蓄力技能
决定版新增了一种每隔一段时间就会自动释放的蓄力技能(与神话时代英雄或神兽单位一样),后面经过调查发现并不是新增代码,而是早在酋长版本就已经有这种设定(似乎是想给酋长探险家添加自动释放技能),但这个设定在当年被全效工作室遗弃。后来因为蓄力技能代码埋藏得太深,并没有人能成功挖出相关代码,直到现在被决定版的制作组重新调用后,才让蓄力技能重见天日。
蓄力技能需要满足三个条件:
1.protoy.xml添加
<Rechargetime>X.0000</Rechargetime>,Rechargetime是蓄力技能的释放间隔(冷却时间);例如以下代码设定每隔10秒可以释放一次蓄力技能
<Rechargetime>10.0000</Rechargetime>
<Unit id='1588' name='Nepgear'>
<DBID>42</DBID>
<DisplayNameID>09866</DisplayNameID>
<EditorNameID>09865</EditorNameID>
<PopulationCount>1</PopulationCount>
<ObstructionRadiusX>0.2900</ObstructionRadiusX>
<ObstructionRadiusZ>0.2900</ObstructionRadiusZ>
<FormationCategory>Ranged</FormationCategory>
<MaxVelocity>6.000000</MaxVelocity>
<MaxRunVelocity>8.00000</MaxRunVelocity>
<MovementType>land</MovementType>
<TurnRate>18.0000</TurnRate>
<AnimFile>HyperdimensionNeptunia\Nepgear\Nepgear.xml</AnimFile>
<ImpactType>Flesh</ImpactType>
<PhysicsInfo>dude</PhysicsInfo>
<Icon>HyperdimensionNeptunia\Nepgear\Nepgear_icon</Icon>
<PortraitIcon>HyperdimensionNeptunia\Nepgear\Nepgear_portrait</PortraitIcon>
<Rechargetime>10.0000</Rechargetime>
<RolloverTextID>09864</RolloverTextID>
<ShortRolloverTextID>09863</ShortRolloverTextID>
<InitialHitpoints>5000.0000</InitialHitpoints>
<MaxHitpoints>5000.0000</MaxHitpoints>
<LOS>32.0000</LOS>
<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
<AutoAttackRange>30.0000</AutoAttackRange>
<UnitAIType>HandCombative</UnitAIType>
<TrainPoints>90.0000</TrainPoints>
<Bounty>1500.0000</Bounty>
<BuildBounty>1500.0000</BuildBounty>
<Cost resourcetype='Gold'>100.0000</Cost>
<Cost resourcetype='Fame'>100.0000</Cost>
<AllowedAge>0</AllowedAge>
<Armor type='Ranged' value='0.5000'/>
<UnitType>TestClass</UnitType>
<UnitType>LogicalTypeHealed</UnitType>
<UnitType>LogicalTypeValidSharpshoot</UnitType>
<UnitType>LogicalTypeNeededForVictory</UnitType>
<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeLandMilitary</UnitType>
<UnitType>LogicalTypeScout</UnitType>
<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
<UnitType>LogicalTypeGarrisonInShips</UnitType>
<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeVillagersAttack</UnitType>
<UnitType>LogicalTypeHandUnitsAttack</UnitType>
<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
<UnitType>ConvertsHerds</UnitType>
<UnitType>AbstractRangedInfantry</UnitType>
<UnitType>AbstractCavalryInfantry</UnitType>
<UnitType>CountsTowardMilitaryScore</UnitType>
<UnitType>HasBountyValue</UnitType>
<UnitType>Ranged</UnitType>
<UnitType>Unit</UnitType>
<UnitType>Hero</UnitType>
<UnitType>UnitClass</UnitType>
<UnitType>Military</UnitType>
<unittype>MythUnit</unittype>
<UnitType>AbstractInfantry</UnitType>
<Flag>CollidesWithProjectiles</Flag>
<Flag>ApplyHandicapTraining</Flag>
<Flag>NotDeleteable</Flag>
<Flag>KnockoutDeath</Flag>
<Flag>CorpseDecays</Flag>
<Flag>ShowGarrisonButton</Flag>
<Flag>DontRotateObstruction</Flag>
<Flag>AlwaysFullColorAsCursor</Flag>
<Flag>ObscuredByUnits</Flag>
<Flag>AreaDamageConstant</Flag>
<Flag>ExperienceUnit</Flag>
<Flag>OrientUnitWithGround</Flag>
<Flag>GodPowerExclusion</Flag>
<Flag>Tracked</Flag>
<Command page='10' column='2'>Delete</Command>
<Command page='10' column='1'>Stop</Command>
<Command page='10' column='0'>Garrison</Command>
<Command page='11' column='0'>Abilities</Command>
<Tactics>Nepgear.tactics</Tactics>
<ProtoAction>
<Name>BuildingAttack</Name>
<Damage>30.000000</Damage>
<DamageType>Siege</DamageType>
<MaxRange>12.000000</MaxRange>
<ROF>3.000000</ROF>
</ProtoAction>
<ProtoAction>
<Name>HandAttack</Name>
<Damage>30.000000</Damage>
<DamageType>Magic</DamageType>
<ROF>1.500000</ROF>
<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
</ProtoAction>
<ProtoAction>
<Name>MirageDance</Name>
<Damage>150.000000</Damage>
<DamageType>Magic</DamageType>
<ROF>2.500000</ROF>
<DamageCap>500.000000</DamageCap>
<DamageArea>3.000000</DamageArea>
<DamageFlags>GAIAEnemy</DamageFlags>
</ProtoAction>
<ProtoAction>
<Name>SlashWave</Name>
<Damage>100.000000</Damage>
<DamageType>Magic</DamageType>
<MinRange>4.000000</MinRange>
<MaxRange>15.000000</MaxRange>
<ROF>1.000000</ROF>
<DamageBonus type='Unit'>2.000000</DamageBonus>
<DamageCap>500.000000</DamageCap>
<DamageArea>1.000000</DamageArea>
</ProtoAction>
</Unit>
2.tactics文件中的action设定添加
<chargeaction>1</chargeaction>
<?xml version="1.0" encoding="utf-8"?>
<tactics>
<action>
<name stringid="09860">MirageDance</name>
<type>Attack</type>
<attackaction>1</attackaction>
<speedboost>1</speedboost>
<targetspeedboost>1</targetspeedboost>
<rangedlogic>1</rangedlogic>
<chargeaction>1</chargeaction>
<anim>MirageDance</anim>
<idleanim>Charge_idle</idleanim>
<maxrange>1</maxrange>
<projectile>InvisibleProjectileNoTracer</projectile>
<impacteffect>effects\impacts\melee</impacteffect>
<rate type="Unit">1.0</rate>
<throw>1</throw>
<impactforcemin>500.0f</impactforcemin>
<impactforcemax>800.0f</impactforcemax>
<outerdamageareadistance>.45</outerdamageareadistance>
<outerdamageareafactor>.5</outerdamageareafactor>
<impactlaunchangle>65.0</impactlaunchangle>
<areasortmode>Directional</areasortmode>
<targetground>1</targetground>
<numberbounces>1</numberbounces>
<basedamagecap>1</basedamagecap>
<perfectaccuracy>1</perfectaccuracy>
</action>
<action>
<name stringid="09858">SlashWave</name>
<type>Attack</type>
<attackaction>1</attackaction>
<rangedlogic>1</rangedlogic>
<speedboost>0.1</speedboost>
<chargeaction>1</chargeaction>
<anim>SlashWave</anim>
<idleanim>Charge_idle</idleanim>
<maxheight>0</maxheight>
<accuracy>1.0</accuracy>
<accuracyreductionfactor>1.0</accuracyreductionfactor>
<aimbonus>0</aimbonus>
<numberprojectiles>1</numberprojectiles>
<projectile>SlashWave</projectile>
<spreadfactor>0.25</spreadfactor>
<trackrating>12</trackrating>
<unintentionaldamagemultiplier>1.0</unintentionaldamagemultiplier>
<impacteffect>HyperdimensionNeptunia\Effects\impact\SlashWave</impacteffect>
<rate type="Unit">1.0</rate>
<rate type="Tree">1.0</rate>
<throw>1</throw>
<impactforcemin>500.0f</impactforcemin>
<impactforcemax>800.0f</impactforcemax>
<impactlaunchangle>60.0</impactlaunchangle>
<outerdamageareadistance>.25</outerdamageareadistance>
<outerdamageareafactor>.20</outerdamageareafactor>
<basedamagecap>1</basedamagecap>
<areasortmode>Directional</areasortmode>
<damage>150.000000</damage>
<minrange>4.000000</minrange>
<maxrange>15.000000</maxrange>
<rof>1.000000</rof>
<perfectaccuracy>1</perfectaccuracy>
</action>
<action>
<name stringid="48957">PowerEscapeToTC</name>
<type>EscapeToTC</type>
<maxrange>16</maxrange>
<rate type="Unit">1.0</rate>
<active>0</active>
<anim>Smokescreen</anim>
<rate type="Guardian">1.0</rate>
<rof>1.000000</rof>
</action>
<action>
<name stringid="69148">Discover</name>
<type>Discover</type>
<anim>Pickup</anim>
<maxrange>1.0</maxrange>
<rate type="AbstractNuggetLand">1.0</rate>
</action>
<action>
<name stringid="69155">Heal</name>
<type>Heal</type>
<active>1</active>
<maxrange>20</maxrange>
<rate type="Unit">100.0</rate>
<anim>Heal</anim>
</action>
<action>
<name stringid="48957">ConvertGuardian</name>
<type>ConvertGuardian</type>
<active>0</active>
<maxrange>16</maxrange>
<anim>AblBeastMaster</anim>
<rate type="All">1.0</rate>
<rof>1.000000</rof>
</action>
<action>
<name stringid="38118">BuildingAttack</name>
<type>Attack</type>
<rangedlogic>1</rangedlogic>
<minrange>0</minrange>
<maxrange>14</maxrange>
<rate type="LogicalTypeShipsAndBuildings">1.0</rate>
<attackaction>1</attackaction>
<speedboost>1</speedboost>
<maxheight>0.5</maxheight>
<anim>Magic_attack</anim>
<projectile>MagicAttack2</projectile>
<impacteffect>Is the order a rabbit\Effects\impact\beam</impacteffect>
</action>
<action>
<name stringid="09970">MagicRangedAttack</name>
<type>Attack</type>
<attackaction>1</attackaction>
<rangedlogic>1</rangedlogic>
<anim>Magic_attack</anim>
<idleanim>Volley_standing_idle</idleanim>
<maxheight>0</maxheight>
<accuracy>1.0</accuracy>
<accuracyreductionfactor>2.5</accuracyreductionfactor>
<projectile>MagicAttack</projectile>
<aimbonus>0</aimbonus>
<maxspread>5</maxspread>
<spreadfactor>0.25</spreadfactor>
<trackrating>120</trackrating>
<unintentionaldamagemultiplier>0.7</unintentionaldamagemultiplier>
<impacteffect>effects\impacts\gun</impacteffect>
<minrange>2</minrange>
<rate type="Unit">1.0</rate>
<rate type="Nature">1.0</rate>
<rate type="Tree">1.0</rate>
<throw>1</throw>
<damage>13.000000</damage>
<maxrange>24.000000</maxrange>
<rof>2.000000</rof>
</action>
<action>
<name stringid="09973">MagicBeamAttack</name>
<type>Attack</type>
<attackaction>1</attackaction>
<rangedlogic>1</rangedlogic>
<anim>Magic_attack</anim>
<idleanim>Volley_standing_idle</idleanim>
<maxheight>0</maxheight>
<accuracy>1.0</accuracy>
<accuracyreductionfactor>1.0</accuracyreductionfactor>
<aimbonus>0</aimbonus>
<numberprojectiles>1</numberprojectiles>
<projectile>MagicBeam</projectile>
<spreadfactor>0.25</spreadfactor>
<trackrating>12</trackrating>
<unintentionaldamagemultiplier>1.0</unintentionaldamagemultiplier>
<impacteffect>Is the order a rabbit\Effects\impact\beam</impacteffect>
<rate type="Unit">1.0</rate>
<rate type="Building">1.0</rate>
<throw>1</throw>
<impactforcemin>500.0f</impactforcemin>
<impactforcemax>800.0f</impactforcemax>
<impactlaunchangle>60.0</impactlaunchangle>
<outerdamageareadistance>.25</outerdamageareadistance>
<outerdamageareafactor>.20</outerdamageareafactor>
<basedamagecap>1</basedamagecap>
<areasortmode>Directional</areasortmode>
<damage>13.000000</damage>
<minrange>4.000000</minrange>
<maxrange>24.000000</maxrange>
<rof>2.000000</rof>
<perfectaccuracy>1</perfectaccuracy>
</action>
<action>
<name stringid="38124">Stun</name>
<type>StunAttack</type>
<anim>stun_attack</anim>
<idleanim>Volley_standing_idle</idleanim>
<rangedlogic>1</rangedlogic>
<maxrange>16</maxrange>
<damage>10</damage>
<impacteffect>effects\impacts\arrow</impacteffect>
<rate type="Unit">1.0</rate>
<rof>1</rof>
<maxheight>0</maxheight>
<accuracy>1</accuracy>
<accuracyreductionfactor>0</accuracyreductionfactor>
<aimbonus>5</aimbonus>
<trackrating>12</trackrating>
<projectile>ypShuriken</projectile>
<instantballistics>0</instantballistics>
</action>
<action>
<name stringid="38135">HandAttack</name>
<type>Attack</type>
<accuracy>0.8</accuracy>
<maxrange>1.75</maxrange>
<rate type="Unit">1.0</rate>
<attackaction>1</attackaction>
<handlogic>1</handlogic>
<speedboost>1</speedboost>
<anim>Charge_attack</anim>
<idleanim>Charge_idle</idleanim>
<speedboost>1</speedboost>
<targetspeedboost>1</targetspeedboost>
<impacteffect>effects\impacts\melee</impacteffect>
<damage>100</damage>
<rof>1.0</rof>
</action>
<action>
<name stringid="38137">NatureHandAttack</name>
<type>Attack</type>
<maxrange>2</maxrange>
<rate type="Unit">1.0</rate>
<rate type="Military">1.0</rate>
<rate type="Huntable">1.0</rate>
<rate type="Economic">1.0</rate>
<rate type="Guardian">1.0</rate>
<rate type="Herdable">1.0</rate>
<attackaction>1</attackaction>
<handlogic>1</handlogic>
<speedboost>1</speedboost>
<anim>Grenadier_attack</anim>
<impacteffect>effects\impacts\melee</impacteffect>
</action>
<action>
<name stringid="69147">Build</name>
<type>Build</type>
<anim>Build</anim>
<active>0</active>
<maxrange>0.2</maxrange>
<rate type="Building">2.0</rate>
</action>
<action>
<name>Convert</name>
<type>ConvertGuardian</type>
<active>1</active>
<maxrange>24</maxrange>
<rate type="All">1.0</rate>
<anim>Heal</anim>
</action>
<action>
<name stringid="69155">Heal</name>
<type>Heal</type>
<active>1</active>
<maxrange>20</maxrange>
<rate type="Unit">100.0</rate>
<anim>Heal</anim>
</action>
<tactic>
Melee
<action priority="100">BuildingAttack</action>
<action priority="60">SlashWave</action>
<action priority="50">MirageDance</action>
<action priority="25">HandAttack</action>
<action>Build</action>
<action>Heal</action>
<throw>1</throw>
<maxhpmodifier>10</maxhpmodifier>
<action>ConvertGuardian</action>
<action>Discover</action>
<attacktype>LogicalTypeVillagersAttack</attacktype>
<autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype>
<attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype>
<runaway>1</runaway>
<autoretarget>1</autoretarget>
<idleanim>Charge_idle</idleanim>
<boredanim>Charge_bored</boredanim>
<deathanim>Death_by_melee</deathanim>
<walkanim>Magic_walk</walkanim>
<joganim>Magic_jog</joganim>
<runanim>Magic_run</runanim>
</tactic>
<tactic>
Defend
<action priority="75">BuildingAttack</action>
<action priority="60">SlashWave</action>
<action priority="50">MirageDance</action>
<action priority="25">HandAttack</action>
<action>Build</action>
<action>Heal</action>
<action>ConvertGuardian</action>
<action>Discover</action>
<attacktype>LogicalTypeVillagersAttack</attacktype>
<autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype>
<attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype>
<runaway>1</runaway>
<autoretarget>1</autoretarget>
<idleanim>Magic_idle</idleanim>
<boredanim>Magic_standing_bored</boredanim>
<deathanim>Death_by_melee</deathanim>
<walkanim>Magic_walk</walkanim>
<joganim>Magic_jog</joganim>
<runanim>Magic_run</runanim>
</tactic>
</tactics>
3.蓄力技能的优先级必须大于普通攻击
当满足这三个条件就能自动释放攻击技能了
关于两个以上蓄力技能,如果是不同冷却时间释放不同的技能,那么可以告诉你不存在这种可能性,只能有一个冷却时间。不过一个冷却时间可以添加多种蓄力技能,利用优先级动手脚就行,比如近战优先级是50,远程优先级是60,远程有最小距离限制4,当敌人在4范围内,那么就会释放近战而不是远程了。
mrf发表于 2021-7-12 19:21:28
我希望实现在一种攻击时发出另一种攻击,比如,我在protoy定义一个CannonAttack,再定义一个ExplosionAttack,第一个是正常的炮轰,第二个是对自身周围单位造成Siege伤害(没错,我希望实现炸膛效果23333)并自我毁灭,有可能实现吗?应该如何做?谢谢!
海浪发表于 2021-7-13 11:19:57
应该不可能,我曾经研究过一个单位能不能同时打出两个弹道的子弹出去,就好比让船的所有炮同时开火,但实际好像帝国内部核心的机制让这件事变成不可能。这方面我还让朋友去问过火变的大佬,似乎也是一样无法解决,只能最多做的让每门炮开火时候同时冒火光,但打出去的子弹只能是一发
海浪发表于 2021-7-13 11:26:23
如果只是做出虚假的类似侧舷齐射,那可以给船的每门炮的炮口添加一个开火时候冒火光和烟雾的粒子效果,这样攻击时候所有炮都会冒一下火和烟雾,这估计是我们目前技术能做到的极限了
海浪发表于 2021-7-13 11:19:57
如果要做出同时打出去多发子弹,还是有取巧的办法的,我曾经做过一个双管坦克的双发炮弹模型,办法就是自制一个子弹,这个子弹由几个平行的骨骼连接而成,到时游戏里给每个骨骼附着烟雾和火焰,这样就会开火时候打出去几条平行的火光子弹,其实原理就是打出去的子弹本质上还是一发,只不过一发子弹被我做成了多发子弹的外观
こはね发表于 2021-7-8 22:05:35
同上,不可能实现
根据楼下提供的资料,已经可以实现;此问题有解
pdz38发表于 2021-7-25 09:37:01
可以哦,仅限决定版
决定版新增了充能被动技能,比如美国很多单位
你只要把充能技能的cd设置短,rof设置的极短,就可以实现双武器
pdz38发表于 2021-7-27 13:25:14
こはね发表于 2021-7-8 22:05:35
引用: pdz38发表于 2021-7-27 13:25:14

...
对第三张图片补充,active为0必须要用科技激活
こはね发表于 2021-10-1 11:53:06
到了第四年,终于加入圣典了。2025-04-01