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- -- define lua functions
- function NoOp(self, source)
- end
- function kill(self) -- Kill unit self.
- ExecuteAction("NAMED_KILL", self);
- end
- function RadiatePhialFear( self )
- ObjectBroadcastEventToEnemies( self, "BeAfraidOfPhial", 75 )
- end
- function RadiateUncontrollableFear( self )
- ObjectBroadcastEventToEnemies( self, "BeUncontrollablyAfraid", 350 )
- end
- function RadiateGateDamageFear(self)
- ObjectBroadcastEventToAllies(self, "BeAfraidOfGateDamaged", 200)
- end
- function RadiateBalrogFear(self)
- ObjectBroadcastEventToEnemies(self, "BeAfraidOfBalrog", 180)
- end
- function OnMumakilCreated(self)
- ObjectHideSubObjectPermanently( self, "Houda", true )
- ObjectHideSubObjectPermanently( self, "Houda01", true )
- end
- function OnTrollCreated(self)
- ObjectHideSubObjectPermanently( self, "Trunk01", true )
- ObjectGrantUpgrade( self, "Upgrade_SwitchToRockThrowing" )
- end
- function OnCreepTrollCreated(self)
- ObjectHideSubObjectPermanently( self, "Trunk01", true )
- ObjectHideSubObjectPermanently( self, "ROCK", true )
- end
- function OnCaptureFlagGenericEvent(self,data)
- local str = ObjectCapturingObjectPlayerSide(self)
- if str == nil then
- str = ObjectPlayerSide(self)
- end
- ObjectHideSubObjectPermanently( self, "FLAG_ISENGARD", true)
- ObjectHideSubObjectPermanently( self, "FLAG_MORDOR", true)
- ObjectHideSubObjectPermanently( self, "FLAG_WILD", true)
- ObjectHideSubObjectPermanently( self, "FLAG_MEN", true)
- ObjectHideSubObjectPermanently( self, "FLAG_ELVES", true)
- ObjectHideSubObjectPermanently( self, "FLAG_DWARVES", true)
- if str == "Isengard" then
- ObjectHideSubObjectPermanently( self, "FLAG_ISENGARD", false)
- elseif str == "Mordor" then
- ObjectHideSubObjectPermanently( self, "FLAG_MORDOR", false)
- elseif str == "Men" then
- ObjectHideSubObjectPermanently( self, "FLAG_MEN", false)
- elseif str == "Dwarves" then
- ObjectHideSubObjectPermanently( self, "FLAG_DWARVES", false)
- elseif str == "Elves" then
- ObjectHideSubObjectPermanently( self, "FLAG_ELVES", false)
- elseif str == "Wild" then
- ObjectHideSubObjectPermanently( self, "FLAG_WILD", false)
- else
- ObjectHideSubObjectPermanently( self, "FLAG_NEUTRAL", false)
- end
- end
- function OnTrollGenericEvent(self,data)
- local str = tostring( data )
- if str == "show_rock" then
- ObjectHideSubObjectPermanently( self, "ROCK", false )
- elseif str == "hide_rock" then
- ObjectHideSubObjectPermanently( self, "ROCK", true )
- end
- end
- function OnEntCreated(self)
- --ObjectShowSubObjectPermanently( self, "ROCK", true )
- ObjectGrantUpgrade( self, "Upgrade_SwitchToRockThrowing" )
- end
- function OnMountainGiantCreated(self)
- --ObjectHideSubObjectPermanently( self, "ROCK", true )
- ObjectGrantUpgrade( self, "Upgrade_SwitchToRockThrowing" )
- end
- function OnMountainGiantGenericEvent(self)
- local str = tostring( data )
- if str == "show_rock" then
- ObjectHideSubObjectPermanently( self, "ROCK", false )
- elseif str == "hide_rock" then
- ObjectHideSubObjectPermanently( self, "ROCK", true )
- end
- end
- function GoIntoRampage(self)
- ObjectEnterRampageState(self)
- --Broadcast fear to surrounding unit(if we actually rampaged)
- if ObjectTestModelCondition(self, "WEAPONSET_RAMPAGE") then
- ObjectBroadcastEventToUnits(self, "BeAfraidOfRampage", 250)
- end
- end
- function MakeMeAlert(self)
- ObjectEnterAlertState(self)
- end
- function BeEnraged(self)
- --Broadcast enraged to surrounding units.
- ObjectBroadcastEventToAllies(self, "BeingEnraged", 500)
- end
- function BecomeEnraged(self)
- ObjectSetEnragedState(self, true)
- end
- function StopEnraged(self)
- ObjectSetEnragedState(self, false)
- end
- function BecomeUncontrollablyAfraid(self, other)
- if not ObjectTestCanSufferFear(self) then
- return
- end
- ObjectEnterUncontrollableCowerState(self, other)
- end
- function BecomeAfraidOfRampage(self, other)
- if not ObjectTestCanSufferFear(self) then
- return
- end
- ObjectEnterCowerState(self, other)
- end
- function BecomeAfraidOfBalrog(self, other)
- if not ObjectTestCanSufferFear(self) then
- return
- end
- ObjectEnterCowerState(self, other)
- end
- function RadiateTerror(self, other)
- ObjectBroadcastEventToEnemies(self, "BeTerrified", 180)
- end
- function RadiateTerrorEx(self, other, terrorRange)
- ObjectBroadcastEventToEnemies(self, "BeTerrified", terrorRange)
- end
- function BecomeTerrified(self, other)
- ObjectEnterRunAwayPanicState(self, other)
- end
- function BecomeAfraidOfGateDamaged(self, other)
- if not ObjectTestCanSufferFear(self) then
- return
- end
- ObjectEnterCowerState(self,other)
- end
- function ChantForUnit(self) -- Used by units to broadcast the chant event to their own side.
- ObjectBroadcastEventToAllies(self, "BeginChanting", 9999)
- end
- function StopChantForUnit(self) -- Used by units to stop the chant event to their own side.
- ObjectBroadcastEventToAllies(self, "StopChanting", 9999)
- end
- function BeginCheeringForGrond(self)
- ObjectSetChanting(self, true)
- end
- function StopCheeringForGrond(self)
- ObjectSetChanting(self, false)
- end
- function OnMordorArcherCreated(self)
- ObjectHideSubObjectPermanently( self, "ARROWFIRE", true )
- end
- function MordorFighterBecomeUncontrollablyAfraid(self,other)
- local wasAfraid = ObjectTestModelCondition(self, "EMOTION_AFRAID")
- BecomeUncontrollablyAfraid(self,other) -- Call base function appropriate to many unit types
- -- Play unit-specific sound, but only when first entering state (not every time troll sends out fear message!)
- -- BecomeAfraidOfTroll may fail, don't play sound if we didn't enter fear state
- if ( not wasAfraid ) and ObjectTestModelCondition(self, "EMOTION_AFRAID") then
- ObjectPlaySound(self, "MordorFighterEntFear")
- end
- end
- function MordorFighterBecomeAfraidOfPhial(self,other)
- local wasAfraid = ObjectTestModelCondition(self, "EMOTION_AFRAID")
- BecomeUncontrollablyAfraid(self,other)
- -- BecomeAfraidOfTroll(self,other) -- Call base function appropriate to many unit types
- -- Play unit-specific sound, but only when first entering state (not every time troll sends out fear message!)
- -- BecomeAfraidOfTroll may fail, don't play sound if we didn't enter fear state
- -- if ( not wasAfraid ) and ObjectTestModelCondition(self, "EMOTION_AFRAID") then
- -- ObjectPlaySound(self, "MordorFighterEntFear")
- -- end
- end
- function OnMordorCorsairCreated(self)
- ObjectHideSubObjectPermanently( self, "Forged_Blade", true )
- ObjectHideSubObjectPermanently( self, "Forged_Blade01", true )
- end
- function WildInfantryBecomeAfraidOfPhial(self,other)
- local wasAfraid = ObjectTestModelCondition(self, "EMOTION_AFRAID")
- BecomeUncontrollablyAfraid(self,other)
- end
- function ShelobBecomeAfraidOfPhial(self,other)
- local wasAfraid = ObjectTestModelCondition(self, "EMOTION_AFRAID")
- BecomeUncontrollablyAfraid(self,other)
- -- BecomeAfraidOfTroll(self,other) -- Call base function appropriate to many unit types
- -- Play unit-specific sound, but only when first entering state (not every time troll sends out fear message!)
- -- BecomeAfraidOfTroll may fail, don't play sound if we didn't enter fear state
- -- if ( not wasAfraid ) and ObjectTestModelCondition(self, "EMOTION_AFRAID") then
- -- ObjectPlaySound(self, "MordorFighterEntFear")
- -- end
- end
- function OnInfantryBannerCreated(self)
- ObjectHideSubObjectPermanently( self, "Glow", true )
- end
- function OnCavalryCreated(self)
- ObjectHideSubObjectPermanently( self, "Glow", true )
- end
- function OnGondorFighterCreated(self)
- ObjectHideSubObjectPermanently( self, "Forged_Blade", true )
- ObjectHideSubObjectPermanently( self, "Hammer1", true )
- ObjectHideSubObjectPermanently( self, "Glow", true )
- ObjectHideSubObjectPermanently( self, "Glow1", true )
- end
- function OnAragornCreated(self)
- ObjectHideSubObjectPermanently( self, "PLANE02", true )
- end
- function OnGondorArcherCreated(self)
- -- ObjectHideSubObjectPermanently( self, "arrow", true ) -- This gets hidden pending the art being fixed. it is the pre-new-archer-firing-pattern arrow
- ObjectHideSubObjectPermanently( self, "FireArowTip", true ) -- This gets hidden because the Fire Arrow upgrade turns it on.
- end
- function DragonStrikeDragonCreated(self)
- ObjectForbidPlayerCommands( self, true )
- end
- function OnLegolasCreated(self)
- -- ObjectHideSubObjectPermanently( self, "arrow02", true ) -- This gets hidden pending the art being fixed. it is the pre-new-archer-firing-pattern arrow
- -- ObjectHideSubObjectPermanently( self, "arrow", true ) -- This gets hidden pending the art being fixed. it is the pre-new-archer-firing-pattern arrow
- end
- function OnRohanArcherCreated(self)
- ObjectHideSubObjectPermanently( self, "FireArowTip", true ) -- yes, it's a typo in the art.
- -- ObjectHideSubObjectPermanently( self, "ArrowNock", true )
- -- ObjectHideSubObjectPermanently( self, "arrow", true )
- end
- function GondorFighterBecomeAfraid(self, other)
- local wasAfraid = ObjectTestModelCondition(self, "EMOTION_AFRAID")
- -- An object has a 100% chance to become afraid.
- -- An object has a 66% chance to be feared, 33% chance to run away.
- if GetRandomNumber() <= 0.67 then
- ObjectEnterFearState(self, other, false) -- become afraid of other.
- else --if GetRandomNumber() > 0.67 then
- ObjectEnterRunAwayPanicState(self, other) -- run away.
- end
- if ( not wasAfraid ) and ObjectTestModelCondition(self, "EMOTION_AFRAID") then
- ObjectPlaySound(self, "GondorSoldierScream")
- end
- end
- function GondorFighterBecomeAfraidOfGateDamaged(self, other)
- local wasAfraid = ObjectTestModelCondition(self, "EMOTION_AFRAID")
- BecomeAfraidOfGateDamaged(self,other) -- Call base function appropriate to many unit types
- -- Play unit-specific sound, but only when first entering state (not every time troll sends out fear message!)
- -- BecomeAfraidOfGateDamaged may fail, don't play sound if we didn't enter fear state
- if ( not wasAfraid ) and ObjectTestModelCondition(self, "EMOTION_AFRAID") then
- ObjectPlaySound(self, "GondorSoldierScream")
- end
- end
- function GondorFighterRecoverFromTerror(self)
- -- Add recovery sound
- ObjectPlaySound(self, "GondorSoldierRecoverFromTerror")
- end
- function SpyMoving(self, other)
- print(ObjectDescription(self).." spying movement of "..ObjectDescription(other));
- end
- --function GandalfConsiderUsingDefensePower(self, other, delay, amount)
- -- -- Put up the shield if a big attack is coming and we have time to block it
- -- if tonumber(delay) > 1 then
- -- if tonumber(amount) >= 100 then
- -- ObjectDoSpecialPower(self, "SpecialPowerShieldBubble")
- -- return
- -- end
- -- end
- --
- -- -- Or, if we are being hit and there are alot of guys arround, do our cool pushback power
- -- if tonumber(ObjectCountNearbyEnemies(self, 50)) >= 4 then
- -- ObjectDoSpecialPower(self, "SpecialPowerTelekeneticPush")
- -- return
- -- end
- --end
- function GandalfTriggerWizardBlast(self)
- ObjectCreateAndFireTempWeapon(self, "GandalfWizardBlast")
- end
- --function SarumanConsiderUsingDefensePower(self, other, delay, amount)
- -- -- Put up the shield if a big attack is coming and we have time to block it
- --E4 if tonumber(delay) > 1 then
- --E4 if tonumber(amount) >= 25 then
- --E4 ObjectDoSpecialPower(self, "SpecialPowerShieldBubble")
- --E4 return
- --E4 end
- --E4 end
- --
- -- -- Or, if we are being hit and there are alot of guys arround, do our cool pushback power
- -- if tonumber(ObjectCountNearbyEnemies(self, 50)) >= 4 then
- -- ObjectDoSpecialPower(self, "SpecialPowerTelekeneticPush")
- -- return
- -- end
- --end
- function BalrogTriggerBreatheFire(self)
- ObjectCreateAndFireTempWeapon(self, "MordorBalrogBreath")
- end
- function OnRohirrimCreated(self)
- ObjectHideSubObjectPermanently( self, "Forged_Blade", true )
- ObjectHideSubObjectPermanently( self, "SHIELD", true )
- ObjectHideSubObjectPermanently( self, "FireArowTip", true )
- end
- function OnSummonedRohirrimCreated(self)
- ObjectGrantUpgrade( self, "Upgrade_RohanHeavyArmorForRohirrim" )
- ObjectGrantUpgrade( self, "Upgrade_RohanHorseShield" )
- ObjectHideSubObjectPermanently( self, "Forged_Blade", true )
- end
- function OnGondorCavalryCreated(self)
- ObjectHideSubObjectPermanently( self, "Forged_Blade", true )
- ObjectHideSubObjectPermanently( self, "sshield", true )
- end
- function OnDwarvenBattleWagonCreated(self)
- ObjectHideSubObjectPermanently( self, "dwarfHearth", true )
- ObjectHideSubObjectPermanently( self, "dwarfHearthFire", true )
- ObjectHideSubObjectPermanently( self, "Banner_L", true )
- ObjectHideSubObjectPermanently( self, "Glow", true )
- end
- function OnEvilMenBlackRiderCreated(self)
- -- @todo place appropriate functionality here
- end
- function OnBallistaCreated(self)
- ObjectHideSubObjectPermanently( self, "MinedArrow", true )
- end
- function OnCatapultCreated(self)
- ObjectHideSubObjectPermanently( self, "PROJECTILEROCK", true )
- ObjectHideSubObjectPermanently( self, "FIREPLANE", true )
- end
- function OnTrebuchetCreated(self)
- ObjectHideSubObjectPermanently( self, "FIREPLANE", true )
- end
- function OnPorterCreated(self)
- ObjectHideSubObjectPermanently( self, "ARROWS", true )
- ObjectHideSubObjectPermanently( self, "BRAZIER", true )
- ObjectHideSubObjectPermanently( self, "BOWS", true )
- ObjectHideSubObjectPermanently( self, "TREBUCHET_FIRE", true )
- ObjectHideSubObjectPermanently( self, "SWORDS", true )
- ObjectHideSubObjectPermanently( self, "SHIELDS", true )
- ObjectHideSubObjectPermanently( self, "ARMOR", true )
- ObjectHideSubObjectPermanently( self, "BANNERS", true )
- end
- function OnEvilPorterCreated(self)
- ObjectHideSubObjectPermanently( self, "FIREAROWTIP", true )
- ObjectHideSubObjectPermanently( self, "FORGED_BLADE", true )
- ObjectHideSubObjectPermanently( self, "ARROW_UPGRADE", true )
- ObjectHideSubObjectPermanently( self, "ARMOR_UPGRADE", true )
- ObjectHideSubObjectPermanently( self, "GOLD", true )
- ObjectHideSubObjectPermanently( self, "SWORD_UPGRADES", true )
- end
- function OnPeasantCreated(self)
- ObjectHideSubObjectPermanently( self, "HELMET", true )
- ObjectHideSubObjectPermanently( self, "SWORD", true )
- ObjectHideSubObjectPermanently( self, "HAMMER", false )
- ObjectHideSubObjectPermanently( self, "FORGED_BLADE", true )
- ObjectHideSubObjectPermanently( self, "SHIELD", true )
- ObjectHideSubObjectPermanently( self, "Broom", true )
- end
- function OnMordorSauronCreated(self)
- ObjectHideSubObjectPermanently( self, "SHARD01", true )
- ObjectHideSubObjectPermanently( self, "SHARD02", true )
- ObjectHideSubObjectPermanently( self, "SHARD03", true )
- ObjectHideSubObjectPermanently( self, "SHARD04", true )
- ObjectHideSubObjectPermanently( self, "SHARD05", true )
- ObjectHideSubObjectPermanently( self, "SHARD06", true )
- ObjectHideSubObjectPermanently( self, "SHARD07", true )
- ObjectHideSubObjectPermanently( self, "SHARD08", true )
- ObjectHideSubObjectPermanently( self, "SHARD09", true )
- ObjectHideSubObjectPermanently( self, "SHARD10", true )
- ObjectHideSubObjectPermanently( self, "SHARD11", true )
- ObjectHideSubObjectPermanently( self, "SHARD12", true )
- ObjectHideSubObjectPermanently( self, "SHARD13", true )
- ObjectHideSubObjectPermanently( self, "SHARD14", true )
- ObjectHideSubObjectPermanently( self, "SHARD15", true )
- ObjectHideSubObjectPermanently( self, "SHARD16", true )
- ObjectHideSubObjectPermanently( self, "SHARD17", true )
- ObjectHideSubObjectPermanently( self, "SHARD18", true )
- ObjectHideSubObjectPermanently( self, "SHARD19", true )
- ObjectHideSubObjectPermanently( self, "SHARD20", true )
- end
- function OnElvenWarriorCreated(self)
- ObjectHideSubObject( self, "ARROW", true )
- ObjectHideSubObject( self, "ARROWNOCK", true )
- ObjectHideSubObjectPermanently( self, "Forged_Blade", true )
- ObjectHideSubObjectPermanently( self, "FIREAROWTIP", true )
- end
- function OnIsengardFighterCreated(self)
- ObjectHideSubObjectPermanently( self, "Forged_Blade", true )
- ObjectHideSubObjectPermanently( self, "Glow", true )
- end
- function OnIsengardWildmanCreated(self)
- ObjectHideSubObjectPermanently( self, "Torch", true )
- ObjectHideSubObjectPermanently( self, "FireArowTip", true )
- end
- function OnWildSpiderRiderCreated(self)
- ObjectHideSubObjectPermanently( self, "Forged_Blade", true )
- ObjectHideSubObjectPermanently( self, "FIREAROWTIP", true )
- ObjectHideSubObject( self, "ARROWNOCK", true )
- end
- function OnHaradrimArcherCreated(self)
- ObjectHideSubObjectPermanently( self, "FireArowTip", true )
- ObjectHideSubObject( self, "ArrowNock", true )
- end
- function OnIsengardArcherCreated(self)
- ObjectHideSubObject( self, "ARROWNOCK", true )
- ObjectHideSubObjectPermanently( self, "FIREAROWTIP", true )
- end
- function OnWildGoblinArcherCreated(self)
- ObjectHideSubObjectPermanently( self, "FIREAROWTIP", true )
- end
- function OnGarrisonableCreated(self)
- ObjectHideSubObjectPermanently( self, "GARRISON01", true )
- ObjectHideSubObjectPermanently( self, "GARRISON02", true )
- end
- function OnDwarvenGuardianCreated(self)
- ObjectHideSubObjectPermanently( self, "Forged_Blade", true )
- ObjectHideSubObjectPermanently( self, "Hammer1", true )
- end
- function CreateAHeroHideEverything(self)
- ObjectHideSubObjectPermanently( self, "SWORD", true )
- ObjectHideSubObjectPermanently( self, "BOW", true )
- ObjectHideSubObjectPermanently( self, "TRUNK01", true )
- ObjectHideSubObjectPermanently( self, "STAFF_LIGHT", true )
- ObjectHideSubObjectPermanently( self, "OBJECT01", true )
- ObjectHideSubObjectPermanently( self, "SHIELD01", true )
- ObjectHideSubObjectPermanently( self, "SHIELD_01", true )
- ObjectHideSubObjectPermanently( self, "SPEAR", true )
- ObjectHideSubObjectPermanently( self, "SHIELD_B", true )
- ObjectHideSubObjectPermanently( self, "SHIELD_C", true )
- ObjectHideSubObjectPermanently( self, "SHIELD_D", true )
- ObjectHideSubObjectPermanently( self, "B_SHIELD", true )
- ObjectHideSubObjectPermanently( self, "WEAPON_A", true )
- ObjectHideSubObjectPermanently( self, "WEAPON_B", true )
- ObjectHideSubObjectPermanently( self, "WEAPON_C", true )
- ObjectHideSubObjectPermanently( self, "WEAPON_D", true )
- ObjectHideSubObjectPermanently( self, "AXE02", true )
- ObjectHideSubObjectPermanently( self, "AxeWeapon", true )
- ObjectHideSubObjectPermanently( self, "Belthronding", true )
- ObjectHideSubObjectPermanently( self, "Dwarf_Axe01", true )
- ObjectHideSubObjectPermanently( self, "FireBrand", true )
- ObjectHideSubObjectPermanently( self, "FireBrand_SM", true )
- ObjectHideSubObjectPermanently( self, "FireBrand_FX01", true )
- ObjectHideSubObjectPermanently( self, "FireBrand_FX02", true )
- ObjectHideSubObjectPermanently( self, "Gurthang", true )
- ObjectHideSubObjectPermanently( self, "Gurthang_SM", true )
- ObjectHideSubObjectPermanently( self, "HeroOfTheWestShield", true )
- ObjectHideSubObjectPermanently( self, "HeroOfTheWestShield_SM", true )
- ObjectHideSubObjectPermanently( self, "MithlondBow", true )
- ObjectHideSubObjectPermanently( self, "TrollBane", true )
- ObjectHideSubObjectPermanently( self, "TrollBane_SM", true )
- ObjectHideSubObjectPermanently( self, "TrollBane_FX01", true )
- ObjectHideSubObjectPermanently( self, "TrollBane_FX02", true )
- ObjectHideSubObjectPermanently( self, "TrollMace", true )
- ObjectHideSubObjectPermanently( self, "TrollSword", true )
- ObjectHideSubObjectPermanently( self, "WestronSword", true )
- ObjectHideSubObjectPermanently( self, "WestronSword", true )
- ObjectHideSubObjectPermanently( self, "WestronSword_SM", true )
- ObjectHideSubObjectPermanently( self, "WizardStaff01", true )
- ObjectHideSubObjectPermanently( self, "WizStaff01_FX01", true )
- ObjectHideSubObjectPermanently( self, "WizStaff01_FX2", true )
- ObjectHideSubObjectPermanently( self, "WizStaff01_FX3", true )
- ObjectHideSubObjectPermanently( self, "WizStaff01_FX4", true )
- ObjectHideSubObjectPermanently( self, "WizardStaff02", true )
- ObjectHideSubObjectPermanently( self, "WizStaff02_FX1", true )
- ObjectHideSubObjectPermanently( self, "WizardStaff03", true )
- ObjectHideSubObjectPermanently( self, "WizStaff03_FX01", true )
- ObjectHideSubObjectPermanently( self, "WizStaff03_FX02", true )
- ObjectHideSubObjectPermanently( self, "WizardStaff04", true )
- ObjectHideSubObjectPermanently( self, "WizStaff04_FX01", true )
- ObjectHideSubObjectPermanently( self, "WizStaff04_FX02", true )
- ObjectHideSubObjectPermanently( self, "WizStaff04_FX03", true )
- ObjectHideSubObjectPermanently( self, "WizStaff04_FX04", true )
- ObjectHideSubObjectPermanently( self, "WizStaff04_FX05", true )
- ObjectHideSubObjectPermanently( self, "WizStaff04_FX06", true )
- ObjectHideSubObjectPermanently( self, "WizStaff04_FX07", true )
- ObjectHideSubObjectPermanently( self, "WizardSword", true )
- ObjectHideSubObjectPermanently( self, "CMSword01", true )
- ObjectHideSubObjectPermanently( self, "CMSword02", true )
- ObjectHideSubObjectPermanently( self, "CHEST_00", true )
- ObjectHideSubObjectPermanently( self, "CHEST_01", true )
- ObjectHideSubObjectPermanently( self, "CHEST_02", true )
- ObjectHideSubObjectPermanently( self, "BOOT_00", true )
- ObjectHideSubObjectPermanently( self, "BOOT_01", true )
- ObjectHideSubObjectPermanently( self, "BOOT_02", true )
- ObjectHideSubObjectPermanently( self, "BOOT_03", true )
- ObjectHideSubObjectPermanently( self, "BOOT_04", true )
- ObjectHideSubObjectPermanently( self, "BOOT_05", true )
- ObjectHideSubObjectPermanently( self, "SHLD_00", true )
- ObjectHideSubObjectPermanently( self, "SHLD_01", true )
- ObjectHideSubObjectPermanently( self, "SHLD_02", true )
- ObjectHideSubObjectPermanently( self, "SHLD_03", true )
- ObjectHideSubObjectPermanently( self, "SHLD_04", true )
- ObjectHideSubObjectPermanently( self, "SLDR_00", true )
- ObjectHideSubObjectPermanently( self, "SLDR_01", true )
- ObjectHideSubObjectPermanently( self, "SLDR_02", true )
- ObjectHideSubObjectPermanently( self, "SLDR_03", true )
- ObjectHideSubObjectPermanently( self, "SLDR_04", true )
- ObjectHideSubObjectPermanently( self, "SLDR_05", true )
- ObjectHideSubObjectPermanently( self, "SLDR_06", true )
- ObjectHideSubObjectPermanently( self, "Shield_1OG", true )
- ObjectHideSubObjectPermanently( self, "Shield_2OG", true )
- ObjectHideSubObjectPermanently( self, "HAIR_00", true )
- ObjectHideSubObjectPermanently( self, "HAIR_01", true )
- ObjectHideSubObjectPermanently( self, "HLMT_00", true )
- ObjectHideSubObjectPermanently( self, "HLMT_01", true )
- ObjectHideSubObjectPermanently( self, "HLMT_02", true )
- ObjectHideSubObjectPermanently( self, "HLMT_03", true )
- ObjectHideSubObjectPermanently( self, "HLMT_04", true )
- ObjectHideSubObjectPermanently( self, "HLMT_05", true )
- ObjectHideSubObjectPermanently( self, "HLMT_06", true )
- ObjectHideSubObjectPermanently( self, "HLMT_07", true )
- ObjectHideSubObjectPermanently( self, "GNLT_00", true )
- ObjectHideSubObjectPermanently( self, "GNLT_01", true )
- ObjectHideSubObjectPermanently( self, "GNLT_02", true )
- ObjectHideSubObjectPermanently( self, "GNLT_03", true )
- ObjectHideSubObjectPermanently( self, "GNLT_04", true )
- ObjectHideSubObjectPermanently( self, "GNLT_05", true )
- ObjectHideSubObjectPermanently( self, "SPR_01", true )
- ObjectHideSubObjectPermanently( self, "SWRD_01", true )
- ObjectHideSubObjectPermanently( self, "SWRD_02", true )
- ObjectHideSubObjectPermanently( self, "SWRD_03", true )
- ObjectHideSubObjectPermanently( self, "SWRD_04", true )
- ObjectHideSubObjectPermanently( self, "SWRD_05", true )
- ObjectHideSubObjectPermanently( self, "objSLDR_01", true )
- ObjectHideSubObjectPermanently( self, "objSLDR_02", true )
- ObjectHideSubObjectPermanently( self, "objSLDR_03", true )
- ObjectHideSubObjectPermanently( self, "objHLMT_01", true )
- ObjectHideSubObjectPermanently( self, "objHLMT_02", true )
- ObjectHideSubObjectPermanently( self, "objHLMT_03", true )
- ObjectHideSubObjectPermanently( self, "objHLMT_04", true )
- ObjectHideSubObjectPermanently( self, "Uruk_Sword_01", true )
- ObjectHideSubObjectPermanently( self, "Uruk_Sword_02", true )
- ObjectHideSubObjectPermanently( self, "Uruk_Sword_03", true )
- ObjectHideSubObjectPermanently( self, "TrollTree", true )
- ObjectHideSubObjectPermanently( self, "TrollHammer", true )
- ObjectHideSubObjectPermanently( self, "CLUB_01", true )
- ObjectHideSubObjectPermanently( self, "CLUB_02", true )
- ObjectHideSubObjectPermanently( self, "CLUB_03", true )
- ObjectHideSubObjectPermanently( self, "HMR_01", true )
- ObjectHideSubObjectPermanently( self, "HMR_02", true )
- ObjectHideSubObjectPermanently( self, "HMR_03", true )
- ObjectHideSubObjectPermanently( self, "AXE_01", true )
- ObjectHideSubObjectPermanently( self, "AXE_02", true )
- ObjectHideSubObjectPermanently( self, "AXE_03", true )
- ObjectHideSubObjectPermanently( self, "BARREL", true )
- ObjectHideSubObjectPermanently( self, "OBJECT02", true ) -- Barrel on the Orc Raider
- ObjectHideSubObjectPermanently( self, "ARROW", true )
- ObjectHideSubObjectPermanently( self, "PLANE02", true )
- end
- function OnCreateAHeroFunctions(self)
- CreateAHeroHideEverything(self)
- end
- function OnEvilShipCreated(self)
- ObjectHideSubObjectPermanently( self, "CAULDRON", true )
- ObjectHideSubObjectPermanently( self, "CAULDRON_FIRE", true )
- ObjectHideSubObjectPermanently( self, "CAULDRON_TOP", true )
- ObjectHideSubObjectPermanently( self, "CROWSNEST", true )
- ObjectHideSubObjectPermanently( self, "FLAG", true )
- ObjectHideSubObjectPermanently( self, "BANNER", true )
- end
- function OnGoodShipCreated(self)
- ObjectHideSubObjectPermanently( self, "UG_FLAMING_01", true )
- ObjectHideSubObjectPermanently( self, "UG_FLAMING_02", true )
- ObjectHideSubObjectPermanently( self, "UG_FLAMING_FIRE", true )
- ObjectHideSubObjectPermanently( self, "UG_ARMOR", true )
- ObjectHideSubObjectPermanently( self, "BANNER", true )
- end
- function OnShipWrightCreated(self)
- ObjectHideSubObjectPermanently( self, "GoodPart_A", true )
- ObjectHideSubObjectPermanently( self, "GoodPart_B", true )
- ObjectHideSubObjectPermanently( self, "EvilPart_A", true )
- ObjectHideSubObjectPermanently( self, "EvilPart_B", true )
- end
- function OnDormitoryBuildVariation(self,variation)
- local var = tonumber(variation)
- if var == 1 then
- ObjectSetGeometryActive( self, "VersionOne", true )
- ObjectSetGeometryActive( self, "VersionTwo", false )
- elseif var == 2 then
- ObjectSetGeometryActive( self, "VersionOne", false )
- ObjectSetGeometryActive( self, "VersionTwo", true )
- end
- end
- function OnFortressCreated(self)
- ObjectHideSubObjectPermanently( self, "DBFBANNER", true )
- end
- function OnGateWatcherBuilt(self)
- ObjectDoSpecialPower(self, "SpecialAbilityGateWatchersFear")
- end
- function NeutralGollum_RingStealerDamaged(self,other)
- if ObjectHasUpgrade( other, "Upgrade_RingHero" ) == 0 then
- ObjectChangeAllegianceFromNonPlayablePlayer( self, other )
- end
- end
- function NeutralGollum_RingStealerSlaughtered(self,other)
- ObjectRemoveUpgrade( other, "Upgrade_RingHero" )
- end
- function OnNecromancerStatueCreated(self)
- ObjectDoSpecialPower(self, "SpecialAbilityGateWatchersFear")
- end
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