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Ring Heroes


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#1 Missile157

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Posted 10 February 2013 - 03:41 PM

So I was thinking of adding a new ring hero: Gandalf (I know it almost certainly wouldn't happen in Tolkien's world but I thoguht it would be cool anyway). So I would have to create a child object in gandalf.ini and add him to the buildable ring heroes, but I have a few questions:

 

1).How would I stop there from being 2 Gandalf's running around at the same time when the Ring Hero Gandalf is on the map, but still allow NormalGandalf to be built before RingHeroGandalf is built?

 

2).How would I stop the RingHero Gandalf from riding Shadowfax, because a mounted ring hero would be too OP?

 

3). RJ's mod has 2 verions of Gandalf: Grey and White triggered when a Special Power is bought. How would I choose which version of Gandalf the RingHero would be, because Gandalf the White is already a child object with a whole new set of animations. Would I add these animations to the RingHero version too?

 

 

This is the code used to trigger Gandalf the White:

	Behavior = ModelConditionUpgrade ModuleTag_TurnWhite
		TriggeredBy				= Upgrade_HeroesofGondor
		AddConditionFlags			= USER_2
	End 

 

Thanks



#2 Vahagn

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Posted 10 February 2013 - 05:03 PM

Wouldn't happen in Tolkien's World? Well, Galadriel would never take the ring. That's what was written in the Legendarium! And if you ask me, as the Ring Heroes are the most powerful ones, I think Gandalf should've been in Galadriel's place, because after Sauron, Gandalf was the most powerful being (in the good side) in Middle-Earth during the WotR! :p 



#3 jpkronos

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Posted 10 February 2013 - 10:22 PM

Someone Help me please all the heroes that I put they just can' t revive, I tried everything. I put correctly the CONTROLBARS RECRUIT, HOTKEY and REVIVE on str.ini, and the correct figures on mappedimages but they still keep missing after they die Why, am I Doing something wrong


Edited by jpkronos, 10 February 2013 - 10:22 PM.


#4 damianbt88

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Posted 10 February 2013 - 10:38 PM

 but they still keep missing after they die 

find and double check your hero.ini files for the code similar to this 1:

Spoiler

undo the very last changes you made. this is not about "CONTROLBARS RECRUIT, HOTKEY and REVIVE on str.ini"



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#5 Missile157

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Posted 10 February 2013 - 10:45 PM

I think my thread just got hijacked.

Well anyway, does anyone know the answer to my original question about Ring Heroes?



#6 damianbt88

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Posted 10 February 2013 - 10:59 PM

i have no idea how to do that but :rolleyes:

create a new commandbutton for usualgandalf and add it to the fortress commandset

Spoiler

 

MaxSimultaneousOfType        = 1 ;is required



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#7 Missile157

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Posted 10 February 2013 - 11:22 PM

Would that code remove the normal Gandalf from being recruitable when the Ring is in the fortress?
I believe the needed upgrade is the one which enables ring heroes to be built when the Ring ha been brought back to the fortress:
Upgrade_FortressRingHero
 
That would solve the problem of not being able to buy both at the same time, but only when the Ring is in the fortress. Unfortunately the Ring is removed when a Ring Hero is summoned and therefore I would need something that prevents both Gandalfs from being on the map at the same time. Does anyone know how to do this?
 
Thanks for your help.

Edited by Missile157, 10 February 2013 - 11:22 PM.


#8 damianbt88

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Posted 11 February 2013 - 03:25 AM

yes you are right

if the keyword is "allow NormalGandalf to be built before RingHeroGandalf is built" then do

 

fortress.ini

- Behavior = MonitorConditionUpdate ModuleTag_CommandSetLiveForNow
ModelConditionFlags = ONE_RING ;??
ModelConditionCommandSet = FortressNewCommandbuttonForGandalfCommandSet
End

which will remove "oldfortresscommandset" keeping gandalf available until the "bigboyarrived" event (if it will really remove those upgrade(s))

 

put this commandbutton into FortressNewCommandbuttonForGandalfCommandSet instead of old1

commandbutton.ini

-

Spoiler

 



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#9 jpkronos

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Posted 11 February 2013 - 12:04 PM

 but they still keep missing after they die 

find and double check your hero.ini files for the code similar to this 1:

Spoiler

undo the very last changes you made. this is not about "CONTROLBARS RECRUIT, HOTKEY and REVIVE on str.ini"

Ok thanks i'll try it glad your help



#10 jpkronos

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Posted 11 February 2013 - 03:04 PM

 

 but they still keep missing after they die 

find and double check your hero.ini files for the code similar to this 1:

Spoiler

undo the very last changes you made. this is not about "CONTROLBARS RECRUIT, HOTKEY and REVIVE on str.ini"


Edited by jpkronos, 11 February 2013 - 03:07 PM.


#11 jpkronos

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Posted 11 February 2013 - 03:08 PM

hey  damianbt88 it doesnt work, my hero didnt have Respawn Entries so I put it on it,
but when I try to run the game It just crash and shows a meassage like
"Unknow field "RespawnEntry in block 'Object'. Error parsing field
RespawnEntry' in block 'Object'
 



#12 damianbt88

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Posted 11 February 2013 - 04:09 PM

what kind of hero is that? summoned, childobject or ringhero?

do you have experiencelevels for him?



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#13 jpkronos

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Posted 11 February 2013 - 04:14 PM

yes I have experience levels for it, but how can I know the kind of my hero?



#14 jpkronos

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Posted 11 February 2013 - 04:53 PM

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.


#15 damianbt88

damianbt88

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Posted 11 February 2013 - 05:26 PM

remove those ugly " ; "

add "End" line 803

 

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

End


Edited by damianbt88, 11 February 2013 - 05:38 PM.


ak-ulub laam gûkrûrz-ulub lûp-al


#16 jpkronos

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Posted 11 February 2013 - 05:57 PM

That works! Thanks for your help, now My hero can be revived!



#17 Missile157

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Posted 11 February 2013 - 06:41 PM

That's very nice, but in future please make your own thread if what your talking about has very little to do with the original thread, I don't want to seem rude but this is a thread about Ring Heroes and how to prevent two of the same hero appearing at the same time, so to ask an entirely different question make an entirely new thread.

Just trying to keep this thread about what I created it for.

 

Anyway is there a way to make the max of simultaneous apply to units on the map as well as just command  buttons because that would prevent both from being on the map at the same time?


Edited by Missile157, 11 February 2013 - 07:03 PM.





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