Commit 8935cc4e authored by Excelsior's avatar Excelsior

Last set of munitions upgrade passing code.

parent a11b9303
......@@ -566,7 +566,6 @@ Mordor
- Summoned Barricade:
--- can now detect stealth units within a radius of 250;
--- added passive stealth detection upgrade icon with accompanying tooltips to the commandset;
--- Fortress Flaming Munitions upgrade can now be applied anywhere on the map (was within 1500 radius).
--- Orc Archer arrow projectile speed increased to match that of their recruitable counterparts.
- Barricade Expansion:
--- can now target hostile units;
......
......@@ -5282,7 +5282,7 @@
#define MORDOR_FORTRESS_HEALTH_DAMAGED 5000
#define MORDOR_FORTRESS_HEALTH_REALLY_DAMAGED 2500
#define MORDOR_FORTRESS_BOUNTY_VALUE 1250
#define MORDOR_FORTRESS_WALL_EFFECTIVE_RADIUS 999999 ;,; 1500 ;,; 700 ;400 ;;,;; Added for 3.0.0
#define MORDOR_FORTRESS_WALL_EFFECTIVE_RADIUS 1500 ;,; 700 ;400 ;;,;; Added for 3.0.0
#define MORDOR_FORTRESS_FIRE_FUEL 140
#define MORDOR_FORTRESS_FIRE_MAX_BURN_RATE 20
......
......@@ -290,7 +290,7 @@ End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY EvilStructureBow
Weapon = PRIMARY StructureBowAngmar ;,; EvilStructureBow
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
......@@ -455,6 +455,15 @@ End
LevelsToGain = 1
LevelCap = 3
End
Behavior = WeaponSetUpgrade ModuleTag_FlamingMunitions ;,;
TriggeredBy = UpgradeAngmarBarracksLevel3 Upgrade_AngmarFortressIceMunitions
RequiresAllTriggers = Yes
End
Behavior = StatusBitsUpgrade ModuleTag_FakeOut ;,;
TriggeredBy = Upgrade_AngmarFortressIceMunitions
End
Behavior = BuildingBehavior BuildingModuleTag
NightWindowName = N_Window
......
......@@ -347,7 +347,7 @@ Object AngmarDen
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY EvilStructureBow
Weapon = PRIMARY StructureBowAngmar ;,; EvilStructureBow
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
......@@ -460,8 +460,15 @@ Object AngmarDen
TriggeredBy = UpgradeAngmarDenLevel3
ConflictsWith = Upgrade_EasyAIMultiPlayer
End
Behavior = WeaponSetUpgrade ModuleTag_FlamingMunitions ;,;
TriggeredBy = UpgradeAngmarDenLevel3 Upgrade_AngmarFortressIceMunitions
RequiresAllTriggers = Yes
End
Behavior = StatusBitsUpgrade ModuleTag_FakeOut ;,;
TriggeredBy = Upgrade_AngmarFortressIceMunitions
End
Body = ActiveBody ModuleTag_05
MaxHealth = ANGMAR_TROLLDEN_HEALTH
......
......@@ -403,7 +403,7 @@ Object AngmarForgeWorks
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY EvilStructureBow
Weapon = PRIMARY StructureBowAngmar ;,; EvilStructureBow
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
......@@ -570,6 +570,15 @@ Object AngmarForgeWorks
TriggeredBy = Upgrade_StructureLevel3
ShowGeometry = Geom_Orig Geom_V2
End
Behavior = WeaponSetUpgrade ModuleTag_FlamingMunitions ;,;
TriggeredBy = Upgrade_AngmarForgeWorksLevel3 Upgrade_AngmarFortressIceMunitions
RequiresAllTriggers = Yes
End
Behavior = StatusBitsUpgrade ModuleTag_FakeOut ;,;
TriggeredBy = Upgrade_AngmarFortressIceMunitions
End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
Radius = 100 ;// How far we try to claim ground
......
......@@ -1186,7 +1186,7 @@ Object AngmarFortressCitadel
TriggeredBy = Upgrade_AngmarFortressIceMunitions
RefreshDelay = 2000
Range = ANGMAR_FORTRESS_WALL_EFFECTIVE_RADIUS ;;,;; MEN_FORTRESS_WALL_EFFECTIVE_RADIUS
ObjectFilter = ANY +AngmarWallTowerSmall +AngmarTrollSlingWall
ObjectFilter = ANY +AngmarWallTowerSmall +AngmarTrollSlingWall +AngmarBarracks +AngmarDen +AngmarForgeWorks +AngmarHallofTwilight ;,; Added +AngmarBarracks +AngmarDen +AngmarForgeWorks +AngmarHallofTwilight
End
;----------------------------------------------------------------------------------
......
......@@ -266,7 +266,7 @@ Object AngmarHallofTwilight
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY EvilStructureBow
Weapon = PRIMARY StructureBowAngmar ;,; EvilStructureBow
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
......@@ -439,7 +439,15 @@ Object AngmarHallofTwilight
TriggeredBy = Upgrade_AngmarHallofTwilightLevel3
ConflictsWith = Upgrade_EasyAIMultiPlayer
End
Behavior = WeaponSetUpgrade ModuleTag_FlamingMunitions ;,;
TriggeredBy = Upgrade_AngmarHallofTwilightLevel3 Upgrade_AngmarFortressIceMunitions
RequiresAllTriggers = Yes
End
Behavior = StatusBitsUpgrade ModuleTag_FakeOut ;,;
TriggeredBy = Upgrade_AngmarFortressIceMunitions
End
Behavior = GrantUpgradeCreate ModuleTag_ActLikeAnOldUpgrade
UpgradeToGrant = Upgrade_AngmarHallofTwilightLevel1
......
......@@ -224,7 +224,7 @@ Object MordorHaradrimPalace
End
WeaponSet
Weapon = PRIMARY EvilStructureBow ;;,;; HaradrimPalaceBow
Weapon = PRIMARY StructureBowMordor ;,; EvilStructureBow ;;,;; HaradrimPalaceBow
Conditions = PLAYER_UPGRADE
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
......@@ -288,6 +288,15 @@ Object MordorHaradrimPalace
Behavior = WeaponSetUpgrade ModuleTag_ThirdLevelBuildingArrows
TriggeredBy = Upgrade_MordorHaradrimPalaceLevel3
End
Behavior = WeaponSetUpgrade ModuleTag_FlamingMunitions ;,;
TriggeredBy = Upgrade_MordorHaradrimPalaceLevel3 Upgrade_EvilFortressFlamingMunitions
RequiresAllTriggers = Yes
End
Behavior = StatusBitsUpgrade ModuleTag_FakeOut ;,;
TriggeredBy = Upgrade_EvilFortressFlamingMunitions
End
Behavior = AIUpdateInterface ModuleTag_SoWeCanUseWeapon
AutoAcquireEnemiesWhenIdle = Yes
......
......@@ -219,7 +219,7 @@ Object IsengardArmory
End
WeaponSet
Weapon = PRIMARY EvilStructureBow
Weapon = PRIMARY StructureBowIsengard ;,; EvilStructureBow
Conditions = PLAYER_UPGRADE
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
......@@ -288,6 +288,15 @@ Object IsengardArmory
LevelsToGain = 1
LevelCap = 3
End
Behavior = WeaponSetUpgrade ModuleTag_FlamingMunitions ;,;
TriggeredBy = Upgrade_IsengardArmoryLevel3 Upgrade_EvilFortressFlamingMunitions
RequiresAllTriggers = Yes
End
Behavior = StatusBitsUpgrade ModuleTag_FakeOut ;,;
TriggeredBy = Upgrade_EvilFortressFlamingMunitions
End
Behavior = SubObjectsUpgrade ModuleTag_HideAll
TriggeredBy = Upgrade_StructureLevel1
......
......@@ -900,6 +900,18 @@ Object IsengardFortressCitadel
KillAfterMS = 1800 ;Should match the length of the build-up animation [Or a little shorter since sounds take a little while to die]
;RequiresAllTriggers = Yes
End
;,; ----------------------------------------------------------------------------------
; Adding aura behavior to pass out flaming munitions to PBs & Forges
;,;
Behavior = AttributeModifierAuraUpdate ModuleTag_StructureFlamingMunitions
StartsActive = No ;If no, requires upgrade to turn on.
BonusName = SummonedStructureFlamingMunitionsEvil
TriggeredBy = Upgrade_IsengardFortressOrcfireMunitionsTrigger
RefreshDelay = 2000
Range = ISENGARD_FORTRESS_WALL_EFFECTIVE_RADIUS ;;,;; 99999
ObjectFilter = ANY +IsengardArmory +IsengardWargPit +IsengardSiegeWorks
End
//Iron Plating Improvement
Behavior = CastleUpgrade ModuleTag_PassOutIronPlating
......
......@@ -262,7 +262,7 @@ Object IsengardSiegeWorks
End
WeaponSet
Weapon = PRIMARY EvilStructureBow
Weapon = PRIMARY StructureBowIsengard ;,; EvilStructureBow
Conditions = PLAYER_UPGRADE
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
......@@ -391,6 +391,15 @@ Object IsengardSiegeWorks
TriggeredBy = Upgrade_StructureLevel3
CommandSet = IsengardSiegeWorksCommandSetLevel3
End
Behavior = WeaponSetUpgrade ModuleTag_FlamingMunitions ;,;
TriggeredBy = Upgrade_StructureLevel3 Upgrade_EvilFortressFlamingMunitions
RequiresAllTriggers = Yes
End
Behavior = StatusBitsUpgrade ModuleTag_FakeOut ;,;
TriggeredBy = Upgrade_EvilFortressFlamingMunitions
End
Behavior = StructureCollapseUpdate ModuleTag_08
MinCollapseDelay = 000
......
......@@ -296,7 +296,7 @@ End
End
WeaponSet ;,; Uncommented - fixed ;;.;; Added for 2.02a - ***REMOVED UNTIL WLB MODEL ISSUE IS SORTED OUT. BONES CURRENTLY DON'T WANT TO BE VALID IN-GAME.***
Weapon = PRIMARY EvilStructureBow
Weapon = PRIMARY StructureBowIsengard ;,; EvilStructureBow
Conditions = PLAYER_UPGRADE
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
......@@ -482,6 +482,15 @@ End
TriggeredBy = Upgrade_IsengardWargPitLevel3
CommandSet = IsengardWargPitCommandSetLevel3
End
Behavior = WeaponSetUpgrade ModuleTag_FlamingMunitions ;,;
TriggeredBy = Upgrade_IsengardWargPitLevel3 Upgrade_EvilFortressFlamingMunitions
RequiresAllTriggers = Yes
End
Behavior = StatusBitsUpgrade ModuleTag_FakeOut ;,;
TriggeredBy = Upgrade_EvilFortressFlamingMunitions
End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
Radius = 100 ;// How far we try to claim ground
......
......@@ -738,13 +738,13 @@ Object MordorFortressCitadel
;----------------------------------------------------------------------------------
; Adding aura behavior to pass out flaming munitions to summonded barricade
;;.;;
Behavior = AttributeModifierAuraUpdate ModuleTag_SummonedStructureFlamingMunitions
Behavior = AttributeModifierAuraUpdate ModuleTag_StructureFlamingMunitions
StartsActive = No ;If no, requires upgrade to turn on.
BonusName = SummonedStructureFlamingMunitionsEvil
TriggeredBy = Upgrade_MordorFortressFireArrowsTrigger
RefreshDelay = 2000
Range = MORDOR_FORTRESS_WALL_EFFECTIVE_RADIUS ;;,;; 99999
ObjectFilter = ANY +MordorBarricade
ObjectFilter = ANY +MordorBarricade +MordorHaradrimPalace ;,; Added MordorHaradrimPalace
End
;----------------------------------------------------------------------------------
......
......@@ -247,7 +247,7 @@ Object GoblinCave
End
WeaponSet
Weapon = PRIMARY EvilStructureBow
Weapon = PRIMARY StructureBowGoblins ;,; EvilStructureBow
Conditions = PLAYER_UPGRADE
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
......@@ -400,6 +400,15 @@ Object GoblinCave
ShowGeometry = Geom_V2
End
Behavior = WeaponSetUpgrade ModuleTag_FlamingMunitions ;,;
TriggeredBy = Upgrade_WildCaveLevel3 Upgrade_EvilFortressFlamingMunitions
RequiresAllTriggers = Yes
End
Behavior = StatusBitsUpgrade ModuleTag_FakeOut ;,;
TriggeredBy = Upgrade_EvilFortressFlamingMunitions
End
Behavior = TerrainResourceBehavior ModuleTag_NewMoneyDeadSpot
Radius = 80 ;// How far we try to claim ground
MaxIncome = 0 ;// If we were to get all we wanted, how much we would earn. Linear slope to 0 at 0% claim
......
......@@ -786,6 +786,18 @@ Object WildFortressCitadel
AddConditionFlags = FORTRESS_IMPROVEMENT_2
Permanent = Yes
End
;,; ----------------------------------------------------------------------------------
; Adding aura behavior to pass out flaming munitions to PBs & Forges
;,;
Behavior = AttributeModifierAuraUpdate ModuleTag_StructureFlamingMunitions
StartsActive = No ;If no, requires upgrade to turn on.
BonusName = SummonedStructureFlamingMunitionsEvil
TriggeredBy = Upgrade_WildFortressFireArrowsTrigger
RefreshDelay = 2000
Range = MORDOR_FORTRESS_WALL_EFFECTIVE_RADIUS ;;,;; 99999
ObjectFilter = ANY +WildTreasureTrove +GoblinCave
End
;//Web Cocoon Upgrade
Behavior = CastleUpgrade ModuleTag_PassOutWebCocoonUpgrade
......
......@@ -254,7 +254,7 @@ Object WildTreasureTrove
End
WeaponSet
Weapon = PRIMARY EvilStructureBow ;;,;; TreasureTroveBow
Weapon = PRIMARY StructureBowGoblins ;,; EvilStructureBow ;;,;; TreasureTroveBow
Conditions = PLAYER_UPGRADE
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
......@@ -412,6 +412,15 @@ Object WildTreasureTrove
HoleMaxHealth = 500.0
FadeInTimeSeconds = 2.0
End
Behavior = WeaponSetUpgrade ModuleTag_FlamingMunitions ;,;
TriggeredBy = Upgrade_WildTreasureTroveLevel3 Upgrade_EvilFortressFlamingMunitions
RequiresAllTriggers = Yes
End
Behavior = StatusBitsUpgrade ModuleTag_FakeOut ;,;
TriggeredBy = Upgrade_EvilFortressFlamingMunitions
End
Behavior = BuildingBehavior BuildingModuleTag
NightWindowName = N_Window N_Fire
......
......@@ -849,7 +849,7 @@ Object ElvenCitadel
;,;
Behavior = AttributeModifierAuraUpdate ModuleTag_SummonedStructureFlamingMunitions
StartsActive = No ;If no, requires upgrade to turn on.
BonusName = SummonedStructureFlamingMunitionsElves
BonusName = SummonedStructureFlamingMunitionsGood
TriggeredBy = Upgrade_ElvenFortressFlamingMunitionsTrigger
RefreshDelay = 2000
Range = ELVEN_FORTRESS_WALL_EFFECTIVE_RADIUS ;;,;; 99999
......
......@@ -4197,6 +4197,152 @@ Weapon StructureAxeWeaponDwarves ; BALANCE Axe Weapon
End
End
;------------------------------------------------------------------------------ ;,;
Weapon StructureBowAngmar ; BALANCE Archer Weapon
AttackRange = GONDOR_STRUCTURE_ARCHER_RANGE
WeaponSpeed = 321 ; dist/sec
MinWeaponSpeed = 241
MaxWeaponSpeed = 481 ; dist/sec Upper limit on scaling, when attacking past nominal "max" range
FireFX = FX_RohanArcherBowWeapon
ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range
HitPercentage = 100 ;When this weapon is used it will hit exactly 50% of the time.
ScatterRadius = 16.0 ;When this weapon misses it can randomly miss by as much as this distance.
DelayBetweenShots = Min:GONDOR_STRUCTURE_ARCHER_BOW_DELAYBETWEENSHOTS_MIN Max:GONDOR_STRUCTURE_ARCHER_BOW_DELAYBETWEENSHOTS_MAX
PreAttackDelay = GONDOR_STRUCTURE_ARCHER_BOW_PREATTACKDELAY ; 1467 is the prep time for archer.
PreAttackType = PER_SHOT ; Do the delay each time we attack a new target
FiringDuration = GONDOR_STRUCTURE_ARCHER_BOW_DELAYBETWEENSHOTS_MAX ; Duration of the archer firing shot is 500ms.
IsAimingWeapon = Yes
AntiAirborneVehicle = Yes
AntiAirborneMonster = Yes
HitPassengerPercentage = 20%
AcceptableAimDelta = 180.0 ; We want to be able to shoot all round, as we canit move.
CanBeDodged = Yes ; Will check for a DodgePercent on the target to have a second chance at failing HitPercent
ProjectileNugget ; Default arrow
ProjectileTemplateName = EvilFactionArrow
WarheadTemplateName = StructureBowWarhead
ForbiddenUpgradeNames = Upgrade_AngmarFortressIceMunitions
End
ProjectileNugget ; Upgraded arrow
ProjectileTemplateName = EvilFactionIceArrow
WarheadTemplateName = StructureBowWarheadFire
RequiredUpgradeNames = Upgrade_AngmarFortressIceMunitions
End
End
;------------------------------------------------------------------------------ ;,;
Weapon StructureBowIsengard ; BALANCE Archer Weapon
AttackRange = GONDOR_STRUCTURE_ARCHER_RANGE
WeaponSpeed = 321 ; dist/sec
MinWeaponSpeed = 241
MaxWeaponSpeed = 481 ; dist/sec Upper limit on scaling, when attacking past nominal "max" range
FireFX = FX_RohanArcherBowWeapon
ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range
HitPercentage = 100 ;When this weapon is used it will hit exactly 50% of the time.
ScatterRadius = 16.0 ;When this weapon misses it can randomly miss by as much as this distance.
DelayBetweenShots = Min:GONDOR_STRUCTURE_ARCHER_BOW_DELAYBETWEENSHOTS_MIN Max:GONDOR_STRUCTURE_ARCHER_BOW_DELAYBETWEENSHOTS_MAX
PreAttackDelay = GONDOR_STRUCTURE_ARCHER_BOW_PREATTACKDELAY ; 1467 is the prep time for archer.
PreAttackType = PER_SHOT ; Do the delay each time we attack a new target
FiringDuration = GONDOR_STRUCTURE_ARCHER_BOW_DELAYBETWEENSHOTS_MAX ; Duration of the archer firing shot is 500ms.
IsAimingWeapon = Yes
AntiAirborneVehicle = Yes
AntiAirborneMonster = Yes
HitPassengerPercentage = 20%
AcceptableAimDelta = 180.0 ; We want to be able to shoot all round, as we canit move.
CanBeDodged = Yes ; Will check for a DodgePercent on the target to have a second chance at failing HitPercent
ProjectileNugget ; Default arrow
ProjectileTemplateName = EvilFactionArrow
WarheadTemplateName = StructureBowWarhead
ForbiddenUpgradeNames = Upgrade_EvilFortressFlamingMunitions
End
ProjectileNugget ; Upgraded arrow
ProjectileTemplateName = EvilFactionFireArrow
WarheadTemplateName = EvilStructureBowUpgradedWarhead
RequiredUpgradeNames = Upgrade_EvilFortressFlamingMunitions
End
End
;------------------------------------------------------------------------------ ;,;
Weapon StructureBowMordor ; BALANCE Archer Weapon
AttackRange = GONDOR_STRUCTURE_ARCHER_RANGE
WeaponSpeed = 321 ; dist/sec
MinWeaponSpeed = 241
MaxWeaponSpeed = 481 ; dist/sec Upper limit on scaling, when attacking past nominal "max" range
FireFX = FX_RohanArcherBowWeapon
ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range
HitPercentage = 100 ;When this weapon is used it will hit exactly 50% of the time.
ScatterRadius = 16.0 ;When this weapon misses it can randomly miss by as much as this distance.
DelayBetweenShots = Min:GONDOR_STRUCTURE_ARCHER_BOW_DELAYBETWEENSHOTS_MIN Max:GONDOR_STRUCTURE_ARCHER_BOW_DELAYBETWEENSHOTS_MAX
PreAttackDelay = GONDOR_STRUCTURE_ARCHER_BOW_PREATTACKDELAY ; 1467 is the prep time for archer.
PreAttackType = PER_SHOT ; Do the delay each time we attack a new target
FiringDuration = GONDOR_STRUCTURE_ARCHER_BOW_DELAYBETWEENSHOTS_MAX ; Duration of the archer firing shot is 500ms.
IsAimingWeapon = Yes
AntiAirborneVehicle = Yes
AntiAirborneMonster = Yes
HitPassengerPercentage = 20%
AcceptableAimDelta = 180.0 ; We want to be able to shoot all round, as we canit move.
CanBeDodged = Yes ; Will check for a DodgePercent on the target to have a second chance at failing HitPercent
ProjectileNugget ; Default arrow
ProjectileTemplateName = EvilFactionArrow
WarheadTemplateName = StructureBowWarhead
ForbiddenUpgradeNames = Upgrade_EvilFortressFlamingMunitions
End
ProjectileNugget ; Upgraded arrow
ProjectileTemplateName = EvilFactionFireArrow
WarheadTemplateName = EvilStructureBowUpgradedWarhead
RequiredUpgradeNames = Upgrade_EvilFortressFlamingMunitions
End
End
;------------------------------------------------------------------------------ ;,;
Weapon StructureBowGoblins ; BALANCE Archer Weapon
AttackRange = GONDOR_STRUCTURE_ARCHER_RANGE
WeaponSpeed = 321 ; dist/sec
MinWeaponSpeed = 241
MaxWeaponSpeed = 481 ; dist/sec Upper limit on scaling, when attacking past nominal "max" range
FireFX = FX_RohanArcherBowWeapon
ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range
HitPercentage = 100 ;When this weapon is used it will hit exactly 50% of the time.
ScatterRadius = 16.0 ;When this weapon misses it can randomly miss by as much as this distance.
DelayBetweenShots = Min:GONDOR_STRUCTURE_ARCHER_BOW_DELAYBETWEENSHOTS_MIN Max:GONDOR_STRUCTURE_ARCHER_BOW_DELAYBETWEENSHOTS_MAX
PreAttackDelay = GONDOR_STRUCTURE_ARCHER_BOW_PREATTACKDELAY ; 1467 is the prep time for archer.
PreAttackType = PER_SHOT ; Do the delay each time we attack a new target
FiringDuration = GONDOR_STRUCTURE_ARCHER_BOW_DELAYBETWEENSHOTS_MAX ; Duration of the archer firing shot is 500ms.
IsAimingWeapon = Yes
AntiAirborneVehicle = Yes
AntiAirborneMonster = Yes
HitPassengerPercentage = 20%
AcceptableAimDelta = 180.0 ; We want to be able to shoot all round, as we canit move.
CanBeDodged = Yes ; Will check for a DodgePercent on the target to have a second chance at failing HitPercent
ProjectileNugget ; Default arrow
ProjectileTemplateName = EvilFactionArrow
WarheadTemplateName = StructureBowWarhead
ForbiddenUpgradeNames = Upgrade_EvilFortressFlamingMunitions
End
ProjectileNugget ; Upgraded arrow
ProjectileTemplateName = EvilFactionFireArrow
WarheadTemplateName = EvilStructureBowUpgradedWarhead
RequiredUpgradeNames = Upgrade_EvilFortressFlamingMunitions
End
End
;------------------------------------------------------------------------------
Weapon RohanStructureBow ; BALANCE Mini-Tower Weapon
......@@ -4906,6 +5052,29 @@ Weapon FortressArrowTowerBowUpgradedWarhead
End
End
//---------------------------- ;,;
Weapon EvilStructureBowUpgradedWarhead
ProjectileCollidesWith = ENEMIES NEUTRAL STRUCTURES WALLS
RadiusDamageAffects = ENEMIES NEUTRALS NOT_SIMILAR ;ALLIES
HitStoredTarget = Yes // Always hits initial target.
DamageNugget
Damage = KEEP_BOW_UPGRADED_DAMAGE
Radius = 0.0 // HitStoredTarget means we hurt the person we launched at. And nobody else. So a miss hurts nobody.
DelayTime = 0
DamageType = FLAME
DamageFXType = FLAME
DeathType = BURNED
End
DamageNugget // A basic Nugget that just does damage
Damage = STRUCTURE_BOW_DAMAGE
Radius = 0.0 // HitStoredTarget means we hurt the person we launched at. And nobody else. So a miss hurts nobody.
DelayTime = 0
DamageType = STRUCTURAL // Moving all structure-based weapons over to Structural Damage for balance reasons - GB
DamageFXType = FLAME
DeathType = BURNED
End
End
//----------------------------
Weapon ElvenFortressArrowTowerBowUpgradedWarhead ;;,;; added
ProjectileCollidesWith = ENEMIES NEUTRAL STRUCTURES WALLS
......@@ -46435,10 +46435,6 @@ CONTROLBAR:PurchaseUpgradeAngmarFortressIceMunitions
"Ice &Munitions"
END
CONTROLBAR:ToolTipPurchaseUpgradeAngmarFortressIceMunitions
"Adds frost damage to all attached Towers and Stone Throwers"
END
CONTROLBAR:PurchaseUpgradeAngmarFortressSpikes
"S&pike Moat"
END
......@@ -52332,10 +52328,7 @@ OBJECT:WildSentryTowerDescription
//"Fires arrows at nearby enemies"
"Defensive tower that fires arrows at nearby enemies"
END
CONTROLBAR:ToolTipPurchaseUpgradeWildFortressFireArrows
//"Equips your Arrow Dens with Fire Arrows"
"Adds fire damage to all attached Arrow Dens"
END
TOOLTIP:LackDragonNest
//"Requires the Web Cocoon upgrade \n Allows summoning of the Fire Drake"
//"This unit has already been purchased"
......@@ -54208,11 +54201,6 @@ CONTROLBAR:ToolTipPurchaseUpgradeDwarvenSummonedCitadelDwarvenStonework
"Provides +25% Armor to the Citadel, and +67% Armor to nearby Walls and Lone Towers"
END
CONTROLBAR:ToolTipPurchaseUpgradeMordorFortressFireArrows
//"Equips Barricades with Fire Arrows"
"Equips attached Barricades and nearby Summoned Barricades with Fire Arrows"
END
CONTROLBAR:TooltipBarricade
//"Summons a defensive tower garrisoned with archers \n Left click icon then left click on pathable location"
//"Summons a defensive tower garrisoned with archers \n Benefits from the fortress Fire Arrows upgrade \n Left click icon then left click on pathable location"
......@@ -56701,12 +56689,6 @@ OBJECT:MordorSoldierOfRhun
"Soldier of Rhun"
END
CONTROLBAR:ToolTipPurchaseUpgradeIsengardFortressOrcfireMunitions
//"Arms defensive towers with Fire Arrows"
//"Arms defensive Towers with Fire Arrows"
"Adds fire damage to all attached Towers and Ballistae"
END
CONTROLBAR:BattleWagonUpgradeAxeThrowers
//"Upgrade &with Axe Throwers"
"Upgrade with A&xe Throwers"
......@@ -57420,25 +57402,49 @@ End
CONTROLBAR:ToolTipPurchaseUpgradeMenFortressFlamingMunitions
//"Adds fire damage to all attached towers and trebuchets"
//"Adds fire damage to all attached Towers, Trebuchets and nearby Lone Towers"
"Adds Fire damage to all attached Towers and Trebuchets, as well as to Production Buildings, Forges and Lone Towers within the wall building radius"
"Adds Fire damage to all attached Towers and Trebuchets, as well as to nearby Production Buildings, Forges and Lone Towers"
END
CONTROLBAR:ToolTipPurchaseUpgradeDwarvenFortressFlamingMunitions
//"Adds fire damage to all attached towers and catapults"
//"Adds forged blades to all attached towers and fire damage to all attached catapults"
//"Adds Forged Blades to all attached Towers and nearby Lone Towers and fire damage to all attached catapults"
"Adds Forged Blades to all attached Towers and Fire damage to all attached Catapults \n Adds Forged Blades or Fire damage to Production Buildings, Forges and Lone Towers within the wall building radius"
"Adds Forged Blades to all attached Towers and Fire damage to all attached Catapults \n Adds Forged Blades / Fire damage to nearby Production Buildings, Forges and Lone Towers"
END
CONTROLBAR:ToolTipPurchaseUpgradeSummonedStructureFlamingMunitions
//"Adds forged blades to all attached towers and fire damage to all attached catapults"
//"Adds Forged Blades to all attached Towers and nearby Lone Towers and fire damage to all attached catapults"
"Adds Forged Blades to all attached Towers and Fire damage to all attached Catapults \n Adds Forged Blades or Fire damage to Production Buildings, Forges and Lone Towers within the wall building radius"
"Adds Forged Blades to all attached Towers and Fire damage to all attached Catapults \n Adds Forged Blades / Fire damage to nearby Production Buildings, Forges and Lone Towers"
END
CONTROLBAR:ToolTipPurchaseUpgradeElvenFortressFlamingMunitions
//"Adds Silverthorn Arrows to all attached Watchtowers"
"Adds Silverthorn Arrows to all attached Watchtowers, as well as to Production Buildings and Forges within the wall building radius.
"Adds Silverthorn Arrows to all attached Watchtowers, as well as to nearby Production Buildings and Forges.
END
CONTROLBAR:ToolTipPurchaseUpgradeAngmarFortressIceMunitions
//"Adds frost damage to all attached Towers and Stone Throwers"
"Adds Frost damage to all attached Towers and Stone Throwers, as well as to nearby Production Buildings and Forges"
END
CONTROLBAR:ToolTipPurchaseUpgradeIsengardFortressOrcfireMunitions
//"Arms defensive towers with Fire Arrows"
//"Arms defensive Towers with Fire Arrows"
//"Adds fire damage to all attached Towers and Ballistae"
"Adds Fire damage to all attached Towers and Ballistae, as well as to nearby Production Buildings and Forges"
END
CONTROLBAR:ToolTipPurchaseUpgradeWildFortressFireArrows
//"Equips your Arrow Dens with Fire Arrows"
//"Adds fire damage to all attached Arrow Dens"
"Adds Fire damage to all attached Arrow Dens, as well as to nearby Production Buildings and Forges within"
END
CONTROLBAR:ToolTipPurchaseUpgradeMordorFortressFireArrows
//"Equips Barricades with Fire Arrows"
//"Equips attached Barricades and nearby Summoned Barricades with Fire Arrows"
"Adds Fire damage to all attached Barricades, nearby Haradrim Palaces and Summoned Barricades"
END
//========================= VERSION STRINGS ========== ;;,;;
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