消逝的光芒怎么魔改武器

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

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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。

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