Leithian... Moddeur expert
Nombre de messages : 750 Age : 31 Location : @ Home ! =D Add-On : Quelle question, bien sûr que non ! Date d'inscription : 03/03/2010
| Sujet: Ajouter des niveaux à un héros[résolu] Jeu 10 Fév - 21:01 | |
| Bonjour les gens, alors voilà : J'ai dans l'intention de permettre à un ou plusieurs héros de monter lvl 20, si possible pourquoi pas plus ^^ Sauf que le jeu veut pas et m'affiche un gamecrash, ça fait plusieurs fois que j'essaie mais rien n'y fait =X Mais étant donné que l'un d'entre vous y est déjà parvenu ( elrond lvl 20 si jme rappelle bien ) ben j'ai voulu tenté le coup ^^ J'ai modifié Lurtz mais sans succès =\ Je vous mets un screen du game crash ainsi que les blocs que j'ai modifié : Dans l'object... - Code:
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RespawnRules = AutoSpawn:No Cost:550 Time:60000 Health:100% ;DEFAULT VALUES RespawnEntry = Level:2 Cost:550 Time:60000 ; ;50% cost, 1x buildtime ;For other levels, only override what is different. RespawnEntry = Level:3 Cost:550 Time:60000 RespawnEntry = Level:4 Cost:550 Time:60000 RespawnEntry = Level:5 Cost:715 Time:120000 ; ;65% cost, 2x buildtime RespawnEntry = Level:6 Cost:715 Time:120000 RespawnEntry = Level:7 Cost:715 Time:120000 RespawnEntry = Level:8 Cost:880 Time:180000 ; ;80% cost, 3x buildtime RespawnEntry = Level:9 Cost:880 Time:180000 RespawnEntry = Level:10 Cost:880 Time:180000 RespawnEntry = Level:11 Cost:1000 Time:180000 RespawnEntry = Level:12 Cost:1100 Time:180000 RespawnEntry = Level:13 Cost:1100 Time:180000 RespawnEntry = Level:14 Cost:1500 Time:190000 RespawnEntry = Level:15 Cost:1600 Time:190000 RespawnEntry = Level:16 Cost:1600 Time:190000 RespawnEntry = Level:17 Cost:1800 Time:190000 RespawnEntry = Level:18 Cost:1800 Time:190000 RespawnEntry = Level:19 Cost:1900 Time:190000 RespawnEntry = Level:20 Cost:1950 Time:195000 End Code Complet de "Lurtz.ini" modifié... - Spoiler:
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;------------------------------------------------------------------------------ ; Lurtz Object IsengardLurtz ; *** ART Parameters ***
; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage. ; This is required for garrisoned objects - please put in all objects. ButtonImage = HILurtz
; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait. SelectPortrait = HPLurtz DescriptionStrategic = CONTROLBAR:LW_ToolTip_Lurtz Draw = W3DScriptedModelDraw ModuleTag_DRAW
StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD OkToChangeModelColor = Yes ExtraPublicBone = arrrow DefaultModelConditionState Model = IULurtz_SKN WeaponLaunchBone = PRIMARY arrrow End ; --- Idle Anims IdleAnimationState Animation = IDLI AnimationName = IULurtz_SKL.IULurtz_IDLI AnimationMode = ONCE AnimationPriority = 2 End ;this is his bow out idle Animation = IDLH AnimationName = IULurtz_SKL.IULurtz_IDLH AnimationMode = ONCE AnimationPriority = 20 End Animation = IDLJ AnimationName = IULurtz_SKL.IULurtz_IDLJ AnimationMode = ONCE AnimationPriority = 2 End Animation = IDLK AnimationName = IULurtz_SKL.IULurtz_IDLK AnimationMode = ONCE AnimationPriority = 2 End Animation = IDLP AnimationName = IULurtz_SKL.IULurtz_IDLP AnimationMode = ONCE AnimationPriority = 1 End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "Sword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow") end if Prev == "BowReady" then CurDrawableSetTransitionAnimState("Trans_To_Bored_Bow") end if Prev == "RunningSword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow") end if Prev == "SwordReady" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow") end EndScript
StateName = BowIdle End
TransitionState = Trans_Bow_To_Sword
Animation = BtoS2 AnimationName = IULurtz_SKL.IULurtz_IDLM AnimationMode = ONCE End End TransitionState = Trans_Sword_To_Bow
Animation = BtoS2 AnimationName = IULurtz_SKL.IULurtz_IDLL AnimationMode = ONCE End End TransitionState = Trans_Sword_To_Bow_Running Animation = BtoS3 AnimationName = IULurtz_SKL.IULurtz_RUNC AnimationMode = ONCE End End TransitionState = Trans_Bow_To_Sword_Running Animation = BtoS3 AnimationName = IULurtz_SKL.IULurtz_RUND AnimationMode = ONCE End End TransitionState = Trans_Bow_To_Sword_Straight Animation = BtoS1 AnimationName = IULurtz_SKL.IULurtz_IDLO AnimationMode = ONCE End
End TransitionState = Trans_Sword_To_Bow_Straight Animation = BtoS1 AnimationName = IULurtz_SKL.IULurtz_IDLN AnimationMode = ONCE End End TransitionState = Trans_To_Attention_Bow Animation = ATNF AnimationName = IULurtz_SKL.IULurtz_ATNF AnimationMode = ONCE End End TransitionState = Trans_To_Attention_Sword Animation = ATNA AnimationName = IULurtz_SKL.IULurtz_ATNA AnimationMode = ONCE End End TransitionState = Trans_To_Bored_Sword Animation = TBoredSword AnimationName = IULurtz_SKL.IULurtz_ATNC AnimationMode = ONCE End End TransitionState = Trans_To_Bored_Bow Animation = TBoredBow AnimationName = IULurtz_SKL.IULurtz_ATNH AnimationMode = ONCE End End AnimationState = STUNNED_FLAILING WEAPONSET_TOGGLE_1 Flags = RANDOMSTART Animation = FLYB AnimationName = IULurtz_SKL.IULurtz_FLYB ; sword AnimationMode = LOOP End End
AnimationState = STUNNED_FLAILING Flags = RANDOMSTART Animation = FLYA AnimationName = IULurtz_SKL.IULurtz_FLYA ; bow AnimationMode = LOOP End End
; --- Dying anims AnimationState = DYING SPLATTED WEAPONSET_TOGGLE_1 Animation = LNDA AnimationName = IULurtz_SKL.IULurtz_LNDB ; sword AnimationMode = ONCE End End
AnimationState = DYING SPLATTED Animation = LNDA AnimationName = IULurtz_SKL.IULurtz_LNDA ; bow AnimationMode = ONCE End End AnimationState = DYING WEAPONSET_TOGGLE_1 Animation = DIEA AnimationName = IULurtz_SKL.IULurtz_DIEA ; sword AnimationMode = ONCE End End
AnimationState = DYING Animation = DIEB AnimationName = IULurtz_SKL.IULurtz_DIEB ; bow AnimationMode = ONCE End End
; --- Stunned anims AnimationState = STUNNED_STANDING_UP WEAPONSET_TOGGLE_1 Animation = GTPB AnimationName = IULurtz_SKL.IULurtz_GTPB ; sword AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End AnimationState = STUNNED_STANDING_UP Animation = GTPA AnimationName = IULurtz_SKL.IULurtz_GTPA ; bow AnimationMode = ONCE AnimationSpeedFactorRange = 1.5 1.5 End End
AnimationState = STUNNED WEAPONSET_TOGGLE_1 ; sword Animation = LNDB AnimationName = IULurtz_SKL.IULurtz_LNDB AnimationMode = ONCE End End
AnimationState = STUNNED Animation = LNDA AnimationName = IULurtz_SKL.IULurtz_LNDA ; bow AnimationMode = ONCE End End
AnimationState = PARALYZED Animation AnimationName = IULurtz_SKL.IULurtz_IDLI AnimationMode = LOOP End End
; --- Moving Anims AnimationState = MOVING WEAPONSET_TOGGLE_1 FIRING_OR_PREATTACK_A Animation = TrotAndFire AnimationName = IULurtz_SKL.IULurtz_ATRA AnimationMode = LOOP End Flags = RANDOMSTART StateName = RunAndSwing End
AnimationState = MOVING BACKING_UP WEAPONSET_TOGGLE_1 Animation = BackingUp AnimationName = IULurtz_SKL.IULurtz_BAKA AnimationMode = LOOP End Flags = RANDOMSTART StateName = SwordReady End AnimationState = MOVING BACKING_UP Animation = BackingUp AnimationName = IULurtz_SKL.IULurtz_BAKA AnimationMode = LOOP End Flags = RANDOMSTART StateName = BowReady End AnimationState = MOVING WEAPONSET_TOGGLE_1 Animation = RunWithSword AnimationName = IULurtz_SKL.IULurtz_RUNA AnimationMode = LOOP AnimationSpeedFactorRange = 1.1 1.1 End Flags = RANDOMSTART BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "RunningBow" then CurDrawableSetTransitionAnimState("Trans_Bow_To_Sword_Running") end EndScript StateName = RunningSword End AnimationState = MOVING Animation = RunWithBow AnimationName = IULurtz_SKL.IULurtz_RUNB AnimationMode = LOOP AnimationSpeedFactorRange = 1.1 1.1 End Flags = RANDOMSTART BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "RunningSword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow_Running") end EndScript StateName = RunningBow End ; --- Crippling Special Weapon anim AnimationState = SPECIAL_WEAPON_ONE Animation = ATKE AnimationName = IULurtz_SKL.IULurtz_CRPL AnimationMode = ONCE End FrameForPristineBonePositions = 35 StateName = BowReady End ; --- Attacking Anims [Weapon_A] Carnage AnimationState = FIRING_OR_PREATTACK_A HERO ; Carnage Mode Animation = ATKE AnimationName = IULurtz_SKL.IULurtz_ATKC AnimationMode = ONCE UseWeaponTiming = Yes End StateName = SwordReady End ; Sword - Attacking Anims [Weapon_A] AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1 StateName = WithSword Animation = ATKH_CLOSE_Range3 AnimationName = IULurtz_SKL.IULurtz_ATKH AnimationMode = ONCE UseWeaponTiming = Yes AnimationPriority = 5 End Animation = ATKK_CLOSE_Range4 AnimationName = IULurtz_SKL.IULurtz_ATKK AnimationMode = ONCE UseWeaponTiming = Yes AnimationPriority = 1 End StateName = SwordReady End ; Bow Melee - Attacking Anims [Weapon_A] AnimationState = FIRING_OR_PREATTACK_B Animation = ATKI AnimationName = IULurtz_SKL.IULurtz_ATKI AnimationMode = ONCE UseWeaponTiming = Yes End Animation = ATKJ AnimationName = IULurtz_SKL.IULurtz_ATKJ AnimationMode = ONCE UseWeaponTiming = Yes End FrameForPristineBonePositions = 41 StateName = BowReady End
;--------------------------------------------------- ;New style firing AnimationState = PREATTACK_A StateName = STATE_Firing Animation = ReadyToDrawn AnimationName = IULurtz_SKL.IULurtz_ATKA1 AnimationMode = ONCE ; UseWeaponTiming = Yes ; UseWeaponTiming plus random weapon field equals desync. Leaving as warning AnimationBlendTime = 0 ; Must be 0 blend time otherwise the arrow will linger for the duration of the blend! ; AnimationSpeedFactorRange = 1.5 1.5 ; Therefore, this is all you get. A slight speed up so that the animation can always finish before any possible random value Design sets the range for End StateName = BowReady End
AnimationState = FIRING_OR_RELOADING_A StateName = STATE_Firing Animation = OneFrameOfShooting AnimationName = IULurtz_SKL.IULurtz_ATKA2 AnimationMode = ONCE ; UseWeaponTiming = Yes ; UseWeaponTiming plus random weapon field equals desync. Leaving as warning ; AnimationSpeedFactorRange = 1.1 1.1 ; Therefore, this is all you get. A slight speed up so that the animation can always finish before any possible random value Design sets the range for AnimationBlendTime = 10 End StateName = BowReady End
;--- Holding drawn bow while attacking AnimationState = CONTINUOUS_FIRE_MEAN StateName = STATE_Firing Animation = HangFrameWhileCoasting AnimationName = IULurtz_SKL.IULurtz_ATKA2 AnimationMode = MANUAL End StateName = BowReady End AnimationState = CONTINUOUS_FIRE_SLOW StateName = STATE_Idle_Bow Animation = PutAwayArrow AnimationName = IULurtz_SKL.IULurtz_ATKA3 AnimationMode = ONCE End StateName = BowReady End ;End New style firing ; --- Engaged Anims AnimationState = ENGAGED WEAPONSET_TOGGLE_1 Animation = IDLG AnimationName = IULurtz_SKL.IULurtz_IDLA ; sword idle AnimationMode = LOOP AnimationBlendTime = 15 End StateName = SwordReady End AnimationState = ENGAGED Animation = IDLG AnimationName = IULurtz_SKL.IULurtz_IDLG ; bow idle AnimationMode = LOOP AnimationBlendTime = 15 End StateName = BowReady End ; --------- Click and Hit Reactions ------------ AnimationState = HIT_REACTION HIT_LEVEL_1 WEAPONSET_TOGGLE_1 Animation = Hit_Level_1_a AnimationName = IULurtz_SKL.IULurtz_HITA AnimationMode = ONCE End Animation = Hit_Level_1_b AnimationName = IULurtz_SKL.IULurtz_HITB AnimationMode = ONCE End StateName = SwordReady End AnimationState = HIT_REACTION HIT_LEVEL_1 Animation = Hit_Level_1_c AnimationName = IULurtz_SKL.IULurtz_HITC AnimationMode = ONCE End StateName = BowReady End AnimationState = WAR_CHANT WEAPONSET_TOGGLE_1 Animation = Chant AnimationName = IULurtz_SKL.IULurtz_TNTB AnimationMode = LOOP End StateName = SwordReady End AnimationState = WAR_CHANT Animation = Chant AnimationName = IULurtz_SKL.IULurtz_CHRB AnimationMode = LOOP End StateName = BowReady End
AnimationState = EMOTION_CELEBRATING WEAPONSET_TOGGLE_1 Animation = CHRB AnimationName = IULurtz_SKL.IULurtz_CHRB ;do we have another? AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 1.2 End StateName = SwordReady Flags = RESTART_ANIM_WHEN_COMPLETE End
AnimationState = EMOTION_CELEBRATING WEAPONSET_TOGGLE_1 Animation AnimationName = IULurtz_SKL.IULurtz_TNTB AnimationMode = LOOP End StateName = SwordReady End
AnimationState = EMOTION_CELEBRATING Animation AnimationName = IULurtz_SKL.IULurtz_CHRB AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 1.2 End StateName = BowReady End
AnimationState = EMOTION_TAUNTING WEAPONSET_TOGGLE_1 Animation AnimationName = IULurtz_SKL.IULurtz_TNTB AnimationMode = LOOP End StateName = SwordReady End
AnimationState = EMOTION_TAUNTING Animation AnimationName = IULurtz_SKL.IULurtz_CHRB AnimationMode = LOOP AnimationSpeedFactorRange = 0.8 1.2 End StateName = BowReady End
; --- Idle AnimationState = WEAPONSET_TOGGLE_1 SELECTED Animation = ATNB AnimationName = IULurtz_SKL.IULurtz_ATNB AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "SwordIdle" then CurDrawableSetTransitionAnimState("Trans_To_Attention_Sword") end if Prev == "RunningBow" then CurDrawableSetTransitionAnimState("Trans_Bow_To_Sword_Straight") end if Prev == "BowReady" then CurDrawableSetTransitionAnimState("Trans_Bow_To_Sword_Straight") end EndScript StateName = SwordReady End AnimationState = RAISING_FLAG Animation = Chant AnimationName = IULurtz_SKL.IULurtz_CHRB AnimationMode = LOOP End End ; --- Idle AnimationState = SELECTED Animation = ATNB AnimationName = IULurtz_SKL.IULurtz_ATNG AnimationMode = LOOP End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "BowIdle" then CurDrawableSetTransitionAnimState("Trans_To_Attention_Bow") end if Prev == "RunningSword" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow_Straight") end if Prev == "SwordReady" then CurDrawableSetTransitionAnimState("Trans_Sword_To_Bow_Straight") end EndScript StateName = BowReady End ; --- Idle AnimationState = WEAPONSET_TOGGLE_1 Animation = IDLF AnimationName = IULurtz_SKL.IULurtz_IDLF AnimationMode = ONCE End Animation = IDLB AnimationName = IULurtz_SKL.IULurtz_IDLB AnimationMode = ONCE End Animation = IDLC AnimationName = IULurtz_SKL.IULurtz_IDLC AnimationMode = ONCE End BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "BowReady" then CurDrawableSetTransitionAnimState("Trans_Bow_To_Sword_Straight") end if Prev == "RunningBow" then CurDrawableSetTransitionAnimState("Trans_Bow_To_Sword_Straight") end if Prev == "SwordReady" then CurDrawableSetTransitionAnimState("Trans_To_Bored_Sword") end EndScript Flags = RESTART_ANIM_WHEN_COMPLETE StateName = SwordIdle End End
#include "..\..\..\includes\StunDrawModuleSmall.inc"
; ***DESIGN parameters *** Side = Isengard EditorSorting = UNIT ThreatLevel = LURTZ_THREAT_LEVEL ThingClass = CHARACTER_UNIT BuildCost = LURTZ_BUILDCOST BuildTime = LURTZ_BUILDTIME ShockwaveResistance = SHOCKWAVE_RESISTANCE_WEAK ; ; SHOCKWAVE_RESISTANCE_STRONG ;//DisplayMeleeDamage = LURTZ_DAMAGE ;//DisplayRangedDamage = LURTZ_BOW_DAMAGE
MaxSimultaneousOfType = 1 TransportSlotCount = TRANSPORTSLOTCOUNT_HERO WeaponSet Conditions = None Weapon = PRIMARY IsenguardLurtzBow End WeaponSet Conditions = CONTAINED WEAPONSET_TOGGLE_1 Weapon = PRIMARY IsenguardLurtzBow AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End WeaponSet Conditions = CONTAINED Weapon = PRIMARY IsenguardLurtzBow AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI End WeaponSet Conditions = WEAPONSET_TOGGLE_1 CLOSE_RANGE Weapon = PRIMARY LurtzWeapon End WeaponSet Conditions = CLOSE_RANGE Weapon = PRIMARY IsenguardLurtzBow Weapon = SECONDARY IsenguardLurtzBowMelee OnlyAgainst = PRIMARY STRUCTURE End WeaponSet Conditions = WEAPONSET_TOGGLE_1 Weapon = PRIMARY LurtzWeapon End ;;; SPECIAL CARNAGE MODE, MAKE SURE IT"S THE CARNAGE WEAPON NO MATTER WHAT ;;; WeaponSet Conditions = WEAPONSET_HERO_MODE Weapon = PRIMARY LurtzCarnageWeapon End WeaponSet Conditions = WEAPONSET_HERO_MODE CLOSE_RANGE Weapon = PRIMARY LurtzCarnageWeapon End WeaponSet Conditions = WEAPONSET_HERO_MODE WEAPONSET_TOGGLE_1 Weapon = PRIMARY LurtzCarnageWeapon End WeaponSet Conditions = WEAPONSET_HERO_MODE WEAPONSET_TOGGLE_1 CLOSE_RANGE Weapon = PRIMARY LurtzCarnageWeapon End ;HERO ArmorSet Conditions = None Armor = HeroArmor DamageFX = NormalDamageFX End
VisionRange = VISION_HERO_RANGED ShroudClearingRange = SHROUD_CLEAR_RANGED_HERO MaxVisionBonusPercent = 300% VisionBonusTestRadius = 200 VisionBonusPercentPerFoot = 1.0%
DisplayName = OBJECT:IsengardLurtz RecruitText = CONTROLBAR:IsengardLurtzRecruit ReviveText = CONTROLBAR:IsengardLurtzRevive Hotkey = CONTROLBAR:IsengardLurtzHotkey CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CrusherLevel = 0 ;What can I crush?: 0 = small animals, 1 = infantry, 2 = trees, 3 = vehicles
CommandSet = LurtzCommandSet CommandPoints = 40 ; ;50
; *** AUTO RESOLVE DATA *** AutoResolveUnitType = AutoResolveUnit_Hero AutoResolveCombatChain = AutoResolve_HeroCombatChain
AutoResolveBody = AutoResolve_LurtzBody AutoResolveArmor Armor = AutoResolve_LurtzArmor End
AutoResolveWeapon Weapon = AutoResolve_LurtzWeapon End AutoResolveLeadership = AutoResolve_LurtzBonus
; *** AUDIO Parameters ***;
VoiceAttack = LurtzVoiceAttackMS VoiceAttackAir = LurtzVoiceAttackMS VoiceAttackCharge = LurtzVoiceAttackCharge VoiceAttackMachine = LurtzVoiceAttack VoiceAttackStructure = LurtzVoiceAttackBuilding VoiceFear = LurtzVoiceHelpMe ;VoiceCreated = CampOrcCreateLurtz ;LurtzVoiceSalute ;this conflicts with his respawn dialogue line -- rehooked to spawn FX ;VoiceFullyCreated = CampOrcCreateLurtz ;LurtzVoiceSalute ;this conflicts with his respawn dialogue line -- rehooked to spawn FX VoiceGuard = LurtzVoiceMoveMS VoiceMove = LurtzVoiceMoveMS VoiceMoveToCamp = LurtzVoiceMoveCamp VoiceMoveWhileAttacking = LurtzVoiceMoveMS VoicePriority = 66 VoiceSelect = LurtzVoiceSelectMS VoiceSelectBattle = LurtzVoiceSelectBattle VoiceEnterStateAttackCharge = LurtzVoiceEnterStateAttackCharge SoundImpact = ImpactHorse
UnitSpecificSounds VoiceEnterUnitEvilMenTransportShip = LurtzVoiceMoveMS VoiceEnterUnitMordorMumakil = LurtzVoiceMoveMS VoiceEnterUnitSlaughterHouse = LurtzVoiceMoveMS VoiceGarrison = LurtzVoiceMoveMS VoiceInitiateCaptureBuilding = LurtzVoiceMoveMS End
CrowdResponseKey = Uruk
#include "..\..\..\includes\StandardUnitEvaEvents.inc" EvaEventDieOwner = LurtzDie ;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 = Hero End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound: ArrowDrawBow Animation: IULurtz_SKL.IULurtz_CRPL Frames: 0 AnimationSound = Sound: ArrowDrawBow Animation: IULurtz_SKL.IULurtz_ATKA1 Frames: 4 AnimationSound = Sound: ArrowDrawBow Animation: IULurtz_SKL.IULurtz_ATKA2 Frames: 17 AnimationSound = Sound: ImpactSword02 Animation: IULurtz_SKL.IULurtz_ATKC Frames: 21 37 AnimationSound = Sound: ImpactSword02 Animation: IULurtz_SKL.IULurtz_ATKI Frames: 28 49 AnimationSound = Sound: ImpactSword02 Animation: IULurtz_SKL.IULurtz_ATKJ Frames: 19 39 AnimationSound = Sound: FootstepDirtA Animation: IULurtz_SKL.IULurtz_RUNA Frames: 10 20 AnimationSound = Sound: FootstepDirtA Animation: IULurtz_SKL.IULurtz_RUNB Frames: 8 18 AnimationSound = Sound: FootstepDirtA Animation: IULurtz_SKL.IULurtz_RUNC Frames: 10 20 31 41 AnimationSound = Sound: FootstepDirtA Animation: IULurtz_SKL.IULurtz_RUND Frames: 8 18 27 37 AnimationSound = Sound: BodyFallOrc Animation: IULurtz_SKL.IULurtz_DIEA Frames: 43 AnimationSound = Sound: BodyFallOrc Animation: IULurtz_SKL.IULurtz_LNDA Frames: 3 AnimationSound = Sound: BodyFallOrc Animation: IULurtz_SKL.IULurtz_LNDB Frames: 3 AnimationSound = Sound: BodyFallGeneric2 Animation: IULurtz_SKL.IULurtz_DIEB Frames: 82
AnimationSound = Sound: WeaponSwitchBow Animation: IULurtz_SKL.IULurtz_IDLL Frames: 59 AnimationSound = Sound: SwordShingDirty1 Animation: IULurtz_SKL.IULurtz_IDLM Frames: 56
AnimationSound = Sound: WeaponSwitchBow Animation: IULurtz_SKL.IULurtz_IDLN Frames: 10 AnimationSound = Sound: SwordShingDirty1 Animation: IULurtz_SKL.IULurtz_IDLO Frames: 3
;AnimationSound = Sound: ?????? Animation: IULurtz_SKL.IULurtz_TNTB Frames: 28 End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE ARMY_SUMMARY ARCHER ATTACK_NEEDS_LINE_OF_SIGHT URUK HEAVY_MELEE_HITTER PathfindDiameter = 40.0
Body = RespawnBody ModuleTag_RespawnBody CheerRadius = EMOTION_CHEER_RADIUS MaxHealth = LURTZ_HEALTH ;BALANCE Lurtz Health PermanentlyKilledByFilter = NONE ;Who kills me permanently? DodgePercent = HERO_DODGE_PERCENT End
Behavior = RespawnUpdate ModuleTag_RespawnUpdate DeathAnim = DYING ;STUNNED ;Model condition to play when killed-to-respawn DeathFX = FX_LurtzDieToRespawn ;FXList to play when killed-to-respawn DeathAnimationTime = 6033 ; 1133 ;How long DeathAnim will take. InitialSpawnFX = FX_LurtzInitialSpawn RespawnAnim = LEVELED ;Animation to play when respawning. RespawnFX = FX_LurtzRespawn ;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 = HILurtz_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:550 Time:60000 Health:100% ;DEFAULT VALUES RespawnEntry = Level:2 Cost:550 Time:60000 ; ;50% cost, 1x buildtime ;For other levels, only override what is different. RespawnEntry = Level:3 Cost:550 Time:60000 RespawnEntry = Level:4 Cost:550 Time:60000 RespawnEntry = Level:5 Cost:715 Time:120000 ; ;65% cost, 2x buildtime RespawnEntry = Level:6 Cost:715 Time:120000 RespawnEntry = Level:7 Cost:715 Time:120000 RespawnEntry = Level:8 Cost:880 Time:180000 ; ;80% cost, 3x buildtime RespawnEntry = Level:9 Cost:880 Time:180000 RespawnEntry = Level:10 Cost:880 Time:180000 RespawnEntry = Level:11 Cost:1000 Time:180000 RespawnEntry = Level:12 Cost:1100 Time:180000 RespawnEntry = Level:13 Cost:1100 Time:180000 RespawnEntry = Level:14 Cost:1500 Time:190000 RespawnEntry = Level:15 Cost:1600 Time:190000 RespawnEntry = Level:16 Cost:1600 Time:190000 RespawnEntry = Level:17 Cost:1800 Time:190000 RespawnEntry = Level:18 Cost:1800 Time:190000 RespawnEntry = Level:19 Cost:1900 Time:190000 RespawnEntry = Level:20 Cost:1950 Time:195000 End
Behavior = AutoHealBehavior ModuleTag_LurtzHealing StartsActive = Yes HealingAmount = HERO_HEAL_AMOUNT HealingDelay = 1000 StartHealingDelay = HERO_HEAL_DELAY HealOnlyIfNotInCombat = Yes End Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = Hero End #include "..\..\..\includes\CaptureBuilding.inc"
Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 AttackPriority = AttackPriority_Archer CanAttackWhileContained = Yes 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 = IsengardLurtzLocomotor Condition = SET_NORMAL Speed = 58 ; ; NORMAL_EVIL_HERO_SPEED End LocomotorSet Locomotor = HumanWanderLocomotor Condition = SET_WANDER Speed = 55 End
Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 ShockStandingTime = 2000 ; (2 secs) End Behavior = DualWeaponBehavior ModuleTag_09 SwitchWeaponOnCloseRangeDistance = 40 End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL SinkDelay = 6000 SinkRate = 1.5 ; in Dist/Sec DestructionDelay = 11000 Sound = INITIAL LurtzVoiceDie End
Behavior = SquishCollide ModuleTag_06 ;nothing End
;;; AUTO ABILITY MODULE ;;; Behavior = AutoAbilityBehavior ModuleTag_CrippleStrikeAutoAbility SpecialAbility = SpecialAbilityLurtzCripple MaxScanRange = LURTZ_CRIPPLE_RANGE_ABILTY_START Query = 1 CRIPPLE_STRIKE_OBJECT_FILTER ENEMIES End Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior End Behavior = HitReactionBehavior HitReactionBehaviorModuleTag HitReactionLifeTimer1 = 2500 ; level 1 (light damage) hit reaction animations in frames (5 per sec) HitReactionThreshold1 = 0.0 ; level 1 (light damage) threshold trigger End ;;; LURTZ PASSIVE LEADERSHIP ABILITY ;;;----------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_LeadershipUnpause SpecialPowerTemplate = SpecialAbilityFakeLeadership TriggeredBy = Upgrade_LurtzLeadership End Behavior = SpecialPowerModule ModuleTag_Leadership SpecialPowerTemplate = SpecialAbilityFakeLeadership UpdateModuleStartsAttack = No StartsPaused = Yes End Behavior = AttributeModifierAuraUpdate ModuleTag_LeadershipUpdate StartsActive = No ; If no, requires upgrade to turn on. BonusName = GenericDamageLeadership ; ;GenericHeroLeadership TriggeredBy = Upgrade_LurtzLeadership RefreshDelay = 2000 Range = 200 ; ;AntiCategory = BUFF ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER End ;;; LURTZ PILLAGE ABILITY ;;;----------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_Pillage SpecialPowerTemplate = SpecialAbilityFakeLeadership2 TriggeredBy = Upgrade_LurtzPillage
End Behavior = SpecialPowerModule ModuleTag_PillageUpdate SpecialPowerTemplate = SpecialAbilityFakeLeadership2 UpdateModuleStartsAttack = No StartsPaused = Yes End Behavior = AttributeModifierAuraUpdate ModuleTag_PillageAura StartsActive = No ; If no, requires upgrade to turn on. BonusName = LurtzPassiveOutlawLeadership TriggeredBy = Upgrade_LurtzPillage RefreshDelay = 2000 Range = 200 AllowSelf = Yes ObjectFilter = ANY +INFANTRY +CAVALRY +STRUCTURE +BASE_FOUNDATION +HERO +DOZER End
;;; LURTZ CRIPPLING STRIKE ;;;----------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_CrippleEnabler SpecialPowerTemplate = SpecialAbilityLurtzCripple TriggeredBy = Upgrade_LurtzCrippleTrigger End Behavior = SpecialPowerModule ModuleTag_CrippleStarter SpecialPowerTemplate = SpecialAbilityLurtzCripple UpdateModuleStartsAttack = Yes StartsPaused = Yes InitiateSound = LurtzVoiceAttackCripplingStrike End Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_CrippleUpdate SpecialPowerTemplate = SpecialAbilityLurtzCripple SkipContinue = Yes
UnpackTime = 1100 ; Pull out arrow PreparationTime = 1 ; Quick shot PersistentPrepTime = 500 ; looping the quick shot PackTime = 500 ; back to idle MustFinishAbility = Yes AwardXPForTriggering = 0 StartAbilityRange = LURTZ_CRIPPLE_RANGE_ABILTY_START SpecialWeapon = IsenguardLurtzBowStun WhichSpecialWeapon = 1 RejectedConditions = WEAPON_TOGGLE End ;;; LURTZ CARNAGE (aka rampage) ;;;----------------------------------------------------------------------------- Behavior = UnpauseSpecialPowerUpgrade ModuleTag_LurtzCarnage SpecialPowerTemplate = SpecialAbilityLurtzCarnage TriggeredBy = Upgrade_LurtzCarnage End Behavior = SpecialPowerModule ModuleTag_LurtzCarnageStarter ; SpecialAbility is a SpecialPower, SpecialPower is anyting special SpecialPowerTemplate = SpecialAbilityLurtzCarnage StartsPaused = Yes AttributeModifier = LurtzCarnage AttributeModifierAffectsSelf = Yes End Behavior = HeroModeSpecialAbilityUpdate ModuleTag_CarnageUpdate ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing. SpecialPowerTemplate = SpecialAbilityLurtzCarnage HeroEffectDuration = 15000 ; ;30000 UnpackTime = 1 ; how long the weaponset is active
RequiredConditions = WEAPON_TOGGLE End ;/////////////////// ; AISpecialPowers ;/////////////////// Behavior = AISpecialPowerUpdate CarnageAI CommandButtonName = Command_SpecialAbilityLurtzCarnage SpecialPowerAIType = AI_SPECIAL_POWER_BASIC_SELF_BUFF End Behavior = AISpecialPowerUpdate CrippleAI CommandButtonName = Command_LurtzCripple SpecialPowerAIType = AI_SPECIAL_POWER_ENEMY_TYPE_KILLER End
Geometry = CYLINDER GeometryMajorRadius = 8.0 GeometryHeight = 19.2 GeometryIsSmall = Yes
Shadow = SHADOW_DECAL ShadowSizeX = 19 ShadowSizeY = 19 ShadowTexture = ShadowI End
Dans l'ExperienceLevel.ini... - Code:
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ExperienceLevel LurtzLevel11 TargetNames = IsengardLurtz RequiredExperience = LURTZ_LVL11_EXP_NEEDED ExperienceAward = LURTZ_LVL11_EXP_AWARD AttributeModifiers = HeroLevelUpDamage10 LurtzPassiveOutlawLeadership
; Upgrades = Upgrade_LurtzStealth Rank = 11 LevelUpFx = FX:GandalfLevelUp1FX SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End END
ExperienceLevel LurtzLevel12 TargetNames = IsengardLurtz RequiredExperience = LURTZ_LVL12_EXP_NEEDED ExperienceAward = LURTZ_LVL12_EXP_AWARD AttributeModifiers = HeroLevelUpDamage11 LurtzPassiveOutlawLeadership
; Upgrades = Upgrade_LurtzStealth Rank = 12 LevelUpFx = FX:GandalfLevelUp1FX SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End END
ExperienceLevel LurtzLevel13 TargetNames = IsengardLurtz RequiredExperience = LURTZ_LVL13_EXP_NEEDED ExperienceAward = LURTZ_LVL13_EXP_AWARD AttributeModifiers = HeroLevelUpDamage12 LurtzPassiveOutlawLeadership
; Upgrades = Upgrade_LurtzStealth Rank = 13 LevelUpFx = FX:GandalfLevelUp1FX SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End END
ExperienceLevel LurtzLevel14 TargetNames = IsengardLurtz RequiredExperience = LURTZ_LVL14_EXP_NEEDED ExperienceAward = LURTZ_LVL14_EXP_AWARD AttributeModifiers = HeroLevelUpDamage13 LurtzPassiveOutlawLeadership
; Upgrades = Upgrade_LurtzStealth Rank = 14 LevelUpFx = FX:GandalfLevelUp1FX SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End END
ExperienceLevel LurtzLevel15 TargetNames = IsengardLurtz RequiredExperience = LURTZ_LVL15_EXP_NEEDED ExperienceAward = LURTZ_LVL15_EXP_AWARD AttributeModifiers = HeroLevelUpDamage14 LurtzPassiveOutlawLeadership
; Upgrades = Upgrade_LurtzStealth Rank = 15 LevelUpFx = FX:GandalfLevelUp1FX SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End END
ExperienceLevel LurtzLevel16 TargetNames = IsengardLurtz RequiredExperience = LURTZ_LVL16_EXP_NEEDED ExperienceAward = LURTZ_LVL16_EXP_AWARD AttributeModifiers = HeroLevelUpDamage15 LurtzPassiveOutlawLeadership
; Upgrades = Upgrade_LurtzStealth Rank = 16 LevelUpFx = FX:GandalfLevelUp1FX SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End END
ExperienceLevel LurtzLevel17 TargetNames = IsengardLurtz RequiredExperience = LURTZ_LVL17_EXP_NEEDED ExperienceAward = LURTZ_LVL17_EXP_AWARD AttributeModifiers = HeroLevelUpDamage16 LurtzPassiveOutlawLeadership
; Upgrades = Upgrade_LurtzStealth Rank = 17 LevelUpFx = FX:GandalfLevelUp1FX SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End END
ExperienceLevel LurtzLevel18 TargetNames = IsengardLurtz RequiredExperience = LURTZ_LVL18_EXP_NEEDED ExperienceAward = LURTZ_LVL18_EXP_AWARD AttributeModifiers = HeroLevelUpDamage17 LurtzPassiveOutlawLeadership
; Upgrades = Upgrade_LurtzStealth Rank = 18 LevelUpFx = FX:GandalfLevelUp1FX SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End END
ExperienceLevel LurtzLevel19 TargetNames = IsengardLurtz RequiredExperience = LURTZ_LVL19_EXP_NEEDED ExperienceAward = LURTZ_LVL19_EXP_AWARD AttributeModifiers = HeroLevelUpDamage18 LurtzPassiveOutlawLeadership
; Upgrades = Upgrade_LurtzStealth Rank = 19 LevelUpFx = FX:GandalfLevelUp1FX SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End END
ExperienceLevel LurtzLevel20 TargetNames = IsengardLurtz RequiredExperience = LURTZ_LVL20_EXP_NEEDED ExperienceAward = LURTZ_LVL20_EXP_AWARD AttributeModifiers = HeroLevelUpDamage19 LurtzPassiveOutlawLeadership
; Upgrades = Upgrade_LurtzStealth Rank = 20 LevelUpFx = FX:GandalfLevelUp1FX SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End END
Code Complet du Bloc "Lurtz" dans l'ExperienceLevel... - Spoiler:
- Code:
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;----------- LURTZ ------------------ ExperienceLevel LurtzLevel1 TargetNames = IsengardLurtz RequiredExperience = 1 ExperienceAward = LURTZ_LVL1_EXP_AWARD Rank = 1 ; ; Upgrades = Upgrade_LurtzCrippleTrigger SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End End
ExperienceLevel LurtzLevel2 TargetNames = IsengardLurtz RequiredExperience = LURTZ_LVL2_EXP_NEEDED ExperienceAward = LURTZ_LVL2_EXP_AWARD AttributeModifiers = HeroLevelUpDamage1 Rank = 2 LevelUpFx = FX:GandalfLevelUp1FX Upgrades = Upgrade_LurtzCarnage ; ; SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End END
ExperienceLevel LurtzLevel3 TargetNames = IsengardLurtz RequiredExperience = LURTZ_LVL3_EXP_NEEDED ExperienceAward = LURTZ_LVL3_EXP_AWARD AttributeModifiers = HeroLevelUpDamage2 Rank = 3 ; ; Upgrades = Upgrade_LurtzCarnage LevelUpFx = FX:GandalfLevelUp1FX ; Upgrades = Upgrade_LurtzRampage SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40
End End
ExperienceLevel LurtzLevel4 TargetNames = IsengardLurtz RequiredExperience = LURTZ_LVL4_EXP_NEEDED ExperienceAward = LURTZ_LVL4_EXP_AWARD AttributeModifiers = HeroLevelUpDamage3 Rank = 4 LevelUpFx = FX:GandalfLevelUp1FX Upgrades = Upgrade_LurtzCrippleTrigger ; ; SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End End
ExperienceLevel LurtzLevel5 TargetNames = IsengardLurtz RequiredExperience = LURTZ_LVL5_EXP_NEEDED ExperienceAward = LURTZ_LVL5_EXP_AWARD AttributeModifiers = HeroLevelUpDamage4 Rank = 5 LevelUpFx = FX:GandalfLevelUp1FX Upgrades = Upgrade_LurtzLeadership SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End END
ExperienceLevel LurtzLevel6 TargetNames = IsengardLurtz RequiredExperience = LURTZ_LVL6_EXP_NEEDED ExperienceAward = LURTZ_LVL6_EXP_AWARD AttributeModifiers = HeroLevelUpDamage5 Rank = 6 Upgrades = Upgrade_LurtzPillage LevelUpFx = FX:GandalfLevelUp1FX SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End END
ExperienceLevel LurtzLevel7 TargetNames = IsengardLurtz RequiredExperience = LURTZ_LVL7_EXP_NEEDED ExperienceAward = LURTZ_LVL7_EXP_AWARD AttributeModifiers = HeroLevelUpDamage6 Rank = 7 LevelUpFx = FX:GandalfLevelUp1FX
SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End END
ExperienceLevel LurtzLevel8 TargetNames = IsengardLurtz RequiredExperience = LURTZ_LVL8_EXP_NEEDED ExperienceAward = LURTZ_LVL8_EXP_AWARD AttributeModifiers = HeroLevelUpDamage7 Rank = 8 LevelUpFx = FX:GandalfLevelUp1FX SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End
END
ExperienceLevel LurtzLevel9 TargetNames = IsengardLurtz RequiredExperience = LURTZ_LVL9_EXP_NEEDED ExperienceAward = LURTZ_LVL9_EXP_AWARD AttributeModifiers = HeroLevelUpDamage8 Rank = 9 LevelUpFx = FX:GandalfLevelUp1FX SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End END
ExperienceLevel LurtzLevel10 TargetNames = IsengardLurtz RequiredExperience = LURTZ_LVL10_EXP_NEEDED ExperienceAward = LURTZ_LVL10_EXP_AWARD AttributeModifiers = HeroLevelUpDamage9 LurtzPassiveOutlawLeadership
; Upgrades = Upgrade_LurtzStealth Rank = 10 LevelUpFx = FX:GandalfLevelUp1FX SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End END
ExperienceLevel LurtzLevel11 TargetNames = IsengardLurtz RequiredExperience = LURTZ_LVL11_EXP_NEEDED ExperienceAward = LURTZ_LVL11_EXP_AWARD AttributeModifiers = HeroLevelUpDamage10 LurtzPassiveOutlawLeadership
; Upgrades = Upgrade_LurtzStealth Rank = 11 LevelUpFx = FX:GandalfLevelUp1FX SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End END
ExperienceLevel LurtzLevel12 TargetNames = IsengardLurtz RequiredExperience = LURTZ_LVL12_EXP_NEEDED ExperienceAward = LURTZ_LVL12_EXP_AWARD AttributeModifiers = HeroLevelUpDamage11 LurtzPassiveOutlawLeadership
; Upgrades = Upgrade_LurtzStealth Rank = 12 LevelUpFx = FX:GandalfLevelUp1FX SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End END
ExperienceLevel LurtzLevel13 TargetNames = IsengardLurtz RequiredExperience = LURTZ_LVL13_EXP_NEEDED ExperienceAward = LURTZ_LVL13_EXP_AWARD AttributeModifiers = HeroLevelUpDamage12 LurtzPassiveOutlawLeadership
; Upgrades = Upgrade_LurtzStealth Rank = 13 LevelUpFx = FX:GandalfLevelUp1FX SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End END
ExperienceLevel LurtzLevel14 TargetNames = IsengardLurtz RequiredExperience = LURTZ_LVL14_EXP_NEEDED ExperienceAward = LURTZ_LVL14_EXP_AWARD AttributeModifiers = HeroLevelUpDamage13 LurtzPassiveOutlawLeadership
; Upgrades = Upgrade_LurtzStealth Rank = 14 LevelUpFx = FX:GandalfLevelUp1FX SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End END
ExperienceLevel LurtzLevel15 TargetNames = IsengardLurtz RequiredExperience = LURTZ_LVL15_EXP_NEEDED ExperienceAward = LURTZ_LVL15_EXP_AWARD AttributeModifiers = HeroLevelUpDamage14 LurtzPassiveOutlawLeadership
; Upgrades = Upgrade_LurtzStealth Rank = 15 LevelUpFx = FX:GandalfLevelUp1FX SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End END
ExperienceLevel LurtzLevel16 TargetNames = IsengardLurtz RequiredExperience = LURTZ_LVL16_EXP_NEEDED ExperienceAward = LURTZ_LVL16_EXP_AWARD AttributeModifiers = HeroLevelUpDamage15 LurtzPassiveOutlawLeadership
; Upgrades = Upgrade_LurtzStealth Rank = 16 LevelUpFx = FX:GandalfLevelUp1FX SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End END
ExperienceLevel LurtzLevel17 TargetNames = IsengardLurtz RequiredExperience = LURTZ_LVL17_EXP_NEEDED ExperienceAward = LURTZ_LVL17_EXP_AWARD AttributeModifiers = HeroLevelUpDamage16 LurtzPassiveOutlawLeadership
; Upgrades = Upgrade_LurtzStealth Rank = 17 LevelUpFx = FX:GandalfLevelUp1FX SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End END
ExperienceLevel LurtzLevel18 TargetNames = IsengardLurtz RequiredExperience = LURTZ_LVL18_EXP_NEEDED ExperienceAward = LURTZ_LVL18_EXP_AWARD AttributeModifiers = HeroLevelUpDamage17 LurtzPassiveOutlawLeadership
; Upgrades = Upgrade_LurtzStealth Rank = 18 LevelUpFx = FX:GandalfLevelUp1FX SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End END
ExperienceLevel LurtzLevel19 TargetNames = IsengardLurtz RequiredExperience = LURTZ_LVL19_EXP_NEEDED ExperienceAward = LURTZ_LVL19_EXP_AWARD AttributeModifiers = HeroLevelUpDamage18 LurtzPassiveOutlawLeadership
; Upgrades = Upgrade_LurtzStealth Rank = 19 LevelUpFx = FX:GandalfLevelUp1FX SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End END
ExperienceLevel LurtzLevel20 TargetNames = IsengardLurtz RequiredExperience = LURTZ_LVL20_EXP_NEEDED ExperienceAward = LURTZ_LVL20_EXP_AWARD AttributeModifiers = HeroLevelUpDamage19 LurtzPassiveOutlawLeadership
; Upgrades = Upgrade_LurtzStealth Rank = 20 LevelUpFx = FX:GandalfLevelUp1FX SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End END
Dans le GameData.ini... - Code:
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;-----------------------Lurtz------------------ #define LURTZ_BUILDCOST 1100 ; ; 1200 #define LURTZ_BUILDTIME 30 #define LURTZ_HEALTH 2400
#define LURTZ_LVL1_EXP_AWARD 20 #define LURTZ_LVL2_EXP_AWARD 25 #define LURTZ_LVL3_EXP_AWARD 30 #define LURTZ_LVL4_EXP_AWARD 35 #define LURTZ_LVL5_EXP_AWARD 40 #define LURTZ_LVL6_EXP_AWARD 45 #define LURTZ_LVL7_EXP_AWARD 50 #define LURTZ_LVL8_EXP_AWARD 60 #define LURTZ_LVL9_EXP_AWARD 75 #define LURTZ_LVL10_EXP_AWARD 100 #define LURTZ_LVL11_EXP_AWARD 120 #define LURTZ_LVL12_EXP_AWARD 125 #define LURTZ_LVL13_EXP_AWARD 130 #define LURTZ_LVL14_EXP_AWARD 135 #define LURTZ_LVL15_EXP_AWARD 140 #define LURTZ_LVL16_EXP_AWARD 145 #define LURTZ_LVL17_EXP_AWARD 150 #define LURTZ_LVL18_EXP_AWARD 160 #define LURTZ_LVL19_EXP_AWARD 175 #define LURTZ_LVL20_EXP_AWARD 200
#define LURTZ_LVL2_EXP_NEEDED 50 ;60 #define LURTZ_LVL3_EXP_NEEDED 100 ;200 #define LURTZ_LVL4_EXP_NEEDED 150 ;400 ; ; 200 #define LURTZ_LVL5_EXP_NEEDED 400 ;600 ; ; 300 #define LURTZ_LVL6_EXP_NEEDED 650 ;800 ; ; 400 #define LURTZ_LVL7_EXP_NEEDED 900 ;1000 ; ; 500 #define LURTZ_LVL8_EXP_NEEDED 1200 ;1200 ; ; 600 #define LURTZ_LVL9_EXP_NEEDED 1500 ;1600 ; ; 700 #define LURTZ_LVL10_EXP_NEEDED 1800 ;2000 ; ; 800 #define LURTZ_LVL11_EXP_NEEDED 2100 ;2400 ; ; 900 #define LURTZ_LVL12_EXP_NEEDED 2400 ;2800 ; ; 1000 #define LURTZ_LVL13_EXP_NEEDED 2800 ;3200 ; ; 1100 #define LURTZ_LVL14_EXP_NEEDED 3100 ;3600 ; ; 1200 #define LURTZ_LVL15_EXP_NEEDED 3500 ;4000 ; ; 1300 #define LURTZ_LVL16_EXP_NEEDED 3800 ;4400 ; ; 1400 #define LURTZ_LVL17_EXP_NEEDED 4100 ;4800 ; ; 1500 #define LURTZ_LVL18_EXP_NEEDED 4500 ;5200 ; ; 1600 #define LURTZ_LVL19_EXP_NEEDED 5000 ;5600 ; ; 1700 #define LURTZ_LVL20_EXP_NEEDED 5600 ;6000 ; ; 1800
#define LURTZ_PREATTACKDELAY 5 ; ; 1000 #define LURTZ_DELAYBETWEENSHOTS 1166 ; ; 1500 #define LURTZ_FIRINGDURATION 1200 ; ; 1500 #define LURTZ_DAMAGE 170 ; ; 200
#define LURTZ_CARNAGE_PREATTACKDELAY 367 #define LURTZ_CARNAGE_DELAYBETWEENSHOTS 1200 #define LURTZ_CARNAGE_FIRINGDURATION 833 #define LURTZ_CARNAGE_DAMAGE 300
#define LURTZ_BOW_PREATTACKDELAY 1500; #define LURTZ_BOW_DELAYBETWEENSHOTS 0 #define LURTZ_BOW_FIRINGDURATION 0 #define LURTZ_BOW_RELOADTIME_MIN 1467 #define LURTZ_BOW_RELOADTIME_MAX 1667 #define LURTZ_BOW_RANGE 320 ; ; 350 #define LURTZ_BOW_DAMAGE 150
#define LURTZ_BOW_STUN_RANGE 350 #define LURTZ_BOW_STUN_DAMAGE 200 ;400
#define CRIPPLE_STRIKE_OBJECT_FILTER NONE +HERO -MordorBalrog -GondorGwaihir -GondorGwaihir_Summoned -MordorFellBeast
-MordorWitchKingOnFellBeast -RohanTreeBerd -RohanEntFir -RohanEntFir_Summoned -RohanEntBirch_Summoned -TomBombadil -
TomBombadil_Summoned -Drogoth -ElvenFortressEagle #define MORGULBLADE_OBJECT_FILTER ANY +HERO +INFANTRY +CAVALRY -MONSTER -MACHINE -STRUCTURE -
MordorBalrog -GondorGwaihir -GondorGwaihir_Summoned -MordorFellBeast -MordorWitchKingOnFellBeast -RohanTreeBerd -RohanEntFir -
RohanEntFir_Summoned -RohanEntBirch_Summoned -TomBombadil -TomBombadil_Summoned -Drogoth -ElvenFortressEagle ENEMIES
#define LURTZ_CRIPPLE_RANGE_ABILTY_START 320 #define LURTZ_CRIPPLE_RANGE_WEAPON 350 ;// this has to be bigger than LURTZ_CRIPPLE_RANGE_ABILTY_START Je comprends pas bien
Dernière édition par Leithian... le Ven 11 Fév - 11:44, édité 1 fois | |
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ᾊᾑatelfe Moddeur expert
Nombre de messages : 709 Age : 142 Location : velos pas cher Add-On : oui et non ( sa dépend de son humeur )
Date d'inscription : 04/11/2009
| Sujet: Re: Ajouter des niveaux à un héros[résolu] Jeu 10 Fév - 21:46 | |
| De ce que j'ai crus comprendre bien que je me sois jamais intéressé a la question de près, tu peux avoir un niveau 20 ou 15 000 000 mais tu ne peux avoir que dix niveau différents. Mais après je suis pas sur de sa a 100% en espérant ne pas avoir été utile | |
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Wolf8888 Moddeur confirmé
Nombre de messages : 499 Add-On : Oui
Date d'inscription : 29/07/2010
| Sujet: Re: Ajouter des niveaux à un héros[résolu] Jeu 10 Fév - 22:55 | |
| - ᾊᾑatelfe a écrit:
- De ce que j'ai crus comprendre bien que je me sois jamais intéressé a la question de près, tu peux avoir un niveau 20 ou 15 000 000 mais tu ne peux avoir que dix niveau différents.
C'est exact. Level 11 ou plus, le jeu ne connaît pas. Donc le mieux, c'est d'enlever ce que tu as mis dans gamedata.ini et de mettre directement les valeurs dans ton experiencelevel: - Spoiler:
ExperienceLevel LurtzLevel11 TargetNames = IsengardLurtz RequiredExperience = 2100 ExperienceAward = 120 AttributeModifiers = HeroLevelUpDamage10 LurtzPassiveOutlawLeadership
; Upgrades = Upgrade_LurtzStealth Rank = 11 LevelUpFx = FX:GandalfLevelUp1FX SelectionDecal Texture = decal_hero_evil Style = SHADOW_ALPHA_DECAL OpacityMin = 50% OpacityMax = 100% MinRadius = 40 MaxRadius = 200 MaxSelectedUnits = 40 End END
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Leithian... Moddeur expert
Nombre de messages : 750 Age : 31 Location : @ Home ! =D Add-On : Quelle question, bien sûr que non ! Date d'inscription : 03/03/2010
| Sujet: Re: Ajouter des niveaux à un héros[résolu] Ven 11 Fév - 0:26 | |
| OK J'essaierai ça demain =) Anatelfe, ton aide sera toujours la bienvenue, surtout en ce qui concerne les modifs de l'ini merci à vous ! | |
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Leithian... Moddeur expert
Nombre de messages : 750 Age : 31 Location : @ Home ! =D Add-On : Quelle question, bien sûr que non ! Date d'inscription : 03/03/2010
| Sujet: Re: Ajouter des niveaux à un héros[résolu] Ven 11 Fév - 11:42 | |
| C'est bon ça fonctionne !!!! =DDD | |
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| Sujet: Re: Ajouter des niveaux à un héros[résolu] | |
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