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Text File  |  2006-01-31  |  35KB  |  1,080 lines

  1. ;------------------------------------------------------------------------------
  2. ;
  3. ;    Pippin.ini
  4. ;
  5. ;------------------------------------------------------------------------------
  6.  
  7. ; aka Pippin
  8. Object RohanPippin
  9.     ; *** ART Parameters ***
  10.  
  11.      ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
  12.      SelectPortrait = HPPippin
  13.     
  14.     ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
  15.     ButtonImage = HIPippin
  16.  
  17.     Draw = W3DScriptedModelDraw ModuleTag_01
  18.       
  19.       OkToChangeModelColor = Yes
  20.       
  21.        StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
  22.  
  23.         DefaultModelConditionState
  24.             Model               = RUPippin_SKN
  25.             Skeleton            = RUFrodo_SKL
  26.             WeaponLaunchBone    = PRIMARY B_HANDR        ;sometimes it's in primary sometimes in secondary.
  27.             WeaponLaunchBone    = SECONDARY B_HANDR
  28.             ParticleSysBone        = NONE Predator FollowBone:Yes Persist:HOLD PersistID:100
  29.         End
  30.         
  31.         ModelConditionState        = PASSENGER_VARIATION_1
  32.             Model               = RUPippin_SKN
  33.             Skeleton            = RUFrodo_SKL
  34.             WeaponLaunchBone    = PRIMARY B_HANDR
  35.             WeaponLaunchBone    = SECONDARY B_HANDR
  36.             ParticleSysBone        = NONE Predator FollowBone:Yes Persist:HOLD PersistID:100
  37.         End
  38.         
  39.         ModelConditionState        = PASSENGER_VARIATION_2
  40.             Model               = RUPippin_SKN
  41.             Skeleton        = RUFrodo_SKL
  42.             WeaponLaunchBone    = PRIMARY B_HANDL
  43.             WeaponLaunchBone    = SECONDARY B_HANDL
  44.             ParticleSysBone        = NONE Predator FollowBone:Yes Persist:HOLD PersistID:100
  45.         End
  46.  
  47.         ModelConditionState        = INVISIBLE_STEALTH
  48.             ParticleSysBone        = NONE Predator FollowBone:Yes Persist:SPAWN PersistID:100
  49.         End
  50.  
  51.  
  52.             
  53.  
  54. ;----------------------------riding TreeBerd----------------------------------------------------
  55.         
  56.  
  57.         
  58.         AnimationState = PASSENGER_VARIATION_1 FIRING_OR_PREATTACK_A
  59.             Animation = Rar
  60.                 AnimationName = Rufro_TB_thra
  61.                 AnimationMode = ONCE
  62.             End
  63.             FrameForPristineBonePositions = 18
  64.         End
  65.         
  66.         AnimationState =PASSENGER PASSENGER_VARIATION_1
  67.             Animation = idleTreeBerd
  68.                 AnimationName = Rufro_TB_idla
  69.                 AnimationMode = LOOP
  70.             End
  71.         End
  72.  
  73.         
  74.         AnimationState = PASSENGER_VARIATION_2 FIRING_OR_PREATTACK_A
  75.             Animation = Rar2
  76.                 AnimationName = Rufro_tb_thrb
  77.                 AnimationMode = ONCE
  78.             End
  79.             FrameForPristineBonePositions = 18
  80.         End
  81.         
  82.         AnimationState = PASSENGER_VARIATION_2
  83.             Animation = idleTreeBerd2
  84.                 AnimationName = Rufro_tb_idlb
  85.                 AnimationMode = LOOP
  86.             End
  87.         End
  88. ;---------------------------------------------------------------------------------------------            
  89.         
  90.         
  91. ;------------------------------mounted with a hero----------------------------------------
  92.         AnimationState        =  PASSENGER FIRING_OR_PREATTACK_A
  93.             Animation           = THRA
  94.                 AnimationName     = RUFrodo_THRA
  95.                 AnimationMode     = ONCE
  96.                 UseWeaponTiming        = Yes
  97.                 AnimationBlendTime = 0
  98.             End
  99.             StateName           = NoSword
  100.             BeginScript
  101.                 Prev = CurDrawablePrevAnimationState()
  102.                 if Prev == "Sword" then CurDrawableSetTransitionAnimState("TRANS_SheatheSword") end
  103.             EndScript
  104.         End
  105.         
  106.         AnimationState = PASSENGER MOVING ACCELERATE
  107.             Animation = RUFro_HH_RUNA
  108.                 AnimationName = RUFro_HH_ACCL
  109.                 AnimationMode =LOOP
  110.                 AnimationBlendTime = 0
  111.             End
  112.             StateName           = Mounted
  113.         End
  114.         
  115.           AnimationState = PASSENGER MOVING DECELERATE
  116.               Animation = RUFro_HH_RUNA
  117.                   AnimationName = RUFro_HH_DECL
  118.                   AnimationMode =LOOP
  119.                   AnimationBlendTime = 0
  120.               End
  121.               StateName           = Mounted
  122.           End
  123.            
  124.           AnimationState = PASSENGER MOVING TURN_LEFT 
  125.               Animation = RUFro_HH_RUNA
  126.                   AnimationName = RUFro_HH_TNL2
  127.                   AnimationMode =LOOP
  128.                   AnimationBlendTime = 0
  129.               End
  130.               StateName           = Mounted
  131.           End
  132.           
  133.           AnimationState = PASSENGER MOVING TURN_RIGHT 
  134.               Animation = RUFro_HH_RUNA
  135.                   AnimationName = RUFro_HH_TNL1
  136.                   AnimationMode =LOOP
  137.                   AnimationBlendTime = 0
  138.               End
  139.               StateName           = Mounted
  140.           End
  141.           
  142.           AnimationState = PASSENGER TURN_LEFT_HIGH_SPEED
  143.               Animation = RUFro_HH_RUNA
  144.                   AnimationName = RUFro_HH_TRNL
  145.                   AnimationMode =LOOP
  146.                   AnimationBlendTime = 0
  147.               End
  148.               StateName           = Mounted
  149.           End
  150.           
  151.           AnimationState = PASSENGER TURN_RIGHT_HIGH_SPEED
  152.               Animation = RUFro_HH_RUNA
  153.                   AnimationName = RUFro_HH_TRNR
  154.                   AnimationMode =LOOP
  155.                   AnimationBlendTime = 0
  156.               End
  157.               StateName           = Mounted
  158.           End
  159.           
  160.         
  161.         AnimationState = PASSENGER MOVING
  162.             Animation = RUFro_HH_RUNA
  163.                 AnimationName = RUFro_HH_RUNA
  164.                 AnimationMode =LOOP
  165.                 AnimationBlendTime = 0
  166.             End
  167.             StateName           = Mounted
  168.         End
  169.         
  170.         AnimationState = PASSENGER SELECTED
  171.             Animation = RUFro_HH_RUNA
  172.                 AnimationName = RUFro_HH_IDLA
  173.                 AnimationMode =LOOP
  174.             End
  175.             BeginScript
  176.                 Prev = CurDrawablePrevAnimationState()
  177.                 if Prev == "Mounted" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
  178.             EndScript
  179.         End
  180.         
  181.         
  182.         TransitionState                =    TRANS_MountedSelect
  183.             Animation                =    ATNA
  184.                 AnimationName        =    RUFro_HH_ATNA
  185.                 AnimationMode        =    ONCE
  186.             End
  187.         End
  188.         
  189.         
  190.         
  191.         
  192.         AnimationState = PASSENGER
  193.             Animation = IDLE1
  194.                 AnimationName = RUFro_HH_IDLA
  195.                 AnimationMode =ONCE
  196.             ;    AnimationBlendTime = 0
  197.             End
  198.             Animation = IDLE2
  199.                 AnimationName = RUFro_HH_IDLB
  200.                 AnimationMode = ONCE
  201.             ;    AnimationBlendTime = 0
  202.             End
  203.     ;        Animation = IDLE3  once
  204.     ;            AnimationName = RUFro_HH_IDLC
  205.     ;            AnimationMode =LOOP
  206.     ;            AnimationBlendTime = 0
  207.     ;        End
  208.             Animation = IDLE4
  209.                 AnimationName = RUFro_HH_IDLH
  210.                 AnimationMode = ONCE
  211.             ;    AnimationBlendTime = 0
  212.             End
  213.             Flags                    =    RESTART_ANIM_WHEN_COMPLETE
  214.             StateName           = Mounted
  215.         End
  216. ;;--------------- DYING & FLYING --------------------------------------------------
  217. ;;======= DYING
  218.  
  219.         AnimationState                    = STUNNED_FLAILING WEAPONSET_TOGGLE_1
  220.             StateName                    = STATE_Bored_Rocks
  221.             Animation                    = FLYA
  222.                 AnimationName            = RUMerry_FLYA
  223.                 AnimationMode            = LOOP
  224.                 AnimationBlendTime        = 0
  225.                 AnimationSpeedFactorRange    = 0.4 0.6
  226.             End
  227.             Flags                        = RANDOMSTART
  228.         End
  229.         AnimationState                    = STUNNED_FLAILING
  230.             StateName                    = STATE_Bored_Rocks
  231.             Animation                    = FLYA
  232.                 AnimationName            = RUMerry_FLYA
  233.                 AnimationMode            = LOOP
  234.                 AnimationBlendTime        = 0
  235.                 AnimationSpeedFactorRange    = 0.4 0.6
  236.             End
  237.             Flags                        = RANDOMSTART
  238.         End
  239.  
  240.         AnimationState                    = DYING SPLATTED WEAPONSET_TOGGLE_1
  241.             StateName                    = STATE_Bored_Rocks
  242.             Animation                    = LNDA
  243.                 AnimationName            = RUMerry_LNDA                        ;&&FRODO ANIM&&
  244.                 AnimationMode            = ONCE
  245.             End
  246.         End
  247.         AnimationState                    = DYING SPLATTED
  248.             StateName                    = STATE_Bored_Rocks                ;;<-- be careful
  249.             Animation                    = &&SPLAT WITH SWORD&&
  250.                 AnimationName            = RUMerry_LNDA
  251.                 AnimationMode            = ONCE
  252.             End
  253.         End
  254.         AnimationState                    = DYING WEAPONSET_TOGGLE_1
  255.             StateName                    = STATE_Bored_Rocks
  256.             Animation                    = DIEA
  257.                 AnimationName            = RUMerry_DIEA
  258.                 AnimationMode            = ONCE
  259.             End
  260.         End
  261.  
  262.         AnimationState                        = DYING DEATH_2
  263.             Animation
  264.                 AnimationName                = RUMerry_IDLA
  265.                 AnimationMode                = LOOP
  266.             End
  267.         End
  268.  
  269.         AnimationState                    = DYING EMOTION_ALERT
  270.             Animation                    = DIEB
  271.                 AnimationName            = RUMerry_DIEB
  272.                 AnimationMode            = ONCE
  273.             End
  274.         End
  275.  
  276.         AnimationState                    = DYING
  277.             Animation                    = DIEA
  278.                 AnimationName            = RUMerry_DIEA
  279.                 AnimationMode            = ONCE
  280.             End
  281.         End
  282.  
  283.         AnimationState                        = PARALYZED
  284.             Animation
  285.                 AnimationName                = RUMerry_IDLA
  286.                 AnimationMode                = LOOP
  287.             End
  288.         End
  289.  
  290. ;;======= STUNNED
  291.  
  292.         AnimationState                    = STUNNED_STANDING_UP WEAPONSET_TOGGLE_1
  293.             StateName                    = STATE_Ready_Rocks
  294.             Animation                    = GTPA
  295.                 AnimationName            = RUMerry_GTPA
  296.                 AnimationMode            = ONCE
  297.                 AnimationSpeedFactorRange = 1.5 1.5
  298.             End
  299.         End
  300.         AnimationState                    = STUNNED_STANDING_UP
  301.             StateName                    = STATE_Ready_Rocks
  302.             Animation                    = &&GET UP WITH SWORD&&
  303.                 AnimationName            = RUMerry_GTPA
  304.                 AnimationMode            = ONCE
  305.                 AnimationSpeedFactorRange = 1.5 1.5
  306.             End
  307.         End        
  308.         
  309.         AnimationState                    = STUNNED WEAPONSET_TOGGLE_1
  310.             StateName                    = STATE_Bored_Rocks
  311.             Animation                    = LNDA
  312.                 AnimationName            = RUMerry_LNDA
  313.                 AnimationMode            = ONCE
  314.             End
  315.         End
  316.         AnimationState                    = STUNNED
  317.             StateName                    = STATE_Bored_Rocks
  318.             Animation                    = LNDA
  319.                 AnimationName            = RUMerry_LNDA
  320.                 AnimationMode            = ONCE
  321.             End
  322.         End
  323.         
  324.         
  325.  
  326. ;;---------------- ATTAFIRING_OR_RELOADING_ACKING -----------------------------------------------------------------
  327.  
  328.         AnimationState                    = BETWEEN_FIRING_SHOTS_A WEAPONSET_TOGGLE_1
  329.             StateName                    = STATE_Ready_Rocks
  330.             Animation                    = IDLA
  331.                 AnimationName            = RUMerry_IDLA
  332.                 AnimationMode            = LOOP
  333.                 AnimationBlendTime        = 20
  334.             End
  335.             BeginScript
  336.                 CurDrawableAllowToContinue()
  337.             EndScript
  338.         End
  339.         
  340.         
  341.         AnimationState        = MOVING FIRING_OR_PREATTACK_A
  342.             ShareAnimation        = Yes
  343.             Animation           = RunAndFire
  344.                 AnimationName       = RUMerry_ATRA
  345.                 AnimationMode       = LOOP
  346.             End
  347.             Flags               = RANDOMSTART 
  348.         End
  349.         
  350.         AnimationState                    = BETWEEN_FIRING_SHOTS_A
  351.             StateName                    = STATE_Ready_Sword
  352.             Animation                    = IDLB
  353.                 AnimationName            = RUMerry_IDLB
  354.                 AnimationMode            = LOOP
  355.                 AnimationBlendTime        = 10
  356.             End
  357.             BeginScript
  358.                 CurDrawableAllowToContinue()
  359.             EndScript
  360.         End
  361.         
  362.         AnimationState                    = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1
  363.             StateName                    = STATE_Ready_Rocks
  364.             Animation                    = THRA
  365.                 AnimationName            = RUMerry_THRA
  366.                 AnimationMode            = ONCE
  367.                 UseWeaponTiming            = Yes
  368.             End
  369.             FrameForPristineBonePositions = 21
  370.             Flags                        = RESTART_ANIM_WHEN_COMPLETE
  371.             BeginScript
  372.                 Prev = CurDrawablePrevAnimationState()
  373.                 if Prev == "STATE_Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_Ready_SwordToRocks") end
  374.                 if Prev == "STATE_Ready_Sword" then CurDrawableSetTransitionAnimState("TRANS_Ready_SwordToRocks") end
  375.                 if Prev == "STATE_Attention_Sword" then CurDrawableSetTransitionAnimState("TRANS_Ready_SwordToRocks") end
  376.                 if Prev == "STATE_Running_Sword" then CurDrawableSetTransitionAnimState("TRANS_Ready_SwordToRocks") end
  377.             EndScript
  378.         End
  379.         AnimationState                    = FIRING_OR_PREATTACK_A 
  380.             StateName                    = STATE_Ready_Sword
  381.             Animation                    = ATKA
  382.                 AnimationName            = RUMerry_ATKA
  383.                 AnimationMode            = ONCE
  384.                 UseWeaponTiming            = Yes
  385.                 AnimationBlendTime        = 10
  386.             End
  387.             Animation                    = ATKB
  388.                 AnimationName            = RUMerry_ATKB
  389.                 AnimationMode            = ONCE
  390.                 UseWeaponTiming            = Yes
  391.                 AnimationBlendTime        = 10
  392.             End
  393.             Animation                    = ATKB
  394.                 AnimationName            = RUMerry_ATKB
  395.                 AnimationMode            = ONCE
  396.                 UseWeaponTiming            = Yes
  397.                 AnimationBlendTime        = 10
  398.             End
  399.             Flags                        = RESTART_ANIM_WHEN_COMPLETE
  400.             BeginScript
  401.                 Prev = CurDrawablePrevAnimationState()
  402.                 if Prev == "STATE_Bored_Rocks" then CurDrawableSetTransitionAnimState("TRANS_Ready_RocksToSword") end
  403.                 if Prev == "STATE_Ready_Rocks" then CurDrawableSetTransitionAnimState("TRANS_Ready_RocksToSword") end
  404.                 if Prev == "STATE_Attention_Rocks" then CurDrawableSetTransitionAnimState("TRANS_Ready_RocksToSword") end
  405.                 if Prev == "STATE_Running_Rocks" then CurDrawableSetTransitionAnimState("TRANS_Ready_RocksToSword") end
  406.             EndScript
  407.         End
  408.  
  409. ;;--------------------- MOVING ---------------------------------------------------------------------
  410. ;;======= MOVING
  411.  
  412.  
  413.  
  414.         
  415.  
  416.         AnimationState                    = MOVING WEAPONSET_TOGGLE_1
  417.             StateName                    = STATE_Running_Rocks
  418.             Animation                    = RUNA
  419.                 AnimationName            = RUMerry_RUNC
  420.                 AnimationMode            = LOOP
  421.             End
  422.             BeginScript
  423.                 Prev = CurDrawablePrevAnimationState()
  424.                 if Prev == "STATE_Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_Running_SwordToRocks") end
  425.                 if Prev == "STATE_Ready_Sword" then CurDrawableSetTransitionAnimState("TRANS_Running_SwordToRocks") end
  426.                 if Prev == "STATE_Attention_Sword" then CurDrawableSetTransitionAnimState("TRANS_Running_SwordToRocks") end
  427.                 if Prev == "STATE_Running_Sword" then CurDrawableSetTransitionAnimState("TRANS_Running_SwordToRocks") end
  428.             EndScript
  429.         End
  430.         AnimationState                    = MOVING EMOTION_ALERT
  431.             StateName                    = STATE_Running_Sword
  432.             Animation                    = RUNA
  433.                 AnimationName            = RUMerry_RUNA
  434.                 AnimationMode            = LOOP
  435.             End
  436.             BeginScript
  437.                 Prev = CurDrawablePrevAnimationState()
  438.                 if Prev == "STATE_Bored_Rocks" then CurDrawableSetTransitionAnimState("TRANS_Running_RocksToSword") end
  439.                 if Prev == "STATE_Ready_Rocks" then CurDrawableSetTransitionAnimState("TRANS_Running_RocksToSword") end
  440.                 if Prev == "STATE_Attention_Rocks" then CurDrawableSetTransitionAnimState("TRANS_Running_RocksToSword") end
  441.                 if Prev == "STATE_Running_Rocks" then CurDrawableSetTransitionAnimState("TRANS_Running_RocksToSword") end
  442.             EndScript
  443.         End
  444.         AnimationState                    = MOVING
  445.             StateName                    = STATE_Running_Rocks
  446.             Animation                    = RUNA
  447.                 AnimationName            = RUMerry_RUNC
  448.                 AnimationMode            = LOOP
  449.             End
  450.             BeginScript
  451.                 Prev = CurDrawablePrevAnimationState()
  452.                 if Prev == "STATE_Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_Running_SwordToRocks") end
  453.                 if Prev == "STATE_Ready_Sword" then CurDrawableSetTransitionAnimState("TRANS_Running_SwordToRocks") end
  454.                 if Prev == "STATE_Attention_Sword" then CurDrawableSetTransitionAnimState("TRANS_Running_SwordToRocks") end
  455.                 if Prev == "STATE_Running_Sword" then CurDrawableSetTransitionAnimState("TRANS_Running_SwordToRocks") end
  456.             EndScript
  457.         End
  458. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  459. ;;
  460. ;;    There are no elven cloak animations.
  461. ;
  462. ;        ; -- Elf Cloak anims (No art yet, use Boromir for reference when hooking up)
  463. ;        AnimationState                    = UNPACKING PACKING_TYPE_2
  464. ;            Animation           
  465. ;                AnimationName            = RUFrodo_THRA
  466. ;                AnimationMode            = ONCE
  467. ;            End
  468. ;        End
  469. ;        AnimationState                    = PREPARING PACKING_TYPE_2
  470. ;            Animation           
  471. ;                AnimationName            = RUFrodo_THRA
  472. ;                AnimationMode            = ONCE
  473. ;            End
  474. ;        End
  475. ;        AnimationState                    = PACKING PACKING_TYPE_2
  476. ;            Animation           
  477. ;                AnimationName            = RUFrodo_THRA
  478. ;                AnimationMode            = ONCE
  479. ;            End
  480. ;        End
  481. ;        AnimationState                    = PACKING_TYPE_2
  482. ;            Animation           
  483. ;                AnimationName            = RUFrodo_THRA
  484. ;                AnimationMode            = LOOP
  485. ;            End
  486. ;        End
  487. ;        AnimationState                    = HIDDEN
  488. ;            Animation           
  489. ;                AnimationName            = RUFrodo_EATA
  490. ;                AnimationMode            = LOOP
  491. ;            End
  492. ;        End
  493.  
  494. ;;---------------------- HIT REACTIONS ----------------------------------------------------------
  495.  
  496. ;        AnimationState                    = HIT_REACTION WEAPONSET_TOGGLE_1
  497. ;            Animation           
  498. ;                AnimationName            = RUMerry_HITA
  499. ;                AnimationMode            = ONCE
  500. ;            End
  501. ;        End
  502.  
  503. ;;---------------------- EMOTIONS ---------------------------------------------------------------
  504.  
  505.         AnimationState                    = EMOTION_CELEBRATING
  506.             Animation
  507.                 AnimationName            = RUMerry_CHRA
  508.                 AnimationMode            = ONCE
  509.             End
  510.             Animation
  511.                 AnimationName            = RUMerry_CHRB
  512.                 AnimationMode            = ONCE
  513.             End
  514.             Flags                        = RESTART_ANIM_WHEN_COMPLETE
  515.         End
  516.         
  517.         AnimationState                    = EMOTION_TAUNTING
  518.             Animation
  519.                 AnimationName            = RUMerry_TNTB
  520.                 AnimationMode            = LOOP
  521.             End
  522.         End
  523.  
  524.         AnimationState                    = EMOTION_ALERT WEAPONSET_TOGGLE_1
  525.             StateName                    = STATE_Ready_Rocks
  526.             Animation                    = IDLA
  527.                 AnimationName            = RUMerry_IDLA
  528.                 AnimationMode            = LOOP
  529.             End
  530.             BeginScript
  531.                 Prev = CurDrawablePrevAnimationState()
  532.                 if Prev == "STATE_Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_Bored_SwordToRocks") end
  533.                 if Prev == "STATE_Ready_Sword" then CurDrawableSetTransitionAnimState("TRANS_Ready_SwordToRocks") end
  534.                 if Prev == "STATE_Attention_Sword" then CurDrawableSetTransitionAnimState("TRANS_Attention_SwordToRocks") end
  535.                 if Prev == "STATE_Running_Sword" then CurDrawableSetTransitionAnimState("TRANS_Bored_SwordToRocks") end
  536.             EndScript
  537.         End
  538.         AnimationState                    = EMOTION_ALERT
  539.             StateName                    = STATE_Ready_Sword
  540.             Animation
  541.                 AnimationName            = RUMerry_IDLB
  542.                 AnimationMode            = LOOP
  543.             End
  544.             BeginScript
  545.                 Prev = CurDrawablePrevAnimationState()
  546.                 if Prev == "STATE_Bored_Rocks" then CurDrawableSetTransitionAnimState("TRANS_Ready_RocksToSword") end
  547.                 if Prev == "STATE_Ready_Rocks" then CurDrawableSetTransitionAnimState("TRANS_Ready_RocksToSword") end
  548.                 if Prev == "STATE_Attention_Rocks" then CurDrawableSetTransitionAnimState("TRANS_Ready_RocksToSword") end
  549.                 if Prev == "STATE_Running_Rocks" then CurDrawableSetTransitionAnimState("TRANS_Ready_RocksToSword") end
  550.             EndScript
  551.         End
  552.         
  553.         AnimationState                    = RAISING_FLAG
  554.             Animation
  555.                 AnimationName            = RUMerry_CHRA
  556.                 AnimationMode            = ONCE
  557.             End
  558.             Animation
  559.                 AnimationName            = RUMerry_CHRB
  560.                 AnimationMode            = ONCE
  561.             End
  562.             Flags                        = RESTART_ANIM_WHEN_COMPLETE
  563.         End
  564.         
  565.  
  566. ;;------------------ SELECTED STATE -------------------------------------------------------------
  567.  
  568.         AnimationState                    = SELECTED
  569.             StateName                    = STATE_Attention_Rocks
  570.             Animation                    = IDLA
  571.                 AnimationName            = RUMerry_ATNB
  572.                 AnimationMode            = LOOP
  573.             End
  574.             BeginScript
  575.                 Prev = CurDrawablePrevAnimationState()
  576.                 if Prev == "STATE_Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_Attention_SwordToRocks") end
  577.                 if Prev == "STATE_Ready_Sword" then CurDrawableSetTransitionAnimState("TRANS_Attention_SwordToRocks") end
  578.                 if Prev == "STATE_Attention_Sword" then CurDrawableSetTransitionAnimState("TRANS_Attention_SwordToRocks") end
  579.                 if Prev == "STATE_Running_Sword" then CurDrawableSetTransitionAnimState("TRANS_Attention_SwordToRocks") end
  580.                 if Prev == "STATE_Bored_Rocks" then CurDrawableSetTransitionAnimState("TRANS_BoredToAttention_Rocks") end
  581.             EndScript
  582.         End
  583.  
  584. ;;------------------ IDLE STATES ----------------------------------------------------------------
  585.  
  586.         IdleAnimationState
  587.             StateName                    = STATE_Bored_Rocks
  588.             Animation                    = IDLA
  589.                 AnimationName            = RUMerry_IDLA
  590.                 AnimationMode            = ONCE
  591.                 AnimationPriority        = 100
  592.             End
  593.             Animation                    = IDLW
  594.                 AnimationName            = RUMerry_IDLW
  595.                 AnimationMode            = ONCE
  596.                 AnimationPriority        = 10
  597.             End
  598.             Animation                    = IDLY
  599.                 AnimationName            = RUMerry_IDLY
  600.                 AnimationMode            = ONCE
  601.                 AnimationPriority        = 10
  602.             End
  603.             Animation                    = IDLZ
  604.                 AnimationName            = RUMerry_IDLZ
  605.                 AnimationMode            = ONCE
  606.                 AnimationPriority        = 10
  607.             End
  608.             Animation                    = IDLC
  609.                 AnimationName            = RUMerry_IDLC
  610.                 AnimationMode            = ONCE
  611.                 AnimationPriority        = 5
  612.             End
  613.             Animation                    = IDLS
  614.                 AnimationName            = RUMerry_IDLS
  615.                 AnimationMode            = ONCE
  616.                 AnimationPriority        = 5
  617.             End
  618.             Animation                    = IDLV
  619.                 AnimationName            = RUMerry_IDLV
  620.                 AnimationMode            = ONCE
  621.                 AnimationPriority        = 5
  622.             End
  623.             Animation                    = IDLX
  624.                 AnimationName            = RUMerry_IDLX
  625.                 AnimationMode            = ONCE
  626.                 AnimationPriority        = 1
  627.             End
  628.             Animation                    = IDLU
  629.                 AnimationName            = RUMerry_IDLU
  630.                 AnimationMode            = ONCE
  631.                 AnimationPriority        = 1
  632.             End
  633.             Animation                    = IDLD
  634.                 AnimationName            = RUMerry_IDLD
  635.                 AnimationMode            = ONCE
  636.                 AnimationPriority        = 1
  637.             End
  638.             Flags                        = RESTART_ANIM_WHEN_COMPLETE
  639.             BeginScript
  640.                 Prev = CurDrawablePrevAnimationState()
  641.                 if Prev == "STATE_Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_Bored_SwordToRocks") end
  642.                 if Prev == "STATE_Ready_Sword" then CurDrawableSetTransitionAnimState("TRANS_Bored_SwordToRocks") end
  643.                 if Prev == "STATE_Attention_Sword" then CurDrawableSetTransitionAnimState("TRANS_Bored_SwordToRocks") end
  644.                 if Prev == "STATE_Running_Sword" then CurDrawableSetTransitionAnimState("TRANS_Bored_SwordToRocks") end
  645.                 if Prev == "STATE_Attention_Rocks" then CurDrawableSetTransitionAnimState("TRANS_AttentionToBored_Rocks") end
  646.             EndScript
  647.         End
  648.  
  649. ;;------------------ TRANSITIONS ----------------------------------------------------------------
  650. ;;===== HORSE
  651.         TransitionState                    = TRANS_unMount
  652.             Animation                    = unmount
  653.                 AnimationName            = RUFro_HH_IDLB
  654.                 AnimationMode            = ONCE
  655.                 AnimationBlendTime        = 0
  656.             End
  657.         End
  658.  
  659. ;;====== GETTING SWORD
  660.         TransitionState                    = TRANS_Bored_RocksToSword
  661.             Animation                    = STHA
  662.                 AnimationName            = RUMerry_STHA
  663.                 AnimationMode            = ONCE
  664.             End
  665.         End
  666.         TransitionState                    = TRANS_Ready_RocksToSword
  667.             Animation                    = STHA
  668.                 AnimationName            = RUMerry_STHA
  669.                 AnimationMode            = ONCE
  670.             End
  671.         End
  672.         TransitionState                    = TRANS_Attention_RocksToSword
  673.             Animation                    = STHA
  674.                 AnimationName            = RUMerry_STHA
  675.                 AnimationMode            = ONCE
  676.             End
  677.         End
  678.         TransitionState                    = TRANS_Running_RocksToSword
  679.             Animation                    = STHA
  680.                 AnimationName            = RUMerry_STHD
  681.                 AnimationMode            = ONCE
  682.             End
  683.         End
  684.  
  685. ;;===== GETTING ROCKS
  686.         TransitionState                    = TRANS_Bored_SwordToRocks
  687.             Animation                    = STHA
  688.                 AnimationName            = RUMerry_STHB
  689.                 AnimationMode            = ONCE
  690.             End
  691.         End
  692.         TransitionState                    = TRANS_Ready_SwordToRocks
  693.             Animation                    = STHA
  694.                 AnimationName            = RUMerry_STHB
  695.                 AnimationMode            = ONCE
  696.             End
  697.         End
  698.         TransitionState                    = TRANS_Attention_SwordToRocks
  699.             Animation                    = STHA
  700.                 AnimationName            = RUMerry_STHB
  701.                 AnimationMode            = ONCE
  702.             End
  703.         End
  704.         TransitionState                    = TRANS_Running_SwordToRocks
  705.             Animation                    = STHA
  706.                 AnimationName            = RUMerry_STHC
  707.                 AnimationMode            = ONCE
  708.             End
  709.         End
  710.         TransitionState                    = TRANS_BoredToAttention_Rocks
  711.             Animation                    = ATNA
  712.                 AnimationName            = RUMerry_ATNA
  713.                 AnimationMode            = ONCE
  714.             End
  715.         End
  716.         TransitionState                    = TRANS_AttentionToBored_Rocks
  717.             Animation                    = ATNC
  718.                 AnimationName            = RUMerry_ATNC
  719.                 AnimationMode            = ONCE
  720.             End
  721.         End
  722. ;;----------------------------------------------------------------------------------------
  723.     End
  724.     
  725.     #include "..\..\..\includes\StunDrawModuleSmall.inc"
  726.  
  727.     ; ***DESIGN parameters ***
  728.     Side = Men
  729.     EditorSorting = UNIT
  730.     ThreatLevel = PIPPIN_THREAT_LEVEL
  731.     ThingClass = CHARACTER_UNIT
  732.       BuildCost          = 500
  733.      BuildTime          = 15
  734.     TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
  735.     ShockwaveResistance = SHOCKWAVE_RESISTANCE_WEAK    
  736.     ;//DisplayMeleeDamage = HOBBIT_SWORD_DAMAGE                
  737.     ;//DisplayRangedDamage = HOBBIT_ROCK_DAMAGE
  738.     
  739.     HeroSortOrder = 90
  740.  
  741.     WeaponSet
  742.         Conditions = None 
  743.         Weapon = PRIMARY    HobbitSword
  744.         Weapon = SECONDARY    HobbitRockThrow  
  745.         AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  746.         AutoChooseSources = SECONDARY NONE
  747.     End
  748.     
  749.     WeaponSet
  750.         Conditions = CONTAINED WEAPONSET_TOGGLE_1
  751.         Weapon = PRIMARY    HobbitRockThrow  
  752.         AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  753.     End
  754.     WeaponSet
  755.         Conditions = CONTAINED
  756.         Weapon = PRIMARY    HobbitRockThrow  
  757.         AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  758.     End
  759.     WeaponSet
  760.         Conditions = WEAPONSET_TOGGLE_1
  761.         Weapon = PRIMARY    HobbitRockThrow  
  762.         AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  763.     End
  764.     
  765.     ArmorSet
  766.         Conditions      = None
  767.         Armor           = HeroArmor
  768.         DamageFX        = NormalDamageFX
  769.     End
  770.  
  771.     VisionRange = 200 //VISION_HOBBIT
  772.     ShroudClearingRange = SHROUD_CLEAR_HOBBIT    
  773.  
  774.     BountyValue = ROHAN_PIPPIN_BOUNTY_VALUE
  775.     DisplayName = OBJECT:RohanPippin
  776.     RecruitText = CONTROLBAR:RohanPippinRecruit
  777.     ReviveText    = CONTROLBAR:RohanPippinRevive
  778.     Hotkey        = CONTROLBAR:RohanPippinHotkey
  779.     CrushableLevel = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  780.     
  781.   CommandSet = RohanPippinCommandSet
  782.   CommandPoints = 10
  783.  
  784.  
  785.     ; *** AUDIO Parameters ***;
  786.     ;VoiceAmbushed            = PippinVoiceAmbush      OBSOLETE VOICE
  787.     VoiceAttack                = PippinVoiceAttack
  788.     VoiceAttackCharge        = PippinVoiceAttackCharge
  789.     VoiceAttackMachine        = PippinVoiceAttack
  790.     VoiceAttackStructure    = PippinVoiceAttack
  791.     ;VoiceCreated            = PippinVoiceSalute    ;this conflicts with his respawn dialogue line -- rehooked to spawn FX
  792.     VoiceFear                 = PippinVoiceHelpMe
  793.     VoiceMove                = PippinVoiceMove
  794.     VoiceMoveToCamp            = PippinVoiceMove
  795.     VoiceMoveWhileAttacking    = PippinVoiceDisengage
  796.     VoicePriority            = 62
  797.     VoiceRetreatToCastle    = PippinVoiceRetreat
  798.     VoiceSelect                = PippinVoiceSelectMS
  799.     VoiceSelectBattle         = PippinVoiceSelectBattle
  800.     VoiceGuard                = PippinVoiceMove
  801.  
  802. ;PippinVoiceModeRock
  803.  
  804.     UnitSpecificSounds
  805.         VoiceGarrison        = PippinVoiceGarrison
  806.         VoiceEnterUnitElvenTransportShip    = PippinVoiceMove
  807.         VoiceInitiateCaptureBuilding        = PippinVoiceMove
  808.     End
  809.  
  810.     CrowdResponseKey = Hobbit
  811.  
  812.     #include "..\..\..\includes\StandardUnitEvaEvents.inc"
  813.     EvaEventDieOwner        = PippinDie            ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
  814.  
  815.     ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
  816.         MaxUpdateRangeCap = 800
  817.         AnimationSound = Sound:FootstepDirtA         Animation:RUFrodo_SKL.RUMerry_RUNA     Frames:10 20
  818.         AnimationSound = Sound:FootstepDirtA         Animation:RUFrodo_SKL.RUMerry_RUNC     Frames:10 20
  819.         AnimationSound = Sound:FootstepDirtA         Animation:RUFrodo_SKL.RUMerry_STHC    Frames:10 20
  820.         AnimationSound = Sound:FootstepDirtA        Animation:RUFrodo_SKL.RUMerry_STHD    Frames:10 20
  821.  
  822.         AnimationSound = Sound:SwordShingClean2         Animation:RUFrodo_SKL.RUMerry_STHA    Frames:18
  823.         AnimationSound = Sound:SwordIntoScabbard2        Animation:RUFrodo_SKL.RUMerry_STHB    Frames:21
  824.         AnimationSound = Sound:SwordIntoScabbard2        Animation:RUFrodo_SKL.RUMerry_STHC    Frames:2
  825.         AnimationSound = Sound:SwordShingClean2        Animation:RUFrodo_SKL.RUMerry_STHD    Frames:8
  826.  
  827.         AnimationSound = Sound:BodyFallGenericNoArmor     Animation:RUFrodo_SKL.RUMerry_LNDA    Frames:0
  828.         AnimationSound = Sound:BodyFallGenericNoArmor     Animation:RUFrodo_SKL.RUMerry_DIEA    Frames:44
  829.         AnimationSound = Sound:BodyFallGenericNoArmor     Animation:RUFrodo_SKL.RUMerry_DIEB    Frames:33
  830.     End
  831.  
  832.     Behavior = LargeGroupAudioUpdate ModuleTag_LGAU                ; Tie into LargeGroupAudio system
  833.         Key = Humanoid_Male Hobbit Unit Infantry
  834.     End
  835.  
  836.  
  837.     ; *** ENGINEERING Parameters ***
  838.  
  839.     RadarPriority = UNIT 
  840.     KindOf = HOBBIT_KINDOF
  841.  
  842.     BuildCost = HOBBIT_BUILDCOST
  843.     BuildTime = HOBBIT_BUILDTIME
  844.     
  845.     Body = ActiveBody ModuleTag_ActiveBody
  846.         MaxHealth         = PIPPIN_HEALTH
  847.     End
  848.  
  849.     //--------------------------------------------------------------------------------------------------------------------
  850.     //These two modules are used for the respawning of the Hero.  Uncomment if they are moved back into a sides hero list.
  851.     //--------------------------------------------------------------------------------------------------------------------
  852.     //Body = RespawnBody ModuleTag_RespawnBody
  853.     //    MaxHealth         = PIPPIN_HEALTH                    ;BALANCE Eomer Health
  854.     //    PermanentlyKilledByFilter    = NONE        ;Who kills me permanently?
  855.     //    DodgePercent      = 80%    
  856.     //End
  857.     //Behavior = RespawnUpdate ModuleTag_RespawnUpdate
  858.     //    DeathAnim                = DYING                    ;Model condition to play when killed-to-respawn
  859.     //    DeathFX                = FX_PippinDieToRespawn            ;FXList to play when killed-to-respawn
  860.     //    DeathAnimationTime        = 3000                    ;How long DeathAnim will take.
  861.     //    InitialSpawnFX            = FX_PippinInitialSpawn
  862.     //    RespawnAnim                = LEVELED                    ;Animation to play when respawning.
  863.     //    RespawnFX                = FX_PippinRespawn            ;FXList to play when respawning.
  864.     //    RespawnAnimationTime        = 3500                    ;Time it takes for respawn to play.
  865.     //    AutoRespawnAtObjectFilter    = NONE +CASTLE_KEEP            ;Respawn at this location -- and at it's exit production point if possible.
  866.     //    ButtonImage                = HIPippin_res
  867.     //    
  868.     //    ;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others
  869.     //    ;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any
  870.     //    RespawnRules =            AutoSpawn:No    Cost:50        Time:10000        Health:100%        ;DEFAULT VALUES
  871.     //    RespawnEntry =    Level:2                Cost:100        Time:20000                        ;For other levels, only override what is different.
  872.     //    RespawnEntry =    Level:3                Cost:150        Time:30000
  873.     //    RespawnEntry =    Level:4                Cost:200        Time:30000
  874.     //    RespawnEntry =    Level:5                Cost:250        Time:30000
  875.     //    RespawnEntry =    Level:6                Cost:300        Time:30000
  876.     //    RespawnEntry =    Level:7                Cost:350        Time:30000
  877.     //    RespawnEntry =    Level:8                Cost:400        Time:30000
  878.     //    RespawnEntry =    Level:9                Cost:450        Time:30000
  879.     //    RespawnEntry =    Level:10            Cost:500        Time:30000
  880.     //End
  881.  
  882.     Behavior = AutoHealBehavior ModuleTag_PippinHealing
  883.         StartsActive = Yes
  884.         HealingAmount = HERO_HEAL_AMOUNT
  885.         HealingDelay = 1000
  886.         StartHealingDelay = HERO_HEAL_DELAY
  887.         HealOnlyIfNotInCombat = Yes
  888.     End
  889.     
  890.     #include "..\..\..\includes\CaptureBuilding.inc"
  891.  
  892.     Behavior = EmotionTrackerUpdate    Module_EmotionTracker
  893.         TauntAndPointDistance        =    300        ; max distance to taunted/pointed objet
  894.          TauntAndPointUpdateDelay    =    1000    ; how often scan (milliseconds)
  895.           HeroScanDistance            = 150
  896.         
  897.          AddEmotion    =    HeroCheerIdle_Base
  898.         AddEmotion    =    HeroCheerBusy_Base
  899.         AddEmotion    =    Taunt_Base
  900.         AddEmotion    =    Alert_Base
  901.      End    
  902.     
  903.     Behavior = StancesBehavior ModuleTag_StancesBehavior
  904.         StanceTemplate = Hero
  905.     End
  906.  
  907.     Behavior = AIUpdateInterface ModuleTag_AIUpdateInterface
  908.         AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
  909.         MoodAttackCheckRate        = 500
  910.         HoldGroundCloseRangeDistance = 40
  911.     End
  912.  
  913.     Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
  914.     End        
  915.  
  916.     LocomotorSet
  917.         Locomotor = HeroHumanLocomotor
  918.         Condition = SET_NORMAL 
  919.         Speed = NORMAL_GOOD_HOBBIT_SPEED        
  920.     End
  921.     
  922.     LocomotorSet
  923.         Locomotor = HumanContainedLocomotor
  924.         Condition = SET_CONTAINED
  925.         Speed     = 0.0
  926.     End
  927.  
  928.     Behavior = PhysicsBehavior ModuleTag_04
  929.         GravityMult = 1.0
  930.         ShockStandingTime = 3000    ;msec
  931.     End
  932.     
  933.     Behavior = SlowDeathBehavior ModuleTag_05
  934.         DeathTypes = ALL -KNOCKBACK -FADED
  935.         SinkDelay = 3000
  936.         SinkRate = 0.40     ; in Dist/Sec
  937.         DestructionDelay = 8000
  938.         Sound = INITIAL PippinVoiceDie
  939.     End
  940.     
  941.     Behavior = SquishCollide ModuleTag_06
  942.         ;nothing
  943.     End
  944.     
  945.     Behavior = SlowDeathBehavior ModuleTag_07
  946.         ; Same as normal death, but no sound (sound already played by SoundImpact = ... )
  947.         DeathTypes = NONE +KNOCKBACK
  948.         SinkDelay = 3000
  949.         SinkRate = 0.40     ; in Dist/Sec
  950.         DestructionDelay = 8000
  951.     End
  952.  
  953.     
  954.     Behavior = BezierProjectileBehavior ModuleTag_08 ; Module starts asleep, and wakes up when thrown.
  955.         ; 
  956.         FirstHeight = 24  ; Height of Bezier control points above highest intervening terrain
  957.         SecondHeight = 24
  958.         FirstPercentIndent = 30% ; Percentage of shot distance control points are placed
  959.         SecondPercentIndent = 70%
  960.         TumbleRandomly = No
  961.         OrientToFlightPath =No
  962.  
  963.         CrushStyle = Yes ; I don't detonate, I just hit
  964.         DieOnImpact = No
  965.         BounceCount = 0   ; When I hit the ground, I'll arc again
  966.         BounceDistance = 40 ; this far
  967.         BounceFirstHeight = 24  ; Height of Bezier control points above highest intervening terrain
  968.         BounceSecondHeight = 24
  969.         BounceFirstPercentIndent = 20% ; Percentage of shot distance control points are placed
  970.         BounceSecondPercentIndent = 80%
  971.  
  972.         GroundHitFX       = FX_ThrownRockGroundHit
  973.         GroundBounceFX    = FX_ThrownRockBounceHit
  974.     End
  975.  
  976.     Behavior = InvisibilityUpdate ModuleTag_StealthForEscape
  977.         InvisibilityNugget
  978.             InvisibilityType        = STEALTH
  979.             ForbiddenConditions        = MOVING FIRING_ANY TAKING_DAMAGE USING_ABILITY
  980.             BecomeStealthedFX       = FX_ElvenCloakOn
  981.             ExitStealthFX           = FX_ElvenCloakOff
  982.             Options                    = UNTOGGLE_HIDDEN_WHEN_LEAVING_STEALTH
  983.         End
  984.         StartsActive                = No
  985.         UpdatePeriod                = 2000
  986.     End
  987.     
  988.     Behavior = SpecialPowerModule ModuleTag_ElfCloakStarter
  989.         SpecialPowerTemplate      = SpecialAbilityElfCloak
  990.         UpdateModuleStartsAttack  = Yes
  991.         ;InitiateSound           = 
  992.     End
  993.     Behavior = ToggleHiddenSpecialAbilityUpdate ModuleTag_ElfCloakUpdate   
  994.         SpecialPowerTemplate    = SpecialAbilityElfCloak
  995. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  996. ; No More Animations :(
  997. ;        UnpackingVariation        = 2
  998. ;        StartAbilityRange       = 2.0
  999. ;
  1000. ;        UnpackTime              = 1700 ; Drawing the horn
  1001. ;        PreparationTime         = 1   ; nothing
  1002. ;        PersistentPrepTime      = 1600 ; Blowing
  1003. ;        PackTime                = 1666 ; Putting horn away
  1004. ;
  1005. ;    PackSound               = 
  1006. ;    UnpackSound             = 
  1007. ;    TriggerSound            = 
  1008. ;    PrepSoundLoop           = 
  1009. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
  1010.         AwardXPForTriggering    = 0
  1011.     End    
  1012.  
  1013. ;    Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
  1014. ;        HitReactionLifeTimer1 = 7 ; level 1 (light  damage)  hit reaction animations in frames (5 per sec)
  1015. ;        HitReactionLifeTimer2 = 15 ; level 2 (medium damage)  hit reaction animations in frames (5 per sec)
  1016. ;        HitReactionLifeTimer3 = 10 ; level 3 (heavy  damage)  hit reaction animations in frames (5 per sec)
  1017.  
  1018. ;        HitReactionThreshold1 = 0.0   ; level 1 (light  damage) threshold trigger
  1019. ;        HitReactionThreshold2 = 25.0  ; level 2 (medium damage) threshold trigger
  1020. ;        HitReactionThreshold3 = 50.0  ; level 3 (heavy  damage) threshold trigger
  1021. ;    End
  1022.  
  1023.     Behavior = AutoHealBehavior ModuleTag_ElvenGiftHealing
  1024.         StartsActive                = No
  1025.         TriggeredBy                    = Upgrade_ElvenGift
  1026.         HealingAmount                = ELVEN_GIFT_REGEN_AMOUNT
  1027.         HealingDelay                = ELVEN_GIFT_REGEN_DELAY
  1028.         StartHealingDelay = HERO_HEAL_DELAY
  1029.         HealOnlyIfNotInCombat = Yes
  1030.     End
  1031.     
  1032.     Behavior = AttributeModifierUpgrade ModuleTag_ElvenGiftBonus
  1033.         TriggeredBy = Upgrade_ElvenGift
  1034.         AttributeModifier = SpellBookElvenGifts
  1035.     End
  1036.     
  1037.     Geometry = CYLINDER
  1038.     GeometryMajorRadius = 8.0
  1039.     GeometryMinorRadius = 8.0
  1040.     GeometryHeight = 19.2
  1041.     GeometryIsSmall = Yes
  1042.   Shadow = SHADOW_DECAL
  1043.   ShadowSizeX = 18;
  1044.   ShadowSizeY = 18;
  1045.   ShadowTexture = ShadowI;
  1046. End
  1047.  
  1048. //-----------------------------------------------------
  1049. ChildObject RohanPippen_Summoned RohanPippin
  1050.     
  1051.     IsTrainable        = No
  1052.     //CommandSet    = MinorSpiderCommandSet_Summoned
  1053.     CommandPoints    = 0
  1054.     EquivalentTo    = RohanPippin
  1055.     KindOf            = HOBBIT_KINDOF SUMMONED
  1056.     
  1057.     Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate
  1058.         //This one does the work, but the one in the horde displays the timer
  1059.         MinLifetime        = 120000
  1060.         MaxLifetime        = 120000
  1061.         DeathType        = FADED
  1062.     End    
  1063.     
  1064.     Behavior = SlowDeathBehavior ModuleTag_05
  1065.         DeathTypes            = ALL -KNOCKBACK -FADED
  1066.         SinkDelay            = 3000
  1067.         SinkRate            = 0.40     ; in Dist/Sec
  1068.         DestructionDelay    = 8000
  1069.         Sound                = INITIAL PippinVoiceDie
  1070.     End
  1071.  
  1072.     Behavior = SlowDeathBehavior ModuleTag_ConstructionDeath
  1073.         DeathTypes            = NONE +FADED
  1074.         DeathFlags            = DEATH_2
  1075.         FadeDelay            = 500
  1076.         FadeTime            = 3500
  1077.         DestructionDelay    = 4500
  1078.         Sound                = INITIAL SpellGenericUnsummonMS
  1079.     End
  1080. End