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王权2:幻想王国mod技术初探

作者:佚名 来源:未知 时间:2020-08-09

一、先将游戏目录下\resource\resource.pak内文件全部解压缩到当前目录,并将文件resource.pak更名

以下分号后为注释,请请注意本人并未针对以下每项进行测试,具体效果请自己测试

二、\resource\entity\

数据和定义主要都存放在*.def文件中

以\resource\entity\buildings\castle\castle.def为例


;#line 18: (include "extenders/upgrades.inc")

;#line 18: /entity/buildings/castle/extenders/upgrades.inc BEGIN

{"Upgrades" ;升级部分

{available
{;1升第一级
{money 75}

{health 1000} ;升级增加的生命

{building_value 1}

{cost ;升级消耗的金币
"money" 2000
}

}

{;2?囡沭彘?

{money 150}

{health 1500} ;念徉怆弪 蹊蝻铊眚钼

{building_value 1}

{cost ;羊铊祛耱?囡疸彘溧
"money" 5000
}

}

}

}

;#line 22: (include "extenders/guard_point.inc")

;#line 22: /entity/buildings/castle/extenders/guard_point.inc BEGIN

{"guard_point" ;守卫活动范围

{ZoneRadius 15.0}

{GuardRadius 20.0}

}

;#line 22: /entity/buildings/castle/extenders/guard_point.inc END

;#line 23: (include "extenders/treasures_generator.inc")

;#line 23: /entity/buildings/castle/extenders/treasures_generator.inc BEGIN

{"TreasuresGenerator"

{PerDay
"money" 50 ;每日提供的税金
}

}

;#line 23: /entity/buildings/castle/extenders/treasures_generator.inc END

;#line 26: (include "extenders/spawner_extender.inc")

;#line 26: /entity/buildings/castle/extenders/spawner_extender.inc BEGIN

{"spawner_extender" ;自动产生的建筑和单位

{global_spawn_progs "peasant_house_spawner1 peasant_house_spawner2 peasant_house2_spawner3 peasant_house_spawner4 peasant_house2_spawner5 peasant_mill_spawner6 peasant_mill_spawner7 grave_yard sewers_spawner1 sewers_spawner2 sewers_spawner3 sewers_spawner4 sewers_spawner5 sewers_spawner6 taxer_spawner1 taxer_spawner2 taxer_spawner3 guard_spawner1 guard_spawner2 guard_spawner3 peasant_spawner"}

}

;#line 26: /entity/buildings/castle/extenders/spawner_extender.inc END

{"FogVisor" {radius 50}} ;建筑的视野

三、\resource\gameData

数据部分二

1. \resource\gameData\inventions\inventions.graphml

定义各个建筑内可升级的项目

以市场上的血瓶为例

Building=market; ;建筑

Time = 15; ;升级时间

Building Level=1;</y:AttributeLabel>

<y:MethodLabel/>

</y:UML>

</y:UMLClassNode>

</data>

<data key="d1"/>

</node>

<node id="n10"> ;估计为项目代码

<data key="d0">

<y:UMLClassNode>

<y:Geometry height="146.0" width="177.0" x="2560.13279564611" y="116.22777022776273"/>

<y:Fill color="#008000" transparent="false"/>

<y:BorderStyle color="#000000" type="line" width="1.0"/>

<y:NodeLabel alignment="center" autoSizePolicy="content" f f f hasBackgroundColor="false" hasLineColor="false" height="19.92626953125" modelName="internal" modelPosition="t" textColor="#000000" visible="true" width="89.0" x="44.0" y="3.0">Health potion</y:NodeLabel>

<y:UML clipC c omitDetails="false" stereotype="" use3DEffect="true">

<y:AttributeLabel>Cost money=150; ;升级花费

2. \resource\gameData\magic\spells.xml

定义国家法术的基本属性

以治疗法术为例

<spell name="magic_heal" cost_money="250" ;花费