This commit is contained in:
KiritsuguTG
2022-02-14 13:43:02 +08:00
commit 5c46d84ca4
264 changed files with 245671 additions and 0 deletions

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id="AttributeModifierariya_surprise_attack"
Category="NONE"
ModelConditionsSet="USER_7"
Duration="8s"
ObjectStatusToSet="CHANTING ">
</AttributeModifier>
<AttributeModifier
Duration
ReplaceInCategoryIfLongest
IgnoreIfAnticategoryActive
RemoveWhenDisabledByTypes
StartFX
EndFX
ModelConditionsSet
ModelConditionsClear
ObjectStatusToSet
StackingLimit
ArmorSetType
Shader
<Modifier Type="SPEED" Value="150%" />
</AttributeModifier>
Modifier 的 type 的值
ARMOR DAMAGE_ADD DAMAGE_MULT RESIST_FEAR RESIST_TERROR EXPERIENCE RANGE SPEED CRUSH_DECELERATE RESIST_KNOCKBACK
SPELL_DAMAGE RECHARGE_TIME PRODUCTION PRODUCTION_COST HEALTH HEALTH_MULT VISION BOUNTY_PERCENTAGE MIN_CRUSH_VELOCITY_PERCENTAGE
AUTO_HEAL SHROUD_CLEARING RATE_OF_FIRE DAMAGE_STRUCTURE_BOUNTY_ADD CRUSHER_LEVEL COMMAND_POINT_BONUS CRUSHABLE_LEVEL CRUSHED_DECELERATE
INVULNERABLE SUPPRESSABILITY RESIST_EMP POWER_BOOST AREA_OF_EFFECT COLLISION_GEOMETRY_SIZE_MULT BROADCAST_RANGE
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<Includes>
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<!--
<FXList id="FX_yuiDeath_of_scyth_lock">
<NuggetList>
<DynamicDecal
Decal = "yui_DOY_Ion_cannon"
Shader = "ADDITIVE"
Size = "40"
OpacityStart = "0"
OpacityFadeTimeOne = "0s"
OpacityPeak = "6"
OpacityPeakTime = "0s"
OpacityFadeTimeTwo = "3s"
OpacityEnd = "0"
StartingDelay = "0s"
OnlyIfOnLand ="true"
Lifetime = "4s">
<Color R="202" G="245" B="249" />
<Offset x="0" y="0" />
</DynamicDecal>
</NuggetList>
</FXList>
<FXList id="FX_LevelUp01">
<NuggetList>
<Sound Value="VeterancyLevelUp"/>
<ParticleSystem Particle="Chevron01">
<Offset x="0.0" y="0.0" z="30.0"/>
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<ParticleSystem Particle="ChevronFlash01">
<Offset x="0.0" y="0.0" z="25.0"/>
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<ParticleSystem Particle="ChevronUpFlash"/>
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</FXList>
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OrientToObject = "false">
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<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset">
<Includes />
<LogicCommand
Type="UNIT_BUILD"
id="Command_Constructyukitsuki">
<Object>yukitsuki</Object>
</LogicCommand>
<LogicCommandSet
id="yukitsuki_CommandSet">
<Cmd>Command_yukitsuki_FalshLocation</Cmd>
<Cmd>Command_yukitsuki_charge</Cmd>
<Cmd>Command_yukitsuki_BlackBlade</Cmd>
<Cmd>Command_yukitsuki_KamikazeBlade</Cmd>
<Cmd>Command_yukitsuki_yukiHana</Cmd>
<Cmd>Command_AttackMove</Cmd>
</LogicCommandSet>
<!--
<LogicCommand
Type="SPECIAL_POWER"
id="Command_yui_Death_of_scyth">
<SpecialPower>SpecialPower_yui_Death_of_scyth</SpecialPower>
</LogicCommand>
<LogicCommandSet
id="yui_CommandSet">
<Cmd>Command_yui_Death_of_scyth</Cmd>
<Cmd>Command_yui_languageExplode</Cmd>
<Cmd>Command_AttackMove</Cmd>
</LogicCommandSet>
<LogicCommand
Type="UNIT_BUILD"
id="Command_Constructyui">
<Object>yui</Object>
</LogicCommand>
<LogicCommand
Type="SPECIAL_POWER"
id="Command_yui_Death_of_scyth">
<SpecialPower>SpecialPower_yui_Death_of_scyth</SpecialPower>
</LogicCommand>
-->
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<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude">
<Tags></Tags>
<Includes>
<Include type="all" source="DATA:GlobalData/GlobalDefines.xml" />
<Include
type="all"
source="ART:JUAntiVehicleVehicleTech3_SKN.w3x" />
<Include
type="all"
source="ART:JUAntiVehicleVehicleTech3_AIDA.w3x" />
<Include
type="all"
source="ART:JUAntiVehicleVehicleTech3_ATKA.w3x" />
<Include
type="all"
source="ART:JUAntiVehicleVehicleTech3_BIDA.w3x" />
<Include
type="all"
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<Include
type="all"
source="ART:JUAntiVehicleVehicleTech3_ABTA.w3x" />
<Include
type="all"
source="ART:JUAntiVehicleVehicleTech3_BATA.w3x" />
<Include
type="all"
source="ART:JUAntiVehicleVehicleTech3_DIEA.w3x" />
<Include
type="all"
source="ART:JUAntiVehicleVehicleTech3_WLKA.w3x" />
<Include
type="all"
source="ART:JUAntiVehicleVehicleTech3_RUNA.w3x" />
<Include
type="all"
source="ART:JUAntiVehicleVehicleTech3_ATKB.w3x" />
<Include
type="all"
source="ART:JUAntiVehicleVehicleTech3_WLKB.w3x" />
<Include
type="all"
source="ART:JUAntiVehicleVehicleTech3_ATKC.w3x" />
<Include
type="all"
source="ART:JUAntiVehicleVehicleTech3_D.xml" />
<Include
type="all"
source="ART:JUAntiVehicleVehicleTech3_DIE_SKN.w3x" />
<Include
type="all"
source="ART:FXJapFP.xml" />
<Include
type="all"
source="ART:FXJapanLaser.xml" />
<Include
type="all"
source="ART:FXJapanLaser_Vet.xml" />
<Include
type="all"
source="ART:FXJapanOverlay.xml" />
<Include
type="all"
source="ART:FXJapanOverlay_Vet.xml" />
<Include type="all" source="ART:FXAlliedPrismBeam.xml" />
<Include type="all" source="ART:FXspotlight.w3x" />
<!-- Base Object -->
<Include
type="instance"
source="DATA:BaseObjects/BaseVehicle.xml" />
</Includes>
<!-- aka KingOni King Oni -->
<GameObject
id="JapanAntiVehicleVehicleTech3"
inheritFrom="BaseVehicle"
SelectPortrait="Portrait_JapanAntiVehicleVehicleTech3"
ButtonImage="Button_JapanAntiVehicleVehicleTech3"
Side="Japan"
SubGroupPriority="340"
EditorSorting="UNIT"
TransportSlotCount="10"
BuildTime="0"
JustBuiltTime="1.5s"
CommandSet="JapanAntiVehicleVehicleTech3CommandSet"
KindOf="SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS SCORE VEHICLE CAN_BE_FAVORITE_UNIT T3_UNIT"
WeaponCategory="CANNON"
VoicePriority="188"
EditorName="JapanAntiVehicleVehicleTech3"
Description="Desc:JapanAntiVehicleVehicleTech3"
TypeDescription="Type:JapanAntiVehicleVehicleTech3"
HealthBoxHeightOffset="30"
UnitIntro="Japan_KingOni_UnitIntro">
<DisplayName
xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:JapanAntiVehicleVehicleTech3</DisplayName>
<GameDependency>
<NeededUpgrade>Upgrade_JapanWarFactoryTech3</NeededUpgrade>
</GameDependency>
<ObjectResourceInfo>
<BuildCost Account="=$ACCOUNT_ORE" Amount="2000"/>
</ObjectResourceInfo>
<ArmorSet
Armor="JapanAntiVehicleVehicleTech3Armor"
DamageFX="VehicleDamageFX" />
<LocomotorSet
Locomotor="JapanAntiVehicleVehicleTech3Locomotor"
Condition="NORMAL"
Speed="65.0" />
<!-- The Rush locomotor speed is the same as the normal locomotor speed, all increases handled by attribute modifiers -->
<LocomotorSet
Locomotor="JapanAntiVehicleVehicleTech3RushAttackLocomotor"
Condition="NORMAL_UPGRADED"
Speed="85.0" />
<SkirmishAIInformation
UnitBuilderStandardCombatUnit="true" />
<Draws>
<ScriptedModelDraw
id="ModuleTag_Draw"
OkToChangeModelColor="true"
ExtraPublicBone="B_SPINE01">
<ModelConditionState
ParseCondStateType="PARSE_DEFAULT">
<Model
Name="JUAntiVehicleVehicleTech3_SKN" />
<Turret
TurretNameKey="Turret"
TurretID="1" />
<WeaponFireFXBone
WeaponSlotType="PRIMARY_WEAPON"
BoneName="FX01" />
<WeaponRecoilBone
WeaponSlotType="PRIMARY_WEAPON"
BoneName="FX01" />
<WeaponLaunchBone
WeaponSlotType="PRIMARY_WEAPON"
BoneName="FX01" />
</ModelConditionState>
<ModelConditionState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="FORMATION_PREVIEW">
<Model
Name="JUAntiVehicleVehicleTech3_SKN" />
</ModelConditionState>
<ModelConditionState
ParseCondStateType="PARSE_NORMAL"
RetainSubObjects="true"
ConditionsYes="DYING">
<Model
Name="JUAntiVehicleVehicleTech3_DIE_SKN" />
</ModelConditionState>
<ModelConditionState
ParseCondStateType="PARSE_NORMAL"
RetainSubObjects="true"
ConditionsYes="DAMAGED">
<Model
Name="JUAntiVehicleVehicleTech3_SKN" />
<ParticleSysBone
BoneName="B_UARML"
FXParticleSystemTemplate="JapanVehicleDamagedSmoke"
FollowBone="true" />
</ModelConditionState>
<ModelConditionState
ParseCondStateType="PARSE_NORMAL"
RetainSubObjects="true"
ConditionsYes="REALLYDAMAGED">
<Model
Name="JUAntiVehicleVehicleTech3_SKN" />
<Texture
Original="JUAntiVehicleVehicleTech3"
New="JUAntiVehicleVehicleTech3_D" />
<ParticleSysBone
BoneName="B_UARML"
FXParticleSystemTemplate="JapanVehicleDamagedSmoke"
FollowBone="true" />
<ParticleSysBone
BoneName="B_UARML"
FXParticleSystemTemplate="JapanVehicleDamagedSparks"
FollowBone="true" />
<ParticleSysBone
BoneName="B_UARML"
FXParticleSystemTemplate="JapanVehicleDamagedFire"
FollowBone="true" />
</ModelConditionState>
<AnimationState
ParseCondStateType="PARSE_DEFAULT"
Flags="RESTART_ANIM_WHEN_COMPLETE"
AllowRepeatInRandomPick="true"
StateName="STATE_bored">
<Animation
AnimationName="JUAntiVehicleVehicleTech3_BIDA"
AnimationMode="ONCE"
AnimationBlendTime="15"
AnimationPriority="80" />
<Animation
AnimationName="JUAntiVehicleVehicleTech3_BIFA"
AnimationMode="ONCE"
AnimationBlendTime="15"
AnimationPriority="80" />
<Script>
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_SelectedPose" then
CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
end
</Script>
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="AFFECTED_BY_EMP"
StateName="STATE_EMP">
<Animation
AnimationName="JUAntiVehicleVehicleTech3_BIDA"
AnimationMode="ONCE"
AnimationBlendTime="15"
AnimationPriority="80" />
<Animation
AnimationName="JUAntiVehicleVehicleTech3_BIFA"
AnimationMode="ONCE"
AnimationBlendTime="15"
AnimationPriority="80" />
<Script>
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_SelectedPose" then
CurDrawableSetTransitionAnimState("TRANS_SelectedToIdle")
end
</Script>
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="MOVING USER_6"
Flags="RANDOMSTART">
<Animation
AnimationName="JUAntiVehicleVehicleTech3_RUNA"
AnimationMode="LOOP"
AnimationBlendTime="10"
Distance="100" />
<FXEvent
Frame="10"
FireWhenSkipped="true"
Effect="FX_JapanFP"
Bone="B_FootL" />
<FXEvent
Frame="22"
FireWhenSkipped="true"
Effect="FX_JapanFP"
Bone="B_FootR" />
</AnimationState>
<!-- go from user_6 to user_5 once u hit the target-->
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="PACKING_TYPE_1">
<Animation
AnimationName="JUAntiVehicleVehicleTech3_ATKB"
AnimationMode="ONCE"
AnimationBlendTime="10"/>
<FXEvent
Frame="10"
FireWhenSkipped="true"
Effect="FX_JapanFP"
Bone="B_FootL" />
<FXEvent
Frame="22"
FireWhenSkipped="true"
Effect="FX_JapanFP"
Bone="B_FootR" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="DYING">
<Animation
AnimationName="JUAntiVehicleVehicleTech3_DIEA"
AnimationMode="ONCE" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="COMING_OUT_OF_FACTORY">
<Animation
AnimationName="JUAntiVehicleVehicleTech3_WLKB"
AnimationMode="LOOP"
AnimationBlendTime="0"
Distance="85" />
<FXEvent
Frame="3"
FireWhenSkipped="true"
Effect="FX_JapanFP"
Bone="B_FootL" />
<FXEvent
Frame="26"
FireWhenSkipped="true"
Effect="FX_JapanFP"
Bone="B_FootR" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="MOVING"
Flags="RANDOMSTART">
<Animation
AnimationName="JUAntiVehicleVehicleTech3_WLKA"
AnimationMode="LOOP"
AnimationBlendTime="15"
Distance="85" />
<FXEvent
Frame="3"
FireWhenSkipped="true"
Effect="FX_JapanFP"
Bone="B_FootL" />
<FXEvent
Frame="26"
FireWhenSkipped="true"
Effect="FX_JapanFP"
Bone="B_FootR" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="PREATTACK_A"
FrameForPristineBonePositions="1">
<Animation
AnimationName="JUAntiVehicleVehicleTech3_ATKC"
AnimationMode="ONCE" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="FIRING_OR_RELOADING_A"
FrameForPristineBonePositions="1">
<Animation
AnimationName="JUAntiVehicleVehicleTech3_ATKA"
AnimationMode="LOOP" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="ATTACKING"
StateName="STATE_SelectedPose">
<Animation
AnimationName="JUAntiVehicleVehicleTech3_ATKA"
AnimationMode="LOOP" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="ENGAGED">
<Animation
AnimationName="JUAntiVehicleVehicleTech3_AIDA"
AnimationMode="LOOP" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="SELECTED"
StateName="STATE_SelectedPose"
Flags="RESTART_ANIM_WHEN_COMPLETE" >
<Animation
AnimationName="JUAntiVehicleVehicleTech3_AIDA"
AnimationMode="ONCE"
AnimationBlendTime="15" />
<Script>
Prev = CurDrawablePrevAnimationState()
if Prev == "STATE_bored" or Prev == "State_EMP" then
CurDrawableSetTransitionAnimState("TRANS_IdleToSelected")
end
</Script>
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_TRANSITION"
StateName="TRANS_IdleToSelected">
<Animation
AnimationName="JUAntiVehicleVehicleTech3_BATA"
AnimationMode="ONCE"
AnimationBlendTime="15" />
<FXEvent
Frame="16"
FireWhenSkipped="true"
Effect="FX_JapanFP"
Bone="B_FootL" />
<FXEvent
Frame="37"
FireWhenSkipped="true"
Effect="FX_JapanFP"
Bone="B_FootR" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_TRANSITION"
StateName="TRANS_SelectedToIdle">
<Animation
AnimationName="JUAntiVehicleVehicleTech3_ABTA"
AnimationMode="ONCE"
AnimationBlendTime="15" />
<FXEvent
Frame="45"
FireWhenSkipped="true"
Effect="FX_JapanFP"
Bone="B_FootL" />
<FXEvent
Frame="20"
FireWhenSkipped="true"
Effect="FX_JapanFP"
Bone="B_FootR" />
</AnimationState>
</ScriptedModelDraw>
<LaserDraw
id="ModuleTag_LaserDraw1"
Texture1_UTile="1"
Texture1_VTile=".2"
Texture1_UScrollRate="0"
Texture1_VScrollRate="1"
Texture1_NumFrames="1"
Texture1_FrameRate="30"
Texture2_UTile="1"
Texture2_VTile=".8"
Texture2_UScrollRate="0"
Texture2_VScrollRate="1"
Texture2_NumFrames="1"
Texture2_FrameRate="30"
LaserWidth="10"
LaserStateID="101">
<FXShader
ShaderName="Laser.fx"
TechniqueIndex="0">
<Constants>
<Texture
Name="Texture1">
<Value>FXJapanLaser</Value>
</Texture>
<Texture
Name="Texture2">
<Value>FXJapanOverlay</Value>
</Texture>
<Float Name="ColorEmissive">
<Value>5.000000</Value>
<Value>5.000000</Value>
<Value>5.000000</Value>
</Float>
</Constants>
</FXShader>
<ObjectStatusValidation
ForbiddenStatus="WEAPON_UPGRADED_01" />
</LaserDraw>
<LaserDraw
id="ModuleTag_LaserDraw2"
Texture1_UTile="1"
Texture1_VTile=".2"
Texture1_UScrollRate="0"
Texture1_VScrollRate="1"
Texture1_NumFrames="1"
Texture1_FrameRate="30"
Texture2_UTile="1"
Texture2_VTile="1"
Texture2_UScrollRate="0"
Texture2_VScrollRate="1"
Texture2_NumFrames="1"
Texture2_FrameRate="30"
LaserWidth="10"
LaserStateID="102">
<FXShader
ShaderName="Laser.fx"
TechniqueIndex="0">
<Constants>
<Texture
Name="Texture1">
<Value>FXJapanLaser</Value>
</Texture>
<Texture
Name="Texture2">
<Value>FXJapanOverlay</Value>
</Texture>
<Float Name="ColorEmissive">
<Value>5.000000</Value>
<Value>5.000000</Value>
<Value>5.000000</Value>
</Float>
</Constants>
</FXShader>
<ObjectStatusValidation
ForbiddenStatus="WEAPON_UPGRADED_01" />
</LaserDraw>
<!-- Veterancy -->
<LaserDraw
id="ModuleTag_LaserDraw1_Veterancy"
Texture1_UTile="1"
Texture1_VTile=".2"
Texture1_UScrollRate="0"
Texture1_VScrollRate="1"
Texture1_NumFrames="1"
Texture1_FrameRate="30"
Texture2_UTile="1"
Texture2_VTile="0.9"
Texture2_UScrollRate="0"
Texture2_VScrollRate="1"
Texture2_NumFrames="1"
Texture2_FrameRate="30"
LaserWidth="15"
LaserStateID="103">
<FXShader
ShaderName="Laser.fx"
TechniqueIndex="0">
<Constants>
<Texture
Name="Texture1">
<Value>FXJapanLaser_Vet</Value>
</Texture>
<Texture
Name="Texture2">
<Value>FXJapanOverlay_Vet</Value>
</Texture>
<Float Name="ColorEmissive">
<Value>5.000000</Value>
<Value>5.000000</Value>
<Value>5.000000</Value>
</Float>
</Constants>
</FXShader>
<ObjectStatusValidation
RequiredStatus="WEAPON_UPGRADED_01" />
</LaserDraw>
<LaserDraw
id="ModuleTag_LaserDraw2_Veterancy"
Texture1_UTile="1"
Texture1_VTile=".2"
Texture1_UScrollRate="0"
Texture1_VScrollRate="1"
Texture1_NumFrames="1"
Texture1_FrameRate="30"
Texture2_UTile="1"
Texture2_VTile="0.8"
Texture2_UScrollRate="0"
Texture2_VScrollRate="1"
Texture2_NumFrames="1"
Texture2_FrameRate="30"
LaserWidth="15"
LaserStateID="104">
<FXShader
ShaderName="Laser.fx"
TechniqueIndex="0">
<Constants>
<Texture
Name="Texture1">
<Value>FXJapanLaser_Vet</Value>
</Texture>
<Texture
Name="Texture2">
<Value>FXJapanOverlay_Vet</Value>
</Texture>
<Float Name="ColorEmissive">
<Value>5.000000</Value>
<Value>5.000000</Value>
<Value>5.000000</Value>
</Float>
</Constants>
</FXShader>
<ObjectStatusValidation
RequiredStatus="WEAPON_UPGRADED_01" />
</LaserDraw>
</Draws>
<Behaviors>
<WeaponSetUpdate
id="ModuleTag_WeaponSetUpdate">
<WeaponSlotHardpoint
ID="1">
<Weapon
Ordering="PRIMARY_WEAPON"
Template="weapon_specialpowerweapon"/>
</WeaponSlotHardpoint>
<!--WeaponSlotHardpoint
ID="1">
<Weapon
Ordering="PRIMARY_WEAPON"
Template="JapanAntiVehicleVehicleTech3BeamWeapon"
ForbiddenObjectStatus="SPECIALABILITY_ACTIVE"/>
<Weapon
Ordering="PRIMARY_WEAPON"
Template="JapanAntiVehicleVehicleTech3RushAttackWeapon"
ObjectStatus="SPECIALABILITY_ACTIVE"/>
</WeaponSlotHardpoint-->
</WeaponSetUpdate>
<LaserState
id="ModuleTag_LaserState01"
LaserId="101"
OriginBoneName="FX01">
<EndOffset y="2.5"/>
<LaserEndParticleSystem>JapanOniLaserHitFlash</LaserEndParticleSystem>
<LaserEndParticleSystem>JapanOniLaserHitLight</LaserEndParticleSystem>
<LaserEndParticleSystem>JapanOniLaserHitMolt</LaserEndParticleSystem>
</LaserState>
<LaserState
id="ModuleTag_LaserState02"
LaserId="102"
OriginBoneName="FX02">
<EndOffset y="-2.5"/>
<LaserEndParticleSystem>JapanOniLaserHitFlash</LaserEndParticleSystem>
<LaserEndParticleSystem>JapanOniLaserHitLight</LaserEndParticleSystem>
<LaserEndParticleSystem>JapanOniLaserHitMolt</LaserEndParticleSystem>
</LaserState>
<!-- VETERAN LASER STATE -->
<LaserState
id="ModuleTag_LaserState01_Veterancy"
LaserId="103"
OriginBoneName="FX01">
<EndOffset y="2.5"/>
<LaserEndParticleSystem>JapanOniLaserHitFlash_Vet</LaserEndParticleSystem>
<LaserEndParticleSystem>JapanOniLaserHitLight_Vet</LaserEndParticleSystem>
<LaserEndParticleSystem>JapanOniLaserHitMolt_Vet</LaserEndParticleSystem>
</LaserState>
<LaserState
id="ModuleTag_LaserState02_Veterancy"
LaserId="104"
OriginBoneName="FX02">
<EndOffset y="-2.5"/>
<LaserEndParticleSystem>JapanOniLaserHitFlash_Vet</LaserEndParticleSystem>
<LaserEndParticleSystem>JapanOniLaserHitLight_Vet</LaserEndParticleSystem>
<LaserEndParticleSystem>JapanOniLaserHitMolt_Vet</LaserEndParticleSystem>
</LaserState>
<!-- NOTE: Set the ModelCondition attribute in MovementSpecialPower to set the BULL RUSH! animation -->
<MovementSpecialPower
id="ModuleTag_ActivateEvasiveManeuverSpecialPower"
SpecialPowerTemplate="SpecialPower_TriggerRushAttack"
AttributeModifier="AttributeModifier_JapanAntiVehicleVehicleTech3RushAttack"
AttributeModifierAffectsSelf="true"
MovementType="TARGETED"
Duration="4s"
ModelCondition="USER_6"
ObjectStatus="SPECIALABILITY_ACTIVE NO_SQUISHCOLLIDE_DELAY"
LocomotorSet="NORMAL_UPGRADED"/>
<!--<AttributeModifier
id="AttributeModifier_JapanAntiVehicleVehicleTech3RushAttack"
Duration="5s"
ObjectStatusToSet="UNDER_RUSH_ATTACK">
<Modifier Type="SPEED" Value="200%" />
<Modifier Type="SUPPRESSABILITY" Value="99999"/>
</AttributeModifier>-->
<!--<SpecialPowerTemplate
id="SpecialPower_TriggerRushAttack"
ReloadTime="60s"
TargetType="OBJECT_OR_LOCATION"
NameOfVoiceNameToUseAsInitiateIntendToDoVoice="VoiceBullRush"
Flags="PATHABLE_ONLY NEEDS_OBJECT_FILTER CANNOT_LEAVE_ENCLOSURE CANNOT_TARGET_SELF TREAT_BRIDGES_AS_LOCATIONS"
MaxCastRange="300"
MinCastRange="50"
WaypointModeTerminal="false" >
<ObjectFilter
Rule="ANY"
Relationship="ALLIES ENEMIES NEUTRAL"
Include="INFANTRY VEHICLE HUGE_VEHICLE STRUCTURE"
Exclude="SHIP AIRCRAFT ORE_NODE BRIDGE BRIDGE_SEGMENT BRIDGE_ENDCAP BRIDGE_GATEHOUSE"
StatusBitFlagsExclude="AIRBORNE_TARGET OVER_WATER WATER_LOCOMOTOR_ACTIVE NOT_IN_WORLD UNDER_IRON_CURTAIN"/>
</SpecialPowerTemplate>-->
<Physics
id="ModuleTag_Physics" />
<CreateObjectDie
id="ModuleTag_CreateObjectDie"
CreationList="JUAntiVehicleVehicleTech3_Die_OCL">
<DieMuxData
DeathTypes="ALL" />
</CreateObjectDie>
<SlowDeath
id="ModuleTag_Death"
SinkDelay="3s"
SinkRate="1.0"
DestructionDelay="7s">
<DieMuxData
DeathTypes="ALL"
DeathTypesForbidden="SUPERNATURAL" />
<!-- <Sound Type="INITIAL" List="NOD_Generic_VoiceDieMS" /> -->
</SlowDeath>
<DestroyDie
id="ModuleTag_VacuumBombDie">
<DieMuxData
DeathTypes="SUPERNATURAL" />
</DestroyDie>
<FXListBehavior
id="ModuleTag_FXList">
<DieMuxData
DeathTypes="ALL" />
<Event
Index="onDeath"
FX="FX_JapanVehicleLargeDie" />
</FXListBehavior>
<StatusBitsUpgrade
id="ModuleTag_VeterancyUpgrade"
StatusToSet="WEAPON_UPGRADED_01">
<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
</StatusBitsUpgrade>
<!-- Enhanced Kamikaze Player Power -->
<xi:include
href="DATA:Includes/JapanEnhancedKamikazeUpgradeStatus.xml" />
<xi:include
href="DATA:Includes/JapanEnhancedKamikazeUpgradeDeathWeapon.xml" />
<!-- for use on objects that don't have Dynamics
but that still may fall out of the sky on death
Positive initial velocity means infantry will jump a little before falling -->
<FreefallUpdate
id="ModuleTag_FreefallUpdate"
ModelConditionsToSet="STUNNED_FLAILING"
InitialVelocity="5"
Acceleration="1"
TerminalVelocity="15"/>
</Behaviors>
<AI>
<AIUpdate
id="ModuleTag_AI"
AutoAcquireEnemiesWhenIdle="YES"
StateMachine="UnitAIStateMachine">
<UnitAITargetChooserData
IdleScanDelay="=$FAST_IDLE_SCAN_DELAY" />
</AIUpdate>
</AI>
<Body>
<ActiveBody
id="ModuleTag_Body"
MaxHealth="3000" />
</Body>
<ClientBehaviors>
<ModelConditionAudioLoopClientBehavior id="ModuleTag_ShrunkenVoice">
<ModelConditionSound Sound="JAP_KingOni_VoiceShrunken" RequiredFlags="SHRINK_EFFECT" />
</ModelConditionAudioLoopClientBehavior>
<AnimationSoundClientBehavior id="ModuleTag_AnimationSounds">
<Sound Sound="JAP_KingOni_Footstep1ForSelect" Animation="JUAntiVehicleVehicleTech3_BATA" Frame="14" />
<Sound Sound="JAP_KingOni_Footstep2ForSelect" Animation="JUAntiVehicleVehicleTech3_BATA" Frame="35" />
<Sound Sound="JAP_KingOni_FistHitsPalm" Animation="JUAntiVehicleVehicleTech3_BATA" Frame="26" />
<Sound Sound="JAP_KingOni_Footstep" Animation="JUAntiVehicleVehicleTech3_ATKB" Frame="1 4 32 40" />
<Sound Sound="JAP_KingOni_Punch" Animation="JUAntiVehicleVehicleTech3_ATKB" Frame="6" />
<Sound Sound="JAP_KingOni_Footstep" Animation="JUAntiVehicleVehicleTech3_WLKA" Frame="0 22" />
<Sound Sound="JAP_KingOni_Footstep" Animation="JUAntiVehicleVehicleTech3_WLKB" Frame="1 24" />
<Sound Sound="JAP_KingOni_Footstep" Animation="JUAntiVehicleVehicleTech3_RUNA" Frame="1 16" />
<Sound Sound="JAP_KingOni_Motor" Animation="JUAntiVehicleVehicleTech3_WLKA" Frame="13 36" />
<Sound Sound="JAP_KingOni_Motor" Animation="JUAntiVehicleVehicleTech3_WLKB" Frame="12 35" />
<Sound Sound="JAP_KingOni_Motor" Animation="JUAntiVehicleVehicleTech3_RUNA" Frame="7 22" />
<Sound Sound="JAP_KingOni_Unselect" Animation="JUAntiVehicleVehicleTech3_ABTA" Frame="1" />
<Sound Sound="JAP_KingOni_FootstepForStand" Animation="JUAntiVehicleVehicleTech3_ABTA" Frame="44" />
<Sound Sound="JAP_KingOni_DieImpact" Animation="JUAntiVehicleVehicleTech3_DIEA" Frame="9 12" />
</AnimationSoundClientBehavior>
</ClientBehaviors>
<Geometry>
<Shape
Type="CYLINDER"
MajorRadius="20.0"
Height="50.0"
ContactPointGeneration="INFANTRY"/>
</Geometry>
<AudioArrayVoice>
<AudioEntry Sound="JAP_KingOni_VoiceAttack" AudioType="voiceAttack" />
<AudioEntry Sound="JAP_KingOni_VoiceCreate" AudioType="voiceCreated" />
<AudioEntry Sound="JAP_KingOni_VoiceMove" AudioType="voiceMove" />
<AudioEntry Sound="JAP_KingOni_VoiceMoveAttack" AudioType="voiceAttackAfterMoving" />
<AudioEntry Sound="JAP_KingOni_VoiceRetreat" AudioType="voiceRetreatToCastle" />
<AudioEntry Sound="JAP_KingOni_VoiceSelectMS" AudioType="voiceSelect" />
<AudioEntry Sound="JAP_KingOni_VoiceSelectBattleMS" AudioType="voiceSelectBattle" />
<AudioEntry Sound="JAP_KingOni_VoiceSelectUnderFireMS" AudioType="voiceSelectUnderFire" />
<NamedEntry Sound="JAP_KingOni_VoiceBullRush" Name="VoiceBullRush" />
</AudioArrayVoice>
<AudioArraySound>
<AudioEntry Sound="JAP_KingOni_MoveStart" AudioType="soundMoveStart" />
<AudioEntry Sound="JAP_KingOni_IdleLoop" AudioType="soundAmbient" />
<AudioEntry Sound="VehicleCrush" AudioType="soundCrushing" />
</AudioArraySound>
<VisionInfo
VisionRange="200"
ShroudClearingRange="=$STANDARD_SHROUD_CLEAR" />
<CrusherInfo
CrusherLevel="20"
CrushableLevel="31">
<ExtraCrushLevels CrusherLevel="31" CrushableLevel="31" ModelConditionMatch="USER_6" />
</CrusherInfo>
</GameObject>
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns = "uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<!--技能武器 打出自动技能的效果-->
<WeaponTemplate
id="weapon_specialpowerweapon"
AttackRange="200.0"
RadiusDamageAffects="ENEMIES"
Flags="ATTACK_NEEDS_LINE_OF_SIGHT NOT_ATTRACTED_BY_MAGNETS"
RequiredAntiMask="ANTI_WATER ANTI_GROUND ANTI_STRUCTURE"
ClipSize="1"
AutoReloadsClip="AUTO"
AcceptableAimDelta="5d"
ForbiddenFiringObjectStatus="ENRAGED">
<Nuggets>
<SpecialPowerNugget
SpecialPowerTemplate="SpecialPower_TriggerRushAttack">
</SpecialPowerNugget>
<!--<AttributeModifierNugget
AttributeModifierOwnerName="AttributeModifier_AttributeModifier_Lancerstart">
--><!--启动状态 自动技能读秒 --><!--
</AttributeModifierNugget>-->
<DamageNugget
id="DefaultDamageNugget"
Damage="0.01"
DeathType="NORMAL">
</DamageNugget>
</Nuggets>
</WeaponTemplate>
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns = "uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<Includes>
<Include type = "all" source="JapanAntiVehicleVehicleTech3.xml"/>
<Include type = "all" source="Weapon.xml"/>
</Includes>
</AssetDeclaration>

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data/yukitsuki/armor.xml Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset">
<Tags />
<Includes>
</Includes>
<!--
<ArmorTemplate
id="yukitsuki_Armor">
<Armor
Damage="MAGIC"
Percent="1" />
<Armor
Damage="SNIPER"
Percent="100" />
<Armor
Damage="CANNON"
Percent="100" />
<Armor
Damage="ROCKET"
Percent="100" />
<Armor
Damage="FLAK"
Percent="100" />
<Armor
Damage="PRISM"
Percent="100" />
<Armor
Damage="GUN"
Percent="100" />
<Armor
Damage="AUTO_CANNON"
Percent="100" />
<Armor
Damage="MELEE"
Percent="100" />
<Armor
Damage="TESLA"
Percent="100" />
<Armor
Damage="EXPLOSIVE"
Percent="100" />
<Armor
Damage="RADIATION"
Percent="100" />
</ArmorTemplate>
-->
</AssetDeclaration>

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data/yukitsuki/index.xml Normal file
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<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<Includes>
<Include type="all" source="armor.xml"/>
<Include type="all" source="AttributeModifier.xml"/>
<Include type="all" source="ExperienceLevels.xml"/>
<Include type="all" source="LogicCommand.xml"/>
<Include type="all" source="yukitsuki.xml"/>
<Include type="all" source="FX/zenter.xml"/>
<Include type="all" source="Image/zenter.xml"/>
<Include type="all" source="sound/zenter.xml"/>
<Include type="all" source="specialPower/zenter.xml"/>
<Include type="all" source="w3x/zenter.xml"/>
<Include type="all" source="weapon/zenter.xml"/>
</Includes>
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<Includes>
<Include type="instance" source="DATA:SageXml/Sounds/BaseSoundEffect.xml"/>
</Includes>
<AudioFile id="yukitsuki_000" File="yukitsuki_000.wav" GUIPreset="Default" PCCompression="XAS" IsStreamedOnPC="false"/>
<AudioFile id="yukitsuki_001" File="yukitsuki_001.wav" GUIPreset="Default" PCCompression="XAS" IsStreamedOnPC="false"/>
<AudioFile id="yukitsuki_002" File="yukitsuki_002.wav" GUIPreset="Default" PCCompression="XAS" IsStreamedOnPC="false"/>
<AudioFile id="yukitsuki_003" File="yukitsuki_003.wav" GUIPreset="Default" PCCompression="XAS" IsStreamedOnPC="false"/>
<AudioFile id="yukitsuki_004" File="yukitsuki_004.wav" GUIPreset="Default" PCCompression="XAS" IsStreamedOnPC="false"/>
<AudioFile id="yukitsuki_005" File="yukitsuki_005.wav" GUIPreset="Default" PCCompression="XAS" IsStreamedOnPC="false"/>
<AudioFile id="yukitsuki_006" File="yukitsuki_006.wav" GUIPreset="Default" PCCompression="XAS" IsStreamedOnPC="false"/>
<AudioFile id="yukitsuki_007" File="yukitsuki_007.wav" GUIPreset="Default" PCCompression="XAS" IsStreamedOnPC="false"/>
<AudioFile id="yukitsuki_009" File="yukitsuki_009.wav" GUIPreset="Default" PCCompression="XAS" IsStreamedOnPC="false"/>
<AudioFile id="yukitsuki_010" File="yukitsuki_010.wav" GUIPreset="Default" PCCompression="XAS" IsStreamedOnPC="false"/>
<AudioFile id="yukitsuki_011" File="yukitsuki_011.wav" GUIPreset="Default" PCCompression="XAS" IsStreamedOnPC="false"/>
<AudioFile id="yukitsuki_012" File="yukitsuki_012.wav" GUIPreset="Default" PCCompression="XAS" IsStreamedOnPC="false"/>
<AudioFile id="yukitsuki_013" File="yukitsuki_013.wav" GUIPreset="Default" PCCompression="XAS" IsStreamedOnPC="false"/>
<AudioFile id="yukitsuki_014" File="yukitsuki_014.wav" GUIPreset="Default" PCCompression="XAS" IsStreamedOnPC="false"/>
<AudioFile id="yukitsuki_015" File="yukitsuki_015.wav" GUIPreset="Default" PCCompression="XAS" IsStreamedOnPC="false"/>
<AudioFile id="yukitsuki_016" File="yukitsuki_016.wav" GUIPreset="Default" PCCompression="XAS" IsStreamedOnPC="false"/>
<AudioFile id="yukitsuki_017" File="yukitsuki_017.wav" GUIPreset="Default" PCCompression="XAS" IsStreamedOnPC="false"/>
<AudioFile id="yukitsuki_018" File="yukitsuki_018.wav" GUIPreset="Default" PCCompression="XAS" IsStreamedOnPC="false"/>
<AudioFile id="yukitsuki_019" File="yukitsuki_019.wav" GUIPreset="Default" PCCompression="XAS" IsStreamedOnPC="false"/>
<AudioFile id="yukitsuki_020" File="yukitsuki_020.wav" GUIPreset="Default" PCCompression="XAS" IsStreamedOnPC="false"/>
<AudioFile id="yukitsuki_021" File="yukitsuki_021.wav" GUIPreset="Default" PCCompression="XAS" IsStreamedOnPC="false"/>
<AudioFile id="yukitsuki_022" File="yukitsuki_022.wav" GUIPreset="Default" PCCompression="XAS" IsStreamedOnPC="false"/>
<AudioEvent
id="yukitsuki_Created"
inheritFrom="AudioEvent:BaseUnitResponse"
Volume="160"
VolumeShift="-5"
MinVolume="140"
Limit="1"
Type="WORLD PLAYER VOICE "
SubmixSlider="SOUNDFX">
<PitchShift
Low="-5"
High="5" />
<Sound>yukitsuki_017</Sound>
<Sound>yukitsuki_018</Sound>
<Sound>yukitsuki_019</Sound>
</AudioEvent>
<AudioEvent id="yukitsuki_attack"
inheritFrom="AudioEvent:BaseUnitResponse"
Volume = "160"
MinVolume = "140"
Priority = "HIGH"
Type = "WORLD VOICE"
SubmixSlider = "VOICE" >
<PitchShift Low="-1" High="1" />
<Sound>yukitsuki_004</Sound>
<Sound>yukitsuki_005</Sound>
<Sound>yukitsuki_006</Sound>
<Sound>yukitsuki_007</Sound>
<Sound>yukitsuki_009</Sound>
<Sound>yukitsuki_010</Sound>
<Sound>yukitsuki_011</Sound>
<Sound>yukitsuki_012</Sound>
<Sound>yukitsuki_013</Sound>
</AudioEvent>
<AudioEvent id="yukitsuki_move"
inheritFrom="AudioEvent:BaseUnitResponse"
Volume = "160"
MinVolume = "140"
Priority = "HIGH"
Type = "WORLD VOICE"
SubmixSlider = "VOICE" >
<PitchShift Low="-1" High="1" />
<Sound>yukitsuki_000</Sound>
<Sound>yukitsuki_001</Sound>
<Sound>yukitsuki_002</Sound>
<Sound>yukitsuki_003</Sound>
<Sound>yukitsuki_007</Sound>
</AudioEvent>
<AudioEvent
id="yukitsuki_select"
inheritFrom="AudioEvent:BaseSoundEffect"
Volume="160"
MinVolume="140"
VolumeShift="-5"
Limit="1"
Type="WORLD PLAYER VOICE"
SubmixSlider="SOUNDFX">
<PitchShift
Low="-5"
High="5" />
<Sound>yukitsuki_020</Sound>
<Sound>yukitsuki_021</Sound>
<Sound>yukitsuki_022</Sound>
</AudioEvent>
<AudioEvent id="yukitsuki_UnderFire"
inheritFrom="AudioEvent:BaseUnitResponse"
Volume = "160"
MinVolume = "140"
Priority = "HIGH"
Type = "WORLD PLAYER VOICE"
SubmixSlider = "VOICE" >
<PitchShift Low="-1" High="1" />
<Sound>yukitsuki_014</Sound>
<Sound>yukitsuki_015</Sound>
<Sound>yukitsuki_016</Sound>
</AudioEvent>
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns = "uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<Includes>
<Include type = "all" source="AudioFile_Event.xml"/>
</Includes>
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8" ?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset">
<!-- 有时候技能可能会引用到属性-->
<AttributeModifier
id="AttributeModifier_yukitsuki_BlackBlade"
Category="NONE"
ModelConditionsSet="USER_7"
Duration="1.6s">
</AttributeModifier>
<!--
<AttributeModifier
id="AttributeModifierariya_surprise_attack"
Category="NONE"
ModelConditionsSet="USER_7"
Duration="8s"
ObjectStatusToSet="CHANTING ">
</AttributeModifier>
<AttributeModifier
Duration
ReplaceInCategoryIfLongest
IgnoreIfAnticategoryActive
RemoveWhenDisabledByTypes
StartFX
EndFX
ModelConditionsSet
ModelConditionsClear
ObjectStatusToSet
StackingLimit
ArmorSetType
Shader
<Modifier Type="SPEED" Value="150%" />
</AttributeModifier>
Modifier 的 type 的值
ARMOR DAMAGE_ADD DAMAGE_MULT RESIST_FEAR RESIST_TERROR EXPERIENCE RANGE SPEED CRUSH_DECELERATE RESIST_KNOCKBACK
SPELL_DAMAGE RECHARGE_TIME PRODUCTION PRODUCTION_COST HEALTH HEALTH_MULT VISION BOUNTY_PERCENTAGE MIN_CRUSH_VELOCITY_PERCENTAGE
AUTO_HEAL SHROUD_CLEARING RATE_OF_FIRE DAMAGE_STRUCTURE_BOUNTY_ADD CRUSHER_LEVEL COMMAND_POINT_BONUS CRUSHABLE_LEVEL CRUSHED_DECELERATE
INVULNERABLE SUPPRESSABILITY RESIST_EMP POWER_BOOST AREA_OF_EFFECT COLLISION_GEOMETRY_SIZE_MULT BROADCAST_RANGE
-->
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns = "uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<Texture id ="yukitsuki_BlackBlade" File="yukitsuki_BlackBlade.tga" OutputFormat="A8R8G8B8" GenerateMipMaps="false"/>
<PackedTextureImage
id = "yukitsuki_BlackBlade"
Texture="yukitsuki_BlackBlade"
Rotated="false">
<Dimensions x = "128" y="128"/>
<Coords x = "0" y="0"/>
<TextureDimensions x = "128" y="128"/>
</PackedTextureImage>
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns = "uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<Includes>
<Include type = "all" source="registerTexture.xml"/>
</Includes>
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns = "uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<SpecialPowerTemplate
id="SpecialPower_yukitsuki_BlackBlade"
TargetType="OBJECT_OR_LOCATION"
Flags="WATER_OK IS_PLAYER_POWER SHARED_SYNC CAN_NOT_BE_SCRAMBLED NOT_ON_BRIDGE"
ReloadTime="10s"
WaypointModeTerminal="false" />
<LogicCommand
Type="SPECIAL_POWER"
id="Command_yukitsuki_BlackBlade">
<SpecialPower>SpecialPower_yukitsuki_BlackBlade</SpecialPower>
</LogicCommand>
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns = "uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<PlayerPowerButtonTemplate
id="ButtonStateSpecialPowerkanade_yukitsuki_BlackBlade"
SpecialPower="SpecialPower_yukitsuki_BlackBlade">
<Data>
<TargetedPower
ValidTargetCursor="TargetAbility"
InvalidTargetCursor="Invalid"
StateData="ButtonStateSpecialPower_yukitsuki_BlackBlade">
</TargetedPower>
</Data>
</PlayerPowerButtonTemplate>
<ButtonSingleStateData
id="ButtonStateSpecialPower_yukitsuki_BlackBlade">
<State
Image = "yukitsuki_BlackBlade"
Title="NAME:yukitsuki_BlackBlade"
TypeDescription="TYPE:yukitsuki_BlackBlade"
Description="DESC:yukitsuki_BlackBlade"/>
</ButtonSingleStateData>
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns = "uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<Includes>
<Include type = "all" source="AttributeModifier.xml"/>
<Include type = "all" source="LogicCommand-specialPower.xml"/>
<Include type = "all" source="UnitAbilityButton-button.xml"/>
<Include type = "all" source="Image\zenter.xml"/>
</Includes>
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8" ?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset">
<!-- 有时候技能可能会引用到属性-->
<AttributeModifier
id="AttributeModifier_MyLoli_spName"
Category="NONE"
ModelConditionsSet="USER_7"
Duration="8s">
</AttributeModifier>
<!--
<AttributeModifier
id="AttributeModifierariya_surprise_attack"
Category="NONE"
ModelConditionsSet="USER_7"
Duration="8s"
ObjectStatusToSet="CHANTING ">
</AttributeModifier>
<AttributeModifier
Duration
ReplaceInCategoryIfLongest
IgnoreIfAnticategoryActive
RemoveWhenDisabledByTypes
StartFX
EndFX
ModelConditionsSet
ModelConditionsClear
ObjectStatusToSet
StackingLimit
ArmorSetType
Shader
<Modifier Type="SPEED" Value="150%" />
</AttributeModifier>
Modifier 的 type 的值
ARMOR DAMAGE_ADD DAMAGE_MULT RESIST_FEAR RESIST_TERROR EXPERIENCE RANGE SPEED CRUSH_DECELERATE RESIST_KNOCKBACK
SPELL_DAMAGE RECHARGE_TIME PRODUCTION PRODUCTION_COST HEALTH HEALTH_MULT VISION BOUNTY_PERCENTAGE MIN_CRUSH_VELOCITY_PERCENTAGE
AUTO_HEAL SHROUD_CLEARING RATE_OF_FIRE DAMAGE_STRUCTURE_BOUNTY_ADD CRUSHER_LEVEL COMMAND_POINT_BONUS CRUSHABLE_LEVEL CRUSHED_DECELERATE
INVULNERABLE SUPPRESSABILITY RESIST_EMP POWER_BOOST AREA_OF_EFFECT COLLISION_GEOMETRY_SIZE_MULT BROADCAST_RANGE
-->
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns = "uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<Texture id ="yukitsuki_FalshLocation" File="yukitsuki_FalshLocation.tga" OutputFormat="A8R8G8B8" GenerateMipMaps="false"/>
<PackedTextureImage
id = "yukitsuki_FalshLocation"
Texture="yukitsuki_FalshLocation"
Rotated="false">
<Dimensions x = "128" y="128"/>
<Coords x = "0" y="0"/>
<TextureDimensions x = "128" y="128"/>
</PackedTextureImage>
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns = "uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<Includes>
<Include type = "all" source="registerTexture.xml"/>
</Includes>
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns = "uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<SpecialPowerTemplate
id="SpecialPower_yukitsuki_FalshLocation"
TargetType="OBJECT_OR_LOCATION"
ReloadTime="1s"
WaypointModeTerminal="false" />
<LogicCommand
Type="SPECIAL_POWER"
id="Command_yukitsuki_FalshLocation">
<SpecialPower>SpecialPower_yukitsuki_FalshLocation</SpecialPower>
</LogicCommand>
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns = "uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<UnitAbilityButtonTemplate
id="AbilityButton_yukitsuki_FalshLocation"
LogicCommand="Command_yukitsuki_FalshLocation" >
<Data>
<TargetedSpecialPower
StateData="ButtonStateSpecialPower_yukitsuki_FalshLocation"
ValidTargetCursor="TargetAbility"/>
</Data>
</UnitAbilityButtonTemplate>
<ButtonSingleStateData
id="ButtonStateSpecialPower_yukitsuki_FalshLocation">
<State
Image = "yukitsuki_FalshLocation"
Title="NAME:yukitsuki_FalshLocation"
TypeDescription="TYPE:yukitsuki_FalshLocation"
Description="DESC:yukitsuki_FalshLocation"/>
</ButtonSingleStateData>
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns = "uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<WeaponTemplate
id="yukitsuki_Falsh"
IdleAfterFiringDelaySeconds="0s"
AttackRange="300.0"
WeaponSpeed="999999"
AutoReloadsClip="AUTO"
PreAttackType="PER_SHOT"
RadiusDamageAffects="ENEMIES"
RequiredAntiMask="ANTI_GROUND"
FireFX="FX_None"
FireVeteranFX="FX_None"
Flags="NOT_ATTRACTED_BY_MAGNETS"
HitPercentage="0%"
ProjectileSelf="true"
FinishAttackOnceStarted="true">
<FiringDuration
MinSeconds="0.1s"
MaxSeconds="0.1s" />
<Nuggets>
<ProjectileNugget
WarheadTemplate="DummyWeaponWarhead" />
<InformTargetNugget />
</Nuggets>
</WeaponTemplate>
<WeaponTemplate
id="yukitsuki_Falsh_ground"
FireFX=""
Flags="NOT_ATTRACTED_BY_MAGNETS" >
<Nuggets>
<DamageNugget
id="DefaultDamageNugget"
Damage="20.0"
DamageTaperOff="0"
Radius="20.0"
DamageType="MELEE"
DeathType="CRUSHED">
</DamageNugget>
</Nuggets>
</WeaponTemplate>
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns = "uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<Includes>
<Include type = "all" source="AttributeModifier.xml"/>
<Include type = "all" source="LogicCommand-specialPower.xml"/>
<Include type = "all" source="UnitAbilityButton-button.xml"/>
<Include type = "all" source="Weapon.xml"/>
<Include type = "all" source="Image\zenter.xml"/>
</Includes>
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8" ?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset">
<!-- 有时候技能可能会引用到属性-->
<AttributeModifier
id="AttributeModifier_MyLoli_spName"
Category="NONE"
ModelConditionsSet="USER_7"
Duration="8s">
</AttributeModifier>
<!--
<AttributeModifier
id="AttributeModifierariya_surprise_attack"
Category="NONE"
ModelConditionsSet="USER_7"
Duration="8s"
ObjectStatusToSet="CHANTING ">
</AttributeModifier>
<AttributeModifier
Duration
ReplaceInCategoryIfLongest
IgnoreIfAnticategoryActive
RemoveWhenDisabledByTypes
StartFX
EndFX
ModelConditionsSet
ModelConditionsClear
ObjectStatusToSet
StackingLimit
ArmorSetType
Shader
<Modifier Type="SPEED" Value="150%" />
</AttributeModifier>
Modifier 的 type 的值
ARMOR DAMAGE_ADD DAMAGE_MULT RESIST_FEAR RESIST_TERROR EXPERIENCE RANGE SPEED CRUSH_DECELERATE RESIST_KNOCKBACK
SPELL_DAMAGE RECHARGE_TIME PRODUCTION PRODUCTION_COST HEALTH HEALTH_MULT VISION BOUNTY_PERCENTAGE MIN_CRUSH_VELOCITY_PERCENTAGE
AUTO_HEAL SHROUD_CLEARING RATE_OF_FIRE DAMAGE_STRUCTURE_BOUNTY_ADD CRUSHER_LEVEL COMMAND_POINT_BONUS CRUSHABLE_LEVEL CRUSHED_DECELERATE
INVULNERABLE SUPPRESSABILITY RESIST_EMP POWER_BOOST AREA_OF_EFFECT COLLISION_GEOMETRY_SIZE_MULT BROADCAST_RANGE
-->
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns = "uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<Texture id ="yukitsuki_KamikazeBlade" File="yukitsuki_KamikazeBlade.tga" OutputFormat="A8R8G8B8" GenerateMipMaps="false"/>
<PackedTextureImage
id = "yukitsuki_KamikazeBlade"
Texture="yukitsuki_KamikazeBlade"
Rotated="false">
<Dimensions x = "128" y="128"/>
<Coords x = "0" y="0"/>
<TextureDimensions x = "128" y="128"/>
</PackedTextureImage>
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns = "uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<Includes>
<Include type = "all" source="registerTexture.xml"/>
</Includes>
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns = "uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<SpecialPowerTemplate
id="SpecialPower_yukitsuki_KamikazeBlade"
TargetType="OBJECT_OR_LOCATION"
Flags="WATER_OK IS_PLAYER_POWER SHARED_SYNC CAN_NOT_BE_SCRAMBLED NOT_ON_BRIDGE"
ReloadTime="1s"
WaypointModeTerminal="false" />
<LogicCommand
Type="SPECIAL_POWER"
id="Command_yukitsuki_KamikazeBlade">
<SpecialPower>SpecialPower_yukitsuki_KamikazeBlade</SpecialPower>
</LogicCommand>
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns = "uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<PlayerPowerButtonTemplate
id="ButtonStateSpecialPowerkanade_yukitsuki_KamikazeBlade"
SpecialPower="SpecialPower_yukitsuki_KamikazeBlade">
<Data>
<TargetedPower
ValidTargetCursor="TargetAbility"
InvalidTargetCursor="Invalid"
StateData="ButtonStateSpecialPower_yukitsuki_KamikazeBlade">
</TargetedPower>
</Data>
</PlayerPowerButtonTemplate>
<ButtonSingleStateData
id="ButtonStateSpecialPower_yukitsuki_KamikazeBlade">
<State
Image = "yukitsuki_KamikazeBlade"
Title="NAME:yukitsuki_KamikazeBlade"
TypeDescription="TYPE:yukitsuki_KamikazeBlade"
Description="DESC:yukitsuki_KamikazeBlade"/>
</ButtonSingleStateData>
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns = "uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<Includes>
<Include type = "all" source="AttributeModifier.xml"/>
<Include type = "all" source="LogicCommand-specialPower.xml"/>
<Include type = "all" source="UnitAbilityButton-button.xml"/>
<Include type = "all" source="Image\zenter.xml"/>
</Includes>
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8" ?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset">
<!-- 有时候技能可能会引用到属性-->
<AttributeModifier
id="AttributeModifier_yukitsuki_charge"
Duration="5s"
ModelConditionsSet="USER_6"
ObjectStatusToSet="UNDER_RUSH_ATTACK">
<Modifier Type="SPEED" Value="500%" />
<Modifier Type="SUPPRESSABILITY" Value="99999"/>
</AttributeModifier>
<!-- 这里决定了这个被动 什么时候恢复好-->
<AttributeModifier
id="AttributeModifier_SPweapon_yukitsuki_charge"
Duration="10s"
ObjectStatusToSet="CHANTING">
</AttributeModifier>
<!--
<AttributeModifier
id="AttributeModifierariya_surprise_attack"
Category="NONE"
ModelConditionsSet="USER_7"
Duration="8s"
ObjectStatusToSet="CHANTING ">
</AttributeModifier>
<AttributeModifier
Duration
ReplaceInCategoryIfLongest
IgnoreIfAnticategoryActive
RemoveWhenDisabledByTypes
StartFX
EndFX
ModelConditionsSet
ModelConditionsClear
ObjectStatusToSet
StackingLimit
ArmorSetType
Shader
<Modifier Type="SPEED" Value="150%" />
</AttributeModifier>
Modifier 的 type 的值
ARMOR DAMAGE_ADD DAMAGE_MULT RESIST_FEAR RESIST_TERROR EXPERIENCE RANGE SPEED CRUSH_DECELERATE RESIST_KNOCKBACK
SPELL_DAMAGE RECHARGE_TIME PRODUCTION PRODUCTION_COST HEALTH HEALTH_MULT VISION BOUNTY_PERCENTAGE MIN_CRUSH_VELOCITY_PERCENTAGE
AUTO_HEAL SHROUD_CLEARING RATE_OF_FIRE DAMAGE_STRUCTURE_BOUNTY_ADD CRUSHER_LEVEL COMMAND_POINT_BONUS CRUSHABLE_LEVEL CRUSHED_DECELERATE
INVULNERABLE SUPPRESSABILITY RESIST_EMP POWER_BOOST AREA_OF_EFFECT COLLISION_GEOMETRY_SIZE_MULT BROADCAST_RANGE
-->
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns = "uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<SpecialPowerTemplate
id="SpecialPower_yukitsuki_charge"
ReloadTime="1s"
TargetType="OBJECT_OR_LOCATION"
NameOfVoiceNameToUseAsInitiateIntendToDoVoice="VoiceBullRush"
Flags="PATHABLE_ONLY NEEDS_OBJECT_FILTER CANNOT_LEAVE_ENCLOSURE CANNOT_TARGET_SELF TREAT_BRIDGES_AS_LOCATIONS"
MaxCastRange="300"
MinCastRange="50"
WaypointModeTerminal="false" >
<ObjectFilter
Rule="ANY"
Relationship="ALLIES ENEMIES NEUTRAL"
Include="INFANTRY VEHICLE HUGE_VEHICLE STRUCTURE"
Exclude="SHIP AIRCRAFT ORE_NODE BRIDGE BRIDGE_SEGMENT BRIDGE_ENDCAP BRIDGE_GATEHOUSE"
StatusBitFlagsExclude="AIRBORNE_TARGET OVER_WATER WATER_LOCOMOTOR_ACTIVE NOT_IN_WORLD UNDER_IRON_CURTAIN"/>
</SpecialPowerTemplate>
<LogicCommand
Type="SPECIAL_POWER"
id="Command_yukitsuki_charge">
<SpecialPower>SpecialPower_yukitsuki_charge</SpecialPower>
</LogicCommand>
<!--技能武器 打出自动技能的效果
ForbiddenFiringObjectStatus="ENRAGED"
-->
<WeaponTemplate
id="SPweapon_yukitsuki_charge"
AttackRange="200.0"
RadiusDamageAffects="ENEMIES"
Flags="ATTACK_NEEDS_LINE_OF_SIGHT NOT_ATTRACTED_BY_MAGNETS"
RequiredAntiMask="ANTI_WATER ANTI_GROUND ANTI_STRUCTURE"
ClipSize="1"
AutoReloadsClip="AUTO"
AcceptableAimDelta="5d" >
<Nuggets>
<SpecialPowerNugget
SpecialPowerTemplate="SpecialPower_yukitsuki_charge">
</SpecialPowerNugget>
<AttributeModifierNugget
AttributeModifierOwnerName="AttributeModifier_SPweapon_yukitsuki_charge">
</AttributeModifierNugget>
<!--启动状态 自动技能读秒 -->
<DamageNugget
id="DefaultDamageNugget"
Damage="0.01"
DeathType="NORMAL">
</DamageNugget>
</Nuggets>
</WeaponTemplate>
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns = "uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<!---->
<WeaponTemplate
id="weapon_yukitsuki_chargeRushingAttack"
AttackRange="50.0"
RadiusDamageAffects="ALLIES ENEMIES NEUTRALS"
Flags="ATTACK_NEEDS_LINE_OF_SIGHT NOT_ATTRACTED_BY_MAGNETS"
RequiredAntiMask="ANTI_GROUND ANTI_STRUCTURE ANTI_WATER"
ClipSize="1"
AutoReloadsClip="AUTO"
PreAttackType="PER_SHOT"
CanFireWhileMoving="false"
FireFX="FX_None"
FireVeteranFX="FX_None">
<Nuggets>
<MetaImpactNugget
ShockWaveAmount="89"
ShockWaveRadius="100.0"
ShockWaveTaperOff="1.0"
ShockWaveArc="30d"
ShockWaveZMult="1.0">
</MetaImpactNugget>
</Nuggets>
</WeaponTemplate>
<WeaponTemplate
id="weapon_yukitsuki_chargeEndAttack"
AttackRange="30.0"
IdleAfterFiringDelaySeconds="3s"
RadiusDamageAffects="ALLIES ENEMIES NEUTRALS"
Flags="ATTACK_NEEDS_LINE_OF_SIGHT NOT_ATTRACTED_BY_MAGNETS"
RequiredAntiMask="ANTI_GROUND ANTI_STRUCTURE ANTI_WATER"
ClipSize="1"
AutoReloadsClip="AUTO"
PreAttackType="PER_SHOT"
CanFireWhileMoving="false"
InstantLoadClipOnActivate="true"
FireFX="FX_None"
FireVeteranFX="FX_None">
<FiringDuration
MinSeconds="1.0s"
MaxSeconds="1.0s" />
<ClipReloadTime
MinSeconds="5.0s"
MaxSeconds="5.0s" />
<Nuggets>
<DamageNugget
Damage="50.0"
Radius="75.0"
DamageType="EXPLOSIVE"
DamageFXType="JAPAN_RUSH"
DeathType="EXPLODED">
<SpecialObjectFilter
Rule="ANY"
Include="INFANTRY">
</SpecialObjectFilter>
</DamageNugget>
<DamageNugget
Damage="500.0"
Radius="5.0"
DamageType="EXPLOSIVE"
DamageFXType="JAPAN_RUSH"
DeathType="EXPLODED"/>
<!--<MetaImpactNugget
ShockWaveAmount="89"
ShockWaveRadius="75.0"
ShockWaveTaperOff="1.0"
ShockWaveZMult="1.0"
ShockWaveArc="180d"
ForbiddenTargetObjectStatus="LEECHED_TARGET_ACTIVE"
ForbiddenTargetModelCondition="STUNNED STUNNED_STANDING_UP STUNNED_FLAILING">
<SpecialObjectFilter
Rule="ANY"
Include="INFANTRY">
</SpecialObjectFilter>
</MetaImpactNugget>-->
<InformTargetNugget />
</Nuggets>
</WeaponTemplate>
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns = "uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<Includes>
<Include type = "all" source="AttributeModifier.xml"/>
<Include type = "all" source="LogicCommand-specialPower.xml"/>
<Include type = "all" source="Weapon.xml"/>
</Includes>
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8" ?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset">
<!-- 有时候技能可能会引用到属性-->
<AttributeModifier
id="AttributeModifier_MyLoli_spName"
Category="NONE"
ModelConditionsSet="USER_7"
Duration="8s">
</AttributeModifier>
<!--
<AttributeModifier
id="AttributeModifierariya_surprise_attack"
Category="NONE"
ModelConditionsSet="USER_7"
Duration="8s"
ObjectStatusToSet="CHANTING ">
</AttributeModifier>
<AttributeModifier
Duration
ReplaceInCategoryIfLongest
IgnoreIfAnticategoryActive
RemoveWhenDisabledByTypes
StartFX
EndFX
ModelConditionsSet
ModelConditionsClear
ObjectStatusToSet
StackingLimit
ArmorSetType
Shader
<Modifier Type="SPEED" Value="150%" />
</AttributeModifier>
Modifier 的 type 的值
ARMOR DAMAGE_ADD DAMAGE_MULT RESIST_FEAR RESIST_TERROR EXPERIENCE RANGE SPEED CRUSH_DECELERATE RESIST_KNOCKBACK
SPELL_DAMAGE RECHARGE_TIME PRODUCTION PRODUCTION_COST HEALTH HEALTH_MULT VISION BOUNTY_PERCENTAGE MIN_CRUSH_VELOCITY_PERCENTAGE
AUTO_HEAL SHROUD_CLEARING RATE_OF_FIRE DAMAGE_STRUCTURE_BOUNTY_ADD CRUSHER_LEVEL COMMAND_POINT_BONUS CRUSHABLE_LEVEL CRUSHED_DECELERATE
INVULNERABLE SUPPRESSABILITY RESIST_EMP POWER_BOOST AREA_OF_EFFECT COLLISION_GEOMETRY_SIZE_MULT BROADCAST_RANGE
-->
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns = "uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<Texture id ="yukitsuki_yukiHana" File="yukitsuki_yukiHana.tga" OutputFormat="A8R8G8B8" GenerateMipMaps="false"/>
<PackedTextureImage
id = "yukitsuki_yukiHana"
Texture="yukitsuki_yukiHana"
Rotated="false">
<Dimensions x = "128" y="128"/>
<Coords x = "0" y="0"/>
<TextureDimensions x = "128" y="128"/>
</PackedTextureImage>
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns = "uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<Includes>
<Include type = "all" source="registerTexture.xml"/>
</Includes>
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns = "uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<SpecialPowerTemplate
id="SpecialPower_yukitsuki_yukiHana"
TargetType="OBJECT_OR_LOCATION"
Flags="WATER_OK IS_PLAYER_POWER SHARED_SYNC CAN_NOT_BE_SCRAMBLED NOT_ON_BRIDGE"
ReloadTime="10s"
WaypointModeTerminal="false" />
<LogicCommand
Type="SPECIAL_POWER"
id="Command_yukitsuki_yukiHana">
<SpecialPower>SpecialPower_yukitsuki_yukiHana</SpecialPower>
</LogicCommand>
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns = "uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<PlayerPowerButtonTemplate
id="ButtonStateSpecialPowerkanade_yukitsuki_yukiHana"
SpecialPower="SpecialPower_yukitsuki_yukiHana">
<Data>
<TargetedPower
ValidTargetCursor="TargetAbility"
InvalidTargetCursor="Invalid"
StateData="ButtonStateSpecialPower_yukitsuki_yukiHana">
</TargetedPower>
</Data>
</PlayerPowerButtonTemplate>
<ButtonSingleStateData
id="ButtonStateSpecialPower_yukitsuki_yukiHana">
<State
Image = "yukitsuki_yukiHana"
Title="NAME:yukitsuki_yukiHana"
TypeDescription="TYPE:yukitsuki_yukiHana"
Description="DESC:yukitsuki_yukiHana"/>
</ButtonSingleStateData>
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns = "uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<Includes>
<Include type = "all" source="AttributeModifier.xml"/>
<Include type = "all" source="LogicCommand-specialPower.xml"/>
<Include type = "all" source="UnitAbilityButton-button.xml"/>
<Include type = "all" source="Image\zenter.xml"/>
</Includes>
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns = "uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<Includes>
<Include type = "all" source="yukitsuki_BlackBlade\zenter.xml"/>
<Include type = "all" source="yukitsuki_charge\zenter.xml"/>
<Include type = "all" source="yukitsuki_FalshLocation\zenter.xml"/>
<Include type = "all" source="yukitsuki_KamikazeBlade\zenter.xml"/>
<Include type = "all" source="yukitsuki_yukiHana\zenter.xml"/>
</Includes>
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns = "uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<Texture id ="yukitsuki_Cloth" File="yukitsuki_Cloth.tga" OutputFormat="A8R8G8B8" GenerateMipMaps="false"/>
<Texture id ="yukitsuki_eye" File="yukitsuki_eye.tga" OutputFormat="A8R8G8B8" GenerateMipMaps="false"/>
<Texture id ="yukitsuki_Hair" File="yukitsuki_Hair.tga" OutputFormat="A8R8G8B8" GenerateMipMaps="false"/>
<Texture id ="yukitsuki_shipin" File="yukitsuki_shipin.tga" OutputFormat="A8R8G8B8" GenerateMipMaps="false"/>
<Texture id ="yukitsuki_Skin" File="yukitsuki_Skin.tga" OutputFormat="A8R8G8B8" GenerateMipMaps="false"/>
<Texture id ="yukitsuki_Weapon" File="yukitsuki_Weapon.tga" OutputFormat="A8R8G8B8" GenerateMipMaps="false"/>
</AssetDeclaration>

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<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns = "uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<Includes>
<Include type = "all" source="yukitsuki_attack1.W3X"/>
<Include type = "all" source="yukitsuki_attack_stab.W3X"/>
<Include type = "all" source="yukitsuki_attack_stab2.W3X"/>
<Include type = "all" source="yukitsuki_Dead.W3X"/>
<Include type = "all" source="yukitsuki_Run.W3X"/>
<Include type = "all" source="yukitsuki_skl.W3X"/>
<Include type = "all" source="yukitsuki_skn.W3X"/>
<Include type = "all" source="yukitsuki_spell.W3X"/>
<Include type = "all" source="yukitsuki_stand.W3X"/>
<Include type = "all" source="yukitsuki_walk.W3X"/>
</Includes>
</AssetDeclaration>

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