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 Faction Angband

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Tom
Balrog
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gandalf77
ModdingMaster
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Micky93
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gandalf77
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Moddeur confirmé



Nombre de messages : 202
Date d'inscription : 09/08/2009

Faction Angband - Page 2 Empty
MessageSujet: Re: Faction Angband   Faction Angband - Page 2 Icon_minitimeMer 27 Juil - 14:34

;------------------------------------------------------------------------------
;
; 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 Smile
PackTime = 0 ; none, cause we hop onto our mount in no time at all Smile
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 Smile
PackTime = 0 ; none, cause we hop onto our mount in no time at all Smile
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
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gandalf77
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Nombre de messages : 202
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Date d'inscription : 09/08/2009

Faction Angband - Page 2 Empty
MessageSujet: Re: Faction Angband   Faction Angband - Page 2 Icon_minitimeMer 27 Juil - 14:40

Au faite voila les codes de mon Gandalf lol, qui veut pas faire de la place à Merry derrière lui lol !!

Merci Balrog j'avais oublié Smile

Ok va pour les musiques euh Question "qu'est ce que je fais"????
Smile Razz
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Balrog
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Age : 25
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Date d'inscription : 31/01/2011

Faction Angband - Page 2 Empty
MessageSujet: Re: Faction Angband   Faction Angband - Page 2 Icon_minitimeMer 27 Juil - 15:04

Une astuce pour faire de gothmog un vrair chef des balrogs :
Dans ***DESIGN parameters ***
Met en dessous de BuildTime : XXXXXXXXX (Les X représente ce qu'il est ecrit derière ) la ligne :

Code:
Scale = 1.5

Cela rendra gothmog plus grand Wink

Pourrait tu mettre les codes sous les balise codes ?
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gandalf77
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MessageSujet: Re: Faction Angband   Faction Angband - Page 2 Icon_minitimeMer 27 Juil - 15:49

Ben moi j'ai voulu au contraire réduire son "Scale" pour le rendre plus "accessible + normal" lool mais c'est vrai que tu as raison on devrait le rendre plus grand encore normalement :s



Faction Angband - Page 2 Sans%20titre
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gandalf77
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gandalf77


Nombre de messages : 202
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Date d'inscription : 09/08/2009

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MessageSujet: Re: Faction Angband   Faction Angband - Page 2 Icon_minitimeMer 27 Juil - 15:52

Faction Angband - Page 2 Sans%20titre


Dernière édition par gandalf77 le Mer 27 Juil - 15:54, édité 1 fois
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ModdingMaster
Maître de Modding, Créateur de Mods
ModdingMaster


Nombre de messages : 2024
Age : 29
Location : Rennes
Add-On : Oui
Date d'inscription : 26/07/2010

Faction Angband - Page 2 Empty
MessageSujet: Re: Faction Angband   Faction Angband - Page 2 Icon_minitimeMer 27 Juil - 15:53

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

Logiquement c'est ça, mais bon
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Balrog
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Balrog


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MessageSujet: Re: Faction Angband   Faction Angband - Page 2 Icon_minitimeMer 27 Juil - 15:55

Si tu veut le rendre plus petit , il suffit de changer 1.5 par 0.5
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gandalf77
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Moddeur confirmé
gandalf77


Nombre de messages : 202
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Date d'inscription : 09/08/2009

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MessageSujet: Re: Faction Angband   Faction Angband - Page 2 Icon_minitimeMer 27 Juil - 15:59

Bon je voulais mettre une image de mon Balrog mais je sais plus comment on fait, je n'y arrive pas Embarassed

Oui pour le code c'est bizarre je comprends pas...
Ou alors ce n'est pas sous cette forme qu'il est présent dans le jeu, je veux dire c'est peut être pas ce gandalf qu'utilise le mod (et on ne peut pas le voir dans PLayerTemplate justement No )
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Balrog
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MessageSujet: Re: Faction Angband   Faction Angband - Page 2 Icon_minitimeMer 27 Juil - 16:02

Il faut que tu upload l'image par Imageshack puis nous donner le lien Wink
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gandalf77
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Nombre de messages : 202
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Date d'inscription : 09/08/2009

Faction Angband - Page 2 Empty
MessageSujet: Re: Faction Angband   Faction Angband - Page 2 Icon_minitimeMer 27 Juil - 16:03

Ah oui oui c'est ce que j'ai fais regarde voila le code de mon Balrog, Gothmog:

Object HeroGothmog

Scale = 0.5

; *** ART Parameters ***
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait.
SelectPortrait = HPBalrog

; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage.
ButtonImage = HIBalrog

Draw = W3DScriptedModelDraw ModuleTag_BodyDraw
; GlowEnabled = Yes
; GlowEmissive = Yes

; StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD

OkToChangeModelColor = Yes

;-------------------------
ModelConditionState = NONE ; Not DefaultConditionState, because that keyword copies anything in here to every other state
Model = MUBalrog_SKN
ParticleSysBone = SWORD TorchSmokeBlack FollowBone:yes
ParticleSysBone = SWORD BalrogIgniteHeatWave_Cast FollowBone:yes
ParticleSysBone = SWORD SaronRingSpark FollowBone:yes
ParticleSysBone = MANEBONE TorchSmokeBlack FollowBone:yes
ParticleSysBone = MANEBONE BalrogIgniteHeatWave FollowBone:yes
ParticleSysBone = MANEBONE GaladAura FollowBone:yes
ParticleSysBone = MANEBONE GaladAura02 FollowBone:yes
ParticleSysBone = RTWINGBONE TorchSmokeBlack FollowBone:yes
ParticleSysBone = LFWINGBONE TorchSmokeBlack FollowBone:yes
ParticleSysBone = None TorchSmokeBlack FollowBone:YES
ParticleSysBone = None BalrogIgniteHeatWave FollowBone:YES
ParticleSysBone = None GandalfVerführteStaffFlare FollowBone:YES
ParticleSysBone = None WizardTowerStormClouds FollowBone:YES
End

; This is triggered by the single player only HitReaction module for the lightningsword
ModelConditionState = HIT_LEVEL_2
Model = MUBalLIT_SKN
ParticleSysBone = SWORD TorchSmokeBlack FollowBone:yes
ParticleSysBone = SWORD BalrogIgniteHeatWave_Cast FollowBone:yes
ParticleSysBone = SWORD SaronRingSpark FollowBone:yes
ParticleSysBone = MANEBONE TorchSmokeBlack FollowBone:yes
ParticleSysBone = MANEBONE BalrogIgniteHeatWave FollowBone:yes
ParticleSysBone = MANEBONE GaladAura FollowBone:yes
ParticleSysBone = MANEBONE GaladAura02 FollowBone:yes
ParticleSysBone = RTWINGBONE TorchSmokeBlack FollowBone:yes
ParticleSysBone = LFWINGBONE TorchSmokeBlack FollowBone:yes
ParticleSysBone = None TorchSmokeBlack FollowBone:YES
ParticleSysBone = None BalrogIgniteHeatWave FollowBone:YES
; ParticleSysBone = None GandalfVerführteStaffFlare FollowBone:YES
ParticleSysBone = None WizardTowerStormClouds FollowBone:YES
End

ModelConditionState = HERO
Model = MUBalIGNT_SKN
ParticleSysBone = None FellStrength_DarkMist FollowBone:YES
ParticleSysBone = SWORD TorchSmokeBlack FollowBone:yes
ParticleSysBone = SWORD BalrogIgniteHeatWave_Cast FollowBone:yes
ParticleSysBone = SWORD SaronRingSpark FollowBone:yes
ParticleSysBone = MANEBONE TorchSmokeBlack FollowBone:yes
ParticleSysBone = MANEBONE BalrogIgniteHeatWave FollowBone:yes
ParticleSysBone = MANEBONE GaladAura FollowBone:yes
ParticleSysBone = MANEBONE GaladAura02 FollowBone:yes
ParticleSysBone = RTWINGBONE TorchSmokeBlack FollowBone:yes
ParticleSysBone = LFWINGBONE TorchSmokeBlack FollowBone:yes
ParticleSysBone = None TorchSmokeBlack FollowBone:YES
ParticleSysBone = None BalrogIgniteHeatWave FollowBone:YES
; ParticleSysBone = None GandalfVerführteStaffFlare FollowBone:YES
ParticleSysBone = None WizardTowerStormClouds FollowBone:YES
End

;-----------------
IdleAnimationState
StateName = State_Idle
Animation = Breathe
AnimationName = MUBalrog_SKL.MUBalrog_IDLA
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationPriority = 10
End
Animation = LookAround
AnimationName = MUBalrog_SKL.MUBalrog_IDLB
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationPriority = 2
End
Animation = SnortLikeABull
AnimationName = MUBalrog_SKL.MUBalrog_IDLC
AnimationMode = ONCE
AnimationBlendTime = 10
AnimationPriority = 2
End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "State_JustBuilt"
then CurDrawableSetTransitionAnimState("TRANS_JustBuilt_To_Idle")
end
if Prev == "State_AboutToHitGround"
then CurDrawableSetTransitionAnimState("TRANS_AboutToHitGround_To_Idle")
end
EndScript
End

AnimationState = DYING DEATH_1
Animation = Dying
AnimationName = MUBalrog_SKL.MUBalrog_DIEA
AnimationMode = ONCE
End
ParticleSysBone = None BalrogFallDust FollowBone:No
End

AnimationState = DYING DEATH_2
Animation = FadingOut
AnimationName = MUBalrog_SKL.MUBalrog_RORC
AnimationMode = ONCE
End
End


; This is triggered by the single player only HitReaction module for the lightningsword
; It is highest instead of lowest priority, because the hit reaction Paralyzes us, where for others it is just a fancy idle.
AnimationState = HIT_LEVEL_2
Animation = Owowowowowowowow
AnimationName = MUBalrog_SKL.MUBalrog_HITB
AnimationMode = ONCE
End
End

AnimationState = EATING
Animation = DoingHorribleThingToGrabbedGuy
AnimationName = MUBalrog_SKL.MUBalrog_BRNA
AnimationMode = ONCE
AnimationBlendTime = 0
End

ParticleSysBone = ZZZPassengerBon balrogHandSqueezeFlames FollowBone:Yes
ParticleSysBone = ZZZPassengerBon balrogHandSqueezeFlames2 FollowBone:Yes
ParticleSysBone = ZZZPassengerBon balrogHandSqueezeFlamesFinal FollowBone:Yes
ParticleSysBone = ZZZPassengerBon BalrogHandSqueezeFlash FollowBone:Yes
ParticleSysBone = ZZZPassengerBon BalrogHandSmoke FollowBone:Yes
ParticleSysBone = RING_2_L balrogHandAsh FollowBone:Yes
ParticleSysBone = RING_2_L balrogHandAshSmall FollowBone:Yes
End

AnimationState = UNPACKING PACKING_TYPE_3
Animation = GrabbingToTouching
AnimationName = MUBalrog_SKL.MUBalrog_GRBA
AnimationMode = ONCE
AnimationBlendTime = 0
End
End

AnimationState = PACKING PACKING_TYPE_3
Animation = GrabbingFollowThrough
AnimationName = MUBalrog_SKL.MUBalrog_GRBC
AnimationMode = ONCE
AnimationBlendTime = 0
End
End

AnimationState = JUST_BUILT
StateName = State_JustBuilt
Animation
AnimationName = MUBalrog_SKL.MUBalrog_RORA
AnimationMode = MANUAL
AnimationBlendTime = 0
End
End

TransitionState = TRANS_JustBuilt_To_Idle
Animation = BeingSummoned
AnimationName = MUBalrog_SKL.MUBalrog_RORA
AnimationMode = ONCE
End
End

AnimationState = FIRING_OR_PREATTACK_B
Animation = CrackThatWhip
AnimationName = MUBalrog_SKL.MUBalrog_WIPA
AnimationMode = ONCE
End
ParticleSysBone = RTHANDBONE BalrogWhip2swordEfx FollowBone:Yes
End

AnimationState = SPECIAL_POWER_1
Animation = RoaringFear
AnimationName = MUBalrog_SKL.MUBalrog_RORB
AnimationMode = ONCE
End
ParticleSysBone = BAT_JAW BalrogScreamEffect FollowBone:Yes
FXEvent = Frame:20 Name:FX_BalrogScreamEfx
ParticleSysBone = BAT_JAW balrogPixelDisplScrm FollowBone:Yes
ParticleSysBone = BAT_JAW balrogScrmEmbers FollowBone:Yes
End

AnimationState = SPECIAL_WEAPON_ONE
Animation = BreathingFireAnimation
AnimationName = MUBalrog_SKL.MUBalrog_FIRA
AnimationMode = ONCE
End
;This is Balrog's fire breath efx
ParticleSysBone = BAT_JAW balrogFireBreath FollowBone:Yes
ParticleSysBone = BAT_JAW balrogBreathEmbers FollowBone:Yes
ParticleSysBone = BAT_JAW balrogBreathSmoke FollowBone:Yes
ParticleSysBone = BAT_JAW balrogBreathProxy FollowBone:Yes
End

AnimationState = SPECIAL_WEAPON_TWO UNPACKING
StateName = State_LeapStart
Animation = GettingReadyToLeap
AnimationName = MUBalrog_SKL.MUBalrog_JMP1
AnimationMode = ONCE
End
End

AnimationState = SPECIAL_WEAPON_TWO PACKING
Animation = FirstWingBeatGoingUp
AnimationName = MUBalrog_SKL.MUBalrog_JMP2
AnimationMode = ONCE
End
End

AnimationState = ABOUT_TO_HIT ; Before ThrownProjectile, since by definition this set for nn frames while T_P is still on
StateName = State_AboutToHitGround
Animation = StartingToLandToTouchingGround
AnimationName = MUBalrog_SKL.MUBalrog_LND1
AnimationMode = ONCE
End
End

AnimationState = THROWN_PROJECTILE
Animation = HurtlingThroughAir
AnimationName = MUBalrog_SKL.MUBalrog_FLYA
AnimationMode = LOOP
AnimationBlendTime = 10
End
End

TransitionState = TRANS_AboutToHitGround_To_Idle
Animation = SplashAtEndOfJump
AnimationName = MUBalrog_SKL.MUBalrog_LND2
AnimationMode = ONCE
AnimationBlendTime = 0
End
End

AnimationState = TURN_RIGHT
Animation = TurningRight
AnimationName = MUBalrog_SKL.MUBalrog_TRNA
AnimationMode = LOOP
AnimationBlendTime = 10
End
End

AnimationState = TURN_LEFT
Animation = TurningLeft
AnimationName = MUBalrog_SKL.MUBalrog_TRNB
AnimationMode = LOOP
AnimationBlendTime = 10
End
End

AnimationState = MOVING
Animation = Running
AnimationName = MUBalrog_SKL.MUBalrog_WLKA
AnimationMode = LOOP
AnimationBlendTime = 10
End
Flags = RANDOMSTART

FXEvent = Frame:20 FireWhenSkipped Name:FX_BalrogRightFootStep
FXEvent = Frame:44 FireWhenSkipped Name:FX_BalrogLeftFootStep
End

AnimationState = WEAPONSET_HERO_MODE UNPACKING PACKING_TYPE_1
Animation = StartIgniteRoar
AnimationName = MUBalrog_SKL.MUBalrog_IGNTA
AnimationMode = ONCE
End
End

AnimationState = HERO PACKING PACKING_TYPE_1
Animation = FinishIgniteRoar
AnimationName = MUBalrog_SKL.MUBalrog_IGNTB
AnimationMode = ONCE
End

EnteringStateFX = FX_BalrogIgniteStart
End

AnimationState = FIRING_OR_PREATTACK_A
Animation = Swipe
AnimationName = MUBalrog_SKL.MUBalrog_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
End

AnimationState = FIRING_OR_PREATTACK_C
Animation = Chop
AnimationName = MUBalrog_SKL.MUBalrog_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
ParticleSysBone = SWORDBONE BalrogSword FollowBone:yes
End

End

;--------------------------
Draw = W3DScriptedModelDraw ModuleTag_WhipDraw
GlowEnabled = Yes
GlowEmissive = Yes
ShadowForceDisable = Yes ;The shadow setting is for the whole drawable, but this individual draw module wants to not have a shadow.

; StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD

DefaultModelConditionState
Model = None
End

ModelConditionState = FIRING_OR_PREATTACK_B
Model = MUBalsWhip_SKN
End

;------------------
IdleAnimationState
End

AnimationState = FIRING_OR_PREATTACK_B
Animation = CrackThatWhip
AnimationName = MUBalsWhip_SKL.MUBalsWhip_WIPA
AnimationMode = ONCE
AnimationBlendTime = 0
End
End
WadingParticleSys = BalrogRiverSteam
End

; ***DESIGN parameters ***

DisplayName = OBJECT:MordorHeroGothmog
RecruitText = CONTROLBAR:MordorHeroGothmogRecruit
ReviveText = CONTROLBAR:MordorHeroGothmogRevive
Hotkey = CONTROLBAR:MordorHeroGothmogHotkey
DisplayMeleeDamage = BALROG_DAMAGE_DISPLAY

Side = Mordor
BuildCost = 7777 ;WITCHKING_ON_FELLBEAST_BUILDCOST
BuildTime = 100 ;WITCHKING_ON_FELLBEAST_BUILDTIME
EditorSorting = UNIT
ThreatLevel = BALROG_THREAT_LEVEL
ThingClass = CHARACTER_UNIT
CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushWeapon = BalrogCrush
MaxSimultaneousOfType = 1
TransportSlotCount = TRANSPORTSLOTCOUNT_MONSTER

WeaponSet
Conditions = None
Weapon = PRIMARY MordorBalrogSwordSwipe
Weapon = SECONDARY MordorBalrogWhipEdain
Weapon = TERTIARY MordorBalrogSwordChop

AutoChooseSources = SECONDARY None
OnlyAgainst = TERTIARY STRUCTURE BIG_MONSTER
End

ArmorSet
Conditions = None
Armor = BalrogArmor
DamageFX = NormalDamageFX
End

VisionRange = VISION_BALROG
ShroudClearingRange = SHROUD_CLEAR_BALROG

ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS
CommandSet = BalrogGothmogCommandSet
DeadCollideSize = LARGE ; How big does the AOD consider this unit for damage fx & behavior.


;------------------ AUDIO Parameters ----------------------

VoiceAttack = BalrogVoiceAttack
VoiceAttackCharge = BalrogVoiceAttack
VoiceAttackMachine = BalrogVoiceAttack
VoiceAttackStructure = BalrogVoiceAttack
VoiceGuard = BalrogVoiceMove
VoiceMove = BalrogVoiceMove
VoiceSelect = BalrogVoiceSelect
VoiceSelectBattle = BalrogVoiceSelect

SoundAmbient = BalrogAmbientLoop
SoundImpact = ImpactHorse


ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_WLKA Frames: 42 17
AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_TRNA Frames: 21 52
AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_TRNB Frames: 21 52

AnimationSound = Sound: BalrogWhipPart1 Animation: MUBalrog_SKL.MUBalrog_WIPA Frames: 1
AnimationSound = Sound: BalrogWhipPart2 Animation: MUBalrog_SKL.MUBalrog_WIPA Frames: 21
AnimationSound = Sound: ImpactWhipCrack Animation: MUBalrog_SKL.MUBalrog_WIPA Frames: 34

AnimationSound = Sound: BalrogSwordSwipe Animation: MUBalrog_SKL.MUBalrog_ATKB Frames: 32
AnimationSound = Sound: BalrogSwordSwipe Animation: MUBalrog_SKL.MUBalrog_ATKA Frames: 32
AnimationSound = Sound: ImpactBalrogAttackGeneric Animation: MUBalrog_SKL.MUBalrog_ATKA Frames:41
AnimationSound = Sound: ImpactBalrogAttackGeneric Animation: MUBalrog_SKL.MUBalrog_ATKB Frames:40
AnimationSound = Sound: ImpactBalrogAttackGeneric Animation: MUBalrog_SKL.MUBalrog_ATKC Frames:27 53 88

AnimationSound = Sound: BalrogJump_Part1 Animation: MUBalrog_SKL.MUBalrog_JMP1 Frames: 0
AnimationSound = Sound: BalrogJump_Part2 Animation: MUBalrog_SKL.MUBalrog_JMP1 Frames: 41
AnimationSound = Sound: BalrogWingFlaps Animation: MUBalrog_SKL.MUBalrog_FLYA Frames: 9
AnimationSound = Sound: BalrogLand Animation: MUBalrog_SKL.MUBalrog_LND1 Frames: 0
AnimationSound = Sound: BalrogWingFlaps Animation: MUBalrog_SKL.MUBalrog_JMP2 Frames: 0
AnimationSound = Sound: BalrogLandSwordHit Animation: MUBalrog_SKL.MUBalrog_LND2 Frames: 6
AnimationSound = Sound: BalrogIdleB_Part3 Animation: MUBalrog_SKL.MUBalrog_LND2 Frames: 27

AnimationSound = Sound: BalrogBreathFireExhale Animation: MUBalrog_SKL.MUBalrog_FIRA Frames: 31
AnimationSound = Sound: BalrogBreathFireInhale Animation: MUBalrog_SKL.MUBalrog_FIRA Frames: 0

AnimationSound = Sound: BalrogRoar Animation: MUBalrog_SKL.MUBalrog_RORB Frames: 25
AnimationSound = Sound: BalrogVanquishedRoar Animation: MUBalrog_SKL.MUBalrog_RORC Frames: 21
AnimationSound = Sound: BalrogVanquished Animation: MUBalrog_SKL.MUBalrog_RORC Frames: 50

AnimationSound = Sound: BalrogInjuredB_Part1 Animation: MUBalrog_SKL.MUBalrog_HITB Frames: 0
AnimationSound = Sound: BalrogInjuredB_Part2 Animation: MUBalrog_SKL.MUBalrog_HITB Frames: 70

AnimationSound = Sound: BalrogChuckle Animation: MUBalrog_SKL.MUBalrog_IDLA Frames: 1
AnimationSound = Sound: BalrogContentVox Animation: MUBalrog_SKL.MUBalrog_IDLA Frames: 0
AnimationSound = Sound: BalrogIdleB_Part1 Animation: MUBalrog_SKL.MUBalrog_IDLB Frames: 0
AnimationSound = Sound: BalrogIdleB_Part2 Animation: MUBalrog_SKL.MUBalrog_IDLB Frames: 37
AnimationSound = Sound: BalrogIdleB_Part3 Animation: MUBalrog_SKL.MUBalrog_IDLB Frames: 95
AnimationSound = Sound: BalrogIdleC_Part2 Animation: MUBalrog_SKL.MUBalrog_IDLC Frames: 29
AnimationSound = Sound: BalrogIdleC_Part3 Animation: MUBalrog_SKL.MUBalrog_IDLC Frames: 60
AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_IDLC Frames: 61

AnimationSound = Sound: BalrogDieVox Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 13
AnimationSound = Sound: BalrogBodyfall1 Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 56
AnimationSound = Sound: BalrogBodyfall2 Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 57
AnimationSound = Sound: OliphantFall Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 21
AnimationSound = Sound: BalrogLandSwordHit Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 54

AnimationSound = Sound: BalrogIgnite Animation: MUBalrog_SKL.MUBalrog_IGNTA Frames: 51
End


; *** ENGINEERING Parameters ***

RadarPriority = UNIT
KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS MONSTER SCORE CAN_ATTACK NO_FREEWILL_ENTER PATH_THROUGH_INFANTRY SCARY BIG_MONSTER CAN_ATTACK_WALLS SUMMONED SCARY
ThreatBreakdown MordorBalrog_DetailedThreat
AIKindOf = SIEGEWEAPON
End

Body = RespawnBody ModuleTag_RespawnBody
MaxHealth = 6000 ;BALANCE Glorfindel Health
PermanentlyKilledByFilter = NONE ;Who kills me permanently?
DodgePercent = HERO_DODGE_PERCENT
End

Behavior = RespawnUpdate ModuleTag_RespawnUpdate
DeathAnim = DYING
;DeathFX = FX_WitchKingDeath ;FXList to play when killed-to-respawn
DeathAnimationTime = 5133 ;How long DeathAnim will take.
RespawnAnim = LEVELED ;Animation to play when respawning.
; RespawnFX = FX_Resurrection ;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 = HIBalrog
; RespawnAsTemplate = MordorNekromantSauron

;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:6660 Time:120000 Health:100% ;DEFAULT VALUES
End


Behavior = WeaponSetUpgrade WeaponSetUpgradeModuleTag
TriggeredBy = Upgrade_Level_10
End


Behavior = AttributeModifierAuraUpdate ModuleTag_FearMe
StartsActive = Yes ;If no, requires upgrade to turn on.
BonusName = SauronFear
RefreshDelay = 5000
Range = 250.0
ObjectFilter = ANY +INFANTRY +CAVALRY
TargetEnemy = Yes
MaxActiveRank = 1 ;Only affects level 1 rank units
End


Behavior = AutoHealBehavior ModuleTag_GlorfindelHealing
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End

Body = ActiveBody ModuleTag_02
MaxHealth = 6660 ;BALROG_HEALTH ;BALANCE Balrog Health
End

Behavior = StancesBehavior ModuleTag_StancesBehavior
StanceTemplate = FighterHorde
End

#include "..\..\..\includes\CaptureBuilding.inc"

Behavior = MonitorConditionUpdate ModuleTag_CommandSetSwapper1
WeaponSetFlags = WEAPONSET_TOGGLE_1
WeaponToggleCommandSet = BalrogGothmog2CommandSet
End

Behavior = MonitorConditionUpdate ModuleTag_CommandSetSwapper2
WeaponSetFlags = WEAPONSET_TOGGLE_2
WeaponToggleCommandSet = BalrogGothmogCommandSet
End

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
MoodAttackCheckRate = 500
AILuaEventsList = BalrogFunctions
End

LocomotorSet
Locomotor = BalrogLocomotor
Condition = SET_NORMAL
Speed = 65
End

Behavior = BezierProjectileBehavior ModuleTag_Projectile ; Module starts asleep, and wakes up when thrown.
; To tweak a Bezier path
FirstHeight = 104 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 52
FirstPercentIndent = 20% ; Percentage of shot distance control points are placed
SecondPercentIndent = 70%
TumbleRandomly = Yes

CrushStyle = Yes ; I don't detonate, I just hit

BounceCount = 0 ; When I hit the ground, I'll arc again

FinalStuckTime = 1766 ; Can't move for this long afterwards

GroundHitFX = FX_BalrogJumpHitGround
GroundHitWeapon = RohanGimliLeapWarhead

PreLandingStateTime = 300; Look ahead to the end of the arc, and get the ABOUT_TO_HIT flag this far in advance
End

Behavior = PhysicsBehavior ModuleTag_04
GravityMult = 1.0
End

Behavior = FireWeaponUpdate FireWeaponUpdateModuleTag
FireWeaponNugget
WeaponName = MordorBalrogHeroEffect
FireDelay = 0
OneShot = No
End
HeroModeTrigger = Yes ; this only happens when hero mode is active
End

Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -FADED
DestructionDelay = 2500
FX = FINAL FX_BalrogFinalDeath
DeathFlags = DEATH_1
End

Behavior = SlowDeathBehavior ModuleTag_FadeDeath
DeathTypes = NONE +FADED
FX = INITIAL FX_BalrogUnsummonInitial
DestructionDelay = 3800
FX = FINAL FX_BalrogUnsummonFinal
DeathFlags = DEATH_2
End

Behavior = SpecialPowerModule ModuleTag_IgniteStarter
SpecialPowerTemplate = SpecialAbilityHeroMode
UpdateModuleStartsAttack = Yes
;InitiateSound =
End
Behavior = HeroModeSpecialAbilityUpdate ModuleTag_IgniteUpdate
SpecialPowerTemplate = SpecialAbilityHeroMode
UnpackingVariation = 1

UnpackTime = 1800
PackTime = 1600

AwardXPForTriggering = 0

HeroAttributeModifier = BalrogIgniteState
HeroEffectDuration = 30000
End

Behavior = SpecialPowerModule ModuleTag_ScreamStarter
SpecialPowerTemplate = SpecialAbilityBalrogScream
UpdateModuleStartsAttack = Yes
;InitiateSound =
End
Behavior = ModelConditionSpecialAbilityUpdate ModuleTag_ScreamUpdate ; So the difference in SpecialPower is that it takes timing from this UpdateG, instead of simply firing.
SpecialPowerTemplate = SpecialAbilityBalrogScream

UnpackTime = 1500 ; Drawing the horn
PreparationTime = 1 ; nothing
PackTime = 1800 ; Putting horn away

AwardXPForTriggering = 0

WhichSpecialPower = 1
End

Behavior = SpecialPowerModule ModuleTag_BreathStarter
SpecialPowerTemplate = SpecialAbilityBalrogBreath
UpdateModuleStartsAttack = Yes
InitiateSound = BalrogSpecialPowerRoar ;this plays on right-click target, not when Balrog leaps
End

Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_BreathUpdate
SpecialPowerTemplate = SpecialAbilityBalrogBreath

UnpackTime = 1300 ; Drawing the horn
PackTime = 3700 ; Putting horn away

AwardXPForTriggering = 0

StartAbilityRange = 40.0

SpecialWeapon = MordorBalrogBreath
WhichSpecialWeapon = 1
End

Behavior = SpecialPowerModule ModuleTag_LeapStarter
SpecialPowerTemplate = SpecialAbilityBalrogWings
UpdateModuleStartsAttack = Yes
InitiateSound = BalrogSpecialPowerRoar ;this plays on right-click target, not when Balrog leaps
End

Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_LeapUpdate
SpecialPowerTemplate = SpecialAbilityBalrogWings

UnpackTime = 1733 ; Drawing the horn
PackTime = 1160 ; Putting horn away

AwardXPForTriggering = 0

StartAbilityRange = 800.0
ApproachRequiresLOS = No
SpecialWeapon = MordorBalrogLeap
BusyForDuration = 3000 ; don't accept any AI for this long... ai commands will be queued
WhichSpecialWeapon = 2
End

Behavior = CreateObjectDie ModuleTag_CrushUnitsOnDeath
CreationList = OCL_BalrogDie
End
;-----------------------------------------------------------------------------
; Angriffsbefehl
;-----------------------------------------------------------------------------

Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenGloriousChargeEnabler
SpecialPowerTemplate = SpecialAbilityTheodenGloriousCharge
TriggeredBy = Upgrade_Level_10
End

Behavior = SpecialPowerModule ModuleTag_TheodenGloriousChargeUpdate
SpecialPowerTemplate = SpecialAbilityTheodenGloriousCharge
;UpdateModuleStartsAttack = Yes
StartsPaused = No;Yes
AttributeModifier = GothmogSadS
AttributeModifierRange = 200
AttributeModifierAffectsSelf = Yes
AttributeModifierAffects = ANY +ORC +MordorCatapult +MordorCatapult_Celduin ALLIES
AttributeModifierFX = FX_SturmaufdieStadtFX
End

Behavior = SpecialAbilityUpdate ModuleTag_GloriousChargeAnimation
UnpackTime = 1000
UnpackingVariation = 1

SpecialPowerTemplate = SpecialAbilityTheodenGloriousCharge
PreparationTime = 0
PersistentPrepTime = 0
PackTime = 1330
End

Behavior = SpecialPowerModule ModuleTag_SauronTerribleFury
SpecialPowerTemplate = SpecialAbilityScreech
UpdateModuleStartsAttack = Yes
TriggerFX = FX_FearBlast
End

Behavior = SpecialAbilityUpdate ModuleTag_SauronTerribleFuryUpdate
SpecialPowerTemplate = SpecialAbilityScreech
AwardXPForTriggering = 0
TriggerSound = SauronTerribleFury
EffectRange = 200

UnpackTime = 1000
PreparationTime = 1
PackTime = 7000
End

;------------------FIRES OF DOOM------------------------------------------------------------------

Behavior = SpecialPowerModule ModuleTag_FiresOfDoom
SpecialPowerTemplate = FiresOfDoomSpecialPower
UpdateModuleStartsAttack = Yes
StartsPaused = No
InitiateSound = SauronVoxBlackspeechFiresOfDoom
End

Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_FiresOfDoomUpdate
SpecialPowerTemplate = FiresOfDoomSpecialPower
WhichSpecialWeapon = 1 ; use MODELCONDITION_SPECIAL_WEAPON_ONE
SkipContinue = Yes

UnpackTime = 900
PreparationTime = 1
PersistentPrepTime = 1500
PackTime = 1100

FreezeAfterTriggerDuration = 2500 ; make sure we can't move immediately after.

AwardXPForTriggering = 0
StartAbilityRange = 300.0
MustFinishAbility = Yes
SpecialWeapon = SauronFiresOfDoomWeapon
;TriggerSound = SpellRainOfFireMS
End

;----------------------------------------------------------------------------------------------------

Behavior = AutoAbilityBehavior ModuleTag_FiresOfDoomAutoAbility
SpecialAbility = FiresOfDoomSpecialPower
Query = 10 ANY ENEMIES +INFANTRY +CAVALRY ; try a group of guys
Query = 1 ALL ENEMIES ; then anything
End

Behavior = AutoHealBehavior ModuleTag_AutoHeal
StartsActive = Yes
HealingAmount = HERO_HEAL_AMOUNT
HealingDelay = 1000
StartHealingDelay = HERO_HEAL_DELAY
HealOnlyIfNotInCombat = Yes
End

;///////////////////
; AISpecialPowers
;///////////////////

Behavior = AISpecialPowerUpdate IgniteAI
CommandButtonName = Command_SpecialAbilityIgnite
SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
End

Behavior = AISpecialPowerUpdate ScreamAI
CommandButtonName = Command_SpecialAbilityBalrogScream
SpecialPowerRange = 100
SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_DEBUFF
End

Behavior = AISpecialPowerUpdate FiresOfDoomAI
CommandButtonName = Command_FiresOfDoom
SpecialPowerAIType = AI_SPECIAL_POWER_RANGED_AOE_ATTACK
SpecialPowerRadius = 300.0
End

Behavior = AISpecialPowerUpdate TerribleFuryAI
CommandButtonName = Command_SpecialAbilityTerribleFury
SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF
End

Behavior = AISpecialPowerUpdate BreathAI
CommandButtonName = Command_SpecialAbilityBalrogBreath
SpecialPowerAIType = AI_SPECIAL_POWER_RANGED_AOE_ATTACK
End

Behavior = AISpecialPowerUpdate GimliLeapAttackAI
CommandButtonName = Command_SpecialAbilityBalrogWings
SpecialPowerAIType = AI_SPECIAL_POWER_RANGED_AOE_ATTACK
SpecialPowerRadius = 100
End


Geometry = CYLINDER
GeometryMajorRadius = 30.0
GeometryHeight = 70.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME ;SHADOW_DECAL ; SHADOW_VOLUME has trouble with his wings. Possibly because of the transparent bits
ShadowSizeX = 100
ShadowSizeY = 100
ShadowTexture = ShadowI
End
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Balrog
Moddeur
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Balrog


Nombre de messages : 161
Age : 25
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Date d'inscription : 31/01/2011

Faction Angband - Page 2 Empty
MessageSujet: Re: Faction Angband   Faction Angband - Page 2 Icon_minitimeMer 27 Juil - 16:08

Code:
MaxSimultaneousOfType = 1
Cette ligne ne sert strictement a rien si tu le recrute a la forteresse .
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gandalf77
Moddeur confirmé
Moddeur confirmé
gandalf77


Nombre de messages : 202
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Date d'inscription : 09/08/2009

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MessageSujet: Re: Faction Angband   Faction Angband - Page 2 Icon_minitimeMer 27 Juil - 16:09

CommandSet BalrogGothmogCommandSet
1 = Command_ToggleStance
2 = Command_TogglePalantir1
3 = Command_GothmogFührerschaftButton
4 = Command_SpecialAbilityIgnite
5 = Command_SpecialAbilityFireWhip
6 = Command_SpecialAbilityBalrogScream
13 = Command_AttackMove
14 = Command_Stop
16 = Command_SetStanceBattle
17 = Command_SetStanceAggressive
18 = Command_SetStanceHoldGround
End

Et son Commandset
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Balrog
Moddeur
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Balrog


Nombre de messages : 161
Age : 25
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Date d'inscription : 31/01/2011

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MessageSujet: Re: Faction Angband   Faction Angband - Page 2 Icon_minitimeMer 27 Juil - 16:12

Je ne vois aucun probléme dans son commandset
ps : pourrait tu mettre tes codes dans les balises
Code:
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gandalf77
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gandalf77


Nombre de messages : 202
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Date d'inscription : 09/08/2009

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MessageSujet: Re: Faction Angband   Faction Angband - Page 2 Icon_minitimeMer 27 Juil - 16:13

Non en faite Balrog, dans le mod que j'utilise (Edain Mod) les Héros ne sont pas recrutables dans la Forteresse...
Donc quant on crée de nouveau héros on est obligé de leur faire des bâtiments et donc d’où ce code que j'ai du mettre :s

Ps : j'y arrive toujours pas à mettre sa photo même avec ta technique (je suis vraiment nul Crying or Very sad )
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gandalf77
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gandalf77


Nombre de messages : 202
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MessageSujet: Re: Faction Angband   Faction Angband - Page 2 Icon_minitimeMer 27 Juil - 16:14

euh faut tout m'expliquer car je ne sais pas aussi comment on mets les codes dans les balises Question

DSL
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Balrog
Moddeur
Moddeur
Balrog


Nombre de messages : 161
Age : 25
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Date d'inscription : 31/01/2011

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MessageSujet: Re: Faction Angband   Faction Angband - Page 2 Icon_minitimeMer 27 Juil - 16:16

Pour mettre un photo va sur ce lien : http://imageshack.us/
Puis tu clique sur browse , tu va chercher l'image dans les dossiers puis tu poste son lien sur le site Wink
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gandalf77
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gandalf77


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MessageSujet: Re: Faction Angband   Faction Angband - Page 2 Icon_minitimeMer 27 Juil - 16:19

YOOOO Smile
Pour Gandalf et Merry c'était bien ça le problème, dans le EdainMod y'a plus de 8 Gandalf différents avec tous des noms "object" différents lol, et le code n'était pas présent dans tous lool là ça marche

MERCIII

Donc ça doit être le même problème pour Eowyn et tt lol
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Balrog
Moddeur
Moddeur
Balrog


Nombre de messages : 161
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Date d'inscription : 31/01/2011

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MessageSujet: Re: Faction Angband   Faction Angband - Page 2 Icon_minitimeMer 27 Juil - 16:22

et pour mettre les codes dans les ballises , cilque dans cette image (quand tu ecrit un post Wink ):Faction Angband - Page 2 Page_white_code
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gandalf77
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gandalf77


Nombre de messages : 202
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Date d'inscription : 09/08/2009

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MessageSujet: Re: Faction Angband   Faction Angband - Page 2 Icon_minitimeMer 27 Juil - 16:26

https://2img.net/r/ihimg/photo/my-images/808/sansreqrf.jpg/

(Merci Balrog Smile Smile Smile Smile )
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Balrog
Moddeur
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Balrog


Nombre de messages : 161
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MessageSujet: Re: Faction Angband   Faction Angband - Page 2 Icon_minitimeMer 27 Juil - 16:27

Effectivement il est petit Shocked
Edit tes post pour mettre les balises
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gandalf77
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MessageSujet: Re: Faction Angband   Faction Angband - Page 2 Icon_minitimeMer 27 Juil - 16:33

MDRRR Oui je sais mais je voulais le rendre quand pas "trop abuser" déjà qu'il a plein de pouvoir loool
(et faut pas oublier que Gothmog avait la particularité de prendre l'apparence qu'il voulait, donc disons là il voulait se faire petit lol! lol )

Mais j'aurais voulu lui rajouter un FX de "tenebre" un truc genre :
- brume épaisse
- ou même des éclairs..
enfin si des idées?
Mais je sais pas à quel FX tout ça correspond :s

De plus j'ai un autre problème c'est que j'arrive pas à le rendre ressuscitable, et puis quand il meurt son corps reste sur la Maps c'est chiant lol
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gandalf77
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gandalf77


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MessageSujet: Re: Faction Angband   Faction Angband - Page 2 Icon_minitimeMer 27 Juil - 16:37

https://2img.net/r/ihimg/photo/my-images/193/sansreex.jpg/

Voila là pour Ungoliant
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Balrog
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Balrog


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MessageSujet: Re: Faction Angband   Faction Angband - Page 2 Icon_minitimeMer 27 Juil - 16:38

Pour le fx , aucune idée
Par contre , pour le ressucité , je te renvois a ce tuto : https://imladrisproduction.forumotion.com/t360-ajouter-un-balrog-en-heros
Pour ungoliant , pas mal , par contre , c'est pas elle qui a fait tout bruler j'espere
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gandalf77
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MessageSujet: Re: Faction Angband   Faction Angband - Page 2 Icon_minitimeMer 27 Juil - 16:43

Et là un MAGNIFIQUE balrog de glace crée par EdainMod

https://2img.net/r/ihimg/photo/my-images/28/sansrerv.jpg/
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gandalf77
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gandalf77


Nombre de messages : 202
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MessageSujet: Re: Faction Angband   Faction Angband - Page 2 Icon_minitimeMer 27 Juil - 16:44

Ben en faite comme je disais à 1ModdingMaster j'ai quelques Héros maintenant le tout c'est de les placer dans une bonne et nouvelle faction ça serait le top, bon faudrait que je m'occupe de la zik je vais essayer avec le ptit Tuto que on m'avais fait déjà :s
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Tom
Maître floodeur incontesté
Maître floodeur incontesté
Tom


Nombre de messages : 3345
Age : 29
Location : Thaïlande.
Add-On : « La valeur d’un homme tient dans sa capacité à donner et non dans sa capacité à recevoir. »
En bon modo, j'édite le poste du membre de votre choix pour seulement 5 euros Smile

Faction Angband - Page 2 Archon_SC2_Head1

« Ne fais jamais rien contre ta conscience, même si l'Etat te le demande. »

Date d'inscription : 24/05/2010

Faction Angband - Page 2 Empty
MessageSujet: Re: Faction Angband   Faction Angband - Page 2 Icon_minitimeMer 27 Juil - 16:46

gandalf77 a écrit:
Et là un MAGNIFIQUE balrog de glace crée par EdainMod

https://2img.net/r/ihimg/photo/my-images/28/sansrerv.jpg/

On le voit même pas tellement il est blanc lol!
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