wwe5678 发表于 2024-10-4 22:43

MOD修改教程: I like塔防,把神话时代改成塔防

本帖最后由 wwe5678 于 2024-10-7 21:25 编辑

首先,在proto.xml里复制
<unit name="SentryTower">
改成超级箭塔
<unit name="SupperSentryTower">
    <displaynameid>STR_BLD_SENTRY_TOWER_NAME</displaynameid>
    <rollovertextid>STR_BLD_SENTRY_TOWER_LR</rollovertextid>
    <shortrollovertextid>STR_BLD_SENTRY_TOWER_SR</shortrollovertextid>
    <icon>resources\atlantean\static_color\technologies\guard_tower_atlantean_icon.png</icon>
    <animfile>atlantean\buildings\tower\tower.xml</animfile>
    <soundsetfile>shared\sfx\buildings\sentry_tower.xml</soundsetfile>
    <obstructionradiusx>1.0000</obstructionradiusx>
    <obstructionradiusz>1.0000</obstructionradiusz>
    <impacttype>Wood</impacttype>
    <screenshakeondestruction>0.400</screenshakeondestruction>
    <partisantype>Militia</partisantype>
    <partisancount>3</partisancount>
    <unitaitype>RangedCombative</unitaitype>
    <movementtype>land</movementtype>
    <initialhitpoints>1750.0000</initialhitpoints>
    <maxhitpoints>1750.0000</maxhitpoints>
<!--自动回血    -->
    <unitregen>5.0000</unitregen>
<!--建造速度    -->
    <buildpoints>10.0000</buildpoints>
<!--建造数量限制    -->
    <buildlimit>500</buildlimit>
    <maxcontained>10</maxcontained>
<!--增加住房空间数量    -->
    <populationcapaddition>10</populationcapaddition>
    <los>24.0000</los>
<!--价格    -->
    <cost resourcetype="Wood">15.0000</cost>
    <cost resourcetype="Gold">10.0000</cost>
<!--3种防御百分比    -->
    <armor type="Hack" value="0.6000">
    </armor>
    <armor type="Pierce" value="0.6000">
    </armor>
    <armor type="Crush" value="0.6000">
    </armor>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeBuildingsNotWalls</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>LogicalTypeMinimapFilterMilitary</unittype>
    <unittype>LogicalTypeEarthquakeAttack</unittype>
    <unittype>LogicalTypeAffectedByCeaseFireBuildingSlow</unittype>
    <unittype>Building</unittype>
    <unittype>BuildingClass</unittype>
    <unittype>MilitaryBuilding</unittype>
    <unittype>AbstractTower</unittype>
    <unittype>CountsTowardMilitaryScore</unittype>
    <unittype>LogicalTypeAffectedByRestoration</unittype>
    <unittype>LogicalTypeValidMeteorTarget</unittype>
    <unittype>LogicalTypeValidTornadoAttack</unittype>
    <unittype>LogicalTypeTartarianGateValidOverlapPlacement</unittype>
    <unittype>LogicalTypeBuildingThatCanBeEmpowered</unittype>
    <unittype>LogicalTypeBuildingNotWonderOrTitan</unittype>
    <unittype>LogicalTypeBuildingSmall</unittype>
    <hotkeycontext>TowerAccel</hotkeycontext>
<!--训练超级村民    -->
    <train row="1" column="0">VillagerSupper</train>
    <tech row="0" column="0">SignalFires</tech>
    <tech row="0" column="0">CarrierPigeons</tech>
    <tech row="0" column="1">WatchTower</tech>
    <tech row="0" column="1">GuardTower</tech>
    <tech row="0" column="2">Crenellations</tech>
    <tech row="0" column="3">BoilingOil</tech>
    <tech row="0" column="1">BallistaTower</tech>
    <flag>CollidesWithProjectiles</flag>
    <flag>Immoveable</flag>
    <flag>ObscuresUnits</flag>
    <flag>NonAutoFormedUnit</flag>
    <flag>Doppled</flag>
    <flag>;PaintTextureWhenPlacing</flag>
    <flag>FlattenGround</flag>
    <flag>HasGatherPoint</flag>
    <flag>DisplayRange</flag>
    <flag>DisplayMinimumRange</flag>
    <flag>CreateUnitGroupAutomatically</flag>
    <flag>NotPlayerPlaceable</flag>
    <contain>Unit</contain>
    <notcontain>AbstractCavalry</notcontain>
    <notcontain>MythUnit</notcontain>
    <notcontain>AbstractSiegeWeapon</notcontain>
    <notcontain>Ship</notcontain>
    <notcontain>Resource</notcontain>
    <command row="1" column="1">CancelBuilding</command>
    <command row="3" column="0">SetGatherPoint</command>
    <command row="3" column="1">Eject</command>
    <command row="3" column="2">EjectBackToWork</command>
    <command row="3" column="5">Delete</command>
    <tactics>sentry_tower.tactics</tactics>
    <protoaction>
<!--范围攻击    -->
      <name>RangedAttack</name>
<!--攻速,越小越快    -->
      <rof>0.500000</rof>
<!--伤害    -->
      <damage type="Pierce">48.000000</damage>
      <damagebonus type="Ship">3.000000</damagebonus>
<!--攻击范围    -->
       <maxrange>28.000000</maxrange>
      <active>0</active>
      <projectile>;ProjectileArrow</projectile>
<!--启箭头数量    -->
      <displayednumberprojectiles>6</displayednumberprojectiles>
    </protoaction>
    <protoaction>
<!--对空攻击    -->
      <name>FlyingUnitAttack</name>
      <rof>0.500000</rof>
      <damage type="Pierce">48.000000</damage>
      <damagebonus type="Ship">3.000000</damagebonus>
      <maxrange>28.000000</maxrange>
      <active>0</active>
      <projectile>;ProjectileArrow</projectile>
      <displayednumberprojectiles>6</displayednumberprojectiles>
    </protoaction>
    <protoaction>
<!--近距离攻击    -->
      <name>HandAttack</name>
      <rof>0.500000</rof>
      <damage type="Pierce">48.000000</damage>
      <damagebonus type="Ship">3.000000</damagebonus>
      <maxrange>4.000000</maxrange>
      <active>0</active>
      <impacteffect>effects\impacts\pierce</impacteffect>
    </protoaction>
    <protoaction>
<!--区域医疗    -->
      <name>AreaHeal</name>
<!--范围    -->
      <maxrange>30</maxrange>
      <modifyamount>10</modifyamount>
<!--每秒回血数量    -->
      <slowhealmultiplier>4.0</slowhealmultiplier>
    </protoaction>
    <protoaction>
<!--自动打钱    -->
      <name>AutoGather</name>
      <type>AutoGather</type>
<!--4种资源每秒增加数量    -->
      <rate type="Food">1.000000</rate>
      <rate type="Wood">1.000000</rate>
      <rate type="Gold">1.000000</rate>
      <rate type="Favor">1.000000</rate>
      <persistent>1</persistent>
    </protoaction>
</unit>

接着,在proto.xml里复制亚特兰蒂斯村民,
<unit name="VillagerAtlantean">
改成超级村民
<unit name="VillagerSupper">
    <displaynameid>STR_UNIT_CITIZEN_NAME</displaynameid>
    <rollovertextid>STR_UNIT_CITIZEN_LR</rollovertextid>
    <shortrollovertextid>STR_UNIT_CITIZEN_SR</shortrollovertextid>
    <editornameid>STR_UNIT_CITIZEN_EDT_NAME</editornameid>
    <icon>resources\atlantean\player_color\units\villager_atlantean_icon.png</icon>
    <animfile>atlantean\units\economic\villager_atlantean\villager_atlantean.xml</animfile>
    <soundsetfile>atlantean\vo\villager_atlantean\villager_atlantean.xml</soundsetfile>
    <obstructionradiusx>0.7400</obstructionradiusx>
    <obstructionradiusz>0.7400</obstructionradiusz>
    <selectionradiusx>1.0000</selectionradiusx>
    <selectionradiusz>1.2500</selectionradiusz>
    <impacttype>Unarmoured</impacttype>
    <unitaitype>Civilian</unitaitype>
    <movementtype>land</movementtype>
    <turnrate>18.0000</turnrate>
    <initialhitpoints>200.0000</initialhitpoints>
    <maxhitpoints>200.0000</maxhitpoints>
    <unitregen>5.0000</unitregen>
    <trainpoints>5.0000</trainpoints>
    <buildlimit>200</buildlimit>
    <sharedbuildlimitunit>VillagerAtlantean</sharedbuildlimitunit>
    <sharedbuildlimitunittypes>
      <unittype>BuildLimitSharedAtlantean</unittype>
    </sharedbuildlimitunittypes>
    <weightclass>4</weightclass>
    <populationcount>2</populationcount>
    <maxvelocity>3.8000</maxvelocity>
    <los>16.0000</los>
    <sharedselectionunittypes>
      <unittype>BuildLimitSharedAtlantean</unittype>
    </sharedselectionunittypes>
    <cost resourcetype="Food">85.0000</cost>
    <cost resourcetype="Wood">15.0000</cost>
    <carrycapacity resourcetype="Food">1.0000</carrycapacity>
    <carrycapacity resourcetype="Wood">1.0000</carrycapacity>
    <carrycapacity resourcetype="Gold">1.0000</carrycapacity>
    <armor type="Hack" value="0.8000">
    </armor>
    <armor type="Pierce" value="0.8000">
    </armor>
    <armor type="Crush" value="0.9900">
    </armor>
    <unittype>LogicalTypeMinimapFilterEconomic</unittype>
    <unittype>LogicalTypeEasySelectAvoid</unittype>
    <unittype>LogicalTypeNeededForVictory</unittype>
    <unittype>LogicalTypeHandUnitsAutoAttack</unittype>
    <unittype>LogicalTypeValidSPCUnitsDeadCondition</unittype>
    <unittype>LogicalTypeGarrisonInShips</unittype>
    <unittype>LogicalTypeRangedUnitsAutoAttack</unittype>
    <unittype>LogicalTypeVillagersAttack</unittype>
    <unittype>LogicalTypeHandUnitsAttack</unittype>
    <unittype>LogicalTypeRangedUnitsAttack</unittype>
    <unittype>BuildLimitSharedAtlantean</unittype>
    <unittype>Unit</unittype>
    <unittype>UnitClass</unittype>
    <unittype>EconomicUnit</unittype>
    <unittype>AbstractVillager</unittype>
    <unittype>Ranged</unittype>
    <unittype>CountsTowardEconomicScore</unittype>
    <unittype>ValidIdleVillager</unittype>
    <unittype>AffectedByTownBell</unittype>
    <unittype>DisplayQueue</unittype>
    <unittype>LogicalTypeConvertsHerds</unittype>
    <unittype>LogicalTypeEarthquakeAttack</unittype>
    <unittype>LogicalTypeAffectedByRestoration</unittype>
    <unittype>LogicalTypeValidMeteorTarget</unittype>
    <unittype>LogicalTypeValidTornadoAttack</unittype>
    <unittype>LogicalTypeValidShiftingSandsTarget</unittype>
    <unittype>LogicalTypeVillagerNotHero</unittype>
    <unittype>LogicalTypeValidSpyTarget</unittype>
    <unittype>LogicalTypeValidFrostTarget</unittype>
    <unittype>LogicalTypeAffectedByValor</unittype>
    <unittype>EconomicUpgraded</unittype>
    <unittype>LogicalTypeHealed</unittype>
    <unittype>LogicalTypeValidShockwaveTarget</unittype>
    <unittype>LogicalTypeValidTraitorTarget</unittype>
    <hotkeycontext>BuildAtlanteanAccel</hotkeycontext>
    <train row="0" column="0">Manor</train>
    <train row="0" column="1">EconomicGuild</train>
<!--建造空间通道    -->
    <train row="0" column="2">SkyPassage</train>
<!--建造超级箭塔    -->
    <train row="0" column="3">SupperSentryTower</train>
    <train row="0" column="4">Temple</train>
    <train row="0" column="5">Dock</train>
    <train row="1" column="1">MilitaryBarracks</train>
    <train row="1" column="2">CounterBarracks</train>
    <train row="1" column="3">Farm</train>
    <train row="1" column="4">Market</train>
    <train row="1" column="5">Armory</train>
    <train row="2" column="0">TownCenter</train>
    <train row="255" column="0">VillageCenter</train>
    <train row="2" column="1">WallConnector</train>
    <train row="255" column="255">WallShort</train>
    <train row="255" column="255">WallMedium</train>
    <train row="255" column="255">WallLong</train>
    <train row="2" column="2">SentryTower</train>
    <train row="2" column="3">;Palace</train>
    <train row="2" column="4">MirrorTower</train>
    <train row="2" column="5">Wonder</train>
    <train row="3" column="4">SentryTowerEX</train>
    <train>TempleOvergrown</train>
    <train>TitanGate</train>
    <flag>CollidesWithProjectiles</flag>
    <flag>CorpseDecays</flag>
    <flag>ShowGarrisonButton</flag>
    <flag>DontRotateObstruction</flag>
    <flag>ObscuredByUnits</flag>
    <flag>CommonCommands</flag>
    <flag>AutoTrainable</flag>
    <flag>UseSharedBuildLimit</flag>
    <flag>HasDefaultAttack</flag>
    <flag>NoIdleActions</flag>
    <flag>CreateUnitGroupAutomatically</flag>
    <flag>NonAutoFormedUnit</flag>
    <command row="1" column="0">VillagerAtlanteanToHero</command>
    <command row="3" column="2">SeekShelter</command>
    <command row="3" column="3">Repair</command>
    <transformcommand>VillagerAtlanteanToHero</transformcommand>
    <tactics>villager.tactics</tactics>
    <protoaction>
      <name>Hunting</name>
      <rate type="Herdable">1.000000</rate>
      <rate type="Huntable">1.000000</rate>
      <rate type="Tree">1.000000</rate>
      <rate type="NonConvertableHerdable">1.000000</rate>
    </protoaction>
    <protoaction>
      <name>ChopAttack</name>
      <rof>2.000000</rof>
      <damage type="Hack">8.000000</damage>
    </protoaction>
    <protoaction>
      <name>RangedAttack</name>
      <rof>2.000000</rof>
      <damage type="Pierce">20.000000</damage>
      <maxrange>14.000000</maxrange>
      <projectile>;ProjectileArrowNotFlaming</projectile>
    </protoaction>
    <protoaction>
      <name>Build</name>
      <rate type="Building">1.5000</rate>
      <rate type="AbstractTownCenter">1.1000</rate>
    </protoaction>
    <protoaction>
      <name>Repair</name>
      <rate type="AbstractWall">0.7500</rate>
      <rate type="AbstractTownCenter">0.8300</rate>
      <rate type="Building">1.1300</rate>
    </protoaction>
    <protoaction>
      <name>Gather</name>
<!--各种资源采集速度    -->
      <rate type="Huntable">1.500000</rate>
      <rate type="Herdable">1.350000</rate>
      <rate type="NonConvertableHerdable">1.350000</rate>
      <rate type="BerryBush">1.200000</rate>
      <rate type="AbstractFarm">1.050000</rate>
      <rate type="WoodResource">1.500000</rate>
      <rate type="GoldResource">1.280000</rate>
    </protoaction>
    <protoaction>
      <name>HandAttack</name>
      <rof>1.000000</rof>
      <damage type="Hack">10.000000</damage>
      <damagebonus type="SentryTower">2.50000</damagebonus>
      <damagebonus type="AbstractSiegeWeapon">2.000000</damagebonus>
      <defaultattack>1</defaultattack>
      <maxrange>0.500000</maxrange>
    </protoaction>
</unit>
然后,在proto.xml里分别在
<unit name="VillagerGreek">
<unit name="VillagerDwarf">
<unit name="VillagerAtlantean">
<unit name="VillagerAtlanteanHero">
<unit name="VillagerNorse">
里添加
    <train row="0" column="3">SupperSentryTower</train>

<unit name="VillagerEgyptian">
里添加
    <train row="3" column="4">SupperSentryTower</train>
最后,在在techtree.xml文件中,分别找到
古典时代
<tech name="ArchaicAgeAtlantean">
<tech name="ArchaicAgeNorse">
<tech name="ArchaicAgeEgyptian">
<tech name="ArchaicAgeGreek">
   在 <effects> 标签里添加下面代码即可启用超级箭塔和超级村民

    <effects>
<!--启用超级村民    -->
      <effect type="Data" amount="1.00" subtype="Enable" relativity="Absolute">
      <target type="ProtoUnit">VillagerSupper</target>
      </effect>
<!--启用超级箭塔    -->
      <effect type="Data" amount="1.00" subtype="Enable" relativity="Absolute">
      <target type="ProtoUnit">SupperSentryTower</target>
      </effect>
<!--启用超级箭塔的区域医疗    -->
      <effect type="Data" action="AreaHeal" amount="1.00" subtype="ActionEnable" relativity="Absolute">
      <target type="ProtoUnit">SupperSentryTower</target>
      </effect>
<!--启用超级箭塔的自动打钱    -->
      <effect type="Data" action="Autogather" amount="1.00" subtype="ActionEnable" relativity="Absolute">
      <target type="ProtoUnit">SupperSentryTower</target>
      </effect>
<!--启用亚特兰蒂斯的空间通道,所有民族都可以用上亚特兰蒂斯的高科技了    -->
      <effect type="Data" amount="1.00" subtype="Enable" relativity="Absolute">
      <target type="ProtoUnit">SkyPassage</target>
      </effect>
<!--启用超级箭塔的自动攻击   -->
      <effect type="Data" action="RangedAttack" amount="1.00" subtype="ActionEnable" relativity="Absolute">
      <target type="ProtoUnit">SupperSentryTower</target>
      </effect>
      <effect type="Data" action="FlyingUnitAttack" amount="1.00" subtype="ActionEnable" relativity="Absolute">
      <target type="ProtoUnit">SupperSentryTower</target>
      </effect>
      <effect type="Data" amount="1.00" subtype="SetUnitType" unittype="LogicalTypeBuildingsThatShoot" relativity="Absolute">
      <target type="ProtoUnit">SupperSentryTower</target>
      </effect>
      <effect type="Data" allactions="1" amount="1.40" subtype="Damage" relativity="BasePercent">
      <target type="ProtoUnit">SupperSentryTower</target>
      </effect>
      <effect type="Data" amount="1.50" subtype="Hitpoints" relativity="BasePercent">
      <target type="ProtoUnit">SupperSentryTower</target>
      </effect>






xinna201 发表于 2024-10-4 23:44

感谢分享

247952410 发表于 2024-10-5 02:16

多谢大佬

我是乡下人 发表于 2024-10-5 12:41

感谢分享

副长十四 发表于 2024-10-5 19:19

感谢分享

sgfjok 发表于 2024-10-5 22:18

谢谢分享。。

yoyotv323 发表于 2024-10-6 09:21


感谢分享

so披头士 发表于 2024-10-6 11:30

感谢!!!!!!!!!!!!!!!!!

无敌小生 发表于 2024-10-6 13:18

0000000000000000

yl7980 发表于 2024-10-7 08:55

谢谢分享!!!!

scud2008 发表于 2024-10-7 10:47

感谢分享

.kane. 发表于 2024-10-7 18:29

6666666666666666

corleone222 发表于 2024-10-7 21:22

1111111111

lzxiaosi 发表于 2024-10-8 14:34

找不到这个文件

tattoo151 发表于 2024-10-9 14:23

謝謝大大的分享:D:D:D

博爱的人 发表于 2024-10-13 14:22

感谢分享

lucifer99 发表于 2024-11-15 11:39

最新版本不适用吗?能否更新下。
页: [1]
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