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Restore diffrents powers of the Witch King (foot)

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Avatar of Miraak5

Miraak5

Category: Code
Level: Intermediate
Created: Tuesday January 19, 2016 - 17:40
Updated: Wednesday September 25, 2019 - 16:21
Views: 4168
Summary: Restore the witch king toggle weapon, cursed, glow... removed by EA

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In this guide i will tell you how to restore diffrents thing that EA planed for the witchking on foot

TOGGLE WEAPON:

In commandbutton.ini:

add this code for BFME2 and change the bfme1 existing code with this one:

CommandButton Command_SpecialAbilityWitchKingChangeWeapon
Command = TOGGLE_WEAPONSET ;SPECIAL_POWER
Options = TOGGLE_IMAGE_ON_WEAPONSET
FlagsUsedForToggle = WEAPONSET_TOGGLE_1
;SpecialPower = SpecialAbilityBerserkerLightTorch
ButtonImage = HSWitchKingWarMace HSWitchKingMorgulBlade
ButtonBorderType = ACTION
TextLabel = CONTROLBAR:FireWitchKingMace
DescriptLabel = CONTROLBAR:ToolTipFireWitchKingMace
InPalantir = Yes
End


in commandset.ini:

add this line: Command_SpecialAbilityWitchKingChangeWeapon

in the witchking commandset (by default MordorWitchKingCommandSet)

for BFME1 users you dont need more change for toggle weapon to work.

in witchking.ini ONLY FOR BFME2:

replace the full animation block with this one (only animation block not model block):



IdleAnimationState
StateName = STATE_Idle
Animation = IDLB
AnimationName = MUWchKng_IDLB
AnimationMode = LOOP
End
BeginScript
CurDrawableHideSubObject("MACE")
EndScript
;Animation = IDLB
; AnimationName = MUWchKng_IDLB
; AnimationMode = ONCE
; AnimationSpeedFactorRange = 0.9 1.1
; AnimationBlendTime = 20
;End
End

AnimationState = MOVING WEAPONSET_TOGGLE_1
StateName = STATE_Mace
Animation = RUNA
AnimationName = MUWchKng_RUNB
AnimationMode = LOOP
End
BeginScript
CurDrawableShowSubObject("MACE")
EndScript
Flags = RANDOMSTART
ParticleSysBone = None InfantryDustTrails
End

AnimationState = MOVING
Animation = RUNB
AnimationName = MUWchKng_RUNA
AnimationMode = LOOP
End
BeginScript
CurDrawableHideSubObject("MACE")
EndScript
Flags = RANDOMSTART
ParticleSysBone = None InfantryDustTrails
End

        AnimationState = BURNINGDEATH
            Animation = DIEA
                AnimationName = MUWchKng_MFDA
                AnimationMode = LOOP
                Distance     = 60
            End
        End


        AnimationState = FREEFALL
            Animation
                AnimationName = MUWchKng_FLYA
                AnimationMode = LOOP
            End
            Flags = RANDOMSTART
        End
        
        AnimationState = STUNNED_FLAILING
            Animation
                AnimationName = MUWchKng_FLYA
                AnimationMode = LOOP
                AnimationSpeedFactorRange    = 0.4 0.6
            End
            Flags = RANDOMSTART
        End

        AnimationState = DYING BURNINGDEATH
            Animation = DIEA
                AnimationName = MUWchKng_DIEA
                AnimationMode = ONCE
                AnimationBlendTime = 10
            End
        End

        AnimationState = DYING BURNINGDEATH WEAPONSET_TOGGLE_1
            Animation = DIEA
                AnimationName = MUWchKng_DIEB
                AnimationMode = ONCE
                AnimationBlendTime = 10
            End
        End

AnimationState = USER_1 WEAPONSET_TOGGLE_1
Animation = DIEA
AnimationName = MUWchKng_DIEB
AnimationMode = ONCE
End
BeginScript
CurDrawableShowSubObject("MACE")
EndScript
End

AnimationState = USER_1 DYING
Animation = DIEA
AnimationName = MUWchKng_DIEA
AnimationMode = ONCE
End
BeginScript
CurDrawableHideSubObject("MACE")
EndScript
End

AnimationState = DYING WEAPONSET_TOGGLE_1
Animation = DIEA
AnimationName = MUWchKng_DIEB
AnimationMode = ONCE
End
BeginScript
CurDrawableShowSubObject("MACE")
EndScript
End

AnimationState = DYING
Animation = DIEA
AnimationName = MUWchKng_DIEA
AnimationMode = ONCE
End
BeginScript
CurDrawableHideSubObject("MACE")
EndScript
End

AnimationState = STUNNED
Animation = LNDA
AnimationName = MUWchKng_LNDA
AnimationMode = ONCE
End
End

AnimationState = STUNNED WEAPONSET_TOGGLE_1
Animation = LNDA
AnimationName = MUWchKng_LNDB
AnimationMode = ONCE
End
End

AnimationState = STUNNED_STANDING_UP
Animation = GTPA
AnimationName = MUWchKng_GTPA
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End

AnimationState = STUNNED_STANDING_UP WEAPONSET_TOGGLE_1
Animation = GTPA
AnimationName = MUWchKng_GTPB
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.5 1.5
End
End

;War Mace

AnimationState = FIRING_OR_PREATTACK_A WEAPONSET_TOGGLE_1
StateName = STATE_Mace
Animation = ATA1
AnimationName = MUWchKng_ATKC
AnimationMode = ONCE
UseWeaponTiming = No
AnimationSpeedFactorRange = 1.111 1.111
End
Animation = ATB1
AnimationName = MUWchKng_ATKD
AnimationMode = ONCE
UseWeaponTiming = No
AnimationSpeedFactorRange = 1.5 1.5
End
BeginScript
CurDrawableShowSubObject("MACE")
EndScript
;Flags = RESTART_ANIM_WHEN_COMPLETE
End

;AnimationState = ATTACKING WEAPONSET_TOGGLE_1
; StateName = STATE_Mace
; Animation = ALERT_1
; AnimationName = MUWchKng_IDLC
; AnimationMode = LOOP
; AnimationPriority = 10
; End
; BeginScript
; CurDrawableShowSubObject("MACE")
; EndScript
;End

;Morgul Blade
AnimationState = FIRING_OR_PREATTACK_A
Animation = ATA1
AnimationName = MUWchKng_ATKA
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = ATB1
AnimationName = MUWchKng_ATKB
AnimationMode = ONCE
UseWeaponTiming = Yes
End
BeginScript
CurDrawableHideSubObject("MACE")
EndScript
End

;AnimationState = BETWEEN_FIRING_SHOTS_A
; Animation = ALERT_1
; AnimationName = MUWchKng_IDLA
; AnimationMode = LOOP
; AnimationPriority = 10
; End
; BeginScript
; CurDrawableHideSubObject("MACE")
; EndScript
;End

TransitionState = TRANS_IdleToSelected
Animation = ATNA
AnimationName = MUWchKng_ATNA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.7 1.3

End
End

    TransitionState = TRANS_SelectedToIdle
Animation = ATNA
        AnimationName = MUWchKng_ATNC
        AnimationMode = ONCE
    End
        Flags = START_FRAME_LAST
    End

TransitionState = TRANS_SelectedToMace
Animation = ATNA
AnimationName = MUWchKng_STHA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.7 1.3
End
BeginScript
CurDrawableShowSubObject("MACE")
EndScript
End

TransitionState = TRANS_MaceToSelected
Animation = ATNA
AnimationName = MUWchKng_STHB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.7 1.3
End
BeginScript
CurDrawableShowSubObject("MACE")
EndScript
End

        TransitionState = TRANS_SwitchToSwordWhileMoving
Animation = ATNA
AnimationName = MUWchKng_STHA
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.7 1.3
End
BeginScript
CurDrawableShowSubObject("MACE")
EndScript
End

        TransitionState = TRANS_SwitchToMaceWhileMoving
     Animation = ATNA
AnimationName = MUWchKng_STHB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.7 1.3
End
BeginScript
CurDrawableShowSubObject("MACE")
EndScript
End

AnimationState = WAR_CHANT
Animation = Chant
AnimationName = MUWchKng_CHRA
AnimationMode = LOOP
End
BeginScript
CurDrawableHideSubObject("MACE")
EndScript
End

        AnimationState = LEVELED
            Animation = Hit_Level_1_a
                AnimationName = MUWchKng_LVLA
                AnimationMode = ONCE
            End
        End    

        ; --------- Click and Hit Reactions ------------
        AnimationState = HIT_REACTION HIT_LEVEL_1
            Animation = Hit_Level_1_a
                AnimationName = MUWchKng_HITA
                AnimationMode = ONCE
            End
        End

AnimationState = EMOTION_CELEBRATING
Animation = CHRA
AnimationName = MUWchKng_CHRA
AnimationMode = ONCE
End
BeginScript
CurDrawableHideSubObject("MACE")
EndScript
Flags = RESTART_ANIM_WHEN_COMPLETE
End

AnimationState = EMOTION_ALERT
Animation = ALERT_1
AnimationName = MUWchKng_IDLA
AnimationMode = ONCE
AnimationPriority = 10
End
BeginScript
CurDrawableHideSubObject("MACE")
EndScript
Flags = RESTART_ANIM_WHEN_COMPLETE; acts like an idle animation & keeps running the animations.
End

        AnimationState = RAISING_FLAG
            Animation
                AnimationName = MUWchKng_CHRA
                AnimationMode = LOOP
            End
        End

AnimationState = SELECTED WEAPONSET_TOGGLE_1
StateName = STATE_Mace
Animation = ATNB
AnimationName = MUWchKng_ATNB
AnimationMode = LOOP
End
BeginScript
CurDrawableShowSubObject("MACE")
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_SelectedToMace") end
EndScript
End


AnimationState = SELECTED
StateName = STATE_Selected
Animation = ATNB
AnimationName = MUWchKng_ATNB
AnimationMode = LOOP
End
BeginScript
CurDrawableHideSubObject("MACE")
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end
if Prev == "STATE_Mace" then CurDrawableSetTransitionAnimState("TRANS_MaceToSelected") end
EndScript
End

AnimationState = WEAPONSET_TOGGLE_1
StateName = STATE_Mace
            Animation
                AnimationName = MUWchKng_IDLC
                AnimationPriority    = 1
                AnimationBlendTime    = 15
                AnimationMode = ONCE
            End
            Animation
                AnimationName = MUWchKng_IDLD
                AnimationPriority = 1
                AnimationBlendTime    = 15
                AnimationMode = ONCE
            End
            Animation
                AnimationName = MUWchKng_IDLE
                AnimationPriority = 1
                AnimationBlendTime    = 15
                AnimationMode = ONCE
            End
BeginScript
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_Idle" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end
EndScript
End

End


in the disign parameter:

replace all the weaponset block with these:


WeaponSet
Weapon = PRIMARY WitchKingMorgulBlade
Weapon = TERTIARY WitchKingMorgulBladeSpecialPower
AutoChooseSources = TERTIARY NONE
End

WeaponSet
Conditions = WEAPONSET_TOGGLE_1
Weapon = PRIMARY WitchKingWarMace
Weapon = TERTIARY WitchKingMorgulBladeSpecialPower
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
AutoChooseSources = SECONDARY FROM_PLAYER
AutoChooseSources = TERTIARY NONE
End

THE CURSED (REFLECT DAMAGE):

add this behaviour in witchking.ini (ONLY FOR BFME2) (already present for bfme1 users)

Behavior = ReflectDamage ModuleTag_ReflectDamage
DamageTypesToReflect = +CRUSH +SLASH ; +PIERCE -- Don't want archers and long distance pikeman that use pierce weapons to suffer reflective damage.
ReflectDamagePercentage = 20%
MinimumDamageToReflect = 0.2
End

in damagefx.ini

find reflected and replace reflected block with this one

AmountForMajorFX    = REFLECTED 0.0
MajorFX            = REFLECTED FX_WitchKingCursed



THE GLOW:

in witch king.ini (ONLY FOR BFME2) (already present for bfme1 users)

find this:

;GlowEnabled = Yes
;GlowEmissive = No

and simply remove the ;

and add this lines in the defaultmodelconditionstate block

ParticleSysBone = None RingWraithFlare
ParticleSysBone = None RingWraithWindIdle

WITCH KING SCREECH BUTTON:

only for bfme2 users

go in command button and find it: Command_SpecialAbilityScreechWitchKing

in the block replace the line: ButtonImage = HSNazgulScreech

to

ButtonImage = HSWitchKingScreech

Now you have the PERFECT witch king

IN BFME2: there are anims that were romved take them from bfme1 and put them in your asset (i have euploded the missing anims you only need to put them in your asset)

Links / Downloads

 HitsAdded
muwchkng_lnda362January 12, 2018 - 10:36
muwchkng_idla549January 12, 2018 - 10:35
muwchkng_gtpa366January 12, 2018 - 10:35
muwchkng_diea354January 12, 2018 - 10:35
muwchkng_sthb580January 19, 2016 - 18:11
muwchkng_stha551January 19, 2016 - 18:11
muwchkng_runa582January 19, 2016 - 18:10

Credits

Me & EA

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