DelayBetweenShots = ROHAN_PEASANT_DELAYBETWEENSHOTS ;2000 ; Bad Things happen if delay between shots is less than Preattack+Firing times. You are ready to fire before you are done firing.
PreAttackDelay = ROHAN_PEASANT_PREATTACKDELAY ; 400 is sword swing delay time before contact with target.
PreAttackType = PER_SHOT ; Do the delay each time we attack a new target
FireFX = FX_GondorSwordHit
FireFlankFX = FX_Flanking
FiringDuration = ROHAN_PEASANT_FIRINGDURATION ; Duration of the sword swing
DamageNugget ; A basic Nugget that just does damage
DelayBetweenShots = ROHAN_PEASANT_DELAYBETWEENSHOTS ;2000 ; Bad Things happen if delay between shots is less than Preattack+Firing times. You are ready to fire before you are done firing.
PreAttackDelay = ROHAN_PEASANT_PREATTACKDELAY ; 400 is sword swing delay time before contact with target.
PreAttackType = PER_SHOT ; Do the delay each time we attack a new target
FireFX = FX_GondorSwordHit
FireFlankFX = FX_Flanking
FiringDuration = ROHAN_PEASANT_FIRINGDURATION ; Duration of the sword swing
DamageNugget ; A basic Nugget that just does damage
DamageNugget ; A basic Nugget that just does damage
Damage = ROHAN_TREEBEARD_ROCK_DAMAGE
Radius = 20.0
DelayTime = 0
DamageType = SIEGE
DamageFXType = SMALL_ROCK
DeathType = NORMAL
End
DamageNugget ; A basic Nugget that just does damage
Damage = ROHAN_TREEBEARD_ROCK_DAMAGE ; Hella damage. structures are on a different order of magnitude for hitpoints, and we want to be sure to outscore the fire damage so we can knock bits off.
DamageTaperOff = 50
Radius = 100.0
DelayTime = 0
DamageType = SIEGE
DamageFXType = BIG_ROCK
DeathType = EXPLODED
DamageScalar = 0% ALL -WALL_UPGRADE -WALL_HUB -WALL_SEGMENT -DEFENSIVE_WALL ; No damage to allied structures.
;DamageScalar = 0% ANY ALLIES +STRUCTURE ; No damage to allied structures.
End
MetaImpactNugget ; A Nugget that throws things back with force
ProjectileCollidesWith = MONSTERS STRUCTURES ; Structures is the default, btw.
RadiusDamageAffects = ENEMIES NEUTRALS ALLIES
HitPassengerPercentage = 50%
DamageNugget ; A basic Nugget that just does damage
Damage = GONDOR_TREBUCHET_DAMAGE ; Hella damage. structures are on a different order of magnitude for hitpoints, and we want to be sure to outscore the fire damage so we can knock bits off.
Radius = 20.0
DelayTime = 0
DamageType = SIEGE
DamageFXType = BIG_ROCK
DeathType = EXPLODED
DamageScalar = 0% ANY ALLIES +STRUCTURE ; No damage to allied structures.
End
DamageNugget ; A basic Nugget that just does damage
Damage = GONDOR_TREBUCHET_DAMAGE ; Hella damage. structures are on a different order of magnitude for hitpoints, and we want to be sure to outscore the fire damage so we can knock bits off.
DamageTaperOff = 50
Radius = 100.0
DelayTime = 0
DamageType = SIEGE
DamageFXType = BIG_ROCK
DeathType = EXPLODED
;DamageScalar = 0% ANY ALLIES +STRUCTURE ; No damage to allied structures.
End
MetaImpactNugget ; A Nugget that throws things back with force
; HeroResist = .75
ShockWaveAmount = 25.0
ShockWaveRadius = 20.0
ShockWaveTaperOff = 0.75
End
End
;----------------------------
Weapon GondorTrebuchetRockWarheadFlaming
;FireFX= FX_Weapon
RadiusDamageAffects = ENEMIES ALLIES
HitPassengerPercentage = 50%
FireLogicNugget ;@@@ fire logic testing
LogicType = INCREASE_BURN_RATE
Radius = GONDOR_TREBUCHET_FIRE_RADIUS
Damage = GONDOR_TREBUCHET_FIRE_DAMAGE
End
DamageNugget ; A basic Nugget that just does damage
DamageType = FLAME ; Just a little flame damage in case they want to light on fire. Main damage must be siege to knock bits out of buildings
DamageFXType = FLAME
DeathType = BURNED
DamageScalar = 50000% NONE +MINE ; Make sure we one shot kill mines, without risking wasting some poor hero with a torch
DamageScalar = 0% ANY ALLIES +STRUCTURE ; No damage to allied structures.
AcceptDamageAdd = No
End
DamageNugget ; A basic Nugget that just does damage
Damage = GONDOR_TREBUCHET_FIRE_UPGRADE_DAMAGE ; Hella damage. structures are on a different order of magnitude for hitpoints, and we want to be sure to outscore the fire damage so we can knock bits off.
Radius = 20
DelayTime = 0
DamageType = SIEGE
DamageFXType = BIG_ROCK
DeathType = EXPLODED
;DamageScalar = 200% NONE +MordorMumakil
DamageScalar = 0% ANY ALLIES +STRUCTURE ; No damage to allied structures.
End
DamageNugget ; A basic Nugget that just does damage
Damage = GONDOR_TREBUCHET_FIRE_UPGRADE_DAMAGE ; Hella damage. structures are on a different order of magnitude for hitpoints, and we want to be sure to outscore the fire damage so we can knock bits off.
DamageTaperOff = 50
Radius = 100.0
DelayTime = 0
DamageType = SIEGE
DamageFXType = BIG_ROCK
DeathType = EXPLODED
DamageScalar = 0% ALL -WALL_UPGRADE -WALL_HUB -WALL_SEGMENT -DEFENSIVE_WALL ; No damage to allied structures.
;DamageScalar = 0% ANY ALLIES +STRUCTURE ; No damage to allied structures.
End
MetaImpactNugget ; A Nugget that throws things back with force
; HeroResist = .75
ShockWaveAmount = 25.0
ShockWaveRadius = 20.0
ShockWaveTaperOff = 0.75
End
;;;;;;; Self perpetuating fire is BAD;;;;;;;;;;;;;;;;;;;;;;;;;;
ProjectileCollidesWith = MONSTERS STRUCTURES ; Structures is the default, btw.
RadiusDamageAffects = ENEMIES NEUTRALS ALLIES
HitPassengerPercentage = 50%
DamageNugget ; A basic Nugget that just does damage
Damage = GONDOR_TREBUCHET_DAMAGE ; Hella damage. structures are on a different order of magnitude for hitpoints, and we want to be sure to outscore the fire damage so we can knock bits off.
Radius = 20
DelayTime = 0
DamageType = SIEGE
DamageFXType = BIG_ROCK
DeathType = EXPLODED
DamageScalar = 0% ANY ALLIES +STRUCTURE ; No damage to allied structures.
End
MetaImpactNugget ; A Nugget that throws things back with force
DamageType = FLAME ; Just a little flame damage in case they want to light on fire. Main damage must be siege to knock bits out of buildings
DamageFXType = FLAME
DeathType = BURNED
DamageScalar = 50000% NONE +MINE ; Make sure we one shot kill mines, without risking wasting some poor hero with a torch
DamageScalar = 0% ANY ALLIES +STRUCTURE ; No damage to allied structures.
AcceptDamageAdd = No
End
DamageNugget ; A basic Nugget that just does damage
Damage = GONDOR_TREBUCHET_FIRE_UPGRADE_DAMAGE ; Hella damage. structures are on a different order of magnitude for hitpoints, and we want to be sure to outscore the fire damage so we can knock bits off.
Radius = 20
DelayTime = 0
DamageType = SIEGE
DamageFXType = BIG_ROCK
DeathType = EXPLODED
;DamageScalar = 200% NONE +MordorMumakil
DamageScalar = 0% ANY ALLIES +STRUCTURE ; No damage to allied structures.
End
MetaImpactNugget ; A Nugget that throws things back with force
; HeroResist = .75
ShockWaveAmount = 25.0
ShockWaveRadius = 20.0
ShockWaveTaperOff = 0.75
End
;;;;;;; Self perpetuating fire is BAD;;;;;;;;;;;;;;;;;;;;;;;;;;
DelayBetweenShots = OATHBREAKER_SWORD_DELAYBETWEENSHOTS ; Bad Things happen if delay between shots is less than Preattack+Firing times. You are ready to fire before you are done firing.
PreAttackDelay = OATHBREAKER_SWORD_PREATTACKDELAY ; 400 is sword swing delay time before contact with target.
PreAttackType = PER_SHOT ; Do the delay each time we attack a new target
FireFX = FX_GondorSwordHit
FiringDuration = OATHBREAKER_SWORD_FIRINGDURATION ; Duration of the sword swing
DamageNugget ; A basic Nugget that just does damage
DelayBetweenShots = BARROWWIGHT_SWORD_DELAYBETWEENSHOTS ; Bad Things happen if delay between shots is less than Preattack+Firing times. You are ready to fire before you are done firing.
PreAttackDelay = BARROWWIGHT_SWORD_PREATTACKDELAY ; 400 is sword swing delay time before contact with target.
PreAttackType = PER_SHOT ; Do the delay each time we attack a new target
FireFX = FX_BarrowWightHit ;FX_GondorSwordHit
FiringDuration = BARROWWIGHT_SWORD_FIRINGDURATION ; Duration of the sword swing
DamageNugget ; A basic Nugget that just does damage
DelayBetweenShots = GONDOR_SOLDIER_SWORD_DELAYBETWEENSHOTS ; Bad Things happen if delay between shots is less than Preattack+Firing times. You are ready to fire before you are done firing.
PreAttackDelay = GONDOR_SOLDIER_SWORD_PREATTACKDELAY ; 400 is sword swing delay time before contact with target.
PreAttackType = PER_SHOT ; Do the delay each time we attack a new target
FireFX = FX_GondorSwordHit
FireFlankFX = FX_Flanking
FiringDuration = GONDOR_SOLDIER_SWORD_FIRINGDURATION ; Duration of the sword swing
DamageNugget ; A basic Nugget that just does damage
DelayBetweenShots = GONDOR_SOLDIER_SWORD_DELAYBETWEENSHOTS ; Bad Things happen if delay between shots is less than Preattack+Firing times. You are ready to fire before you are done firing.
PreAttackDelay = GONDOR_SOLDIER_SWORD_PREATTACKDELAY ; 400 is sword swing delay time before contact with target.
PreAttackType = PER_SHOT ; Do the delay each time we attack a new target
FireFX = FX_GondorSwordHit
FireFlankFX = FX_Flanking
FiringDuration = GONDOR_SOLDIER_SWORD_FIRINGDURATION ; Duration of the sword swing
DamageNugget ; A basic Nugget that just does damage
ProjectileCollidesWith = MONSTERS STRUCTURES ; Structures is the default, btw.
RadiusDamageAffects = ENEMIES NEUTRALS ALLIES
HitPassengerPercentage = 50%
DamageNugget ; A basic Nugget that just does damage
Damage = DWARVEN_CATAPULT_ROCK_DAMAGE ; Hella damage. structures are on a different order of magnitude for hitpoints, and we want to be sure to outscore the fire damage so we can knock bits off.
Radius = 20
DelayTime = 0
DamageType = SIEGE
DamageFXType = BIG_ROCK
DeathType = EXPLODED
DamageScalar = 0% ANY ALLIES +STRUCTURE ; No damage to allied structures.
End
DamageNugget ; A basic Nugget that just does damage
Damage = DWARVEN_CATAPULT_ROCK_DAMAGE ; Hella damage. structures are on a different order of magnitude for hitpoints, and we want to be sure to outscore the fire damage so we can knock bits off.
DamageTaperOff = 50
Radius = 100.0
DelayTime = 0
DamageType = SIEGE
DamageFXType = BIG_ROCK
DeathType = EXPLODED
DamageScalar = 0% ALL -WALL_UPGRADE -WALL_HUB -WALL_SEGMENT -DEFENSIVE_WALL ; No damage to allied structures.
;DamageScalar = 0% ANY ALLIES +STRUCTURE ; No damage to allied structures.
End
MetaImpactNugget ; A Nugget that throws things back with force
Damage = DWARVEN_MIGHTYCATAPULT_ROCK_DAMAGE // Hella damage. structures are on a different order of magnitude for hitpoints, and we want to be sure to outscore the fire damage so we can knock bits off.
Radius = DWARVEN_MIGHTYCATAPULT_DAMAGE_RADIUS
DelayTime = 0
DamageType = SIEGE
DamageFXType = BIG_ROCK
DeathType = EXPLODED
DamageScalar = 0% ANY ALLIES +STRUCTURE // No damage to allied structures.
End
// A basic Nugget that just does damage
DamageNugget
Damage = DWARVEN_MIGHTYCATAPULT_FLAME_DAMAGE
Radius = DWARVEN_MIGHTYCATAPULT_DAMAGE_RADIUS
DelayTime = 0
DamageType = FLAME
DamageFXType = BIG_ROCK
DeathType = BURNED
AcceptDamageAdd = No
DamageScalar = 0% ANY ALLIES +STRUCTURE // No damage to allied structures.
ProjectileCollidesWith = MONSTERS STRUCTURES ; Structures is the default, btw.
RadiusDamageAffects = ENEMIES NEUTRALS ALLIES
HitPassengerPercentage = 50%
DamageNugget ; A basic Nugget that just does damage
Damage = DWARVEN_CATAPULT_ROCK_DAMAGE ; Hella damage. structures are on a different order of magnitude for hitpoints, and we want to be sure to outscore the fire damage so we can knock bits off.
Radius = 20.0
DelayTime = 0
DamageType = SIEGE
DamageFXType = BIG_ROCK
DeathType = EXPLODED
DamageScalar = 0% ANY ALLIES +STRUCTURE ; No damage to allied structures.
End
MetaImpactNugget ; A Nugget that throws things back with force
ProjectileCollidesWith = MONSTERS STRUCTURES ; Structures is the default, btw.
RadiusDamageAffects = ENEMIES ALLIES NOT_SIMILAR
FireLogicNugget ;@@@ fire logic testing
LogicType = INCREASE_BURN_RATE
Radius = 40
Damage = 3
End
DamageNugget ; A basic Nugget that just does damage to trigger explosive mine
Damage = 1
Radius = 20
DamageType = FLAME
DamageFXType = FLAME
DeathType = BURNED
DamageScalar = 50000% NONE +MINE ; Make sure we one shot kill mines, without risking wasting some poor hero with a torch
End
DamageNugget ; A basic Nugget that just does damage
Damage = DWARVEN_CATAPULT_ROCK_DAMAGE ; Hella damage. structures are on a different order of magnitude for hitpoints, and we want to be sure to outscore the fire damage so we can knock bits off.
Radius = 30 ;20.0
DelayTime = 0
DamageType = SIEGE
DamageFXType = BIG_ROCK
DeathType = EXPLODED
DamageScalar = 0% ANY ALLIES +STRUCTURE ; No damage to allied structures.
End
DamageNugget ; A basic Nugget that just does damage
Damage = DWARVEN_CATAPULT_FLAME_DAMAGE
Radius = 30 ;20.0
DelayTime = 0
DamageType = FLAME
DamageFXType = BIG_ROCK
DeathType = BURNED
AcceptDamageAdd = No
DamageScalar = 0% ANY ALLIES +STRUCTURE ; No damage to allied structures.
End
End
;-----------------------------------
Weapon DwarvenCatapultFlamingShotWarhead
ProjectileCollidesWith = MONSTERS STRUCTURES ; Structures is the default, btw.
RadiusDamageAffects = ENEMIES ALLIES NOT_SIMILAR
FireLogicNugget ;@@@ fire logic testing
LogicType = INCREASE_BURN_RATE
Radius = 40
Damage = 3
End
DamageNugget ; A basic Nugget that just does damage to trigger explosive mine
Damage = 1
Radius = 20
DamageType = FLAME
DamageFXType = FLAME
DeathType = BURNED
DamageScalar = 50000% NONE +MINE ; Make sure we one shot kill mines, without risking wasting some poor hero with a torch
End
DamageNugget ; A basic Nugget that just does damage
Damage = DWARVEN_CATAPULT_ROCK_DAMAGE ; Hella damage. structures are on a different order of magnitude for hitpoints, and we want to be sure to outscore the fire damage so we can knock bits off.
Radius = 30 ;20.0
DelayTime = 0
DamageType = SIEGE
DamageFXType = BIG_ROCK
DeathType = EXPLODED
DamageScalar = 0% ANY ALLIES +STRUCTURE ; No damage to allied structures.
End
DamageNugget ; A basic Nugget that just does damage
Damage = DWARVEN_CATAPULT_FLAME_DAMAGE
Radius = 30 ;20.0
DelayTime = 0
DamageType = FLAME
DamageFXType = BIG_ROCK
DeathType = BURNED
AcceptDamageAdd = No
DamageScalar = 0% ANY ALLIES +STRUCTURE ; No damage to allied structures.
End
DamageNugget ; A basic Nugget that just does damage
Damage = DWARVEN_CATAPULT_ROCK_DAMAGE ; Hella damage. structures are on a different order of magnitude for hitpoints, and we want to be sure to outscore the fire damage so we can knock bits off.
DamageTaperOff = 50
Radius = 100.0
DelayTime = 0
DamageType = SIEGE
DamageFXType = BIG_ROCK
DeathType = EXPLODED
DamageScalar = 0% ALL -WALL_UPGRADE -WALL_HUB -WALL_SEGMENT -DEFENSIVE_WALL ; No damage to allied structures.
;DamageScalar = 0% ANY ALLIES +STRUCTURE ; No damage to allied structures.
DelayBetweenShots = DWARVEN_GUARDIAN_AXE_DELAYBETWEENSHOTS ; Bad Things happen if delay between shots is less than Preattack+Firing times. You are ready to fire before you are done firing.
PreAttackDelay = DWARVEN_GUARDIAN_AXE_PREATTACKDELAY ; 400 is sword swing delay time before contact with target.
PreAttackType = PER_SHOT ; Do the delay each time we attack a new target
FireFX = FX_GondorSwordHit
FireFlankFX = FX_Flanking
FiringDuration = DWARVEN_GUARDIAN_AXE_FIRINGDURATION ; Duration of the sword swing
; base damage against everything, siegehammer or forgedblades not present
MeleeWeapon = Yes; Melee should work now, and you get Bomb too. 10/30/2004; so the demo team will seek the melee contact point "Bomb"
DelayBetweenShots = 3000 ; time between shots, msec
PreAttackDelay = 1466 ; 433 is natural time of the stabbing animation.
PreAttackType = PER_SHOT ; Do the delay each time we attack a new target
FiringDuration = 733 ; min 600 for anim
AcceptableAimDelta = 15 ; Give it a little leeway
SpawnAndFadeNugget
ObjectTargetFilter = ANY +STRUCTURE +INFANTRY +CAVALRY +MONSTER -ROCK_VENDOR; Used to have no check at all, so just do a basic "game unit" check to keep out rocks and such
DelayBetweenShots = 3000 ; time between shots, msec
PreAttackDelay = 1466 ; 433 is natural time of the stabbing animation.
PreAttackType = PER_SHOT ; Do the delay each time we attack a new target
FiringDuration = 733 ; min 600 for anim
AcceptableAimDelta = 15 ; Give it a little leeway
NoVictimNeeded = Yes ; Need no target
OverrideVoiceAttackSound = ExplosiveMineVoiceDeploy ;Play Special "leave it there voice"
SpawnAndFadeNugget
ObjectTargetFilter = ANY +STRUCTURE +INFANTRY +CAVALRY +MONSTER -ROCK_VENDOR; And funny thing, even though this has Position in the name, nothing actually makes it be Position based. So when the object one fails on a rock, this one get picked. So filter goes here too.
DamageNugget ; A basic Nugget that just does damage to trigger explosive mine
Damage = 1
Radius = 20
DamageType = FLAME
DamageFXType = FLAME
DeathType = BURNED
DamageScalar = 50000% NONE +MINE ; Make sure we one shot kill mines, without risking wasting some poor hero with a torch
End
// A Nugget that throws things back with force
MetaImpactNugget
ShockWaveAmount = 35.0
ShockWaveRadius = 30.0
ShockWaveTaperOff = 0.75
End
DamageNugget ; A basic Nugget that just does damage
Damage = MORDOR_CATAPULT_ROCK_DAMAGE ; Hella damage. structures are on a different order of magnitude for hitpoints, and we want to be sure to outscore the fire damage so we can knock bits off.
Radius = 30 ;20.0
DelayTime = 0
DamageType = SIEGE
DamageFXType = BIG_ROCK
DeathType = EXPLODED
DamageScalar = 0% ANY ALLIES +STRUCTURE ; No damage to allied structures.
End
DamageNugget ; A basic Nugget that just does damage
Damage = MORDOR_CATAPULT_FLAME_DAMAGE
Radius = 30 ;20.0
DelayTime = 0
DamageType = FLAME
DamageFXType = BIG_ROCK
DeathType = BURNED
AcceptDamageAdd = No
DamageScalar = 0% ANY ALLIES +STRUCTURE ; No damage to allied structures.
End
DamageNugget ; A basic Nugget that just does damage
Damage = MORDOR_CATAPULT_ROCK_DAMAGE ; Hella damage. structures are on a different order of magnitude for hitpoints, and we want to be sure to outscore the fire damage so we can knock bits off.
DamageTaperOff = 50
Radius = 100.0
DelayTime = 0
DamageType = SIEGE
DamageFXType = BIG_ROCK
DeathType = EXPLODED
DamageScalar = 0% ALL -WALL_UPGRADE -WALL_HUB -WALL_SEGMENT -DEFENSIVE_WALL ; No damage to allied structures.
;DamageScalar = 0% ANY ALLIES +STRUCTURE ; No damage to allied structures.
End
End
Weapon MordorCatapultHumanHeadsWarhead
RadiusDamageAffects = ENEMIES ALLIES NOT_SIMILAR
FireLogicNugget ;@@@ fire logic testing
LogicType = INCREASE_FUEL
Radius = 80
Damage = 40
MinMaxBurnRate = 100
MinDecay = 1
MaxResistance = 0
End
DamageNugget ; A basic Nugget that just does damage
ProjectileCollidesWith = MONSTERS STRUCTURES // Structures is the default, btw.
RadiusDamageAffects = ENEMIES ALLIES NOT_SIMILAR
FireLogicNugget ;@@@ fire logic testing
LogicType = INCREASE_BURN_RATE
Radius = 40
Damage = 3
End
// A basic Nugget that just does damage to trigger explosive mine
DamageNugget
Damage = 1
Radius = 20
DamageType = FLAME
DamageFXType = FLAME
DeathType = BURNED
DamageScalar = 50000% NONE +MINE // Make sure we one shot kill mines, without risking wasting some poor hero with a torch
End
// A Nugget that throws things back with force
MetaImpactNugget
; HeroResist = .75
ShockWaveAmount = 35.0
ShockWaveRadius = 30.0
ShockWaveTaperOff = 0.75
End
// A basic Nugget that just does damage
DamageNugget
Damage = MORDOR_CATAPULT_ROCK_DAMAGE // Hella damage. structures are on a different order of magnitude for hitpoints, and we want to be sure to outscore the fire damage so we can knock bits off.
Radius = 30 ;20.0
DelayTime = 0
DamageType = SIEGE
DamageFXType = BIG_ROCK
DeathType = EXPLODED
DamageScalar = 0% ANY ALLIES +STRUCTURE // No damage to allied structures.
End
// A basic Nugget that just does damage
DamageNugget
Damage = MORDOR_CATAPULT_FLAME_DAMAGE
Radius = 30 ;20.0
DelayTime = 0
DamageType = FLAME
DamageFXType = BIG_ROCK
DeathType = BURNED
AcceptDamageAdd = No
DamageScalar = 0% ANY ALLIES +STRUCTURE // No damage to allied structures.
End
End
;-----------------------------------
Weapon MordorCatapultRock_Celduin ; CUSTOM Catapult Rock for Good 6 Celduin
AttackRange = 5000
MinimumAttackRange = 100.0
WeaponSpeed = 201 ; dist/sec
MinWeaponSpeed = 201
FireFX = FX_CatapultWeapon
DelayBetweenShots = 6000; time between shots, msec
ProjectileCollidesWith = MONSTERS STRUCTURES ; Structures is the default, btw.
RadiusDamageAffects = ENEMIES ALLIES NOT_SIMILAR
FireLogicNugget
LogicType = INCREASE_FUEL
Radius = 50
Damage = 400
MinMaxBurnRate = 12
MaxResistance = 5
End
FireLogicNugget ;//@@@ fire logic testing
LogicType = INCREASE_BURN_RATE
Radius = 50
Damage = 5
End
DamageNugget ; A basic Nugget that just does damage to trigger explosive mine
Damage = 1
Radius = 150
DamageType = FLAME
DamageFXType = FLAME
DeathType = BURNED
DamageScalar = 50000% NONE +MINE ; Make sure we one shot kill mines, without risking wasting some poor hero with a torch
End
DamageNugget ; A basic Nugget that just does damage
Damage = MORDOR_GORGOROTHSPIRE_ROCK_DAMAGE ; Hella damage. structures are on a different order of magnitude for hitpoints, and we want to be sure to outscore the fire damage so we can knock bits off.
Radius = 150 ;20.0
DelayTime = 0
DamageType = SIEGE
DamageFXType = BIG_ROCK
DeathType = EXPLODED
DamageScalar = 0% ANY ALLIES +STRUCTURE ; No damage to allied structures.
End
DamageNugget ; A basic Nugget that just does damage
Damage = MORDOR_GORGOROTHSPIRE_FLAME_DAMAGE
Radius = 150 ;20.0
DelayTime = 0
DamageType = FLAME
DamageFXType = BIG_ROCK
DeathType = BURNED
AcceptDamageAdd = No
DamageScalar = 0% ANY ALLIES +STRUCTURE ; No damage to allied structures.
End
MetaImpactNugget ;// A Nugget that throws things back with force
; DamageNugget ; A basic Nugget that just does damage
; Damage = 5000 ; Hella damage. structures are on a different order of magnitude for hitpoints, and we want to be sure to outscore the fire damage so we can knock bits off.
; Radius = 4.0
; DelayTime = 0
; DamageType = SIEGE
; DamageFXType = BIG_ROCK
; DeathType = EXPLODED
; End
; DamageNugget ; A basic Nugget that just does damage
; Damage = 5
; Radius = 20.0
; DelayTime = 0
; DamageType = SIEGE
; DamageFXType = BIG_ROCK
; DeathType = EXPLODED
; End
; MetaImpactNugget ; A Nugget that throws things back with force
; DamageNugget ; A basic Nugget that just does damage
; Damage = 10 ; Hella damage. structures are on a different order of magnitude for hitpoints, and we want to be sure to outscore the fire damage so we can knock bits off.
; Radius = 4.0
; DelayTime = 0
; DamageType = SIEGE
; DamageFXType = BIG_ROCK
; DeathType = EXPLODED
; End
; DamageNugget ; A basic Nugget that just does damage
; Damage = 5
; Radius = 20.0
; DelayTime = 0
; DamageType = SIEGE
; DamageFXType = BIG_ROCK
; DeathType = EXPLODED
; End
; MetaImpactNugget ; A Nugget that throws things back with force
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS SELF SUICIDE; Turning off friendly fire for all allies, but ya know, this could say NotSimilar and then he could hit friendlies except for trolls
AttackRange = 44.0 ; Should be less than the damage radius, so we don't just barely catch the bad guy.
DelayBetweenShots = 4000 ; time between shots, msec
FiringDuration = 2600 ;2600 ;min 933 for anim ; how long to reload a Clip, msec
PreAttackDelay = 1400
PreAttackType = PER_SHOT ; Do the delay each time we attack a new target
FireFX = FX_MUMStructureAtk
DamageDealtAtSelfPosition = Yes ; A melee based AoE. Arc radiates from me, not them
AcceptableAimDelta = 15.0
ChaseWeapon = Yes ; Not full melee, but we get to move to attack a passive acquire, even if player owned.
;CannotTargetCastleVictims = Yes
DamageNugget ; A basic Nugget that just does damage
Damage = MUMAKIL_NORMAL_ATTACK
Radius = 140.0
DamageArc = 30
DamageType = SIEGE
DamageFXType = CLUBBING
DeathType = NORMAL
DamageScalar = 0% NONE +WALK_ON_TOP_OF_WALL +BLOCKING_GATE ; This is a trick. Marked as CanAttackWalls so he won't think he can walk on them, but then told he can't do damage to them so he won't attack.
End
DamageNugget ; A basic Nugget that just does damage
Damage = MUMAKIL_NORMAL_ATTACK
Radius = 140.0
DamageTaperOff = 70
DamageArc = 30
DamageType = SIEGE
DamageFXType = CLUBBING
DeathType = NORMAL
DamageScalar = 0% ALL -WALL_UPGRADE -WALL_HUB -WALL_SEGMENT -DEFENSIVE_WALL ; No damage to allied structures.
DamageScalar = 0% NONE +WALK_ON_TOP_OF_WALL +BLOCKING_GATE ; This is a trick. Marked as CanAttackWalls so he won't think he can walk on them, but then told he can't do damage to them so he won't attack.
End
MetaImpactNugget ; A Nugget that throws things back with force
RadiusDamageAffects = ENEMIES ; Turning off friendly fire for all allies, but ya know, this could say NotSimilar and then he could hit friendlies except for trolls
MeleeWeapon = Yes
AttackRange = 20 ; this was tuned with the Damage and shock wave nugget so it looks good with club
FireFX = FX_TrollClubHit
DelayBetweenShots = MORDOR_TROLL_TREE_DELAYBETWEENSHOTS ; time between shots, msec
FiringDuration = MORDOR_TROLL_TREE_FIRINGDURATION
PreAttackDelay = MORDOR_TROLL_TREE_PREATTACKDELAY
PreAttackType = PER_SHOT ; Do the delay each time we attack a new target
PreAttackFX = FX_TrollTreeSwing
DamageDealtAtSelfPosition = Yes ; A melee based AoE. Arc radiates from me, not them
AcceptableAimDelta = 35.0
DamageNugget ; A basic Nugget that just does damage
Damage = MORDOR_TROLL_TREE_DAMAGE ; kill gondor troops in 1 hit
;DamageScalar = 200% NONE +HERO
Radius = 60.0 ; matches impact nugget so it throws them back and hurts them
DamageArc = 90
DamageType = SIEGE
DamageFXType = CLUBBING
DeathType = NORMAL
End
MetaImpactNugget ; A Nugget that throws things back with force
RadiusDamageAffects = ENEMIES ; Turning off friendly fire for all allies, but ya know, this could say NotSimilar and then he could hit friendlies except for trolls
MeleeWeapon = Yes
AttackRange = 30 ; this was tuned with the Damage and shock wave nugget so it looks good with club
FireFX = FX_TrollClubHit
ClipSize = INFINITE_CLIP_SIZE ; how many shots in a Clip (0 == infinite)
AutoReloadsClip = No ; We need a rock explicitly picked up.
DelayBetweenShots = MORDOR_ATTACKTROLL_TREE_DELAYBETWEENSHOTS ; time between shots, msec
DelayBetweenShots = GONDOR_SOLDIER_SWORD_DELAYBETWEENSHOTS ; Bad Things happen if delay between shots is less than Preattack+Firing times. You are ready to fire before you are done firing.
PreAttackDelay = GONDOR_SOLDIER_SWORD_PREATTACKDELAY ; 400 is sword swing delay time before contact with target.
PreAttackType = PER_SHOT ; Do the delay each time we attack a new target
FireFX = FX_GondorSwordHit
FireFlankFX = FX_Flanking
FiringDuration = GONDOR_SOLDIER_SWORD_FIRINGDURATION ; Duration of the sword swing
DamageNugget ; A basic Nugget that just does damage
Damage = GONDOR_SOLDIER_SWORD
Radius = 0.0
DelayTime = 0
DamageType = SLASH
DamageFXType = SWORD_SLASH
DeathType = NORMAL
FlankingBonus = 50%
ForbiddenUpgradeNames = Upgrade_MordorForgedBlades Upgrade_WildForgedBlades ;// Corsair used by both Mordor and Wild
End
DamageNugget ; A basic Nugget that just does damage
Damage = GONDOR_SOLDIER_SWORD_UPGRADE
Radius = 0.0
DelayTime = 0
DamageType = SLASH
DamageFXType = SWORD_SLASH
DeathType = NORMAL
FlankingBonus = 50%
RequiredUpgradeNames = Upgrade_MordorForgedBlades
End
DamageNugget ; A basic Nugget that just does damage
; IdleAfterFiringDelay = 1110 ; no do not do this. This means go directly to idle after one attack. like troll rock throw, when he only has 1 rock to throw.
LeechRangeWeapon = Yes
AttackRange = STANDARD_MELEE_ATTACK_RANGE
MeleeWeapon = Yes
DelayBetweenShots = 2000 ; time between shots, msec
PreAttackDelay = 867 ; 867 is lance pierce delay time before contact with target.
PreAttackType = PER_SHOT ; Do the delay each time we attack
FireFX = FX_GondorSwordHit
FireFlankFX = FX_Flanking
FiringDuration = 1110 ; Duration of the lance pierce attack
DamageNugget ; A basic Nugget that just does damage
ProjectileCollidesWith = ENEMIES NEUTRAL STRUCTURES WALLS ; Remember, the projectile is a rock, who has no allies
RadiusDamageAffects = ENEMIES NEUTRALS SELF ; Self for when this warhead is attached to an already grabbed unit being thrown as projectile instead of a rock
DamageNugget
SpecialObjectFilter = NONE +INFANTRY -HERO
Radius = 0.0 ; Second damage nugget does instant death for only the direct target (which will be the unit thrown)
DamageNugget ; A basic Nugget that just does damage
Damage = ISENGARD_BALLISTA_DAMAGE ; Hella damage. structures are on a different order of magnitude for hitpoints, and we want to be sure to outscore the fire damage so we can knock bits off.
Radius = 20.0
DelayTime = 0
DamageType = SIEGE
DamageFXType = BIG_ROCK
DeathType = EXPLODED
DamageScalar = 0% ANY ALLIES +STRUCTURE ; No damage to allied structures.
End
DamageNugget ; A basic Nugget that just does damage
Damage = ISENGARD_BALLISTA_DAMAGE ; Hella damage. structures are on a different order of magnitude for hitpoints, and we want to be sure to outscore the fire damage so we can knock bits off.
DamageTaperOff = 50
Radius = 100.0
DelayTime = 0
DamageType = SIEGE
DamageFXType = BIG_ROCK
DeathType = EXPLODED
DamageScalar = 0% ALL -WALL_UPGRADE -WALL_HUB -WALL_SEGMENT -DEFENSIVE_WALL ; No damage to allied structures.
;DamageScalar = 0% ANY ALLIES +STRUCTURE ; No damage to allied structures.
End
MetaImpactNugget ; A Nugget that throws things back with force
; HeroResist = .75
ShockWaveAmount = 10.0
ShockWaveRadius = 10.0
ShockWaveTaperOff = 0.5
End
End
;-----------------------------------
Weapon IsengardBallistaWeaponWarhead_Structural
RadiusDamageAffects = ENEMIES ALLIES; NOT_SIMILAR
DamageNugget ; A basic Nugget that just does damage
Damage = ISENGARD_BALLISTA_DAMAGE ; Hella damage. structures are on a different order of magnitude for hitpoints, and we want to be sure to outscore the fire damage so we can knock bits off.
Radius = 20.0
DelayTime = 0
DamageType = SIEGE
DamageFXType = BIG_ROCK
DeathType = EXPLODED
DamageScalar = 0% ANY ALLIES +STRUCTURE ; No damage to allied structures.
End
MetaImpactNugget ; A Nugget that throws things back with force
Radius = 0.0 ;// HitStoredTarget means we hurt the person we launched at. And nobody else. So a miss hurts nobody.
DelayTime = 0
DamageType = FLAME
DamageFXType = FLAME
DeathType = BURNED
End
DamageNugget ;// A basic Nugget that just does damage
Damage = ISENGARD_BALLISTA_UPGRADED_DAMAGE ;// Hella damage. structures are on a different order of magnitude for hitpoints, and we want to be sure to outscore the fire damage so we can knock bits off.
Radius = 20.0
DelayTime = 0
DamageType = SIEGE
DamageFXType = BIG_ROCK
DeathType = EXPLODED
DamageScalar = 0% ANY ALLIES +STRUCTURE ;// No damage to allied structures.
End
MetaImpactNugget ;// A Nugget that throws things back with force
; HeroResist = .75
ShockWaveAmount = 10.0
ShockWaveRadius = 5.0
ShockWaveTaperOff = 0.5
End
DamageNugget ; A basic Nugget that just does damage
Damage = ISENGARD_BALLISTA_UPGRADED_DAMAGE ; Hella damage. structures are on a different order of magnitude for hitpoints, and we want to be sure to outscore the fire damage so we can knock bits off.
DamageTaperOff = 50
Radius = 100.0
DelayTime = 0
DamageType = SIEGE
DamageFXType = BIG_ROCK
DeathType = EXPLODED
DamageScalar = 0% ALL -WALL_UPGRADE -WALL_HUB -WALL_SEGMENT -DEFENSIVE_WALL ; No damage to allied structures.
;DamageScalar = 0% ANY ALLIES +STRUCTURE ; No damage to allied structures.
Radius = 0.0 ;// HitStoredTarget means we hurt the person we launched at. And nobody else. So a miss hurts nobody.
DelayTime = 0
DamageType = FLAME
DamageFXType = FLAME
DeathType = BURNED
End
DamageNugget ;// A basic Nugget that just does damage
Damage = ISENGARD_BALLISTA_UPGRADED_DAMAGE ;// Hella damage. structures are on a different order of magnitude for hitpoints, and we want to be sure to outscore the fire damage so we can knock bits off.
Radius = 20.0
DelayTime = 0
DamageType = SIEGE
DamageFXType = BIG_ROCK
DeathType = EXPLODED
DamageScalar = 0% ANY ALLIES +STRUCTURE ;// No damage to allied structures.
End
MetaImpactNugget ;// A Nugget that throws things back with force
DamageNugget ; A basic Nugget that just does damage
SpecialObjectFilter = ANY +MONSTER
Damage = WILD_MOUNTAIN_GIANT_ANTIMONSTER_DAMAGE
Radius = 0.0
DelayTime = 0
DamageType = SIEGE
DamageFXType = CLUBBING
DeathType = NORMAL
End
End
;----------------------------
Weapon WildMountainGiantRockThrowWarhead
;FireFX= FX_ImpactEntRock
ProjectileCollidesWith = ENEMIES NEUTRAL STRUCTURES WALLS ALLIES; Remember, the projectile is a rock, who has no allies
RadiusDamageAffects = ENEMIES NEUTRALS ALLIES
DamageNugget ; A basic Nugget that just does damage
Damage = WILD_MOUNTAIN_GIANT_ROCK_DAMAGE
Radius = 20.0
DelayTime = 0
DamageType = SIEGE
DamageFXType = SMALL_ROCK
DeathType = NORMAL
End
DamageNugget ; A basic Nugget that just does damage
Damage = WILD_MOUNTAIN_GIANT_ROCK_DAMAGE ; Hella damage. structures are on a different order of magnitude for hitpoints, and we want to be sure to outscore the fire damage so we can knock bits off.
DamageTaperOff = 50
Radius = 100.0
DelayTime = 0
DamageType = SIEGE
DamageFXType = BIG_ROCK
DeathType = EXPLODED
DamageScalar = 0% ALL -WALL_UPGRADE -WALL_HUB -WALL_SEGMENT -DEFENSIVE_WALL ; No damage to allied structures.
;DamageScalar = 0% ANY ALLIES +STRUCTURE ; No damage to allied structures.
End
MetaImpactNugget ; A Nugget that throws things back with force
; DelayBetweenShots = 2000 ; time between shots, msec
; FireFX = FX_ExplosiveMine
;
; DamageNugget ; A basic Nugget that just does damage
; Damage = 20
; Radius = 20.0
; DelayTime = 0
; DamageType = SIEGE
; DamageFXType = FLAME
; DeathType = BURNED
; DamageScalar = 500000% NONE +HelmsDeepCulvert +HelmsDeepGate +HelmsDeepSectionAi +HelmsDeepSectionC ;Make sure we one shot kill Culvert but Ballista have to shoot alot
; End
;
; DamageNugget ; A basic Nugget that just does damage
; Damage = 1000
; Radius = 205.0
; DelayTime = 0
; DamageType = FORCE
; DeathType = NORMAL
; End
;
; MetaImpactNugget ; A Nugget that throws things back with force
AttackRange = CREATE_A_HERO_CRIPPLE_RANGED_RANGE // LURTZ_BOW_STUN_RANGE // 350 // Horde member so it needs to be bigger than the horde weapon attack range.
WeaponSpeed = 300 // dist/sec
MinWeaponSpeed = 121
MaxWeaponSpeed = 400 // dist/sec Upper limit on scaling, when attacking past nominal "max" range
FireFX = FX_LurtzCripplingStrike
ScaleWeaponSpeed = Yes // Used for lob weapons, scales speed proportional to range
HitPercentage = 100 // When this weapon is used it will hit exactly 50% of the time.
ScatterRadius = 0.0 // When this weapon misses it can randomly miss by as much as this distance.
DelayBetweenShots = 1100
PreAttackDelay = 1
PreAttackType = PER_SHOT // Do the delay each time we attack a new target
FiringDuration = 1000 // Duration of the archer firing shot is 500ms.
IdleAfterFiringDelay = 1000
// HoldAfterFiringDelay = 1000 //
AntiAirborneVehicle = Yes
AntiAirborneMonster = Yes
ProjectileNugget // Fire arrow available through fire upgrade
AttackRange = CREATE_A_HERO_CRIPPLE_RANGED_RANGE // LURTZ_BOW_STUN_RANGE // 350 // Horde member so it needs to be bigger than the horde weapon attack range.
WeaponSpeed = 300 // dist/sec
MinWeaponSpeed = 121
MaxWeaponSpeed = 400 // dist/sec Upper limit on scaling, when attacking past nominal "max" range
FireFX = FX_LurtzCripplingStrike
ScaleWeaponSpeed = Yes // Used for lob weapons, scales speed proportional to range
HitPercentage = 100 // When this weapon is used it will hit exactly 50% of the time.
ScatterRadius = 0.0 // When this weapon misses it can randomly miss by as much as this distance.
DelayBetweenShots = 1100
PreAttackDelay = 1
PreAttackType = PER_SHOT // Do the delay each time we attack a new target
FiringDuration = 1000 // Duration of the archer firing shot is 500ms.
IdleAfterFiringDelay = 1000
// HoldAfterFiringDelay = 1000 //
AntiAirborneVehicle = Yes
AntiAirborneMonster = Yes
ProjectileNugget // Fire arrow available through fire upgrade
AttackRange = CREATE_A_HERO_CRIPPLE_RANGED_RANGE // LURTZ_BOW_STUN_RANGE // 350 // Horde member so it needs to be bigger than the horde weapon attack range.
WeaponSpeed = 300 // dist/sec
MinWeaponSpeed = 121
MaxWeaponSpeed = 400 // dist/sec Upper limit on scaling, when attacking past nominal "max" range
FireFX = FX_LurtzCripplingStrike
ScaleWeaponSpeed = Yes // Used for lob weapons, scales speed proportional to range
HitPercentage = 100 // When this weapon is used it will hit exactly 50% of the time.
ScatterRadius = 0.0 // When this weapon misses it can randomly miss by as much as this distance.
DelayBetweenShots = 1100
PreAttackDelay = 1
PreAttackType = PER_SHOT // Do the delay each time we attack a new target
FiringDuration = 1000 // Duration of the archer firing shot is 500ms.
IdleAfterFiringDelay = 1000
// HoldAfterFiringDelay = 1000 //
AntiAirborneVehicle = Yes
AntiAirborneMonster = Yes
ProjectileNugget // Fire arrow available through fire upgrade
AttackRange = CREATE_A_HERO_CRIPPLE_RANGED_RANGE // LURTZ_BOW_STUN_RANGE // 350 // Horde member so it needs to be bigger than the horde weapon attack range.
WeaponSpeed = 300 // dist/sec
MinWeaponSpeed = 121
MaxWeaponSpeed = 400 // dist/sec Upper limit on scaling, when attacking past nominal "max" range
FireFX = FX_LurtzCripplingStrike
ScaleWeaponSpeed = Yes // Used for lob weapons, scales speed proportional to range
HitPercentage = 100 // When this weapon is used it will hit exactly 50% of the time.
ScatterRadius = 0.0 // When this weapon misses it can randomly miss by as much as this distance.
DelayBetweenShots = 1100
PreAttackDelay = 1
PreAttackType = PER_SHOT // Do the delay each time we attack a new target
FiringDuration = 1000 // Duration of the archer firing shot is 500ms.
IdleAfterFiringDelay = 1000
// HoldAfterFiringDelay = 1000 //
AntiAirborneVehicle = Yes
AntiAirborneMonster = Yes
ProjectileNugget // Fire arrow available through fire upgrade