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data_ini_object_goodfaction_units_elven_elrond.ini
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2006-01-31
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;------------------------------------------------------------------------------
;
; Elrond.ini
;
;------------------------------------------------------------------------------
; Elrond
Object ElvenElrond
; *** ART Parameters ***
SelectPortrait = HPElrond
ButtonImage = HIElrond
DescriptionStrategic = CONTROLBAR:LW_ToolTip_Elrond
Draw = W3DScriptedModelDraw ModuleTag_DRAW
OkToChangeModelColor = Yes
StaticModelLODMode = Yes
DefaultModelConditionState
Model = RUElrond_SKN
End
; ------ Flying ------- ;
AnimationState = STUNNED_STANDING_UP
StateName = GetUp
Animation = GetUpSword
AnimationName = RUElrond_SKL.RUElrond_GTPSX1
AnimationMode = ONCE
End
BeginScript
Prev = CurDrawablePrevAnimation()
if Prev == "FallWithSword"
then
return "GetUpSword"
end
EndScript
End
AnimationState = STUNNED
Animation = FallWithSword
AnimationName = RUElrond_SKL.RUElrond_LNDB
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
BeginScript
CurDrawableHideSubObject("ArrowNock")
CurDrawableHideSubObject("arrow")
Prev = CurDrawablePrevAnimation()
return "FallWithSword"
EndScript
End
AnimationState = STUNNED_FLAILING
Animation = DieWithSword
AnimationName = RUElrond_SKL.RUElrond_FLYB
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.4 0.6
End
BeginScript
CurDrawableHideSubObject("ArrowNock")
CurDrawableHideSubObject("arrow")
EndScript
End
; ------ Dying ------- ;
AnimationState = DYING
Animation = DieWithSword
AnimationName = RUElrond_SKL.RUElrond_DIESv5
AnimationMode = ONCE
End
;Animation = DieWithSword
; AnimationName = RUElrond_SKL.RUElrond_DIESV4
; AnimationMode = ONCE
;End
BeginScript
CurDrawableHideSubObject("ArrowNock")
CurDrawableHideSubObject("arrow")
EndScript
End
AnimationState = PARALYZED
Animation
AnimationName = RUElrond_SKL.RUElrond_IDLF
AnimationMode = LOOP
End
End
; ------------ Moving ------------- ;
AnimationState = MOVING
StateName = Moving_Sword
SimilarRestart = Yes
Animation = run_s
AnimationName = RUElrond_SKL.RUElrond_RUNS
AnimationMode = LOOP
Distance = 40
End
Animation = finishrun_b
AnimationName = RUElrond_SKL.RUElrond_RUNB
AnimationMode = ONCE
AnimationBlendTime = 0
Distance = 40
End
Animation = runtrans_bs
AnimationName = RUElrond_SKL.RUElrond_RUNC
AnimationMode = ONCE
AnimationBlendTime = 0
Distance = 70
End
Animation = runtrans_sb_finish
AnimationName = RUElrond_SKL.RUElrond_RUNT
AnimationMode = ONCE
AnimationBlendTime = 0
Distance = 70
End
Animation = runnoblend_s
AnimationName = RUElrond_SKL.RUElrond_RUNS
AnimationMode = LOOP
AnimationBlendTime = 0
Distance = 40
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
BeginScript
PrevAnim = CurDrawablePrevAnimation()
PrevState = CurDrawablePrevAnimationState()
if PrevState == "GetUp" or PrevAnim == "DrawSwords"
then
if PrevAnim == "DrawSwords"
then
return "runtrans_bs"
else
return
end
elseif PrevAnim == "finishrun_b" or PrevAnim == "runtrans_sb_finish"
then
return "runtrans_bs"
elseif PrevAnim == "runtrans_bs" or PrevAnim == "run_s" or PrevAnim == "runnoblend_s"
then
return "runnoblend_s"
else
return "run_s"
end
EndScript
End
; ------ Attacking ------- ;
AnimationState = FIRING_OR_PREATTACK_A
StateName = Ready_Sword
Animation = AttackWithSwordA
AnimationName = RUElrond_SKL.RUElrond_ATKSV2
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = AttackWithSwordB
AnimationName = RUElrond_SKL.RUElrond_ATKS
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = AttackWithSwordD
AnimationName = RUElrond_SKL.RUElrond_ATKSV4
AnimationMode = ONCE
UseWeaponTiming = Yes
End
BeginScript
CurDrawableHideSubObject("ArrowNock")
CurDrawableHideSubObject("arrow")
EndScript
End
AnimationState = USER_1
Animation
AnimationName = RUElrond_SKL.RUElrond_TNTSV1
AnimationMode = ONCE
End
End
AnimationState = LEVELED
Animation = LevelUp
AnimationName = RUElrond_SKL.RUElrond_CHRST2
AnimationMode = ONCE
AnimationBlendTime = 20
End
End
; -------- Alert ------- ;
AnimationState = EMOTION_ALERT
StateName = Ready_Sword
Animation = Alert_1
AnimationName = RUElrond_SKL.RUElrond_IDLST1
AnimationMode = ONCE
AnimationPriority = 20
End
Animation = Alert_1
AnimationName = RUElrond_SKL.RUElrond_IDLST1 ; Secondary to solve the 'no play last anim' feature.
AnimationMode = ONCE
AnimationPriority = 20
End
Animation = Alert_2
AnimationName = RUElrond_SKL.RUElrond_TNTSV1
AnimationMode = ONCE
AnimationPriority = 5
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
PrevName = CurDrawablePrevAnimation()
CurDrawableHideSubObject("ArrowNock")
CurDrawableHideSubObject("arrow")
if Prev == "Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_BR_Sword")
elseif Prev == "Selected_Sword" then CurDrawableSetTransitionAnimState("TRANS_SR_Sword")
end
EndScript
End
; --------- Hit Reactions ---------- ;
AnimationState = HIT_REACTION HIT_LEVEL_1
StateName = Bored_Sword
Animation = Hit_Level_1_a
AnimationName = RUElrond_SKL.RUElrond_HITSv1
AnimationMode = ONCE
AnimationBlendTime = 20
End
End
AnimationState = RAISING_FLAG
Animation = Alert_1
AnimationName = RUElrond_SKL.RUElrond_CHRST2
AnimationMode = LOOP
AnimationBlendTime = 10
End
End
; ------ Emotions ------ ;
AnimationState = EMOTION_TAUNTING
Animation
AnimationName = RUElrond_SKL.RUElrond_TNTSV1
AnimationMode = LOOP
AnimationBlendTime = 10
End
End
AnimationState = EMOTION_CELEBRATING
Animation
AnimationName = RUElrond_SKL.RUElrond_CHRST2
AnimationMode = LOOP
AnimationBlendTime = 10
End
End
; ------ Selected ------ ;
AnimationState = SELECTED
StateName = Selected_Sword
Animation = ATNA
AnimationName = RUElrond_SKL.RUElrond_ATNS
AnimationMode = LOOP
End
BeginScript
CurDrawableHideSubObject("ARROW")
CurDrawableHideSubObject("ARROWNOCK")
Prev = CurDrawablePrevAnimationState()
PrevName = CurDrawablePrevAnimation()
if Prev == "Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_BS_Sword")
elseif Prev == "Ready_Sword" then CurDrawableSetTransitionAnimState("TRANS_RS_Sword")
end
EndScript
End
; ------- Bored -------- ;
IdleAnimationState
StateName = Bored_Sword
Animation = IDLCX1
AnimationName = RUElrond_SKL.RUElrond_IDLF
AnimationMode = ONCE
AnimationPriority = 20
End
Animation = IDLCX1
AnimationName = RUElrond_SKL.RUElrond_IDLF ; Secondary to solve the 'no play last anim' feature.
AnimationMode = ONCE
AnimationPriority = 20
End
Animation = IDLCt3
AnimationName = RUElrond_SKL.RUElrond_IDLCT3
AnimationMode = ONCE
AnimationPriority = 10
End
Animation = IDLCT1
AnimationName = RUElrond_SKL.RUElrond_IDLCT1
AnimationMode = ONCE
AnimationPriority = 5
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
CurDrawableHideSubObject("ARROW")
CurDrawableHideSubObject("ARROWNOCK")
Prev = CurDrawablePrevAnimationState()
PrevName = CurDrawablePrevAnimation()
if Prev == "Selected_Sword" then CurDrawableSetTransitionAnimState("TRANS_SB_Sword")
elseif Prev == "Ready_Sword" then CurDrawableSetTransitionAnimState("TRANS_RB_Sword")
end
EndScript
End
;----------------- Sword Transitions -------------------------;
TransitionState = TRANS_BS_Sword
Animation = TRANS_BS_Sword
AnimationName = RUElrond_SKL.RUElrond_ATNA
AnimationMode = ONCE
End
Animation = ATNAX1
AnimationName = RUElrond_SKL.RUElrond_ATNX1
AnimationMode = ONCE
End
End
TransitionState = TRANS_SR_Sword
Animation = TRANS_SR_Sword
AnimationName = RUElrond_SKL.RUElrond_ATNC
AnimationMode = ONCE
End
End
TransitionState = TRANS_SB_Sword
Animation = TRANS_SB_Sword
AnimationName = RUElrond_SKL.RUElrond_ATNA
AnimationMode = ONCE_BACKWARDS
End
Flags = START_FRAME_LAST
End
TransitionState = TRANS_RS_Sword
Animation = TRANS_RS_Sword
AnimationName = RUElrond_SKL.RUElrond_ATNC
AnimationMode = ONCE_BACKWARDS
End
Flags = START_FRAME_LAST
End
TransitionState = TRANS_BR_Sword
Animation = TRANS_BR_Sword
AnimationName = RUElrond_SKL.RUElrond_ATNS
AnimationMode = ONCE
AnimationBlendTime = 20
End
End
TransitionState = TRANS_RB_Sword
Animation = TRANS_RB_Sword
AnimationName = RUElrond_SKL.RUElrond_IDLG
AnimationMode = ONCE
AnimationBlendTime = 20
End
End
End
#include "..\..\..\includes\StunDrawModuleSmall.inc"
; ***DESIGN parameters ***
Side = Elves
EditorSorting = UNIT
ThreatLevel = ELROND_THREAT
ThingClass = CHARACTER_UNIT
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
WeaponSet
Conditions = None
Weapon = PRIMARY ElrondSword
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
WeaponSet
Conditions = CONTAINED
Weapon = SECONDARY GarrisonedUnitBow
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = HeroArmor
DamageFX = NormalDamageFX
End
VisionRange = VISION_HERO_STANDARD
ShroudClearingRange = SHROUD_CLEAR_HERO
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%
BountyValue = ELVEN_ELROND_BOUNTY_VALUE
RecruitText = CONTROLBAR:ElrondRecruit
ReviveText = CONTROLBAR:ElrondRevive
Hotkey = CONTROLBAR:ElvenElrondHotkey
DisplayName = OBJECT:ElvenElrond
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = ElrondCommandSet
CommandPoints = 50
; *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Hero
AutoResolveCombatChain = AutoResolve_HeroCombatChain
AutoResolveBody = AutoResolve_ElrondBody
AutoResolveArmor
Armor = AutoResolve_ElrondArmor
End
AutoResolveWeapon
Weapon = AutoResolve_ElrondWeapon
End
AutoResolveLeadership = AutoResolve_ElrondBonus
; *** AUDIO Parameters ***;
VoiceAttack = ElrondVoiceAttack
VoiceAttackCharge = ElrondVoiceAttackCharge
VoiceAttackMachine = ElrondVoiceAttack
VoiceAttackStructure = ElrondVoiceAttackBuilding
VoiceFear = ElrondVoiceHelpMe
VoiceGuard = ElrondVoiceMove
VoiceMove = ElrondVoiceMove
VoiceMoveToCamp = ElrondVoiceMoveCamp
VoiceMoveWhileAttacking = ElrondVoiceDisengage
VoicePriority = 78
VoiceRetreatToCastle = ElrondVoiceRetreat
VoiceSelect = ElrondVoiceSelectMS
VoiceSelectBattle = ElrondVoiceSelectBattle
SoundImpact = ImpactHorse
UnitSpecificSounds
VoiceEnterUnitElvenTransportShip = ElrondVoiceMoveShip
VoiceGarrison = ElrondVoiceMoveGarrison
VoiceInitiateCaptureBuilding = ElrondVoiceCaptureBuilding ; From SpecialPower SpecialAbilityCaptureBuilding
End
CrowdResponseKey = ElfHero
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
EvaEventDieOwner = ElrondDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
; Tie into LargeGroupAudio system
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU
Key = Humanoid_Male Elf_Male Unit Infantry Hero ;Human
;UnitWeight = 2
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE ARMY_SUMMARY HERO HEAVY_MELEE_HITTER
PathfindDiameter = 40.0
CamouflageDetectionMultiplier = CAMOUFLAGE_DETECTION_DISTANCE_MEDIUM
BuildCost = ELROND_BUILDCOST
BuildTime = ELROND_BUILDTIME
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
;//DisplayMeleeDamage = ELROND_DAMAGE
Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = ELROND_HEALTH ; balance
PermanentlyKilledByFilter = NONE
DodgePercent = HERO_DODGE_PERCENT
End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate
DeathAnim = DYING
DeathFX = FX_ElrondDieToRespawn
DeathAnimationTime = 4000
InitialSpawnFX = FX_ElrondInitialSpawn
RespawnAnim = LEVELED
RespawnFX = FX_ElrondRespawn
RespawnAnimationTime = 2000
AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP
ButtonImage = HIElrond_res
;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:1875 Time:60000 Health:100%
End
#include "..\..\..\includes\DefaultInvisibilityUpdate.inc"
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End
; Elven Grace ---------------------------------------------------------------------------------------------------------------------
// used by Elven Grace to heal nearby units
Behavior = AutoHealBehavior ModuleTag_ElvenGraceHealing
StartsActive = No
ButtonTriggered = Yes ; But doesn't actually run on its own.
HealingAmount = ATHELAS_HEAL_AMOUNT
Radius = 200
UnitHealPulseFX = FX_AragornAthelas
KindOf = HERO
HealingDelay = 200
SingleBurst = Yes
End
Behavior = SpecialPowerModule ModuleTag_ElrondElvenGrace
SpecialPowerTemplate = SpecialAbilityElrondElvenGrace
AttributeModifierAffects = NONE +HERO ALLIES
AffectAllies = Yes
UpdateModuleStartsAttack = Yes
End
Behavior = SpecialAbilityUpdate ModuleTag_ElrondElvenGraceUpdate
SpecialPowerTemplate = SpecialAbilityElrondElvenGrace
UnpackTime = 1
PackTime = 3000
End
Behavior = AutoAbilityBehavior ModuleTag_ElrondElvenGraceAutoAbility
SpecialAbility = SpecialAbilityElrondElvenGrace
MaxScanRange = 200
Query = 2 NONE +HERO ALLIES
End
; Leadership ---------------------------------------------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_ElrondLeadership
End
Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
StartsActive = No
BonusName = GenericHeroLeadership
TriggeredBy = Upgrade_ElrondLeadership
RefreshDelay = 2000
Range = 200
AntiCategory = BUFF
ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
End
; Farsight ---------------------------------------------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_FarsightUnpause
SpecialPowerTemplate = SpecialAbilityElrondFarsight
TriggeredBy = Upgrade_ElrondFarsight
End
Behavior = OCLSpecialPower ModuleTag_FarsightOCL
StartsPaused = Yes
SpecialPowerTemplate = SpecialAbilityElrondFarsight
OCL = OCL_SpecialPowerFarSeeing
CreateLocation = CREATE_AT_LOCATION
End
; Restoration ---------------------------------------------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_RestorationUnpause
SpecialPowerTemplate = SpecialAbilityElrondRestoration
TriggeredBy = Upgrade_ElrondRestoration
End
Behavior = SpecialPowerTimerRefreshSpecialPower ModuleTag_RestorationRefresh
SpecialPowerTemplate = SpecialAbilityElrondRestoration
StartsPaused = Yes
UpdateModuleStartsAttack = No
AffectAllies = Yes
AttributeModifierRange = 150
AttributeModifierAffects = ALL -ElvenElrond ALLIES
SetModelCondition = ModelConditionState:USER_1
SetModelConditionTime = 3.66
End
Behavior = PlayerHealSpecialPower ModuleTag_RestorationHeal
SpecialPowerTemplate = SpecialAbilityElrondRestorationHeal
HealAffects = INFANTRY CAVALRY MONSTER
HealAmount = 0.2 ; percent of max health
HealRadius = 150
HealFX = FX_ElrondHealSpecialPower
End
Behavior = AutoHealBehavior ModuleTag_ElrondHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
#include "..\..\..\includes\CaptureBuilding.inc"
;// AKA Whirlwind
Behavior = UnpauseSpecialPowerUpgrade ModulTag_ElrondTornadoEnabler
SpecialPowerTemplate = SpecialPowerSpawnTornado
TriggeredBy = Upgrade_ElrondTornado
End
Behavior = OCLSpecialPower ModuleTag_OCLSpawnTornado
SpecialPowerTemplate = SpecialPowerSpawnTornado
OCL = SUPERWEAPON_SpawnWhirlwind
CreateLocation = CREATE_AT_LOCATION
StartsPaused = Yes
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = 250 ; max distance to taunted/pointed objet
TauntAndPointUpdateDelay = 1000 ; how often scan (milliseconds)
AddEmotion = Terror_Base
AddEmotion = Doom_Base
// AddEmotion = BraceForBeingCrushed_Base
AddEmotion = UncontrollableFear_Base
// AddEmotion = FearIdle_Base
// AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = Taunt_Base
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
// AddEmotion = HeroCheerIdle_Base
// AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
AddEmotion = CheerForAboutToCrush_Base
End
LocomotorSet
Locomotor = IsildurHumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_ELVEN_FAST_MEMBER_SPEED
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
ShockStandingTime = 3000
ShockStunnedTimeLow = 1000
ShockStunnedTimeHigh= 1200
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL
SinkDelay = 4300
SinkRate = 3.0 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL ElrondVoiceDie
End
Behavior = SquishCollide ModuleTag_06
;nothing
End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 7 ; level 1 (light damage) hit reaction animations in frames (5 per sec)
HitReactionLifeTimer2 = 15 ; level 2 (medium damage) hit reaction animations in frames (5 per sec)
HitReactionLifeTimer3 = 10 ; 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
Behavior = AutoHealBehavior ModuleTag_ElvenGiftHealing
StartsActive = No
TriggeredBy = Upgrade_ElvenGift
HealingAmount = ELVEN_GIFT_REGEN_AMOUNT
HealingDelay = ELVEN_GIFT_REGEN_DELAY
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
Behavior = AttributeModifierUpgrade ModuleTag_ElvenGiftBonus
TriggeredBy = Upgrade_ElvenGift
AttributeModifier = SpellBookElvenGifts
End
;///////////////////
; AISpecialPowers
;///////////////////
Behavior = AISpecialPowerUpdate AthelasAI
CommandButtonName = Command_SpecialAbilityElrondElvenGrace
SpecialPowerAIType = AI_SPECIAL_POWER_SELFAOEHEALHEROS
End
Behavior = AISpecialPowerUpdate FarsightAI
CommandButtonName = Command_SpecialAbilityElrondFarsight
SpecialPowerAIType = AI_SPELLBOOK_SHROUD_REVEAL
End
Behavior = AISpecialPowerUpdate WhirlwindAI
CommandButtonName = Command_SpecialPowerSpawnWhirlwind
SpecialPowerAIType = AI_SPECIAL_POWER_TARGETAOE_SUMMON
SpecialPowerRadius = 30.0
End
Behavior = AISpecialPowerUpdate RestorationAI
CommandButtonName = Command_SpecialAbilityElrondRestoration
SpecialPowerAIType = AI_SPECIAL_POWER_SELFAOEHEALHEROS
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryMinorRadius = 8.0
GeometryHeight = 19.2
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 20;
ShadowSizeY = 20;
ShadowTexture = ShadowI;
End
;------------------------------------------------------------------------------
;
; Celeborn
;
; Because celeborn is a child, must be defined after elrond.
;
;------------------------------------------------------------------------------
ChildObject ElvenCeleborn ElvenElrond
SelectPortrait = HPCeleborn
ButtonImage = HICeleborn
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_DRAW
OkToChangeModelColor = Yes
StaticModelLODMode = Yes
DefaultModelConditionState
Model = EUCELEB_SKN
End
; ------ Flying ------- ;
AnimationState = STUNNED_STANDING_UP
StateName = GetUp
Animation = GetUpSword
AnimationName = RUElrond_SKL.RUElrond_GTPSX1
AnimationMode = ONCE
End
BeginScript
Prev = CurDrawablePrevAnimation()
if Prev == "FallWithSword"
then
return "GetUpSword"
end
EndScript
End
AnimationState = STUNNED
Animation = FallWithSword
AnimationName = RUElrond_SKL.RUElrond_LNDB
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES
BeginScript
CurDrawableHideSubObject("ArrowNock")
CurDrawableHideSubObject("arrow")
Prev = CurDrawablePrevAnimation()
return "FallWithSword"
EndScript
End
AnimationState = STUNNED_FLAILING
Animation = DieWithSword
AnimationName = RUElrond_SKL.RUElrond_FLYB
AnimationMode = LOOP
End
BeginScript
CurDrawableHideSubObject("ArrowNock")
CurDrawableHideSubObject("arrow")
EndScript
End
; ------ Dying ------- ;
AnimationState = DYING
Animation = DieWithSword
AnimationName = RUElrond_SKL.RUElrond_DIESv5
AnimationMode = ONCE
End
;Animation = DieWithSword
; AnimationName = RUElrond_SKL.RUElrond_DIESV4
; AnimationMode = ONCE
;End
BeginScript
CurDrawableHideSubObject("ArrowNock")
CurDrawableHideSubObject("arrow")
EndScript
End
AnimationState = PARALYZED
Animation
AnimationName = RUElrond_SKL.RUElrond_IDLF
AnimationMode = LOOP
End
End
; ------------ Moving ------------- ;
AnimationState = MOVING
StateName = Moving_Sword
SimilarRestart = Yes
Animation = run_s
AnimationName = RUElrond_SKL.RUElrond_RUNS
AnimationMode = LOOP
Distance = 40
End
Animation = finishrun_b
AnimationName = RUElrond_SKL.RUElrond_RUNB
AnimationMode = ONCE
AnimationBlendTime = 0
Distance = 40
End
Animation = runtrans_bs
AnimationName = RUElrond_SKL.RUElrond_RUNC
AnimationMode = ONCE
AnimationBlendTime = 0
Distance = 70
End
Animation = runtrans_sb_finish
AnimationName = RUElrond_SKL.RUElrond_RUNT
AnimationMode = ONCE
AnimationBlendTime = 0
Distance = 70
End
Animation = runnoblend_s
AnimationName = RUElrond_SKL.RUElrond_RUNS
AnimationMode = LOOP
AnimationBlendTime = 0
Distance = 40
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE
BeginScript
PrevAnim = CurDrawablePrevAnimation()
PrevState = CurDrawablePrevAnimationState()
if PrevState == "GetUp" or PrevAnim == "DrawSwords"
then
if PrevAnim == "DrawSwords"
then
return "runtrans_bs"
else
return
end
elseif PrevAnim == "finishrun_b" or PrevAnim == "runtrans_sb_finish"
then
return "runtrans_bs"
elseif PrevAnim == "runtrans_bs" or PrevAnim == "run_s" or PrevAnim == "runnoblend_s"
then
return "runnoblend_s"
else
return "run_s"
end
EndScript
End
; ------ Attacking ------- ;
AnimationState = FIRING_OR_PREATTACK_A
StateName = Ready_Sword
Animation = AttackWithSwordA
AnimationName = RUElrond_SKL.RUElrond_ATKSV2
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = AttackWithSwordB
AnimationName = RUElrond_SKL.RUElrond_ATKS
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = AttackWithSwordD
AnimationName = RUElrond_SKL.RUElrond_ATKSV4
AnimationMode = ONCE
UseWeaponTiming = Yes
End
BeginScript
CurDrawableHideSubObject("ArrowNock")
CurDrawableHideSubObject("arrow")
EndScript
End
AnimationState = USER_1
Animation
AnimationName = RUElrond_SKL.RUElrond_TNTSV1
AnimationMode = ONCE
End
End
AnimationState = LEVELED
Animation = LevelUp
AnimationName = RUElrond_SKL.RUElrond_CHRST2
AnimationMode = ONCE
AnimationBlendTime = 20
End
End
; -------- Alert ------- ;
AnimationState = EMOTION_ALERT
StateName = Ready_Sword
Animation = Alert_1
AnimationName = RUElrond_SKL.RUElrond_IDLST1
AnimationMode = ONCE
AnimationPriority = 20
End
Animation = Alert_1
AnimationName = RUElrond_SKL.RUElrond_IDLST1 ; Secondary to solve the 'no play last anim' feature.
AnimationMode = ONCE
AnimationPriority = 20
End
Animation = Alert_2
AnimationName = RUElrond_SKL.RUElrond_TNTSV1
AnimationMode = ONCE
AnimationPriority = 5
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
PrevName = CurDrawablePrevAnimation()
CurDrawableHideSubObject("ArrowNock")
CurDrawableHideSubObject("arrow")
if Prev == "Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_BR_Sword")
elseif Prev == "Selected_Sword" then CurDrawableSetTransitionAnimState("TRANS_SR_Sword")
end
EndScript
End
; --------- Hit Reactions ---------- ;
AnimationState = HIT_REACTION HIT_LEVEL_1
StateName = Bored_Sword
Animation = Hit_Level_1_a
AnimationName = RUElrond_SKL.RUElrond_HITSv1
AnimationMode = ONCE
AnimationBlendTime = 20
End
End
; ------ Selected ------ ;
AnimationState = SELECTED
StateName = Selected_Sword
Animation = ATNA
AnimationName = RUElrond_SKL.RUElrond_ATNS
AnimationMode = LOOP
End
BeginScript
CurDrawableHideSubObject("ARROW")
CurDrawableHideSubObject("ARROWNOCK")
Prev = CurDrawablePrevAnimationState()
PrevName = CurDrawablePrevAnimation()
if Prev == "Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_BS_Sword")
elseif Prev == "Ready_Sword" then CurDrawableSetTransitionAnimState("TRANS_RS_Sword")
end
EndScript
End
; ------- Bored -------- ;
IdleAnimationState
StateName = Bored_Sword
Animation = IDLCX1
AnimationName = RUElrond_SKL.RUElrond_IDLF
AnimationMode = ONCE
AnimationPriority = 20
End
Animation = IDLCX1
AnimationName = RUElrond_SKL.RUElrond_IDLF ; Secondary to solve the 'no play last anim' feature.
AnimationMode = ONCE
AnimationPriority = 20
End
Animation = IDLCt3
AnimationName = RUElrond_SKL.RUElrond_IDLCT3
AnimationMode = ONCE
AnimationPriority = 10
End
Animation = IDLCT1
AnimationName = RUElrond_SKL.RUElrond_IDLCT1
AnimationMode = ONCE
AnimationPriority = 5
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
CurDrawableHideSubObject("ARROW")
CurDrawableHideSubObject("ARROWNOCK")
Prev = CurDrawablePrevAnimationState()
PrevName = CurDrawablePrevAnimation()
if Prev == "Selected_Sword" then CurDrawableSetTransitionAnimState("TRANS_SB_Sword")
elseif Prev == "Ready_Sword" then CurDrawableSetTransitionAnimState("TRANS_RB_Sword")
end
EndScript
End
;----------------- Sword Transitions -------------------------;
TransitionState = TRANS_BS_Sword
Animation = TRANS_BS_Sword
AnimationName = RUElrond_SKL.RUElrond_ATNA
AnimationMode = ONCE
End
Animation = ATNAX1
AnimationName = RUElrond_SKL.RUElrond_ATNX1
AnimationMode = ONCE
End
End
TransitionState = TRANS_SR_Sword
Animation = TRANS_SR_Sword
AnimationName = RUElrond_SKL.RUElrond_ATNC
AnimationMode = ONCE
End
End
TransitionState = TRANS_SB_Sword
Animation = TRANS_SB_Sword
AnimationName = RUElrond_SKL.RUElrond_ATNA
AnimationMode = ONCE_BACKWARDS
End
Flags = START_FRAME_LAST
End
TransitionState = TRANS_RS_Sword
Animation = TRANS_RS_Sword
AnimationName = RUElrond_SKL.RUElrond_ATNC
AnimationMode = ONCE_BACKWARDS
End
Flags = START_FRAME_LAST
End
TransitionState = TRANS_BR_Sword
Animation = TRANS_BR_Sword
AnimationName = RUElrond_SKL.RUElrond_ATNS
AnimationMode = ONCE
AnimationBlendTime = 20
End
End
TransitionState = TRANS_RB_Sword
Animation = TRANS_RB_Sword
AnimationName = RUElrond_SKL.RUElrond_IDLG
AnimationMode = ONCE
AnimationBlendTime = 20
End
End
End
DisplayName = OBJECT:ElvenCeleborn
End