Armorボーナスを見てると、これだったら(特定の攻撃に)無敵のユニットがたくさん出来ちゃうよなーと疑問に思うので調べています。いくらなんでも無敵だったら気づくわけで、どっかで修正しているわけです。
AttributeModifier.ini
; A ModifierList is a set of bonuses that can be given as a package. You can't ever be given the same list
; twice at the same time, but you can have two different lists that have the same effect.
; Category = LEADERSHIP, SPELL, FORMATION, WEAPON, STRUCTURE, LEVEL
; The reason you have this bonus. So things can affect all Leadership bonuses or dispel all spell effects
; In general, Additive bonuses should be things like 20% to give a bonus, and Multiplicitive bonuses should be things like 120%.
; Modifier =
; ARMOR, ; Additive. The armor coefficients in Armor.ini go first to multiply the damage. Then all of these are added together, capped at GameData's AttributeModifierArmorMaxBonus protection, and then the damage is multiplied by it again.
; DAMAGE_ADD, ; Additive. 'Base' damage gets increased by this before hitting the DamageMult.
; DAMAGE_MULT, ; Multiplicitive. Then after DamageAdd, the damage is multiplied by all of these.
; SPELL_DAMAGE, ; Multiplicitive. Just like DamageMult bonus, but only applies if damage type is Magic. REPLACES DamageMult bonus.
; RESIST_FEAR, ; Additive. Sum of these is a saving throw against fear
; EXPERIENCE, ; Multiplicitive. Experience gained multiplied by this, will compound in multiple bonuses
; RANGE, ; Additive. Sum of these added to max range. 20% and 10% makes range 130% normal. (You probably want a vision range boost for targeting too.)
; SPEED, ; Multiplicitive. Multiply your speed by each of these numbers in turn.
; CRUSH_DECELERATE, ; Multiplicitive. The percentage you slow down when crushing gets multiplied by each of these.
; RESIST_KNOCKBACK, ; Additive. Sum of these is saving through against knockback.
; RECHARGE_TIME, ; Multiplicitive. Recharge time for all special powers multiplied by these. Time is figured at the moment power is used, so this has no effect if gained or lost while power is recharging.
; PRODUCTION, ; Multiplicitive. Production speed for units and money amount produced by supply centers or money generators multiplied by these. Again, time is computed at moment production starts.
; HEALTH, ; Additive. The moment you get this upgrade, this many hitpoints are added to both your max and current hitpoint scores.
; VISION, ; Additive. Sum of these is added to vision range, which is used for targeting.
; AUTO_HEAL, ; Additive. Sum of these is added to the AutoHeal value.
; What is actually affected
; Duration = 1000
; If self expiring effect, msec it lasts for
;FX = FX_Name
;use this to make a particle FX or tint for the attribute modifier
別のところで定義あり。↓
AttributeModifierArmorMaxBonus = 75% ; ARMOR type bonuses in AttributeModifier.ini are summed, so this is the cap for them to prevent invincibility(=無敵の)
ここまでくると、ゲーム内での説明で「防御力+50%」みたいな書き方はどうかと思います。「敵のダメージを無条件に半減」ぐらいじゃないと。
攻撃力もすぐに倍になりますし、本当に強化やボーナスが大事なゲームですね。
セオピカと楔形隊列 ModifierList TheodenGloriousCharge Category = SPELL ; LEADERSHIP Modifier = ARMOR 99% Modifier = DAMAGE_MULT 130% ; 200% Modifier = CRUSH_DECELERATE 0% Duration = 20000 End ModifierList RohanHorseWegde Category = FORMATION Modifier = ARMOR -25% Modifier = DAMAGE_MULT 125% Modifier = MINIMUM_CRUSH_VELOCITY 50% Duration = 0 ; Duration is forever when set to 0 End Armorボーナスは 99-24=74% セオが近くにいるからさらに+50%あるけど… 普通にしてても75%にcapされますから、攻撃力125%の分だけお得になります。
ところで攻撃力には上限ないのか…。チームプレイではLDを協力しあいたいですね。重ね掛けが制限あるのか、無制限なのか知ってる人がいたら教えてください。アラゴルン2人いたらどうなるかとか、太鼓トロルDrummerTrollPassiveLeadership量産したらどうなるのかとか。
見落としてました…
A ModifierList is a set of bonuses that can be given as a package. You can't ever be given the same list twice at the same time, but you can have two different lists that have the same effect.
冒頭に書いてありますね^^
同じ効果は重複して受けられない。防御力も同じ。
記述箇所複数あって、迷いますが大体は
魔王ってあんまり近寄らなくても、画面の端でOKなんですねー。知らなかった。