<Tech name ='Techname' type ='Normal'> |
Techname为科技调用名 |
<Tech name ='Techname' type ='Normal'> <DBID>9999</DBID> <DisplayNameID>00001</DisplayNameID> <ResearchPoints>30.0000</ResearchPoints> <Status>UNOBTAINABLE</Status> <Icon>icon\123\456</Icon> <Cost resourcetype ='Fame'>100.0000</Cost> <HomeCityLevel>40</HomeCityLevel> <RolloverTextID>00002</RolloverTextID> <Flag>CountsTowardEconomicScore</Flag> <Prereqs> <TechStatus status ='Active'>Techname</TechStatus> <TechStatus status ='Active'>Colonialize</TechStatus> </Prereqs> <Effects> </Effects> </Tech> |
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<DBID>XXXX</DBID> |
DBID应该是没有用的。 | ||||||||||||||||||||||||||||||||||||||||||
<DisplayNameID>StringID</DisplayNameID> |
科技名称(代码)。与stringtabley.xml关联。(去stringtabley.xml搜索这5个数字) | ||||||||||||||||||||||||||||||||||||||||||
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<ResearchPoints>X.0000</ResearchPoints> |
科技研发时间,数值越小研发越快;当研发时间小于1时会自动改良。0秒会自动改良,但是你要不要去试一下-1呢? | ||||||||||||||||||||||||||||||||||||||||||
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<Status>UNOBTAINABLE</Status> |
该科技的默认状态,有Obtainable、Unobtainable两种; Obtainable:所有国家都开启该科技。 Unobtainable:所有国家都关闭该科技,需要用其他科技启用该科技。 经过验证这里并没有Active。 |
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<Icon>XXXXXX</Icon> |
科技图标文件的路径。 | ||||||||||||||||||||||||||||||||||||||||||
<Cost resourcetype ='资源'>资源数量</Cost> |
研发该科技所需资源数量,有Food、Wood、Gold、Ships、Trade、XP、Fame) | ||||||||||||||||||||||||||||||||||||||||||
<RolloverTextID>StringID</RolloverTextID> |
鼠标移动到科技上的文字介绍(代码),(去stringtabley.xml搜索这5个数字) | ||||||||||||||||||||||||||||||||||||||||||
<HomeCityLevel>X</HomeCityLevel> |
主城等级达到X级才能显示本科技 | ||||||||||||||||||||||||||||||||||||||||||
<Flag>XXXXXXXX</Flag> |
该科技的基本属性与特殊效果。具体看Flag表格。 | ||||||||||||||||||||||||||||||||||||||||||
这个表格非常重要。 (总是有人问怎样无限研发科技,特意用72号字体标出此表格的重要性) |
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<Flag>HomeCity</Flag> |
船运(船运实际上也属于特定科技。) | ||||||||||||||||||||||||||||||||||||||||||
<Flag>Teamtech</Flag> |
队伍科技 | ||||||||||||||||||||||||||||||||||||||||||
<Flag>UniqueTech</Flag> |
独有科技 | ||||||||||||||||||||||||||||||||||||||||||
<Flag>NativeDance</Flag> |
大按钮科技 | ||||||||||||||||||||||||||||||||||||||||||
<Flag>YPCheckPopCap</Flag> |
检测人口上限、检测单位建造上限 | ||||||||||||||||||||||||||||||||||||||||||
<Flag>CheckLandHCGatherPoint</Flag> |
检测是否有主城集结点 | ||||||||||||||||||||||||||||||||||||||||||
<Flag>CheckWaterHCGatherPoint</Flag> |
检测是否有海军集结点 | ||||||||||||||||||||||||||||||||||||||||||
<Flag>YPNeverObtainableAfterUse</Flag> |
已经研究了该科技,不能再次启用该科技 | ||||||||||||||||||||||||||||||||||||||||||
<Flag>YPInfiniteTech</Flag> |
可无限研发 | ||||||||||||||||||||||||||||||||||||||||||
<Flag>UpgradeTech</Flag> |
升级科技 | ||||||||||||||||||||||||||||||||||||||||||
<Flag>AgeUpgrade</Flag> |
时代升级科技 | ||||||||||||||||||||||||||||||||||||||||||
<Flag>YPConsulateTech</Flag> |
领事馆科技 | ||||||||||||||||||||||||||||||||||||||||||
<Flag>ypConsulateImprovementImperial</Flag> |
帝王时代领事馆科技 | ||||||||||||||||||||||||||||||||||||||||||
<Flag>YPNativeImprovement</Flag> |
原住民科技 | ||||||||||||||||||||||||||||||||||||||||||
<Flag>YPMonasteryTech</Flag> |
寺院科技 | ||||||||||||||||||||||||||||||||||||||||||
<Flag>YPGridShiftRowRightOne</Flag> |
科技排列时,自动空开第一格 (演武堂的设定) | ||||||||||||||||||||||||||||||||||||||||||
<Flag>RevoltTech</Flag> |
革命科技 | ||||||||||||||||||||||||||||||||||||||||||
<Flag>OrPrereqs</Flag> |
改良一个前提科技即可开启(若该科技有两种以上前提科技) | ||||||||||||||||||||||||||||||||||||||||||
<Flag>CountsTowardEconomicScore</Flag> |
此科技计算入经济分数 | ||||||||||||||||||||||||||||||||||||||||||
<Flag>CountsTowardMilitaryScore</Flag> |
此科技计算入军事分数 | ||||||||||||||||||||||||||||||||||||||||||
<Flag>Shadow</Flag> |
隐藏科技 | ||||||||||||||||||||||||||||||||||||||||||
<Flag>YPAlwaysDisableButtonInGrid</Flag> |
关闭该科技按钮,无法点击改良,只能显示。 | ||||||||||||||||||||||||||||||||||||||||||
<Flag>DynamicCost</Flag> |
科技成本=设定值X敌方玩家人口点数总和 | ||||||||||||||||||||||||||||||||||||||||||
<Flag>Volatile</Flag> |
添加后,启用该科技会自动改良 | ||||||||||||||||||||||||||||||||||||||||||
<Prereqs> |
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到殖民时代才可以改良 <TechStatus status ='Active'>Colonialize</TechStatus> 到堡垒时代才可以改良 <TechStatus status ='Active'>Fortressize</TechStatus> 到工业时代才可以改良 <TechStatus status ='Active'>Industrialize</TechStatus> 到帝王时代才可以改良 <TechStatus status ='Active'>Imperialize</TechStatus> 到达时代才会显示科技。Age0为发现时代,Age1为殖民时代,Age2为堡垒时代,Age3为工业时代,Age4为帝王时代,与上面5个改良科技条件不同,上面五个条件在未到达所需时代时,会显示为灰色+所需时代的图标,而<SpecificAge>AgeX</SpecificAge>在未到达所设定的时代时,不会显示图标,到了所需时代才会出现。 <SpecificAge>AgeX</SpecificAge> 改良某科技可以显示该科技【可以设定n个前提科技,所有前提科技改良后,才能显示该科技】 <TechStatus status ='Active'>Techname</TechStatus> 当设定的单位数量>X时才会显示本科技 <typecount unit="Protoname" count="X.00" state="noneState aliveState buildingState" operator="lt"/> 当设定的单位数量=X时才会显示本科技 <typecount unit="Protoname" count="X.00" state="noneState aliveState buildingState" operator="gte"/> 当设定的单位数量<X时才会显示本科技 <typecount unit="Protoname" count="X.00" state="noneState aliveState buildingState" operator="gt"/> 当玩家在civs设定的文化为xxxxx时,才会显示此科技;文化名称参考10-7 cultures.xml <Culture> <culturename>xxxxx</culturename> </Culture> 当玩家的国家调用名为xxxxx,才会显示此科技;国家调用名参考15-Civ ID&Civ Name <civilization> <civname>xxxxx</civname> </civilization> |
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</Prereqs> |
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<Effects> |
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启用科技 <Effect type ='TechStatus' status ='obtainable'>Techname</Effect> 禁用科技 <Effect type ='TechStatus' status ='unobtainable'>Techname</Effect> 直接改良科技 <Effect type ='TechStatus' status ='active'>Techname</Effect> 升级到X+1时代 <Effect type ='SetAge'>AgeX</Effect> 改良科技后屏幕左方会显示信息,StringID为stringtabley的5个数字。 <Effect type ='TextOutput'>StringID</Effect> 改良科技后屏幕左方会显示信息,StringID为stringtabley的5个数字,此信息发给除了自己以外的所有玩家。 <Effect type ="TextOutputAll">StringID</Effect> 改良科技后强制进入主城 <Effect type ="ShowHCView"/> 改良科技后强制回到游戏世界(地图) <Effect type ="ShowWorldView"/> 改良科技后播放wav语音,Soundname参考soundsets.xml、soundsetsx.xml、soundsetsy.xml(用AOE3ED去sound文件夹的bar里面寻找) <Effect type="Sound">Soundname</Effect> 改变单位成本(Food食物可替换为Fame、Ships船运、Wood木材、Gold黄金、Trade茶叶和XP经验值。Unittype为单位标签或单位调用名) <Effect type ='Data' amount ='0.75' subtype ='Cost' resource ='Food' relativity ='BasePercent'> <Target type ='ProtoUnit'>Unittype</Target></Effect> 改变单位采集速度(AbstractVillager是所有采集者,A是单位调用名或单位标签(例如矿场、种植园); <Effect type ='Data' action ='Gather' amount ='X.00' subtype ='WorkRate' unittype ='A' relativity ='BasePercent'> <Target type ='ProtoUnit'>AbstractVillager</Target></Effect> 修改银行等自动收集资源的建筑物时,要在Gather前加Auto,并在其后加Food食物、Wood木材和Coin钱币。等你学会Tctics就会知道为什么要这样设定。) 例如修改银行自动采集: <Effect type ='Data' action ='AutoGather' amount ='X.00' subtype ='WorkRate' unittype ='A' relativity ='BasePercent'> <Target type ='ProtoUnit'>Bank</Target></Effect> 改变单位的可采集者数量(比如稻田允许10个农民采集,使用以下语句后稻田只允许8个农民采集。...10-2=8啊,我还能说些什么...) <Effect type ='Data' amount ='-2.00' subtype ='GathererLimit' relativity ='Absolute'> <Target type ='ProtoUnit'>Protoname</Target></Effect> 改变单位在稻田的采集速度(Food食物只可改为Gold黄金。)ypRicePaddy为稻田的单位调用名。 <Effect type ='Data2' action ='Gather' amount ='1.00' subtype ='WorkRateSpecific' resource ='Food' unittype ='ypRicePaddy' relativity ='BasePercent'> <Target type ='ProtoUnit'>Protoname</Target></Effect> 改变科技的研发成本(资源有Fame、Food食物、Wood木材、Gold黄金、Trade茶叶和XP经验值,下同。因游戏BUG,改变科技成本不能用BasePercent,科技无法增加船运成本,包括支援卡。科技成本为零时无法改变。Techname为科技调用名。) <Effect type ='Data' amount ='资源数量' subtype ='Cost' resource ='资源' relativity ='Absolute'> <Target type ='Tech'>Techname</Target></Effect> 改变所有科技成本(如果数据里没有相应科技成本函数,则无法改变。) <Effect type ='Data' amount ='0.60' subtype ='Cost' resource ='资源' relativity ='Percent'> <Target type ='techAll'></Target></Effect> 改变特定科技成本(如Teamtech队伍科技。具体参照Flag表格。) <Effect type ='Data' amount ='0.60' subtype ='Cost' resource ='资源' relativity ='Percent'> <Target type ='techWithFlag'>TechFlag</Target></Effect> 改变所有科技研究速度(包括船运) <Effect type ='Data' amount ='0.01' subtype ='ResearchPoints' relativity ='Percent'> <Target type ='techAll'></Target></Effect> 给予玩家X份/s的资源流(可以负数,会将已获得的资源流减到0为止,但是资源流小于0不会扣玩家资源) <Effect type ='Data' amount ='X.00' subtype ='ResourceTrickleRate' resource ='资源' relativity ='Absolute'> <Target type ='Player'></Target></Effect> 直接获得X资源 <Effect type ='Data' amount ='X.00' subtype ='Resource' resource ='资源' relativity ='Absolute'> <Target type ='Player'></Target></Effect> 将A资源按1:X的比例换为C资源 <Effect type ='ResourceExchange' multiplier ='X' toresource ='C' fromresource ='A'></Effect> 改变单位携带资源上限,ResourceName(Food食物、Wood木材、Gold黄金、XP经验、Trade茶叶、Ships船运、Fame隐藏资源) <Effect type ='Data' amount ='X.00' subtype ='InventoryAmount' resource ='ResourceName' relativity ='BasePercent'> <Target type ='ProtoUnit'>Protoname</Target></Effect> 改变单位A所能支持的人口数 <Effect type ='Data' amount ='5.00' subtype ='PopulationCapAddition' relativity ='Absolute'> <Target type ='ProtoUnit'>Unittype</Target></Effect> 改变领事馆旗帜(A为国家调用名,具体参考civs.xml文件) <Effect civ ='A' type ='Data' amount ='0.00' subtype ='SetCivRelation' relativity ='Absolute'> <Target type ='Player'></Target></Effect> 开启科技B后可运送单位A <Effect tech ='B' type ='Data' amount ='1.00' subtype ='FreeHomeCityUnitIfTechObtainable' unittype ='A' relativity ='Absolute'> <Target type ='Player'></Target></Effect> 开启贸易路线视野 <Effect type="Data" amount="1.00" subtype="EnableTradeRouteLOS" relativity="Absolute"> <Target type="Player"/></Effect> 关闭贸易路线视野 <Effect type="Data" amount="0.00" subtype="EnableTradeRouteLOS" relativity="Absolute"> <Target type="Player"/></Effect> 开启单位视野(例如AbstractNugget获取所有宝藏视野) <Effect type ='Data' amount ='0.00' subtype ='RevealLOS' relativity ='Absolute'> <Target type ='ProtoUnit'>Unittype</Target></Effect> <Effect type ='Data' amount ='1.00' subtype ='RevealLOS' relativity ='Absolute'> <Target type ='ProtoUnit'>Unittype</Target></Effect> 获取所有玩家视野(间谍科技) <Effect all="true" type="SharedLOS"/> 封锁禁运敌人主城 <Effect type="Blockade" delay="10.00"/> 改变人口上限(因游戏限制,最高为250;如需突破250上限,请使用UHC) <Effect type ='Data' amount ='X.00' subtype ='PopulationCapExtra' relativity ='Absolute'> <Target type ='Player'></Target></Effect> 改变人口上限,并且支援对应的人口数,不用造住房(因游戏限制,最高为250;如需突破250上限,请使用UHC) <Effect type ='Data' amount ='X.00' subtype ='PopulationCapBonus' relativity ='Absolute'> <Target type ='Player'></Target></Effect> 减少单位所占人口数(最低为1,若0人口单位受该科技影响,人口会再次变成1。) <Effect type ='Data' amount ='-1' subtype ='PopulationCount' relativity ='Absolute'> <Target type ='ProtoUnit'>Unittype</Target></Effect> 改变单位建造上限(如果你将没有建造限制的单位增加2上限,那么该单位的建造上限为1,因为无限制=-1;-1+2=?) <Effect type ='Data' amount ='X' subtype ='Buildlimit' relativity ='Absolute'> <Target type ='ProtoUnit'>Unittype</Target></Effect> 改变单位训练时间 <Effect type ='Data' amount ='0.75' subtype ='TrainPoints' relativity ='BasePercent'> <Target type ='ProtoUnit'>Unittype</Target></Effect> 改变单位的训练时代 <Effect type ='Data' amount ='-2.00' subtype ='AllowedAge' relativity ='Absolute'> <Target type ='ProtoUnit'>Unittype</Target></Effect> 改变单位训练工作倍率(意思是改变A训练单位的速度,而不影响你所训练的单位在其它单位训练的时间) <Effect type ='Data' amount ='2.00' subtype ='BuildingWorkRate' relativity ='BasePercent'> <Target type ='ProtoUnit'>Unittype</Target></Effect> 改变A建造\训练B的速度 <Effect type ='Data' action ='Build' amount ='3.00' subtype ='WorkRate' unittype ='B' relativity ='BasePercent'> <Target type ='ProtoUnit'>A</Target></Effect> 训练1组单位时的人数上限(PlayerSpecificTrainLimitPerAction)由5更变为10(但排程人数上限仍为25不变),数量只能设定>5,对旗军和村民、捆绑训练单位无效。 <Effect type ='Data' amount ='10.00' subtype ='PlayerSpecificTrainLimitPerAction' relativity ='Absolute'> <Target type ='Player'></Target></Effect> 单位的近程攻击伤害力(所有模式)均+15% <Effect type ='Data' amount ='1.15' subtype ='DamageForAllHandLogicActions' relativity ='BasePercent'> <Target type ='ProtoUnit'>Unit</Target></Effect> ************************************************************************************************************* 改变单位所有攻击力 <Effect type ='Data' amount ='1.25' subtype ='Damage' allactions ='1' relativity ='BasePercent'> <Target type ='ProtoUnit'>Unittype</Target></Effect> 改变单位A对单位B的攻击加成 <Effect type ='Data' amount ='0.50' subtype ='DamageBonus' unittype ='B' allactions ='1' relativity ='Absolute'> <Target type ='ProtoUnit'>A</Target></Effect> 因为上面两个语句都采用了allactions ='1';所以能改变单位所有攻击力与所有攻击力的加成。 allactions ='1'的作用是对该单位的tactics所有action生效。 如果只想对某个模式的攻击增加伤害,将allactions ='1'删除,然后加上action ='xxxxxxx'看样子不加上黑幕你是不会留意这里的。 例如只改变所有远程攻击的伤害: <Effect type ='Data' amount ='1.25' subtype ='Damage' action ='RangedAttack' relativity ='BasePercent'> <Target type ='ProtoUnit'>Unittype</Target></Effect> |
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改变单位攻击溅射范围,需要加 action ='攻击方式',如CannonAttack炮轰攻击,例如: <Effect type ='Data' amount ='1.25' subtype ='DamageArea' action ='CannonAttack' relativity ='BasePercent'> <Target type ='ProtoUnit'>Unittype</Target></Effect> 3.5版本补充:范围伤害的范围不支持小数点,出现小数则向下取整,例如0.5≈0,1.9≈1,2.5≈2;即使在科技运算中,也是先将protoy定义的范围向下取整再运算科技加成。例如2-0.5=1≠2,0.5+0.5=0≠1,0.5X2=0 |
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改变范围伤害可造成的最大伤害数值(伤害上限在神击有特殊定义,具体参考9-8 神击技能) <Effect type="Data" action="CannonAttack" amount="1.50" subtype="DamageCap" relativity="BasePercent"> <Target type="ProtoUnit">Unittype</Target></Effect> 改变单位射程,需要加 action ='攻击方式',如CannonAttack炮轰攻击,例如: <Effect type ='Data' amount ='1.25' subtype ='MaximumRange' action ='CannonAttack' relativity ='Absolute'> <Target type ='ProtoUnit'>Unittype</Target></Effect> *************************************提醒你一下,只有上面的会用上action************************************** 改变单位生命值(Hitpoints可替换为DamageArea攻击范围、MaximumRange射程、LOS视野和MaximumVelocity行走速度) <Effect type ='Data' amount ='1.25' subtype ='Hitpoints' relativity ='BasePercent'> <Target type ='ProtoUnit'>Unittype</Target></Effect> 改变单位移动速度(Unittype为单位标签或调用名) <Effect type ='Data' amount ='1.25' subtype ='MaximumVelocity' relativity ='BasePercent'> <Target type ='ProtoUnit'>Unittype</Target></Effect> 改变单位护甲值(Unittype为单位标签或调用名) <Effect type ='Data' amount ='1.00' subtype ='Armor' relativity ='BasePercent'> <Target type ='ProtoUnit'>Unittype</Target></Effect> 改变单位视野(Unittype为单位标签或调用名) <Effect type ='Data' amount ='1.00' subtype ='LOS' relativity ='Absolute'> <Target type ='ProtoUnit'>Unittype</Target></Effect> 改变A治疗B的速度(一般B用LogicalTypeHealed,即所有可接受治疗的单位。) <Effect type ='Data' action ='Heal' amount ='1.5' subtype ='WorkRate' unittype ='B' relativity ='BasePercent'> <Target type ='ProtoUnit'>Unittype</Target></Effect> 改变治疗者治疗范围 <Effect type ='Data' action ='Heal' amount ='X.00' subtype ='MaximumRange' relativity ='Absolute'> <Target type ='ProtoUnit'>Unittype</Target></Effect> 将单位A图标变成单位B的图标 <Effect type ='Data' amount ='1.00' subtype ='CopyUnitPortraitAndIcon' unittype ='A' relativity ='Absolute'> <Target type ='ProtoUnit'>B</Target></Effect> 改变单位贴图【需要配合单位动画XML文件修改,利用replacetexture语句(或者在gr2模型定义新贴图)】 <Effect type ='Data' amount ='0.00' subtype ='UpdateVisual' unittype ='Protoname' relativity ='Absolute'> <Target type ='Player'></Target></Effect> 改变单位名称(none改成国家文化名字后将只作用于此文化国家。)StringID为stringtabley的5个数字。 <Effect type ='SetName' proto ='Protoname' culture ='none' newName ='StringID'></Effect> 停用单位(0是停用,1是启用,-1是停用。) <Effect type ='Data' amount ='0' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>A</Target></Effect> 启用单位(0是停用,1是启用,-1是停用。) <Effect type ='Data' amount ='1' subtype ='Enable' relativity ='Absolute'> <Target type ='ProtoUnit'>A</Target></Effect> 单位A开启自动回血(速率为每秒回复X%血量,改成-1是减血,0为不掉血也不减血。) 这个我没有测试过,如果不生效,先在civs定义单位自动回血,具体参考4-2 自动回血 <Effect type ='Data' amount ='1.00' subtype ='UnitRegenRate' unittype ='A' relativity ='Assign'> <Target type ='Player'></Target></Effect> 单位C转化为单位A(包括建筑物。);这个语句有两个BUG↓ 第一个BUG:如果在被转换的单位改良转换单位科技,在改良完成后,游戏会立刻闪退。 第二个BUG:转换后的新单位会丢失tactic,会处于默认战术,也有可能是延续是一个单位的战术,或者根本不存在,有攻击数据之类的,但是自动生产、光环全部丢失,直到玩家切换战术。 <Effect type ='TransformUnit' toprotoid ='A' fromprotoid ='C'></Effect> 单位A开启建造建造建筑能力 <Effect type ='Data' action ='Build' amount ='1.0' subtype ='ActionEnable' relativity ='Absolute'> <Target type ='ProtoUnit'>A</Target></Effect> 让A可以训练B(若没有建造能力的A建造建筑,需“开启单位建造能力”。另外你必须先启用B,否则你用这个语句没有任何作用。) 不知道什么是“必须先启用B”?真是拿你没办法。请点击此处。 <Effect type ='Data' amount ='1.0' subtype ='AddTrain' unittype ='B' relativity ='Absolute'> <Target type ='ProtoUnit'>A</Target></Effect> 开启A单位建造能力(Build可替换为其它能力,如Spawn自动生产,具体名称参考单位tactics文件。) <Effect type ='Data' action ='Build' amount ='1.0' subtype ='ActionEnable' relativity ='Absolute'> <Target type ='ProtoUnit'>A</Target></Effect> 单位开启单位战术、光环,(Actionname为Tactics的定义) <Effect type ='Data' action ='Actionname' amount ='1.0' subtype ='ActionEnable' relativity ='Absolute'> <Target type ='ProtoUnit'>Protoname</Target></Effect> 激活一次战术(例如中国难民卡片,用的就是这个语句,Actionname为Tactics的定义) <Effect type ='Data' action ='Actionname' amount ='1.00' subtype ='ActionAdd' unittype ='Protoname' relativity ='Absolute'> <Target type ='Player'></Target></Effect> 单位开启战术按钮(例如有的单位要运送卡片才能拥有隐匿战术,Tacticsname为Tactics定义的战术名,Unittype为单位标签或单位调用名) <Effect type ='Data' amount ='1.00' tactic ='Tacticsname' subtype ='TacticEnable' relativity ='Absolute'> <Target type ='ProtoUnit'>Unittype</Target></Effect> 运送X数量的单位 <Effect type ='Data' amount ='X' subtype ='FreeHomeCityUnit' unittype ='Protoname' relativity ='Absolute'> <Target type ='Player'></Target></Effect> 运送X数量的A(X<0时,开局30分钟内每过[2÷(X的绝对值)]分钟即可运送一单位的A。) <Effect type ='Data' amount ='X' subtype ='FreeHomeCityUnit' unittype ='A' relativity ='Absolute'> <Target type ='Player'></Target></Effect> 运送1单位的A,里面有3单位的F <Effect type ='Data2' amount ='1.00' amount2 ='3.00' subtype ='FreeHomeCityUnitShipped' unittype ='A' unittype2 ='F' relativity ='Absolute'> <Target type ='Player'></Target></Effect> 当然,运送多个单位也是可以的,例如运送3只船,每只船里面有50个单位 <Effect type ='Data2' amount ='3.00' amount2 ='50.00' subtype ='FreeHomeCityUnitShipped' unittype ='xpIronclad' unittype2 ='xpColonialMilitia' relativity ='Absolute'> <Target type ='Player'></Target></Effect> 某科技在Obtainable或active状态下才会运送单位 <Effect tech="Techname" type="Data" amount="2.00" subtype="FreeHomeCityUnitIfTechObtainable" unittype="YPCastleWagon" relativity="Absolute"> <Target type="Player"/></Effect> 疑似随机运送单位,我设定10数量,有多次出现10、8个、9个,有时候也会出现7个、6个、5个。 <Effect type="Data" amount="10.00" subtype="FreeHomeCityMerc" unittype="ypMercIronTroop" relativity="Absolute"> <Target type="Player"/></Effect> 改变单位可驻守人数 <Effect type ='Data' amount ='50' subtype ='MaximumContained' relativity ='Assign'> <Target type ='ProtoUnit'>Protoname</Target></Effect> | |||||||||||||||||||||||||||||||||||||||||||
</Effects> |
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</Tech> |
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终于重制完成了,其实你从头看到尾都是一个表格来的,包括这句话。 |