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Text File  |  2006-01-31  |  32KB  |  1,113 lines

  1. ;------------------------------------------------------------------------------
  2. ;
  3. ;    Theoden.ini
  4. ;
  5. ;------------------------------------------------------------------------------
  6.  
  7. ; Theoden
  8. Object RohanTheoden
  9.     ; *** ART Parameters ***
  10.  
  11.     ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
  12.     SelectPortrait = HPTheoden
  13.     
  14.     ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
  15.     ButtonImage = HITheoden
  16.     
  17.     DescriptionStrategic = CONTROLBAR:LW_ToolTip_Theoden
  18.     
  19.     Draw = W3DScriptedModelDraw ModuleTag_DRAW
  20.  
  21.         ;WadingParticleSys = EntRipples
  22.  
  23.       OkToChangeModelColor = Yes
  24.       
  25.         StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
  26.  
  27.         DefaultModelConditionState
  28.             Model = RUTheoden_SKN
  29.             Skeleton = RUTheoden_SKL
  30.         End
  31.         ModelConditionState = WORLD_BUILDER
  32.             Model = RUTheoden_SKN
  33.             Skeleton = RUTheoden_SKL
  34.         End
  35.         
  36.         ModelConditionState = MOUNTED
  37.             Model    =    RUHHs_Theo_SKN
  38.             Skeleton = RUHHs_Theo_SKL
  39.             WeaponLaunchBone    = PRIMARY PASSENGERBONE
  40.         End
  41.         
  42.         AnimationState                = MOUNTED DEBUG  ;shift delete to trigger
  43.             Animation
  44.                 AnimationName       = RUHHs_Theo_IDLA      
  45.                 AnimationMode       = ONCE
  46.             End
  47.             ParticleSysBone = BAT_HHEAD glowHorseGold FollowBone:Yes            
  48.             ParticleSysBone = B_HHIPL glowHorseRearGold FollowBone:Yes
  49.             ParticleSysBone = BAT_SPINE2 glowGold FollowBone:Yes            
  50.         End
  51.         
  52.         
  53.         
  54.         
  55.         ; --- stunned anims
  56.         AnimationState                =    MOUNTED FREEFALL 
  57.             Animation                =    freefall
  58.                 AnimationName        =    RUHHs_Theo_FLYC
  59.                 AnimationMode        =    LOOP
  60.             End
  61.             Flags                    =    RANDOMSTART
  62.         End
  63.  
  64.         AnimationState                =    MOUNTED STUNNED_FLAILING 
  65.             Animation                =    JustDie
  66.                 AnimationName        =    RUHHs_Theo_FLYC
  67.                 AnimationMode        =    LOOP
  68.             End
  69.             Flags                    =    RANDOMSTART
  70.         End
  71.  
  72.         AnimationState                =    MOUNTED PASSENGER
  73.             Animation                =    grabbed
  74.                 AnimationName        =    RUHHs_Theo_GBDA
  75.                 AnimationMode        =    LOOP
  76.             End
  77.             Flags                    =    RANDOMSTART
  78.         End
  79.  
  80.         
  81.  
  82.         AnimationState                =    MOUNTED DYING SPLATTED
  83.             Animation                =    Land
  84.                 AnimationName        =    RUHHs_Theo_LNDA
  85.                 AnimationMode        =    ONCE
  86.                 AnimationBlendTime  =   2
  87.             End
  88.             FXEvent    = Frame:2 Name:FX_SplatDust
  89.         End
  90.  
  91.  
  92.         ; This is the no-spawn-horse type of death
  93.         AnimationState                =    MOUNTED DYING    ; DEATH_2 Normally has DEATH_2, but just as a backup don't insist
  94.             Animation                =    JustDie
  95.                 AnimationName        =    RUHHs_Theo_DIEA
  96.                 AnimationMode        =    ONCE
  97.             End
  98.         End
  99.  
  100.         AnimationState                =    MOUNTED STUNNED_STANDING_UP
  101.             Animation                =    StandUp
  102.                 AnimationName        =    RUHHs_Theo_GTPA
  103.                 AnimationMode        =    ONCE
  104.                 AnimationSpeedFactorRange = 3.5 3.5
  105.             End
  106.         End
  107.                 
  108.         AnimationState                =    MOUNTED STUNNED
  109.             Animation                =    Land
  110.                 AnimationName        =    RUHHs_Theo_LNDA
  111.                 AnimationMode        =    ONCE
  112.             End
  113.         End
  114.         
  115.         
  116.         AnimationState                        = PARALYZED MOUNTED
  117.             Animation
  118.                 AnimationName                = RUHHs_Theo_IDLA
  119.                 AnimationMode                = LOOP
  120.             End
  121.         End
  122.  
  123.         AnimationState        = MOUNTED MOVING FIRING_OR_PREATTACK_A
  124.             ShareAnimation        = Yes
  125.             Animation           = RunAndFire
  126.                 AnimationName       = RUHHs_Theo_ATRA
  127.                 AnimationMode       = LOOP
  128.             End
  129.             Flags               = RANDOMSTART 
  130.         End
  131.         
  132.  
  133.  
  134.         ; This is what happens when Theo gives his rousing speech
  135.         AnimationState                =    MOUNTED MOVING USING_SPECIAL_ABILITY
  136.             Animation                =    RousingSpeech
  137.                 AnimationName        =    RUHHs_Theo_WLKB
  138.                 AnimationMode        =    LOOP
  139.             End
  140.             ;;ParticleSysBone            =    None CalvaryDustTrails
  141.         End
  142.         
  143.         AnimationState                =    MOUNTED TURN_LEFT_HIGH_SPEED
  144.             Animation                =    TurnLeft
  145.                 AnimationName        =    RUHHs_Theo_TNL1
  146.                 AnimationMode        =    LOOP
  147.                 AnimationSpeedFactorRange= 1.2 1.2
  148.                 AnimationBlendTime    =    20
  149.             End
  150.         End
  151.         
  152.         AnimationState                =    MOUNTED TURN_RIGHT_HIGH_SPEED
  153.             Animation                =    TurnLeft
  154.                 AnimationName        =    RUHHs_Theo_TNR1
  155.                 AnimationMode        =    LOOP
  156.                 AnimationSpeedFactorRange= 1.2 1.2
  157.                 AnimationBlendTime    =    20
  158.             End
  159.         End
  160.         
  161.  
  162.         AnimationState                =    MOUNTED MOVING TURN_LEFT 
  163.             Animation                =    TurnLeft
  164.                 AnimationName        =    RUHHs_Theo_TRNL
  165.                 AnimationMode        =    LOOP
  166.             End
  167. ;            ;ParticleSysBone            =    None CalvaryDustTrails
  168.         End
  169.  
  170.         AnimationState                =    MOUNTED MOVING TURN_RIGHT 
  171.             Animation                =    TurnRight
  172.                 AnimationName        =    RUHHs_Theo_TRNR
  173.                 AnimationMode        =    LOOP
  174.             End
  175. ;            ;ParticleSysBone            =    None CalvaryDustTrails
  176.         End
  177.  
  178.         AnimationState                =    MOUNTED MOVING ACCELERATE
  179.             Animation                =    Accelerate
  180.                 AnimationName        =    RUHHs_Theo_ACCL
  181.                 AnimationMode        =    LOOP
  182.             End
  183.             ;ParticleSysBone            =    None CalvaryDustTrails
  184.         End
  185.  
  186.         AnimationState                =    MOUNTED MOVING DECELERATE
  187.             Animation                =    Decelerate
  188.                 AnimationName        =    RUHHs_Theo_DECL
  189.                 AnimationMode        =    ONCE
  190.                 AnimationSpeedFactorRange = 0.6 0.6
  191.             End
  192.             ;ParticleSysBone            =    None CalvaryDustTrails
  193.         End
  194.  
  195.         AnimationState                =    MOUNTED MOVING WALKING
  196.             Animation                =    Walk
  197.                 AnimationName        =    RUHHs_Theo_WLKA
  198.                 AnimationMode        =    LOOP
  199.             End
  200.             ;ParticleSysBone            =    None InfantryDustTrails  
  201.         End
  202.         
  203.         AnimationState                =    MOUNTED MOVING BACKING_UP
  204.             Animation                =    BackingUp
  205.                 AnimationName        =    RUHHs_Theo_BAKA
  206.                 AnimationMode        =    LOOP
  207.             End
  208.             ;ParticleSysBone            =    None InfantryDustTrails  
  209.         End
  210.  
  211.  
  212.         AnimationState                =    MOUNTED MOVING
  213.             Animation                =    RunA
  214.                 AnimationName        =    RUHHs_Theo_RUNA
  215.                 AnimationMode        =    LOOP
  216.             End
  217.             ;ParticleSysBone            =    None CalvaryDustTrails  
  218.         End
  219.         
  220.         AnimationState                        =    PACKING_TYPE_2 MOUNTED
  221.             StateName                        =    SPELL
  222.             Animation                        =    SPCC
  223.                 AnimationName                =    RUHHs_Theo_SPCA
  224.                 AnimationMode                =    ONCE
  225.                 AnimationBlendTime    =    20
  226.             End
  227.         End
  228.         
  229.         AnimationState                        =    PACKING_TYPE_1 MOUNTED
  230.             StateName                        =    SPELL
  231.             Animation                        =    SPCC
  232.                 AnimationName                =    RUHHs_Theo_IDLC
  233.                 AnimationSpeedFactorRange    =    0.842 0.842
  234.                 AnimationMode                =    ONCE
  235.             End        
  236.         End
  237.         
  238.         AnimationState                =    MOUNTED FIRING_OR_PREATTACK_A
  239.             Animation                =    AttackA
  240.                 AnimationName        =    RUHHs_Theo_ATKA
  241.                 AnimationMode        =    ONCE
  242.                 UseWeaponTiming        =    Yes
  243.             End
  244.             Animation                =    AttackB
  245.                 AnimationName        =    RUHHs_Theo_ATKB
  246.                 AnimationMode        =    ONCE
  247.                 UseWeaponTiming        =    Yes
  248.             End
  249.             Flags                    =    RESTART_ANIM_WHEN_COMPLETE
  250.         End
  251.  
  252.         AnimationState                =    MOUNTED ATTACKING
  253.             Animation                =    AttackA
  254.                 AnimationName        =    RUHHs_Theo_ATKA
  255.                 AnimationMode        =    MANUAL
  256.             End
  257.         End
  258.  
  259.         AnimationState                = MOUNTED LEVELED              ; This state clears itself in 3 seconds
  260.             StateName                = Idle
  261.             Animation                = LevelUp
  262.                 AnimationName        = RUHHs_Theo_IDLC
  263.                 AnimationMode        = ONCE
  264.                 AnimationSpeedFactorRange    =    0.666 0.666
  265.             End
  266.         End
  267.         
  268.         AnimationState                =    RAISING_FLAG MOUNTED
  269.                 Animation           =    CHRA
  270.                     AnimationName   =    RUHHs_Theo_CHRA
  271.                     AnimationMode   =    LOOP
  272.                 End
  273.         End
  274.  
  275.         AnimationState                =    EMOTION_TAUNTING MOUNTED
  276.                 Animation           =    CHRA
  277.                     AnimationName   =    RUHHs_Theo_CHRA
  278.                     AnimationMode   =    LOOP
  279.                 End
  280.         End
  281.  
  282.         AnimationState                = MOUNTED EMOTION_CELEBRATING
  283.             Animation                = LevelUp
  284.                 AnimationName        = RUHHs_Theo_IDLC
  285.                 AnimationMode        = LOOP
  286.             End
  287.         End
  288.         
  289.         AnimationState                =    MOUNTED SELECTED
  290.             SimilarRestart            =   Yes            
  291.             StateName                =    AtAttentionIdle
  292.             Animation                =    ATNB
  293.                 AnimationName        =    RUHHs_Theo_IDLH
  294.                 AnimationMode        =    LOOP
  295.             End
  296.             BeginScript
  297.                 Prev = CurDrawablePrevAnimationState()
  298.                 if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
  299.                 if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
  300.             EndScript
  301.         End
  302.         
  303.         TransitionState                =    TRANS_MountedSelect
  304.             Animation                =    ATNA
  305.                 AnimationName        =    RUHHs_Theo_ATNA
  306.                 AnimationMode        =    ONCE
  307.             End
  308.         End
  309.         
  310.         AnimationState            = MOUNTED
  311.             StateName = Idle
  312.             Animation    =    IdleA
  313.                 AnimationName        =    RUHHs_Theo_IDLA
  314.                 AnimationPriority    =    20
  315.                 AnimationMode        =    ONCE
  316.                 AnimationBlendTime    =    15
  317.             End
  318.             Animation                =    IdleB
  319.                 AnimationName        =    RUHHs_Theo_IDLB
  320.                 AnimationMode        =    ONCE
  321.                 AnimationBlendTime    =    15
  322.             End
  323.             Animation                =    IdleC
  324.                 AnimationName        =    RUHHs_Theo_IDLC
  325.                 AnimationMode        =    ONCE
  326.                 AnimationBlendTime    =    15
  327.             End
  328.             Flags                    =    RESTART_ANIM_WHEN_COMPLETE
  329.         End
  330.  
  331.         ; --- Idle Anims
  332.         IdleAnimationState
  333.             StateName                =    BORED
  334.             Animation                =    IDLB
  335.                 AnimationName        =    RUTheoden_IDLB
  336.                 AnimationMode        =    ONCE
  337.                 AnimationPriority    =    1
  338.             End
  339.             Animation                =    IDLC
  340.                 AnimationName        =    RUTheoden_IDLC
  341.                 AnimationMode        =    ONCE
  342.                 AnimationPriority    =    10
  343.             End
  344.             Animation                =    IDLD
  345.                 AnimationName        =    RUTheoden_IDLD
  346.                 AnimationMode        =    ONCE
  347.                 AnimationPriority    =    1
  348.             End
  349.             Animation                =    IDLE
  350.                 AnimationName        =    RUTheoden_IDLE
  351.                 AnimationMode        =    ONCE
  352.                 AnimationPriority    =    1
  353.             End
  354.             Flags                =    RESTART_ANIM_WHEN_COMPLETE
  355.             BeginScript
  356.                 Prev = CurDrawablePrevAnimationState()
  357.                 if Prev == "SELECTED"    then CurDrawableSetTransitionAnimState("Transition_SelectedToBored") end
  358.                 if Prev == "READY"        then CurDrawableSetTransitionAnimState("Transition_ReadyToBored") end
  359.             EndScript
  360.         End
  361.         
  362.         AnimationState                =    FREEFALL 
  363.             Animation                =    freefall
  364.                 AnimationName        =    RUTheoden_FLYA
  365.                 AnimationMode        =    LOOP
  366.             End
  367.             Flags                    =    RANDOMSTART
  368.         End
  369.         
  370.         AnimationState                        =    STUNNED_FLAILING 
  371.             Flags                            =    RANDOMSTART
  372.             Animation                        =    RUTheoden_FLYA
  373.                 AnimationName                =    RUTheoden_FLYA
  374.                 AnimationMode                =    LOOP
  375.                 AnimationSpeedFactorRange    = 0.4 0.6
  376.             End
  377.         End
  378.         
  379.         ; --- Dying anims
  380.         AnimationState                        =    DYING SPLATTED
  381.             Animation                        =    RUTheoden_LNDA
  382.                 AnimationName                =    RUTheoden_LNDA
  383.                 AnimationMode                =    ONCE
  384.             End
  385.         End
  386.         AnimationState                        =    DYING
  387.             Animation                        =    RUTheoden_DIEA  ; this one sucks.
  388.                 AnimationName                =    RUTheoden_DIEA
  389.                 AnimationMode                =    ONCE
  390.             End
  391.             Animation                        =    RUTheoden_DIEB
  392.                 AnimationName                =    RUTheoden_DIEB
  393.                 AnimationMode                =    ONCE
  394.             End
  395.         End
  396.  
  397.         AnimationState                        = PARALYZED
  398.             Animation
  399.                 AnimationName                = RUTheoden_IDLB
  400.                 AnimationMode                = ONCE_BACKWARDS
  401.             End
  402.             Flags                            = START_FRAME_FIRST
  403.         End
  404.  
  405.         ; --- Stunned anims
  406.                         
  407.         AnimationState                        =    STUNNED_STANDING_UP
  408.             Animation                        =    RUTheoden_GTPA
  409.                 AnimationName                =    RUTheoden_GTPA
  410.                 AnimationMode                =    ONCE
  411.                 AnimationSpeedFactorRange = 1.5 1.5
  412.             End
  413.         End
  414.         AnimationState                        =    STUNNED 
  415.             Animation                        =    RUTheoden_LNDA
  416.                 AnimationName                =    RUTheoden_LNDA
  417.                 AnimationMode                =    ONCE
  418.             End
  419.         End
  420.         
  421.         AnimationState        = MOVING FIRING_OR_PREATTACK_A
  422.             ShareAnimation        = Yes
  423.             Animation           = RunAndFire
  424.                 AnimationName       = RUTheoden_ATRA
  425.                 AnimationMode       = LOOP
  426.             End
  427.             Flags               = RANDOMSTART 
  428.         End
  429.         
  430.         
  431.         ; Attacking Anims
  432.         AnimationState                        =    FIRING_OR_PREATTACK_A
  433.             Animation                        =    ATKA
  434.                 AnimationName                =    RUTheoden_ATKA
  435.                 AnimationMode                =    ONCE
  436.                 UseWeaponTiming                =    Yes
  437.                 ;AnimationSpeedFactorRange    =    .826 .826
  438.             End
  439.             Animation                        =    ATKB
  440.                 AnimationName                =    RUTheoden_ATKB
  441.                 AnimationMode                =    ONCE
  442.                 ;AnimationSpeedFactorRange    =    .9066 .9066
  443.             End
  444.             Animation                        =    ATKC
  445.                 AnimationName                =    RUTheoden_ATKC
  446.                 AnimationMode                =    ONCE
  447.                 UseWeaponTiming                =    Yes
  448.                 ;AnimationSpeedFactorRange    =    1.1466 1.1466
  449.             End
  450.             Animation                        =    ATKD
  451.                 AnimationName                =    RUTheoden_ATKD
  452.                 AnimationMode                =    ONCE
  453.                 UseWeaponTiming                =    Yes
  454.                 ;AnimationSpeedFactorRange    =    1.0666 1.0666
  455.             End
  456.         End
  457.         
  458.         AnimationState                        =    MOVING ATTACKING
  459.             Animation                        =    RUTheoden_RUNB
  460.                 AnimationName                =    RUTheoden_RUNB
  461.                 AnimationSpeedFactorRange    =    0.4 0.4
  462.                 AnimationMode                =    LOOP
  463.                 AnimationBlendTime            =   10
  464.                 Distance                    =    30
  465.             End
  466.         End    
  467.             
  468.         AnimationState                        =    MOVING 
  469.             Animation                        =    RUTheoden_RUNA
  470.                 AnimationName                =    RUTheoden_RUNA
  471.                 AnimationMode                =    LOOP
  472.                 Distance                    =    30
  473.             End
  474.         End
  475.  
  476.         AnimationState                        =    PACKING_TYPE_2
  477.             StateName                        =    SPELL
  478.             Animation                        =    SPCC
  479.                 AnimationName                =    RUTheoden_SPCB
  480.                 AnimationSpeedFactorRange    =    1.1666 1.1666
  481.                 AnimationMode                =    ONCE
  482.                 AnimationBlendTime    =    20
  483.             End
  484.             Animation                        =    SPCD
  485.                 AnimationName                =    RUTheoden_SPCC
  486.                 AnimationMode                =    ONCE
  487.                 AnimationBlendTime    =    20
  488.             End
  489.         End
  490.     
  491.         ; --------- Click and Hit Reactions ------------
  492.         AnimationState                        = HIT_REACTION HIT_LEVEL_1
  493.             Animation                        = Hit_Level_1_a
  494.                 AnimationName                = RUTheoden_HITA
  495.                 AnimationMode                = ONCE
  496.             End
  497.         End
  498.         
  499.         ;----Emotion Animations
  500.  
  501.         AnimationState                = LEVELED                         ; This state clears itself in 3 seconds
  502.             Animation                = LevelUp
  503.                 AnimationName        = RUTheoden_CHRB
  504.                 AnimationMode        = ONCE
  505.             End
  506.         End
  507.         
  508.         AnimationState                =    EMOTION_CELEBRATING
  509.             Animation                =    CHRA
  510.                 AnimationName        =    RUTheoden_CHRA
  511.                 AnimationMode        =    ONCE
  512.             End
  513.             Animation                =    CHRB
  514.                 AnimationName        =    RUTheoden_CHRB
  515.                 AnimationMode        =    ONCE
  516.             End
  517.             Flags                    =    RESTART_ANIM_WHEN_COMPLETE
  518.         End
  519.         
  520.         AnimationState                =    EMOTION_TAUNTING
  521.             Animation                =    CHRB
  522.                 AnimationName        =    RUTheoden_CHRB
  523.                 AnimationMode        =    ONCE
  524.             End
  525.             Flags                    =    RESTART_ANIM_WHEN_COMPLETE
  526.         End
  527.         
  528.         AnimationState                =    EMOTION_ALERT
  529.             StateName                =    READY
  530.             Animation                =    ready
  531.                 AnimationName        =    RUTheoden_IDLA
  532.                 AnimationMode        =    LOOP
  533.                 AnimationBlendTime    =    20
  534.             End
  535.             BeginScript
  536.                 Prev = CurDrawablePrevAnimationState()
  537.                 if Prev == "BORED"        then CurDrawableSetTransitionAnimState("Transition_BoredToReady") end
  538.                 if Prev == "SELECTED"    then CurDrawableSetTransitionAnimState("Transition_SelectedToReady") end
  539.             EndScript
  540.         End
  541.         
  542.         AnimationState                =    RAISING_FLAG
  543.             Animation                =    CHRA
  544.                 AnimationName        =    RUTheoden_CHRA
  545.                 AnimationMode        =    ONCE
  546.             End
  547.             Animation                =    CHRB
  548.                 AnimationName        =    RUTheoden_CHRB
  549.                 AnimationMode        =    ONCE
  550.             End
  551.             Flags                    =    RESTART_ANIM_WHEN_COMPLETE
  552.         End
  553.  
  554.         AnimationState                =    SELECTED 
  555.             StateName                =    SELECTED
  556.             Animation                =    ATNB
  557.                 AnimationName        =    RUTheoden_ATNB
  558.                 AnimationMode        =    LOOP
  559.             End
  560.             BeginScript
  561.                 Prev = CurDrawablePrevAnimationState()
  562.                 if Prev == "BORED" then CurDrawableSetTransitionAnimState("Transition_BoredToSelected") end
  563.                 if Prev == "READY" then CurDrawableSetTransitionAnimState("Transition_ReadyToSelected") end
  564.                 if Prev == "SPELL" then CurDrawableSetTransitionAnimState("Transition_ReadyToSelected") end
  565.             EndScript
  566.         End        
  567.         
  568.         TransitionState Transition_BoredToReady
  569.             Animation                =    ready
  570.                 AnimationName        =    RUTheoden_IDLA
  571.                 AnimationMode        =    LOOP
  572.                 AnimationBlendTime    =    20
  573.             End
  574.         End
  575.         
  576.         TransitionState Transition_ReadyToBored
  577.             Animation                =    IDLC
  578.                 AnimationName        =    RUTheoden_IDLC
  579.                 AnimationMode        =    ONCE
  580.                 AnimationBlendTime    =    20
  581.             End
  582.         End
  583.         
  584.         TransitionState Transition_BoredToSelected
  585.             Animation                =    ATNA
  586.                 AnimationName        =    RUTheoden_ATNA
  587.                 AnimationMode        =    ONCE
  588.             End
  589.         End
  590.  
  591.         TransitionState Transition_SelectedToBored
  592.             Animation                =    ATNE
  593.                 AnimationName        =    RUTheoden_ATNE
  594.                 AnimationMode        =    ONCE
  595.             End
  596.         End
  597.     
  598.         TransitionState Transition_SelectedToReady
  599.             Animation                =    ATNC
  600.                 AnimationName        =    RUTheoden_ATNA        ; RUTheoden_ATNC doesn't exist.
  601.                 AnimationMode        =    ONCE
  602.             End
  603.         End
  604.         
  605.         TransitionState Transition_ReadyToSelected
  606.             Animation                =    ATNC
  607.                 AnimationName        =    RUTheoden_ATNA        ; RUTheoden_ATNC doesn't exist
  608.                 AnimationMode        =    ONCE_BACKWARDS
  609.             End
  610.             Flags = START_FRAME_LAST
  611.         End
  612.     End
  613.  
  614.  
  615.     Draw = W3DScriptedModelDraw DustEffects
  616.         DefaultModelConditionState
  617.           Model = None
  618.         End
  619.         IdleAnimationState
  620.         End
  621.         AnimationState = MOUNTED MOVING WADING
  622.             ParticleSysBone = None FootstepSlash
  623.         End
  624.         AnimationState = MOUNTED MOVING ACCELERATE
  625.             ParticleSysBone = None GenericSiegeTrailDust
  626.         End
  627.         AnimationState = MOUNTED MOVING ACCELERATE
  628.             ParticleSysBone = None GenericSiegeTrailDust
  629.         End
  630.         AnimationState = MOUNTED MOVING
  631.         End
  632.     End
  633.  
  634.  
  635.     #include "..\..\..\includes\StunDrawModuleSmall.inc"
  636.  
  637.     ; ***DESIGN parameters ***
  638.     Side = Men
  639.     EditorSorting = UNIT
  640.     ThreatLevel = THEODEN_THREAT_LEVEL
  641.     ThingClass = CHARACTER_UNIT
  642.       BuildCost           = THEODEN_BUILDCOST
  643.       BuildTime           = THEODEN_BUILDTIME
  644.     ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
  645.     ;//DisplayMeleeDamage = THEODEN_DAMAGE
  646.  
  647.     TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
  648.     WeaponSet
  649.         Conditions = NONE
  650.         Weapon = PRIMARY    TheodenSword
  651.         AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  652.     End
  653.     WeaponSet
  654.         Conditions = MOUNTED
  655.         Weapon = PRIMARY    TheodenSwordMounted
  656.         AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
  657.     End
  658.     
  659.     ;------ Armor Sets --------
  660.     ArmorSet
  661.         Conditions      = None
  662.         Armor           = HeroArmor
  663.         DamageFX        = NormalDamageFX
  664.     End
  665.     ArmorSet
  666.         Conditions      = MOUNTED
  667.         Armor           = HeroArmorMounted
  668.         DamageFX        = NormalDamageFX
  669.     End
  670.  
  671.     VisionRange = VISION_HERO_STANDARD                
  672.     ShroudClearingRange = SHROUD_CLEAR_HERO
  673.     MaxVisionBonusPercent = 300%
  674.     VisionBonusTestRadius = 200
  675.     VisionBonusPercentPerFoot = 1.0%            
  676.  
  677.     BountyValue = ROHAN_THEODEN_BOUNTY_VALUE
  678.     DisplayName = OBJECT:RohanTheoden
  679.     RecruitText = CONTROLBAR:RohanTheodenRecruit
  680.     ReviveText    = CONTROLBAR:RohanTheodenRevive
  681.     Hotkey        = CONTROLBAR:RohanTheodenHotkey
  682.     CrusherLevel = 0            ;Can I crush anything?
  683.     MountedCrusherLevel = 1        ;Crush level when mounted.
  684.     CrushableLevel = 2            ;What am I?:        0 = for infantry, 1 = for trees, 2 = cavalry/heroes
  685.     MountedCrushableLevel = 2    ;Crusable level when mounted.
  686.  
  687.     CrushWeapon        = HeroCrush  
  688.  
  689.     MinCrushVelocityPercent = 50 ; Has to be moving at at least 50% of full speed.
  690.     CrushDecelerationPercent = 30 ; Lose xx percent of max velocity when crushing.
  691.     
  692.     CrushKnockback = 40
  693.     CrushZFactor = 1.0
  694.  
  695.     CommandSet = RohanTheodenCommandSet
  696.     CommandPoints = 50
  697.  
  698.  
  699.     ; *** AUTO RESOLVE DATA *** 
  700.     AutoResolveUnitType = AutoResolveUnit_Hero
  701.     AutoResolveCombatChain = AutoResolve_HeroCombatChain
  702.  
  703.     AutoResolveBody = AutoResolve_TheodenBody    
  704.  
  705.     AutoResolveArmor
  706.         Armor = AutoResolve_TheodenArmor
  707.     End
  708.  
  709.     AutoResolveWeapon
  710.         Weapon = AutoResolve_TheodenWeapon
  711.     End
  712.  
  713.     AutoResolveLeadership = AutoResolve_TheodenBonus
  714.   
  715.  
  716.     ; *** AUDIO Parameters ***;
  717.  
  718.     VoiceAttack            = TheodenVoiceAttack
  719.     VoiceAttackCharge        = TheodenVoiceAttackCharge
  720.     VoiceAttackStructure    = TheodenVoiceAttackBuilding
  721.     ;VoiceCreated        = TheodenVoiceSalute        ;this conflicts with his respawn dialogue line -- rehooked to spawn FX
  722.     ;VoiceFullyCreated    = TheodenVoiceSalute        ;this conflicts with his respawn dialogue line -- rehooked to spawn FX
  723.     VoiceFear            = TheodenVoiceHelpMe
  724.     VoiceGuard            = TheodenVoiceMove
  725.     VoiceMove            = TheodenVoiceMove
  726.     VoiceMoveToCamp        = TheodenVoiceMoveCamp
  727.     VoicePriority        = 86
  728.     VoiceSelect            = TheodenVoiceSelectMS
  729.     VoiceSelectBattle        = TheodenVoiceSelectBattle
  730.  
  731.     SoundCrushing        = RohirrimCrushing        ; Sound made when crushing another unit underhoof
  732.     SoundImpact            = ImpactHorse
  733.  
  734. ;TheodenVoiceDismountHobbit
  735. ;TheodenVoiceFavor
  736. ;TheodenVoiceGloriousCharge
  737. ;TheodenVoiceJoinHobbit
  738. ;TheodenVoiceSpeech
  739. ;TheodenRousingSpeechEnd (old speech?)
  740.  
  741.     UnitSpecificSounds
  742.         VoiceGarrison    = TheodenVoiceGarrison
  743.         VoiceEnterUnitElvenTransportShip    = TheodenVoiceMove
  744.         VoiceInitiateCaptureBuilding        = TheodenVoiceMove
  745.     End
  746.  
  747.     ClientBehavior = ModelConditionSoundSelectorClientBehavior ModuleTag_MCSoundSelector
  748.         SoundState = MOUNTED
  749.             VoiceMove            = TheodenVoiceMoveMounted
  750.             VoiceSelect            = TheodenVoiceSelectMountedMS
  751.         End
  752.     End
  753.  
  754.     CrowdResponseKey = GoodMen
  755.  
  756.     #include "..\..\..\includes\StandardUnitEvaEvents.inc"
  757.     EvaEventDieOwner     = TheodenDie            ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
  758.  
  759.     ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
  760.         MaxUpdateRangeCap = 800
  761.         AnimationSound = Sound:FootstepDirtA        Animation:RUTheoden_SKL.RUTheoden_RUNA    Frames:5 16
  762.         AnimationSound = Sound:FootstepDirtA        Animation:RUTheoden_SKL.RUTheoden_RUNB    Frames:4 12 20 27
  763.  
  764.         AnimationSound = Sound:TauntHumanHitShield    Animation:RUTheoden_SKL.RUTheoden_CHRB    Frames:21 31
  765.  
  766.         AnimationSound = Sound:BodyFallGenericNoArmor    Animation:RUTheoden_SKL.RUTheoden_DIEA    Frames:47
  767.         AnimationSound = Sound:BodyFallGenericNoArmor    Animation:RUTheoden_SKL.RUTheoden_DIEB    Frames:19
  768.         AnimationSound = Sound:BodyFallSoldier        Animation:RUTheoden_SKL.RUTheoden_LNDA    Frames:1
  769.  
  770.         AnimationSound = Sound:HorseMoveFootsteps        Animation:RUHHs_Theo_SKL.RUHHs_Theo_ACCL    Frames:14 32
  771.         AnimationSound = Sound:HorseMoveFootsteps        Animation:RUHHs_Theo_SKL.RUHHs_Theo_RUNA    Frames:0
  772.         AnimationSound = Sound:HorseMoveFootsteps        Animation:RUHHs_Theo_SKL.RUHHs_Theo_TNL1    Frames:0
  773.         AnimationSound = Sound:HorseMoveFootsteps        Animation:RUHHs_Theo_SKL.RUHHs_Theo_TNR1    Frames:0
  774.  
  775.         AnimationSound = Sound:HorseWhinny            Animation:RUHHs_Theo_SKL.RUHHs_Theo_IDLC    Frames:3
  776.  
  777.         AnimationSound = Sound:HorseDieForHero        Animation:RUHHs_Theo_SKL.RUHHs_Theo_LNDA    Frames:0
  778.         AnimationSound = Sound:BodyFallSoldier        Animation:RUHHs_Theo_SKL.RUHHs_Theo_LNDA    Frames:1 9
  779.  
  780.         AnimationSound = Sound:HorseDieForHero        Animation:RUHHs_Theo_SKL.RUHHs_Theo_DIEA    Frames:0
  781.         AnimationSound = Sound:BodyFallGenericNoArmor    Animation:RUHHs_Theo_SKL.RUHHs_Theo_DIEA    Frames:4
  782.         AnimationSound = Sound:BodyFallSoldier        Animation:RUHHs_Theo_SKL.RUHHs_Theo_DIEA    Frames:42
  783.     End
  784.  
  785.     Behavior = LargeGroupAudioUpdate ModuleTag_LGAU                    ; Tie into LargeGroupAudio system
  786.         Key = Humanoid_Male Man Man_Male Unit Infantry Hero
  787.     End
  788.  
  789.  
  790.     ; *** ENGINEERING Parameters ***
  791.  
  792.     RadarPriority = UNIT
  793.     KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE ARMY_SUMMARY HEAVY_MELEE_HITTER
  794.     PathfindDiameter = 40.0
  795.  
  796.     Body = RespawnBody ModuleTag_RespawnBody
  797.         CheerRadius             = EMOTION_CHEER_RADIUS
  798.         MaxHealth                = THEODEN_HEALTH    ;BALANCE Theoden Health
  799.         PermanentlyKilledByFilter    = NONE        ;Who kills me permanently?
  800.            DodgePercent              = HERO_DODGE_PERCENT
  801.     End
  802.  
  803.     Behavior = RespawnUpdate ModuleTag_RespawnUpdate
  804.         DeathAnim                = DYING                ;Model condition to play when killed-to-respawn
  805.         DeathFX                = FX_TheodenDieToRespawn    ;FXList to play when killed-to-respawn
  806.         DeathAnimationTime        = 4000                ;How long DeathAnim will take.
  807.         InitialSpawnFX            = FX_TheodenInitialSpawn
  808.         RespawnAnim                = LEVELED                ;Animation to play when respawning.
  809.         RespawnFX                = FX_TheodenRespawn        ;FXList to play when respawning.
  810.         RespawnAnimationTime        = 4000                ;Time it takes for respawn to play.
  811.         AutoRespawnAtObjectFilter    = NONE +CASTLE_KEEP        ;Respawn at this location -- and at it's exit production point if possible.
  812.         ButtonImage                = HITheoden_res
  813.         
  814.         ;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others
  815.         ;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any
  816.         RespawnRules =            AutoSpawn:No    Cost:600        Time:60000        Health:100%        ;DEFAULT VALUES
  817.     End
  818.  
  819.     Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
  820.     End        
  821.  
  822.     Behavior = AutoHealBehavior ModuleTag_TheodenHealing
  823.         StartsActive = Yes
  824.         HealingAmount = HERO_HEAL_AMOUNT
  825.         HealingDelay = 1000
  826.         StartHealingDelay = HERO_HEAL_DELAY
  827.         HealOnlyIfNotInCombat = Yes
  828.     End
  829.     
  830.     Behavior = EmotionTrackerUpdate    Module_EmotionTracker
  831.         TauntAndPointDistance        =    300        ; max distance to taunted/pointed objet
  832.          TauntAndPointUpdateDelay    =    1000    ; how often scan (milliseconds)
  833.          
  834.         AddEmotion            =    Terror_Base
  835.         AddEmotion            =    Doom_Base
  836.         //    AddEmotion            =   BraceForBeingCrushed_Base
  837.         AddEmotion            =    UncontrollableFear_Base
  838.         //    AddEmotion            =    FearIdle_Base
  839.         //    AddEmotion            =    FearBusy_Base
  840.         AddEmotion            =    Point_Base
  841.         AddEmotion            =    Taunt_Base
  842.          AddEmotion            =    CheerIdle_Base
  843.         AddEmotion            =    CheerBusy_Base
  844.         //    AddEmotion            =    HeroCheerIdle_Base
  845.         //    AddEmotion            =    HeroCheerBusy_Base
  846.         AddEmotion            =    Alert_Base
  847.         AddEmotion            =    CheerForAboutToCrush_Base
  848.      End    
  849.      
  850.     Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
  851.     End
  852.  
  853.      Behavior = StancesBehavior ModuleTag_StancesBehavior
  854.         StanceTemplate = Hero
  855.     End
  856.     
  857.     #include "..\..\..\includes\CaptureBuilding.inc"
  858.     
  859.     Behavior = AIUpdateInterface ModuleTag_03
  860.         AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
  861.         MoodAttackCheckRate        = 500
  862.         HoldGroundCloseRangeDistance = 40
  863.         AILuaEventsList    =    TheodenFunctions
  864.     End
  865.     
  866.     LocomotorSet
  867.         Locomotor = TheodenHumanLocomotor
  868.         Condition = SET_NORMAL 
  869.         Speed     = NORMAL_GOOD_HERO_SPEED
  870.     End
  871.     
  872.     LocomotorSet
  873.         Locomotor = HeroHorseLocomotor
  874.         Condition = SET_MOUNTED
  875.         Speed     = NORMAL_CAVALRY_FAST_HORDE_SPEED
  876.     End
  877.     
  878.     Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
  879.         StartsActive        = No ;If no, requires upgrade to turn on.
  880.         BonusName        = GenericHeroLeadership
  881.         TriggeredBy        = Upgrade_TheodenLeadership
  882.         RefreshDelay        = 2000
  883.         Range            = 200
  884.         AntiCategory    = BUFF
  885.         ObjectFilter        = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
  886.     End
  887.     
  888.     Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership
  889.         SpecialPowerTemplate = SpecialAbilityFakeLeadership
  890.         TriggeredBy = Upgrade_TheodenLeadership
  891.     End
  892.     Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate   
  893.         SpecialPowerTemplate      = SpecialAbilityFakeLeadership
  894.         UpdateModuleStartsAttack  = No
  895.         StartsPaused = Yes
  896.     End    
  897.  
  898.     ;;; KINGS FAVOUR ;;;    
  899.     Behavior = UnpauseSpecialPowerUpgrade ModuleTag_KingsFavorEnabler
  900.         SpecialPowerTemplate = SpecialAbilityKingsFavor
  901.         TriggeredBy = Upgrade_TheodenKingsFavor
  902.     End
  903.     
  904.      Behavior = SpecialPowerModule ModuleTag_KingsFavorSpecialPowerModule
  905.         SpecialPowerTemplate        = SpecialAbilityKingsFavor 
  906.         StartsPaused                = Yes
  907.         UpdateModuleStartsAttack    = Yes
  908.         InitiateSound                = TheodenVoiceFavor
  909.     End
  910.     
  911.      Behavior = LevelGrantSpecialPower ModuleTag_KingsFavor
  912.         SpecialPowerTemplate        = SpecialAbilityKingsFavor
  913.         UnpackingVariation            = 2
  914.         StartAbilityRange            = 200.0
  915. ;        LevelFX = FX_PorterDeliver
  916.         LevelFX                        = FX_LevelUp
  917.  
  918.         Experience                    = 50
  919.         RadiusEffect                = 150
  920.         AcceptanceFilter            = KINGSFAVOR_OBJECTFILTER
  921.  
  922.         UnpackTime                    = 3000
  923.         PreparationTime                = 0
  924.         FreezeAfterTriggerDuration    = 2000 ; Hold AI for this long after we fire.        
  925.     End    
  926.     
  927.     ;-------------------------------------------
  928.     
  929.     ;;;; Elven Gift bonus
  930.     
  931.     Behavior = AutoHealBehavior ModuleTag_ElvenGiftHealing
  932.         StartsActive                = No
  933.         TriggeredBy                    = Upgrade_ElvenGift
  934.         HealingAmount                = ELVEN_GIFT_REGEN_AMOUNT
  935.         HealingDelay                = ELVEN_GIFT_REGEN_DELAY
  936.         StartHealingDelay = HERO_HEAL_DELAY
  937.         HealOnlyIfNotInCombat = Yes
  938.     End
  939.     
  940.     Behavior = AttributeModifierUpgrade ModuleTag_ElvenGiftBonus
  941.         TriggeredBy = Upgrade_ElvenGift
  942.         AttributeModifier = SpellBookElvenGifts
  943.     End
  944.     
  945.         
  946.     Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenGloriousChargeEnabler
  947.         SpecialPowerTemplate = SpecialAbilityTheodenGloriousCharge
  948.         TriggeredBy = Upgrade_TheodenGloriousCharge
  949.     End
  950.     Behavior = SpecialPowerModule ModuleTag_TheodenGloriousChargeUpdate   
  951.         SpecialPowerTemplate      = SpecialAbilityTheodenGloriousCharge
  952.         UpdateModuleStartsAttack  = Yes
  953.         StartsPaused = Yes
  954.         AttributeModifier = TheodenGloriousCharge
  955.         AttributeModifierRange = 200
  956.         AttributeModifierAffectsSelf = Yes
  957.         AttributeModifierAffects = ANY +CAVALRY
  958.         AttributeModifierFX = FX_TheodenGloriousChargeFX
  959.     End
  960.     
  961.     Behavior = SpecialAbilityUpdate ModuleTag_GloriousChargeAnimation
  962.         UnpackTime              = 1000
  963.         UnpackingVariation        = 1
  964.         
  965.         SpecialPowerTemplate    = SpecialAbilityTheodenGloriousCharge
  966.          PreparationTime         = 0  
  967.          PersistentPrepTime      = 0
  968.          PackTime                = 1330
  969.      End
  970.     
  971.     ;;; MOUNTED HORDER SPECIAL ABILITY ;;;
  972.      Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter                      
  973.          SpecialPowerTemplate      = SpecialAbilityToggleMounted
  974.          UpdateModuleStartsAttack  = Yes
  975.          ;InitiateSound           =
  976.          StartsPaused = No
  977.      End
  978.     Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
  979.          SpecialPowerTemplate    = SpecialAbilityToggleMounted
  980.          
  981.          ;UnpackingVariation        = 2
  982.  
  983.          UnpackTime              = 2000
  984.          PreparationTime         = 1  
  985.          PersistentPrepTime      = 250
  986.          PackTime                = 2000
  987.          
  988.          OpacityTarget            = .3        ; How see-thru to be at peak of change
  989.    
  990.          AwardXPForTriggering    = 0
  991.     End    
  992.       
  993.     Behavior = DualWeaponBehavior ModuleTag_13
  994.         SwitchWeaponOnCloseRangeDistance = 80
  995.     End
  996.  
  997.     Behavior = PhysicsBehavior ModuleTag_04
  998.         GravityMult = 1.0
  999.     End
  1000.         
  1001.     Behavior = SlowDeathBehavior ModuleTag_05
  1002.         DeathTypes = ALL 
  1003.         SinkDelay = 3000
  1004.         SinkRate = 0.40     ; in Dist/Sec
  1005.         DestructionDelay = 8000
  1006.         Sound = INITIAL TheodenVoiceDie
  1007.     End
  1008.     
  1009.     Behavior = SquishCollide ModuleTag_06
  1010.         ;nothing
  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.     
  1024.     ;///////////////////
  1025.     ; AISpecialPowers
  1026.     ;///////////////////
  1027.  
  1028.     Behavior = AISpecialPowerUpdate TheodenToggleMountedAI
  1029.         CommandButtonName = Command_TheodenToggleMounted
  1030.         SpecialPowerAIType = AI_SPECIAL_POWER_TOGGLE_MOUNTED
  1031.     End
  1032.  
  1033.     Behavior = AISpecialPowerUpdate SpecialPowerTheodenGiveXPAoE
  1034.         CommandButtonName = Command_SpecialAbilityKingsFavor
  1035.         SpecialPowerAIType = AI_SPECIAL_POWER_GIVEXP_AOE
  1036.         SpecialPowerRadius = 30.0
  1037.     End
  1038.  
  1039.     Geometry            = CYLINDER
  1040.     GeometryMajorRadius = 8.0
  1041.     GeometryHeight        = 25
  1042.     GeometryIsSmall        = Yes
  1043.     
  1044.     Shadow            = SHADOW_DECAL
  1045.     ShadowSizeX        = 19
  1046.     ShadowSizeY        = 19
  1047.     ShadowTexture    = ShadowI
  1048. End
  1049.  
  1050. ;------------------------------------------------------------------------------
  1051. ChildObject RohanTheodenCavalry RohanTheoden
  1052.  
  1053.     Draw = W3DScriptedModelDraw ModuleTag_W3DModelDrawInWorldBuilder
  1054.         ;When in Worldbuilder, show the mounted version of Theoden!
  1055.         
  1056.               OkToChangeModelColor = Yes
  1057.         
  1058.         DefaultModelConditionState
  1059.             ;Model    =    RUHHs_Theo_M
  1060.             ;WeaponLaunchBone    = PRIMARY PASSENGERBONE
  1061.             Model    = None
  1062.         End
  1063.         ModelConditionState = WORLD_BUILDER
  1064.             Model = RUHHs_Theo_M
  1065.         End        
  1066.     End
  1067.  
  1068.     Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
  1069.          SpecialPowerTemplate    = SpecialAbilityToggleMounted
  1070.          
  1071.          TriggerInstantlyOnCreate = Yes  ;Instantly puts Theoden on a horse.
  1072.  
  1073.          UnpackTime              = 2000
  1074.          PreparationTime         = 1  
  1075.          PersistentPrepTime      = 250
  1076.          PackTime                = 2000
  1077.          
  1078.          OpacityTarget            = .3        ; How see-thru to be at peak of change
  1079.    
  1080.  ;    PackSound               = 
  1081.  ;    UnpackSound             = 
  1082.  ;    TriggerSound            = 
  1083.  ;    PrepSoundLoop           = 
  1084.          AwardXPForTriggering    = 0
  1085.     End
  1086.  
  1087.     ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
  1088.         MaxUpdateRangeCap = 800
  1089.         AnimationSound = Sound: HorseWhinny50Percent Animation: GUGdfHrs_SKL.GUGdfHrs_IDLC Frames: 0
  1090.     End
  1091.  
  1092.  
  1093.     ; *** AUDIO Parameters ***;
  1094.  
  1095.     ;VoiceMove        = TheodenVoiceMoveMounted
  1096.  
  1097.     ;SoundMoveStart     = GondorHorseMoveStart
  1098.  
  1099. ;TheodenVoiceDismountHobbit
  1100. ;TheodenVoiceFavor
  1101. ;TheodenVoiceGloriousCharge
  1102. ;TheodenVoiceJoinHobbit
  1103. ;TheodenVoiceModeFoot
  1104. ;TheodenVoiceModeMount
  1105. ;TheodenVoiceRespawn
  1106. ;TheodenVoiceSpeech
  1107.  
  1108. ;TheodenRousingSpeechEnd (old speech?)
  1109.  
  1110.     ShadowSizeX = 30;
  1111.     ShadowSizeY = 21;
  1112.   
  1113. End