520 lines
14 KiB
XML
520 lines
14 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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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">
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<Tags></Tags>
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<Includes>
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<Include type="all" source="DATA:GlobalData/GlobalDefines.xml" />
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<!-- Base Object -->
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<Include type="instance" source="DATA:cymod/Data/BaseObjects/BaseheroInfantry.xml" />
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</Includes>
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<GameObject
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id="yukitsuki"
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inheritFrom="BaseheroInfantry"
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SelectPortrait="yukitsuki_image"
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ButtonImage="yukitsuki_button"
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Side="Allies"
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SubGroupPriority="360"
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EditorSorting="UNIT"
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BuildTime="0"
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CommandSet="yukitsuki_CommandSet"
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KindOf="SELECTABLE CAN_ATTACK INFANTRY SCORE SKIRMISH_AI_DONT_GARRISON IGNORE_FORCE_MOVE CAN_BE_FAVORITE_UNIT UNIQUE_UNIT"
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ThreatLevel="0"
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WeaponCategory="GUN"
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VoicePriority="104"
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EditorName="yukitsuki"
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Description="Desc:yukitsuki"
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TypeDescription="Type:yukitsuki"
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UnitTypeIcon="heroIconGril"
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MaxSimultaneousOfType="1"
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HealthBoxHeightOffset="20" >
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<DisplayName
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xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:yukitsuki</DisplayName>
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<GameDependency>
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</GameDependency>
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<ObjectResourceInfo>
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<BuildCost Account="=$ACCOUNT_ORE" Amount="3000"/>
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</ObjectResourceInfo>
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<ArmorSet
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Armor="base_hero_armor"
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DamageFX="InfantryDamageFX" />
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<!--<ArmorSet
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Armor="yukitsuki_Armor"
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DamageFX="InfantryDamageFX" />-->
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<LocomotorSet
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id="yukitsuki_move"
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Locomotor="TestReactiveLocomotorHUMAN"
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Condition="NORMAL"
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Speed="50.0" />
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<SkirmishAIInformation
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UnitBuilderStandardCombatUnit="true" />
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<Draws>
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<ScriptedModelDraw
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id="ModuleTag_Draw"
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OkToChangeModelColor="true"
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InitialRecoilSpeed="0.1"
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MaxRecoilDistance="0.1"
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RecoilDamping="2.0"
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RecoilSettleSpeed="3.0"
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ExtraPublicBone="B_WEAPONA_FX">
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<ModelConditionState
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ParseCondStateType="PARSE_DEFAULT">
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<Model
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Name="yukitsuki_skn" />
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<!--<WeaponFireFXBone
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WeaponSlotID="1"
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WeaponSlotType="PRIMARY_WEAPON"
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BoneName="weapon_fx06" />
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<WeaponLaunchBone
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WeaponSlotID="1"
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WeaponSlotType="PRIMARY_WEAPON"
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BoneName="weapon_fx06" />
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<WeaponRecoilBone
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WeaponSlotID="1"
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WeaponSlotType="PRIMARY_WEAPON"
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BoneName="weapon_fx06" />
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<WeaponMuzzleFlash
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WeaponSlotID="1"
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WeaponSlotType="PRIMARY_WEAPON"
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BoneName="weapon_fx06" />-->
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</ModelConditionState>
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<AnimationState
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ParseCondStateType="PARSE_NORMAL"
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ConditionsYes="MOVING"
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Flags="RANDOMSTART">
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<Animation
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AnimationName="yukitsuki_walk"
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AnimationMode="LOOP"
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AnimationAbsoluteTime="1s"
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Distance="45" />
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</AnimationState>
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<AnimationState
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ParseCondStateType="PARSE_NORMAL"
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ConditionsYes="MOVING USER_6"
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Flags="RANDOMSTART">
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<Animation
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AnimationName="yukitsuki_Run"
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AnimationMode="LOOP"
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AnimationAbsoluteTime="1s"
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Distance="45" />
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</AnimationState>
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<AnimationState
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ParseCondStateType="PARSE_DEFAULT"
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Flags="RESTART_ANIM_WHEN_COMPLETE">
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<Animation
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AnimationName="yukitsuki_stand"
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AnimationMode="ONCE"
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AnimationPriority="100"
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AnimationAbsoluteTime="3s"/>
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</AnimationState>
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<AnimationState
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ParseCondStateType="PARSE_NORMAL"
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ConditionsYes="USER_7">
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<Animation
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AnimationName="yukitsuki_attack1"
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AnimationAbsoluteTime="1.5s"
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AnimationMode="ONCE" />
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</AnimationState>
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<AnimationState
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ParseCondStateType="PARSE_NORMAL"
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ConditionsYes="FIRING_A">
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<Animation
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AnimationName="yukitsuki_attack1"
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AnimationAbsoluteTime="0.5s"
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AnimationMode="ONCE" />
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<Animation
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AnimationName="yukitsuki_attack_stab"
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AnimationAbsoluteTime="0.5s"
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AnimationMode="ONCE" />
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</AnimationState>
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<AnimationState
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ParseCondStateType="PARSE_NORMAL"
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ConditionsYes="DYING">
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<Animation
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AnimationName="yukitsuki_dead"
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AnimationMode="ONCE" />
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</AnimationState>
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<!-- 两个脚本
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<Script>
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CurDrawableShowSubObjectPermanently("StarkLosLobos4")
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CurDrawableHideSubObjectPermanently("StarkLosLobos12")
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</Script>
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-->
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<!-- 移动
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<AnimationState
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ParseCondStateType="PARSE_NORMAL"
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ConditionsYes="MOVING"
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Flags="RANDOMSTART">
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<Animation
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AnimationName="yui_walk"
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AnimationMode="LOOP"
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AnimationAbsoluteTime="1s"
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Distance="45" />
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</AnimationState>
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站
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<AnimationState
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ParseCondStateType="PARSE_DEFAULT"
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Flags="RESTART_ANIM_WHEN_COMPLETE">
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<Animation
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AnimationName="yui_stand"
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AnimationMode="ONCE"
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AnimationPriority="100"
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AnimationAbsoluteTime="3s"/>
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</AnimationState>
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死
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<AnimationState
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ParseCondStateType="PARSE_NORMAL"
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ConditionsYes="DYING">
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<Animation
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AnimationName="yui_dead"
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AnimationMode="ONCE" />
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</AnimationState>
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攻击
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<AnimationState
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ParseCondStateType="PARSE_NORMAL"
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ConditionsYes="PREATTACK_A">
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<Animation
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AnimationName="yui_attack1_1"
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AnimationAbsoluteTime="0.5s"
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AnimationMode="ONCE" />
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<ParticleSysBone
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BoneName="weapon_fx06" FXParticleSystemTemplate="Yui_Charge01" FollowBone="true" />
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</AnimationState>
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<AnimationState
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ParseCondStateType="PARSE_NORMAL"
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ConditionsYes="FIRING_A">
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<Animation
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AnimationName="yui_attack1_2"
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AnimationAbsoluteTime="1.5s"
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AnimationMode="ONCE" />
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</AnimationState>
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<AnimationState
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ParseCondStateType="PARSE_NORMAL"
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ConditionsYes="USER_9">
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<Animation
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AnimationName="yui_sp2"
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AnimationAbsoluteTime="1.5s"
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AnimationMode="ONCE" />
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</AnimationState>
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<AnimationState
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ParseCondStateType="PARSE_NORMAL"
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ConditionsYes="PACKING"
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Flags="RANDOMSTART">
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<Animation
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AnimationName="yui_langueexpoled"
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AnimationMode="LOOP"
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AnimationAbsoluteTime="3s"
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Distance="45" />
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</AnimationState >
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-->
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<!--
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技能相关
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<AnimationState
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ParseCondStateType="PARSE_NORMAL"
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ConditionsYes="UNPACKING">
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<Animation
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AnimationName="Flandre_spell"
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AnimationMode="ONCE"
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AnimationAbsoluteTime="1s"/>
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</AnimationState>
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<AnimationState
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ParseCondStateType="PARSE_NORMAL"
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ConditionsYes="PACKING">
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<Animation
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AnimationName="Flandre_spell_1"
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AnimationMode="LOOP"
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AnimationAbsoluteTime="0.6s"/>
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</AnimationState>-->
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</ScriptedModelDraw>
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</Draws>
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<Behaviors>
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<WeaponSetUpdate
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id="ModuleTag_WeaponSetUpdate">
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<!--测试用-->
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<!--<WeaponSlotHardpoint
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ID="1">
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<Weapon
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Ordering="PRIMARY_WEAPON"
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Template="yukitsuki_BlackBland" />
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</WeaponSlotHardpoint>-->
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<WeaponSlotHardpoint
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ID="1">
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<!--被动触发 必须放第一个-->
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<Weapon
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Ordering="PRIMARY_WEAPON"
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Template="SPweapon_yukitsuki_charge"
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ForbiddenObjectStatus= "CHANTING"/>
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<Weapon
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Ordering="PRIMARY_WEAPON"
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Template="yukitsuki_bland"
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ForbiddenObjectStatus= "UNDER_RUSH_ATTACK"/>
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<Weapon
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Ordering="TERTIARY_WEAPON"
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Template="yukitsuki_blandSky"
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ForbiddenObjectStatus= "UNDER_RUSH_ATTACK"/>
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<!--这个估计只能给建筑和坦克用 撞上去之后的攻击-->
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<Weapon
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Ordering="PRIMARY_WEAPON"
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Template="weapon_yukitsuki_chargeEndAttack"
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ObjectStatus= "UNDER_RUSH_ATTACK"/>
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</WeaponSlotHardpoint>
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</WeaponSetUpdate>
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<!--yukitsuki_BlackBland-->
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<!-- 被动 USER_6 -->
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<MovementSpecialPower
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id="ModuleTag_ActivateEvasiveManeuverSpecialPower"
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SpecialPowerTemplate="SpecialPower_yukitsuki_charge"
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AttributeModifier="AttributeModifier_yukitsuki_charge"
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AttributeModifierAffectsSelf="true"
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MovementType="TARGETED"
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Duration="4s"
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ObjectStatus="SPECIALABILITY_ACTIVE NO_SQUISHCOLLIDE_DELAY"
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LocomotorSet="NORMAL_UPGRADED"/>
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<FireWeaponUpdate
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id="ModuleTag_FireWeaponUpdate"
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FireInterval="0.2s"
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AliveOnly="false"
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ActiveWhenDisabled="HELD">
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<FireWeaponNugget
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WeaponName="weapon_yukitsuki_chargeRushingAttack"
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OneShot="false" />
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<ObjectStatusValidation
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RequiredStatus="UNDER_RUSH_ATTACK" >
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</ObjectStatusValidation>
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</FireWeaponUpdate>
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<!-- 闪现 设定一定时间无法移动 和 隐藏 但是确实是对他进行抛射 便并且对目标位置设置特效 -->
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<SpecialPower
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id="ModuleTag_yukitsuki_FalshLocation"
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SpecialPowerTemplate="SpecialPower_yukitsuki_FalshLocation"
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AttributeModifierAffectsSelf="true"
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UpdateModuleStartsAttack="true"/>
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<WeaponFireSpecialAbilityUpdate
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id="ModuleTag_LeapUpdate1_yukitsuki_FalshLocation"
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SpecialWeapon="yukitsuki_Falsh"
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SpecialPowerTemplate="SpecialPower_yukitsuki_FalshLocation"
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Options="FAIL_WITH_INVALID_APPROACH"
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UnpackTime="0s"
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PackTime="0.3s"
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TriggerSound=""
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SetObjectStatusOnTrigger="IGNORE_AI_COMMAND"
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ClearObjectStatusOnExit="IGNORE_AI_COMMAND"
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StartAbilityRange="150.0"
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WhichSpecialWeapon="1" />
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<BezierProjectile
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id="ModuleTag_Projectile"
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Flags="CRUSH_STYLE NO_DETONATE DETONATE_CALLS_KILL"
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FirstHeightMin="0"
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FirstHeightMax="0"
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SecondHeightMin="0"
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SecondHeightMax="0"
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FirstPercentIndent="0%"
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SecondPercentIndent="0%"
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BounceCount="0"
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FinalStuckTime="1.0s"
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GroundHitWeapon="yukitsuki_Falsh_ground"
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GroundHitFX=""/>
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<!-- USER_7 -->
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<SpecialPower
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id="ModuleTag_yukitsuki_BlackBlade"
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SpecialPowerTemplate="SpecialPower_yukitsuki_BlackBlade"
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AttributeModifier="AttributeModifier_yukitsuki_BlackBlade"
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AttributeModifierAffectsSelf="true"
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UpdateModuleStartsAttack="true"/>
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<WeaponFireSpecialAbilityUpdate
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id="ModuleTag_LeapUpdate1_BlackBlade"
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SpecialWeapon="yukitsuki_BlackBland"
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SpecialPowerTemplate="SpecialPower_yukitsuki_BlackBlade"
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Options="FAIL_WITH_INVALID_APPROACH"
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UnpackTime="0s"
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PackTime="0.3s"
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TriggerSound=""
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SetObjectStatusOnTrigger="IGNORE_AI_COMMAND"
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ClearObjectStatusOnExit="IGNORE_AI_COMMAND"
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StartAbilityRange="150.0"
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WhichSpecialWeapon="1" />
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<SpecialPower
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id="ModuleTag_yukitsuki_KamikazeBlade"
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SpecialPowerTemplate="SpecialPower_yukitsuki_KamikazeBlade"
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AttributeModifierAffectsSelf="true"
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UpdateModuleStartsAttack="true"/>
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<WeaponFireSpecialAbilityUpdate
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id="ModuleTag_LeapUpdate1_KamikazeBlade"
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SpecialWeapon="yukitsuki_KamikazeBlade"
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SpecialPowerTemplate="SpecialPower_yukitsuki_KamikazeBlade"
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Options="FAIL_WITH_INVALID_APPROACH"
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UnpackTime="0s"
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PackTime="0.3s"
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TriggerSound=""
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SetObjectStatusOnTrigger="IGNORE_AI_COMMAND"
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ClearObjectStatusOnExit="IGNORE_AI_COMMAND"
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StartAbilityRange="150.0"
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WhichSpecialWeapon="1" />
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<SpecialPower
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id="ModuleTag_yukitsuki_yukiHana"
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SpecialPowerTemplate="SpecialPower_yukitsuki_yukiHana"
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AttributeModifierAffectsSelf="true"
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UpdateModuleStartsAttack="true"/>
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<WeaponFireSpecialAbilityUpdate
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id="ModuleTag_LeapUpdate1_yukiHana"
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SpecialWeapon="JapanAntiVehicleVehicleTech3BeamWeapon"
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SpecialPowerTemplate="SpecialPower_yukitsuki_yukiHana"
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Options="FAIL_WITH_INVALID_APPROACH"
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UnpackTime="0s"
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PackTime="0.3s"
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TriggerSound=""
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SetObjectStatusOnTrigger="IGNORE_AI_COMMAND"
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ClearObjectStatusOnExit="IGNORE_AI_COMMAND"
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StartAbilityRange="150.0"
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WhichSpecialWeapon="1" />
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<Physics
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id="ModuleTag_Physics" />
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<SlowDeath
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id="ModuleTag_Death"
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SinkDelay="7s"
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SinkRate="2.4"
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DestructionDelay="9s">
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<DieMuxData
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DeathTypes="ALL"/>
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<Sound Type="INITIAL" List="" />
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</SlowDeath>
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<HitReactionBehavior
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id="ModuleTag_HitReaction"
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HeavyDamageHitReactionLifeTimer="2s"
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RotateToSourceWhenDamaged="true">
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<ObjectStatusValidation
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RequiredStatus="GENERIC_TOGGLE_STATE"/>
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</HitReactionBehavior>
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<!-- Allied Parachute Behaviors -->
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</Behaviors>
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<AI>
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<AIUpdate
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id="ModuleTag_AI"
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AutoAcquireEnemiesWhenIdle="YES"
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StateMachine="UnitAIStateMachine">
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<UnitAITargetChooserData
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RotateToTargetWhenAiming="true"/>
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</AIUpdate>
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</AI>
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<Body>
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<ActiveBody
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id="ModuleTag_Body"
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MaxHealth="11150.0" />
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</Body>
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<!-- 动画里插入音效 <ClientBehaviors>
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<AnimationSoundClientBehavior
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id="ModuleTag_yukitsuki">
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<Sound Sound="yukitsuki_Dead" Animation="yukitsuki_dead" Frame="0" />
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</AnimationSoundClientBehavior>
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</ClientBehaviors>-->
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<Geometry
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IsSmall="true">
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<Shape
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Type="CYLINDER"
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MajorRadius="7.0"
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Height="13.0"
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ContactPointGeneration="SQUAD_MEMBER"/>
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</Geometry>
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<AudioArrayVoice>
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<AudioEntry Sound="yukitsuki_select" AudioType="voiceSelect" />
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<AudioEntry Sound="yukitsuki_attack" AudioType="voiceAttack" />
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<AudioEntry Sound="yukitsuki_attack" AudioType="voiceAttackGarrisonedStructure" />
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<AudioEntry Sound="yukitsuki_move" AudioType="voiceAttackAfterMoving" />
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<AudioEntry Sound="yukitsuki_Created" AudioType="voiceCreated" />
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<AudioEntry Sound="yukitsuki_move" AudioType="voiceMove" />
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<AudioEntry Sound="yukitsuki_select" AudioType="voiceGarrison" />
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<AudioEntry Sound="yukitsuki_select" AudioType="voiceSelectBattle" />
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<AudioEntry Sound="yukitsuki_UnderFire" AudioType="voiceSelectUnderFire" />
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</AudioArrayVoice>
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<CrusherInfo
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id="id_CrusherInfo"
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CrusherLevel="0"
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CrushableLevel="50" />
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<ShadowInfo
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Type="DECAL"
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SizeX="14"
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SizeY="14"
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Texture="ShadowI" />
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<VisionInfo
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VisionRange="350"
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ShroudClearingRange="=$STANDARD_SHROUD_CLEAR"/>
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</GameObject>
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</AssetDeclaration>
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