Wesnoth

wesnoth很好玩,也很累。
一個場景的單位數破百也不啥稀奇的事情。這樣控兵好累= =。
好想要夢幻模擬戰的方式,設定一個指揮官後,一堆兵就可以跟著跑。不用每個都需要自己去移動。
wesnoth玩了兩個禮拜。最難調適的還是心態啊....Orz
這畢竟跟聖火系列差很多,沒有超強的單位。丟個Master到高迴避點就可以痛宰一堆敵兵。
在wesnoth裡這樣玩法會是只有死路一條。還是會捨不得,畢竟培養一個高階單位不容易啊>"<。
大局為重 = 死兵免不了。對於單位陣亡要"淡定"。

是一把(邪惡的)劍
[attack]
    damage=12
    description=_"這是一把劍"
    icon="attacks/baneblade.png"
    name="saber"
    number=4
    range="melee"
    type="blade"
    [specials]
        [firststrike]
            description=_"First Strike:
            This unit always strikes first with this attack, even if they are defending."
            id="firststrike"
            name=_"firststrike"
        [/firststrike]
        [slow]
            description=_"Slow:
            This attack slows the target until it ends a turn. Slow halves the damage caused by attacks and the movement cost for a slowed unit is doubled. A unit that is slowed will feature a snail icon in its sidebar information when it is selected."
            id="slow"
            name=_"slows"
        [/slow]
        [damage]
            active_on="offense"
            backstab=yes
            description=_"Backstab:
            When used offensively, this attack deals double damage if there is an enemy of the target on the opposite side of the target, and that unit is not incapacitated (turned to stone or otherwise paralyzed)."
            id="backstab"
            multiply=2
            name=_"backstab"
        [/damage]
        [poison]
            description=_"Poison:
            This attack poisons living targets. Poisoned units lose 8 HP every turn until they are cured or are reduced to 1 HP. Poison can not, of itself, kill a unit."
            id="poison"
            name=_"poison"
        [/poison]
        [drains]
            description=_"Drain:
            This unit drains health from living units, healing itself for half the amount of damage it deals (rounded down)."
            id="drains"
            name=_"drains"
        [/drains]
        [chance_to_hit]
            active_on="offense"
            cumulative=yes
            description=_"Marksman:
            When used offensively, this attack always has at least a 60% chance to hit."
            id="marksman"
            name=_"marksman"
            value=95
        [/chance_to_hit]
        [plague]
            description=_"Plague:
            When a unit is killed by a Plague attack, that unit is replaced with a Walking Corpse on the same side as the unit with the Plague attack. This doesn’t work on Undead or units in villages."
            id="plague"
            name=_"plague"
            type="Walking Corpse"
        [/plague]
    [/specials]
[/attack]

存檔修改
[side] SideWML
Key
Desc
gold
目前的持金(想看海的沒人性的獸人大軍就把AI控制的陣營改一下吧...)
recruit
能招募的單位。ex: recruit="Bowman,Spearman"
canrecruit
yes|no(是否可以進行招募)

[unit] UnitWML
Key
Desc
advances_to
能轉職的單位。ex: advances_to="Swordsman,Pikeman,Javelineer"
attacks_left
攻擊剩下的次數
experience
目前經驗值
extra_recruit
配合canrecruit=yes,就可以讓該單位進行招募(嘿嘿,誰規定招兵買馬是主角的專利!)
hitpoints
目前HP
level
等級
max_attacks
最大攻擊次數
max_experience
升至下一級所需要的經驗值
max_hitpoints
最大HP
max_moves
最大移動力
moves
目前剩餘移動力
zoc
yes|no 是否擁有控制區域(通常是Lv2以上單位才會有)
[defense]
迴避率(100->0%, 20->100-20=80%),不過設為100會變成每次敵方攻擊都會造成1點損傷。
[movement_costs]
各種地形,消費的移動力
[resistance]
對各種攻擊的抗性(100->0%, 超過100%則為 負數)
[attack]
攻擊方式,詳細可參考: data/core/macros/abilities.cfg。
[trait]
特質,詳細參考: data/core/macros/traits.cfg。
[abilities]
兵種技能,詳細可參考: data/core/macros/abilities.cfg。
關於攻擊與兵種技能 這裡 有篇比較完整的內容解釋。 版本有有點舊,但是還是差不多。 另外,關於石化的特殊攻擊,照著abilities.cfg的設定,敵方還是可以進行攻擊? 不知道是哪邊有問題。 會不會只是只有定義了標籤,但還沒有實作?或者是被停用了?

BuildingUnits 比較簡單, 基本上拿現有單位當成藍本去修改就好。
不過,還是想要自編戰役啊~
BuildingScenarios 看起來就複雜多了。

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