ABU/data/yukitsuki/yukitsuki.xml
KiritsuguTG 5c46d84ca4 origin
2022-02-14 13:43:02 +08:00

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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" xmlns:xi="http://www.w3.org/2001/XInclude">
<Tags></Tags>
<Includes>
<Include type="all" source="DATA:GlobalData/GlobalDefines.xml" />
<!-- Base Object -->
<Include type="instance" source="DATA:cymod/Data/BaseObjects/BaseheroInfantry.xml" />
</Includes>
<GameObject
id="yukitsuki"
inheritFrom="BaseheroInfantry"
SelectPortrait="yukitsuki_image"
ButtonImage="yukitsuki_button"
Side="Allies"
SubGroupPriority="360"
EditorSorting="UNIT"
BuildTime="0"
CommandSet="yukitsuki_CommandSet"
KindOf="SELECTABLE CAN_ATTACK INFANTRY SCORE SKIRMISH_AI_DONT_GARRISON IGNORE_FORCE_MOVE CAN_BE_FAVORITE_UNIT UNIQUE_UNIT"
ThreatLevel="0"
WeaponCategory="GUN"
VoicePriority="104"
EditorName="yukitsuki"
Description="Desc:yukitsuki"
TypeDescription="Type:yukitsuki"
UnitTypeIcon="heroIconGril"
MaxSimultaneousOfType="1"
HealthBoxHeightOffset="20" >
<DisplayName
xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:yukitsuki</DisplayName>
<GameDependency>
</GameDependency>
<ObjectResourceInfo>
<BuildCost Account="=$ACCOUNT_ORE" Amount="3000"/>
</ObjectResourceInfo>
<ArmorSet
Armor="base_hero_armor"
DamageFX="InfantryDamageFX" />
<!--<ArmorSet
Armor="yukitsuki_Armor"
DamageFX="InfantryDamageFX" />-->
<LocomotorSet
id="yukitsuki_move"
Locomotor="TestReactiveLocomotorHUMAN"
Condition="NORMAL"
Speed="50.0" />
<SkirmishAIInformation
UnitBuilderStandardCombatUnit="true" />
<Draws>
<ScriptedModelDraw
id="ModuleTag_Draw"
OkToChangeModelColor="true"
InitialRecoilSpeed="0.1"
MaxRecoilDistance="0.1"
RecoilDamping="2.0"
RecoilSettleSpeed="3.0"
ExtraPublicBone="B_WEAPONA_FX">
<ModelConditionState
ParseCondStateType="PARSE_DEFAULT">
<Model
Name="yukitsuki_skn" />
<!--<WeaponFireFXBone
WeaponSlotID="1"
WeaponSlotType="PRIMARY_WEAPON"
BoneName="weapon_fx06" />
<WeaponLaunchBone
WeaponSlotID="1"
WeaponSlotType="PRIMARY_WEAPON"
BoneName="weapon_fx06" />
<WeaponRecoilBone
WeaponSlotID="1"
WeaponSlotType="PRIMARY_WEAPON"
BoneName="weapon_fx06" />
<WeaponMuzzleFlash
WeaponSlotID="1"
WeaponSlotType="PRIMARY_WEAPON"
BoneName="weapon_fx06" />-->
</ModelConditionState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="MOVING"
Flags="RANDOMSTART">
<Animation
AnimationName="yukitsuki_walk"
AnimationMode="LOOP"
AnimationAbsoluteTime="1s"
Distance="45" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="MOVING USER_6"
Flags="RANDOMSTART">
<Animation
AnimationName="yukitsuki_Run"
AnimationMode="LOOP"
AnimationAbsoluteTime="1s"
Distance="45" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_DEFAULT"
Flags="RESTART_ANIM_WHEN_COMPLETE">
<Animation
AnimationName="yukitsuki_stand"
AnimationMode="ONCE"
AnimationPriority="100"
AnimationAbsoluteTime="3s"/>
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="USER_7">
<Animation
AnimationName="yukitsuki_attack1"
AnimationAbsoluteTime="1.5s"
AnimationMode="ONCE" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="FIRING_A">
<Animation
AnimationName="yukitsuki_attack1"
AnimationAbsoluteTime="0.5s"
AnimationMode="ONCE" />
<Animation
AnimationName="yukitsuki_attack_stab"
AnimationAbsoluteTime="0.5s"
AnimationMode="ONCE" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="DYING">
<Animation
AnimationName="yukitsuki_dead"
AnimationMode="ONCE" />
</AnimationState>
<!-- 两个脚本
<Script>
CurDrawableShowSubObjectPermanently("StarkLosLobos4")
CurDrawableHideSubObjectPermanently("StarkLosLobos12")
</Script>
-->
<!-- 移动
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="MOVING"
Flags="RANDOMSTART">
<Animation
AnimationName="yui_walk"
AnimationMode="LOOP"
AnimationAbsoluteTime="1s"
Distance="45" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_DEFAULT"
Flags="RESTART_ANIM_WHEN_COMPLETE">
<Animation
AnimationName="yui_stand"
AnimationMode="ONCE"
AnimationPriority="100"
AnimationAbsoluteTime="3s"/>
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="DYING">
<Animation
AnimationName="yui_dead"
AnimationMode="ONCE" />
</AnimationState>
攻击
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="PREATTACK_A">
<Animation
AnimationName="yui_attack1_1"
AnimationAbsoluteTime="0.5s"
AnimationMode="ONCE" />
<ParticleSysBone
BoneName="weapon_fx06" FXParticleSystemTemplate="Yui_Charge01" FollowBone="true" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="FIRING_A">
<Animation
AnimationName="yui_attack1_2"
AnimationAbsoluteTime="1.5s"
AnimationMode="ONCE" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="USER_9">
<Animation
AnimationName="yui_sp2"
AnimationAbsoluteTime="1.5s"
AnimationMode="ONCE" />
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="PACKING"
Flags="RANDOMSTART">
<Animation
AnimationName="yui_langueexpoled"
AnimationMode="LOOP"
AnimationAbsoluteTime="3s"
Distance="45" />
</AnimationState >
-->
<!--ƒ
技能相关
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="UNPACKING">
<Animation
AnimationName="Flandre_spell"
AnimationMode="ONCE"
AnimationAbsoluteTime="1s"/>
</AnimationState>
ƒ
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="PACKING">
<Animation
AnimationName="Flandre_spell_1"
AnimationMode="LOOP"
AnimationAbsoluteTime="0.6s"/>
</AnimationState>-->
</ScriptedModelDraw>
</Draws>
<Behaviors>
<WeaponSetUpdate
id="ModuleTag_WeaponSetUpdate">
<!--测试用-->
<!--<WeaponSlotHardpoint
ID="1">
<Weapon
Ordering="PRIMARY_WEAPON"
Template="yukitsuki_BlackBland" />
</WeaponSlotHardpoint>-->
<WeaponSlotHardpoint
ID="1">
<!--被动触发 必须放第一个-->
<Weapon
Ordering="PRIMARY_WEAPON"
Template="SPweapon_yukitsuki_charge"
ForbiddenObjectStatus= "CHANTING"/>
<Weapon
Ordering="PRIMARY_WEAPON"
Template="yukitsuki_bland"
ForbiddenObjectStatus= "UNDER_RUSH_ATTACK"/>
<Weapon
Ordering="TERTIARY_WEAPON"
Template="yukitsuki_blandSky"
ForbiddenObjectStatus= "UNDER_RUSH_ATTACK"/>
<!--这个估计只能给建筑和坦克用 撞上去之后的攻击-->
<Weapon
Ordering="PRIMARY_WEAPON"
Template="weapon_yukitsuki_chargeEndAttack"
ObjectStatus= "UNDER_RUSH_ATTACK"/>
</WeaponSlotHardpoint>
</WeaponSetUpdate>
<!--yukitsuki_BlackBland-->
<!-- 被动 USER_6 -->
<MovementSpecialPower
id="ModuleTag_ActivateEvasiveManeuverSpecialPower"
SpecialPowerTemplate="SpecialPower_yukitsuki_charge"
AttributeModifier="AttributeModifier_yukitsuki_charge"
AttributeModifierAffectsSelf="true"
MovementType="TARGETED"
Duration="4s"
ObjectStatus="SPECIALABILITY_ACTIVE NO_SQUISHCOLLIDE_DELAY"
LocomotorSet="NORMAL_UPGRADED"/>
<FireWeaponUpdate
id="ModuleTag_FireWeaponUpdate"
FireInterval="0.2s"
AliveOnly="false"
ActiveWhenDisabled="HELD">
<FireWeaponNugget
WeaponName="weapon_yukitsuki_chargeRushingAttack"
OneShot="false" />
<ObjectStatusValidation
RequiredStatus="UNDER_RUSH_ATTACK" >
</ObjectStatusValidation>
</FireWeaponUpdate>
<!-- 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 -->
<SpecialPower
id="ModuleTag_yukitsuki_FalshLocation"
SpecialPowerTemplate="SpecialPower_yukitsuki_FalshLocation"
AttributeModifierAffectsSelf="true"
UpdateModuleStartsAttack="true"/>
<WeaponFireSpecialAbilityUpdate
id="ModuleTag_LeapUpdate1_yukitsuki_FalshLocation"
SpecialWeapon="yukitsuki_Falsh"
SpecialPowerTemplate="SpecialPower_yukitsuki_FalshLocation"
Options="FAIL_WITH_INVALID_APPROACH"
UnpackTime="0s"
PackTime="0.3s"
TriggerSound=""
SetObjectStatusOnTrigger="IGNORE_AI_COMMAND"
ClearObjectStatusOnExit="IGNORE_AI_COMMAND"
StartAbilityRange="150.0"
WhichSpecialWeapon="1" />
<BezierProjectile
id="ModuleTag_Projectile"
Flags="CRUSH_STYLE NO_DETONATE DETONATE_CALLS_KILL"
FirstHeightMin="0"
FirstHeightMax="0"
SecondHeightMin="0"
SecondHeightMax="0"
FirstPercentIndent="0%"
SecondPercentIndent="0%"
BounceCount="0"
FinalStuckTime="1.0s"
GroundHitWeapon="yukitsuki_Falsh_ground"
GroundHitFX=""/>
<!-- USER_7 -->
<SpecialPower
id="ModuleTag_yukitsuki_BlackBlade"
SpecialPowerTemplate="SpecialPower_yukitsuki_BlackBlade"
AttributeModifier="AttributeModifier_yukitsuki_BlackBlade"
AttributeModifierAffectsSelf="true"
UpdateModuleStartsAttack="true"/>
<WeaponFireSpecialAbilityUpdate
id="ModuleTag_LeapUpdate1_BlackBlade"
SpecialWeapon="yukitsuki_BlackBland"
SpecialPowerTemplate="SpecialPower_yukitsuki_BlackBlade"
Options="FAIL_WITH_INVALID_APPROACH"
UnpackTime="0s"
PackTime="0.3s"
TriggerSound=""
SetObjectStatusOnTrigger="IGNORE_AI_COMMAND"
ClearObjectStatusOnExit="IGNORE_AI_COMMAND"
StartAbilityRange="150.0"
WhichSpecialWeapon="1" />
<SpecialPower
id="ModuleTag_yukitsuki_KamikazeBlade"
SpecialPowerTemplate="SpecialPower_yukitsuki_KamikazeBlade"
AttributeModifierAffectsSelf="true"
UpdateModuleStartsAttack="true"/>
<WeaponFireSpecialAbilityUpdate
id="ModuleTag_LeapUpdate1_KamikazeBlade"
SpecialWeapon="yukitsuki_KamikazeBlade"
SpecialPowerTemplate="SpecialPower_yukitsuki_KamikazeBlade"
Options="FAIL_WITH_INVALID_APPROACH"
UnpackTime="0s"
PackTime="0.3s"
TriggerSound=""
SetObjectStatusOnTrigger="IGNORE_AI_COMMAND"
ClearObjectStatusOnExit="IGNORE_AI_COMMAND"
StartAbilityRange="150.0"
WhichSpecialWeapon="1" />
<SpecialPower
id="ModuleTag_yukitsuki_yukiHana"
SpecialPowerTemplate="SpecialPower_yukitsuki_yukiHana"
AttributeModifierAffectsSelf="true"
UpdateModuleStartsAttack="true"/>
<WeaponFireSpecialAbilityUpdate
id="ModuleTag_LeapUpdate1_yukiHana"
SpecialWeapon="JapanAntiVehicleVehicleTech3BeamWeapon"
SpecialPowerTemplate="SpecialPower_yukitsuki_yukiHana"
Options="FAIL_WITH_INVALID_APPROACH"
UnpackTime="0s"
PackTime="0.3s"
TriggerSound=""
SetObjectStatusOnTrigger="IGNORE_AI_COMMAND"
ClearObjectStatusOnExit="IGNORE_AI_COMMAND"
StartAbilityRange="150.0"
WhichSpecialWeapon="1" />
<Physics
id="ModuleTag_Physics" />
<SlowDeath
id="ModuleTag_Death"
SinkDelay="7s"
SinkRate="2.4"
DestructionDelay="9s">
<DieMuxData
DeathTypes="ALL"/>
<Sound Type="INITIAL" List="" />
</SlowDeath>
<HitReactionBehavior
id="ModuleTag_HitReaction"
HeavyDamageHitReactionLifeTimer="2s"
RotateToSourceWhenDamaged="true">
<ObjectStatusValidation
RequiredStatus="GENERIC_TOGGLE_STATE"/>
</HitReactionBehavior>
<!-- Allied Parachute Behaviors -->
</Behaviors>
<AI>
<AIUpdate
id="ModuleTag_AI"
AutoAcquireEnemiesWhenIdle="YES"
StateMachine="UnitAIStateMachine">
<UnitAITargetChooserData
RotateToTargetWhenAiming="true"/>
</AIUpdate>
</AI>
<Body>
<ActiveBody
id="ModuleTag_Body"
MaxHealth="11150.0" />
</Body>
<!-- 动画里插入音效 <ClientBehaviors>
<AnimationSoundClientBehavior
id="ModuleTag_yukitsuki">
<Sound Sound="yukitsuki_Dead" Animation="yukitsuki_dead" Frame="0" />
</AnimationSoundClientBehavior>
</ClientBehaviors>-->
<Geometry
IsSmall="true">
<Shape
Type="CYLINDER"
MajorRadius="7.0"
Height="13.0"
ContactPointGeneration="SQUAD_MEMBER"/>
</Geometry>
<AudioArrayVoice>
<AudioEntry Sound="yukitsuki_select" AudioType="voiceSelect" />
<AudioEntry Sound="yukitsuki_attack" AudioType="voiceAttack" />
<AudioEntry Sound="yukitsuki_attack" AudioType="voiceAttackGarrisonedStructure" />
<AudioEntry Sound="yukitsuki_move" AudioType="voiceAttackAfterMoving" />
<AudioEntry Sound="yukitsuki_Created" AudioType="voiceCreated" />
<AudioEntry Sound="yukitsuki_move" AudioType="voiceMove" />
<AudioEntry Sound="yukitsuki_select" AudioType="voiceGarrison" />
<AudioEntry Sound="yukitsuki_select" AudioType="voiceSelectBattle" />
<AudioEntry Sound="yukitsuki_UnderFire" AudioType="voiceSelectUnderFire" />
</AudioArrayVoice>
<CrusherInfo
id="id_CrusherInfo"
CrusherLevel="0"
CrushableLevel="50" />
<ShadowInfo
Type="DECAL"
SizeX="14"
SizeY="14"
Texture="ShadowI" />
<VisionInfo
VisionRange="350"
ShroudClearingRange="=$STANDARD_SHROUD_CLEAR"/>
</GameObject>
</AssetDeclaration>