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[求助] 大明宝船如何在个人战斗中出现?

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发表于 2020-1-8 20:57:01 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
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
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沙发
发表于 2020-1-8 22:30:29 | 只看该作者
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
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板凳
发表于 2020-1-9 16:00:34 | 只看该作者

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
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地板
发表于 2020-1-17 23:52:18 | 只看该作者
	<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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