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王权2:幻想王国mod技术初探

王权2:幻想王国》的游戏性既新奇又独特,这一因素也使得游戏的整体水平提升到了一个新的高度。它与其他即时战略游戏最大的区别在于其操作方式,在以往的游戏中玩家可以随意控制自己所有的作战单位,但是在这个游戏中你必须命令你的英雄去完成任务。

王权2:幻想王国mod技术初探

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"

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