Body = RespawnBody ModuleTag_RespawnBody
CheerRadius = EMOTION_CHEER_RADIUS
MaxHealth = SAURON_HEALTH ;BALANCE Eomer 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_SauronDieToRespawn ;FXList to play when killed-to-respawn
DeathAnimationTime = 5367 ; 1133 ;How long DeathAnim will take.
InitialSpawnFX = FX_SauronInitialSpawn
RespawnAnim = LEVELED ;Animation to play when respawning.
RespawnFX = FX_SauronRespawn ;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 = HPSauron
;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:0000 Time:120000 Health:10
0% ;DEFAULT VALUES
RespawnEntry = Level:2 Cost:0000 Time:120000 ;For other levels, only override what is different.
RespawnEntry = Level:3 Cost:0000 Time:120000
RespawnEntry = Level:4 Cost:0000 Time:120000
RespawnEntry = Level:5 Cost:000 Time:120000
RespawnEntry = Level:6 Cost:000 Time:120000
RespawnEntry = Level:7 Cost:000 Time:120000
RespawnEntry = Level:8 Cost:000 Time:120000
RespawnEntry = Level:9 Cost:000 Time:120000
RespawnEntry = Level:10 Cost:000 Time:120000
End
tout ca c pour lui donner la capacite de regenere!
pour cela il faut ajouté dans " gamedata.INI": #define SAURON_HEALTH ( ex: 500)
Et il faut aussi modifier " fxlist.ini" pour ajouter par copier-coller en modifiant certaine valeur: " FX_SauronDieToRespawn" , " FX_SauronInitialSpawn" , " FX_SauronRespawn"
s´il y a des questions, me prevenir sur le forum " effet de choc de sauron"