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[求助] 大明宝船如何在个人战斗中出现?

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左武卫将军发表于 2020-1-8 20:57:01
如题。
小白修改了protoy中的YPSPCTreasureShip,打算以它为本修改,增加了炮轰战斗值语句。
techtreey中也修改了添加训练语句
中国船坞中也添加了建造语句。
但是...........遭遇战使用的时候,船坞里面宝船那项是黑的,没有任何显示。。。。。
还需要怎么修改?
是不是图标有问题?由于建造船坞这个本身没有宝船图标,后来用福船图标代替了,结果还是不成,有福船的图标显示了,但是还是暗色的,点击没有任何反应。
各位亲,咋个弄啊、、、、、、
@青天小羽
こはね发表于 2020-1-8 22:30:29
那个是建筑,可以在unittype那里自己改成单位

也可以复制福船,然后protoy的animfile改成宝船的,要攻击仿照福船的anim xml将攻击动作添加到宝船的anim xml
如果需要现成文件参考天明mod
如果生产资源,自己在tactics复制一下就可以了
こはね发表于 2020-1-9 16:00:34


最好拿一个单位,例如福船作为模板,而不是像上图那样直接单改一个语句
こはね发表于 2020-1-17 23:52:18

<Unit id='1463' name='WarTreasureShip'>
<DBID>2142</DBID>
<DisplayNameID>00001</DisplayNameID>
<EditorNameID>00002</EditorNameID>
<ObstructionRadiusX>6.3000</ObstructionRadiusX>
<ObstructionRadiusZ>6.3000</ObstructionRadiusZ>
<FormationCategory>Ranged</FormationCategory>
<MaxVelocity>7.00000</MaxVelocity>
<MaxRunVelocity>9.00000</MaxRunVelocity>
<MovementType>water</MovementType>
<TurnRate>4.0000</TurnRate>
<AnimFile>Mods\WarTreasureShip.xml</AnimFile>
<ImpactType>Wood</ImpactType>
<PhysicsInfo>house</PhysicsInfo>
<Icon>units\asians\spc\treasure_ship\china_ship_icon_portrait</Icon>
<PortraitIcon>units\asians\spc\treasure_ship\china_ship_icon_portrait</PortraitIcon>
<RolloverTextID>00003</RolloverTextID>
<ShortRolloverTextID>00004</ShortRolloverTextID>
<InitialHitpoints>6000.0000</InitialHitpoints>
<MaxHitpoints>6000.0000</MaxHitpoints>
<LOS>50.0000</LOS>
<ProjectileProtoUnit>Cannonball</ProjectileProtoUnit>
<UnitAIType>RangedCombative</UnitAIType>
<TrainPoints>60.0000</TrainPoints>
<BuildLimit>1</BuildLimit>
<Bounty>320.0000</Bounty>
<BuildBounty>320.0000</BuildBounty>
<Cost resourcetype='Wood'>1200.0000</Cost>
<Cost resourcetype='Gold'>2000.0000</Cost>
<MaxContained>100</MaxContained>
<AllowedAge>2</AllowedAge>
<Armor type='Ranged' value='0.7500'/>
<UnitType>LogicalTypeNavalMilitary</UnitType>
<UnitType>LogicalTypeValidSabotage</UnitType>
<UnitType>LogicalTypeNeededForVictory</UnitType>
<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeVillagersAttack</UnitType>
<UnitType>LogicalTypeHandUnitsAttack</UnitType>
<UnitType>LogicalTypeShipsAndBuildings</UnitType>
<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
<UnitType>Ship</UnitType>
<UnitType>Transport</UnitType>
<UnitType>Unit</UnitType>
<UnitType>Military</UnitType>
<UnitType>UnitClass</UnitType>
<UnitType>HasBountyValue</UnitType>
<UnitType>AbstractShrine</UnitType>
<UnitType>Ranged</UnitType>
<UnitType>CountsTowardMilitaryScore</UnitType>
<UnitType>AbstractWarShip</UnitType>
<Flag>TieToWaterSurface</Flag>
<Flag>CollidesWithProjectiles</Flag>
<Flag>DontRotateObstruction</Flag>
<Flag>ApplyHandicapTraining</Flag>
<Flag>NavalUnit</Flag>
<Flag>DecalStickToWaterSurface</Flag>
<Flag>NoFadeOnDeath</Flag>
<Flag>FadeOutDecalOnDeath</Flag>
<Flag>NoBloodOnDeath</Flag>
<Flag>HeroName1</Flag>
<Flag>HasGatherPoint</Flag>
<Flag>AllowAutoGarrison</Flag>
<Flag>ObscuresUnits</Flag>
<Flag>ForceBuildingData</Flag>
<Flag>NonAutoFormedUnit</Flag>
<Flag>ShowGarrisonButton</Flag>
<Flag>NotPlayerPlaceable</Flag>
<Flag>Tracked</Flag>
<Train row ='0' page ='0' column ='1'>ypWokouArmy</Train>
<Train row ='0' page ='0' column ='2'>ypMandarinArmy</Train>
<Contain>LogicalTypeGarrisonInShips</Contain>
<Contain>ypFishingBoatAsian</Contain>
<Command page='10' column='1'>Eject</Command>
<Command page='10' column='2'>Stop</Command>
<Command page='10' column='3'>Delete</Command>
<Command page='10' column='0'>SetGatherPointMilitary</Command>
<Command page ='9' column ='2'>TreasureShipCoin</Command>
<Command page ='9' column ='0'>TreasureShipFood</Command>
<Command page ='9' column ='1'>TreasureShipWood</Command>
<Command page ='9' column ='3'>SquadUnlock</Command>
<Command page='11' column='3'>Abilities</Command>
<Tactics>YPWarTreasureShip.tactics</Tactics>
<ProtoAction>
<Name>BroadsideAttack</Name>
<Damage>100.000000</Damage>
<DamageType>Siege</DamageType>
<MaxRange>35.000000</MaxRange>
<ROF>0.050000</ROF>
<DamageCap>180.000000</DamageCap>
<DamageBonus type='Ship'>3.000000</DamageBonus>
<DamageArea>1.000000</DamageArea>
</ProtoAction>
<ProtoAction>
<Name>RangedAttack</Name>
<Damage>120.000000</Damage>
<DamageType>Siege</DamageType>
<MaxRange>35.000000</MaxRange>
<ROF>1.000000</ROF>
<DamageCap>300.000000</DamageCap>
<DamageBonus type='Building'>2.000000</DamageBonus>
<DamageBonus type='AbstractArtillery'>2.000000</DamageBonus>
<DamageArea>1.000000</DamageArea>
<DamageBonus type='Ship'>3.000000</DamageBonus>
</ProtoAction>
<ProtoAction>
<Name>LongRangeAttack</Name>
<Damage>300.000000</Damage>
<DamageType>Siege</DamageType>
<MaxRange>45.000000</MaxRange>
<ROF>2.000000</ROF>
<DamageCap>400.000000</DamageCap>
<DamageBonus type ='Building'>10.000000</DamageBonus>
<DamageArea>10.000000</DamageArea>
</ProtoAction>




<AnimFile>Mods\WarTreasureShip.xml</AnimFile>



<?xml version='1.0' encoding='utf-8'?>

<animfile>
<definebone>bone_muzzlel01</definebone>
<definebone>bone_muzzlel02</definebone>
<definebone>bone_muzzlel03</definebone>
<definebone>bone_muzzlel04</definebone>
<definebone>bone_muzzlel05</definebone>
<definebone>bone_muzzler01</definebone>
<definebone>bone_muzzler02</definebone>
<definebone>bone_muzzler03</definebone>
<definebone>bone_muzzler04</definebone>
<definebone>bone_muzzler05</definebone>
<definebone>bone_debris_1a</definebone>
<definebone>bone_debris_1b</definebone>
<definebone>bone_debris_1c</definebone>
<definebone>bone_debris_2a</definebone>
<definebone>bone_debris_2b</definebone>
<definebone>bone_debris_2c</definebone>
<definebone>bone_debris_3a</definebone>
<definebone>bone_debris_3b</definebone>
<definebone>bone_debris_3c</definebone>
<definebone>bone_debris_4a</definebone>
<definebone>bone_debris_4b</definebone>
<definebone>bone_debris_4c</definebone>
<definebone>bone_debris_5a</definebone>
<definebone>bone_debris_5b</definebone>
<definebone>bone_debris_6a</definebone>
<definebone>bone_debris_6b</definebone>
<definebone>bone_debris_6c</definebone>
<definebone>bone_master</definebone>
<definebone>bone_debris_7a</definebone>
<definebone>bone_debris_7b</definebone>
<definebone>bone_debris_7c</definebone>
<definebone>bone_debris_7d</definebone>
<definebone>bone_garrisonflag</definebone>
<attachment>
attachment_boat_ripple
<component>
boat_ripple
<assetreference type='ParticleSystem'>
<file>units\naval\galleon\galleon_idle_ripple.particle</file>
</assetreference>
</component>
<anim>
Idle
<component>boat_ripple</component>
</anim>
</attachment>
<attachment>
attachment_wake_splash
<component>
wake_splash
<assetreference type='ParticleSystem'>
<file>units\naval\galleon\galleon_wakefoam_large.particle</file>
</assetreference>
</component>
<anim>
Idle
<component>wake_splash</component>
</anim>
</attachment>
<attachment>
attachment_wake_front_splash
<component>
wake_front_splash
<assetreference type='ParticleSystem'>
<file>units\naval\galleon\galleon_wake_front.particle</file>
</assetreference>
</component>
<anim>
Idle
<component>wake_front_splash</component>
</anim>
</attachment>
<attachment>
DeathWaterFoam
<component>
foam
<assetreference type='ParticleSystem'>
<file>effects\water_effects\shp_dest_foamRing.particle</file>
</assetreference>
</component>
<anim>
None
<component>foam</component>
</anim>
</attachment>
<attachment>
DeathWaterSpray2
<component>
spray2
<assetreference type='ParticleSystem'>
<file>effects\water_effects\shp_dest_foamSpray.particle</file>
</assetreference>
</component>
<anim>
None
<component>spray2</component>
</anim>
</attachment>
<attachment>
DeathWaterSteam
<component>
steam
<assetreference type='ParticleSystem'>
<file>effects\water_effects\shp_dest_foamSteam.particle</file>
</assetreference>
</component>
<anim>
None
<component>steam</component>
</anim>
</attachment>
<attachment>
DeathWaterFade
<component>
fade
<assetreference type='ParticleSystem'>
<file>effects\water_effects\shp_dest_foamFade.particle</file>
</assetreference>
</component>
<anim>
None
<component>fade</component>
</anim>
</attachment>
<attachment>
DeathWaterRipple
<component>
ripple
<assetreference type='ParticleSystem'>
<file>effects\water_effects\shp_dest_shockwave.particle</file>
</assetreference>
</component>
<anim>
None
<component>ripple</component>
</anim>
</attachment>
<component>
Frigate
<logic type='LowPoly'>
<normal>
<logic type='Destruction'>
<p1>
<assetreference type='GrannyModel'>
<file>units\asians\spc\treasure_ship\spc_treasure_boat_dmg</file>
</assetreference>
</p1>
<p99>
<assetreference type='GrannyModel'>
<file>units\asians\spc\treasure_ship\spc_treasure_ship_stage_final</file>
</assetreference>
</p99>
</logic>
</normal>
<lowpoly>
<assetreference type='GrannyModel'>
<file>units\asians\spc\treasure_ship\spc_treasure_ship_stage_final</file>
</assetreference>
</lowpoly>
</logic>
<decal>
<effecttype>default</effecttype>
<selectedtexture>shadows_selections\selection_oval_64x128</selectedtexture>
<width>12.00</width>
<height>20.00</height>
</decal>
<watersplash>
<texture>units\naval\colony_ship\colony_ship_hullmask</texture>
<width>10.0</width>
<height>10.0</height>
</watersplash>
</component>
<component>
Death
<assetreference type='GrannyModel'>
<file>units\asians\spc\treasure_ship\spc_treasure_ship_final_death</file>
</assetreference>
<decal>
<effecttype>default</effecttype>
<selectedtexture>shadows_selections\selection_oval_64x128</selectedtexture>
<width>12.00</width>
<height>20.00</height>
</decal>
<watersplash>
<texture>units\naval\colony_ship\colony_ship_hullmask</texture>
<width>10.0</width>
<height>10.0</height>
</watersplash>
</component>
<anim>
Idle
<assetreference type='GrannyAnim'>
<file>units\asians\naval\fuchuan\fuchuan_idle</file>
</assetreference>
<component>Frigate</component>
<simskeleton>
<model>units\asians\naval\fuchuan\fuchuan_damaged</model>
<damagetemplate>units\asians\naval\fuchuan\fuchuan_dmg.dmg</damagetemplate>
</simskeleton>
</anim>
<anim>
BombardAttack
<assetreference type='GrannyAnim'>
<file>units\asians\naval\fuchuan\fuchuan_idle</file>
<tag type='CameraShake'>0.10</tag>
<tag type='Attack'>0.02</tag>
<tag type='SpecificSoundSet' checkvisible='1' set='MortarShot'>0.02</tag>
<tag type='Particles' particlename='monitorbombardmuzzlefx'>0.03</tag>
</assetreference>
<component>Frigate</component>
<simskeleton>
<model>units\asians\naval\fuchuan\fuchuan_damaged</model>
<damagetemplate>units\asians\naval\fuchuan\fuchuan_dmg.dmg</damagetemplate>
</simskeleton>
</anim>
<anim>
Death
<assetreference type='GrannyAnim'>
<file>units\asians\spc\treasure_ship\spc_treasure_ship_final_death_anim</file>
</assetreference>
<component>Death</component>
<attach a='DeathWaterFoam' frombone='ATTACHPOINT' tobone='ATTACHPOINT' syncanims='0'/>
<attach a='DeathWaterSpray2' frombone='ATTACHPOINT' tobone='ATTACHPOINT' syncanims='0'/>
<attach a='DeathWaterRipple' frombone='ATTACHPOINT' tobone='ATTACHPOINT' syncanims='0'/>
<attach a='DeathWaterFade' frombone='ATTACHPOINT' tobone='ATTACHPOINT' syncanims='0'/>
</anim>
<anim>
Walk
<assetreference type='GrannyAnim'>
<file>units\asians\naval\fuchuan\fuchuan_walk</file>
</assetreference>
<component>Frigate</component>
<simskeleton>
<model>units\asians\naval\fuchuan\fuchuan_damaged</model>
<damagetemplate>units\asians\naval\fuchuan\fuchuan_dmg.dmg</damagetemplate>
</simskeleton>
</anim>


</animfile>



<Tactics>YPWarTreasureShip.tactics</Tactics>



<?xml version='1.0' encoding='utf-8'?>

<tactics>
<action>
<name stringid='38133'>RangedAttack</name>
<type>BroadsideAttack</type>
<attackaction>1</attackaction>
<rangedlogic>1</rangedlogic>
<anim>Idle</anim>
<idleanim>Idle</idleanim>
<projectile>Cannonball</projectile>
<numberprojectiles>1</numberprojectiles>
<impacteffect>effects\impacts\cannon</impacteffect>
<accuracy>1.0</accuracy>
<maxheight>0</maxheight>
<accuracyreductionfactor>0.5</accuracyreductionfactor>
<aimbonus>5</aimbonus>
<rof>3</rof>
<rate type='All'>1.0</rate>
<areasortmode>Directional</areasortmode>
<targetground>1</targetground>
<numberbounces>1</numberbounces>
<basedamagecap>1</basedamagecap>
</action>
<action>
<name stringid='38123'>BroadsideAttack</name>
<type>BroadsideAttack</type>
<attackaction>1</attackaction>
<rangedlogic>1</rangedlogic>
<anim>Idle</anim>
<idleanim>Idle</idleanim>
<projectile>Cannonball</projectile>
<numberprojectiles>1</numberprojectiles>
<impacteffect>effects\impacts\cannon</impacteffect>
<accuracy>1.0</accuracy>
<maxheight>0</maxheight>
<accuracyreductionfactor>0.01</accuracyreductionfactor>
<aimbonus>5</aimbonus>
<rof>3</rof>
<rate type='All'>1.0</rate>
<areasortmode>Directional</areasortmode>
<targetground>1</targetground>
<basedamagecap>1</basedamagecap>
</action>
<action>
<name stringid='38122'>LongRangeAttack</name>
<type>Attack</type>
<attackaction>1</attackaction>
<rangedlogic>1</rangedlogic>
<anim>BombardAttack</anim>
<idleanim>Idle</idleanim>
<projectile>MortarShell</projectile>
<numberprojectiles>1</numberprojectiles>
<impacteffect>effects\impacts\mortar</impacteffect>
<accuracy>1.0</accuracy>
<aimbonus>5</aimbonus>
<throw>1</throw>
<rate type='All'>1.0</rate>
<perfectaccuracy>1</perfectaccuracy>
<areasortmode>Radial</areasortmode>
<targetground>1</targetground>
<basedamagecap>1</basedamagecap>
</action>
<action>
<name stringid='69148'>Discover</name>
<type>Discover</type>
<anim>GatherFish</anim>
<maxrange>0.2</maxrange>
<rate type='AbstractNuggetWater'>1.0</rate>
</action>

<action>
<dbaction>BoatManager</dbaction>
<name stringid='69156'>BoatManager</name>
<type>BoatManager</type>
<persistent>1</persistent>
</action>
<action>
<name stringid='68993'>FoodSpawn</name>
<type>Maintain</type>
<rate type='CrateofFood'>1</rate>
<persistent>1</persistent>
</action>
<action>
<name stringid='68993'>WoodSpawn</name>
<type>Maintain</type>
<rate type='CrateofWood'>1</rate>
<persistent>1</persistent>
</action>
<action>
<name stringid='68993'>CoinSpawn</name>
<type>Maintain</type>
<rate type='CrateofCoin'>1</rate>
<persistent>1</persistent>
</action>
<tactic>
Normal
<speedmodifier>1.0</speedmodifier>
<action priority='100'>RangedAttack</action>
<action priority='1'>BroadsideAttack</action>
<action priority='2'>LongRangeAttack</action>
<action>Discover</action>
<action>BoatManager</action>
<idleanim>Idle</idleanim>
<moveanim>Walk</moveanim>
<deathanim>Death</deathanim>
<attacktype>LogicalTypeRangedUnitsAttack</attacktype>
<autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype>
<attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype>
<runaway>1</runaway>
<autoretarget>1</autoretarget>

<action>FoodSpawn</action>
<active>1</active>
<transition>
<tactic>Wood</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>Coin</tactic>
<length>2</length>
<exit>1</exit>
</transition>
</tactic>
<tactic>
Wood
<speedmodifier>1.0</speedmodifier>
<action priority='100'>RangedAttack</action>
<action priority='1'>BroadsideAttack</action>
<action priority='2'>LongRangeAttack</action>
<action>Discover</action>
<action>BoatManager</action>
<idleanim>Idle</idleanim>
<moveanim>Walk</moveanim>
<deathanim>Death</deathanim>
<attacktype>LogicalTypeRangedUnitsAttack</attacktype>
<autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype>
<attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype>
<runaway>1</runaway>
<autoretarget>1</autoretarget>

<action>WoodSpawn</action>
<active>1</active>
<transition>
<tactic>Normal</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>Coin</tactic>
<length>2</length>
<exit>1</exit>
</transition>
</tactic>
<tactic>
Coin
<speedmodifier>1.0</speedmodifier>
<action priority='100'>RangedAttack</action>
<action priority='1'>BroadsideAttack</action>
<action priority='2'>LongRangeAttack</action>
<action>Discover</action>
<action>BoatManager</action>
<idleanim>Idle</idleanim>
<moveanim>Walk</moveanim>
<deathanim>Death</deathanim>
<attacktype>LogicalTypeRangedUnitsAttack</attacktype>
<autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype>
<attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype>
<runaway>1</runaway>
<autoretarget>1</autoretarget>

<action>CoinSpawn</action>
<active>1</active>
<transition>
<tactic>Normal</tactic>
<length>2</length>
<exit>1</exit>
</transition>
<transition>
<tactic>Wood</tactic>
<length>2</length>
<exit>1</exit>
</transition>
</tactic>
</tactics>
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