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Text File  |  2006-01-31  |  18KB  |  563 lines

  1. ;------------------------------------------------------------------------------
  2. ; aka Witch King, WitchKingMordor, MordorFellBeast
  3. Object MordorWitchKing                         ;BALANCE WitchKing 
  4.     ; *** ART Parameters ***
  5.  
  6.     ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
  7.     SelectPortrait = HPWitchKing
  8.     
  9.     ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
  10.     ButtonImage = HIWitchKing
  11.     
  12.     DescriptionStrategic = CONTROLBAR:LW_ToolTip_WitchKing
  13.  
  14.     Draw = W3DScriptedModelDraw ModuleTag_01
  15.     
  16.         OkToChangeModelColor = Yes
  17.           
  18.         ;GlowEnabled = Yes
  19.         ;GlowEmissive = No
  20.         
  21.         DefaultModelConditionState
  22.             Model               = MUWchKng_SKN
  23.             Skeleton            = MUWchKng_SKL
  24.         End
  25.  
  26.         IdleAnimationState
  27.             StateName                = Idle
  28.             Animation
  29.                 AnimationName       = MUWchKng_IDLC
  30.                 AnimationPriority    = 1
  31.                 AnimationBlendTime    = 15
  32.                 AnimationMode       = ONCE
  33.             End
  34.             Animation
  35.                 AnimationName       = MUWchKng_IDLD
  36.                 AnimationPriority = 1
  37.                 AnimationBlendTime    = 15
  38.                 AnimationMode       = ONCE
  39.             End
  40.             Animation
  41.                 AnimationName       = MUWchKng_IDLE
  42.                 AnimationPriority = 1
  43.                 AnimationBlendTime    = 15
  44.                 AnimationMode       = ONCE
  45.             End
  46.             Flags                =    RESTART_ANIM_WHEN_COMPLETE        
  47.             BeginScript
  48.                 Prev = CurDrawablePrevAnimationState()
  49.                 if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_to_Idle") end
  50.             EndScript    
  51.         End
  52.         
  53.         AnimationState        = DYING BURNINGDEATH
  54.             Animation           = DIEA
  55.                 AnimationName     = MUWchKng_DIEB
  56.                 AnimationMode     = ONCE
  57.                 AnimationBlendTime = 10
  58.             End
  59.         End
  60.         AnimationState        = DYING
  61.             Animation           = DIEA
  62.                 AnimationName     = MUWchKng_DIEB
  63.                 AnimationMode     = ONCE
  64.             End
  65.         End
  66.  
  67.         AnimationState        = BURNINGDEATH
  68.             Animation           = DIEA
  69.                 AnimationName     = MUWchKng_MFDA
  70.                 AnimationMode     = LOOP
  71.                 Distance          = 60
  72.             End
  73.         End
  74.  
  75.  
  76.         AnimationState = FREEFALL
  77.             Animation
  78.                 AnimationName = MUWchKng_FLYA
  79.                 AnimationMode = LOOP
  80.             End
  81.             Flags = RANDOMSTART
  82.         End
  83.         
  84.         AnimationState = STUNNED_FLAILING
  85.             Animation
  86.                 AnimationName = MUWchKng_FLYA
  87.                 AnimationMode = LOOP
  88.                 AnimationSpeedFactorRange    = 0.4 0.6
  89.             End
  90.             Flags = RANDOMSTART
  91.         End
  92.         
  93.         AnimationState = STUNNED_STANDING_UP
  94.             Animation
  95.                 AnimationName = MUWchKng_GTPB
  96.                 AnimationMode = ONCE
  97.             End
  98.         End        
  99.         
  100.         AnimationState            = STUNNED 
  101.             Animation           = LNDA
  102.                 AnimationName   = MUWchKng_LNDB
  103.                 AnimationMode   = ONCE
  104.             End
  105.         End
  106.  
  107.  
  108.         AnimationState        =  FIRING_OR_PREATTACK_A
  109.             ;Animation           = ATA1        // removing sword anims now that he does a big meta impact attack
  110.             ;    AnimationName     = MUWchKng_ATKA
  111.             ;    AnimationMode     = ONCE
  112.             ;    UseWeaponTiming        = Yes
  113.             ;End
  114.             ;Animation           = ATB1
  115.             ;    AnimationName     = MUWchKng_ATKB
  116.             ;    AnimationMode     = ONCE
  117.             ;    UseWeaponTiming        = Yes
  118.             ;End
  119.             Animation           = ATA1
  120.                 AnimationName     = MUWchKng_ATKC
  121.                 AnimationMode     = ONCE
  122.                 UseWeaponTiming        = Yes
  123.             End
  124.             Animation           = ATB1
  125.                 AnimationName     = MUWchKng_ATKD
  126.                 AnimationMode     = ONCE
  127.                 UseWeaponTiming        = Yes
  128.             End
  129.         End
  130.  
  131.         AnimationState        = MOVING FIRING_OR_PREATTACK_A
  132.             Animation           = RUNB
  133.                 AnimationName     = MUWchKng_ATRA
  134.                 AnimationMode     = LOOP
  135.             End
  136.             Flags = RESTART_ANIM_WHEN_COMPLETE
  137.         End
  138.                 
  139.                 
  140. ;        AnimationState        = BETWEEN_FIRING_SHOTS_A
  141. ;            Animation           = ALERT_1
  142. ;                AnimationName     = MUWchKng_IDLC
  143. ;                AnimationMode     = LOOP
  144. ;                AnimationPriority = 10
  145. ;            End
  146. ;        End
  147.  
  148.         AnimationState        = MOVING
  149.             Animation           = RUNB
  150.                 AnimationName     = MUWchKng_RUNB
  151.                 AnimationMode     = LOOP
  152.             End
  153.             Flags               = RANDOMSTART
  154.         End
  155.         
  156.         AnimationState = LEVELED
  157.             Animation = Hit_Level_1_a
  158.                 AnimationName = MUWchKng_LVLA
  159.                 AnimationMode = ONCE
  160.             End
  161.         End        
  162.         
  163.         ; --------- Click and Hit Reactions ------------
  164.         AnimationState = HIT_REACTION HIT_LEVEL_1
  165.             Animation = Hit_Level_1_a
  166.                 AnimationName = MUWchKng_HITA
  167.                 AnimationMode = ONCE
  168.             End
  169.         End
  170.  
  171.         AnimationState        = EMOTION_ALERT
  172.             Animation           = ALERT_1
  173.                 AnimationName     = MUWchKng_IDLC
  174.                 AnimationMode     = ONCE
  175.             End
  176.             Flags               = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations.
  177.         End
  178.         
  179.         AnimationState = RAISING_FLAG
  180.             Animation
  181.                 AnimationName = MUWchKng_CHRA
  182.                 AnimationMode = LOOP
  183.             End
  184.         End
  185.                                 
  186.         AnimationState = SELECTED
  187.             Animation
  188.                 AnimationName = MUWchKng_ATNB
  189.                 AnimationMode = LOOP
  190.             End
  191.             BeginScript
  192.                 Prev = CurDrawablePrevAnimationState()
  193.                 if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end
  194.             EndScript            
  195.         End
  196.                 
  197.         TransitionState       = TRANS_IdleToSelected
  198.             Animation           = ATNA
  199.                 AnimationName     = MUWchKng_ATNA
  200.                 AnimationMode     = ONCE
  201.             End
  202.         End
  203.         
  204.         TransitionState       = TRANS_SelectedToIdle
  205.             Animation           = ATNA
  206.                 AnimationName     = MUWchKng_ATNC
  207.                 AnimationMode     = ONCE
  208.             End
  209.             Flags = START_FRAME_LAST
  210.         End
  211.         
  212. ;        TransitionState       = TRANS_SelectedToMace
  213. ;            Animation           = ATNA
  214. ;                AnimationName     = MUWchKng_STHA
  215. ;                AnimationMode     = ONCE
  216. ;                AnimationSpeedFactorRange = 0.7 1.3
  217. ;            End
  218. ;            BeginScript
  219. ;                    CurDrawableShowSubObject("MACE")
  220. ;            EndScript
  221. ;        End
  222.         
  223. ;        TransitionState       = TRANS_MaceToSelected
  224. ;            Animation           = ATNA
  225. ;                AnimationName     = MUWchKng_STHB
  226. ;                AnimationMode     = ONCE
  227. ;                AnimationSpeedFactorRange = 0.7 1.3
  228. ;            End
  229. ;            BeginScript
  230. ;                CurDrawableShowSubObject("MACE")
  231. ;            EndScript
  232. ;        End
  233.         
  234. ;        AnimationState = WAR_CHANT
  235. ;            Animation = Chant
  236. ;                AnimationName = MUWchKng_CHRA
  237. ;                AnimationMode = LOOP
  238. ;            End
  239. ;            BeginScript
  240. ;                CurDrawableHideSubObject("MACE")
  241. ;            EndScript
  242. ;        End
  243.  
  244.     End
  245.  
  246.     ; ***DESIGN parameters ***
  247.     Side                = Mordor
  248.     EditorSorting        = UNIT
  249.     ThreatLevel            = WITCHKING_THREAT_LEVEL
  250.     ThingClass            = MEDIUM_MONSTER
  251.     BuildCost            = WITCHKING_ON_FELLBEAST_BUILDCOST        
  252.     BuildTime            = WITCHKING_ON_FELLBEAST_BUILDTIME        
  253.     TransportSlotCount    = TRANSPORTSLOTCOUNT_HERO
  254.     ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
  255.     CommandSet            = MordorWitchKingCommandSet
  256.     CommandPoints        = WITCHKING_COMMAND_POINTS
  257.  
  258.     VisionRange            = VISION_FLIER
  259.     ShroudClearingRange = SHROUD_CLEAR_FLIER
  260.     Scale                = 1.5
  261.  
  262.     DisplayName            = OBJECT:MordorWitchKing
  263.     CrushableLevel        = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  264.     RamPower            = 30
  265.     RamZMult            = 0.5
  266.     MaxSimultaneousOfType = 1
  267.      
  268.     WeaponSet
  269.         Weapon              = PRIMARY     WitchKingWarMace   ;WitchKingMorgulBlade
  270.         Weapon                = TERTIARY      WitchKingMorgulBladeSpecialPower
  271.         AutoChooseSources    = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  272.         AutoChooseSources    = SECONDARY FROM_PLAYER
  273.         AutoChooseSources    = TERTIARY NONE
  274.     End
  275.     
  276.     ;WeaponSet
  277.     ;    Conditions            = WEAPONSET_TOGGLE_1
  278.     ;    Weapon                = PRIMARY      WitchKingWarMace
  279.     ;    Weapon                = TERTIARY      WitchKingMorgulBladeSpecialPower
  280.      ;   AutoChooseSources    = TERTIARY NONE
  281.     ;End
  282.  
  283.     ArmorSet
  284.         Conditions      = None
  285.         Armor           = WitchKingArmor
  286.         DamageFX        = None
  287.     End
  288.  
  289.  
  290.     ; *** AUTO RESOLVE DATA *** 
  291.     AutoResolveUnitType = AutoResolveUnit_Hero
  292.     AutoResolveCombatChain = AutoResolve_HeroCombatChain
  293.  
  294.     AutoResolveBody = AutoResolve_WitchKingBody
  295.     
  296.     AutoResolveArmor
  297.         Armor = AutoResolve_WitchKingArmor
  298.     End
  299.  
  300.     AutoResolveWeapon
  301.         Weapon = AutoResolve_WitchKingWeapon
  302.     End
  303.     
  304.     ;AutoResolveLeadership = AutoResolve_MouthOfSauronBonus
  305.  
  306.  
  307.     ; *** AUDIO Parameters ***;
  308.  
  309.     VoiceAttack                    = FellBeastVoiceAttack
  310.     VoiceAttackCharge            = FellBeastVoiceAttack
  311.     VoiceAttackMachine            = FellBeastVoiceAttack
  312.     VoiceAttackStructure        = FellBeastVoiceAttack
  313.     ;VoiceCreated                = EVA:WitchKingCreated
  314.     ;VoiceFullyCreated             = EVA:WitchKingCreated
  315.     VoiceMove                    = FellBeastVoiceMove
  316.     VoiceMoveToCamp                = FellBeastVoiceMove
  317.     VoiceMoveWhileAttacking        = FellBeastVoiceMove
  318.     VoicePriority                = 88
  319.     VoiceRetreatToCastle        = FellBeastVoiceMove
  320.     VoiceSelect                    = FellBeastVoiceSelect
  321.     VoiceSelectBattle             = FellBeastVoiceSelect
  322.     VoiceGuard                    = FellBeastVoiceMove
  323.  
  324.     SoundImpact                    = ImpactHorse
  325.  
  326.     UnitSpecificSounds
  327.         VoiceEnterUnitEvilMenTransportShip    = FellBeastVoiceMove
  328.         VoiceEnterUnitMordorMumakil            = FellBeastVoiceMove
  329.         VoiceEnterUnitSlaughterHouse        = FellBeastVoiceMove
  330.         VoiceGarrison                        = FellBeastVoiceMove
  331.         VoiceInitiateCaptureBuilding        = FellBeastVoiceMove
  332.         VoiceSpecialAbilityCurseEnemy        = WitchKingHourOfTheWitchKing
  333.     End
  334.  
  335.     ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
  336.         MaxUpdateRangeCap = 800
  337.         ;AnimationSound = Sound:FootstepDirtA    Animation:MUSAURON_SKL.MUSAURON_WLKA     Frames:8 26 44 62 80 98 
  338.         AnimationSound = Sound:BodyFallSoldier    Animation:MUWCHKNG_SKL.MUWCHKNG_DIEA    Frames:67
  339.         AnimationSound = Sound:BodyFallSoldier    Animation:MUWCHKNG_SKL.MUWCHKNG_DIEB    Frames:122
  340.         AnimationSound = Sound:BodyFallSoldier    Animation:MUWCHKNG_SKL.MUWCHKNG_LNDA    Frames:4
  341.         AnimationSound = Sound:BodyFallSoldier    Animation:MUWCHKNG_SKL.MUWCHKNG_LNDB    Frames:4
  342.     End
  343.  
  344.     #include "..\..\..\includes\StandardUnitEvaEvents.inc"
  345.  
  346.     EvaEventDieOwner        = WitchKingDie            ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
  347.                             ;For deaths you can respawn from, use the DeathFX
  348.  
  349.  
  350.     ; *** ENGINEERING Parameters ***
  351.     RadarPriority    = UNIT
  352.     KindOf            = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY MONSTER PATH_THROUGH_INFANTRY SCARY ARMY_SUMMARY HERO HEAVY_MELEE_HITTER SCORE
  353.      
  354.     Body = RespawnBody ModuleTag_02
  355.         CheerRadius                 = EMOTION_CHEER_RADIUS
  356.         MaxHealth                     = WITCHKING_ON_FELLBEAST_HEALTH            ;BALANCE Witchking Health
  357.         PermanentlyKilledByFilter    = NONE    //    +RohanEowyn        Nope, that's BFME1.  This is BFME2
  358.         BurningDeathBehavior        = Yes
  359.         BurningDeathFX                = FX_InfantryBurningFlame
  360.     End
  361.     
  362.     Behavior = RespawnUpdate ModuleTag_RespawnUpdate
  363.         DeathAnim                    = USER_1                ;Model condition to play when killed-to-respawn
  364.         DeathFX                        = FX_WitchKingDeath        ;FXList to play when killed-to-respawn
  365.         DeathAnimationTime            = 5133                    ;How long DeathAnim will take.
  366.         RespawnAnim                    = LEVELED                ;Animation to play when respawning.
  367.         RespawnFX                    = FX_Resurrection        ;FXList to play when respawning.
  368.         RespawnAnimationTime        = 2000                    ;Time it takes for respawn to play.
  369.         AutoRespawnAtObjectFilter    = NONE +CASTLE_KEEP        ;Respawn at this location -- and at it's exit production point if possible.
  370.         ButtonImage                    = HIWitchKing_res
  371.         RespawnAsTemplate            = MordorWitchKingOnFellBeast
  372.         
  373.         ;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others
  374.         ;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any
  375.         RespawnRules =    AutoSpawn:No    Cost:3750    Time:120000    Health:100%        ;DEFAULT VALUES
  376.     End
  377.  
  378.     Behavior = AutoHealBehavior ModuleTag_WitchKingHealing
  379.         StartsActive            = Yes
  380.         HealingAmount            = 20
  381.         HealingDelay            = 1000
  382.         StartHealingDelay        = 15000
  383.         HealOnlyIfNotInCombat    = Yes
  384.     End
  385.  
  386.     ;---------DREAD VISAGE------------------------------------------------------------------------
  387.     Behavior = UnpauseSpecialPowerUpgrade ModuleTag_DreadVisage
  388.         SpecialPowerTemplate        = SpecialAbilityFakeLeadership
  389.         TriggeredBy                    = Upgrade_DreadVisage
  390.     End
  391.     Behavior = SpecialPowerModule ModuleTag_DreadVisageUpdate
  392.         SpecialPowerTemplate        = SpecialAbilityFakeLeadership
  393.         UpdateModuleStartsAttack    = Yes
  394.         StartsPaused                = Yes
  395.     End
  396.     Behavior = AttributeModifierAuraUpdate ModuleTag_DreadVisageAura
  397.         StartsActive    = No                                                        ;If no, requires upgrade to turn on.
  398.         TriggeredBy        = Upgrade_DreadVisage
  399.         RefreshDelay    = 2000
  400.         Range            = WITCHKING_DREADVISAGE_EFFECT_RADIUS
  401.         TargetEnemy        = Yes
  402.         AntiCategory    = LEADERSHIP BUFF
  403.         BonusName        = GenericDebuff
  404.         ObjectFilter    = ANY +INFANTRY +CAVALRY -STRUCTURE -BASE_FOUNDATION  -HERO -HORDE
  405.     End
  406.     Behavior = RadiateFearUpdate ModuleTag_DreadVisageFear
  407.         InitiallyActive                        = No
  408.         TriggeredBy                            = Upgrade_DreadVisage
  409.         WhichSpecialPower                    = 1
  410.         GenerateFear                        = Yes
  411.         EmotionPulseRadius                    = WITCHKING_DREADVISAGE_EFFECT_RADIUS
  412.         EmotionPulseInterval                = 2000
  413.     End    
  414.      
  415.     ;---------MOUNT------------------------------------------------------------------------
  416.      Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter                      
  417.          SpecialPowerTemplate        = SpecialAbilityToggleMounted
  418.          UpdateModuleStartsAttack    = Yes
  419.          StartsPaused                = No
  420.         ;InitiateSound                = FellBeastVoiceMove
  421.      End
  422.  
  423.     Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
  424.          SpecialPowerTemplate    = SpecialAbilityToggleMounted
  425.          MountedTemplate            = MordorWitchKingOnFellBeast
  426.          SynchronizeTimerOnSpecialPower = SpecialAbilityCurseEnemy SpecialAbilityScreech
  427.          UnpackTime              = 2000
  428.          PreparationTime         = 0            ; none, cause we hop onto our mount in no time at all :)
  429.          PackTime                = 0         ; none, cause we hop onto our mount in no time at all :)
  430.          OpacityTarget            = .0        ; How see-thru to be at peak of change
  431.          AwardXPForTriggering    = 0
  432.          IgnoreFacingCheck        = Yes
  433.         ;TriggerSound            = FellBeastVoiceMove
  434.     End
  435.  
  436.     ;---------SCREECH------------------------------------------------------------------------
  437.     Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ScreechUnPause
  438.         SpecialPowerTemplate        = SpecialAbilityScreech
  439.         TriggeredBy                    = Upgrade_Screech
  440.         ObeyRechageOnTrigger        = Yes
  441.     End
  442.     Behavior = SpecialPowerModule ModuleTag_Screech                      
  443.         SpecialPowerTemplate        = SpecialAbilityScreech
  444.         UpdateModuleStartsAttack    = Yes
  445.         StartsPaused                = Yes
  446.     End
  447.     Behavior = SpecialAbilityUpdate ModuleTag_ScreechUpdate  
  448.         SpecialPowerTemplate        = SpecialAbilityScreech
  449.         UnpackTime                    = 0  
  450.         TriggerSound                = WitchKingScreechMS
  451.         Instant                        = Yes
  452.         EffectRange                    = 180
  453.     End
  454.     Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
  455.     End        
  456.  
  457.     ;---------HOUR OF THE WITCH KING---------------------------------------------------------
  458.     Behavior = UnpauseSpecialPowerUpgrade ModuleTag_HOFTWEnabler
  459.         SpecialPowerTemplate        = SpecialAbilityCurseEnemy
  460.         TriggeredBy                    = Upgrade_HourOfTheWitchKing
  461.          ObeyRechageOnTrigger        = Yes
  462.     End
  463.     Behavior = SpecialPowerModule ModuleTag_HOFTW
  464.         SpecialPowerTemplate        = SpecialAbilityCurseEnemy
  465.         StartsPaused                = Yes
  466.         UpdateModuleStartsAttack    = Yes
  467.         InitiateSound                = FellBeastVoiceAttack
  468.     End
  469.  
  470.      Behavior = CurseSpecialPower ModuleTag_HOFTWUPdate
  471.         SpecialPowerTemplate        = SpecialAbilityCurseEnemy
  472.  
  473.         CursePercentage                = 100.0% //Curse the target's power by this amount (will not exceed maximum charge time)
  474.  
  475.         StartAbilityRange            = 200.0
  476.         CursedFX                    = FX_SarumanDominateTargets
  477.         TriggerFX                    = FX_CreateaHeroCurse
  478.         UnpackTime                    = 2000
  479.         PreparationTime                = 1000
  480.         FreezeAfterTriggerDuration    = 2500 ; Hold AI for this long after we fire.
  481.     End    
  482.     
  483.     Behavior = StancesBehavior ModuleTag_StancesBehavior
  484.         StanceTemplate = Hero
  485.     End
  486.         
  487.     #include "..\..\..\includes\CaptureBuilding.inc"
  488.        
  489.     Behavior = AIUpdateInterface ModuleTag_AI
  490.         AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
  491.         ;AILuaEventsList = TrollFunctions
  492.         BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY
  493.     End
  494.  
  495.     LocomotorSet
  496.         Locomotor = NazgulLocomotor
  497.         Condition = SET_NORMAL
  498.         Speed     = 65
  499.     End
  500.  
  501.     LocomotorSet
  502.         Locomotor = BurningDeathLocomotorInfantry
  503.         Condition = SET_BURNINGDEATH
  504.         Speed      = 75
  505.     End
  506.  
  507.     Behavior = PhysicsBehavior ModuleTag_Physics
  508.     End
  509.  
  510.     Behavior = SlowDeathBehavior ModuleTag_05
  511.         DeathTypes            = ALL                     ;-KNOCKBACK
  512.         SinkDelay            = 3000
  513.         SinkRate            = 1.20     ; in Dist/Sec
  514.         DestructionDelay    = 15000
  515.         Sound                 = INITIAL FellBeastDieExplode
  516.     End
  517.      
  518. ;    Behavior = SlowDeathBehavior ModuleTag_07
  519. ;        ; Same as normal death, but no sound (sound already played by SoundImpact = ... )
  520. ;        DeathTypes            = NONE +KNOCKBACK
  521. ;        SinkDelay            = 3000
  522. ;        SinkRate            = 1.20     ; in Dist/Sec
  523. ;        DestructionDelay    = 15000
  524. ;    End
  525.  
  526.     ;///////////////////
  527.     ; AISpecialPowers
  528.     ;///////////////////
  529.     
  530.     Behavior = AISpecialPowerUpdate ToggleMountedAI
  531.         CommandButtonName = Command_WitchKingToggleMounted
  532.         SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_MOUNTED
  533.     End
  534.     
  535.     Behavior = AISpecialPowerUpdate ScreechAI
  536.         CommandButtonName = Command_SpecialAbilityScreechWitchKing
  537.         SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
  538.     End
  539.     
  540.     Behavior = AISpecialPowerUpdate HourOfTheWitchKingAI
  541.         CommandButtonName = Command_HourOfTheWitchKing
  542.         SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER
  543.     End
  544.  
  545.     Geometry            = CYLINDER
  546.     GeometryMajorRadius = 8.0
  547.     GeometryHeight        = 16.0
  548.     GeometryIsSmall        = Yes
  549.     
  550.     Shadow                = SHADOW_DECAL
  551.     ShadowSizeX            = 19
  552.     ShadowSizeY            = 19
  553.     ShadowTexture        = ShadowI
  554. End
  555.  
  556. ;--------------------
  557.  
  558. ChildObject MordorWitchKing_Mounted MordorWitchKing
  559.  
  560.     ; Same except without HERO
  561.     KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY MONSTER PATH_THROUGH_INFANTRY SCARY ARMY_SUMMARY
  562.     
  563. End