发布时间:2019-08-28 06:51:07
要能联机,不外传,在游侠联机玩,会的QQ教我292739267
魔改简单~~可以利用bug,简单的方法就是把设计图增加类别,比如盾牌的寒冰,增加近战武器,你就可以用盾牌设计图增加寒冰属性
还原原版后依然有冰属性及攻击等
第二个方法修改本身,例如钩子,增加4个槽 打上高级升级模块就能提高耐用性
还原文件后,钩子依然耐用
第三个方法比较复杂,建立新属性的设计图,或武器,修改后需要从设计图更新,让存档数据有这个物品的所有数据,
还原后,东西的数据依然存在,
这就是魔改方法
至于详细教程,就是mod那点,自己查
都可以联机
寒冰顿设计图
inventory / collectables.scr
Item("Craftplan_FreezeShield", CategoryType_Collectable)
{
Name("&Craftplan_FreezeShield_N&");
Description('&Craftplan_FreezeShield_D&');
ItemType(ItemType_CraftPlan);
Price(1600);
Mesh("blueprint.msh");
Skin("default");
BaseItem("Melee_", "", "");//增加可以附魔近战武器
BaseItem("Shield_Pro", "", "");
BaseItem("Special_", "", "");
RequiredItem("Craft_MetalScrap", 1);
NamePrefix("&Craftplan_FreezeShield_N&");
Elemental(Elemental_Freezing, 3);
Color(Color_Blue);
CraftplanType("Utility");
UniqueSaveID(90);
HudIcon("riot_shield");
}
附魔之后还原文件, 寒冰属性依然可以有
inventory / inventory.scr
直接修改物品数据
Item("Special_Hook", CategoryType_Melee)
{
Visibility(true);
ItemType(ItemType_Hook);
PhysicsScript("single_dropped_inventory.phx");
UpgradeLevel(1);
Condition(-1);
Damage(500.0);
Force(0.0);
CriticalProb(0.05);
CriticalDamage(2.0);
DamageRange(500.0 *0.01);
DamageToPhysicsObjects(50.0);
PhysicsDamageMul(1.0);
StaminaUsage(0.8);
HeadSmashProb(0.0);
HeadCutProb(1.0);
ArmsCutProb(1.0);
LegsCutProb(1.0);
DamageType(DamageType_Cut);
Mesh("wn_meat_hook_a.msh");
Skin("Grappling");
AnimPrefix("Stick");
HudIcon("equipment_grappling_a");
MaxHitSeverity(HitSeverity_Medium);
MinHitSeverity(HitSeverity_Heavy);
HorizontalAttackDamageMul(1.0);
TwoHanded(false);
HolderElement("r_thigh");
HolderOffset([0.0,10.0,10.0]);
HolderAngle([0.0,0.0,-90.0]);
AiHitSound("weapon_rope_hit_body");
use HitEffects_Sharp_Heavy();
use PickupSounds_Default();
DamageSize(10.0);
StatsType(StatsType_Cut);
FF_Left(0.6);
FF_Right(0.6);
FF_Duration(0.2);
FF_FadeOut(0.0);
Reparable(false);
Color(Color_Platinum);
CraftingSlots(4); //4个槽,可以安装4个国王,超耐用
RagdollBehaviorPrefix("Hook");
HandInertiaFactor(1.8);
HandInertiaRotFactor([0.5,1.0,4.0]);
EquipmentSlot(4);
GenType(GenType_MeleeWeapon);
}
还原文件后属性依然有效
综上属性基本靠替换而更新在存档里的,是1+1更新为新的数据,所以联机不容易查出来,
复杂的就是修改升级模块,附加状态,物品本身数据,需要做成1+1更新状态才能不被还原,且能联机
模块升级属性
export int CraftingEffect_None = -1;
export int CraftingEffect_IncreasedDamage = 0;
export int CraftingEffect_IncreasedDurability = 1;
export int CraftingEffect_IncreasedChanceForShockElectricity = 2;
export int CraftingEffect_IncreasedChanceForImpactElectricity = 3;
export int CraftingEffect_IncreasedChanceForPoison = 4;
export int CraftingEffect_IncreasedChanceForBurning = 5;
export int CraftingEffect_IncreasedChanceForBleeding = 6;
export int CraftingEffect_IncreasedChanceForFreezing = 7;
export int CraftingEffect_IncreasedChanceForAcid = 8;
export int CraftingEffect_IncreasedChanceForSonic = 9;
export int CraftingEffect_DecreasedChanceForShockElectricity = 10;
export int CraftingEffect_DecreasedChanceForImpactElectricity = 11;
export int CraftingEffect_DecreasedChanceForPoison = 12;
export int CraftingEffect_DecreasedChanceForBurning = 13;
export int CraftingEffect_DecreasedChanceForBleeding = 14;
export int CraftingEffect_DecreasedChanceForFreezing = 15;
export int CraftingEffect_DecreasedChanceForAcid = 16;
export int CraftingEffect_DecreasedChanceForSonic = 17;
export int CraftingEffect_IncreasedChanceForExplosive = 18;
export int CraftingEffect_DecreasedChanceForExplosive = 19;
export int CraftingEffect_DecreasedStaminaUsage = 20;
export int CraftingEffect_Cnt = 21;
export int CraftingEffect_Unknown = 22;
export int CraftingEffect_IncreasedChanceForCriticalHit = 23;
export int CraftingEffect_IncreasedSwingSpeed = 24;
export int CraftingEffect_IncreasedSpreadChance = 25;
export int CraftingEffect_IncreasedModLongevity = 26;
export int CraftingEffect_IncreasedDuration = 27;
export int CraftingEffect_IncreasedBlastRange = 28;
export int CraftingEffect_IncreasedStunChance = 29;
export int CraftingEffect_IncreasedChanceForIgnition = 30;
export int CraftingEffect_DecreasedChanceForCriticalHit = 30;
export int CraftingEffect_DecreasedDamage = 32;
export int CraftingEffect_DecreasedDurability = 33;
export int CraftingEffect_DecreasedSwingSpeed = 34;
export int CraftingEffect_DecreasedSpreadChance = 35;
export int CraftingEffect_DecreasedModLongevity = 36;
export int CraftingEffect_DecreasedStunChance = 37;
export int CraftingEffect_DecreasedChanceForIgnition = 38;
export int CraftingEffect_IncreasedForce = 39;
export int CraftingEffect_DecreasedForce = 40;
export int CraftingEffect_IncreasedStaminaUsage = 41;
export int CraftingEffect_ForceCutTypesGroupHoles = 42;
export int CraftingEffect_ForceCutTypesGroupSharp = 43;
例如国王就是
export int CraftingEffect_IncreasedDamage = 0;
export int CraftingEffect_IncreasedDurability = 1;
export int CraftingEffect_DecreasedStaminaUsage = 20;
这三个
另一个文件指出等级
import "inventorystuff.scr"
sub main()
{
PassiveEffect(CraftingEffect_IncreasedDamage)
{
Name("&Craftingeffect_Increaseddamage_N&");
Description("&Craftingeffect_Increaseddamage_D&");
Icon("effect_inc_damage");
Positive(true);
Opposite(CraftingEffect_None);
Level(1)
{
ValueMul(1.05);
}
Level(2)
{
ValueMul(1.15);
}
Level(3)
{
ValueMul(1.2);
}
Level(4)
{
ValueMul(1.25);
}
Level(5)
{
ValueMul(1.35);
}
Level(6)
{
ValueMul(1.4);
}
}
PassiveEffect(CraftingEffect_IncreasedDurability)
{
Name("&Craftingeffect_Increaseddurability_N&");
Description("&Craftingeffect_Increaseddurability_D&");
Icon("effect_inc_durability");
Positive(true);
Opposite(CraftingEffect_None);
SkinTag("Weapon_Craft4");
Level(1)
{
ValueAdd(0.05);
}
Level(2)
{
ValueAdd(0.1);
}
Level(3)
{
ValueAdd(0.18);
}
Level(4)
{
ValueAdd(0.25);
}
Level(5)
{
ValueAdd(0.3);
}
Level(6)
{
ValueAdd(0.4);
}
}
PassiveEffect(CraftingEffect_DecreasedStaminaUsage)
{
Name("&Craftingeffect_Decreasedstaminausage_N&");
Description("&Craftingeffect_Decreasedstaminausage_D&");
Icon("effect_inc_handling");
Positive(true);
Opposite(CraftingEffect_None);
Level(1)
{
ValueMul(0.85);
}
Level(2)
{
ValueMul(0.75);
}
Level(3)
{
ValueMul(0.7);
}
Level(4)
{
ValueMul(0.65);
}
Level(5)
{
ValueMul(0.62);
}
Level(6)
{
ValueMul(0.59);
}
}
}
所有均6级,并非2级
后续的就不管了,简单介绍下怎么魔改,其实就是想办法把所修改的数据留在存档里而已,没那么复杂,慢慢摸索就出来了。