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标题: 【代码篇】给喜欢把建造列表塞满满的Moder一个方法 [打印本页]

作者: WCAK47    时间: 2011-2-4 21:26
标题: 【代码篇】给喜欢把建造列表塞满满的Moder一个方法
群里聊天的时候突然想起这个方法 可惜这方法不是我原创的 T_T 是来自Moddb一个Mod的作者放出来的 现在那Mod已经没有下载了,里面有不少有价值的代码 可惜。。
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拿 苏联 战争工厂 举例

1.在<Behaviors>...</Behaviors>里添加如下代码

  1.    <RemoveUpgradeUpgrade id="CS1">
  2.     <TriggeredBy>Upgrade_CommandSetSwitch1</TriggeredBy>
  3.     <UpgradeToRemove>Upgrade_CommandSetSwitch2</UpgradeToRemove>
  4.    </RemoveUpgradeUpgrade>
  5.    
  6.    <CommandSetUpgrade
  7.     id="ModuleTag_CommandSetUpgradeCS1"
  8.     CommandSet="SovietWarFactoryCommandSet_Switch">
  9.     <TriggeredBy>Upgrade_CommandSetSwitch1</TriggeredBy>
  10.    </CommandSetUpgrade>
  11.    
  12.    <RemoveUpgradeUpgrade id="CS2">
  13.     <TriggeredBy>Upgrade_CommandSetSwitch2</TriggeredBy>
  14.     <UpgradeToRemove>Upgrade_CommandSetSwitch1</UpgradeToRemove>
  15.    </RemoveUpgradeUpgrade>
  16.    
  17.    <CommandSetUpgrade
  18.     id="ModuleTag_CommandSetUpgradeCS2"
  19.     CommandSet="SovietWarFactoryCommandSet">
  20.     <TriggeredBy>Upgrade_CommandSetSwitch2</TriggeredBy>
  21.    </CommandSetUpgrade>
复制代码


2.在id="SovietWarFactoryCommandSet"的<LogicCommandSet ... </LogicCommandSet>里添加

  1.   <Cmd>Command_UpgradeCommandSetSwitch1</Cmd>
复制代码


3.新增如下代码

  1. <LogicCommandSet
  2.   id="SovietWarFactoryCommandSet_Switch">
  3.   <Cmd>Command_ConstructSovietAntiVehicleVehicleTech2</Cmd>
  4.   <Cmd>Command_UpgradeCommandSetSwitch2</Cmd>
  5. </LogicCommandSet>
复制代码

  1. <UpgradeTemplate id="Upgrade_CommandSetSwitch1" Type="OBJECT" />
  2. <UpgradeTemplate id="Upgrade_CommandSetSwitch2" Type="OBJECT" />
复制代码

  1. <LogicCommand
  2.   Type="OBJECT_UPGRADE"
  3.   id="Command_UpgradeCommandSetSwitch1">
  4.   <Upgrade>Upgrade_CommandSetSwitch1</Upgrade>
  5.   <AISpecialPowerInfo Heuristic="UPGRADE" Manager="BUILDER"/>
  6. </LogicCommand>
  7. <LogicCommand
  8.   Type="OBJECT_UPGRADE"
  9.   id="Command_UpgradeCommandSetSwitch2">
  10.   <Upgrade>Upgrade_CommandSetSwitch2</Upgrade>
  11.   <AISpecialPowerInfo Heuristic="UPGRADE" Manager="BUILDER"/>
  12. </LogicCommand>
复制代码

  1. <ButtonSingleStateData id="CommandSwitch1">
  2.   <State Image="Allied_topmenu_groups"/>
  3. </ButtonSingleStateData>
  4. <ButtonSingleStateData id="CommandSwitch2">
  5.   <State Image="Allied_topmenu_groups"/>
  6. </ButtonSingleStateData>
复制代码

  1. <UnitAbilityButtonTemplate
  2.   id="CommandSwitch1_"
  3.   LogicCommand="Command_UpgradeCommandSetSwitch1">
  4.   <Data><ObjectUpgrade StateData="CommandSwitch1"/></Data>
  5. </UnitAbilityButtonTemplate>
  6. <UnitAbilityButtonTemplate
  7.   id="CommandSwitch2_"
  8.   LogicCommand="Command_UpgradeCommandSetSwitch2">
  9.   <Data><ObjectUpgrade StateData="CommandSwitch2"/></Data>
  10. </UnitAbilityButtonTemplate>
复制代码


原理:通过 升级Upgrade 撤销升级RemoveUpgrade 的方法制造出像列表翻页的效果
          下面让我们回想下,当我们用 盟军 或 帝国 的时候,升级完T2之后T2升级项图标消失,T3升级项图标出现在同一个地方..
          细心的Moder会在 盟军建造场 以及 帝国所有出兵建筑 源码里面找到CommandSetUpgrade,它们也是用这种方法切换列表,虽然没有RemoveUpgradeUpgrade,因为升级完T3之后不会有人再倒回去升级T2的..

方法的优缺点:优点是理论上能让Mod的建造列表无限加单位..
                         缺点是要是运用于盟军跟帝国的话会有冲突,原来的切换效果没了,T2 T3升级项同时出现,但问题不大,出现T3升级项你没升级T2还是不能按的..


这里附上本人P的翻页图标
AlliedPageUpAndDown.rar (19.63 KB, 下载次数: )
作者: 740066290    时间: 2011-2-4 21:28
本帖最后由 740066290 于 2011-2-4 21:30 编辑

AK你终于发了,明天看看,然后实验下,估计我有俩工厂要报废了
刚接触mod就有这想法,可是不会弄...
作者: WCAK47    时间: 2011-2-4 21:29
回复 2# 740066290

神速度。。
作者: 6522748    时间: 2011-2-4 22:05
幸好我没有加怪单位`列表没满座哟`猴子我盯上你了`万一以后列表满了找你啊`
作者: yangqs    时间: 2011-2-4 22:54
恩,这是一个保留代码,等列表排满后使用
之前我在某个开源代码里见过。估计紫霞也是用了类似的代码(虽然他编的是ZH)
作者: 740066290    时间: 2011-2-5 07:13
我在ZHmod里经常看到翻页...可是...咱太白...不会弄翻页..等会啃教程
作者: 牧星    时间: 2011-2-5 09:52
翻页!太有价值了。收入保险箱去。
作者: hly97    时间: 2011-2-5 19:03
日军怎么弄
作者: 740066290    时间: 2011-2-5 19:37
日军怎么弄
hly97 发表于 2011-2-5 19:03


缺点是要是运用于盟军跟帝国的话会有冲突,原来的切换效果没了,T2 T3升级项同时出现,但问题不大,出现T3升级项你没升级T2还是不能按的..

你啥眼神..
作者: hly97    时间: 2011-2-6 11:08
本帖最后由 hly97 于 2011-2-6 18:38 编辑

这样怎么不行
  1. <?xml version="1.0" encoding="utf-8"?>
  2. <AssetDeclaration xmlns="uri:ea.com:eala:asset">

  3. <Tags/>
  4. <Includes/>
  5. <LogicCommandSet
  6. id="JapanWarFactoryCommandSetBase">
  7. <Cmd>Command_ConstructJapanLightTransportVehicle</Cmd>
  8. <Cmd>Command_ConstructJapanAntiInfantryVehicle</Cmd>
  9. <Cmd>Command_ConstructJapanAntiVehicleVehicleTech1</Cmd>
  10. <Cmd>Command_ConstructJapanAntiAirVehicleTech1</Cmd>
  11. <Cmd>Command_ConstructJapanAntiVehicleVehicleTech3</Cmd>
  12. <Cmd>Command_ConstructJapanAntiStructureVehicle</Cmd>
  13. <Cmd>Command_UpgradeCommandSetSwitch3</Cmd>


  14. <Cmd>Command_ConstructJapanMCV</Cmd>
  15. </LogicCommandSet>
  16. <LogicCommandSet
  17. id="JapanWarFactoryCommandSetBase_Switch">
  18. <Cmd>Command_ConstructJapanAntiVehicleVehicleTech1</Cmd>
  19. <Cmd>Command_UpgradeCommandSetSwitch4</Cmd>
  20. </LogicCommandSet>

  21. <UpgradeTemplate id="Upgrade_CommandSetSwitch3" Type="OBJECT" />
  22. <UpgradeTemplate id="Upgrade_CommandSetSwitch4" Type="OBJECT" />

  23. <LogicCommand
  24. Type="OBJECT_UPGRADE"
  25. id="Command_UpgradeCommandSetSwitch3">
  26. <Upgrade>Upgrade_CommandSetSwitch3</Upgrade>
  27. <AISpecialPowerInfo Heuristic="UPGRADE" Manager="BUILDER"/>
  28. </LogicCommand>
  29. <LogicCommand
  30. Type="OBJECT_UPGRADE"
  31. id="Command_UpgradeCommandSetSwitch4">
  32. <Upgrade>Upgrade_CommandSetSwitch4</Upgrade>
  33. <AISpecialPowerInfo Heuristic="UPGRADE" Manager="BUILDER"/>
  34. </LogicCommand>

  35. <ButtonSingleStateData id="CommandSwitch3">
  36. <State Image="Allied_topmenu_groups"/>
  37. </ButtonSingleStateData>
  38. <ButtonSingleStateData id="CommandSwitch4">
  39. <State Image="Allied_topmenu_groups"/>
  40. </ButtonSingleStateData>

  41. <UnitAbilityButtonTemplate
  42. id="CommandSwitch3_"
  43. LogicCommand="Command_UpgradeCommandSetSwitch3">
  44. <Data><ObjectUpgrade StateData="CommandSwitch3"/></Data>
  45. </UnitAbilityButtonTemplate>
  46. <UnitAbilityButtonTemplate
  47. id="CommandSwitch4_"
  48. LogicCommand="Command_UpgradeCommandSetSwitch4">
  49. <Data><ObjectUpgrade StateData="CommandSwitch4"/></Data>
  50. </UnitAbilityButtonTemplate>
  51. </AssetDeclaration>
复制代码
上面是CommandData文件我
  1. <RemoveUpgradeUpgrade id="CS1">
  2. <TriggeredBy>Upgrade_CommandSetSwitch3</TriggeredBy>
  3. <UpgradeToRemove>Upgrade_CommandSetSwitch4</UpgradeToRemove>
  4. </RemoveUpgradeUpgrade>

  5. <CommandSetUpgrade
  6. id="ModuleTag_CommandSetUpgradeCS1"
  7. CommandSet="JapanWarFactoryCommandSetBase_Switch">
  8. <TriggeredBy>Upgrade_CommandSetSwitch3</TriggeredBy>
  9. </CommandSetUpgrade>

  10. <RemoveUpgradeUpgrade id="CS2">
  11. <TriggeredBy>Upgrade_CommandSetSwitch4</TriggeredBy>
  12. <UpgradeToRemove>Upgrade_CommandSetSwitch3</UpgradeToRemove>
  13. </RemoveUpgradeUpgrade>

  14. <CommandSetUpgrade
  15. id="ModuleTag_CommandSetUpgradeCS2"
  16. CommandSet="JapanWarFactoryCommandSetBase">
  17. <TriggeredBy>Upgrade_CommandSetSwitch4</TriggeredBy>
  18. </CommandSetUpgrade>
复制代码

上面是日军车厂加的
作者: 740066290    时间: 2011-2-6 18:06
CommandData文件我这样怎么不行
日军车厂加的
hly97 发表于 2011-2-6 11:08



    你眼睛没问题吧
在<Behaviors>...</Behaviors>里添加如下代码
你在ComandData添加干毛
作者: yangqs    时间: 2011-2-6 18:35
呵呵,文明用语,不必伤肝火。
作者: hly97    时间: 2011-2-6 18:36
到底怎么弄
作者: hly97    时间: 2011-2-6 18:41
这是完整的
  1. <Behaviors>

  2. <RemoveUpgradeUpgrade id="CS1">
  3. <TriggeredBy>Upgrade_CommandSetSwitch3</TriggeredBy>
  4. <UpgradeToRemove>Upgrade_CommandSetSwitch4</UpgradeToRemove>
  5. </RemoveUpgradeUpgrade>

  6. <CommandSetUpgrade
  7. id="ModuleTag_CommandSetUpgradeCS1"
  8. CommandSet="JapanWarFactoryCommandSetBase_Switch">
  9. <TriggeredBy>Upgrade_CommandSetSwitch3</TriggeredBy>
  10. </CommandSetUpgrade>

  11. <RemoveUpgradeUpgrade id="CS2">
  12. <TriggeredBy>Upgrade_CommandSetSwitch4</TriggeredBy>
  13. <UpgradeToRemove>Upgrade_CommandSetSwitch3</UpgradeToRemove>
  14. </RemoveUpgradeUpgrade>

  15. <CommandSetUpgrade
  16. id="ModuleTag_CommandSetUpgradeCS2"
  17. CommandSet="JapanWarFactoryCommandSetBase">
  18. <TriggeredBy>Upgrade_CommandSetSwitch4</TriggeredBy>
  19. </CommandSetUpgrade>
  20. <Physics
  21. id="ModuleTag_Physics"/>

  22. <BuildingDestructionBehavior
  23. id="ModuleTag_BuildingDestruction"
  24. FillerMesh="NEWSKIN_FILL">
  25. <DieMuxData
  26. DeathTypes="ALL"
  27. DeathTypesForbidden="ERASED"/>
  28. <Item
  29. BonePrefix="BONE_CONTACT_POINT_"
  30. FX="JapanStructureHit"
  31. CreationObject="AlliedBarracks_Debris"
  32. FlingVelocity="100.0"/>
  33. </BuildingDestructionBehavior>
  34. <FXListBehavior
  35. xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance" id="ModuleTag_FXList">
  36. <DieMuxData
  37. DeathTypes="ALL"
  38. DeathTypesForbidden="SUICIDED ERASED" />
  39. <Event
  40. Index="onDeath"
  41. FX="FX_YU_Hotel02_Explode" />
  42. <Event
  43. Index="onDeath"
  44. FX="FX_LargeBuildingDieExplosionRumble" />
  45. </FXListBehavior>
  46. <FXListBehavior xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance" id="ModuleTag_DieSound">
  47. <DieMuxData DeathTypes="ALL" DeathTypesForbidden="SUICIDED ERASED" />
  48. <Event Index="onDeath" FX="FX_LargeBuildingDieExplosion" />
  49. </FXListBehavior>
  50. <CreateObjectDie
  51. id="ModuleTag_CreateObjectDie"
  52. CreationList="JBWarFactory_Die_OCL">
  53. <DieMuxData
  54. DeathTypes="ALL"
  55. DeathTypesForbidden="SUICIDED ERASED" />
  56. </CreateObjectDie>
  57. <DestroyDie
  58. id="ModuleTag_Die">
  59. <DieMuxData
  60. DeathTypes="ALL"
  61. DeathTypesForbidden="SUICIDED ERASED" />
  62. </DestroyDie>
  63. <AssignSlavesTargetObjectSpecialPower
  64. id="ModuleTag_SpecialPowerRepairVehicle"
  65. SpecialPowerTemplate="SpecialPower_TargetedRepairVehicle" />
  66. <SpawnBehavior
  67. id="ModuleTag_SpawnRepairDrones"
  68. SpawnNumberData="3"
  69. InitialBurst="3"
  70. SpawnReplaceDelayData="10s"
  71. SpawnedRequireSpawner="true"
  72. KillSpawnsOnCaptured="true"
  73. SpawnInsideBuilding="true"
  74. KillSpawnsOnDisabled="true">
  75. <Die
  76. DeathTypes="ALL" />
  77. <SpawnTemplate>JapanWarFactoryRepairDrone</SpawnTemplate>
  78. </SpawnBehavior>

  79. <ProductionUpdate
  80. id="ModuleTag_ProductionUpdate"
  81. GiveNoXP="true"
  82. Type="VEHICLE"
  83. NumDoorAnimations="1"
  84. DoorOpeningTime="0.66s"
  85. DoorWaitOpenTime="3.00s"
  86. DoorCloseTime="0.66s">
  87. <GiveUpgradeToProduced>
  88. <UpgradeTranslate
  89. RequiredUpgrade="Upgrade_ProductionVeterancy_VETERAN"
  90. ProvidedUpgrade="Upgrade_CreationVeterancy_VETERAN" />
  91. <UpgradeTranslate
  92. RequiredUpgrade="Upgrade_ProductionVeterancy_ELITE"
  93. ProvidedUpgrade="Upgrade_CreationVeterancy_ELITE" />
  94. <UpgradeTranslate
  95. RequiredUpgrade="Upgrade_ProductionVeterancy_HEROIC"
  96. ProvidedUpgrade="Upgrade_CreationVeterancy_HEROIC" />
  97. </GiveUpgradeToProduced>
  98. </ProductionUpdate>
  99. <QueueProductionExitUpdate
  100. id="ModuleTag_QueueProduction"
  101. ExitDelaySeconds="0.07s">
  102. <UnitCreatePoint
  103. x="-12.0"
  104. y="0.0"
  105. z="0.0" />
  106. <NaturalRallyPoint
  107. x="80.0"
  108. y="0.0"
  109. z="0.0" />
  110. </QueueProductionExitUpdate>

  111. <SubObjectsUpgrade
  112. id="ModuleTag_SubObjectsUpgrade">
  113. <TriggeredBy>Upgrade_JapanWarFactoryTech2</TriggeredBy>
  114. <Nugget
  115. ShowSubObjects="Upgrade_02"
  116. HideSubObjects="Upgrade_01 Upgrade_03"
  117. Upgrade="Upgrade_JapanWarFactoryTech2">
  118. <CustomAnimAndDuration AnimState="USER_2"/>
  119. </Nugget>
  120. </SubObjectsUpgrade>
  121. <SubObjectsUpgrade
  122. id="ModuleTag_SubObjectsUpgrade2">
  123. <TriggeredBy>Upgrade_JapanWarFactoryTech3</TriggeredBy>
  124. <Nugget
  125. ShowSubObjects="Upgrade_03"
  126. HideSubObjects="Upgrade_01 Upgrade_02"
  127. Upgrade="Upgrade_JapanWarFactoryTech3">
  128. <CustomAnimAndDuration AnimState="USER_3"/>
  129. </Nugget>
  130. </SubObjectsUpgrade>
  131. <LUAEventList
  132. id="ModuleTag_LUAEventList"
  133. EventListName="GenericJapanBuildingFunctions" />

  134. <BuildingBehavior
  135. id="ModuleTag_BuildingBehavior"
  136. NightWindowObject="LIGHT_01" />
  137. <StructureUnpackUpdate
  138. id="ModuleTag_StructureUnpackUpdate"
  139. UnpackTime="16s" />
  140. <xi:include
  141. href="DATA:Includes/GenericBuildingRepair.xml" />
  142. <xi:include
  143. href="DATA:Includes/GenericEngineerContain.xml" />
  144. <xi:include
  145. href="DATA:Includes/GenericJapanBuildingDestruction.xml" />
  146. <xi:include
  147. href="DATA:Includes/GenericJapanBuildingSuicide.xml" />
  148. <xi:include
  149. href="DATA:Includes/InfiltratorContainVehicle.xml" />
  150. <StancesBehavior
  151. id="ModuleTag_Stance"
  152. StanceTemplate="Generic" />
  153. <CommandSetUpgrade
  154. id="ModuleTag_CommandSetUpgrade"
  155. CommandSet="JapanWarFactoryCommandSetTech2">
  156. <TriggeredBy>Upgrade_JapanWarFactoryTech2</TriggeredBy>
  157. </CommandSetUpgrade>

  158. <!-- Attribute Modifiers based on the Tech Level of the building -->
  159. <AttributeModifierUpgrade
  160. id="ModuleTag_JapanWarFactoryTech2_AttributeModifier"
  161. AttributeModifier="AttributeModifer_JapanTech2_JapanWarFactory">
  162. <TriggeredBy>Upgrade_JapanWarFactoryTech2</TriggeredBy>
  163. </AttributeModifierUpgrade>
  164. <AttributeModifierUpgrade
  165. id="ModuleTag_JapanWarFactoryTech3_AttributeModifier"
  166. AttributeModifier="AttributeModifer_JapanTech3_JapanWarFactory">
  167. <TriggeredBy>Upgrade_JapanWarFactoryTech3</TriggeredBy>
  168. </AttributeModifierUpgrade>

  169. </Behaviors>
复制代码

作者: hly97    时间: 2011-2-6 18:45
War.rar (6.15 KB, 下载次数: )
作者: 740066290    时间: 2011-2-6 18:56
我认为你应该先去学怎么加技能,能把技能加上,这个就无比简单好吧,我照抄无问题
作者: 740066290    时间: 2011-2-6 21:05
AK,不会告我只能退一次吧,现在我搞了3页,到了第二页以后就不能退回第一页了
作者: WCAK47    时间: 2011-2-7 13:33
我认为你应该先去学怎么加技能,能把技能加上,这个就无比简单好吧,我照抄无问题 ...
740066290 发表于 2011-2-6 18:56



    ACU+1
作者: 740066290    时间: 2011-2-7 14:03
ACU+1
WCAK47 发表于 2011-2-7 13:33



    我要解决方法ak...不然这样太囧了
作者: hly97    时间: 2011-2-9 21:06
这样子行不行? War.rar (6.79 KB, 下载次数: )
作者: hly97    时间: 2011-7-31 13:58
顶!




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