- UID
- 14542
- 阅读权限
- 150
- 注册时间
- 2007-8-13
- 最后登录
- 2020-12-6
- 在线时间
- 603 小时
- 性别
- 男
- 生日
- 1994 年 12 月 2 日
- 情感状态
- 待解救
圣徒
- 耕战
- 315
- 鹰币
- 385290
- 天龙币
- 0
- 回帖
- 2437
|
英文资料,但是语法不难,大部分是代码,对照G1生成的文件再加上一点点耐心的话很容易懂,当然,欢迎热心肠的人汉化
虽然比G1方便的工具很多,但我认为,解剖帝国2,还就是要用G1
同时,目前G1也是唯一一个可以连接Data也DRS的工具
这些资料对别的工具也是不错的参考
(资料不知谁是原创。。。希望不是狂)
科技
This page contains information for editing the technology data in Age of Kings: The Conquerors. The data structures will be given in two formats, the GeniEd
Beta format, and hex editing format (C-Style Syntax). Tools that will be needed for this can be found under the external links section.
Research Structure
This section will describe the first part of the technology data, known as the research data. This data tells what the technology requires, what it costs,
what civilizations have it available, where it is researched, what its name is, what its description is, how long it takes to research, what techage ID will
be used, whether it is an age technology(like Imperial Age), what icon it will have, what button slot it will show up in, and what its internal name will be.
The structure is stored in the data file as follows:
struct genie_tech
{
short required_techs[6];
struct
{
short resource;
short amount;
char used;
} costs[3];
short required_count;
short civ;
short full_tech_mode;
short unit_id;
short lang_name;
short lang_desc;
short time;
short effect_id;
short age_tech; //0 for non-age tech
short icon;
char button_location;
long pointers[3]; //last is unused, its always -1
short name_len;
char name[name_len];
};
GeniEd beta represents the structure for editing as follows:
research_#_required_tech: -1 -1 -1 -1 -1 -1
research_#_cost1_type: -1
research_#_cost1_amount: -1
research_#_cost1_used: 0
research_#_cost2_type: -1
research_#_cost2_amount: -1
research_#_cost2_used: 0
research_#_cost3_type: -1
research_#_cost3_amount: -1
research_#_cost3_used: 0
research_#_required_tech_amount: 0
research_#_civ: -1 0
research_#_location: -1
research_#_description: 0
research_#_help: 0
research_#_time: 0
research_#_effect: -1
research_#_unknown01: 0
research_#_icon: -1
research_#_button: 0
research_#_pointer: -1 -1 -1
research_#_name1_length: 0
research_#_name1:
Required Technologies
These hold the Research IDs of the technologies that are required in order for this technology to appear.
Costs
These hold the values that determine the cost of the technology. The first value contains a Resource ID. The second value contains the cost amount. The third
value is a boolean that determines whether the cost is used (1) or not (0).
Required Technology Count
This holds the number of required technologies used. It ranges from 0 to 6. This does not specify the number of required techs set, but the minimum required.
You could have 6 required techs, but require that only two of them be researched.
Civilization
This controls what civilization gets this technology. It is a Civilization ID, or -1 if unused.
Full Tech Mode
This tells whether this technology is available in Full Tech Tree Mode. It is set to 0 for disabled in Full Tech Mode, and 1 for enabled in Full Tech Tree
Mode.
Location
This controls where the technology will appear. It is a Unit ID.
Name/Description
Although the GeniEd Beta calls this the description, it is actually the name of the technology. It is the index in the Language File that holds the name.
Description/Help
Although the GeniEd Beta calls this the help, it would be better termed as the description. It is also an index in the Language File.
Research Time
This holds the number of game seconds that this technology takes to finish being researched.
Effect Slot ID
This holds Techage ID (the second part of the technology data) that corresponds to this data.
Age Tech
This determines whether this technology is an age tech (like Imperial Age) or if it is a regular technology. It is 0 for regular and 2 for age.
Icon
This holds the Icon ID for this technology. It is the frame number of the graphic in the icon.slp minus 1.
Button
This contains the Button ID for this technology. It tells where the button will show up on the unit where it is researched.
Pointers
These numbers point to something (I don't know what). The first number is 100,000 plus the Language FIle ID for the name/description. The second number is
149,000 plus the Language File ID for the description/help. The third number has been -1 in every technology so far.
Internal Name
The name length is equal to the length of the name plus 1. The name follows immediately after the length value, and is just plain text.
Techage Structure
This section describes the second part of the technology data, known as the techage or "CHUN4" data. These structures define the effects for the above
technology structures.
Their structure in the data file is as follows:
struct techage
{
char name[31]; //Always "CHUN4", but can be anything up to 30 characters
short effect_count;
}
struct effect
{
char type;
short a;
short b;
short c;
float d;
};
GeniEd Beta represents them for editing as follows:
techage_#_name: CHUN4
techage_#_count: 0
techage_#_#_type: -1
techage_#_#_unit: -1
techage_#_#_class: -1
techage_#_#_attribute: -1
techage_#_#_amount: 0
Name
This is considered the name of the technology and is always equal to CHUN4. This can be set to anything, since it is unused by the game. You could use this
to find the techage slot quicker.
Effect Count
This tells how many effects there are going to be.
Effects
This is a list of the various effect types. Types 101 - 103 are generally used only in technology trees, and 103 only works in this fashion. The values when
an attribute is unused are as follows:
Attribute A: -1
Attribute B: -1
Attribute C: -1
Attribute D: 0
Type 0 - Attribute Modifier (Set)
Used to change unit or class attributes by setting them to a certain value.
Type: 0
Attribute A: If set, this is a Unit ID. If unused, a Class ID must be specified in Attribute B
Attribute B: See above
Attribute C: Attribute ID
Attribute D: Value to set
Type 1 - Resource Modifier (Increase/Decrease/Set)
Used to modify values stored by the game about the player.
Type: 1
Attribute A: Resource ID to modify
Attribute B: 0 (Set) or 1 (Increase/Decrease)
Attribute C: Unused
Attribute D: Value to modifiy by
Type 2 - Enable/Disable Unit
Used to make units buildable or unbuildable.
Type: 2
Attribute A: The Unit ID to enable/disable
Attribute B: 0 (Disable) or 1 (Enable)
Attribute C: Unused
Attribute D: Unused
Type 3 - Upgrade Unit
Used to upgrade an existing unit into a different unit.
Type: 3
Attribute A: Unit ID to upgrade
Attribute B: Target Unit ID
Attribute C: Unused
Attribute D: Unused
Type 4 - Attribute Modifier (Increase/Decrease)
Used to change unit or class attributes by addition or subtraction.
Type: 4
Attribute A: If set, this is a Unit ID. If unset, a Class ID must be specified in Attribute B
Attribute B: See above
Attribute C: Attribute ID
Attribute D: Value to modify by (negative or positive)
Type 5 - Attribute Modifier (Multiply)
Used to change unit or class attributes by multiplication.
Type: 5
Attribute A: If set, this is a Unit ID. If unset, a Class ID must be speicified in Attribute B
Attribute B: See above
Attribute C: Attribute ID
Attribute D: Value to multiply by
Type 6 - Resource Modifier (Multiply)
Used to modify values stored by the game about the player.
Type: 6
Attribute A: Resource ID
Attribute B: Unused
Attribute C: Unused
Attribute D: Value to multiply by
Type 101 - Technology Cost Modifier (Increase/Decrease/Set)
Used to change the cost of a technology for a given civilization.
Type: 101
Attribute A: Research ID
Attribute B: Resource ID
Attribute C: 0 (Set) or 1 (Addition)
Attribute D: Value to modify by (negative or positive) or set
Type 102 - Disable Technology
Used to disable a technology for a given civilization.
Type: 102
Attribute A: Unused
Attribute B: Unused
Attribute C: Unused
Attribute D: Research ID
Type 103 - Technology Research Time Modifier (Increase/Decrease/Set)
Used to change the Research Time of a technology for a given civilization.
Note: Only works in Technology Trees
Type: 103
Attribute A: Research ID
Attribute B: Unused
Attribute C: 0 (Set) or 1 (Increase/Decrease)
Attribute D: Value to modify by (negative or positive) or set
ID Lists
This is an alphebetized list of the various IDs used when editing technologies. Some are still incomplete. If anyone wants to update or add them, feel free,
or you can email the information to sbkroger77 (at) yahoo (dot) ca.
Attribute IDs
0 Hit Points
1 Line of Sight
2 Garrison
3 Unit Size Radius 1
4 Unit Size Radius 2
5 Movement Speed
6 Garrison Recovery Rate
7 Unknown?
8 Armor
9 Attack
10 Attack Reloading Time
11 Percent Accuracy
12 Range
13 Working Rate
14 Resource Carriage
15 Unknown?
16 Unknown?
17 Unknown Building Mode
18 Unknown?
19 Projectile Unit Intelligent Accuracy (Boolean)
20 Minimum Range
21 Population Support
22 Blast Radius (Area Damage)
23 Search Radius
80 Boarding Energy Reload Speed
100 Resource Cost
101 Creation Time
102 Number of Garrison Arrows
103 Food Cost
104 Wood Cost
105 Stone Cost
106 Gold Cost
107 OREX Cost?
108 Healing Rate
Note: For attributes 8 (Armour) and 9 (Attack) the change value needs to be set to (Change Value) + (256 * Armour/Attack ID)
Button IDs
Page 1:
Decimal: Hex:
+-------------------------+ +--------------------------+
| 01 | 02 | 03 | 04 | 05 | | 01 | 02 | 03 | 04 | 05 |
|-----|----|-----|-----|-----| |-----|-----|-----|-----|-----|
| 06 | 07 | 08 | 09 | 10 | or | 06 | 07 | 08 | 09 | 0A |
|-----|----|-----|-----|-----| |-----|-----|-----|-----|-----|
| 11 | 12 | 13 | 14 | 15 | | 0B | 0C | 0D | 0E | 0F |
+-------------------------+ +--------------------------+
Page 2:
Decimal: Hex:
+-------------------------+ +-------------------------+
| 21 | 22 | 23 | 24 | 25 | | 15 | 16 | 17 | 18 | 19 |
|-----|-----|----|-----|-----| |-----|-----|-----|------|---|
| 26 | 27 | 28 | 29 | 30 | or | 1A | 1B | 1C | 1D | 1E |
|-----|-----|----|-----|-----| |-----|-----|-----|-----|----|
| 31 | 32 | 33 | 34 | 35 | | 1F | 20 | 21 | 22 | 23 |
+-------------------------+ +------------------------+
Note: Enabling page-changing functions is still unknown, and requires unit editing.
Icon IDs
0 Crop Rotation
1 Heavy Plow
2 Horse Collar
3 Banking
4 Cartography
5 Sappers
6 Loom
7 Coinage
8 Way Galley
9 Cannon Galleon
10 Husbandry
11 Faith
12 Chemistry
13 Masonry
14 Architecture
15 Gold Mining
16 Keep
17 Forging
18 Iron Casting
19 Spies/Trason
20
21 Blast Furnace
22 Chain Mail Armor
23 Chain Barding Armor
24 Hand Cannoneer
25 Ballistics
26 Bombard Cannon
27 Capped Ram
28 Elite Skirmisher
29 Crossbowman
30 Feudal Age
31 Castle Age
32 Imperial Age
33 Axe(?)
34 Fletching
35 Bodkin Arrow
36 Pikeman
37 Bracer
38 Heavy Scorpion
39 Heavy Demolition Ship
40 Fast Fire Ship
41 Beta Longboat(?)
42 Hand Cart
43 Light Cavalry
44 Champion
45 Paladin
46 Fortified Wall
47 Bombard Tower
48 Long Swordsman
49 Padded Archer Armor
50 Leather Archer Armor
51 Ring Archer Armor
52 Heavy Cavalry Archer
53 Two-Handed Swordsman
54 Arbalest
55 Heavy Camel
56 Trebuchet
57 Onager
58 Guilds
59 Galleon
60 Treadmill Crane
61 Murder Holes
62 Gold Shafting Mining
63 Scale Mail Armor
64 Plate Mail Armor
65 Plate Barding Armor
66 Scale Barding Armor
67 Tracking
68 Scorpion
69 Town Watch
70 Double-Bit Axe
71 Bow Saw
72
73 Fervor
74
75
76 Guard Tower
77 Compassing(?)
78 Cavalier
79 Wheelbarrow
80 Squires
81 Two-Man Saw
82 Block Printing
83 Sanctity
84 Illumination
85 Man-at-Arms
86 Capped Ram
87 Stone Mining
88 Stone Shaft Mining
89 Town Partol
90
91 Conscription
92 Redemption
93 Atonement
94
95 Strange Ship(?)
96 Siege Onager
97 Shipwright
98 Careening
99 Dry Dock
100 Elite Cannon Galleon
101 Siege Engineers
102 Broken Wall(?)
103 Hoardings
104 Heated Shot
105 Elite Unique Units
106 Halberdier
107 Unique Technology
108 Heresy
109 Theocracy
110 Bloodlines
111 Parthian Tactics
112 Thumbring
113 Caravan
114 Herbal Medicine
115 Elite Eagle Warriors
116 Sign
117 Cancel
Useful Information
Civilization Technology Trees
These are the Techage IDs for the civilization technology trees.
254 Britons
255 Japanese
256 Byzantines
257 Chinese
258 Franks
259 Goths
260 Persians
261 Saracens
262 Tuetons
263 Turks
275 Celts
276 Vikings
277 Mongols
348 Gaia
446 Spanish
447 Aztec
448 Huns
449 Mayans
504 Koreans
[ 本帖最后由 王文祎 于 2010-2-21 02:49 编辑 ] |
评分
-
查看全部评分
|