Soundsetsy.xml:定义语音路径
Soundsetsy.xml是用来定义wav语音文件路径的,如果只是在Sound文件夹添加了wav文件,却不在Soundsetsy.xml定义路径,那么这个wav文件是无法在帝国里面使用的。
Soundsetsy.xml需要用AOE3ED在sound文件夹的soundxml3.bar里面提取。
假如是决定版,则需要用Resource Manager在Sound文件夹里面的Sound.bar提取。
与data文件夹的文件不相同的是,Soundsets.xml与Soundsetsx.xml到现在仍然在使用,这两个文件分别在SoundXML.bar与SoundXML2.bar,根据游戏优先级(瞎说) 定律,执行相同调用名优先级依然是先Soundsetsy.xml,然后是Soundsetsx.xml,再到Soundsets.xml。如果是决定版,那么决定版还新增了一个soundsetsde.xml,soundsetsde.xml优先级应该是最高。 至于优先级具体是不是像前面所说那样,我没有验证过。
拿开头的语句作为例子:
蓝色字是Soundsets调用名 ,
红色字是在sound文件夹路径,三个路径代表调用这个设定时会随机播放这三个wav语音 ;volume="1.0000"是语音的音量大小,1是100%; distance="1.0000"是以当前单位为中心,语音可以传播的距离,数值越大,传播越远,假如150基本可以覆盖整个地图了(标准地图才200-300大小
,其实这里我也不太确定是不是用地图的xz尺寸来计算,建议自行测试一个合适你的数值,你可以拿卡车那种持续音效来测试。 );至于maxnum="X"我也不知道有什么用,maxnum="X"已排除是随机语音数量上限,设定为1仍然是可以播放多个语音,所以真的测不出来有什么用;不过不要管那么多了,直接复制原有的语句吧。
<soundset name="AztecVillagerMaleSelect " volume="0.5000" maxnum="4" distance="1.0000">
<sound filename="XPack\AztecVMSelect1.wav " volume="1.0000"/>
<sound filename="XPack\AztecVMSelect2.wav " volume="1.0000"/>
<sound filename="XPack\AztecVMSelect3.wav " volume="1.0000"/>
</soundset>
<soundset name="SoundsetsName " volume="0.5500" maxnum="4" distance="1.0000">
<sound filename="XXX\XXXXX.wav " volume="1.0000"/>
<sound filename="XXX\XXXXX.wav " volume="1.0000"/>
<sound filename="XXX\XXXXX.wav " volume="0.9500"/>
</soundset>
如果想固定一个语音的话,保留一个路径就可以了。例如:(这很明显就是废话,不过有些人就是要用废话指点。)
<soundset name="SoundsetsName " volume="0.5500" maxnum="4" distance="1.0000">
<sound filename="XXX\XXXXX.wav " volume="1.0000"/> </soundset>
</soundset>
Soundsetsy.xml - 记事本
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<soundset name="KafuuChinoRevived" volume="1.0000" maxnum="2" distance="1.0000">
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[98].wav" volume="1.0000"/>
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[97].wav" volume="1.0000"/>
</soundset>
<soundset name="KafuuChinoAttack" volume="1.0000" maxnum="5" distance="0.1000">
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[105].wav" volume="1.0000"/>
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[107].wav" volume="1.0000"/>
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[108].wav" volume="1.0000"/>
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[109].wav" volume="1.0000"/>
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[115].wav" volume="1.0000"/>
</soundset>
<soundset name="KafuuChinoSelect" volume="1.0000" maxnum="1" distance="1.0000">
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[39].wav" volume="1.0000"/>
</soundset>
<soundset name="KafuuChinoAcknowledge" volume="1.0000" maxnum="3" distance="1.0000">
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[20].wav" volume="1.0000"/>
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[115].wav" volume="1.0000"/>
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[20].wav" volume="1.0000"/>
</soundset>
<soundset name="KafuuChinoAcknowledge2" volume="1.0000" maxnum="3" distance="0.5000">
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[20].wav" volume="1.0000"/>
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[18].wav" volume="1.0000"/>
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[115].wav" volume="1.0000"/>
</soundset>
<soundset name="KafuuChinoRevived2" volume="1.0000" maxnum="2" distance="1.0000">
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[2].wav" volume="1.0000"/>
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[42].wav" volume="1.0000"/>
</soundset>
<soundset name="KafuuChinoDisabled" volume="1.0000" maxnum="3" distance="1.0000">
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[122].wav" volume="1.0000"/>
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[123].wav" volume="1.0000"/>
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[127].wav" volume="1.0000"/>
</soundset>
<soundset name="KafuuChinoGrunt" volume="1.0000" maxnum="4" distance="1.0000">
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[118].wav" volume="1.0000"/>
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[119].wav" volume="1.0000"/>
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[120].wav" volume="1.0000"/>volume="1.0000"/>
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino_Magician5_A[3].wav" volume="1.0000"/>
</soundset>
<soundset name="KafuuChinoHeal" volume="1.0000" maxnum="1" distance="1.0000">
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[115].wav" volume="1.0000"/>
</soundset>
<soundset name="KafuuChinoClaim" volume="1.0000" maxnum="3" distance="1.0000">
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[25].wav" volume="1.0000"/>
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[124].wav" volume="1.0000"/>
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[125].wav" volume="1.0000"/>
</soundset>
<soundset name="KafuuChinoWin" volume="1.0000" maxnum="3" distance="1.0000">
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[25].wav" volume="1.0000"/>
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[124].wav" volume="1.0000"/>
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[125].wav" volume="1.0000"/>
</soundset>
<soundset name="KafuuChinoAttackPower" volume="1.0000" maxnum="1" distance="1.0000">
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[106].wav" volume="1.0000"/>
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[117].wav" volume="1.0000"/>
</soundset>
<soundset name="KafuuChinoBattle" volume="1.0000" maxnum="10" distance="1.0000">
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[98].wav" volume="1.0000"/>
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[101].wav" volume="1.0000"/>
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[102].wav" volume="1.0000"/>
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[103].wav" volume="1.0000"/>
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[104].wav" volume="1.0000"/>
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[106].wav" volume="1.0000"/>
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[130].wav" volume="1.0000"/>
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[130].wav" volume="1.0000"/>
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[130].wav" volume="1.0000"/>
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[130].wav" volume="1.0000"/>
</soundset>
<soundset name="KafuuChinoBattle2" volume="1.0000" maxnum="5" distance="1.0000">
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[101].wav" volume="1.0000"/>
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[102].wav" volume="1.0000"/>
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[130].wav" volume="1.0000"/>
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[130].wav" volume="1.0000"/>
<sound filename="Is the order a rabbit\kafuuchino\Voice_Gochiusa_Chino[130].wav" volume="1.0000"/>
</soundset>
PS:定义新语音可以用在单位语音xml,也可以用在技能释放音效以及单位动画xml文件上(例如开枪、走路声)。
下面是单位语音xml,详情请看
5-3 xxxxx_snds.xml
DefineSound_snds.xml - 记事本
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<?xml version="1.0" encoding="utf-8"?>
<protounitsounddef>
<protounit name="DefineSound"/>
<protounit name="KafuuChino">
<soundtype name="Select">
<soundset name="KafuuChinoSelect "/>
</soundtype>
<soundtype name="Grunt">
<soundset name="KafuuChinoGrunt "/>
</soundtype>
<soundtype name="Death">
<soundset name="KafuuChinoDeath "/>
</soundtype>
<soundtype name="Creation">
<soundset name="KafuuChinoRevived "/>
</soundtype>
<soundtype name="Acknowledge">
<targetlogic>
<choice name="default">
<soundset name="KafuuChinoAcknowledge "/>
</choice>
<choice name="Gaia">
<soundset name="KafuuChinoAcknowledge2 "/>
</choice>
<choice name="Tree">
<soundset name="KafuuChinoAcknowledge2 "/>
</choice>
<choice name="enemy">
<soundset name="KafuuChinoAttack "/>
</choice>
<choice name="Huntable">
<soundset name="KafuuChinoAcknowledge2 "/>
</choice>
</targetlogic>
</soundtype>
<soundtype name="KnockOut">
<soundset name="KafuuChinoDisabled "/>
</soundtype>
<soundtype name="KnockOutRevived">
<soundset name="KafuuChinoRevived2 "/>
</soundtype>
<soundtype name="Ransomed">
<soundset name="KafuuChinoRevived2 "/>
</soundtype>
<soundtype name="Claim">
<soundset name="KafuuChinoClaim "/>
</soundtype>
</protounit>
<ProtoUnit name ="PlentyVault">
<soundtype name="Creation">
<soundset name="PlentyBirth"/>
</soundtype>
<SoundType name ="Select">
<SoundSet name ="PlentyBirth"></SoundSet>
</SoundType>
<SoundType name ="Exists">
<SoundSet name ="PlentyExist"></SoundSet>
</SoundType>
</ProtoUnit>
<protounit name="Temple">
<soundtype name="Select">
<soundset name="UI_Building_Military"/>
</soundtype>
<soundtype name="Death">
<soundset name="BuildingDestruction"/>
</soundtype>
<soundtype name="Creation">
<soundset name="UI_Building_Military"/>
</soundtype>
</protounit>
</protounitsounddef>
下面的有两个例子,一个是用在单位在攻击动作时调用音效,调用soundsety.xml的KafuuChinoBattle定义,如果换成语音就是战斗时的语音了。另一个是例子是用在cheer(胜利欢呼),调用soundsety.xml的KafuuChinoWin定义,作用是战斗胜利后所使用的语音。
[第八章的Anim xml文件] - 记事本
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<?xml version="1.0" encoding="utf-8"?>
<animfile>
<definebone>bone_hat</definebone>
<definebone>bone_bow</definebone>
<definebone>bone_quiver</definebone>
<definebone>BIP01 PROP1</definebone>
<definebone>Bip01 Prop2</definebone>
<definebone>bone01</definebone>
<definebone>Bone_rain</definebone>
<attachment>
rainbow_attachment_A
<component>
rainbow_particles
<assetreference type="ParticleSystem">
<file>Is the order a rabbit\Effects\HolyLight.particle</file>
</assetreference>
</component>
<anim>
Idle
<component>rainbow_particles</component>
</anim>
</attachment>
<attachment>
LearySparkles
<component>
learysparkles
<assetreference type="ParticleSystem">
<file>effects\animal particles\leary_sparkles.particle</file>
</assetreference>
</component>
<anim>
Idle
<component>learysparkles</component>
</anim>
</attachment>
<attachment>
HealRays
<component>
HealFXEmitter
<assetreference type="ParticleSystem">
<file>units\explorers\heal_rays.particle</file>
</assetreference>
</component>
<anim>
None
<component>HealFXEmitter</component>
</anim>
</attachment>
<attachment>
crossbows
<component>
crossbows
<assetreference type="GrannyModel">
<file>units\asians\chinese\chu_ko_nu\chokonu_bow</file>
</assetreference>
</component>
<anim>
Idle
<component>crossbows</component>
</anim>
</attachment>
<attachment>
sword
<component>
sword
<assetreference type="GrannyModel">
<file>Chino\sword\sword</file>
</assetreference>
</component>
<anim>
Idle
<component>sword</component>
</anim>
</attachment>
<attachment>
sword1
<component>
sword
<assetreference type="GrannyModel">
<file>Chino\sword\sword1</file>
</assetreference>
</component>
<anim>
Idle
<component>sword</component>
</anim>
</attachment>
<attachment>
wands
<component>
wands
<assetreference type="GrannyModel">
<file>Is the order a rabbit\weapon\wand\wand</file>
</assetreference>
</component>
<anim>
Idle
<component>wands</component>
</anim>
</attachment>
<attachment>
wands1
<component>
wands
<assetreference type="GrannyModel">
<file>Is the order a rabbit\weapon\wand\wand1</file>
</assetreference>
</component>
<anim>
Idle
<component>wands</component>
</anim>
</attachment>
<attachment>
wands2
<component>
wands
<assetreference type="GrannyModel">
<file>Is the order a rabbit\weapon\wand\wand2</file>
</assetreference>
</component>
<anim>
Idle
<component>wands</component>
</anim>
</attachment>
<component>
ModelComp
<logic type="Tech">
<none>
<logic type="LowPoly">
<normal>
<assetreference type="GrannyModel">
<file>Is the order a rabbit\KafuuChino\KafuuChino</file>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
</assetreference>
</normal>
<lowpoly>
<assetreference type="GrannyModel">
<file>Is the order a rabbit\KafuuChino\KafuuChino</file>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
</assetreference>
</lowpoly>
</logic>
</none>
</logic>
<decal>
<effecttype>default</effecttype>
<texture isfakeshadow="1">shadows_selections\shadow_circle_32x32</texture>
<selectedtexture>shadows_selections\selection_circle_32x32</selectedtexture>
<width>1.0</width>
<height>1.0</height>
</decal>
</component>
<anim>
Death_by_melee
<assetreference type="GrannyAnim">
<file>animation_library\range\death_standing_rifleman_A</file>
<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.52</tag>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\range\death_standing_rifleman_A</file>
<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.18</tag>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\range\death_standing_rifleman_A</file>
<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.73</tag>
</assetreference>
<component>ModelComp</component>
</anim>
<anim>
Death_by_range
<assetreference type="GrannyAnim">
<file>animation_library\range\death_standing_rifleman_A</file>
<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.53</tag>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\range\death_standing_rifleman_A</file>
<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.19</tag>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\range\death_standing_rifleman_A</file>
<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.73</tag>
</assetreference>
<component>ModelComp</component>
</anim>
<anim>
Death_by_havoc
<assetreference type="GrannyAnim">
<file>animation_library\range\havoc_death</file>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\range\havoc_deathB</file>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\range\havoc_deathC</file>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\range\havoc_deathD</file>
</assetreference>
<component>ModelComp</component>
</anim>
<anim>
Death_havoc_flail
<assetreference type="GrannyAnim">
<file>animation_library\range\havoc_flail</file>
</assetreference>
<component>ModelComp</component>
</anim>
<anim>
Cheer
<assetreference type="GrannyAnim">
<file>animation_library\shared\cheer_A</file>
<tag type="SpecificSoundSet" checkvisible="1" set="KafuuChinoWin ">0.00</tag>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\shared\cheer_B</file>
<tag type="SpecificSoundSet" checkvisible="1" set="KafuuChinoWin ">0.00</tag>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\shared\cheer_C</file>
<tag type="SpecificSoundSet" checkvisible="1" set="KafuuChinoWin ">0.00</tag>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\shared\cheer_D</file>
<tag type="SpecificSoundSet" checkvisible="1" set="KafuuChinoWin ">0.00</tag>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\shared\cheer_E</file>
<tag type="SpecificSoundSet" checkvisible="1" set="KafuuChinoWin ">0.00</tag>
</assetreference>
<component>ModelComp</component>
</anim>
<anim>
Recoil
<assetreference type="GrannyAnim">
<file>animation_library\shared\recoil_A</file>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\shared\recoil_C</file>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\shared\recoil_E</file>
</assetreference>
<assetreference type="GrannyAnim">
<file>animation_library\shared\recoil_G</file>
</assetreference>
<component>ModelComp</component>
</anim>
<anim>
HC_openDoor
<assetreference type="GrannyAnim">
<file>animation_library\shared\doorOpen</file>
</assetreference>
<component>ModelComp</component>
</anim>
<anim>
HC_closeDoor
<assetreference type="GrannyAnim">
<file>animation_library\shared\doorClose</file>
</assetreference>
<component>ModelComp</component>
</anim>
<anim>
Raze_Idle
<assetreference type="GrannyAnim">
<file>animation_library\range\volley\crossbow_volley_idle</file>
</assetreference>
<component>ModelComp</component>
</anim>
<anim>
Raze_Attack
<assetreference type="GrannyAnim">
<file>animation_library\range\volley\volley_standing_fire</file>
<tag type="Attack">0.48</tag>
</assetreference>
<component>ModelComp</component>
<attach a="flaming_arrow" frombone="bone01" tobone="L HAND" syncanims="0"/>
</anim>
<anim>
Cover_ranged_idle
<assetreference type="GrannyAnim">
<file>animation_library\range\cover\cover_idle</file>
</assetreference>
<component>ModelComp</component>
</anim>
<anim>
Cover_bored
<assetreference type="GrannyAnim">
<file>animation_library\shared\human_crossbow_bored_a</file>
</assetreference>
<component>ModelComp</component>
</anim>
<anim>
Cover_Walk
<assetreference type="GrannyAnim">
<file>animation_library\range\cover\cover_walk</file>
<tag type="FootstepLeft" footprinttype="HumanLeft">0.28</tag>
<tag type="FootstepRight" footprinttype="HumanRight">0.80</tag>
</assetreference>
<component>ModelComp</component>
</anim>
<anim>
Cover_Jog
<assetreference type="GrannyAnim">
<file>animation_library\range\cover\cover_jog</file>
<tag type="FootstepLeft" footprinttype="HumanLeft">0.29</tag>
<tag type="FootstepRight" footprinttype="HumanRight">0.76</tag>
</assetreference>
<component>ModelComp</component>
</anim>
<anim>
Cover_Run
<assetreference type="GrannyAnim">
<file>animation_library\range\cover\cover_run</file>
<tag type="FootstepLeft" footprinttype="HumanLeft">0.68</tag>
<tag type="FootstepRight" footprinttype="HumanRight">0.12</tag>
</assetreference>
<component>ModelComp</component>
</anim>
<anim>
Volley_standing_idle
<assetreference type="GrannyAnim">
<file>animation_library\villager\generic_idle</file>
</assetreference>
<component>ModelComp</component>
</anim>
<anim>
Volley_standing_attack
<assetreference type="GrannyAnim">
<file>animation_library\range\charge\charge_idleA</file>
<tag type="Attack">0.45</tag>
<tag type="Attack">0.30</tag>
<tag type="Attack">0.15</tag>
</assetreference>
<component>ModelComp</component>
</anim>
<anim>
Volley_standing_bored
<assetreference type="GrannyAnim">
<file>animation_library\shared\human_crossbow_bored_a</file>
</assetreference>
<component>ModelComp</component>
</anim>
<anim>
Volley_walk
<assetreference type="GrannyAnim">
<file>animation_library\range\walk_grenadier</file>
<tag type="FootstepLeft" footprinttype="HumanLeft">0.50</tag>
<tag type="FootstepRight" footprinttype="HumanRight">1.00</tag>
</assetreference>
<component>ModelComp</component>
</anim>
<anim>
Volley_jog
<assetreference type="GrannyAnim">
<file>animation_library\shared\jog_generic</file>
<tag type="FootstepLeft" footprinttype="HumanLeft">0.60</tag>
<tag type="FootstepRight" footprinttype="HumanRight">0.10</tag>
</assetreference>
<component>ModelComp</component>
</anim>
<anim>
Volley_run
<assetreference type="GrannyAnim">
<file>animation_library\shared\run_generic</file>
<tag type="FootstepLeft" footprinttype="HumanLeft">0.13</tag>
<tag type="FootstepRight" footprinttype="HumanRight">0.60</tag>
</assetreference>
<component>ModelComp</component>
</anim>
<anim>
Magic_idle
<assetreference type="GrannyAnim">
<file>animation_library\villager\generic_idle</file>
</assetreference>
<component>ModelComp</component>
<attach a="wands" frombone="ROOT" tobone="bip01 Prop1" syncanims="0"/>
</anim>
<anim>
Magic_bored
<assetreference type="GrannyAnim">
<file>animation_library\shared\human_crossbow_bored_a</file>
</assetreference>
<component>ModelComp</component>
<attach a="wands" frombone="ROOT" tobone="bip01 Prop1" syncanims="0"/>
</anim>
<anim>
Magic_attack
<assetreference type="GrannyAnim">
<file>animation_library\explorer\melee_attack</file>
<tag type="Attack">0.20</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.23</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.57</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="KafuuChinoBattle">0.53</tag>
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<component>ModelComp</component>
<attach a="wands1" frombone="ROOT" tobone="bip01 Prop1" syncanims="0"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="bip01 Prop2" syncanims="0"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="bip01 Prop1" syncanims="0"/>
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<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="HumanLeft" syncanims="0"/>
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<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="L HAND" syncanims="0"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="bip01 Prop2" syncanims="1"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="bip01 Prop1" syncanims="1"/>
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<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="HumanLeft" syncanims="1"/>
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<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="L HAND" syncanims="1"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="1"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="1"/>
</anim>
<anim>
Magic_attack_Buliding
<assetreference type="GrannyAnim">
<file>animation_library\explorer\melee_attack</file>
<tag type="Attack">0.20</tag>
<tag type="Attack">0.45</tag>
<tag type="Attack">0.80</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.23</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.57</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="LearicornExist">0.00</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.45</tag>
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<component>ModelComp</component>
<attach a="wands1" frombone="ROOT" tobone="bip01 Prop1" syncanims="0"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="bip01 Prop2" syncanims="0"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="bip01 Prop1" syncanims="0"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="bip01 Prop3" syncanims="0"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="HumanLeft" syncanims="0"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="HumanRight" syncanims="0"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="L HAND" syncanims="0"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="bip01 Prop2" syncanims="1"/>
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<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="HumanLeft" syncanims="1"/>
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<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="1"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="1"/>
</anim>
<anim>
Magic_walk
<assetreference type="GrannyAnim">
<file>animation_library\mercs\ninja\run</file>
<tag type="FootstepLeft" footprinttype="HumanLeft">0.17</tag>
<tag type="FootstepRight" footprinttype="HumanRight">0.64</tag>
</assetreference>
<component>ModelComp</component>
<attach a="wands2" frombone="ROOT" tobone="bip01 Prop1" syncanims="0"/>
</anim>
<anim>
Magic_jog
<assetreference type="GrannyAnim">
<file>animation_library\shared\jog_generic_upper</file>
<file>animation_library\shared\jog_generic_lower</file>
<tag type="FootstepLeft">0.30</tag>
<tag type="FootstepRight">0.80</tag>
</assetreference>
<component>ModelComp</component>
<attach a="wands" frombone="ROOT" tobone="bip01 Prop1" syncanims="0"/>
</anim>
<anim>
Magic_run
<assetreference type="GrannyAnim">
<file>animation_library\shared\run_generic_upper</file>
<file>animation_library\shared\run_generic_lower</file>
<tag type="FootstepLeft">0.30</tag>
<tag type="FootstepRight">0.80</tag>
</assetreference>
<component>ModelComp</component>
<attach a="wands" frombone="ROOT" tobone="bip01 Prop1" syncanims="0"/>
</anim>
<anim>
Charge_idle
<assetreference type="GrannyAnim">
<file>animation_library\villager\generic_idle</file>
</assetreference>
<component>ModelComp</component>
<attach a="sword" frombone="ROOT" tobone="bip01 Prop1" syncanims="0"/>
</anim>
<anim>
Charge_bored
<assetreference type="GrannyAnim">
<file>animation_library\range\defend\longbow_defend_combat_idle</file>
</assetreference>
<component>ModelComp</component>
<attach a="sword" frombone="ROOT" tobone="bip01 Prop1" syncanims="0"/>
</anim>
<anim>
Charge_attack
<assetreference type="GrannyAnim">
<file>animation_library\explorer\melee_attack</file>
<tag type="Attack">0.45</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.23</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.57</tag>
</assetreference>
<component>ModelComp</component>
<attach a="sword1" frombone="ROOT" tobone="bip01 Prop1" syncanims="0"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="bip01 Prop2" syncanims="0"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="bip01 Prop1" syncanims="0"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="bip01 Prop3" syncanims="0"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="HumanLeft" syncanims="0"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="HumanRight" syncanims="0"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="L HAND" syncanims="0"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="bip01 Prop2" syncanims="1"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="bip01 Prop1" syncanims="1"/>
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<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="HumanLeft" syncanims="1"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="HumanRight" syncanims="1"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="L HAND" syncanims="1"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="1"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="1"/>
</anim>
<anim>
Charge_special_attack
<assetreference type="GrannyAnim">
<file>animation_library\range\defend\longbow_defend_melee_A</file>
<tag type="Attack">0.45</tag>
</assetreference>
<component>ModelComp</component>
<attach a="sword" frombone="ROOT" tobone="bip01 Prop1" syncanims="0"/>
</anim>
<anim>
Charge_walk
<assetreference type="GrannyAnim">
<file>animation_library\shared\walk_generic</file>
<tag type="FootstepLeft">0.20</tag>
<tag type="FootstepRight">0.50</tag>
</assetreference>
<component>ModelComp</component>
<attach a="sword" frombone="ROOT" tobone="bip01 Prop1" syncanims="0"/>
</anim>
<anim>
Charge_jog
<assetreference type="GrannyAnim">
<file>animation_library\shared\jog_generic_upper</file>
<file>animation_library\shared\jog_generic_lower</file>
<tag type="FootstepLeft">0.30</tag>
<tag type="FootstepRight">0.80</tag>
</assetreference>
<component>ModelComp</component>
<attach a="sword" frombone="ROOT" tobone="bip01 Prop1" syncanims="0"/>
</anim>
<anim>
Charge_run
<assetreference type="GrannyAnim">
<file>animation_library\shared\run_generic_upper</file>
<file>animation_library\shared\run_generic_lower</file>
<tag type="FootstepLeft">0.30</tag>
<tag type="FootstepRight">0.80</tag>
</assetreference>
<component>ModelComp</component>
<attach a="sword" frombone="ROOT" tobone="bip01 Prop1" syncanims="0"/>
</anim>
<anim>
Charge_death_by_melee
<assetreference type="GrannyAnim">
<file>animation_library\range\death_standing_rifleman_A</file>
</assetreference>
<component>ModelComp</component>
<attach a="sword" frombone="ROOT" tobone="bip01 Prop1" syncanims="0"/>
</anim>
<anim>
Charge_death_by_range
<assetreference type="GrannyAnim">
<file>animation_library\range\death_standing_rifleman_A</file>
</assetreference>
<component>ModelComp</component>
<attach a="sword" frombone="ROOT" tobone="bip01 Prop1" syncanims="0"/>
</anim>
<anim>
Charge_death_by_havoc
<assetreference type="GrannyAnim">
<file>animation_library\range\death_standing_rifleman_A</file>
</assetreference>
<component>ModelComp</component>
<attach a="sword" frombone="ROOT" tobone="bip01 Prop1" syncanims="0"/>
</anim>
<anim>
Swashbuckler
<assetreference type="GrannyAnim">
<file>animation_library\explorer\swashbuckler</file>
<tag type="Attack">0.70</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.53</tag>
</assetreference>
<component>ModelComp</component>
<attach a="sword" frombone="MASTER" tobone="Bip01 Prop1" syncanims="1"/>
<attach a="muskets" frombone="Bip01_AttachRt" tobone="bip01 Prop2" syncanims="0"/>
</anim>
<anim>
Physician
<assetreference type="GrannyAnim">
<file>animation_library\explorer\physician</file>
</assetreference>
<component>ModelComp</component>
</anim>
<anim>
Pickup
<assetreference type="GrannyAnim">
<file>animation_library\explorer\pickup_explorer_A</file>
<tag type="SpecificSoundSet" checkvisible="1" set="GatherFruit">0.33</tag>
</assetreference>
<component>ModelComp</component>
</anim>
<anim>
Heal
<assetreference type="GrannyAnim">
<file>animation_library\natives\priest\heal2</file>
</assetreference>
<component>ModelComp</component>
<attach a="HealRays" frombone="ATTACHPOINT" tobone="bip01 Prop2" syncanims="0"/>
<attach a="HealRays" frombone="ATTACHPOINT" tobone="bip01 Prop1" syncanims="0"/>
<attach a="HealRays" frombone="ATTACHPOINT" tobone="bip01 Prop3" syncanims="0"/>
<attach a="HealRays" frombone="ATTACHPOINT" tobone="HumanLeft" syncanims="0"/>
<attach a="HealRays" frombone="ATTACHPOINT" tobone="HumanRight" syncanims="0"/>
<attach a="HealRays" frombone="ATTACHPOINT" tobone="L HAND" syncanims="0"/>
<attach a="HealRays" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
<attach a="HealRays" frombone="ATTACHPOINT" tobone="bip01 Prop2" syncanims="1"/>
<attach a="HealRays" frombone="ATTACHPOINT" tobone="bip01 Prop1" syncanims="1"/>
<attach a="HealRays" frombone="ATTACHPOINT" tobone="bip01 Prop3" syncanims="1"/>
<attach a="HealRays" frombone="ATTACHPOINT" tobone="HumanLeft" syncanims="1"/>
<attach a="HealRays" frombone="ATTACHPOINT" tobone="HumanRight" syncanims="1"/>
<attach a="HealRays" frombone="ATTACHPOINT" tobone="L HAND" syncanims="1"/>
<attach a="HealRays" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="1"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="bip01 Prop2" syncanims="0"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="bip01 Prop1" syncanims="0"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="bip01 Prop3" syncanims="0"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="HumanLeft" syncanims="0"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="HumanRight" syncanims="0"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="L HAND" syncanims="0"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="bip01 Prop2" syncanims="1"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="bip01 Prop1" syncanims="1"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="bip01 Prop3" syncanims="1"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="HumanLeft" syncanims="1"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="HumanRight" syncanims="1"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="L HAND" syncanims="1"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="1"/>
</anim>
<anim>
stun_attack
<assetreference type="GrannyAnim">
<file>units\asians\natives\chakram\chakram_throwA</file>
<tag type="Attack">0.44</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="LearicornExist">0.00</tag>
</assetreference>
<assetreference type="GrannyAnim">
<file>units\asians\spc\chen\spc_chen_handattackA</file>
<tag type="Attack">0.50</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="LearicornExist">0.00</tag>
</assetreference>
<component>ModelComp</component>
</anim>
<anim>
AblBeastMaster
<assetreference type="GrannyAnim">
<file>animation_library\natives\priest\heal2</file>
<tag type="SpecificSoundSet" checkvisible="1" set="LearicornExist">0.00</tag>
</assetreference>
<component>ModelComp</component>
</anim>
<anim>
Move_Attack
<assetreference type="GrannyAnim">
<file>animation_library\SPC\cooper\ranged_attack</file>
<tag type="Attack">0.43</tag>
<tag type="FootstepLeft">0.30</tag>
<tag type="FootstepRight">0.80</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.23</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.57</tag>
<tag type="SpecificSoundSet" checkvisible="1" set="LearicornExist">0.00</tag>
</assetreference>
<component>ModelComp</component>
<attach a="sword" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="bip01 Prop2" syncanims="0"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="bip01 Prop1" syncanims="0"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="bip01 Prop3" syncanims="0"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="HumanLeft" syncanims="0"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="HumanRight" syncanims="0"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="L HAND" syncanims="0"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="bip01 Prop2" syncanims="1"/>
<attach a="LearySparkles" frombone="ATTACHPOINT" tobone="bip01 Prop1" syncanims="1"/>
</anim>
<anim>
Attack_move
<assetreference type="GrannyAnim">
<file>animation_library\range\walk_grenadier</file>
<tag type="FootstepLeft">0.30</tag>
<tag type="FootstepRight">0.80</tag>
</assetreference>
<component>ModelComp</component>
<attach a="sword" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/>
</anim>
</animfile>