1,参考原版的召唤魔妖,在不同元素地表上召唤会变成对应属性(实际上这就是一个状态效果) new entry "Summon_Incarnate" type "SkillData" data "SkillType" "Summon" data "ForGameMaster" "Yes" data "Ability" "Summoning" data "Tier" "Starter" data "ActionPoints" "2" data "Cooldown" "6" data "AIFlags" "CanNotUse" data "Lifetime" "10" data "SummonLevel" "-1" data "MemorizationRequirements" "Summoning 1" data "SkillProperties" "TARGET:IF(Tagged:INCARNATE_S&(InSurface:SurfaceFire|InSurface:SurfaceLava)):INF_FIRE,100,-1;TARGET:IF((InSurface:SurfaceWater|InSurface:SurfaceDeepwater)&Tagged:INCARNATE_S):INF_WATER,100,-1;TARGET:IF(InSurface:SurfaceBlood&Tagged:INCARNATE_S):INF_BLOOD,100,-1;TARGET:IF(Tagged:INCARNATE_S&(InSurface:SurfaceWaterElectrified|InSurface:SurfaceBloodElectrified)):INF_ELECTRIC,100,-1;TARGET:IF(InSurface:SurfacePoison&Tagged:INCARNATE_S):INF_POISON,100,-1;TARGET:IF(InSurface:SurfaceOil&Tagged:INCARNATE_S):INF_OIL,100,-1;TARGET:IF(Tagged:INCARNATE_G&(InSurface:SurfaceFire|InSurface:SurfaceLava)):INF_FIRE_G,100,-1;TARGET:IF(InSurface:SurfaceWater&Tagged:INCARNATE_G):INF_WATER_G,100,-1;TARGET:IF(InSurface:SurfaceBlood&Tagged:INCARNATE_G):INF_BLOOD_G,100,-1;TARGET:IF(Tagged:INCARNATE_G&(InSurface:SurfaceWaterElectrified|InSurface:SurfaceBloodElectrified)):INF_ELECTRIC_G,100,-1;TARGET:IF(InSurface:SurfacePoison&Tagged:INCARNATE_G):INF_POISON_G,100,-1;TARGET:IF(InSurface:SurfaceOil&Tagged:INCARNATE_G):INF_OIL_G,100,-1;" data "Memory Cost" "1" data "Magic Cost" "0" data "Template" "118d7359-b7d5-41ea-8c55-86ce27afceba" data "TemplateAdvanced" "13f9314d-e744-4dc5-acf2-c6bf77a04892" data "TemplateOverride" "13f9314d-e744-4dc5-acf2-c6bf77a04892" data "TargetRadius" "13" data "SummonCount" "1" data "Icon" "Skill_Summoning_SummonIncarnate" data "DisplayName" "Summon_Incarnate_DisplayName" data "DisplayNameRef" "| Summon Incarnate |" data "Description" "Summon_Incarnate_Description" data "DescriptionRef" "| Summon your personal demon that you can upgrade with Infusions.|" 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_01_Nebula:Dummy_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" 其中赋予状态的语句就是 data "SkillProperties" 后面的一大串,这里特别长是因为判断了每个地表对应的状态,如果希望召唤出来的图腾100%获得永久加速效果,给你的技能添加数据 data "SkillProperties" "HASTED,100,-1" 即可。 我不清楚官方工具是否能够做到这个操作,如果不行就用解包工具解包,然后用记事本打开手动加上这个数据。