;------------------------------------------------------------------------------
;
; Gandalf.ini
;
;------------------------------------------------------------------------------
Object GondorGandalf_mod
; *** ART Parameters ***
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = HPGandalf
; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
ButtonImage = HIGandalfgood
DescriptionStrategic = CONTROLBAR:LW_ToolTip_Gandalf
Draw = W3DScriptedModelDraw ModuleTag_W3DModelDrawInWorldBuilder
;When in Worldbuilder, show the normal Gandalf. He's inherited as mounted mode, so we have to get creative.
;Because his other draw module has a default state, we need to not show anything if it's in WorldBuilder.
;OkToChangeModelColor = Yes
DefaultModelConditionState
Model = None
End
ModelConditionState = WORLD_BUILDER
Model = GUGandalf_SKN
End
End
Draw = W3DScriptedModelDraw ModuleTag_01
GlowEnabled = No;
GlowEmissive = No;
;OkToChangeModelColor = Yes
ExtraPublicBone = STAFF
ExtraPublicBone = B_SWORDBONE
ExtraPublicBone = PASSENGERBONE
DependencySharedModelFlags = TURN_LEFT_HIGH_SPEED TURN_RIGHT_HIGH_SPEED MOVING ACCELERATE DECELERATE TURN_LEFT TURN_RIGHT ATTACKING BACKING_UP
DefaultModelConditionState ;gandalf is grey to start out with
Model = GUGandalfGrey ;;;GUGandalfG_SKN
WeaponLaunchBone = TERTIARY STAFF
End
;;; Grey versions of Gandalf USER MODELS (For Moria only) -- never becomes white;;;
ModelConditionState = USER_1 MOUNTED
Model = gugandalfghrs ;;;GUGdfGHrs_SKN
WeaponLaunchBone = PRIMARY PASSENGERBONE
WeaponLaunchBone = TERTIARY STAFF
Shadow = SHADOW_ADDITIVE_DECAL
ShadowSizeX = 200;
ShadowSizeY = 200;
ShadowTexture = EXGandalfGlow;
End
ModelConditionState = USER_1
Model = GUGandalfGrey ;;;GUGandalfG_SKN
WeaponLaunchBone = TERTIARY STAFF
Shadow = SHADOW_ADDITIVE_DECAL
ShadowSizeX = 200;
ShadowSizeY = 200;
ShadowTexture = EXGandalfGlow;
End
;;; Mounted version of Gandalf Grey ;;;
ModelConditionState = MOUNTED
Model = gugandalfghrs ;;;GUGdfGHrs_SKN
WeaponLaunchBone = PRIMARY PASSENGERBONE
WeaponLaunchBone = TERTIARY STAFF
End
ModelConditionState = WORLD_BUILDER
Model = None
End
IdleAnimationState
StateName = Idle
Animation = Foot_IDLB ; Bored Idle
AnimationName = GUGandalfG_SKL.GUGandalfG_IDLB
AnimationMode = ONCE
AnimationPriority = 20
End
Animation = Foot_IDLC ; Bored Fidget
AnimationName = GUGandalfG_SKL.GUGandalfG_IDLC
AnimationMode = ONCE
AnimationPriority = 2
End
Animation = Foot_IDLD ; Bored Fidget
AnimationName = GUGandalfG_SKL.GUGandalfG_IDLD
AnimationMode = ONCE
AnimationPriority = 1
End
Animation = Foot_IDLE ; Bored Fidget
AnimationName = GUGandalfG_SKL.GUGandalfG_IDLE
AnimationMode = ONCE
AnimationPriority = 2
End
;Animation = Foot_IDLF ; Bored Fidget
; AnimationName = GUGandalfG_SKL.GUGandalfF_IDLF does not exist...
; AnimationMode = ONCE
; AnimationPriority = 1
;End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
CurDrawableHideSubObject("STAFF_LIGHT")
EndScript
End
; --- stunned anims Which must go before deaths in case we are dying in the air. Plus, DyingSplatted must of course be before Dying
AnimationState = MOUNTED STUNNED_FLAILING
Animation = JustDie
AnimationName = GUGdfHrs_SKL.GUGdfHrs_FLYB
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOUNTED DYING SPLATTED DEATH_1
Animation = Land
AnimationName = GUGdfHrs_SKL.GUGdfHrs_LNDA
AnimationMode = ONCE
End
End
AnimationState = MOUNTED DYING DEATH_1
Animation = JustDie
AnimationName = GUGdfHrs_SKL.GUGdfHrs_DIEA
AnimationMode = ONCE
End
End
AnimationState = MOUNTED STUNNED_STANDING_UP
Animation = StandUp
AnimationName = GUGdfHrs_SKL.GUGdfHrs_GTPA
AnimationMode = ONCE
End
End
AnimationState = MOUNTED STUNNED
Animation = Land
AnimationName = GUGdfHrs_SKL.GUGdfHrs_LNDA
AnimationMode = ONCE
End
End
AnimationState = PARALYZED MOUNTED
Animation
AnimationName = GUGdfHrs_SKL.GUGdfHrs_IDLA
AnimationMode = LOOP
End
End
AnimationState = STUNNED_FLAILING
Animation = StunnedFlail
AnimationName = GUGandalfG_SKL.GUGandalfG_FLYA
AnimationMode = LOOP
End
End
AnimationState = DYING SPLATTED DEATH_1
Animation = Stunned
AnimationName = GUGandalfG_SKL.GUGandalfG_LNDA
AnimationMode = ONCE
End
; ;ParticleSysBone = None GandalfIllumination FollowBone:yes FXTrigger:NONE Persist:KILL PersistID:100
End
AnimationState = DYING AFLAME DEATH_1
Animation = DieAflame
AnimationName = GUGandalfG_SKL.GUGandalfG_MFDA
AnimationMode = LOOP
End
End
AnimationState = DYING DEATH_1
Animation = Die
AnimationName = GUGandalfG_SKL.GUGandalfG_DIEB
AnimationMode = ONCE
End
; ;ParticleSysBone = None GandalfIllumination FollowBone:yes FXTrigger:NONE Persist:KILL PersistID:100
End
AnimationState = DYING DEATH_2
Animation = ByeBye
AnimationName = GUGandalfG_SKL.GUGandalfG_IDLA
AnimationMode = LOOP
End
; ;ParticleSysBone = None GandalfIllumination FollowBone:yes FXTrigger:NONE Persist:KILL PersistID:100
End
AnimationState = STUNNED_STANDING_UP
Animation = GUGandalfG_GTPA
AnimationName = GUGandalfG_SKL.GUGandalfG_GTPA
AnimationMode = ONCE
End
End
AnimationState = STUNNED
Animation = Stunned
AnimationName = GUGandalfG_SKL.GUGandalfG_LNDA
AnimationMode = ONCE
End
; ;ParticleSysBone = None GandalfIllumination FollowBone:yes FXTrigger:NONE Persist:KILL PersistID:100
End
AnimationState = PARALYZED
Animation
AnimationName = GUGandalfG_SKL.GUGandalfG_IDLB
AnimationMode = LOOP
End
End
AnimationState = PASSENGER EATING
StateName = BeingEaten
Animation
AnimationName = GUGandalfG_SKL.GUGandalfG_EATA
AnimationMode = ONCE
AnimationBlendTime = 4
End
End
AnimationState = PASSENGER
StateName = BeingEaten
Animation
AnimationName = GUGandalfG_SKL.GUGandalfG_FLLA
AnimationMode = LOOP
AnimationBlendTime = 4
End
End
;;; WORD OF POWER ANIMS MOUNTED ;;;
AnimationState = SPECIAL_WEAPON_ONE MOUNTED
StateName = Attacking
Animation
AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPLA
AnimationMode = ONCE
AnimationBlendTime = 4
End
FXEvent = Frame:5 Name:FX_GandalfPreAttackBlast
End
;;; WORD OF POWER ANIMS ON FOOT ;;;
AnimationState = SPECIAL_WEAPON_ONE
StateName = Attacking
Animation
AnimationName = GUGandalfG_SKL.GUGandalfG_SPCK
AnimationMode = ONCE
End
FXEvent = Frame:5 Name:FX_GandalfPreAttackBlast
End
;;; WIZARD BLAST ANIMS MOUNTED ;;;
AnimationState = SPECIAL_WEAPON_TWO MOUNTED
StateName = Attacking
Animation
AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPLD
AnimationMode = ONCE
End
End
;;; WIZARD BLAST ANIMS ON FOOT ;;;
AnimationState = SPECIAL_WEAPON_TWO
StateName = Attacking
Animation
AnimationName = GUGandalfG_SKL.GUGandalfG_SPCL
AnimationMode = ONCE
End
End
;;; LIGHTNING CHARGE ANIMS MOUNTED ;;;
AnimationState = MOUNTED PACKING_TYPE_1 UNPACKING
StateName = Attacking
Animation = LightningSwordStart
AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPE1
AnimationMode = ONCE
End
FXEvent = Frame:14 Name:FX_GandalfLightningCharge
; FXEvent = Frame:70 Name:FX_GandalfLightningFizzle
FXEvent = Frame:14 Name:FX_GandalfLightningSword FrameStop:70
End
AnimationState = MOUNTED PACKING_TYPE_1 PREPARING
StateName = Attacking
Animation = LightningSwordLoop
AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPE2
AnimationMode = LOOP
End
End
AnimationState = MOUNTED PACKING_TYPE_1 PACKING
StateName = Attacking
Animation = LightningSwordPutAway
AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPE3
AnimationMode = ONCE
End
End
;;; LIGHTNING CHARGE ANIMS ON FOOT ;;;
AnimationState = PACKING_TYPE_1 UNPACKING
StateName = Attacking
Animation = LightningSwordStart
AnimationName = GUGandalfG_SKL.GUGandalfG_SPE3
AnimationMode = ONCE
End
FXEvent = Frame:14 Name:FX_GandalfLightningCharge
; FXEvent = Frame:70 Name:FX_GandalfLightningFizzle
FXEvent = Frame:14 Name:FX_GandalfLightningSword FrameStop:70
End
AnimationState = PACKING_TYPE_1 PREPARING
StateName = Attacking
Animation = LightningSwordLoop
AnimationName = GUGandalfG_SKL.GUGandalfG_SPE2
AnimationMode = LOOP
End
End
AnimationState = PACKING_TYPE_1 PACKING
StateName = Attacking
Animation = LightningSwordPutAway
AnimationName = GUGandalfG_SKL.GUGandalfG_SPE1
AnimationMode = ONCE
End
End
;;; ISTARI LIGHT STAFF WEAPON MOUNTED ;;;
AnimationState = MOUNTED SPECIAL_WEAPON_THREE ; FIRING_OR_PREATTACK_C
StateName = Attacking
Animation = StaffLaser
AnimationName = GUGdfHrs_SKL.GUGdfHrs_SPLG
AnimationMode = ONCE
End
FXEvent = Frame:30 Name:FX_GandalfStaffFlare
End
;;; ISTARI LIGHT STAFF WEAPON ON FOOT ;;;
AnimationState = SPECIAL_WEAPON_THREE ; FIRING_OR_PREATTACK_C
StateName = Attacking
Animation = StaffLaser
AnimationName = GUGandalfG_SKL.GUGandalfG_SPCH ; isitari's light?
AnimationMode = ONCE
End
FXEvent = Frame:30 Name:FX_GandalfStaffFlare
End
;;; Summoning Shadow Fax ;;;
AnimationState = UNPACKING USER_2
StateName = Attacking
Animation
AnimationName = GUGandalf_SKN.GUGdfHrs_IDLB ; GUGdfHrs_SPCJ does not exist.
AnimationMode = LOOP
End
End
AnimationState = UNPACKING
StateName = Attacking
Animation
AnimationName = GUGdfHrs_SKL.GUGdfHrs_IDLA ; GUGdfHrs_SPCJ does not exist.
AnimationMode = ONCE
End
End
;;; Moving Standard Attack Anims ;;;
AnimationState = MOUNTED FIRING_OR_PREATTACK_A MOVING
Animation = MountedRunAndFire
AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATRA
AnimationMode = LOOP
Distance = 60
End
End
AnimationState = MOUNTED BETWEEN_FIRING_SHOTS_A MOVING
Animation = TrotBetweenShotsMoving
AnimationName = GUGdfHrs_SKL.GUGdfHrs_WLKA
AnimationMode = LOOP
Distance = 30
End
End
;;; Standard Attack Anims ;;;
AnimationState = MOUNTED FIRING_OR_PREATTACK_A
Animation = MountedSlash
AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = MountedStab
AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
AnimationState = MOVING FIRING_OR_PREATTACK_A
ShareAnimation = Yes
Animation = RunAndFire
AnimationName = GUGandalfG_SKL.GUGandalfG_ATRA
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = FIRING_OR_PREATTACK_A
Animation = StaffSwing
AnimationName = GUGandalfG_SKL.GUGandalfG_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = SwordSwing
AnimationName = GUGandalfG_SKL.GUGandalfG_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = SpinningSwordStaff
AnimationName = GUGandalfG_SKL.GUGandalfG_ATKC
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End
;;; Moving Anims ;;;
AnimationState = MOUNTED TURN_RIGHT_HIGH_SPEED
Animation = TurnRight
AnimationName = GUGdfHrs_SKL.GUGdfHrs_TNR1
AnimationMode = LOOP
End
; ;ParticleSysBone = None CalvaryDustTrails
End
AnimationState = MOUNTED TURN_LEFT_HIGH_SPEED
Animation = TurnRight
AnimationName = GUGdfHrs_SKL.GUGdfHrs_TNL1
AnimationMode = LOOP
End
; ;ParticleSysBone = None CalvaryDustTrails
End
AnimationState = MOUNTED TURN_LEFT
Animation = TurnLeft
AnimationName = GUGdfHrs_SKL.GUGdfHrs_TRNL
AnimationMode = LOOP
End
; ;ParticleSysBone = None CalvaryDustTrails
End
AnimationState = MOUNTED TURN_RIGHT
Animation = TurnRight
AnimationName = GUGdfHrs_SKL.GUGdfHrs_TRNR
AnimationMode = LOOP
End
; ;ParticleSysBone = None CalvaryDustTrails
End
AnimationState = MOUNTED MOVING ACCELERATE
Animation = Accelerate
AnimationName = GUGdfHrs_SKL.GUGdfHrs_ACCL
AnimationMode = LOOP
End
;ParticleSysBone = None CalvaryDustTrails
End
AnimationState = MOUNTED MOVING DECELERATE
Animation = Decelerate
AnimationName = GUGdfHrs_SKL.GUGdfHrs_DECL
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.6 0.6
End
;ParticleSysBone = None CalvaryDustTrails
End
AnimationState = MOUNTED MOVING WALKING
Animation = Walk
AnimationName = GUGdfHrs_SKL.GUGdfHrs_WLKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOUNTED MOVING BACKING_UP
Animation = BackingUp
AnimationName = GUGdfHrs_SKL.GUGdfHrs_BAKA
AnimationMode = LOOP
End
Flags = RANDOMSTART
;ParticleSysBone = None InfantryDustTrails
End
AnimationState = MOUNTED MOVING
Animation = RunA
AnimationName = GUGdfHrs_SKL.GUGdfHrs_RUNA
AnimationMode = LOOP
End
Flags = RANDOMSTART
;ParticleSysBone = None CalvaryDustTrails
End
AnimationState = MOVING WANDER
Animation = Wandering
AnimationName = GUGandalfG_SKL.GUGandalfG_WLKA ;32
AnimationMode = LOOP
End
End
AnimationState = MOVING
Animation = Moving
AnimationName = GUGandalfG_SKL.GUGandalfG_RUNB ;20
AnimationMode = LOOP
End
Flags = RANDOMSTART
End
AnimationState = MOUNTED LEVELED USER_1; This state clears itself in 3 of your Earth seconds
Animation = Yippee
AnimationName = GUGdfHrs_SKL.GUGdfHrs_LVLA
AnimationMode = ONCE
End
BeginScript
CurDrawableShowSubObject("STAFF_LIGHT")
EndScript
End
AnimationState = MOUNTED LEVELED ; This state clears itself in 3 of your Earth seconds
Animation = Yippee
AnimationName = GUGdfHrs_SKL.GUGdfHrs_LVLA
AnimationMode = ONCE
End
End
; READY IDLE
AnimationState = MOUNTED EMOTION_ALERT
Animation = ALERT_1
AnimationName = GUGdfHrs_SKL.GUGdfHrs_IDLA
AnimationMode = LOOP
End
End
AnimationState = EMOTION_ALERT
Animation = ALERT_1
AnimationName = GUGandalfG_SKL.GUGandalfG_IDLA
AnimationMode = ONCE
End
Flags = RESTART_ANIM_WHEN_COMPLETE ; acts like an idle animation & keeps running the animations.
End
AnimationState = LEVELED USER_1; This state clears itself in 3 of your Earth seconds
Animation = Yippee
AnimationName = GUGandalfG_SKL.GUGandalfG_LVLA
AnimationMode = ONCE
End
BeginScript
CurDrawableShowSubObject("STAFF_LIGHT")
EndScript
End
AnimationState = LEVELED ; This state clears itself in 3 of your Earth seconds
Animation = Yippee
AnimationName = GUGandalfG_SKL.GUGandalfG_LVLA
AnimationMode = ONCE
End
End
AnimationState = MOUNTED SELECTED USER_1
SimilarRestart = Yes
StateName = AtAttentionIdle
Animation = ATNB
AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
EndScript
End
AnimationState = MOUNTED RAISING_FLAG
Animation
AnimationName = GUGdfHrs_SKL.GUGdfHrs_LVLA
AnimationMode = LOOP
End
End
AnimationState = MOUNTED EMOTION_CELEBRATING
Animation
AnimationName = GUGdfHrs_SKL.GUGdfHrs_LVLA
AnimationMode = LOOP
End
End
AnimationState = MOUNTED EMOTION_TAUNTING
Animation
AnimationName = GUGdfHrs_SKL.GUGdfHrs_LVLA
AnimationMode = LOOP
End
End
AnimationState = MOUNTED SELECTED
SimilarRestart = Yes
StateName = AtAttentionIdle
Animation = ATNB
AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
if Prev == "AtAttentionIdle" then CurDrawableSetTransitionAnimState("TRANS_MountedSelect") end
CurDrawableHideSubObject("STAFF_LIGHT")
EndScript
End
TransitionState = TRANS_MountedSelect
Animation = ATNA
AnimationName = GUGdfHrs_SKL.GUGdfHrs_ATNA
AnimationMode = ONCE
End
End
TransitionState = TRANS_Idle_to_Selected
Animation = ATNA
AnimationName = GUGandalfG_SKL.GUGandalfG_ATNA
AnimationMode = ONCE
End
End
TransitionState = TRANS_Selected_To_Idle
Animation = ATNE ;ATNC
AnimationName = GUGandalfG_SKL.GUGandalfG_ATNE ;C
AnimationMode = ONCE
End
End
AnimationState = SELECTED USER_1
StateName = Selected
SimilarRestart = Yes
Animation = ATNB
AnimationName = GUGandalfG_SKL.GUGandalfG_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end
EndScript
End
AnimationState = RAISING_FLAG
Animation
AnimationName = GUGandalfG_SKL.GUGandalfG_LVLA
AnimationMode = LOOP
End
End
AnimationState = EMOTION_CELEBRATING
Animation
AnimationName = GUGandalfG_SKL.GUGandalfG_LVLA
AnimationMode = LOOP
End
End
AnimationState = EMOTION_TAUNTING
Animation
AnimationName = GUGandalfG_SKL.GUGandalfG_LVLA
AnimationMode = LOOP
End
End
AnimationState = SELECTED
StateName = Selected
SimilarRestart = Yes
Animation = ATNB
AnimationName = GUGandalfG_SKL.GUGandalfG_ATNB
AnimationMode = LOOP
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Idle" then CurDrawableSetTransitionAnimState("TRANS_Idle_to_Selected") end
CurDrawableHideSubObject("STAFF_LIGHT")
EndScript
End
AnimationState = MOUNTED HIT_REACTION HIT_LEVEL_1
Animation = Hit_Level_1_a
AnimationName = GUGdfHrs_SKL.GUGdfHrs_HITA
AnimationMode = ONCE
End
End
AnimationState = HIT_REACTION HIT_LEVEL_1
Animation = Hit_Level_1_a
AnimationName = GUGandalfG_SKL.GUGandalfG_HITA
AnimationMode = ONCE
End
End
AnimationState = MOUNTED
StateName = Idle
Animation = IdleA
AnimationName = GUGdfHrs_SKL.GUGdfHrs_IDLA
AnimationPriority = 30
AnimationMode = ONCE
AnimationBlendTime = 15
End
Animation = IdleC
AnimationName = GUGdfHrs_SKL.GUGdfHrs_IDLC
AnimationMode = ONCE
AnimationBlendTime = 15
End
Flags = RESTART_ANIM_WHEN_COMPLETE
End
AnimationState = USER_1
StateName = user_1_idle
Animation = Foot_IDLB ; Bored Idle
AnimationName = GUGandalfG_SKL.GUGandalfG_IDLB
AnimationMode = ONCE
AnimationPriority = 2
End
Animation = Foot_IDLC ; Bored Fidget
AnimationName = GUGandalfG_SKL.GUGandalfG_IDLC
AnimationMode = ONCE
AnimationPriority = 2
End
Animation = Foot_IDLD ; Bored Fidget
AnimationName = GUGandalfG_SKL.GUGandalfG_IDLD
AnimationMode = ONCE
AnimationPriority = 1
End
Animation = Foot_IDLE ; Bored Fidget
AnimationName = GUGandalfG_SKL.GUGandalfG_IDLE
AnimationMode = ONCE
AnimationPriority = 2
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "Selected" then CurDrawableSetTransitionAnimState("TRANS_Selected_To_Idle") end
CurDrawableShowSubObject("STAFF_LIGHT")
EndScript
End
End
#include "..\..\..\includes\StunDrawModuleSmall.inc"
Draw = W3DScriptedModelDraw ModuleTag_ShieldBubble
DefaultModelConditionState
Model = None
End
ModelConditionState = USER_3
Model = GUGANDALFCRSTL
ParticleSysBone = ROOTTRANSFORM GandalfCrystalSphere FollowBone:Yes
ParticleSysBone = ROOTTRANSFORM GandalfBeamGlow2 FollowBone:Yes
End
End
Draw = W3DScriptedModelDraw ModuleTag_ShieldBubble2
DefaultModelConditionState
Model = None
End
ModelConditionState = WEAPONSET_HERO_MODE
Model = GUGANDALFCRSTL
End
End
Draw = W3DScriptedModelDraw ModuleTag_LightController
DefaultModelConditionState
Model = None
End
ModelConditionState = USER_1
Model = Invisible
Shadow = SHADOW_ADDITIVE_DECAL_DYNAMIC
ShadowSizeX = 200;
ShadowSizeY = 200;
ShadowTexture = EXGandalfGlow;
ShadowOpacityStart = 0
ShadowOpacityFadeInTime = 1000
ShadowOpacityPeak = 255
ShadowOpacityFadeOutTime = 1000
ShadowOpacityEnd = 0
End
IdleAnimationState
End
AnimationState = USER_1
End
End
Draw = W3DScriptedModelDraw Icon
ModelConditionState = NONE
Model = bbox
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 = MOVING
End
End
; ***DESIGN parameters ***
Side = Men
EditorSorting = UNIT
ThreatLevel = GANDALF_THREAT_LEVEL
ThingClass = CHARACTER_UNIT
DisplayMeleeDamage = 350
HeroSortOrder = 10
IsTrainable = Yes
BuildCost = GANDALF_THE_WHITE_MOD_BUILDCOST
BuildTime = GANDALF_THE_WHITE_MOD_BUILDTIME
;ShockwaveResistance = SHOCKWAVE_RESISTANCE_STRONG
TransportSlotCount = TRANSPORTSLOTCOUNT_HERO
CommandSet = GondorGandalfModCommandSet
CommandPoints = GONDOR_GANDALF_COMMAND_MOD_POINTS
WeaponSet
Conditions = None
Weapon = PRIMARY GandalfSwordMod
End
WeaponSet
Conditions = MOUNTED
Weapon = PRIMARY GandalfSwordMountedMod
End
ArmorSet
Conditions = None
Armor = EdainWizardHeroArmor
DamageFX = NormalDamageFX
End
ArmorSet
Conditions = MOUNTED
Armor = EdainWizardHeroArmorMounted
DamageFX = NormalDamageFX
End
VisionRange = 250 ;VISION_HERO_STANDARD
ShroudClearingRange = 400 ;SHROUD_CLEAR_HERO
MaxVisionBonusPercent = 300%
VisionBonusTestRadius = 200
VisionBonusPercentPerFoot = 1.0%
BountyValue = GONDOR_GANDALFWHITE_BOUNTY_VALUE
DisplayName = OBJECT:GandalfTheGrey
RecruitText = CONTROLBAR:GandalfderGraueRecruit
ReviveText = CONTROLBAR:GandalfTheWhiteRevive
Hotkey = CONTROLBAR:GandalfTheWhiteHotkey
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
; *** AUTO RESOLVE DATA ***
AutoResolveUnitType = AutoResolveUnit_Hero
AutoResolveCombatChain = AutoResolve_HeroCombatChain
AutoResolveBody = AutoResolve_GandalfBody
AutoResolveWeapon
Weapon = AutoResolve_GandalfWeapon
End
AutoResolveArmor
Armor = AutoResolve_GandalfArmor
End
;AutoResolveLeadership = AutoResolve_GandalfBonus
; *** AUDIO Parameters ***;
VoiceAttack = GandalfModVoiceAttack
VoiceAttackCharge = GandalfModVoiceAttack
VoiceAttackMachine = GandalfModVoiceAttack
VoiceAttackStructure = GandalfModVoiceAttack
VoiceCreated = GandalfVoiceSalute
VoiceFullyCreated = GandalfVoiceSalute
VoiceFear = GandalfVoiceHelpMe
VoiceMove = GandalfModVoiceMove
VoiceMoveToCamp = GandalfModVoiceMove
VoiceMoveWhileAttacking = GandalfModVoiceMove
VoicePriority = 96
VoiceRetreatToCastle = GandalfModVoiceSelect
VoiceSelect = GandalfModVoiceSelect
VoiceSelectBattle = GandalfModVoiceSelect
VoiceGuard = GandalfModVoiceMove
SoundImpact = ImpactHorse
;GandalfVoiceJoinAnybody
;GandalfVoiceJoinAragorn
;GandalfVoiceJoinGimli
;GandalfVoiceJoinHobbit
;GandalfVoiceJoinLegolas
UnitSpecificSounds
VoiceGarrison = GandalfVoiceGarrison
VoiceEnterUnitElvenTransportShip = GandalfModVoiceMove
VoiceInitiateCaptureBuilding = GandalfModVoiceMove
End
ClientBehavior = ModelConditionSoundSelectorClientBehavior ModuleTag_MCSoundSelector
SoundState = MOUNTED
VoiceMove = GandalfModVoiceMove
VoiceSelect = GandalfModVoiceSelect
End
End
CrowdResponseKey = GoodMen
#include "..\..\..\includes\StandardUnitEvaEvents.inc"
EvaEventDieOwner = GandalfDie ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths
Behavior = LargeGroupAudioUpdate ModuleTag_LGAU ; Tie into LargeGroupAudio system
Key = Humanoid_Male Man Man_Male Unit Infantry Hero
;UnitWeight = 2
End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:FootstepDirtA Animation:GUGandalfG_SKL.GUGandalfG_RUNA Frames:10 20
AnimationSound = Sound:FootstepDirtA Animation:GUGandalfG_SKL.GUGandalfG_RUNB Frames:10 22 33 45
AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUGandalfG_SKL.GUGandalfG_DIEB Frames:63
AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUGandalfG_SKL.GUGandalfG_LNDA Frames:2
AnimationSound = Sound:HorseMoveFootsteps Animation:GUGdfHrs_SKL.GUGdfHrs_ACCL Frames:15 32
AnimationSound = Sound:HorseMoveFootsteps Animation:GUGdfHrs_SKL.GUGdfHrs_RUNA Frames:0
AnimationSound = Sound:HorseMoveFootsteps Animation:GUGdfHrs_SKL.GUGdfHrs_TNL1 Frames:0
AnimationSound = Sound:HorseMoveFootsteps Animation:GUGdfHrs_SKL.GUGdfHrs_TNR1 Frames:0
AnimationSound = Sound:HorseWhinny50Percent Animation:GUGdfHrs_SKL.GUGdfHrs_IDLC Frames:0
AnimationSound = Sound:HorseWhinnyForEowynSmite Animation:GUGdfHrs_SKL.GUGdfHrs_LVLA Frames:64
AnimationSound = Sound:HorseWhinnyForEowynSmite Animation:GUGdfHrs_SKL.GUGdfHrs_SPLA Frames:74
AnimationSound = Sound:BodyFallGenericNoArmor Animation:GUGdfHrs_SKL.GUGdfHrs_DIEA Frames:2 42
AnimationSound = Sound:HorseDieForHero Animation:GUGdfHrs_SKL.GUGdfHrs_DIEA Frames:1
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = HERO HEAVY_MELEE_HITTER PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE ATTACK_NEEDS_LINE_OF_SIGHT NOTIFY_OF_PREATTACK ARMY_SUMMARY GANDALF COMMANDCENTER
PathfindDiameter = 40.0
Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = GANDALF_THE_WHITE_MOD_HEALTH ;BALANCE Eomer 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_GandalfDieToRespawn
DeathAnimationTime = 5367
; InitialSpawnFX = FX_GandalfInitialSpawn
RespawnAnim = LEVELED ;Animation to play when respawning.
; RespawnFX = FX_GandalfRespawn ;FXList to play when respawning.
RespawnAnimationTime = 2000 ;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 = HIGandalfgood
RespawnAsTemplate = GondorGandalf_mod
;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:4500 Time:60000 Health:100% ;DEFAULT VALUES
End
Behavior = AutoHealBehavior ModuleTag_ElvenGiftHealing
StartsActive = No
TriggeredBy = Upgrade_ElvenGift
HealingAmount = ELVEN_GIFT_REGEN_AMOUNT
HealingDelay = ELVEN_GIFT_REGEN_DELAY
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
Behavior = AttributeModifierUpgrade ModuleTag_ElvenGiftBonus
TriggeredBy = Upgrade_ElvenGift
AttributeModifier = SpellBookElvenGifts
End
Behavior = MonitorConditionUpdate ModuleTag_CommandSetSwapper1
WeaponSetFlags = WEAPONSET_TOGGLE_1
WeaponToggleCommandSet = GondorGandalfModChangeCommandSet
End
Behavior = MonitorConditionUpdate ModuleTag_CommandSetSwapper2
WeaponSetFlags = WEAPONSET_TOGGLE_2
WeaponToggleCommandSet = GondorGandalfModCommandSet
End
Behavior = AutoHealBehavior ModuleTag_GandalfHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End
Behavior = NotifyTargetsOfImminentProbableCrushingUpdate ModuleTag_NotifyCrushScan
End
Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = Hero
End
#include "..\..\..\includes\CaptureBuilding.inc"
Behavior = AIUpdateInterface ModuleTag_04
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = GandalfEdainFunctions
End
Behavior = EmotionTrackerUpdate Module_EmotionTracker
TauntAndPointDistance = 300
TauntAndPointUpdateDelay = 10000
AddEmotion = Doom_Base
// AddEmotion = BraceForBeingCrushed_Base
// AddEmotion = FearIdle_Base
// AddEmotion = FearBusy_Base
AddEmotion = Point_Base
AddEmotion = Taunt_Base
AddEmotion = CheerIdle_Base
AddEmotion = CheerBusy_Base
// AddEmotion = HeroCheerIdle_Base
// AddEmotion = HeroCheerBusy_Base
AddEmotion = Alert_Base
AddEmotion = CheerForAboutToCrush_Base
End
LocomotorSet
Locomotor = HeroHumanLocomotor
Condition = SET_NORMAL
Speed = NORMAL_GOOD_HERO_SPEED
End
LocomotorSet
Locomotor = HeroHorseLocomotor
Condition = SET_MOUNTED
Speed = NORMAL_MOUNTED_HERO_SPEED
End
Behavior = PhysicsBehavior ModuleTag_05
GravityMult = 1.0
ShockStandingTime = 3800 ;msec
End
Behavior = SlowDeathBehavior ModuleTag_06
DeathTypes = ALL -KNOCKBACK -FADED
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
Sound = INITIAL GandalfVoiceDie ;GandalfDie
DeathFlags = DEATH_1
End
Behavior = SquishCollide ModuleTag_07
;nothing
End
Behavior = SlowDeathBehavior ModuleTag_08
; Same as normal death, but no sound (sound already played by SoundImpact = ... )
DeathTypes = NONE +KNOCKBACK
SinkDelay = 3000
SinkRate = 0.40 ; in Dist/Sec
DestructionDelay = 8000
DeathFlags = DEATH_1
End
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
End
Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
HitReactionLifeTimer1 = 2000 ; level 1 (light damage) hit reaction animations in frames (5 per sec)
HitReactionThreshold1 = 5.0 ; level 1 (light damage) threshold trigger
End
;------- ISTARI WEAPON --------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_IstariLightEnabler
SpecialPowerTemplate = SpecialAbilityIstariLight
TriggeredBy = Upgrade_Level_7
ObeyRechageOnTrigger = Yes
End
Behavior = SpecialPowerModule ModuleTag_IstariLightPower
SpecialPowerTemplate = SpecialAbilityIstariLight
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = GandalfVoiceAttackIstariLight ;this plays when he targets, not when he fires
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_IstariLightUpdate
SpecialPowerTemplate = SpecialAbilityIstariLight
SkipContinue = Yes
UnpackTime = 2000
PreparationTime = 1
PersistentPrepTime = 2000
PackTime = 500
AwardXPForTriggering = 0
StartAbilityRange = GANDALF_PHASER_CAST_RANGE ; Note: This has to be smaller than the weapon range or it'll never succeed
ApproachRequiresLOS = Yes
SpecialWeapon = GandalfStaffWeaponMod ;GandalfStaffWeapon
MustFinishAbility = Yes
WhichSpecialWeapon = 3
BusyForDuration = 2500
End
Behavior = AutoAbilityBehavior ModuleTag_IstariLightAutoAbility
SpecialAbility = SpecialAbilityIstariLight
MaxScanRange = 350
Query = 1 ANY +HERO +MACHINE +MONSTER ENEMIES
End
;------- MOUNTED SPECIAL ABILITY --------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_HorseEnabler
SpecialPowerTemplate = SpecialAbilityToggleMounted
TriggeredBy = Upgrade_Level_5
End
Behavior = SpecialPowerModule ModuleTag_HorseToggleStarter
SpecialPowerTemplate = SpecialAbilityToggleMounted
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_HorseToggle
SpecialPowerTemplate = SpecialAbilityToggleMounted
UnpackTime = 2000
PreparationTime = 1
PersistentPrepTime = 250
PackTime = 2000
OpacityTarget = .3 ; How see-thru to be at peak of change
AwardXPForTriggering = 0
End
;------- WORD OF POWER (BLUE RING BLAST) SPELL --------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_WordEnabler
SpecialPowerTemplate = SpecialAbilityWordOfPowerGandalf
TriggeredBy = Upgrade_Level_10
ObeyRechageOnTrigger = Yes
End
Behavior = SpecialPowerModule ModuleTag_WordStarter
SpecialPowerTemplate = SpecialAbilityWordOfPowerGandalf
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = GandalfWordofPowerVoice
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WordWeaponFireUpdate
SpecialPowerTemplate = SpecialAbilityWordOfPowerGandalf
WhichSpecialWeapon = 1
SkipContinue = Yes
UnpackTime = 1700
PackTime = 1
FreezeAfterTriggerDuration = 2500 ; Hold AI for this long after we fire.
AwardXPForTriggering = 0
StartAbilityRange = 80.0
SpecialWeapon = GandalfWordOfPower
End
Behavior = AutoAbilityBehavior ModuleTag_WordOfPowerAutoAbility
SpecialAbility = SpecialAbilityWordOfPowerGandalf
MaxScanRange = 80
Query = 3 ANY +HORDE +MACHINE ENEMIES
Query = 1 ANY +HERO +MONSTER NOT_FLYING_UNITS
End
;------- WIZARD BLAST SPELL --------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_BlastEnabler
SpecialPowerTemplate = SpecialAbilityWizardBlast
TriggeredBy = Upgrade_Level_1
ObeyRechageOnTrigger = Yes
End
Behavior = SpecialPowerModule ModuleTag_BlastStarter
SpecialPowerTemplate = SpecialAbilityWizardBlast
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = GandalfVoiceAttackWizardBlast ;this plays when he targets, not when he fires
End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_WizardBlastWeaponFireUpdate
SpecialPowerTemplate = SpecialAbilityWizardBlast
WhichSpecialWeapon = 2
SkipContinue = Yes
UnpackTime = 900
PreparationTime = 1
PersistentPrepTime = 1500
PackTime = 1100
AwardXPForTriggering = 0
StartAbilityRange = 80.0
MustFinishAbility = Yes
SpecialWeapon = GandalfWizardBlast
End
Behavior = AutoAbilityBehavior ModuleTag_WizardBlastAutoAbility
SpecialAbility = SpecialAbilityWizardBlast
MaxScanRange = 55
Query = 1 ALL -STRUCTURE ENEMIES
End
;------- LIGHTNING SWORD SPELL --------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_LightningEnabler
SpecialPowerTemplate = SpecialAbilityLightningSword
TriggeredBy = Upgrade_Level_2
ObeyRechageOnTrigger = Yes
End
Behavior = SpecialPowerModule ModuleTag_11
SpecialPowerTemplate = SpecialAbilityLightningSword
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = GandalfVoiceAttackLightningSword ;this plays when he targets, not when he fires
End
Behavior = ArrowStormUpdate ModuleTag_12
SpecialPowerTemplate = SpecialAbilityLightningSword
StartAbilityRange = 275.0
UnpackingVariation = 1
UnpackTime = 2500 ; Pull out arrow
PreparationTime = 1 ; Quick shot
PersistentPrepTime = 500 ; looping the quick shot
PackTime = 1500 ; back to idle
ApproachRequiresLOS = Yes ; required so that it doesn't shoot through walls
AwardXPForTriggering = 0
ActiveLoopSound = GandalfLightningLoop ; Sound loops entire time ability is actively firing
;Specific to ArrowStorm
WeaponTemplate = GandalfLightningSwordBlastWeapon
TargetRadius = 120
ShotsPerTarget = 1
ShotsPerBurst = 1
MaxShots = 11 ; will double up if run out of targets
End
Behavior = AutoAbilityBehavior ModuleTag_LightningSwordAutoAbility
SpecialAbility = SpecialAbilityLightningSword
MaxScanRange = 250
Query = 1 ANY +HERO +STRUCTURE ENEMIES
End
;-----------------------------------------------------
; Automatische Lichtsphere (Ohne Ring) aus Sum1
;-----------------------------------------------------
Behavior = SpecialPowerModule ModuleTag_ShieldBubbleStarter
SpecialPowerTemplate = SpecialPowerShieldBubbleEdain ;aus Sum1
UpdateModuleStartsAttack = No
AttributeModifier = GandalfShieldBubbleBonusEdain ;aus Sum1
AttributeModifierRange = 1
AttributeModifierAffectsSelf = Yes
AttributeModifierAffects = ANY +CAVALRY +INFANTRY
SetModelCondition = ModelConditionState:USER_3
SetModelConditionTime = 2.5
End
Behavior = SpecialAbilityUpdate ModuleTag_ShieldBubbleUpdate
SpecialPowerTemplate = SpecialPowerShieldBubbleEdain
UnpackTime = 0
PreparationTime = 0.1
PackTime = 0.15
AwardXPForTriggering = 0
End
Behavior = AutoAbilityBehavior ModuleTag_AutoAbilitySpecialPowerShieldBubble
SpecialAbility = SpecialPowerShieldBubbleEdain
StartsActive = Yes
MaxScanRange = 50
Query = 1 ANY ENEMIES +MONSTER +HERO
End
Behavior = SpecialPowerModule ModuleTag_Leadership
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = No
StartsPaused = No
End
;-----------------------------------------------------------
; Hobbits aufsitzen lassen
;-----------------------------------------------------------
Behavior = TransportContain ModuleTag_TransportContainTag
ObjectStatusOfContained = UNSELECTABLE
PassengerFilter = NONE +HOBBIT
Slots = 1
ShowPips = No
AllowEnemiesInside = No
AllowNeutralInside = Yes
AllowAlliesInside = Yes
DamagePercentToUnits = 0%
TypeOneForWeaponSet = HOBBIT
PassengerBonePrefix = PassengerBone:PASSENGERBONE KindOf:HOBBIT
EjectPassengersOnDeath = Yes
ConditionForEntry = ModelConditionState: MOUNTED
End
Behavior = HeroDie ModuleTag_HeroDeath
SpecialPowerTemplate = SpecialAbilitySmite ;the special power that I recharge by dying
End
;----------------------------------------------------
; Lichtsphere
;----------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_AragornBladeMasterEnabler
SpecialPowerTemplate = SpecialAbilityGaladrielLichtEarendils
TriggeredBy = Upgrade_RingHero
End
Behavior = SpecialPowerModule ModuleTag_AragornBladeMasterStarter ; SpecialAbility is a SpecialPower, SpecialPower is anyting special
SpecialPowerTemplate = SpecialAbilityGaladrielLichtEarendils
StartsPaused = Yes
End
Behavior = HeroModeSpecialAbilityUpdate ModuleTag_AragornBladeMasterUpdate ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing.
SpecialPowerTemplate = SpecialAbilityGaladrielLichtEarendils
HeroAttributeModifier = GaladrielLichtEarendils
HeroEffectDuration = 15000 ; this should sync with the auto ability delay re-fire time in commandButtons.ini
UnpackTime = 1 ; insant unpack
;TriggerSound = AragornBladeMaster
End
;---------------------------------------------------------
; Gandalf der Weiße
;---------------------------------------------------------
Behavior = SpecialPowerModule ModuleTag_WeißeStarter
SpecialPowerTemplate = SpecialAbilityToggleSauronGestaltenSauron
UpdateModuleStartsAttack = Yes
StartsPaused = No
End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_Weiße
SpecialPowerTemplate = SpecialAbilityToggleSauronGestaltenSauron
MountedTemplate = GondorGandalfWhite_mod
SynchronizeTimerOnSpecialPower = SpecialAbilityIstariLight SpecialAbilityWordOfPower SpecialAbilityWizardBlast SpecialAbilityLightningSword
UnpackTime = 2000
PreparationTime = 0 ; none, cause we hop onto our mount in no time at all
PackTime = 0 ; none, cause we hop onto our mount in no time at all
OpacityTarget = .0 ; How see-thru to be at peak of change
AwardXPForTriggering = 0
IgnoreFacingCheck = Yes
End
Behavior = DoCommandUpgrade Module_DoCommandUpgradeWeiße
TriggeredBy = Upgrade_GandalfWhite
GetUpgradeCommandButtonName = Command_SpecialAbilityGandalfderWeiße
End
;---------------------------------------------------------
; Gandalf Ringmechanik
;---------------------------------------------------------
;---------------------------------------------------------
; Gandalf der Verführte
;---------------------------------------------------------
Behavior = SpecialPowerModule ModuleTag_VerführteStarter
SpecialPowerTemplate = SpecialAbilityGandalfVerführte
UpdateModuleStartsAttack = Yes
StartsPaused = No
End
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_Verführte
SpecialPowerTemplate = SpecialAbilityGandalfVerführte
MountedTemplate = GondorGandalfVerführte
SynchronizeTimerOnSpecialPower = SpecialAbilityIstariLight SpecialAbilityWordOfPower SpecialAbilityWizardBlast SpecialAbilityLightningSword
UnpackTime = 2000
PreparationTime = 0 ; none, cause we hop onto our mount in no time at all
PackTime = 0 ; none, cause we hop onto our mount in no time at all
OpacityTarget = .0 ; How see-thru to be at peak of change
AwardXPForTriggering = 0
IgnoreFacingCheck = Yes
End
Behavior = DoCommandUpgrade Module_DoCommandUpgrade1
TriggeredBy = Upgrade_RingHero Upgrade_FortressRingHero
ConflictsWith = Upgrade_GandalfWhite
GetUpgradeCommandButtonName = Command_SpecialAbilityGandalfVerführte
End
; ---------------------------------------------------------------------------
; Aufnehmen des Ringes durch Ringheld / Einzigartiges und neues Module by Ea
; ---------------------------------------------------------------------------
Behavior = CitadelSlaughterHordeContain ModuleTag_SlaughterMe
PassengerFilter = NONE +TheDroppedRing
ObjectStatusOfContained = UNSELECTABLE ENCLOSED
ContainMax = 1
AllowEnemiesInside = No
AllowAlliesInside = No
AllowNeutralInside = No
AllowOwnPlayerInsideOverride = Yes
EnterSound = Gandalf_RingReturned
EntryOffset = X:0.0 Y:0.0 Z:0.0
EntryPosition = X:0.0 Y:0.0 Z:0.0
ExitOffset = X:0.0 Y:0.0 Z:0.0
StatusForRingEntry = HOLDING_THE_RING
UpgradeForRingEntry = Upgrade_RingHero Upgrade_FortressRingHero
ObjectToDestroyForRingEntry = NONE +TheDroppedRing
FXForRingEntry = FX_OneRingFlare
End
; --------------------------------------------------------------------------------
; Ende
; --------------------------------------------------------------------------------
Behavior = ProductionUpdate ProductionUpdateModuleTag
GiveNoXP = Yes
End
;///////////////////
; AISpecialPowers
;///////////////////
Behavior = AISpecialPowerUpdate GandalfWordOfPowerAI
CommandButtonName = Command_SpecialAbilityWordOfPowerEdain
SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
SpecialPowerRadius = 250
End
Behavior = AISpecialPowerUpdate GandalfToggleMountedAI
CommandButtonName = Command_GandalfShadowfax
SpecialPowerAIType = AI_SPECIAL_POWER_GOBLINKING_MOUNTED
End
Behavior = AISpecialPowerUpdate GandalfWizardBlastAI
CommandButtonName = Command_SpecialAbilityWizardBlast
SpecialPowerAIType = AI_SPECIAL_POWER_GANDALF_WIZARD_BLAST
SpecialPowerRadius = 100
SpecialPowerRange = 75
End
Behavior = AISpecialPowerUpdate GandalfIstariLightAI
CommandButtonName = Command_GondorGandalfIstariLight
SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER
SpecialPowerRange = 375
End
Behavior = AISpecialPowerUpdate GandalfLightningSwordAI
CommandButtonName = Command_GondorGandalfLightningSword
SpecialPowerAIType = AI_SPECIAL_POWER_RANGED_AOE_ATTACK
SpecialPowerRadius = 100
SpecialPowerRange = 275
End
Geometry = CYLINDER
GeometryMajorRadius = 8.0
GeometryHeight = 25
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 20
ShadowSizeY = 20
ShadowTexture = ShadowI
End