给单位添加被动技能
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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