王权2拥王者MOD攻略
2022-08-20 07:02:20来源:三四五游戏平台发布:03450
一、先将游戏目录下resourceresource.pak内文件全部解压缩到当前目录,并将文件resource.pak更名
以下分号后为注释,请请注意本人并未针对以下每项进行测试,具体效果请自己测试
二、resourceentity
数据和定义主要都存放在*.def文件中
以resourceentitybuildingscastlecastle.def为例
;#line 18: (include "extenders/upgrades.inc")
;#line 18: /entity/buildings/castle/extenders/upgrades.inc BEGIN
{"Upgrades" ;升级部分
{available
{;1升第一级
{money 75}
{health 1000} ;升级增加的生命
{building_value 1}
{cost ;升级消耗的金币
"money" 2000
}
}
{;2?囡沭彘?
{money 150}
{health 1500} ;念徉怆弪 蹊蝻铊眚钼
{building_value 1}
{cost ;羊铊祛耱?囡疸彘溧
"money" 5000
}
}
}
}
;#line 22: (include "extenders/guard_point.inc")
;#line 22: /entity/buildings/castle/extenders/guard_point.inc BEGIN
{"guard_point" ;守卫活动范围
{ZoneRadius 15.0}
{GuardRadius 20.0}
}
;#line 22: /entity/buildings/castle/extenders/guard_point.inc END
;#line 23: (include "extenders/treasures_generator.inc")
;#line 23: /entity/buildings/castle/extenders/treasures_generator.inc BEGIN
{"TreasuresGenerator"
{PerDay
"money" 50 ;每日提供的税金
}
}
;#line 23: /entity/buildings/castle/extenders/treasures_generator.inc END
;#line 26: (include "extenders/spawner_extender.inc")
;#line 26: /entity/buildings/castle/extenders/spawner_extender.inc BEGIN
{"spawner_extender" ;自动产生的建筑和单位
{global_spawn_progs "peasant_house_spawner1 peasant_house_spawner2 peasant_house2_spawner3 peasant_house_spawner4 peasant_house2_spawner5 peasant_mill_spawner6 peasant_mill_spawner7 grave_yard sewers_spawner1 sewers_spawner2 sewers_spawner3 sewers_spawner4 sewers_spawner5 sewers_spawner6 taxer_spawner1 taxer_spawner2 taxer_spawner3 guard_spawner1 guard_spawner2 guard_spawner3 peasant_spawner"}
}
;#line 26: /entity/buildings/castle/extenders/spawner_extender.inc END
{"FogVisor" {radius 50}} ;建筑的视野
三、resourcegameData
数据部分二
1. resourcegameDatainventionsinventions.graphml
定义各个建筑内可升级的项目
以市场上的血瓶为例
Building=market; ;建筑
Time = 15; ;升级时间
Building Level=1;</y:AttributeLabel>
<y:MethodLabel/>
</y:UML>
</y:UMLClassNode>
</data>
<data key="d1"/>
</node>
<node id="n10"> ;估计为项目代码
<data key="d0">
<y:UMLClassNode>
<y:Geometry height="146.0" width="177.0" x="2560.13279564611" y="116.22777022776273"/>
<y:Fill color="#008000" transparent="false"/>
<y:BorderStyle color="#000000" type="line" width="1.0"/>
<y:NodeLabel alignment="center" autoSizePolicy="content" f f f hasBackgroundColor="false" hasLineColor="false" height="19.92626953125" modelName="internal" modelPosition="t" textColor="#000000" visible="true" width="89.0" x="44.0" y="3.0">Health potion</y:NodeLabel>
<y:UML clipC c omitDetails="false" stereotype="" use3DEffect="true">
<y:AttributeLabel>Cost money=150; ;升级花费
2. resourcegameDatamagicspells.xml
定义国家法术的基本属性
以治疗法术为例
<spell name="magic_heal" cost_money="250" ;花费的金币 icon="magic_heal" ;图标 player_spell_gfx="heal" ;法术视觉效果>
<conditions target="friend" ;目标判断(敌/友)area="0" ;有效区域 culldownTime="1" ;冷却时间/>
<s_invention>magic_heal</s_invention>
<fliter> ;对象判断
<s_elem>unit</s_elem> ;适用于单个单位
</fliter>
<Blocks>
<HealBlock> ;法术效果(治疗,杀伤等)
<f_strength>300</f_strength> ;法术效力(治疗效果)
</HealBlock>
</Blocks>
</spell>
3. resourcegameDataspawnglobal_spawn_settings.set
定义建筑或单位自动的产生
以老鼠与下水道为例
{"rat" ;老鼠
{"spawn type" units} ;产生的类型
{raw beast_rat}
{Nationality Same}
{level 0} ;等级
{"AI task"
{task none} ;生成后默认分派的任务
}
{postspawn}
{postspawn_i 1}
{gold 0} ;产出需消耗的金币
{count "1 2"} ;每次的产量(1-2)
{"spawn time" 60} 生成的间隔
{"max count" 2} ;每次生成的上限
}
{"sewers_spawner2" ;第2个下水道
{"spawn type" buildings}
{Prerequsities_list city_value}
{Prerequsities
{city_value
{Min_city_summ 3} ;生成所需的城市规模
{Max_city_summ 999}
}
}
{raw sewers_l1}
{"Rand turn" 50}
{Nationality Enemy}
{Remoutness 10}
{gold 0}
{count "1 1"}
{"spawn time" 20}
{"max count" 1}
}
4. resourcegameDataunitsask.xml
定义了各单位行动时触发语音的概率
以猎人为例
<hunter>
<hero>
<f_prob>0.5</f_prob>
<s_val0>asks/#CLASS_HUNTERSOUND_ASK</s_val0>
</hero>
<fight> ;战斗
<f_prob>0.5</f_prob>
<s_val0>asks/#ATTACK_HUNTERSOUND_ASK</s_val0>
</fight>
<level_up> ;升级
<f_prob>0.6</f_prob>
<s_val0>asks/#NEWLEVEL_HUNTERSOUND_ASK</s_val0>
<b_use_skip_counter>false</b_use_skip_counter>
</level_up>
<pay_duty> ;付款
<f_prob>0.5</f_prob>
<s_val0>asks/#PAYDUTY_HUNTERSOUND_ASK</s_val0>
</pay_duty>
<collect_duty/> ;收税
<help> ;请求帮助
<f_prob>0.5</f_prob>
<s_val0>asks/#HELP_HUNTERSOUND_ASK</s_val0>
</help>
<theft/> ;偷窃
<repair/> ;修理建筑
<buying> ;购物
<f_prob>0.5</f_prob>
<s_val0>asks/#GOODSTUFF_HUNTERSOUND_ASK</s_val0>
</buying>
<purchase> ;购物
<f_prob>0.5</f_prob>
<s_val0>asks/#BUY_HUNTERSOUND_ASK</s_val0>
</purchase>
<go_safety_building_fear> ;因恐惧逃跑
<f_prob>0.5</f_prob>
<s_val0>asks/#FEAR_HUNTERSOUND_ASK</s_val0>
</go_safety_building_fear>
<go_safety_building_lazy> ;回家
<f_prob>0.5</f_prob>
<s_val0>asks/#REST_HUNTERSOUND_ASK</s_val0>
</go_safety_building_lazy>
<assign_leader> ;担任领队
<f_prob>0.8</f_prob>
<s_val0>asks/#LEADER_HUNTERSOUND_ASK</s_val0>
</assign_leader>
<collect_loot> ;搜刮宝物
<f_prob>0.5</f_prob>
<s_val0>asks/#GOODSTUFF_HUNTERSOUND_ASK</s_val0>
</collect_loot>
<search_adventure> ;主动外出探索
<f_prob>0.2</f_prob>
<s_val0>asks/#HUNTING_HUNTERSOUND_ASK</s_val0>
</search_adventure>
<attack_quest> ;接受攻击任务(旗帜)
<f_prob>0.8</f_prob>
<s_val0>asks/#ATTACKQUEST_HUNTERSOUND_ASK</s_val0>
</attack_quest>
<protect_quest>
<f_prob>0.6</f_prob> ;接受防守任务(旗帜)
<s_val0>asks/#DEFENCEQUEST_HUNTERSOUND_ASK</s_val0>
<f_min_pause>1</f_min_pause>
<f_max_pause>3</f_max_pause>
</protect_quest>
<explore_quest>
<f_prob>0.8</f_prob> ;接受探索任务(旗帜)
<s_val0>asks/#EXPLOREQUEST_HUNTERSOUND_ASK</s_val0>
<f_min_pause>1</f_min_pause>
<f_max_pause>3</f_max_pause>
</explore_quest>
<undergo_treatment> ;接受治疗
<f_prob>0.5</f_prob>
<s_val0>asks/#REST_HUNTERSOUND_ASK</s_val0>
</undergo_treatment>
</hunter>
5. resourcegameDataunitsperks.xml
定义了单位技能的属性
<Perk>
<s_name>state_rogue_poison</s_name> ;盗贼的涂毒
<f_liveTime>50</f_liveTime> ;可能是持续时间
<f_period>1</f_period> ;可能用于判断是否为永久性作用
<Blocks>
<s_type>HealthChange</s_type> ;效用
<f_value>-5</f_value> ;具体数值
</Blocks>
<Blocks>
<s_type>FX</s_type>
<s_headFX>state_poison</s_headFX> ;视觉效果
</Blocks>
</Perk>
6. resourcegameDataunitsrpg_params.xml
定义了英雄的基本属性
以战士为例
<Params>
<s_type>hero_warrior</s_type>
<f_strength>14</f_strength> ;力量
<f_agility>6</f_agility> ;敏捷
<f_intellect>5</f_intellect> ;智力
<f_stamina>15</f_stamina> ;耐力
<f_maxHealth>12</f_maxHealth> ;生命
<f_dps_hth>5</f_dps_hth> ;基本攻击力(每秒)
<f_defence_hth>20</f_defence_hth> ;近战防御
<f_defence_range>10</f_defence_range> ;远程防御
<f_defence_magic>0</f_defence_magic> ;魔法防御
<Distance> ;攻击或技能的有效距离(射程)
<f_h2hDa>3</f_h2hDa>
<f_h2hDe>4</f_h2hDe>
<f_dstDa>12</f_dstDa>
<f_dstDe>15</f_dstDe>
</Distance>
<Angle>
<f_h2hDa>10</f_h2hDa>
<f_h2hDe>15</f_h2hDe>
<f_dstDa>10</f_dstDa>
<f_dstDe>15</f_dstDe>
</Angle>
<AIParams>
<SearchAdventureTask>
<f_minDistance>8</f_minDistance>
<f_maxDistance>12</f_maxDistance>
</SearchAdventureTask>
</AIParams>
</Params>
7. resourcegameDataunitsunit_actions.xml
定义基本攻击方式和技能施放
如牧师的治疗
<Action>
<s_name>cleric_heal</s_name>
<s_alignment>help</s_alignment> ;技能用途(攻击辅助等)
<s_type>heal</s_type> ;类型(伤害或治疗等)
<s_used_skill>magic</s_used_skill> ;基本攻击方式(近战/远程/魔法)
<f_skill_mod>6.0</f_skill_mod> ;倍数
<b_ranged>true</b_ranged> ;判断是否为远程
<f_missile_velocity>50</f_missile_velocity> ;远程投射物的速度
<f_mana_cost>15</f_mana_cost> ;消耗的魔法
<s_location>target</s_location>
<Effects/>
<Target>
<Group>
<s_type>ally_unit</s_type> ;目标判断
</Group>
</Target>
<Units>
<s_name>hero_cleric</s_name> ;所属单位
</Units>
</Action>
另,守卫的基本攻击
<Action>
<s_name>tower_guard_attack</s_name>
<s_alignment>harm</s_alignment>
<s_type>attack</s_type>
<s_used_skill>missile</s_used_skill>
<b_ranged>true</b_ranged>
<f_cool_down>1.5</f_cool_down> ;冷却时间(攻击频率)
<s_location>target</s_location>
<Effects/>
<Target>
<Group>
<s_type>enemy_unit</s_type>
<s_type>enemy_building</s_type>
</Group>
</Target>
</Action>
8. resourcegameDataunitsunit_decour.xml
定义了英雄的基本装备
如战士用剑第二级
<Weapon>
<s_name>hero_warrior_sword_02</s_name>
<f_cost>30</f_cost> ;消费
<f_timeDiff>1</f_timeDiff>
<s_soundtype>metal_light</s_soundtype>
<s_gui_name>img_sell_swords_1</s_gui_name>
<s_gui_name_loc>swords_1</s_gui_name_loc>
<Params>
<f_dps_hth>4</f_dps_hth> ;杀伤附加值(每秒)
</Params>
三、resourceset
数据部分三
1. resourcesetinventorybottles.set
定义了药瓶的基本属性
{bottle_wrap {bottle_type "HealthPotion"} ;血瓶
{concrete_bottle {bottle_base {inventory_base {active 0}
{effectorparams
{dps "" "" ""}
{defence "" "" ""}
}
{editorname "healthpotion_0"}
}
{cost "money" 5 ;售价
"wood" 0
}
}
{effect 50} ;效力
}
}
{bottle_wrap {bottle_type "ManaPotion"} ;魔法瓶
{concrete_bottle {bottle_base {inventory_base {active 0}
{effectorparams
{dps "" "" ""}
{defence "" "" ""}
}
{editorname "manapotion_1"}
}
{cost "money" 5 ;售价
"wood" 0
}
}
{effect 25} ;效力
}
}
2. resourcesettradingshops.set
定义了建筑与单位的基本属性
以市场为例
{"market"
{enabled}
{Cost
{money}
{"count money" 500} ;造价
}
{Entity market}
{"Max count" 1} ;建造数量上限
{"Max upgrade" 3} ;可升级次数
{Prerequesities ;建造的条件
{gold 0}
{"heroes count" 0}
}
{"Upgrades prerequsity" ;升级的条件
{"1"
{buildings castle_2}
}
{"2"
{buildings castle_3}
}
}
}
另以战士为例
{"guild_warrior"
{entity_id guild_warrior}
{units
{"hero_warrior"
{enabled}
{Cost
{money}
{"count money" 200} ;训练所需费用
}
{Entity hero_warrior}
{"Max count" 3} ;每个工会能训练的人数上限
{"Production time" 10} ;训练所需时间
}
}
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