【教程】如何新建自己的 毛皮 生产力 卡片人物
本帖最后由 glayhisashi 于 2023-9-26 17:10 编辑你开始设计自己的卡片的时候,首先要想这是针对什么建筑实现的功能
1010516 工会(所有生产建筑)
100415 市政厅(所有劳动人口住所)
100586 港务总管办公室(港口生产建筑)
比方说,现在我想使我的岛屿能够生产毛皮
但如果删除1010558 狩猎小屋 里边的句段
<Factory7>特产
<NeededFertility>1010581</NeededFertility> 毛皮生产力,限制
</Factory7>
那电脑AI也能够共享这个能力,具体看你想法了,你想独享,还是和AI共享
如果想独享,就设计自己的卡片,共享,那省事了,直接搜索该建筑的ID 1010581
找到该字段删除,最后确保 assets.xml 文件字节大小保持不变,重新注入rda就好了。
因为rda 的 assets.xml 文件夹下,有一个同文件的校验文件大小的MD5文件,是用来检测游戏是否有被修改的
我的修改思路是这样的,
用一艘玩家独有的船只,生产出自带 自己修改的卡片,再插到,修改增加卡槽数量,和影响范围的 工会,市政厅,港务局建筑上,实现自己想要的功能
主要涉及到的ID是
102437 帝国指挥舰,玩家独有
190743 选来准备修改成 具有 毛皮生产力的卡片,这个看你喜欢,你用什么卡修改都可以,我是看头衔以及头像的,虽然都可以自己修改,但我求省事,节省修改代码的成本
你可以通过 AssetViewer 资源查询 软件来查询,选择自己喜欢的名字,头衔,头像的卡片来修改就好了
1010516 工会
===========================================================================
<Asset>
<BaseAssetGUID>101121</BaseAssetGUID>
这是继承的模板参数,101121也是战舰参数,帝国指挥舰是基于他修改的,如果你搜索AI的船只,发现这个ID是玩家的战舰ID,说明如果你修改自己的战舰参数,AI也会共享你的能力,所以你要找一搜AI不用的船来修改
<Values>
<Standard>
<GUID>102437</GUID>自身的ID
<Name>PreorderFlagship</Name>
<IconFilename>data/ui/2kimages/main/3dicons/ships/icon_ship_commandship_variation.png</IconFilename>
<ID />
</Standard>
<Object>模型继承,调用
<Variations>
<Item>
<VectorElement>
<InheritedIndex>0</InheritedIndex>
<InheritanceMapV2>
<Entry>
<TemplateName>WarShip</TemplateName>
<Index>0</Index>
</Entry>
</InheritanceMapV2>
</VectorElement>
<Filename>data/graphics/vehicle/preorder_command_ship/preorder_command_ship.cfg</Filename>
</Item>
</Variations>
</Object>
<Mesh />
<Selection />
<Walking>行走,以下是我自己增加的,
<Acceleration>1</Acceleration>加速
<ForwardSpeed>50</ForwardSpeed>前进速度 越大越快
<CargoFullFactor>1</CargoFullFactor> 货物满载系数,货多了是否显得沉,慢
</Walking>
<Text>文本
<LocaText>
<English>
<Text>Imperial Command Ship</Text>帝国指挥舰
<ExportCount>2</ExportCount>
</English>
</LocaText>
<LineID>22054</LineID>
</Text>
<CommandQueue />这里有些舰船是有代码的,帝国舰是继承101121,是游戏中战舰菜单,显示出图标,能够操控
<Drifting />
<Collector />
<Attackable>被攻击时
<MaximumHitPoints>8000</MaximumHitPoints>生命值
<SelfHealPerHealTick>8000</SelfHealPerHealTick>回血,我改了回血8K,因为我用这个船做货船的
<SelfHealPausedTimeIfAttacked>0</SelfHealPausedTimeIfAttacked>秒回。0就是立即回血 也可以不改这里,只需增加自带卡片,191991 超大白旗,装到插槽,用它来做商船就不会被敌人攻击
</Attackable>
<Attacker />
<MinimapToken />
<SoundEmitter>
<DestroySounds>
<Item>
<Sound>238319</Sound>
</Item>
</DestroySounds>
</SoundEmitter>
<UpgradeList />
<QuestObject />
<Infolayer />
<ItemContainer>
<SocketCount>3</SocketCount>卡槽
<SlotCount>99</SlotCount>货槽
<InitSlotItems>这里开始,是我添加的自带的物品
<Item>
<Item>1010196</Item>{01木材}
<StackSize>300</StackSize>
</Item>
<Item>
<Item>114356</Item>{02万扎木材}
<StackSize>300</StackSize>
</Item>
<Item>
<Item>1010218</Item>{03钢梁}
<StackSize>300</StackSize>
</Item>
<Item>
<Item>1010205</Item>{04砖块}
<StackSize>300</StackSize>
</Item>
<Item>
<Item>114402</Item>{05泥砖}
<StackSize>300</StackSize>
</Item>
<Item>
<Item>1010207</Item>{06窗户}
<StackSize>300</StackSize>
</Item>
<Item>
<Item>1010202</Item>{07混凝土}
<StackSize>300</StackSize>
</Item>
<Item>
<Item>1010221</Item>{08武器}
<StackSize>150</StackSize>
</Item>
<Item>
<Item>1010200</Item>{09鱼}
<StackSize>75</StackSize>
</Item>
<Item>
<Item>1010216</Item>{10烈酒}
<StackSize>75</StackSize>
</Item>
<Item>
<Item>1010237</Item>{11工作服}
<StackSize>75</StackSize>
</Item>
<Item>
<Item>191354</Item>{12发明家卡片}
<StackSize>1</StackSize>
</Item>
<Item>
<Item>191407</Item>{13管家 旧世界额产}
<StackSize>1</StackSize>
</Item>
<Item>
<Item>190693</Item>{14植物学家 新世界额产}
<StackSize>1</StackSize>
</Item>
<Item>
<Item>191591</Item>{15地质卡片}
<StackSize>1</StackSize>
</Item>
<Item>
<Item>191572</Item>{16总管卡片}
<StackSize>1</StackSize>
</Item>
<Item>
<Item>190916</Item>{17谷物种子}
<StackSize>1</StackSize>
</Item>
<Item>
<Item>190929</Item>{18红椒种子}
<StackSize>1</StackSize>
</Item>
<Item>
<Item>190920</Item>{19啤酒花种子}
<StackSize>1</StackSize>
</Item>
<Item>
<Item>190926</Item>{20葡萄种子}
<StackSize>1</StackSize>
</Item>
<Item>
<Item>190923</Item>{21土豆种子}
<StackSize>1</StackSize>
</Item>
<Item>
<Item>190950</Item>{22玉米种子}
<StackSize>1</StackSize>
</Item>
<Item>
<Item>191898</Item>{23大蕉苗种子}
<StackSize>1</StackSize>
</Item>
<Item>
<Item>190932</Item>{24甘蔗苗种子}
<StackSize>1</StackSize>
</Item>
<Item>
<Item>190947</Item>{25咖啡豆种子}
<StackSize>1</StackSize>
</Item>
<Item>
<Item>190941</Item>{26可可豆种子}
<StackSize>1</StackSize>
</Item>
<Item>
<Item>190938</Item>{27棉花种子}
<StackSize>1</StackSize>
</Item>
<Item>
<Item>190944</Item>{28橡胶苗种子}
<StackSize>1</StackSize>
</Item>
<Item>
<Item>190935</Item>{29烟草种子}
<StackSize>1</StackSize>
</Item>
<Item>
<Item>125116</Item>{30木蓝}
<StackSize>1</StackSize>
</Item>
<Item>
<Item>125115</Item>{31木槿}
<StackSize>1</StackSize>
</Item>
<Item>
<Item>125131</Item>{32香料}
<StackSize>1</StackSize>
</Item>
<Item>
<Item>191901</Item>{33牡蛎苗}
<StackSize>1</StackSize>
</Item>
<Item>
<Item>125136</Item>{34龙虾渔夫}
<StackSize>1</StackSize>
</Item>
<Item>
<Item>190743</Item>{35毛皮生产力}
<StackSize>1</StackSize>
</Item>
<Item>
<Item>125047</Item>{36蜂巢生产力}
<StackSize>1</StackSize>
</Item>
</InitSlotItems>
</ItemContainer>
<FeedbackController />
<Draggable />
<Cost>船只生产成本
<Costs>
<Item>
<Ingredient>1010196</Ingredient> 不加这个句段的话,他会继承父舰的 成本,数量我写了0 就是没有材料成本
<Amount>0</Amount>
</Item>
</Costs>
</Cost>
<Craftable> 制造时间0秒
<CraftingTime>0</CraftingTime>
</Craftable>
<TradeRouteVehicle />
<Locked>
<Scope>Account</Scope>
</Locked>
<Nameable />
<MetaPersistent />
<ExpeditionAttribute />
<ShipMaintenance />
<Sellable />
<Stance />
<Rentable />
<WorldMapSound />
<Pausable />
<ShipIncident />
<SoundEmitterCommandBarks />
</Values>
</Asset>
===========================================================================
以下是卡片
<Asset>
<Template>GuildhouseItem</Template> 模板,工会装备
<Values>
<Standard>
<GUID>190743</GUID>我自己选的卡片,野地拓荒者 史丁,头像相对于其他好看吧
<Name>Night Hunter</Name>
<IconFilename>data/ui/2kimages/main/3dicons/specialists/icon_hunter_common.png</IconFilename>
<InfoDescription>12617</InfoDescription>
</Standard>
<Text>
<LocaText>
<English>
<Text>Wild Frontiersman Steen</Text>
<Status>Exported</Status>
<ExportCount>1</ExportCount>
</English>
</LocaText>
<LineID>26565</LineID>
</Text>
<Item>
<MaxStackSize>1</MaxStackSize>
<Rarity>Epic</Rarity> 卡片级别 稀有,史诗,传奇分级
<ItemType>Specialist</ItemType>
<TradePrice>312000</TradePrice>交易价格
<TradePriceOnlineCurrency>250</TradePriceOnlineCurrency>交易价格
</Item>
<FactoryUpgrade>
<AddedFertility>1010581</AddedFertility> 此工会卡片获得生产毛皮的能力
</FactoryUpgrade>
你在游戏中看到什么建筑有特产限制的,就是改这里,找到狩猎小屋以下句段把里边的ID贴到上面,即可拥有该生产力
<Factory7>特产
<NeededFertility>1010581</NeededFertility> 毛皮生产力,限制
</Factory7>
<ItemEffect>
<EffectTargets>
<Item>
<GUID>1010558</GUID>影响建筑,你可以使全部生产建筑,也可以使某个,这是狩猎小屋的ID
</Item>
</EffectTargets>
</ItemEffect>
<ItemAction />
<ExpeditionAttribute>该卡片默认的 远征能力属性
<BaseMorale>0</BaseMorale>士气
<ExpeditionAttributes>
<Item>
<Attribute>PerkMale</Attribute>男人
<Amount>1</Amount>
</Item>
<Item>
<Attribute>Hunting</Attribute>狩猎
<Amount>45</Amount>
</Item>
<Item>
<Attribute>Melee</Attribute>武力
<Amount>20</Amount>
</Item>
<Item />
<Item />
</ExpeditionAttributes>
<ItemDifficulties>Average;Hard</ItemDifficulties>
<FluffText>12617</FluffText>
</ExpeditionAttribute>
<CultureUpgrade />
<BuildingUpgrade />
<ModuleOwnerUpgrade />
<IncidentInfluencerUpgrade />
<IncidentInfectableUpgrade />
<ResidenceUpgrade />
<PopulationUpgrade />
<IndustrializableUpgrade />
<Locked />
<Buff />
<CraftableItem />
<HeaterUpgrade />
<PowerplantUpgrade />
<IrrigationUpgrade />
</Values>
</Asset>
=========================================================
工会卡槽,影响范围修改
增加卡槽之后,游戏中点击工会建筑只显示默认的3格
按K键调出 港口仓库菜单,点击卡片物件栏,鼠标拖动卡片到工会就能生效,想取出拆掉建筑
templates.xml文件
工会
<ItemContainer>
<SocketCount>9</SocketCount> 卡槽数量
<SocketAllocation>RadiusBuilding;GuildHouse</SocketAllocation>
<SocketScope>Radius</SocketScope>
<SocketScopeRadius>200</SocketScopeRadius> 工会的影响范围是不能重叠的,重叠的话,互相插了不同卡片的属性也会重叠,这是游戏不允许的,所以调大比较好
</ItemContainer>
市政
<ItemContainer>
<SocketCount>9</SocketCount>
<SocketAllocation>Headquarter</SocketAllocation>
<SocketScope>Radius</SocketScope>
<SocketScopeRadius>200</SocketScopeRadius>
</ItemContainer>
总督
<ItemContainer>
<SocketCount>9</SocketCount>
<SocketAllocation>RadiusBuilding;HarborOffice</SocketAllocation>
<SocketScope>Radius</SocketScope>
<SocketScopeRadius>200</SocketScopeRadius>
</ItemContainer>
assets.xml 要把
<SocketScopeRadius> 修改为 <SocketAllocation>
公会
<ItemContainer>
<SocketCount>3</SocketCount>
<SocketAllocation>RadiusBuilding;GuildHouse</SocketAllocation>
<UnsocketSound>247106</UnsocketSound>
</ItemContainer>
市政厅
<ItemContainer>
<SocketAllocation>RadiusBuilding;TownHall</SocketAllocation>
<UnsocketSound>247106</UnsocketSound>
</ItemContainer>
港务办公室
<ItemContainer>
<SocketAllocation>RadiusBuilding;HarborOffice</SocketAllocation>
<UnsocketSound>247106</UnsocketSound>
</ItemContainer>
最后别忘了,要把你这艘玩家独有的 帝国指挥舰,添加到,1010520 帆船造船厂
<Asset>
<Template>Shipyard</Template>
<Values>
<Standard>
<GUID>1010520</GUID>
<Name>harbor_02 (Sailing Shipyard)</Name>
<IconFilename>data/ui/2kimages/main/3dicons/icon_sail_shipyard.png</IconFilename>
<InfoDescription>1090</InfoDescription>
</Standard>
<Building>
<BuildingCategoryName>11150</BuildingCategoryName>
<SnapRadius>10</SnapRadius>
<AssociatedRegions>Moderate</AssociatedRegions>
</Building>
<Blocking>
<GroundDecalAsset>100446</GroundDecalAsset>
<GroundDecalInvisible>101008</GroundDecalInvisible>
<HasBuildingBaseTiles>1</HasBuildingBaseTiles>
<HarbourAreaExpand>1</HarbourAreaExpand>
</Blocking>
<Mesh />
<Object>
<Variations>
<Item>
<Filename>data/graphics/buildings/special/harbor_02/harbor_02.cfg</Filename>
</Item>
</Variations>
</Object>
<AmbientMoodProvider>
<Murmur>Harbor</Murmur>
</AmbientMoodProvider>
<Constructable />
<Selection>
<ParticipantMessageArcheType>Resident_tier02_atWork</ParticipantMessageArcheType>
</Selection>
<Text>
<LocaText>
<English>
<Text>Sailing Shipyard</Text>
<Status>Exported</Status>
<ExportCount>1</ExportCount>
</English>
</LocaText>
<LineID>7016</LineID>
</Text>
<Shipyard>
<AssemblyOptions>
<Item>
<Vehicle>102437</Vehicle> 这是帝国舰ID,该厂可以生产 帝国指挥舰
</Item>
<Item>
<Vehicle>102425</Vehicle> 这是我自己修改的 派若弗利安战斗巡洋舰,首领舰 101248 游戏默认自带卡片的,但是他继承的参数是102425,所以改这个比较好
</Item>
<Item>
<Vehicle>118718</Vehicle>
</Item>
<Item>
<Vehicle>100438</Vehicle>
</Item>
<Item>
<Vehicle>100437</Vehicle>
</Item>
<Item>
<Vehicle>100439</Vehicle>
</Item>
<Item>
<Vehicle>100441</Vehicle>
</Item>
<Item>
<Vehicle>100440</Vehicle>
</Item>
</AssemblyOptions>
</Shipyard>
<Cost>
<Costs>
<Item>
<Ingredient>1010017</Ingredient>
<Amount>10000</Amount>
</Item>
<Item>
<Ingredient>1010196</Ingredient>
<Amount>20</Amount>
</Item>
<Item>
<Ingredient>1010205</Ingredient>
<Amount>25</Amount>
</Item>
<Item>
<Ingredient>1010218</Ingredient>
</Item>
<Item>
<Ingredient>1010207</Ingredient>
</Item>
<Item>
<Ingredient>1010202</Ingredient>
</Item>
</Costs>
</Cost>
<Locked />
<Maintenance>
<Maintenances>
<Item>
<Product>1010017</Product>
<Amount>100</Amount>
<InactiveAmount>50</InactiveAmount>
</Item>
<Item>
<Product>1010115</Product>
<Amount>100</Amount>
</Item>
</Maintenances>
<ConsumerPriorityAlarmed>2</ConsumerPriorityAlarmed>
</Maintenance>
<Infolayer />
<Attackable>
<MaximumHitPoints>4000</MaximumHitPoints>
<HPBarOffset>4.5</HPBarOffset>
<PausedTimeIfAttacked>0</PausedTimeIfAttacked>
<SelfHealPerHealTick>5</SelfHealPerHealTick>
<DefenseByAIFactor>700</DefenseByAIFactor>
<TakeOverEffect>OnDeath</TakeOverEffect>
<MoralePower>50</MoralePower>
<IslandWarFlag>102303</IslandWarFlag>
<ExplosionEffects>
<Item>
<VectorElement>
<InheritedIndex>0</InheritedIndex>
<InheritanceMapV2>
<Entry>
<TemplateName>Shipyard</TemplateName>
<Index>0</Index>
</Entry>
</InheritanceMapV2>
</VectorElement>
<ExplosionEffectFilePath>data/graphics/effects/military/explosions/harbor_generic_xpl_02.cfg</ExplosionEffectFilePath>
</Item>
<Item>
<ExplosionEffectFilePath>data/graphics/effects/military/explosions/harbor_generic_xpl_03.cfg</ExplosionEffectFilePath>
</Item>
</ExplosionEffects>
<ExplosionEffectsMin>1</ExplosionEffectsMin>
<ExplosionEffectsMax>2</ExplosionEffectsMax>
</Attackable>
<Pausable />
<SoundEmitter>
<ActiveSounds>
<Item>
<Sound>200896</Sound>
</Item>
</ActiveSounds>
<IncidentSounds>
<InfectedFire>
<Item>
<Sound>214659</Sound>
</Item>
</InfectedFire>
</IncidentSounds>
<BuildingRuined>
<Item>
<Sound>203848</Sound>
</Item>
</BuildingRuined>
<BuildingRepaired>
<Item>
<Sound>203866</Sound>
</Item>
</BuildingRepaired>
</SoundEmitter>
<IncidentInfectable />
<FeedbackController />
<Industrializable />
<UpgradeList />
<LogisticNode />
<StreetActivation />
<QuestObject />
<Electrifiable />
</Values>
</Asset>
这样 你就能,在 帆船造船厂,0成本 获得 帝国指挥舰,还自带,想要功能的 卡片,插入到 增加了受影响范围的 工会建筑,而独享功能
比方说你还想 增加 一张 拥有 减少耕地田块数量的的功能,如果直接修改农场的<ModuleLimits>句段
<ModuleLimits>
<Main>
<Limit>96</Limit>田数,改为0就是没有田块限制
</Main>
</ModuleLimits>
这样的话AI也能享有该能力,导致他们也有样学样,不建田块了
所以可以找一个 名字好听的,比如说总管,管家的卡片 增加,减少田块的能力
========================================================================================
工厂卡
生产力 加100
<FactoryUpgrade>
<ProductivityUpgrade>
<Value>100</Value>
<Percental>1</Percental> 这句代表 <Value>100</Value> 以 百分比% 计算
</ProductivityUpgrade>
</FactoryUpgrade>
影响所有生产建筑
<ItemEffect>
<EffectTargets>
<Item>
<GUID>6000018</GUID>所有生产建筑 资产池 ID
</Item>
</EffectTargets>
</ItemEffect>
吸引力 加50
<CultureUpgrade>
<AttractivenessUpgrade>
<Value>50</Value>
</AttractivenessUpgrade>
</CultureUpgrade>
维护费 减50%
<BuildingUpgrade>
<MaintenanceUpgrade>
<Value>-50</Value>
<Percental>1</Percental>
</MaintenanceUpgrade>
</BuildingUpgrade>
所需劳动力 减50
<BuildingUpgrade>
<WorkforceAmountUpgrade>
<Value>-50</Value>
<Percental>1</Percental>
</WorkforceAmountUpgrade>
</BuildingUpgrade>
消防员加3
<BuildingUpgrade>
<ResolverUnitCountUpgrade>
<Value>3</Value>
</ResolverUnitCountUpgrade>
</BuildingUpgrade>
减少呼叫消防志愿者所需的幸福度
<IncidentInfluencerUpgrade>
<SpecialUnitHappinessThresholdUpgrade>
<Value>-10</Value>
</SpecialUnitHappinessThresholdUpgrade>
</IncidentInfluencerUpgrade>
最大居民 加20
<PopulationUpgrade>
<ResidentsUpgrade>
<Value>20</Value>
<Percental>1</Percental>
</ResidentsUpgrade>
</PopulationUpgrade>
可耕农地数量 减100
<ModuleOwnerUpgrade>
<ModuleLimitPercent>-100</ModuleLimitPercent>
</ModuleOwnerUpgrade>
生产建筑 有爆炸没传染病,居民住所有传染病,无爆炸
传染病减100
<IncidentInfectableUpgrade>
<IncidentIllnessIncreaseUpgrade>
<Value>-10</Value> 这里也是百分比,但是没有加 <Percental>1</Percental>句段
</IncidentIllnessIncreaseUpgrade>
</IncidentInfectableUpgrade>
暴动 减100
<IncidentInfectableUpgrade>
<IncidentRiotIncreaseUpgrade>
<Value>-10</Value>
</IncidentRiotIncreaseUpgrade>
</IncidentInfectableUpgrade>
火灾,爆炸 减100
<IncidentInfectableUpgrade>
<IncidentFireIncreaseUpgrade>
<Value>-10</Value>
</IncidentFireIncreaseUpgrade>
<IncidentExplosionIncreaseUpgrade>
<Value>-10</Value>
</IncidentExplosionIncreaseUpgrade>
</IncidentInfectableUpgrade>
提供电力,貌似只有生产建筑可以用这个句段 ,不用电厂 也能产电,住所好像不行呢,没测试
<IndustrializableUpgrade>
<ProvideIndustrialization>1</ProvideIndustrialization>
</IndustrializableUpgrade>
=============================================
额外货物
<FactoryUpgrade>
<AdditionalOutput>
<Item>
<Product>1010251</Product>产物ID
<AdditionalOutputCycle>3</AdditionalOutputCycle> 产时周期,越小越快
<Amount>1</Amount>产量
</Item>
<Item>
<Product>1010257</Product>
<AdditionalOutputCycle>3</AdditionalOutputCycle>
<Amount>1</Amount>
</Item>
<Item>
<Product>1010253</Product>
<AdditionalOutputCycle>3</AdditionalOutputCycle>
<Amount>1</Amount>
</Item>
<Item>
<Product>1010240</Product>
<AdditionalOutputCycle>3</AdditionalOutputCycle>
<Amount>1</Amount>
</Item>
<Item>
<Product>120031</Product>
<AdditionalOutputCycle>3</AdditionalOutputCycle>
<Amount>1</Amount>
</Item>
<Item>
<Product>120032</Product>
<AdditionalOutputCycle>3</AdditionalOutputCycle>
<Amount>1</Amount>
</Item>
<Item>
<Product>1010233</Product>
<AdditionalOutputCycle>3</AdditionalOutputCycle>
<Amount>1</Amount>
</Item>
<Item>
<Product>1010255</Product>
<AdditionalOutputCycle>3</AdditionalOutputCycle>
<Amount>1</Amount>
</Item>
<Item>
<Product>1010249</Product>
<AdditionalOutputCycle>3</AdditionalOutputCycle>
<Amount>1</Amount>
</Item>
<Item>
<Product>1010239</Product>
<AdditionalOutputCycle>3</AdditionalOutputCycle>
<Amount>1</Amount>
</Item>
<Item>
<Product>1010256</Product>
<AdditionalOutputCycle>3</AdditionalOutputCycle>
<Amount>1</Amount>
</Item>
<Item>
<Product>1010252</Product>
<AdditionalOutputCycle>3</AdditionalOutputCycle>
<Amount>1</Amount>
</Item>
<Item>
<Product>1010254</Product>
<AdditionalOutputCycle>3</AdditionalOutputCycle>
<Amount>1</Amount>
</Item>
<Item>
<Product>1010258</Product>
<AdditionalOutputCycle>3</AdditionalOutputCycle>
<Amount>1</Amount>
</Item>
<Item>
<Product>1010259</Product>
<AdditionalOutputCycle>3</AdditionalOutputCycle>
<Amount>1</Amount>
</Item>
</AdditionalOutput>
</FactoryUpgrade>
物品置换
<ReplaceInputs>
<Item>
<OldInput>1010242</OldInput>
<NewInput>1010196</NewInput>
</Item>
</ReplaceInputs>
======================================================
幸福度,收入,人口,火灾,暴动,疾病
每栋房屋收入 加2
<ResidenceUpgrade>
<TaxModifierInPercent>2</TaxModifierInPercent>
</ResidenceUpgrade>
针对所有住所
193957 影响新旧世界住所,学者住所除外
<ItemEffect>
<EffectTargets>
<Item>
<GUID>190762</GUID>所有住所
</Item>
</EffectTargets>
</ItemEffect>
工作条件的影响减50%
<PopulationUpgrade>
<StressUpgrade>
<Value>-50</Value>
<Percental>1</Percental>
</StressUpgrade>
</PopulationUpgrade>
幸福加 加25
<ResidenceUpgrade>
<AdditionalHappiness>25</AdditionalHappiness>
</ResidenceUpgrade>
游客提升 加10
<VisitorHarborUpgrade>
<SpawnProbabilityFactor>
<Value>10</Value>
<Percental>1</Percental>
</SpawnProbabilityFactor>
</VisitorHarborUpgrade>
最大居民数量 加15
<PopulationUpgrade>
<ResidentsUpgrade>
<Value>15</Value>
<Percental>1</Percental>
</ResidentsUpgrade>
=====================================================
针对单一建筑,需要修改帝国指挥舰 卡槽数,以及工会影响范围 卡槽数
甘蔗种子
<FactoryUpgrade>
<AddedFertility>1010573</AddedFertility>
</FactoryUpgrade>
谷物种子
<FactoryUpgrade>
<AddedFertility>1010571</AddedFertility>
</FactoryUpgrade>
红椒种子
<FactoryUpgrade>
<AddedFertility>1010570</AddedFertility>
</FactoryUpgrade>
咖啡豆种子
<FactoryUpgrade>
<AddedFertility>120039</AddedFertility>
</FactoryUpgrade>
可可种子
<FactoryUpgrade>
<AddedFertility>1010575</AddedFertility>
</FactoryUpgrade>
棉花种子
<FactoryUpgrade>
<AddedFertility>1010576</AddedFertility>
</FactoryUpgrade>
啤酒花种子
<FactoryUpgrade>
<AddedFertility>1010572</AddedFertility>
</FactoryUpgrade>
葡萄种子
<FactoryUpgrade>
<AddedFertility>120013</AddedFertility>
</FactoryUpgrade>
土豆种子
<FactoryUpgrade>
<AddedFertility>1010569</AddedFertility>
</FactoryUpgrade>
橡胶种子
<FactoryUpgrade>
<AddedFertility>1010574</AddedFertility>
</FactoryUpgrade>
辛香料种子
<FactoryUpgrade>
<AddedFertility>114348</AddedFertility>
</FactoryUpgrade>
烟草种子
<FactoryUpgrade>
<AddedFertility>1010577</AddedFertility>
</FactoryUpgrade>
玉米种子
<FactoryUpgrade>
<AddedFertility>120038</AddedFertility>
</FactoryUpgrade>
==========================================================
北极 114751 暖炉 的供暖范围修改,templates.xml文件搜索 HeatRange
<Template>
<Name>Heater_Arctic</Name>
<Properties>
<Standard />
<Text />
<Blocking />
<Building>
<BuildingType>Factory</BuildingType>
</Building>
<Cost />
<Selection>
<GUIType>Generic</GUIType>
</Selection>
<Object>
<IgnoreForMinimapGeneration>1</IgnoreForMinimapGeneration>
</Object>
<Constructable>
<DestructionCategory>Production</DestructionCategory>
</Constructable>
<Mesh />
<SoundEmitter>
<DestroySounds>
<Item>
<Sound>9818756</Sound>
</Item>
</DestroySounds>
<ConstructionSounds>
<BuildSuccessful>
<Item>
<VectorElement>
<InheritedIndex>0</InheritedIndex>
</VectorElement>
<Sound>214786</Sound>
</Item>
</BuildSuccessful>
<BuildFailed>
<Item>
<Sound>9818387</Sound>
</Item>
</BuildFailed>
<BuildMoveStart>
<Item>
<Sound>9818755</Sound>
</Item>
</BuildMoveStart>
<BuildMoveSuccess>
<Item>
<Sound>203994</Sound>
</Item>
</BuildMoveSuccess>
<BuildMoveEnd>
<Item>
<Sound>200141</Sound>
</Item>
</BuildMoveEnd>
</ConstructionSounds>
<IncidentSounds>
<ExplosionOneShots>
<Item>
<Sound>203849</Sound>
</Item>
</ExplosionOneShots>
</IncidentSounds>
</SoundEmitter>
<Locked />
<Infolayer />
<FeedbackController />
<UpgradeList />
<AmbientMoodProvider />
<Maintenance />
<Attackable>
<HasRuinState>1</HasRuinState>
</Attackable>
<Pausable />
<IncidentInfectable>
<Infectable>
<Fire>
<Base>0</Base>
</Fire>
<Riot>
<Base>0</Base>
</Riot>
<Illness>
<Base>0</Base>
</Illness>
</Infectable>
</IncidentInfectable>
<LogisticNode>
<TransporterCountMax>0</TransporterCountMax>
<QueueConfiguration>
<ProcessingQueueParallelCount>1</ProcessingQueueParallelCount>
</QueueConfiguration>
<NeedsTransporterQueue>0</NeedsTransporterQueue>
</LogisticNode>
<StreetActivation />
<HeatProvider>
<ProvidesHeat>1</ProvidesHeat>
<HeatRange>18</HeatRange>
<MinProductivityPercentToProvideHeat>50</MinProductivityPercentToProvideHeat>
</HeatProvider>
<FactoryBase />
<StorageBase />
</Properties>
</Template>
以下是我过往写的关于 1404,2070,2205的教程
2205https://bbs.blacksheepgame.com/thread-4959401-1-1.html
2070https://bbs.blacksheepgame.com/thread-4389726-1-1.html
1404https://bbs.blacksheepgame.com/thread-4583024-1-1.html
1404+2070 https://bbs.blacksheepgame.com/forum.php?mod=viewthread&tid=4552953
游戏中,shift ctrl + r 是可以第一人称视角 逛街游览的,都知道吧 真大佬,佩服 <!--金之钻头附加产出北极天然气、原油-->
<ModOp Type="add" GUID='190761' Path="/Values/FactoryUpgrade">
<FactoryUpgrade>
<AdditionalOutput>
<!--北极天然气-->
<Item>
<Product>112706</Product>
<AdditionalOutputCycle>1</AdditionalOutputCycle>
<Amount>1</Amount>
</Item>
</AdditionalOutput>
</FactoryUpgrade>
</ModOp> 进入游戏后不生效,请教下是哪里出问题了 牛X,有多少人能看懂 大森林199001 发表于 2023-12-24 12:21
进入游戏后不生效,请教下是哪里出问题了
你改了哪里。。。一下子很难和你说明白@ @
大佬,请问想实现一艘战斗巡洋舰2座炮塔打船,1个炮塔打空艇。战斗巡洋舰3座炮塔,可以把其中1个炮塔修改为防空浅水重炮艇的防空炮塔吗?这种功能能实现吗?谢谢大佬! maq994130062 发表于 2024-9-27 15:05
大佬,请问想实现一艘战斗巡洋舰2座炮塔打船,1个炮塔打空艇。战斗巡洋舰3座炮塔,可以把其中1个炮塔修改为 ...
这个估计要改模型...没试过捏,只是猜测而已.游戏中 貌似 飞艇 是不可击落的吧?
如果想修改卡片的颜色要怎么弄呢?比如说传奇,我想改成红色卡面,游戏应该是有一个各等级通用模版的吧 西米露不要西米 发表于 2024-12-7 10:05
如果想修改卡片的颜色要怎么弄呢?比如说传奇,我想改成红色卡面,游戏应该是有一个各等级通用模版的吧 ...
<Item>
<MaxStackSize>1</MaxStackSize>
<Rarity>Epic</Rarity> 白色普通 整句删除,绿色罕见 Uncommon,蓝色稀有 Rare,紫色史诗 Epic,金色传奇 Legendary
<ItemType>Specialist</ItemType>
<TradePrice>312000</TradePrice>交易价格
<TradePriceOnlineCurrency>250</TradePriceOnlineCurrency>交易价格
</Item>
glayhisashi 发表于 2024-12-7 19:33
1
Epic 白色普通...
不是这个意思,我意思是原本史诗是金色牌底,如果我想改成红色或者黑色,要怎么改,应该是有一个XXXX.png的通用模型,我去替换掉。
页:
[1]