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《术士之王》英雄属性及建筑产出修改教程

  这个游戏相当好玩,不过在游戏还是有些难度的,不想粗暴的使用修改器加钱,只能通过修改数据的方法,虽然破坏了游戏性但是还是可以勉强接受的。下面带来《术士之王》英雄属性及建筑产出修改教程,一起来看看吧。

  1,英雄属性

  可以看到这个英雄已经被我改成每升一级增加10点血量上限和5点物理攻击

  具体修改方式为: 用记事本打开Sorcerer King\data\English\CoreUnits_Champs.xml 然后ctrl+F 查找英雄姓名,

  可以找到如下信息
<UnitType InternalName="Unit_Kingdom_RangerChampion1">
        <DisplayName>Peregan the Ranger</DisplayName>
        <UnitDisplayName>Peregan the Ranger</UnitDisplayName>
        <Description>Hailing from a quiet woodland people, this heroic ranger is renowned for his mastery of the bow.</Description>
        <Class>Ranger</Class>
        <RaceType>Race_Type_Altarians</RaceType>
        <CanBeDesigned>1</CanBeDesigned>
        <Gender>Male</Gender>
        <AdditionalTrainingTurns>20</AdditionalTrainingTurns>
        <IsChampion>1</IsChampion>
        <IsSovereign>0</IsSovereign>
        <IsStartingUnitType>1</IsStartingUnitType>
        <AllowGrouping>0</AllowGrouping>
        <SpawnRating>1</SpawnRating>
        <GameModifier>
            <ModType>Map</ModType>
            <Attribute>SummonUnit</Attribute>
            <StrVal>Ben</StrVal>
            <UnitClass>Unit_Misc_CaveBear</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>Map</ModType>
            <Attribute>SummonUnit</Attribute>
            <StrVal>Bill</StrVal>
            <UnitClass>Unit_Misc_BlackWidow</UnitClass>
        </GameModifier>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>ChampionCounter</Attribute>
            <Value>1</Value>
        </GameModifier>
        <Base_UnitStat_Accuracy>90</Base_UnitStat_Accuracy>
        <Base_UnitStat_Attack_Physical>8</Base_UnitStat_Attack_Physical>
        <Base_UnitStat_CombatSpeed>26</Base_UnitStat_CombatSpeed>
        <Base_UnitStat_ChanceToCrit>1</Base_UnitStat_ChanceToCrit>
        <Base_UnitStat_Dodge>40</Base_UnitStat_Dodge>
        <Base_UnitStat_Defense_Physical>4</Base_UnitStat_Defense_Physical>
        <Base_UnitStat_HitPoints>17</Base_UnitStat_HitPoints>
        <Base_UnitStat_Moves>3</Base_UnitStat_Moves>
        <Base_UnitStat_Sight>3</Base_UnitStat_Sight>
        <BonusPerLevel_UnitStat_Attack_Physical>5</BonusPerLevel_UnitStat_Attack_Physical>
        <BonusPerLevel_UnitStat_HitPoints>10</BonusPerLevel_UnitStat_HitPoints>

        <SelectedAbilityBonusOption>Counterattack</SelectedAbilityBonusOption>
        <SelectedAbilityBonusOption>RangerSkillTree</SelectedAbilityBonusOption>
        <SelectedAbilityBonusOption>HiddenDagger</SelectedAbilityBonusOption>
        <SelectedAbilityBonusOption>DodgeMissiles</SelectedAbilityBonusOption>
        <SelectedAbilityBonusOption>Leadership1</SelectedAbilityBonusOption>
        <SelectedAbilityBonusOption>RainOfArrows</SelectedAbilityBonusOption>
        <SelectedAbilityBonusOption>LethalShot</SelectedAbilityBonusOption>
        <SelectedAbilityBonusOption>CanEquipBows</SelectedAbilityBonusOption>
        <AutoCreateEquipment>Bow_RangerChampion</AutoCreateEquipment>
        <Prereq>
            <Type>Race</Type>
            <Attribute>Race_Type_Altarians</Attribute>
        </Prereq>
        <Backstory>TXT_UNIT_FACTION_ALTAR_BACKSTORY</Backstory>
        <Medallions InternalName="">
            <All>Unit_Kingdom_RangerChampion_Portrait.png</All>
        </Medallions>
        <AnimationPack>KingdomArcherAnimationPack</AnimationPack>
        <BattleAnimationBehavior>Melee</BattleAnimationBehavior>
        <ClothMapScale>0</ClothMapScale>
        <ClothPoseIndex>9</ClothPoseIndex>
        <Color_Hair>147,102,67,255</Color_Hair>
        <CutSceneDataPack>DefaultUnitCutscenePack</CutSceneDataPack>
        <EyeTexture>gfx\eyes\blinks\eyeblink_m1_brwn.png</EyeTexture>
        <InfoCardBackground>BG_KingdomRugged</InfoCardBackground>
        <ModelPath>Gfx\HKB\Units\Unit_Kingdom_RangerChampion_Mesh.hkb</ModelPath>
        <ModelScale>2.1</ModelScale>
        <MovingSFX>TEMP_KnightMarching1</MovingSFX>
        <OnHitParticleName>Bloody_OnHit</OnHitParticleName>
        <SkeletonPath>Gfx\HKB\Units\Unit_Kingdom_Archer_Skeleton.hkb</SkeletonPath>
        <SoundPack>SoundPack_ArcherT3</SoundPack>
        <TacticalModelScale>3.3</TacticalModelScale>
        <Texture_Eyes>gfx\eyes\blinks\eyeblink_m1_brwn.png</Texture_Eyes>
        <Texture_Skin>Unit_Kingdom_RangerChampion.dds</Texture_Skin>
        <UnitModelType>KingdomMale</UnitModelType>
        <SkillTreeImage>champ_bg_picture.png</SkillTreeImage>
        <SkillTreeLinesImage>Champ_Skilltree_Lines_Peregan.png</SkillTreeLinesImage>
        <IsCustomSovStartingPartyLeader>1</IsCustomSovStartingPartyLeader>
    </UnitType>

  可以清楚的看到,红字部分就是升级所加属性,而红字上方是初始属性包括移动力,视野这些。
  而红字下方则是初始携带的技能,也是可以增加和修改的。
  至于再下面则是英雄类别还有模型有关的了。

  2,修改建筑产出

  如图:可以看到工作营地的锤子产出已经被我改到了+12
  接下来的说明和第一个相似,文件所在位置为
  Sorcerer King\data\English\Core Improvements\CoreImprovements.xml
  (插一句嘴,因为没想到这个文件是在文件夹里,我把english下所有文件都看了两边都没找到建筑物属性)

  接下来就很简单了 照例用记事本打开然后查找workcamp得到如下:
<ImprovementType InternalName="WorkCamp">
        <DisplayName>Work Camp</DisplayName>
        <Description>Provides +2 Production per City Level.</Description>
        <RequiresCity>1</RequiresCity>
        <ReqCityLevel>1</ReqCityLevel>
        <LaborToBuild>100</LaborToBuild>
        <GameModifier>
            <ModType>Resource</ModType>
            <Attribute>TileYieldMaterials</Attribute>
            <PerTurn>1</PerTurn>
            <Provides>+12 Production per City Level</Provides>
            <Calculate InternalName="Calc" ValueOwner="OwnerCity">
                <Expression><![CDATA[[CityLevel]*2]]></Expression>
            </Calculate>
            <Calculate InternalName="Value" ValueOwner="OwnerCity">
                <Expression><![CDATA[[Calc]]]></Expression>
            </Calculate>
        </GameModifier>
        <AIData AIPersonality="AI_General">
            <AIPriority>5</AIPriority>
            <AITag>Workshop</AITag>
        </AIData>
        <ArtDef>Art_WorkCamp</ArtDef>
    </ImprovementType>

  其中红字部分就是产出。我已改为+12
  最上面的属性从上至下依次是
  显示名称
  文字描述
  建造所需城市等级
  !不懂
  建造花费