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
		<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
<?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
<?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>
		</assetreference>
		<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"/>
		<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"/>
		<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>
		</assetreference>
		<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"/>
		<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"/>
		<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"/>
		<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"/>
		<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>