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[求助] 火舞祭典速率

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AI游荡者发表于 2022-3-15 23:24:50
 本帖最后由 AI游荡者 于 2022-3-15 23:36 编辑 

原版如何修改让某种村民在火舞祭典跳舞的速率与战斗祭司一致
こはね发表于 2022-3-16 00:26:53
知识盲区

明天再试一下gather能不能调整

<ProtoAction>
<Name>Gather</Name>
<Rate type ='FirePit'>0.100000</Rate>
</ProtoAction>

AI游荡者发表于 2022-3-16 00:53:53

村民和战斗祭司<Rate type ='FirePit'>0.100000</Rate>这一句完全一致,应该不是从这里体现。我同样打开settler.tactics与aztecpriest.tactics,没有找到两者之间DanceBone的区别,所以上论坛来看看有没有大手子能解决
こはね发表于 2022-3-16 16:02:14
目前我已经排处了写死在主程序的可能
J1]988)L8`Z]OL7V4FI_~B1.png

改掉调用名仍然是+16%(肥沃之舞)
48766231996bd6f83.png

删掉所有flag与unittype还是+16%

こはね发表于 2022-3-16 16:08:16
将祭司的tactics改成村民仍然是16%2618362319afe6fd5a.png

排除经验与造价,仍然是16%
5937062319b7e93205.png
こはね发表于 2022-3-16 16:20:12
将村民这段语句替换到祭司后,变成8%,剩下就是慢慢找了(根据上层楼的测试,排除unittype、flag、经验、造价)

<PopulationCount>1</PopulationCount>
<ObstructionRadiusX>0.4900</ObstructionRadiusX>
<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
<FormationCategory>Protected</FormationCategory>
<MaxVelocity>4.0000</MaxVelocity>
<MaxRunVelocity>6.0000</MaxRunVelocity>
<MovementType>land</MovementType>
<TurnRate>18.0000</TurnRate>
<AnimFile>units\villagers\villager.xml</AnimFile>
<ImpactType>Flesh</ImpactType>
<PhysicsInfo>dude</PhysicsInfo>
<Icon>ui\units\native_villager_icon</Icon>
<PortraitIcon>ui\units\native_villager_portrait</PortraitIcon>
<SelectionPriority>10</SelectionPriority>
<RolloverTextID>43686</RolloverTextID>
<ShortRolloverTextID>43685</ShortRolloverTextID>
<InitialHitpoints>150.0000</InitialHitpoints>
<MaxHitpoints>150.0000</MaxHitpoints>
<LOS>14.0000</LOS>
<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
<UnitAIType>Civilian</UnitAIType>
<TrainPoints>25.0000</TrainPoints>
<BuildLimit>99</BuildLimit>
<Bounty>10.0000</Bounty>
<BuildBounty>10.0000</BuildBounty>
<Cost resourcetype ='Food'>100.0000</Cost>
<CarryCapacity resourcetype ='Food'>1.0000</CarryCapacity>
<CarryCapacity resourcetype ='Wood'>1.0000</CarryCapacity>
<CarryCapacity resourcetype ='Gold'>1.0000</CarryCapacity>
<AllowedAge>0</AllowedAge>
<Armor type ='Hand' value ='0.2000'></Armor>
<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
<UnitType>LogicalTypeEasySelectAvoid</UnitType>
<UnitType>LogicalTypeHealed</UnitType>
<UnitType>LogicalTypeNeededForVictory</UnitType>
<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
<UnitType>LogicalTypeGarrisonInShips</UnitType>
<UnitType>LogicalTypeAffectedByTownBell</UnitType>
<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeVillagersAttack</UnitType>
<UnitType>LogicalTypeHandUnitsAttack</UnitType>
<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
<UnitType>ConvertsHerds</UnitType>
<UnitType>AffectedByTownBell</UnitType>
<UnitType>CannotConvertHill</UnitType>
<UnitType>HasBountyValue</UnitType>
<UnitType>Ranged</UnitType>
<UnitType>CountsTowardEconomicScore</UnitType>
<UnitType>ValidIdleVillager</UnitType>
<UnitType>Unit</UnitType>
<UnitType>UnitClass</UnitType>
<UnitType>Economic</UnitType>
<UnitType>AbstractVillager</UnitType>

こはね发表于 2022-3-16 17:24:15
剩下你自己测试吧,自己对比村民与祭司的protoy代码,我想偷懒

测试好了顺便在这里告诉我

村民祭司
<PopulationCount>1</PopulationCount>
<ObstructionRadiusX>0.4900</ObstructionRadiusX>
<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
<FormationCategory>Protected</FormationCategory>
<MaxVelocity>4.0000</MaxVelocity>
<MaxRunVelocity>6.0000</MaxRunVelocity>
<MovementType>land</MovementType>
<TurnRate>18.0000</TurnRate>
<AnimFile>units\villagers\villager.xml</AnimFile>
<ImpactType>Flesh</ImpactType>
<PhysicsInfo>dude</PhysicsInfo>
<Icon>ui\units\native_villager_icon</Icon>
<PortraitIcon>ui\units\native_villager_portrait</PortraitIcon>
<SelectionPriority>10</SelectionPriority>
<RolloverTextID>43686</RolloverTextID>
<ShortRolloverTextID>43685</ShortRolloverTextID>
<InitialHitpoints>150.0000</InitialHitpoints>
<MaxHitpoints>150.0000</MaxHitpoints>
<LOS>14.0000</LOS>
<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
<UnitAIType>Civilian</UnitAIType>
<TrainPoints>25.0000</TrainPoints>
<BuildLimit>99</BuildLimit>
<Bounty>10.0000</Bounty>
<BuildBounty>10.0000</BuildBounty>
<Cost resourcetype ='Food'>100.0000</Cost>
<CarryCapacity resourcetype ='Food'>1.0000</CarryCapacity>
<CarryCapacity resourcetype ='Wood'>1.0000</CarryCapacity>
<CarryCapacity resourcetype ='Gold'>1.0000</CarryCapacity>
<AllowedAge>0</AllowedAge>
<Armor type ='Hand' value ='0.2000'></Armor>
<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
<UnitType>LogicalTypeEasySelectAvoid</UnitType>
<UnitType>LogicalTypeHealed</UnitType>
<UnitType>LogicalTypeNeededForVictory</UnitType>
<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
<UnitType>LogicalTypeGarrisonInShips</UnitType>
<UnitType>LogicalTypeAffectedByTownBell</UnitType>
<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeVillagersAttack</UnitType>
<UnitType>LogicalTypeHandUnitsAttack</UnitType>
<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
<UnitType>ConvertsHerds</UnitType>
<UnitType>AffectedByTownBell</UnitType>
<UnitType>CannotConvertHill</UnitType>
<UnitType>HasBountyValue</UnitType>
<UnitType>Ranged</UnitType>
<UnitType>CountsTowardEconomicScore</UnitType>
<UnitType>ValidIdleVillager</UnitType>
<UnitType>Unit</UnitType>
<UnitType>UnitClass</UnitType>
<UnitType>Economic</UnitType>
<UnitType>AbstractVillager</UnitType>

<PopulationCount>1</PopulationCount>
<ObstructionRadiusX>0.4900</ObstructionRadiusX>
<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
<FormationCategory>Protected</FormationCategory>
<MaxVelocity>4.0000</MaxVelocity>
<MaxRunVelocity>6.0000</MaxRunVelocity>
<MovementType>land</MovementType>
<TurnRate>18.0000</TurnRate>
<AnimFile>units\natives\aztec\priest\priest.xml</AnimFile>
<ImpactType>Flesh</ImpactType>
<PhysicsInfo>dude</PhysicsInfo>
<Icon>ui\units\az_priest_icon</Icon>
<PortraitIcon>ui\units\az_priest_portrait</PortraitIcon>
<RolloverTextID>46329</RolloverTextID>
<ShortRolloverTextID>46328</ShortRolloverTextID>
<InitialHitpoints>360.0000</InitialHitpoints>
<MaxHitpoints>360.0000</MaxHitpoints>
<LOS>12.0000</LOS>
<UnitAIType>HandCombative</UnitAIType>
<TrainPoints>45.0000</TrainPoints>
<BuildLimit>10</BuildLimit>
<Bounty>20.0000</Bounty>
<BuildBounty>20.0000</BuildBounty>
<Cost resourcetype ='Gold'>200.0000</Cost>
<AllowedAge>1</AllowedAge>
<Armor type ='Ranged' value ='0.1000'></Armor>
<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
<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>AbstractInfantry</UnitType>
<UnitType>Economic</UnitType>
<UnitType>Military</UnitType>
<UnitType>UnitClass</UnitType>
<UnitType>Unit</UnitType>
<UnitType>HasBountyValue</UnitType>
<UnitType>CountsTowardEconomicScore</UnitType>
<UnitType>AbstractHandInfantry</UnitType>
<UnitType>ConvertsHerds</UnitType>
<UnitType>CannotConvertHill</UnitType>
<Flag>CollidesWithProjectiles</Flag>
<Flag>ApplyHandicapTraining</Flag>
<Flag>CorpseDecays</Flag>
<Flag>ShowGarrisonButton</Flag>
<Flag>DontRotateObstruction</Flag>
<Flag>ObscuredByUnits</Flag>
<Flag>CanAutoHeal</Flag>
<Flag>ExcludeFromMoveAllMilitary</Flag>
<Flag>Tracked</Flag>
こはね发表于 2022-3-17 00:41:38
反过来思考,可能是村民的语句问题,测试了一下还真的是添加

<UnitType>AbstractVillager</UnitType>

就会降低跳舞一半效率,但是你不添加的话,又不能砍树,所以你的问题无解。
  • AI游荡者 : 这可真是无语了
AI游荡者发表于 2022-3-19 19:57:02
青天小羽 发表于 2022-3-17 00:41
反过来思考,可能是村民的语句问题,测试了一下还真的是添加

AbstractVillager

不过还是谢谢解惑
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