<Tech name ='DYITech' type ='Normal'>
<DBID>5271</DBID>
<DisplayNameID>06001</DisplayNameID>
<Status>UNOBTAINABLE</Status>
<RolloverTextID>06002</RolloverTextID>
<Flag>CountsTowardEconomicScore</Flag>
<Prereqs>
<Typecount unit="Musketeer" count="5.00" state="noneState aliveState buildingState" operator="gt"/>
</Prereqs>
<Effects>
<Effect type ='TechStatus' status ='obtainable'>GuardMusketeers</Effect>
<Effect type ='TechStatus' status ='obtainable'>VeteranMusketeers</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialMusketeers</Effect>
</Effects>
</Tech> <Tech name ='DYITech2' type ='Normal'>
<DBID>5271</DBID>
<DisplayNameID>06003</DisplayNameID>
<Status>UNOBTAINABLE</Status>
<RolloverTextID>06004</RolloverTextID>
<Flag>CountsTowardEconomicScore</Flag>
<Prereqs>
<Typecount unit="Musketeer" count="5.00" state="noneState aliveState buildingState" operator="gte"/>
</Prereqs>
<Effects>
<Effect type ='TechStatus' status ='obtainable'>GuardMusketeers</Effect>
<Effect type ='TechStatus' status ='obtainable'>VeteranMusketeers</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialMusketeers</Effect>
</Effects>
</Tech>
</TechTree><!-- 这个是Techtreey的结尾,请将语句复制在</TechTree>上面-->
<Tech name ='Age0French' type ='Normal'>
<DBID>105</DBID>
<Status>UNOBTAINABLE</Status>
<Flag>Shadow</Flag>
<Effects>
<Effect type ='TechStatus' status ='obtainable'>DYITech</Effect>
<Effect type ='TechStatus' status ='obtainable'>DYITech2</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Explorer</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>TownCenter</Target></Effect>
<Effect type ='TechStatus' status ='active'>AAStandardStartingTechs</Effect>
<Effect type ='TechStatus' status ='obtainable'>RGVoltigeur</Effect>
<Effect type ='TechStatus' status ='obtainable'>RGGendarmes</Effect>
<Effect type ='TechStatus' status ='obtainable'>ChurchCodeNapoleon</Effect>
<Effect type ='TechStatus' status ='obtainable'>ChurchGardeImperial1</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Hussar</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Sheep</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>House</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Mill</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>VeteranMusketeers</Effect>
<Effect type ='TechStatus' status ='obtainable'>GuardMusketeers</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Musketeer</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>ChurchGardeImperial3</Effect>
<Effect type ='TechStatus' status ='obtainable'>ChurchGardeImperial2</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Coureur</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>GuardHalberdiers</Effect>
<Effect type ='TechStatus' status ='obtainable'>GuardDragoons</Effect>
<Effect type ='TechStatus' status ='obtainable'>VeteranPikemen</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialHalberdiers</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialGendarme</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialVoltigeur</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialMusketeers</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialDragoons</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Capitol</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Falconet</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>ArtilleryDepot</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Stable</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Barracks</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>VeteranCrossbowmen</Effect>
<Effect type ='TechStatus' status ='obtainable'>PoliticianGeneral</Effect>
<Effect type ='TechStatus' status ='obtainable'>PoliticianPresidente</Effect>
<Effect type ='TechStatus' status ='obtainable'>PoliticianMohawk</Effect>
<Effect type ='TechStatus' status ='obtainable'>PoliticianEngineer</Effect>
<Effect type ='TechStatus' status ='obtainable'>PoliticianMusketeerFrench</Effect>
<Effect type ='TechStatus' status ='obtainable'>PoliticianNaturalist</Effect>
<Effect type ='TechStatus' status ='obtainable'>PoliticianMarksman</Effect>
<Effect type ='TechStatus' status ='obtainable'>PoliticianQuartermaster</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Plantation</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>TradingPost</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Outpost</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Caravel</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Dock</Target></Effect>
<Effect type ='TechStatus' status ='active'>XPTrickle</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Market</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Arsenal</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Skirmisher</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>CWallGate</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>LivestockPen</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Church</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>WallStraight2</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>WallStraight5</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>WallConnector</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianTycoonFrench</Effect>
<Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianScoutFrench</Effect>
<Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianPhilosopherPrinceFrench</Effect>
<Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianGovernorFrench</Effect>
<Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianExiledPrinceFrench</Effect>
<Effect type ='TechStatus' status ='obtainable'>UnlockPoliticianCavalierFrench</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Pikeman</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Crossbowman</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialHussars</Effect>
<Effect type ='TechStatus' status ='obtainable'>GuardHussars</Effect>
<Effect type ='TechStatus' status ='obtainable'>VeteranHussars</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Halberdier</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>FieldHospital</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Priest</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Cuirassier</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Culverin</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Mortar</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Dragoon</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Monitor</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Frigate</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Galleon</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>Bayonet</Effect>
<Effect type ='TechStatus' status ='active'>Levy</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>FishingBoat</Target></Effect>
<Effect type ='Data' action ='SpawnCannon' amount ='1.00' subtype ='ActionEnable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Factory</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialCannon</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialFieldGun</Effect>
<Effect type ='TechStatus' status ='obtainable'>FieldGun</Effect>
<Effect type ='TechStatus' status ='obtainable'>VeteranDragoonsShadow</Effect>
<Effect type ='TechStatus' status ='obtainable'>VeteranSkirmishersShadow</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialMonitors</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialManOWar</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Saloon</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>XPRevolutionLouverture</Effect>
<Effect type ='TechStatus' status ='obtainable'>XPRevolutionSantander</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>xpPetard</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialHorseArtillery</Effect>
<Effect type ='TechStatus' status ='obtainable'>HeavyHorseArtillery</Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>xpHorseArtillery</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>xpSpy</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>ShipHowitzers</Effect>
</Effects>
</Tech>
<Tech name="LoopTech1" type="Normal">
<DBID>5290</DBID>
<ResearchPoints>0.0000</ResearchPoints>
<Status>OBTAINABLE</Status>
<Icon>ui\units\ironclad_icon</Icon>
<Flag>YPInfiniteTech</Flag>
<Effects>
<Effect type ='TechStatus' status ='unobtainable'>LoopTech1</Effect>
<Effect type ='TechStatus' status ='obtainable'>LoopTech2</Effect>
<Effect type ='TextOutput'>00028</Effect>
<Effect type ="TextOutputAll">00028</Effect>
</Effects>
</Tech>
<Tech name="LoopTech2" type="Normal">
<DBID>5290</DBID>
<ResearchPoints>0.0000</ResearchPoints>
<Status>OBTAINABLE</Status>
<Icon>ui\units\ironclad_icon</Icon>
<Flag>YPInfiniteTech</Flag>
<Effects>
<Effect type ='TechStatus' status ='unobtainable'>LoopTech2</Effect>
<Effect type ='TechStatus' status ='obtainable'>LoopTech1</Effect>
<Effect type ='TextOutput'>00029</Effect>
<Effect type ="TextOutputAll">00029</Effect>
</Effects>
</Tech>
<Tech name="LoopTech1" type="Normal">
<DBID>5290</DBID>
<ResearchPoints>0.0000</ResearchPoints>
<Status>OBTAINABLE</Status>
<Icon>ui\units\ironclad_icon</Icon>
<Flag>Volatile</Flag>
<Flag>YPInfiniteTech</Flag>
<Effects>
<Effect type ='TechStatus' status ='unobtainable'>LoopTech1</Effect>
<Effect type ='TechStatus' status ='obtainable'>LoopTech2</Effect>
<Effect type ='TextOutput'>00028</Effect>
<Effect type ="TextOutputAll">00028</Effect>
</Effects>
</Tech>
<Tech name="LoopTech2" type="Normal">
<DBID>5290</DBID>
<ResearchPoints>0.0000</ResearchPoints>
<Status>OBTAINABLE</Status>
<Icon>ui\units\ironclad_icon</Icon>
<Flag>YPInfiniteTech</Flag>
<Flag>Volatile</Flag>
<Effects>
<Effect type ='TechStatus' status ='unobtainable'>LoopTech2</Effect>
<Effect type ='TechStatus' status ='obtainable'>LoopTech1</Effect>
<Effect type ='TextOutput'>00029</Effect>
<Effect type ="TextOutputAll">00029</Effect>
</Effects>
</Tech>
实测结果:
上面的两个可能有点消耗内存,我又把科技改成了一个科技,自己禁用自己,再启用自己
<Tech name="LoopTech" type="Normal">
<DBID>5290</DBID>
<ResearchPoints>0.0000</ResearchPoints>
<Status>OBTAINABLE</Status>
<Icon>ui\units\ironclad_icon</Icon>
<Flag>Volatile</Flag>
<Flag>YPInfiniteTech</Flag>
<Effects>
<Effect type ='TechStatus' status ='unobtainable'>LoopTech</Effect>
<Effect type ='TechStatus' status ='obtainable'>LoopTech</Effect>
<Effect type ='TextOutput'>00028</Effect>
<Effect type ="TextOutputAll">00028</Effect>
</Effects>
</Tech>
实测结果:16分钟研究48万次?有点怕低配置电脑不能运行起来
后面又过了5个小时,又发现<Flag>Volatile</Flag>的一个特性,如果使用<Effect type ='TechStatus' status ='unobtainable'>xxxx</Effect>对带<Flag>Volatile</Flag>的科技使用后,那么并不会关闭科技,而是重新激活一次,如果使用<Effect type ='TechStatus' status ='obtainable'>xxxx</Effect>则只能在未启用状态下(<Status>OBTAINABLE</Status>)激活一次,自动改良后无法再次激活。也就是说,上面的思路虽然没错,但也只是误打误撞成功让<Flag>Volatile</Flag>自动改良而已。
至于为什么用两个科技比一个科技卡顿也解释的通了,因为两个科技在无限运行。。。
那么重新整理一下最终语句
<Tech name="LoopTech" type="Normal">
<DBID>5290</DBID>
<ResearchPoints>0.0000</ResearchPoints>
<Status>OBTAINABLE</Status>
<Flag>Volatile</Flag>
<Flag>YPInfiniteTech</Flag>
<Effects>
<Effect type ='TechStatus' status ='unobtainable'>LoopTech</Effect>
</Effects>
</Tech>
无限循环运送单位科技2 这个科技与前面的“无限循环运送单位科技1”不同,其运算要比之前更精准,不会出现连续多次改良科技、多次运送单位的情况,这次是利用两个单位交互式运行判断科技:LoopSentUnit1检测Tool3数量然后激活LoopSentUnit2 ;然后LoopSentUnit2检测Tool4数量然后激活LoopSentUnit1;要注意,激活科技语句用的不是用 status ='obtainable',而是用 status ='unobtainable'。