《文明6》中会闪电术的魔法兵种该怎么创建?都有哪些技巧呢?下面小编就给大家分享魔法兵种的创建教程,一起来看看吧。
首先打开SidMeier'sCivilizationVIBaseAssetsGameplayData下的Units.xml
下面所有红字部分都是我们需要添加的代码,就不再一一指明了。
首先我们再Types下创建一个新单位wizard
搜索Types
Types
RowType=UNIT_WIZARDKind=KIND_UNIT/
!--Civilian--
RowType=UNIT_SETTLERKind=KIND_UNIT/
RowType=UNIT_BUILDERKind=KIND_UNIT/
RowType=UNIT_TRADERKind=KIND_UNIT/
RowType=UNIT_MISSIONARYKind=KIND_UNIT/
RowType=UNIT_APOSTLEKind=KIND_UNIT/
然后写入AI
搜索UnitAiInfos,这里添加的是和普通的远程单位一样的AI。
UnitAiInfos
RowUnitType=UNIT_WIZARDAiType=UNITAI_COMBAT/
RowUnitType=UNIT_WIZARDAiType=UNITTYPE_RANGED/
RowUnitType=UNIT_WIZARDAiType=UNITTYPE_LAND_COMBAT/
!--Civilian--
RowUnitType=UNIT_SETTLERAiType=UNITAI_SETTLE/
RowUnitType=UNIT_SETTLERAiType=UNITTYPE_CIVILIAN/
RowUnitType=UNIT_BUILDERAiType=UNITAI_BUILD/
RowUnitType=UNIT_BUILDERAiType=UNITTYPE_CIVILIAN/
RowUnitType=UNIT_TRADERAiType=UNITTYPE_CIVILIAN/
然后选择替代兵种
搜索UnitReplaces,这里我没有添加任何代码,因为不打算用它来替代任何单位。有需要的同学按照下面的格式添加,蓝色字体部分为特色单位,绿色字体部分为需要替代的普通单位。
UnitReplaces
RowCivUniqueUnitType=UNIT_GREEK_HOPLITEReplacesUnitType=UNIT_SPEARMAN/
RowCivUniqueUnitType=UNIT_EGYPTIAN_CHARIOT_ARCHERReplacesUnitType=UNIT_HEAVY_CHARIOT/
RowCivUniqueUnitType=UNIT_SPANISH_CONQUISTADORReplacesUnitType=UNIT_MUSKETMAN/
RowCivUniqueUnitType=UNIT_ROMAN_LEGIONReplacesUnitType=UNIT_SWORDSMAN/
添加单位类型
搜索TypeTags
TypeTags
RowType=UNIT_WIZARDTag=CLASS_RANGED/
RowType=UNIT_BARBARIAN_HORSEMANTag=CLASS_LIGHT_CAVALRY/
RowType=UNIT_BARBARIAN_HORSE_ARCHERTag=CLASS_RANGED_CAVALRY/
RowType=UNIT_SCOUTTag=CLASS_RECON/
RowType=UNIT_SCOUTTag=CLASS_REVEAL_STEALTH/
RowType=UNIT_RANGERTag=CLASS_RECON/
RowType=UNIT_WARRIORTag=CLASS_MELEE/
RowType=UNIT_SWORDSMANTag=CLASS_MELEE/
RowType=UNIT_MUSKETMANTag=CLASS_MELEE/
然后就是添加具体的单位数据了,搜索Units
Units
RowUnitType=UNIT_WIZARDBaseMoves=2Cost=50AdvisorType=ADVISOR_CONQUESTBaseSightRange=2ZoneOfControl=falseDomain=DOMAIN_LANDFormationClass=FORMATION_CLASS_LAND_COMBATName=LOC_UNIT_WIZARD_NAMEDescription=LOC_UNIT_WIZARD_DESCRIPTIONPurchaseYield=YIELD_GOLDPromotionClass=ROMOTION_CLASS_RANGEDMaintenance=1Combat=15RangedCombat=25Range=2PrereqTech=TECH_ARCHERYMandatoryObsoleteTech=TECH_BALLISTICS/
RowUnitType=UNIT_SETTLERBaseMoves=2Cost=80AdvisorType=ADVISOR_GENERICBaseSightRange=3ZoneOfControl=falseDomain=DOMAIN_LANDFormationClass=FORMATION_CLASS_CIVILIANFoundCity=truePopulationCost=1PrereqPopulation=2Name=LOC_UNIT_SETTLER_NAMEDescription=LOC_UNIT_SETTLER_DESCRIPTIONCanCapture=FalseCostProgressionModel=COST_PROGRESSION_PREVIOUS_COPIESCostProgressionParam1=20PurchaseYield=YIELD_GOLDPseudoYieldType=SEUDOYIELD_UNIT_SETTLER/
RowUnitType=UNIT_BUILDERBaseMoves=2Cost=50AdvisorType=ADVISOR_GENERICBaseSightRange=2ZoneOfControl=falseDomain=DOMAIN_LANDFormationClass=FORMATION_CLASS_CIVILIANName=LOC_UNIT_BUILDER_NAMEDescription=LOC_UNIT_BUILDER_DESCRIPTIONCanCapture=FalseCostProgressionModel=COST_PROGRESSION_PREVIOUS_COPIESCostProgressionParam1=4PurchaseYield=YIELD_GOLDBuildCharges=3/
RowUnitType=UNIT_TRADERBaseMoves=2IgnoreMoves=trueCost=40AdvisorType=ADVISOR_GENERICBaseSightRange=2ZoneOfControl=falseDomain=DOMAIN_LANDFormationClass=FORMATION_CL