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[求助] 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

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发表于 2019-11-1 19:24 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
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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