gandalf77 Moddeur confirmé
Nombre de messages : 202 Add-On : Oui Date d'inscription : 09/08/2009
| Sujet: Heros Wyrm (Vers de Terre geant) Sam 23 Juil - 18:47 | |
| Slt je vous fait part d'un problème que j'ai je voulais à partir du Wyrm (le vers de terre que l'on invoque) en faire un héros mais le problème est que il ne bouge pas, il ne peut pas avancer, donc j'ai essayer de changer son "Locomotorset" (j'ai mis le locomotorset de Shelob) et là c'est bon mais il se met donc à bouger bizarrement et donc je sais pas trop ce qu'il faut faire pour qu'il bouge comme lorsqu'il est invoqué | |
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gandalf77 Moddeur confirmé
Nombre de messages : 202 Add-On : Oui Date d'inscription : 09/08/2009
| Sujet: Re: Heros Wyrm (Vers de Terre geant) Sam 23 Juil - 18:50 | |
| Voila le code de mon Heros Wyrm, donc j'ai juste un problème pour son mouvement car pour le reste c'est bon : - Spoiler:
;--------------------------------------------------------------------------- Object WyrmHero SelectPortrait = HPWyrm ButtonImage = HIWyrm Draw = W3DScriptedModelDraw ModuleTag_Draw ExtraPublicBone = B_HEAD DefaultModelConditionState Model = CUWyrm_SKN Skeleton = CUWyrm_SKL End IdleAnimationState Animation AnimationName = CUWyrm_IDLA AnimationMode = ONCE AnimationBlendTime = 5 ; mainly to blend from the turns End ParticleSysBone = NONE WyrmSplashCloudIdle FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = NONE WyrmDustCloudIdle FollowBone:Yes OnlyIfOnLand:Yes ;ParticleSysBone = NONE WyrmRocksIdle FollowBone:Yes OnlyIfOnLand:Yes End AnimationState = JUST_BUILT StateName = State_JustBuilt Animation AnimationName = CUWyrm_SMNA AnimationMode = ONCE AnimationBlendTime = 0 End ParticleSysBone = NONE WyrmSplashCloudSpawn FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = NONE WyrmSplashCloudIdle FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = NONE WyrmSplashIdle FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = NONE WyrmDustCloudSpawn FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmRocksSpawn FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmDustCloudIdle FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmRocksIdle FollowBone:Yes OnlyIfOnLand:Yes End AnimationState = DYING DEATH_1 SWIMMING ; Killed in deep water Animation AnimationName = CUWyrm_DIEB AnimationMode = ONCE AnimationBlendTime = 15 End
ParticleSysBone = NONE WyrmSplashCloudDie01 FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = NONE WyrmSplashDie01 FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = B_JAW WyrmSplashCloudDie02 FollowBone:Yes OnlyIfOnWater:Yes End AnimationState = DYING DEATH_1 ; Killed Animation AnimationName = CUWyrm_DIEA AnimationMode = ONCE AnimationBlendTime = 15 End ParticleSysBone = NONE WyrmDustCloudDie01 FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmRocksDie01 FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmSplashCloudDie01 FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = NONE WyrmSplashDie01 FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = B_JAW WyrmSplashCloudDie02 FollowBone:Yes OnlyIfOnWater:Yes End AnimationState = DYING DEATH_2 ; Timer runs out Animation AnimationName = CUWyrm_SMNA AnimationMode = ONCE_BACKWARDS AnimationBlendTime = 15 End Flags = START_FRAME_LAST ParticleSysBone = NONE WyrmSplashCloudSpawn FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = NONE WyrmSplashCloudIdle FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = NONE WyrmSplashIdle FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = NONE WyrmDustCloudUnSpawn FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmDustCloudIdle FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmRocksIdle FollowBone:Yes OnlyIfOnLand:Yes End
AnimationState = UNPACKING Animation = Dive AnimationName = CUWyrm_DIVA AnimationMode = ONCE End ParticleSysBone = B_TAIL01 WyrmDustCloudDive FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = B_TAIL03 WyrmDustCloudDive FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = B_TAIL05 WyrmDustCloudDive FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = B_TAIL07 WyrmDustCloudDive FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = B_TAIL09 WyrmDustCloudDive FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = B_TAIL01 WyrmSplashCloudDive FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = B_TAIL03 WyrmSplashCloudDive FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = B_TAIL05 WyrmSplashCloudDive FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = B_TAIL07 WyrmSplashCloudDive FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = B_TAIL09 WyrmSplashCloudDive FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = B_TAIL01 WyrmRocksDive FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = B_TAIL03 WyrmRocksDive FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = B_TAIL05 WyrmRocksDive FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = B_TAIL07 WyrmRocksDive FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = B_TAIL09 WyrmRocksDive FollowBone:Yes OnlyIfOnLand:Yes
FXEvent = Frame:44 FireWhenSkipped Name:FX_WyrmDiveHoleAtBone ParticleSysBone = NONE WyrmRocksDiveHole FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmDustCloudIdle FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmSplashDiveHole FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = NONE WyrmSplashCloudIdle FollowBone:Yes OnlyIfOnWater:Yes End
AnimationState = PACKING Animation = Popup AnimationName = CUWyrm_SMNA AnimationMode = ONCE End ParticleSysBone = NONE WyrmDustCloudSpawn FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmDustCloudIdle FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmRocksIdle FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmRocksSpawn FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmSplashCloudSpawn FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = NONE WyrmSplashCloudIdle FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = NONE WyrmSplashIdle FollowBone:Yes OnlyIfOnWater:Yes End
AnimationState = FIRING_OR_PREATTACK_A Animation AnimationName = CUWyrm_ATKB AnimationMode = ONCE AnimationBlendTime = 10 UseWeaponTiming = Yes End ParticleSysBone = B_JAW WyrmFireBreath FollowBone:Yes ParticleSysBone = B_JAW WyrmBreathSmoke FollowBone:Yes ParticleSysBone = B_JAW WyrmFireProxy FollowBone:Yes ;ParticleSysBone = B_JAW balrogBreathProxy FollowBone:Yes ParticleSysBone = NONE WyrmDustCloudIdle FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmRocksIdle FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmSplashCloudIdle FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = NONE WyrmSplashIdle FollowBone:Yes OnlyIfOnWater:Yes End AnimationState = HIT_REACTION Animation AnimationName = CUWyrm_HITA AnimationMode = ONCE AnimationBlendTime = 10 End ParticleSysBone = NONE WyrmDustCloudIdle FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmRocksIdle FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmSplashCloudIdle FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = NONE WyrmSplashIdle FollowBone:Yes OnlyIfOnWater:Yes End AnimationState = TURN_LEFT Animation AnimationName = CUWyrm_TRNL AnimationMode = LOOP AnimationBlendTime = 10 End ParticleSysBone = NONE WyrmDustCloudIdle FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmRocksIdle FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmSplashCloudIdle FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = NONE WyrmSplashIdle FollowBone:Yes OnlyIfOnWater:Yes End AnimationState = TURN_RIGHT Animation AnimationName = CUWyrm_TRNR AnimationMode = LOOP AnimationBlendTime = 10 End ParticleSysBone = NONE WyrmDustCloudIdle FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmRocksIdle FollowBone:Yes OnlyIfOnLand:Yes ParticleSysBone = NONE WyrmSplashCloudIdle FollowBone:Yes OnlyIfOnWater:Yes ParticleSysBone = NONE WyrmSplashIdle FollowBone:Yes OnlyIfOnWater:Yes End End ; ***DESIGN parameters ***
Side = EvilMen EditorSorting = UNIT CommandSet = WyrmHeroCommandSet ;WyrmCommandSet ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS ShroudClearingRange = 300 VisionRange = 200 TransportSlotCount = TRANSPORTSLOTCOUNT_NOT_TRANSPORTABLE KindOf = SELECTABLE MONSTER CAN_ATTACK SCARY SCORE CLEANUP_HAZARD IGNORES_SELECT_ALL SCARY ; read CLEANUP_HAZARD think USER_1 CrushableLevel = 1 ; What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 0 BuildCost = DROGOTH_BUILDCOST BuildTime = DROGOTH_BUILDTIME DisplayName = Object:Wyrm WeaponSet Conditions = None Weapon = PRIMARY WyrmFireBreathMod End ArmorSet Conditions = None Armor = SummonedWyrmArmor End Body = ActiveBody ModuleTag_Body MaxHealth = 20000 ;WYRM_HEALTH End ThreatLevel = WYRM_THREAT_LEVEL
; *** AUTO RESOLVE DATA *** AutoResolveUnitType = AutoResolveUnit_Hero AutoResolveCombatChain = AutoResolve_HeroCombatChain
AutoResolveBody = AutoResolve_DrogothBody
AutoResolveArmor Armor = AutoResolve_DrogothArmor End
AutoResolveWeapon Weapon = AutoResolve_DrogothWeapon End
;AutoResolveLeadership = AutoResolve_DrogothBonus ; *** AUDIO Parameters ***;
VoiceAttack = WyrmVoxSelect VoiceMove = WyrmVoxSelect VoicePriority = 1 VoiceSelect = WyrmVoxSelect
SoundAmbient = WyrmAmbientLoopMS
#include "..\..\..\Includes\StandardUnitEvaEvents.inc"
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound: WyrmMove Animation:CUWyrm_SKL.CUWyrm_ATKA Frames: 1 AnimationSound = Sound: WyrmAttackMS Animation:CUWyrm_SKL.CUWyrm_ATKA Frames: 15 AnimationSound = Sound: WyrmMove Animation:CUWyrm_SKL.CUWyrm_ATKB Frames: 1 25 AnimationSound = Sound: WyrmVoxHiss Animation:CUWyrm_SKL.CUWyrm_ATKB Frames: 3 AnimationSound = Sound: WyrmFireExhaleMS Animation:CUWyrm_SKL.CUWyrm_ATKB Frames: 50 AnimationSound = Sound: WyrmVoxHiss Animation:CUWyrm_SKL.CUWyrm_DIVA Frames: 10 AnimationSound = Sound: WyrmDiveMS Animation:CUWyrm_SKL.CUWyrm_DIVA Frames: 35 AnimationSound = Sound: WyrmVoxGeneric50Percent Animation:CUWyrm_SKL.CUWyrm_DIVA Frames: 5 AnimationSound = Sound: WyrmMove Animation:CUWyrm_SKL.CUWyrm_DIVA Frames: 15 AnimationSound = Sound: WyrmVoxHurt Animation:CUWyrm_SKL.CUWyrm_HITA Frames: 1 AnimationSound = Sound: WyrmMove Animation:CUWyrm_SKL.CUWyrm_HITA Frames: 2 29 55 AnimationSound = Sound: WyrmVoxAttack50Percent Animation:CUWyrm_SKL.CUWyrm_SMNA Frames: 5 AnimationSound = Sound: WyrmDiveMS Animation:CUWyrm_SKL.CUWyrm_SMNA Frames: 1 AnimationSound = Sound: WyrmVoxAttack50Percent Animation:CUWyrm_SKL.CUWyrm_ATKA Frames: 10 AnimationSound = Sound: WyrmVoxAttack50Percent Animation:CUWyrm_SKL.CUWyrm_ATKB Frames: 24 AnimationSound = Sound: WyrmMove Animation:CUWyrm_SKL.CUWyrm_DIEA Frames: 2 25 50 121 AnimationSound = Sound: WyrmVoxDie Animation:CUWyrm_SKL.CUWyrm_DIEA Frames: 1 125 AnimationSound = Sound: WyrmBodyfallHeavy Animation:CUWyrm_SKL.CUWyrm_DIEA Frames: 134 AnimationSound = Sound: WyrmBodyfallLight Animation:CUWyrm_SKL.CUWyrm_DIEA Frames: 20 66 End
ClientBehavior = ModelConditionAudioLoopClientBehavior ModuleTag_foo ModelCondition = Required:TURN_LEFT Sound:WyrmVoxTurn ModelCondition = Required:TURN_RIGHT Sound:WyrmVoxTurn End
;----------------------------
; *** ENGINEERING Parameters ***
RadarPriority = UNIT KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS SCORE NO_FREEWILL_ENTER SCARY MONSTER CANNOT_RETALIATE ARMY_SUMMARY GIANT_BIRD Body = RespawnBody ModuleTag_02 CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = 20000 HealingBuffFx = None End
Behavior = AutoHealBehavior ModuleTag_FellbeastHealing StartsActive = Yes HealingAmount = DROGOTH_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = 15000 HealOnlyIfNotInCombat = Yes End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate DeathAnim = DYING DeathFX = FX_DrogothDieToRespawn ;FXList to play when killed-to-respawn InitialSpawnFX = FX_DrogothInitialSpawn ;FX_NazgulInitialSpawn RespawnFX = FX_DrogothRespawn ;FX_NazgulRespawn ;FXList to play when respawning. AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's exit production point if possible. ButtonImage = HIDrogoth_res ;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others ;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any RespawnRules = AutoSpawn:No Cost:3750 Time:120000 Health:100% ;DEFAULT VALUES End Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End
Behavior = SlowDeathBehavior ModuleTag_NormalDeath ; Nuked DeathTypes = ALL -FADED DeathFlags = DEATH_1 DestructionDelay = 35000 SinkDelay = 5000 SinkRate = 0.64 ; in Dist/Sec ;Sound = INITIAL WyrmVoxDie End
Behavior = SlowDeathBehavior ModuleTag_FadeDeath ; Timed out DeathTypes = NONE +FADED DestructionDelay = 3000 DeathFlags = DEATH_2 Sound = INITIAL WyrmUnsummonMS End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_DeathWeapon1 RequiredStatus = DEATH_1 StartsActive = Yes DelayTime = 2500 DeathWeapon = WyrmDeathWeapon WeaponOffset = X:25 Y:25 Z:0 End Behavior = FireWeaponWhenDeadBehavior ModuleTag_DeathWeapon2 RequiredStatus = DEATH_1 StartsActive = Yes DelayTime = 4500 DeathWeapon = WyrmDeathWeapon WeaponOffset = X:-70 Y:-30 Z:0 End Behavior = AIUpdateInterface ModuleTag_AI AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior GravityMult = 1.0 End
;------- TELPORT ------------------------------------------------------------------------------------------- Behavior = SpecialPowerModule ModuleTag_TeleportStarter SpecialPowerTemplate = SpecialAbilityWyrmReposition UpdateModuleStartsAttack = Yes End Behavior = TeleportSpecialAbilityUpdate ModuleTag_TeleportUpdate SpecialPowerTemplate = SpecialAbilityWyrmReposition UnpackTime = 3200 ; diving underground PackTime = 2100 ; errupting out of the ground ApproachRequiresLOS = No DestinationWeaponName = WyrmAppearWeapon ; Fires at point of teleport to push people away and down. SourceWeaponName = WyrmDisappearWeapon End Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior SpecialAbility = SpecialAbilityWyrmReposition ; Use this ability StartsActive = Yes ; Active immediately. BaseMaxRangeFromStartPos = Yes ; Use the starting position rather than the current. AdjustAttackMeleePosition = Yes ; Offset attacking position away from large objects. MaxScanRange = 500 ; Target must be within this range. MinScanRange = 50 ; Target must be further away than this. AllowSelf = No IdleTimeSeconds = 4 ; Must be idle for this long to consider the ability, stops attacks being interrupted. Query = 1 ANY ENEMIES +INFANTRY -HORDE -SWARM_DOZER ; Infantry first please. Query = 1 ALL ENEMIES NOT_FLYING_UNITS -SWARM_DOZER ; Then any other enemy. End
;-----FIRE BALL--------------------------------------------------------------- Behavior = SpecialPowerModule ModuleTag_FireballStarter SpecialPowerTemplate = SpecialAbilityDrogothFireball UpdateModuleStartsAttack = Yes StartsPaused = No ; get this at level 1. InitiateSound = DrogothVoxAttack End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_FireballUpdate SpecialPowerTemplate = SpecialAbilityDrogothFireball WhichSpecialWeapon = 1 ; sets SPECIAL_WEAPON_ONE UnpackTime = 1800 ; leaning back PreparationTime = 10 ; just a small amount PackTime = 950 ; returning to flap AwardXPForTriggering = 0 StartAbilityRange = DROGOTH_FIREBALL_RANGE MustFinishAbility = Yes SpecialWeapon = DrogothFireball End
;-----INCINERATE--------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_IncinerateUnpause SpecialPowerTemplate = SpecialAbilityDrogothIncinerate TriggeredBy = Upgrade_Level_10 ; Upgrade_ObjectLevel6 End
Behavior = SpecialPowerModule ModuleTag_IncinerateStarter SpecialPowerTemplate = SpecialAbilityDrogothIncinerate UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = DrogothVoxAttack End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_IncinerateUpdate SpecialPowerTemplate = SpecialAbilityDrogothIncinerate UnpackTime = 1300 PackTime = 3700 AwardXPForTriggering = 0 StartAbilityRange = 40.0 SpecialWeapon = DrogothIncinerate WhichSpecialWeapon = 2 ; sets SPECIAL_WEAPON_TWO ;UnpackSound = DrogothIncinerateMS ;TriggerSound = DrogothIncinerateMS ;too much delay End
;------- Hit reactions for large amounts of damage-------------------------------------------------------------- Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 2500 // level 1 (light damage) hit reaction animations in ms HitReactionThreshold1 = 400.0 // level 1 (light damage) threshold trigger FastHitsResetReaction = No // If set -- when hits occur faster than the reaction animations, it will reset the animation. (like getting riddled with machine gun bullets) End
LocomotorSet Locomotor = WyrmLocomotor Condition = SET_NORMAL Speed = 0 End
;/////////////////// ; AISpecialPowers ;///////////////////
Behavior = AISpecialPowerUpdate GondorFighterHordeStanceBattle CommandButtonName = Command_SetStanceBattle SpecialPowerAIType = AI_SPECIAL_POWER_STANCEBATTLE End
Behavior = AISpecialPowerUpdate GondorFighterHordeStanceAggressive CommandButtonName = Command_SetStanceAggressive SpecialPowerAIType = AI_SPECIAL_POWER_STANCEAGGRESSIVE End
Behavior = AISpecialPowerUpdate GondorFighterHordeHoldGround CommandButtonName = Command_SetStanceHoldGround SpecialPowerAIType = AI_SPECIAL_POWER_STANCEHOLDGROUND End
Behavior = AISpecialPowerUpdate DrogothFireballAI CommandButtonName = Command_DrogothFireball SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER_RANGED End
Behavior = AISpecialPowerUpdate DrogothIncinerateAI CommandButtonName = Command_DrogothIncinerate SpecialPowerAIType = AI_SPECIAL_POWER_RANGED_AOE_ATTACK SpecialPowerRadius = 100 End
Geometry = CYLINDER GeometryMajorRadius = 25 GeometryHeight = 70 GeometryIsSmall = No Shadow = SHADOW_VOLUME End
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Balrog Moddeur
Nombre de messages : 161 Age : 25 Add-On : Non Date d'inscription : 31/01/2011
| Sujet: Re: Heros Wyrm (Vers de Terre geant) Sam 23 Juil - 19:22 | |
| C'est normal vu qu'il n'a pas d'animation de mouvement . Le même probléme arrive au guetteur . | |
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gandalf77 Moddeur confirmé
Nombre de messages : 202 Add-On : Oui Date d'inscription : 09/08/2009
| Sujet: Re: Heros Wyrm (Vers de Terre geant) Dim 24 Juil - 20:59 | |
| Ah ok et je suppose qu'il y'a donc rien à faire? pour le faire bouger comme pour l'invocation? | |
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Balrog Moddeur
Nombre de messages : 161 Age : 25 Add-On : Non Date d'inscription : 31/01/2011
| Sujet: Re: Heros Wyrm (Vers de Terre geant) Lun 25 Juil - 10:31 | |
| il faudrait reussir a créer un pouvoir qui lui permetterai de le faire | |
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| Sujet: Re: Heros Wyrm (Vers de Terre geant) | |
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