| Changer les pouvoirs du Palentir | |
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dreaman Habitué(e)
Nombre de messages : 70 Age : 32 Add-On : ROTWK mais pas de mod Date d'inscription : 22/08/2011
| Sujet: Changer les pouvoirs du Palentir Lun 22 Aoû - 20:31 | |
| Bonjour, je suis dégouter le post que j'avais fait de 3 pages à était foutu en l'air a cause d'une deconection ..... Mais bon je vais recommencer .... Alors voila je moddifie souvent l'ini par plaisir, du coup j'ai tellement modifier mon ini de lsda BFME I que j'en ai mis ma propre version et en remplacant celle d'un autre : ( je viens de voir que les NM ne peuvent pas mettre de lien externe donc c'est sur le site jeux videos . com, sur le jeu LSDAI mon topic s'apelle Aide Final INI+Mon Mod+ Worldbuilder sous le pseudo nagrom-17 ou dreaman-17 .) sur ce topic vous pouvez voir que je suis un amateur qui sais ce demerder quelques peut . Bon passons au chose serieuse , durant tout cette apres midi j'ai changer mon ini de lsda II, principalement j'ai voulu changer les pouvoirs spell book du mordor, j'ai presque reussi en effet, les sorts sont bien presen,marche MAIS le sort du palentir qui est en dessous ne fonctionne pas, en clair selon sle schema du palentir : ----------Pouvoir 1---------Pouvoir 2---------Pouvoir 3---------- Pouvoir 4---------Pouvoir 5---------Pouvoir 6---------Pouvoir 7 ----------Pouvoir 8---------Pouvoir 9---------Pouvoir 10---------- --------------------Pouvoir 11--------Pouvoir 12-------------------- Si le pouvoir que j'ai mis et le pouvoir 1 le pouvoir 4 ne marche pas et ne peut etre activer, sa fait le même effet si je deplace les pouvoirs de mon palentir en clair si je change de place le pouvoir 6 par le pouvoir 1 et reciproquement . Du coup je suis allez sur votre site regarder : https://imladrisproduction.forumotion.com/t26-modifier-les-pouvoirs-du-palantir-a-volonteEt celui qui a marquer sa je vais le je deconne bien sur mais voila, sa manque de details - Citation :
On veut mettre "Soins" en Pouvoir1. On cherche "Heal" dans le system.ini, et on trouve: Code:
Behavior = PlayerHealSpecialPower ModuleTag_Heal SpecialPowerTemplate = SpellBookHeal HealAffects = INFANTRY CAVALRY SHIP DOZER ; ; MONSTER MACHINE HealAmount = 0.5 ; ;1.0 ; 0.5 = 50% of maximum health HealRadius = SPELL_HEAL_RADIUS_UNIT_SCAN HealFX = FX_SpellHealUnitHealBuff ;FX_DefaultUnitHealBuff ; To replenish hordes a bit HealOCL = OCL_HealSpellHordeReplenishPing AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
(il faut regarder après le "ModuleTage_")
Et bien on copie ces lignes et on les colle en rajoutant avant: Code:
AddModule
Ce qui va donner au final (on n'oublie pas les "End"!) :
Code:
AddModule Behavior = PlayerHealSpecialPower ModuleTag_Heal SpecialPowerTemplate = SpellBookHeal HealAffects = INFANTRY CAVALRY MONSTER MACHINE SHIP DOZER HealAmount = 1.0 ; 0.5 = 50% of maximum health HealRadius = SPELL_HEAL_RADIUS_UNIT_SCAN HealFX = FX_SpellHealUnitHealBuff ;FX_DefaultUnitHealBuff ; To replenish hordes a bit HealOCL = OCL_HealSpellHordeReplenishPing AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End End
Il suffit ensuite de faire la même chose avec les autres Pouvoirs. Ok mais je colle ou sous pouvoir 1 dans spelle book ou purchase spell ou encore sous les deux ou a la fin des deux Il y avait aussi un autre truc que j'avais pas compris enfin bon, du coup j'en suis au même point donc je voulais demander si quelqu'un pouvait m'envoyer une video explicative ou reecrire en version tres simplifie ce qu'il a mis . De plus j'ai une autre question, le fichier map.ini on le met bien dans : Disque C/Utilisateurs/ton Nom/AppData/Roamaing/LSAD II/maps.ini ? merci d'avance ________________________________________________________________________________________ ►Citation anti-Justin Bieber◄ : 97% des ados pleureraient s'ils voyaient Justin Bieber sur le bord d'un gratte-ciel prêt a sauter. Si vous faites partie des 3% qui se seraient assis sur un fauteuil avec du popcorn en criant "FAIS UN SALTO !", copier-collez ce message dans votre signature .) | |
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cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: Changer les pouvoirs du Palentir Lun 22 Aoû - 21:49 | |
| Salut, Le tuto a été écrit pour le map.ini c'est a dire des modifs spécifiques à une seule map. C'est différent des modifs dans l'ini.big Si tu veux modifier l'arbre, je pense que le plus simple est de reprendre tout a 0 (c'est rapide, surtout si tu repioche des pouvoirs déjà existans), plutot que t'essayer de trifouiller un truc sur ce qu'a fait EA et qui ne marchera pas, et qui risque de perturber aussi les autres factions. Tu commence par créer ta Science perso dans science.ini - Code:
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Science SCIENCE_PERSO PrerequisiteSciences = None SciencePurchasePointCost = 0 IsGrantable = No End Dans le player template (playertemplate.ini) de ta faction tu mettras - Code:
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IntrinsicSciencesMP = SCIENCE_PERSO ensuite pour les pouvoirs, sous ta science perso : - Code:
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Science SCIENCE_Pouvoir1 PrerequisiteSciences = SCIENCE_PERSO SciencePurchasePointCost = 5 SciencePurchasePointCostMP = 5 IsGrantable = Yes End Science SCIENCE_Pouvoir2 PrerequisiteSciences = SCIENCE_PERSO SciencePurchasePointCost = 5 SciencePurchasePointCostMP = 5 IsGrantable = Yes End Science SCIENCE_Pouvoir3 PrerequisiteSciences = SCIENCE_PERSO SciencePurchasePointCost = 5 SciencePurchasePointCostMP = 5 IsGrantable = Yes End
Science SCIENCE_Pouvoir4 PrerequisiteSciences = SCIENCE_Pouvoir1 SciencePurchasePointCost = 10 SciencePurchasePointCostMP = 10 IsGrantable = Yes End Science SCIENCE_Pouvoir5 PrerequisiteSciences = SCIENCE_Pouvoir1 OR SCIENCE_Pouvoir2 SciencePurchasePointCost = 10 SciencePurchasePointCostMP = 10 IsGrantable = Yes End Science SCIENCE_Pouvoir6 PrerequisiteSciences = SCIENCE_Pouvoir2 OR SCIENCE_Pouvoir3 SciencePurchasePointCost = 10 SciencePurchasePointCostMP = 10 IsGrantable = Yes End Science SCIENCE_Pouvoir7 PrerequisiteSciences = SCIENCE_Pouvoir3 SciencePurchasePointCost = 10 SciencePurchasePointCostMP = 10 IsGrantable = Yes End
Science SCIENCE_Pouvoir8 PrerequisiteSciences = SCIENCE_Pouvoir4 OR SCIENCE_Pouvoir5 SciencePurchasePointCost = 15 SciencePurchasePointCostMP = 15 IsGrantable = Yes End Science SCIENCE_Pouvoir9 PrerequisiteSciences = SCIENCE_Pouvoir5 OR SCIENCE_Pouvoir6 SciencePurchasePointCost = 15 SciencePurchasePointCostMP = 15 IsGrantable = Yes End Science SCIENCE_Pouvoir10 PrerequisiteSciences = SCIENCE_Pouvoir6 OR SCIENCE_Pouvoir7 SciencePurchasePointCost = 15 SciencePurchasePointCostMP = 15 IsGrantable = Yes End
Science SCIENCE_Pouvoir11 PrerequisiteSciences = SCIENCE_Pouvoir8 OR SCIENCE_Pouvoir9 SciencePurchasePointCost = 25 SciencePurchasePointCostMP = 25 IsGrantable = Yes End Science SCIENCE_Pouvoir12 PrerequisiteSciences = SCIENCE_Pouvoir9 OR SCIENCE_Pouvoir10 SciencePurchasePointCost = 25 SciencePurchasePointCostMP = 25 IsGrantable = Yes End Ensuite dans le player template de ta faction tu met - Code:
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SpellBookMp = SpellBookPerso On crée ce spellbook dans system.ini, Si tu veut un spellbook avec des pouvoirs du bien tu mets après l'object GoodSpellBook : - Code:
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ChildObject SpellBookPerso GoodSpellBook CommandSet = SpellBookPersoCommandSet End Sinon si tu veut avec des pouvoirs du mal tu mets apres l'object EvilSpellBook: - Code:
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ChildObject SpellBookPerso EvilSpellBook CommandSet = SpellBookPersoCommandSet End Sinon si tu veut des pouvoirs persos ou tirés des 2 spellbooks tu met : - Code:
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Object SpellBookPerso EditorSorting = SYSTEM ; *** ART Parameters *** Draw = W3DDefaultDraw ModuleTag_01 ;nothing End ; Never drawn
;; Liste des modules
CommandSet = SpellBookPersoCommandSet RadarPriority = NOT_ON_RADAR KindOf = SPELL_BOOK IMMOBILE IGNORES_SELECT_ALL INERT End Et à la place de mon commentaire "liste des modules ", tu copies les modules des pouvoirs qui t'interessent, soit en piochant dans les EvilSpellBook et GoodSpellBook des pouvoirs existants, soit tu crées tes propres modules pou faire des tout nouveaux pouvoirs. Ensuite on crée le commandset SpellBookPersoCommandSet (dans commandset.ini) : - Code:
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CommandSet SpellBookPersoCommandSet 1 = Command_SpellBookPouvoir1 2 = Command_SpellBookPouvoir2 3 = Command_SpellBookPouvoir3
4 = Command_SpellBookPouvoir4 5 = Command_SpellBookPouvoir5 6 = Command_SpellBookPouvoir6 7 = Command_SpellBookPouvoir7 8 = Command_SpellBookPouvoir8 9 = Command_SpellBookPouvoir9 10 = Command_SpellBookPouvoir10 11 = Command_SpellBookPouvoir11 12 = Command_SpellBookPouvoir12 End Pour les commandbuttons, soit tu copies les commandbuttons boutons des pouvoirs officiels que t'as pioché, soit t'as le niveau de faire tes propres pouvoirs et tu crée tes propres commandbuttons. Ce sont les boutons qui apparaissent sur la droite une fois les pouvoirs achetés si tu veut faire le tiens, ils sont en général de la forme : - Code:
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CommandButton Command_SpellBookPouvoirX Command = SPELL_BOOK SpecialPower = SpellBookPouvoirX Options = NEED_TARGET_POS TextLabel = CONTROLBAR:truc ButtonImage = image ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:bidule RadiusCursorType = curseur End où SpellBookPouvoirX c'est le nom du special power et curseur qui correspond à l'image du placement du pouvoir, leur liste se trouve dans ingameui.ini Enfin, retour dans le playertemplate, tu mets la ligne : - Code:
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PurchaseScienceCommandSetMP = SpellStorePersoCommandSet Puis dans le commandset.ini : - Code:
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CommandSet SpellStorePersoCommandSet 1 = Command_PurchaseSpellPouvoir1 2 = Command_PurchaseSpellPouvoir2 3 = Command_PurchaseSpellPouvoir3
4 = Command_PurchaseSpellPouvoir4 5 = Command_PurchaseSpellPouvoir5 6 = Command_PurchaseSpellPouvoir6 7 = Command_PurchaseSpellPouvoir7 8 = Command_PurchaseSpellPouvoir8 9 = Command_PurchaseSpellPouvoir9 10 = Command_PurchaseSpellPouvoir10 11 = Command_PurchaseSpellPouvoir11 12 = Command_PurchaseSpellPouvoir12 End /!\ attention, ces command buttons "Command_PurchaseSpellPouvoirX" sont différents de ceux d'avant" Command_SpellBookPouvoirX" De la forme : - Code:
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CommandButton Command_PurchaseSpellPouvoirX Command = PURCHASE_SCIENCE ButtonBorderType = UPGRADE ButtonImage = image Science = SCIENCE_PouvoirX TextLabel = CONTROLBAR:truc DescriptLabel = CONTROLBAR:bidule End ce sont les boutons (donc image et descriptions choisies) qui apparaissent dans le menu ou l'on voit l'arbre Il vaut mieux que tu copies/colle les commandbuttons Command_PurchaseSpellPouvoirMachin officiels que t'as utilisées pour garder les descriptions mais modifier leur nom en Command_PurchaseSpellPouvoirX et mettre la science SCIENCE_PouvoirX Voilà pour le mini tuto | |
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dreaman Habitué(e)
Nombre de messages : 70 Age : 32 Add-On : ROTWK mais pas de mod Date d'inscription : 22/08/2011
| Sujet: Re: Changer les pouvoirs du Palentir Lun 22 Aoû - 21:57 | |
| Ok je te remercie beaucoup j'essayerais sa tout a l'heure ou demain | |
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cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: Changer les pouvoirs du Palentir Lun 22 Aoû - 22:00 | |
| Finalement j'ai trouvé mon message super cool, je vais peut etre l'adapter en tuto sur les spellbook | |
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Tom Maître floodeur incontesté
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
« Ne fais jamais rien contre ta conscience, même si l'Etat te le demande. »
Date d'inscription : 24/05/2010
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dreaman Habitué(e)
Nombre de messages : 70 Age : 32 Add-On : ROTWK mais pas de mod Date d'inscription : 22/08/2011
| Sujet: Re: Changer les pouvoirs du Palentir Mar 23 Aoû - 0:41 | |
| Bon et bien j'ai fait tout ce que tu m'as dit pourtant rien a faire, sa marche "tellement" pas que le jeu refuse de se lancer desormais Bon je n'ai pas fait de map.ini vu que je savais pas si tu te basais par rapport a sa sa vient peut de la l'erreur en tout cas, j'ai realise cette partie la mort pour mot - Spoiler:
Salut, Le tuto a été écrit pour le map.ini c'est a dire des modifs spécifiques à une seule map. C'est différent des modifs dans l'ini.big
Si tu veux modifier l'arbre, je pense que le plus simple est de reprendre tout a 0 (c'est rapide, surtout si tu repioche des pouvoirs déjà existans), plutot que t'essayer de trifouiller un truc sur ce qu'a fait EA et qui ne marchera pas, et qui risque de perturber aussi les autres factions.
Tu commence par créer ta Science perso dans science.ini
Code: Science SCIENCE_PERSO PrerequisiteSciences = None SciencePurchasePointCost = 0 IsGrantable = No End
Dans le player template (playertemplate.ini) de ta faction tu mettras Code: IntrinsicSciencesMP = SCIENCE_PERSO
Ensuite j'ai fait cela : - Spoiler:
ensuite pour les pouvoirs, sous ta science perso :
Code: Science SCIENCE_Pouvoir1 PrerequisiteSciences = SCIENCE_PERSO SciencePurchasePointCost = 5 SciencePurchasePointCostMP = 5 IsGrantable = Yes End Science SCIENCE_Pouvoir2 PrerequisiteSciences = SCIENCE_PERSO SciencePurchasePointCost = 5 SciencePurchasePointCostMP = 5 IsGrantable = Yes End Science SCIENCE_Pouvoir3 PrerequisiteSciences = SCIENCE_PERSO SciencePurchasePointCost = 5 SciencePurchasePointCostMP = 5 IsGrantable = Yes End
Science SCIENCE_Pouvoir4 PrerequisiteSciences = SCIENCE_Pouvoir1 SciencePurchasePointCost = 10 SciencePurchasePointCostMP = 10 IsGrantable = Yes End Science SCIENCE_Pouvoir5 PrerequisiteSciences = SCIENCE_Pouvoir1 OR SCIENCE_Pouvoir2 SciencePurchasePointCost = 10 SciencePurchasePointCostMP = 10 IsGrantable = Yes End Science SCIENCE_Pouvoir6 PrerequisiteSciences = SCIENCE_Pouvoir2 OR SCIENCE_Pouvoir3 SciencePurchasePointCost = 10 SciencePurchasePointCostMP = 10 IsGrantable = Yes End Science SCIENCE_Pouvoir7 PrerequisiteSciences = SCIENCE_Pouvoir3 SciencePurchasePointCost = 10 SciencePurchasePointCostMP = 10 IsGrantable = Yes End
Science SCIENCE_Pouvoir8 PrerequisiteSciences = SCIENCE_Pouvoir4 OR SCIENCE_Pouvoir5 SciencePurchasePointCost = 15 SciencePurchasePointCostMP = 15 IsGrantable = Yes End Science SCIENCE_Pouvoir9 PrerequisiteSciences = SCIENCE_Pouvoir5 OR SCIENCE_Pouvoir6 SciencePurchasePointCost = 15 SciencePurchasePointCostMP = 15 IsGrantable = Yes End Science SCIENCE_Pouvoir10 PrerequisiteSciences = SCIENCE_Pouvoir6 OR SCIENCE_Pouvoir7 SciencePurchasePointCost = 15 SciencePurchasePointCostMP = 15 IsGrantable = Yes End
Science SCIENCE_Pouvoir11 PrerequisiteSciences = SCIENCE_Pouvoir8 OR SCIENCE_Pouvoir9 SciencePurchasePointCost = 25 SciencePurchasePointCostMP = 25 IsGrantable = Yes End Science SCIENCE_Pouvoir12 PrerequisiteSciences = SCIENCE_Pouvoir9 OR SCIENCE_Pouvoir10 SciencePurchasePointCost = 25 SciencePurchasePointCostMP = 25 IsGrantable = Yes End
que j'ai modifier par les pouvoirs que je souhaite donc : - Spoiler:
Science SCIENCE_PERSO PrerequisiteSciences = None SciencePurchasePointCost = 0 IsGrantable = No End
Science SCIENCE_Heal PrerequisiteSciences = SCIENCE_PERSO SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End Science SCIENCE_Rebuild PrerequisiteSciences = SCIENCE_PERSO SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End Science SCIENCE_WildMenAllies PrerequisiteSciences = SCIENCE_PERSO SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_Taint PrerequisiteSciences = SCIENCE_Heal SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End Science SCIENCE_Darkness PrerequisiteSciences = SCIENCE_Heal OR SCIENCE_Rebuild SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End Science SCIENCE_WatcherAlly PrerequisiteSciences = SCIENCE_Rebuild OR SCIENCE_WildMenAllies SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End Science SCIENCE_AwakenWyrm PrerequisiteSciences = SCIENCE_WildMenAllies SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_ArrowVolleyEvil PrerequisiteSciences = SCIENCE_Taint OR SCIENCE_Darkness SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End Science SCIENCE_Earthquake PrerequisiteSciences = SCIENCE_Darkness OR SCIENCE_WatcherAlly SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End Science SCIENCE_Sunflare PrerequisiteSciences = SCIENCE_WatcherAlly OR SCIENCE_AwakenWyrm SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_DragonStrike PrerequisiteSciences = SCIENCE_ArrowVolleyEvil OR SCIENCE_Earthquake SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End Science SCIENCE_RainOfFire PrerequisiteSciences = SCIENCE_Earthquake OR SCIENCE_Sunflare SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
je poste la suite apres | |
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ModdingMaster Maître de Modding, Créateur de Mods
Nombre de messages : 2024 Age : 29 Location : Rennes Add-On : Oui Date d'inscription : 26/07/2010
| Sujet: Re: Changer les pouvoirs du Palentir Mar 23 Aoû - 0:50 | |
| Salut, Qu'est-ce que c'est que ce SCIENCE_PERSO? Une nouvelle fonction créée? Si OUI, dans ce cas il faudrait peut-être la rattacher à un module de faction se trouvant dans Playertemplate.ini, si ce n'est déjà fait ! | |
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dreaman Habitué(e)
Nombre de messages : 70 Age : 32 Add-On : ROTWK mais pas de mod Date d'inscription : 22/08/2011
| Sujet: Re: Changer les pouvoirs du Palentir Mar 23 Aoû - 0:51 | |
| ensuite j'ai suivi cette partie (donc pour un spell book mixte : - Spoiler:
Ensuite dans le player template de ta faction tu met Code: SpellBookMp = SpellBookPerso
Sinon si tu veut des pouvoirs persos ou tirés des 2 spellbooks tu met :
Code: Object SpellBookPerso EditorSorting = SYSTEM ; *** ART Parameters *** Draw = W3DDefaultDraw ModuleTag_01 ;nothing End ; Never drawn
;; Liste des modules
CommandSet = SpellBookPersoCommandSet RadarPriority = NOT_ON_RADAR KindOf = SPELL_BOOK IMMOBILE IGNORES_SELECT_ALL INERT End
Et à la place de mon commentaire "liste des modules ", tu copies les modules des pouvoirs qui t'interessent, soit en piochant dans les EvilSpellBook et GoodSpellBook des pouvoirs existants, soit tu crées tes propres modules pou faire des tout nouveaux pouvoirs.
j'ai bien change ce que tu m'as dit : - Spoiler:
; FILE: System.ini //////////////////////////////////////////////////////////// ; This file contains only objects that are of use to the game code from ; an engineering standpoint. They are not general objects that a designer ; would place in a map. ; ; EVERYTHING in this file should use "EditorSorting = SYSTEM". ; If it doesn't, it shouldn't be in this file. ; ;//////////////////////////////////////////////////////////////////////////////
#define SPELL_BOOK_REQUIREMENTS_FILTER NONE +COMMANDCENTER #define SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC NONE
;------------------------------------------------------------------------------
; Any SpecialPowers tied to the spellbook have a behavior put here.
Object SpellBookPerso EditorSorting = SYSTEM ; *** ART Parameters *** Draw = W3DDefaultDraw ModuleTag_01 ;nothing End ; Never drawn
Behavior = PlayerHealSpecialPower ModuleTag_Heal SpecialPowerTemplate = SpellBookHeal HealAffects = INFANTRY CAVALRY MONSTER MACHINE SHIP DOZER HealAmount = 1.0 ; 0.5 = 50% of maximum health HealRadius = SPELL_HEAL_RADIUS_UNIT_SCAN HealFX = FX_SpellHealUnitHealBuff ;FX_DefaultUnitHealBuff ; To replenish hordes a bit HealOCL = OCL_HealSpellHordeReplenishPing AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
Behavior = OCLSpecialPower ModuleTag_DragonStrike SpecialPowerTemplate = SpellBookDragonStrike OCL = OCL_SpellBookDragonStrike CreateLocation = CREATE_AT_EDGE_NEAR_TARGET_AND_MOVE_TO_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
Behavior = OCLSpecialPower ModuleTag_RainOfFire SpecialPowerTemplate = SpellBookRainOfFire OCL = OCL_SpellBookRainOfFire CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = OCLSpecialPower ModuleTag_RainOfFire02 SpecialPowerTemplate = SpellBookRainOfFire OCL = OCL_SpellBookRainOfFire CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
Behavior = OCLSpecialPower ModuleTag_SummonWatcher SpecialPowerTemplate = SpellBookWatcherAlly OCL = OCL_WatcherSummoning CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
Behavior = DarknessSpecialPower ModuleTag_Darkness SpecialPowerTemplate = SpellBookDarkness AttributeModifier = SpellBookDarkness AttributeModifierAffects = ANY +INFANTRY +CAVALRY +MONSTER -HERO -HORDE ALLIES AttributeModifierWeatherBased = Yes WeatherDuration = SPELL_DARKNESS_DURATION ChangeWeather = CLOUDY AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
Behavior = OCLSpecialPower ModuleTag_AwakenWyrm SpecialPowerTemplate = SpellBookAwakenWyrm OCL = OCL_Wyrm TriggerFX = FX_WrymSummonStart CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = OCLSpecialPower ModuleTag_ArrowVolleyEvil SpecialPowerTemplate = SpellBookArrowVolleyEvil OCL = OCL_SpellBookArrowVolley CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = OCLSpecialPower ModuleTag_SummonWildMen SpecialPowerTemplate = SpellBookWildMenAllies OCL = OCL_SpellBookWildMenAllies TriggerFX = FX_SummonWildmen CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
Behavior = OCLSpecialPower ModuleTag_Sunflare SpecialPowerTemplate = SpellBookSunflare OCL = OCL_SpecialPowerSunflare CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No AttributeModifierAffects = ANY +INFANTRY +CAVALRY +MONSTER -HERO ENEMIES ReEnableAntiCategory = Yes AttributeModifierWeatherBased = Yes WeatherDuration = SPELL_SUNFLARE_DURATION ChangeWeather = SUNNY RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
Behavior = OCLSpecialPower ModuleTag_Earthquake SpecialPowerTemplate = SpellBookEarthquake OCL = OCL_SpellBookEarthquake ;TriggerFX = FX_ElvenAlliesSummon CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
Behavior = PlayerHealSpecialPower ModuleTag_Rebuild SpecialPowerTemplate = SpellBookRebuild HealAffects = STRUCTURE HealAsPercent = No HealAmount = 4000 HealRadius = SPELL_REBUILD_RADIUS_STRUCTURE_SCAN HealFX = FX_SpellRebuild AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = TaintSpecialPower ModuleTag_IsengardTaint SpecialPowerTemplate = SpellBookIsengardTaint TaintObject = TaintLand TaintRadius = SPELLBOOK_TAINT_RADIUS TaintFX = FX_TaintSpellFX TaintOCL = OCL_TaintSeed ; CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = TaintSpecialPower ModuleTag_Taint SpecialPowerTemplate = SpellBookTaint TaintObject = TaintLand TaintRadius = SPELLBOOK_TAINT_RADIUS TaintFX = FX_TaintSpellFX TaintOCL = OCL_TaintSeed ; CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
CommandSet = SpellBookPersoCommandSet RadarPriority = NOT_ON_RADAR KindOf = SPELL_BOOK IMMOBILE IGNORES_SELECT_ALL INERT End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;; EVIL SPELLS ;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Object EvilSpellBook
ensuite j'ai bien créer le spell book command set : - Spoiler:
CommandSet SpellBookPersoCommandSet 1 = Command_SpellBookHeal 2 = Command_SpellBookRebuild 3 = Command_SpellBookWildMenAllies
4 = Command_SpellBookTaint 5 = Command_SpellBookDarkness 6 = Command_SpellBookWatcherAlly 7 = Command_SpellBookAwakenWyrm 8 = Command_SpellBookArrowVolleyEvil 9 = Command_SpellBookEarthquake 10 = Command_SpellBookSunflare 11 = Command_SpellBookDragonStrike 12 = Command_SpellBookRainOfFire End
CommandSet SpellStorePersoCommandSet 1 = Command_PurchaseSpellHeal 2 = Command_PurchaseSpellRebuild 3 = Command_PurchaseSpellWildMenAllies
4 = Command_PurchaseSpellTaint 5 = Command_PurchaseSpellDarkness 6 = Command_PurchaseSpellWatcherAlly 7 = Command_PurchaseSpellAwakenWyrm 8 = Command_PurchaseSpellArrowVolleyEvil 9 = Command_PurchaseSpellEarthquake 10 = Command_PurchaseSpellSunflare 11 = Command_PurchaseSpellDragonStrike 12 = Command_PurchaseSpellRainOfFire End
et enfin les commands button : - Spoiler:
;;;;;;;;; PERSO SPELLS ;;;;;;;;;;
CommandButton Command_SpellBookSunflare Command = SPELL_BOOK SpecialPower = SpellBookSunflare Options = NEED_TARGET_POS TextLabel = CONTROLBAR:Sunflare ButtonImage = SBGood_Sunflare ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipSunflare RadiusCursorType = SunflareRadiusCursor CursorName = AttackObj InvalidCursorName = GenericInvalid End
CommandButton Command_SpellBookRainOfFire Command = SPELL_BOOK SpecialPower = SpellBookRainOfFire Options = NEED_TARGET_POS TextLabel = CONTROLBAR:RainOfFire ButtonImage = SBEvil_RainofFire ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:ToolTipSpecialAbilityFiresOfDoom RadiusCursorType = RainOfFireRadiusCursor CursorName = AttackObj InvalidCursorName = GenericInvalid End
CommandButton Command_SpellBookDragonStrike Command = SPELL_BOOK SpecialPower = SpellBookDragonStrike Options = NEED_TARGET_POS TextLabel = CONTROLBAR:DragonStrike ButtonImage = SBEvil_DragonStrike ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipDragonStrike RadiusCursorType = DragonStrikeRadiusCursor CursorName = AttackObj InvalidCursorName = GenericInvalid End
CommandButton Command_SpellBookTaint Command = SPELL_BOOK SpecialPower = SpellBookTaint Options = NEED_TARGET_POS TextLabel = CONTROLBAR:Taint ButtonImage = SBEvil_Taint ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipTaint RadiusCursorType = TaintRadiusCursor CursorName = AttackObj InvalidCursorName = GenericInvalid End
CommandButton Command_SpellBookIsengardTaint Command = SPELL_BOOK SpecialPower = SpellBookIsengardTaint Options = NEED_TARGET_POS TextLabel = CONTROLBAR:Taint ButtonImage = SBEvil_Taint ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipTaint RadiusCursorType = TaintRadiusCursor CursorName = AttackObj InvalidCursorName = GenericInvalid End
CommandButton Command_SpellBookEarthquake Command = SPELL_BOOK SpecialPower = SpellBookEarthquake Options = NEED_TARGET_POS TextLabel = CONTROLBAR:Earthquake ButtonImage = SBGood_Earthquake ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipEarthquake RadiusCursorType = EarthquakeRadiusCursor CursorName = AttackObj InvalidCursorName = GenericInvalid End
CommandButton Command_SpellBookRebuild Command = SPELL_BOOK SpecialPower = SpellBookRebuild ButtonImage = SBGood_Rebuild Options = NEED_TARGET_POS TextLabel = CONTROLBAR:Rebuild ButtonBorderType = ACTION DescriptLabel = CONTROLBAR:TooltipRebuild RadiusCursorType = RebuildRadiusCursor InvalidCursorName = GenericInvalid End
CommandButton Command_SpellBookHeal Command = SPELL_BOOK TextLabel = CONTROLBAR:Heal Options = NEED_TARGET_POS ; Huh, you can't have this flag and a radius cursor: CONTEXTMODE_COMMAND DescriptLabel = CONTROLBAR:TooltipHeal SpecialPower = SpellBookHeal ButtonImage = SBGood_Heal ButtonBorderType = ACTION RadiusCursorType = HealRadiusCursor End
;;;;;;;;;;;;; END SPELL BOOKS ;;;;;;;;;;;;;;
;;;;;;;;; PERSO SPELLS ;;;;;;;;;;
CommandButton Command_PurchaseSpellEarthquake Command = PURCHASE_SCIENCE ButtonBorderType = UPGRADE ButtonImage = SBGood_Earthquake Science = SCIENCE_Earthquake TextLabel = CONTROLBAR:Earthquake DescriptLabel = CONTROLBAR:TooltipEarthquake End
CommandButton Command_PurchaseSpellHeal Command = PURCHASE_SCIENCE ButtonBorderType = UPGRADE ButtonImage = SBGood_Heal Science = SCIENCE_Heal TextLabel = CONTROLBAR:Heal DescriptLabel = CONTROLBAR:TooltipHeal End
CommandButton Command_PurchaseSpellRebuild Command = PURCHASE_SCIENCE ButtonBorderType = UPGRADE ButtonImage = SBGood_Rebuild Science = SCIENCE_Rebuild TextLabel = CONTROLBAR:Rebuild DescriptLabel = CONTROLBAR:TooltipRebuild End
CommandButton Command_PurchaseSpellSunflare Command = PURCHASE_SCIENCE ButtonBorderType = UPGRADE ButtonImage = SBGood_Sunflare Science = SCIENCE_Sunflare TextLabel = CONTROLBAR:Sunflare DescriptLabel = CONTROLBAR:TooltipSunflare End
CommandButton Command_PurchaseSpellTaint Command = PURCHASE_SCIENCE ButtonBorderType = UPGRADE ButtonImage = SBEvil_Taint Science = SCIENCE_Taint TextLabel = CONTROLBAR:Taint DescriptLabel = CONTROLBAR:TooltipTaint End
CommandButton Command_PurchaseSpellIsengardTaint Command = PURCHASE_SCIENCE ButtonBorderType = UPGRADE ButtonImage = SBEvil_Taint Science = SCIENCE_IsengardTaint TextLabel = CONTROLBAR:Taint DescriptLabel = CONTROLBAR:TooltipTaint End
CommandButton Command_PurchaseSpellArrowVolleyEvil Command = PURCHASE_SCIENCE ButtonBorderType = UPGRADE ButtonImage = SBGood_ArrowVolley Science = SCIENCE_ArrowVolleyEvil TextLabel = CONTROLBAR:ArrowVolley DescriptLabel = CONTROLBAR:TooltipArrowVolley End
CommandButton Command_PurchaseSpellWildMenAllies Command = PURCHASE_SCIENCE ButtonBorderType = UPGRADE ButtonImage = BCInn_WildmenofDunland Science = SCIENCE_WildMenAllies TextLabel = CONTROLBAR:WildMenAllies DescriptLabel = CONTROLBAR:TooltipWildMenAllies End
CommandButton Command_PurchaseSpellDarkness Command = PURCHASE_SCIENCE ButtonBorderType = UPGRADE ButtonImage = SBEvil_Darkness Science = SCIENCE_Darkness TextLabel = CONTROLBAR:Darkness DescriptLabel = CONTROLBAR:TooltipDarkness End
CommandButton Command_PurchaseSpellAwakenWyrm Command = PURCHASE_SCIENCE ButtonBorderType = UPGRADE ButtonImage = SBEvil_AwakenWyrm Science = SCIENCE_AwakenWyrm TextLabel = CONTROLBAR:AwakenWyrm DescriptLabel = CONTROLBAR:TooltipAwakenWyrm End CommandButton Command_PurchaseSpellWatcherAlly Command = PURCHASE_SCIENCE ButtonBorderType = UPGRADE ButtonImage = SBEvil_SummonWatcher ;Needs replacement Science = SCIENCE_WatcherAlly TextLabel = CONTROLBAR:SummonWatcher DescriptLabel = CONTROLBAR:TooltipSummonWatcher End
CommandButton Command_PurchaseSpellRainOfFire Command = PURCHASE_SCIENCE ButtonBorderType = UPGRADE ButtonImage = SBEvil_RainOfFire Science = SCIENCE_RainOfFire TextLabel = CONTROLBAR:RainOfFire DescriptLabel = CONTROLBAR:ToolTipSpecialAbilityFiresOfDoom End
CommandButton Command_PurchaseSpellDragonStrike Command = PURCHASE_SCIENCE ButtonBorderType = UPGRADE ButtonImage = SBEvil_DragonStrike Science = SCIENCE_DragonStrike TextLabel = CONTROLBAR:DragonStrike DescriptLabel = CONTROLBAR:TooltipDragonStrike End
;;;;;;;;;;;;; END PURCHASE SPELL COMMANDS ;;;;;;;;;;;;;;
Bien sur je n'est note que la partie que j'ai mis, j'ai b ien sur laisser les spells evils and good, par contre pour faire la difference j'ai note mon spell : perso spells pour faire la difference est ce mon erreur ? sinon j'ai bien sur mis ceci : - Spoiler:
Enfin, retour dans le playertemplate, tu mets la ligne : Code: PurchaseScienceCommandSetMP = SpellStorePersoCommandSet
Donc quel est l'erreur qui as fait planter ? | |
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dreaman Habitué(e)
Nombre de messages : 70 Age : 32 Add-On : ROTWK mais pas de mod Date d'inscription : 22/08/2011
| Sujet: Re: Changer les pouvoirs du Palentir Mar 23 Aoû - 0:56 | |
| en clair j'ai tt suivi a la ligne normalement | |
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dreaman Habitué(e)
Nombre de messages : 70 Age : 32 Add-On : ROTWK mais pas de mod Date d'inscription : 22/08/2011
| Sujet: Re: Changer les pouvoirs du Palentir Mar 23 Aoû - 1:02 | |
| Master Modding je suppose qu'avec les indications de cdd j'ai du le faire mais pour plus de surete voila mon player template en entier : - Spoiler:
;////////////////////////////////////////////////////////////////////////////// ;FILE: PlayerTemplate.ini (SYSTEM) /////////////////////////////////////////////////// ;//////////////////////////////////////////////////////////////////////////////
;////////////////////////////////////////////////////////////////////////////// ;Note Note Note Note Note Note Note Note Note Note Note Note Note ;////////////////////////////////////////////////////////////////////////////// ; There is a dependency between the player template member Side and the ControlBarScheme.ini ; files side. If you add a new side here, make sure the ControlBarScheme.ini contains a new ; control bar with that new side as its side. Otherwise it will use the Observer8x6 control bar. ; Talk to CLH if there's issues with this. ;////////////////////////////////////////////////////////////////////////////// ;Note Note Note Note Note Note Note Note Note Note Note Note Note ;//////////////////////////////////////////////////////////////////////////////
;------------------------------------------------------------------------------------------------------ ; ; These are resource structures that are affected by resource modifiers. ; #define RESOURCE_MODIFIER_OBJECT_FILTER ANY +GondorFarm +GondorFarmMultiplayer +DwarvenMineShaft +ElvenMallornTree +IsengardFurnace +IsengardLumberMill +MordorLumberMill +MordorSlaughterHouse +WildMineShaft ; ; ;------------------------------------------------------------------------------------------------------
PlayerTemplate FactionCivilian Side = Civilian PlayableSide = No StartMoney = 0 PreferredColor = R:64 G:64 B:64 IntrinsicSciences = None DisplayName = INI:FactionCivilian ScoreScreenImage = MutiPlayer_ScoreScreen LoadScreenMusic = Shell2MusicForLoadScreen End
PlayerTemplate FactionNeutral Side = Neutral PlayableSide = No StartMoney = 0 PreferredColor = R:64 G:64 B:64 IntrinsicSciences = None DisplayName = INI:FactionNeutral ScoreScreenImage = MutiPlayer_ScoreScreen LoadScreenMusic = Shell2MusicForLoadScreen End
PlayerTemplate FactionObserver Side = Observer PlayableSide = No IsObserver = Yes StartMoney = 0 PreferredColor = R:64 G:64 B:64 IntrinsicSciences = None DisplayName = INI:FactionObserver ScoreScreenImage = MutiPlayer_ScoreScreen LoadScreenImage = Mp_Load LoadScreenMusic = Shell2MusicForLoadScreen BeaconName = MultiplayerBeacon SideIconImage = GameinfoOBSRVR End
PlayerTemplate FactionMen Side = Men PlayableSide = Yes Evil = No StartMoney = 0 MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED ) MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED ) PreferredColor = R:43 G:150 B:179 StartingBuilding = MenFortress ;------------- NO STARTING UNITS FOR YOU ------- ;StartingUnit0 = GondorFighterHorde ;StartingUnitOffset0 = X:-60 Y:185 Z:0 StartingUnit1 = MenPorter StartingUnitOffset1 = X:30 Y:200 Z:0 StartingUnit0 = MenPorter StartingUnitOffset0 = X:1 Y:130 Z:0 StartingUnitTacticalWOTR = MenPorter ;// This unit is placed in tactical mode when playing WOTR. Add multiple lines for multiple units. StartingUnitTacticalWOTR = MenPorter IntrinsicSciences = SCIENCE_GOOD IntrinsicSciencesMP = SCIENCE_MEN SpellBook = GoodSpellBook SpellBookMp = MenSpellBook PurchaseScienceCommandSet = GoodSpellStoreCommandSet PurchaseScienceCommandSetMP = MenSpellStoreCommandSet DisplayName = INI:FactionMen DefaultPlayerAIType = MenSkirmishAI BeaconName = MultiplayerBeacon LightPointsUpSound = GondorLightPointsUp ObjectiveAddedSound = Gui_MissionObjectiveNew ObjectiveCompletedSound = Gui_MissionObjectiveCompleted InitialUpgrades = Upgrade_MenFaction ;Any upgrades this player template is born with. // NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always // attached to the first two buttons in the command set. BuildableHeroesMP =CreateAHero ElvenGaladriel GondorIsildur GondorAragornMP ElvenLegolas DwarvenGimli GondorGandalf DwarvenDain ElvenHaldir DwarvenGloin ElvenGlorfindel ElvenArwen ElvenThranduil ElvenElrond RohanFrodo RohanSam RohanMerry RohanPippin GondorDamrod GondorFaramir GondorBoromir RohanTheoden RohanEowyn RohanEomer BuildableRingHeroesMP = ElvenGaladriel_RingHero SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER ResourceModifierValues = 100 100 100 95 90 85 80 75 71 68 66 MultiSelectionPortrait = UPGondor_Army LoadScreenMusic = Shell2MusicForLoadScreen End
;//Old values ;ResourceModifierValues = 100 100 100 100 100 100 95 90 85 80 75 71 68 66 PlayerTemplate FactionTutorial Side = Men PlayableSide = No Evil = No StartMoney = 0 MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED ) MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED ) PreferredColor = R:43 G:150 B:179 StartingBuilding = MenFortress ;------------- NO STARTING UNITS FOR YOU ------- ;StartingUnit0 = GondorFighterHorde ;StartingUnitOffset0 = X:-60 Y:185 Z:0 StartingUnit0 = MenPorter StartingUnitOffset0 = X:30 Y:200 Z:0 StartingUnit1 = MenPorter StartingUnitOffset1 = X:1 Y:130 Z:0 StartingUnitTacticalWOTR = MenPorter ;// This unit is placed in tactical mode when playing WOTR. Add multiple lines for multiple units. StartingUnitTacticalWOTR = MenPorter IntrinsicSciences = SCIENCE_GOOD IntrinsicSciencesMP = SCIENCE_MEN SpellBook = GoodSpellBook SpellBookMp = MenSpellBook PurchaseScienceCommandSet = TutorialSpellStoreCommandSet PurchaseScienceCommandSetMP = MenSpellStoreCommandSet DisplayName = INI:FactionMen DefaultPlayerAIType = MenSkirmishAI BeaconName = MultiplayerBeacon LightPointsUpSound = GondorLightPointsUp ObjectiveAddedSound = Gui_MissionObjectiveNew ObjectiveCompletedSound = Gui_MissionObjectiveCompleted InitialUpgrades = Upgrade_MenFaction ;Any upgrades this player template is born with.
// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always // attached to the first two buttons in the command set. BuildableHeroesMP = CreateAHero ElvenGaladriel GondorIsildur GondorAragornMP ElvenLegolas DwarvenGimli GondorGandalf DwarvenDain ElvenHaldir DwarvenGloin ElvenGlorfindel ElvenArwen ElvenThranduil ElvenElrond RohanFrodo RohanSam RohanMerry RohanPippin GondorDamrod GondorFaramir GondorBoromir RohanTheoden RohanEowyn RohanEomer BuildableRingHeroesMP = ElvenGaladriel_RingHero SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER ResourceModifierValues = 100 100 100 95 90 85 80 75 71 68 66 MultiSelectionPortrait = UPGondor_Army LoadScreenMusic = Shell2MusicForLoadScreen End
PlayerTemplate FactionElves Side = Elves PlayableSide = Yes ; Please note: the presence of "SIDE:Elves" in the string file is what makes this appear in MP as a playable side. And the skirmish scripts are what actually make it function. Evil = No StartMoney = 0 MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED ) MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED ) PreferredColor = R:43 G:150 B:179 StartingBuilding = ElvenFortress ;------------- NO STARTING UNITS FOR YOU ------- ;StartingUnit0 = ElvenLorienArcherHorde ;StartingUnitOffset0 = X:-70 Y:220 Z:0 StartingUnit1 = ElvenPorter StartingUnitOffset1 = X:30 Y:250 Z:0 StartingUnit0 = ElvenPorter StartingUnitOffset0 = X:1 Y:160 Z:0 StartingUnitTacticalWOTR = ElvenPorter StartingUnitTacticalWOTR = ElvenPorter IntrinsicSciences = SCIENCE_GOOD IntrinsicSciencesMP = SCIENCE_ELVES SpellBook = GoodSpellBook SpellBookMp = ElvesSpellBook PurchaseScienceCommandSet = GoodSpellStoreCommandSet PurchaseScienceCommandSetMP = ElvesSpellStoreCommandSet DisplayName = INI:FactionElves DefaultPlayerAIType = ElvesSkirmishAI ; Needs to exist before I can change it. BeaconName = MultiplayerBeacon LightPointsUpSound = GondorLightPointsUp ObjectiveAddedSound = Gui_MissionObjectiveNew ObjectiveCompletedSound = Gui_MissionObjectiveCompleted InitialUpgrades = Upgrade_ElfFaction ;Any upgrades this player template is born with.
// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always // attached to the first two buttons in the command set. BuildableHeroesMP = CreateAHero ElvenGaladriel GondorIsildur ElvenHaldir GondorAragornMP ElvenLegolas DwarvenGimli GondorGandalf DwarvenGloin DwarvenDain ElvenGlorfindel ElvenArwen ElvenThranduil ElvenElrond RohanFrodo RohanSam RohanMerry RohanPippin GondorDamrod GondorFaramir GondorBoromir RohanTheoden RohanEowyn RohanEomer BuildableRingHeroesMP = ElvenGaladriel_RingHero SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER ResourceModifierValues = 100 100 100 95 90 85 80 75 71 68 66 MultiSelectionPortrait = UPElvenArmy LoadScreenMusic = Shell2MusicForLoadScreen End
PlayerTemplate FactionDwarves Side = Dwarves PlayableSide = Yes ; Please note: the presence of "SIDE:Dwarves" in the string file is what makes this appear in MP as a playable side. And the skirmish scripts are what actually make it function. Evil = No StartMoney = 0 MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED ) MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_GOOD PLAYER_PURCHASE_POINTS_GRANTED ) PreferredColor = R:43 G:150 B:179 StartingBuilding = DwarvenFortress ;------------- NO STARTING UNITS FOR YOU ------- StartingUnit0 = DwarvenPorter StartingUnitOffset0 = X:1 Y:230 Z:0 StartingUnit1 = DwarvenPorter StartingUnitOffset1 = X:1 Y:150 Z:0 StartingUnitTacticalWOTR = DwarvenPorter StartingUnitTacticalWOTR = DwarvenPorter IntrinsicSciences = SCIENCE_GOOD IntrinsicSciencesMP = SCIENCE_DWARVES SpellBook = GoodSpellBook SpellBookMp = DwarvesSpellBook PurchaseScienceCommandSet = GoodSpellStoreCommandSet PurchaseScienceCommandSetMP = DwarvesSpellStoreCommandSet DisplayName = INI:FactionDwarves DefaultPlayerAIType = DwarvesSkirmishAI ; Needs to exist before I can change it. BeaconName = MultiplayerBeacon LightPointsUpSound = GondorLightPointsUp ObjectiveAddedSound = Gui_MissionObjectiveNew ObjectiveCompletedSound = Gui_MissionObjectiveCompleted InitialUpgrades = Upgrade_DwarfFaction ;Any upgrades this player template is born with.
// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always // attached to the first two buttons in the command set. BuildableHeroesMP = CreateAHero ElvenGaladriel GondorIsildur DwarvenGloin GondorAragornMP ElvenLegolas DwarvenGimli GondorGandalf DwarvenDain ElvenHaldir ElvenGlorfindel ElvenArwen ElvenThranduil ElvenElrond RohanFrodo RohanSam RohanMerry RohanPippin GondorDamrod GondorFaramir GondorBoromir RohanTheoden RohanEowyn RohanEomer BuildableRingHeroesMP = ElvenGaladriel_RingHero SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentEvenstarPower SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumEvenstarPower ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER ResourceModifierValues = 100 100 100 95 90 85 80 75 71 68 66 MultiSelectionPortrait = UPDwarvenArmy LoadScreenMusic = Shell2MusicForLoadScreen End
PlayerTemplate FactionIsengard Side = Isengard PlayableSide = Yes Evil = Yes StartMoney = 0 MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED ) MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_EVIL PLAYER_PURCHASE_POINTS_GRANTED ) PreferredColor = R:216 G:175 B:48 StartingBuilding = IsengardFortress ;------------- NO STARTING UNITS FOR YOU ------- StartingUnit0 = IsengardPorter StartingUnitOffset0 = X:1 Y:230 Z:0 StartingUnit1 = IsengardPorter StartingUnitOffset1 = X:1 Y:150 Z:0 StartingUnitTacticalWOTR = IsengardPorter StartingUnitTacticalWOTR = IsengardPorter IntrinsicSciences = SCIENCE_EVIL IntrinsicSciencesMP = SCIENCE_PERSO DefaultPlayerAIType = IsengardSkirmishAI SpellBook = EvilSpellBook SpellBookMp = SpellBookPerso PurchaseScienceCommandSet = EvilSpellStoreCommandSet PurchaseScienceCommandSetMP = SpellStorePersoCommandSet DisplayName = INI:FactionIsengard BeaconName = MultiplayerBeacon LightPointsUpSound = IsengardLightPointsUp ObjectiveAddedSound = Gui_MissionObjectiveNew ObjectiveCompletedSound = Gui_MissionObjectiveCompleted
// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always // attached to the first two buttons in the command set. BuildableHeroesMP = CreateAHero MordorSauron MordorBalrogg IsengardSaruman MordorMouthOfSauron MordorWitchKingOnFellBeast NeutralGollum WildGoblinKing Drogoth IsengardLurtz IsengardSharku Alatar Pallando Drogoth IsengardWormTongue WildShelob EvilMenBlackRider EvilMenBlackRider EvilMenBlackRider MordorFellBeast MordorFellBeast // MordorGothmog BuildableRingHeroesMP = MordorSauron_RingHero InitialUpgrades = Upgrade_IsengardDualEconomyChoice Upgrade_IsengardFaction Upgrade_EvilDualEconomyChoice;Any upgrades this player template is born with. SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentRingPower SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumRingPower ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER ResourceModifierValues = 100 100 100 95 90 85 80 75 71 68 66 MultiSelectionPortrait = UPIsengard_Army LoadScreenMusic = Shell2MusicForLoadScreen End
PlayerTemplate FactionMordor Side = Mordor PlayableSide = Yes Evil = Yes StartMoney = 0 MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED ) MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_EVIL PLAYER_PURCHASE_POINTS_GRANTED ) PreferredColor = R:175 G:49 B:33 StartingBuilding = MordorFortress ;------------- NO STARTING UNITS FOR YOU ------- StartingUnit0 = MordorPorter StartingUnitOffset0 = X:1 Y:240 Z:0 StartingUnit1 = MordorPorter StartingUnitOffset1 = X:1 Y:190 Z:0 StartingUnitTacticalWOTR = MordorPorter StartingUnitTacticalWOTR = MordorPorter IntrinsicSciences = SCIENCE_EVIL IntrinsicSciencesMP = SCIENCE_PERSO SpellBook = EvilSpellBook SpellBookMp = SpellBookPerso PurchaseScienceCommandSet = EvilSpellStoreCommandSet PurchaseScienceCommandSetMP = SpellStorePersoCommandSet DisplayName = INI:FactionMordor DefaultPlayerAIType = MordorSkirmishAI BeaconName = MultiplayerBeacon LightPointsUpSound = MordorLightPointsUp ObjectiveAddedSound = Gui_MissionObjectiveNew ObjectiveCompletedSound = Gui_MissionObjectiveCompleted InitialUpgrades = Upgrade_MordorDualEconomyChoice Upgrade_MordorFaction Upgrade_EvilDualEconomyChoice;Any upgrades this player template is born with.
// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always // attached to the first two buttons in the command set. BuildableHeroesMP = CreateAHero MordorSauron MordorBalrogg IsengardSaruman MordorMouthOfSauron MordorWitchKingOnFellBeast NeutralGollum WildGoblinKing Drogoth IsengardLurtz IsengardSharku Alatar Pallando Drogoth IsengardWormTongue WildShelob EvilMenBlackRider EvilMenBlackRider EvilMenBlackRider MordorFellBeast MordorFellBeast // MordorGothmog BuildableRingHeroesMP = MordorSauron_RingHero SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentRingPower SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumRingPower ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER ResourceModifierValues = 100 100 100 95 90 85 80 75 71 68 66 MultiSelectionPortrait = UPMordor_Army LoadScreenMusic = Shell2MusicForLoadScreen End
PlayerTemplate FactionWild Side = Wild PlayableSide = Yes Evil = Yes StartMoney = 0 MaxLevelMP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_DEFAULT PLAYER_PURCHASE_POINTS_GRANTED ) MaxLevelSP = #DIVIDE( PLAYER_MAX_PURCHASE_POINTS_EVIL PLAYER_PURCHASE_POINTS_GRANTED ) PreferredColor = R:84 G:114 B:71 StartingBuilding = WildFortress ;------------- NO STARTING UNITS FOR YOU ------- ;StartingUnit0 = GoblinFighterHorde ;StartingUnitOffset0 = X:-60 Y:200 Z:0 StartingUnit1 = WildPorter StartingUnitOffset1 = X:30 Y:215 Z:0 StartingUnit0 = WildPorter StartingUnitOffset0 = X:1 Y:120 Z:0 StartingUnitTacticalWOTR = WildPorter StartingUnitTacticalWOTR = WildPorter IntrinsicSciences = SCIENCE_EVIL IntrinsicSciencesMP = SCIENCE_PERSO DefaultPlayerAIType = WildSkirmishAI SpellBook = EvilSpellBook SpellBookMp = SpellBookPerso PurchaseScienceCommandSet = EvilSpellStoreCommandSet PurchaseScienceCommandSetMP = SpellStorePersoCommandSet DisplayName = INI:FactionWild BeaconName = MultiplayerBeacon LightPointsUpSound = IsengardLightPointsUp ObjectiveAddedSound = Gui_MissionObjectiveNew ObjectiveCompletedSound = Gui_MissionObjectiveCompleted InitialUpgrades = Upgrade_WildFaction Upgrade_GoblinDualEconomyChoice Upgrade_EvilDualEconomyChoice //Any upgrades this player template is born with.
// NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always // attached to the first two buttons in the command set. BuildableHeroesMP = CreateAHero MordorSauron MordorBalrogg IsengardSaruman MordorMouthOfSauron MordorWitchKingOnFellBeast NeutralGollum WildGoblinKing Drogoth IsengardLurtz IsengardSharku Alatar Pallando Drogoth IsengardWormTongue WildShelob EvilMenBlackRider EvilMenBlackRider EvilMenBlackRider MordorFellBeast MordorFellBeast // MordorGothmog BuildableRingHeroesMP = MordorSauron_RingHero SpellStoreCurrentPowerLabel = APT:SpellStoreCurrentRingPower SpellStoreMaximumPowerLabel = APT:SpellStoreMaximumRingPower ResourceModifierObjectFilter = RESOURCE_MODIFIER_OBJECT_FILTER ResourceModifierValues = 100 100 100 95 90 85 80 75 71 68 66 MultiSelectionPortrait = UPGoblinArmy LoadScreenMusic = Shell2MusicForLoadScreen End
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cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: Changer les pouvoirs du Palentir Mar 23 Aoû - 10:56 | |
| Les truc c'est que les sciences que tu met existent déjà SCIENCE_Heal, SCIENCE_Rebuild, etc... donc le jeu les voit 2 fois et crash, c'est une erreur de ma part, j'aurais du le dire : c'est une erreur de ma part, au début du tuto je l'ai écris en pensant à modifier tout l'arbre et par la suite je me suis dis comment en modifier juste une partie mais j'ai oublier de remodifier le début de mon tuto mais si tu veut réutiliser des sciences, tu dois juste modifier celles déjà existantes, par exemple tu as mis, Science SCIENCE_Heal PrerequisiteSciences = SCIENCE_PERSO SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End alors qu''il y a déjà dans l'ini : - Code:
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Science SCIENCE_Heal PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_MEN OR SCIENCE_ELVES OR SCIENCE_DWARVES OR SCIENCE_ARNOR SciencePurchasePointCost = GOOD_RANK_1_COST SciencePurchasePointCostMP = 5 IsGrantable = Yes End donc tu doit ajouter ta science perso : - Code:
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Science SCIENCE_Heal PrerequisiteSciences = SCIENCE_PERSO OR SCIENCE_GOOD OR SCIENCE_MEN OR SCIENCE_ELVES OR SCIENCE_DWARVES OR SCIENCE_ARNOR SciencePurchasePointCost = GOOD_RANK_1_COST SciencePurchasePointCostMP = 5 IsGrantable = Yes End de meme pour les 2 autres du premier étage pour ceux qui nécéssitent d'autres sciences, par exemple dans l'ini il y a : - Code:
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Science SCIENCE_Taint PrerequisiteSciences = SCIENCE_EVIL OR SCIENCE_MORDOR OR SCIENCE_WILD SciencePurchasePointCost = EVIL_RANK_1_COST SciencePurchasePointCostMP = 5 IsGrantable = Yes End toi tu dois ajouter ta science comme ceci : SCIENCE_PERSO SCIENCE_Heal pour dire qu'il te faut la science heal et la science perso - Code:
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Science SCIENCE_Taint PrerequisiteSciences = SCIENCE_PERSO SCIENCE_Heal OR SCIENCE_EVIL OR SCIENCE_MORDOR OR SCIENCE_WILD SciencePurchasePointCost = EVIL_RANK_1_COST SciencePurchasePointCostMP = 5 IsGrantable = Yes End en fait tu vas rajouter tes sciences requises avec SCIENCE_PERSO devant, le probleme c'est que ca peut perturber d'autres factions en modifiant les couts Si tu ne veut pas modifier les couts pour les autres factions, mais les modifier pour ta faction, tu doit créer une autre science avec un nom différent ce qui est plus long car c'est considéré comme un pouvoir différent donc il faut tout refaire Au cas ou tu veuilles le faire par exemple : - Spoiler:
- Code:
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Science SCIENCE_Taint2 PrerequisiteSciences = SCIENCE_PERSO SCIENCE_Heal SciencePurchasePointCost = EVIL_RANK_1_COST SciencePurchasePointCostMP = 1 IsGrantable = Yes End Ce qui implique aussi de changer de special power, par exemple - Code:
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SpecialPower SpellBookTaint2 Enum = SPECIAL_SPELL_BOOK_TAINT RadiusCursorRadius = SPELLBOOK_TAINT_RADIUS ; Match the radius in FXList TaintFX RequiredSciences = SCIENCE_Taint2 ReloadTime = SPELL_RECHARGE_TIME_TIER_1 ; in milliseconds InitiateAtLocationSound = SpellTaint ViewObjectDuration = 5000 ViewObjectRange = 175 Flags = NO_FORBIDDEN_OBJECTS RESPECT_RECHARGE_TIME_DISCOUNT ForbiddenObjectFilter = NONE +WatcherHead +WatcherHittingArm +WatcherCaldera ForbiddenObjectRange = SPELLBOOK_TAINT_RADIUS End et de commandbutton.... ya juste a copier/coller/modifier SpellBookTaint en SpellBookTaint2 pareil modifier SpellBookTaint en SpellBookTaint2 dans le module de pouvoirs
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dreaman Habitué(e)
Nombre de messages : 70 Age : 32 Add-On : ROTWK mais pas de mod Date d'inscription : 22/08/2011
| Sujet: Re: Changer les pouvoirs du Palentir Mar 23 Aoû - 12:21 | |
| marche toujours pas, voila mon command set : - Spoiler:
CommandSet SpellBookPersoCommandSet 1 = Command_SpellBookHeal 2 = Command_SpellBookRebuild 3 = Command_SpellBookWildMenAllies
4 = Command_SpellBookTaint 5 = Command_SpellBookDarkness 6 = Command_SpellBookWatcherAlly 7 = Command_SpellBookAwakenWyrm 8 = Command_SpellBookArrowVolleyEvil 9 = Command_SpellBookEarthquake 10 = Command_SpellBookSunflare 11 = Command_SpellBookDragonStrike 12 = Command_SpellBookRainOfFire End
CommandSet SpellStorePersoCommandSet 1 = Command_PurchaseSpellHeal 2 = Command_PurchaseSpellRebuild 3 = Command_PurchaseSpellWildMenAllies
4 = Command_PurchaseSpellTaint 5 = Command_PurchaseSpellDarkness 6 = Command_PurchaseSpellWatcherAlly 7 = Command_PurchaseSpellAwakenWyrm 8 = Command_PurchaseSpellArrowVolleyEvil 9 = Command_PurchaseSpellEarthquake 10 = Command_PurchaseSpellSunflare 11 = Command_PurchaseSpellDragonStrike 12 = Command_PurchaseSpellRainOfFire End //----------------------------------------------------------
Et Voila les sciences : - Spoiler:
;////////////////////////////////////////////////////////////////////////////// ;FILE: Science.ini (SYSTEM) //////////////////////////////////////////////////// ;//////////////////////////////////////////////////////////////////////////////
#define GOOD_RANK_1_COST 5 #define GOOD_RANK_2_COST 10 #define GOOD_RANK_3_COST 15 #define GOOD_RANK_4_COST 20
#define EVIL_RANK_1_COST 5 #define EVIL_RANK_2_COST 10 #define EVIL_RANK_3_COST 15 #define EVIL_RANK_4_COST 20
;; ------------------------------------- ;; INTRINSIC (Base-Level) Sciences for multiplayer ;; -------------------------------------
Science SCIENCE_MEN PrerequisiteSciences = None SciencePurchasePointCost = 0 ; note that this means "not purchasable", NOT "free"! IsGrantable = No End
Science SCIENCE_ELVES PrerequisiteSciences = None SciencePurchasePointCost = 0 ; note that this means "not purchasable", NOT "free"! IsGrantable = No End
Science SCIENCE_DWARVES PrerequisiteSciences = None SciencePurchasePointCost = 0 ; note that this means "not purchasable", NOT "free"! IsGrantable = No End
Science SCIENCE_ISENGARD PrerequisiteSciences = None SciencePurchasePointCost = 0 ; note that this means "not purchasable", NOT "free"! IsGrantable = No End
Science SCIENCE_MORDOR PrerequisiteSciences = None SciencePurchasePointCost = 0 ; note that this means "not purchasable", NOT "free"! IsGrantable = No End
Science SCIENCE_WILD PrerequisiteSciences = None SciencePurchasePointCost = 0 ; note that this means "not purchasable", NOT "free"! IsGrantable = No End
Science SCIENCE_PERSO PrerequisiteSciences = None SciencePurchasePointCost = 0 IsGrantable = No End
;; ------------------------------------- ;; INTRINSIC (Base-Level) Sciences for single player ;; -------------------------------------
Science SCIENCE_GOOD PrerequisiteSciences = None SciencePurchasePointCost = 0 ; note that this means "not purchasable", NOT "free"! IsGrantable = No End
Science SCIENCE_EVIL PrerequisiteSciences = None SciencePurchasePointCost = 0 ; note that this means "not purchasable", NOT "free"! IsGrantable = No End
;; ------------------------------------- ;; Good Sciences ;; -------------------------------------
Science SCIENCE_ElvenGifts PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_MEN OR SCIENCE_ELVES SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_Heal PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_PERSO OR SCIENCE_MEN OR SCIENCE_ELVES OR SCIENCE_DWARVES OR SCIENCE_EVIL OR SCIENCE_MORDOR OR SCIENCE_ISENGARD OR SCIENCE_WILD SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_Farsight PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_ELVES SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_EnshroudingMistSP PrerequisiteSciences = SCIENCE_GOOD SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_RallyingCall PrerequisiteSciences = SCIENCE_EnshroudingMistSP SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
;; The MP version of the RallyingCall is available at Level 1. Science SCIENCE_RallyingCallMP PrerequisiteSciences = SCIENCE_DWARVES OR SCIENCE_ELVES OR SCIENCE_MEN SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End Science SCIENCE_EnshroudingMistMP PrerequisiteSciences = SCIENCE_RallyingCallMP SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_ElvenWood PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_ELVES SCIENCE_Heal OR SCIENCE_ELVES SCIENCE_Farsight SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_Rebuild PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_MEN OR SCIENCE_PERSO OR SCIENCE_ELVES OR SCIENCE_DWARVES OR SCIENCE_EVIL OR SCIENCE_MORDOR OR SCIENCE_ISENGARD OR SCIENCE_WILD SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_TomBombadil PrerequisiteSciences = SCIENCE_GOOD SCIENCE_EnshroudingMistSP OR SCIENCE_GOOD SCIENCE_ElvenGifts OR SCIENCE_ELVES SCIENCE_Farsight OR SCIENCE_MEN SCIENCE_RallyingCallMP OR SCIENCE_MEN SCIENCE_Rebuild SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_HobbitAllies PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_DWARVES SCIENCE_Heal OR SCIENCE_ELVES SCIENCE_Heal OR SCIENCE_MEN SCIENCE_Heal SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_SpawnLoneTower PrerequisiteSciences = SCIENCE_GOOD SCIENCE_GOOD SCIENCE_ElvenWood OR SCIENCE_MEN SCIENCE_Rebuild OR SCIENCE_DWARVES SCIENCE_Heal OR SCIENCE_DWARVES SCIENCE_Rebuild SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_ArrowVolleyGood PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_MEN SCIENCE_Heal OR SCIENCE_MEN SCIENCE_RallyingCallMP OR SCIENCE_ELVES SCIENCE_Heal OR SCIENCE_ELVES SCIENCE_RallyingCallMP SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_DwarvenRiches PrerequisiteSciences = SCIENCE_GOOD SCIENCE_ElvenGifts OR SCIENCE_GOOD SCIENCE_Heal OR SCIENCE_PERSO OR SCIENCE_DWARVES SCIENCE_RallyingCallMP OR SCIENCE_DWARVES SCIENCE_Rebuild SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_MenOfDaleAllies PrerequisiteSciences = SCIENCE_GOOD SCIENCE_RallyingCall OR SCIENCE_GOOD SCIENCE_TomBombadil OR SCIENCE_DWARVES SCIENCE_RallyingCallMP SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_CloudBreak PrerequisiteSciences = SCIENCE_GOOD SCIENCE_TomBombadil OR SCIENCE_GOOD SCIENCE_DwarvenRiches OR SCIENCE_MEN SCIENCE_TomBombadil OR SCIENCE_MEN SCIENCE_ArrowVolleyGood OR SCIENCE_ELVES SCIENCE_ArrowVolleyGood OR SCIENCE_ELVES SCIENCE_ElvenWood OR SCIENCE_DWARVES SCIENCE_DwarvenRiches OR SCIENCE_DWARVES SCIENCE_SpawnLoneTower SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_RohanAllies PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_MEN SCIENCE_TomBombadil OR SCIENCE_MEN SCIENCE_SpawnLoneTower SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_DunedainAllies PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_MEN SCIENCE_HobbitAllies OR SCIENCE_MEN SCIENCE_ArrowVolleyGood SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_EntAllies PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_ELVES SCIENCE_ElvenWood OR SCIENCE_ELVES SCIENCE_TomBombadil SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_EagleAllies PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_ELVES SCIENCE_ArrowVolleyGood OR SCIENCE_ELVES SCIENCE_EnshroudingMistMP SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_Undermine PrerequisiteSciences = SCIENCE_GOOD SCIENCE_DwarvenRiches OR SCIENCE_GOOD SCIENCE_Rebuild OR SCIENCE_DWARVES SCIENCE_HobbitAllies OR SCIENCE_DWARVES SCIENCE_SpawnLoneTower SciencePurchasePointCost = GOOD_RANK_3_COST SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_Bombard PrerequisiteSciences = SCIENCE_GOOD SCIENCE_SpawnLoneTower OR SCIENCE_GOOD SCIENCE_Rebuild OR SCIENCE_DWARVES SCIENCE_DwarvenRiches OR SCIENCE_DWARVES SCIENCE_MenOfDaleAllies SciencePurchasePointCost = GOOD_RANK_3_COST SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_ArmyoftheDead PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_MEN SCIENCE_CloudBreak OR SCIENCE_MEN SCIENCE_DunedainAllies SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_Earthquake PrerequisiteSciences = SCIENCE_GOOD SCIENCE_CloudBreak OR SCIENCE_GOOD or SCIENCE_PERSO SCIENCE_Darkness OR SCIENCE_PERSO SCIENCE_WatcherAlly OR SCIENCE_EVIL SCIENCE_Undermine OR SCIENCE_MEN OR SCIENCE_WILD OR SCIENCE_MORDOR OR SCIENCE_ISENGARD SCIENCE_RohanAllies OR SCIENCE_MEN SCIENCE_CloudBreak OR SCIENCE_DWARVES SCIENCE_CloudBreak OR SCIENCE_DWARVES SCIENCE_Bombard SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_Flood PrerequisiteSciences = SCIENCE_GOOD SCIENCE_MenOfDaleAllies OR SCIENCE_GOOD SCIENCE_CloudBreak OR SCIENCE_ELVES SCIENCE_EntAllies OR SCIENCE_ELVES SCIENCE_CloudBreak SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_Sunflare PrerequisiteSciences = SCIENCE_GOOD SCIENCE_Undermine OR SCIENCE_GOOD OR SCIENCE_PERSO SCIENCE_WatcherAlly OR SCIENCE_PERSO SCIENCE_AwakenWyrm OR SCIENCE_EVIL SCIENCE_Bombard OR SCIENCE_ELVES OR SCIENCE_WILD OR SCIENCE_MORDOR OR SCIENCE_ISENGARD SCIENCE_CloudBreak OR SCIENCE_ELVES SCIENCE_EagleAllies SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_Citadel PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_DWARVES SCIENCE_Undermine OR SCIENCE_DWARVES SCIENCE_CloudBreak SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
;; ------------------------------------- ;; Evil Sciences ;; ------------------------------------- ; This is the shared Mordor and Wild Taint. Isengard has its own. Science SCIENCE_Taint PrerequisiteSciences = SCIENCE_EVIL OR SCIENCE_MORDOR OR SCIENCE_WILD OR SCIENCE_PERSO SCIENCE_HEAL SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_Crebain PrerequisiteSciences = SCIENCE_EVIL OR SCIENCE_ISENGARD SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_CaveBats PrerequisiteSciences = SCIENCE_EVIL OR SCIENCE_WILD SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_EyeofSauron PrerequisiteSciences = SCIENCE_EVIL OR SCIENCE_MORDOR SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_PalantirVision PrerequisiteSciences = SCIENCE_EVIL OR SCIENCE_ISENGARD SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_WarChant PrerequisiteSciences = SCIENCE_EVIL OR SCIENCE_ISENGARD OR SCIENCE_WILD OR SCIENCE_MORDOR SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_WildMenAllies PrerequisiteSciences = SCIENCE_EVIL OR SCIENCE_ISENGARD OR SCIENCE_PERSO OR SCIENCE_Crebain OR SCIENCE_ISENGARD SCIENCE_WarChant OR SCIENCE_WILD SCIENCE_WarChant SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_Barricade PrerequisiteSciences = SCIENCE_EVIL SCIENCE_CaveBats OR SCIENCE_EVIL SCIENCE_WarChant OR SCIENCE_MORDOR SCIENCE_Taint SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
; Mordor's Taint and Isengard's Taint are available at different levels, thus ; their prices are different and so they need separate entries Science SCIENCE_IsengardTaint PrerequisiteSciences = SCIENCE_EVIL OR SCIENCE_ISENGARD SCIENCE_WarChant OR SCIENCE_ISENGARD SCIENCE_PalantirVision SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_Scavenger PrerequisiteSciences = SCIENCE_EVIL OR SCIENCE_WILD SCIENCE_Taint OR SCIENCE_WILD SCIENCE_WarChant SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_Devastation PrerequisiteSciences = SCIENCE_EVIL SCIENCE_WildMenAllies OR SCIENCE_EVIL SCIENCE_Taint OR SCIENCE_ISENGARD SCIENCE_PalantirVision SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_UntamedAllegiance PrerequisiteSciences = SCIENCE_EVIL SCIENCE_Taint OR SCIENCE_EVIL SCIENCE_Scavenger OR SCIENCE_MORDOR SCIENCE_EyeofSauron OR SCIENCE_MORDOR SCIENCE_Taint OR SCIENCE_WILD SCIENCE_Taint OR SCIENCE_WILD SCIENCE_CaveBats SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_SpiderlingAllies PrerequisiteSciences = SCIENCE_EVIL SCIENCE_Scavenger OR SCIENCE_WILD SCIENCE_CaveBats SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_EvilEyeofSauron PrerequisiteSciences = SCIENCE_EVIL SCIENCE_UntamedAllegiance OR SCIENCE_EVIL SCIENCE_SpiderlingAllies SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
; Mordor's CallTheHorde and Wild's CallTheHorde are available at different levels, thus ; their prices are different and so they need separate entries Science SCIENCE_CalltheHorde PrerequisiteSciences = SCIENCE_WILD SCIENCE_WarChant SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End Science SCIENCE_EvilCalltheHorde PrerequisiteSciences = SCIENCE_EVIL SCIENCE_UntamedAllegiance OR SCIENCE_EVIL SCIENCE_SpiderlingAllies SciencePurchasePointCost = 1 IsGrantable = Yes End
Science SCIENCE_Industry PrerequisiteSciences = SCIENCE_EVIL SCIENCE_UntamedAllegiance OR SCIENCE_EVIL SCIENCE_Devastation OR SCIENCE_MORDOR SCIENCE_EyeofSauron OR SCIENCE_MORDOR SCIENCE_WarChant OR SCIENCE_ISENGARD SCIENCE_Crebain SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_Darkness PrerequisiteSciences = SCIENCE_EVIL SCIENCE_WarChant OR SCIENCE_EVIL SCIENCE_WildMenAllies OR SCIENCE_MORDOR SCIENCE_Industry OR SCIENCE_MORDOR SCIENCE_UntamedAllegiance OR SCIENCE_WILD SCIENCE_UntamedAllegiance OR SCIENCE_WILD SCIENCE_Scavenger OR SCIENCE_PERSO SCIENCE_Heal OR SCIENCE_PERSO SCIENCE_Rebuild SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_WatcherAlly PrerequisiteSciences = SCIENCE_EVIL SCIENCE_CaveBats OR SCIENCE_ISENGARD SCIENCE_Devastation OR SCIENCE_ISENGARD SCIENCE_IsengardTaint OR SCIENCE_PERSO SCIENCE_Rebuild OR SCIENCE_PERSO SCIENCE_WildMenAllies OR SCIENCE_WILD SCIENCE_UntamedAllegiance OR SCIENCE_WILD SCIENCE_SpiderlingAllies SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_ArrowVolleyEvil PrerequisiteSciences = SCIENCE_EVIL SCIENCE_Barricade OR SCIENCE_EVIL SCIENCE_Darkness OR SCIENCE_PERSO SCIENCE_Taint OR SCIENCE_PERSO SCIENCE_Darkness OR SCIENCE_MORDOR OR SCIENCE_WILD OR SCIENCE_ISENGARD SCIENCE_WarChant SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_MordorCalltheHorde PrerequisiteSciences = SCIENCE_MORDOR SCIENCE_Industry OR SCIENCE_MORDOR SCIENCE_ArrowVolleyEvil SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_EvilBombard PrerequisiteSciences = SCIENCE_MORDOR SCIENCE_Industry OR SCIENCE_MORDOR SCIENCE_ArrowVolleyEvil SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_AwakenWyrm PrerequisiteSciences = SCIENCE_EVIL SCIENCE_WatcherAlly OR SCIENCE_EVIL SCIENCE_Barricade OR SCIENCE_PERSO SCIENCE_WildMenAllies OR SCIENCE_MORDOR SCIENCE_UntamedAllegiance OR SCIENCE_MORDOR SCIENCE_Barricade OR SCIENCE_WILD SCIENCE_Scavenger OR SCIENCE_WILD SCIENCE_WildMenAllies SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_FueltheFires PrerequisiteSciences = SCIENCE_EVIL SCIENCE_Darkness OR SCIENCE_EVIL SCIENCE_Devastation OR SCIENCE_ISENGARD SCIENCE_Industry OR SCIENCE_ISENGARD SCIENCE_WildMenAllies SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_FreezingRain PrerequisiteSciences = SCIENCE_EVIL OR SCIENCE_ISENGARD SCIENCE_WildMenAllies OR SCIENCE_ISENGARD SCIENCE_IsengardTaint SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_BalrogAlly PrerequisiteSciences = SCIENCE_EVIL SCIENCE_ArrowVolleyEvil OR SCIENCE_EVIL SCIENCE_FueltheFires OR SCIENCE_MORDOR SCIENCE_Darkness OR SCIENCE_MORDOR SCIENCE_AwakenWyrm OR SCIENCE_WILD SCIENCE_Darkness OR SCIENCE_WILD SCIENCE_WatcherAlly SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_RainOfFire PrerequisiteSciences = SCIENCE_EVIL SCIENCE_FueltheFires OR SCIENCE_EVIL SCIENCE_Industry OR SCIENCE_MORDOR SCIENCE_EvilBombard OR Science SCIENCE_RainOfFire OR SCIENCE_PERSO SCIENCE_Earthquake OR SCIENCE_PERSO SCIENCE_Sunflare SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End SCIENCE_MORDOR SCIENCE_Darkness SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_DragonAlly PrerequisiteSciences = SCIENCE_EVIL SCIENCE_AwakenWyrm OR SCIENCE_EVIL SCIENCE_ArrowVolleyEvil OR SCIENCE_ISENGARD SCIENCE_FreezingRain OR SCIENCE_ISENGARD SCIENCE_WatcherAlly OR SCIENCE_WILD SCIENCE_AwakenWyrm OR SCIENCE_WILD SCIENCE_Darkness SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_DragonStrike PrerequisiteSciences = SCIENCE_EVIL SCIENCE_EvilEyeofSauron OR SCIENCE_EVIL SCIENCE_Industry OR SCIENCE_PERSO SCIENCE_ArrowVolleyEvil OR SCIENCE_PERSO SCIENCE_Earthquake OR SCIENCE_ISENGARD OR SCIENCE_MORDOR OR SCIENCE_WILD SCIENCE_FueltheFires OR SCIENCE_ISENGARD SCIENCE_FreezingRain SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
En tt cas le jeu se lance mais par un message d'erreur, l'erreur viendrait de la ligne 216 je crois en tout cas c'est par rapport au sort earthquake, il arrive pas a savoir d'ou SCIENCE_PERSO SCIENCE_Darkness vient ... J'ai juste modifier le dossier sciences sinon pas les autres .§ | |
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cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: Changer les pouvoirs du Palentir Mar 23 Aoû - 13:32 | |
| - Citation :
- SCIENCE_MORDOR SCIENCE_Darkness
SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End vers la fin de ce que tu as posté est a supprimer | |
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dreaman Habitué(e)
Nombre de messages : 70 Age : 32 Add-On : ROTWK mais pas de mod Date d'inscription : 22/08/2011
| Sujet: Re: Changer les pouvoirs du Palentir Mar 23 Aoû - 21:49 | |
| bug toujours cette fois ligne 246 soit celle ci - Citation :
- Science SCIENCE_Earthquake
PrerequisiteSciences = SCIENCE_GOOD SCIENCE_CloudBreak OR SCIENCE_GOOD or SCIENCE_PERSO SCIENCE_Darkness OR SCIENCE_PERSO SCIENCE_WatcherAlly OR SCIENCE_EVIL SCIENCE_Undermine OR SCIENCE_MEN OR SCIENCE_WILD OR SCIENCE_MORDOR OR SCIENCE_ISENGARD SCIENCE_RohanAllies OR SCIENCE_MEN SCIENCE_CloudBreak OR SCIENCE_DWARVES SCIENCE_CloudBreak OR SCIENCE_DWARVES SCIENCE_Bombard SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Il n'arrive pas a comprendre le mot darkness | |
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dreaman Habitué(e)
Nombre de messages : 70 Age : 32 Add-On : ROTWK mais pas de mod Date d'inscription : 22/08/2011
| Sujet: Re: Changer les pouvoirs du Palentir Mar 23 Aoû - 22:00 | |
| Il me met : - Citation :
- Science name SCIENCE_Darkness didn't Know!(Did you define it in science.ini?)
Error parsing field 'PrerequisiteSciences' in block 'science' in file 'Data/INI/Science.ini',line 246
Error Parsing INI block 'PrerequisiteSciences' in file 'Dat/INI/Science.ini'. 7 addresses: (unknow)(0):game.dat+241950 Debug::PostStaticInit+3390 (unknow)(0):game.dat+2293599 UnicodeString::UnicodeString+55606 (unknow)(0):game.dat+2324389 GameClientRandomVariable::getValue+15977 (unknow)(0):game.dat+6447835 Xfer::~Xfer+118290 (unknow)(0):Kernell32.dll+78746 BaseThreadInit+18 (unknow)(0):ntdll.dll+237226 RtlInitialiseExceptionChain+99 (unknow)(0):ntdll.dll+237221 RtlInitialiseExceptionChain+54 | |
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cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: Changer les pouvoirs du Palentir Mar 23 Aoû - 22:16 | |
| le jeu te dit qu'il ne connait pas SCIENCE_Darkness, donc SCIENCE_Darkness se trouve probablement après ton SCIENCE_Earthquake dans le code.
Le plus simple est de couper coller le paragraphe de SCIENCE_Earthquake pour aller le mettre apres celui de SCIENCE_Darkness | |
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dreaman Habitué(e)
Nombre de messages : 70 Age : 32 Add-On : ROTWK mais pas de mod Date d'inscription : 22/08/2011
| Sujet: Re: Changer les pouvoirs du Palentir Mar 23 Aoû - 23:45 | |
| Purée sa me saoule sa marche toujours pas j'ai essaye de changer sciences au mieux : - Spoiler:
;////////////////////////////////////////////////////////////////////////////// ;FILE: Science.ini (SYSTEM) //////////////////////////////////////////////////// ;//////////////////////////////////////////////////////////////////////////////
#define GOOD_RANK_1_COST 5 #define GOOD_RANK_2_COST 10 #define GOOD_RANK_3_COST 15 #define GOOD_RANK_4_COST 20
#define EVIL_RANK_1_COST 5 #define EVIL_RANK_2_COST 10 #define EVIL_RANK_3_COST 15 #define EVIL_RANK_4_COST 20
;; ------------------------------------- ;; INTRINSIC (Base-Level) Sciences for multiplayer ;; -------------------------------------
Science SCIENCE_MEN PrerequisiteSciences = None SciencePurchasePointCost = 0 ; note that this means "not purchasable", NOT "free"! IsGrantable = No End
Science SCIENCE_ELVES PrerequisiteSciences = None SciencePurchasePointCost = 0 ; note that this means "not purchasable", NOT "free"! IsGrantable = No End
Science SCIENCE_DWARVES PrerequisiteSciences = None SciencePurchasePointCost = 0 ; note that this means "not purchasable", NOT "free"! IsGrantable = No End
Science SCIENCE_ISENGARD PrerequisiteSciences = None SciencePurchasePointCost = 0 ; note that this means "not purchasable", NOT "free"! IsGrantable = No End
Science SCIENCE_MORDOR PrerequisiteSciences = None SciencePurchasePointCost = 0 ; note that this means "not purchasable", NOT "free"! IsGrantable = No End
Science SCIENCE_WILD PrerequisiteSciences = None SciencePurchasePointCost = 0 ; note that this means "not purchasable", NOT "free"! IsGrantable = No End
Science SCIENCE_PERSO PrerequisiteSciences = None SciencePurchasePointCost = 0 IsGrantable = No End
;; ------------------------------------- ;; INTRINSIC (Base-Level) Sciences for single player ;; -------------------------------------
Science SCIENCE_GOOD PrerequisiteSciences = None SciencePurchasePointCost = 0 ; note that this means "not purchasable", NOT "free"! IsGrantable = No End
Science SCIENCE_EVIL PrerequisiteSciences = None SciencePurchasePointCost = 0 ; note that this means "not purchasable", NOT "free"! IsGrantable = No End
;; ------------------------------------- ;; Good Sciences ;; -------------------------------------
Science SCIENCE_Heal PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_PERSO OR SCIENCE_MEN OR SCIENCE_ELVES OR SCIENCE_DWARVES OR SCIENCE_EVIL OR SCIENCE_MORDOR OR SCIENCE_ISENGARD OR SCIENCE_WILD SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_Rebuild PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_MEN OR SCIENCE_PERSO OR SCIENCE_ELVES OR SCIENCE_DWARVES OR SCIENCE_EVIL OR SCIENCE_MORDOR OR SCIENCE_ISENGARD OR SCIENCE_WILD SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_WildMenAllies PrerequisiteSciences = SCIENCE_EVIL OR SCIENCE_ISENGARD OR SCIENCE_PERSO OR SCIENCE_WILD SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_Taint PrerequisiteSciences = SCIENCE_EVIL OR SCIENCE_MORDOR OR SCIENCE_WILD OR SCIENCE_PERSO SCIENCE_HEAL SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_Darkness PrerequisiteSciences = SCIENCE_EVIL OR SCIENCE_MORDOR SCIENCE_Industry OR SCIENCE_MORDOR OR SCIENCE_WILD OR SCIENCE_PERSO SCIENCE_Heal OR SCIENCE_PERSO SCIENCE_Rebuild SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_WatcherAlly PrerequisiteSciences = SCIENCE_EVIL OR SCIENCE_ISENGARD OR OR SCIENCE_PERSO SCIENCE_Rebuild OR SCIENCE_PERSO SCIENCE_WildMenAllies SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_AwakenWyrm PrerequisiteSciences = SCIENCE_EVIL OR SCIENCE_PERSO SCIENCE_WildMenAllies OR SCIENCE_MORDOR OR SCIENCE_WILD SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_ArrowVolleyEvil PrerequisiteSciences = SCIENCE_EVIL OR SCIENCE_PERSO SCIENCE_Taint OR SCIENCE_PERSO SCIENCE_Darkness OR SCIENCE_MORDOR OR SCIENCE_WILD OR SCIENCE_ISENGARD SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_ElvenGifts PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_MEN OR SCIENCE_ELVES SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_Farsight PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_ELVES SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_EnshroudingMistSP PrerequisiteSciences = SCIENCE_GOOD SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_RallyingCall PrerequisiteSciences = SCIENCE_EnshroudingMistSP SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
;; The MP version of the RallyingCall is available at Level 1. Science SCIENCE_RallyingCallMP PrerequisiteSciences = SCIENCE_DWARVES OR SCIENCE_ELVES OR SCIENCE_MEN SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End Science SCIENCE_EnshroudingMistMP PrerequisiteSciences = SCIENCE_RallyingCallMP SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_ElvenWood PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_ELVES SCIENCE_Heal OR SCIENCE_ELVES SCIENCE_Farsight SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_TomBombadil PrerequisiteSciences = SCIENCE_GOOD SCIENCE_EnshroudingMistSP OR SCIENCE_GOOD SCIENCE_ElvenGifts OR SCIENCE_ELVES SCIENCE_Farsight OR SCIENCE_MEN SCIENCE_RallyingCallMP OR SCIENCE_MEN SCIENCE_Rebuild SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_HobbitAllies PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_DWARVES SCIENCE_Heal OR SCIENCE_ELVES SCIENCE_Heal OR SCIENCE_MEN SCIENCE_Heal SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_SpawnLoneTower PrerequisiteSciences = SCIENCE_GOOD SCIENCE_GOOD SCIENCE_ElvenWood OR SCIENCE_MEN SCIENCE_Rebuild OR SCIENCE_DWARVES SCIENCE_Heal OR SCIENCE_DWARVES SCIENCE_Rebuild SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_ArrowVolleyGood PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_MEN SCIENCE_Heal OR SCIENCE_MEN SCIENCE_RallyingCallMP OR SCIENCE_ELVES SCIENCE_Heal OR SCIENCE_ELVES SCIENCE_RallyingCallMP SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_DwarvenRiches PrerequisiteSciences = SCIENCE_GOOD SCIENCE_ElvenGifts OR SCIENCE_GOOD SCIENCE_Heal OR SCIENCE_PERSO OR SCIENCE_DWARVES SCIENCE_RallyingCallMP OR SCIENCE_DWARVES SCIENCE_Rebuild SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_MenOfDaleAllies PrerequisiteSciences = SCIENCE_GOOD SCIENCE_RallyingCall OR SCIENCE_GOOD SCIENCE_TomBombadil OR SCIENCE_DWARVES SCIENCE_RallyingCallMP SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_CloudBreak PrerequisiteSciences = SCIENCE_GOOD SCIENCE_TomBombadil OR SCIENCE_GOOD SCIENCE_DwarvenRiches OR SCIENCE_MEN SCIENCE_TomBombadil OR SCIENCE_MEN SCIENCE_ArrowVolleyGood OR SCIENCE_ELVES SCIENCE_ArrowVolleyGood OR SCIENCE_ELVES SCIENCE_ElvenWood OR SCIENCE_DWARVES SCIENCE_DwarvenRiches OR SCIENCE_DWARVES SCIENCE_SpawnLoneTower SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_RohanAllies PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_MEN SCIENCE_TomBombadil OR SCIENCE_MEN SCIENCE_SpawnLoneTower SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_DunedainAllies PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_MEN SCIENCE_HobbitAllies OR SCIENCE_MEN SCIENCE_ArrowVolleyGood SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_EntAllies PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_ELVES SCIENCE_ElvenWood OR SCIENCE_ELVES SCIENCE_TomBombadil SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_EagleAllies PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_ELVES SCIENCE_ArrowVolleyGood OR SCIENCE_ELVES SCIENCE_EnshroudingMistMP SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_Undermine PrerequisiteSciences = SCIENCE_GOOD SCIENCE_DwarvenRiches OR SCIENCE_GOOD SCIENCE_Rebuild OR SCIENCE_DWARVES SCIENCE_HobbitAllies OR SCIENCE_DWARVES SCIENCE_SpawnLoneTower SciencePurchasePointCost = GOOD_RANK_3_COST SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_Bombard PrerequisiteSciences = SCIENCE_GOOD SCIENCE_SpawnLoneTower OR SCIENCE_GOOD SCIENCE_Rebuild OR SCIENCE_DWARVES SCIENCE_DwarvenRiches OR SCIENCE_DWARVES SCIENCE_MenOfDaleAllies SciencePurchasePointCost = GOOD_RANK_3_COST SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_ArmyoftheDead PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_MEN SCIENCE_CloudBreak OR SCIENCE_MEN SCIENCE_DunedainAllies SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_Flood PrerequisiteSciences = SCIENCE_GOOD SCIENCE_MenOfDaleAllies OR SCIENCE_GOOD SCIENCE_CloudBreak OR SCIENCE_ELVES SCIENCE_EntAllies OR SCIENCE_ELVES SCIENCE_CloudBreak SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_Citadel PrerequisiteSciences = SCIENCE_GOOD OR SCIENCE_DWARVES SCIENCE_Undermine OR SCIENCE_DWARVES SCIENCE_CloudBreak SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End Science SCIENCE_Earthquake PrerequisiteSciences = SCIENCE_GOOD SCIENCE_CloudBreak OR SCIENCE_GOOD or SCIENCE_PERSO SCIENCE_Darkness OR SCIENCE_PERSO SCIENCE_WatcherAlly OR SCIENCE_EVIL OR SCIENCE_WILD OR SCIENCE_MORDOR OR SCIENCE_ISENGARD OR SCIENCE_MEN SCIENCE_RohanAllies OR SCIENCE_MEN SCIENCE_CloudBreak OR SCIENCE_DWARVES SCIENCE_CloudBreak OR SCIENCE_DWARVES SCIENCE_Bombard SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_DragonStrike PrerequisiteSciences = SCIENCE_EVIL OR SCIENCE_PERSO SCIENCE_ArrowVolleyEvil OR SCIENCE_PERSO SCIENCE_Earthquake OR SCIENCE_ISENGARD OR SCIENCE_MORDOR OR SCIENCE_WILD SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_Sunflare PrerequisiteSciences = SCIENCE_GOOD SCIENCE_Undermine OR SCIENCE_GOOD OR SCIENCE_PERSO SCIENCE_WatcherAlly OR SCIENCE_PERSO SCIENCE_AwakenWyrm OR SCIENCE_EVIL OR SCIENCE_WILD OR SCIENCE_MORDOR OR SCIENCE_ISENGARD OR SCIENCE_ELVES SCIENCE_CloudBreak OR SCIENCE_ELVES SCIENCE_EagleAllies SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_RainOfFire PrerequisiteSciences = SCIENCE_EVIL OR OR SCIENCE_MORDOR OR SCIENCE_PERSO SCIENCE_Earthquake OR SCIENCE_PERSO SCIENCE_Sunflare SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
;; ------------------------------------- ;; Evil Sciences ;; ------------------------------------- ; This is the shared Mordor and Wild Taint. Isengard has its own.
Science SCIENCE_Crebain PrerequisiteSciences = SCIENCE_EVIL OR SCIENCE_ISENGARD SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_CaveBats PrerequisiteSciences = SCIENCE_EVIL OR SCIENCE_WILD SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_EyeofSauron PrerequisiteSciences = SCIENCE_EVIL OR SCIENCE_MORDOR SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_PalantirVision PrerequisiteSciences = SCIENCE_EVIL OR SCIENCE_ISENGARD SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_WarChant PrerequisiteSciences = SCIENCE_EVIL OR SCIENCE_ISENGARD OR SCIENCE_WILD OR SCIENCE_MORDOR SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_Barricade PrerequisiteSciences = SCIENCE_EVIL SCIENCE_CaveBats OR SCIENCE_EVIL SCIENCE_WarChant OR SCIENCE_MORDOR SCIENCE_Taint SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
; Mordor's Taint and Isengard's Taint are available at different levels, thus ; their prices are different and so they need separate entries Science SCIENCE_IsengardTaint PrerequisiteSciences = SCIENCE_EVIL OR SCIENCE_ISENGARD SCIENCE_WarChant OR SCIENCE_ISENGARD SCIENCE_PalantirVision SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_Scavenger PrerequisiteSciences = SCIENCE_EVIL OR SCIENCE_WILD SCIENCE_Taint OR SCIENCE_WILD SCIENCE_WarChant SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_Devastation PrerequisiteSciences = SCIENCE_EVIL SCIENCE_WildMenAllies OR SCIENCE_EVIL SCIENCE_Taint OR SCIENCE_ISENGARD SCIENCE_PalantirVision SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_UntamedAllegiance PrerequisiteSciences = SCIENCE_EVIL SCIENCE_Taint OR SCIENCE_EVIL SCIENCE_Scavenger OR SCIENCE_MORDOR SCIENCE_EyeofSauron OR SCIENCE_MORDOR SCIENCE_Taint OR SCIENCE_WILD SCIENCE_Taint OR SCIENCE_WILD SCIENCE_CaveBats SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_SpiderlingAllies PrerequisiteSciences = SCIENCE_EVIL SCIENCE_Scavenger OR SCIENCE_WILD SCIENCE_CaveBats SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_EvilEyeofSauron PrerequisiteSciences = SCIENCE_EVIL SCIENCE_UntamedAllegiance OR SCIENCE_EVIL SCIENCE_SpiderlingAllies SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
; Mordor's CallTheHorde and Wild's CallTheHorde are available at different levels, thus ; their prices are different and so they need separate entries Science SCIENCE_CalltheHorde PrerequisiteSciences = SCIENCE_WILD SCIENCE_WarChant SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End Science SCIENCE_EvilCalltheHorde PrerequisiteSciences = SCIENCE_EVIL SCIENCE_UntamedAllegiance OR SCIENCE_EVIL SCIENCE_SpiderlingAllies SciencePurchasePointCost = 1 IsGrantable = Yes End
Science SCIENCE_Industry PrerequisiteSciences = SCIENCE_EVIL SCIENCE_UntamedAllegiance OR SCIENCE_EVIL SCIENCE_Devastation OR SCIENCE_MORDOR SCIENCE_EyeofSauron OR SCIENCE_MORDOR SCIENCE_WarChant OR SCIENCE_ISENGARD SCIENCE_Crebain SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_MordorCalltheHorde PrerequisiteSciences = SCIENCE_MORDOR SCIENCE_Industry OR SCIENCE_MORDOR SCIENCE_ArrowVolleyEvil SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_EvilBombard PrerequisiteSciences = SCIENCE_MORDOR SCIENCE_Industry OR SCIENCE_MORDOR SCIENCE_ArrowVolleyEvil SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_FueltheFires PrerequisiteSciences = SCIENCE_EVIL SCIENCE_Darkness OR SCIENCE_EVIL SCIENCE_Devastation OR SCIENCE_ISENGARD SCIENCE_Industry OR SCIENCE_ISENGARD SCIENCE_WildMenAllies SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_FreezingRain PrerequisiteSciences = SCIENCE_EVIL OR SCIENCE_ISENGARD SCIENCE_WildMenAllies OR SCIENCE_ISENGARD SCIENCE_IsengardTaint SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_BalrogAlly PrerequisiteSciences = SCIENCE_EVIL SCIENCE_ArrowVolleyEvil OR SCIENCE_EVIL SCIENCE_FueltheFires OR SCIENCE_MORDOR SCIENCE_Darkness OR SCIENCE_MORDOR SCIENCE_AwakenWyrm OR SCIENCE_WILD SCIENCE_Darkness OR SCIENCE_WILD SCIENCE_WatcherAlly SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
Science SCIENCE_DragonAlly PrerequisiteSciences = SCIENCE_EVIL SCIENCE_AwakenWyrm OR SCIENCE_EVIL SCIENCE_ArrowVolleyEvil OR SCIENCE_ISENGARD SCIENCE_FreezingRain OR SCIENCE_ISENGARD SCIENCE_WatcherAlly OR SCIENCE_WILD SCIENCE_AwakenWyrm OR SCIENCE_WILD SCIENCE_Darkness SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End
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cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: Changer les pouvoirs du Palentir Mer 24 Aoû - 0:38 | |
| c'est quoi le message d'erreur | |
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dreaman Habitué(e)
Nombre de messages : 70 Age : 32 Add-On : ROTWK mais pas de mod Date d'inscription : 22/08/2011
| Sujet: Re: Changer les pouvoirs du Palentir Mer 24 Aoû - 13:07 | |
| science Heal not know line 106, pourtant heal est avant tout les sorts | |
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cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: Changer les pouvoirs du Palentir Mer 24 Aoû - 14:04 | |
| hum... - Citation :
- Science SCIENCE_Taint
PrerequisiteSciences = SCIENCE_EVIL OR SCIENCE_MORDOR OR SCIENCE_WILD OR SCIENCE_PERSO SCIENCE_HEAL SciencePurchasePointCost = 1 SciencePurchasePointCostMP = 1 IsGrantable = Yes End SCIENCE_HEAL et SCIENCE_Heal sont deux choses différentes pour le jeu | |
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dreaman Habitué(e)
Nombre de messages : 70 Age : 32 Add-On : ROTWK mais pas de mod Date d'inscription : 22/08/2011
| Sujet: Re: Changer les pouvoirs du Palentir Mer 24 Aoû - 14:12 | |
| c'est fait mais sa ne marche tjr pas et il n'y a pas de message d'erreur
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dreaman Habitué(e)
Nombre de messages : 70 Age : 32 Add-On : ROTWK mais pas de mod Date d'inscription : 22/08/2011
| Sujet: Re: Changer les pouvoirs du Palentir Mer 24 Aoû - 14:18 | |
| sa vient peut etre de system : - Spoiler:
; FILE: System.ini //////////////////////////////////////////////////////////// ; This file contains only objects that are of use to the game code from ; an engineering standpoint. They are not general objects that a designer ; would place in a map. ; ; EVERYTHING in this file should use "EditorSorting = SYSTEM". ; If it doesn't, it shouldn't be in this file. ; ;//////////////////////////////////////////////////////////////////////////////
#define SPELL_BOOK_REQUIREMENTS_FILTER NONE +COMMANDCENTER #define SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC NONE
;------------------------------------------------------------------------------
; Any SpecialPowers tied to the spellbook have a behavior put here.
Object SpellBookPerso EditorSorting = SYSTEM ; *** ART Parameters *** Draw = W3DDefaultDraw ModuleTag_01 ;nothing End ; Never drawn
Behavior = PlayerHealSpecialPower ModuleTag_Heal SpecialPowerTemplate = SpellBookHeal HealAffects = INFANTRY CAVALRY MONSTER MACHINE SHIP DOZER HealAmount = 1.0 ; 0.5 = 50% of maximum health HealRadius = SPELL_HEAL_RADIUS_UNIT_SCAN HealFX = FX_SpellHealUnitHealBuff ;FX_DefaultUnitHealBuff ; To replenish hordes a bit HealOCL = OCL_HealSpellHordeReplenishPing AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
Behavior = OCLSpecialPower ModuleTag_DragonStrike SpecialPowerTemplate = SpellBookDragonStrike OCL = OCL_SpellBookDragonStrike CreateLocation = CREATE_AT_EDGE_NEAR_TARGET_AND_MOVE_TO_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
Behavior = OCLSpecialPower ModuleTag_RainOfFire SpecialPowerTemplate = SpellBookRainOfFire OCL = OCL_SpellBookRainOfFire CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = OCLSpecialPower ModuleTag_RainOfFire02 SpecialPowerTemplate = SpellBookRainOfFire OCL = OCL_SpellBookRainOfFire CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
Behavior = OCLSpecialPower ModuleTag_SummonWatcher SpecialPowerTemplate = SpellBookWatcherAlly OCL = OCL_WatcherSummoning CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
Behavior = DarknessSpecialPower ModuleTag_Darkness SpecialPowerTemplate = SpellBookDarkness AttributeModifier = SpellBookDarkness AttributeModifierAffects = ANY +INFANTRY +CAVALRY +MONSTER -HERO -HORDE ALLIES AttributeModifierWeatherBased = Yes WeatherDuration = SPELL_DARKNESS_DURATION ChangeWeather = CLOUDY AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
Behavior = OCLSpecialPower ModuleTag_AwakenWyrm SpecialPowerTemplate = SpellBookAwakenWyrm OCL = OCL_Wyrm TriggerFX = FX_WrymSummonStart CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = OCLSpecialPower ModuleTag_ArrowVolleyEvil SpecialPowerTemplate = SpellBookArrowVolleyEvil OCL = OCL_SpellBookArrowVolley CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = OCLSpecialPower ModuleTag_SummonWildMen SpecialPowerTemplate = SpellBookWildMenAllies OCL = OCL_SpellBookWildMenAllies TriggerFX = FX_SummonWildmen CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
Behavior = OCLSpecialPower ModuleTag_Sunflare SpecialPowerTemplate = SpellBookSunflare OCL = OCL_SpecialPowerSunflare CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No AttributeModifierAffects = ANY +INFANTRY +CAVALRY +MONSTER -HERO ENEMIES ReEnableAntiCategory = Yes AttributeModifierWeatherBased = Yes WeatherDuration = SPELL_SUNFLARE_DURATION ChangeWeather = SUNNY RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
Behavior = OCLSpecialPower ModuleTag_Earthquake SpecialPowerTemplate = SpellBookEarthquake OCL = OCL_SpellBookEarthquake ;TriggerFX = FX_ElvenAlliesSummon CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
Behavior = PlayerHealSpecialPower ModuleTag_Rebuild SpecialPowerTemplate = SpellBookRebuild HealAffects = STRUCTURE HealAsPercent = No HealAmount = 4000 HealRadius = SPELL_REBUILD_RADIUS_STRUCTURE_SCAN HealFX = FX_SpellRebuild AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = TaintSpecialPower ModuleTag_IsengardTaint SpecialPowerTemplate = SpellBookIsengardTaint TaintObject = TaintLand TaintRadius = SPELLBOOK_TAINT_RADIUS TaintFX = FX_TaintSpellFX TaintOCL = OCL_TaintSeed ; CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = TaintSpecialPower ModuleTag_Taint SpecialPowerTemplate = SpellBookTaint TaintObject = TaintLand TaintRadius = SPELLBOOK_TAINT_RADIUS TaintFX = FX_TaintSpellFX TaintOCL = OCL_TaintSeed ; CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
CommandSet = SpellBookPersoCommandSet RadarPriority = NOT_ON_RADAR KindOf = SPELL_BOOK IMMOBILE IGNORES_SELECT_ALL INERT End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;; EVIL SPELLS ;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Object EvilSpellBook EditorSorting = SYSTEM ; *** ART Parameters *** Draw = W3DDefaultDraw ModuleTag_01 ;nothing End ; Never drawn Behavior = PlayerHealSpecialPower ModuleTag_Heal SpecialPowerTemplate = SpellBookHeal HealAffects = INFANTRY CAVALRY MONSTER MACHINE SHIP DOZER HealAmount = 1.0 ; 0.5 = 50% of maximum health HealRadius = SPELL_HEAL_RADIUS_UNIT_SCAN HealFX = FX_SpellHealUnitHealBuff ;FX_DefaultUnitHealBuff ; To replenish hordes a bit HealOCL = OCL_HealSpellHordeReplenishPing AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
Behavior = OCLSpecialPower ModuleTag_Sunflare SpecialPowerTemplate = SpellBookSunflare OCL = OCL_SpecialPowerSunflare CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No AttributeModifierAffects = ANY +INFANTRY +CAVALRY +MONSTER -HERO ENEMIES ReEnableAntiCategory = Yes AttributeModifierWeatherBased = Yes WeatherDuration = SPELL_SUNFLARE_DURATION ChangeWeather = SUNNY RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
Behavior = OCLSpecialPower ModuleTag_Earthquake SpecialPowerTemplate = SpellBookEarthquake OCL = OCL_SpellBookEarthquake ;TriggerFX = FX_ElvenAlliesSummon CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
Behavior = PlayerHealSpecialPower ModuleTag_Rebuild SpecialPowerTemplate = SpellBookRebuild HealAffects = STRUCTURE HealAsPercent = No HealAmount = 4000 HealRadius = SPELL_REBUILD_RADIUS_STRUCTURE_SCAN HealFX = FX_SpellRebuild AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = TaintSpecialPower ModuleTag_IsengardTaint SpecialPowerTemplate = SpellBookIsengardTaint TaintObject = TaintLand TaintRadius = SPELLBOOK_TAINT_RADIUS TaintFX = FX_TaintSpellFX TaintOCL = OCL_TaintSeed ; CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = TaintSpecialPower ModuleTag_Taint SpecialPowerTemplate = SpellBookTaint TaintObject = TaintLand TaintRadius = SPELLBOOK_TAINT_RADIUS TaintFX = FX_TaintSpellFX TaintOCL = OCL_TaintSeed ; CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
Behavior = OCLSpecialPower ModuleTag_OCLEyeOfSauron SpecialPowerTemplate = SpellBookEyeofSauron OCL = SUPERWEAPON_SpawnEyeOfSauron CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
Behavior = OCLSpecialPower ModuleTag_OCLEvilEyeOfSauron SpecialPowerTemplate = SpellBookEvilEyeofSauron OCL = SUPERWEAPON_SpawnEyeOfSauron CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = OCLSpecialPower ModuleTag_Barricade SpecialPowerTemplate = SpellBookBarricade OCL = OCL_SpellBookBarricade CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC //UseDistanceFromCommandCenter = Yes //DistanceFromCommandCenter = BARRICADE_EFFECTIVE_RADIUS End Behavior = SpecialPowerModule SpellBookWarChant_ModuleTag SpecialPowerTemplate = SpellBookWarChant AttributeModifier = SpellBookWarChant AttributeModifierRange = 100 AttributeModifierAffects = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER TriggerFX = FX_SpellWarChant UpdateModuleStartsAttack = No AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = OCLSpecialPower ModuleTag_PalantirVision SpecialPowerTemplate = SpellBookPalantirVision OCL = SpecialPowerPalantirVision CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = OCLSpecialPower ModuleTag_OCLCrebain SpecialPowerTemplate = SpellBookCrebain OCL = SUPERWEAPON_SpawnCrebain CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = OCLSpecialPower ModuleTag_OCLCaveBats SpecialPowerTemplate = SpellBookCaveBats OCL = OCL_SpellBookCaveBats CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = SpecialPowerModule SpellBookIndustry_ModuleTag SpecialPowerTemplate = SpellBookIndustry AttributeModifier = SpellBookIndustry AttributeModifierRange = INDUSTRY_EFFECT_RADIUS AttributeModifierAffects = INDUSTRY_TYPE_SPELL_OBJECT_FILTER TriggerFX = FX_Industry UpdateModuleStartsAttack = No AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = SpecialPowerModule SpellBookRebuild_ModuleTag2 SpecialPowerTemplate = SpellBookRebuild AttributeModifier = SpellBookBuildingHeal AttributeModifierRange = 200 ;75 AttributeModifierAffects = ANY +STRUCTURE TriggerFX = FX_Industry UpdateModuleStartsAttack = No AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
Behavior = OCLSpecialPower ModuleTag_Bombard SpecialPowerTemplate = SpellBookEvilBombard OCL = OCL_SpellBookBombardSeed CreateLocation = USE_SECONDARY_OBJECT_LOCATION NearestSecondaryObjectFilter = NONE SAME_PLAYER +CASTLE_KEEP AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = DevastateSpecialPower ModuleTag_DevastateSpecialPower SpecialPowerTemplate = SpellBookDevastation Radius = SPECIALPOWER_DEVASTATION_RADIUS TreeValueMultiplier = 50% ;The value sqeezed out of each tree is multiplied by this compared to what a worker would have gotten for it TreeValueTotalCap = 1500 ;And the most you can get for the enitre spell is this, so you can't find the one map that has a 20000 patch of trees in the corner TriggerFX = FX_DevastationFlare FX = FX_Devastation AvailableAtStart = No FireWeapon = DevastationEntWeapon RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = UntamedAllegianceSpecialPower ModuleTag_UntamedAllegiance SpecialPowerTemplate = SpellBookUntamedAllegiance TargetEnemy = Yes AttributeModifierAffects = CREEP_OBJECTFILTER AttributeModifierRange = 60 TriggerFX = FX_SarumanDominateTrigger RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
Behavior = OCLSpecialPower ModuleTag_ArrowVolleyEvil SpecialPowerTemplate = SpellBookArrowVolleyEvil OCL = OCL_SpellBookArrowVolley CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = OCLSpecialPower ModuleTag_SummonWildMen SpecialPowerTemplate = SpellBookWildMenAllies OCL = OCL_SpellBookWildMenAllies TriggerFX = FX_SummonWildmen CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = ScavengerSpecialPower ModuleTag_Scavenger SpecialPowerTemplate = SpellBookScavenger BountyPercent = 1.0 AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = ProductionSpeedBonus ModuleTag_CalltheHorde SpecialPowerTemplate = SpellBookCalltheHorde NumberOfFrames = 180 ;1800 SpeedMulitplier = 20.0 ; 12x speedup BALANCE Type = MordorFighterHorde MordorArcherHorde GoblinFighterHorde GoblinArcherHorde GoblinFighterHorde_FromDefectedLair GoblinArcherHorde_FromDefectedLair AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = ProductionSpeedBonus ModuleTag_MordorCalltheHorde SpecialPowerTemplate = SpellBookMordorCalltheHorde NumberOfFrames = 180 ;1800 SpeedMulitplier = 20.0 ; 12x speedup BALANCE Type = MordorFighterHorde MordorArcherHorde GoblinFighterHorde GoblinArcherHorde GoblinFighterHorde_FromDefectedLair GoblinArcherHorde_FromDefectedLair AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = OCLSpecialPower ModuleTag_SummonSpiderlings SpecialPowerTemplate = SpellBookSpiderlingAllies OCL = OCL_SpawnSpiderlingsEgg TriggerFX = FX_SpiderlingsSummonStart CreateLocation = CREATE_AT_LOCATION UpgradeName = Upgrade_Spiderlings AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = DarknessSpecialPower ModuleTag_Darkness SpecialPowerTemplate = SpellBookDarkness AttributeModifier = SpellBookDarkness AttributeModifierAffects = ANY +INFANTRY +CAVALRY +MONSTER -HERO -HORDE ALLIES AttributeModifierWeatherBased = Yes WeatherDuration = SPELL_DARKNESS_DURATION ChangeWeather = CLOUDY AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
Behavior = OCLSpecialPower ModuleTag_AwakenWyrm SpecialPowerTemplate = SpellBookAwakenWyrm OCL = OCL_Wyrm TriggerFX = FX_WrymSummonStart CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = FreezingRainSpecialPower ModuleTag_FreezingRain SpecialPowerTemplate = SpellBookFreezingRain AttributeModifierAffects = ALL ENEMIES AntiCategory = LEADERSHIP ; AntiFX = FX_AntiLeadership ; FX for anti category AttributeModifierWeatherBased = Yes WeatherDuration = SPELL_FREEZINGRAIN_DURATION ChangeWeather = RAINY AvailableAtStart = No BurnRateModifier = -100 BurnDecayModifier = 20 RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
Behavior = SpecialPowerModule SpellBookFuelTheFires_ModuleTag SpecialPowerTemplate = SpellBookFueltheFires ; Done in science check on the lumber mill, so that this global effect will work on future lumber mills ; AttributeModifier = SpellBookFueltheFires ; AttributeModifierRange = 999999 ; AttributeModifierAffects = ANY +SUPPLY_GATHERING_CENTER UpdateModuleStartsAttack = No AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = OCLSpecialPower ModuleTag_SummonWatcher SpecialPowerTemplate = SpellBookWatcherAlly OCL = OCL_WatcherSummoning CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = OCLSpecialPower ModuleTag_SummonBalrog SpecialPowerTemplate = SpellBookBalrogAlly OCL = OCL_BalrogSummoning CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = OCLSpecialPower ModuleTag_RainOfFire SpecialPowerTemplate = SpellBookRainOfFire OCL = OCL_SpellBookRainOfFire CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = OCLSpecialPower ModuleTag_RainOfFire02 SpecialPowerTemplate = SpellBookRainOfFire OCL = OCL_SpellBookRainOfFire CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = OCLSpecialPower ModuleTag_DragonAlly SpecialPowerTemplate = SpellBookDragonAlly OCL = OCL_SummonedDragon TriggerFX = FX_SummonDragon CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = OCLSpecialPower ModuleTag_DragonStrike SpecialPowerTemplate = SpellBookDragonStrike OCL = OCL_SpellBookDragonStrike CreateLocation = CREATE_AT_EDGE_NEAR_TARGET_AND_MOVE_TO_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
Behavior = BuildableHeroListUpgrade BitsUpgrade TriggeredBy = Upgrade_RingHero End
;/////////////////////////////////////////// ;// AI Heuristics for SkirmishAI ;/////////////////////////////////////////// Behavior = AISpecialPowerUpdate SpellBookWarChantAI CommandButtonName = Command_SpellBookWarChant SpecialPowerAIType = AI_SPELLBOOK_ASSIST_BATTLE_BUFF SpecialPowerRadius = 100 End Behavior = AISpecialPowerUpdate SpellBookBarricadeAI CommandButtonName = Command_SpellBookBarricade SpecialPowerAIType = AI_SPELLBOOK_ASSIST_BATTLE_DEBUFF SpecialPowerRadius = 100 SpellMakesAStructure = Yes RandomizeTargetLocation = Yes End Behavior = AISpecialPowerUpdate SpellBookArrowVolleyEvilAI CommandButtonName = Command_SpellBookArrowVolleyEvil SpecialPowerAIType = AI_SPELLBOOK_ASSIST_BATTLE_DEBUFF SpecialPowerRadius = 100 End Behavior = AISpecialPowerUpdate SpellBookWildMenAlliesAI CommandButtonName = Command_SpellBookWildMenAllies SpecialPowerAIType = AI_SPELLBOOK_ASSIST_BATTLE_DEBUFF SpecialPowerRadius = 100 RandomizeTargetLocation = Yes End Behavior = AISpecialPowerUpdate SpellBookSpiderlingAlliesAI CommandButtonName = Command_SpellBookSpiderlingAllies SpecialPowerAIType = AI_SPELLBOOK_ASSIST_BATTLE_DEBUFF SpecialPowerRadius = 100 RandomizeTargetLocation = Yes End Behavior = AISpecialPowerUpdate SpellBookWatcherAllyAI CommandButtonName = Command_SpellBookWatcherAlly SpecialPowerAIType = AI_SPELLBOOK_ASSIST_BATTLE_DEBUFF SpecialPowerRadius = 100 RandomizeTargetLocation = Yes End Behavior = AISpecialPowerUpdate SpellBookRainOfFireAI CommandButtonName = Command_SpellBookRainOfFire SpecialPowerAIType = AI_SPELLBOOK_STRUCTURE_BASEKILL SpecialPowerRadius = 100 End Behavior = AISpecialPowerUpdate SpellBookDragonStrikeAI CommandButtonName = Command_SpellBookDragonStrike SpecialPowerAIType = AI_SPELLBOOK_STRUCTURE_BASEKILL SpecialPowerRadius = 100 End Behavior = AISpecialPowerUpdate SpellBookBalrogAllyAI CommandButtonName = Command_SpellBookBalrogAlly SpecialPowerAIType = AI_SPELLBOOK_STRUCTURE_BASEKILL SpecialPowerRadius = 100 RandomizeTargetLocation = Yes End Behavior = AISpecialPowerUpdate SpellBookDragonAllyAI CommandButtonName = Command_SpellBookDragonAlly SpecialPowerAIType = AI_SPELLBOOK_STRUCTURE_BREAKER SpecialPowerRadius = 100 RandomizeTargetLocation = Yes End Behavior = AISpecialPowerUpdate SpellBookAwakenWyrmAI CommandButtonName = Command_SpellBookAwakenWyrm SpecialPowerAIType = AI_SPELLBOOK_STRUCTURE_BREAKER_PREF_WALLS SpecialPowerRadius = 100 RandomizeTargetLocation = Yes End Behavior = AISpecialPowerUpdate SpellBookEyeofSauronAI CommandButtonName = Command_SpellBookEyeofSauron SpecialPowerAIType = AI_SPELLBOOK_SHROUD_REVEAL SpecialPowerRadius = 100 End
Behavior = AISpecialPowerUpdate SpellBookEvilEyeofSauronAI CommandButtonName = Command_SpellBookEvilEyeofSauron SpecialPowerAIType = AI_SPELLBOOK_SHROUD_REVEAL SpecialPowerRadius = 100 End Behavior = AISpecialPowerUpdate SpellBookCrebainAI CommandButtonName = Command_SpellBookCrebain SpecialPowerAIType = AI_SPELLBOOK_ASSIST_BATTLE_DEBUFF SpecialPowerRadius = 100 RandomizeTargetLocation = Yes End Behavior = AISpecialPowerUpdate SpellBookCaveBatsAI CommandButtonName = Command_SpellBookCaveBats SpecialPowerAIType = AI_SPELLBOOK_ASSIST_BATTLE_DEBUFF SpecialPowerRadius = 100 RandomizeTargetLocation = Yes End Behavior = AISpecialPowerUpdate SpellBookDarknessAI CommandButtonName = Command_SpellBookDarkness SpecialPowerAIType = AI_SPELLBOOK_ALWAYS_FIRE SpecialPowerRadius = 100 End Behavior = AISpecialPowerUpdate SpellBookFreezingRainAI CommandButtonName = Command_SpellBookFreezingRain SpecialPowerAIType = AI_SPELLBOOK_ALWAYS_FIRE SpecialPowerRadius = 100 End Behavior = AISpecialPowerUpdate SpellBookUntamedAllegianceAI CommandButtonName = Command_SpellBookUntamedAllegiance SpecialPowerAIType = AI_SPELLBOOK_CAPTURE_CREEP SpecialPowerRadius = 100 End Behavior = AISpecialPowerUpdate SpellBookDevastationAI CommandButtonName = Command_SpellBookDevastation SpecialPowerAIType = AI_SPELLBOOK_TREE_KILLER SpecialPowerRadius = 100 End
Behavior = AISpecialPowerUpdate SpellBookTaintAI CommandButtonName = Command_SpellBookTaint SpecialPowerAIType = AI_SPELLBOOK_BUFFTERRAIN SpecialPowerRadius = 100 End Behavior = AISpecialPowerUpdate SpellBookRebuildAI CommandButtonName = Command_SpellBookRebuild SpecialPowerAIType = AI_SPELLBOOK_REBUILD SpecialPowerRadius = 100 End
Behavior = AISpecialPowerUpdate SpellBookIndustryAI CommandButtonName = Command_SpellBookIndustry SpecialPowerAIType = AI_SPELLBOOK_BUFFECONOMYBUILDING SpecialPowerRadius = 100 End
Behavior = AISpecialPowerUpdate SpellCalltheHordeAI CommandButtonName = Command_SpellBookCalltheHorde SpecialPowerAIType = AI_SPELLBOOK_CALLTHEHORDE SpecialPowerRadius = 100 End
CommandSet = EvilSpellBookCommandSet RadarPriority = NOT_ON_RADAR KindOf = SPELL_BOOK IMMOBILE IGNORES_SELECT_ALL INERT End
ChildObject MordorSpellBook EvilSpellBook CommandSet = MordorSpellBookCommandSet End
ChildObject IsengardSpellBook EvilSpellBook CommandSet = IsengardSpellBookCommandSet End
ChildObject WildSpellBook EvilSpellBook CommandSet = WildSpellBookCommandSet End
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;;;;;;;;;;;;;; GOOD SPELLS ;;;;;;;;;;;;;;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
Object GoodSpellBook EditorSorting = SYSTEM ; *** ART Parameters *** Draw = W3DDefaultDraw ModuleTag_01 ;nothing End ; Never drawn Behavior = PlayerHealSpecialPower ModuleTag_Heal SpecialPowerTemplate = SpellBookHeal HealAffects = INFANTRY CAVALRY MONSTER MACHINE SHIP DOZER HealAmount = 1.0 ; 0.5 = 50% of maximum health HealRadius = SPELL_HEAL_RADIUS_UNIT_SCAN HealFX = FX_SpellHealUnitHealBuff ;FX_DefaultUnitHealBuff ; To replenish hordes a bit HealOCL = OCL_HealSpellHordeReplenishPing AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
Behavior = PlayerUpgradeSpecialPower SpellBookElvenGifts_ModuleTag SpecialPowerTemplate = SpellBookElvenGifts UpgradeName = Upgrade_ElvenGift UpdateModuleStartsAttack = No AffectAllies = No ; Should not try to affect ally units AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
Behavior = OCLSpecialPower ModuleTag_SpawnLoneTower SpecialPowerTemplate = SpellBookSpawnLoneTower OCL = OCL_GondorSpellBookSpawnLoneTower CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC //UseDistanceFromCommandCenter = Yes //DistanceFromCommandCenter = LONE_TOWER_EFFECTIVE_RADIUS End
Behavior = OCLSpecialPower ModuleTag_SpawnLoneTowerDwarf SpecialPowerTemplate = SpellBookSpawnLoneTowerDwarf OCL = OCL_DwarfSpellBookSpawnLoneTower CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC //UseDistanceFromCommandCenter = Yes //DistanceFromCommandCenter = LONE_TOWER_EFFECTIVE_RADIUS End
Behavior = OCLSpecialPower ModuleTag_EnshroudingMist SpecialPowerTemplate = SpellBookEnshroudingMist OCL = OCL_SpecialPowerEnshroudingMist CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = SpecialPowerModule ModuleTag_RallyingCall SpecialPowerTemplate = SpellBookRallyingCall AttributeModifier = SpellBookRallyingCallModifier AttributeModifierRange = 100 AttributeModifierAffects = ANY +HORDE +INFANTRY -HERO TriggerFX = FX_SpellRallyingCall UpdateModuleStartsAttack = No AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
Behavior = OCLSpecialPower ModuleTag_TomBombadil SpecialPowerTemplate = SpellBookTomBombadil OCL = OCL_SpawnTomBombadilEgg CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = OCLSpecialPower ModuleTag_SummonHobbits SpecialPowerTemplate = SpellBookHobbitAllies OCL = OCL_SpawnHobbitsEgg TriggerFX = FX_HobbitSummon CreateLocation = CREATE_AT_LOCATION UpgradeName = Upgrade_HobbitFriends AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = OCLSpecialPower ModuleTag_Farsight SpecialPowerTemplate = SpellBookFarsight OCL = OCL_SpecialPowerFarSeeing CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
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dreaman Habitué(e)
Nombre de messages : 70 Age : 32 Add-On : ROTWK mais pas de mod Date d'inscription : 22/08/2011
| Sujet: Re: Changer les pouvoirs du Palentir Mer 24 Aoû - 14:19 | |
| partie 2 - Spoiler:
Behavior = PlayerHealSpecialPower ModuleTag_Rebuild SpecialPowerTemplate = SpellBookRebuild HealAffects = STRUCTURE HealAsPercent = No HealAmount = 4000 HealRadius = SPELL_REBUILD_RADIUS_STRUCTURE_SCAN HealFX = FX_SpellRebuild AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
Behavior = OCLSpecialPower ModuleTag_ArrowVolleyGood SpecialPowerTemplate = SpellBookArrowVolleyGood OCL = OCL_SpellBookArrowVolley CreateLocation = USE_SECONDARY_OBJECT_LOCATION NearestSecondaryObjectFilter = NONE SAME_PLAYER +CASTLE_KEEP AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = ElvenWoodSpecialPower ModuleTag_ElvenWood SpecialPowerTemplate = SpellBookElvenWood ElvenGroveObject = ElvenGrove ElvenWoodRadius = SPELLBOOK_TAINT_RADIUS ElvenWoodFX = FX_ElvenWoodSpellFX ElvenWoodOCL = OCL_ElvenWoodSeed ; CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
Behavior = SpecialPowerModule ModuleTag_DwarvenRiches SpecialPowerTemplate = SpellBookDwarvenRiches AttributeModifier = SpellBookDwarvenRiches AttributeModifierRange = DWARVENRICHES_EFFECT_RADIUS AttributeModifierAffects = INDUSTRY_TYPE_SPELL_OBJECT_FILTER TriggerFX = FX_DwarvenRiches UpdateModuleStartsAttack = No AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
Behavior = OCLSpecialPower ModuleTag_MenOfDaleAllies SpecialPowerTemplate = SpellBookMenOfDaleAllies OCL = OCL_SpawnMenOfDaleEgg TriggerFX = FX_DunedainSummon CreateLocation = CREATE_AT_LOCATION UpgradeName = Upgrade_MenOfDaleAllies AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
Behavior = CloudBreakSpecialPower ModuleTag_CloudBreak SpecialPowerTemplate = SpellBookCloudBreak SunbeamObject = CloudBreakSunbeam ObjectSpacing = 300 AttributeModifierAffects = ANY +INFANTRY +CAVALRY +MONSTER -HERO ENEMIES ReEnableAntiCategory = Yes ; cancel negative effects on good guys AttributeModifierWeatherBased = Yes WeatherDuration = SPELL_CLOUDBREAK_DURATION ChangeWeather = SUNNY AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = OCLSpecialPower ModuleTag_SummonRohan SpecialPowerTemplate = SpellBookRohanAllies OCL = OCL_SpawnRohanRohirrimEgg TriggerFX = FX_RohirimSummon CreateLocation = CREATE_AT_LOCATION UpgradeName = Upgrade_RohanAllies AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = OCLSpecialPower ModuleTag_SummonDunedain SpecialPowerTemplate = SpellBookDunedainAllies OCL = OCL_SpawnDunedainRangersEgg TriggerFX = FX_DunedainSummon CreateLocation = CREATE_AT_LOCATION UpgradeName = Upgrade_DunedainAllies AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = OCLSpecialPower ModuleTag_SummonEnts SpecialPowerTemplate = SpellBookEntAllies OCL = OCL_SpawnEnts TriggerFX = FX_SummonEntAllies CreateLocation = CREATE_AT_LOCATION UpgradeName = Upgrade_EntAllies AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = OCLSpecialPower ModuleTag_SummonEagles SpecialPowerTemplate = SpellBookEagleAllies OCL = OCL_SpawnEagles CreateLocation = CREATE_ABOVE_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = OCLSpecialPower ModuleTag_Undermine SpecialPowerTemplate = SpellBookUndermine OCL = OCL_SpellBookUndermine CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
Behavior = OCLSpecialPower ModuleTag_Bombard SpecialPowerTemplate = SpellBookBombard OCL = OCL_SpellBookBombardSeed CreateLocation = USE_SECONDARY_OBJECT_LOCATION NearestSecondaryObjectFilter = NONE SAME_PLAYER +CASTLE_KEEP AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End
Behavior = OCLSpecialPower ModuleTag_SummonDead SpecialPowerTemplate = SpellBookArmyoftheDead OCL = OCL_GondorArmyofTheDeadEgg TriggerFX = FX_SummonAOD CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = OCLSpecialPower ModuleTag_Earthquake SpecialPowerTemplate = SpellBookEarthquake OCL = OCL_SpellBookEarthquake ;TriggerFX = FX_ElvenAlliesSummon CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = OCLSpecialPower ModuleTag_Flood SpecialPowerTemplate = SpellBookFlood OCL = OCL_SpellBookFlood CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = OCLSpecialPower ModuleTag_Sunflare SpecialPowerTemplate = SpellBookSunflare OCL = OCL_SpecialPowerSunflare CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No AttributeModifierAffects = ANY +INFANTRY +CAVALRY +MONSTER -HERO ENEMIES ReEnableAntiCategory = Yes AttributeModifierWeatherBased = Yes WeatherDuration = SPELL_SUNFLARE_DURATION ChangeWeather = SUNNY RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = OCLSpecialPower ModuleTag_Citadel SpecialPowerTemplate = SpellBookCitadel OCL = OCL_SpellBookCitadel CreateLocation = CREATE_AT_LOCATION AvailableAtStart = No RequirementsFilterMPSkirmish = SPELL_BOOK_REQUIREMENTS_FILTER RequirementsFilterStrategic = SPELL_BOOK_REQUIREMENTS_FILTER_STRATEGIC End Behavior = BuildableHeroListUpgrade BitsUpgrade TriggeredBy = Upgrade_RingHero End
;/////////////////////////////////////////// ;// AI Heuristics for SkirmishAI ;/////////////////////////////////////////// Behavior = AISpecialPowerUpdate SpellBookHealAI CommandButtonName = Command_SpellBookHeal SpecialPowerAIType = AI_SPELLBOOK_HEAL SpecialPowerRadius = 100 End Behavior = AISpecialPowerUpdate SpellBookEnshroudingMistAI CommandButtonName = Command_SpellBookEnshroudingMist SpecialPowerAIType = AI_SPELLBOOK_ENSHROUDINGMIST SpecialPowerRadius = 100 End
Behavior = AISpecialPowerUpdate SpellBookElvenWoodAI CommandButtonName = Command_SpellBookElvenWood SpecialPowerAIType = AI_SPELLBOOK_BUFFTERRAIN SpecialPowerRadius = 100 End
Behavior = AISpecialPowerUpdate SpellBookRebuildAI CommandButtonName = Command_SpellBookRebuild SpecialPowerAIType = AI_SPELLBOOK_REBUILD SpecialPowerRadius = 100 End
Behavior = AISpecialPowerUpdate SpellBookRallyingCallAI CommandButtonName = Command_SpellBookRallyingCall SpecialPowerAIType = AI_SPELLBOOK_ASSIST_BATTLE_BUFF SpecialPowerRadius = 100 End Behavior = AISpecialPowerUpdate SpellBookArrowVolleyGoodAI CommandButtonName = Command_SpellBookArrowVolleyGood SpecialPowerAIType = AI_SPELLBOOK_ASSIST_BATTLE_DEBUFF SpecialPowerRadius = 100 End Behavior = AISpecialPowerUpdate SpellBookLoneTowerAI CommandButtonName = Command_SpellBookLoneTower SpecialPowerAIType = AI_SPELLBOOK_ASSIST_BATTLE_DEBUFF SpecialPowerRadius = 100 RandomizeTargetLocation = Yes SpellMakesAStructure = Yes End Behavior = AISpecialPowerUpdate SpellBookLoneTowerDwarfAI CommandButtonName = Command_SpellBookLoneTowerDwarf SpecialPowerAIType = AI_SPELLBOOK_ASSIST_BATTLE_DEBUFF SpecialPowerRadius = 100 RandomizeTargetLocation = Yes SpellMakesAStructure = Yes End Behavior = AISpecialPowerUpdate SpellBookTomBombadilAI CommandButtonName = Command_SpellBookTomBombadil SpecialPowerAIType = AI_SPELLBOOK_ASSIST_BATTLE_DEBUFF SpecialPowerRadius = 100 RandomizeTargetLocation = Yes End Behavior = AISpecialPowerUpdate SpellBookHobbitAlliesAI CommandButtonName = Command_SpellBookHobbitAllies SpecialPowerAIType = AI_SPELLBOOK_ASSIST_BATTLE_DEBUFF SpecialPowerRadius = 100 RandomizeTargetLocation = Yes End Behavior = AISpecialPowerUpdate SpellBookMenOfDaleAlliesAI CommandButtonName = Command_SpellBookMenOfDaleAllies SpecialPowerAIType = AI_SPELLBOOK_ASSIST_BATTLE_DEBUFF SpecialPowerRadius = 100 RandomizeTargetLocation = Yes End
Behavior = AISpecialPowerUpdate SpellBookRohanAlliesAI CommandButtonName = Command_SpellBookRohanAllies SpecialPowerAIType = AI_SPELLBOOK_ASSIST_BATTLE_DEBUFF SpecialPowerRadius = 100 RandomizeTargetLocation = Yes End Behavior = AISpecialPowerUpdate SpellBookDunedainAlliesAI CommandButtonName = Command_SpellBookDunedainAllies SpecialPowerAIType = AI_SPELLBOOK_ASSIST_BATTLE_DEBUFF SpecialPowerRadius = 100 RandomizeTargetLocation = Yes End Behavior = AISpecialPowerUpdate SpellBookEagleAlliesAI CommandButtonName = Command_SpellBookEagleAllies SpecialPowerAIType = AI_SPELLBOOK_ASSIST_BATTLE_DEBUFF SpecialPowerRadius = 100 End Behavior = AISpecialPowerUpdate SpellBookBombardAI CommandButtonName = Command_SpellBookBombard SpecialPowerAIType = AI_SPELLBOOK_ARMY_BREAKER SpecialPowerRadius = 100 End Behavior = AISpecialPowerUpdate SpellBookArmyoftheDeadAI CommandButtonName = Command_SpellBookArmyoftheDead SpecialPowerAIType = AI_SPELLBOOK_ARMY_BREAKER SpecialPowerRadius = 100 RandomizeTargetLocation = Yes End Behavior = AISpecialPowerUpdate SpellBookFloodAI CommandButtonName = Command_SpellBookFlood SpecialPowerAIType = AI_SPELLBOOK_STRUCTURE_BASEKILL SpecialPowerRadius = 100 End Behavior = AISpecialPowerUpdate SpellBookSunflareAI CommandButtonName = Command_SpellBookSunflare SpecialPowerAIType = AI_SPELLBOOK_STRUCTURE_BREAKER SpecialPowerRadius = 100 End
Behavior = AISpecialPowerUpdate SpellBookEarthquakeAI CommandButtonName = Command_SpellBookEarthquake SpecialPowerAIType = AI_SPELLBOOK_STRUCTURE_BASEKILL SpecialPowerRadius = 100 End Behavior = AISpecialPowerUpdate SpellBookEntAlliesAI CommandButtonName = Command_SpellBookEntAllies SpecialPowerAIType = AI_SPELLBOOK_STRUCTURE_BREAKER_PREF_WALLS SpecialPowerRadius = 100 RandomizeTargetLocation = Yes End Behavior = AISpecialPowerUpdate SpellBookCloudBreakAI CommandButtonName = Command_SpellBookCloudBreak SpecialPowerAIType = AI_SPELLBOOK_ALWAYS_FIRE SpecialPowerRadius = 100 End
Behavior = AISpecialPowerUpdate SpellBookDwarvenRichesAI CommandButtonName = Command_SpellBookDwarvenRiches SpecialPowerAIType = AI_SPELLBOOK_BUFFECONOMYBUILDING End Behavior = AISpecialPowerUpdate SpellBookUndermineAI CommandButtonName = Command_SpellBookUndermine SpecialPowerAIType = AI_SPELLBOOK_STRUCTURE_BREAKER SpecialPowerRadius = 100 RandomizeTargetLocation = Yes End
Behavior = CommandPointsUpgrade CommandPoints_Upgrade TriggeredBy = Upgrade_MarketplaceUpgradeGrandHarvest CommandPoints = 100 RequiredObject = NONE +GondorMarketPlace End
CommandSet = GoodSpellBookCommandSet RadarPriority = NOT_ON_RADAR KindOf = SPELL_BOOK IMMOBILE IGNORES_SELECT_ALL INERT End
ChildObject MenSpellBook GoodSpellBook CommandSet = MenSpellBookCommandSet End
ChildObject ElvesSpellBook GoodSpellBook CommandSet = ElvesSpellBookCommandSet End
ChildObject DwarvesSpellBook GoodSpellBook CommandSet = DwarvesSpellBookCommandSet End
;------------------------------------------------------------------------------
Object RallyPointMarker ; *** DESIGN parameters *** EditorSorting = SYSTEM KindOf = DRAWABLE_ONLY
; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = RallyFlag_SKN End IdleAnimationState Animation = IDLE AnimationName = RallyFlag_SKL.RallyFlag_WAVA AnimationMode = LOOP End End End End
;------------------------------------------------------------------------------ Object MoveHint
; *** ART Parameters ***
; *** DESIGN parameters *** EditorSorting = SYSTEM KindOf = DRAWABLE_ONLY
; *** ENGINEERING parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = SCMoveHint End End
End
;------------------------------------------------------------------------------ Object AttackHint
; *** ART Parameters ***
; *** DESIGN parameters *** EditorSorting = SYSTEM KindOf = DRAWABLE_ONLY
; *** ENGINEERING parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = SCAttckHnt End End
End
;------------------------------------------------------------------------------ Object SelectIcon
; *** ART Parameters ***
; *** DESIGN parameters *** EditorSorting = SYSTEM KindOf = DRAWABLE_ONLY
; *** ENGINEERING parameters *** ;Scale = 0.5
Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = SCSelect End End
End
;------------------------------------------------------------------------------ Object GenericDebris
; *** ART Parameters *** Draw = W3DDebrisDraw ModuleTag_01 ;nothing End
; ***DESIGN parameters *** EditorSorting = SYSTEM
; *** AUDIO Parameters ***
; *** ENGINEERING Parameters *** KindOf = UNATTACKABLE
Behavior = PhysicsBehavior ModuleTag_03 AllowBouncing = Yes KillWhenRestingOnGround = Yes End
Behavior = SlowDeathBehavior ModuleTag_04 SinkDelay = 1000 SinkRate = 1 ; in Dist/Sec DestructionDelay = 2000 End
End
;------------------------------------------------------------------------------ Object GenericBridge ; object for the damage system.
; *** ART Parameters *** Draw = W3DDefaultDraw ModuleTag_01 ;nothing End; The bridge system actually draws it.
; ***DESIGN parameters *** EditorSorting = SYSTEM ; not available in the editor. ArmorSet Conditions = None Armor = NoArmor DamageFX = EmptyDamageFX End
; *** ENGINEERING Parameters *** RadarPriority = NOT_ON_RADAR KindOf = STRUCTURE IMMOBILE BRIDGE Body = ImmortalBody ModuleTag_02 MaxHealth = 1.0 End
Behavior = BridgeBehavior ModuleTag_03 LateralScaffoldSpeed = 100.0 VerticalScaffoldSpeed = 70.0 End ; Note that structures with "RUBBLE" states should not use ; DestroyDie; such buildings are never truly ; destroyed, even when reduced to zero health. Geometry = BOX GeometryMajorRadius = 0.8 GeometryMinorRadius = 0.8 GeometryHeight = 0.8 GeometryIsSmall = No Shadow = NONE ; doesn't actually have a model... End
;PRUNED ; ----------------------------------------------------------------------------- ;Object WaveGuide ; ; ; *** ART Parameters *** ; ; ; *** DESIGN Parameters *** ; EditorSorting = SYSTEM; ; ; ; *** AUDIO Parameters *** ; ; ; *** ENGINEERING Parameters *** ; KindOf = WAVEGUIDE ; Body = ImmortalBody ModuleTag_01 ; MaxHealth = 1.0 ; End ; Behavior = AIUpdateInterface ModuleTag_02 ; End; ; ; LocomotorSet ; Locomotor = WaterWaveLocomotor ; Condition = SET_NORMAL ; Speed = 120 ; End ; ; Behavior = PhysicsBehavior ModuleTag_03 ; End ; Behavior = WaveGuideUpdate ModuleTag_04 ; WaveDelay = 750 ;(in milliseconds)delay till wave starts moving ; YSize = 650.0 ;size in Y ; LinearWaveSpacing = 15.0 ;linear waves get pushed up at these intervals across ; WaveBendMagnitude = 500.0 ;shape of wave (larger # = more flat and 0 = straight line) ; WaterVelocity = 2.7 ;in dist per sec, velocity to "push up" the water ; PreferredHeight = 37.3 ;water level we want to be after the wave ; ShorelineEffectDistance = 5.0 ;this far behind the wave we "hit" the shores ; DamageRadius = 25.0 ;damage things this far from us ; DamageAmount = 99999 ;do this much damage ; ToppleForce = 0.25 ;force strength we topple things with ; RandomSplashSound = WaveRandomSplash ; RandomSplashSoundFrequency = 50 ;every so often a # from 1-100 is chosen, if above this number the sound will play ; BridgeParticleAngleFudge = -95.0 ;angle to offset the bridge particle angle ; LoopingSound = DamBreakWaveLoop ; End ; Geometry = SPHERE ; GeometryMajorRadius = 1.0 ; GeometryIsSmall = Yes ; ;End
;------------------------------------------------------------------------------ ; This object is used when the water wave hits a bridge ... the bridge is ; replaced with this art that has super special animations of the bridge ; getting "swept" downstream with the water ;------------------------------------------------------------------------------ Object WaterWaveBridge
; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = CMFldBrdg_A End AnimationState = NONE Animation = Falling AnimationName = CMFldBrdg_A.CMFldBrdg_A AnimationMode = ONCE End End End ; ***DESIGN parameters *** EditorSorting = SYSTEM ; not available in the editor.
; *** ENGINEERING Parameters *** KindOf = IMMOBILE
Geometry = BOX GeometryMajorRadius = 0.8 GeometryMinorRadius = 0.8 GeometryHeight = 0.8 GeometryIsSmall = Yes Shadow = NONE End
;------------------------------------------------------------------------------ Object CivilianVehicleTrainGuide
; ***DESIGN parameters *** DisplayName = OBJECT:TrainGuide EditorSorting = SYSTEM
; *** AUDIO Parameters ***
; *** ENGINEERING Parameters *** Behavior = DestroyDie ModuleTag_01 ;<NO DATA> End
End
;------------------------------------------------------------------------------ Object FireFieldSmall
; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = NONE ParticleSysBone = None FireFieldSmallFire ParticleSysBone = None FireFieldSmallFlare ParticleSysBone = None FireFieldSmallEmbers End End
; ***DESIGN parameters *** EditorSorting = SYSTEM KindOf = IMMOBILE NO_COLLIDE IGNORE_FOR_VICTORY
; *** ENGINEERING Parameters *** Body = InactiveBody ModuleTag_02 ;nothing End Behavior = FireWeaponUpdate ModuleTag_03 FireWeaponNugget WeaponName = SmallFireFieldWeapon FireDelay = 0 OneShot = No End End
Behavior = DeletionUpdate ModuleTag_04 MinLifetime = 3000 MaxLifetime = 3000 End Geometry = CYLINDER GeometryMajorRadius = 0.8 GeometryMinorRadius = 0.8 GeometryHeight = 0.8 GeometryIsSmall = No End
;------------------------------------------------------------------------------ Object GenericDamageField
; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = NONE End End
; ***DESIGN parameters *** EditorSorting = SYSTEM KindOf = IMMOBILE NO_COLLIDE INERT IGNORE_FOR_VICTORY
; *** ENGINEERING Parameters *** Body = InactiveBody ModuleTag_02 ;nothing End Behavior = FireWeaponUpdate ModuleTag_03 FireWeaponNugget WeaponName = SmallFireFieldWeapon FireDelay = 0 OneShot = No End End
Behavior = DeletionUpdate ModuleTag_04 MinLifetime = 3000 MaxLifetime = 3000 End Geometry = CYLINDER GeometryMajorRadius = 0.8 GeometryMinorRadius = 0.8 GeometryHeight = 0.8 GeometryIsSmall = No End
;------------------------------------------------------------------------------ Object GenericDamageWarning
; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = NONE End End
; ***DESIGN parameters *** EditorSorting = SYSTEM KindOf = IMMOBILE NO_COLLIDE INERT IGNORE_FOR_VICTORY
; *** ENGINEERING Parameters *** Body = InactiveBody ModuleTag_02 ;nothing End Behavior = DelayedLuaEventUpdate ModuleTag_03 End
Behavior = DeletionUpdate ModuleTag_04 MinLifetime = 3000 MaxLifetime = 3000 End Geometry = CYLINDER GeometryMajorRadius = 0.8 GeometryMinorRadius = 0.8 GeometryHeight = 0.8 GeometryIsSmall = No End
; ----------------------------------------------------------------------------- Object ParticleFXTestObject ; Used to be blown up in a test map to fire an FXList ; *** ART Parameters *** ; *** DESIGN Parameters *** EditorSorting = SYSTEM ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE IGNORE_FOR_VICTORY Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = SCMoveHint End End
Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 End
Behavior = FXListDie ModuleTag_03 DeathTypes = ALL ; DeathFX = FX_ParticleTestFX End
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dreaman Habitué(e)
Nombre de messages : 70 Age : 32 Add-On : ROTWK mais pas de mod Date d'inscription : 22/08/2011
| Sujet: Re: Changer les pouvoirs du Palentir Mer 24 Aoû - 14:19 | |
| derniere partie (j'espere): - Spoiler:
Behavior = SlowDeathBehavior ModuleTag_04 DeathTypes = ALL SinkDelay = 0 SinkRate = 0.40 ; in Dist/Sec DestructionDelay = 1800 OCL = INITIAL SUPERWEAPON_PartTheHeavens End Geometry = SPHERE GeometryMajorRadius = 0.8 GeometryIsSmall = Yes End
; ----------------------------------------------------------------------------- Object FXParticleFXTestObject ; Used to be blown up in a test map to fire an FXList ; *** ART Parameters *** ; *** DESIGN Parameters *** EditorSorting = SYSTEM ; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE IGNORE_FOR_VICTORY Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = SCMoveHint End End
Body = ActiveBody ModuleTag_02 MaxHealth = 1.0 End
Behavior = FXListDie ModuleTag_03 DeathTypes = ALL DeathFX = FX_FXParticleTestFX End Geometry = SPHERE GeometryMajorRadius = 0.8 GeometryIsSmall = Yes End
; ----------------------------------------------------------------------------- ;Object RainOfFire ; ; *** ART Parameters *** ; Draw = W3DScriptedModelDraw ModuleTag_02 ; DefaultModelConditionState ; Model = NONE ; WeaponLaunchBone = PRIMARY NONE ; End ; End ; ; ; ***DESIGN parameters *** ; EditorSorting = SYSTEM ; ; WeaponSet ; Conditions = None ; Weapon = PRIMARY CINE_RainOfFireWeapon ; End ; ; ; *** ENGINEERING Parameters *** ; KindOf = NO_COLLIDE NO_HEAL_ICON IGNORES_SELECT_ALL IGNORED_IN_GUI UNATTACKABLE ENVIRONMENT IGNORE_FOR_VICTORY ; ; Behavior = RainOfFireUpdate ModuleTag_01 ; StartRainTime = 1000 ; Amount of time till rain starts ; DarknessFadeTime = 4000 ; Amount of time to get dark ; RainEmitterHeight = 300.0 ; Height of rain drops ; DarknessLevel = .5 ; How dark it will get during rain ; JitterRadius = 276.0 ; Radius of the effect ; DPSMin = 10.0 ; Minimum drops per second ; DPSMax = 15.0 ; Maximum drops per second ; DPSRampupTime = 3000 ; Rampup from zero intensity ; End ; ; Behavior = DestroyEnvironmentUpdate ModuleTag_03 ; StartTime = 60000 ; DestructionTime = 2000 ; End ;End
; ----------------------------------------------------------------------------- Object PartTheHeavens ; *** ART Parameters ***
; ***DESIGN parameters *** EditorSorting = SYSTEM
; *** ENGINEERING Parameters *** KindOf = NO_COLLIDE NO_HEAL_ICON IGNORES_SELECT_ALL IGNORED_IN_GUI UNATTACKABLE IGNORE_FOR_VICTORY
Behavior = DestroyEnvironmentUpdate ModuleTag_01 StartTime = 5000 DestructionTime = 2000 End
Behavior = PartTheHeavensUpdate ModuleTag_02 ;Texture = SCCGuard_USA Texture = SCCommandBar Color = R:255 G:255 B:255 Radius = FCurve Key = T:0 V:0 O:0 Key = T:20 V:100 End Opacity = FCurve Key = T:0 V:0 Key = T:100 V:.50 End Angle = FCurve InPadding = HOLD OutPadding = CYCLE Key = T:0 V:0 Key = T:100 V:360 I:0 O:0 Key = T:200 V:0 I:0 End End
Behavior = DeletionUpdate ModuleTag_03 MinLifetime = 10000 MaxLifetime = 10000 End End
;------------------------------------------------------------------------------ ;Gondor Lightening Ball Object GBLiteBall
; *** ART Parameters ***
Draw = W3DScriptedModelDraw ModuleTag_Draw DefaultModelConditionState Model = GBLiteBall ;Lightning Ball particle elements ------------------ ParticleSysBone = particleBone01 LighteningBallSmoke End End
; *** AUDIO Parameters ***
; ***DESIGN parameters *** DisplayName = OBJECT:Lightning EditorSorting = STRUCTURE
; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE IGNORE_FOR_VICTORY Shadow = SHADOW_VOLUME Body = ActiveBody ModuleTag_03 MaxHealth = 99999.0 End
Geometry = CYLINDER GeometryMajorRadius = 2.4 GeometryMinorRadius = 2.4 GeometryHeight = 4.8 GeometryIsSmall = Yes End
;------------------------------------------------------------------------------ ;Gondor Fire Object Object GBFireObject
; *** ART Parameters *** ; Draw = W3DModelDraw ModuleTag_01 ; DefaultConditionState ; Model = GBFireObject ; ; ;embers and smoke particle elements ; ParticleSysBone = emberBone fireFlare ; ParticleSysBone = emberBone FireSmoke ; ParticleSysBone = emberBone campfireEmbers ; ParticleSysBone = emberBone fireGlow ; End ; End
Draw = W3DScriptedModelDraw ModuleTag_Draw DefaultModelConditionState Model = GBFireObject ;embers and smoke particle elements------- ParticleSysBone = emberBone fireFlare ParticleSysBone = emberBone FireSmoke ParticleSysBone = emberBone campfireEmbers ParticleSysBone = emberBone fireGlow End End
; *** AUDIO Parameters *** SoundAmbient = Campfire1AmbientLoop
; ***DESIGN parameters *** DisplayName = OBJECT:Fire EditorSorting = STRUCTURE
; *** ENGINEERING Parameters *** KindOf = SELECTABLE IMMOBILE IGNORE_FOR_VICTORY Shadow = SHADOW_VOLUME Body = ActiveBody ModuleTag_03 MaxHealth = 99999.0 End
Geometry = CYLINDER GeometryMajorRadius = 2.4 GeometryMinorRadius = 2.4 GeometryHeight = 4.8 GeometryIsSmall = Yes End
;------------------------------------------------------------------------------ Object MapRevealPing
; ***DESIGN parameters *** VisionRange = 240.0 EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT INERT_SHROUD_REVEALER IGNORE_FOR_VICTORY
; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_01 MaxHealth = 1 End
Behavior = DynamicShroudClearingRangeUpdate ModuleTag_02 FinalVision = 0.0 ShrinkDelay = 10000 ShrinkTime = 5000 GrowDelay = 0 GrowTime = 1000 GrowInterval = 10 ; Faster than most ChangeInterval = 80 ; Faster than most GridDecalTemplate Texture = EXGrid Style = SHADOW_ADDITIVE_DECAL OpacityMin = 50% OpacityMax = 100% OpacityThrobTime = 500 Color = R:32 G:64 B:128 A:0 //dim blue, additive End End
Behavior = DeletionUpdate ModuleTag_03 ; Not LifetimeUpdate, since I can't die. This will DestroyObject me. MinLifetime = 13000 ; InitialDelay + TransitionTime for Vision Update MaxLifetime = 13000 End
Behavior = StealthDetectorUpdate ModuleTag_04 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) End End
Object CastleTemplateKeeperForMapINIs
EditorSorting = SYSTEM
Behavior = CastleBehavior ModuleTagCB CastleToUnpackForFaction = Men Camp_MenSW CastleToUnpackForFaction = Men Camp_MenNW CastleToUnpackForFaction = Men Camp_MenSE CastleToUnpackForFaction = Men Camp_MenNE CastleToUnpackForFaction = Men Camp_Men CastleToUnpackForFaction = Elves Camp_ElvesSW CastleToUnpackForFaction = Elves Camp_ElvesNW CastleToUnpackForFaction = Elves Camp_ElvesSE CastleToUnpackForFaction = Elves Camp_ElvesNE CastleToUnpackForFaction = Elves Camp_Elves CastleToUnpackForFaction = Dwarves Camp_DwarvesSW CastleToUnpackForFaction = Dwarves Camp_DwarvesNW CastleToUnpackForFaction = Dwarves Camp_DwarvesSE CastleToUnpackForFaction = Dwarves Camp_DwarvesNE CastleToUnpackForFaction = Dwarves Camp_Dwarves CastleToUnpackForFaction = Mordor Camp_MordorSW CastleToUnpackForFaction = Mordor Camp_MordorNW CastleToUnpackForFaction = Mordor Camp_MordorSE CastleToUnpackForFaction = Mordor Camp_MordorNE CastleToUnpackForFaction = Mordor Camp_Mordor CastleToUnpackForFaction = Mordor Camp_HaradNE ; added to make near harad work JGS CastleToUnpackForFaction = Mordor Camp_HaradNW ; added to make near harad work JGS CastleToUnpackForFaction = Mordor Castle_HaradNE ; added to make near harad work JGS
CastleToUnpackForFaction = Isengard Camp_IsengardSW CastleToUnpackForFaction = Isengard Camp_IsengardNW CastleToUnpackForFaction = Isengard Camp_IsengardSE CastleToUnpackForFaction = Isengard Camp_IsengardNE CastleToUnpackForFaction = Isengard Camp_Isengard
CastleToUnpackForFaction = Wild Camp_WildSW CastleToUnpackForFaction = Wild Camp_WildNW CastleToUnpackForFaction = Wild Camp_WildSE CastleToUnpackForFaction = Wild Camp_WildNE CastleToUnpackForFaction = Wild Camp_Wild FilterValidOwnedEntries = ANY +STRUCTURE +WALK_ON_TOP_OF_WALL +BASE_FOUNDATION +TACTICAL_MARKER ;Anything that does not fit this filter will be given to the neutral player, so the template can have rocks and props. End End
//------------------------------------------------------------------------------ Object SarumanLightning // ***DESIGN parameters *** EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE IGNORE_FOR_VICTORY IGNORE_FOR_EVA_SPEECH_POSITION MOVE_ONLY ;INERT ThreatLevel = 0 // *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_01 MaxHealth = 999999 InitialHealth = 999999 End Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate MinLifetime = 1000 MaxLifetime = 1000 End End
//------------------------------------------------------------------------------ Object PalantirVisionBase // ***DESIGN parameters *** EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE IGNORE_FOR_VICTORY IGNORE_FOR_EVA_SPEECH_POSITION MOVE_ONLY ;INERT ThreatLevel = 0 // *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_01 MaxHealth = 999999 InitialHealth = 999999 End Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate MinLifetime = 120000 MaxLifetime = 120000 End // Detects other stealth units Behavior = StealthDetectorUpdate StealthDetectorUpdateModuleTag DetectionRate = 500 // how often to rescan for stealthed things in my sight (msec) End End //------------------------------------------------------------------------------ ChildObject PalantirVisionPing PalantirVisionBase VisionRange = 300.0
// Gives ally trrops bonus Behavior = AttributeModifierAuraUpdate ModuleTag_TroopBonus StartsActive = Yes //If no, requires upgrade to turn on. BonusName = PalantirVision RefreshDelay = 1000 Range = 200 ObjectFilter = ANY +ORC +URUK +CAVALRY -STRUCTURE -BASE_FOUNDATION -HERO End End
;------------------------------------------------------------------------------ ChildObject FarSeeingPing PalantirVisionBase VisionRange = 250 End
//------------------------------------------------------------------------------ Object IvoryTowerVisionBase // ***DESIGN parameters *** EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE IGNORE_FOR_VICTORY IGNORE_FOR_EVA_SPEECH_POSITION MOVE_ONLY ;INERT ThreatLevel = 0 // *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_01 MaxHealth = 999999 InitialHealth = 999999 End Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate MinLifetime = MEN_FORTRESS_IVORY_TOWER_VISION_TIME MaxLifetime = MEN_FORTRESS_IVORY_TOWER_VISION_TIME End // Detects other stealth units Behavior = StealthDetectorUpdate StealthDetectorUpdateModuleTag DetectionRate = 500 // how often to rescan for stealthed things in my sight (msec) End End
//------------------------------------------------------------------------------ ChildObject IvoryTowerVisionPing IvoryTowerVisionBase VisionRange = MEN_FORTRESS_IVORY_TOWER_VISION_RANGE
// Gives ally troops bonus Behavior = AttributeModifierAuraUpdate ModuleTag_TroopBonus StartsActive = Yes //If no, requires upgrade to turn on. BonusName = PalantirVision RefreshDelay = 1000 Range = 200 ObjectFilter = ANY +ORC +URUK +CAVALRY -STRUCTURE -BASE_FOUNDATION -HERO End End
;------------------------------------------------------------------------------ Object EnshroudingMistPing
EvaEnemyObjectSightedEvent = None ; Not a real unit
; ***DESIGN parameters *** VisionRange = 0.0 EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE IGNORE_FOR_VICTORY IGNORE_FOR_EVA_SPEECH_POSITION MOVE_ONLY ThreatLevel = 0 ; *** ENGINEERING Parameters *** Body = ActiveBody ModuleTag_01 MaxHealth = 999999 InitialHealth = 999999 End
Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate MinLifetime = 60000 ; 60 seconds MaxLifetime = 60000 End
Behavior = InvisibilityUpdate ModuleTag_BroadcastCamouflage InvisibilityNugget InvisibilityType = CAMOUFLAGE DetectionRange = ELVEN_MIST_CAMOUFLAGE_DETECTION_RANGE End UpdatePeriod = 1000 Broadcast = Yes BroadcastRange = ENSHROUDING_MIST_EFFECT_RADIUS BroadcastObjectFilter = ELVEN_MIST_OBJECT_FILTER StartsActive = Yes End Behavior = AttributeModifierAuraUpdate ModuleTag_DreadVisage StartsActive = Yes BonusName = GenericDebuff RefreshDelay = 2000 Range = 200 TargetEnemy = Yes AntiCategory = LEADERSHIP BUFF ; This means cancel all previous leadership bonuses ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER End End
;------------------------------------------------------------------------------ ; 'Ping' for heal spell. Acts like an invisible banner carrier or well to ; replenish exactly one unit for each hurt horde in the area of effect Object HealSpellHordeReplenishPing
EvaEnemyObjectSightedEvent = None ; Not a real unit ; ***DESIGN parameters *** EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE IGNORE_FOR_VICTORY IGNORE_FOR_EVA_SPEECH_POSITION ;INERT
; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_01 MaxHealth = 10000 InitialHealth = 10000 End Behavior = DeletionUpdate ModuleTag_DeletionUpdate ; Not LifetimeUpdate because I can't die MinLifetime = 1000 ; Last 1 second, just long enough to replenish once MaxLifetime = 1000 End Behavior = BannerCarrierUpdate BannerCarrierUpdateModuleTag IdleSpawnRate = 2000 ; spawn a new member every n seconds when idle (in miliseconds). Greater than lifetime UnitSpawnFX = FX_BannerCarrierSpawnUnit ; name of particle FX to use when the BannerCarrier spawns a new unit
; This object acts like a banner carrier except it spawns unit on nearby hordes instead of itself. ReplenishNearbyHorde = Yes ReplenishAllNearbyHordes = Yes ; Except it replenishes 1 for each horde, not 1 total ScanHordeDistance = SPELL_HEAL_RADIUS_HORDE_SCAN End End
;------------------------------------------------------------------------------ Object SuperweaponPing
; ***DESIGN parameters *** ShroudClearingRange = 150.0 EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT INERT_SHROUD_REVEALER
; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_01 MaxHealth = 1 InitialHealth = 1 End
Behavior = DeletionUpdate ModuleTag_02 ; Not LifetimeUpdate, since I can't die. This will DestroyObject me. MinLifetime = 10000 ; InitialDelay + TransitionTime for Vision Update MaxLifetime = 10000 End ; The deletion time and vision range are determined by the "ViewObject" settings in the special powers.
Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 1.0 GeometryHeight = 3.0 GeometryIsSmall = No Shadow = NONE ; doesn't actually have a model... End
;---------Pointer------------ Object InGameMarker Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = EXMarker ParticleSysBone NONE Pointer Shadow = SHADOW_ADDITIVE_DECAL_DYNAMIC ShadowSizeX = 135; ShadowSizeY = 135; ShadowTexture = EXSpotLight; ShadowOpacityStart = 0 ShadowOpacityFadeInTime = 1000 ShadowOpacityPeak = 255 ShadowOpacityFadeOutTime = 1000 ShadowOpacityEnd = 0 ShadowOverrideLODVisibility = yes End End ; *** AUDIO parameters *** EvaEnemyObjectSightedEvent = None ; Not a real unit
; ***DESIGN parameters *** EditorSorting = SYSTEM Side = Civilian KindOf = NO_COLLIDE AIRCRAFT UNATTACKABLE MOVE_ONLY CLICK_THROUGH IGNORE_FOR_VICTORY IGNORE_FOR_EVA_SPEECH_POSITION ThreatLevel = 0.0 CommandPoints = 0 ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE VisionRange = 200.0 Body = ActiveBody ModuleTag_02 MaxHealth = 200000 MaxHealthDamaged = 100000 RecoveryTime = 5000 End Behavior = AIUpdateInterface ModuleTag_AIUpdateInterface End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior End LocomotorSet Locomotor = EyeLocomotor Condition = SET_NORMAL Speed = 200 End Geometry = CYLINDER GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = Yes
ShadowOpacityStart = 0 ShadowOpacityFadeInTime = 1000 ShadowOpacityPeak = 255 ShadowOpacityFadeOutTime = 1000 ShadowOpacityEnd = 0 End
;------------------------------------------------------------------------------ ;---------Pointer------------ Object InGameMarker2 Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = EXThroneShaft ParticleSysBone NONE Pointer Shadow = SHADOW_ADDITIVE_DECAL_DYNAMIC ShadowSizeX = 135; ShadowSizeY = 135; ShadowTexture = EXSpotLight; ShadowOpacityStart = 0 ShadowOpacityFadeInTime = 1000 ShadowOpacityPeak = 255 ShadowOpacityFadeOutTime = 1000 ShadowOpacityEnd = 0 ShadowOverrideLODVisibility = yes End End ; *** AUDIO parameters *** EvaEnemyObjectSightedEvent = None ; Not a real unit
; ***DESIGN parameters *** EditorSorting = SYSTEM Side = Civilian KindOf = NO_COLLIDE AIRCRAFT UNATTACKABLE MOVE_ONLY CLICK_THROUGH IGNORE_FOR_VICTORY IGNORE_FOR_EVA_SPEECH_POSITION ThreatLevel = 0.0 CommandPoints = 0 ShockwaveResistance = SHOCKWAVE_RESISTANCE_IMMUNE VisionRange = 200.0 Body = ActiveBody ModuleTag_02 MaxHealth = 200000 MaxHealthDamaged = 100000 RecoveryTime = 5000 End Behavior = AIUpdateInterface ModuleTag_AIUpdateInterface End
Behavior = PhysicsBehavior ModuleTag_PhysicsBehavior End LocomotorSet Locomotor = EyeLocomotor Condition = SET_NORMAL Speed = 200 End Geometry = CYLINDER GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 1.0 GeometryIsSmall = Yes
ShadowOpacityStart = 0 ShadowOpacityFadeInTime = 1000 ShadowOpacityPeak = 255 ShadowOpacityFadeOutTime = 1000 ShadowOpacityEnd = 0 End
;------------------------------------------------------------------------------ Object SpellBookEarthquakePiece Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState Model = Earthquake02 End
IdleAnimationState Animation AnimationName = Earthquake02.Earthquake02 AnimationMode = ONCE End End End
EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT
;--- AUDIO Parameters ---
;SoundAmbient = SpellEarthquakeEarthHits ;-------------------
Behavior = DeletionUpdate ModuleTag_03 ; Not LifetimeUpdate, since I can't die. This will DestroyObject me. MinLifetime = 10000 MaxLifetime = 10000 End End
;------------------------------------------------------------------------------ Object SpellBookEarthquake
Draw = W3DScriptedModelDraw ModuleTag_01
DefaultModelConditionState ; Comment this out for new style. Model = None End
; DefaultModelConditionState ; and this in... ; Model = EarthQuake01 ; End ; IdleAnimationState ; Animation = SPAWN ; AnimationName = EarthQuake01.EarthQuake01 ; AnimationMode = ONCE ; End ; End
; DefaultModelConditionState ; Model = EXEarthQuake ; End ; IdleAnimationState ; Animation = SPAWN ; AnimationName = EXEarthQuake.EXEarthQuake ; AnimationMode = ONCE ; End ; End
End
EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT ForceLuaRegistration = Yes ; I have no AI, but I want to send a fear message so please register me. ;--- AUDIO Parameters --- SoundAmbient = SpellEarthquakeRumbleLoop ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_02 MaxHealth = 1 InitialHealth = 1 End
Behavior = DeletionUpdate ModuleTag_03 ; Not LifetimeUpdate, since I can't die. This will DestroyObject me. MinLifetime = 10000 MaxLifetime = 10000 End Behavior = FireWeaponUpdate ModuleTag_DamageHandler FireWeaponNugget WeaponName = EarthquakePhaseInitialWeapon FireDelay = 0 OneShot = Yes ; Alternative is to fire as often as the reload time of this weapon allows End FireWeaponNugget WeaponName = EarthquakePhaseOneWeapon FireDelay = 800 OneShot = Yes End FireWeaponNugget WeaponName = EarthquakePhaseTwoWeapon FireDelay = 1200 OneShot = Yes End FireWeaponNugget WeaponName = EarthquakePhaseThreeWeapon FireDelay = 1800 OneShot = Yes End FireWeaponNugget WeaponName = EarthquakePhaseFinalWeapon FireDelay = 3400 OneShot = Yes End End
Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 1.0 GeometryHeight = 3.0 GeometryIsSmall = No Shadow = NONE ; doesn't actually have a model... End
;------------------------------------------------------------------------------ Object SpellBookFlood
Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = None End End EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT ForceLuaRegistration = Yes ; I have no AI, but I want to send a fear message so please register me.
; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_02 MaxHealth = 1 InitialHealth = 1 End
Behavior = DeletionUpdate ModuleTag_03 ; Not LifetimeUpdate, since I can't die. This will DestroyObject me. MinLifetime = 10000 MaxLifetime = 10000 End Behavior = FloodUpdate ModuleTag_FloodCentral AngleOfFlow = 25 ; In degrees, with 0 as screen right DirectionIsRelative = No ; If it is relative, it adds the facing of the flood object. FloodMember MemberTemplateName = FloodHorse ControlPointOffsetOne = X:-200 Y:0 Z:0 ControlPointOffsetTwo = X:-100 Y:150 Z:0 ControlPointOffsetThree = X:100 Y:150 Z:0 ControlPointOffsetFour = X:200 Y:0 Z:0 MemberSpeed = 20 End FloodMember MemberTemplateName = FloodHorse ControlPointOffsetOne = X:-200 Y:0 Z:0 ControlPointOffsetTwo = X:-100 Y:100 Z:0 ControlPointOffsetThree = X:100 Y:100 Z:0 ControlPointOffsetFour = X:200 Y:0 Z:0 MemberSpeed = 21 End FloodMember MemberTemplateName = FloodHorse ControlPointOffsetOne = X:-200 Y:0 Z:0 ControlPointOffsetTwo = X:-100 Y:50 Z:0 ControlPointOffsetThree = X:100 Y:50 Z:0 ControlPointOffsetFour = X:200 Y:0 Z:0 MemberSpeed = 20 End FloodMember MemberTemplateName = FloodHorse ControlPointOffsetOne = X:-200 Y:0 Z:0 ControlPointOffsetTwo = X:-100 Y:0 Z:0 ControlPointOffsetThree = X:100 Y:0 Z:0 ControlPointOffsetFour = X:200 Y:0 Z:0 MemberSpeed = 22 End FloodMember MemberTemplateName = FloodHorse ControlPointOffsetOne = X:-200 Y:0 Z:0 ControlPointOffsetTwo = X:-100 Y:-50 Z:0 ControlPointOffsetThree = X:100 Y:-50 Z:0 ControlPointOffsetFour = X:200 Y:0 Z:0 MemberSpeed = 20 End FloodMember MemberTemplateName = FloodHorse ControlPointOffsetOne = X:-200 Y:0 Z:0 ControlPointOffsetTwo = X:-100 Y:-100 Z:0 ControlPointOffsetThree = X:100 Y:-100 Z:0 ControlPointOffsetFour = X:200 Y:0 Z:0 MemberSpeed = 21 End FloodMember MemberTemplateName = FloodHorse ControlPointOffsetOne = X:-200 Y:0 Z:0 ControlPointOffsetTwo = X:-100 Y:-150 Z:0 ControlPointOffsetThree = X:100 Y:-150 Z:0 ControlPointOffsetFour = X:210 Y:0 Z:-60 MemberSpeed = 20 End End Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 1.0 GeometryHeight = 3.0 GeometryIsSmall = No Shadow = NONE End
;------------------------------------------------------------------------------ Object FloodHorse
Draw = W3DScriptedModelDraw ModuleTag_01 StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD DefaultModelConditionState Model = FloodHorse_SKN ParticleSysBone = Bone05 WaterHorseTrail FollowBone:Yes ParticleSysBone = Bone05 WaterHorseTrail2 FollowBone:Yes ParticleSysBone = Bone05 WaterHorseTrail3 FollowBone:Yes End IdleAnimationState StateName = STATE_Idle Animation = IDLE AnimationName = FloodHorse_SKL.FloodHorse_RUNA AnimationMode = LOOP End Flags = RANDOMSTART End AnimationState = MOVING Animation = RUNA AnimationName = FloodHorse_SKL.FloodHorse_RUNA AnimationMode = LOOP End Flags = RANDOMSTART End End
EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT
; *** ENGINEERING Parameters *** Body = HighlanderBody ModuleTag_02 MaxHealth = 1 InitialHealth = 1 End Behavior = FireWeaponUpdate ModuleTag_WeaponFiring FireWeaponNugget WeaponName = FloodHorseRadiusWeapon Offset = X:-25 Y:0 Z:0 FireDelay = 0 OneShot = No End End Behavior = SlowDeathBehavior ModuleTag_FadeOut DeathTypes = ALL DestructionDelay = 0 End Geometry = CYLINDER GeometryMajorRadius = 17.6 GeometryHeight = 32.0 GeometryIsSmall = No End
//------------------------------------------------------------------------------ ChildObject FloodGateHorse FloodHorse Behavior = FireWeaponUpdate ModuleTag_WeaponFiring FireWeaponNugget WeaponName = FloodGateHorseRadiusWeapon Offset = X:-25 Y:0 Z:0 FireDelay = 0 OneShot = No End End End
;------------------------------------------------------------------------------ Object SpellBookRainOfFire02
Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = EXMeteor02 ParticleSysBone Meteor RainTrail FollowBone:Yes ParticleSysBone Meteor01 MRainTrail2 FollowBone:Yes ParticleSysBone Meteor02 RainTrail2 FollowBone:Yes ParticleSysBone Meteor03 RainTrail2 FollowBone:Yes ParticleSysBone Meteor04 RainTrail2 FollowBone:Yes ParticleSysBone Meteor05 RainTrail2 FollowBone:Yes ParticleSysBone Meteor06 RainTrail2 FollowBone:Yes ParticleSysBone Meteor07 RainTrail2 FollowBone:Yes
ParticleSysBone Meteor01 RainHit FollowBone:Yes ParticleSysBone Meteor02 RainHit FollowBone:Yes ParticleSysBone Meteor04 RainHit2 FollowBone:Yes End IdleAnimationState Animation = SPAWN AnimationName = EXMeteor02.EXMeteor02 AnimationMode = ONCE End End End EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT ForceLuaRegistration = Yes ; I have no AI, but I want to send a fear message so please register me. ; *** AUDIO Parameters *** ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 1800 AnimationSound = Sound:SpellRainOfFireProjectileFlyBy Animation:EXMeteor.EXMeteor Frames: 20 49 55 61 AnimationSound = Sound:ImpactRainOfFire Animation:EXMeteor.EXMeteor Frames: 52 75 79 89 ;AnimationSound = Sound:SpellRainOfFirePlume Animation:EXMeteor.EXMeteor Frames: 85 End ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_02 MaxHealth = 1 InitialHealth = 1 End
Behavior = DeletionUpdate ModuleTag_03 ; Not LifetimeUpdate, since I can't die. This will DestroyObject me. MinLifetime = 10000 MaxLifetime = 10000 End Behavior = FireWeaponUpdate ModuleTag_DamageHandler FireWeaponNugget WeaponName = RainOfFirePhaseInitialWeapon02 FireDelay = 0 OneShot = Yes ; Alternative is to fire as often as the reload time of this weapon allows End FireWeaponNugget WeaponName = RainOfFirePhaseOneWeapon02 FireDelay = 2500 OneShot = Yes End End
Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 1.0 GeometryHeight = 3.0 GeometryIsSmall = No Shadow = NONE ; doesn't actually have a model... End
;------------------------------------------------------------------------------ Object SpellBookRainOfFire
Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = EXMeteor ParticleSysBone Meteor MeteorTrail FollowBone:Yes ParticleSysBone Meteor01 MeteorTrail2 FollowBone:Yes ParticleSysBone Meteor02 MeteorTrail2 FollowBone:Yes ParticleSysBone Meteor03 MeteorTrail2 FollowBone:Yes ParticleSysBone Meteor04 MeteorTrail2 FollowBone:Yes ParticleSysBone Meteor05 MeteorTrail2 FollowBone:Yes ParticleSysBone Meteor06 MeteorTrail2 FollowBone:Yes ParticleSysBone Meteor07 MeteorTrail2 FollowBone:Yes
ParticleSysBone Meteor01 MeteorHit FollowBone:Yes ParticleSysBone Meteor02 MeteorHit FollowBone:Yes ParticleSysBone Meteor04 MeteorHit2 FollowBone:Yes End IdleAnimationState Animation = SPAWN AnimationName = EXMeteor.EXMeteor AnimationMode = ONCE End End End EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT ForceLuaRegistration = Yes ; I have no AI, but I want to send a fear message so please register me. ; *** AUDIO Parameters *** ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 1800 AnimationSound = Sound:SpellRainOfFireProjectileFlyBy Animation:EXMeteor.EXMeteor Frames: 20 49 55 61 AnimationSound = Sound:ImpactRainOfFire Animation:EXMeteor.EXMeteor Frames: 52 75 79 89 ;AnimationSound = Sound:SpellRainOfFirePlume Animation:EXMeteor.EXMeteor Frames: 85 End ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_02 MaxHealth = 1 InitialHealth = 1 End
Behavior = DeletionUpdate ModuleTag_03 ; Not LifetimeUpdate, since I can't die. This will DestroyObject me. MinLifetime = 10000 MaxLifetime = 10000 End Behavior = FireWeaponUpdate ModuleTag_DamageHandler FireWeaponNugget WeaponName = RainOfFirePhaseInitialWeapon FireDelay = 0 OneShot = Yes ; Alternative is to fire as often as the reload time of this weapon allows End FireWeaponNugget WeaponName = RainOfFirePhaseOneWeapon FireDelay = 2500 OneShot = Yes End End
Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 1.0 GeometryHeight = 3.0 GeometryIsSmall = No Shadow = NONE ; doesn't actually have a model... End
;---------------------------------------------------------------------------- Object SpellBookBombardSeed Draw = W3DScriptedModelDraw ModuleTag_Draw DefaultModelConditionState Model = None End End KindOf = IMMOBILE UNATTACKABLE TAINTEFFECT Body = ActiveBody ModuleTag_MakesKillWork MaxHealth = 1 End Behavior = LifetimeUpdate ModuleTag_Lifetime MinLifetime = 0 MaxLifetime = 6000 End Behavior = SlowDeathBehavior ModuleTag_SpawnRealTree ; FX = FINAL FX_BalrogSummoningFinish OCL = FINAL OCL_SpellBookBombardProjectile End End
;------------------------------------------------------------------------------ Object SpellBookBombardProjectile
Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = DE_Barrage ParticleSysBone Dummy BarrageProjectileFire FollowBone:Yes ParticleSysBone Dummy BarrageProjectileSmoke FollowBone:Yes ParticleSysBone Dummy BarrageProjectileEmbers FollowBone:Yes End IdleAnimationState Animation = SPAWN AnimationName = DE_Barrage.DE_Barrage AnimationMode = ONCE End End End EditorSorting = SYSTEM KindOf = IMMOBILE UNATTACKABLE INERT NO_COLLIDE INERT_SHROUD_REVEALER ForceLuaRegistration = Yes ; I have no AI, but I want to send a fear message so please register me. ShroudClearingRange = 100 Body = ActiveBody ModuleTag_04 MaxHealth = 99999.0 End
Behavior = LifetimeUpdate ModuleTag_02 MinLifetime = 1000 ; min lifetime in msec MaxLifetime = 1000 ; max lifetime in msec End
Behavior = SlowDeathBehavior ModuleTag_03 DeathTypes = ALL FX = FINAL FX_BombardExplosion End Behavior = FireWeaponUpdate ModuleTag_DamageHandler FireWeaponNugget WeaponName = BombardPhaseInitialWeapon FireDelay = 0 OneShot = Yes ; Alternative is to fire as often as the reload time of this weapon allows End FireWeaponNugget WeaponName = BombardProjectileWeapon FireDelay = 600 OneShot = Yes End End
Geometry = BOX GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 300.0 GeometryIsSmall = No Shadow = NONE End
;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ Object SpellBookBombardProjectileMith
Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = DE_Barrage ParticleSysBone Dummy BarrageProjectileFireMith FollowBone:Yes ParticleSysBone Dummy BarrageProjectileSmokeMith FollowBone:Yes ParticleSysBone Dummy BarrageProjectileEmbersMith FollowBone:Yes End IdleAnimationState Animation = SPAWN AnimationName = DE_Barrage.DE_Barrage AnimationMode = ONCE End End End EditorSorting = SYSTEM KindOf = IMMOBILE UNATTACKABLE INERT NO_COLLIDE INERT_SHROUD_REVEALER ForceLuaRegistration = Yes ; I have no AI, but I want to send a fear message so please register me. ShroudClearingRange = 100 Body = ActiveBody ModuleTag_04 MaxHealth = 99999.0 End
Behavior = LifetimeUpdate ModuleTag_02 MinLifetime = 1000 ; min lifetime in msec MaxLifetime = 1000 ; max lifetime in msec End
Behavior = SlowDeathBehavior ModuleTag_03 DeathTypes = ALL FX = FINAL FX_BombardExplosionMith End Behavior = FireWeaponUpdate ModuleTag_DamageHandler FireWeaponNugget WeaponName = BombardPhaseInitialWeapon FireDelay = 0 OneShot = Yes ; Alternative is to fire as often as the reload time of this weapon allows End FireWeaponNugget WeaponName = BombardProjectileWeapon FireDelay = 600 OneShot = Yes End End
Geometry = BOX GeometryMajorRadius = 1.0 GeometryMinorRadius = 1.0 GeometryHeight = 300.0 GeometryIsSmall = No Shadow = NONE End
;------------------------------------------------------------------------------
Object TheFiresOfDoom
Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = EXMeteor ParticleSysBone Meteor MeteorTrail FollowBone:Yes ParticleSysBone Meteor01 MeteorTrail2 FollowBone:Yes ParticleSysBone Meteor02 MeteorTrail2 FollowBone:Yes ParticleSysBone Meteor03 MeteorTrail2 FollowBone:Yes ParticleSysBone Meteor04 MeteorTrail2 FollowBone:Yes ParticleSysBone Meteor05 MeteorTrail2 FollowBone:Yes ParticleSysBone Meteor06 MeteorTrail2 FollowBone:Yes ParticleSysBone Meteor07 MeteorTrail2 FollowBone:Yes
ParticleSysBone Meteor01 MeteorHit FollowBone:Yes ParticleSysBone Meteor02 MeteorHit FollowBone:Yes ParticleSysBone Meteor04 MeteorHit2 FollowBone:Yes End IdleAnimationState Animation = SPAWN AnimationName = EXMeteor.EXMeteor AnimationMode = ONCE End End End EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT ForceLuaRegistration = Yes ; I have no AI, but I want to send a fear message so please register me. ;--- AUDIO Parameters ---
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 1800 AnimationSound = Sound:SpellRainOfFireProjectileFlyBy Animation:EXMeteor.EXMeteor Frames: 20 49 55 61 AnimationSound = Sound:ImpactRainOfFire Animation:EXMeteor.EXMeteor Frames: 52 75 79 89 ;AnimationSound = Sound:SpellRainOfFirePlume Animation:EXMeteor.EXMeteor Frames: 85 End
; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_02 MaxHealth = 1 InitialHealth = 1 End
Behavior = DeletionUpdate ModuleTag_03 ; Not LifetimeUpdate, since I can't die. This will DestroyObject me. MinLifetime = 10000 MaxLifetime = 10000 End Behavior = FireWeaponUpdate ModuleTag_DamageHandler FireWeaponNugget WeaponName = RainOfFirePhaseInitialWeapon FireDelay = 0 OneShot = Yes ; Alternative is to fire as often as the reload time of this weapon allows End FireWeaponNugget WeaponName = RainOfFirePhaseOneWeapon FireDelay = 2500 OneShot = Yes End End
Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 1.0 GeometryHeight = 3.0 GeometryIsSmall = No Shadow = SHADOW_ADDITIVE_DECAL_DYNAMIC ShadowSizeX = 400 ShadowSizeY = 400 ShadowTexture = EXLnzFlar1
ShadowOpacityStart = 0 ShadowOpacityFadeInTime = 1000 ShadowOpacityPeak = 255 ShadowOpacityFadeOutTime = 1000 ShadowOpacityEnd = 0 End
;//------------------------------------------------------------------------------ Object SunflareSunbeam ;// *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw DefaultModelConditionState Model = NONE ParticleSysBone = None SunRays ParticleSysBone = None SunFlareGlow ParticleSysBone = None SunFlareProxy End End
;// *** AUDIO Parameters ***
;// ***DESIGN parameters *** EditorSorting = SYSTEM ArmorSet Armor = NoArmor End VisionRange = 0.0
;// *** ENGINEERING Parameters *** KindOf = IMMOBILE UNATTACKABLE INERT SCARY
Body = ActiveBody ModuleTag_01 MaxHealth = 99999.0 End
;// the following two modules control death fade -- uses alpha for now Behavior = LifetimeUpdate ModuleTag_02 MinLifetime = SPELL_SUNFLARE_DURATION ;// min lifetime in msec MaxLifetime = SPELL_SUNFLARE_DURATION ;// max lifetime in msec End
Behavior = FireWeaponUpdate ModuleTag_DamageHandler FireWeaponNugget WeaponName = SunflareWeapon FireDelay = 0 OneShot = Yes ;// Alternative is to fire as often as the reload time of this weapon allows End End
Behavior = AIUpdateInterface ModuleTag_03 AILuaEventsList = SunbeamFunctions End
Geometry = CYLINDER GeometryMajorRadius = 50.0 GeometryMinorRadius = 50.0 GeometryHeight = 100.0 GeometryIsSmall = No End
;//------------------------------------------------------------------------------ Object FearRadiator ;// *** AUDIO Parameters ***
;// ***DESIGN parameters *** EditorSorting = SYSTEM ArmorSet Armor = NoArmor End VisionRange = 0.0
;// *** ENGINEERING Parameters *** KindOf = IMMOBILE UNATTACKABLE
Body = ActiveBody ModuleTag_TheActiveBody MaxHealth = 99999.0 End
Behavior = RadiateFearUpdate ModuleTag_GoldenArrowDaylightUpdate EmotionPulseRadius = 300 EmotionPulseInterval = 1000 GenerateUncontrollableFear = Yes InitiallyActive = Yes VictimFilter = ANY +MordorFighter +MordorBannerOrc +WildBannerGoblin +WildBannerMarauder +WildBannerSpiderling +GoblinFighter +GoblinArcher +WildSpiderling +GoblinSpiderRider +WildShelob +MordorGoblinSwordsman +MordorGoblinSwordsman_Slaved +MordorGoblinArcher +MordorGoblinArcher_Slaved +BarrowWight +MordorArcher +WildMarauder ENEMIES End End
;------------------------------------------------------------------------------ ChildObject HaldirGoldenArrowDaylight FearRadiator Draw = W3DScriptedModelDraw ModuleTag_Draw DefaultModelConditionState Model = None ParticleSysBone = None CloudBreakRays End End Behavior = LifetimeUpdate ModuleTag_01 MinLifetime = SPELL_HALDIR_GOLDENARROW_DAYLIGHT_DURATION_MS MaxLifetime = SPELL_HALDIR_GOLDENARROW_DAYLIGHT_DURATION_MS End End
;------------------------------------------------------------------------------ ChildObject GlorfindelStarlightObject FearRadiator
; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_Draw DefaultModelConditionState Model = None ParticleSysBone = None CloudBreakRays End ; IdleAnimationState ; EnteringStateFX = FX_CloudBreakRays ; End ; this is how you control birth fade ; BirthFadeTime = 1000 ; msec ; BirthFadeAdditive = Yes End
Behavior = LifetimeUpdate ModuleTag_01 MinLifetime = SPELL_GLORFINDEL_STARLIGHT_DURATION_MS MaxLifetime = SPELL_GLORFINDEL_STARLIGHT_DURATION_MS End Behavior = AutoHealBehavior ModuleTag_HealUpdate StartsActive = Yes HealingAmount = 5.0 HealingDelay = 30 Radius = GLORFINDEL_STARLIGHT_RADIUS ; no buff effect, GenericBuff below will supply End Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership StartsActive = Yes BonusName = GenericBuff RefreshDelay = 2000 Range = GLORFINDEL_STARLIGHT_RADIUS ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER End End
;------------------------------------------------------------------------------ Object MenLongShotObject
Draw = W3DScriptedModelDraw ModuleTag_01 // StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD DefaultModelConditionState Model = EXArrowVolleyL ParticleSysBone Flame ArrowVolleyTrail FollowBone:Yes ParticleSysBone Flame ArrowVolleyTrail2 FollowBone:Yes ParticleSysBone Flame ArrowVolleyFire FollowBone:Yes ParticleSysBone None ArrowStormDust ParticleSysBone None ArrowStormEmbers ParticleSysBone None ArrowStormShock End IdleAnimationState Animation = SPAWN AnimationName = EXArrowVolleyL.EXArrowVolleyL AnimationMode = ONCE End End End EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT ForceLuaRegistration = Yes ; I have no AI, but I want to send a fear message so please register me. ; --- AUDIO Parameters ---
; VoiceCreated = IthilienRangerLongShotMS ;this didn't work ; VoiceFullyCreated = IthilienRangerLongShotMS ;this didn't work
SoundAmbient = LongshotRangerCall ;IthilienRangerLongShotMS ;this works but add delay in audio event
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:LongshotFireArrowWarningShot Animation:EXArrowVolleyL.EXArrowVolleyL Frames:34 AnimationSound = Sound:LongshotBowRelease Animation:EXArrowVolleyL.EXArrowVolleyL Frames:100 AnimationSound = Sound:LongshotArrowBys Animation:EXArrowVolleyL.EXArrowVolleyL Frames:90 ;AnimationSound = Sound:LongshotFlyOver Animation:EXArrowVolleyL.EXArrowVolleyL Frames:91 AnimationSound = Sound:LongshotArrowImpacts Animation:EXArrowVolleyL.EXArrowVolleyL Frames:137 End
; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_02 MaxHealth = 1 InitialHealth = 1 End
Behavior = DeletionUpdate ModuleTag_03 ; Not LifetimeUpdate, since I can't die. This will DestroyObject me. MinLifetime = 10000 MaxLifetime = 10000 End Behavior = FireWeaponUpdate ModuleTag_DamageHandler FireWeaponNugget WeaponName = ArrowVolleyPhaseInitialWeapon FireDelay = 0 OneShot = Yes End FireWeaponNugget WeaponName = MenLongShotWeaponReal FireDelay = 4700 OneShot = Yes End End
Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 1.0 GeometryHeight = 3.0 GeometryIsSmall = No Shadow = NONE ; doesn't actually have a model... End
;------------------------------------------------------------------------------ Object SpellBookArrowVolley
Draw = W3DScriptedModelDraw ModuleTag_01 // StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD DefaultModelConditionState Model = EXArrowVolleyL ParticleSysBone Flame ArrowVolleyTrail FollowBone:Yes ParticleSysBone Flame ArrowVolleyTrail2 FollowBone:Yes ParticleSysBone Flame ArrowVolleyFire FollowBone:Yes ParticleSysBone None ArrowStormDust ParticleSysBone None ArrowStormEmbers ParticleSysBone None ArrowStormShock End IdleAnimationState Animation = SPAWN AnimationName = EXArrowVolleyL.EXArrowVolleyL AnimationMode = ONCE End End End EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT ForceLuaRegistration = Yes ; I have no AI, but I want to send a fear message so please register me. ; --- AUDIO Parameters ---
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound:SpellArrowVolleyFireArrowWarningShot Animation:EXArrowVolleyL.EXArrowVolleyL Frames:34 AnimationSound = Sound:SpellArrowVolleyBowRelease Animation:EXArrowVolleyL.EXArrowVolleyL Frames:100 AnimationSound = Sound:SpellArrowVolleyArrowBys Animation:EXArrowVolleyL.EXArrowVolleyL Frames:90 AnimationSound = Sound:SpellArrowVolleyFlyOver Animation:EXArrowVolleyL.EXArrowVolleyL Frames:91 AnimationSound = Sound:SpellArrowVolleyArrowImpacts Animation:EXArrowVolleyL.EXArrowVolleyL Frames:137 End
; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_02 MaxHealth = 1 InitialHealth = 1 End
Behavior = DeletionUpdate ModuleTag_03 ; Not LifetimeUpdate, since I can't die. This will DestroyObject me. MinLifetime = 10000 MaxLifetime = 10000 End Behavior = FireWeaponUpdate ModuleTag_DamageHandler FireWeaponNugget WeaponName = ArrowVolleyPhaseInitialWeapon FireDelay = 0 OneShot = Yes ; Alternative is to fire as often as the reload time of this weapon allows End FireWeaponNugget WeaponName = ArrowVolleyOneWeapon FireDelay = 4700 OneShot = Yes End End
Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 1.0 GeometryHeight = 3.0 GeometryIsSmall = No Shadow = NONE ; doesn't actually have a model... End
;------------------------------------------------------------------------------ Object ShellMapMD ; *** DESIGN parameters *** EditorSorting = SYSTEM Side = Civilian KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT INERT_SHROUD_REVEALER CAN_CAST_REFLECTIONS
; *** ART Parameters *** Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = Shell02_01 End IdleAnimationState Animation = IDLE AnimationName = Shell02_01.Shell02_01 AnimationMode = LOOP End End End End
;------------------------------------------------------------------------------ Object ColorTableTestOBJ
Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = ColorTableTest ParticleSysBone = Fire01 ColorTestFire FollowBone:Yes ParticleSysBone = Fire02 ColorTestFireball FollowBone:Yes ParticleSysBone = Smoke01 SmokeIsengardPitThin FollowBone:Yes ParticleSysBone = Smoke02 ElvenForgeSmoke FollowBone:Yes ParticleSysBone = Dust01 ColorTestDust01 FollowBone:Yes ParticleSysBone = Dust02 ColorTestDust02 FollowBone:Yes ParticleSysBone = Snow01 SnowColorTest FollowBone:Yes ParticleSysBone = Snow02 BoatDieing2 FollowBone:Yes End End EditorSorting = SYSTEM KindOf = NO_COLLIDE IMMOBILE UNATTACKABLE INERT ForceLuaRegistration = Yes ; I have no AI, but I want to send a fear message so please register me. ; *** ENGINEERING Parameters *** Body = ImmortalBody ModuleTag_02 MaxHealth = 1 InitialHealth = 1 End
Geometry = BOX GeometryMajorRadius = 10.0 GeometryMinorRadius = 1.0 GeometryHeight = 3.0 GeometryIsSmall = No Shadow = NONE ; doesn't actually have a model... End
; ----------------------------------------------------------------------------- Object WaterSparkleTest ; Used to be blown up in a test map to fire an FXList ; *** ART Parameters *** ; *** DESIGN Parameters *** EditorSorting = SYSTEM ; *** ENGINEERING Parameters *** KindOf = IMMOBILE IGNORE_FOR_VICTORY Draw = W3DScriptedModelDraw ModuleTag_01 DefaultModelConditionState Model = None ParticleSysBone = NONE WaterSparkleTest End End Geometry = SPHERE GeometryMajorRadius = 0.8 GeometryIsSmall = Yes End
; ----------------------------------------------------------------------------- Object ShroudRevealer_Bombard EditorSorting = SYSTEM ShroudClearingRange = EVIL_SHIP_BOMBARD_REVEAL_RADIUS
; *** ENGINEERING Parameters *** KindOf = IMMOBILE REVEAL_TO_ALL NOT_AUTOACQUIRABLE UNATTACKABLE
Draw = W3DScriptedModelDraw ModuleTag_Draw DefaultModelConditionState Model = None End End Body = HighlanderBody ModuleTag_Body MaxHealth = 1.0 End Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate MinLifetime = EVIL_SHIP_BOMBARD_REVEAL_TIMEOUT MaxLifetime = EVIL_SHIP_BOMBARD_REVEAL_TIMEOUT End Behavior = BezierProjectileBehavior ModuleTag_Projectile CrushStyle = Yes ; Don't die when end of path is reached. Allow LifetimeUpdate to do this. End
Geometry = SPHERE GeometryMajorRadius = 0.8 GeometryIsSmall = Yes
End
; ----------------------------------------------------------------------------- ChildObject ShroudRevealer_BattleShip ShroudRevealer_Bombard ShroudClearingRange = EVIL_SHIP_ANTI_SHIP_REVEAL_RADIUS Behavior = LifetimeUpdate ModuleTag_LifetimeUpdate MinLifetime = EVIL_SHIP_ANTI_SHIP_REVEAL_TIMEOUT MaxLifetime = EVIL_SHIP_ANTI_SHIP_REVEAL_TIMEOUT End
End
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cdd59554 Admin
Nombre de messages : 7235 Age : 31 Location : J'aime les abricots Add-On : Oui Date d'inscription : 16/01/2008
| Sujet: Re: Changer les pouvoirs du Palentir Mer 24 Aoû - 14:30 | |
| Comment ça il n'y a pas de message d'erreur ? | |
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| Sujet: Re: Changer les pouvoirs du Palentir | |
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| Changer les pouvoirs du Palentir | |
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