damagetypes.xml攻击类型




<?xml version="1.0" encoding="utf-8"?>
<damagetypes>
<foundationdamage>4.0</foundationdamage>
<damagetype>
<name>Hand</name> 定义攻击类型"Hand"
<displaynameid>35759</displaynameid> 35759近战
</damagetype>
<damagetype>
<name>Ranged</name> 定义攻击类型"Ranged"
<displaynameid>35760</displaynameid> 35760远距
</damagetype>
<damagetype>
<name>Siege</name> 定义攻击类型"Siege"
<displaynameid>35761</displaynameid> 35761攻城
</damagetype>
</damagetypes>
以上就是帝国时代3定义的3种攻击与护甲类型。这些类型设定好了后可以用在protoy.xml的攻击类型上,或者用在protoy.xml的护甲类型上抵挡某种攻击类型的一部分伤害,还可以用在battle.xml的护甲奖励上(例如让受到某种类型伤害减去50%)。
有的人想耍小聪明在protoy.xml的<Armor type ='XXX' value ='X'></Armor>护甲类型改成All,以为这样就能获得3种护甲了,然而他发现游戏内显示的是炮轰,单位无论是远战还是近战都比没修过前更脆了,白修改一回。
实际上All是不存在的,也就是说没有这个护甲,被所有单位原有的攻击类型输出100%伤害,所以变脆了。
增加攻击类型就不用说了吧?自己复制加一个就可以了
  damagetypes.xml - 记事本 ____ X
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<?xml version="1.0" encoding="utf-8"?>
<damagetypes>
<foundationdamage>4.0</foundationdamage>
<damagetype>
<name>Hand</name>
<displaynameid>35759</displaynameid>
</damagetype>
<damagetype>
<name>Ranged</name>
<displaynameid>35760</displaynameid>
</damagetype>
<damagetype>
<name>Siege</name>
<displaynameid>35761</displaynameid>
</damagetype>
<damagetype>
<name>Magic</name>
<displaynameid>09972</displaynameid>
</damagetype>
</damagetypes>


  randommapstringsy.xml - 记事本 ____ X
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<String _locID="09972">魔法</String>


  protoy.xml - 记事本 ____ X
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<Unit id="1491" name="KafuuChino">
<DBID>42</DBID>
<DisplayNameID>09945</DisplayNameID>
<EditorNameID>09944</EditorNameID>
<PopulationCount>1</PopulationCount>
<ObstructionRadiusX>0.4900</ObstructionRadiusX>
<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
<FormationCategory>Ranged</FormationCategory>
<MaxVelocity>6.000000</MaxVelocity>
<MaxRunVelocity>8.0000</MaxRunVelocity>
<MovementType>air</MovementType>
<TurnRate>18.0000</TurnRate>
<AnimFile>Is the order a rabbit\KafuuChino\KafuuChino.xml</AnimFile>
<ImpactType>Flesh</ImpactType>
<PhysicsInfo>dude</PhysicsInfo>
<Icon>Is the order a rabbit\KafuuChino\KafuuChino_icon</Icon>
<PortraitIcon>Is the order a rabbit\KafuuChino\KafuuChino_portrait</PortraitIcon>
<RolloverTextID>09942</RolloverTextID>
<ShortRolloverTextID>09943</ShortRolloverTextID>
<InitialHitpoints>1500.0000</InitialHitpoints>
<MaxHitpoints>1500.0000</MaxHitpoints>
<LOS>34.0000</LOS>
<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
<ProjectileProtoUnit>Grenade</ProjectileProtoUnit>
<AutoAttackRange>16.0000</AutoAttackRange>
<UnitAIType>RangedCombative</UnitAIType>
<TrainPoints>33.0000</TrainPoints>
<Bounty>15000.0000</Bounty>
<BuildBounty>15000.0000</BuildBounty>
<Cost resourcetype="Food">20000.0000</Cost>
<Cost resourcetype="Wood">10000.0000</Cost>
<Cost resourcetype="Gold">20000.0000</Cost>
<Cost resourcetype="Fame">50000.0000</Cost>
<Cost resourcetype="XP">50000.0000</Cost>
<AllowedAge>0</AllowedAge>
<Armor type="Ranged" value="0.9900"/>
<UnitType>LogicalTypeHealed</UnitType>
<UnitType>LogicalTypeValidSharpshoot</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>ConvertsHerds</UnitType>
<UnitType>AbstractRangedInfantry</UnitType>
<UnitType>AbstractCavalryInfantry</UnitType>
<UnitType>CountsTowardMilitaryScore</UnitType>
<UnitType>HasBountyValue</UnitType>
<UnitType>Ranged</UnitType>
<UnitType>Unit</UnitType>
<UnitType>Hero</UnitType>
<UnitType>UnitClass</UnitType>
<UnitType>Military</UnitType>
<UnitType>AbstractInfantry</UnitType>
<Flag>CollidesWithProjectiles</Flag>
<Flag>ApplyHandicapTraining</Flag>
<Flag>TieToWaterSurface</Flag>
<Flag>NotDeleteable</Flag>
<Flag>KnockoutDeath</Flag>
<Flag>CorpseDecays</Flag>
<Flag>ShowGarrisonButton</Flag>
<Flag>DontRotateObstruction</Flag>
<Flag>ObscuredByUnits</Flag>
<Flag>OrientUnitWithGround</Flag>
<Flag>Tracked</Flag>
<Command page="10" column="2">Delete</Command>
<Command page="10" column="1">Stop</Command>
<Command page="10" column="0">Garrison</Command>
<Command page="11" column="0">Abilities</Command>
<Tactics>KafuuChino.tactics</Tactics>
<ProtoAction>
<Name>BuildingAttack</Name>
<Damage>150.000000</Damage>
<DamageType>Siege</DamageType>
<MaxRange>12.000000</MaxRange>
<ROF>3.000000</ROF>
</ProtoAction>
<ProtoAction>
<Name>DefendHandAttack</Name>
<Damage>100.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>1.500000</ROF>
<DamageBonus type="AbstractHeavyInfantry">2.000000</DamageBonus>
<DamageBonus type="AbstractLightCavalry">2.000000</DamageBonus>
<DamageBonus type="xpEagleKnight">2.000000</DamageBonus>
<DamageBonus type="AbstractCavalry">0.750000</DamageBonus>
<DamageBonus type="xpCoyoteMan">0.750000</DamageBonus>
<DamageCap>1000.000000</DamageCap>
<DamageArea>5.000000</DamageArea>
<DamageFlags>GAIAEnemy</DamageFlags>
</ProtoAction>
<ProtoAction>
<Name>DefendRangedAttack</Name>
<Damage>150.000000</Damage>
<DamageType>Magic</DamageType>
<MinRange>2.000000</MinRange>
<MaxRange>30.000000</MaxRange>
<ROF>3.000000</ROF>
<DamageBonus type="Unit">2.000000</DamageBonus>
</ProtoAction>
<ProtoAction>
<Name>MeleeHandAttack</Name>
<Damage>100.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>1.500000</ROF>
<DamageBonus type="AbstractHeavyInfantry">2.000000</DamageBonus>
<DamageBonus type="AbstractLightCavalry">2.000000</DamageBonus>
<DamageBonus type="xpEagleKnight">2.000000</DamageBonus>
<DamageBonus type="xpCoyoteMan">0.750000</DamageBonus>
<DamageBonus type="AbstractCavalry">0.750000</DamageBonus>
<DamageCap>1000.000000</DamageCap>
<DamageArea>5.000000</DamageArea>
<DamageFlags>GAIAEnemy</DamageFlags>
</ProtoAction>
<ProtoAction>
<Name>StaggerHandAttack</Name>
<Damage>100.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>1.500000</ROF>
<DamageBonus type="AbstractHeavyInfantry">2.000000</DamageBonus>
<DamageBonus type="AbstractLightCavalry">2.000000</DamageBonus>
<DamageBonus type="xpEagleKnight">2.000000</DamageBonus>
<DamageBonus type="xpCoyoteMan">0.750000</DamageBonus>
<DamageBonus type="AbstractCavalry">0.750000</DamageBonus>
<DamageCap>1000.000000</DamageCap>
<DamageArea>5.000000</DamageArea>
<DamageFlags>GAIAEnemy</DamageFlags>
</ProtoAction>
<ProtoAction>
<Name>StaggerRangedAttack</Name>
<Damage>150.000000</Damage>
<DamageType>Magic</DamageType>
<MinRange>2.000000</MinRange>
<MaxRange>30.000000</MaxRange>
<ROF>3.000000</ROF>
<DamageBonus type="Unit">2.000000</DamageBonus>
<DamageCap>500.000000</DamageCap>
<DamageArea>3.000000</DamageArea>
<DamageFlags>GAIAEnemy</DamageFlags>
</ProtoAction>
<ProtoAction>
<Name>VolleyHandAttack</Name>
<Damage>100.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>1.500000</ROF>
<DamageBonus type="AbstractHeavyInfantry">2.000000</DamageBonus>
<DamageBonus type="AbstractLightCavalry">2.000000</DamageBonus>
<DamageBonus type="xpEagleKnight">2.000000</DamageBonus>
<DamageBonus type="AbstractCavalry">0.750000</DamageBonus>
<DamageBonus type="xpCoyoteMan">0.750000</DamageBonus>
<DamageCap>1000.000000</DamageCap>
<DamageArea>5.000000</DamageArea>
<DamageFlags>GAIAEnemy</DamageFlags>
</ProtoAction>
<ProtoAction>
<Name>VolleyRangedAttack</Name>
<Damage>150.000000</Damage>
<DamageType>Magic</DamageType>
<MinRange>2.000000</MinRange>
<MaxRange>30.000000</MaxRange>
<ROF>3.000000</ROF>
<DamageBonus type="Unit">2.000000</DamageBonus>
<DamageCap>500.000000</DamageCap>
<DamageArea>3.000000</DamageArea>
<DamageFlags>GAIAEnemy</DamageFlags>
</ProtoAction>
<ProtoAction>
<Name>MagicRangedAttack</Name>
<Damage>150.000000</Damage>
<DamageType>Magic</DamageType>
<MinRange>2.000000</MinRange>
<MaxRange>30.000000</MaxRange>
<ROF>3.000000</ROF>
<DamageBonus type="Unit">2.000000</DamageBonus>
<DamageCap>500.000000</DamageCap>
<DamageArea>3.000000</DamageArea>
<DamageFlags>GAIAEnemy</DamageFlags>
</ProtoAction>
<ProtoAction>
<Name>MagicBeamAttack</Name>
<Damage>5000.000000</Damage>
<DamageType>Magic</DamageType>
<MinRange>20.000000</MinRange>
<MaxRange>24.000000</MaxRange>
<ROF>5.000000</ROF>
<DamageBonus type="Unit">2.000000</DamageBonus>
<DamageArea>5.000000</DamageArea>
</ProtoAction>
<ProtoAction>
<Name>NatureAttack</Name>
<Damage>150.000000</Damage>
<DamageType>Magic</DamageType>
<MinRange>12.000000</MinRange>
<MaxRange>14.000000</MaxRange>
<ROF>3.000000</ROF>
<DamageBonus type="Nature">1.000000</DamageBonus>
<DamageArea>3.000000</DamageArea>
<DamageFlags>GAIAEnemy</DamageFlags>
</ProtoAction>
<ProtoAction>
<Name>NatureAttack2</Name>
<Damage>150.000000</Damage>
<DamageType>Magic</DamageType>
<MinRange>2.000000</MinRange>
<ROF>3.000000</ROF>
<DamageBonus type="Nature">1.000000</DamageBonus>
<DamageArea>3.000000</DamageArea>
<DamageFlags>GAIAEnemy</DamageFlags>
</ProtoAction>
</Unit>
	因为没有单位设定对这种攻击类型的防御,所以我新定义的Magic魔法攻击贯穿所有护甲,对所有单位输出100%伤害。

不要管这里的炮轰图标,实际上是新增的攻击类型。