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本帖最后由 猪油贰爷 于 2010-7-25 05:34 编辑
关于全战文本参数等的修改,很多人都发过教程了。小弟所发,只为更详细的介绍修改方法,力求让教学一步到位,尽量使学者一遍就懂!
此外,此帖仅供交流学习使用,如有发现错误或不足,烦请回复告知!其他无关回复将一律予以删除,谢谢......
此帖介绍的是export_descr_unit.txt文本,也就是兵种属性的修改。兵种,包括所有将军卫队、正规军、雇佣军,以及放浪军。以下开始教程:
打开export_descr_unit.txt文本(1.7版本),文本开头就有保留原版的文本编辑修改介绍:
;, no_custom
;officer barb_standard
;注意的兵种非常重要的技能legionary_name
;从前面要-1个字-我们学习好-变成-我们学习
; RTW: Barbarian Invasion Unit Details spreadsheet-generated unit descriptions
;;叛变+魏军ostrogoths
;roxolani, shadowed_by ostrogoths
;celts, shadowed_by sassanids
;empire_east_rebels, shadowed_by empire_east
(这段,没用,忽略掉!)
;type warband hurler briton
;dictionary warband_hurler_briton ; Head Hurlers
;category infantry
;class missile
;voice_type Heavy_1
;soldier warband_hurler, 40, 0, 1.2
;attributes sea_faring, hide_improved_forest, warcry
;formation 1.6, 2, 3.2, 4, 3, square
;stat_health 1, 0
;stat_pri 17, 5, head, 40, 6, thrown, archery, fire, none, 25 ,1
;stat_pri_attr thrown ap
;stat_sec 12, 6, no, 0, 0, melee, simple, piercing, sword, 25 ,1
;stat_sec_attr no
;stat_pri_armour 0, 2, 0, flesh
;stat_sec_armour 0, 3, flesh
;stat_heat 2
;stat_ground 2, -2, 3, 2
;stat_mental 10, impetuous, untrained
;stat_charge_dist 40
;stat_fire_delay 0
;stat_food 60, 300
;stat_cost 1, 400, 130, 40, 60, 400
;ownership empire_east, empire_east_rebels
红色这段,就是一组完整的兵种属性参数的样版!每一行,就是一个属性参数项目。空格前面,是属性参数项目名称(也是文本指令符,不能更改);空格,文本指令分隔符(作用是防止空格前后的指令被系统所混淆);空格后面,是该属性参数项目的具体内容(也是为指令符,但可变更)!这段参数所包含的23个属性参数项目,都是每组兵种属性参数都必须有的(缺少任一项都会造成参数不完整,导致游戏出错),我们把这23个项目称为必须项目。此外,还有其他非必须参数项目,也可于相应段落插入,我们就称其为可添加项目!
下面继续看文本:
;Data entries are as follows
; Type The internal name of the unit. Note this not necessarily the same as the on screen name
; dictionary The tag used to look up the on screen name
;
;Category and class define the rough type of the unit. They're used for setting some default attributes and for
;determining where units go in formation amongst other things such as tags to support AI army formation
; category infantry, cavalry, siege, handler, ship or non_combatant
; class light, heavy, missile or spearmen
;
; voice_type Used to determine the type of voice used by the unit
;
; soldier Name of the soldier model to use (from descr_models_battle.txt)
; followed by the number of ordinary soldiers in the unit
; followed by the number of extras (pigs dogs, elephants, chariots artillery pieces etc attached to the unit)
; followed by the collision mass of the men. 1.0 is normal. [Only applies to infantry]
; officer Name of officer model. There may be up to 0-3 officer lines per unit
; ship Type of ship used if applicable
; engine Type of siege engine used by unit
; animal The type of (non ridden) animals used by the unit
; mount Type of animal or vehicle ridden on
;
; mount_effect Factors to add when in combat against enemy units that have the specified mounts
; Up to three factors may be specified, which may be classes of mount, or specific types
;
; attributes A miscellanious list of attributes and abilities the unit may have. Including
; sea_faring = can board ships; can_swim = can swim across rivers
; hide_forest, hide_improved_forest, hide_long_grass, hide_anywhere = defines where the unit can hide
; can_sap = Can dig tunnels under walls
; frighten_foot, frighten_mounted = Cause fear to certain nearby unit types
; can_run_amok = Unit may go out of control when riders lose control of animals
; general_unit = The unit can be used for a named character's bodyguard
; cantabrian_circle = The unit has this special ability
; no_custom = The unit may not be selected in custom battles
; command = The unit carries a legionary eagle, and gives bonuses to nearby units
; mercenary_unit = The unit is s mercenary unit available to all factions
;
;legionary_name
;general_unit_upgrade
;warcry
;screeching_women
;druid
;cantabrian_circle
;is_peasant
;no_custom
;mercenary_unit
;frighten_mounted
;frighten_foot
;power_charge
;very_hardy
;hardy
;heavy
;sea_faring
;can_horde
;can_swim
;can_run_amok
;can_feign_rout
;can_formed_charge
;can_withdraw
;
; formation soldier spacing (in metres) side to side, then front to back for close formation
; followed by the same measurements in loose formation.
; followed by the default number of ranks for the unit
; followed by the formations possible for the unit. One or two of
; square, horde, schiltrom, shield_wall, phalanx, testudo, or wedge
;
; stat_health Hit points of man, followed by hit points of mount or attached animal (if applicable)
; Ridden horses and camels do not have separate hit points
;
;Details of unit's primary weapon. If the unit has a missile weapon it must be the primary
; stat_pri From left to right
; attack factor
; attack bonus factor if charging
; missile type fired (no if not a missile weapon type)
; range of missile
; amount of missile ammunition per man
; Weapon type = melee, thrown, missile, or siege_missile
; Tech type = simple, other, blade, archery or siege
; Damage type = piercing, blunt, slashing or fire. (I don't think this is used anymore)
; Sound type when weapon hits = none, knife, mace, axe, sword, or spear
; Min delay between attacks (in 1/10th of a second)
; stat_pri_attr
; primary weapon attributes any or all of
; ap = armour piercing. Only counts half of target's armour
; bp = body piercing. Missile can pass through men and hit those behind
; spear = Used for long spears. Gives bonuses fighting cavalry, and penalties against infantry
; long_pike = Use very long pikes. Phalanx capable units only
; short_pike = Use shorter than normal spears.
; prec = Missile weapon is only thrown/ fired just before charging into combat
; thrown = The missile type if thrown rather than fired
; launching = attack may throw target men into the air
; area = attack affects an area, not just one man
; spear & light_spear = The unit when braced has various protecting mechanisms versus cavalry charges from the front
; spear_bonus_x = attack bonus against cavalry. x = 2, 4, 6, 8, 10 or 12
;
;Details of secondary weapons. If the unit rides on, or has attached animals or vehicles
;then the secondary weapon details refer to their attacks. If the unit has missile weapons
;the secondary weapon will be the one used for melee
;If the unit has a primary melee weapon, it may have a secondary side arm
; stat_sec As per stat_pri (a value of no means no secondary weapon)
; stat_sec_attr As per stat_pri_attr
;
; stat_pri_armour Details of the man's defences
; armour factor
; defensive skill factor (not used when shot at)
; shield factor (only used for attacks from the front of left)
; sound type when hit = flesh, leather, or metal
;
; stat_sec_armour Details of animal's or vehicle's defenses (note riden horses do not have a separate defence)
; As per stat_pri_armour, except that the shield entry is ommited
;
; stat_heat Extra fatigue suffered by the unit in hot climates
;
; stat_ground Combat modifiers on different ground types. From left to right
; scrub, sand, forest, snow
; stat_mental The base morale level, followed by discipline and training
; discipline may be normal, low, disciplined or impetuous. Impetuous units may charge without orders
; training determines how tidy the unit's formation is. Discipline the response to morale SHOCKS
;
; stat_charge_distance Distance from the enemy that the unit will begin charging
; stat_fire_delay Extra delay over that imposed by animation, hetween volleys
;
; stat_food No longer used
; stat_cost Number of turns to build,
; Cost of unit to construct
; Cost of upkeep
; Cost of upgrading weapons
; Cost of upgrading armour
; Cost for custom battles
; stat_ownership List of factions and cultures that may have this unit
蓝色这段,很明显,就是英文版的所有兵种属性参数项目介绍(也就是解析)!共29个项目,其中,officer、ship、engine、animal、mount、mount_effect,这几个项目就是上面所说的可添加项目,后面我们再详细分析!我们先将这段理解并翻译一下:
;Data entries are as follows(资料输入如下)
; Type类型 单位的内部名,不会在游戏界面显示
; dictionary名称 游戏界面上显示的名字
; category兵种类别 可分为infantry步兵,cavalry骑兵,siege火炮,handler训兽者,ship水军和non_combatant非参战人员
; class攻击类型 可分为轻装light,重装heavy,投射missile和长矛兵spearmen
; voice_type声音类型 用于确定单位使用的声音的种类
; soldier士兵 士兵模型的使用(取自 descr_models_battle.txt文本)
; 其次是正常规模下士兵的标准数目
; 然后是其他单位数量(猪狗,大象,战车火炮等附加的单位)
; 最后是士兵的碰撞质量,正常为1.0. [只适用于步兵]
; officer军官 将军模型的名字. 某些部队由军官带领,一支部队最多可以有3名军官
; ship战船 所使用的船舶的种类(light warship,heavy warship等)
; engine火炮 所使用的火炮的种类(弩车、投石车等)
; animal动物 所附带的动物的种类(猪、狗、虎豹等)
; mount坐骑 所骑乘的坐骑的种类(战马,战车,象,骆驼等)
; mount_effect坐骑的影响 当拥有特殊的坐骑时会对敌方最多3种其他坐骑带来影响
; attributes属性 (同一兵种可以拥有多个属性) 包括:
; sea_faring = 能上船
; can_swim = 能游泳
; hide_forest, hide_improved_forest, hide_long_grass, hide_anywhere =单位能埋伏的地方:树林,森林,长的草地,任何地方
; can_sap = 能挖地道
; frighten_foot, frighten_mounted = 惊吓附近的特定单位:惊吓步兵, 惊吓坐骑
; can_run_amok = 使用特殊动物作战,动物会发疯乱跑
; general_unit = 将军单位
; cantabrian_circle = 单位的特殊技能 (这个是环形射击阵)
; no_custom = 在自定义战役里不能选择
; command = 单位携带一只古代罗马军团的鹰, 能激励附近的单位
; mercenary_unit = 全部势力都可以雇佣此单位
; legionary_name军团名字(系统默认属性)
; general_unit_upgrade升级的将军单位(效果跟general_unit相若)
; warcry能战吼(这个是战吼技能增加攻击里)
; screeching_women女人的尖叫(这个是尖叫惊吓技能)
; druid德鲁依(增加附近友军士气)
; cantabrian_circle(反正是环形射击阵)
; is_peasant是农民(系统默认技能)
; no_custom在自定义战役里不能选择
; mercenary_unit雇佣单位
; frighten_mounted惊吓坐骑
; frighten_foot惊吓步兵
; power_charge强力冲锋
; very_hardy耐力极好
; hardy耐力较好
; heavy重型单位(系统默认技能)
; sea_faring能上船
; can_horde能放浪
; can_swim能游泳
; can_run_amok使用特殊动物作战,动物会乱跑
; can_feign_rout能诈败(系统默认技能)
; can_formed_charge能形成强势冲锋(系统默认技能)
; can_withdraw可以撤退(系统默认技能)
;
; formation阵型 数字依次是紧密阵型士兵左右和前后的间距(米)
; 松散阵型士兵左右和前后的间距.
; 默认排列的行数
; horde松散阵形, square普通方形阵, schiltrom刺猬枪阵, shield_wall盾墙阵, phalanx长枪阵, testudo铁桶阵, wedge楔形阵
;
; stat_health生命值 数字依次是士兵生命,坐骑(动物)生命
;
; (单位的主要武器细节。 如果单位有一个远程武器它一定是主武器)
; stat_pri主武器属性 从左到右依次是
; 攻击力;
; 冲锋时的攻击加成(突击力);
; 远程武器类型;
; 远程武器射击距离;
; 士兵携带的远程武器数量;
; 武器类型:melee肉搏, thrown投掷, missile远程(弓箭),siege_missile火炮;
; 攻击技巧:simple简单,other其他,blade刀刃,archery弓箭或siege火炮;
; 伤害方式:piercing穿刺,blunt钝武器,slashing猛击,fire火烧;
; 武器撞击的声音:none无,knife小刀,mace铁锤,axe斧头,sword刀剑,spear长矛;
; 攻击间隔; 数字依次是:多少(个)十分之一秒,攻击次数
; stat_pri_attr主武器附加属性
; (可同时拥有多个附加属性)
; ap = 破甲. 只计算目标的装甲一半
; bp = 穿透. 远程武器会穿过第一个人,对后面的人造成伤害
; spear = 长矛. 对骑兵有加成,对步兵有扣除
; long_pike = 长枪. 只有能组成square普通方形阵的步兵使用
; short_pike = 短枪.比long_pike短的枪,效果相若
; prec = 只在冲锋前投掷武器
; thrown = 投掷,指射程比较短的远程投掷武器
; launching = 击飞,能击飞敌人
; area = 成片攻击,同时攻击附近多个敌人
; spear & light_spear = 在面对骑兵冲锋时获得的额外保护
; spear_bonus_x = 对骑兵的攻击加成. x = 2, 4, 6, 8, 10 or 12
;
(次要武器:如果是骑兵、动物、战车,这就是他们的攻击力;如果是远程兵种,这就是他们的肉搏能力;如果是一些特殊的肉搏兵种(长武器的),这就是他们短武器的攻击力)
; stat_sec副武器属性 (跟主武器相同)
; stat_sec_attr副武器附加属性 (跟主武器相同)
;
; stat_pri_armour主要防御 从左往右:
; 装甲;
; 防御技巧(被射击时无用);
; 盾牌加成(只对来自左边的攻击有效);
; 被撞击发出的声音 = flesh身体, leather皮甲, or metal重甲
; stat_sec_armour次要防御 指动物或战车的防御(骑马的另外计算),具体同stat_pri_armour
;
; stat_heat热天影响 在炎热天气作战时,体力的额外损失(正的越多表示损失越大)
;
; stat_ground地形影响 在不同地形作战的加成(对于攻击力而言):
; scrub灌木, sand沙漠, forest森林, snow雪地
; stat_mental士气质素
; 左到右依次为:基本的士气值,纪律和训练度。纪律分为正常normal,低纪律impetuous,有纪律disciplined和狂暴berserker,狂暴的部队有可能不下令就突击。训练度untrained,trained,highly_trained决定阵型的整齐程度
;
; stat_charge_dist冲锋距离 开始冲锋的距离
; stat_fire_delay射击延长时间 (系统默认)
;
; stat_food粮食 这个应该是粮食损耗之类(系统默认)
; stat_cost损耗 左到右依次为:招募所需回合数;帝国战役的招募费用;平时的维护费用;升级武器的费用;升级盔甲的费用;自定义战役的招募费用
; stat_ownership物主 意思就是哪个势力可以拥有此单位
这三段只为介绍用,非游戏所用之参数,其目的就是教大家此文本参数要如何设置,可如何修改!每行最前面的“;”号,就是指令分隔符,作用是让系统识别此行为无效指令(也就是游戏不会读取运行这几段参数)!可删除之,对游戏运行并无影响!
下面开始重点分析对整个兵种属性参数组的各个参数项目的,具体可行之操作(添加,删除和修改)! |
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