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data_ini_object_evilfaction_units_mordor_witchking.ini
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2006-01-31
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;------------------------------------------------------------------------------
; aka Witch King, WitchKingMordor, MordorFellBeast
Object MordorWitchKing ;BALANCE WitchKing
; *** ART Parameters ***
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = HPWitchKing
; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
ButtonImage = HIWitchKing
DescriptionStrategic = CONTROLBAR:LW_ToolTip_WitchKing
Draw = W3DScriptedModelDraw ModuleTag_01
OkToChangeModelColor = Yes
;GlowEnabled = Yes
;GlowEmissive = No
DefaultModelConditionState
Model = MUWchKng_SKN
Skeleton = MUWchKng_SKL
End
IdleAnimationState
StateName = Idle
Animation
AnimationName = MUWchKng_IDLC
AnimationPriority = 1
AnimationBlendTime = 15
AnimationMode = ONCE
End
Animation
AnimationName = MUWchKng_IDLD
AnimationPriority = 1
AnimationBlendTime = 15
AnimationMode = ONCE
End
Animation
AnimationName = MUWchKng_IDLE
AnimationPriority = 1
AnimationBlendTime = 15
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_to_Idle") end
EndScript
End
AnimationState = DYING BURNINGDEATH
Animation = DIEA
AnimationName = MUWchKng_DIEB
AnimationMode = ONCE
AnimationBlendTime = 10
End
End
AnimationState = DYING
Animation = DIEA
AnimationName = MUWchKng_DIEB
AnimationMode = ONCE
End
End
AnimationState = BURNINGDEATH
Animation = DIEA
AnimationName = MUWchKng_MFDA
AnimationMode = LOOP
Distance = 60
End
End
AnimationState = FREEFALL
Animation
AnimationName = MUWchKng_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = STUNNED_FLAILING
Animation
AnimationName = MUWchKng_FLYA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.4 0.6
End
Flags = RANDOMSTART
End
AnimationState = STUNNED_STANDING_UP
Animation
AnimationName = MUWchKng_GTPB
AnimationMode = ONCE
End
End
AnimationState = STUNNED
Animation = LNDA
AnimationName = MUWchKng_LNDB
AnimationMode = ONCE
End
End
AnimationState = FIRING_OR_PREATTACK_A
;Animation = ATA1 // removing sword anims now that he does a big meta impact attack
; AnimationName = MUWchKng_ATKA
; AnimationMode = ONCE
; UseWeaponTiming = Yes
;End
;Animation = ATB1
; AnimationName = MUWchKng_ATKB
; AnimationMode = ONCE
; UseWeaponTiming = Yes
;End
Animation = ATA1
AnimationName = MUWchKng_ATKC
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = ATB1
AnimationName = MUWchKng_ATKD
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
AnimationState = MOVING FIRING_OR_PREATTACK_A
Animation = RUNB
AnimationName = MUWchKng_ATRA
AnimationMode = LOOP
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
; AnimationState = BETWEEN_FIRING_SHOTS_A
; Animation = ALERT_1
; AnimationName = MUWchKng_IDLC
; AnimationMode = LOOP
; AnimationPriority = 10
; End
; End
AnimationState = MOVING
Animation = RUNB
AnimationName = MUWchKng_RUNB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = LEVELED
Animation = Hit_Level_1_a
AnimationName = MUWchKng_LVLA
AnimationMode = ONCE
End
End
; --------- Click and Hit Reactions ------------
AnimationState = HIT_REACTION HIT_LEVEL_1
Animation = Hit_Level_1_a
AnimationName = MUWchKng_HITA
AnimationMode = ONCE
End
End
AnimationState = EMOTION_ALERT
Animation = ALERT_1
AnimationName = MUWchKng_IDLC
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations.
End
AnimationState = RAISING_FLAG
Animation
AnimationName = MUWchKng_CHRA
AnimationMode = LOOP
End
End
AnimationState = SELECTED
Animation
AnimationName = MUWchKng_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end
EndScript
End
TransitionState = TRANS_IdleToSelected
Animation = ATNA
AnimationName = MUWchKng_ATNA
AnimationMode = ONCE
End
End
TransitionState = TRANS_SelectedToIdle
Animation = ATNA
AnimationName = MUWchKng_ATNC
AnimationMode = ONCE
End
Flags = START_FRAME_LAST
End
; TransitionState = TRANS_SelectedToMace
; Animation = ATNA
; AnimationName = MUWchKng_STHA
; AnimationMode = ONCE
; AnimationSpeedFactorRange = 0.7 1.3
; End
; BeginScript
; CurDrawableShowSubObject("MACE")
; EndScript
; End
; TransitionState = TRANS_MaceToSelected
; Animation = ATNA
; AnimationName = MUWchKng_STHB
; AnimationMode = ONCE
; AnimationSpeedFactorRange = 0.7 1.3
; End
; BeginScript
; CurDrawableShowSubObject("MACE")
; EndScript
; End
; AnimationState = WAR_CHANT
; Animation = Chant
; AnimationName = MUWchKng_CHRA
; AnimationMode = LOOP
; End
; BeginScript
; CurDrawableHideSubObject("MACE")
; EndScript
; End
End
; ***DESIGN parameters ***
Side = Mordor
EditorSorting = UNIT
ThreatLevel = WITCHKING_THREAT_LEVEL
ThingClass = MEDIUM_MONSTER
BuildCost = WITCHKING_ON_FELLBEAST_BUILDCOST
BuildTime = WITCHKING_ON_FELLBEAST_BUILDTIME
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
CommandSet = MordorWitchKingCommandSet
CommandPoints = WITCHKING_COMMAND_POINTS
VisionRange = VISION_FLIER
ShroudClearingRange = SHROUD_CLEAR_FLIER
Scale = 1.5
DisplayName = OBJECT:MordorWitchKing
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
RamPower = 30
RamZMult = 0.5
MaxSimultaneousOfType = 1
WeaponSet
Weapon = PRIMARY WitchKingWarMace ;WitchKingMorgulBlade
Weapon = TERTIARY WitchKingMorgulBladeSpecialPower
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
AutoChooseSources = SECONDARY FROM_PLAYER
AutoChooseSources = TERTIARY NONE
End
;WeaponSet
; Conditions = WEAPONSET_TOGGLE_1
; Weapon = PRIMARY WitchKingWarMace
; Weapon = TERTIARY WitchKingMorgulBladeSpecialPower
; AutoChooseSources = TERTIARY NONE
;End
ArmorSet
Conditions = None
Armor = WitchKingArmor
DamageFX = None
End
; *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Hero
AutoResolveCombatChain = AutoResolve_HeroCombatChain
AutoResolveBody = AutoResolve_WitchKingBody
AutoResolveArmor
Armor = AutoResolve_WitchKingArmor
End
AutoResolveWeapon
Weapon = AutoResolve_WitchKingWeapon
End
;AutoResolveLeadership = AutoResolve_MouthOfSauronBonus
; *** AUDIO Parameters ***;
VoiceAttack = FellBeastVoiceAttack
VoiceAttackCharge = FellBeastVoiceAttack
VoiceAttackMachine = FellBeastVoiceAttack
VoiceAttackStructure = FellBeastVoiceAttack
;VoiceCreated = EVA:WitchKingCreated
;VoiceFullyCreated = EVA:WitchKingCreated
VoiceMove = FellBeastVoiceMove
VoiceMoveToCamp = FellBeastVoiceMove
VoiceMoveWhileAttacking = FellBeastVoiceMove
VoicePriority = 88
VoiceRetreatToCastle = FellBeastVoiceMove
VoiceSelect = FellBeastVoiceSelect
VoiceSelectBattle = FellBeastVoiceSelect
VoiceGuard = FellBeastVoiceMove
SoundImpact = ImpactHorse
UnitSpecificSounds
VoiceEnterUnitEvilMenTransportShip = FellBeastVoiceMove
VoiceEnterUnitMordorMumakil = FellBeastVoiceMove
VoiceEnterUnitSlaughterHouse = FellBeastVoiceMove
VoiceGarrison = FellBeastVoiceMove
VoiceInitiateCaptureBuilding = FellBeastVoiceMove
VoiceSpecialAbilityCurseEnemy = WitchKingHourOfTheWitchKing
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
;AnimationSound = Sound:FootstepDirtA Animation:MUSAURON_SKL.MUSAURON_WLKA Frames:8 26 44 62 80 98
AnimationSound = Sound:BodyFallSoldier Animation:MUWCHKNG_SKL.MUWCHKNG_DIEA Frames:67
AnimationSound = Sound:BodyFallSoldier Animation:MUWCHKNG_SKL.MUWCHKNG_DIEB Frames:122
AnimationSound = Sound:BodyFallSoldier Animation:MUWCHKNG_SKL.MUWCHKNG_LNDA Frames:4
AnimationSound = Sound:BodyFallSoldier Animation:MUWCHKNG_SKL.MUWCHKNG_LNDB Frames:4
End
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
EvaEventDieOwner = WitchKingDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
;For deaths you can respawn from, use the DeathFX
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY MONSTER PATH_THROUGH_INFANTRY SCARY ARMY_SUMMARY HERO HEAVY_MELEE_HITTER SCORE
Body = RespawnBody ModuleTag_02
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = WITCHKING_ON_FELLBEAST_HEALTH ;BALANCE Witchking Health
PermanentlyKilledByFilter = NONE // +RohanEowyn Nope, that's BFME1. This is BFME2
BurningDeathBehavior = Yes
BurningDeathFX = FX_InfantryBurningFlame
End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate
DeathAnim = USER_1 ;Model condition to play when killed-to-respawn
DeathFX = FX_WitchKingDeath ;FXList to play when killed-to-respawn
DeathAnimationTime = 5133 ;How long DeathAnim will take.
RespawnAnim = LEVELED ;Animation to play when respawning.
RespawnFX = FX_Resurrection ;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 = HIWitchKing_res
RespawnAsTemplate = MordorWitchKingOnFellBeast
;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:3750 Time:120000 Health:100% ;DEFAULT VALUES
End
Behavior = AutoHealBehavior ModuleTag_WitchKingHealing
StartsActive = Yes
HealingAmount = 20
HealingDelay = 1000
StartHealingDelay = 15000
HealOnlyIfNotInCombat = Yes
End
;---------DREAD VISAGE------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_DreadVisage
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_DreadVisage
End
Behavior = SpecialPowerModule ModuleTag_DreadVisageUpdate
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_DreadVisageAura
StartsActive = No ;If no, requires upgrade to turn on.
TriggeredBy = Upgrade_DreadVisage
RefreshDelay = 2000
Range = WITCHKING_DREADVISAGE_EFFECT_RADIUS
TargetEnemy = Yes
AntiCategory = LEADERSHIP BUFF
BonusName = GenericDebuff
ObjectFilter = ANY +INFANTRY +CAVALRY -STRUCTURE -BASE_FOUNDATION -HERO -HORDE
End
Behavior = RadiateFearUpdate ModuleTag_DreadVisageFear
InitiallyActive = No
TriggeredBy = Upgrade_DreadVisage
WhichSpecialPower = 1
GenerateFear = Yes
EmotionPulseRadius = WITCHKING_DREADVISAGE_EFFECT_RADIUS
EmotionPulseInterval = 2000
End
;---------MOUNT------------------------------------------------------------------------
Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter
SpecialPowerTemplate = SpecialAbilityToggleMounted
UpdateModuleStartsAttack = Yes
StartsPaused = No
;InitiateSound = FellBeastVoiceMove
End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
SpecialPowerTemplate = SpecialAbilityToggleMounted
MountedTemplate = MordorWitchKingOnFellBeast
SynchronizeTimerOnSpecialPower = SpecialAbilityCurseEnemy SpecialAbilityScreech
UnpackTime = 2000
PreparationTime = 0 ; none, cause we hop onto our mount in no time at all :)
PackTime = 0 ; none, cause we hop onto our mount in no time at all :)
OpacityTarget = .0 ; How see-thru to be at peak of change
AwardXPForTriggering = 0
IgnoreFacingCheck = Yes
;TriggerSound = FellBeastVoiceMove
End
;---------SCREECH------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_ScreechUnPause
SpecialPowerTemplate = SpecialAbilityScreech
TriggeredBy = Upgrade_Screech
ObeyRechageOnTrigger = Yes
End
Behavior = SpecialPowerModule ModuleTag_Screech
SpecialPowerTemplate = SpecialAbilityScreech
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
End
Behavior = SpecialAbilityUpdate ModuleTag_ScreechUpdate
SpecialPowerTemplate = SpecialAbilityScreech
UnpackTime = 0
TriggerSound = WitchKingScreechMS
Instant = Yes
EffectRange = 180
End
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End
;---------HOUR OF THE WITCH KING---------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_HOFTWEnabler
SpecialPowerTemplate = SpecialAbilityCurseEnemy
TriggeredBy = Upgrade_HourOfTheWitchKing
ObeyRechageOnTrigger = Yes
End
Behavior = SpecialPowerModule ModuleTag_HOFTW
SpecialPowerTemplate = SpecialAbilityCurseEnemy
StartsPaused = Yes
UpdateModuleStartsAttack = Yes
InitiateSound = FellBeastVoiceAttack
End
Behavior = CurseSpecialPower ModuleTag_HOFTWUPdate
SpecialPowerTemplate = SpecialAbilityCurseEnemy
CursePercentage = 100.0% //Curse the target's power by this amount (will not exceed maximum charge time)
StartAbilityRange = 200.0
CursedFX = FX_SarumanDominateTargets
TriggerFX = FX_CreateaHeroCurse
UnpackTime = 2000
PreparationTime = 1000
FreezeAfterTriggerDuration = 2500 ; Hold AI for this long after we fire.
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = AIUpdateInterface ModuleTag_AI
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
;AILuaEventsList = TrollFunctions
BurningDeathTime = BURNINGDEATH_DURATION_INFANTRY
End
LocomotorSet
Locomotor = NazgulLocomotor
Condition = SET_NORMAL
Speed = 65
End
LocomotorSet
Locomotor = BurningDeathLocomotorInfantry
Condition = SET_BURNINGDEATH
Speed = 75
End
Behavior = PhysicsBehavior ModuleTag_Physics
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL ;-KNOCKBACK
SinkDelay = 3000
SinkRate = 1.20 ; in Dist/Sec
DestructionDelay = 15000
Sound = INITIAL FellBeastDieExplode
End
; Behavior = SlowDeathBehavior ModuleTag_07
; ; Same as normal death, but no sound (sound already played by SoundImpact = ... )
; DeathTypes = NONE +KNOCKBACK
; SinkDelay = 3000
; SinkRate = 1.20 ; in Dist/Sec
; DestructionDelay = 15000
; End
;///////////////////
; AISpecialPowers
;///////////////////
Behavior = AISpecialPowerUpdate ToggleMountedAI
CommandButtonName = Command_WitchKingToggleMounted
SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_MOUNTED
End
Behavior = AISpecialPowerUpdate ScreechAI
CommandButtonName = Command_SpecialAbilityScreechWitchKing
SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
End
Behavior = AISpecialPowerUpdate HourOfTheWitchKingAI
CommandButtonName = Command_HourOfTheWitchKing
SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryHeight = 16.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 19
ShadowSizeY = 19
ShadowTexture = ShadowI
End
;--------------------
ChildObject MordorWitchKing_Mounted MordorWitchKing
; Same except without HERO
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY MONSTER PATH_THROUGH_INFANTRY SCARY ARMY_SUMMARY
End