第三部分 helper
helper/quests记录了主线和支线任务的详细信息
{"helper/quests"
{"visit_sansay"
{launched}
{state Victory}//当前状态,本例中为“已完成”
{launch_condition//(支线)任务开始条件
{"Mission start"}
}
{victory_condition//任务目标
{"Arrival"
{properties
{zone "sansay"}
{"Observe type" "Player unit"}
{kingdom player}
}
}
}
{victory_reaction//任务奖励
{"Experience"
{properties
{type zone}
{Zone expa}
{Units "hero_beastmaster hero_blademaster hero_cleric hero_darkpriest hero_dwarf hero_elf hero_hunter hero_mage hero_marksman hero_paladin hero_paladin_spirit hero_priest hero_rogue hero_warrior"}
{Count 5000}
{Kingdom player}
}
}
{"Change fraction"
{properties
{type tag}
{Tag sansay_house}
{New_kingdom player}
}
}
{"Fog of war"
{properties
{type zone}
{Zone "expa fog_river fog_mount1 "}
{Kingdom player}
}
}
{"css.play"
{properties
{css "13_sansay_miamot"}
}
}
{"Delete entity"
{properties
{type tag}
{Tag sansay_fx}
{Zone sansay}
}
}
}
{quest_data//基本信息
{Name "#13_Quest4_name"}
{Description "#13_Quest4_text"}
{Quest_type Additional}
{Kingdom player}
{Counter_type none}
}
}
====================================================================
helper/spawn_program_collection部分指定了非招募类单位(怪物、税官、平民、卫兵等)的生成机制
{"helper/spawn_program_collection"
{"skeleton"//产生骷髅
{"spawn type" units}//所属类别
{raw undead_skeleton}
{Nationality Same}
{level 0}//生成等级
{"AI task"//生成后的行动
{task attack_in_zone}
{target_zone near_castle}
}
{postspawn}
{postspawn_i 1}
{gold 10}//生成的单位持有的财产
{count "1 1"}//每次生成的数量,待测
{"spawn time" 45}//生成所需时间
{"max count" 5}//最大数量
{"First wave"}
}