美国民兵科技 不能 按照时间条件 显示
求组,我在制作美国民兵科技时,不能按照隐藏物件 的存活时间 重新显示 民兵科技按钮<Tech name ='MODUSLevy' type ='Normal'>
<DBID>5451</DBID>
<DisplayNameID>80381</DisplayNameID>
<Cost resourcetype ='Food'>150.0000</Cost>
<Cost resourcetype ='Gold'>150.0000</Cost>
<ResearchPoints>1.0000</ResearchPoints>
<Status>UNOBTAINABLE</Status>
<Icon>ui\techs\levy\levy</Icon>
<RolloverTextID>80380</RolloverTextID>
<Flag>YPInfiniteTech</Flag>
<Effects>
<Effect type ='Data' amount ='2.00' subtype ='FreeHomeCityUnit' unittype ='USMinutemanTechResearchPoints' relativity ='Absolute'>
<Target type ='Player'></Target></Effect>
<Effect type ='Data' amount ='6.00' subtype ='FreeHomeCityUnit' unittype ='Minuteman' relativity ='Absolute'>
<Target type ='Player'></Target></Effect>
<Effect all ='true' type ='TextOutput'>28207</Effect>
<Effect type ='TechStatus' status ='unobtainable'>MODUSLevy</Effect></Effects>
</Tech>
<Tech name="LoopSentUnit" type="Normal">
<DBID>5700</DBID>
<ResearchPoints>0.0000</ResearchPoints>
<Status>OBTAINABLE</Status>
<Flag>Volatile</Flag>
<Flag>YPInfiniteTech</Flag>
<Prereqs>
<Typecount unit='USMinutemanTechResearchPoints' count='1.00' state='noneState aliveState' operator='lt'/><!--当设定的单位 存活数量<1 时才会显示本科技-->
</Prereqs>
<Effects>
<Effect type ='TechStatus' status ='unobtainable'>LoopSentUnit</Effect>
<Effect type ='TechStatus' status ='obtainable'>MODUSLevy</Effect>
</Effects>
</Tech>
<Unit id ='1531' name ='USMinutemanTechResearchPoints'>
<DBID>2210</DBID>
<ObstructionRadiusX>0.1000</ObstructionRadiusX>
<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
<MaxVelocity>0.0000</MaxVelocity>
<MovementType>air</MovementType>
<Lifespan>160.0000</Lifespan>
<LOS>0.0000</LOS>
<Decay delay ='0.0000' duration ='0.0000'></Decay>
<Flag>DoNotCreateUnitGroupAutomatically</Flag>
<Flag>NoBloodOnDeath</Flag>
<Flag>NoUnitAI</Flag>
<Flag>NoHPBar</Flag>
<Flag>NonAutoFormedUnit</Flag>
<Flag>NotSearchable</Flag>
<Flag>NonCollideable</Flag>
<Flag>DoNotShowOnMiniMap</Flag>
<Flag>Immoveable</Flag>
<Flag>Invulnerable</Flag>
<Flag>InvulnerableIfGaia</Flag>
</Unit>
补充内容 (2026-10-9 12:27):
已经有点思路了,我大概能解决了。谢谢关注。 本帖最后由 大地 于 2026-10-9 10:04 编辑
试了几个方法都没有成功。教程是运送 单位, 我试了完全复制教程的内容:无限循环运送单位科技2,只把送单位改成 获得民兵科技。还是没有成功,使用后出现两次连续可以点的科技,然后就没有然后了。求助 试了用 无限循环运送单位科技1 的方法,出现了奇怪的诸葛弩单位,诸葛弩一直在死亡然后生产一个单位,但是科技没有刷新,建房屋也不行。我以为是送tool2不对,就把送的tool2换成tool1,结果民兵科技就一直可以秒刷循环用。
截图上传了几次上传不上来。发科技和单位的代码把,用tool3、tool2或者tool1都不行:
<Tech name ='MODUSLevy' type ='Normal'>
<DBID>5451</DBID>
<DisplayNameID>80381</DisplayNameID>
<Cost resourcetype ='Food'>150.0000</Cost>
<Cost resourcetype ='Gold'>150.0000</Cost>
<ResearchPoints>1.0000</ResearchPoints>
<Status>UNOBTAINABLE</Status>
<Icon>ui\techs\levy\levy</Icon>
<RolloverTextID>80380</RolloverTextID>
<Flag>YPInfiniteTech</Flag>
<Effects>
<Effect type ='Data' amount ='1.00' subtype ='FreeHomeCityUnit' unittype ='Tool2' relativity ='Absolute'>
<Target type ='Player'></Target></Effect>
<Effect type ='Data' amount ='6.00' subtype ='FreeHomeCityUnit' unittype ='Minuteman' relativity ='Absolute'>
<Target type ='Player'></Target></Effect>
<Effect all ='true' type ='TextOutput'>28207</Effect>
<Effect type ='TechStatus' status ='unobtainable'>MODUSLevy</Effect></Effects>
</Tech>
<Tech name="LoopSentUnit1" type="Normal">
<DBID>5701</DBID>
<ResearchPoints>0.0000</ResearchPoints>
<Status>OBTAINABLE</Status>
<Icon>ui\units\ironclad_icon</Icon>
<Flag>Volatile</Flag>
<Flag>YPInfiniteTech</Flag>
<Prereqs>
<typecount unit="Tool3" count="1.00" state="noneState aliveState buildingState" operator="eq"/>
</Prereqs>
<Effects>
<Effect type ='TechStatus' status ='obtainable'>MODUSLevy</Effect>
<Effect type ='TechStatus' status ='unobtainable'>LoopSentUnit2</Effect>
</Effects>
</Tech>
<Tech name="LoopSentUnit2" type="Normal">
<DBID>5702</DBID>
<ResearchPoints>0.0000</ResearchPoints>
<Status>OBTAINABLE</Status>
<Icon>ui\units\ironclad_icon</Icon>
<Flag>Volatile</Flag>
<Flag>YPInfiniteTech</Flag>
<Prereqs>
<typecount unit="Tool4" count="1.00" state="noneState aliveState buildingState" operator="eq"/>
</Prereqs>
<Effects>
<Effect type ='TechStatus' status ='obtainable'>MODUSLevy</Effect>
<Effect type ='TechStatus' status ='unobtainable'>LoopSentUnit1</Effect>
</Effects>
</Tech>
<Tech name="LoopSentUnit" type="Normal">
<DBID>5703</DBID>
<ResearchPoints>0.0000</ResearchPoints>
<Status>OBTAINABLE</Status>
<Icon>ui\units\ironclad_icon</Icon>
<Flag>Volatile</Flag>
<Flag>YPInfiniteTech</Flag>
<Prereqs>
<typecount unit="Tool1" count="1.00" state="noneState aliveState buildingState" operator="eq"/>
</Prereqs>
<Effects>
<Effect type ='TechStatus' status ='obtainable'>MODUSLevy</Effect>
<Effect type ='TechStatus' status ='unobtainable'>LoopSentUnit</Effect>
</Effects>
</Tech>
<Unit id ='1532' name ='Tool3'>
<DBID>2211</DBID>
<ObstructionRadiusX>0.00</ObstructionRadiusX>
<ObstructionRadiusZ>0.00</ObstructionRadiusZ>
<FormationCategory>Ranged</FormationCategory>
<MaxVelocity>4.5000</MaxVelocity>
<MaxRunVelocity>6.0000</MaxRunVelocity>
<MovementType>air</MovementType>
<Lifespan>10.0</Lifespan>
<TurnRate>18.0000</TurnRate>
<AnimFile>effects\projectiles\musket_ball.xml</AnimFile>
<ImpactType>Flesh</ImpactType>
<PhysicsInfo>dude</PhysicsInfo>
<Icon>units\asians\chinese\chu_ko_nu\chu_ko_nu_icon_64</Icon>
<PortraitIcon>units\asians\chinese\chu_ko_nu\chu_ko_nu_icon_portrait</PortraitIcon>
<RolloverTextID>60151</RolloverTextID>
<ShortRolloverTextID>60150</ShortRolloverTextID>
<InitialHitpoints>90.0000</InitialHitpoints>
<MaxHitpoints>90.0000</MaxHitpoints>
<LOS>0.0000</LOS>
<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
<AutoAttackRange>16.0000</AutoAttackRange>
<UnitAIType>RangedCombative</UnitAIType>
<DeadReplacement>Tool4</DeadReplacement>
<TrainPoints>10.0000</TrainPoints>
<Bounty>0.0000</Bounty>
<BuildBounty>0.0000</BuildBounty>
<AllowedAge>1</AllowedAge>
<Armor type ='Ranged' value ='0.2000'></Armor>
<UnitType>EmbellishmentClass</UnitType>
<UnitType>TestClass</UnitType>
<UnitType>Unit</UnitType>
<UnitType>Unattackable</UnitType>
<Flag>CollidesWithProjectiles</Flag>
<Flag>ApplyHandicapTraining</Flag>
<Flag>CorpseDecays</Flag>
<Flag>ShowGarrisonButton</Flag>
<Flag>DontRotateObstruction</Flag>
<Flag>ObscuredByUnits</Flag>
<Flag>Tracked</Flag>
<Flag>Wanders</Flag>
<Flag>NotSelectable</Flag>
<Flag>DoNotShowOnMiniMap</Flag>
<Command page ='10' column ='1'>Stop</Command>
<Command page ='10' column ='0'>Garrison</Command>
<Command page ='10' column ='2'>Delete</Command>
<Tactics>tool.tactics</Tactics>
</Unit>
<Unit id ='1533' name ='Tool4'>
<DBID>2212</DBID>
<ObstructionRadiusX>0.00</ObstructionRadiusX>
<ObstructionRadiusZ>0.00</ObstructionRadiusZ>
<FormationCategory>Ranged</FormationCategory>
<MaxVelocity>4.5000</MaxVelocity>
<MaxRunVelocity>6.0000</MaxRunVelocity>
<MovementType>air</MovementType>
<Lifespan>10.0</Lifespan>
<TurnRate>18.0000</TurnRate>
<AnimFile>effects\projectiles\musket_ball.xml</AnimFile>
<ImpactType>Flesh</ImpactType>
<PhysicsInfo>dude</PhysicsInfo>
<Icon>units\asians\chinese\chu_ko_nu\chu_ko_nu_icon_64</Icon>
<PortraitIcon>units\asians\chinese\chu_ko_nu\chu_ko_nu_icon_portrait</PortraitIcon>
<RolloverTextID>60151</RolloverTextID>
<ShortRolloverTextID>60150</ShortRolloverTextID>
<InitialHitpoints>90.0000</InitialHitpoints>
<MaxHitpoints>90.0000</MaxHitpoints>
<LOS>0.0000</LOS>
<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
<AutoAttackRange>16.0000</AutoAttackRange>
<UnitAIType>RangedCombative</UnitAIType>
<TrainPoints>10.0000</TrainPoints>
<Bounty>0.0000</Bounty>
<BuildBounty>0.0000</BuildBounty>
<AllowedAge>1</AllowedAge>
<DeadReplacement>Tool3</DeadReplacement>
<Armor type ='Ranged' value ='0.2000'></Armor>
<UnitType>EmbellishmentClass</UnitType>
<UnitType>Unit</UnitType>
<UnitType>TestClass</UnitType>
<UnitType>Unattackable</UnitType>
<Flag>CollidesWithProjectiles</Flag>
<Flag>ApplyHandicapTraining</Flag>
<Flag>CorpseDecays</Flag>
<Flag>ShowGarrisonButton</Flag>
<Flag>DontRotateObstruction</Flag>
<Flag>ObscuredByUnits</Flag>
<Flag>Tracked</Flag>
<Flag>Wanders</Flag>
<Flag>NotSelectable</Flag>
<Flag>DoNotShowOnMiniMap</Flag>
<Command page ='10' column ='1'>Stop</Command>
<Command page ='10' column ='0'>Garrison</Command>
<Command page ='10' column ='2'>Delete</Command>
</Unit>
<Unit id ='1534' name ='Tool1'>
<DBID>2213</DBID>
<ObstructionRadiusX>0.00</ObstructionRadiusX>
<ObstructionRadiusZ>0.00</ObstructionRadiusZ>
<FormationCategory>Ranged</FormationCategory>
<MaxVelocity>4.5000</MaxVelocity>
<MaxRunVelocity>6.0000</MaxRunVelocity>
<MovementType>air</MovementType>
<Lifespan>0.019</Lifespan>
<TurnRate>18.0000</TurnRate>
<AnimFile>units\asians\chinese\chu_ko_nu\chu_ko_nu.xml</AnimFile>
<ImpactType>Flesh</ImpactType>
<PhysicsInfo>dude</PhysicsInfo>
<InitialHitpoints>90.0000</InitialHitpoints>
<MaxHitpoints>90.0000</MaxHitpoints>
<LOS>0.0000</LOS>
<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
<AutoAttackRange>16.0000</AutoAttackRange>
<UnitAIType>RangedCombative</UnitAIType>
<TrainPoints>10.0000</TrainPoints>
<UnitType>Unit</UnitType>
<Flag>CollidesWithProjectiles</Flag>
<Flag>ApplyHandicapTraining</Flag>
<Flag>CorpseDecays</Flag>
<Flag>ShowGarrisonButton</Flag>
<Flag>DontRotateObstruction</Flag>
<Flag>ObscuredByUnits</Flag>
<Flag>Tracked</Flag>
<Command page ='10' column ='1'>Stop</Command>
<Command page ='10' column ='0'>Garrison</Command>
<Command page ='10' column ='2'>Delete</Command>
</Unit>
<Unit id ='1535' name ='Tool2'>
<DBID>2214</DBID>
<ObstructionRadiusX>0.00</ObstructionRadiusX>
<ObstructionRadiusZ>0.00</ObstructionRadiusZ>
<FormationCategory>Ranged</FormationCategory>
<MaxVelocity>4.5000</MaxVelocity>
<MaxRunVelocity>6.0000</MaxRunVelocity>
<MovementType>air</MovementType>
<TurnRate>18.0000</TurnRate>
<AnimFile>units\asians\chinese\chu_ko_nu\chu_ko_nu.xml</AnimFile>
<ImpactType>Flesh</ImpactType>
<PhysicsInfo>dude</PhysicsInfo>
<RolloverTextID>60151</RolloverTextID>
<ShortRolloverTextID>60150</ShortRolloverTextID>
<InitialHitpoints>90.0000</InitialHitpoints>
<MaxHitpoints>90.0000</MaxHitpoints>
<LOS>0.0000</LOS>
<ProjectileProtoUnit>Arrow</ProjectileProtoUnit>
<AutoAttackRange>16.0000</AutoAttackRange>
<UnitAIType>RangedCombative</UnitAIType>
<TrainPoints>10.0000</TrainPoints>
<UnitType>Unit</UnitType>
<Flag>CollidesWithProjectiles</Flag>
<Flag>ApplyHandicapTraining</Flag>
<Flag>CorpseDecays</Flag>
<Flag>ShowGarrisonButton</Flag>
<Flag>DontRotateObstruction</Flag>
<Flag>ObscuredByUnits</Flag>
<Flag>Tracked</Flag>
<Command page ='10' column ='1'>Stop</Command>
<Command page ='10' column ='0'>Garrison</Command>
<Command page ='10' column ='2'>Delete</Command>
<Tactics>Longbowman.tactics</Tactics>
</Unit>
已经有点思路了,我大概能解决了。谢谢关注。 {:7_283:}解决就行,太长,留晚上再看
感觉楼主是错误理解了<Typecount unit='USMinutemanTechResearchPoints' count='1.00' state='noneState aliveState' operator='lt'/>以及<Flag>Volatile</Flag>的使用方法。
可以直接把判断数量设定在MODUSLevy里面 <Tech name ='MODUSLevy' type ='Normal'>
<DBID>5451</DBID>
<DisplayNameID>80381</DisplayNameID>
<Cost resourcetype ='Food'>150.0000</Cost>
<Cost resourcetype ='Gold'>150.0000</Cost>
<ResearchPoints>1.0000</ResearchPoints>
<Status>UNOBTAINABLE</Status>
<Icon>ui\techs\levy\levy</Icon>
<RolloverTextID>80380</RolloverTextID>
<Flag>YPInfiniteTech</Flag>
<Prereqs>
<Typecount unit='USMinutemanTechResearchPoints' count='1.00' state='noneState aliveState' operator='lt'/><!--當設定的單位 存活數量<1 時才會顯示本科技-->
</Prereqs>
<Effects>
<Effect type ='Data' amount ='2.00' subtype ='FreeHomeCityUnit' unittype ='USMinutemanTechResearchPoints' relativity ='Absolute'>
<Target type ='Player'></Target></Effect>
<Effect type ='Data' amount ='6.00' subtype ='FreeHomeCityUnit' unittype ='Minuteman' relativity ='Absolute'>
<Target type ='Player'></Target></Effect>
<Effect all ='true' type ='TextOutput'>28207</Effect>
</Tech>
上面的科技因为<Flag>YPInfiniteTech</Flag>的存在,只要USMinutemanTechResearchPoints的数量小于1就会一直显示。
至于什么时候使用<Flag>Volatile</Flag>,只存在于有自动改良需求。
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