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