给单位添加攻击技能
给火枪手添加探险家的半蹲射击:
方法:有什么就复制什么。(我给你展示的是制作新技能,tactics的actionname也修改了,如果你要省事,我建议你复制原来的)
探险家有个半蹲射击的技能,好像是叫神枪手,把这个移植到火枪手。注意我上面说的有什么就复制什么。
虽然这个只是复制技能,但是可以让你了解到技能是怎样构成的。
思路:abilities.xml查询探险家的有什么技能调用名,然后去power复制搜索这些技能调用名,在powers.xml得到技能调用名的stringID,去stringtabley.xml搜索查看这些技能叫什么,找到想要复制的神枪手技能后,复制粘贴一份,改名。
探险家那个神枪手技能不用去stringtabley.xml查找了,因为那个技能工业时代才会出现(有个工业时代的前提科技),一眼就看出了。
接着去protoy查探险家与火枪手的tacics、与动画xml分别是什么,分别提取这几个tactics、动画xml,顺便把探险家神枪手的攻击数据复制到火枪手里面。
当然你可以先提取文件的。随意吧,你自己喜欢就行。
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<Unit id ='286' name ='Musketeer'> <DBID>3</DBID> <DisplayNameID>22805</DisplayNameID> <EditorNameID>25023</EditorNameID> <PopulationCount>1</PopulationCount> <ObstructionRadiusX>0.4900</ObstructionRadiusX> <ObstructionRadiusZ>0.4900</ObstructionRadiusZ> <FormationCategory>Ranged</FormationCategory> <MaxVelocity>4.0000</MaxVelocity> <MaxRunVelocity>6.0000</MaxRunVelocity> <MovementType>land</MovementType> <TurnRate>18.0000</TurnRate> <!-- 这个文件要提取,去art文件夹的art5.bar提取,没有就去art4.bar寻找,还是没有art3.bar、art2.bar、art1.bar全部找一遍。 --> <AnimFile>units\infantry_ranged\musketeer\musketeer.xml</AnimFile>
<ImpactType>Flesh</ImpactType> <PhysicsInfo>dude</PhysicsInfo> <Icon>units\infantry_ranged\musketeer\musketeer_icon_64x64</Icon> <PortraitIcon>units\infantry_ranged\musketeer\musketeer_portrait</PortraitIcon> <RolloverTextID>22812</RolloverTextID> <ShortRolloverTextID>25669</ShortRolloverTextID> <InitialHitpoints>150.0000</InitialHitpoints> <MaxHitpoints>150.0000</MaxHitpoints> <LOS>16.0000</LOS> <ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit> <UnitAIType>RangedCombative</UnitAIType> <TrainPoints>30.0000</TrainPoints> <Bounty>10.0000</Bounty> <BuildBounty>10.0000</BuildBounty> <Cost resourcetype ='Food'>75.0000</Cost> <Cost resourcetype ='Gold'>25.0000</Cost> <AllowedAge>1</AllowedAge> <Armor type ='Hand' value ='0.2000'></Armor> <UnitType>LogicalTypeHealed</UnitType> <UnitType>LogicalTypeValidSharpshoot</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>Unit</UnitType> <UnitType>Military</UnitType> <UnitType>UnitClass</UnitType> <UnitType>AbstractInfantry</UnitType> <UnitType>AbstractHeavyInfantry</UnitType> <UnitType>HasBountyValue</UnitType> <UnitType>AbstractGunpowderTrooper</UnitType> <UnitType>Ranged</UnitType> <UnitType>CountsTowardMilitaryScore</UnitType> <UnitType>AbstractCavalryInfantry</UnitType> <UnitType>ConvertsHerds</UnitType> <UnitType>AbstractRangedInfantry</UnitType> <Flag>CollidesWithProjectiles</Flag> <Flag>ApplyHandicapTraining</Flag> <Flag>CorpseDecays</Flag> <Flag>ShowGarrisonButton</Flag> <Flag>DontRotateObstruction</Flag> <Flag>ObscuredByUnits</Flag> <Flag>Tracked</Flag> <Command page ='10' column ='1'>Stop</Command> <Command page ='10' column ='0'>Garrison</Command> <Command page ='10' column ='2'>Delete</Command>
<!-- 提取这个,tactics文件去data3.bar提取,没有就去data2.bar寻找,还是没有就去data.bar --> <Tactics>musketBayonet.tactics</Tactics>
<ProtoAction> <Name>BuildingAttack</Name> <Damage>20.000000</Damage> <DamageType>Siege</DamageType> <ROF>3.000000</ROF> </ProtoAction> <ProtoAction> <Name>DefendHandAttack</Name> <Damage>13.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.500000</ROF> <DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus> <DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus> </ProtoAction> <ProtoAction> <Name>DefendRangedAttack</Name> <Damage>23.000000</Damage> <DamageType>Ranged</DamageType> <MaxRange>12.000000</MaxRange> <ROF>3.000000</ROF> </ProtoAction> <ProtoAction> <Name>MeleeHandAttack</Name> <Damage>13.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.500000</ROF> <DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus> <DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus> </ProtoAction> <ProtoAction> <Name>StaggerHandAttack</Name> <Damage>13.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.500000</ROF> <DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus> <DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus> </ProtoAction> <ProtoAction> <Name>StaggerRangedAttack</Name> <Damage>23.000000</Damage> <DamageType>Ranged</DamageType> <MaxRange>12.000000</MaxRange> <ROF>3.000000</ROF> </ProtoAction> <ProtoAction> <Name>VolleyHandAttack</Name> <Damage>13.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.500000</ROF> <DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus> <DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus> </ProtoAction> <ProtoAction> <Name>VolleyRangedAttack</Name> <Damage>23.000000</Damage> <DamageType>Ranged</DamageType> <MaxRange>12.000000</MaxRange> <ROF>3.000000</ROF> </ProtoAction> </Unit> <Unit id ='288' name ='Explorer'> <DBID>9</DBID> <DisplayNameID>22824</DisplayNameID> <ObstructionRadiusX>0.4900</ObstructionRadiusX> <ObstructionRadiusZ>0.4900</ObstructionRadiusZ> <FormationCategory>Body</FormationCategory> <MaxVelocity>4.5000</MaxVelocity> <MaxRunVelocity>6.5000</MaxRunVelocity> <MovementType>land</MovementType> <TurnRate>18.0000</TurnRate>
<!-- 提取这个 --> <AnimFile>units\explorers\explorer.xml</AnimFile>
<ImpactType>Flesh</ImpactType> <Icon>units\explorers\explorer_portrait</Icon> <MinimapIcon>ui\minimap\hero</MinimapIcon> <PortraitIcon>units\explorers\explorer_portrait</PortraitIcon> <SelectionPriority>5</SelectionPriority> <RolloverTextID>22823</RolloverTextID> <ShortRolloverTextID>25633</ShortRolloverTextID> <InitialHitpoints>400.0000</InitialHitpoints> <MaxHitpoints>400.0000</MaxHitpoints> <LOS>18.0000</LOS> <ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit> <AutoAttackRange>16.0000</AutoAttackRange> <UnitAIType>RangedCombative</UnitAIType> <Bounty>45.0000</Bounty> <AllowedAge>0</AllowedAge> <Armor type ='Ranged' 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>Unit</UnitType> <UnitType>UnitClass</UnitType> <UnitType>Military</UnitType> <UnitType>Hero</UnitType> <UnitType>AbstractInfantry</UnitType> <UnitType>HasBountyValue</UnitType> <UnitType>Ranged</UnitType> <UnitType>AbstractGunpowderTrooper</UnitType> <UnitType>AbstractCavalryInfantry</UnitType> <UnitType>ConvertsHerds</UnitType> <UnitType>AbstractRangedInfantry</UnitType> <UnitType>AbstractCanSeeStealth</UnitType> <Train row ='0' page ='6' column ='1'>TradingPost</Train> <Train row ='0' page ='6' column ='0'>TownCenter</Train> <Train row ='0' page ='6' column ='3'>NatBlowgunAmbusher</Train> <Train row ='0' page ='6' column ='2'>WarDog</Train> <Train row ='0' page ='6' column ='4'>NatClubmanLoyal</Train> <Flag>HeroName2</Flag> <Flag>CollidesWithProjectiles</Flag> <Flag>ApplyHandicapTraining</Flag> <Flag>CorpseDecays</Flag> <Flag>ShowGarrisonButton</Flag> <Flag>DontRotateObstruction</Flag> <Flag>ObscuredByUnits</Flag> <Flag>KnockoutDeath</Flag> <Flag>RotateInPlace</Flag> <Flag>NotDeleteable</Flag> <Flag>ForceBuildingData</Flag> <Flag>Tracked</Flag> <Command page ='10' column ='0'>Garrison</Command> <Command page ='10' column ='2'>Stop</Command> <Command page ='11' column ='0'>Abilities</Command>
<!-- 提取这个 --> <Tactics>explorer.tactics</Tactics>
<ProtoAction> <Name>Build</Name> <Rate type ='TradingPost'>3.000000</Rate> <Rate type ='TownCenter'>1.000000</Rate> </ProtoAction> <ProtoAction> <Name>BuildingAttack</Name> <Damage>15.000000</Damage> <DamageType>Siege</DamageType> <ROF>3.000000</ROF> <DamageBonus type ='Building'>1.000000</DamageBonus> </ProtoAction> <ProtoAction> <Name>CrackshotAttack</Name> <Damage>5000.000000</Damage> <DamageType>Ranged</DamageType> <MaxRange>16.000000</MaxRange> <ROF>3.000000</ROF> <DamageBonus type ='MercType2'>0.010000</DamageBonus> </ProtoAction> <ProtoAction> <Name>HandAttack</Name> <Damage>6.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.500000</ROF> <DamageBonus type ='Guardian'>3.000000</DamageBonus> <DamageBonus type ='AbstractVillager'>0.250000</DamageBonus> </ProtoAction> <ProtoAction> <Name>Heal</Name> <Rate type ='LogicalTypeHealed'>50.000000</Rate> </ProtoAction> <ProtoAction> <Name>SharpshooterAttack</Name> <Damage>750.000000</Damage> <DamageType>Ranged</DamageType> <MaxRange>16.000000</MaxRange> <ROF>3.000000</ROF> </ProtoAction> <ProtoAction> <Name>SwashbucklerAttack</Name> <Damage>100.000000</Damage> <DamageType>Hand</DamageType> <ROF>2.000000</ROF> <DamageCap>200.000000</DamageCap> <DamageBonus type ='AbstractVillager'>0.250000</DamageBonus> <DamageArea>3.000000</DamageArea> <DamageFlags>GAIAEnemy</DamageFlags> <DamageBonus type ='MercType2'>0.250000</DamageBonus> </ProtoAction> <ProtoAction> <Name>VolleyRangedAttack</Name> <Damage>12.000000</Damage> <DamageType>Ranged</DamageType> <MaxRange>16.000000</MaxRange> <ROF>3.000000</ROF> <DamageBonus type ='Guardian'>3.000000</DamageBonus> <DamageBonus type ='AbstractVillager'>0.250000</DamageBonus> </ProtoAction> </Unit>
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1.Abilities
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abilities.xml.xml - 记事本 |
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<explorer> <ability> PowerSharpshooter <rof>60</rof> </ability> <ability> PowerCrackshot <tech>Industrialize</tech> <rof>90</rof> </ability> <ability> PowerLOS <tech>Age0Portuguese</tech> <rof>120</rof> </ability> <ability> PowerHeal <tech>HCExplorerFrench</tech> <rof>120</rof> </ability> <ability> PowerSwashbuckler <tech>HCExplorerBritish</tech> <rof>90</rof> </ability> <ability> PowerBalloon <tech>HCShipBalloons</tech> <rof>240</rof> </ability> </explorer> <!-- 省略其他语句 --> <ypspctokugawa> <ability> ypPowerDivineRight <rof>45</rof> <castonself>true</castonself> </ability> <ability> ypPowerDivineBlow <alwaysdisabledingrid>true</alwaysdisabledingrid> </ability> </ypspctokugawa> <xpironclad2> <ability> PowerLongRange <rof>10</rof> </ability> </xpironclad2> <SPCXPWashington> <ability> PowerSpeed <alwaysdisabledingrid>true</alwaysdisabledingrid> <tech>ypVillagePopCapIncrease</tech> </ability> </SPCXPWashington> <KafuuChino> <ability> PowerBeam <rof>60</rof> </ability> <ability> PowerStun <rof>60</rof> </ability> <ability> PowerCovert <rof>60</rof> </ability> <ability> PowerHealUnit <rof>60</rof> </ability> </KafuuChino> <HotoCocoa> <ability> PowerBeam <rof>60</rof> </ability> <ability> PowerStun2 <rof>60</rof> </ability> <ability> PowerCovert2 <rof>60</rof> </ability> <ability> PowerHealUnit <rof>60</rof> </ability> </HotoCocoa> <Musketeer> <ability> PowerCrackshot <tech>Industrialize</tech> <rof>90</rof> </ability> </Musketeer>
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powers.xml
传送门
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<power name="PowerCrackshot" type="UnitAction"> <!-- 探险家的技能; 往下拉↓,或者点击上面的传送门--> <displaynameid>66043</displaynameid> <rolloverid>66044</rolloverid> <icon>art\ui\abilities\ability_sharpshooter</icon> <minimapeventtime sendalertto="player">1</minimapeventtime> <activetime>8</activetime> <radius>5.0</radius> <placement forceonmap="1" enemy="" allowgaia="">unit</placement> <abstractattacktargettype>LogicalTypeValidSharpshoot</abstractattacktargettype> <explicitlyrestrictedattacktargettype>WaterGuardian</explicitlyrestrictedattacktargettype> <unitaction>CrackshotAttack</unitaction> </power> <power name="PowerEagleEye" type="UnitAction"> <displaynameid>45462</displaynameid> <rolloverid>45463</rolloverid> <icon>art\ui\abilities\eagle_eye</icon> <minimapeventtime sendalertto="player">1</minimapeventtime> <activetime>8</activetime> <radius>5.0</radius> <placement forceonmap="1" enemy="" allowgaia="">unit</placement> <abstractattacktargettype>LogicalTypeValidSharpshoot</abstractattacktargettype> <explicitlyrestrictedattacktargettype>WaterGuardian</explicitlyrestrictedattacktargettype> <unitaction>CrackshotAttack</unitaction> </power> <power name="PowerSwashbuckler" type="UnitAction"> <displaynameid>34135</displaynameid> <rolloverid>34136</rolloverid> <icon>art\ui\abilities\ability_swashbuckler</icon> <minimapeventtime sendalertto="player">1</minimapeventtime> <activetime>8</activetime> <radius>5.0</radius> <placement forceonmap="1" enemy="" allowgaia="">unit</placement> <abstractattacktargettype>All</abstractattacktargettype> <explicitlyrestrictedattacktargettype>WaterGuardian</explicitlyrestrictedattacktargettype> <unitaction>SwashbucklerAttack</unitaction> </power> <power name="PowerOberhau" type="UnitAction"> <displaynameid>37371</displaynameid> <rolloverid>37372</rolloverid> <icon>art\ui\abilities\ability_swashbuckler</icon> <minimapeventtime sendalertto="player">1</minimapeventtime> <activetime>8</activetime> <radius>5.0</radius> <placement forceonmap="1" enemy="" allowgaia="">unit</placement> <abstractattacktargettype>Unit</abstractattacktargettype> <unitaction>OberhauAttack</unitaction> </power> <power name="PowerHawkeye" type="UnitAction"> <displaynameid>37368</displaynameid> <rolloverid>37367</rolloverid> <icon>art\ui\abilities\hawk_eye</icon> <minimapeventtime sendalertto="player">1</minimapeventtime> <activetime>8</activetime> <radius>5.0</radius> <placement forceonmap="1" enemy="" allowgaia="">unit</placement> <abstractattacktargettype>LogicalTypeValidSharpshoot</abstractattacktargettype> <unitaction>HawkeyeAttack</unitaction> </power> <power name="PowerArrow" type="UnitAction"> <displaynameid>37369</displaynameid> <rolloverid>37370</rolloverid> <icon>art\ui\abilities\ability_sharpshooter</icon> <minimapeventtime sendalertto="player">1</minimapeventtime> <activetime>8</activetime> <radius>5.0</radius> <placement forceonmap="1" enemy="" allowgaia="">unit</placement> <abstractattacktargettype>LogicalTypeValidSharpshoot</abstractattacktargettype> <unitaction>RedBearArrowAttack</unitaction> </power> <power name="PowerDoubleBarrel" type="UnitAction"> <displaynameid>34452</displaynameid> <rolloverid>34453</rolloverid> <icon>art\ui\abilities\ability_sharpshooter</icon> <minimapeventtime sendalertto="player">1</minimapeventtime> <activetime>8</activetime> <radius>5.0</radius> <placement forceonmap="1" enemy="" allowgaia="">unit</placement> <abstractattacktargettype>LogicalTypeValidSharpshoot</abstractattacktargettype> <unitaction>DoubleBarrelAttack</unitaction> </power> <power name="PowerBroadside" type="UnitAction"> <displaynameid>32910</displaynameid> <rolloverid>32911</rolloverid> <icon>art\ui\command\mode_broadside</icon> <minimapeventtime sendalertto="player">1</minimapeventtime> <activetime>5</activetime> <radius>10.0</radius> <placement forceonmap="1" enemy="" allowgaia="">unit</placement> <abstractattacktargettype>LogicalTypeRangedUnitsAttack</abstractattacktargettype> <unitaction>BroadsideAttack</unitaction> </power> <power name="PowerLongRange" type="UnitAction"> <displaynameid>34137</displaynameid> <rolloverid>34138</rolloverid> <icon>art\ui\command\mode_bombard</icon> <minimapeventtime sendalertto="all">1</minimapeventtime> <activetime>5</activetime> <radius>10.0</radius> <placement forceonmap="1" enemy="" allowgaia="">unit</placement> <abstractattacktargettype>LogicalTypeRangedUnitsAttack</abstractattacktargettype> <unitaction>LongRangeAttack</unitaction> </power> <power name="PowerHeal" type="UnitAction"> <displaynameid>35605</displaynameid> <rolloverid>35604</rolloverid> <icon>art\ui\abilities\ability_heal</icon> <minimapeventtime sendalertto="player">1</minimapeventtime> <activetime>8</activetime> <radius>10.0</radius> <placement forceonmap="1" ally="">full</placement> <abstractattacktargettype>LogicalTypeHealed</abstractattacktargettype> <rangeindicatorprotoid radius="10.0" indicatorcount="8" speed="0.6">PowerRanger</rangeindicatorprotoid> <unitaction>Heal</unitaction> <hitpointstoheal>400</hitpointstoheal> <allowduringnorush>1</allowduringnorush> </power> <power name="PowerBalloon" type="TempUnit"> <displaynameid>42372</displaynameid> <rolloverid>42373</rolloverid> <icon>units\balloons\hot_air_balloon</icon> <minimapeventtime sendalertto="ally">1</minimapeventtime> <activetime>30</activetime> <createunit quantity="1" radius="0" delay="0.0">HotAirBalloon</createunit> <placement forceonmap="1">LOSDontCare</placement> <rangeindicatorprotoid radius="12.0" indicatorcount="16" speed="0.6">PowerRanger</rangeindicatorprotoid> <allowduringnorush>1</allowduringnorush> <alwaysaddtoplayer>1</alwaysaddtoplayer> </power> <power name="ypIceCream" type="TempUnit"> <displaynameid>70471</displaynameid> <rolloverid>70472</rolloverid> <icon>units\villagers\villager_icon</icon> <minimapeventtime sendalertto="ally">1</minimapeventtime> <activetime>60</activetime> <createunit quantity="10" radius="5" delay="0.0">ypSettlerIceCream</createunit> <placement forceonmap="1">LOSDontCare</placement> <startsoundset>PowerIceCream</startsoundset> <rangeindicatorprotoid radius="12.0" indicatorcount="16" speed="0.6">PowerRanger</rangeindicatorprotoid> <allowduringnorush>1</allowduringnorush> <alwaysaddtoplayer>1</alwaysaddtoplayer> </power> <power name="PowerConvertGuardian" type="UnitAction"> <displaynameid>44595</displaynameid> <rolloverid>44596</rolloverid> <icon>art\ui\abilities\animal_friendship</icon> <minimapeventtime sendalertto="player">1</minimapeventtime> <activetime>8</activetime> <radius>5.0</radius> <placement forceonmap="1" enemy="" allowgaia="" gaiaonly="">unit</placement> <abstractattacktargettype>Guardian</abstractattacktargettype> <explicitlyrestrictedattacktargettype>WaterGuardian</explicitlyrestrictedattacktargettype> <unitaction>ConvertGuardian</unitaction> <allowduringnorush>1</allowduringnorush> </power> <power name="ypPowerSmokeBomb" type="UnitAction"> <displaynameid>64300</displaynameid> <rolloverid>65734</rolloverid> <icon>art\ui\abilities\ability_smoke_bomb</icon> <minimapeventtime sendalertto="player">1</minimapeventtime> <activetime>4</activetime> <radius>1.0</radius> <placement forceonmap="1" ally="">full</placement> <unitaction>SmokeBomb</unitaction> <allowduringnorush>1</allowduringnorush> <startsoundset>PowerSmokeBomb</startsoundset> </power> <power name="PowerCovert" type="swapunit"> <displaynameid>09975</displaynameid> <rolloverid>09977</rolloverid> <icon>art\Chino\ability_icon\question</icon> <minimapeventtime sendalertto="player">1</minimapeventtime> <activetime>0</activetime> <radius>20.0</radius> <placement forceonmap="1" enemy="" allowgaia="">full</placement> <rangeindicatorprotoid radius="20.0" indicatorcount="32" speed="0.6">PowerRanger</rangeindicatorprotoid> <abstracttype swapto="BuildingRubble3x3">Rubble</abstracttype> <abstracttype swapto="BuildingRubble3x3">AbstractWall</abstracttype> <abstracttype swapto="BuildingRubble2x2">SPCPathBlock1</abstracttype> <abstracttype swapto="BuildingRubble3x3">SPCPathBlock2</abstracttype> <abstracttype swapto="BuildingRubble5x3">SPCPathBlock3</abstracttype> <abstracttype swapto="ypWildElephant">AbstractElephant</abstracttype> <abstracttype swapto="ypGoat">AbstractRangedCavalry</abstracttype> <abstracttype swapto="Graves">AbstractCavalry</abstracttype> <abstracttype swapto="TreeCarolinaMarsh">AbstractVillager</abstracttype> <abstracttype swapto="TreeChristmas">AbstractArtillery</abstracttype> <abstracttype swapto="TreeNewEnglandSnow">AbstractNativeWarrior</abstracttype> <abstracttype swapto="ypTreeYellowRiver">AbstractRangedInfantry</abstracttype> <abstracttype swapto="ypTreeCoastalJapan">AbstractInfantry</abstracttype> <abstracttype swapto="BuildingRubble2x2">TradingPost</abstracttype> <abstracttype swapto="ypTradingPostCapture">ypTradingPostCapture</abstracttype> <abstracttype swapto="ypBuildingRubbleShrineNuggetChinese">AbstractFarm</abstracttype> <abstracttype swapto="BuildingRubbleCabinNugget">AbstractFort</abstracttype> <abstracttype swapto="ypBuildingRubbleShrineNuggetJapanese">MilitaryBuilding</abstracttype> <abstracttype swapto="Rubble">EconomicBuilding</abstracttype> <abstracttype swapto="IGCShipwreck">AbstractFishingBoat</abstracttype> <abstracttype swapto="IGCShipwreck">Ship</abstracttype> <abstracttype swapto="TurkeyScout">Guardian</abstracttype> <abstracttype swapto="Rubble">AbstractTownCenter</abstracttype> <abstracttype swapto="CrateofWoodLarge">Tree</abstracttype> <abstracttype swapto="Rubble">AbstractHouse</abstracttype> <abstracttype swapto="Rubble">Bank</abstracttype> <abstracttype swapto="Rubble">ypBankAsian</abstracttype> <abstracttype swapto="Rubble">Church</abstracttype> <abstracttype swapto="Rubble">FieldHospital</abstracttype> <abstracttype swapto="Rubble">FirePit</abstracttype> <abstracttype swapto="Rubble">Market</abstracttype> <abstracttype swapto="Rubble">ypTradeMarketAsian</abstracttype> <abstracttype swapto="CrateofCoinLarge">AbstractMine</abstracttype> <abstracttype swapto="CrateofFoodLarge">AbstractFruit</abstracttype> <abstracttype swapto="ypTreeCoastalJapan">CrateofWoodLarge</abstracttype> <abstracttype swapto="ypTreeMongolianFir">AbstractResourceCrate</abstracttype> <abstracttype swapto="Rubble">ColonyBuilding</abstracttype> <abstracttype swapto="TreeRedwood">AbstractWagon</abstracttype> <abstracttype swapto="ypTreeBorneo">Unit</abstracttype> <swapdelay>0.0</swapdelay> <allowduringnorush>1</allowduringnorush> <powerplayerrelation>Enemy</powerplayerrelation> </power> <power name="PowerBeam" type="UnitAction"> <displaynameid>09973</displaynameid> <rolloverid>09971</rolloverid> <icon>art\Chino\ability_icon\Beam</icon> <minimapeventtime sendalertto="all">1</minimapeventtime> <rangeindicatorprotoid radius="5.0" indicatorcount="8" speed="0.6">PowerRanger</rangeindicatorprotoid> <activetime>10</activetime> <radius>10.0</radius> <placement forceonmap="1">LOSDontCare</placement> <abstractattacktargettype>All</abstractattacktargettype> <unitaction>MagicBeamAttack</unitaction> <allowduringnorush>1</allowduringnorush> </power> <power name="PowerStun" type="Stun"> <displaynameid>09976</displaynameid> <rolloverid>09961</rolloverid> <icon>art\Chino\ability_icon\stun</icon> <minimapeventtime sendalertto="all">1</minimapeventtime> <activetime>40</activetime> <radius>20.0</radius> <placement forceonmap="1">LOSDontCare</placement> <rangeindicatorprotoid radius="20.0" indicatorcount="32" speed="0.6">PowerRanger</rangeindicatorprotoid> <abstractattacktargettype>Unit</abstractattacktargettype> <explicitlyrestrictedattacktargettype>Ship</explicitlyrestrictedattacktargettype> <allowduringnorush>1</allowduringnorush> <startsoundset>PowerStun</startsoundset> </power> <power name="PowerHealUnit" type="UnitAction"> <displaynameid>09959</displaynameid> <rolloverid>09960</rolloverid> <icon>art\ui\abilities\ability_heal</icon> <minimapeventtime sendalertto="player">1</minimapeventtime> <activetime>60</activetime> <radius>20.0</radius> <placement forceonmap="1" ally="">full</placement> <abstractattacktargettype>Unit</abstractattacktargettype> <rangeindicatorprotoid radius="20.0" indicatorcount="32" speed="0.6">PowerRanger</rangeindicatorprotoid> <unitaction>Heal</unitaction> <hitpointstoheal>10000</hitpointstoheal> <allowduringnorush>1</allowduringnorush> <startsoundset>ChinoHeal</startsoundset> </power> <power name="PowerCovert2" type="swapunit"> <displaynameid>09975</displaynameid> <rolloverid>09977</rolloverid> <icon>art\Chino\ability_icon\question</icon> <minimapeventtime sendalertto="player">1</minimapeventtime> <activetime>0</activetime> <radius>20.0</radius> <placement forceonmap="1" enemy="" allowgaia="">full</placement> <rangeindicatorprotoid radius="20.0" indicatorcount="32" speed="0.6">PowerRanger</rangeindicatorprotoid> <abstracttype swapto="BuildingRubble3x3">Rubble</abstracttype> <abstracttype swapto="BuildingRubble3x3">AbstractWall</abstracttype> <abstracttype swapto="BuildingRubble2x2">SPCPathBlock1</abstracttype> <abstracttype swapto="BuildingRubble3x3">SPCPathBlock2</abstracttype> <abstracttype swapto="BuildingRubble5x3">SPCPathBlock3</abstracttype> <abstracttype swapto="ypWildElephant">AbstractElephant</abstracttype> <abstracttype swapto="ypGoat">AbstractRangedCavalry</abstracttype> <abstracttype swapto="Graves">AbstractCavalry</abstracttype> <abstracttype swapto="TreeCarolinaMarsh">AbstractVillager</abstracttype> <abstracttype swapto="TreeChristmas">AbstractArtillery</abstracttype> <abstracttype swapto="TreeNewEnglandSnow">AbstractNativeWarrior</abstracttype> <abstracttype swapto="ypTreeYellowRiver">AbstractRangedInfantry</abstracttype> <abstracttype swapto="ypTreeCoastalJapan">AbstractInfantry</abstracttype> <abstracttype swapto="BuildingRubble2x2">TradingPost</abstracttype> <abstracttype swapto="ypTradingPostCapture">ypTradingPostCapture</abstracttype> <abstracttype swapto="ypBuildingRubbleShrineNuggetChinese">AbstractFarm</abstracttype> <abstracttype swapto="BuildingRubbleCabinNugget">AbstractFort</abstracttype> <abstracttype swapto="ypBuildingRubbleShrineNuggetJapanese">MilitaryBuilding</abstracttype> <abstracttype swapto="Rubble">EconomicBuilding</abstracttype> <abstracttype swapto="IGCShipwreck">AbstractFishingBoat</abstracttype> <abstracttype swapto="IGCShipwreck">Ship</abstracttype> <abstracttype swapto="TurkeyScout">Guardian</abstracttype> <abstracttype swapto="Rubble">AbstractTownCenter</abstracttype> <abstracttype swapto="CrateofWoodLarge">Tree</abstracttype> <abstracttype swapto="Rubble">AbstractHouse</abstracttype> <abstracttype swapto="Rubble">Bank</abstracttype> <abstracttype swapto="Rubble">ypBankAsian</abstracttype> <abstracttype swapto="Rubble">Church</abstracttype> <abstracttype swapto="Rubble">FieldHospital</abstracttype> <abstracttype swapto="Rubble">FirePit</abstracttype> <abstracttype swapto="Rubble">Market</abstracttype> <abstracttype swapto="Rubble">ypTradeMarketAsian</abstracttype> <abstracttype swapto="CrateofCoinLarge">AbstractMine</abstracttype> <abstracttype swapto="CrateofFoodLarge">AbstractFruit</abstracttype> <abstracttype swapto="ypTreeCoastalJapan">CrateofWoodLarge</abstracttype> <abstracttype swapto="ypTreeMongolianFir">AbstractResourceCrate</abstracttype> <abstracttype swapto="Rubble">ColonyBuilding</abstracttype> <abstracttype swapto="TreeRedwood">AbstractWagon</abstracttype> <abstracttype swapto="ypTreeBorneo">Unit</abstracttype> <swapdelay>0.0</swapdelay> <allowduringnorush>1</allowduringnorush> <powerplayerrelation>Enemy</powerplayerrelation> </power> <power name="PowerStun2" type="Stun"> <displaynameid>09976</displaynameid> <rolloverid>09961</rolloverid> <icon>art\Chino\ability_icon\stun</icon> <minimapeventtime sendalertto="all">1</minimapeventtime> <activetime>40</activetime> <radius>20.0</radius> <placement forceonmap="1">LOSDontCare</placement> <rangeindicatorprotoid radius="20.0" indicatorcount="32" speed="0.6">PowerRanger</rangeindicatorprotoid> <abstractattacktargettype>Unit</abstractattacktargettype> <explicitlyrestrictedattacktargettype>Ship</explicitlyrestrictedattacktargettype> <allowduringnorush>1</allowduringnorush> <startsoundset>PowerStun</startsoundset> </power> <power name="PowerCrackshot2" type="UnitAction"> <displaynameid>66043</displaynameid> <rolloverid>66044</rolloverid> <icon>art\ui\abilities\ability_sharpshooter</icon> <minimapeventtime sendalertto="player">1</minimapeventtime> <activetime>8</activetime> <radius>5.0</radius> <placement forceonmap="1" enemy="" allowgaia="">unit</placement> <abstractattacktargettype>LogicalTypeValidSharpshoot</abstractattacktargettype> <explicitlyrestrictedattacktargettype>WaterGuardian</explicitlyrestrictedattacktargettype> <unitaction>CrackshotAttack23333</unitaction> </power> |
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留意一下<unitaction>CrackshotAttack23333</unitaction>,这个是对应tactics的actionname的,我在power设定了CrackshotAttack23333,所以tactics也要将actionname修改成CrackshotAttack23333。如果从单纯的复制语句来看,这个是多此一举的,我只不过事项让你了解到原来是这样定义而已。
火枪手的musketBayonet.tactics
<anim>RangedAttackSharpshoot</anim>这个是攻击动作,等一下需要去探险家的动画xml将这个动作的语句复制到火枪手那里。至于SharpshootIdle与ReloadSharpshoot在探险家的动画xml找不到,就不用管它了。
别忘了要在底部的tactics定义action
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musketBayonet.tactics - 记事本 |
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<!-- converted from XMB to XML -->
<tactics> <action> <name stringid="38124">SharpshooterAttack23333</name> <type>Attack</type> <attackaction>1</attackaction> <rangedlogic>1</rangedlogic> <anim>RangedAttackSharpshoot</anim> <idleanim>SharpshootIdle</idleanim> <boredanim>SharpshootIdle</boredanim> <reloadanim>ReloadSharpshoot</reloadanim> <maxheight>0</maxheight> <accuracy>1.0</accuracy> <accuracyreductionfactor>0.001</accuracyreductionfactor> <aimbonus>5</aimbonus> <trackrating>12</trackrating> <rate type="Guardian">1.0 </rate> <impacteffect>effects\impacts\gun</impacteffect> <projectile>InvisibleProjectile</projectile> <rof>1.000000</rof> <instantballistics>1</instantballistics> </action> <action> <name stringid="38127">MusketAttack</name> <type>Attack</type> <attackaction>1</attackaction> <rangedlogic>1</rangedlogic> <anim>Volley_standing_attack</anim> <reloadanim>Volley_standing_reload</reloadanim> <maxheight>0</maxheight> <accuracy>1.0</accuracy> <accuracyreductionfactor>0.5</accuracyreductionfactor> <aimbonus>0</aimbonus> <maxspread>5</maxspread> <spreadfactor>0.25</spreadfactor> <trackrating>12</trackrating> <unintentionaldamagemultiplier>0.7</unintentionaldamagemultiplier> <projectile>InvisibleProjectile</projectile> <impacteffect>effects\impacts\gun</impacteffect> <minrange>2</minrange> <rate type="Unit">1.0 </rate> <instantballistics>1</instantballistics> </action> <action> <name stringid="38130">HandAttack</name> <type>Attack</type> <maxrange>2</maxrange> <rate type="Unit">1.0 </rate> <attackaction>1</attackaction> <handlogic>1</handlogic> <speedboost>1</speedboost> <anim>Volley_melee_attack</anim> <idleanim>Volley_melee_idle</idleanim> <impacteffect>effects\impacts\melee</impacteffect> <targetspeedboost>1</targetspeedboost> </action> <action> <name stringid="38118">BuildingAttack</name> <type>Attack</type> <rangedlogic>1</rangedlogic> <maxrange>6</maxrange> <rate type="Building">1.0 </rate> <attackaction>1</attackaction> <speedboost>1</speedboost> <anim>Raze_attack</anim> <impacteffect>effects\impacts\torch</impacteffect> <projectile>TorchProjectile</projectile> <targetspeedboost>1</targetspeedboost> </action> <action> <name stringid="38127">VolleyAttack</name> <type>Attack</type> <attackaction>1</attackaction> <rangedlogic>1</rangedlogic> <anim>Volley_standing_attack</anim> <reloadanim>Volley_standing_reload</reloadanim> <idleanim>Volley_standing_idle</idleanim> <maxheight>0</maxheight> <accuracy>0.9</accuracy> <accuracyreductionfactor>1.5</accuracyreductionfactor> <aimbonus>0</aimbonus> <maxspread>5</maxspread> <spreadfactor>0.25</spreadfactor> <trackrating>12</trackrating> <unintentionaldamagemultiplier>0.7</unintentionaldamagemultiplier> <projectile>InvisibleProjectile</projectile> <impacteffect>effects\impacts\gun</impacteffect> <minrange>2</minrange> <rate type="Unit">1.0 </rate> <damage>13.000000</damage> <maxrange>12.000000</maxrange> <rof>2.000000</rof> <damagebonus type="AbstractArtillery">0.500000</damagebonus> </action> <action> <name stringid="38127">VolleyKneelAttack</name> <type>Attack</type> <attackaction>1</attackaction> <rangedlogic>1</rangedlogic> <anim>Volley_kneeling_ranged_attack</anim> <reloadanim>Volley_kneeling_reload</reloadanim> <idleanim>Volley_kneeling_idle</idleanim> <maxheight>0</maxheight> <accuracy>0.9</accuracy> <accuracyreductionfactor>1.5</accuracyreductionfactor> <aimbonus>0</aimbonus> <maxspread>5</maxspread> <spreadfactor>0.25</spreadfactor> <trackrating>12</trackrating> <unintentionaldamagemultiplier>0.7</unintentionaldamagemultiplier> <projectile>InvisibleProjectile</projectile> <impacteffect>effects\impacts\gun</impacteffect> <minrange>2</minrange> <rate type="Unit">1.0 </rate> <damage>13.000000</damage> <maxrange>12.000000</maxrange> <rof>2.000000</rof> <damagebonus type="AbstractArtillery">0.500000</damagebonus> </action> <action> <name stringid="38137">DefendHandAttack</name> <type>Attack</type> <maxrange>2</maxrange> <rate type="All">1.0 </rate> <attackaction>1</attackaction> <handlogic>1</handlogic> <speedboost>1</speedboost> <anim>Defend_attack</anim> <impacteffect>effects\impacts\melee</impacteffect> <damage>6.5</damage> <rof>1.0</rof> <damagebonus type="AbstractCavalry">1.500000</damagebonus> <damagebonus type="AbstractLancer">0.500000</damagebonus> <targetspeedboost>1</targetspeedboost> </action> <action> <name stringid="38128">CoverAttack</name> <type>Attack</type> <attackaction>1</attackaction> <rangedlogic>1</rangedlogic> <anim>Cover_ranged_attack</anim> <reloadanim>Cover_reload</reloadanim> <idleanim>Cover_idle</idleanim> <maxheight>0</maxheight> <accuracy>0.9</accuracy> <accuracyreductionfactor>1.5</accuracyreductionfactor> <aimbonus>0</aimbonus> <maxspread>5</maxspread> <spreadfactor>0.25</spreadfactor> <trackrating>12</trackrating> <unintentionaldamagemultiplier>0.7</unintentionaldamagemultiplier> <projectile>InvisibleProjectile</projectile> <impacteffect>effects\impacts\gun</impacteffect> <minrange>2</minrange> <rate type="Unit">1.0 </rate> <damage>13.000000</damage> <maxrange>12.000000</maxrange> <rof>2.000000</rof> <damagebonus type="AbstractArtillery">0.500000</damagebonus> </action> <action> <name stringid="38135">ChargeAttack</name> <type>Attack</type> <maxrange>2</maxrange> <rate type="Unit">1.0 </rate> <attackaction>1</attackaction> <handlogic>1</handlogic> <speedboost>1</speedboost> <anim>Charge_attack</anim> <idleanim>Charge_idle</idleanim> <impacteffect>effects\impacts\melee</impacteffect> <damage>6.5</damage> <rof>1.0</rof> <damagebonus type="AbstractCavalry">1.500000</damagebonus> <damagebonus type="AbstractLancer">0.500000</damagebonus> <targetspeedboost>1</targetspeedboost> </action> <tactic> Normal <speedmodifier>1.0</speedmodifier> <action priority="100">MusketAttack</action> <action priority="75">BuildingAttack</action> <action priority="25">HandAttack</action> <action>SharpshooterAttack23333</action> <attacktype>LogicalTypeRangedUnitsAttack</attacktype> <autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype> <attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype> <runaway>1</runaway> <autoretarget>1</autoretarget> <transition> <tactic>Volley</tactic> <length>0</length> <exit>1</exit> </transition> <transition> <tactic>KneelVolley</tactic> <length>0</length> <exit>1</exit> </transition> <deathanim>Death_by_melee</deathanim> </tactic> <tactic> Volley <action priority="100">VolleyAttack</action> <action priority="75">BuildingAttack</action> <action priority="25">HandAttack</action> <action>SharpshooterAttack23333</action> <attacktype>LogicalTypeRangedUnitsAttack</attacktype> <autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype> <attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype> <runaway>1</runaway> <autoretarget>1</autoretarget> <transition> <tactic>Normal</tactic> <length>0</length> <exit>1</exit> </transition> <transition> <tactic>KneelVolley</tactic> <length>0</length> <exit>1</exit> </transition> <idleanim>Volley_standing_idle</idleanim> <boredanim>Volley_standing_bored</boredanim> <deathanim>Death_by_melee</deathanim> <walkanim>Volley_walk</walkanim> <joganim>Volley_jog</joganim> </tactic> <tactic> KneelVolley <action priority="100">VolleyKneelAttack</action> <action priority="75">BuildingAttack</action> <action priority="25">HandAttack</action> <action>SharpshooterAttack23333</action> <attacktype>LogicalTypeRangedUnitsAttack</attacktype> <autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype> <attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype> <runaway>1</runaway> <autoretarget>1</autoretarget> <transition> <tactic>Normal</tactic> <length>0</length> <exit>1</exit> </transition> <transition> <tactic>Volley</tactic> <length>0</length> <exit>1</exit> </transition> <idleanim>Volley_kneeling_idle</idleanim> <boredanim>Volley_kneeling_bored</boredanim> <deathanim>Volley_kneeling_deathByMelee</deathanim> <walkanim>Volley_walk</walkanim> <joganim>Volley_jog</joganim> </tactic> <tactic> Defend <action priority="25">DefendHandAttack</action> <attacktype>LogicalTypeRangedUnitsAttack</attacktype> <autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype> <attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype> <action>SharpshooterAttack23333</action> <runaway>0</runaway> <autoretarget>1</autoretarget> <transition> <tactic>Normal</tactic> <length>0</length> <exit>1</exit> </transition> <idleanim>Defend_idle</idleanim> <boredanim>Defend_bored</boredanim> <deathanim>Death_by_melee</deathanim> <joganim>Defend_jog</joganim> <walkanim>Defend_walk</walkanim> </tactic> <tactic> Cover <action priority="100">CoverAttack</action> <action priority="75">BuildingAttack</action> <action priority="25">HandAttack</action> <attacktype>LogicalTypeRangedUnitsAttack</attacktype> <autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype> <attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype> <action>SharpshooterAttack23333</action> <runaway>0</runaway> <autoretarget>1</autoretarget> <transition> <tactic>Normal</tactic> <length>0</length> <exit>1</exit> </transition> <idleanim>Cover_idle</idleanim> <boredanim>Cover_bored</boredanim> <deathanim>Death_by_melee</deathanim> <walkanim>Cover_walk</walkanim> <joganim>Cover_jog</joganim> <runanim>Cover_run</runanim> </tactic> <tactic> Charge <action priority="100">ChargeAttack</action> <action priority="75">BuildingAttack</action> <attacktype>LogicalTypeRangedUnitsAttack</attacktype> <autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype> <attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype> <action>SharpshooterAttack23333</action> <runaway>0</runaway> <autoretarget>1</autoretarget> <transition> <tactic>Normal</tactic> <length>0</length> <exit>1</exit> </transition> <idleanim>Charge_idle</idleanim> <boredanim>Charge_bored</boredanim> <deathanim>Charge_death_by_melee</deathanim> <walkanim>Charge_walk</walkanim> <joganim>Charge_jog</joganim> <runanim>Charge_run</runanim> </tactic> <tactic> BombardMode <action priority="100">MusketAttack</action> <action priority="75">HandAttack</action> <attacktype>LogicalTypeRangedUnitsAttack</attacktype> <autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype> <attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype> <action>SharpshooterAttack23333</action> <runaway>0</runaway> <autoretarget>1</autoretarget> <transition> <tactic>Normal</tactic> <length>0</length> <exit>1</exit> </transition> <idleanim>Bombard_ranged_idle</idleanim> <boredanim>Bombard_bored</boredanim> <deathanim>Death_by_melee</deathanim> <walkanim>Bombard_walk</walkanim> <joganim>Bombard_jog</joganim> <runanim>Bombard_run</runanim> </tactic> </tactics> |
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动画xml复制神枪手射击的半蹲动作
不知道动画xml是哪个?点这里。
因为我先提取了那几个文件,所以是没有按照思路的顺序去做的,目的是让你更好了解技能的构成。
传送门
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musketeer.xml - 记事本 |
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<!-- converted from XMB to XML -->
<animfile> <definebone>bone_hat</definebone> <definebone>Bip01_AttachRt</definebone> <definebone>Bip01_AttachLt</definebone> <definebone>bone_sword</definebone> <definebone>bone_gun</definebone> <definebone>Bip01 Prop1</definebone> <definebone>Bip01 Prop2</definebone> <attachment> gun <include>units\infantry_ranged\musketeer\musketeer_guns.xml</include> </attachment> <attachment> hats <include>units\infantry_ranged\musketeer\musketeer_hats.xml</include> </attachment> <attachment> sword <include>units\attachments\sword.xml</include> </attachment> <attachment> torch <include>effects\projectiles\torch.xml</include> </attachment> <attachment> measure tape <component> measure tape <assetreference type="GrannyModel"> <file>units\attachments\measuring_tape</file> </assetreference> </component> <anim> Idle <component>measure tape</component> </anim> </attachment> <attachment> saw <component> saw_villager <assetreference type="GrannyModel"> <file>units\attachments\saw_villager</file> </assetreference> </component> <anim> Idle <component>saw_villager</component> </anim> </attachment> <attachment> hammer <component> hammer <assetreference type="GrannyModel"> <file>units\attachments\hammer_villager</file> </assetreference> </component> <anim> Idle <component>hammer</component> </anim> </attachment> <component> ModelComp <logic type="Tech"> <none> <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\musketeer_2age</file> </assetreference> <attach a="hats" frombone="bone_hat" tobone="HEAD" syncanims="0"/> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\lp_musketeer_2age</file> </assetreference> </lowpoly> </logic> </none> <veteranmusketeers> <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\musketeer_3age</file> </assetreference> <attach a="hats" frombone="bone_hat" tobone="HEAD" syncanims="0"/> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\lp_musketeer_3age</file> </assetreference> </lowpoly> </logic> </veteranmusketeers> <guardmusketeers> <logic type="LowPoly"> <normal> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\musketeer_4age</file> </assetreference> <attach a="hats" frombone="bone_hat" tobone="HEAD" syncanims="0"/> </normal> <lowpoly> <assetreference type="GrannyModel"> <file>units\infantry_ranged\musketeer\lp_musketeer_4age</file> </assetreference> </lowpoly> </logic> </guardmusketeers> </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">0.51</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\death_standing_rifleman_B</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.18</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\death_standing_rifleman_C</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.73</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Death_by_range <assetreference type="GrannyAnim"> <file>animation_library\shared\death_by_rangeA</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.50</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\death_by_rangeB</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.55</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\death_by_rangeC</file> <tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.45</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </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> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Death_havoc_flail <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_flail</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Death_havoc_spin <assetreference type="GrannyAnim"> <file>animation_library\range\havoc_spin</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Cheer <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_A</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_B</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_C</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_D</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_E</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </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> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> OpenDoor <assetreference type="GrannyAnim"> <file>animation_library\shared\doorOpen</file> </assetreference> <component>ModelComp</component> </anim> <anim> CloseDoor <assetreference type="GrannyAnim"> <file>animation_library\shared\doorClose</file> </assetreference> <component>ModelComp</component> </anim> <anim> Raze_Idle <assetreference type="GrannyAnim"> <file>animation_library\shared\torch_throw_idle</file> </assetreference> <component>ModelComp</component> <attach a="torch" frombone="ATTACHPOINT" tobone="L HAND" syncanims="0"/> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Raze_Attack <assetreference type="GrannyAnim"> <file>animation_library\shared\torch_throwA</file> <tag type="Attack">0.61</tag> <tag type="SpecificSoundSet" checkvisible="1" set="TorchSwing">0.52</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\torch_throwB</file> <tag type="Attack">0.56</tag> <tag type="SpecificSoundSet" checkvisible="1" set="TorchSwing">0.44</tag> </assetreference> <component>ModelComp</component> <attach a="torch" frombone="ATTACHPOINT" tobone="L HAND" syncanims="0"/> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Cover_ranged_idle <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_idle</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Cover_bored <assetreference type="GrannyAnim"> <file>animation_library\range\cover\cover_bored</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </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> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </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> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </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> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_standing_idle <assetreference type="GrannyAnim"> <file>animation_library\range\volley\volley_standing_idle</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_standing_attack <assetreference type="GrannyAnim"> <file>animation_library\range\volley\volley_standing_fire</file> <tag type="Attack">0.48</tag> <tag type="SpecificSoundSet" checkvisible="1" set="MusketShot">0.48</tag> <tag type="Particles" particlename="musketshot">0.48</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_standing_reload <assetreference type="GrannyAnim"> <file>animation_library\range\volley\volley_standing_reload</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_standing_bored <assetreference type="GrannyAnim"> <file>animation_library\range\volley\volley_standing_boredA</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_walk <assetreference type="GrannyAnim"> <file>animation_library\range\march_rifleman</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.62</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.08</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_jog <assetreference type="GrannyAnim"> <file>animation_library\range\march_rifleman_run</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.58</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.11</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Volley_run <assetreference type="GrannyAnim"> <file>animation_library\range\march_rifleman_run</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.58</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.11</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Defend_idle <assetreference type="GrannyAnim"> <file>animation_library\range\defend\defend_idle</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Defend_bored <assetreference type="GrannyAnim"> <file>animation_library\range\defend\defend_boredA</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_idle <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_idleA</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_idleB</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_bored <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_bored</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_attack <assetreference type="GrannyAnim"> <file>animation_library\range\charge\cacadore_charge_attackA</file> <tag type="Attack">0.53</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.42</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\cacadore_charge_attackB</file> <tag type="Attack">0.52</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.38</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_attackA</file> <tag type="Attack">0.53</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_attackB</file> <tag type="Attack">0.69</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_attackC</file> <tag type="Attack">0.50</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.42</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_Walk <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_walk</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.65</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.06</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_Jog <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_jog</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.65</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.11</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> Charge_Run <assetreference type="GrannyAnim"> <file>animation_library\range\charge\charge_runA</file> <tag type="FootstepLeft" footprinttype="HumanLeft">0.66</tag> <tag type="FootstepRight" footprinttype="HumanRight">0.12</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> IGC_Pointing <assetreference type="GrannyAnim"> <file>animation_library\range\pointing_rifleman_A</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> NuggetPirate1_Idle <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_diga</file> <weight>90</weight> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_dig_boreda</file> <weight>10</weight> </assetreference> <component>ModelComp</component> <attach a="shovel" frombone="Bip01 Prop2" tobone="bip01 Prop2" syncanims="0"/> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> NuggetPirate2_Idle <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleA</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleB</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleC</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleD</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleE</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_idleF</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> NuggetPirate3_Idle <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate3_idleA</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate3_idleb</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate3_idlec</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate3_idled</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate3_idleE</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> NuggetPirate1_Exit <assetreference type="GrannyAnim"> <file>nuggets\pirates\pirate_draw_gun</file> </assetreference> <component>ModelComp</component> <attach a="shovel" frombone="Bip01 Prop2" tobone="bip01 Prop2" syncanims="0"/> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> NuggetPirate2_Exit <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_exit</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> kidnap_outlawA_idle <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleA</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleB</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleC</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleD</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleE</file> </assetreference> <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_idleF</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> kidnap_outlawA_exit <assetreference type="GrannyAnim"> <file>nuggets\outlaw_kidnap\kidnap_outlawA_exit</file> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="bone_gun" tobone="Bip01 Prop1" syncanims="1"/> </anim> <anim> BuildLifting <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\BuildLifting</file> <weight>90</weight> <tag type="Attack">0.66</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Build">0.38</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Build">0.67</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Build">1.00</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\human_build_standing_idlea</file> <weight>10</weight> <tag type="Attack">0.66</tag> </assetreference> <component>ModelComp</component> <attach a="hammer" frombone="MASTER" tobone="bip01 Prop1" syncanims="0"/> </anim> <anim> BuildSaw <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\human_saw_standing</file> <weight>90</weight> <tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.09</tag> <tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.32</tag> <tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.70</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\human_saw_standing_idlea</file> <weight>10</weight> </assetreference> <component>ModelComp</component> <attach a="saw" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/> </anim> <anim> BuildStaking <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\human_saw_a</file> <weight>90</weight> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\human_saw_idlea</file> <weight>10</weight> </assetreference> <component>ModelComp</component> <attach a="saw" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/> </anim> <anim> Build <assetreference type="GrannyAnim"> <file>animation_library\villager\villager_male_build1</file> <weight>90</weight> <tag type="SpecificSoundSet" checkvisible="1" set="Build">0.36</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Build">0.66</tag> <tag type="SpecificSoundSet" checkvisible="1" set="Build">1.00</tag> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\Build_b</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\Build_c</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\Build_d</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\Build_e</file> <weight>10</weight> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\2_leg_task\Build_f</file> <weight>10</weight> </assetreference> <component>ModelComp</component> <attach a="measure tape" frombone="MASTER" tobone="Bip01 Prop2" syncanims="0"/> <attach a="hammer" frombone="MASTER" tobone="bip01 Prop1" syncanims="0"/> </anim> <anim> RangedAttackSharpshoot <assetreference type="GrannyAnim"> <file>animation_library\explorer\sharpshooter_fire</file> <tag type="Attack">0.41</tag> <tag type="SpecificSoundSet" checkvisible="1" set="RifleShot">0.41</tag> <tag type="Particles" particlename="musketshot">0.41</tag> </assetreference> <component>ModelComp</component> <attach a="gun" frombone="Bip01_AttachRt" tobone="bip01 Prop1" syncanims="0"/>
<!-- 从探险家那里复制过来的语句中的muskets要修改成gun,因为火枪手(attach)定义的枪叫gun,不是muskets --> <!-- <attach a="muskets" frombone="Bip01_AttachRt" tobone="bip01 Prop1" syncanims="0"/> --> </anim>
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protoy.xml
记得在protoy.xml添加 <Command page ='11' column ='0'>Abilities</Command>这句,不然不会显示技能的按钮。
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Protoy.xml - 记事本 |
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文件(F) 编辑(E) 格式(O) 查看(V) 帮助(H) |
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<Unit id ='286' name ='Musketeer'> <DBID>3</DBID> <DisplayNameID>22805</DisplayNameID> <EditorNameID>25023</EditorNameID> <PopulationCount>1</PopulationCount> <ObstructionRadiusX>0.4900</ObstructionRadiusX> <ObstructionRadiusZ>0.4900</ObstructionRadiusZ> <FormationCategory>Ranged</FormationCategory> <MaxVelocity>4.0000</MaxVelocity> <MaxRunVelocity>6.0000</MaxRunVelocity> <MovementType>land</MovementType> <TurnRate>18.0000</TurnRate> <AnimFile>units\infantry_ranged\musketeer\musketeer.xml</AnimFile> <ImpactType>Flesh</ImpactType> <PhysicsInfo>dude</PhysicsInfo> <Icon>units\infantry_ranged\musketeer\musketeer_icon_64x64</Icon> <PortraitIcon>units\infantry_ranged\musketeer\musketeer_portrait</PortraitIcon> <RolloverTextID>22812</RolloverTextID> <ShortRolloverTextID>25669</ShortRolloverTextID> <InitialHitpoints>150.0000</InitialHitpoints> <MaxHitpoints>150.0000</MaxHitpoints> <LOS>16.0000</LOS> <ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit> <UnitAIType>RangedCombative</UnitAIType> <TrainPoints>30.0000</TrainPoints> <Bounty>10.0000</Bounty> <BuildBounty>10.0000</BuildBounty> <Cost resourcetype ='Food'>75.0000</Cost> <Cost resourcetype ='Gold'>25.0000</Cost> <AllowedAge>1</AllowedAge> <Armor type ='Hand' value ='0.2000'></Armor> <UnitType>LogicalTypeHealed</UnitType> <UnitType>LogicalTypeValidSharpshoot</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>Unit</UnitType> <UnitType>Military</UnitType> <UnitType>UnitClass</UnitType> <UnitType>AbstractInfantry</UnitType> <UnitType>AbstractHeavyInfantry</UnitType> <UnitType>HasBountyValue</UnitType> <UnitType>AbstractGunpowderTrooper</UnitType> <UnitType>Ranged</UnitType> <UnitType>CountsTowardMilitaryScore</UnitType> <UnitType>AbstractCavalryInfantry</UnitType> <UnitType>ConvertsHerds</UnitType> <UnitType>AbstractRangedInfantry</UnitType> <Flag>CollidesWithProjectiles</Flag> <Flag>ApplyHandicapTraining</Flag> <Flag>CorpseDecays</Flag> <Flag>ShowGarrisonButton</Flag> <Flag>DontRotateObstruction</Flag> <Flag>ObscuredByUnits</Flag> <Flag>Tracked</Flag> <Command page ='10' column ='1'>Stop</Command> <Command page ='10' column ='0'>Garrison</Command> <Command page ='10' column ='2'>Delete</Command> <Command page ='11' column ='0'>Abilities</Command> <Tactics>musketBayonet.tactics</Tactics> <ProtoAction> <Name>SharpshooterAttack23333</Name> <Damage>5000.000000</Damage> <DamageType>Ranged</DamageType> <MaxRange>16.000000</MaxRange> <ROF>3.000000</ROF> <DamageBonus type ='MercType2'>0.010000</DamageBonus> </ProtoAction> <ProtoAction> <Name>BuildingAttack</Name> <Damage>20.000000</Damage> <DamageType>Siege</DamageType> <ROF>3.000000</ROF> </ProtoAction> <ProtoAction> <Name>DefendHandAttack</Name> <Damage>13.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.500000</ROF> <DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus> <DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus> </ProtoAction> <ProtoAction> <Name>DefendRangedAttack</Name> <Damage>23.000000</Damage> <DamageType>Ranged</DamageType> <MaxRange>12.000000</MaxRange> <ROF>3.000000</ROF> </ProtoAction> <ProtoAction> <Name>MeleeHandAttack</Name> <Damage>13.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.500000</ROF> <DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus> <DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus> </ProtoAction> <ProtoAction> <Name>StaggerHandAttack</Name> <Damage>13.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.500000</ROF> <DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus> <DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus> </ProtoAction> <ProtoAction> <Name>StaggerRangedAttack</Name> <Damage>23.000000</Damage> <DamageType>Ranged</DamageType> <MaxRange>12.000000</MaxRange> <ROF>3.000000</ROF> </ProtoAction> <ProtoAction> <Name>VolleyHandAttack</Name> <Damage>13.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.500000</ROF> <DamageBonus type ='AbstractCavalry'>3.000000</DamageBonus> <DamageBonus type ='AbstractLightInfantry'>2.250000</DamageBonus> </ProtoAction> <ProtoAction> <Name>VolleyRangedAttack</Name> <Damage>23.000000</Damage> <DamageType>Ranged</DamageType> <MaxRange>12.000000</MaxRange> <ROF>3.000000</ROF> </ProtoAction> </Unit>
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因为我在power定义了动作是SharpshooterAttack23333,所以tactics的action名改成了SharpshooterAttack23333,那么protoy也是需要改成这个的。
说了那么多,都是复制原有的技能,那么有没有一些高级一点的呢?
有。
怎样弄的?这个单位的技能采用了探险家近战攻击动作,发射物修改成了激光熊的激光,激光的动画xml利用延迟写上神火飞鸦与猛火油柜的爆炸,就完成了。
其实我是想命中单位直接爆炸的,但是这个机制我还没弄懂,所以先用延迟代替。
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<KafuuChino> <ability> PowerBeam <rof>60</rof> </ability> <ability> PowerStun <rof>60</rof> </ability> <ability> PowerCovert <rof>60</rof> </ability> <ability> PowerHealUnit <rof>60</rof> </ability> </KafuuChino> |
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powera.xml - 记事本 |
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<power name="PowerBeam" type="UnitAction"> <displaynameid>09973</displaynameid> <rolloverid>09971</rolloverid> <icon>art\Chino\ability_icon\Beam</icon> <minimapeventtime sendalertto="all">1</minimapeventtime> <rangeindicatorprotoid radius="5.0" indicatorcount="8" speed="0.6">PowerRanger</rangeindicatorprotoid> <activetime>10</activetime> <radius>10.0</radius> <placement forceonmap="1">LOSDontCare</placement> <abstractattacktargettype>All</abstractattacktargettype> <unitaction>MagicBeamAttack</unitaction> <allowduringnorush>1</allowduringnorush> </power>
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Kafuuchino.tactics - 记事本 |
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<?xml version="1.0" encoding="utf-8"?>
<tactics> <action> <name stringid="09973">MagicBeamAttack</name> <type>Attack</type> <attackaction>1</attackaction> <rangedlogic>1</rangedlogic> <anim>Magic_attack</anim> <idleanim>Volley_standing_idle</idleanim> <maxheight>0</maxheight> <accuracy>1.0</accuracy> <accuracyreductionfactor>1.0</accuracyreductionfactor> <aimbonus>0</aimbonus> <numberprojectiles>1</numberprojectiles> <Projectile>MagicBeam</Projectile> <spreadfactor>0.25</spreadfactor> <trackrating>12</trackrating> <unintentionaldamagemultiplier>1.0</unintentionaldamagemultiplier> <impacteffect>Chino\effects\cannon</impacteffect> <minrange>12</minrange> <rate type="All">1.0 </rate> <throw>1</throw> <impactforcemin>500.0f</impactforcemin> <impactforcemax>800.0f</impactforcemax> <impactlaunchangle>60.0</impactlaunchangle> <outerdamageareadistance>.25</outerdamageareadistance> <outerdamageareafactor>.20</outerdamageareafactor> <basedamagecap>1</basedamagecap> <areasortmode>Directional</areasortmode> <damage>13.000000</damage> <maxrange>24.000000</maxrange> <rof>2.000000</rof> <perfectaccuracy>1</perfectaccuracy> </action> <action> <name stringid="69148">Discover</name> <type>Discover</type> <anim>Pickup</anim> <maxrange>1.0</maxrange> <rate type="AbstractNuggetLand">1.0</rate> </action> <action> <name stringid="69155">Heal</name> <type>Heal</type> <active>1</active> <maxrange>20</maxrange> <rate type="Unit">100.0</rate> <anim>Heal</anim> </action> <action> <name stringid="48957">ConvertGuardian</name> <type>ConvertGuardian</type> <active>0</active> <maxrange>16</maxrange> <anim>AblBeastMaster</anim> <rate type="All">1.0</rate> <rof>1.000000</rof> </action> <action> <name stringid="38137">HandAttack</name> <type>Attack</type> <maxrange>2</maxrange> <rate type="Unit">1.0 </rate> <rate type="Military">1.0 </rate> <rate type="Huntable">1.0 </rate> <rate type="Economic">1.0 </rate> <rate type="Guardian">1.0 </rate> <rate type="Herdable">1.0 </rate> <attackaction>1</attackaction> <handlogic>1</handlogic> <speedboost>1</speedboost> <anim>Grenadier_attack</anim> <impacteffect>effects\impacts\melee</impacteffect> </action> <action> <name stringid="38127">VolleyRangedAttack</name> <type>Attack</type> <attackaction>1</attackaction> <rangedlogic>1</rangedlogic> <anim>Magic_attack</anim> <idleanim>Volley_standing_idle</idleanim> <maxheight>0</maxheight> <accuracy>1.0</accuracy> <accuracyreductionfactor>1.5</accuracyreductionfactor> <aimbonus>0</aimbonus> <maxspread>12</maxspread> <spreadfactor>0.25</spreadfactor> <trackrating>20</trackrating> <unintentionaldamagemultiplier>0.7</unintentionaldamagemultiplier> <Projectile>MagicBeam</Projectile> <impacteffect>effects\impacts\gun</impacteffect> <minrange>2</minrange> <rate type="Military">1.0 </rate> <rate type="Huntable">1.0 </rate> <rate type="Economic">1.0 </rate> <rate type="Guardian">1.0 </rate> <rate type="Herdable">1.0 </rate> <throw>1</throw> <damage>13.000000</damage> <maxrange>12.000000</maxrange> <rof>2.000000</rof> </action> <action> <name stringid="38130">VolleyHandAttack</name> <type>Attack</type> <maxrange>1.75</maxrange> <rate type="Unit">1.0 </rate> <attackaction>1</attackaction> <handlogic>1</handlogic> <speedboost>1</speedboost> <anim>Charge_attack</anim> <idleanim>Charge_idle</idleanim> <impacteffect>effects\impacts\melee</impacteffect> </action> <action> <name stringid="38136">DefendRangedAttack</name> <type>Attack</type> <attackaction>1</attackaction> <rangedlogic>1</rangedlogic> <anim>Volley_standing_attack</anim> <idleanim>Volley_standing_idle</idleanim> <maxheight>0</maxheight> <accuracy>1.0</accuracy> <accuracyreductionfactor>1.5</accuracyreductionfactor> <aimbonus>0</aimbonus> <maxspread>5</maxspread> <spreadfactor>0.25</spreadfactor> <trackrating>12</trackrating> <unintentionaldamagemultiplier>0.7</unintentionaldamagemultiplier> <projectile>InvisibleProjectile</projectile> <impacteffect>effects\impacts\gun</impacteffect> <minrange>2</minrange> <rate type="Unit">1.0 </rate> <throw>1</throw> <damage>13.000000</damage> <maxrange>12.000000</maxrange> <rof>2.000000</rof> <instantballistics>1</instantballistics> </action> <action> <name stringid="38118">BuildingAttack</name> <type>Attack</type> <rangedlogic>1</rangedlogic> <minrange>11.9</minrange> <maxrange>14</maxrange> <rate type="LogicalTypeShipsAndBuildings">1.0 </rate> <attackaction>1</attackaction> <speedboost>1</speedboost> <maxheight>0.5</maxheight> <anim>Magic_attack</anim> <projectile>MagicAttack2</projectile> <impacteffect>Chino\effects\magic</impacteffect> </action> <action> <name stringid="09970">MagicRangedAttack</name> <type>Attack</type> <attackaction>1</attackaction> <rangedlogic>1</rangedlogic> <anim>Magic_attack</anim> <idleanim>Volley_standing_idle</idleanim> <maxheight>0</maxheight> <accuracy>1.0</accuracy> <accuracyreductionfactor>1.5</accuracyreductionfactor> <projectile>MagicAttack</projectile> <aimbonus>0</aimbonus> <maxspread>5</maxspread> <spreadfactor>0.25</spreadfactor> <trackrating>12</trackrating> <unintentionaldamagemultiplier>0.7</unintentionaldamagemultiplier> <impacteffect>effects\impacts\gun</impacteffect> <minrange>2</minrange> <rate type="Unit">1.0 </rate> <throw>1</throw> <damage>13.000000</damage> <maxrange>12.000000</maxrange> <rof>2.000000</rof> </action> <action> <name stringid="38134">SweepDamage</name> <type>Attack</type> <maxrange>12</maxrange> <rate type="Unit">1.0 </rate> <attackaction>1</attackaction> <rangedlogic>1</rangedlogic> <anim>Attack_melee</anim> <idleanim>Idle</idleanim> <impacteffect>effects\impacts\melee_no_weapon</impacteffect> <basedamagecap>1</basedamagecap> </action> <action> <name stringid="38124">Stun</name> <type>StunAttack</type> <anim>stun_attack</anim> <idleanim>Volley_standing_idle</idleanim> <rangedlogic>1</rangedlogic> <maxrange>16</maxrange> <damage>10</damage> <impacteffect>effects\impacts\arrow</impacteffect> <rate type="Unit">1.0 </rate> <rof>1</rof> <maxheight>0</maxheight> <accuracy>1</accuracy> <accuracyreductionfactor>0</accuracyreductionfactor> <aimbonus>5</aimbonus> <trackrating>12</trackrating> <projectile>ypShuriken</projectile> <instantballistics>0</instantballistics> </action> <action> <name stringid="38137">DefendHandAttack</name> <type>Attack</type> <maxrange>1.75</maxrange> <rate type="Unit">1.0 </rate> <attackaction>1</attackaction> <handlogic>1</handlogic> <speedboost>1</speedboost> <anim>Charge_attack</anim> <idleanim>Charge_idle</idleanim> <impacteffect>effects\impacts\melee</impacteffect> <damage>6.5</damage> <rof>1.0</rof> </action> <action> <name stringid="38129">StaggerRangedAttack</name> <type>Attack</type> <attackaction>1</attackaction> <rangedlogic>1</rangedlogic> <anim>Volley_standing_attack</anim> <reloadanim>Volley_standing_reload</reloadanim> <idleanim>Volley_standing_idle</idleanim> <maxheight>0</maxheight> <accuracy>1.0</accuracy> <accuracyreductionfactor>1.5</accuracyreductionfactor> <aimbonus>0</aimbonus> <maxspread>5</maxspread> <spreadfactor>0.25</spreadfactor> <trackrating>12</trackrating> <unintentionaldamagemultiplier>0.7</unintentionaldamagemultiplier> <projectile>InvisibleProjectile</projectile> <impacteffect>effects\impacts\gun</impacteffect> <minrange>2</minrange> <rate type="Unit">1.0 </rate> <throw>1</throw> <damage>13.000000</damage> <maxrange>12.000000</maxrange> <rof>2.000000</rof> <instantballistics>1</instantballistics> </action> <action> <name stringid="09958">NatureAttack</name> <type>Attack</type> <attackaction>1</attackaction> <rangedlogic>1</rangedlogic> <anim>Magic_attack</anim> <minrange>12</minrange> <maxrange>14</maxrange> <maxheight>0</maxheight> <accuracy>1.0</accuracy> <accuracyreductionfactor>1.5</accuracyreductionfactor> <aimbonus>0</aimbonus> <maxspread>12</maxspread> <spreadfactor>0.25</spreadfactor> <trackrating>20</trackrating> <unintentionaldamagemultiplier>0.7</unintentionaldamagemultiplier> <Projectile>MagicBeam2</Projectile> <impacteffect>Chino\effects\cannon</impacteffect> <minrange>2</minrange> <rate type="Tree">1.0 </rate> <throw>1</throw> <damage>150.000000</damage> <rof>3.000000</rof> <perfectaccuracy>1</perfectaccuracy> </action> <action> <name stringid="09958">NatureAttack2</name> <type>Attack</type> <attackaction>1</attackaction> <rangedlogic>1</rangedlogic> <anim>Magic_attack</anim> <minrange>12</minrange> <maxrange>14</maxrange> <maxheight>0</maxheight> <accuracy>1.0</accuracy> <accuracyreductionfactor>1.5</accuracyreductionfactor> <aimbonus>0</aimbonus> <maxspread>12</maxspread> <spreadfactor>0.25</spreadfactor> <trackrating>20</trackrating> <unintentionaldamagemultiplier>0.7</unintentionaldamagemultiplier> <projectile>MagicAttack</projectile> <impacteffect>Chino\effects\cannon</impacteffect> <minrange>2</minrange> <rate type="Tree">1.0 </rate> <throw>1</throw> <damage>150.000000</damage> <rof>3.000000</rof> <perfectaccuracy>1</perfectaccuracy> </action> <action> <name stringid="38132">StaggerHandAttack</name> <type>Attack</type> <maxrange>1.75</maxrange> <rate type="Unit">1.0 </rate> <attackaction>1</attackaction> <handlogic>1</handlogic> <speedboost>1</speedboost> <anim>Charge_attack</anim> <idleanim>Charge_idle</idleanim> <impacteffect>effects\impacts\melee</impacteffect> <damage>6.5</damage> <rof>1.0</rof> </action> <action> <name stringid="38135">MeleeHandAttack</name> <type>Attack</type> <maxrange>1.75</maxrange> <rate type="Unit">1.0 </rate> <attackaction>1</attackaction> <handlogic>1</handlogic> <speedboost>1</speedboost> <anim>Charge_attack</anim> <idleanim>Charge_idle</idleanim> <impacteffect>effects\impacts\melee</impacteffect> <damage>6.5</damage> <rof>1.0</rof> </action> <action> <name stringid="69147">Build</name> <type>Build</type> <anim>Build</anim> <active>0</active> <maxrange>0.2</maxrange> <rate type="Building">2.0</rate> </action> <action> <name stringid="09962">DamageBonus</name> <type>AutoRangedModify</type> <modifyabstracttype>AbstractVillager</modifyabstracttype> <active>1</active> <maxrange>12</maxrange> <persistent>1</persistent> <modifytype>Damage</modifytype> <modifymultiplier>1.25</modifymultiplier> <modelattachment>effects\ypack_auras\daimyopower.xml</modelattachment> <modelattachmentbone>bonethatdoesntexist</modelattachmentbone> <targetenemy>0</targetenemy> <modifyexclusive>1</modifyexclusive> </action> <action> <name stringid="09963">DamageBonus2</name> <type>AutoRangedModify</type> <modifyabstracttype>AbstractVillager</modifyabstracttype> <active>1</active> <maxrange>24</maxrange> <persistent>1</persistent> <modifytype>Damage</modifytype> <modifymultiplier>2.00</modifymultiplier> <modelattachment>effects\ypack_auras\daimyopower.xml</modelattachment> <modelattachmentbone>bonethatdoesntexist</modelattachmentbone> <targetenemy>1</targetenemy> <modifyexclusive>1</modifyexclusive> </action> <action> <name stringid="09964">DamageBonus3</name> <type>AutoRangedModify</type> <modifyprotoid>AbstractArtillery</modifyprotoid> <active>1</active> <maxrange>24</maxrange> <persistent>1</persistent> <modifytype>Damage</modifytype> <modifymultiplier>0.5</modifymultiplier> <modelattachment>effects\ypack_auras\daimyopower.xml</modelattachment> <modelattachmentbone>bonethatdoesntexist</modelattachmentbone> <targetenemy>1</targetenemy> <modifyexclusive>1</modifyexclusive> </action> <action> <name stringid="09963">DamageBonus4</name> <type>AutoRangedModify</type> <modifyabstracttype>LogicalTypeLandMilitary</modifyabstracttype> <active>1</active> <maxrange>24</maxrange> <persistent>1</persistent> <modifytype>Damage</modifytype> <modifymultiplier>2.00</modifymultiplier> <modelattachment>effects\ypack_auras\daimyopower.xml</modelattachment> <modelattachmentbone>bonethatdoesntexist</modelattachmentbone> <targetenemy>1</targetenemy> <modifyexclusive>1</modifyexclusive> </action> <action> <name stringid="09963">DamageBonus5</name> <type>AutoRangedModify</type> <modifyabstracttype>LogicalTypeLandMilitary</modifyabstracttype> <active>1</active> <maxrange>24</maxrange> <persistent>1</persistent> <modifytype>Damage</modifytype> <modifymultiplier>2.00</modifymultiplier> <modelattachment>effects\ypack_auras\daimyopower.xml</modelattachment> <modelattachmentbone>bonethatdoesntexist</modelattachmentbone> <targetenemy>0</targetenemy> <modifyexclusive>1</modifyexclusive> </action> <action> <name stringid="09965">SpeedBonus</name> <type>AutoRangedModify</type> <modifyabstracttype>AbstractVillager</modifyabstracttype> <active>1</active> <maxrange>24</maxrange> <persistent>1</persistent> <modifytype>Speed</modifytype> <modifymultiplier>0.75</modifymultiplier> <modelattachment>effects\ypack_auras\frightpower.xml</modelattachment> <modelattachmentbone>bonethatdoesntexist</modelattachmentbone> <targetenemy>1</targetenemy> <modifyexclusive>1</modifyexclusive> </action> <action> <name stringid="09966">SpeedBonus2</name> <type>AutoRangedModify</type> <modifyabstracttype>LogicalTypeLandMilitary</modifyabstracttype> <active>1</active> <maxrange>24</maxrange> <persistent>1</persistent> <modifytype>Speed</modifytype> <modifymultiplier>0.75</modifymultiplier> <modelattachment>effects\ypack_auras\frightpower.xml</modelattachment> <modelattachmentbone>bonethatdoesntexist</modelattachmentbone> <targetenemy>1</targetenemy> <modifyexclusive>1</modifyexclusive> </action> <action> <name stringid="09967">BountyBonus</name> <type>AutoRangedModify</type> <modifyprotoid>Unit</modifyprotoid> <active>1</active> <maxrange>24</maxrange> <persistent>1</persistent> <modifytype>Bounty</modifytype> <modifymultiplier>2.0</modifymultiplier> <modelattachment>effects\ypack_auras\daimyopower.xml</modelattachment> <modelattachmentbone>bonethatdoesntexist</modelattachmentbone> <targetenemy>0</targetenemy> <modifyexclusive>1</modifyexclusive> </action> <action> <name stringid="09968">GatherBonus</name> <type>AutoRangedModify</type> <modifyabstracttype>AbstractVillager</modifyabstracttype> <active>1</active> <maxrange>24</maxrange> <persistent>1</persistent> <modifytype>GatherRate</modifytype> <modifymultiplier>1.1</modifymultiplier> <modelattachment>effects\ypack_auras\daimyopower.xml</modelattachment> <modelattachmentbone>bonethatdoesntexist</modelattachmentbone> <targetenemy>0</targetenemy> <modifyexclusive>1</modifyexclusive> </action> <action> <name stringid="09969">AutoGatherBonus</name> <type>AutoRangedModify</type> <modifyabstracttype>AbstractVillager</modifyabstracttype> <active>1</active> <maxrange>24</maxrange> <persistent>1</persistent> <modifytype>AutoGatherRate</modifytype> <modifymultiplier>1.1</modifymultiplier> <modelattachment>effects\ypack_auras\daimyopower.xml</modelattachment> <modelattachmentbone>bonethatdoesntexist</modelattachmentbone> <targetenemy>0</targetenemy> <modifyexclusive>1</modifyexclusive> </action> <action> <name>GoToTC</name> <type>EscapeToTC</type> <active>1</active> <rate type="Unit">1.0</rate> <anim>Heal</anim> </action> <action> <name>ConvertGuardian</name> <type>ConvertGuardian</type> <active>1</active> <rate type="Guardian">1.0</rate> <anim>Heal</anim> </action> <action> <name stringid="69155">Test1</name> <!-- <type>EscapeToTC</type> --> <type>PriestConvert</type> <active>1</active> <maxrange>20</maxrange> <rate type="Unit">1.0</rate> <anim>Heal</anim> </action> <action> <name stringid="69155">Test2</name> <type>ConvertFinished</type> <active>1</active> <maxrange>20</maxrange> <rate type="Unit">1.0</rate> <anim>Heal</anim> </action> <action> <name stringid="69155">Test3</name> <type>Convert</type> <active>1</active> <maxrange>20</maxrange> <rate type="Unit">1.0</rate> <anim>Heal</anim> </action> <action> <name stringid="69155">Test4</name> <type>ConvertGuardian</type> <active>1</active> <persistent>1</persistent> <maxrange>20</maxrange> <rate type="Unit">1.0</rate> <anim>Heal</anim> </action> <action> <name stringid="69155">Heal</name> <type>Heal</type> <active>1</active> <maxrange>20</maxrange> <rate type="Unit">100.0</rate> <anim>Heal</anim> </action> <action> <name>Move</name> <type>Move</type> <persistent>1</persistent> </action> <action> <name stringid="09941">MoveAttack</name> <type>Attack</type> <attackaction>1</attackaction> <rangedlogic>1</rangedlogic> <anim>Move_Attack</anim> <idleanim>Attack_move</idleanim> <maxheight>0</maxheight> <accuracy>1.0</accuracy> <accuracyreductionfactor>1.5</accuracyreductionfactor> <projectile>MagicAttack</projectile> <persistent>1</persistent> <aimbonus>0</aimbonus> <maxspread>5</maxspread> <spreadfactor>0.25</spreadfactor> <trackrating>12</trackrating> <unintentionaldamagemultiplier>0.7</unintentionaldamagemultiplier> <impacteffect>Chino\effects\cannon</impacteffect> <minrange>2</minrange> <rate type="All">1.0 </rate> <throw>1</throw> <damage>13.000000</damage> <maxrange>20.000000</maxrange> <rof>2.000000</rof> </action> <action> <name stringid="46491">Stealth</name> <type>Stealth</type> <maxrange>1.0</maxrange> <active>1</active> <persistent>1</persistent> </action> <tactic> Volley <action priority="100">VolleyRangedAttack</action> <action priority="75">BuildingAttack</action> <action priority="60">NatureAttack</action> <action priority="25">VolleyHandAttack</action> <action>Build</action> <action>Stun</action> <action>ConvertGuardian</action> <action>Heal</action> <action>Discover</action> <action>MagicBeamAttack</action> <action>DamageBonus</action> <action>DamageBonus2</action> <action>DamageBonus3</action> <action>DamageBonus4</action> <action>DamageBonus5</action> <action>SpeedBonus</action> <action>SpeedBonus2</action> <action>BountyBonus</action> <action>GatherBonus</action> <action>AutoGatherBonus</action> <attacktype>LogicalTypeVillagersAttack</attacktype> <autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype> <attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype> <runaway>1</runaway> <autoretarget>1</autoretarget> <idleanim>Volley_standing_idle</idleanim> <boredanim>Volley_standing_bored</boredanim> <deathanim>Death_by_melee</deathanim> <walkanim>Volley_walk</walkanim> <joganim>Volley_jog</joganim> <runanim>Volley_run</runanim> </tactic> <tactic> Stagger <action priority="100">MagicRangedAttack</action> <action priority="75">BuildingAttack</action> <action priority="60">NatureAttack</action> <action priority="25">VolleyHandAttack</action> <action>Build</action> <action>Heal</action> <action>Stun</action> <action>ConvertGuardian</action> <action>MagicBeamAttack</action> <action>Discover</action> <action>DamageBonus</action> <action>DamageBonus2</action> <action>DamageBonus3</action> <action>DamageBonus4</action> <action>DamageBonus5</action> <action>SpeedBonus</action> <action>SpeedBonus2</action> <action>BountyBonus</action> <action>GatherBonus</action> <action>AutoGatherBonus</action> <attacktype>LogicalTypeVillagersAttack</attacktype> <autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype> <attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype> <runaway>0</runaway> <autoretarget>1</autoretarget> <idleanim>Magic_idle</idleanim> <boredanim>Magic_standing_bored</boredanim> <deathanim>Death_by_melee</deathanim> <walkanim>Magic_walk</walkanim> <joganim>Magic_jog</joganim> <runanim>Magic_run</runanim> </tactic> <tactic> AttackMove <action priority="100">MoveAttack</action> <action>Build</action> <action>Stun</action> <action>ConvertGuardian</action> <action>Heal</action> <action>Discover</action> <action>MagicBeamAttack</action> <action>Move</action> <action>DamageBonus</action> <action>DamageBonus2</action> <action>DamageBonus3</action> <action>DamageBonus4</action> <action>DamageBonus5</action> <action>SpeedBonus</action> <action>SpeedBonus2</action> <action>BountyBonus</action> <action>GatherBonus</action> <action>AutoGatherBonus</action> <attacktype>LogicalTypeVillagersAttack</attacktype> <autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype> <attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype> <runaway>1</runaway> <autoretarget>1</autoretarget> <idleanim>Attack_move</idleanim> <boredanim>Attack_move</boredanim> <deathanim>Death_by_melee</deathanim> <walkanim>Attack_move</walkanim> <joganim>Attack_move</joganim> <runanim>Attack_move</runanim> </tactic> <tactic> Melee <action priority="100">BuildingAttack</action> <action priority="60">NatureAttack</action> <action priority="25">MeleeHandAttack</action> <action>Build</action> <action>Heal</action> <action>Stun</action> <action>ConvertGuardian</action> <action>Discover</action> <action priority="10">MagicBeamAttack</action> <action>DamageBonus</action> <action>DamageBonus2</action> <action>DamageBonus3</action> <action>DamageBonus4</action> <action>DamageBonus5</action> <action>SpeedBonus</action> <action>SpeedBonus2</action> <action>BountyBonus</action> <action>GatherBonus</action> <action>AutoGatherBonus</action> <attacktype>LogicalTypeVillagersAttack</attacktype> <autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype> <attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype> <runaway>0</runaway> <autoretarget>1</autoretarget> <idleanim>Charge_idle</idleanim> <boredanim>Charge_bored</boredanim> <deathanim>Death_by_melee</deathanim> <walkanim>Charge_walk</walkanim> <joganim>Charge_jog</joganim> <runanim>Charge_run</runanim> </tactic> <tactic> Defend <action priority="100">MagicRangedAttack</action> <action priority="75">BuildingAttack</action> <action priority="60">NatureAttack</action> <action priority="25">VolleyHandAttack</action> <action>Build</action> <action>Heal</action> <action>Stun</action> <action>ConvertGuardian</action> <action>MagicBeamAttack</action> <action>Discover</action> <action>DamageBonus</action> <action>DamageBonus2</action> <action>DamageBonus3</action> <action>DamageBonus4</action> <action>DamageBonus5</action> <action>SpeedBonus</action> <action>SpeedBonus2</action> <action>BountyBonus</action> <action>GatherBonus</action> <action>AutoGatherBonus</action> <attacktype>LogicalTypeVillagersAttack</attacktype> <autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype> <attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype> <runaway>0</runaway> <autoretarget>1</autoretarget> <idleanim>Magic_idle</idleanim> <boredanim>Magic_standing_bored</boredanim> <deathanim>Death_by_melee</deathanim> <walkanim>Magic_walk</walkanim> <joganim>Magic_jog</joganim> <runanim>Magic_run</runanim> </tactic> <tactic> Stealth <action>Stealth</action> <checkifcanstealth range="1.0">1</checkifcanstealth> <speedmodifier>1.0</speedmodifier> <attacktype>LogicalTypeHandUnitsAttack</attacktype> <active>0</active> <action>Heal</action> <action>Stun</action> <action>ConvertGuardian</action> <action>MagicBeamAttack</action> <autoretarget>0</autoretarget> <idleanim>Magic_idle</idleanim> <boredanim>Magic_standing_bored</boredanim> <deathanim>Death_by_melee</deathanim> <walkanim>Magic_walk</walkanim> <joganim>Magic_jog</joganim> <runanim>Magic_run</runanim> </tactic>
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<Unit id="1490" name="MagicBeam"> <DBID>1073</DBID> <ObstructionRadiusX>0.1000</ObstructionRadiusX> <ObstructionRadiusZ>0.1000</ObstructionRadiusZ> <MaxVelocity>60.0000</MaxVelocity> <MovementType>air</MovementType> <AnimFile>Chino\projectiles\Beam.xml</AnimFile> <Lifespan>3.0000</Lifespan> <LOS>0.0000</LOS> <UnitType>EmbellishmentClass</UnitType> <UnitType>Projectile</UnitType> <Flag>NoIdleActions</Flag> <Flag>NonCollideable</Flag> <Flag>DestroyProjectile</Flag> <Flag>DoNotCreateUnitGroupAutomatically</Flag> <Flag>NoBloodOnDeath</Flag> <Flag>NotSearchable</Flag> <Flag>Projectile</Flag> <Flag>NoTieToGround</Flag> <Flag>DoNotShowOnMiniMap</Flag> <Flag>NotSelectable</Flag> <Flag>DoNotDieAtZeroHitpoints</Flag> <Flag>NoHPBar</Flag> <Flag>NonAutoFormedUnit</Flag> <Flag>DontRotateObstruction</Flag> <Flag>AdjustPositionOnTerrainCollision</Flag> <Flag>NotPlayerPlaceable</Flag> <Flag>Invulnerable</Flag> <Flag>InvulnerableIfGaia</Flag> <Flag>NoUnitAI</Flag> <Tactics>Beam.tactics</Tactics> </Unit> <Unit id="1491" name="KafuuChino"> <DBID>42</DBID> <DisplayNameID>09945</DisplayNameID> <EditorNameID>09944</EditorNameID> <PopulationCount>1</PopulationCount> <ObstructionRadiusX>0.4900</ObstructionRadiusX> <ObstructionRadiusZ>0.4900</ObstructionRadiusZ> <FormationCategory>Ranged</FormationCategory> <MaxVelocity>6.000000</MaxVelocity> <MaxRunVelocity>8.0000</MaxRunVelocity> <MovementType>air</MovementType> <TurnRate>18.0000</TurnRate> <AnimFile>Is the order a rabbit\KafuuChino\KafuuChino.xml</AnimFile> <ImpactType>Flesh</ImpactType> <PhysicsInfo>dude</PhysicsInfo> <Icon>Is the order a rabbit\KafuuChino\KafuuChino_icon</Icon> <PortraitIcon>Is the order a rabbit\KafuuChino\KafuuChino_portrait</PortraitIcon> <RolloverTextID>09942</RolloverTextID> <ShortRolloverTextID>09943</ShortRolloverTextID> <InitialHitpoints>1500.0000</InitialHitpoints> <MaxHitpoints>1500.0000</MaxHitpoints> <LOS>34.0000</LOS> <ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit> <ProjectileProtoUnit>Grenade</ProjectileProtoUnit> <AutoAttackRange>16.0000</AutoAttackRange> <UnitAIType>RangedCombative</UnitAIType> <TrainPoints>33.0000</TrainPoints> <Bounty>15000.0000</Bounty> <BuildBounty>15000.0000</BuildBounty> <Cost resourcetype="Food">20000.0000</Cost> <Cost resourcetype="Wood">10000.0000</Cost> <Cost resourcetype="Gold">20000.0000</Cost> <Cost resourcetype="Fame">50000.0000</Cost> <Cost resourcetype="XP">50000.0000</Cost> <AllowedAge>0</AllowedAge> <Armor type="Ranged" value="0.9900"/> <UnitType>LogicalTypeHealed</UnitType> <UnitType>LogicalTypeValidSharpshoot</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>ConvertsHerds</UnitType> <UnitType>AbstractRangedInfantry</UnitType> <UnitType>AbstractCavalryInfantry</UnitType> <UnitType>CountsTowardMilitaryScore</UnitType> <UnitType>HasBountyValue</UnitType> <UnitType>Ranged</UnitType> <UnitType>Unit</UnitType> <UnitType>Hero</UnitType> <UnitType>UnitClass</UnitType> <UnitType>Military</UnitType> <UnitType>AbstractInfantry</UnitType> <Flag>CollidesWithProjectiles</Flag> <Flag>ApplyHandicapTraining</Flag> <Flag>TieToWaterSurface</Flag> <Flag>NotDeleteable</Flag> <Flag>KnockoutDeath</Flag> <Flag>CorpseDecays</Flag> <Flag>ShowGarrisonButton</Flag> <Flag>DontRotateObstruction</Flag> <Flag>ObscuredByUnits</Flag> <Flag>OrientUnitWithGround</Flag> <Flag>Tracked</Flag> <Command page="10" column="2">Delete</Command> <Command page="10" column="1">Stop</Command> <Command page="10" column="0">Garrison</Command> <Command page="11" column="0">Abilities</Command> <Tactics>KafuuChino.tactics</Tactics> <ProtoAction> <Name>BuildingAttack</Name> <Damage>150.000000</Damage> <DamageType>Siege</DamageType> <MaxRange>12.000000</MaxRange> <ROF>3.000000</ROF> </ProtoAction> <ProtoAction> <Name>DefendHandAttack</Name> <Damage>100.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.500000</ROF> <DamageBonus type="AbstractHeavyInfantry">2.000000</DamageBonus> <DamageBonus type="AbstractLightCavalry">2.000000</DamageBonus> <DamageBonus type="xpEagleKnight">2.000000</DamageBonus> <DamageBonus type="AbstractCavalry">0.750000</DamageBonus> <DamageBonus type="xpCoyoteMan">0.750000</DamageBonus> <DamageCap>1000.000000</DamageCap> <DamageArea>5.000000</DamageArea> <DamageFlags>GAIAEnemy</DamageFlags> </ProtoAction> <ProtoAction> <Name>DefendRangedAttack</Name> <Damage>150.000000</Damage> <DamageType>Magic</DamageType> <MinRange>2.000000</MinRange> <MaxRange>30.000000</MaxRange> <ROF>3.000000</ROF> <DamageBonus type="Unit">2.000000</DamageBonus> </ProtoAction> <ProtoAction> <Name>GrenadierRangedAttack</Name> <Damage>16.000000</Damage> <DamageType>Siege</DamageType> <MinRange>2.000000</MinRange> <MaxRange>12.000000</MaxRange> <ROF>3.000000</ROF> <DamageCap>36.000000</DamageCap> <DamageArea>3.000000</DamageArea> <DamageFlags>GAIAEnemy</DamageFlags> <DamageBonus type="AbstractLightCavalry">0.500000</DamageBonus> <DamageBonus type="AbstractCavalry">0.50000</DamageBonus> </ProtoAction> <ProtoAction> <Name>MeleeHandAttack</Name> <Damage>100.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.500000</ROF> <DamageBonus type="AbstractHeavyInfantry">2.000000</DamageBonus> <DamageBonus type="AbstractLightCavalry">2.000000</DamageBonus> <DamageBonus type="xpEagleKnight">2.000000</DamageBonus> <DamageBonus type="xpCoyoteMan">0.750000</DamageBonus> <DamageBonus type="AbstractCavalry">0.750000</DamageBonus> <DamageCap>1000.000000</DamageCap> <DamageArea>5.000000</DamageArea> <DamageFlags>GAIAEnemy</DamageFlags> </ProtoAction> <ProtoAction> <Name>StaggerHandAttack</Name> <Damage>100.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.500000</ROF> <DamageBonus type="AbstractHeavyInfantry">2.000000</DamageBonus> <DamageBonus type="AbstractLightCavalry">2.000000</DamageBonus> <DamageBonus type="xpEagleKnight">2.000000</DamageBonus> <DamageBonus type="xpCoyoteMan">0.750000</DamageBonus> <DamageBonus type="AbstractCavalry">0.750000</DamageBonus> <DamageCap>1000.000000</DamageCap> <DamageArea>5.000000</DamageArea> <DamageFlags>GAIAEnemy</DamageFlags> </ProtoAction> <ProtoAction> <Name>StaggerRangedAttack</Name> <Damage>150.000000</Damage> <DamageType>Magic</DamageType> <MinRange>2.000000</MinRange> <MaxRange>30.000000</MaxRange> <ROF>3.000000</ROF> <DamageBonus type="Unit">2.000000</DamageBonus> <DamageCap>500.000000</DamageCap> <DamageArea>3.000000</DamageArea> <DamageFlags>GAIAEnemy</DamageFlags> </ProtoAction> <ProtoAction> <Name>GrenadierHandAttack</Name> <Damage>8.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.500000</ROF> <DamageBonus type="AbstractHeavyInfantry">2.000000</DamageBonus> <DamageBonus type="AbstractLightCavalry">2.000000</DamageBonus> <DamageBonus type="xpEagleKnight">2.000000</DamageBonus> <DamageBonus type="AbstractCavalry">0.750000</DamageBonus> <DamageBonus type="xpCoyoteMan">0.750000</DamageBonus> <DamageCap>36.000000</DamageCap> <DamageArea>3.000000</DamageArea> <DamageFlags>GAIAEnemy</DamageFlags> </ProtoAction> <ProtoAction> <Name>VolleyHandAttack</Name> <Damage>100.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.500000</ROF> <DamageBonus type="AbstractHeavyInfantry">2.000000</DamageBonus> <DamageBonus type="AbstractLightCavalry">2.000000</DamageBonus> <DamageBonus type="xpEagleKnight">2.000000</DamageBonus> <DamageBonus type="AbstractCavalry">0.750000</DamageBonus> <DamageBonus type="xpCoyoteMan">0.750000</DamageBonus> <DamageCap>1000.000000</DamageCap> <DamageArea>5.000000</DamageArea> <DamageFlags>GAIAEnemy</DamageFlags> </ProtoAction> <ProtoAction> <Name>VolleyRangedAttack</Name> <Damage>150.000000</Damage> <DamageType>Magic</DamageType> <MinRange>2.000000</MinRange> <MaxRange>30.000000</MaxRange> <ROF>3.000000</ROF> <DamageBonus type="Unit">2.000000</DamageBonus> <DamageCap>500.000000</DamageCap> <DamageArea>3.000000</DamageArea> <DamageFlags>GAIAEnemy</DamageFlags> </ProtoAction> <ProtoAction> <Name>MagicRangedAttack</Name> <Damage>150.000000</Damage> <DamageType>Magic</DamageType> <MinRange>2.000000</MinRange> <MaxRange>30.000000</MaxRange> <ROF>3.000000</ROF> <DamageBonus type="Unit">2.000000</DamageBonus> <DamageCap>500.000000</DamageCap> <DamageArea>3.000000</DamageArea> <DamageFlags>GAIAEnemy</DamageFlags> </ProtoAction> <ProtoAction> <Name>MagicBeamAttack</Name> <Damage>5000.000000</Damage> <DamageType>Magic</DamageType> <MinRange>20.000000</MinRange> <MaxRange>24.000000</MaxRange> <ROF>5.000000</ROF> <DamageBonus type="Unit">2.000000</DamageBonus> <DamageArea>5.000000</DamageArea> <DamageFlags>GAIAEnemy</DamageFlags> </ProtoAction> <ProtoAction> <Name>NatureAttack</Name> <Damage>150.000000</Damage> <DamageType>Magic</DamageType> <MinRange>12.000000</MinRange> <MaxRange>14.000000</MaxRange> <ROF>3.000000</ROF> <DamageBonus type="Nature">1.000000</DamageBonus> <DamageArea>3.000000</DamageArea> <DamageFlags>GAIAEnemy</DamageFlags> </ProtoAction> <ProtoAction> <Name>NatureAttack2</Name> <Damage>150.000000</Damage> <DamageType>Magic</DamageType> <MinRange>2.000000</MinRange> <ROF>3.000000</ROF> <DamageBonus type="Nature">1.000000</DamageBonus> <DamageArea>3.000000</DamageArea> <DamageFlags>GAIAEnemy</DamageFlags> </ProtoAction> <ProtoAction> <Name>MoveAttack</Name> <Damage>150.000000</Damage> <DamageType>Magic</DamageType> <MinRange>2.000000</MinRange> <ROF>3.000000</ROF> <DamageBonus type="Nature">1.000000</DamageBonus> <DamageArea>3.000000</DamageArea> <DamageFlags>GAIAEnemy</DamageFlags> </ProtoAction> </Unit>
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KafuuChino.xml - 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> <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>Chino\Wands\Wands</file> </assetreference> </component> <anim> Idle <component>wands</component> </anim> </attachment> <attachment> wands1 <component> wands <assetreference type="GrannyModel"> <file>Chino\Wands\Wands1</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> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_B</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_C</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_D</file> </assetreference> <assetreference type="GrannyAnim"> <file>animation_library\shared\cheer_E</file> </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="LearicornExist">0.00</tag> </assetreference> --> <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="LearicornExist">0.00</tag> </assetreference> <component>ModelComp</component> <attach a="wands1" frombone="ROOT" tobone="bip01 Prop1" 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"/> <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\shared\walk_generic</file> <tag type="FootstepLeft">0.20</tag> <tag type="FootstepRight">0.50</tag> </assetreference> <component>ModelComp</component> <attach a="wands" 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> 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爆炸特效在这里(稍微在激光熊的激光加一点东西)
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Beam.xml - 记事本 |
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文件(F) 编辑(E) 格式(O) 查看(V) 帮助(H) |
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<?xml version="1.0" encoding="utf-8"?>
<animfile> <attachment> trail <component> emitter <assetreference type="ParticleSystem"> <file>Chino\projectiles\Beam.particle</file> </assetreference> </component> <anim> Idle <component>emitter</component> </anim> </attachment> <attachment> LearySparkles <component> learysparkles <assetreference type="ParticleSystem"> <file>art\chino\projectiles\sparkles.particle</file> </assetreference> </component> <anim> Idle <component>learysparkles</component> </anim> </attachment> <component> mesh <assetreference type="GrannyModel"> <file>effects\impacts\directional_arrow</file> <!-- <file>Chino\projectiles\Beam</file> --> </assetreference> <attach a="trail" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="LearySparkles" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="LearySparkles" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="LearySparkles" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="LearySparkles" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="LearySparkles" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> </component> <anim> Idle <assetreference type="GrannyAnim"> <file>units\asians\chinese\flame_thrower\flameThrower_cannon_death00</file> <!-- <tag type="SpecificSoundSet" set="MortarShot">0.12</tag> <tag type="SpecificSoundSet" set="PistolShot">0.12</tag> <tag type="Particles" particlename="flyingCrow_explosion">0.12</tag>
--> <tag type="SpecificSoundSet" set="MortarShot">0.17</tag> <tag type="Particles" particlename="flamethrower_explosion">0.17</tag> <tag type="SpecificSoundSet" set="PistolShot">0.17</tag> <tag type="Particles" particlename="flyingCrow_explosion">0.17</tag> <tag type="Particles" particlename="flamethrower_explosion">0.17</tag>
</assetreference> <component>mesh</component> <attach a="LearySparkles" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="LearySparkles" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="LearySparkles" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="LearySparkles" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> <attach a="LearySparkles" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/> </anim> </animfile> |
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abilitiea.xml、powera.xml、protoa.xml作者你搞错了吧?
没搞错,作为大佬是可以为所欲为的,直接把主程序调用的文件名给改了。