帝国时代3奇葩修改,铲地-->遁地
今天来弄点奇葩的修改,这是奥兰治勋爵的奇葩想法;制作一个单位遁地,切换战术有铲地动作,虽然我无法弄出100%的完美效果,但是总体还是可以用的。<br/>
<br/>萌新请自行去圣典学习修改基础(例如AOE3ED提取文件),本教程不解答萌新的问题。
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<br/>除了正常的xml修改外与AOE3ED提取文件外,本教程还需要用上3dsmax8.0导出gr2模型文件,没有这个软件的请自行去资源中心<a href="down_191.html">https://www.aoebbs.net/down_191.html</a>下载。
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<hr/>
<br/>首先,回想一下,游戏有哪些单位是有铲地动作的?宝藏海盗守护者算一个,采矿勉强算一个。挖地洞的动作还是海盗守护者的动作比较好,那么我们就去找这个动作。怎样去寻找这个动作呢?在圣典我一个是有说过nuggets.xml这个文件的(如下表所示),这个是定义宝藏的文件,其中有一个语句是设定宝藏守护者的默认动作。
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<h2 style="font-size:22px;">nuggets.xml:修改宝藏</h2><br/>
<table cellspacing=0 cellpadding=0class="tablecss" style='width:1660.0px;border:none'>
<tr>
<td style='width:530.0px;border:none'></td>
<td style='width:600.0px;border:none'></td>
<td style='width:530.0px;border:none'></td>
</tr>
<tr>
<td colspan="3"style='width:1660.0px;'>
<pre><nuggetmanager></td>
</tr>
<tr>
<td>
<pre> <resourcemodtech>Techname</resourcemodtech></td>
<td colspan="2" style='width:1000.0px;'>改良XXXXX科技,(只能拥有一个科技,当存在多个科技系统默认读取最后一个科技)</td>
</tr>
<tr>
<td>
<pre> <resourcemodentries></td>
<td colspan="2" style='width:1000.0px;'></td>
</tr>
<tr>
<td>
<pre> <resourcemodentry></td>
<td colspan="2" style='width:1000.0px;'>当改良了resourcemodtech定义的任意一个科技后,改变下面定义的单位捡资源宝藏数值,不可叠加</td>
</tr>
<tr>
<td>
<pre> <unittype>XXXXXXXXX/unittype></td>
<td colspan="2" style='width:1000.0px;'>单位标签或调用名</td>
</tr>
<tr>
<td>
<pre> </resourcemodentry></td>
<td colspan="2" style='width:1000.0px;'></td>
</tr>
<tr>
<td>
<pre> </resourcemodentries></td>
<td colspan="2" style='width:900.0px;'></td>
</tr>
<tr>
<td>
<pre><del> <resourcemod>2.0</resourcemod></del></td>
<td colspan="2" style='width:1000.0px;'><del>该语句没有任何作用???</del></td>
</tr>
<tr>
<td><pre><nuggets></td>
<td colspan="2">宝藏设定:</td>
</tr>
<tr>
<td colspan="3" style="border:none"><br/><br/><h2>增加资源宝藏:</h2></td>
</tr>
<tr>
<td> <pre> <nugget></td>
<td></td>
<td rowspan="30"><pre>
<nugget>
<name>XXXXX</name>
<type>AdjustResource</type>
<nuggetunit>Protoname</nuggetunit>
<rolloverstringid>StringID </rolloverstringid>
<applystringid>StringID</applystringid>
<resource>XXXX</resource>
<amount>X</amount>
<maptype>XXXXX</maptype>
<guardianunit>
<unit>Protoname</unit>
<idleanim>XXXXXXXXXXXXXXXXXX</idleanim>
<exitanim>XXXXXXXXXXXXXXXXXX</exitanim>
<attachdummy>bone_nuggetA</attachdummy>
</guardianunit>
<guardianunit>
<unit>Protoname</unit>
<idleanim>XXXXXXXXXXXXXXXXXX</idleanim>
<exitanim>XXXXXXXXXXXXXXXXXX</exitanim>
<attachdummy>bone_nuggetB</attachdummy>
</guardianunit>
<guardianunit>
<unit>Protoname</unit>
<idleanim>XXXXXXXXXXXXXXXXXX</idleanim>
<exitanim>XXXXXXXXXXXXXXXXXX</exitanim>
<attachdummy>bone_nuggetC</attachdummy>
</guardianunit>
<guardian>Protoname</guardian>
<difficulty>X</difficulty>
</nugget></td>
</tr>
<tr>
<td> <pre> <name>XXXXX</name></td>
<td>宝藏调用名</td>
</tr>
<tr>
<td> <pre> <type>AdjustResource</type></td>
<td>宝藏类型,增加资源</td>
</tr>
<tr>
<td> <pre> <nuggetunit>Protoname</nuggetunit></td>
<td>宝藏单位(模型)</td>
</tr>
<tr>
<td> <pre> <rolloverstringid>StringID</rolloverstringid></td>
<td>宝藏介绍</td>
</tr>
<tr>
<td> <pre> <applystringid>StringID</applystringid></td>
<td>该宝藏被拾取,屏幕左方显示XXX信息</td>
</tr>
<tr>
<td> <pre> <resource>XXXX</resource></td>
<td>资源类型</td>
</tr>
<tr>
<td> <pre> <amount>X</amount></td>
<td>提供资源数量</td>
</tr>
<tr>
<td> <pre> <maptype>XXXXX</maptype></td>
<td>会出现该宝藏的地图类型(对应地图的设定)</td>
</tr>
<tr>
<td> <pre> <guardianunit></td>
<td>守护者单位</td>
</tr>
<tr>
<td> <pre> <unit>Protoname</unit></td>
<td>单位调用名</td>
</tr>
<tr>
<td> <pre> <idleanim>XXXXXXXXXXXXXXXXXX</idleanim></td>
<td>默认动作</td>
</tr>
<tr>
<td> <pre> <exitanim>XXXXXXXXXXXXXXXXXX</exitanim></td>
<td>停止默认动作,切换到战斗的动作</td>
</tr>
<tr>
<td> <pre> <attachdummy>bone_nuggetA</attachdummy></td>
<td></td>
</tr>
<tr>
<td> <pre> </guardianunit></td>
<td></td>
</tr>
<tr>
<td> <pre> <guardianunit></td>
<td>守护者单位</td>
</tr>
<tr>
<td> <pre> <unit>Protoname</unit></td>
<td>单位调用名</td>
</tr>
<tr>
<td> <pre> <idleanim>XXXXXXXXXXXXXXXXXX</idleanim></td>
<td>默认动作</td>
</tr>
<tr>
<td> <pre> <exitanim>XXXXXXXXXXXXXXXXXX</exitanim></td>
<td>停止默认动作,切换到战斗的动作</td>
</tr>
<tr>
<td> <pre> <attachdummy>bone_nuggetB</attachdummy></td>
</tr>
<tr>
<td> <pre> </guardianunit></td>
<td></td>
</tr>
<tr>
<td> <pre> <guardianunit></td>
<td></td>
</tr>
<tr>
<td> <pre> <unit>Protoname</unit></td>
<td>单位调用名</td>
</tr>
<tr>
<td> <pre> <idleanim>XXXXXXXXXXXXXXXXXX</idleanim></td>
<td>默认动作</td>
</tr>
<tr>
<td> <pre> <exitanim>XXXXXXXXXXXXXXXXXX</exitanim></td>
<td>停止默认动作,切换到战斗的动作</td>
</tr>
<tr>
<td> <pre> <attachdummy>bone_nuggetC</attachdummy></td>
</tr>
<tr>
<td> <pre> </guardianunit></td>
<td></td>
</tr>
<tr>
<td> <pre> <guardian>Protoname</guardian></td>
<td>无特殊动作的守护者(即为使用tactics设定的默认动作)</td>
</tr>
<tr>
<td> <pre> <difficulty>X</difficulty></td>
<td>宝藏难度等级,用于地图生成宝藏时分开生成不同等级的宝藏(数值为1、2、3、4、5,其中5用于水上宝藏)</td>
</tr>
<tr>
<td> <pre> </nugget></td>
<td></td>
</tr>
<tr>
<td colspan="3" style="border:none"><br/><br/><h2>生成单位宝藏:</h2></td>
</tr>
<tr>
<td> <pre> <nugget></td>
<td></td>
<td rowspan="17"><pre>
<nugget>
<name>XXXXXXXX</name>
<type>SpawnUnit</type>
<nuggetunit>Protoname</nuggetunit>
<rolloverstringid>StringID</rolloverstringid>
<applystringid>StringID</applystringid>
<unittype>Protoname</unittype>
<amount>X</amount>
<guardianunit>
<unit>Protoname</unit>
<idleanim>XXXXXXXXXXXXXXXXXX</idleanim>
<exitanim>XXXXXXXXXXXXXXXXXX</exitanim>
</guardianunit>
<guardian>Protoname</guardian>
<maptype>XXXXX</maptype>
<difficulty>X</difficulty>
</nugget></td>
</tr>
<tr>
<td> <pre> <name>XXXXXXXX</name></td>
<td>宝藏调用名</td>
</tr>
<tr>
<td> <pre> <type>SpawnUnit</type></td>
<td>类型,生产单位</td>
</tr>
<tr>
<td> <pre> <nuggetunit>Protoname</nuggetunit></td>
<td>宝藏单位(模型)</td>
</tr>
<tr>
<td> <pre> <rolloverstringid>StringID</rolloverstringid></td>
<td>宝藏介绍</td>
</tr>
<tr>
<td> <pre> <applystringid>StringID</applystringid></td>
<td>该宝藏被拾取,屏幕左方显示XXX信息</td>
</tr>
<tr>
<td> <pre> <unittype>Protoname</unittype></td>
<td>生产的单位</td>
</tr>
<tr>
<td> <pre> <amount>X</amount></td>
<td>生成单位数量</td>
</tr>
<tr>
<td> <pre> <guardianunit></td>
<td>守护者</td>
</tr>
<tr>
<td> <pre> <unit>Protoname</unit></td>
<td>单位调用名</td>
</tr>
<tr>
<td> <pre> <idleanim>XXXXXXXXXXXXXXXXXX</idleanim></td>
<td>默认动作</td>
</tr>
<tr>
<td> <pre> <exitanim>XXXXXXXXXXXXXXXXXX</exitanim></td>
<td>停止默认动作,切换到战斗的动作</td>
</tr>
<tr>
<td> <pre> </guardianunit></td>
<td></td>
</tr>
<tr>
<td> <pre> <guardian>Protoname</guardian></td>
<td>无特殊动作的守护者(即为使用tactics设定的默认动作)</td>
</tr>
<tr>
<td> <pre> <maptype>XXXXX</maptype></td>
<td>会出现该宝藏的地图类型(对应地图的设定)</td>
</tr>
<tr>
<td> <pre> <difficulty>X</difficulty></td>
<td>宝藏难度等级,用于地图生成宝藏时分开生成不同等级的宝藏(数值为1、2、3、4、5,其中5用于水上宝藏)</td>
</tr>
<tr>
<td> <pre> </nugget></td>
<td></td>
</tr>
<tr>
<td colspan="3" style="border:none"><br/><br/><h2>解救单位宝藏:</h2></td>
</tr>
<tr>
<td> <pre> <nugget></td>
<td></td>
<td rowspan="21"><pre>
<nugget>
<name>XXXXXXX</name>
<type>ConvertUnit</type>
<nuggetunit>Protoname</nuggetunit>
<rolloverstringid>StringID</rolloverstringid>
<applystringid>StringID</applystringid>
<convertunit>
<unit>Protoname</unit>
<idleanim>XXXXXXXXXXXXXXXXXX</idleanim>
<exitanim>XXXXXXXXXXXXXXXXXX</exitanim>
<attachdummy>bone_nuggetA</attachdummy>
</convertunit>
<guardianunit>
<unit>Protoname</unit>
<idleanim>XXXXXXXXXXXXXXXXXX</idleanim>
<exitanim>XXXXXXXXXXXXXXXXXX</exitanim>
</guardianunit>
<guardian>Protoname</guardian>
<maptype>XXXXX</maptype>
<difficulty>X</difficulty>
</nugget></td>
</tr>
<tr>
<td> <pre> <name>XXXXXXX</name></td>
<td>宝藏调用名</td>
</tr>
<tr>
<td> <pre> <type>ConvertUnit</type></td>
<td>类型,转换(解救)单位</td>
</tr>
<tr>
<td> <pre> <nuggetunit>Protoname</nuggetunit></td>
<td>宝藏单位(模型)</td>
</tr>
<tr>
<td> <pre> <rolloverstringid>StringID</rolloverstringid></td>
<td>宝藏介绍</td>
</tr>
<tr>
<td> <pre> <applystringid>StringID</applystringid></td>
<td>该宝藏被拾取,屏幕左方显示XXX信息</td>
</tr>
<tr>
<td> <pre> <convertunit></td>
<td>被转换的单位(需要解救的单位)</td>
</tr>
<tr>
<td> <pre> <unit>Protoname</unit></td>
<td>单位调用名</td>
</tr>
<tr>
<td> <pre> <idleanim>XXXXXXXXXXXXXXXXXX</idleanim></td>
<td>默认动作</td>
</tr>
<tr>
<td> <pre> <exitanim>XXXXXXXXXXXXXXXXXX</exitanim></td>
<td>被解救后的动作</td>
</tr>
<tr>
<td> <pre> <attachdummy>bone_nuggetA</attachdummy></td>
</tr>
<tr>
<td> <pre> </convertunit></td>
</tr>
<tr>
<td> <pre> <guardianunit></td>
<td>守护者</td>
</tr>
<tr>
<td> <pre> <unit>Protoname</unit></td>
<td>单位调用名</td>
</tr>
<tr>
<td> <pre> <idleanim>XXXXXXXXXXXXXXXXXX</idleanim></td>
<td>默认动作</td>
</tr>
<tr>
<td> <pre> <exitanim>XXXXXXXXXXXXXXXXXX</exitanim></td>
<td>停止默认动作,切换到战斗的动作</td>
</tr>
<tr>
<td> <pre> </guardianunit></td>
<td></td>
</tr>
<tr>
<td> <pre> <guardian>Protoname</guardian></td>
<td>无特殊动作的守护者(即为使用tactics设定的默认动作)</td>
</tr>
<tr>
<td> <pre> <maptype>XXXXX</maptype></td>
<td>会出现该宝藏的地图类型(对应地图的设定)</td>
</tr>
<tr>
<td> <pre> <difficulty>X</difficulty></td>
<td>宝藏难度等级,用于地图生成宝藏时分开生成不同等级的宝藏(数值为1、2、3、4、5,其中5用于水上宝藏)</td>
</tr>
<tr>
<td> <pre> </nugget></td>
<td></td>
</tr>
<tr>
<td colspan="3" style="border:none"><br/><br/><h2>增加单位属性宝藏:</h2></td>
</tr>
<tr>
<td> <pre> <nugget></td>
<td></td>
<td rowspan="17"><pre>
<nugget>
<name>XXXXXXX</name>
<type>XXXXXXXX</type>
<nuggetunit>Protoname</nuggetunit>
<targettype>XXXXXX</targettype>
<rolloverstringid>StringID</rolloverstringid>
<applystringid>StringID</applystringid>
<amount>X.0</amount>
<guardianunit>
<unit>Protoname</unit>
<idleanim>XXXXXXXXXXXXXXXXXX</idleanim>
<exitanim>XXXXXXXXXXXXXXXXXX</exitanim>
</guardianunit>
<guardian>Protoname</guardian>
<maptype>XXXXX</maptype>
<difficulty>X</difficulty>
</nugget></td>
</tr>
<tr>
<td> <pre> <name>XXXXXXX</name></td>
<td>宝藏调用名</td>
</tr>
<tr>
<td> <pre> <type>XXXXXXXX</type></td>
<td>类型,AdjustHP为增加生命,AdjustSpeed为增加单位速度</td>
</tr>
<tr>
<td> <pre> <nuggetunit>Protoname</nuggetunit></td>
<td>宝藏单位(模型)</td>
</tr>
<tr>
<td> <pre> <targettype>XXXXXX</targettype></td>
<td>作用对象,单位标签</td>
</tr>
<tr>
<td> <pre> <rolloverstringid>StringID</rolloverstringid></td>
<td>宝藏介绍</td>
</tr>
<tr>
<td> <pre> <applystringid>StringID</applystringid></td>
<td>该宝藏被拾取,屏幕左方显示XXX信息</td>
</tr>
<tr>
<td> <pre> <amount>X.0</amount></td>
<td>X.0倍属性</td>
</tr>
<tr>
<td> <pre> <guardianunit></td>
<td>守护者</td>
</tr>
<tr>
<td> <pre> <unit>Protoname</unit></td>
<td>单位调用名</td>
</tr>
<tr>
<td> <pre> <idleanim>XXXXXXXXXXXXXXXXXX</idleanim></td>
<td>默认动作</td>
</tr>
<tr>
<td> <pre> <exitanim>XXXXXXXXXXXXXXXXXX</exitanim></td>
<td>停止默认动作,切换到战斗的动作</td>
</tr>
<tr>
<td> <pre> </guardianunit></td>
<td></td>
</tr>
<tr>
<td> <pre> <guardian>Protoname</guardian></td>
<td>无特殊动作的守护者(即为使用tactics设定的默认动作)</td>
</tr>
<tr>
<td> <pre> <maptype>XXXXX</maptype></td>
<td>会出现该宝藏的地图类型(对应地图的设定)</td>
</tr>
<tr>
<td> <pre> <difficulty>X</difficulty></td>
<td>宝藏难度等级,用于地图生成宝藏时分开生成不同等级的宝藏(数值为1、2、3、4、5,其中5用于水上宝藏)</td>
</tr>
<tr>
<td> <pre> </nugget></td>
<td></td>
</tr>
<tr>
<td colspan="3" style="border:none"><br/><br/><h2>改良科技宝藏:</h2></td>
</tr>
<tr>
<td> <pre> <nugget></td>
<td></td>
<td rowspan="16"><pre>
<nugget>
<name>XXXXXXX</name>
<type>GiveTech</type>
<nuggetunit>Protoname</nuggetunit>
<tech>Techname</tech>
<rolloverstringid>StringID</rolloverstringid>
<applystringid>StringID</applystringid>
<maptype>XXXXX</maptype>
<guardianunit>
<unit>Protoname</unit>
<idleanim>XXXXXXXXXXXXXXXXXX</idleanim>
<exitanim>XXXXXXXXXXXXXXXXXX</exitanim>
</guardianunit>
<guardian>Protoname</guardian>
<difficulty>X</difficulty>
</nugget></td>
</tr>
<tr>
<td> <pre> <name>XXXXXXX</name></td>
<td>宝藏调用名</td>
</tr>
<tr>
<td> <pre> <type>GiveTech</type></td>
<td>类型,改良科技</td>
</tr>
<tr>
<td> <pre> <nuggetunit>Protoname</nuggetunit></td>
<td>宝藏单位(模型)</td>
</tr>
<tr>
<td> <pre> <tech>Techname</tech></td>
<td>拾取宝藏后改良的科技</td>
</tr>
<tr>
<td> <pre> <rolloverstringid>StringID</rolloverstringid></td>
<td>宝藏介绍</td>
</tr>
<tr>
<td> <pre> <applystringid>StringID</applystringid></td>
<td>该宝藏被拾取,屏幕左方显示XXX信息</td>
</tr>
<tr>
<td> <pre> <maptype>XXXXX</maptype></td>
<td>会出现该宝藏的地图类型(对应地图的设定)</td>
</tr>
<tr>
<td> <pre> <guardianunit></td>
<td>守护者</td>
</tr>
<tr>
<td> <pre> <unit>Protoname</unit></td>
<td>单位调用名</td>
</tr>
<tr>
<td> <pre> <idleanim>XXXXXXXXXXXXXXXXXX</idleanim></td>
<td>默认动作</td>
</tr>
<tr>
<td> <pre> <exitanim>XXXXXXXXXXXXXXXXXX</exitanim></td>
<td>停止默认动作,切换到战斗的动作</td>
</tr>
<tr>
<td> <pre> </guardianunit></td>
<td></td>
</tr>
<tr>
<td> <pre> <guardian>Protoname</guardian></td>
<td>无特殊动作的守护者(即为使用tactics设定的默认动作)</td>
</tr>
<tr>
<td> <pre> <difficulty>X</difficulty></td>
<td>宝藏难度等级,用于地图生成宝藏时分开生成不同等级的宝藏(数值为1、2、3、4、5,其中5用于水上宝藏)</td>
</tr>
<tr>
<td> <pre> </nugget></td>
<td></td>
</tr>
<tr>
<td colspan="3" style="border:none"><br/><br/></td>
</tr>
<tr>
<td colspan="3">
<pre></nuggets></td>
</tr>
<tr>
<td colspan="3">
<pre></nuggetmanager></td>
</tr>
</table>
</div>
<br/>因为在单位手册有宝藏副册,所以我们可以快速找到一个由三名海盗组成的235黄金宝藏,调用名为PirateLoot,
<br/><br/><img src="Age_of_Empires_III_Modding_Tutorial/12Advanced/nugget01.jpg"/><br/>
<br/>接下来我们用AOE3ED去data3.bar提取nuggets.xml这个文件,然后在nuggets.xml查找"PirateLoot",语句如下表所示
<div style="width:95%;height:400pt;overflow-y:auto;overflow-x:auto;margin:auto;border:solid windowtext 1.0px;"><pre>
<nugget>
<name>PirateLoot</name>
<type>AdjustResource</type>
<nuggetunit>NuggetPirate</nuggetunit>
<rolloverstringid>27770</rolloverstringid>
<applystringid>27771</applystringid>
<resource>Gold</resource>
<amount>235</amount>
<maptype>amazonia</maptype>
<maptype>bayou</maptype>
<maptype>caribbean</maptype>
<maptype>yucatan</maptype>
<maptype>carolina</maptype>
<maptype>newEngland</maptype>
<maptype>pampas</maptype>
<maptype>patagonia</maptype>
<guardianunit>
<unit>Pirate</unit>
<idleanim>NuggetPirate1_Idle</idleanim>
<exitanim>NuggetPirate1_Exit</exitanim>
<attachdummy>bone_nuggetA</attachdummy>
</guardianunit>
<guardianunit>
<unit>Pirate</unit>
<idleanim>NuggetPirate2_Idle</idleanim>
<exitanim>NuggetPirate2_Exit</exitanim>
<attachdummy>bone_nuggetB</attachdummy>
</guardianunit>
<guardianunit>
<unit>Pirate</unit>
<idleanim>NuggetPirate3_Idle</idleanim>
<exitanim>NuggetPirate3_Exit</exitanim>
<attachdummy>bone_nuggetC</attachdummy>
</guardianunit>
<difficulty>3</difficulty>
</nugget></pre>
</div>
<br/>从上表可以看出宝藏守护者有三个默认动作分别为<idleanim>NuggetPirate1_Idle</idleanim>、<idleanim>NuggetPirate2_Idle</idleanim>、<idleanim>NuggetPirate3_Idle</idleanim>(<i>游戏中也是有三个不同的守护者动作</i>),光从字面上我们不清楚哪个才是铲地动作,所以要逐个去试。
<br/><br/>接下来去protoy.xml查找海盗宝藏守护者的anim xml,查到语句为<AnimFile>units\spc\pirates\pirates.xml</AnimFile>,然后用AOE3ED将pirates.xml从art文件夹里面的atr1.bar(<i>海盗是原版单位,所以是art1.bar</i>)提取出来。(单位调用名在单位手册的守护者系列能快速查出,或者上面的nugget语句<unit>Pirate</unit>都告诉你单位调用名就是Pirate了。)
<br/>
<br/>然后我们继续protoy.xml复制一个单位,(<i>我选择使用矿工SPCRailroadWorker</i>),然后顺便将那个单位的anim xml以及tactics提取出来,分别<b>按照原路径</b>放回游戏目录。(矿工的anim xml名称为miner.xml,在art文件夹里面的art1.bar可以提取;tactics名称在data文件夹里面的data3.bar)
<br/>
<br/>接下来就是寻找到底哪个才是铲地的动作,我们打开pirates.xml文件以及miner.xml,将pirates.xml里面的"NuggetPirate1_Idle"、"NuggetPirate2_Idle"、"NuggetPirate3_Idle"三个动作复制到miner.xml里面,动作如下:
<pre>
<anim>
NuggetPirate1_Idle
<assetreference type="GrannyAnim">
<file>nuggets\pirates\pirate_diga</file>
<weight>90</weight>
</assetreference>
<assetreference type="GrannyAnim">
<file>nuggets\pirates\pirate_dig_boreda</file>
<weight>10</weight>
</assetreference>
<component>ModelComp</component>
<attach a="shovel" frombone="Bip01 Prop2" tobone="bip01 Prop2" syncanims="0"/>
</anim>
<anim>
NuggetPirate2_Idle
<assetreference type="GrannyAnim">
<file>nuggets\pirates\pirate_idleA</file>
</assetreference>
<assetreference type="GrannyAnim">
<file>nuggets\pirates\pirate_idleB</file>
</assetreference>
<assetreference type="GrannyAnim">
<file>nuggets\pirates\pirate_idleC</file>
</assetreference>
<assetreference type="GrannyAnim">
<file>nuggets\pirates\pirate_idleD</file>
</assetreference>
<assetreference type="GrannyAnim">
<file>nuggets\pirates\pirate_idleE</file>
</assetreference>
<assetreference type="GrannyAnim">
<file>nuggets\pirates\pirate_idleF</file>
</assetreference>
<component>ModelComp</component>
</anim>
<anim>
NuggetPirate3_Idle
<assetreference type="GrannyAnim">
<file>nuggets\pirates\pirate3_idleA</file>
</assetreference>
<assetreference type="GrannyAnim">
<file>nuggets\pirates\pirate3_idleb</file>
</assetreference>
<assetreference type="GrannyAnim">
<file>nuggets\pirates\pirate3_idlec</file>
</assetreference>
<assetreference type="GrannyAnim">
<file>nuggets\pirates\pirate3_idled</file>
</assetreference>
<assetreference type="GrannyAnim">
<file>nuggets\pirates\pirate3_idleE</file>
</assetreference>
<component>ModelComp</component>
</anim>
</pre>
<br/>你留意到"NuggetPirate1_Idle"动作还有一句<attach a="shovel" frombone="Bip01 Prop2" tobone="bip01 Prop2" syncanims="0"/>了吗,这个是附件,也就是说这个动作所带有额外部件的,所以我们也要将这个部件从pirates.xml复制到miner.xml,一般在pirates.xml顶部就能找到这个部件,如果找不到你可以搜索a="xxxxx"里面的部件名称,即为shovel。部件语句如下
<pre>
<attachment>
shovel
<include>nuggets\pirates\attachment_shovel.xml</include>
</attachment></pre>
<br/>
<br/>几段语句复制完后保存miner.xml,然后我们再用AOE3ED打开data3.bar,提取battle.xml这个文件,将battle.xml放到游戏目录的data文件夹。<i>(battle.xml是定义单位战术按钮,这个不作任何解析,有兴趣的可以自己去圣典10-8查看)</i>
<br/>
<br/>将battle里面的Volley战术复制,底部粘贴一次,随便重名名,然后保存,至于图标那些我懒得修改了,你可以自己修改。战术按钮语句如下:
<pre> <squadmode>
<name><span style="color:red">NuggetIdle</span></name>
<tactic><span style="color:red">NuggetIdle</span></tactic>
<unittype>AbstractRangedInfantry</unittype>
<targetunittype>All</targetunittype>
<stance>Defensive</stance>
<formationtype>Line</formationtype>
<formationlinelinespacing>0.8</formationlinelinespacing>
<formationlinecolumnspacing>0.8</formationlinecolumnspacing>
<randomspacingoffset>0.35</randomspacingoffset>
<cooldowntime>5000</cooldowntime>
<transitiontimein>500</transitiontimein>
<activeicon>art\ui\command\tactics_volley_cur</activeicon>
<availableicon>art\ui\command\tactics_volley_avl</availableicon>
<unavailableicon>art\ui\command\tactics_volley_un_avl</unavailableicon>
<rolloverstringid>31348</rolloverstringid>
</squadmode>
</pre>
<br/>接下来打开矿工的tactics,在底部随意复制一个战术,例如我就是复制了Melee,然后将战术<span style="color:red">NuggetIdle</span>,对应battle的设定。因为idleanim是默认动作,是最好测试的,所以将idleanim修改NuggetPirate1_Idle,测试看看是不是铲地动作。语句如下:
<pre>
<tactic>
NuggetIdle
<speedmodifier>0.1</speedmodifier>
<action>Build</action>
<action priority="75">BuildingAttack</action>
<action priority="25">HandAttack</action>
<attacktype>LogicalTypeRangedUnitsAttack</attacktype>
<autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype>
<attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype>
<runaway>0</runaway>
<autoretarget>0</autoretarget>
<deathanim>Death</deathanim>
<idleanim>NuggetPirate1_Idle</idleanim>
<boredanim>Bored</boredanim>
<walkanim>Walk</walkanim>
<joganim>Jog</joganim>
<runanim>Run</runanim>
</tactic></pre>
<br/>
<br/>所以将idleanim修改成NuggetPirate1_Idle并保存,然后进入游戏,将单位切换到新添加的战术,你会看见已经是铲地动作了。很走运,只测试一次就成功了。其他两个动作你有兴趣可以自己去试试看。
<br/>
<br/>图片的铲地动作我顺便添加了灰尘附件,所以铲地会有灰尘,如果你有兴趣自己去圣典8-4看下吧,链接:<a href="Age_of_Empires_III_Modding_Tutorial/08-04walk.htm">https://www.aoebbs.net/Age_of_Empires_III_Modding_Tutorial/08-04walk.htm</a>
<br/>
<br/>
<br/>接下来就是让切换战术设定有铲地动作了,我们可以去复制炮兵切换攻击的设定,去圣典tactics里面就能找到,然后将切换的战术改成新添加的战术,动作改成铲地动作,最后给矿工的tactics里面每一个tactic战术都添加上。<i>切换战术的语句如下:</i>
<pre> <transition>
<tactic><span style="color:red">NuggetIdle</span></tactic>
<action>NuggetIdle</action>
<anim><span style="color:red">NuggetPirate1_Idle</span></anim>
<length>2</length>
<exit>1</exit>
<automatic>1</automatic>
<commandautomatic>1</commandautomatic>
</transition>
</pre>
<br/>
<br/>
<br/>此时进入游戏,点击切换战术,你会发现切换到新战术会有一个铲地动作。
<br/>
<br/>
<br/>
<br/>接下来要做的就是遁地了,重点内容来了,打开你的3dsmax8.0,点击最右边的两个齿轮
<br/><br/><img src="Age_of_Empires_III_Modding_Tutorial/12Advanced/bone01.png"/><br/>
<br/>然后点击Bones,随便拉一个骨骼
<br/><br/><img src="Age_of_Empires_III_Modding_Tutorial/12Advanced/bone02.png"/><br/>
<br/>保留Bone01,删掉Bone02
<br/><br/><img src="Age_of_Empires_III_Modding_Tutorial/12Advanced/bone03.png"/><br/>
<br/>缩放为100,即为不变,无需修改。
<br/><br/><img src="Age_of_Empires_III_Modding_Tutorial/12Advanced/bone04.png"/><br/>
<br/>移动骨骼,Z坐标-100~-130之间,如果XY坐标不是0,你自己将其移动回0;因为帝国3一般的单位高度为110-130之间,所以你自己选择吧,我测试的时候使用的是Z-100
<br/><br/><img src="Age_of_Empires_III_Modding_Tutorial/12Advanced/bone05.png"/><br/>
<br/>选择骨骼,然后按顶部的Group->Group,将模型成组
<br/><br/><img src="Age_of_Empires_III_Modding_Tutorial/12Advanced/bone06.png"/><br/>
<br/>组名称默认就行
<br/><br/><img src="Age_of_Empires_III_Modding_Tutorial/12Advanced/bone07.png"/><br/>
<br/>设定只影响轴,然后将Group01的轴坐标移动回原点X0 Y0 Z0
<br/><br/><img src="Age_of_Empires_III_Modding_Tutorial/12Advanced/bone08.png"/><br/>
<br/>导出gr2(建议你先保存模型,因为win10电脑运行3dsmax有bug,点错了就会炸,只能重新画一遍)
<br/><br/><img src="Age_of_Empires_III_Modding_Tutorial/12Advanced/bone09.png"/><br/>
<br/>双击Meshes,将Bone01的Included取消掉(原本为yes)。然后按Export导出就行。
<br/><br/><img src="Age_of_Empires_III_Modding_Tutorial/12Advanced/bone10.png"/><br/>
<br/><img src="Age_of_Empires_III_Modding_Tutorial/12Advanced/bone11.png"/><br/>
<br/><img src="Age_of_Empires_III_Modding_Tutorial/12Advanced/bone12.png"/><br/>
<br/>最后复制一份矿工的xml<i>(我命名为miner2.xml)</i>,让原有的xml<i>(miner.xml)</i>引用,注意,自己删掉无用的动作以及附件。
<br/>
<br/>原有的miner.xml用附件标签引用新的miner2.xml:<pre>
<attachment>
miner2
<include>units\spc\miner\miner2.xml</include>
</attachment></pre>
<br/>
<br/>miner.xml添加新的component,我命名为Miner2,将gr2模型指向新的骨骼文件,然后用attach附加新的miner2.xml,attach设定form "ATTACHPOINT" to "Bone01"
<pre> <component>
Miner2
<logic type="LowPoly">
<normal>
<assetreference type="GrannyModel">
<file><span style="color:red">units\spc\miner\test</span></file>
</assetreference>
</normal>
</logic>
<decal>
<effecttype>default</effecttype>
<texture isfakeshadow="1">shadows_selections\shadow_circle_64x64</texture>
<selectedtexture>shadows_selections\selection_circle_64x64</selectedtexture>
<width>1.50</width>
<height>1.50</height>
</decal>
<attach a="<span style="color:red">Miner2</span>" frombone="<span style="color:red">ATTACHPOINT</span>" tobone="<span style="color:red">Bone01</span>" syncanims="1"/>
</component></pre>
<br/>
<br/>miner.xml复制一套动作,我命名为了Miner2Anim,将component改成Miner2<i>上面那里就是这样定义的</i>,然后tactics指向这个Miner2Anim动作,要注意一点,你这个Miner2Anim还要在新的Miner2.xml一起添加才会生效。
<br/><pre>这个是Miner.xml的语句:
<anim>
Miner2Anim
<assetreference type="GrannyAnim">
<file>nuggets\pirates\pirate_diga</file>
<weight>90</weight>
</assetreference>
<assetreference type="GrannyAnim">
<file>nuggets\pirates\pirate_dig_boreda</file>
<weight>10</weight>
</assetreference>
<component>Miner2</component>
</anim></pre>
<br/><pre>这个是Miner2.xml的语句,我顺便添加了灰尘附件,你自己去圣典8-4看下吧,链接:<a href="Age_of_Empires_III_Modding_Tutorial/08-04walk.htm">Age_of_Empires_III_Modding_Tutorial/08-04walk.htm</a>:
<anim>
Miner2Anim
<assetreference type="GrannyAnim">
<file>nuggets\pirates\pirate_diga</file>
<weight>90</weight>
</assetreference>
<assetreference type="GrannyAnim">
<file>nuggets\pirates\pirate_dig_boreda</file>
<weight>10</weight>
</assetreference>
<component>Miner2</component>
<attach a="shovel" frombone="Bip01 Prop2" tobone="bip01 Prop2" syncanims="0"/>
<attach a="Horse_Dust" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
<attach a="Horse_Debris" frombone="ATTACHPOINT" tobone="HS Bone Hoof Back Rt" syncanims="0"/>
<attach a="Horse_Dust" frombone="Bip01 Prop2" tobone="bip01 Prop2" syncanims="0"/>
<attach a="Horse_Debris" frombone="Bip01 Prop2" tobone="Bip01 Prop2" syncanims="0"/>
<attach a="Horse_Dust" frombone="bone01" tobone="bone01" syncanims="0"/>
<attach a="Horse_Debris" frombone="bone01" tobone="bone01" syncanims="0"/>
</anim>
</pre>
<br/><pre>这个是tactics,为了省事,我全部动作都设定成了Miner2Anim,你可以根据你的实际需求去设定:
<tactic>
NuggetIdle
<speedmodifier>1.0</speedmodifier>
<action>Build</action>
<action priority="75">BuildingAttack</action>
<action priority="25">HandAttack</action>
<attacktype>LogicalTypeRangedUnitsAttack</attacktype>
<autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype>
<attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype>
<runaway>0</runaway>
<autoretarget>0</autoretarget>
<deathanim>Death</deathanim>
<idleanim>Miner2Anim</idleanim>
<boredanim>Miner2Anim</boredanim>
<walkanim>Miner2Anim</walkanim>
<joganim>Miner2Anim</joganim>
<runanim>Miner2Anim</runanim>
</tactic></pre>
<br/>基本上完成了,进入游戏看效果吧
<br/>
<br/>
<br/>只能通过第一视角看出遁地效果
<br/> 哈哈,就是我啦,兄弟萌 新人来插眼啦 支持 填坑完成{:4_88:}
这是楼主改好的文件(包含3dsmax骨骼文件):
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