448 lines
15 KiB
Markdown
448 lines
15 KiB
Markdown
# 为Monster Hunter World - More Auto Shouts 制作的简易Fsm ID 表
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为了方便用户编辑,现笔者决定制作一个简易fsm表,用于给用户以参考。
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## 注:本文仅收纳大部分玩家希望使用的fsm,*不包含所有的动作*(比如拔刀态走路,普通攻击等触发较为频繁且无特殊意义的动作之类的不会写在里面)
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### 大剑(武器编号:0)
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#### 蓄力攻击动作
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```text
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id = 85:拔刀斩,蓄力斩蓄力动作
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id = 65:蓄力斩斩击动作
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id = 86:强蓄力斩蓄力动作
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id = 74:强蓄力斩斩击动作
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id = 102:真蓄力斩蓄力动作
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id = 78:真蓄力斩出刀动作,包括强击未命中时的后续动作。若真蓄垫刀命中则fsmid变为135/136/137,后续为真蓄强击动作
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id = 135:一蓄真蓄力斩强击动作
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id = 136:二蓄真蓄力斩强击动作
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id = 137:三蓄真蓄力斩强击动作
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```
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#### 防御类动作
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```text
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id = 79, 80:铁山靠,蓄靠和滚靠是79,强蓄真蓄靠是80
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id = 87,88,89:防御动作,87是防御起手,88是防御姿态,89是解除防御
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id = 11,12:拔刀防御动作,11是站姿防御,12是移动中防御
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```
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#### 其他动作
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```text
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id = 81:飞身跃入横扫斩
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id = 66:横扫斩
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id = 75:强化横扫斩
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id = 71:横拍
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id = 69:上捞斩
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id = 73:踢
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```
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#### 钩爪派生,软化动作,强化射击等
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```text
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id = 114:强化射击
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id = 42:软化动作
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id = 105:软化落地动作
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```
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### 片手剑(武器编号:1)
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#### 主要输出动作
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```text
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id = 123:飞身跃入斩
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id = 124:强化射击派生的飞身跃入斩
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id = 125,127,129:jr非红刀三段,125第一段,127第二段,129第三段
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id = 126,128,130: jr红刀三段(精准连击),126第一段,128第二段,130第三段
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id = 131,132:jr终结插拔,131为非红刀插拔,由fsmid = 129击中怪物派生;132为红刀插拔,由fsmid = 130击中怪物派生
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id = 133, 134:jr插拔落地,133为非红刀插拔落地,134为红刀插拔落地
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id = 91:后撤蓄力斩
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id = 99:后撤蓄力斩命中动作
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id = 100:后撤蓄力斩命中起跳
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id = 101:空中盾砸
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id = 102:盾砸落地
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```
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#### 防御类动作
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```text
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id = 75:防御起手,防御结束77,防御行走78
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id = 76:防御中
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id = 77:防御结束
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id = 78:防御行走
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id = 11:拔刀防御动作
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id = 79:防御斩
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```
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#### 蹭刀类动作
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```text
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id = 13:空中跳跃斩(骑乘值较高)
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id = 29:跳跃斩落地
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id = 72:剑盾连击
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id = 83:回转斩击
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id = 86,89,87:肘击三连
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```
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#### 钩爪派生,特殊软化动作,强化射击等
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```text
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id = 65:翻滚派生钩爪上捞
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id = 47:强化射击
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id = 68:钩爪上捞命中
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id = 67:钩爪上捞未命中落地动作
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```
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### 双刀(武器编号:2)
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#### 鬼人化开关
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```text
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id = 11:鬼人化
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id = 12:移动中拔刀鬼人化
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id = 97:空中鬼人化
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id = 98:站姿鬼人化解除,移动时解除鬼人化无人物动作,故无特殊fsm
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id = 99:在某一动作后派生鬼人化解除
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```
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#### 主要输出动作
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```text
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id = 81:鬼人六连斩
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id = 92:鬼人乱舞
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id = 90:鬼人连斩
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id = 94:鬼人化下鬼人突进连斩
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id = 95:鬼人强化下鬼人突进连斩
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id = 86:回旋斩(鬼人化右键(Y)派生第二段)
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id = 88:二回旋斩(鬼人化右键(Y)派生第三段)
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```
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#### 空中派生动作
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```text
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id = 139,140:非鬼人化,鬼人化的上墙动作
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id = 69:空中回转乱舞
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id = 71,114,115:空中回转乱舞终结以及落地动作(114为非鬼人化,115为鬼人化)
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id = 8,137:沿斜坡向下的滑行动作(顺斩),可派生空中回转乱舞(8为非鬼人化,137为鬼人化)
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id = 133,136:滑行结束(停止按方向键停止于斜坡上)
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id = 132,135:滑行结束(因地形原因停止滑行)
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id = 126:搓背
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id = 127:搓背终结
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id = 129:搓背落地
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```
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#### 钩爪派生,特殊软化动作,强化射击等
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```text
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id = 146,147,148,149:四向强化射击回避(146,前,147,左,148,右,149,后)
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id = 162:鬼人化右键连段钩爪派生
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id = 163:钩爪派生命中的上身动作
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id = 164:钩爪派生上身后的特殊软化攻击
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id = 165:钩爪派生软化落地
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id = 42:普通钩爪上身软化动作
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id = 150:普通钩爪上身软化后的落地动作
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```
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#### 回避类动作
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```text
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id = 105:鬼人化自由态回避(默认朝着你的方向)
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id = 106,107,108,109:鬼人化四向滑步回避(106,前,107,左,108,右,109,后)
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```
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### 太刀(武器编号:3)
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#### 居合
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```text
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id = 98:特殊纳刀中(正在将刀收进刀鞘)
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id = 99:特殊纳刀完成(已经将刀收进刀鞘准备居合)
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id = 100:特殊纳刀转为正常纳刀
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id = 101:居合拔刀斩(小居)
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id = 102:居合拔刀气刃斩(大居)
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```
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#### 登龙动作拆分
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```text
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id = 87:气刃突刺
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id = 89:气刃突刺命中时的起跳动作
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id = 90:气刃突刺命中,起跳后在空中举刀的动作
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id = 91:气刃兜割的下劈动作
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id = 92:气刃兜割的落地动作
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```
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#### 气刃相关
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```text
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id = 68:三段气刃斩
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id = 69:气刃大回旋
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id = 86:看破斩(见切)
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id = 75:空中三段气刃斩
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```
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#### 强化射击
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```text
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id = 104,105,106:气刃斩派生的强化射击(104向前,105向左,106向右,向后)
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```
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### 大锤(武器编号:4)
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#### 终结技
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```text
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id = 87:压迫(左键连按终结技,有上捞判定)
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id = 96,129:蓄力返挥(92无超蓄力,129有超蓄力)
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id = 93,130:蓄力压迫(93无超蓄力,130有超蓄力,有上捞判定)
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id = 94,131:蓄力敲打(94无超蓄力,131有超蓄力)
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id = 95:大陀螺(回转挥旋)
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id = 99:回旋强压迫(空中三蓄落地派生,大陀螺转三圈后派生)
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```
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#### 右键民工五连拆分
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```text
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id = 77,78,79,80:敲打四个阶段的起手动作
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id = 82,83,84,85:敲打四个阶段的命中反馈动作
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id = 81:敲打终结
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```
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#### 斜坡,空中派生
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```text
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id = 132:蓄力时上墙
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id = 133,115:空中回转攻击(大风车)
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id = 118:空中回转攻击落地
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id = 100,101,102:跳跃蓄力攻击(100一蓄,101二蓄,102三蓄)
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id = 122,123:斜坡滑行,123为滑行一定时间后加速
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```
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#### 强化射击,钩爪派生
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```text
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id = 134:蓄力中的强化射击
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id = 137,138:二蓄升龙,三蓄敲打等终结技派生的发射钩爪动作,137为准备发射,138为发射钩爪到收回
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id = 141,142:二蓄钩爪派生的正常上身
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id = 140:旋转飞扑攻击(追踪大风车)
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id = 42:武器软化动作
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```
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### 狩猎笛(武器编号:5)
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#### 攻击动作
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```text
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id = 74:拨浪鼓
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```
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#### 演奏动作
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```text
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id = 77:开始演奏
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id = 81:开始向前演奏
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id = 88:演奏完成
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id = 98,92:二次吹奏
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id = 90:完成吹奏
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id = 87:向前吹奏
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id = 102,97:向前第二次吹奏
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```
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### 长枪(武器编号:6)
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#### 攻击动作
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```text
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id = 69,70,71:斜戳三段
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id = 65,66,67:平戳三段
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id = 73,74,75:横扫三段(衔接在三连戳的起手,一段和二段戳刺后派生)
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id = 83:反击突刺
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id = 84:人车起手
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id = 85:人车状态
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id = 105:一段人车终结突刺
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id = 106:二段人车终结突刺
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id = 124:人车撞墙
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id = 101,102:人车回马枪(102估计是收招)
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id = 107,158:飞身跃入突刺(方唐镜)
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```
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#### 防御动作
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```text
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id = 35,36,37:防御的小退,中退,大退
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id = 78,79,80,81,82:反击突刺架势的防御反应(78,79小退,90,81中退,82大退)
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id = 39:力防防御反应、
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id = 138,139,140:力量防御起手,防御状态,结束防御
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id = 76:反击架势
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id = 96,97,98,99:四向盾突(96前,97左,98右,99后)
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```
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#### 钩爪派生,强化射击等
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```text
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id = 160: 钩爪反击架势(爪反)
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id = 163,164:爪反被击中起飞(163)以及钩爪追击至怪物的动作(164)
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id = 151: 强化射击防御
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```
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### 铳枪(武器编号:7)
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#### 体术类
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```text
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id = 79: 上挑
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id = 83: 下砸
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id = 85: 横扫
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id = 90: 踏步上突刺(突进上捞斩)
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id = 73,75,77: 三连戳
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id = 126,128,130: 三段防御突刺
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```
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#### 炮击类
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```text
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id = 92,94。96: 普通炮击(96上,94中,92下三个方向)
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id = 98,100,102: 蓄力炮击(102上,100中,98下三个方向)
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id = 87,88,89: 龙杭炮发射预备动作(87下,88中,89上三个方向)
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id = 110,112,114: 龙杭炮发射动作(110下,112中,114上三个方向)
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id = 104: 全弹发射
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id = 158,160: 空中全弹发射
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id = 106: 龙击炮
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id = 164,165,166:发射起爆龙杭(164下,165中,166上三个方向)
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```
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#### 弹药管理
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```text
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id = 116:普通装填
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id = 167:起爆龙杭装填
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注:快速装填动作为所有能执行快速装填的动作的fsm数值+1,动作数量过多就不赘述了,仅在此给用户阐述快速装填的fsm规律
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```
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### 斩斧(武器编号:8)
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#### 斧形态
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```text
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id = 71:上捞斩
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id = 70:直斩
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id = 75,76:挥旋,挥旋停止
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id = 136:强化敲打
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```
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#### 剑形态
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```text
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id = 111:二连斩
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id = 112:横斩
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id = 113:飞天二连斩
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id = 118:属性解放突刺
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id = 119:属性解放突刺连按充能
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id = 121:属性解放终结
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id = 122:简易属性解放终结
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id = 133:钩爪抱脸,零距离突刺
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id = 124,134:零解上脸连按
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id = 125:零解终结
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id = 126:简易零解终结
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id = 127:零解落地
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id = 138:突刺钩爪派生
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```
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#### 变形部分
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```text
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id = 105:斧变剑
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id = 106:突进斧变剑
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id = 72:剑变斧
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id = 117:剑变斧:翻滚变形
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id = 77:横扫变形斩(前段大回环)
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id = 78:斧变剑:原地变形
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id = 115:剑变斧:原地变形
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id = 80:装瓶
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```
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### 盾斧(武器编号:9)
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#### 剑形态
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```text
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id = 70:回转斩击
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id = 72:蓄力
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id = 74:蓄力二连斩
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id = 80:开红剑蓄力
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id = 81:高压属性斩(开红剑)
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id = 108:装瓶
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id = 101:盾突
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id = 76,77,78,79:四方向移动斩(位移很大,76前,77后,78左,79右)
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id = 34:剑弹刀
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```
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#### 斧形态
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```text
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id = 112:突进敲打
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id = 110:上捞斩
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id = 111:下砸
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id = 114:一解
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id = 116:二解
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id = 118:大解
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id = 120:超解
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id = 117,119:大解,超解前摇(117无红盾,119有红盾)
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```
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#### 变形部分
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```text
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id = 106:剑变斧
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id = 71:斧变剑
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```
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#### 强化部分
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```text
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id = 81:高压属性斩(开红剑)
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id = 109:属性强化回旋斩(开红盾)
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id = 148:属性回填斧强化斩(开电锯)
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tips: 目前因为开电锯时存在延迟输入帧(就是可以在超解动作开始时的约0.2秒内按钩爪键可以把超解动作转换为开电锯的动作),导致开电锯按晚了会有超解文本发送,该问题请等待mod作者更新。
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```
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### 操虫棍(武器编号:10)
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#### 地面动作
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```text
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id = 65:飞身跃入斩
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id = 66:回避斩
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id = 75:强化二连斩
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id = 76:强化横扫斩
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id = 77:连续上捞斩
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id = 78:飞圆斩
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id = 80:虫印斩
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id = 81,82:发射虫印弹
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id = 83:站姿收放虫(移动收放虫时只有武器模型位置发生变换,不被计入fsm)
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id = 85,86,87,88:无白灯四向起跳(前85,左86,右87,后88)
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id = 89,90,91,92:白灯四向起跳(前89,左90,右91,后92)
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id = 133:猎虫强化
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```
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#### 空中动作
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```text
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id = 107,108,109,110:无白灯四向空中回避(前107,左108,右109,后110)
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id = 111,112,113,114:四向空中回避(前111,左112,右113,后114)
|
||
id = 106:跳跃突进斩击中后派生的滞空态
|
||
id = 116:跳跃突进斩
|
||
id = 117:强化跳跃突进斩(小飞棍最爱的那个)
|
||
id = 13:跳跃斩
|
||
id = 115:强化跳跃斩(骑乘值很高)
|
||
id = 14:急袭突刺(下戳)
|
||
id = 129:空中钩爪派生
|
||
id = 131:空中钩爪派生命中
|
||
id = 132:下戳落地派生虫印连段
|
||
```
|
||
### 弓箭(武器编号:11)
|
||
#### 射击
|
||
```text
|
||
id = 74:满蓄力平射
|
||
id = 75:刚射
|
||
id = 76:吊射
|
||
id = 77:拔刀龙矢蓄力
|
||
id = 78:拔刀龙矢发射
|
||
id = 79:迅雷闪击
|
||
id = 83:飞身跃入近身攻击起手(飞身箭斩)
|
||
id = 84:飞身跃入近身攻击后摇
|
||
id = 111:龙之千矢发射准备动作
|
||
id = 112:龙之千矢发射动作
|
||
```
|
||
#### 移动与瞄准相关
|
||
```text
|
||
id = 65:抬手瞄准
|
||
id = 66:瞄准中移动
|
||
id = 67:瞄准时停止移动
|
||
id = 68:站立状态下停止瞄准
|
||
id = 22:后跳
|
||
id = 85,86,87,88:四向滑步(85前,86后,87左,88右)
|
||
```
|
||
### 重弩炮(武器编号:12)
|
||
#### 常规弹药
|
||
```text
|
||
id = 35, 36, 37:带盾重弩防御动作(35小退,36中退,37大退)
|
||
id = 65:抬手瞄准
|
||
id = 66:站立状态下停止瞄准
|
||
id = 67:站立瞄准
|
||
id = 69:瞄准中移动
|
||
id = 71:瞄准时停止移动
|
||
id = 72:射击后摇:后坐力(大)
|
||
id = 73:射击后摇:后坐力(特大)
|
||
id = 78:换弹:装填速度(稍微慢)
|
||
id = 79:换弹:装填速度(慢)
|
||
id = 106:近身攻击(Manba OUT!)
|
||
id = 118:安装/卸下超级会心镜
|
||
```
|
||
#### 特殊弹药
|
||
```text
|
||
id = 77:龙击炮蓄力
|
||
id = 76:龙击炮发射
|
||
id = 85:扩散弹准备瞄准
|
||
id = 86:扩散弹取消瞄准
|
||
id = 87:扩散弹瞄准中
|
||
id = 88:扩散弹发射(后坐力:小)
|
||
id = 89:扩散弹发射(后坐力:中)
|
||
id = 90:扩散弹发射(后坐力:大)
|
||
id = 80:装备特殊弹药
|
||
id = 95:狙击龙弹准备瞄准
|
||
id = 96:狙击龙弹取消瞄准
|
||
id = 97:狙击龙弹瞄准中
|
||
id = 98:狙击龙弹发射
|
||
注:机关龙弹无特殊动作,故没有fsmid
|
||
```
|
||
### 轻弩炮(武器编号:13)
|
||
#### 射击相关
|
||
```text
|
||
id = 65:抬手瞄准
|
||
id = 66:站立状态下停止瞄准
|
||
id = 67:站立瞄准
|
||
id = 69:瞄准中移动
|
||
id = 71:瞄准时停止移动
|
||
id = 72:射击后摇:后坐力(大)
|
||
id = 73:射击后摇:后坐力(特大)
|
||
id = 74:速射(后坐力:大)
|
||
id = 75:速射(后坐力:特大)
|
||
id = 78:换弹:装填速度(稍微慢)
|
||
id = 79:换弹:装填速度(慢)
|
||
id = 99:近身攻击(What can I say)
|
||
id = 112:起爆龙弹
|
||
id = 113:反击龙弹
|
||
```
|
||
#### 回避类动作相关
|
||
```text
|
||
id = 104,105,106,107:四向一段滑步(104前,105后,106左,107右)
|
||
id = 108,109,110,111:四向二段滑步(108前,109后,110左,111右)
|
||
注:回避装填是武器模型相对位置的改变,不改变人物动作
|
||
```
|
||
|
||
### 全局fsm(测的是fsm target = 1,即纳刀态以及硬直类数据,有待补充)
|
||
```text
|
||
id = 325:猫车
|
||
id = 361:正面被击飞(小起身后摇)
|
||
id = 362:背面被击飞(小起身后摇)
|
||
id = 360:背面被击飞(大起身后摇,可装死)
|
||
id = 359:正面被击飞(大起身后摇,可装死)
|
||
```
|
||
## 本表部分数据由mod群*259616154*内群友***璀云霄***测出,相关数据已由Stellaraven验证并更正部分错误,并做出了大量的动作补充及其说明,若有除表内动作之外的动作检测需求,可向笔者反馈。
|
||
# Thanks For Your Reading
|