添加被动技能
技能效果:增加周围单位10%速度(技能只是一个摆设,在tactics定义效果)。
方法:
1.把单位的tactics文件提取出来,如果这个tactics有多个单位使用,那么建议你把那个单位的tactics改掉。
在提取单位tactics的时候顺便把这句加上(作用是显示技能按钮):
<Command page ='11' column ='0'>Abilities</Command>
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protoy.xml - 记事本 |
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<Unit id ='866' name ='SPCXPWashington'> <!-- SPCXPWashington:酋长战役的华盛顿将军 -->
<DBID>1274</DBID>
<DisplayNameID>47256</DisplayNameID>
<EditorNameID>47257</EditorNameID>
<ObstructionRadiusX>0.4900</ObstructionRadiusX>
<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
<FormationCategory>Body</FormationCategory>
<MaxVelocity>5.0000</MaxVelocity>
<MaxRunVelocity>7.0000</MaxRunVelocity>
<MovementType>land</MovementType>
<TurnRate>18.0000</TurnRate>
<AnimFile>units\spc\george_washington_x\spc_george_washington.xml</AnimFile>
<ImpactType>Flesh</ImpactType>
<Icon>units\spc\george_washington_x\washington_portrait</Icon>
<PortraitIcon>units\spc\george_washington_x\washington_portrait</PortraitIcon>
<RolloverTextID>47255</RolloverTextID>
<ShortRolloverTextID>47254</ShortRolloverTextID>
<InitialHitpoints>1200.0000</InitialHitpoints>
<MaxHitpoints>1200.0000</MaxHitpoints>
<LOS>24.0000</LOS>
<AutoAttackRange>16.0000</AutoAttackRange>
<UnitAIType>RangedCombative</UnitAIType>
<Bounty>40.0000</Bounty>
<AllowedAge>0</AllowedAge>
<Armor type ='Hand' value ='0.4000'></Armor>
<UnitType>LogicalTypeHealed</UnitType>
<UnitType>LogicalTypeNeededForVictory</UnitType>
<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeLandMilitary</UnitType>
<UnitType>LogicalTypeScout</UnitType>
<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
<UnitType>LogicalTypeGarrisonInShips</UnitType>
<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeVillagersAttack</UnitType>
<UnitType>LogicalTypeHandUnitsAttack</UnitType>
<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
<UnitType>Hero</UnitType>
<UnitType>AbstractInfantry</UnitType>
<UnitType>AbstractHeavyInfantry</UnitType>
<UnitType>Unit</UnitType>
<UnitType>Military</UnitType>
<UnitType>UnitClass</UnitType>
<UnitType>Ranged</UnitType>
<UnitType>HasBountyValue</UnitType>
<UnitType>AbstractCavalryInfantry</UnitType>
<UnitType>ConvertsHerds</UnitType>
<UnitType>AbstractHandInfantry</UnitType>
<Flag>CollidesWithProjectiles</Flag>
<Flag>ApplyHandicapTraining</Flag>
<Flag>CorpseDecays</Flag>
<Flag>ShowGarrisonButton</Flag>
<Flag>DontRotateObstruction</Flag>
<Flag>ObscuredByUnits</Flag>
<Flag>NotDeleteable</Flag>
<Flag>KnockoutDeath</Flag>
<Flag>RotateInPlace</Flag>
<Flag>Tracked</Flag>
<Command page ='10' column ='4'>Delete</Command>
<Command page ='10' column ='0'>Garrison</Command>
<Command page ='10' column ='1'>Stop</Command>
<Command page ='10' column ='7'>SetHomeCityGatherPoint</Command>
<Command page ='11' column ='0'>Abilities</Command>
<!-- <Tactics>SPCHeroHand.tactics</Tactics> 很明显,这个tactics被多个单位使用,所以提取出来改名字重新定义吧 -->
<Tactics>Washington.tactics</Tactics>
<ProtoAction>
<Name>BuildingAttack</Name>
<Damage>28.000000</Damage>
<DamageType>Siege</DamageType>
<ROF>3.000000</ROF>
</ProtoAction>
<ProtoAction>
<Name>HandAttack</Name>
<Damage>28.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>1.500000</ROF>
</ProtoAction>
</Unit> |
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2.在tactics文件添加速度光环
<action>
<name stringid="00500">Speed</name>
<type>AutoRangedModify</type>
<active>0</active> <!-- 我设定为需要改良科技才能开启该技能,所以tactics也应该要关闭这个action -->
<maxrange>12</maxrange> <!-- 影响范围12 -->
<modifyexclusive>1</modifyexclusive> <!-- 不可叠加 -->
<persistent>1</persistent>
<modifytype>speed</modifytype> <!-- 影响效果:速度 -->
<modifymultiplier>1.1</modifymultiplier> <!-- 1.1倍速度 -->
<modelattachment>effects\ypack_auras\daimyopower.xml</modelattachment>
<modelattachmentbone>bonethatdoesntexist</modelattachmentbone>
<modifyabstracttype>Unit</modifyabstracttype> <!--作用对象:所有单位。 -->
<targetenemy>0</targetenemy> <!--不对敌人生效 -->
</action>
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Washington.tactics - 记事本 |
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<!-- converted from XMB to XML -->
<tactics>
<action>
<name stringid="00500">Speed</name>
<type>AutoRangedModify</type>
<active>0</active>
<maxrange>12</maxrange>
<modifyexclusive>1</modifyexclusive>
<persistent>1</persistent>
<modifytype>speed</modifytype>
<modifymultiplier>1.1</modifymultiplier>
<modelattachment>effects\ypack_auras\daimyopower.xml</modelattachment>
<modelattachmentbone>bonethatdoesntexist</modelattachmentbone>
<modifyabstracttype>Unit</modifyabstracttype>
<targetenemy>0</targetenemy>
</action>
<action>
<name stringid="69148">Discover</name>
<type>Discover</type>
<anim>Pickup</anim>
<maxrange>0.2</maxrange>
<rate type="AbstractNugget">1.0</rate>
</action>
<action>
<name stringid="69147">Build</name>
<type>Build</type>
<anim>Build</anim>
<maxrange>0.2</maxrange>
<rate type="Building">1.0</rate>
</action>
<action>
<name stringid="38134">HandAttack</name>
<type>Attack</type>
<attackaction>1</attackaction>
<handlogic>1</handlogic>
<anim>HandAttack</anim>
<idleanim>CombatIdle</idleanim>
<maxrange>1.75</maxrange>
<impacteffect>effects\impacts\melee</impacteffect>
<rate type="Unit">1.0 </rate>
</action>
<action>
<name stringid="38118">BuildingAttack</name>
<type>Attack</type>
<rangedlogic>1</rangedlogic>
<maxrange>6</maxrange>
<rate type="LogicalTypeShipsAndBuildings">1.0</rate>
<attackaction>1</attackaction>
<speedboost>1</speedboost>
<anim>Raze_Attack</anim>
<idleanim>Raze_Idle</idleanim>
<impacteffect>effects\impacts\torch</impacteffect>
<projectile>TorchProjectile</projectile>
</action>
<tactic>
Melee
<action priority="100">BuildingAttack</action>
<action priority="75">HandAttack</action>
<action>Speed</action>
<action>Build</action>
<action>Discover</action>
<speedmodifier>1.0</speedmodifier>
<attacktype>LogicalTypeHandUnitsAttack</attacktype>
<autoattacktype>LogicalTypeHandUnitsAutoAttack</autoattacktype>
<attackresponsetype>LogicalTypeHandUnitsAttack</attackresponsetype>
<runaway>1</runaway>
<autoretarget>1</autoretarget>
<idleanim>Idle</idleanim>
<boredanim>Bored</boredanim>
<deathanim>Death</deathanim>
<walkanim>Walk</walkanim>
<joganim>Jog</joganim>
<runanim>Run</runanim>
</tactic>
<tactic>
Defend
<action priority="100">BuildingAttack</action>
<action priority="25">HandAttack</action>
<action>Speed</action>
<action>Build</action>
<action>Discover</action>
<attacktype>LogicalTypeHandUnitsAttack</attacktype>
<autoattacktype>LogicalTypeHandUnitsAutoAttack</autoattacktype>
<attackresponsetype>LogicalTypeHandUnitsAttack</attackresponsetype>
<runaway>0</runaway>
<autoretarget>1</autoretarget>
<idleanim>Idle</idleanim>
<boredanim>Bored</boredanim>
<deathanim>Death</deathanim>
<walkanim>Walk</walkanim>
<joganim>Jog</joganim>
<runanim>Run</runanim>
</tactic>
<tactic>
Cover
<speedmodifier>0.5</speedmodifier>
<action priority="100">BuildingAttack</action>
<action priority="25">HandAttack</action>
<action>Speed</action>
<action>Build</action>
<action>Discover</action>
<attacktype>LogicalTypeHandUnitsAttack</attacktype>
<autoattacktype>LogicalTypeHandUnitsAutoAttack</autoattacktype>
<attackresponsetype>LogicalTypeHandUnitsAttack</attackresponsetype>
<runaway>0</runaway>
<autoretarget>1</autoretarget>
<idleanim>Idle</idleanim>
<boredanim>Bored</boredanim>
<deathanim>Death</deathanim>
<walkanim>Walk</walkanim>
<joganim>Jog</joganim>
<runanim>Run</runanim>
</tactic>
</tactics> |
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3.在power.xml添加一个(没卵用、用来摆设的)新被动技能
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powers.xml - 记事本 |
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<power name="PowerSpeed" type="UnitAction">
<displaynameid>00500</displaynameid>
<rolloverid>00501</rolloverid>
<icon>art\ui\abilities\ability_speed</icon>
<allowduringnorush>1</allowduringnorush>
</power>
<power name="PowerBeam" type="UnitAction">
<displaynameid>09973</displaynameid>
<rolloverid>09971</rolloverid>
<icon>art\Chino\ability_icon\Beam</icon>
<minimapeventtime sendalertto="all">1</minimapeventtime>
<rangeindicatorprotoid radius="5.0" indicatorcount="8" speed="0.6">PowerRanger</rangeindicatorprotoid>
<activetime>10</activetime>
<radius>10.0</radius>
<placement forceonmap="1">LOSDontCare</placement>
<abstractattacktargettype>All</abstractattacktargettype>
<unitaction>MagicBeamAttack</unitaction>
<allowduringnorush>1</allowduringnorush>
</power>
<power name="PowerStun" type="Stun">
<displaynameid>09976</displaynameid>
<rolloverid>09961</rolloverid>
<icon>art\Chino\ability_icon\stun</icon>
<minimapeventtime sendalertto="all">1</minimapeventtime>
<activetime>40</activetime>
<radius>20.0</radius>
<placement forceonmap="1">LOSDontCare</placement>
<rangeindicatorprotoid radius="20.0" indicatorcount="32" speed="0.6">PowerRanger</rangeindicatorprotoid>
<abstractattacktargettype>Unit</abstractattacktargettype>
<explicitlyrestrictedattacktargettype>Ship</explicitlyrestrictedattacktargettype>
<allowduringnorush>1</allowduringnorush>
<startsoundset>PowerStun</startsoundset>
</power>
<power name="PowerHealUnit" type="UnitAction">
<displaynameid>09959</displaynameid>
<rolloverid>09960</rolloverid>
<icon>art\ui\abilities\ability_heal</icon>
<minimapeventtime sendalertto="player">1</minimapeventtime>
<activetime>60</activetime>
<radius>20.0</radius>
<placement forceonmap="1" ally="">full</placement>
<abstractattacktargettype>Unit</abstractattacktargettype>
<rangeindicatorprotoid radius="20.0" indicatorcount="32" speed="0.6">PowerRanger</rangeindicatorprotoid>
<unitaction>Heal</unitaction>
<hitpointstoheal>10000</hitpointstoheal>
<allowduringnorush>1</allowduringnorush>
<startsoundset>ChinoHeal</startsoundset>
</power> |
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randommapstringsy.xml - 记事本 |
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<String _locID="00500">速度光环</String>
<String _locID="00501">增加附近单位10%移动速度。</String> |
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4.abilities.xml把技能添加进去。
<SPCXPWashington> <!-- 如果原本有这个单位调用名的,就添加在原有的那里,没有就自己创建 -->
<ability>
PowerSpeed <!-- 你刚才在powers.xml定义的技能调用名 -->
<tech>ypVillagePopCapIncrease</tech> <!-- 前提科技,你必须改良该科技才能显示这个技能,ypVillagePopCapIncrease:中国村庄的“县”科技 -->
<alwaysdisabledingrid>true</alwaysdisabledingrid> <!-- 被动技能要添加这句,使这个技能按钮不能按下去 -->
</ability>
</SPCXPWashington>
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abilities.xml.xml - 记事本 |
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<ypspctokugawa>
<ability>
ypPowerDivineRight
<rof>45</rof>
<castonself>true</castonself>
</ability>
<ability>
ypPowerDivineBlow
<alwaysdisabledingrid>true</alwaysdisabledingrid>
</ability>
</ypspctokugawa>
<xpironclad2>
<ability>
PowerLongRange
<rof>10</rof>
</ability>
</xpironclad2>
<SPCXPWashington>
<ability>
PowerSpeed
<alwaysdisabledingrid>true</alwaysdisabledingrid>
<tech>ypVillagePopCapIncrease</tech>
</ability>
</SPCXPWashington>
<KafuuChino>
<ability>
PowerBeam
<rof>60</rof>
</ability>
<ability>
PowerStun
<rof>60</rof>
</ability>
<ability>
PowerCovert
<rof>60</rof>
</ability>
<ability>
PowerHealUnit
<rof>60</rof>
</ability>
</KafuuChino>
<HotoCocoa>
<ability>
PowerBeam
<rof>60</rof>
</ability>
<ability>
PowerStun2
<rof>60</rof>
</ability>
<ability>
PowerCovert2
<rof>60</rof>
</ability>
<ability>
PowerHealUnit
<rof>60</rof>
</ability>
</HotoCocoa> |
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5.启用光环语句:
这个教程简直就是Tactics的教程
<Effect type ='Data' action ='Actionname' amount ='1.0' subtype ='ActionEnable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Protoname</Target></Effect>
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techtreey.xml - 记事本 |
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<Tech name ='ypVillagePopCapIncrease' type ='Normal'>
<DBID>4281</DBID>
<DisplayNameID>62991</DisplayNameID>
<Cost resourcetype ='Wood'>200.0000</Cost>
<ResearchPoints>12.0000</ResearchPoints>
<Status>UNOBTAINABLE</Status>
<Icon>ui\techs\asians\government_town_icon_64</Icon>
<RolloverTextID>62990</RolloverTextID>
<Flag>CountsTowardEconomicScore</Flag>
<Flag>UniqueTech</Flag>
<Effects>
<Effect type ='Data' amount ='5.00' subtype ='PopulationCapAddition' relativity ='Absolute'>
<Target type ='ProtoUnit'>ypVillage</Target></Effect>
<Effect type ='Data' amount ='1.10' subtype ='Hitpoints' relativity ='BasePercent'>
<Target type ='ProtoUnit'>ypVillage</Target></Effect>
<Effect type ='Data' action ='Speed' amount ='1.0' subtype ='ActionEnable' relativity ='Absolute'>
<Target type ='ProtoUnit'>SPCXPWashington</Target></Effect>
</Effects>
</Tech>
<Tech name ='YPDisciplinedSamurai' type ='Normal'>
<DBID>4291</DBID>
<DisplayNameID>63576</DisplayNameID>
<Cost resourcetype ='Wood'>200.0000</Cost>
<Cost resourcetype ='Gold'>100.0000</Cost>
<ResearchPoints>30.0000</ResearchPoints>
<Status>UNOBTAINABLE</Status>
<Icon>ui\techs\asians\disciplined_infantry</Icon>
<RolloverTextID>63577</RolloverTextID>
<Flag>UpgradeTech</Flag>
<Flag>CountsTowardMilitaryScore</Flag>
<Prereqs>
<TechStatus status ='Active'>Fortressize</TechStatus></Prereqs>
<Effects>
<Effect type ='Data' amount ='1.20' subtype ='Damage' allactions ='1' relativity ='BasePercent'>
<Target type ='ProtoUnit'>ypKensei</Target></Effect>
<Effect type ='Data' amount ='1.20' subtype ='Hitpoints' relativity ='BasePercent'>
<Target type ='ProtoUnit'>ypKensei</Target></Effect>
<Effect type ='SetName' proto ='ypKensei' culture ='none' newName ='63085'></Effect>
</Effects>
</Tech> |
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