旧版 tactics
<!-- 强制生产单位(无视人口限制,无视训练时间,受建造上限限制,建议使用<singleuse>1</singleuse>语句,使其只能生产一次。) -->
<action>
<name stringid="69158">SpawnTest2</name>
<type>Spawn</type>
<rate type="Protoname">X.0</rate>
<active>1</active>
<singleuse>1</singleuse>
<animationrate>1</animationrate>
<persistent>1</persistent>
</action>
<!-- 自动生产单位1 -->
<action>
<name stringid="StringID">ActionName1</name>
<type>Maintain</type>
<rate type="Protoname">X.0</rate>
<persistent>1</persistent>
<active>1</active>
<singleuse>0</singleuse>
</action>
<tactic>
<action>ActionName1</action>
</tactic>
<!-- 自动生产单位2 -->
<action>
<name stringid="68982">SpawnUnit</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>UnitSpawn</dancebonustype>
<modifyprotoid>Protoname</modifyprotoid>
<modifymultiplier>0.065</modifymultiplier>
<modifyexponent>1.03</modifyexponent>
<modifybase>0.0</modifybase>
</action>
<tactic>
<action>SpawnUnit</action>d>
</tactic>
<!-- 自动生产单位2 带按钮-->
<action>
<name stringid="68982">SpawnUnit</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>UnitSpawn</dancebonustype>
<modifyprotoid>Protoname</modifyprotoid>
<modifymultiplier>0.065</modifymultiplier>
<modifyexponent>1.03</modifyexponent>
<modifybase>0.0</modifybase>
</action>
<tactic>
SpawnUnit
<action>SpawnUnit</action>
<protounitcommand>protoPowerName(按钮)</protounitcommand>
<agerequirement>1</agerequirement>
<active>1</active>
<transition>
<tactic>Food</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>protoPowerName(按钮)</tactic>
<length>2</length>
<exit>1</exit>
</transition>
</tactic>
<!-- 作用于己方的光环模型 -->
<modelattachment>effects\ypack_auras\daimyopower.xml</modelattachment>
<!-- 作用于敌方的光环模型 -->
<modelattachment>effects\ypack_auras\frightpower.xml</modelattachment>
<!-- 光环——生命值 -->
<action>
<name stringid="StringID">ActionName2</name>
<type>AutoRangedModify</type>
<modifyprotoid>Protoname</modifyprotoid>
<active>1</active>
<maxrange>24</maxrange>
<persistent>1</persistent>
<modifytype>MaxHP</modifytype>
<modifymultiplier>1.1</modifymultiplier>
<modelattachment>effects\ypack_auras\daimyopower.xml</modelattachment>
<modelattachmentbone>bonethatdoesntexist</modelattachmentbone>
<targetenemy>0</targetenemy>
</action>
<tactic>
<action>ActionName2</action>
</tactic>
<!-- 光环——攻击力 -->
<action>
<name stringid="StringID">ActionName3</name>
<type>AutoRangedModify</type>
<modifyprotoid>Protoname</modifyprotoid>
<active>1</active>
<maxrange>24</maxrange>
<persistent>1</persistent>
<modifytype>Damage</modifytype>
<modifymultiplier>1.1</modifymultiplier>
<modelattachment>effects\ypack_auras\daimyopower.xml</modelattachment>
<modelattachmentbone>bonethatdoesntexist</modelattachmentbone>
<targetenemy>0</targetenemy>
</action>
<tactic>
<action>ActionName3</action>
</tactic>
<!-- 光环——速度 -->
<action>
<name stringid="StringID">ActionName4</name>
<type>AutoRangedModify</type>
<modifyprotoid>Protoname</modifyprotoid>
<active>1</active>
<maxrange>24</maxrange>
<persistent>1</persistent>
<modifytype>Speed</modifytype>
<modifymultiplier>1.1</modifymultiplier>
<modelattachment>effects\ypack_auras\daimyopower.xml</modelattachment>
<modelattachmentbone>bonethatdoesntexist</modelattachmentbone>
<targetenemy>0</targetenemy>
</action>
<tactic>
<action>ActionName4</action>
</tactic>
<!-- 光环——视野 -->
<action>
<name stringid="StringID">ActionName5</name>
<type>AutoRangedModify</type>
<modifyprotoid>Protoname</modifyprotoid>
<active>1</active>
<maxrange>24</maxrange>
<persistent>1</persistent>
<modifytype>los</modifytype>
<modifymultiplier>1.1</modifymultiplier>
<modelattachment>effects\ypack_auras\daimyopower.xml</modelattachment>
<modelattachmentbone>bonethatdoesntexist</modelattachmentbone>
<targetenemy>0</targetenemy>
</action>
<tactic>
<action>ActionName5</action>
</tactic>
<!-- 光环——击杀敌人经验值 -->
<action>
<name stringid="StringID">ActionName6</name>
<type>AutoRangedModify</type>
<modifyprotoid>Protoname</modifyprotoid>
<active>1</active>
<maxrange>24</maxrange>
<persistent>1</persistent>
<modifytype>Bounty</modifytype>
<modifymultiplier>1.1</modifymultiplier>
<modelattachment>effects\ypack_auras\daimyopower.xml</modelattachment>
<modelattachmentbone>bonethatdoesntexist</modelattachmentbone>
<targetenemy>0</targetenemy>
</action>
<tactic>
<action>ActionName6</action>
</tactic>
<!-- 光环——采集资源效率 -->
<action>
<name stringid="StringID">ActionName7</name>
<type>AutoRangedModify</type>
<modifyprotoid>Protoname</modifyprotoid>
<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>
</action>
<tactic>
<action>ActionName7</action>
</tactic>
<!-- 光环——自动采集资源效率 -->
<action>
<name stringid="StringID">ActionName8</name>
<type>AutoRangedModify</type>
<modifyprotoid>Protoname</modifyprotoid>
<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>
</action>
<tactic>
<action>ActionName8</action>
</tactic>
<!-- 畜牧、王者山丘自动转换 -->
<action>
<name stringid="69161">AutoConvert</name>
<type>AutoConvert</type>
<maxrange>12.0</maxrange>
<active>1</active>
<persistent>1</persistent>
</action>
<tactic>
<action>AutoConvert</action>
</tactic>
<!-- 自动采集资源 -->
<action>
<name stringid="43019">AutoGather</name>
<type>AutoGather</type>
<active>1</active>
<persistent>1</persistent>
<Rate type="ResourceName">0.250000</Rate>
</action>
<tactic>
<action>AutoGather</action>
</tactic>
<!-- 采集资源 -->
<action>
<name stringid="42178">Gather</name>
<type>Gather</type>
<maxrange>0.5</maxrange>
<rate type="Plantation">1.0</rate>
<rate type="AbstractMine">1.0</rate>
<rate type="SPCSpanishShipRuins">1.0</rate>
<rate type="Farm">1.0</rate>
<rate type="Mill">1.0</rate>
<rate type="FirePit">1.0</rate>
<rate type="BerryBush">1.0</rate>
<rate type="Tree">1.0</rate>
<rate type="Herdable">1.0</rate>
<rate type="Huntable">1.0</rate>
<rate type="ypBerryBuilding">1.0</rate>
<rate type="ypGroveBuilding">1.0</rate>
</action>
<tactic>
<action>Gather</action>
</tactic>
<!-- 畜牧在建筑物加快增长食物 -->
<action>
<name stringid="42178">Gather</name>
<type>Gather</type>
<maxrange>0.5</maxrange>
<rate type="LivestockPen">1.0</rate>
<rate type="Farm">1.0</rate>
<rate type="ypVillage">1.0</rate>
<addresourcestoinventory>1</addresourcestoinventory>
</action>
<tactic>
<action>Gather</action>
</tactic>
<!-- 畜牧自动自动增长食物 -->
<action>
<name stringid="43295">AutoGatherFood</name>
<type>AutoGather</type>
<persistent>1</persistent>
<addresourcestoinventory>1</addresourcestoinventory>
</action>
<tactic>
<action>AutoGatherFood</action>
</tactic>
<!-- 自动采集茶叶 -->
<action>
<name stringid="69149">AutoGatherTrade</name>
<type>AutoGather</type>
<donotautogatherunlessgathering>1</donotautogatherunlessgathering>
<active>0</active>
<persistent>1</persistent>
</action>
<tactic>
<action>AutoGatherTrade</action>
</tactic>
<!-- 砍树 -->
<action>
<name stringid="69151">Hunting</name>
<type>Hunting</type>
<maxrange>10</maxrange>
<rate type="Herdable">1.0</rate>
<rate type="Huntable">1.0</rate>
<rate type="Tree">1.0</rate>
<typedmaxrange type="Herdable">0</typedmaxrange>
<typedmaxrange type="Huntable">10</typedmaxrange>
<typedmaxrange type="Tree">0</typedmaxrange>
</action>
<tactic>
<action>Hunting</action>
</tactic>
<!-- NoWork -->
<action>
<name stringid="69183">NoWork</name>
<type>NoWork</type>
<maxrange>10</maxrange>
<rate type="Herdable">1.0</rate>
<rate type="Huntable">1.0</rate>
<typedmaxrange type="Herdable">0</typedmaxrange>
<typedmaxrange type="AbstractNuggetWater">0</typedmaxrange>
<typedmaxrange type="Huntable">10</typedmaxrange>
</action>
<tactic>
<action>NoWork</action>
</tactic>
<!-- 治疗单位 -->
<action>
<name stringid="69155">Heal</name>
<type>Heal</type>
<active>0</active>
<maxrange>12</maxrange>
<rate type="LogicalTypeHealed">50.0 </rate>
<anim>Heal</anim>
</action>
<tactic>
<action>Heal</action>
</tactic>
<!-- 捡宝藏 -->
<action>
<name stringid="69148">Discover</name>
<type>Discover</type>
<anim>Pickup</anim>
<maxrange>0.2</maxrange>
<rate type="AbstractNuggetLand">1.0</rate>
</action>
<tactic>
<action>Discover</action>
</tactic>
<!-- 建造建筑 -->
<action>
<name stringid="69147">Build</name>
<type>Build</type>
<anim>Build</anim>
<maxrange>0.2</maxrange>
<rate type="Building">1.0</rate>
</action>
<tactic>
<action>Build</action>
</tactic>
<!-- 间谍隐身(如果添加,还需要在单位xml添加动作) -->
<action>
<name stringid="46491">Stealth</name>
<type>Stealth</type>
<maxrange>20.0</maxrange>
<active>1</active>
<persistent>1</persistent>
</action>
<tactic>
Stealth
<action>Stealth</action>
<checkifcanstealth range="20.0">1</checkifcanstealth>
<speedmodifier>0.5</speedmodifier>
<attacktype>LogicalTypeHandUnitsAttack</attacktype>
<transition>
<tactic>Melee</tactic>
<length>0.8</length>
<anim>Cover_Out</anim>
<exit>1</exit>
<automatic>1</automatic>
<commandautomatic>1</commandautomatic>
</transition>
<transition>
<tactic>Defend</tactic>
<length>0.8</length>
<anim>Cover_Out</anim>
<exit>1</exit>
<automatic>1</automatic>
<commandautomatic>1</commandautomatic>
</transition>
<transition>
<tactic>Cover</tactic>
<length>0.8</length>
<anim>Cover_Out</anim>
<exit>1</exit>
<automatic>1</automatic>
<commandautomatic>1</commandautomatic>
</transition>
<!-- 其他战术的transition -->
<transition>
<tactic>Stealth</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<!-- 其他战术的transition -->
<autoretarget>0</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>
<!-- 近战攻击(如果添加,还需要在单位xml添加动作) -->
<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>
<anim>HandAttack</anim>
<idleanim>CombatIdle</idleanim>
<impacteffect>effects\impacts\melee</impacteffect>
<speedboost>1</speedboost>
<targetspeedboost>1</targetspeedboost>
<basedamagecap>1</basedamagecap>
</action>
<!-- .......................... -->
<tactic>
<action priority="25">HandAttack</action>
</tactic>
<!-- 齐射攻击(如果添加,还需要在单位xml添加动作) -->
<action>
<name stringid="38127">VolleyRangedAttack</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>
<accuracy>10</accuracy>
<accuracyreductionfactor>0.0</accuracyreductionfactor>
<aimbonus>0</aimbonus>
<maxspread>5</maxspread>
<spreadfactor>0.25</spreadfactor>
<trackrating>12</trackrating>
<unintentionaldamagemultiplier>0.7</unintentionaldamagemultiplier>
<projectile>Arrow</projectile>
<minrange>2</minrange>
<rate type="Unit">1.0 </rate>
</action>
<!-- ................,看不下去,你还是找一个单位的tactics复制吧。 -->
<!--(只想复制关键语句,但是又怕新人以为只有这几个语句,而且动作也不一样,所以还是自己找tactics复制吧) -->
<tactic>
Volley
<action priority="100">VolleyRangedAttack</action>
<attacktype>LogicalTypeRangedUnitsAttack</attacktype>
<autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype>
<attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype>
</tactic>
<!-- -->
<tactic>
</tactic>