origin
This commit is contained in:
794
data/yukitsuki/Test/JapanAntiVehicleVehicleTech3.xml
Normal file
794
data/yukitsuki/Test/JapanAntiVehicleVehicleTech3.xml
Normal file
@@ -0,0 +1,794 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<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
|
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type="all"
|
||||
source="ART:JUAntiVehicleVehicleTech3_ATKA.w3x" />
|
||||
<Include
|
||||
type="all"
|
||||
source="ART:JUAntiVehicleVehicleTech3_BIDA.w3x" />
|
||||
<Include
|
||||
type="all"
|
||||
source="ART:JUAntiVehicleVehicleTech3_BIFA.w3x" />
|
||||
<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
|
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type="all"
|
||||
source="ART:JUAntiVehicleVehicleTech3_ATKC.w3x" />
|
||||
<Include
|
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type="all"
|
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source="ART:JUAntiVehicleVehicleTech3_D.xml" />
|
||||
<Include
|
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type="all"
|
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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" />
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<!-- Base Object -->
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<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"
|
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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">
|
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<DisplayName
|
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xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:JapanAntiVehicleVehicleTech3</DisplayName>
|
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<GameDependency>
|
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<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>
|
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<ScriptedModelDraw
|
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id="ModuleTag_Draw"
|
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OkToChangeModelColor="true"
|
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ExtraPublicBone="B_SPINE01">
|
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<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"
|
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ConditionsYes="FORMATION_PREVIEW">
|
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<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"
|
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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"
|
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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>
|
||||
35
data/yukitsuki/Test/Weapon.xml
Normal file
35
data/yukitsuki/Test/Weapon.xml
Normal file
@@ -0,0 +1,35 @@
|
||||
<?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>
|
||||
11
data/yukitsuki/Test/zenter.xml
Normal file
11
data/yukitsuki/Test/zenter.xml
Normal file
@@ -0,0 +1,11 @@
|
||||
<?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>
|
||||
Reference in New Issue
Block a user