闪电风暴其实是一个放置单位技能,然后让放置的单位对敌人自动攻击,采用懒散的熊攻击动作,但是普通的放置单位无法设定高度,会变成平射,这时候需要用上神话时代技能,神话时代的闪电风暴有一个strike用来放置单位,可以使用strikeheight设定放置时的高度,从而达到落雷效果。
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powera.xml - 记事本 |
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<power name="PowerLightning" type="lightning"> <displaynameid>09910</displaynameid> <rolloverid>09911</rolloverid> <icon>art\Is the order a rabbit\ability_icon\lightning</icon> <builduptime soundset="lightthunder">1.3</builduptime> <activetime>30.0</activetime> <rangeindicatorprotoid radius="30.0" indicatorcount="12" speed="0.15">PowerUIAOM2</rangeindicatorprotoid> <powerblocker>40.0f</powerblocker> <reveallos radius="40.0">Revealer To Player</reveallos> <unitaitype>HandUnitsAttack</unitaitype> <radius>40.0</radius> <accuracy>0.66</accuracy> <strikesoundset>LightningStrike</strikesoundset> <soundset type="StartSound" listenertype="AllExceptCaster">GodPowerStart</soundset> <soundset type="StartSound" listenertype="IfOnScreenAll">LightThunder</soundset> <soundset type="EndSound" listenertype="All">GodPowerEnd</soundset> <playsbattlemusic/> <gpdamagemodel> <playerrelation>enemy</playerrelation> <basedamagepercentunit>0.60</basedamagepercentunit> <basedamagepercentvillager>0.50</basedamagepercentvillager> <basedamagepercentbuilding>0.50</basedamagepercentbuilding> <minhpdamageunit>2200</minhpdamageunit> <minhpdamagevillager>600</minhpdamagevillager> <minhpdamagebuilding>300</minhpdamagebuilding> <maxhpdamageunit>5500</maxhpdamageunit> <maxhpdamagevillager>800</maxhpdamagevillager> <maxhpdamagebuilding>800</maxhpdamagebuilding> </gpdamagemodel> <strike>lightning2</strike> <sparks><!--sparks protoname --></sparks> <groundsparks><!--groundsparks protoname --></groundsparks> <scorch><!--scorch protoname --></scorch> <cloud><!--cloud protoname --></cloud> <rain><!--center rain protoname --></rain> <fasteststriketime>0.10</fasteststriketime> <sloweststriketime>0.20</sloweststriketime> <strikeheight>80.0</strikeheight> <strikeminoffset>2.0</strikeminoffset> <strikemaxoffset>5.0</strikemaxoffset> <cloudbuildupendtime>1.0</cloudbuildupendtime> <cloudfadeoutstarttime>40.0</cloudfadeoutstarttime> <cloudfadeoutendtime>43.0</cloudfadeoutendtime> <rainbuildupstarttime>2.0</rainbuildupstarttime> <rainbuildupendtime>7.0</rainbuildupendtime> <rainfadeoutstarttime>37.0</rainfadeoutstarttime> <rainfadeoutendtime>38.0</rainfadeoutendtime> <abstractattacktargettype>unit</abstractattacktargettype> <abstractattacktargettype>building</abstractattacktargettype> </power> |
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protoa.xml - 记事本 |
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<Unit id='2088' name='Lightning'> <DBID>2766</DBID> <DisplayNameID>09912</DisplayNameID> <EditorNameID>09913</EditorNameID> <ObstructionRadiusX>0.1000</ObstructionRadiusX> <ObstructionRadiusZ>0.1000</ObstructionRadiusZ> <MaxVelocity>60.0000</MaxVelocity> <MovementType>air</MovementType> <AnimFile>Is the order a rabbit\Effects\lightning.xml</AnimFile> <Lifespan>2.0000</Lifespan> <LOS>0.0000</LOS> <UnitType>EmbellishmentClass</UnitType> <UnitType>Projectile</UnitType> <Flag>NoIdleActions</Flag> <Flag>NonCollideable</Flag> <Flag>DestroyProjectile</Flag> <Flag>DoNotCreateUnitGroupAutomatically</Flag> <Flag>NoBloodOnDeath</Flag> <Flag>NotSearchable</Flag> <Flag>Projectile</Flag> <Flag>NoTieToGround</Flag> <Flag>DoNotShowOnMiniMap</Flag> <Flag>NotSelectable</Flag> <Flag>DoNotDieAtZeroHitpoints</Flag> <Flag>NoHPBar</Flag> <Flag>NonAutoFormedUnit</Flag> <Flag>DontRotateObstruction</Flag> <Flag>AdjustPositionOnTerrainCollision</Flag> <Flag>Invulnerable</Flag> <Flag>InvulnerableIfGaia</Flag> <Flag>NoUnitAI</Flag> </Unit> <Unit id='2089' name='lightning2'> <DBID>2767</DBID> <DisplayNameID>09914</DisplayNameID> <EditorNameID>09915</EditorNameID> <Lifespan>10.0000</Lifespan> <MaxVelocity>7.5000</MaxVelocity> <MaxRunVelocity>9.5000</MaxRunVelocity> <MovementType>air</MovementType> <TurnRate>18.0000</TurnRate> <AnimFile>Is the order a rabbit\Effects\lightning2.xml</AnimFile> <RolloverTextID>09914</RolloverTextID> <ShortRolloverTextID>09914</ShortRolloverTextID> <InitialHitpoints>100.0000</InitialHitpoints> <MaxHitpoints>100.0000</MaxHitpoints> <LOS>5.0000</LOS> <UnitAIType>HandCombative</UnitAIType> <UnitType>EmbellishmentClass</UnitType> <UnitType>Projectile</UnitType> <Flag>CollidesWithProjectiles</Flag> <Flag>ApplyHandicapTraining</Flag> <Flag>CorpseDecays</Flag> <Flag>ShowGarrisonButton</Flag> <Flag>DontRotateObstruction</Flag> <Flag>ObscuredByUnits</Flag> <Flag>ConstrainOrientation</Flag> <Flag>OrientUnitWithGround</Flag> <Flag>Tracked</Flag> <Flag>FlyingUnit</Flag> <Flag>NoTieToGround</Flag> <Flag>NotSelectable</Flag> <Flag>NoHPBar</Flag> <Flag>NonSolid</Flag> <Flag>Invulnerable</Flag> <Flag>DoNotShowOnMiniMap</Flag> <Command column='1' page='10'>Stop</Command> <Command column='2' page='10'>Delete</Command> <Tactics>lightning.tactics</Tactics> <ProtoAction> <Name>LazerAttack</Name> <Damage>200.000000</Damage> <DamageType>Magic</DamageType> <MinRange>0.000000</MinRange> <MaxRange>0.200000</MaxRange> <ROF>0.500000</ROF> <DamageArea>1.000000</DamageArea> <Projectile>Lightning</Projectile> </ProtoAction> </Unit>
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lightning.tactics - 记事本 |
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<?xml version="1.0" encoding="utf-8"?>
<tactics> <action> <name stringid="43319">LazerAttack</name> <type>Attack</type> <attackaction>1</attackaction> <rangedlogic>1</rangedlogic> <anim>Volley_standing_attack</anim> <idleanim>Idle</idleanim> <maxheight>0</maxheight> <accuracy>1.0</accuracy> <accuracyreductionfactor>1.5</accuracyreductionfactor> <aimbonus>0</aimbonus> <maxspread>5</maxspread> <spreadfactor>0.25</spreadfactor> <trackrating>12</trackrating> <unintentionaldamagemultiplier>0.7</unintentionaldamagemultiplier> <projectile>Lightning</projectile> <impacteffect>effects\impacts\cannon</impacteffect> <minrange>4</minrange> <rate type="Military">1.0 </rate> <rate type="Huntable">1.0 </rate> <rate type="Economic">1.0 </rate> <rate type="Guardian">1.0 </rate> <rate type="Herdable">1.0 </rate> <rate type="LogicalTypeShipsAndBuildings">1.0 </rate> <rate type="Tree">1.0 </rate> <throw>1</throw> <damage>13.000000</damage> <maxrange>0.500000</maxrange> <rof>3.000000</rof> <instantballistics>1</instantballistics> <targetground>1</targetground> </action> <tactic> Volley
<action priority="100">LazerAttack</action> <attacktype>LogicalTypeVillagersAttack</attacktype> <autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype> <attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype> <runaway>1</runaway> <autoretarget>1</autoretarget> <idleanim>Idle</idleanim> </tactic> </tactics> |
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lightning.xml - 记事本 -----Is the order a rabbit\Effects\lightning.xml |
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<animfile> <attachment> trail
<component> emitter
<assetreference type="ParticleSystem"> <file>Is the order a rabbit\Effects\lightning.particle</file> </assetreference> </component> <anim> Idle
<component>emitter</component> </anim> </attachment> <component> mesh
<assetreference type="GrannyModel"> <file>effects\impacts\directional_arrow</file> </assetreference> <attach a="trail" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> </component> <anim> Idle
<component>mesh</component> </anim> </animfile> |
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lightning2.xml - 记事本 -----Is the order a rabbit\Effects\lightning2.xml |
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<!-- converted from XMB to XML -->
<animfile> <definebone>bone_launchpoint01</definebone> <definebone>bone_launchpoint02</definebone> <definebone>Bone_rain</definebone> <attachment> trail
<component> emitter
<assetreference type="ParticleSystem"> <file>Is the order a rabbit\Effects\lightning.particle</file> </assetreference> </component> <anim> Idle
<component>emitter</component> </anim> </attachment> <attachment> muzzleFlash
<component> emitter
<assetreference type="ParticleSystem"> <file>effects\animal particles\lazerMuzzle.particle</file> </assetreference> </component> <anim> None
<component>emitter</component> </anim> </attachment> <attachment> godRaysLeft
<component> emitter
<assetreference type="ParticleSystem"> <file>effects\animal particles\lazerGodRays_left.particle</file> </assetreference> </component> <anim> None
<component>emitter</component> </anim> </attachment> <attachment> godRaysRight
<component> emitter
<assetreference type="ParticleSystem"> <file>effects\animal particles\lazerGodRays_Right.particle</file> </assetreference> </component> <anim> None
<component>emitter</component> </anim> </attachment> <component> ModelComp
<linksection> <linkoffset>.1</linkoffset> <linkcomponent>bear_lazer</linkcomponent> <linkconstraint>0</linkconstraint> </linksection> <linksection> <linkoffset>-1.6</linkoffset> <linkcomponent>Bmonkey</linkcomponent> <linkconstraint>1</linkconstraint> <linkcomponent>monkey</linkcomponent> </linksection> <assetreference type="GrannyModel"> <file>units\animals\bear\bear_lazer2</file> </assetreference> <decal> <effecttype>default</effecttype> <texture isfakeshadow="1">shadows_selections\shadow_circle_64x64</texture> <selectedtexture>shadows_selections\selection_circle_64x64</selectedtexture> <width>1.00</width> <height>1.00</height> </decal> </component> <anim> Idle
<assetreference type="GrannyAnim"> <file>animation_library\special\lazerbear\idle</file> </assetreference> <component>ModelComp</component> </anim> <anim> Volley_standing_attack
<assetreference type="GrannyAnim"> <file>animation_library\special\lazerbear\volley_standing_attack</file> <tag type="Attack">0.00</tag> <tag type="SpecificSoundSet" checkvisible="1" set="lightningstrike1">0.10</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\special\lazerbear\volley_standing_attack</file> <tag type="Attack">0.00</tag> <tag type="SpecificSoundSet" checkvisible="1" set="lightningstrike2">0.10</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\special\lazerbear\volley_standing_attack</file> <tag type="Attack">0.00</tag> <tag type="SpecificSoundSet" checkvisible="1" set="lightningstrike3">0.10</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\special\lazerbear\volley_standing_attack</file> <tag type="Attack">0.00</tag> <tag type="SpecificSoundSet" checkvisible="1" set="lightningstrike4">0.10</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\special\lazerbear\volley_standing_attack</file> <tag type="Attack">0.00</tag> <tag type="SpecificSoundSet" checkvisible="1" set="lightningstrike5">0.10</tag> </assetreference> <component>ModelComp</component> <attach a="muzzleFlash" frombone="ATTACHPOINT" tobone="bone_launchpoint01" syncanims="0"/> <attach a="muzzleFlash" frombone="ATTACHPOINT" tobone="bone_launchpoint02" syncanims="0"/> <attach a="godRaysLeft" frombone="ATTACHPOINT" tobone="bone_launchpoint01" syncanims="0"/> <attach a="godRaysRight" frombone="ATTACHPOINT" tobone="bone_launchpoint02" syncanims="0"/> </anim> <anim> Walk
<assetreference type="GrannyAnim"> <file>animation_library\special\lazerbear\walk</file> </assetreference> <component>ModelComp</component> </anim> <anim> Bored
<assetreference type="GrannyAnim"> <file>animation_library\special\lazerbear\boredA</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\special\lazerbear\boredB</file> </assetreference> <component>ModelComp</component> </anim> <anim> Death
<assetreference type="GrannyAnim"> <file>animation_library\special\lazerbear\volley_standing_attack</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.40</tag> </assetreference> <component>ModelComp</component> </anim> <anim> Raze_attack
<assetreference type="GrannyAnim"> <file>animation_library\special\lazerbear\volley_standing_attack</file> <tag type="Attack">0.25</tag> <tag type="SpecificSoundSet" checkvisible="1" set="LazerBearShoot">0.25</tag> </assetreference> <component>ModelComp</component> <attach a="muzzleFlash" frombone="ATTACHPOINT" tobone="bone_launchpoint01" syncanims="0"/> <attach a="muzzleFlash" frombone="ATTACHPOINT" tobone="bone_launchpoint02" syncanims="0"/> <attach a="godRaysLeft" frombone="ATTACHPOINT" tobone="bone_launchpoint01" syncanims="0"/> <attach a="godRaysRight" frombone="ATTACHPOINT" tobone="bone_launchpoint02" syncanims="0"/> </anim> <anim> Raze_Idle
<assetreference type="GrannyAnim"> <file>animation_library\special\lazerbear\idle</file> </assetreference> <component>ModelComp</component> </anim> </animfile> |
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lightning.particle - 记事本 -----Is the order a rabbit\Effects\lightning.particle |
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<!-- converted from XMB to XML -->
<particlefile> <emitter> <tiedtoemitter>0</tiedtoemitter> <ignorerotation>0</ignorerotation> <emitbymotion>0</emitbymotion> <loop>1</loop> <inheritvelocity>0</inheritvelocity> <useminvelocity>0</useminvelocity> <usemaxvelocity>0</usemaxvelocity> <alwaysactive>0</alwaysactive> <castshadows>0</castshadows> <syncwithattackanim>0</syncwithattackanim> <maxparticles>150</maxparticles> <appearancetype>5</appearancetype> <updateradius>3.000</updateradius> <maxparticlesvar>0.000</maxparticlesvar> <particlelife>0.350</particlelife> <particlelifevar>0.000</particlelifevar> <globalfadein>0.000</globalfadein> <globalfadeinvar>0.000</globalfadeinvar> <globalfadeout>0.000</globalfadeout> <globalfadeoutvar>0.000</globalfadeoutvar> <emitdistance>0.000</emitdistance> <emitdistancevar>0.000</emitdistancevar> <emissionrate>600.000</emissionrate> <emissionratevar>0.000</emissionratevar> <initialdormancy>0.000</initialdormancy> <initialdormancyvar>0.000</initialdormancyvar> <initialupdate>0.000</initialupdate> <initialupdatevar>0.000</initialupdatevar> <emissiontime>0.000</emissiontime> <emissiontimevar>0.000</emissiontimevar> <dormanttime>0.000</dormanttime> <dormanttimevar>0.000</dormanttimevar> <initialdistance>0.000</initialdistance> <initialdistancevar>0.000</initialdistancevar> <initialvelocity>0.000</initialvelocity> <initialvelocityvar>0.000</initialvelocityvar> <acceleration>0.000</acceleration> <accelerationvar>0.000</accelerationvar> <inheritinfluence>0.000</inheritinfluence> <inheritinfluencevar>0.000</inheritinfluencevar> <minvelocity>0.000</minvelocity> <minvelocityvar>0.000</minvelocityvar> <maxvelocity>0.000</maxvelocity> <maxvelocityvar>0.000</maxvelocityvar> </emitter> <shape> <startfull>0</startfull> <emitawayfrombias>0</emitawayfrombias> <usespreader>0</usespreader> <shapetype>0</shapetype> <outerxradius>1.000</outerxradius> <innerxradius>1.000</innerxradius> <outeryradius>1.000</outeryradius> <inneryradius>1.000</inneryradius> <outerzradius>1.000</outerzradius> <innerzradius>1.000</innerzradius> <centerheight>0.000</centerheight> <offaxis>0.000</offaxis> <offaxisspread>0.000</offaxisspread> <offplane>0.000</offplane> <offplanespread>0.000</offplanespread> <biaspointheight>0.000</biaspointheight> <forceriverflowemission>0</forceriverflowemission> </shape> <appearance> <orientbymotion>0</orientbymotion> <numfiles>6</numfiles> <numframes>0</numframes> <framewidth>0</framewidth> <frameheight>0</frameheight> <materialtype>1</materialtype> <emissive>16777215</emissive> <specular>16777215</specular> <specularexponent>0.000</specularexponent> <framespersecond>0.000</framespersecond> <animationrate>1.000</animationrate> <animationratevar>0.000</animationratevar> </appearance> <appearanceweights> <stage> <file>effects\projectiles\lazer01</file> <material>0</material> <weight>1.000</weight> </stage> <stage> <file>effects\projectiles\lazer02</file> <material>1</material> <weight>1.000</weight> </stage> <stage> <file>effects\projectiles\lazer03</file> <material>2</material> <weight>1.000</weight> </stage> <stage> <file>effects\projectiles\lazer04</file> <material>3</material> <weight>1.000</weight> </stage> <stage> <file>effects\projectiles\lazer05</file> <material>4</material> <weight>1.000</weight> </stage> <stage> <file>effects\projectiles\lazer06</file> <material>5</material> <weight>1.000</weight> </stage> </appearanceweights> <depthbias> <numfiles>0</numfiles> <numframes>0</numframes> <framewidth>0</framewidth> <frameheight>0</frameheight> <framespersecond>0.000</framespersecond> <zscale>1.000</zscale> </depthbias> <depthbiasweights/> <opacity> <loopingcycle>0</loopingcycle> <numstages>0</numstages> <opacity>1.000</opacity> <opacityvar>0.000</opacityvar> <cycletime>0.000</cycletime> <cycletimevar>0.000</cycletimevar> </opacity> <opacitystages/> <scale> <loopingcycle>1</loopingcycle> <numstages>2</numstages> <scale>1.000</scale> <scalevar>0.000</scalevar> <xscale>3.000</xscale> <xscalevar>0.000</xscalevar> <yscale>1.000</yscale> <yscalevar>0.000</yscalevar> <zscale>1.000</zscale> <zscalevar>0.000</zscalevar> <cycletime>0.050</cycletime> <cycletimevar>0.000</cycletimevar> </scale> <scalestages> <stage> <scale>0.010</scale> <scalevar>0.500</scalevar> <hold>0.000</hold> <fade>1.000</fade> </stage> <stage> <scale>1.000</scale> <scalevar>0.500</scalevar> <hold>0.000</hold> <fade>1.000</fade> </stage> </scalestages> <speed> <loopingcycle>0</loopingcycle> <numstages>0</numstages> <speed>1.000</speed> <speedvar>0.000</speedvar> <xspeed>1.000</xspeed> <xspeedvar>0.000</xspeedvar> <yspeed>1.000</yspeed> <yspeedvar>0.000</yspeedvar> <zspeed>1.000</zspeed> <zspeedvar>0.000</zspeedvar> <cycletime>0.000</cycletime> <cycletimevar>0.000</cycletimevar> </speed> <speedstages/> <intensity> <loopingcycle>0</loopingcycle> <numstages>0</numstages> <intensity>8.000</intensity> <intensityvar>0.000</intensityvar> <cycletime>0.000</cycletime> <cycletimevar>0.000</cycletimevar> </intensity> <intensitystages/> <color> <usepalette>0</usepalette> <loopingcycle>1</loopingcycle> <numpalettecolors>3</numpalettecolors> <numstages>3</numstages> <cycletime>0.200</cycletime> <cycletimevar>0.000</cycletimevar> <fworldlightinginfluence>0.000</fworldlightinginfluence> <color>0</color> </color> <palettecolors> <color>16744512</color> <color>16777088</color> <color>16697729</color> </palettecolors> <colorstages> <stage> <usepalette>0</usepalette> <color>8447</color> <hold>0.000</hold> <fade>1.000</fade> </stage> <stage> <usepalette>0</usepalette> <color>255</color> <hold>0.000</hold> <fade>1.000</fade> </stage> <stage> <usepalette>0</usepalette> <color>8421359</color> <hold>0.000</hold> <fade>1.000</fade> </stage> </colorstages> <forces> <randomorientation>0</randomorientation> <tumble>0</tumble> <tumblebothdirections>1</tumblebothdirections> <randomaxis>1</randomaxis> <internalgravity>0.000</internalgravity> <internalgravityvar>0.000</internalgravityvar> <internalwinddirection>0.000</internalwinddirection> <internalwinddirectionvar>0.000</internalwinddirectionvar> <internalwindspeed>0.000</internalwindspeed> <internalwindspeedvar>0.000</internalwindspeedvar> <internalwinddelay>0.000</internalwinddelay> <internalwinddelayvar>0.000</internalwinddelayvar> <externalwindinfluence>0.000</externalwindinfluence> <externalwindinfluencevar>0.000</externalwindinfluencevar> <externalwinddelay>0.000</externalwinddelay> <externalwinddelayvar>0.000</externalwinddelayvar> <riverflowinfluence>0.000</riverflowinfluence> <riverflowinfluencevar>0.000</riverflowinfluencevar> <minangularvelocity>0.000</minangularvelocity> <maxangularvelocity>0.000</maxangularvelocity> <xaxis>0.000</xaxis> <xaxisvar>0.000</xaxisvar> <yaxis>0.000</yaxis> <yaxisvar>0.000</yaxisvar> <zaxis>0.000</zaxis> <zaxisvar>0.000</zaxisvar> </forces> <collision> <numtypes>0</numtypes> <terraininteractiontype>-1</terraininteractiontype> <terrainheight>0.000</terrainheight> <terrainheightvar>0.000</terrainheightvar> <terraindampenfactor>0.000</terraindampenfactor> </collision> <collisionstages/> <particleevents> <event> <effectstart>0.000</effectstart> <effectstartvar>0.000</effectstartvar> <systemlinger>0</systemlinger> <filename>effects\projectiles\lazerbeam_sparks</filename> </event> </particleevents> </particlefile> |
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~~~~~~~~~~~~~~我是华丽丽的分割线~~~~~~~~~~~~~~
地震:从神话时代移植的地震有地面震动的动画,但是不能造成伤害,不过能在中心点永远放置一个单位,接下来你应该懂了吧?就是用践踏攻击。
你可以在中心点创建一个子弹(因为子弹看不见),然后加上践踏,范围30,这样就能对30范围造成伤害了,再加个预期生命值设定,30秒后死亡,这样地震就持续30秒。
而我则是利用自动生产单位、强制生产单位给每一个范围造成不同的伤害,离中心点越近,伤害越高,因为自动生产的子弹要占用空间,所以会从中间散开来,新生产的子弹继续生产,最后生产到地震边缘地带后,那些子弹就不设定自动生产。一波链式生产下来大概会生成200-300个子弹,然后不停造成践踏伤害;至于链式生产范围需要自己不停测试,不停调tactics生产次数以及单位数量、protoy占用体积。因为子弹看不见,所以建议先把子弹改成其他单位,例如火枪手,这样就能比较清晰看见链式生产过程了。
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powera.xml - 记事本 |
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<power name="PowerEarthquake" type="Earthquake"> <displaynameid>09919</displaynameid> <rolloverid>09918</rolloverid> <icon>art\Is the order a rabbit\ability_icon\Earthquake</icon> <minimapeventtime sendalertto="player">1</minimapeventtime> <activetime>30</activetime> <powerplayerrelation>Any</powerplayerrelation> <radius>40.0</radius> <abstractattacktargettype>Unit</abstractattacktargettype> <placement forceonmap="1">full</placement> <rangeindicatorprotoid radius="30.0" indicatorcount="12" speed="0.15">PowerUIAOM2</rangeindicatorprotoid> <soundset type="StartSound" listenertype="AllExceptCaster">GodPowerStart</soundset> <soundset type="ExistSound" listenertype="IfOnScreenAll" loop="">EarthquakeExist</soundset> <soundset type="EndSound" listenertype="All">GodPowerEnd</soundset> <rumbleheight>0.75</rumbleheight> <rumblewidth>3.0</rumblewidth> <rumblespeed>15.0</rumblespeed> <rumblefadetime>2.0</rumblefadetime> <attackproto>Earthquake0</attackproto> <attackinterval>1.0</attackinterval> <attackunitaccuracy>1.0</attackunitaccuracy> <attackbuildingaccuracy>1.0</attackbuildingaccuracy> <playsbattlemusic/> <attacktreeaccuracy>1.0</attacktreeaccuracy> <powerblocker>30.0f</powerblocker> </power> |
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protoa.xml - 记事本 |
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<Unit id="1483" name="Earthquake0"> <DBID>20</DBID> <DisplayNameID>09932</DisplayNameID> <EditorNameID>09926</EditorNameID> <ObstructionRadiusX>0.9900</ObstructionRadiusX> <ObstructionRadiusZ>0.9900</ObstructionRadiusZ> <MaxVelocity>13.0000</MaxVelocity> <MovementType>air</MovementType> <AnimFile>Is the order a rabbit\Effects\Earthquake.xml</AnimFile> <InitialHitpoints>100.0000</InitialHitpoints> <MaxHitpoints>100.0000</MaxHitpoints> <Lifespan>2.0000</Lifespan> <LOS>0.0000</LOS> <UnitType>EmbellishmentClass</UnitType> <Flag>Wanders</Flag> <Flag>PlaceAnywhere</Flag> <Flag>Invulnerable</Flag> <Flag>NotSelectable</Flag> <Flag>DoNotShowOnMiniMap</Flag> <Tactics>Earthquake0.tactics</Tactics> <ProtoAction> <Name>TrampleHandAttack</Name> <Damage>5.000000</Damage> <DamageType>Hand</DamageType> <ROF>3.000000</ROF> <DamageCap>200.000000</DamageCap> <DamageArea>30.000000</DamageArea> <DamageBonus type="Unit">0.0800000</DamageBonus> <DamageBonus type="NatureClass">0.010000</DamageBonus> <DamageBonus type="Tree">0.010000</DamageBonus> </ProtoAction> </Unit> <Unit id="1483" name="Earthquake1"> <DBID>20</DBID> <DisplayNameID>09932</DisplayNameID> <EditorNameID>09931</EditorNameID> <ObstructionRadiusX>0.9900</ObstructionRadiusX> <ObstructionRadiusZ>0.9900</ObstructionRadiusZ> <MaxVelocity>13.0000</MaxVelocity> <MovementType>land</MovementType> <AnimFile>Is the order a rabbit\Effects\Earthquake.xml</AnimFile> <InitialHitpoints>100.0000</InitialHitpoints> <MaxHitpoints>100.0000</MaxHitpoints> <Lifespan>28.0000</Lifespan> <TrainPoints>0.1000</TrainPoints> <LOS>40.0000</LOS> <UnitType>EmbellishmentClass</UnitType> <Flag>Wanders</Flag> <Flag>PlaceAnywhere</Flag> <Flag>Invulnerable</Flag> <Flag>NotSelectable</Flag> <Flag>DoNotShowOnMiniMap</Flag> <Tactics>Earthquake1.tactics</Tactics> <ProtoAction> <Name>TrampleHandAttack</Name> <Damage>7.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.000000</ROF> <DamageArea>30.000000</DamageArea> <DamageBonus type="Unit">0.100000</DamageBonus> <DamageBonus type="AbstractArtillery">1.5000000</DamageBonus> <DamageBonus type="AbstractCavalry">2.5000000</DamageBonus> <DamageBonus type="NatureClass">0.010000</DamageBonus> <DamageBonus type="Guardian">10.000000</DamageBonus> <DamageBonus type="Herdable">8.000000</DamageBonus> </ProtoAction> </Unit> <Unit id="1483" name="Earthquake2"> <DBID>20</DBID> <DisplayNameID>09932</DisplayNameID> <EditorNameID>09930</EditorNameID> <ObstructionRadiusX>0.9900</ObstructionRadiusX> <ObstructionRadiusZ>0.9900</ObstructionRadiusZ> <MaxVelocity>13.0000</MaxVelocity> <MovementType>land</MovementType> <AnimFile>Is the order a rabbit\Effects\Earthquake.xml</AnimFile> <InitialHitpoints>100.0000</InitialHitpoints> <MaxHitpoints>100.0000</MaxHitpoints> <Lifespan>27.0000</Lifespan> <TrainPoints>0.1000</TrainPoints> <LOS>0.0000</LOS> <UnitType>EmbellishmentClass</UnitType> <Flag>Wanders</Flag> <Flag>PlaceAnywhere</Flag> <Flag>Invulnerable</Flag> <Flag>NotSelectable</Flag> <Flag>DoNotShowOnMiniMap</Flag> <Tactics>Earthquake2.tactics</Tactics> <ProtoAction> <Name>TrampleHandAttack</Name> <Damage>6.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.000000</ROF> <DamageArea>20.000000</DamageArea> <DamageBonus type="Unit">0.100000</DamageBonus> <DamageBonus type="AbstractArtillery">1.5000000</DamageBonus> <DamageBonus type="AbstractCavalry">2.5000000</DamageBonus> <DamageBonus type="NatureClass">0.050000</DamageBonus> <DamageBonus type="Guardian">20.000000</DamageBonus> <DamageBonus type="Herdable">8.000000</DamageBonus> </ProtoAction> </Unit> <Unit id="1483" name="Earthquake3"> <DBID>20</DBID> <DisplayNameID>09932</DisplayNameID> <EditorNameID>09929</EditorNameID> <ObstructionRadiusX>0.9900</ObstructionRadiusX> <ObstructionRadiusZ>0.9900</ObstructionRadiusZ> <MaxVelocity>13.0000</MaxVelocity> <MovementType>land</MovementType> <AnimFile>Is the order a rabbit\Effects\Earthquake.xml</AnimFile> <InitialHitpoints>100.0000</InitialHitpoints> <MaxHitpoints>100.0000</MaxHitpoints> <Lifespan>26.0000</Lifespan> <TrainPoints>0.1000</TrainPoints> <LOS>0.0000</LOS> <UnitType>EmbellishmentClass</UnitType> <Flag>Wanders</Flag> <Flag>PlaceAnywhere</Flag> <Flag>Invulnerable</Flag> <Flag>NotSelectable</Flag> <Flag>DoNotShowOnMiniMap</Flag> <Tactics>Earthquake3.tactics</Tactics> <ProtoAction> <Name>TrampleHandAttack</Name> <Damage>5.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.000000</ROF> <DamageArea>15.000000</DamageArea> <DamageBonus type="Unit">0.100000</DamageBonus> <DamageBonus type="AbstractArtillery">1.5000000</DamageBonus> <DamageBonus type="AbstractCavalry">2.5000000</DamageBonus> <DamageBonus type="NatureClass">0.050000</DamageBonus> <DamageBonus type="Guardian">20.000000</DamageBonus> <DamageBonus type="Herdable">8.000000</DamageBonus> </ProtoAction> </Unit> <Unit id="1483" name="Earthquake4"> <DBID>20</DBID> <DisplayNameID>09932</DisplayNameID> <EditorNameID>09928</EditorNameID> <ObstructionRadiusX>0.9900</ObstructionRadiusX> <ObstructionRadiusZ>0.9900</ObstructionRadiusZ> <MaxVelocity>13.0000</MaxVelocity> <MovementType>land</MovementType> <AnimFile>Is the order a rabbit\Effects\Earthquake.xml</AnimFile> <InitialHitpoints>100.0000</InitialHitpoints> <MaxHitpoints>100.0000</MaxHitpoints> <Lifespan>25.0000</Lifespan> <TrainPoints>0.1000</TrainPoints> <LOS>0.0000</LOS> <UnitType>EmbellishmentClass</UnitType> <Flag>Wanders</Flag> <Flag>PlaceAnywhere</Flag> <Flag>Invulnerable</Flag> <Flag>NotSelectable</Flag> <Flag>DoNotShowOnMiniMap</Flag> <Tactics>Earthquake4.tactics</Tactics> <ProtoAction> <Name>TrampleHandAttack</Name> <Damage>6.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.000000</ROF> <DamageArea>10.000000</DamageArea> <DamageBonus type="Unit">0.150000</DamageBonus> <DamageBonus type="AbstractArtillery">1.5000000</DamageBonus> <DamageBonus type="AbstractCavalry">2.5000000</DamageBonus> <DamageBonus type="NatureClass">0.050000</DamageBonus> <DamageBonus type="Guardian">20.000000</DamageBonus> <DamageBonus type="Herdable">8.000000</DamageBonus> </ProtoAction> </Unit> <Unit id="1483" name="Earthquake5"> <DBID>20</DBID> <DisplayNameID>09932</DisplayNameID> <EditorNameID>09927</EditorNameID> <ObstructionRadiusX>0.9900</ObstructionRadiusX> <ObstructionRadiusZ>0.9900</ObstructionRadiusZ> <MaxVelocity>13.0000</MaxVelocity> <MovementType>land</MovementType> <AnimFile>Is the order a rabbit\Effects\Earthquake.xml</AnimFile> <InitialHitpoints>100.0000</InitialHitpoints> <MaxHitpoints>100.0000</MaxHitpoints> <Lifespan>24.0000</Lifespan> <TrainPoints>0.1000</TrainPoints> <LOS>0.0000</LOS> <UnitType>EmbellishmentClass</UnitType> <Flag>Wanders</Flag> <Flag>PlaceAnywhere</Flag> <Flag>Invulnerable</Flag> <Flag>NotSelectable</Flag> <Flag>DoNotShowOnMiniMap</Flag> <Tactics>Earthquake5.tactics</Tactics> <ProtoAction> <Name>TrampleHandAttack</Name> <Damage>5.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.000000</ROF> <DamageArea>5.000000</DamageArea> <DamageBonus type="Unit">0.10000</DamageBonus> <DamageBonus type="AbstractArtillery">1.5000000</DamageBonus> <DamageBonus type="AbstractCavalry">2.5000000</DamageBonus> <DamageBonus type="NatureClass">0.020000</DamageBonus> <DamageBonus type="Guardian">40.000000</DamageBonus> <DamageBonus type="Herdable">8.000000</DamageBonus> </ProtoAction> </Unit> <Unit id="1483" name="Earthquake6"> <DBID>20</DBID> <DisplayNameID>09932</DisplayNameID> <EditorNameID>09925</EditorNameID> <ObstructionRadiusX>0.9900</ObstructionRadiusX> <ObstructionRadiusZ>0.9900</ObstructionRadiusZ> <MaxVelocity>1.0000</MaxVelocity> <MovementType>air</MovementType> <AnimFile>Is the order a rabbit\Effects\Earthquake.xml</AnimFile> <InitialHitpoints>1.0000</InitialHitpoints> <MaxHitpoints>1.0000</MaxHitpoints> <Lifespan>2.0000</Lifespan> <TrainPoints>5.0000</TrainPoints> <LOS>0.0000</LOS> <BuildLimit>80</BuildLimit> <UnitType>EmbellishmentClass</UnitType> <UnitType>Unattackable</UnitType> <Flag>Wanders</Flag> <Flag>ForceToGaia</Flag> <Flag>NotSelectable</Flag> <Flag>DoNotShowOnMiniMap</Flag> </Unit> <Unit id="1483" name="EarthquakeW1"> <DBID>20</DBID> <DisplayNameID>09932</DisplayNameID> <EditorNameID>09931</EditorNameID> <ObstructionRadiusX>0.9900</ObstructionRadiusX> <ObstructionRadiusZ>0.9900</ObstructionRadiusZ> <MaxVelocity>13.0000</MaxVelocity> <MovementType>water</MovementType> <AnimFile>Is the order a rabbit\Effects\Earthquake.xml</AnimFile> <InitialHitpoints>100.0000</InitialHitpoints> <MaxHitpoints>100.0000</MaxHitpoints> <Lifespan>28.0000</Lifespan> <TrainPoints>0.1000</TrainPoints> <LOS>40.0000</LOS> <UnitType>EmbellishmentClass</UnitType> <Flag>Wanders</Flag> <Flag>PlaceAnywhere</Flag> <Flag>Invulnerable</Flag> <Flag>NotSelectable</Flag> <Flag>DoNotShowOnMiniMap</Flag> <Tactics>Earthquake1.tactics</Tactics> <ProtoAction> <Name>TrampleHandAttack</Name> <Damage>7.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.000000</ROF> <DamageArea>30.000000</DamageArea> <DamageBonus type="Unit">0.100000</DamageBonus> <DamageBonus type="AbstractArtillery">1.5000000</DamageBonus> <DamageBonus type="AbstractCavalry">2.5000000</DamageBonus> <DamageBonus type="NatureClass">0.010000</DamageBonus> <DamageBonus type="Guardian">10.000000</DamageBonus> <DamageBonus type="Herdable">8.000000</DamageBonus> </ProtoAction> </Unit> <Unit id="1483" name="EarthquakeW2"> <DBID>20</DBID> <DisplayNameID>09932</DisplayNameID> <EditorNameID>09930</EditorNameID> <ObstructionRadiusX>0.9900</ObstructionRadiusX> <ObstructionRadiusZ>0.9900</ObstructionRadiusZ> <MaxVelocity>13.0000</MaxVelocity> <MovementType>water</MovementType> <AnimFile>Is the order a rabbit\Effects\Earthquake.xml</AnimFile> <InitialHitpoints>100.0000</InitialHitpoints> <MaxHitpoints>100.0000</MaxHitpoints> <Lifespan>27.0000</Lifespan> <TrainPoints>0.1000</TrainPoints> <LOS>0.0000</LOS> <UnitType>EmbellishmentClass</UnitType> <Flag>Wanders</Flag> <Flag>PlaceAnywhere</Flag> <Flag>Invulnerable</Flag> <Flag>NotSelectable</Flag> <Flag>DoNotShowOnMiniMap</Flag> <Tactics>Earthquake2.tactics</Tactics> <ProtoAction> <Name>TrampleHandAttack</Name> <Damage>6.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.000000</ROF> <DamageArea>20.000000</DamageArea> <DamageBonus type="Unit">0.100000</DamageBonus> <DamageBonus type="AbstractArtillery">1.5000000</DamageBonus> <DamageBonus type="AbstractCavalry">2.5000000</DamageBonus> <DamageBonus type="NatureClass">0.050000</DamageBonus> <DamageBonus type="Guardian">20.000000</DamageBonus> <DamageBonus type="Herdable">8.000000</DamageBonus> </ProtoAction> </Unit> <Unit id="1483" name="EarthquakeW3"> <DBID>20</DBID> <DisplayNameID>09932</DisplayNameID> <EditorNameID>09929</EditorNameID> <ObstructionRadiusX>0.9900</ObstructionRadiusX> <ObstructionRadiusZ>0.9900</ObstructionRadiusZ> <MaxVelocity>13.0000</MaxVelocity> <MovementType>water</MovementType> <AnimFile>Is the order a rabbit\Effects\Earthquake.xml</AnimFile> <InitialHitpoints>100.0000</InitialHitpoints> <MaxHitpoints>100.0000</MaxHitpoints> <Lifespan>26.0000</Lifespan> <TrainPoints>0.1000</TrainPoints> <LOS>0.0000</LOS> <UnitType>EmbellishmentClass</UnitType> <Flag>Wanders</Flag> <Flag>PlaceAnywhere</Flag> <Flag>Invulnerable</Flag> <Flag>NotSelectable</Flag> <Flag>DoNotShowOnMiniMap</Flag> <Tactics>Earthquake3.tactics</Tactics> <ProtoAction> <Name>TrampleHandAttack</Name> <Damage>7.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.000000</ROF> <DamageArea>15.000000</DamageArea> <DamageBonus type="Unit">0.100000</DamageBonus> <DamageBonus type="AbstractArtillery">1.5000000</DamageBonus> <DamageBonus type="AbstractCavalry">2.5000000</DamageBonus> <DamageBonus type="NatureClass">0.050000</DamageBonus> <DamageBonus type="Guardian">20.000000</DamageBonus> <DamageBonus type="Herdable">8.000000</DamageBonus> </ProtoAction> </Unit> <Unit id="1483" name="EarthquakeW4"> <DBID>20</DBID> <DisplayNameID>09932</DisplayNameID> <EditorNameID>09928</EditorNameID> <ObstructionRadiusX>0.9900</ObstructionRadiusX> <ObstructionRadiusZ>0.9900</ObstructionRadiusZ> <MaxVelocity>13.0000</MaxVelocity> <MovementType>water</MovementType> <AnimFile>Is the order a rabbit\Effects\Earthquake.xml</AnimFile> <InitialHitpoints>100.0000</InitialHitpoints> <MaxHitpoints>100.0000</MaxHitpoints> <Lifespan>25.0000</Lifespan> <TrainPoints>0.1000</TrainPoints> <LOS>0.0000</LOS> <UnitType>EmbellishmentClass</UnitType> <Flag>Wanders</Flag> <Flag>PlaceAnywhere</Flag> <Flag>Invulnerable</Flag> <Flag>NotSelectable</Flag> <Flag>DoNotShowOnMiniMap</Flag> <Tactics>Earthquake4.tactics</Tactics> <ProtoAction> <Name>TrampleHandAttack</Name> <Damage>6.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.000000</ROF> <DamageArea>10.000000</DamageArea> <DamageBonus type="Unit">0.150000</DamageBonus> <DamageBonus type="AbstractArtillery">1.5000000</DamageBonus> <DamageBonus type="AbstractCavalry">2.5000000</DamageBonus> <DamageBonus type="NatureClass">0.050000</DamageBonus> <DamageBonus type="Guardian">20.000000</DamageBonus> <DamageBonus type="Herdable">8.000000</DamageBonus> </ProtoAction> </Unit> <Unit id="1483" name="EarthquakeW5"> <DBID>20</DBID> <DisplayNameID>09932</DisplayNameID> <EditorNameID>09927</EditorNameID> <ObstructionRadiusX>0.9900</ObstructionRadiusX> <ObstructionRadiusZ>0.9900</ObstructionRadiusZ> <MaxVelocity>13.0000</MaxVelocity> <MovementType>water</MovementType> <AnimFile>Is the order a rabbit\Effects\Earthquake.xml</AnimFile> <InitialHitpoints>100.0000</InitialHitpoints> <MaxHitpoints>100.0000</MaxHitpoints> <Lifespan>24.0000</Lifespan> <TrainPoints>0.1000</TrainPoints> <LOS>0.0000</LOS> <UnitType>EmbellishmentClass</UnitType> <Flag>Wanders</Flag> <Flag>PlaceAnywhere</Flag> <Flag>Invulnerable</Flag> <Flag>NotSelectable</Flag> <Flag>DoNotShowOnMiniMap</Flag> <Tactics>Earthquake5.tactics</Tactics> <ProtoAction> <Name>TrampleHandAttack</Name> <Damage>5.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.000000</ROF> <DamageArea>5.000000</DamageArea> <DamageBonus type="Unit">0.10000</DamageBonus> <DamageBonus type="AbstractArtillery">1.5000000</DamageBonus> <DamageBonus type="AbstractCavalry">2.5000000</DamageBonus> <DamageBonus type="NatureClass">0.020000</DamageBonus> <DamageBonus type="Guardian">40.000000</DamageBonus> <DamageBonus type="Herdable">8.000000</DamageBonus> </ProtoAction> </Unit> |
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Earthquake0.tactics - 记事本 |
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<?xml version="1.0" encoding="utf-8"?>
<tactics> <action> <name>SpawnEarthquake</name> <type>Maintain</type> <rate type="Earthquake1">10.0</rate> <active>1</active> <singleuse>1</singleuse> <persistent>1</persistent> </action> <action> <name>SpawnEarthquakeW</name> <type>Maintain</type> <rate type="EarthquakeW1">10.0</rate> <active>1</active> <singleuse>1</singleuse> <persistent>1</persistent> </action> <action> <name>SpawnEarthquake2</name> <type>Maintain</type> <rate type="Earthquake6">1.0</rate> <active>1</active> <persistent>1</persistent> </action> <action> <name stringid="38142">TrampleHandAttack</name> <type>TruckAttack</type> <maxrange>25</maxrange> <rate type="All">1.0 </rate> <attackaction>1</attackaction> <handlogic>1</handlogic> <speedboost>1</speedboost> <anim>Idle</anim> <idleanim>Idle</idleanim> <damage>6.5</damage> <rof>1.0</rof> <targetspeedboost>1</targetspeedboost> <basedamagecap>1</basedamagecap> <persistent>1</persistent> <projectile>InvisibleProjectileNoTracer</projectile> <throw>1</throw> </action> <action> <name>SpawnEarthquake3</name> <type>Spawn</type> <rate type="Earthquake6">1.0</rate> <active>1</active> <singleuse>1</singleuse> <persistent>1</persistent> </action> <tactic> Normal
<action>SpawnEarthquake</action> <action>SpawnEarthquake2</action> <action>SpawnEarthquake3</action> <action>SpawnEarthquakeW</action> <action>TrampleHandAttack</action> </tactic> </tactics> |
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Earthquake1.tactics - 记事本 |
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<?xml version="1.0" encoding="utf-8"?>
<tactics> <action> <name stringid="38142">TrampleHandAttack</name> <type>TruckAttack</type> <maxrange>12</maxrange> <rate type="All">1.0 </rate> <attackaction>1</attackaction> <handlogic>1</handlogic> <speedboost>1</speedboost> <anim>Idle</anim> <idleanim>Idle</idleanim> <damage>6.5</damage> <rof>1.0</rof> <targetspeedboost>1</targetspeedboost> <basedamagecap>1</basedamagecap> <persistent>1</persistent> <projectile>InvisibleProjectileNoTracer</projectile> <throw>1</throw> </action> <action> <name>SpawnEarthquake</name> <type>Maintain</type> <rate type="Earthquake2">5.0</rate> <active>1</active> <singleuse>1</singleuse> <persistent>1</persistent> </action> <action> <name>SpawnEarthquakeW</name> <type>Maintain</type> <rate type="EarthquakeW2">5.0</rate> <active>1</active> <singleuse>1</singleuse> <persistent>1</persistent> </action> <action> <name>SpawnEarthquake2</name> <type>Maintain</type> <rate type="Earthquake6">1.0</rate> <active>1</active> <persistent>1</persistent> </action> <action> <name>SpawnEarthquake3</name> <type>Spawn</type> <rate type="Earthquake6">1.0</rate> <active>1</active> <singleuse>1</singleuse> <persistent>1</persistent> </action> <tactic> Normal
<action>SpawnEarthquake</action> <action>SpawnEarthquake2</action> <action>SpawnEarthquake3</action> <action>SpawnEarthquakeW</action> <action>TrampleHandAttack</action> </tactic> </tactics> |
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Earthquake2.tactics - 记事本 |
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<?xml version="1.0" encoding="utf-8"?>
<tactics> <action> <name stringid="38142">TrampleHandAttack</name> <type>TruckAttack</type> <maxrange>3</maxrange> <rate type="All">1.0 </rate> <attackaction>1</attackaction> <handlogic>1</handlogic> <speedboost>1</speedboost> <anim>Idle</anim> <idleanim>Idle</idleanim> <damage>6.5</damage> <rof>1.0</rof> <targetspeedboost>1</targetspeedboost> <basedamagecap>1</basedamagecap> <persistent>1</persistent> <projectile>InvisibleProjectileNoTracer</projectile> <throw>1</throw> </action> <action> <name>SpawnEarthquake</name> <type>Maintain</type> <rate type="Earthquake3">10.0</rate> <active>1</active> <singleuse>1</singleuse> <persistent>1</persistent> </action> <action> <name>SpawnEarthquakeW</name> <type>Maintain</type> <rate type="EarthquakeW3">10.0</rate> <active>1</active> <singleuse>1</singleuse> <persistent>1</persistent> </action> <action> <name>SpawnEarthquake2</name> <type>Maintain</type> <rate type="Earthquake6">1.0</rate> <active>1</active> <persistent>1</persistent> </action> <action> <name>SpawnEarthquake3</name> <type>Spawn</type> <rate type="Earthquake6">1.0</rate> <active>1</active> <singleuse>1</singleuse> <persistent>1</persistent> </action> <tactic> Normal
<action>SpawnEarthquake</action> <action>SpawnEarthquake2</action> <action>SpawnEarthquake3</action> <action>SpawnEarthquakeW</action> <action>TrampleHandAttack</action> </tactic> </tactics> |
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Earthquake3.tactics - 记事本 |
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<?xml version="1.0" encoding="utf-8"?>
<tactics> <action> <name stringid="38142">TrampleHandAttack</name> <type>TruckAttack</type> <maxrange>3</maxrange> <rate type="All">1.0 </rate> <attackaction>1</attackaction> <handlogic>1</handlogic> <speedboost>1</speedboost> <anim>Idle</anim> <idleanim>Idle</idleanim> <damage>6.5</damage> <rof>1.0</rof> <targetspeedboost>1</targetspeedboost> <basedamagecap>1</basedamagecap> <persistent>1</persistent> <projectile>InvisibleProjectileNoTracer</projectile> <throw>1</throw> </action> <action> <name>SpawnEarthquake</name> <type>Maintain</type> <rate type="Earthquake4">10.0</rate> <active>1</active> <singleuse>1</singleuse> <persistent>1</persistent> </action> <action> <name>SpawnEarthquakeW</name> <type>Maintain</type> <rate type="EarthquakeW4">10.0</rate> <active>1</active> <singleuse>1</singleuse> <persistent>1</persistent> </action> <action> <name>SpawnEarthquake2</name> <type>Maintain</type> <rate type="Earthquake6">1.0</rate> <active>1</active> <persistent>1</persistent> </action> <action> <name>SpawnEarthquake3</name> <type>Spawn</type> <rate type="Earthquake6">1.0</rate> <active>1</active> <singleuse>1</singleuse> <persistent>1</persistent> </action> <tactic> Normal
<action>SpawnEarthquake</action> <action>SpawnEarthquake2</action> <action>SpawnEarthquake3</action> <action>SpawnEarthquakeW</action> <action>TrampleHandAttack</action> </tactic> </tactics> |
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Earthquake4.tactics - 记事本 |
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<?xml version="1.0" encoding="utf-8"?>
<tactics> <action> <name stringid="38142">TrampleHandAttack</name> <type>TruckAttack</type> <maxrange>3</maxrange> <rate type="All">1.0 </rate> <attackaction>1</attackaction> <handlogic>1</handlogic> <speedboost>1</speedboost> <anim>Idle</anim> <idleanim>Idle</idleanim> <damage>6.5</damage> <rof>1.0</rof> <targetspeedboost>1</targetspeedboost> <basedamagecap>1</basedamagecap> <persistent>1</persistent> <projectile>InvisibleProjectileNoTracer</projectile> <throw>1</throw> </action> <action> <name>SpawnEarthquake</name> <type>Maintain</type> <rate type="Earthquake5">10.0</rate> <active>1</active> <singleuse>1</singleuse> <persistent>1</persistent> </action> <action> <name>SpawnEarthquakeW</name> <type>Maintain</type> <rate type="EarthquakeW5">10.0</rate> <active>1</active> <singleuse>1</singleuse> <persistent>1</persistent> </action> <action> <name>SpawnEarthquake2</name> <type>Maintain</type> <rate type="Earthquake6">1.0</rate> <active>1</active> <persistent>1</persistent> </action> <action> <name>SpawnEarthquake3</name> <type>Spawn</type> <rate type="Earthquake6">1.0</rate> <active>1</active> <singleuse>1</singleuse> <persistent>1</persistent> </action> <tactic> Normal
<action>SpawnEarthquake</action> <action>SpawnEarthquake2</action> <action>SpawnEarthquake3</action> <action>SpawnEarthquakeW</action> <action>TrampleHandAttack</action> </tactic> </tactics> |
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Earthquake5.tactics - 记事本 |
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<?xml version="1.0" encoding="utf-8"?>
<tactics> <action> <name stringid="38142">TrampleHandAttack</name> <type>TruckAttack</type> <maxrange>3</maxrange> <rate type="All">1.0 </rate> <attackaction>1</attackaction> <handlogic>1</handlogic> <speedboost>1</speedboost> <anim>Idle</anim> <idleanim>Idle</idleanim> <damage>6.5</damage> <rof>1.0</rof> <targetspeedboost>1</targetspeedboost> <basedamagecap>1</basedamagecap> <persistent>1</persistent> <projectile>InvisibleProjectileNoTracer</projectile> <throw>1</throw> </action> <action> <name>SpawnEarthquake3</name> <type>Spawn</type> <rate type="Earthquake6">1.0</rate> <active>1</active> <singleuse>1</singleuse> <persistent>1</persistent> </action> <action> <name>SpawnEarthquake</name> <type>Maintain</type> <rate type="Earthquake6">1.0</rate> <active>1</active> <persistent>1</persistent> </action> <tactic> Normal
<action>SpawnEarthquake</action> <action>SpawnEarthquake2</action> <action>TrampleHandAttack</action> </tactic> </tactics> |
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Earthquake.xml - 记事本 -----Is the order a rabbit\Effects\Earthquake.xml |
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<!-- converted from XMB to XML -->
<animfile> <attachment> attachment_musket_ball_trail
<component> musket_ball_trail
<assetreference type="ParticleSystem"> <file>effects\projectiles\musket_ball_trail.particle</file> </assetreference> </component> <anim> Idle
<component>musket_ball_trail</component> </anim> </attachment> <component> ball
<assetreference type="GrannyModel"> <file>effects\impacts\directional_arrow</file> </assetreference> <attach a="attachment_musket_ball_trail" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <tag type="CameraShake" force="1.50" duration="4.0">0.0</tag> </component> <anim> Idle
<component>ball</component> </anim> </animfile> |
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~~~~~~~~~~~~~~我是华丽丽的分割线~~~~~~~~~~~~~~
天空之门传送门单位,在神话时代好像是叫冥界之门,单位驻守到建筑物后,会在另一座建筑释放出来,下面是语句:
placementprotounitid是放置单位时的形态,inportal是放置第一个单位,outportal是第二个单位,三个都填单位调用名就可以了。
单位驻守在inportal放置的单位会从outportal放置的单位释放出来,反过来单位驻守在outportal放置的单位会从inportal放置的单位释放出来。
不可以缺少的两个条件:1.能驻守单位,例如哨所、堡垒;2.技能持续时间>1,因为持续时间过了后,放置的单位会被摧毁,两个单位其中一个单位被摧毁后,另一个单位也会跟着死亡。(<activetime>X</activetime>改成-1后就不会随着技能结束而摧毁)
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powera.xml - 记事本 |
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<power name="PowerSkyPassage" type="teleport"> <displaynameid>09921</displaynameid> <rolloverid>09920</rolloverid> <activetime>-1</activetime> <icon>art\Is the order a rabbit\ability_icon\SkyPassage</icon> <minimapeventtime>10.0</minimapeventtime> <soundset type="StartSound" listenertype="AllExceptCaster">GodPowerStart</soundset> <placement forceonmap="1">LOSDontCare</placement> <dualpowermindistance>30.0</dualpowermindistance> <placementprotounitid>SkyPassage</placementprotounitid> <inportal>SkyPassage</inportal> <outportal>SkyPassage</outportal> </power> |
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~~~~~~~~~~~~~~我是华丽丽的分割线~~~~~~~~~~~~~~
下面这个技能除了能改良科技没有其他特色,你没看错,就是可以改良科技,<tech>Techname</tech>设定你要改良的科技,不过这个技能改良的科技不会自动复原,多次使用技能必须要等上一次技能结束后才会改良一次科技,比如你设定技能持续时间60秒,冷却时间1秒,释放本技能后,无论你在这60秒内释放本技能多少次都不会生效,要等60秒之后释放技能才会生效一次。
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powera.xml - 记事本 |
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<power name="FlamingWeapons" type="FlamingWeapons"> <placement forceonmap="1" matchtype="LogicalTypeValidFlamingWeaponsTarget">unit</placement> <activetime>60</activetime> <soundset type="StartSound" listenertype="AllExceptCaster">GodPowerStart</soundset> <soundset type="StartSound" listenertype="IfOnScreenAll">FlamingWeapons</soundset> <soundset type="EndSound" listenertype="All">GodPowerEnd</soundset> <abstractattacktargettype>LogicalTypeValidFlamingWeaponsTarget</abstractattacktargettype> <powerplayerrelation>player</powerplayerrelation> <playsbattlemusic/> <tech>Techname</tech> <icon>god power flaming weapons icon</icon> <usedicon>god power flaming weapons icon done</usedicon> </power>
这个原本是神话时代的火焰武器,我不清楚帝国时代3是否还能达到那种效果,也不清楚那些语句是否还能使用,如果你有兴趣的话自己研究吧:
神话时代原语句:
<?xml version="1.0" encoding="utf-8"?>
<power name="FlamingWeapons" type="flamingweapons" techname="flaming weapons"> <placement forceonmap="1" matchtype="LogicalTypeValidFlamingWeaponsTarget">unit</placement> <activetime>60</activetime> <soundset type="StartSound" listenertype="AllExceptCaster">GodPowerStart</soundset> <soundset type="StartSound" listenertype="IfOnScreenAll">FlamingWeapons</soundset> <soundset type="EndSound" listenertype="All">GodPowerEnd</soundset> <abstractattacktargettype>LogicalTypeValidFlamingWeaponsTarget</abstractattacktargettype> <powerplayerrelation>player</powerplayerrelation> <playsbattlemusic/> <tech>Flaming Weapons Active</tech> <particlesfxnode> <unittype>Jarl</unittype> <sfx>SFX A Flaming Sword</sfx> </particlesfxnode> <particlesfxnode> <unittype>Hero Norse</unittype> <sfx>SFX A Flaming Spear</sfx> </particlesfxnode> <particlesfxnode> <unittype>Hero Ragnorok</unittype> <sfx>SFX A Flaming Spear</sfx> </particlesfxnode> <particlesfxnode> <unittype>Portable Ram</unittype> <sfx>SFX A Flaming Portable Ram</sfx> </particlesfxnode> <particlesfxnode> <unittype>Prodromos</unittype> <sfx>SFX A Flaming Sword</sfx> </particlesfxnode> <icon>god power flaming weapons icon</icon> <usedicon>god power flaming weapons icon done</usedicon> </power>
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~~~~~~~~~~~~~~我是华丽丽的分割线~~~~~~~~~~~~~~
转换单位技能加一个无属性标签能将单位变成自己的单位。
<ConvertUnitsToGodPowerPlayer/>将单位转化成释放技能的玩家
<ConvertUsingMinMax minswapamount="50" maxswapamount="70"/>最小、最大转换限制(我不知道是哪个语句生效)
<SwapUsingMinMax minswapamount="50" maxswapamount="70"/>最小、最大转换限制
<retainhitpointratio/>保留原有生命值。
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powers.xml - 记事本 |
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<power name="PowerMagicChaos" type="swapunit"> <displaynameid>09894</displaynameid> <rolloverid>09895</rolloverid> <icon>art\Age of Mythology\Power\chaos</icon> <minimapeventtime sendalertto="player">1</minimapeventtime> <soundset type="StartSound" listenertype="AllExceptCaster">GodPowerStart</soundset> <activetime>70</activetime> <radius>30.0</radius> <placement forceonmap="1" enemy="" allowgaia="">Unit</placement> <placement forceonmap="1">full</placement> <rangeindicatorprotoid radius="30.0" indicatorcount="12" speed="0.15">PowerUIAOM</rangeindicatorprotoid> <playsbattlemusic/> <playbirthaftermutate/> <retainhitpointratio/> <abstracttype swapto="SPCFalcon">SPCFalcon</abstracttype> <abstracttype swapto="SPCPropClubman">SPCPropClubman</abstracttype> <abstracttype swapto="SPCPropRifleman">SPCPropRifleman</abstracttype> <abstracttype swapto="IGCFishingBoat">IGCFishingBoat</abstracttype> <abstracttype swapto="IGCGreatBombard">IGCGreatBombard</abstracttype> <abstracttype swapto="BankWagon">BankWagon</abstracttype> <abstracttype swapto="Settler">Settler</abstracttype> <abstracttype swapto="Pikeman">Pikeman</abstracttype> <abstracttype swapto="Musketeer">Musketeer</abstracttype> <abstracttype swapto="Caravel">Caravel</abstracttype> <abstracttype swapto="Sheep">Sheep</abstracttype> <abstracttype swapto="Rodelero">Rodelero</abstracttype> <abstracttype swapto="Crossbowman">Crossbowman</abstracttype> <abstracttype swapto="Uhlan">Uhlan</abstracttype> <abstracttype swapto="Cannon">Cannon</abstracttype> <abstracttype swapto="Halberdier">Halberdier</abstracttype> <abstracttype swapto="CavalryArcher">CavalryArcher</abstracttype> <abstracttype swapto="Hussar">Hussar</abstracttype> <abstracttype swapto="Culverin">Culverin</abstracttype> <abstracttype swapto="Falconet">Falconet</abstracttype> <abstracttype swapto="Priest">Priest</abstracttype> <abstracttype swapto="Skirmisher">Skirmisher</abstracttype> <abstracttype swapto="Grenadier">Grenadier</abstracttype> <abstracttype swapto="Dragoon">Dragoon</abstracttype> <abstracttype swapto="FishingBoat">FishingBoat</abstracttype> <abstracttype swapto="Envoy">Envoy</abstracttype> <abstracttype swapto="Mortar">Mortar</abstracttype> <abstracttype swapto="Longbowman">Longbowman</abstracttype> <abstracttype swapto="Cuirassier">Cuirassier</abstracttype> <abstracttype swapto="NatJaguarWarrior">NatJaguarWarrior</abstracttype> <abstracttype swapto="NatEagleWarrior">NatEagleWarrior</abstracttype> <abstracttype swapto="NatHorseArcher">NatHorseArcher</abstracttype> <abstracttype swapto="NatSharktoothBowman">NatSharktoothBowman</abstracttype> <abstracttype swapto="NatTomahawk">NatTomahawk</abstracttype> <abstracttype swapto="Cossack">Cossack</abstracttype> <abstracttype swapto="Strelet">Strelet</abstracttype> <abstracttype swapto="NatMantlet">NatMantlet</abstracttype> <abstracttype swapto="Canoe">Canoe</abstracttype> <abstracttype swapto="Spahi">Spahi</abstracttype> <abstracttype swapto="Janissary">Janissary</abstracttype> <abstracttype swapto="GreatBombard">GreatBombard</abstracttype> <abstracttype swapto="Minuteman">Minuteman</abstracttype> <abstracttype swapto="Dopplesoldner">Dopplesoldner</abstracttype> <abstracttype swapto="OrganGun">OrganGun</abstracttype> <abstracttype swapto="Ruyter">Ruyter</abstracttype> <abstracttype swapto="Cacadore">Cacadore</abstracttype> <abstracttype swapto="Rocket">Rocket</abstracttype> <abstracttype swapto="WarWagon">WarWagon</abstracttype> <abstracttype swapto="Oprichnik">Oprichnik</abstracttype> <abstracttype swapto="Lancer">Lancer</abstracttype> <abstracttype swapto="NatBlowgunWarrior">NatBlowgunWarrior</abstracttype> <abstracttype swapto="NatRifleman">NatRifleman</abstracttype> <abstracttype swapto="NatTracker">NatTracker</abstracttype> <abstracttype swapto="NatHuaminca">NatHuaminca</abstracttype> <abstracttype swapto="NatBolasWarrior">NatBolasWarrior</abstracttype> <abstracttype swapto="NatHolcanSpearman">NatHolcanSpearman</abstracttype> <abstracttype swapto="NatClubman">NatClubman</abstracttype> <abstracttype swapto="NatAxeRider">NatAxeRider</abstracttype> <abstracttype swapto="NatBlackwoodArcher">NatBlackwoodArcher</abstracttype> <abstracttype swapto="MercLandsknecht">MercLandsknecht</abstracttype> <abstracttype swapto="MercSwissPikeman">MercSwissPikeman</abstracttype> <abstracttype swapto="NativeVillager">NativeVillager</abstracttype> <abstracttype swapto="GrizzlyBear">GrizzlyBear</abstracttype> <abstracttype swapto="MercHighlander">MercHighlander</abstracttype> <abstracttype swapto="PetBear">PetBear</abstracttype> <abstracttype swapto="PolarBear">PolarBear</abstracttype> <abstracttype swapto="Coureur">Coureur</abstracttype> <abstracttype swapto="WarDog">WarDog</abstracttype> <abstracttype swapto="MercMameluke">MercMameluke</abstracttype> <abstracttype swapto="MercStradiot">MercStradiot</abstracttype> <abstracttype swapto="MercBlackRider">MercBlackRider</abstracttype> <abstracttype swapto="MercManchu">MercManchu</abstracttype> <abstracttype swapto="MercRonin">MercRonin</abstracttype> <abstracttype swapto="MercJaeger">MercJaeger</abstracttype> <abstracttype swapto="MercHackapell">MercHackapell</abstracttype> <abstracttype swapto="Missionary">Missionary</abstracttype> <abstracttype swapto="Jaguar">Jaguar</abstracttype> <abstracttype swapto="PetJaguar">PetJaguar</abstracttype> <abstracttype swapto="BlackBear">BlackBear</abstracttype> <abstracttype swapto="Surgeon">Surgeon</abstracttype> <abstracttype swapto="Imam">Imam</abstracttype> <abstracttype swapto="Cougar">Cougar</abstracttype> <abstracttype swapto="WhiteJaguar">WhiteJaguar</abstracttype> <abstracttype swapto="MercBarbaryCorsair">MercBarbaryCorsair</abstracttype> <abstracttype swapto="CoveredWagon">CoveredWagon</abstracttype> <abstracttype swapto="Frigate">Frigate</abstracttype> <abstracttype swapto="Fluyt">Fluyt</abstracttype> <abstracttype swapto="Galleon">Galleon</abstracttype> <abstracttype swapto="Galley">Galley</abstracttype> <abstracttype swapto="Privateer">Privateer</abstracttype> <abstracttype swapto="Wolf">Wolf</abstracttype> <abstracttype swapto="Horse">Horse</abstracttype> <abstracttype swapto="Boneguard">Boneguard</abstracttype> <abstracttype swapto="WhiteWolf">WhiteWolf</abstracttype> <abstracttype swapto="PetCougar">PetCougar</abstracttype> <abstracttype swapto="PetGrizzly">PetGrizzly</abstracttype> <abstracttype swapto="PetPolarBear">PetPolarBear</abstracttype> <abstracttype swapto="PetWolf">PetWolf</abstracttype> <abstracttype swapto="Coyote">Coyote</abstracttype> <abstracttype swapto="PetCoyote">PetCoyote</abstracttype> <abstracttype swapto="OutlawRider">OutlawRider</abstracttype> <abstracttype swapto="OutlawBlowgunner">OutlawBlowgunner</abstracttype> <abstracttype swapto="OutlawRifleman">OutlawRifleman</abstracttype> <abstracttype swapto="HotAirBalloon">HotAirBalloon</abstracttype> <abstracttype swapto="Alligator">Alligator</abstracttype> <abstracttype swapto="Pirate">Pirate</abstracttype> <abstracttype swapto="NativeScout">NativeScout</abstracttype> <abstracttype swapto="Drummer">Drummer</abstracttype> <abstracttype swapto="FlagBearerDefault">FlagBearerDefault</abstracttype> <abstracttype swapto="NatAxeRiderDogSoldier">NatAxeRiderDogSoldier</abstracttype> <abstracttype swapto="SettlerWagon">SettlerWagon</abstracttype> <abstracttype swapto="Monitor">Monitor</abstracttype> <abstracttype swapto="Miner">Miner</abstracttype> <abstracttype swapto="RussianCannon">RussianCannon</abstracttype> <abstracttype swapto="AbusGun">AbusGun</abstracttype> <abstracttype swapto="CoureurCree">CoureurCree</abstracttype> <abstracttype swapto="Learicorn">Learicorn</abstracttype> <abstracttype swapto="SPCWhiteBuffalo">SPCWhiteBuffalo</abstracttype> <abstracttype swapto="SPCWagonFood">SPCWagonFood</abstracttype> <abstracttype swapto="SPCWagonWood">SPCWagonWood</abstracttype> <abstracttype swapto="SPCWagonGold">SPCWagonGold</abstracttype> <abstracttype swapto="SPCWagonAll">SPCWagonAll</abstracttype> <abstracttype swapto="SPCCherokeeArcher">SPCCherokeeArcher</abstracttype> <abstracttype swapto="SPCCherokeeHorseArcher">SPCCherokeeHorseArcher</abstracttype> <abstracttype swapto="SPCFrigate">SPCFrigate</abstracttype> <abstracttype swapto="SPCHoopThrowers">SPCHoopThrowers</abstracttype> <abstracttype swapto="SPCFireship">SPCFireship</abstracttype> <abstracttype swapto="BoneguardAge2">BoneguardAge2</abstracttype> <abstracttype swapto="SPCTreasureShip">SPCTreasureShip</abstracttype> <abstracttype swapto="NatClubmanLoyal">NatClubmanLoyal</abstracttype> <abstracttype swapto="NatBlowgunAmbusher">NatBlowgunAmbusher</abstracttype> <abstracttype swapto="SPCDinghy">SPCDinghy</abstracttype> <abstracttype swapto="SPCBuccaneer">SPCBuccaneer</abstracttype> <abstracttype swapto="SPCRailroadWorker">SPCRailroadWorker</abstracttype> <abstracttype swapto="OutlawPistol">OutlawPistol</abstracttype> <abstracttype swapto="SPCNativeBoy">SPCNativeBoy</abstracttype> <abstracttype swapto="SPCTreasureShip2">SPCTreasureShip2</abstracttype> <abstracttype swapto="NatMedicineMan">NatMedicineMan</abstracttype> <abstracttype swapto="SPCBucCaptain">SPCBucCaptain</abstracttype> <abstracttype swapto="OutlawMusketeer">OutlawMusketeer</abstracttype> <abstracttype swapto="OutpostWagon">OutpostWagon</abstracttype> <abstracttype swapto="FortWagon">FortWagon</abstracttype> <abstracttype swapto="FactoryWagon">FactoryWagon</abstracttype> <abstracttype swapto="SPCFierceCougar">SPCFierceCougar</abstracttype> <abstracttype swapto="GeorgeCrushington">GeorgeCrushington</abstracttype> <abstracttype swapto="Lazerbear">Lazerbear</abstracttype> <abstracttype swapto="Fluffy">Fluffy</abstracttype> <abstracttype swapto="MonsterTruckA">MonsterTruckA</abstracttype> <abstracttype swapto="MonsterTruckT">MonsterTruckT</abstracttype> <abstracttype swapto="MediocreBombard">MediocreBombard</abstracttype> <abstracttype swapto="FlyingPurpleTapir">FlyingPurpleTapir</abstracttype> <abstracttype swapto="xpTomahawk">xpTomahawk</abstracttype> <abstracttype swapto="xpAenna">xpAenna</abstracttype> <abstracttype swapto="xpMusketWarrior">xpMusketWarrior</abstracttype> <abstracttype swapto="xpHorseman">xpHorseman</abstracttype> <abstracttype swapto="xpMusketRider">xpMusketRider</abstracttype> <abstracttype swapto="xpRam">xpRam</abstracttype> <abstracttype swapto="xpMantlet">xpMantlet</abstracttype> <abstracttype swapto="xpLightCannon">xpLightCannon</abstracttype> <abstracttype swapto="xpWarCanoe">xpWarCanoe</abstracttype> <abstracttype swapto="SettlerNative">SettlerNative</abstracttype> <abstracttype swapto="NatLightningWarrior">NatLightningWarrior</abstracttype> <abstracttype swapto="WarHutTravois">WarHutTravois</abstracttype> <abstracttype swapto="FarmTravois">FarmTravois</abstracttype> <abstracttype swapto="xpMedicineMan">xpMedicineMan</abstracttype> <abstracttype swapto="NatKlamathRifleman">NatKlamathRifleman</abstracttype> <abstracttype swapto="MercElmeti">MercElmeti</abstracttype> <abstracttype swapto="NatCheyenneRider">NatCheyenneRider</abstracttype> <abstracttype swapto="NatHuronMantlet">NatHuronMantlet</abstracttype> <abstracttype swapto="MercNinja">MercNinja</abstracttype> <abstracttype swapto="NatApacheCavalry">NatApacheCavalry</abstracttype> <abstracttype swapto="NatNavajoRifleman">NatNavajoRifleman</abstracttype> <abstracttype swapto="Seal">Seal</abstracttype> <abstracttype swapto="xpWarClub">xpWarClub</abstracttype> <abstracttype swapto="xpWarBow">xpWarBow</abstracttype> <abstracttype swapto="xpRifleRider">xpRifleRider</abstracttype> <abstracttype swapto="xpCoyoteMan">xpCoyoteMan</abstracttype> <abstracttype swapto="xpMacehualtin">xpMacehualtin</abstracttype> <abstracttype swapto="xpWarRifle">xpWarRifle</abstracttype> <abstracttype swapto="xpTlalocCanoe">xpTlalocCanoe</abstracttype> <abstracttype swapto="xpEagleKnight">xpEagleKnight</abstracttype> <abstracttype swapto="xpJaguarKnight">xpJaguarKnight</abstracttype> <abstracttype swapto="xpArrowKnight">xpArrowKnight</abstracttype> <abstracttype swapto="xpPumaMan">xpPumaMan</abstracttype> <abstracttype swapto="xpSkullKnight">xpSkullKnight</abstracttype> <abstracttype swapto="NoblesHutTravois">NoblesHutTravois</abstracttype> <abstracttype swapto="MercFusilier">MercFusilier</abstracttype> <abstracttype swapto="xpColonialMilitia">xpColonialMilitia</abstracttype> <abstracttype swapto="xpAxeRider">xpAxeRider</abstracttype> <abstracttype swapto="xpDogSoldier">xpDogSoldier</abstracttype> <abstracttype swapto="xpCoupRider">xpCoupRider</abstracttype> <abstracttype swapto="xpPetard">xpPetard</abstracttype> <abstracttype swapto="NatMapucheClubman">NatMapucheClubman</abstracttype> <abstracttype swapto="xpGatlingGun">xpGatlingGun</abstracttype> <abstracttype swapto="xpSPCColonialMilitia">xpSPCColonialMilitia</abstracttype> <abstracttype swapto="SPCXPFlatBoat">SPCXPFlatBoat</abstracttype> <abstracttype swapto="xpBuilder">xpBuilder</abstracttype> <abstracttype swapto="xpBuilderWar">xpBuilderWar</abstracttype> <abstracttype swapto="SPCXPVFSoldier">SPCXPVFSoldier</abstracttype> <abstracttype swapto="SPCXPWagonFood">SPCXPWagonFood</abstracttype> <abstracttype swapto="xpWarrior">xpWarrior</abstracttype> <abstracttype swapto="SaloonOutlawPistol">SaloonOutlawPistol</abstracttype> <abstracttype swapto="SaloonOutlawRider">SaloonOutlawRider</abstracttype> <abstracttype swapto="SaloonOutlawRifleman">SaloonOutlawRifleman</abstracttype> <abstracttype swapto="SaloonPirate">SaloonPirate</abstracttype> <abstracttype swapto="SPCXPJeffWagonFood">SPCXPJeffWagonFood</abstracttype> <abstracttype swapto="SPCXPJeffWagonWood">SPCXPJeffWagonWood</abstracttype> <abstracttype swapto="SPCXPJeffWagonCoin">SPCXPJeffWagonCoin</abstracttype> <abstracttype swapto="SPCXPFortWagon">SPCXPFortWagon</abstracttype> <abstracttype swapto="xpBowRider">xpBowRider</abstracttype> <abstracttype swapto="xpSpy">xpSpy</abstracttype> <abstracttype swapto="xpMedicineManAztec">xpMedicineManAztec</abstracttype> <abstracttype swapto="MercGreatCannon">MercGreatCannon</abstracttype> <abstracttype swapto="SPCXPRailroadWorker">SPCXPRailroadWorker</abstracttype> <abstracttype swapto="xpIronclad">xpIronclad</abstracttype> <abstracttype swapto="xpHorseArtillery">xpHorseArtillery</abstracttype> <abstracttype swapto="SPCXPBlackPowderWagon">SPCXPBlackPowderWagon</abstracttype> <abstracttype swapto="xpAdvancedBalloon">xpAdvancedBalloon</abstracttype> <abstracttype swapto="IGCXPCrazyHorse">IGCXPCrazyHorse</abstracttype> <abstracttype swapto="xpPetardNitro">xpPetardNitro</abstracttype> <abstracttype swapto="IGCXPWashington">IGCXPWashington</abstracttype> <abstracttype swapto="TradingPostTravois">TradingPostTravois</abstracttype> <abstracttype swapto="IGCXPMountedChayton">IGCXPMountedChayton</abstracttype> <abstracttype swapto="SPCXPWashington">SPCXPWashington</abstracttype> <abstracttype swapto="SPCXPRedoubtCannon">SPCXPRedoubtCannon</abstracttype> <abstracttype swapto="NatMercHolcanSpearman">NatMercHolcanSpearman</abstracttype> <abstracttype swapto="NatMercLightningWarrior">NatMercLightningWarrior</abstracttype> <abstracttype swapto="NatMercRifleman">NatMercRifleman</abstracttype> <abstracttype swapto="NatMercTracker">NatMercTracker</abstracttype> <abstracttype swapto="NatMercBlackwoodArcher">NatMercBlackwoodArcher</abstracttype> <abstracttype swapto="NatMercClubman">NatMercClubman</abstracttype> <abstracttype swapto="NatMercCheyenneRider">NatMercCheyenneRider</abstracttype> <abstracttype swapto="NatMercHorseArcher">NatMercHorseArcher</abstracttype> <abstracttype swapto="NatMercHuronMantlet">NatMercHuronMantlet</abstracttype> <abstracttype swapto="SPCXPTreasureShip">SPCXPTreasureShip</abstracttype> <abstracttype swapto="NatMercBlowgunWarrior">NatMercBlowgunWarrior</abstracttype> <abstracttype swapto="Pilgrim">Pilgrim</abstracttype> <abstracttype swapto="ypKensei">ypKensei</abstracttype> <abstracttype swapto="ypYabusame">ypYabusame</abstracttype> <abstracttype swapto="ypYumi">ypYumi</abstracttype> <abstracttype swapto="ypNaginataRider">ypNaginataRider</abstracttype> <abstracttype swapto="ypAshigaru">ypAshigaru</abstracttype> <abstracttype swapto="ypNatSohei">ypNatSohei</abstracttype> <abstracttype swapto="ypSowar">ypSowar</abstracttype> <abstracttype swapto="ypZamburak">ypZamburak</abstracttype> <abstracttype swapto="ypMahout">ypMahout</abstracttype> <abstracttype swapto="ypHowdah">ypHowdah</abstracttype> <abstracttype swapto="ypRajput">ypRajput</abstracttype> <abstracttype swapto="ypUrumi">ypUrumi</abstracttype> <abstracttype swapto="ypChuKoNu">ypChuKoNu</abstracttype> <abstracttype swapto="ypArquebusier">ypArquebusier</abstracttype> <abstracttype swapto="ypQiangPikeman">ypQiangPikeman</abstracttype> <abstracttype swapto="ypChangdao">ypChangdao</abstracttype> <abstracttype swapto="ypSteppeRider">ypSteppeRider</abstracttype> <abstracttype swapto="ypKeshik">ypKeshik</abstracttype> <abstracttype swapto="ypIronFlail">ypIronFlail</abstracttype> <abstracttype swapto="ypHandMortar">ypHandMortar</abstracttype> <abstracttype swapto="ypFlyingCrow">ypFlyingCrow</abstracttype> <abstracttype swapto="ypSettlerAsian">ypSettlerAsian</abstracttype> <abstracttype swapto="ypFlameThrower">ypFlameThrower</abstracttype> <abstracttype swapto="YPCoveredWagonAsian">YPCoveredWagonAsian</abstracttype> <abstracttype swapto="YPVillageWagon">YPVillageWagon</abstracttype> <abstracttype swapto="ypWokou">ypWokou</abstracttype> <abstracttype swapto="YPPetTiger">YPPetTiger</abstracttype> <abstracttype swapto="YPPetRhino">YPPetRhino</abstracttype> <abstracttype swapto="ypMercIronTroop">ypMercIronTroop</abstracttype> <abstracttype swapto="ypMercFlailiphant">ypMercFlailiphant</abstracttype> <abstracttype swapto="ypNatRattanShield">ypNatRattanShield</abstracttype> <abstracttype swapto="ypYamabushi">ypYamabushi</abstracttype> <abstracttype swapto="ypNatTigerClaw">ypNatTigerClaw</abstracttype> <abstracttype swapto="ypNatConquistador">ypNatConquistador</abstracttype> <abstracttype swapto="ypSepoy">ypSepoy</abstracttype> <abstracttype swapto="ypNatChakram">ypNatChakram</abstracttype> <abstracttype swapto="ypNatWarElephant">ypNatWarElephant</abstracttype> <abstracttype swapto="ypMercYojimbo">ypMercYojimbo</abstracttype> <abstracttype swapto="ypPetKomodoDragon">ypPetKomodoDragon</abstracttype> <abstracttype swapto="YPRicePaddyWagon">YPRicePaddyWagon</abstracttype> <abstracttype swapto="ypAtakabune">ypAtakabune</abstracttype> <abstracttype swapto="ypFune">ypFune</abstracttype> <abstracttype swapto="ypFireship">ypFireship</abstracttype> <abstracttype swapto="ypNatMercGurkha">ypNatMercGurkha</abstracttype> <abstracttype swapto="ypArsenalWagon">ypArsenalWagon</abstracttype> <abstracttype swapto="ypTradeCart">ypTradeCart</abstracttype> <abstracttype swapto="ypNatMercChakram">ypNatMercChakram</abstracttype> <abstracttype swapto="ypNatMercConquistador">ypNatMercConquistador</abstracttype> <abstracttype swapto="ypNatMercRattanShield">ypNatMercRattanShield</abstracttype> <abstracttype swapto="ypNatMercTigerClaw">ypNatMercTigerClaw</abstracttype> <abstracttype swapto="ypNatMercWarElephant">ypNatMercWarElephant</abstracttype> <abstracttype swapto="ypWaterBuffalo">ypWaterBuffalo</abstracttype> <abstracttype swapto="ypWokouJunk">ypWokouJunk</abstracttype> <abstracttype swapto="ypWokouWanderingHorseman">ypWokouWanderingHorseman</abstracttype> <abstracttype swapto="ypWanderingHorseman">ypWanderingHorseman</abstracttype> <abstracttype swapto="ypBlindMonk">ypBlindMonk</abstracttype> <abstracttype swapto="ypWokouBlindMonk">ypWokouBlindMonk</abstracttype> <abstracttype swapto="ypPetOrangutan">ypPetOrangutan</abstracttype> <abstracttype swapto="ypGoat">ypGoat</abstracttype> <abstracttype swapto="ypSiegeElephant">ypSiegeElephant</abstracttype> <abstracttype swapto="YPCastleWagon">YPCastleWagon</abstracttype> <abstracttype swapto="YPDojoWagon">YPDojoWagon</abstracttype> <abstracttype swapto="ypShinobiHorse">ypShinobiHorse</abstracttype> <abstracttype swapto="ypWokouPirate">ypWokouPirate</abstracttype> <abstracttype swapto="ypMeteorHammer">ypMeteorHammer</abstracttype> <abstracttype swapto="YPPetPanda">YPPetPanda</abstracttype> <abstracttype swapto="ypMercJatLancer">ypMercJatLancer</abstracttype> <abstracttype swapto="ypFugitiveDacoit">ypFugitiveDacoit</abstracttype> <abstracttype swapto="ypDacoit">ypDacoit</abstracttype> <abstracttype swapto="ypWarJunk">ypWarJunk</abstracttype> <abstracttype swapto="ypRickshaw">ypRickshaw</abstracttype> <abstracttype swapto="YPSPCCoinWagon">YPSPCCoinWagon</abstracttype> <abstracttype swapto="YPSPCRiderlessElephant">YPSPCRiderlessElephant</abstracttype> <abstracttype swapto="ypShrineWagon">ypShrineWagon</abstracttype> <abstracttype swapto="ypLionTailedMacaque">ypLionTailedMacaque</abstracttype> <abstracttype swapto="ypRhino">ypRhino</abstracttype> <abstracttype swapto="ypTiger">ypTiger</abstracttype> <abstracttype swapto="ypWhiteTiger">ypWhiteTiger</abstracttype> <abstracttype swapto="ypLion">ypLion</abstracttype> <abstracttype swapto="ypMonitorLizard">ypMonitorLizard</abstracttype> <abstracttype swapto="ypTibetanMacaque">ypTibetanMacaque</abstracttype> <abstracttype swapto="ypBlackPanther">ypBlackPanther</abstracttype> <abstracttype swapto="ypWokouWaywardRonin">ypWokouWaywardRonin</abstracttype> <abstracttype swapto="ypWaywardRonin">ypWaywardRonin</abstracttype> <abstracttype swapto="ypConsulateTercio">ypConsulateTercio</abstracttype> <abstracttype swapto="ypConsulateRedcoat">ypConsulateRedcoat</abstracttype> <abstracttype swapto="ypConsulateLifeGuard">ypConsulateLifeGuard</abstracttype> <abstracttype swapto="ypSnowLeopard">ypSnowLeopard</abstracttype> <abstracttype swapto="ypSettlerIndian">ypSettlerIndian</abstracttype> <abstracttype swapto="ypMonkDisciple">ypMonkDisciple</abstracttype> <abstracttype swapto="ypConsulateJinete">ypConsulateJinete</abstracttype> <abstracttype swapto="ypFuchuan">ypFuchuan</abstracttype> <abstracttype swapto="ypNatMercSohei">ypNatMercSohei</abstracttype> <abstracttype swapto="ypMarcoPoloSheep">ypMarcoPoloSheep</abstracttype> <abstracttype swapto="ypPetLion">ypPetLion</abstracttype> <abstracttype swapto="YPPetWhiteTiger">YPPetWhiteTiger</abstracttype> <abstracttype swapto="ypConsulateGuerreiros">ypConsulateGuerreiros</abstracttype> <abstracttype swapto="ypSnowMonkey">ypSnowMonkey</abstracttype> <abstracttype swapto="ypPanda">ypPanda</abstracttype> <abstracttype swapto="ypOrangutan">ypOrangutan</abstracttype> <abstracttype swapto="ypConsulateGarrochista">ypConsulateGarrochista</abstracttype> <abstracttype swapto="ypConsulateCarabineer">ypConsulateCarabineer</abstracttype> <abstracttype swapto="ypThuggee">ypThuggee</abstracttype> <abstracttype swapto="ypDelinquentThuggee">ypDelinquentThuggee</abstracttype> <abstracttype swapto="ypFishingBoatAsian">ypFishingBoatAsian</abstracttype> <abstracttype swapto="ypCatamaran">ypCatamaran</abstracttype> <abstracttype swapto="ypMarathanCatamaran">ypMarathanCatamaran</abstracttype> <abstracttype swapto="ypOrca">ypOrca</abstracttype> <abstracttype swapto="ypGreatWhiteShark">ypGreatWhiteShark</abstracttype> <abstracttype swapto="ypJunk">ypJunk</abstracttype> <abstracttype swapto="ypSettlerJapanese">ypSettlerJapanese</abstracttype> <abstracttype swapto="ypSepoyMansabdar">ypSepoyMansabdar</abstracttype> <abstracttype swapto="ypUrumiMansabdar">ypUrumiMansabdar</abstracttype> <abstracttype swapto="ypRajputMansabdar">ypRajputMansabdar</abstracttype> <abstracttype swapto="ypSowarMansabdar">ypSowarMansabdar</abstracttype> <abstracttype swapto="ypZamburakMansabdar">ypZamburakMansabdar</abstracttype> <abstracttype swapto="ypConsulateFalconet">ypConsulateFalconet</abstracttype> <abstracttype swapto="ypConsulateCulverin">ypConsulateCulverin</abstracttype> <abstracttype swapto="ypConsulateMortar">ypConsulateMortar</abstracttype> <abstracttype swapto="ypConsulateGreatBombard">ypConsulateGreatBombard</abstracttype> <abstracttype swapto="ypConsulateHorseArtillery">ypConsulateHorseArtillery</abstracttype> <abstracttype swapto="ypConsulateBestieros">ypConsulateBestieros</abstracttype> <abstracttype swapto="ypIrregular">ypIrregular</abstracttype> <abstracttype swapto="ypPeasant">ypPeasant</abstracttype> <abstracttype swapto="ypTekkousen">ypTekkousen</abstracttype> <abstracttype swapto="ypConsulateEspadachins">ypConsulateEspadachins</abstracttype> <abstracttype swapto="ypConsulateStadhouders">ypConsulateStadhouders</abstracttype> <abstracttype swapto="ypConsulateTufanciCorps">ypConsulateTufanciCorps</abstracttype> <abstracttype swapto="ypConsulateGendarmes">ypConsulateGendarmes</abstracttype> <abstracttype swapto="ypConsulateCzapakaUhlan">ypConsulateCzapakaUhlan</abstracttype> <abstracttype swapto="ypConsulateZweihander">ypConsulateZweihander</abstracttype> <abstracttype swapto="ypConsulateRogersRanger">ypConsulateRogersRanger</abstracttype> <abstracttype swapto="ypConsulateCannon">ypConsulateCannon</abstracttype> <abstracttype swapto="ypConsulateGardener">ypConsulateGardener</abstracttype> <abstracttype swapto="ypConsulateKalmuck">ypConsulateKalmuck</abstracttype> <abstracttype swapto="ypConsulateBashkirPony">ypConsulateBashkirPony</abstracttype> <abstracttype swapto="ypConsulatePrussianNeedleGun">ypConsulatePrussianNeedleGun</abstracttype> <abstracttype swapto="ypConsulateYoungGarde">ypConsulateYoungGarde</abstracttype> <abstracttype swapto="ypHowdahMansabdar">ypHowdahMansabdar</abstracttype> <abstracttype swapto="ypMahoutMansabdar">ypMahoutMansabdar</abstracttype> <abstracttype swapto="ypSiegeElephantMansabdar">ypSiegeElephantMansabdar</abstracttype> <abstracttype swapto="ypMercFlailiphantMansabdar">ypMercFlailiphantMansabdar</abstracttype> <abstracttype swapto="YPBerryWagon1">YPBerryWagon1</abstracttype> <abstracttype swapto="ypFlamingArrow">ypFlamingArrow</abstracttype> <abstracttype swapto="ypMorutaru">ypMorutaru</abstracttype> <abstracttype swapto="YPDockWagon">YPDockWagon</abstracttype> <abstracttype swapto="ypSPCConsulateWagon">ypSPCConsulateWagon</abstracttype> <abstracttype swapto="ypHCChineseFarmer">ypHCChineseFarmer</abstracttype> <abstracttype swapto="ypHCChineseMan">ypHCChineseMan</abstracttype> <abstracttype swapto="ypHCChineseMonk">ypHCChineseMonk</abstracttype> <abstracttype swapto="ypHCChineseNobleman">ypHCChineseNobleman</abstracttype> <abstracttype swapto="ypHCChineseNoblewoman">ypHCChineseNoblewoman</abstracttype> <abstracttype swapto="ypHCChineseWoman">ypHCChineseWoman</abstracttype> <abstracttype swapto="ypHCChineseStreetPerformer">ypHCChineseStreetPerformer</abstracttype> <abstracttype swapto="ypHCJapaneseStreetPerformer">ypHCJapaneseStreetPerformer</abstracttype> <abstracttype swapto="ypHCJapaneseMonk">ypHCJapaneseMonk</abstracttype> <abstracttype swapto="ypHCJapaneseRonin">ypHCJapaneseRonin</abstracttype> <abstracttype swapto="ypHCJapaneseSamurai">ypHCJapaneseSamurai</abstracttype> <abstracttype swapto="ypHCJapanesePeasant">ypHCJapanesePeasant</abstracttype> <abstracttype swapto="ypHCJapanesePeasantFemale">ypHCJapanesePeasantFemale</abstracttype> <abstracttype swapto="ypHCJapaneseLady">ypHCJapaneseLady</abstracttype> <abstracttype swapto="ypHCJapaneseGirl">ypHCJapaneseGirl</abstracttype> <abstracttype swapto="ypHCJapaneseGeisha">ypHCJapaneseGeisha</abstracttype> <abstracttype swapto="ypConsulateSiberianCossack">ypConsulateSiberianCossack</abstracttype> <abstracttype swapto="ypMercArsonist">ypMercArsonist</abstracttype> <abstracttype swapto="ypPetTibetanMacaque">ypPetTibetanMacaque</abstracttype> <abstracttype swapto="ypConsulateNinja">ypConsulateNinja</abstracttype> <abstracttype swapto="ypConsulateRonin">ypConsulateRonin</abstracttype> <abstracttype swapto="ypConsulateShinobi">ypConsulateShinobi</abstracttype> <abstracttype swapto="ypConsulateYamabushi">ypConsulateYamabushi</abstracttype> <abstracttype swapto="YPGroveWagon">YPGroveWagon</abstracttype> <abstracttype swapto="ypHCIndianMan">ypHCIndianMan</abstracttype> <abstracttype swapto="ypHCIndianMonk">ypHCIndianMonk</abstracttype> <abstracttype swapto="ypHCIndianGentleman">ypHCIndianGentleman</abstracttype> <abstracttype swapto="ypHCIndianWoman">ypHCIndianWoman</abstracttype> <abstracttype swapto="ypHCIndianSnakecharmer">ypHCIndianSnakecharmer</abstracttype> <abstracttype swapto="ypHCIndianGirl">ypHCIndianGirl</abstracttype> <abstracttype swapto="YPStableWagon">YPStableWagon</abstracttype> <abstracttype swapto="ypMongolScout">ypMongolScout</abstracttype> <abstracttype swapto="ypMarketWagon">ypMarketWagon</abstracttype> <abstracttype swapto="ypTradingPostWagon">ypTradingPostWagon</abstracttype> <abstracttype swapto="ypNatMercGurkhaJemadar">ypNatMercGurkhaJemadar</abstracttype> <abstracttype swapto="ypChurchWagon">ypChurchWagon</abstracttype> <abstracttype swapto="YPMonasteryWagon">YPMonasteryWagon</abstracttype> <abstracttype swapto="ypSPCArrowKnight">ypSPCArrowKnight</abstracttype> <abstracttype swapto="ypIGCPhysicspopper">ypIGCPhysicspopper</abstracttype> <abstracttype swapto="YPMilitaryRickshaw">YPMilitaryRickshaw</abstracttype> <abstracttype swapto="ypRepentantBarbaryCorsair">ypRepentantBarbaryCorsair</abstracttype> <abstracttype swapto="ypRepentantBlackRider">ypRepentantBlackRider</abstracttype> <abstracttype swapto="ypRepentantElmeti">ypRepentantElmeti</abstracttype> <abstracttype swapto="ypRepentantFusilier">ypRepentantFusilier</abstracttype> <abstracttype swapto="ypRepentantGreatCannon">ypRepentantGreatCannon</abstracttype> <abstracttype swapto="ypRepentantHackapell">ypRepentantHackapell</abstracttype> <abstracttype swapto="ypRepentantHighlander">ypRepentantHighlander</abstracttype> <abstracttype swapto="ypRepentantJaeger">ypRepentantJaeger</abstracttype> <abstracttype swapto="ypRepentantLandsknecht">ypRepentantLandsknecht</abstracttype> <abstracttype swapto="ypRepentantMameluke">ypRepentantMameluke</abstracttype> <abstracttype swapto="ypRepentantManchu">ypRepentantManchu</abstracttype> <abstracttype swapto="ypRepentantNinja">ypRepentantNinja</abstracttype> <abstracttype swapto="ypRepentantRonin">ypRepentantRonin</abstracttype> <abstracttype swapto="ypRepentantStradiot">ypRepentantStradiot</abstracttype> <abstracttype swapto="ypRepentantSwissPikeman">ypRepentantSwissPikeman</abstracttype> <abstracttype swapto="ypRepentantArsonist">ypRepentantArsonist</abstracttype> <abstracttype swapto="ypRepentantIronTroop">ypRepentantIronTroop</abstracttype> <abstracttype swapto="ypRepentantJatLancer">ypRepentantJatLancer</abstracttype> <abstracttype swapto="ypRepentantYojimbo">ypRepentantYojimbo</abstracttype> <abstracttype swapto="ypRepentantOutlawPistol">ypRepentantOutlawPistol</abstracttype> <abstracttype swapto="ypRepentantOutlawRider">ypRepentantOutlawRider</abstracttype> <abstracttype swapto="ypRepentantOutlawRifleman">ypRepentantOutlawRifleman</abstracttype> <abstracttype swapto="ypRepentantPirate">ypRepentantPirate</abstracttype> <abstracttype swapto="ypRepentantDacoit">ypRepentantDacoit</abstracttype> <abstracttype swapto="ypRepentantThuggee">ypRepentantThuggee</abstracttype> <abstracttype swapto="ypRepentantBlindMonk">ypRepentantBlindMonk</abstracttype> <abstracttype swapto="ypRepentantSmuggler">ypRepentantSmuggler</abstracttype> <abstracttype swapto="ypRepentantWanderingHorseman">ypRepentantWanderingHorseman</abstracttype> <abstracttype swapto="ypRepentantWaywardRonin">ypRepentantWaywardRonin</abstracttype> <abstracttype swapto="ypBankWagon">ypBankWagon</abstracttype> <abstracttype swapto="ypPetSnowMonkey">ypPetSnowMonkey</abstracttype> <abstracttype swapto="ypSPCEdwardsonEvil">ypSPCEdwardsonEvil</abstracttype> <abstracttype swapto="xpBuilderStart">xpBuilderStart</abstracttype> <abstracttype swapto="ypEggIceCreamTruck">ypEggIceCreamTruck</abstracttype> <abstracttype swapto="ypEggHotDogCart">ypEggHotDogCart</abstracttype> <abstracttype swapto="ypGoatFat">ypGoatFat</abstracttype> <abstracttype swapto="ypMigrantOx">ypMigrantOx</abstracttype> <abstracttype swapto="ypFishingBoatIndians">ypFishingBoatIndians</abstracttype> <abstracttype swapto="ypIrregularIndians">ypIrregularIndians</abstracttype> <abstracttype swapto="ypPeasantIndians">ypPeasantIndians</abstracttype> <abstracttype swapto="YPCastleWagonIndians">YPCastleWagonIndians</abstracttype> <abstracttype swapto="YPCoveredWagonJapan">YPCoveredWagonJapan</abstracttype> <abstracttype swapto="YPCoveredWagonIndians">YPCoveredWagonIndians</abstracttype> <abstracttype swapto="YPCastleWagonJapan">YPCastleWagonJapan</abstracttype> <abstracttype swapto="ypRickshawIndian">ypRickshawIndian</abstracttype> <abstracttype swapto="ypNativeScout">ypNativeScout</abstracttype> <abstracttype swapto="YPSacredFieldWagon">YPSacredFieldWagon</abstracttype> <abstracttype swapto="ypSacredCow">ypSacredCow</abstracttype> <abstracttype swapto="ypSettlerIceCream">ypSettlerIceCream</abstracttype> <abstracttype swapto="ypBlockhouseWagon">ypBlockhouseWagon</abstracttype> <abstracttype swapto="Llama">Llama</abstracttype> <abstracttype swapto="ypYak">ypYak</abstracttype> <abstracttype swapto="Cow">Cow</abstracttype> <sfx>Sparkles</sfx> <swapdelay>0.5</swapdelay> <allowduringnorush>0</allowduringnorush> <ConvertUsingMinMax minswapamount="50" maxswapamount="70"/> <SwapUsingMinMax minswapamount="50" maxswapamount="70"/> <ConvertUnitsToGodPowerPlayer/> <swapenemyonly/> <powerplayerrelation>enemy</powerplayerrelation> </power> |
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~~~~~~~~~~~~~~我是华丽丽的分割线~~~~~~~~~~~~~~
森林之火
与swap转换单位一样,可以转换单位,不过这个是链式转换单位,会随时间蔓延,被转换的单位会随时间死亡。
注:被转换的单位必须带
<UnitType>Tree
</UnitType>,否则无法转换。给一般单位或建筑添加了,一般死亡没有动作,只能说树木有特殊的死亡动作。此外,swap语句中的 blendtexture=""不能删除,否则无法转换。
<maxsearchradius>30.0</maxsearchradius>设定释放技能的最大搜索半径,链式swap转换单位的搜索半径也是由此值确定。
<burnlength>120.0</burnlength>
<burnfadelength>120.0</burnfadelength>被转化单位在X秒后死亡。(会不停掉血)
<maxnumtreesburnt>500</maxnumtreesburnt>(最大转化单位数量)
<fastesttreeattacktime>3.0</fastesttreeattacktime>
<longesttreeattacktime>6.0</longesttreeattacktime>蔓延速度
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powers.xml - 记事本 |
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文件(F) 编辑(E) 格式(O) 查看(V) 帮助(H) |
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<power name="ForestFire" type="ForestFire"> <displaynameid>00807</displaynameid> <rolloverid>00808</rolloverid> <icon>art\Age of Mythology\Power\FireStorm</icon> <placement forceonmap="1" matchtype="Tree">Tree</placement> <activetime>-1</activetime> <minimapeventtime sendalertto="all">10.0</minimapeventtime> <rangeindicatorprotoid radius="24.0" indicatorcount="12" speed="0.15">PowerUIAOM</rangeindicatorprotoid> <soundset type="StartSound" listenertype="AllExceptCaster">GodPowerStart</soundset> <soundset type="StartSound" listenertype="IfOnScreenAll">ForestFireBirth</soundset> <soundset type="ExistSound" listenertype="IfOnScreenAll" loop="1" positional="1">ForestFireExist</soundset> <soundset type="EndSound" listenertype="All">GodPowerEnd</soundset> <minsearchradius>0.0</minsearchradius> <maxsearchradius>30.0</maxsearchradius> <minnumtreestocatchonfire>10</minnumtreestocatchonfire> <maxnumtreestocatchonfire>15</maxnumtreestocatchonfire> <burnlength>120.0</burnlength> <burnfadelength>120.0</burnfadelength> <maxnumtreesburnt>500</maxnumtreesburnt> <playsbattlemusic/> <radius>24.0</radius> <forestfireattack>ForestBurnAttack</forestfireattack> <forestfiretreesearchradius>6.0</forestfiretreesearchradius> <fastesttreeattacktime>3.0</fastesttreeattacktime> <longesttreeattacktime>6.0</longesttreeattacktime> <abstractattacktargettype>All</abstractattacktargettype> <retainhitpointratio/> <gpdamagemodel> <playerrelation>enemy</playerrelation> <basedamagepercentunit>0.80</basedamagepercentunit> <basedamagepercentvillager>0.50</basedamagepercentvillager> <basedamagepercentbuilding>0.90</basedamagepercentbuilding> <minhpdamageunit>500</minhpdamageunit> <minhpdamagevillager>600</minhpdamagevillager> <minhpdamagebuilding>2000</minhpdamagebuilding> <maxhpdamageunit>2000</maxhpdamageunit> <maxhpdamagevillager>800</maxhpdamagevillager> <maxhpdamagebuilding>2000</maxhpdamagebuilding> </gpdamagemodel> <!-- Don't delete the blendtexture="" --> <abstracttype swapto="BurnTreeYellowRiver" blendtexture="">ypTreeYellowRiver</abstracttype> <abstracttype swapto="BurnTreeBamboo" blendtexture="">ypTreeBamboo</abstracttype> <abstracttype swapto="BurnTreeCaribbean" blendtexture="">TreeCaribbean</abstracttype> <abstracttype swapto="BurnTreeBayou" blendtexture="">TreeBayou</abstracttype> <abstracttype swapto="BurnTreeBayouMarsh" blendtexture="">TreeBayouMarsh</abstracttype> <abstracttype swapto="BurnTreeCarolinaGrass" blendtexture="">TreeCarolinaGrass</abstracttype> <abstracttype swapto="BurnTreeNewEngland" blendtexture="">TreeNewEngland</abstracttype> <abstracttype swapto="BurnTreeGreatLakes" blendtexture="">TreeGreatLakes</abstracttype> <abstracttype swapto="BurnTreeGreatLakesSnow" blendtexture="">TreeGreatLakesSnow</abstracttype> <abstracttype swapto="BurnTreeSaguenay" blendtexture="">TreeSaguenay</abstracttype> <abstracttype swapto="BurnTreeYukon" blendtexture="">TreeYukon</abstracttype> <abstracttype swapto="BurnTreeYukonSnow" blendtexture="">TreeYukonSnow</abstracttype> <abstracttype swapto="BurnTreeNorthwestTerritory" blendtexture="">TreeNorthwestTerritory</abstracttype> <abstracttype swapto="BurnTreeMadrone" blendtexture="">TreeMadrone</abstracttype> <abstracttype swapto="BurnTreeRedwood" blendtexture="">TreeRedwood</abstracttype> <abstracttype swapto="BurnTreeRockies" blendtexture="">TreeRockies</abstracttype> <abstracttype swapto="BurnTreeRockiesSnow" blendtexture="">TreeRockiesSnow</abstracttype> <abstracttype swapto="BurnTreePaintedDesert" blendtexture="">TreePaintedDesert</abstracttype> <abstracttype swapto="BurnTreeGreatPlains" blendtexture="">TreeGreatPlains</abstracttype> <abstracttype swapto="BurnTreeTexasDirt" blendtexture="">TreeTexasDirt</abstracttype> <abstracttype swapto="BurnTreeTexas" blendtexture="">TreeTexas</abstracttype> <abstracttype swapto="BurnTreeSonora" blendtexture="">TreeSonora</abstracttype> <abstracttype swapto="BurnTreeYucatan" blendtexture="">TreeYucatan</abstracttype> <abstracttype swapto="BurnTreeAndes" blendtexture="">TreeAndes</abstracttype> <abstracttype swapto="BurnTreeAmazon" blendtexture="">TreeAmazon</abstracttype> <abstracttype swapto="BurnTreePampas" blendtexture="">TreePampas</abstracttype> <abstracttype swapto="BurnTreeAraucania" blendtexture="">TreeAraucania</abstracttype> <abstracttype swapto="BurnTreePatagoniaSnow" blendtexture="">TreePatagoniaSnow</abstracttype> <abstracttype swapto="BurnTreePatagoniaDirt" blendtexture="">TreePatagoniaDirt</abstracttype> <abstracttype swapto="BurnTreeSaxaul" blendtexture="">ypTreeSaxaul</abstracttype> <abstracttype swapto="BurnTreeMongolia" blendtexture="">ypTreeMongolia</abstracttype> <abstracttype swapto="BurnTreeHimalayas" blendtexture="">ypTreeHimalayas</abstracttype> <abstracttype swapto="BurnTreeDeccan" blendtexture="">ypTreeDeccan</abstracttype> <abstracttype swapto="BurnTreeCeylon" blendtexture="">ypTreeCeylon</abstracttype> <abstracttype swapto="BurnTreeBorneo" blendtexture="">ypTreeBorneo</abstracttype> <abstracttype swapto="BurnTreeBorneoPalm" blendtexture="">ypTreeBorneoPalm</abstracttype> <abstracttype swapto="BurnTreeJapaneseMaple" blendtexture="">ypTreeJapaneseMaple</abstracttype> <abstracttype swapto="BurnTreeJapanesePine" blendtexture="">ypTreeJapanesePine</abstracttype> <abstracttype swapto="BurnTreeCoastalJapan" blendtexture="">ypTreeCoastalJapan</abstracttype> <abstracttype swapto="BurnTreeCarolinaMarsh" blendtexture="">TreeCarolinaMarsh</abstracttype> <abstracttype swapto="BurnTreeNewEnglandSnow" blendtexture="">TreeNewEnglandSnow</abstracttype> <abstracttype swapto="BurnTreeSpruce" blendtexture="">ypTreeSpruce</abstracttype> <abstracttype swapto="BurnTreeAshoka" blendtexture="">ypTreeAshoka</abstracttype> <abstracttype swapto="BurnTreeEucalyptus" blendtexture="">ypTreeEucalyptus</abstracttype> <abstracttype swapto="BurnTreeHemlock" blendtexture="">ypTreeHemlock</abstracttype> <abstracttype swapto="BurnTreePinonPine" blendtexture="">TreePinonPine</abstracttype> <abstracttype swapto="BurnTreePonderosaPine" blendtexture="">TreePonderosaPine</abstracttype> <abstracttype swapto="BurnTreeJuniper" blendtexture="">TreeJuniper</abstracttype> <abstracttype swapto="BurnTreePolyepis" blendtexture="">TreePolyepis</abstracttype> <abstracttype swapto="BurnTreeGinkgo" blendtexture="">ypTreeGinkgo</abstracttype> <abstracttype swapto="BurnTreeMongolianFir" blendtexture="">ypTreeMongolianFir</abstracttype> <abstracttype swapto="BurnTreeKapok" blendtexture="">TreeKapok</abstracttype> <abstracttype swapto="BurnTreePuya" blendtexture="">TreePuya</abstracttype> <abstracttype swapto="BurnBerryBush" blendtexture="">BerryBush</abstracttype> <abstracttype swapto="BurnTreeGrandCanyon" blendtexture="">TreeGrandCanyon</abstracttype> <abstracttype swapto="BurnTreeGrandCanyonPeak" blendtexture="">TreeGrandCanyonPeak</abstracttype> <abstracttype swapto="BurnTreePuya2" blendtexture="">TreePuya2</abstracttype> <abstracttype swapto="BurnTreePeter" blendtexture="">TreePeter</abstracttype> <abstracttype swapto="BurnTreeGreatPlainsGrass" blendtexture="">TreeGreatPlainsGrass</abstracttype> <abstracttype swapto="BurnTreeGreatPlainsGrassGreen" blendtexture="">TreeGreatPlainsGrassGreen</abstracttype> <firesfx>ForestBurnAttack</firesfx> <sfx>ForestBurnAttack</sfx> </power> |
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