiceAttackMachine = AgandaurVoiceAttack
VoiceAttackStructure = AgandaurVoiceAttack ;AgandaurVoiceAttackBuilding
VoiceCreated = AgandaurVoiceSalute
VoiceFullyCreated = AgandaurVoiceSalute
VoiceMove = AgandaurVoiceMove
VoiceMoveToCamp = AgandaurVoiceMoveCamp
VoiceMoveWhileAttacking = AgandaurVoiceDisengage
VoicePriority = 92
VoiceRetreatToCastle = AgandaurVoiceRetreat
VoiceSelect = AgandaurVoiceSelect
VoiceSelectBattle = AgandaurVoiceSelectBattle
VoiceGuard = AgandaurVoiceGarrison
VoiceFear = AgandaurVoiceHelpMe
SoundImpact = ImpactHorse
UnitSpecificSounds
VoiceEnterUnitEvilMenTransportShip = AgandaurVoiceMoveShip
VoiceGarrison = AgandaurVoiceGarrison
VoiceInitiateCaptureBuilding = AgandaurVoiceCaptureBuilding
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
MaxUpdateRangeCap = 800
AnimationSound = Sound:FootstepDirtA Animation:KUKng_SKL.KUKng_RUNA Frames:4 15
AnimationSound = Sound:FootstepDirtA Animation:KUKng_SKL.KUKng_RUNB Frames:5 15 26 36
AnimationSound = Sound:TauntHumanHitShield Animation:KUKng_SKL.KUKng_CHRB Frames:22 32
AnimationSound = Sound:BodyFallGenericNoArmor Animation:KUKng_SKL.KUKng_DIEA Frames:48
AnimationSound = Sound:BodyFallGenericNoArmor Animation:KUKng_SKL.KUKng_DIEB Frames:18
AnimationSound = Sound:BodyFallSoldier Animation:KUKng_SKL.KUKng_LNDA Frames:4
AnimationSound = Sound:HorseMoveFootsteps Animation:KUKngMount_SKL.KUKngMount_ACCL Frames:15 32
AnimationSound = Sound:HorseMoveFootsteps Animation:KUKngMount_SKL.KUKngMount_RUNA Frames:0
AnimationSound = Sound:HorseMoveFootsteps Animation:KUKngMount_SKL.KUKngMount_TNL1 Frames:0
AnimationSound = Sound:HorseMoveFootsteps Animation:KUKngMount_SKL.KUKngMount_TNR1 Frames:0
AnimationSound = Sound:HorseWhinny Animation:KUKngMount_SKL.KUKngMount_IDLC Frames:3
AnimationSound = Sound:BodyFallSoldier Animation:KUKngMount_SKL.KUKngMount_LNDA Frames:3 10
AnimationSound = Sound:HorseDieForHero Animation:KUKngMount_SKL.KUKngMount_LNDA Frames:2
AnimationSound = Sound:HorseDieForHero Animation:KUKngMount_SKL.KUKngMount_DIEA Frames:0
AnimationSound = Sound:BodyFallGenericNoArmor Animation:KUKngMount_SKL.KUKngMount_DIEA Frames:6
AnimationSound = Sound:BodyFallSoldier Animation:KUKngMount_SKL.KUKngMount_DIEA Frames:45
End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
ThingClass = CHARACTER_UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS SCORE HERO GRAB_AND_DROP INFANTRY ARMY_SUMMARY HEAVY_MELEE_HITTER
Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = 10000
MaxHealthDamaged = ANGMAR_WITCHKING_HEALTH_DAMAGED
RecoveryTime = ANGMAR_WITCHKING_HEALTH_RECOVERY_TIME
DodgePercent = HERO_DODGE_PERCENT
PermanentlyKilledByFilter = NONE ;Who kills me permanently?
BurningDeathBehavior = Yes
BurningDeathFX = FX_InfantryBurningFlame
; Behavior = RespawnUpdate ModuleTag_RespawnUpdate
; DeathAnim = DYING ;;Model condition to play when killed-to-respawn
; DeathFX = FX_AngmarWitchkingDieToRespawn ; ;FXList to play when killed-to-respawn
; DeathAnimationTime = 5133 ;;How long DeathAnim will take.
; ;InitialSpawnFX = FX_AngmarWitchkingInitialSpawn ;;FXList to play when respawning.
; RespawnAnim = LEVELED ;;Animation to play when respawning.
; ;RespawnFX = FX_AngmarWitchkingRespawn ;;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 = HIAgandaur_res
; RespawnAsTemplate = Agandaur
;
; ;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:550 Time:40000 Health:100% ; ;DEFAULT VALUES
RespawnEntry = Level:2 Cost:550 Time:40000 ; ;50% cost, 1x buildtime ;For other levels, only override what is different.
RespawnEntry = Level:3 Cost:550 Time:40000
RespawnEntry = Level:4 Cost:550 Time:40000
RespawnEntry = Level:5 Cost:715 Time:80000 ; ;65% cost, 2x buildtime
RespawnEntry = Level:6 Cost:715 Time:80000
RespawnEntry = Level:7 Cost:715 Time:80000
RespawnEntry = Level:8 Cost:880 Time:120000 ; ;80% cost, 3x buildtime
RespawnEntry = Level:9 Cost:880 Time:120000
RespawnEntry = Level:10 Cost:880 Time:120000
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End
Behavior = AutoHealBehavior ModuleTag_WitchKingHealing
StartsActive = Yes
HealingAmount = 90
HealingDelay = 800
StartHealingDelay = 1500
HealOnlyIfNotInCombat = Yes
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
AILuaEventsList = EvilMenBlackRiderFunctions
BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY
End
LocomotorSet
Locomotor = HeroHumanLocomotor
Condition = SET_NORMAL
Speed = 90 ;; NORMAL_GOOD_HERO_SPEED
End
LocomotorSet
Locomotor = HeroHorseLocomotor
Condition = SET_MOUNTED
Speed = NORMAL_CAVALRY_FAST_MEMBER_SPEED
End
; LocomotorSet
; Locomotor = BurningDeathLocomotorInfantry
; Condition = SET_BURNINGDEATH
; Speed = 60
; End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 2533 ;msec
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Behavior = HordeMemberCollide ModuleTag_HMC
;nothing
End
Behavior = SlowDeathBehavior ModuleTag_08
; Die and don't spawn horse
DeathTypes = ALL
SinkDelay = 6000
SinkRate = 1.5 ; in Dist/Sec
DestructionDelay = 100000
;ProbabilityModifier = 33
Sound = INITIAL AgandaurVoiceDie
End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 2000 ; level 1 (light damage) hit reaction animations in frames (5 per sec)
HitReactionLifeTimer2 = 2000 ; level 2 (medium damage) hit reaction animations in frames (5 per sec)
HitReactionLifeTimer3 = 2000 ; level 3 (heavy damage) hit reaction animations in frames (5 per sec)
HitReactionThreshold1 = 0.0 ; level 1 (light damage) threshold trigger
HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger
HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger
End
;;; CAPTURE ;;;
#include "..\..\..\includes\CaptureBuilding.inc"
;Behavior = ExperienceLevelCreate ModuleTag_LevelBonus
; LevelToGrant = 5
; MPOnly = No
; End
; Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter
; SpecialPowerTemplate = SpecialAbilityToggleMounted
; UpdateModuleStartsAttack = Yes
; StartsPaused = No
; End
; Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
; SpecialPowerTemplate = SpecialAbilityToggleMounted
; TriggerInstantlyOnCreate = Yes ;Instantly puts Black Rider on a horse.
; UnpackTime = 2000
; PreparationTime = 1
; PersistentPrepTime = 250
; PackTime = 2000
; OpacityTarget = .3 ; How see-thru to be at peak ;of change
; AwardXPForTriggering = 0
; End
Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
End
; Generic auto ability.
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End
;;;--------- LIGHTNING ---------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_BallLightningEnabler_L1
SpecialPowerTemplate = SpecialAbilityAgandaurLightning
TriggeredBy = Upgrade_ObjectLevel1
End
Behavior = SpecialPowerModule ModuleTag_SpecialAbilityBallLightning_L1
SpecialPowerTemplate = SpecialAbilityAgandaurLightning
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = AgandaurVoiceAttack //this plays when he targets, not when he fires
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_BallLightningUpdate_L1
SpecialPowerTemplate = SpecialAbilityAgandaurLightning
SkipContinue = Yes
UnpackTime = 800
PreparationTime = 1
PersistentPrepTime = 1000
PackTime = 500
AwardXPForTriggering = 0
StartAbilityRange = 240
ApproachRequiresLOS = Yes
SpecialWeapon = AgandaurLightningWeapon
MustFinishAbility = Yes
WhichSpecialWeapon = 1
BusyForDuration = 500
End
;----------TELEPORT---------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TeleportEnabler
SpecialPowerTemplate = SpecialAbilityAgandaurTeleport
TriggeredBy = Upgrade_ObjectLevel4
End
Behavior = SpecialPowerModule ModuleTag_TeleportStarter
SpecialPowerTemplate = SpecialAbilityAgandaurTeleport
UpdateModuleStartsAttack = Yes
TriggerFX = FX_AgandaurTeleport
StartsPaused = Yes
End
Behavior = TeleportSpecialAbilityUpdate ModuleTag_TeleportUpdate
SpecialPowerTemplate = SpecialAbilityAgandaurTeleport
UnpackingVariation = 1
UnpackTime = 1100
PackTime = 1800
ApproachRequiresLOS = No
BusyForDuration = 900
DestinationWeaponName = AgandaurTeleportWeaponDestination
End
;;; LEADERSHIP ABILITY;;;--------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_LeadershipUnpause
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_ObjectLevel3
End
Behavior = SpecialPowerModule ModuleTag_Leadership
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_LeadershipUpdate
StartsActive = No BonusName = AgandaurOrcLeadership
TriggeredBy = Upgrade_ObjectLevel3
RefreshDelay = 2000
Range = 230
AntiCategory = BUFF
ObjectFilter = ANY +ORC
End
;;; ELECTRIC SPHERES ;;;
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ArrowWindEnabler
SpecialPowerTemplate = SpecialAbilityAgandaurSpheres
TriggeredBy = Upgrade_ObjectLevel6
End
Behavior = SpecialPowerModule ModuleTag_ArrowWindStarter
SpecialPowerTemplate = SpecialAbilityAgandaurSpheres
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = AgandaurVoiceAttack;this plays when he targets, not when he fires
End
Behavior = ArrowStormUpdate ModuleTag_ArrowWindUpdate
SpecialPowerTemplate = SpecialAbilityAgandaurSpheres
StartAbilityRange = 400.0
UnpackTime = 1000 ; Pull out arrow
PreparationTime = 200 ; Quick shot
PersistentPrepTime = 600 ; looping the quick shot
PackTime = 1200 ; back to idle
UnpackingVariation = 1 ; Use custom variation to not interfere with Archer Training ability.
ParalyzeDurationWhenCompleted = 600 ;Once the unit SUCCESSFULLY COMPLETES an ability, paralyze unit briefly to deal with animation transitions.
ParalyzeDurationWhenAborted = 800 ;If the unit ABORTS the ability, paralyze the unit briefly to deal with animation transitions.
ApproachRequiresLOS = Yes ; required so that it doesn't shoot through walls
AwardXPForTriggering = 0
;Specific to ArrowStorm
WeaponTemplate = AgandaurSphere
TargetRadius = 120 ;CHANGING THIS??? Change RadiusCursorRadius to match this value in the appropriate SpecialPower.ini template.
ShotsPerTarget = 1
ShotsPerBurst = 6
MaxShots = 6 ; can end sooner if no targets
CanShootEmptyGround = No ; ...unless this is set
End
;----- ARMOR -----
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_DainArmor1
SpecialPowerTemplate = SpecialAbilityFakeLeadership2
TriggeredBy = Upgrade_HeroShieldArmor
End
Behavior = SpecialPowerModule ModuleTag_DainArmorUpdate1
SpecialPowerTemplate = SpecialAbilityFakeLeadership2
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_DainArmorBonus1
StartsActive = No
BonusName = NONELeadership
TriggeredBy = Upgrade_HeroShieldArmor
RefreshDelay = 2000
Range = 200
AntiCategory = BUFF
ObjectFilter = NONE
End
Behavior = AttributeModifierUpgrade ModuleTag_VilyaBonus
TriggeredBy = Upgrade_HeroShieldArmor
AttributeModifier = AgandaurLightningBonus
End
;--MALEVOLENT THUNDER---------------------
Behavior = FireWeaponUpdate FireWeaponUpdateModuleTag
FireWeaponNugget
WeaponName = AgandaurThunderEffect
FireDelay = 2000
OneShot = No
End
HeroModeTrigger = Yes
End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_AragornBladeMasterEnabler
SpecialPowerTemplate = SpecialAbilityAgandaurThunder
TriggeredBy = Upgrade_ObjectLevel10
End
Behavior = SpecialPowerModule ModuleTag_AragornBladeMasterStarter
SpecialPowerTemplate = SpecialAbilityAgandaurThunder
StartsPaused = Yes
End
Behavior = HeroModeSpecialAbilityUpdate ModuleTag_AragornBladeMasterUpdate
SpecialPowerTemplate = SpecialAbilityAgandaurThunder
HeroAttributeModifier = AgandaurThunderBonus
HeroEffectDuration = 20000
UnpackTime = 2000 ; insant unpack
;TriggerSound = SpellSoundWKHour
End
;///////////////////
; AISpecialPowers
;///////////////////
Behavior = AISpecialPowerUpdate ToggleMountedAI
CommandButtonName = Command_MountHorseBlackRider
SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_MOUNTED
End
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 AgandaurLightningAI
CommandButtonName = Command_AgandaurLightning
SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER
End
Behavior = AISpecialPowerUpdate AgandaurTeleportAI
CommandButtonName = Command_AgandaurTeleport
SpecialPowerAIType = AI_SPECIAL_POWER_RANGED_AOE_ATTACK
SpecialPowerRadius = 300
End
Behavior = AISpecialPowerUpdate AgandaurSphereAI
CommandButtonName = Command_AgandaurSphere
SpecialPowerAIType = AI_SPECIAL_POWER_RANGED_AOE_ATTACK
SpecialPowerRadius = 300
End
Behavior = AISpecialPowerUpdate MalevolentThunderAI
CommandButtonName = Command_AgandaurrMalevolentThunder
SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF ;AI_SPELLBOOK_ARMY_BREAKER
;SpecialPowerRadius = 250
End
Geometry = CYLINDER
GeometryMajorRadius = 9.0
GeometryHeight = 30.0
GeometryIsSmall = Yes
; HealthBoxHeightOffset = 30
Shadow = SHADOW_DECAL
ShadowSizeX = 19
ShadowSizeY = 19
ShadowTexture = ShadowI
End
Edited by jpkronos, 11 February 2013 - 04:56 PM.