abilities.xml.xml - 记事本 | ____ | □ | X | ||
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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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musketBayonet.tactics - 记事本 | ____ | □ | X | ||
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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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Protoy.xml - 记事本 | ____ | □ | X | ||
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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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abilitiea.xml - 记事本 | ____ | □ | X | ||
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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 | ____ | □ | X | ||
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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 | ____ | □ | X | ||
文件(F) 编辑(E) 格式(O) 查看(V) 帮助(H) | |||||
<?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> </tactics> |
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protoa.xml - 记事本 | ____ | □ | X | ||
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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> |
|||||
KafuuChino.xml - 记事本 | ____ | □ | X | ||
文件(F) 编辑(E) 格式(O) 查看(V) 帮助(H) | |||||
<?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>
</animfile> |
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Beam.xml - 记事本 | ____ | □ | X | ||
文件(F) 编辑(E) 格式(O) 查看(V) 帮助(H) | |||||
<?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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