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data_ini_object_goodfaction_units_men_theoden.ini
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2006-01-31
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;------------------------------------------------------------------------------
;
; Theoden.ini
;
;------------------------------------------------------------------------------
; Theoden
Object RohanTheoden
; *** ART Parameters ***
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = HPTheoden
; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
ButtonImage = HITheoden
DescriptionStrategic = CONTROLBAR:LW_ToolTip_Theoden
Draw = W3DScriptedModelDraw ModuleTag_DRAW
;WadingParticleSys = EntRipples
OkToChangeModelColor = Yes
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState
Model = RUTheoden_SKN
Skeleton = RUTheoden_SKL
End
ModelConditionState = WORLD_BUILDER
Model = RUTheoden_SKN
Skeleton = RUTheoden_SKL
End
ModelConditionState = MOUNTED
Model = RUHHs_Theo_SKN
Skeleton = RUHHs_Theo_SKL
WeaponLaunchBone = PRIMARY PASSENGERBONE
End
AnimationState = MOUNTED DEBUG ;shift delete to trigger
Animation
AnimationName = RUHHs_Theo_IDLA
AnimationMode = ONCE
End
ParticleSysBone = BAT_HHEAD glowHorseGold FollowBone:Yes
ParticleSysBone = B_HHIPL glowHorseRearGold FollowBone:Yes
ParticleSysBone = BAT_SPINE2 glowGold FollowBone:Yes
End
; --- stunned anims
AnimationState = MOUNTED FREEFALL
Animation = freefall
AnimationName = RUHHs_Theo_FLYC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOUNTED STUNNED_FLAILING
Animation = JustDie
AnimationName = RUHHs_Theo_FLYC
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOUNTED PASSENGER
Animation = grabbed
AnimationName = RUHHs_Theo_GBDA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOUNTED DYING SPLATTED
Animation = Land
AnimationName = RUHHs_Theo_LNDA
AnimationMode = ONCE
AnimationBlendTime = 2
End
FXEvent = Frame:2 Name:FX_SplatDust
End
; This is the no-spawn-horse type of death
AnimationState = MOUNTED DYING ; DEATH_2 Normally has DEATH_2, but just as a backup don't insist
Animation = JustDie
AnimationName = RUHHs_Theo_DIEA
AnimationMode = ONCE
End
End
AnimationState = MOUNTED STUNNED_STANDING_UP
Animation = StandUp
AnimationName = RUHHs_Theo_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 3.5 3.5
End
End
AnimationState = MOUNTED STUNNED
Animation = Land
AnimationName = RUHHs_Theo_LNDA
AnimationMode = ONCE
End
End
AnimationState = PARALYZED MOUNTED
Animation
AnimationName = RUHHs_Theo_IDLA
AnimationMode = LOOP
End
End
AnimationState = MOUNTED MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = RunAndFire
AnimationName = RUHHs_Theo_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
; This is what happens when Theo gives his rousing speech
AnimationState = MOUNTED MOVING USING_SPECIAL_ABILITY
Animation = RousingSpeech
AnimationName = RUHHs_Theo_WLKB
AnimationMode = LOOP
End
;;ParticleSysBone = None CalvaryDustTrails
End
AnimationState = MOUNTED TURN_LEFT_HIGH_SPEED
Animation = TurnLeft
AnimationName = RUHHs_Theo_TNL1
AnimationMode = LOOP
AnimationSpeedFactorRange= 1.2 1.2
AnimationBlendTime = 20
End
End
AnimationState = MOUNTED TURN_RIGHT_HIGH_SPEED
Animation = TurnLeft
AnimationName = RUHHs_Theo_TNR1
AnimationMode = LOOP
AnimationSpeedFactorRange= 1.2 1.2
AnimationBlendTime = 20
End
End
AnimationState = MOUNTED MOVING TURN_LEFT
Animation = TurnLeft
AnimationName = RUHHs_Theo_TRNL
AnimationMode = LOOP
End
; ;ParticleSysBone = None CalvaryDustTrails
End
AnimationState = MOUNTED MOVING TURN_RIGHT
Animation = TurnRight
AnimationName = RUHHs_Theo_TRNR
AnimationMode = LOOP
End
; ;ParticleSysBone = None CalvaryDustTrails
End
AnimationState = MOUNTED MOVING ACCELERATE
Animation = Accelerate
AnimationName = RUHHs_Theo_ACCL
AnimationMode = LOOP
End
;ParticleSysBone = None CalvaryDustTrails
End
AnimationState = MOUNTED MOVING DECELERATE
Animation = Decelerate
AnimationName = RUHHs_Theo_DECL
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.6 0.6
End
;ParticleSysBone = None CalvaryDustTrails
End
AnimationState = MOUNTED MOVING WALKING
Animation = Walk
AnimationName = RUHHs_Theo_WLKA
AnimationMode = LOOP
End
;ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOUNTED MOVING BACKING_UP
Animation = BackingUp
AnimationName = RUHHs_Theo_BAKA
AnimationMode = LOOP
End
;ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOUNTED MOVING
Animation = RunA
AnimationName = RUHHs_Theo_RUNA
AnimationMode = LOOP
End
;ParticleSysBone = None CalvaryDustTrails
End
AnimationState = PACKING_TYPE_2 MOUNTED
StateName = SPELL
Animation = SPCC
AnimationName = RUHHs_Theo_SPCA
AnimationMode = ONCE
AnimationBlendTime = 20
End
End
AnimationState = PACKING_TYPE_1 MOUNTED
StateName = SPELL
Animation = SPCC
AnimationName = RUHHs_Theo_IDLC
AnimationSpeedFactorRange = 0.842 0.842
AnimationMode = ONCE
End
End
AnimationState = MOUNTED FIRING_OR_PREATTACK_A
Animation = AttackA
AnimationName = RUHHs_Theo_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = AttackB
AnimationName = RUHHs_Theo_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = MOUNTED ATTACKING
Animation = AttackA
AnimationName = RUHHs_Theo_ATKA
AnimationMode = MANUAL
End
End
AnimationState = MOUNTED LEVELED ; This state clears itself in 3 seconds
StateName = Idle
Animation = LevelUp
AnimationName = RUHHs_Theo_IDLC
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.666 0.666
End
End
AnimationState = RAISING_FLAG MOUNTED
Animation = CHRA
AnimationName = RUHHs_Theo_CHRA
AnimationMode = LOOP
End
End
AnimationState = EMOTION_TAUNTING MOUNTED
Animation = CHRA
AnimationName = RUHHs_Theo_CHRA
AnimationMode = LOOP
End
End
AnimationState = MOUNTED EMOTION_CELEBRATING
Animation = LevelUp
AnimationName = RUHHs_Theo_IDLC
AnimationMode = LOOP
End
End
AnimationState = MOUNTED SELECTED
SimilarRestart = Yes
StateName = AtAttentionIdle
Animation = ATNB
AnimationName = RUHHs_Theo_IDLH
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
EndScript
End
TransitionState = TRANS_MountedSelect
Animation = ATNA
AnimationName = RUHHs_Theo_ATNA
AnimationMode = ONCE
End
End
AnimationState = MOUNTED
StateName = Idle
Animation = IdleA
AnimationName = RUHHs_Theo_IDLA
AnimationPriority = 20
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = IdleB
AnimationName = RUHHs_Theo_IDLB
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = IdleC
AnimationName = RUHHs_Theo_IDLC
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
; --- Idle Anims
IdleAnimationState
StateName = BORED
Animation = IDLB
AnimationName = RUTheoden_IDLB
AnimationMode = ONCE
AnimationPriority = 1
End
Animation = IDLC
AnimationName = RUTheoden_IDLC
AnimationMode = ONCE
AnimationPriority = 10
End
Animation = IDLD
AnimationName = RUTheoden_IDLD
AnimationMode = ONCE
AnimationPriority = 1
End
Animation = IDLE
AnimationName = RUTheoden_IDLE
AnimationMode = ONCE
AnimationPriority = 1
End
Flags = RESTART_ANIM_WHEN_COMPLETE
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "SELECTED" then CurDrawableSetTransitionAnimState("Transition_SelectedToBored") end
if Prev == "READY" then CurDrawableSetTransitionAnimState("Transition_ReadyToBored") end
EndScript
End
AnimationState = FREEFALL
Animation = freefall
AnimationName = RUTheoden_FLYA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = STUNNED_FLAILING
Flags = RANDOMSTART
Animation = RUTheoden_FLYA
AnimationName = RUTheoden_FLYA
AnimationMode = LOOP
AnimationSpeedFactorRange = 0.4 0.6
End
End
; --- Dying anims
AnimationState = DYING SPLATTED
Animation = RUTheoden_LNDA
AnimationName = RUTheoden_LNDA
AnimationMode = ONCE
End
End
AnimationState = DYING
Animation = RUTheoden_DIEA ; this one sucks.
AnimationName = RUTheoden_DIEA
AnimationMode = ONCE
End
Animation = RUTheoden_DIEB
AnimationName = RUTheoden_DIEB
AnimationMode = ONCE
End
End
AnimationState = PARALYZED
Animation
AnimationName = RUTheoden_IDLB
AnimationMode = ONCE_BACKWARDS
End
Flags = START_FRAME_FIRST
End
; --- Stunned anims
AnimationState = STUNNED_STANDING_UP
Animation = RUTheoden_GTPA
AnimationName = RUTheoden_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End
AnimationState = STUNNED
Animation = RUTheoden_LNDA
AnimationName = RUTheoden_LNDA
AnimationMode = ONCE
End
End
AnimationState = MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = RunAndFire
AnimationName = RUTheoden_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
; Attacking Anims
AnimationState = FIRING_OR_PREATTACK_A
Animation = ATKA
AnimationName = RUTheoden_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
;AnimationSpeedFactorRange = .826 .826
End
Animation = ATKB
AnimationName = RUTheoden_ATKB
AnimationMode = ONCE
;AnimationSpeedFactorRange = .9066 .9066
End
Animation = ATKC
AnimationName = RUTheoden_ATKC
AnimationMode = ONCE
UseWeaponTiming = Yes
;AnimationSpeedFactorRange = 1.1466 1.1466
End
Animation = ATKD
AnimationName = RUTheoden_ATKD
AnimationMode = ONCE
UseWeaponTiming = Yes
;AnimationSpeedFactorRange = 1.0666 1.0666
End
End
AnimationState = MOVING ATTACKING
Animation = RUTheoden_RUNB
AnimationName = RUTheoden_RUNB
AnimationSpeedFactorRange = 0.4 0.4
AnimationMode = LOOP
AnimationBlendTime = 10
Distance = 30
End
End
AnimationState = MOVING
Animation = RUTheoden_RUNA
AnimationName = RUTheoden_RUNA
AnimationMode = LOOP
Distance = 30
End
End
AnimationState = PACKING_TYPE_2
StateName = SPELL
Animation = SPCC
AnimationName = RUTheoden_SPCB
AnimationSpeedFactorRange = 1.1666 1.1666
AnimationMode = ONCE
AnimationBlendTime = 20
End
Animation = SPCD
AnimationName = RUTheoden_SPCC
AnimationMode = ONCE
AnimationBlendTime = 20
End
End
; --------- Click and Hit Reactions ------------
AnimationState = HIT_REACTION HIT_LEVEL_1
Animation = Hit_Level_1_a
AnimationName = RUTheoden_HITA
AnimationMode = ONCE
End
End
;----Emotion Animations
AnimationState = LEVELED ; This state clears itself in 3 seconds
Animation = LevelUp
AnimationName = RUTheoden_CHRB
AnimationMode = ONCE
End
End
AnimationState = EMOTION_CELEBRATING
Animation = CHRA
AnimationName = RUTheoden_CHRA
AnimationMode = ONCE
End
Animation = CHRB
AnimationName = RUTheoden_CHRB
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = EMOTION_TAUNTING
Animation = CHRB
AnimationName = RUTheoden_CHRB
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = EMOTION_ALERT
StateName = READY
Animation = ready
AnimationName = RUTheoden_IDLA
AnimationMode = LOOP
AnimationBlendTime = 20
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "BORED" then CurDrawableSetTransitionAnimState("Transition_BoredToReady") end
if Prev == "SELECTED" then CurDrawableSetTransitionAnimState("Transition_SelectedToReady") end
EndScript
End
AnimationState = RAISING_FLAG
Animation = CHRA
AnimationName = RUTheoden_CHRA
AnimationMode = ONCE
End
Animation = CHRB
AnimationName = RUTheoden_CHRB
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = SELECTED
StateName = SELECTED
Animation = ATNB
AnimationName = RUTheoden_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "BORED" then CurDrawableSetTransitionAnimState("Transition_BoredToSelected") end
if Prev == "READY" then CurDrawableSetTransitionAnimState("Transition_ReadyToSelected") end
if Prev == "SPELL" then CurDrawableSetTransitionAnimState("Transition_ReadyToSelected") end
EndScript
End
TransitionState Transition_BoredToReady
Animation = ready
AnimationName = RUTheoden_IDLA
AnimationMode = LOOP
AnimationBlendTime = 20
End
End
TransitionState Transition_ReadyToBored
Animation = IDLC
AnimationName = RUTheoden_IDLC
AnimationMode = ONCE
AnimationBlendTime = 20
End
End
TransitionState Transition_BoredToSelected
Animation = ATNA
AnimationName = RUTheoden_ATNA
AnimationMode = ONCE
End
End
TransitionState Transition_SelectedToBored
Animation = ATNE
AnimationName = RUTheoden_ATNE
AnimationMode = ONCE
End
End
TransitionState Transition_SelectedToReady
Animation = ATNC
AnimationName = RUTheoden_ATNA ; RUTheoden_ATNC doesn't exist.
AnimationMode = ONCE
End
End
TransitionState Transition_ReadyToSelected
Animation = ATNC
AnimationName = RUTheoden_ATNA ; RUTheoden_ATNC doesn't exist
AnimationMode = ONCE_BACKWARDS
End
Flags = START_FRAME_LAST
End
End
Draw = W3DScriptedModelDraw DustEffects
DefaultModelConditionState
Model = None
End
IdleAnimationState
End
AnimationState = MOUNTED MOVING WADING
ParticleSysBone = None FootstepSlash
End
AnimationState = MOUNTED MOVING ACCELERATE
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOUNTED MOVING ACCELERATE
ParticleSysBone = None GenericSiegeTrailDust
End
AnimationState = MOUNTED MOVING
End
End
#include "..\..\..\includes\StunDrawModuleSmall.inc"
; ***DESIGN parameters ***
Side = Men
EditorSorting = UNIT
ThreatLevel = THEODEN_THREAT_LEVEL
ThingClass = CHARACTER_UNIT
BuildCost = THEODEN_BUILDCOST
BuildTime = THEODEN_BUILDTIME
ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
;//DisplayMeleeDamage = THEODEN_DAMAGE
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
WeaponSet
Conditions = NONE
Weapon = PRIMARY TheodenSword
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
WeaponSet
Conditions = MOUNTED
Weapon = PRIMARY TheodenSwordMounted
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
;------ Armor Sets --------
ArmorSet
Conditions = None
Armor = HeroArmor
DamageFX = NormalDamageFX
End
ArmorSet
Conditions = MOUNTED
Armor = HeroArmorMounted
DamageFX = NormalDamageFX
End
VisionRange = VISION_HERO_STANDARD
ShroudClearingRange = SHROUD_CLEAR_HERO
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%
BountyValue = ROHAN_THEODEN_BOUNTY_VALUE
DisplayName = OBJECT:RohanTheoden
RecruitText = CONTROLBAR:RohanTheodenRecruit
ReviveText = CONTROLBAR:RohanTheodenRevive
Hotkey = CONTROLBAR:RohanTheodenHotkey
CrusherLevel = 0 ;Can I crush anything?
MountedCrusherLevel = 1 ;Crush level when mounted.
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = cavalry/heroes
MountedCrushableLevel = 2 ;Crusable level when mounted.
CrushWeapon = HeroCrush
MinCrushVelocityPercent = 50 ; Has to be moving at at least 50% of full speed.
CrushDecelerationPercent = 30 ; Lose xx percent of max velocity when crushing.
CrushKnockback = 40
CrushZFactor = 1.0
CommandSet = RohanTheodenCommandSet
CommandPoints = 50
; *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Hero
AutoResolveCombatChain = AutoResolve_HeroCombatChain
AutoResolveBody = AutoResolve_TheodenBody
AutoResolveArmor
Armor = AutoResolve_TheodenArmor
End
AutoResolveWeapon
Weapon = AutoResolve_TheodenWeapon
End
AutoResolveLeadership = AutoResolve_TheodenBonus
; *** AUDIO Parameters ***;
VoiceAttack = TheodenVoiceAttack
VoiceAttackCharge = TheodenVoiceAttackCharge
VoiceAttackStructure = TheodenVoiceAttackBuilding
;VoiceCreated = TheodenVoiceSalute ;this conflicts with his respawn dialogue line -- rehooked to spawn FX
;VoiceFullyCreated = TheodenVoiceSalute ;this conflicts with his respawn dialogue line -- rehooked to spawn FX
VoiceFear = TheodenVoiceHelpMe
VoiceGuard = TheodenVoiceMove
VoiceMove = TheodenVoiceMove
VoiceMoveToCamp = TheodenVoiceMoveCamp
VoicePriority = 86
VoiceSelect = TheodenVoiceSelectMS
VoiceSelectBattle = TheodenVoiceSelectBattle
SoundCrushing = RohirrimCrushing ; Sound made when crushing another unit underhoof
SoundImpact = ImpactHorse
;TheodenVoiceDismountHobbit
;TheodenVoiceFavor
;TheodenVoiceGloriousCharge
;TheodenVoiceJoinHobbit
;TheodenVoiceSpeech
;TheodenRousingSpeechEnd (old speech?)
UnitSpecificSounds
VoiceGarrison = TheodenVoiceGarrison
VoiceEnterUnitElvenTransportShip = TheodenVoiceMove
VoiceInitiateCaptureBuilding = TheodenVoiceMove
End
ClientBehavior = ModelConditionSoundSelectorClientBehavior ModuleTag_MCSoundSelector
SoundState = MOUNTED
VoiceMove = TheodenVoiceMoveMounted
VoiceSelect = TheodenVoiceSelectMountedMS
End
End
CrowdResponseKey = GoodMen
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
EvaEventDieOwner = TheodenDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:FootstepDirtA Animation:RUTheoden_SKL.RUTheoden_RUNA Frames:5 16
AnimationSound = Sound:FootstepDirtA Animation:RUTheoden_SKL.RUTheoden_RUNB Frames:4 12 20 27
AnimationSound = Sound:TauntHumanHitShield Animation:RUTheoden_SKL.RUTheoden_CHRB Frames:21 31
AnimationSound = Sound:BodyFallGenericNoArmor Animation:RUTheoden_SKL.RUTheoden_DIEA Frames:47
AnimationSound = Sound:BodyFallGenericNoArmor Animation:RUTheoden_SKL.RUTheoden_DIEB Frames:19
AnimationSound = Sound:BodyFallSoldier Animation:RUTheoden_SKL.RUTheoden_LNDA Frames:1
AnimationSound = Sound:HorseMoveFootsteps Animation:RUHHs_Theo_SKL.RUHHs_Theo_ACCL Frames:14 32
AnimationSound = Sound:HorseMoveFootsteps Animation:RUHHs_Theo_SKL.RUHHs_Theo_RUNA Frames:0
AnimationSound = Sound:HorseMoveFootsteps Animation:RUHHs_Theo_SKL.RUHHs_Theo_TNL1 Frames:0
AnimationSound = Sound:HorseMoveFootsteps Animation:RUHHs_Theo_SKL.RUHHs_Theo_TNR1 Frames:0
AnimationSound = Sound:HorseWhinny Animation:RUHHs_Theo_SKL.RUHHs_Theo_IDLC Frames:3
AnimationSound = Sound:HorseDieForHero Animation:RUHHs_Theo_SKL.RUHHs_Theo_LNDA Frames:0
AnimationSound = Sound:BodyFallSoldier Animation:RUHHs_Theo_SKL.RUHHs_Theo_LNDA Frames:1 9
AnimationSound = Sound:HorseDieForHero Animation:RUHHs_Theo_SKL.RUHHs_Theo_DIEA Frames:0
AnimationSound = Sound:BodyFallGenericNoArmor Animation:RUHHs_Theo_SKL.RUHHs_Theo_DIEA Frames:4
AnimationSound = Sound:BodyFallSoldier Animation:RUHHs_Theo_SKL.RUHHs_Theo_DIEA Frames:42
End
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system
Key = Humanoid_Male Man Man_Male Unit Infantry Hero
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE ARMY_SUMMARY HEAVY_MELEE_HITTER
PathfindDiameter = 40.0
Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = THEODEN_HEALTH ;BALANCE Theoden Health
PermanentlyKilledByFilter = NONE ;Who kills me permanently?
DodgePercent = HERO_DODGE_PERCENT
End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate
DeathAnim = DYING ;Model condition to play when killed-to-respawn
DeathFX = FX_TheodenDieToRespawn ;FXList to play when killed-to-respawn
DeathAnimationTime = 4000 ;How long DeathAnim will take.
InitialSpawnFX = FX_TheodenInitialSpawn
RespawnAnim = LEVELED ;Animation to play when respawning.
RespawnFX = FX_TheodenRespawn ;FXList to play when respawning.
RespawnAnimationTime = 4000 ;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 = HITheoden_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:600 Time:60000 Health:100% ;DEFAULT VALUES
End
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End
Behavior = AutoHealBehavior ModuleTag_TheodenHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = 300 ; 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
Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
HoldGroundCloseRangeDistance = 40
AILuaEventsList = TheodenFunctions
End
LocomotorSet
Locomotor = TheodenHumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_GOOD_HERO_SPEED
End
LocomotorSet
Locomotor = HeroHorseLocomotor
Condition = SET_MOUNTED
Speed = NORMAL_CAVALRY_FAST_HORDE_SPEED
End
Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
StartsActive = No ;If no, requires upgrade to turn on.
BonusName = GenericHeroLeadership
TriggeredBy = Upgrade_TheodenLeadership
RefreshDelay = 2000
Range = 200
AntiCategory = BUFF
ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
End
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_TheodenLeadership
End
Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
;;; KINGS FAVOUR ;;;
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_KingsFavorEnabler
SpecialPowerTemplate = SpecialAbilityKingsFavor
TriggeredBy = Upgrade_TheodenKingsFavor
End
Behavior = SpecialPowerModule ModuleTag_KingsFavorSpecialPowerModule
SpecialPowerTemplate = SpecialAbilityKingsFavor
StartsPaused = Yes
UpdateModuleStartsAttack = Yes
InitiateSound = TheodenVoiceFavor
End
Behavior = LevelGrantSpecialPower ModuleTag_KingsFavor
SpecialPowerTemplate = SpecialAbilityKingsFavor
UnpackingVariation = 2
StartAbilityRange = 200.0
; LevelFX = FX_PorterDeliver
LevelFX = FX_LevelUp
Experience = 50
RadiusEffect = 150
AcceptanceFilter = KINGSFAVOR_OBJECTFILTER
UnpackTime = 3000
PreparationTime = 0
FreezeAfterTriggerDuration = 2000 ; Hold AI for this long after we fire.
End
;-------------------------------------------
;;;; Elven Gift bonus
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
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenGloriousChargeEnabler
SpecialPowerTemplate = SpecialAbilityTheodenGloriousCharge
TriggeredBy = Upgrade_TheodenGloriousCharge
End
Behavior = SpecialPowerModule ModuleTag_TheodenGloriousChargeUpdate
SpecialPowerTemplate = SpecialAbilityTheodenGloriousCharge
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
AttributeModifier = TheodenGloriousCharge
AttributeModifierRange = 200
AttributeModifierAffectsSelf = Yes
AttributeModifierAffects = ANY +CAVALRY
AttributeModifierFX = FX_TheodenGloriousChargeFX
End
Behavior = SpecialAbilityUpdate ModuleTag_GloriousChargeAnimation
UnpackTime = 1000
UnpackingVariation = 1
SpecialPowerTemplate = SpecialAbilityTheodenGloriousCharge
PreparationTime = 0
PersistentPrepTime = 0
PackTime = 1330
End
;;; MOUNTED HORDER SPECIAL ABILITY ;;;
Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter
SpecialPowerTemplate = SpecialAbilityToggleMounted
UpdateModuleStartsAttack = Yes
;InitiateSound =
StartsPaused = No
End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
SpecialPowerTemplate = SpecialAbilityToggleMounted
;UnpackingVariation = 2
UnpackTime = 2000
PreparationTime = 1
PersistentPrepTime = 250
PackTime = 2000
OpacityTarget = .3 ; How see-thru to be at peak of change
AwardXPForTriggering = 0
End
Behavior = DualWeaponBehavior ModuleTag_13
SwitchWeaponOnCloseRangeDistance = 80
End
Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL TheodenVoiceDie
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
;///////////////////
; AISpecialPowers
;///////////////////
Behavior = AISpecialPowerUpdate TheodenToggleMountedAI
CommandButtonName = Command_TheodenToggleMounted
SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_MOUNTED
End
Behavior = AISpecialPowerUpdate SpecialPowerTheodenGiveXPAoE
CommandButtonName = Command_SpecialAbilityKingsFavor
SpecialPowerAIType = AI_SPECIAL_POWER_GIVEXP_AOE
SpecialPowerRadius = 30.0
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryHeight = 25
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 19
ShadowSizeY = 19
ShadowTexture = ShadowI
End
;------------------------------------------------------------------------------
ChildObject RohanTheodenCavalry RohanTheoden
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDrawInWorldBuilder
;When in Worldbuilder, show the mounted version of Theoden!
OkToChangeModelColor = Yes
DefaultModelConditionState
;Model = RUHHs_Theo_M
;WeaponLaunchBone = PRIMARY PASSENGERBONE
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = RUHHs_Theo_M
End
End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
SpecialPowerTemplate = SpecialAbilityToggleMounted
TriggerInstantlyOnCreate = Yes ;Instantly puts Theoden on a horse.
UnpackTime = 2000
PreparationTime = 1
PersistentPrepTime = 250
PackTime = 2000
OpacityTarget = .3 ; How see-thru to be at peak of change
; PackSound =
; UnpackSound =
; TriggerSound =
; PrepSoundLoop =
AwardXPForTriggering = 0
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound: HorseWhinny50Percent Animation: GUGdfHrs_SKL.GUGdfHrs_IDLC Frames: 0
End
; *** AUDIO Parameters ***;
;VoiceMove = TheodenVoiceMoveMounted
;SoundMoveStart = GondorHorseMoveStart
;TheodenVoiceDismountHobbit
;TheodenVoiceFavor
;TheodenVoiceGloriousCharge
;TheodenVoiceJoinHobbit
;TheodenVoiceModeFoot
;TheodenVoiceModeMount
;TheodenVoiceRespawn
;TheodenVoiceSpeech
;TheodenRousingSpeechEnd (old speech?)
ShadowSizeX = 30;
ShadowSizeY = 21;
End