给单位添加撤回主城技能
日本和尚有个烟雾弹技能,能撤回主城集合点,我们要把这个技能添加到其他单位也很简单,找到这个单位,复制过去就可以了。
流程为:
1.先去abilities.xml查找日本和尚的技能,如果你英文好一点的话,应该就能看出ypPowerSmokeBomb就是烟雾弹技能,然后复制粘贴到你想要添加此技能的单位。
2.如果不嫌麻烦,可以在powers.xml复制粘贴一个ypPowerSmokeBomb,然后改名、改abilities.xml的技能按钮、改动作定义、改图标等,嫌麻烦可以忽略此项,直接在abilities.xml用回已有的ypPowerSmokeBomb。
3.去日本和尚的tactics,把powers.xml定义的那个action复制到要添加技能的单位。
4.去anim那里添加动作。动作自己定,可以用攻击动作,你也可以用回日本和尚的仍烟幕弹动作。
为了节约时间,我就不列出上面的详细操作了,只列出相关的语句:
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powers.xml - 记事本 |
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<power name="PowerEscapeToTC" 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>PowerEscapeToTC</unitaction> <allowduringnorush>1</allowduringnorush> <startsoundset>PowerSmokeBomb</startsoundset> </power> |
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abilities.xml - 记事本 |
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<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> <ability> PowerEscapeToTC <rof>60</rof> <castonself>true</castonself> </ability> </HotoCocoa> |
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<action>
<name stringid="48957">PowerEscapeToTC</name>
<type>EscapeToTC</type>
<maxrange>16</maxrange>
<rate type="Unit">1.0 </rate>
<active>0</active>
<anim>Smokescreen</anim>
<rate type="Guardian">1.0</rate>
<rof>1.000000</rof>
</action>
直接把action添加上去就可以了,无需在tactic调用。
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MircaleGirl.tactics - 记事本 |
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<?xml version="1.0" encoding="utf-8"?>
<tactics> <action> <name stringid="48957">PowerEscapeToTC</name> <type>EscapeToTC</type> <maxrange>16</maxrange> <rate type="Unit">1.0 </rate> <active>0</active> <anim>Smokescreen</anim> <rate type="Guardian">1.0</rate> <rof>1.000000</rof> </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>MagicAttack</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="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="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="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>ConvertGuardian</name> <type>ConvertGuardian</type> <active>1</active> <rate type="Guardian">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 stringid="46491">Stealth</name> <type>Stealth</type> <maxrange>1.0</maxrange> <active>1</active> <persistent>1</persistent> </action> <action> <name stringid="38134">SweepDamage</name> <type>Attack</type> <maxrange>1.75</maxrange> <rate type="Guardian">1.0 </rate> <attackaction>1</attackaction> <handlogic>1</handlogic> <anim>Attack_melee</anim> <idleanim>Idle</idleanim> <impacteffect>effects\impacts\melee_no_weapon</impacteffect> <basedamagecap>1</basedamagecap> </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> Melee <action priority="100">BuildingAttack</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="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>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>
</tactics> |
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扔烟雾弹动作:
<anim>
Smokescreen
<assetreference type="GrannyAnim">
<file>units\asians\japanese\monk\monk_smokescreen</file>
<tag type="SpecificSoundSet" checkvisible="1" set="PowerSmokeBomb">0.96</tag>
<tag type="Particles" particlename="effects\smoke\smokescreen.particle">0.97</tag>
</assetreference>
<component>ModelComp</component>
<attach a="bows" frombone="bone_bow" tobone="Bip01 Prop1" syncanims="0"/>
</anim>
传送门
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HotoCocoa.xml - 记事本 |
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<?xml version="1.0" encoding="utf-8"?>
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