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标题: 请问如何制作攻击后召唤的MOD像投掷油怪?我把数据发在下面 [打印本页]

作者: ゞ灬Xe壞憚╰    时间: 2019-11-1 19:24
标题: 请问如何制作攻击后召唤的MOD像投掷油怪?我把数据发在下面
跳跃射击new entry "rojectile_SkyShot"
type "SkillData"
data "SkillType" "rojectile"
data "ForGameMaster" "Yes"
data "Ability" "Ranger"
data "Tier" "Adept"
data "Requirement" "RangedWeapon"
data "ActionPoints" "2"
data "Cooldown" "3"
data "Damage Multiplier" "100"
data "SkillProperties" "AlwaysHighGround"
data "TargetRadius" "20"
data "DeathType" "Arrow"
data "ExplodeRadius" "0"
data "CanTargetCharacters" "Yes"
data "CanTargetItems" "Yes"
data "CanTargetTerrain" "Yes"
data "ForceTarget" "No"
data "TargetConditions" "NonSelf"
data "UseCharacterStats" "No"
data "UseWeaponDamage" "Yes"
data "UseWeaponProperties" "Yes"
data "rojectileCount" "1"
data "rojectileDelay" "0"
data "Template" "8710f960-5ebc-442e-926b-0ff8d7dbcee4"
data "IgnoreVisionBlock" "Yes"
data "Icon" "Skill_Ranger_SkyShot"
data "DisplayName" "rojectile_SkyShot_DisplayName"
data "DisplayNameRef" "|Sky Shot|"
data "Description" "rojectile_SkyShot_Description"
data "DescriptionRef" "|Jumps vertically and shoots from high in the air, gaining LOS, range and damage bonuses for superior height. Deals [1] damage.|"
data "StatsDescriptionParams" "Damage"
data "repareAnimationInit" "skill_prepare_weapon_01_start"
data "repareAnimationLoop" "skill_prepare_weapon_01_loop"
data "repareEffect" "RS3_FX_Skills_Fire_Prepare_Weapon_Root_SkyShot_01,KeepRotummy_Root;RS3_FX_Skills_Fire_Prepare_Weapon_ArrowFX_SkyShot_01ummy_ProjectileFX"
data "CastAnimation" "skill_attack_power_01_cast"
data "CastTextEvent" "shoot"
data "CastEffect" "RS3_FX_Skills_Fire_Attack_Power_Root_SkyShot_Cast_01,KeepRotummy_Root:combatcomment;RS3_FX_Skills_Fire_Attack_Power_Root_SkyShot_Contact_01,KeepRotummy_Root:contact;RS3_FX_Skills_Fire_Attack_Power_BodyFX_SkyShot_Cast_01,KeepRotummy_BodyFX:combatcomment"
data "MemorizationRequirements" "RangerLore 2"
data "Memory Cost" "1"
data "Magic Cost" "0"
data "rojectileTerrainOffset" "Yes"
data "OverrideMinAP" "No"
data "HeightOffset" "190"
data "CycleConditions" "Enemy;!Dead"
召唤图腾
new entry "Summon_TotemFromSurface"
type "SkillData"
data "SkillType" "Summon"
data "ForGameMaster" "Yes"
data "Ability" "Summoning"
data "Tier" "Starter"
data "ActionPoints" "2"
data "Cooldown" "1"
data "Lifetime" "3"
data "SummonLevel" "-1"
data "MemorizationRequirements" "Summoning 1"
data "Memory Cost" "1"
data "Magic Cost" "0"
data "Template" "98be4473-a55a-495a-adac-0bda6dc69343"
data "TemplateOverride" "Summon"
data "Totem" "Yes"
data "TargetRadius" "13"
data "SummonCount" "1"
data "Icon" "Skill_Summoning_TotemFromSurface"
data "DisplayName" "Summon_TotemFromSurface_DisplayName"
data "DisplayNameRef" "|Elemental Totem|"
data "Description" "Summon_TotemFromSurface_Description"
data "DescriptionRef" "|Summon a totem that matches the element of surface under it. The totem will shoot a projectile at nearest enemy in sight each turn.|"
data "FXScale" "100"
data "PrepareAnimationInit" "skill_prepare_totem_01_start"
data "PrepareAnimationLoop" "skill_prepare_totem_01_loop"
data "PrepareEffect" "RS3_FX_Skills_Totem_Prepare_Totem_Root_01_Nebula,KeepRot,Detach"
data "CastAnimation" "skill_cast_summon_totem_01_cast"
data "CastTextEvent" "cast"
data "CastEffect" "RS3_FX_Skills_Totem_Cast_Summon_Totem_Root_01ummy_Root"
data "CastEffectTextEvent" "cast"
data "TargetCastEffect" "{TargetSurfaceType}[None]RS3_FX_Skills_Totem_Impact_Summon_Default_01 [Blood]RS3_FX_Skills_Totem_Impact_Summon_Blood_01 [Water]RS3_FX_Skills_Totem_Impact_Summon_Ice_01 [WaterElectrified]RS3_FX_Skills_Totem_Impact_Summon_Lightning_01 [BloodElectrified]RS3_FX_Skills_Totem_Impact_Summon_Lightning_01 [Fire]RS3_FX_Skills_Totem_Impact_Summon_Fire_01 [Oil]RS3_FX_Skills_Totem_Impact_Summon_Oil_01 [Poison]RS3_FX_Skills_Totem_Impact_Summon_Poison_01"
data "TargetEffect" "RS3_FX_Skills_Totem_Target_Nebula_01"
data "AiCalculationSkillOverride" "Target_DummyTargetSkill"
如何把他们制作成一个技能?




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