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artmo_develop.ini
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artmo_develop.ini
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[ITEM_01_AN]
UseNormalLight=yes
Normalized=no
Translucent=no
ZAdjust=-999
YSortAdjust=-999
;[ITEM_02_AN]:[ITEM_01_AN]
;[ITEM_03_AN]:[ITEM_01_AN]
;[ITEM_04_AN]:[ITEM_01_AN]
;[ITEM_05_AN]:[ITEM_01_AN]
;[ITEM_06_AN]:[ITEM_01_AN]
;[ITEM_07_AN]:[ITEM_01_AN]
;[ITEM_08_AN]:[ITEM_01_AN]
;[ITEM_09_AN]:[ITEM_01_AN]
;[ITEM_10_AN]:[ITEM_01_AN]
;[ITEM_11_AN]:[ITEM_01_AN]
;[ITEM_12_AN]:[ITEM_01_AN]
;[ITEM_13_AN]:[ITEM_01_AN]
;[ITEM_14_AN]:[ITEM_01_AN]
;[ITEM_15_AN]:[ITEM_01_AN]
;[ITEM_16_AN]:[ITEM_01_AN]
;[ITEM_17_AN]:[ITEM_01_AN]
;[ITEM_18_AN]:[ITEM_01_AN]
;[ITEM_19_AN]:[ITEM_01_AN]
;[ITEM_20_AN]:[ITEM_01_AN]
;[ITEM_21_AN]:[ITEM_01_AN]
;[ITEM_22_AN]:[ITEM_01_AN]
;[ITEM_23_AN]:[ITEM_01_AN]
;[ITEM_24_AN]:[ITEM_01_AN]
;[ITEM_25_AN]:[ITEM_01_AN]
;[ITEM_26_AN]:[ITEM_01_AN]
;[ITEM_27_AN]:[ITEM_01_AN]
;[ITEM_28_AN]:[ITEM_01_AN]
;[ITEM_29_AN]:[ITEM_01_AN]
;[ITEM_30_AN]:[ITEM_01_AN]
;[ITEM_31_AN]:[ITEM_01_AN]
;[ITEM_32_AN]:[ITEM_01_AN]
;[ITEM_33_AN]:[ITEM_01_AN]
;[ITEM_34_AN]:[ITEM_01_AN]
;[ITEM_35_AN]:[ITEM_01_AN]
;[ITEM_36_AN]:[ITEM_01_AN]
;[ITEM_37_AN]:[ITEM_01_AN]
;[ITEM_38_AN]:[ITEM_01_AN]
;[ITEM_39_AN]:[ITEM_01_AN]
;[ITEM_40_AN]:[ITEM_01_AN]
;[ITEM_41_AN]:[ITEM_01_AN]
;[ITEM_42_AN]:[ITEM_01_AN]
;[ITEM_43_AN]:[ITEM_01_AN]
;[ITEM_44_AN]:[ITEM_01_AN]
;[ITEM_45_AN]:[ITEM_01_AN]
;[ITEM_46_AN]:[ITEM_01_AN]
;[ITEM_47_AN]:[ITEM_01_AN]
;[ITEM_48_AN]:[ITEM_01_AN]
;[ITEM_49_AN]:[ITEM_01_AN]
;[ITEM_50_AN]:[ITEM_01_AN]
;[ITEM_51_AN]:[ITEM_01_AN]
;[ITEM_52_AN]:[ITEM_01_AN]
;[ITEM_53_AN]:[ITEM_01_AN]
;[ITEM_54_AN]:[ITEM_01_AN]
;[ITEM_55_AN]:[ITEM_01_AN]
;[ITEM_56_AN]:[ITEM_01_AN]
;[ITEM_57_AN]:[ITEM_01_AN]
;[ITEM_58_AN]:[ITEM_01_AN]
;[ITEM_59_AN]:[ITEM_01_AN]
;[ITEM_60_AN]:[ITEM_01_AN]
;[ITEM_61_AN]:[ITEM_01_AN]
;[ITEM_62_AN]:[ITEM_01_AN]
;[ITEM_63_AN]:[ITEM_01_AN]
;[ITEM_64_AN]:[ITEM_01_AN]
;[ITEM_65_AN]:[ITEM_01_AN]
;[ITEM_66_AN]:[ITEM_01_AN]
;[ITEM_67_AN]:[ITEM_01_AN]
;[ITEM_68_AN]:[ITEM_01_AN]
;[ITEM_69_AN]:[ITEM_01_AN]
;[ITEM_70_AN]:[ITEM_01_AN]
;[ITEM_71_AN]:[ITEM_01_AN]
;[ITEM_72_AN]:[ITEM_01_AN]
;[ITEM_73_AN]:[ITEM_01_AN]
;[ITEM_74_AN]:[ITEM_01_AN]
;[ITEM_75_AN]:[ITEM_01_AN]
;[ITEM_76_AN]:[ITEM_01_AN]
;[ITEM_77_AN]:[ITEM_01_AN]
;[ITEM_78_AN]:[ITEM_01_AN]
;[ITEM_79_AN]:[ITEM_01_AN]
;[ITEM_80_AN]:[ITEM_01_AN]
;[ITEM_81_AN]:[ITEM_01_AN]
;[ITEM_82_AN]:[ITEM_01_AN]
;[ITEM_83_AN]:[ITEM_01_AN]
;[ITEM_84_AN]:[ITEM_01_AN]
;[ITEM_85_AN]:[ITEM_01_AN]
;[ITEM_86_AN]:[ITEM_01_AN]
;[ITEM_87_AN]:[ITEM_01_AN]
;[ITEM_88_AN]:[ITEM_01_AN]
;[ITEM_89_AN]:[ITEM_01_AN]
;[ITEM_90_AN]:[ITEM_01_AN]
;[ITEM_91_AN]:[ITEM_01_AN]
;[ITEM_92_AN]:[ITEM_01_AN]
;[ITEM_93_AN]:[ITEM_01_AN]
;[ITEM_94_AN]:[ITEM_01_AN]
;[ITEM_95_AN]:[ITEM_01_AN]
;[ITEM_96_AN]:[ITEM_01_AN]
;[ITEM_97_AN]:[ITEM_01_AN]
;[ITEM_98_AN]:[ITEM_01_AN]
;[ITEM_99_AN]:[ITEM_01_AN]
;[ITEM_100_AN]:[ITEM_01_AN]
[ITEM_EFFECT_AN]
Image=TALKBUBL
CustomPalette=palette.pal
Normalized=no
UseNormalLight=yes
ZAdjust=-900
YSortAdjust=7200
Layer=top
Start=0
LoopStart=0
LoopEnd=1
End=0
[ITEM_01_PickUp_AN]
CreateUnit=ITEM_01_PickUp_V
CreateUnit.Owner=killer
;永恒成长-圣遗物
[ROADR_SMALL]
Voxel=no
Remapable=yes
Facings=8
WalkFrames=16
FiringFrames=16
StandingFrames=16
StartWalkFrame=0
StartStandFrame=0
StartFiringFrame=0
[ROADR_VERY_SMALL]
Voxel=no
Remapable=yes
Facings=8
WalkFrames=16
FiringFrames=16
StandingFrames=16
StartWalkFrame=0
StartStandFrame=0
StartFiringFrame=0
[HxF042FnAN]
;Image=JDGM
CreateUnit=HxF042_Legacy_0V
CreateUnit.Owner=killer
[KBARRIER_WITHSOUND_AN]
Report=KineticBarrierStart
Image=KBARRIER
Normalized=no
Translucency=25
CustomPalette=handshld.pal
Layer=top
UseNormalLight=yes
[DRUGSFX_WITHSOUND_AN]
Report=RegenDrugsStart
Image=DRUGSFX
CustomPalette=drugsfx.pal
UseNormalLight=yes
Normalized=no
Translucent=yes
;石像机甲;336的mix里似乎仍有这两个模型
[DGGOLEM] ; Tiki Golem Deployed
Normalized=no
Remapable=yes
Foundation=2x1
Buildup=GGOLEMMK
Height=3
[GGOLEM] ; Tiki Golem
CameoPCX=GGOLEM.pcx
Voxel=no
Remapable=yes
Facings=8
WalkFrames=19
FiringFrames=19
StandingFrames=1
StartWalkFrame=0
StartStandFrame=152
StartFiringFrame=160
PrimaryFireFLH=45,125,115 ;334里是170,0,105 ;前,左,高
;如下择日赴死
[EAWEAP2]
Palette=EAPAL1
Remapable=yes
;CameoPCX=icon_build_eaweap2.pcx
Foundation=5x3
Height=4
AnimActive=0,1,0
ZShapePointMove=30,15
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
Buildup=EAWEAP2MK
BibShape=EAWEAP2BB
ActiveAnim=EAWEAP2_A
ActiveAnimDamaged=EAWEAP2_AD
ActiveAnimZAdjust=-65;-10
ActiveAnimYSort=-362
ActiveAnimTwo=EAWEAP2_B
ActiveAnimTwoDamaged=EAWEAP2_BD
ActiveAnimTwoZAdjust=-50
ActiveAnimTwoYSort=-724
;ActiveAnimTwoPowered=no
IdleAnim=EAWEAP2_C
IdleAnimDamaged=EAWEAP2_C
IdleAnimZAdjust=-75
IdleAnimPowered=no
ProductionAnim=EAWEAP_S
ProductionAnimDamaged=EAWEAP_S
ProductionAnimZAdjust=-77
ProductionAnimYSort=543
ProductionAnimX=5
DeployingAnim=EAWEAP2_2
UnderDoorAnim=EAWEAP2_1
UnderDoorAnimZAdjust=-15
UnderDoorAnimYSort=-724
RoofDeployingAnim=EAWEAP2_2
UnderRoofDoorAnim=EAWEAP2_1
DamageFireOffset0=-40,20
DamageFireOffset1=27,30
DamageFireOffset2=0,70
OccupyHeight=3
RemoveOccupy1=0,-1
RemoveOccupy2=1,-1
RemoveOccupy3=2,-1
RemoveOccupy4=3,-1
RemoveOccupy5=2,0
RemoveOccupy6=2,1
RemoveOccupy7=3,1
RemoveOccupy8=4,1
CanBeHidden=False
[EAWEAP2_A]
UseNormalLight=yes
Normalized=yes
NewTheater=yes
Translucency=25
LoopCount=-1
Rate=350
Layer=ground
Shadow=no
[EAWEAP2_AD]
UseNormalLight=yes
Normalized=yes
NewTheater=yes
Translucency=25
LoopCount=-1
Rate=350
Layer=ground
Shadow=no
[EAWEAP2_B]
Shadow=no
Normalized=yes
UseNormalLight=yes
;Translucent=yes
Translucency=25
LoopCount=-1
Rate=600
Layer=ground
NewTheater=yes
[EAWEAP2_BD]
Shadow=no
Normalized=yes
UseNormalLight=yes
;Translucent=yes
Translucency=25
LoopCount=-1
Rate=600
Layer=ground
NewTheater=yes
[EAWEAP2_C]
Shadow=no
Normalized=yes
NewTheater=yes
UseNormalLight=yes
Translucency=25
LoopCount=-1
;Rate=450
Layer=ground
[EAWEAP2_1]
Normalized=yes
NewTheater=yes
LoopStart=0
LoopEnd=0
LoopCount=-1
Rate=400
Layer=ground
Shadow=no
[EAWEAP2_2]
Normalized=yes
NewTheater=yes
LoopStart=0
LoopEnd=0
LoopCount=1
Rate=400
Layer=ground
Shadow=no
[EAWEAP_S]
UseNormalLight=yes
Normalized=yes
NewTheater=yes
LoopCount=1
Rate=450
Layer=ground
Shadow=no
Report=ChronoLegionKill
;如上择日赴死
[HxT033AN]
Damage=1
Weapon=HxT033ShakeW
Damage.ApplyOncePerLoop=yes
[HxT021AN]
Weapon=HxT021BuffW
Damage=1
Damage.DealtByInvoker=yes
Damage.ApplyOncePerLoop=yes
;自走棋
[GABARR]
Buildup=SILENCE
CameoPCX=handicon.pcx
[GAFACT]
Buildup=SILENCE
CameoPCX=gwepicon.pcx
[LIBRADUST_NoHarmAN]
Image=LIBRADUST
;Damage=8
;DamageRadius=300
LoopCount=-1
;Warhead=LibraDustWH
Normalized=no
UseNormalLight=yes
ZAdjust=-24
Rate=500
Flat=yes
[HxT062JudgeGoAN]
Image=NPILLAR
Layer=ground
NewTheater=yes
LoopStart=0
LoopEnd=4
LoopCount=-1
Rate=800
Shadow=no
UseNormalLight=yes
Translucency=50
ShouldUseCellDrawer=no
CustomPalette=handshld.pal ;这个是紫色 ;axespam.pal
YDrawOffset=10
[INFC_AN]
Image=MakeMummy_AN ;变身成狂兽人的动画,但是删掉了最后有狂兽人图像的几帧
Layer=ground
Report=Zombie
UseNormalLight=yes
CustomPalette=oldunitpal.pal
Shadow=yes
Rate=400
MakeInfantry=13
;涡轮
[GAPOWR_UP_B]
Image=GGPOWR
Normalized=no
Remapable=yes
CameoPCX=pwupicon.pcx ;powricon.pcx
Foundation=2x2
Buildup=GGPOWRMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
Height=3
;
ActiveAnim=GAPOWR_A
ActiveAnimDamaged=GAPOWR_AD
ActiveAnimZAdjust=-32
ActiveAnimYSort=-5
;
;ActiveAnimTwo=GAPOWR_C
;ActiveAnimTwoZAdjust=-50
;ActiveAnimTwoPowered=false
ActiveAnimTwo=GAPOWR_B
ActiveAnimTwoDamaged=GAPOWR_BD
ActiveAnimTwoZAdjust=-56
ActiveAnimTwoYSort=362
;
ActiveAnimThree=GAPOWR_D
ActiveAnimThreeDamaged=DUMMYANIM
ActiveAnimThreeZAdjust=-100
ActiveAnimThreeYSort=164
ActiveAnimThreePowered=no
ActiveAnimThreePoweredSpecial=yes
;
;PowerUp1Anim=GAPOWR_B
;PowerUp1DamagedAnim=GAPOWR_BD
;PowerUp1LocZZ=-56
;PowerUp1YSort=362
;
CanHideThings=true
CanBeHidden=false
OccupyHeight=3
DamageFireOffset0=-20,32
DamageFireOffset1=11,12
ActiveAnimPoweredSpecial=true
ActiveAnimPowered=false
ZShapePointMove=-4,-4
;登神长阶
[LIBRA_DUST_AN]
Image=LIBRADUST
;Damage=15
;DamageRadius=300
LoopCount=-1
;Warhead=LibraDustWH
Normalized=no
UseNormalLight=yes
AlphaImage=LD2ALPHA
ZAdjust=-24
Rate=700
Flat=yes
[LIBRA_BLAST_DieAN]
Image=YURIDIE
Layer=ground
Report=InfantryPsyCrush
UseNormalLight=yes
Damage=30
Damage.DealtByInvoker=yes
Damage.ApplyOncePerLoop=yes
Warhead=LIBRA_BLAST_DieWH
[LIBRA_UPGRADE_AN]
Image=VETERAN
Normalized=no
Rate=400
UseNormalLight=yes
Report=UpgradeEliteLibra
[LIBRA_STORM_AN]
Image=LIBRALIGHT
Layer=top
Normalized=no
UseNormalLight=yes
ZAdjust=-999
YSortAdjust=-999
Report=LibraLight
Rate=400
Translucent=yes
AlphaImage=BOIDLIGHT
TrailerAnim=LIBRA_STORM_2AN ;LIBRALIGHTX2
TrailerSeperation=36
YDrawOffset=-16
SpawnDelay=36
LoopCount=3
;Damage=10
;Warhead=LibraLightWH
[LIBRA_STORM_2AN]
Image=LIBRALIGHT
Layer=top
Normalized=no
UseNormalLight=yes
ZAdjust=-999
YSortAdjust=-999
Rate=400
Translucent=yes
YDrawOffset=-16
;Damage=10
;Warhead=LibraLightWH
;登神长阶
[HxT067_STHOR_SD_AN]
AlphaImage=ODINSH
;稳定进化
[HxT060_ASSN4_I]
CameoPCX=assnicon.pcx
AltCameoPCX=assnuico.pcx
Sequence=RahnSequence
Crawls=no
Remapable=yes
FireUp=2
PrimaryFireFLH=115,-15,100
SecondaryFireFLH=115,-15,100
[HxT060_ASSN5_I]
CameoPCX=assnicon.pcx
AltCameoPCX=assnuico.pcx
Sequence=RahnSequence
Crawls=no
Remapable=yes
FireUp=2
PrimaryFireFLH=115,-15,100
SecondaryFireFLH=115,-15,100
[HxT060_ASSN6_I]
CameoPCX=assnicon.pcx
AltCameoPCX=assnuico.pcx
Sequence=RahnSequence
Crawls=no
Remapable=yes
FireUp=2
PrimaryFireFLH=115,-15,100
SecondaryFireFLH=115,-15,100
[HxT060_ASSN7_I]
CameoPCX=assnicon.pcx
AltCameoPCX=assnuico.pcx
Sequence=RahnSequence
Crawls=no
Remapable=yes
FireUp=2
PrimaryFireFLH=115,-15,100
SecondaryFireFLH=115,-15,100
[HxT060_ASSN8_I]
CameoPCX=assnicon.pcx
AltCameoPCX=assnuico.pcx
Sequence=RahnSequence
Crawls=no
Remapable=yes
FireUp=2
PrimaryFireFLH=115,-15,100
SecondaryFireFLH=115,-15,100
[HxT060_ASSN9_I]
CameoPCX=assnicon.pcx
AltCameoPCX=assnuico.pcx
Sequence=RahnSequence
Crawls=no
Remapable=yes
FireUp=2
PrimaryFireFLH=115,-15,100
SecondaryFireFLH=115,-15,100
[HxT060_BigGunAN]
Image=GENDEATH
MakeInfantry=12 ;HxT060RB_I
Layer=ground
Report=GeneticMutatorActivate
UseNormalLight=yes
CustomPalette=oldunitpal.pal
Shadow=yes
Rate=400
[HxT064_DUPL_I]
PrimaryFireFLH=80,0,150
Sequence=DuplicantSequence
Crawls=no
Remapable=yes
FireUp=3
[HxT065_DUPL_AN]
Image=DUPDEATH
Layer=ground
Report=DuplicantMorph
UseNormalLight=yes
CustomPalette=oldunitpal.pal
Shadow=no
Rate=300
MakeInfantry=11
Translucency=25
;世界大战
[HUGE_CARRIER]
;;;CameoPCX=carricon.pcx
Voxel=yes
Remapable=yes
[GENOILD] ;油井
Normalized=no
Remapable=no
Foundation=2x2
Height=5
NewTheater=yes
ActiveAnim=GENOILD_A
ActiveAnimDamaged=GENOILD_AD
ActiveAnimZAdjust=0
ActiveAnimYSort=362
CanHideThings=true
CanBeHidden=false
OccupyHeight=3
DamageFireOffset0=-2,34
DamageFireOffset1=7,-21
DamageFireOffset2=29,10
[GENOILR]
Normalized=no
Remapable=no
Foundation=2x2
Height=5
NewTheater=yes
ActiveAnim=GENOILR_A
ActiveAnimDamaged=GENOILR_A ;;;GENOILR_AD
ActiveAnimZAdjust=0
ActiveAnimYSort=362
CanHideThings=true
CanBeHidden=false
OccupyHeight=3
DamageFireOffset0=-2,34
DamageFireOffset1=7,-21
DamageFireOffset2=29,10
[GENOILR_A]
Layer=ground
NewTheater=yes
Start=0
LoopStart=0
LoopEnd=17
LoopCount=-1
Rate=220
Shadow=yes
;世界大战
[ALPHALMPB_AN]
AlphaImage=ALPHALMPB
[VENOM_Green_AN]
Image=VENOM
Rate=400
Translucent=no
CustomPalette=eurekastorm.pal ;实际是黑的-greenpalette.pal ;chaosp.pal
UseNormalLight=yes
Normalized=no
ZAdjust=-300
[MG_X056_SEEKEXP_AN] ;[SEEKEXP]
Image=FGEXP3
Report=EurekaBlast
CustomPalette=genexplo.pal
Normalized=no
UseNormalLight=yes
Crater=no ;yes
Scorch=no ;yes
Start=4
[MO337_Cryoshot_GiveAN]
CreateUnit=MO337_CryoshotV
CreateUnit.Owner=killer
[MO337_Cryospear_GiveAN]
CreateUnit=MO337_CryospearV
CreateUnit.Owner=killer
[CAWALL]
CameoPCX=cawall.pcx
[OVERCHRG_NoSound_AN]
Image=OVERCHRG
Normalized=no
;Report=OverchargeStart
UseNormalLight=yes
Rate=700
[EP_MWF] ; Stalin's Fist
CameoPCX=mwficon.pcx
Voxel=yes
Remapable=yes
;天秤兵营
[LIBRA_BARRACK]
Image=YALIBRACK
Remapable=yes
Normalized=yes
CameoPCX=librabarrack.pcx
Foundation=2x3
Buildup=YALIBRACKMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
Height=7
ActiveAnim=YALIBRACK_A
ActiveAnimDamaged=YALIBRACK_AD
ActiveAnimZAdjust=-35
ActiveAnimPowered=no
OccupyHeight=2
AddOccupy1=-1,0
AddOccupy2=-2,0
AddOccupy3=-2,-1
AddOccupy4=-1,1
DamageFireOffset0=-36,-33
DamageFireOffset1=-16,52
CanBeHidden=False
Palette=librack
[YALIBRACK_A]
Image=YGLIBRACK_A
Normalized=yes
NewTheater=yes
LoopStart=0
LoopEnd=19
LoopCount=-1
;Rate=150
Layer=ground
Shadow=no
[YALIBRACK_AD]
Image=YGLIBRACK_AD
Normalized=yes
NewTheater=yes
LoopStart=0
LoopEnd=19
LoopCount=-1
;Rate=150
Layer=ground
Shadow=no
;光棱重型兵
[PRISM] ; Prism Hoplite
CameoPCX=phopicon.pcx
AltCameoPCX=phopuico.pcx
Sequence=PrismSequence
Crawls=no
Remapable=yes
FireUp=4
PrimaryFireFLH=45,-40,85
SecondaryFireFLH=65,-40,75
[PrismSequence]
Ready=0,1,1
Guard=0,1,1
Prone=8,1,8
Walk=8,8,8
FireUp=72,40,40
Down=0,1,1
Crawl=8,8,8
Up=0,1,1
FireProne=72,40,40
Idle1=898,40,0,S
Idle2=938,33,0,E
Die1=971,50,0
Die2=1021,50,0
Die3=0,1,1
Die4=0,1,1
Die5=0,1,1
Deploy=712,18,0
Deployed=730,1,1
DeployedFire=738,20,20
DeployedIdle=0,0,0
Undeploy=1071,20,0
Paradrop=1091,1,0
Cheer=898,40,0,S
Panic=8,8,8
[PUBG_CellSpread004_AN]
Normalized=no
Surface=yes
Translucent=no
Rate=400
UseNormalLight=yes
[PUBG_CellSpread016_AN]
Normalized=no
Surface=yes
Translucent=no
Rate=400
UseNormalLight=yes
[PUBG_CellSpread024_AN]
Normalized=no
Surface=yes
Translucent=no
Rate=400
UseNormalLight=yes
[PUBG_CellSpread036_AN]
Normalized=no
Surface=yes
Translucent=no
Rate=400
UseNormalLight=yes
[PUBG_CellSpread048_AN]
Normalized=no
Surface=yes
Translucent=no
Rate=400
UseNormalLight=yes
[PUBG_CellSpread060_AN]
Normalized=no
Surface=yes
Translucent=no
Rate=400
UseNormalLight=yes
[PUBG_CellSpread072_AN]
Normalized=no
Surface=yes
Translucent=no
Rate=400
UseNormalLight=yes
[PUBG_CellSpread084_AN]
Normalized=no
Surface=yes
Translucent=no
Rate=400
UseNormalLight=yes
[PUBG_CellSpread096_AN]
Normalized=no
Surface=yes
Translucent=no
Rate=400
UseNormalLight=yes
[PUBG_CellSpread108_AN]
Normalized=no
Surface=yes
Translucent=no
Rate=400
UseNormalLight=yes
[PUBG_CellSpread120_AN]
Normalized=no
Surface=yes
Translucent=no
Rate=400
UseNormalLight=yes
[HALOTNK]
Voxel=yes
Remapable=yes
TurretOffset=0
[MADWOMAN]
Voxel=yes
Remapable=yes
PrimaryFireFLH=0,0,300
SecondaryFireFLH=0,0,300
CameoPCX=mdmnicon.pcx
[MADWOMANCHARGE_AN]
Image=EUREKACHARGEB
Normalized=no
UseNormalLight=yes
ZAdjust=-999
CustomPalette=flarered.pal;eurekastorm.pal
YSortAdjust=-999
Report=EurekaChargeSmall
YDrawOffset=-12
Rate=800
[MADWOMAN_BLAST_AN]
Image=MADBLAST
Normalized=no
Layer=ground
Translucent=yes
UseNormalLight=yes
Rate=800
CustomPalette=flarered.pal;profxpal.pal
ZAdjust=-50
Report=EurekaBlast
Crater=yes
Scorch=yes
[PLASMDIE_RedAN]
Image=PLASMDIE
Layer=ground
Report=InfantryMelt
UseNormalLight=yes
CustomPalette=flarered.pal;profxpal.pal
Translucent=yes
[MADWOMAN_P_AN]
Voxel=no
Trailer=MADWOMAN_P_TrAN
SpawnDelay=1
[MADWOMAN_P_TrAN]
Image=DUMMYANIM
;Report=
Crater=yes
Scorch=yes
Normalized=no
Translucent=yes
UseNormalLight=yes
Damage=60;应该是120的,但太高了;[MadBlastFrag]的伤害
Weapon=MADWOMAN_P_TrAN_W
Damage.DealtByInvoker=yes
Damage.ApplyOncePerLoop=yes
[emperor]
;CameoPCX=mindicon.pcx
;AltCameoPCX=minduico.pcx
Voxel=yes
Remapable=yes
PrimaryFireFLH=0,0,90
AlternateFLH0=0,25,90
AlternateFLH1=0,-25,90
AlternateFLH2=-50,25,90
AlternateFLH3=-50,-25,90
AlternateFLH4=-25,0,90
[SIEG_SMALL]
Sequence=SiegfriedSequence
Crawls=no
Remapable=yes
FireUp=2
CameoPCX=siegicon.pcx
AltCameoPCX=sieguico.pcx
PrimaryFireFLH=130,0,140
SecondaryFireFLH=0,0,0
;[LaserTrailTypes]
;+=ZEP_LT
;
;[ZEP_LT]
;Color=163,148,128;米色
;FadeDuration=120
;IgnoreVertical=yes
[MG_X056DieAN]
Image=SILENCE
Damage=10
Weapon=MG_X056DieANW
Normalized=no
UseNormalLight=yes
ZAdjust=-9000
YSortAdjust=9000
Layer=top
Rate=100
CustomPalette=markpal.pal
[CAOILD_DOM_AN]
Image=CGOILD_DOM
Layer=top
NewTheater=yes
Start=0
LoopStart=0
LoopEnd=9
Shadow=no
LoopCount=-1
Rate=400
UseNormalLight=yes
Translucency=25
;
YDrawOffset=-60;可以改变动画显示的高度(遮挡判定点不变),正值向下,负值向上
CustomPalette=flarewhite.pal
[SGS_LORD_AN]
Normalized=no
UseNormalLight=yes
ZAdjust=-9000
YSortAdjust=9000
Layer=top
Rate=100
[CAMACH_REPAIR_AN]
Normalized=no
UseNormalLight=yes