术士之王英雄属性及建筑产出修改教程
2023-06-12 23:56:51
大中小
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
<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