<Unit id="0" name="SpawnOldHanArmy"> <DBID>20</DBID> <DisplayNameID>68416</DisplayNameID> <ObstructionRadiusX>0.1000</ObstructionRadiusX> <ObstructionRadiusZ>0.1000</ObstructionRadiusZ> <MaxVelocity>60.0000</MaxVelocity> <MovementType>air</MovementType> <AnimFile>effects\projectiles\musket_ball.xml</AnimFile> <Icon>icon\army_old_han_icon_64</Icon> <PortraitIcon>units\asians\chinese\standard_army\standard_army_icon_portrait</PortraitIcon> <Lifespan>1.0000</Lifespan> <TrainPoints>153.0000</TrainPoints> <Bounty>44.0000</Bounty> <BuildBounty>44.0000</BuildBounty> <Cost resourcetype ='Food'>255.0000</Cost> <Cost resourcetype ='Wood'>180.0000</Cost> <LOS>0.0000</LOS> <UnitType>EmbellishmentClass</UnitType> <UnitType>AbstractBannerArmy</UnitType> <UnitType>Military</UnitType> <UnitType>Unit</UnitType> <UnitType>Ranged</UnitType> <UnitType>HasBountyValue</UnitType> <Flag>NotPlayerPlaceable</Flag> <Flag>Tracked</Flag> <Tactics>SpawnOldHanArmy.tactics</Tactics> </Unit>
<?xml version="1.0" encoding="utf-8"?> <tactics> <action> <name>Spawn1</name> <type>Spawn</type> <rate type="ypChuKoNu">3</rate> <rate type="ypQiangPikeman">3</rate> <active>1</active> <singleuse>1</singleuse> <persistent>1</persistent> </action> <action> <name>Spawn2</name> <type>Spawn</type> <rate type="ypChuKoNu2">3</rate> <rate type="ypQiangPikeman2">3</rate> <active>0</active> <singleuse>1</singleuse> <persistent>1</persistent> </action> <tactic> Normal <action>Spawn1</action> <action>Spawn2</action> </tactic> </tactics>
<?xml version="1.0" encoding="utf-8"?>
<tactics>
<action>
<name stringid="68982">OldHanArmySpawn</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>UnitSpawn</dancebonustype>
<modifyprotoid>SpawnOldHanArmy</modifyprotoid>
<modifymultiplier>0.065</modifymultiplier>
<modifyexponent>1.03</modifyexponent>
<modifybase>0.0</modifybase>
</action>
<action>
<name stringid="68976">StandardArmySpawn</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>UnitSpawn</dancebonustype>
<modifyprotoid>ypStandardArmySpawn</modifyprotoid>
<modifymultiplier>0.065</modifymultiplier>
<modifyexponent>1.03</modifyexponent>
<modifybase>0.0</modifybase>
</action>
<action>
<name stringid="68979">MingArmySpawn</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>UnitSpawn</dancebonustype>
<modifyprotoid>ypMingArmySpawn</modifyprotoid>
<modifymultiplier>0.065</modifymultiplier>
<modifyexponent>1.03</modifyexponent>
<modifybase>0.0</modifybase>
</action>
<action>
<name stringid="68977">TerritorialArmySpawn</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>UnitSpawn</dancebonustype>
<modifyprotoid>ypTerritorialArmySpawn</modifyprotoid>
<modifymultiplier>0.065</modifymultiplier>
<modifyexponent>1.03</modifyexponent>
<modifybase>0.0</modifybase>
</action>
<action>
<name stringid="68981">ForbiddenArmySpawn</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>UnitSpawn</dancebonustype>
<modifyprotoid>ypForbiddenArmySpawn</modifyprotoid>
<modifymultiplier>0.065</modifymultiplier>
<modifyexponent>1.03</modifyexponent>
<modifybase>0.0</modifybase>
</action>
<action>
<name stringid="68980">ImperialArmySpawn</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>UnitSpawn</dancebonustype>
<modifyprotoid>ypImperialArmySpawn</modifyprotoid>
<modifymultiplier>0.065</modifymultiplier>
<modifyexponent>1.03</modifyexponent>
<modifybase>0.0</modifybase>
</action>
<action>
<name stringid="99644">ThreeThousandArmySpawn</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>UnitSpawn</dancebonustype>
<modifyprotoid>ThreeThousandArmySpawn</modifyprotoid>
<modifymultiplier>0.065</modifymultiplier>
<modifyexponent>1.03</modifyexponent>
<modifybase>0.0</modifybase>
</action>
<action>
<name stringid="61766">AutoGatherXP</name>
<type>AutoGather</type>
<active>1</active>
<persistent>1</persistent>
</action>
<tactic>
StandardArmy
<action>StandardArmySpawn</action>
<protounitcommand>WonderStandardArmy</protounitcommand>
<agerequirement>1</agerequirement>
<active>1</active>
<transition>
<tactic>Food</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>MingArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>ForbiddenArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>OldHanArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>ImperialArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>TerritorialArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>ThreeThousandArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>ShrineXP</tactic>
<length>2</length>
<exit>1</exit>
</transition>
</tactic>
<tactic>
MingArmy
<action>MingArmySpawn</action>
<protounitcommand>WonderMingArmy</protounitcommand>
<agerequirement>1</agerequirement>
<active>1</active>
<transition>
<tactic>Food</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>StandardArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>ForbiddenArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>OldHanArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>ImperialArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>TerritorialArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>ThreeThousandArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>ShrineXP</tactic>
<length>2</length>
<exit>1</exit>
</transition>
</tactic>
<tactic>
TerritorialArmy
<action>TerritorialArmySpawn</action>
<protounitcommand>WonderTerritorialArmy</protounitcommand>
<agerequirement>2</agerequirement>
<active>1</active>
<transition>
<tactic>Food</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>MingArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>StandardArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>ForbiddenArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>OldHanArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>ImperialArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>ThreeThousandArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>ShrineXP</tactic>
<length>2</length>
<exit>1</exit>
</transition>
</tactic>
<tactic>
ImperialArmy
<action>ImperialArmySpawn</action>
<protounitcommand>WonderImperialArmy</protounitcommand>
<agerequirement>2</agerequirement>
<active>1</active>
<transition>
<tactic>Food</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>MingArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>StandardArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>ForbiddenArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>OldHanArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>TerritorialArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>ThreeThousandArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>ShrineXP</tactic>
<length>2</length>
<exit>1</exit>
</transition>
</tactic>
<tactic>
ForbiddenArmy
<action>ForbiddenArmySpawn</action>
<protounitcommand>WonderForbiddenArmy</protounitcommand>
<agerequirement>2</agerequirement>
<active>1</active>
<transition>
<tactic>Food</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>MingArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>StandardArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>OldHanArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>ImperialArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>TerritorialArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>ThreeThousandArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>ShrineXP</tactic>
<length>2</length>
<exit>1</exit>
</transition>
</tactic>
<tactic>
OldHanArmy
<action>OldHanArmySpawn</action>
<protounitcommand>WonderOldHanArmy</protounitcommand>
<agerequirement>1</agerequirement>
<active>1</active>
<transition>
<tactic>Food</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>MingArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>StandardArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>ForbiddenArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>ImperialArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>TerritorialArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>ThreeThousandArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>ShrineXP</tactic>
<length>2</length>
<exit>1</exit>
</transition>
</tactic>
<tactic>
ThreeThousandArmy
<action>ThreeThousandArmySpawn</action>
<protounitcommand>WonderThreeThousandArmy</protounitcommand>
<agerequirement>1</agerequirement>
<active>1</active>
<transition>
<tactic>Food</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>MingArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>StandardArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>ForbiddenArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>ImperialArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>TerritorialArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>OldHanArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>ShrineXP</tactic>
<length>2</length>
<exit>1</exit>
</transition>
</tactic>
<tactic>
ShrineXP
<action>AutoGatherXP</action>
<protounitcommand>TacticXP</protounitcommand>
<transition>
<tactic>Food</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>OldHanArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>MingArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>StandardArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>ForbiddenArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>ImperialArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>TerritorialArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>ThreeThousandArmy</tactic>
<length>2</length>
<exit>1</exit>
</transition>
</tactic>
</tactics>
<Tech name ='YPHCOldHanArmyReforms' type ='Normal'>
<DBID>3954</DBID>
<DisplayNameID>61558</DisplayNameID>
<Cost resourcetype ='Food'>1000.0000</Cost>
<Cost resourcetype ='Ships'>1.0000</Cost>
<ResearchPoints>40.0000</ResearchPoints>
<Status>UNOBTAINABLE</Status>
<Icon>ui\home_city\hc_old_han_heavy_infantry_bonus</Icon>
<RolloverTextID>61557</RolloverTextID>
<Flag>HomeCity</Flag>
<Effects>
<Effect type ='Data' action ='Spawn1' amount ='0.0' subtype ='ActionEnable' relativity ='Absolute'>
<Target type ='ProtoUnit'>SpawnOldHanArmy</Target></Effect>
<Effect type ='Data' action ='Spawn2' amount ='1.0' subtype ='ActionEnable' relativity ='Absolute'>
<Target type ='ProtoUnit'>SpawnOldHanArmy</Target></Effect>
<Effect type ='TransformUnit' toprotoid ='ypChuKoNu2' fromprotoid ='ypChuKoNu'></Effect>
<Effect type ='TransformUnit' toprotoid ='ypQiangPikeman2' fromprotoid ='ypQiangPikeman'></Effect>
<Effect type ='TextOutput'>70482</Effect>
<Effect type ='Data' amount ='-1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>ypOldHanArmy</Target></Effect>
<Effect type ='Data' amount ='-1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>ypMingArmy</Target></Effect>
<Effect type ='Data' amount ='-1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>IntegratedArmy</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>ypOldHanArmy2</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>ypMingArmy2</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>IntegratedArmy2</Target></Effect>
<Effect type ='TechStatus' status ='unobtainable'>RunningCrossbow</Effect>
<Effect type ='TechStatus' status ='unobtainable'>LongPike</Effect>
<Effect type ='TechStatus' status ='active'>RunningFireArrow</Effect>
<Effect type ='TechStatus' status ='active'>LongHalberd</Effect>
</Effects>
</Tech>
单位开启单位战术、光环,(Actionname为Tactics的定义) <Effect type ='Data' action ='Actionname' amount ='1.0' subtype ='ActionEnable' relativity ='Absolute'> <Target type ='ProtoUnit'>Protoname</Target> </Effect> 激活一次战术(例如中国难民卡片,用的就是这个语句,Actionname为Tactics的定义) <Effect type ='Data' action ='Actionname' amount ='1.00' subtype ='ActionAdd' unittype ='Protoname' relativity ='Absolute'> <Target type ='Player'></Target> </Effect>以下语句能在圣典7-0找到
自动生产单位: (注:类似中国难民卡片不可以设定为旗军,虽然中国难民卡的确是旗军,但是我们新增旗军使用Maintain没有任何效果。) |
|
<action> |
|
<name stringid="StringID">XXXX</name> |
定义tactics的Action名及其名称 |
<type>Maintain</type> |
类型。自动生产单位 |
<rate type="XXXXXX">X</rate> |
XXXXXX单位调用名,X为自动生产单位数量。3.2版本补充:10个单位会变成10倍训练时间,例如某单位训练时间为30秒,用Maintain一次性训练10个需要用300秒。 |
<active>1</active> |
1为启用,0为未启用(需要借助科技激活),没有则默认启用 |
<singleuse>1</singleuse> |
该战术只能生产一次单位。 |
<persistent>1</persistent> |
1为无限次生产单位,0为不能自动生产单位,0一般与<singleuse>1</singleuse>配合使用,来生产一次单位,例如中国难民卡片。(如果建筑在建造中,并且带有语句<singleuse>1</singleuse> , 使用该战术生产单位时, 若为0,建造好建筑后不会生产单位,若为1,建造好建筑后会追加生产单位) |
</action> |
|
强制生产单位(无视人口限制,无视训练时间,建议使用<singleuse>1</singleuse>语句,使其只能生产一次。): |
|
<action> |
|
<name stringid="StringID">XXXX</name> |
定义tactics的Action名及其名称 |
<type>Spawn</type> |
类型。强制生产单位。3.7版本补充:当被生产的单位到达建造上限后不会生产单位。 |
<rate type="XXXXXX">X</rate> |
XXXXXX单位调用名,X为强制生产单位数量。 |
<active>1</active> |
1为启用,0为未启用(需要借助科技激活),没有则默认启用 |
<singleuse>1</singleuse> |
该战术只能生产一次单位。 |
<persistent>1</persistent> |
1为无限次强制生产单位,0为不能生产单位,0一般与<singleuse>1</singleuse>配合使用,来生产一次单位,例如中国难民卡片。(如果建筑在建造中,并且带有语句<singleuse>1</singleuse> , 使用该战术生产单位时, 若为0,建造好建筑后不会生产单位,若为1,建造好建筑后会追加生产单位) |
</action> |
<Tech name="test152" type="Normal"> <DBID>5290</DBID> <ResearchPoints>10.0000</ResearchPoints> <Status>OBTAINABLE</Status> <Icon>ui\units\ironclad_icon</Icon> <Flag>YPInfiniteTech</Flag> <Effects> <Effect type ='Data' action ='spawn' amount ='1.00' subtype ='ActionAdd' unittype ='XXX' relativity ='Absolute'> <Target type ='Player'></Target> </Effect> </Effects> </Tech>
<Unit id ='534' name ='XXX'> <DBID>704</DBID> <ObstructionRadiusX>0.4900</ObstructionRadiusX> <ObstructionRadiusZ>0.4900</ObstructionRadiusZ> <FormationCategory>Body</FormationCategory> <MaxVelocity>5.0000</MaxVelocity> <MaxRunVelocity>7.0000</MaxRunVelocity> <MovementType>land</MovementType> <TurnRate>18.0000</TurnRate> <AnimFile>units\spc\delgado\spc_delgado.xml</AnimFile> <ImpactType>Flesh</ImpactType> <Icon>units\spc\delgado\delgado_icon_64x64</Icon> <PortraitIcon>units\spc\delgado\delgado_igc_icon</PortraitIcon> <RolloverTextID>32439</RolloverTextID> <ShortRolloverTextID>32438</ShortRolloverTextID> <InitialHitpoints>1200.0000</InitialHitpoints> <MaxHitpoints>1200.0000</MaxHitpoints> <LOS>24.0000</LOS> <AutoAttackRange>16.0000</AutoAttackRange> <UnitAIType>Hero</UnitAIType> <Bounty>40.0000</Bounty> <AllowedAge>0</AllowedAge> <Armor type ='Hand' value ='0.1000'></Armor> <UnitType>LogicalTypeHealed</UnitType> <UnitType>LogicalTypeNeededForVictory</UnitType> <UnitType>LogicalTypeHandUnitsAutoAttack</UnitType> <UnitType>LogicalTypeLandMilitary</UnitType> <UnitType>LogicalTypeScout</UnitType> <UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType> <UnitType>LogicalTypeGarrisonInShips</UnitType> <UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType> <UnitType>LogicalTypeVillagersAttack</UnitType> <UnitType>LogicalTypeHandUnitsAttack</UnitType> <UnitType>LogicalTypeRangedUnitsAttack</UnitType> <UnitType>LogicalTypeMinimapFilterMilitary</UnitType> <UnitType>AbstractInfantry</UnitType> <UnitType>Hero</UnitType> <UnitType>Unit</UnitType> <UnitType>Military</UnitType> <UnitType>UnitClass</UnitType> <UnitType>AbstractHandInfantry</UnitType> <UnitType>ConvertsHerds</UnitType> <UnitType>HasBountyValue</UnitType> <Flag>CollidesWithProjectiles</Flag> <Flag>ApplyHandicapTraining</Flag> <Flag>CorpseDecays</Flag> <Flag>ShowGarrisonButton</Flag> <Flag>DontRotateObstruction</Flag> <Flag>ObscuredByUnits</Flag> <Flag>NotDeleteable</Flag> <Flag>Tracked</Flag> <Tech row ='0' page ='1' column ='0'>test152</Tech> <Command page ='10' column ='0'>Garrison</Command> <Command page ='11' column ='0'>Abilities</Command> <Command page ='10' column ='1'>Stop</Command> <Tactics>xxx.tactics</Tactics> <ProtoAction> <Name>BuildingAttack</Name> <Damage>200.000000</Damage> <DamageType>Siege</DamageType> <ROF>3.000000</ROF> </ProtoAction> <ProtoAction> <Name>HandAttack</Name> <Damage>500.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.500000</ROF> </ProtoAction> </Unit>
<?xml version="1.0" encoding="utf-8"?> <tactics> <action> <name>spawn</name> <type>Spawn</type> <rate type="settler">1.0</rate> <active>1</active> <singleuse>1</singleuse> <persistent>0</persistent> </action> <action> <name>spawn2</name> <type>Spawn</type> <rate type="Crossbowman">1.0</rate> <rate type="settler">1.0</rate> <active>1</active> <singleuse>1</singleuse> <persistent>0</persistent> </action> <action> <name stringid="69148">Discover</name> <type>Discover</type> <anim>Pickup</anim> <maxrange>0.2</maxrange> <rate type="AbstractNugget">1.0</rate> </action> <action> <name stringid="69147">Build</name> <type>Build</type> <anim>Build</anim> <maxrange>0.2</maxrange> <rate type="Building">1.0</rate> </action> <action> <name stringid="38134">HandAttack</name> <type>Attack</type> <attackaction>1</attackaction> <handlogic>1</handlogic> <anim>HandAttack</anim> <idleanim>CombatIdle</idleanim> <maxrange>1.75</maxrange> <impacteffect>effects\impacts\melee</impacteffect> <rate type="Unit">1.0 </rate> </action> <action> <name stringid="38118">BuildingAttack</name> <type>Attack</type> <rangedlogic>1</rangedlogic> <maxrange>6</maxrange> <rate type="LogicalTypeShipsAndBuildings">1.0</rate> <attackaction>1</attackaction> <speedboost>1</speedboost> <anim>Raze_Attack</anim> <idleanim>Raze_Idle</idleanim> <impacteffect>effects\impacts\torch</impacteffect> <projectile>TorchProjectile</projectile> </action> <action> <name stringid="38124">Throwbobmod</name> <type>Attack</type> <attackaction>1</attackaction> <rangedlogic>1</rangedlogic> <anim>Raze_Attack</anim> <idleanim>Raze_Idle</idleanim> <maxheight>0</maxheight> <accuracy>1.0</accuracy> <accuracyreductionfactor>0.001</accuracyreductionfactor> <aimbonus>5</aimbonus> <trackrating>12</trackrating> <rate type="unit">1.0 </rate> <impacteffect>effects\impacts\torch</impacteffect> <projectile>TorchProjectile</projectile> <rof>1.000000</rof> <instantballistics>1</instantballistics> </action> <tactic> Melee <action priority="100">BuildingAttack</action> <action priority="75">HandAttack</action> <action>Throwbobmod</action> <action>Build</action> <action>Discover</action> <action>spawn</action> <action>spawn2</action> <speedmodifier>1.0</speedmodifier> <attacktype>LogicalTypeHandUnitsAttack</attacktype> <autoattacktype>LogicalTypeHandUnitsAutoAttack</autoattacktype> <attackresponsetype>LogicalTypeHandUnitsAttack</attackresponsetype> <runaway>1</runaway> <autoretarget>1</autoretarget> <idleanim>Idle</idleanim> <boredanim>Bored</boredanim> <deathanim>Death</deathanim> <walkanim>Walk</walkanim> <joganim>Jog</joganim> <runanim>Run</runanim> </tactic> <tactic> Defend <action priority="100">BuildingAttack</action> <action priority="25">HandAttack</action> <action>Throwbobmod</action> <action>Build</action> <action>Discover</action> <action>spawn</action> <action>spawn2</action> <attacktype>LogicalTypeHandUnitsAttack</attacktype> <autoattacktype>LogicalTypeHandUnitsAutoAttack</autoattacktype> <attackresponsetype>LogicalTypeHandUnitsAttack</attackresponsetype> <runaway>0</runaway> <autoretarget>1</autoretarget> <idleanim>Idle</idleanim> <boredanim>Bored</boredanim> <deathanim>Death</deathanim> <walkanim>Walk</walkanim> <joganim>Jog</joganim> <runanim>Run</runanim> </tactic> <tactic> Cover <speedmodifier>0.5</speedmodifier> <action priority="100">BuildingAttack</action> <action priority="25">HandAttack</action> <action>Throwbobmod</action> <action>Build</action> <action>Discover</action> <action>spawn</action> <action>spawn2</action> <attacktype>LogicalTypeHandUnitsAttack</attacktype> <autoattacktype>LogicalTypeHandUnitsAutoAttack</autoattacktype> <attackresponsetype>LogicalTypeHandUnitsAttack</attackresponsetype> <runaway>0</runaway> <autoretarget>1</autoretarget> <idleanim>Idle</idleanim> <boredanim>Bored</boredanim> <deathanim>Death</deathanim> <walkanim>Walk</walkanim> <joganim>Jog</joganim> <runanim>Run</runanim> </tactic> </tactics>
<Tech name="test152" type="Normal"> <DBID>5290</DBID> <ResearchPoints>10.0000</ResearchPoints> <Status>OBTAINABLE</Status> <Icon>ui\units\ironclad_icon</Icon> <Flag>YPInfiniteTech</Flag> <Effects> <Effect type ='Data' action ='spawn' amount ='1.00' subtype ='ActionAdd' unittype ='XXX' relativity ='Absolute'> <Target type ='Player'></Target> </Effect> <Effect type ='Data' action ='spawn2' amount ='1.00' subtype ='ActionAdd' unittype ='XXX' relativity ='Absolute'> <Target type ='Player'></Target> </Effect> </Effects> </Tech>
<action> <name>spawn2</name> <type>Spawn</type> <rate type="Crossbowman">1.0</rate> <rate type="settler">1.0</rate> <active>1</active> <singleuse>1</singleuse> <persistent>0</persistent> </action>