<?xml version="1.0" encoding="utf-8"?> <damagetypes> <foundationdamage>4.0</foundationdamage> <damagetype> <name>Hand</name> 定义攻击类型"Hand" <displaynameid>35759</displaynameid> 35759近战 </damagetype> <damagetype> <name>Ranged</name> 定义攻击类型"Ranged" <displaynameid>35760</displaynameid> 35760远距 </damagetype> <damagetype> <name>Siege</name> 定义攻击类型"Siege" <displaynameid>35761</displaynameid> 35761攻城 </damagetype> </damagetypes> 以上就是帝国时代3定义的3种攻击与护甲类型。这些类型设定好了后可以用在protoy.xml的攻击类型上,或者用在protoy.xml的护甲类型上抵挡某种攻击类型的一部分伤害,还可以用在battle.xml的护甲奖励上(例如让受到某种类型伤害减去50%)。 有的人想耍小聪明在protoy.xml的<Armor type ='XXX' value ='X'></Armor>护甲类型改成All,以为这样就能获得3种护甲了,然而他发现游戏内显示的是炮轰,单位无论是远战还是近战都比没修过前更脆了,白修改一回。 实际上All是不存在的,也就是说没有这个护甲,被所有单位原有的攻击类型输出100%伤害,所以变脆了。 增加攻击类型就不用说了吧?自己复制加一个就可以了
damagetypes.xml - 记事本 | ____ | □ | X | ||
文件(F) 编辑(E) 格式(O) 查看(V) 帮助(H) | |||||
<?xml version="1.0" encoding="utf-8"?>
<damagetypes>
<foundationdamage>4.0</foundationdamage>
<damagetype>
<name>Hand</name>
<displaynameid>35759</displaynameid>
</damagetype>
<damagetype>
<name>Ranged</name>
<displaynameid>35760</displaynameid>
</damagetype>
<damagetype>
<name>Siege</name>
<displaynameid>35761</displaynameid>
</damagetype>
<damagetype>
<name>Magic</name>
<displaynameid>09972</displaynameid>
</damagetype>
</damagetypes> |
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randommapstringsy.xml - 记事本 | ____ | □ | X | ||
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<String _locID="09972">魔法</String> |
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protoy.xml - 记事本 | ____ | □ | X | ||
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<Unit id="1491" name="KafuuChino"> <DBID>42</DBID> <DisplayNameID>09945</DisplayNameID> <EditorNameID>09944</EditorNameID> <PopulationCount>1</PopulationCount> <ObstructionRadiusX>0.4900</ObstructionRadiusX> <ObstructionRadiusZ>0.4900</ObstructionRadiusZ> <FormationCategory>Ranged</FormationCategory> <MaxVelocity>6.000000</MaxVelocity> <MaxRunVelocity>8.0000</MaxRunVelocity> <MovementType>air</MovementType> <TurnRate>18.0000</TurnRate> <AnimFile>Is the order a rabbit\KafuuChino\KafuuChino.xml</AnimFile> <ImpactType>Flesh</ImpactType> <PhysicsInfo>dude</PhysicsInfo> <Icon>Is the order a rabbit\KafuuChino\KafuuChino_icon</Icon> <PortraitIcon>Is the order a rabbit\KafuuChino\KafuuChino_portrait</PortraitIcon> <RolloverTextID>09942</RolloverTextID> <ShortRolloverTextID>09943</ShortRolloverTextID> <InitialHitpoints>1500.0000</InitialHitpoints> <MaxHitpoints>1500.0000</MaxHitpoints> <LOS>34.0000</LOS> <ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit> <ProjectileProtoUnit>Grenade</ProjectileProtoUnit> <AutoAttackRange>16.0000</AutoAttackRange> <UnitAIType>RangedCombative</UnitAIType> <TrainPoints>33.0000</TrainPoints> <Bounty>15000.0000</Bounty> <BuildBounty>15000.0000</BuildBounty> <Cost resourcetype="Food">20000.0000</Cost> <Cost resourcetype="Wood">10000.0000</Cost> <Cost resourcetype="Gold">20000.0000</Cost> <Cost resourcetype="Fame">50000.0000</Cost> <Cost resourcetype="XP">50000.0000</Cost> <AllowedAge>0</AllowedAge> <Armor type="Ranged" value="0.9900"/> <UnitType>LogicalTypeHealed</UnitType> <UnitType>LogicalTypeValidSharpshoot</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>ConvertsHerds</UnitType> <UnitType>AbstractRangedInfantry</UnitType> <UnitType>AbstractCavalryInfantry</UnitType> <UnitType>CountsTowardMilitaryScore</UnitType> <UnitType>HasBountyValue</UnitType> <UnitType>Ranged</UnitType> <UnitType>Unit</UnitType> <UnitType>Hero</UnitType> <UnitType>UnitClass</UnitType> <UnitType>Military</UnitType> <UnitType>AbstractInfantry</UnitType> <Flag>CollidesWithProjectiles</Flag> <Flag>ApplyHandicapTraining</Flag> <Flag>TieToWaterSurface</Flag> <Flag>NotDeleteable</Flag> <Flag>KnockoutDeath</Flag> <Flag>CorpseDecays</Flag> <Flag>ShowGarrisonButton</Flag> <Flag>DontRotateObstruction</Flag> <Flag>ObscuredByUnits</Flag> <Flag>OrientUnitWithGround</Flag> <Flag>Tracked</Flag> <Command page="10" column="2">Delete</Command> <Command page="10" column="1">Stop</Command> <Command page="10" column="0">Garrison</Command> <Command page="11" column="0">Abilities</Command> <Tactics>KafuuChino.tactics</Tactics> <ProtoAction> <Name>BuildingAttack</Name> <Damage>150.000000</Damage> <DamageType>Siege</DamageType> <MaxRange>12.000000</MaxRange> <ROF>3.000000</ROF> </ProtoAction> <ProtoAction> <Name>DefendHandAttack</Name> <Damage>100.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.500000</ROF> <DamageBonus type="AbstractHeavyInfantry">2.000000</DamageBonus> <DamageBonus type="AbstractLightCavalry">2.000000</DamageBonus> <DamageBonus type="xpEagleKnight">2.000000</DamageBonus> <DamageBonus type="AbstractCavalry">0.750000</DamageBonus> <DamageBonus type="xpCoyoteMan">0.750000</DamageBonus> <DamageCap>1000.000000</DamageCap> <DamageArea>5.000000</DamageArea> <DamageFlags>GAIAEnemy</DamageFlags> </ProtoAction> <ProtoAction> <Name>DefendRangedAttack</Name> <Damage>150.000000</Damage> <DamageType>Magic</DamageType> <MinRange>2.000000</MinRange> <MaxRange>30.000000</MaxRange> <ROF>3.000000</ROF> <DamageBonus type="Unit">2.000000</DamageBonus> </ProtoAction> <ProtoAction> <Name>MeleeHandAttack</Name> <Damage>100.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.500000</ROF> <DamageBonus type="AbstractHeavyInfantry">2.000000</DamageBonus> <DamageBonus type="AbstractLightCavalry">2.000000</DamageBonus> <DamageBonus type="xpEagleKnight">2.000000</DamageBonus> <DamageBonus type="xpCoyoteMan">0.750000</DamageBonus> <DamageBonus type="AbstractCavalry">0.750000</DamageBonus> <DamageCap>1000.000000</DamageCap> <DamageArea>5.000000</DamageArea> <DamageFlags>GAIAEnemy</DamageFlags> </ProtoAction> <ProtoAction> <Name>StaggerHandAttack</Name> <Damage>100.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.500000</ROF> <DamageBonus type="AbstractHeavyInfantry">2.000000</DamageBonus> <DamageBonus type="AbstractLightCavalry">2.000000</DamageBonus> <DamageBonus type="xpEagleKnight">2.000000</DamageBonus> <DamageBonus type="xpCoyoteMan">0.750000</DamageBonus> <DamageBonus type="AbstractCavalry">0.750000</DamageBonus> <DamageCap>1000.000000</DamageCap> <DamageArea>5.000000</DamageArea> <DamageFlags>GAIAEnemy</DamageFlags> </ProtoAction> <ProtoAction> <Name>StaggerRangedAttack</Name> <Damage>150.000000</Damage> <DamageType>Magic</DamageType> <MinRange>2.000000</MinRange> <MaxRange>30.000000</MaxRange> <ROF>3.000000</ROF> <DamageBonus type="Unit">2.000000</DamageBonus> <DamageCap>500.000000</DamageCap> <DamageArea>3.000000</DamageArea> <DamageFlags>GAIAEnemy</DamageFlags> </ProtoAction> <ProtoAction> <Name>VolleyHandAttack</Name> <Damage>100.000000</Damage> <DamageType>Hand</DamageType> <ROF>1.500000</ROF> <DamageBonus type="AbstractHeavyInfantry">2.000000</DamageBonus> <DamageBonus type="AbstractLightCavalry">2.000000</DamageBonus> <DamageBonus type="xpEagleKnight">2.000000</DamageBonus> <DamageBonus type="AbstractCavalry">0.750000</DamageBonus> <DamageBonus type="xpCoyoteMan">0.750000</DamageBonus> <DamageCap>1000.000000</DamageCap> <DamageArea>5.000000</DamageArea> <DamageFlags>GAIAEnemy</DamageFlags> </ProtoAction> <ProtoAction> <Name>VolleyRangedAttack</Name> <Damage>150.000000</Damage> <DamageType>Magic</DamageType> <MinRange>2.000000</MinRange> <MaxRange>30.000000</MaxRange> <ROF>3.000000</ROF> <DamageBonus type="Unit">2.000000</DamageBonus> <DamageCap>500.000000</DamageCap> <DamageArea>3.000000</DamageArea> <DamageFlags>GAIAEnemy</DamageFlags> </ProtoAction> <ProtoAction> <Name>MagicRangedAttack</Name> <Damage>150.000000</Damage> <DamageType>Magic</DamageType> <MinRange>2.000000</MinRange> <MaxRange>30.000000</MaxRange> <ROF>3.000000</ROF> <DamageBonus type="Unit">2.000000</DamageBonus> <DamageCap>500.000000</DamageCap> <DamageArea>3.000000</DamageArea> <DamageFlags>GAIAEnemy</DamageFlags> </ProtoAction> <ProtoAction> <Name>MagicBeamAttack</Name> <Damage>5000.000000</Damage> <DamageType>Magic</DamageType> <MinRange>20.000000</MinRange> <MaxRange>24.000000</MaxRange> <ROF>5.000000</ROF> <DamageBonus type="Unit">2.000000</DamageBonus> <DamageArea>5.000000</DamageArea> </ProtoAction> <ProtoAction> <Name>NatureAttack</Name> <Damage>150.000000</Damage> <DamageType>Magic</DamageType> <MinRange>12.000000</MinRange> <MaxRange>14.000000</MaxRange> <ROF>3.000000</ROF> <DamageBonus type="Nature">1.000000</DamageBonus> <DamageArea>3.000000</DamageArea> <DamageFlags>GAIAEnemy</DamageFlags> </ProtoAction> <ProtoAction> <Name>NatureAttack2</Name> <Damage>150.000000</Damage> <DamageType>Magic</DamageType> <MinRange>2.000000</MinRange> <ROF>3.000000</ROF> <DamageBonus type="Nature">1.000000</DamageBonus> <DamageArea>3.000000</DamageArea> <DamageFlags>GAIAEnemy</DamageFlags> </ProtoAction> </Unit> |
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因为没有单位设定对这种攻击类型的防御,所以我新定义的Magic魔法攻击贯穿所有护甲,对所有单位输出100%伤害。
不要管这里的炮轰图标,实际上是新增的攻击类型。