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Adding Isildur as a playable Hero

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Kyoushiro

Category: Code
Level: Beginner
Created: Wednesday February 6, 2013 - 5:32
Updated: Wednesday February 6, 2013 - 6:21
Views: 13047
Summary: I show you how can you make Isildur as a playable hero

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Here is the Isildur.ini just copy that into your isildur.ini
In the original file isn't buildcost and buildtime. If you want to change those you find them
under the "design parameters". My price is 2150. Buildtime is 30. (like all other heros)
One more thing! Isildur comes on level 5 like Aragorn and have the same skills like Aragorn except
the oathbreakers. And yes there are many useless lanes in that but those are no problem.

;------------------------------------------------------------------------------
;
;    Isildur.ini
;
;------------------------------------------------------------------------------

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

Object GondorIsildur

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

ButtonImage = HIIsildur
SelectPortrait = HPIsildur

; *** ART Parameters ***
    Draw = W3DScriptedModelDraw ModuleTag_DRAW ;ModuleTag_01

        
        OkToChangeModelColor = Yes
        StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
        ExtraPublicBone = Arrow
    
        DefaultModelConditionState
            Model = GUIsildur_SKN
        End

        ModelConditionState = WEAPONSET_HERO_MODE USER_3
            ParticleSysBone = BAT_RIBS BladeMaster FollowBone:Yes
            ParticleSysBone = BAT_HEAD AragornElendill FollowBone:Yes
        End

        ModelConditionState = WEAPONSET_HERO_MODE
            ParticleSysBone = BAT_RIBS BladeMaster FollowBone:Yes
        End

        ModelConditionState = USER_3
            ParticleSysBone = BAT_HEAD AragornElendill FollowBone:Yes
        End

        TransitionState                = TRANS_boredToAttention_Elendil
            Animation                = GUAragorn_ATND
                AnimationName        = GUAragorn_SKL.GUAragorn_ATND
                AnimationMode        = ONCE
            End
            FXEvent    = Name: FX_ElendilGlowEvent
        End
        
        TransitionState                = TRANS_attentionToBored_Elendil
            Animation                = GUAragorn_ATND
                AnimationName        = GUAragorn_SKL.GUAragorn_ATND
                AnimationMode        = ONCE_BACKWARDS
            End
            FXEvent                    = Name: FX_ElendilGlowEvent
            Flags                    = START_FRAME_LAST
        End

        TransitionState                = TRANS_boredToAttention
            Animation                = GUAragorn_ATND
                AnimationName        = GUAragorn_SKL.GUAragorn_ATND
                AnimationMode        = ONCE
            End
        End
        
        TransitionState                = TRANS_attentionToBored
            Animation                = GUAragorn_ATND
                AnimationName        = GUAragorn_SKL.GUAragorn_ATND
                AnimationMode        = ONCE_BACKWARDS
            End
            Flags                    = START_FRAME_LAST
        End

    ; --- Idle Anims
        IdleAnimationState
            StateName                = STATE_bored
            
            Animation                = GUAragorn_IDLE        ;no_fidget
                AnimationName        = GUAragorn_SKL.GUAragorn_IDLE
                AnimationMode        = ONCE
                AnimationPriority    = 12
            End
            
            Animation                = GUAragorn_IDLF        ;fidget
                AnimationName        = GUAragorn_SKL.GUAragorn_IDLF
                AnimationMode        = ONCE
                AnimationPriority    = 1
            End
            
            BeginScript
                Prev = CurDrawablePrevAnimationState()
                if    Prev == "STATE_attention" or
                    Prev == "STATE_running" or
                    Prev == "OATH_BREAKERS" then CurDrawableSetTransitionAnimState("TRANS_attentionToBored") end
            EndScript
        End
        
        AnimationState            = THROWN_PROJECTILE
            Animation            = FLYA
                AnimationName    = GUAragorn_SKL.GUAragorn_FLYA
                AnimationMode    = LOOP
            End
        End
        
        AnimationState            = STUNNED_FLAILING
            Animation            = FLYA
                AnimationName    = GUAragorn_SKL.GUAragorn_FLYA
                AnimationMode    = LOOP
            End
        End
        
        AnimationState             = DYING SPLATTED
            Animation         = Splatted_On_Ground
                AnimationName    = GUAragorn_SKL.GUAragorn_LNDA
                AnimationMode    = ONCE
            End
            EnteringStateFX        = FX_SoldierHitGround
        End
        
        ; --- Dying anims
        AnimationState                = DYING
            Animation                = GUAragorn_DIEA
                AnimationName        = GUAragorn_SKL.GUAragorn_DIEA
                AnimationMode        = ONCE
            End
            Animation                = GUAragorn_DIEB
                AnimationName        = GUAragorn_SKL.GUAragorn_DIEB
                AnimationMode        = ONCE
            End
        End
        
        AnimationState                = STUNNED_STANDING_UP
            Animation                = GUAragorn_GTPB
                AnimationName        = GUAragorn_SKL.GUAragorn_GTPB
                AnimationMode        = ONCE
                AnimationSpeedFactorRange = 1.5 1.5
            End
        End

        AnimationState            = STUNNED
            Animation            = LNDA
                AnimationName    = GUAragorn_SKL.GUAragorn_LNDA
                AnimationMode    = ONCE
            End
            EnteringStateFX        = FX_SoldierHitGround
        End    
    
    

    ; --- Attacking Anims [Weapon_A]
    
    
    
        AnimationState = MOVING FIRING_OR_PREATTACK_A
            ShareAnimation        = Yes
            Animation = RunAndFire
                AnimationName = GUAragorn_SKL.GUAragorn_ATRA
                AnimationMode = LOOP
            End
            Flags = RANDOMSTART
        End
        
        AnimationState                = FIRING_OR_PREATTACK_A WEAPONSET_HERO_MODE ; Blademaster Mode
            StateName                = STATE_ready
            Animation                = ATKF
                AnimationName        = GUAragorn_SKL.GUAragorn_ATKF
                AnimationMode        = ONCE
                UseWeaponTiming        = Yes
            End
            Flags                    = RESTART_ANIM_WHEN_COMPLETE
            FXEvent    = Frame:25 Name: FX_Anduril
            FXEvent    = Frame:45 Name: FX_Anduril
        End

        AnimationState                = FIRING_OR_PREATTACK_A
            StateName                = STATE_ready
            Animation                = ATKD
                AnimationName        = GUAragorn_SKL.GUAragorn_ATKD
                AnimationMode        = ONCE
                UseWeaponTiming        = Yes
                AnimationPriority    = 3
            End
            Animation                = ATKE
                AnimationName        = GUAragorn_SKL.GUAragorn_ATKE
                AnimationMode        = ONCE
                UseWeaponTiming        = Yes
                AnimationPriority    = 2
            End
            Flags                    =    RESTART_ANIM_WHEN_COMPLETE
        End
        
        
        
        
        

    ; --- Moving Anims    
        AnimationState                = MOVING
            StateName                = STATE_running
            
            Animation                = GUAragorn_RUNB
                AnimationName        = GUAragorn_SKL.GUAragorn_RUNB
                AnimationMode        = LOOP
            End
        End

        AnimationState                = LEVELED    ; This state clears itself in 3 seconds
            Animation                = LevelUp
                AnimationName        = GUAragorn_SKL.GUAragorn_ATKO
                AnimationMode        = ONCE
            End
        End

        AnimationState                = SPECIAL_POWER_1                            ; Aragorn shouting Elendil anim
            StateName                = STATE_ready
            Animation                = GUAragorn_ATKL
                AnimationName        = GUAragorn_SKL.GUAragorn_ATKL
                AnimationMode        = ONCE
            End
            ParticleSysBone            = B_SWORDBONE ElendilFlare FollowBone:yes
            ParticleSysBone            = B_SWORDBONE ElendilSwordFlare FollowBone:yes
;            FXEvent    = Name: FX_ElendilGlowEvent
        End
        
        AnimationState                = USER_2
            StateName                = ATHELAS
            Animation                = ATKP
                AnimationName        = GUAragorn_SKL.GUAragorn_ATKP
                AnimationMode        = ONCE
            End
        End
        
        AnimationState                = USER_1
            StateName                = OATH_BREAKERS
            Animation                = ATKN
                AnimationName        = GUAragorn_SKL.GUAragorn_CHRB
                AnimationMode        = ONCE
            End
        End
        
        
        
    ; --------- Click and Hit Reactions ------------

        AnimationState                = HIT_REACTION HIT_LEVEL_3
            StateName                = STATE_bored
            Animation                = Hit_Level_1_b
                AnimationName        = GUAragorn_SKL.GUAragorn_HITB
                AnimationMode        = ONCE
            End
        End
        
    ;----Emotion Animations

        AnimationState                = EMOTION_CELEBRATING
            StateName                = STATE_ready
            Animation                = CHRB
                AnimationName        = GUAragorn_SKL.GUAragorn_CHRB
                AnimationMode        = ONCE
                AnimationPriority    = 1
            End
            Flags                    = RESTART_ANIM_WHEN_COMPLETE                
        End
        
        AnimationState                = EMOTION_ALERT
            StateName                = STATE_ready
            Animation                = IDLA
                AnimationName        = GUAragorn_SKL.GUAragorn_IDLA
                AnimationMode        = ONCE
                AnimationPriority    = 1
            End
        End

        AnimationState                = EMOTION_MORALE_HIGH
            StateName                = STATE_ready
            Animation                = ATKN
                AnimationName        = GUAragorn_SKL.GUAragorn_ATKN
                AnimationMode        = ONCE
                AnimationPriority    = 1
            End
            Animation                = ATKP
                AnimationName        = GUAragorn_SKL.GUAragorn_ATKP
                AnimationMode        = ONCE
                AnimationPriority    = 15
            End
            Animation                = TNTC
                AnimationName        = GUAragorn_SKL.GUAragorn_TNTD
                AnimationMode        = ONCE
                AnimationPriority    = 30
            End
            Animation                = TNTD
                AnimationName        = GUAragorn_SKL.GUAragorn_TNTD
                AnimationMode        = ONCE
                AnimationPriority    = 30
            End
            Flags                    = RESTART_ANIM_WHEN_COMPLETE                
        End
        
        AnimationState                = ENGAGED
            StateName                = STATE_ready
            Animation                = IDLA
                AnimationName        = GUAragorn_SKL.GUAragorn_IDLA
                AnimationMode        = ONCE
                UseWeaponTiming        = Yes
                AnimationPriority    = 1
            End
            Flags                    =    RESTART_ANIM_WHEN_COMPLETE
        End

        AnimationState                = SELECTED
            StateName                = STATE_attention
            Animation                = ATNE
                AnimationName        = GUAragorn_SKL.GUAragorn_ATNE
                AnimationMode        = LOOP
                AnimationBlendTime    = 5
                AnimationMustCompleteBlend = yes
            End
            BeginScript
                Prev = CurDrawablePrevAnimationState()
                if Prev == "STATE_bored" then CurDrawableSetTransitionAnimState("TRANS_boredToAttention") end
            EndScript
        End
                
    End

     ; *** DESIGN parameters ***
    DisplayName = OBJECT:GondorIsildur
    Side = Gondor
    EditorSorting = UNIT

    DisplayMeleeDamage = ARAGORN_DAMAGE
    
    ThreatLevel                = 5.0
    ThingClass                = CHARACTER_UNIT
    TransportSlotCount        = 1
    BuildCost                = 2150
    BuildTime                = 30
    MaxSimultaneousOfType    = 1
    VisionRange                = 121
    CrushableLevel            = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
    CommandSet                = GondorIsildurCommandSet

    
    WeaponSet
        Conditions        = None
        Weapon            = PRIMARY GondorIsildurSword
    End
    WeaponSet
        Conditions        = WEAPONSET_HERO_MODE
        Weapon            = PRIMARY GondorIsildurSword
    End

        ArmorSet
        Conditions        = None
        Armor = AragornHeroArmor ; HeroArmor
        DamageFX = NormalDamageFX
    End

    ; *** AUDIO Parameters ***;

    VoiceAttack            = IsildurVoiceAttack
    VoiceAttackCharge        = IsildurVoiceAttackCharge
    VoiceAttackMachine        = IsildurVoiceAttack
    VoiceAttackStructure        = IsildurVoiceAttack
    VoiceCreated            = IsildurVoiceSalute
    VoiceFullyCreated        = IsildurVoiceSalute
    VoiceFear             = IsildurVoiceHelpMe
    VoiceMove            = IsildurVoiceMove
    VoiceMoveToCamp            = IsildurVoiceMove
    VoiceMoveWhileAttacking        = IsildurVoiceDisengage
    VoicePriority            = 80
    VoiceSelect            = IsildurVoiceSelect
    VoiceSelect2            = HeroVoiceSelect2
    VoiceSelectBattle         = IsildurVoiceSelectBattle
    VoiceGuard            = IsildurVoiceMove
    

    SoundImpact            = ImpactHorse

    ;IsildurVoiceJoinAnybody
    ;IsildurVoiceRespawn

    ;UnitSpecificSounds
    ;End

    EvaEventDamagedOwner        = UnitUnderAttack     ;Eva event to trigger when unit is damaged
    EvaEventDieOwner        = IsildurDie        ;Eva event to trigger on unit's death. NOTICE THAT this is only for permanent deaths


    ; *** ENGINEERING Parameters ***
    RadarPriority = UNIT
    KindOf = PRELOAD SELECTABLE CAN_CAST_REFLECTIONS INFANTRY PATH_THROUGH_EACH_OTHER SCORE HERO
    PathfindDiameter = 40.0

    Body = RespawnBody ModuleTag_RespawnBody
        CheerRadius             = EMOTION_CHEER_RADIUS
        MaxHealth         = ISILDUR_HEALTH    ;BALANCE Aragorn Health
        PermanentlyKilledByFilter    = NONE        ;Who kills me permanently?
        DodgePercent         = HERO_DODGE_PERCENT                
    End
    Behavior = RespawnUpdate ModuleTag_RespawnUpdate
        DeathAnim                = DYING                ;Model condition to play when killed-to-respawn
        DeathFX                = FX_AragornDieToRespawn     ;FXList to play when killed-to-respawn
        DeathAnimationTime        = 3933                ;How long DeathAnim will take.
        InitialSpawnFX            = FX_PorterDeliver        ;FXList to play when respawning.
        RespawnAnim                = LEVELED                ;Animation to play when respawning.
        RespawnFX                = FX_PorterDeliver    ;FXList to play when respawning.
        RespawnAnimationTime        = 2000                ;Time it takes for respawn to play.
        AutoRespawnAtObjectFilter    = NONE +CASTLE_KEEP        ;Respawn at this location -- and at it's exit production point if possible.
        ButtonImage                = HIIsildur
        
        ;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others
        ;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any
        RespawnRules =            AutoSpawn:No    Cost:800        Time:90000        Health:100%        ;DEFAULT VALUES
        RespawnEntry =    Level:2                Cost:1200        Time:90000                        ;For other levels, only override what is different.
        RespawnEntry =    Level:3                Cost:1300        Time:90000
        RespawnEntry =    Level:4                Cost:1400        Time:90000
        RespawnEntry =    Level:5                Cost:1500        Time:120000 ; Cost:1600
        RespawnEntry =    Level:6                Cost:1600        Time:120000 ; 1800
        RespawnEntry =    Level:7                Cost:1700        Time:120000 ; 2000
        RespawnEntry =    Level:8                Cost:1800        Time:120000 ; 2200
        RespawnEntry =    Level:9                Cost:1900        Time:120000 ; 2400
        RespawnEntry =    Level:10            Cost:2000        Time:120000 ; 3000
    End

    Behavior = SubObjectsUpgrade Anduril_Upgrade
        TriggeredBy        = Upgrade_Anduril
        ShowSubObjects    = PLANE02
    End
    
    Behavior = SubObjectsUpgrade Costume_01
        TriggeredBy        = Upgrade_AragornCostume_01
        UpgradeTexture    = guaragorn_2trs.tga 0 guaragorn_rotk.tga
                RecolorHouse    = Yes
    End
    Behavior = SubObjectsUpgrade Costume_01a
        TriggeredBy        = Upgrade_AragornCostume_01
        UpgradeTexture    = guaragfel.tga 0 guaragorn_rotk.tga
                RecolorHouse    = Yes
    End
    
    Behavior = SubObjectsUpgrade Costume_02
        TriggeredBy        = Upgrade_AragornCostume_02
        UpgradeTexture    = guaragorn_rotk.tga 0 guaragfel.tga
                RecolorHouse    = Yes
    End
    Behavior = SubObjectsUpgrade Costume_02a
        TriggeredBy        = Upgrade_AragornCostume_02
        UpgradeTexture    = guaragorn_2trs.tga 0 guaragfel.tga
                RecolorHouse    = Yes
    End

    Behavior = SubObjectsUpgrade Costume_03
        TriggeredBy        = Upgrade_AragornCostume_03
        UpgradeTexture    = guaragfel.tga 0 guaragorn_2trs.tga
                RecolorHouse    = Yes
    End    
    Behavior = SubObjectsUpgrade Costume_03a
        TriggeredBy        = Upgrade_AragornCostume_03
        UpgradeTexture    = guaragorn_rotk.tga 0 guaragorn_2trs.tga
                RecolorHouse    = Yes
    End
    
    Behavior = AttributeModifierAuraUpdate ModuleTag_HeroRadiateFear
        StartsActive    = No ;If no, requires upgrade to turn on.
        BonusName        = HeroRadiateFear
        TriggeredBy        = Upgrade_HeroRadiateFear
        RefreshDelay    = 2000
        Range            = 500
        TargetEnemy        = Yes
        ObjectFilter    = ANY +ORC
    End    
    
    Behavior = AutoAbilityBehavior ModuleTag_AutoAbilityBehavior
    End        
    
    Behavior = AIUpdateInterface ModuleTag_03
        AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS
        MoodAttackCheckRate = 500
        AILuaEventsList                = AragornFunctions
    End

    LocomotorSet
        Locomotor = HeroHumanLocomotor
        Condition = SET_NORMAL
        Speed = NORMAL_GOOD_HERO_SPEED
    End
    
    Behavior = PhysicsBehavior ModuleTag_04
        GravityMult = 1.0
        ShockStandingTime = 2133    ;msec
    End
    
    Behavior = SlowDeathBehavior ModuleTag_05
        DeathTypes = ALL
        SinkDelay = 3000
        SinkRate = 0.40 ; in Dist/Sec
        DestructionDelay = 8000
        Sound = INITIAL AragornVoiceDie
    End
    
    Behavior = SquishCollide ModuleTag_06
        ;nothing
    End
    
    Behavior = HeroDie ModuleTag_HeroDeath
        SpecialPowerTemplate = SpecialAbilitySmite ;the special power that I recharge by dying
    End
    
    Behavior = SpecialPowerModule ModuleTag_07
        SpecialPowerTemplate = SpecialAbilityGrabPassenger
        UpdateModuleStartsAttack = Yes
        ;InitiateSound =
    End

    Behavior = SpecialAbilityUpdate ModuleTag_08
        SpecialPowerTemplate = SpecialAbilityGrabPassenger
        StartAbilityRange = 1.6

        UnpackTime = 2233 ; Nothing to touching it
        PreparationTime = 1 ; touching it to grabbing it
        PersistentPrepTime = 833 ; grabbing it to whacking it on the ground (if shrubbery)
        PackTime = 466 ; whacking it to holding it nice

; PackSound =
; UnpackSound =
; TriggerSound =
; PrepSoundLoop =
        AwardXPForTriggering = 0
    End

;;;;;;;;;;;;;;;;;;;;;; CUT CUT CUT CUT CUT CUT CUT ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;    Behavior = UnpauseSpecialPowerUpgrade ModuleTag_AragornKnifeAttackEnabler
;        SpecialPowerTemplate = SpecialAbilityAragornKnifeAttack
;        TriggeredBy = Upgrade_AragornKnifeAttack
;    End
;    Behavior = SpecialPowerModule ModuleTag_KnifeAttack ; SpecialAbility is a SpecialPower, SpecialPower is anyting special
;        SpecialPowerTemplate = SpecialAbilityAragornKnifeAttack
;        UpdateModuleStartsAttack = Yes
;        StartsPaused             = Yes        
;    End
;    Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_KnifeAttackUpdate ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing.
;        SpecialPowerTemplate = SpecialAbilityAragornKnifeAttack
;
;        UnpackTime = 1300 ; Drawing the horn
;        PreparationTime = 1 ; nothing
;        PersistentPrepTime = 1600 ; Blowing
;        PackTime = 3700 ; Putting horn away
;
; PackSound =
; UnpackSound =
; TriggerSound =
; PrepSoundLoop =
;        AwardXPForTriggering = 0        
;        StartAbilityRange = 300.0
;        
;        SpecialWeapon = GondorAragornKnifeThrow
;        WhichSpecialWeapon = 1
;    End
;;;;;;;;;;;;;;;;;;;;;; CUT CUT CUT CUT CUT CUT CUT ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    Behavior = UnpauseSpecialPowerUpgrade ModuleTag_AragornOathbreakersEnabler
        SpecialPowerTemplate = SuperweaponSpawnOathbreakers
        TriggeredBy = Upgrade_AragornOathbreakers
    End

    Behavior = OCLSpecialPower ModuleTag_OCLSpecialPower
        SpecialPowerTemplate    = SuperweaponSpawnOathbreakers
        OCL                        = OCL_GondorArmyofTheDeadEggSmall
        CreateLocation            = CREATE_AT_LOCATION
        StartsPaused            = Yes
        SetModelCondition        = ModelConditionState:USER_1
        SetModelConditionTime    = 8.1
    End

    Behavior = UnpauseSpecialPowerUpgrade ModuleTag_AragornBladeMasterEnabler
        SpecialPowerTemplate = SpecialAbilityAragornBladeMaster
        TriggeredBy = Upgrade_AragornBladeMaster
    End

    Behavior = SpecialPowerModule ModuleTag_AragornBladeMasterStarter ; SpecialAbility is a SpecialPower, SpecialPower is anyting special
        SpecialPowerTemplate = SpecialAbilityAragornBladeMaster
        StartsPaused            = Yes
    End

    Behavior = HeroModeSpecialAbilityUpdate ModuleTag_AragornBladeMasterUpdate ; So the difference in SpecialAbility is that it takes timing from this Update, instead of simply firing.
        SpecialPowerTemplate = SpecialAbilityAragornBladeMaster
        HeroAttributeModifier    = AragornBladeMaster
        HeroEffectDuration        = 25000 ; 30000 ; this should sync with the auto ability delay re-fire time in commandButtons.ini
        UnpackTime = 1 ; insant unpack
        TriggerSound            = AragornBladeMaster
    End

;    Behavior = TransportContain ModuleTag_09
;        ObjectStatusOfContained = UNSELECTABLE
;        PassengerFilter = NONE +GIMLI
;        Slots = 1
;        ShowPips = No
;        AllowAlliesInside = Yes
;        DamagePercentToUnits = 0%
;        TypeOneForWeaponSet = GIMLI
;        TypeOneForWeaponState = GIMLI
;        PassengerBonePrefix = PassengerBone:Arrow KindOf:GIMLI
;    End
    
    Behavior = HitReactionBehavior HitReactionBehaviorModuleTag
        HitReactionLifeTimer1 = 100 ; level 1 (light damage) hit reaction animations in ms
        HitReactionLifeTimer2 = 1000 ; level 2 (medium damage) hit reaction animations in ms
        HitReactionLifeTimer3 = 1993 ; level 3 (heavy damage) hit reaction animations in ms

        HitReactionThreshold1 = 0.0 ; level 1 (light damage) threshold trigger
        HitReactionThreshold2 = 25.0 ; level 2 (medium damage) threshold trigger
        HitReactionThreshold3 = 50.0 ; level 3 (heavy damage) threshold trigger
    End

    Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
        StartsActive    = No ;If no, requires upgrade to turn on.
        BonusName        = AragornPassiveLeadership
        TriggeredBy        = Upgrade_AragornLeadership
        RefreshDelay    = 2000
        Range            = 200
        ObjectFilter    = ANY +INFANTRY +CAVALRY -STRUCTURE -BASE_FOUNDATION -HERO
    End    
    
    Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership
        SpecialPowerTemplate = SpecialAbilityFakeLeadership
        TriggeredBy = Upgrade_AragornLeadership
    End

    Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate
        SpecialPowerTemplate = SpecialAbilityFakeLeadership
        UpdateModuleStartsAttack = No
        StartsPaused = Yes
    End    

    Behavior = SpecialPowerModule ModuleTag_AragornAthelas
        SpecialPowerTemplate = SpecialAbilityAragornAthelas
        UpdateModuleStartsAttack = Yes
        TriggerFX                = FX_AragornAthelas
        SetModelCondition        = ModelConditionState:USER_2
        SetModelConditionTime    = 2.1
    End
    
    Behavior = SpecialAbilityUpdate ModuleTag_AragornAthelasUpdate
        SpecialPowerTemplate = SpecialAbilityAragornAthelas
        StartAbilityRange = 1.6
        UnpackTime = 1        ; Nothing to touching it
        PreparationTime = 3        ; touching it to grabbing it
        PackTime = 2096 ; whacking it to holding it nice
        AwardXPForTriggering = 0
    End
    
    Behavior = UnpauseSpecialPowerUpgrade ModuleTag_EnableElendil
        SpecialPowerTemplate        = SpecialAbilityAragornElendil
        TriggeredBy                    = Upgrade_AragornElendil
    End
    
    Behavior = SpecialPowerModule ModuleTag_ElendilStarter                        
        SpecialPowerTemplate        = SpecialAbilityAragornElendil
        UpdateModuleStartsAttack    = Yes
        AntiCategory            = LEADERSHIP
        AttributeModifier            = AragornElendilAntiCategory        ; Used for the anti category duration only.
        AttributeModifierRange        = 200.0
        StartsPaused            = Yes                                ; obtained on level 2
        SetModelCondition            = ModelConditionState:USER_3
        SetModelConditionTime        = 10.0 ; 10 secs of glow anim for sword
    End

    Behavior = ModelConditionSpecialAbilityUpdate ModuleTag_ElendilUpdate
        SpecialPowerTemplate = SpecialAbilityAragornElendil
        UnpackTime = 1400                                    ; Drawing the horn
        PreparationTime = 1                                        ; nothing
        PersistentPrepTime = 1000                                    ; Blowing
        PackTime = 1000                                    ; Putting horn away

        ; PackSound =
        ; UnpackSound =
        ; TriggerSound =
        ; PrepSoundLoop =
        AwardXPForTriggering = 0
    End
    
    ; Athelas needs to be first because the special power just turns on the first one it finds. No time to fix it better.
    Behavior = AutoHealBehavior ModuleTag_AthelasHealing
        StartsActive                = Yes    ; Active, as in no upgrade required
        ButtonTriggered                = Yes    ; But doesn't actually run on its own.
        HealingAmount                = 600
        Radius                    = 200
        HealOnlyOthers                = No
        SingleBurst                = Yes
        UnitHealPulseFX                = FX_AragornAthelas
        KindOf                    = HERO
    End

    Behavior = AutoHealBehavior ModuleTag_ElvenGiftHealing
        StartsActive                = No
        TriggeredBy                    = Upgrade_ElvenGift
        HealingAmount                = ELVEN_GIFT_REGEN_AMOUNT
        HealingDelay                = ELVEN_GIFT_REGEN_DELAY
        StartHealingDelay = HERO_HEAL_DELAY
        HealOnlyIfNotInCombat = Yes
    End
    
    Behavior = AttributeModifierUpgrade ModuleTag_ElvenGiftBonus
        TriggeredBy = Upgrade_ElvenGift
        AttributeModifier = SpellBookElvenGifts
    End
    
    Behavior = AttributeModifierUpgrade ModuleTag_AndurilBonus
        TriggeredBy = Upgrade_Anduril
        AttributeModifier = SpellBookAnduril
    End
    
    Behavior = AutoHealBehavior ModuleTag_AragornHealing
        StartsActive = Yes
        HealingAmount = HERO_HEAL_AMOUNT
        HealingDelay = 1000
        StartHealingDelay = HERO_HEAL_DELAY
        HealOnlyIfNotInCombat = Yes
    End
    
    Behavior = ExperienceLevelCreate ModuleTag_MPLevelBonus
        LevelToGrant = 5
        MPOnly = Yes
    End

    Geometry = CYLINDER
    GeometryMajorRadius = 8.0
    GeometryMinorRadius = 8.0
    GeometryHeight = 19.2
    GeometryIsSmall = Yes
    Shadow = SHADOW_DECAL
    ShadowSizeX = 20;
    ShadowSizeY = 20;
    ShadowTexture = ShadowI;
End

Comments

Display order: Newest first

osama4703 - Monday March 30, 2020 - 12:47

What do you do with the coppied command.set?

Randy - Friday July 28, 2017 - 1:41

Nothing. Isildur was never ment to be playable, he's mostly just in for some story scenes, the opening and maybe he was supposed to be playable at some point but they didn't bother to take him out. Either way, they never bothered including soundfiles for him.

moustafahdr - Monday January 2, 2017 - 1:25

Thx it works fine except He has no audio he doesnt make any noises at all. Any Idea what I could have done wrong

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