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《文明6》修改MOD合集第二弹 核子虎蹲炮、龙脉修改教程

发布时间:2017-03-24 04:17:47 所属栏目:攻略战报 来源:游民星空[整理]
导读:副标题#e# 导语:副标题#e# 《文明6》中玩家可以通过修改配置玩家来达到平衡游戏性以及增强性能的效果,但是很多玩家并不了解配置文件里各个代码的含义,下面小编为大家带来《文明6》修改MOD合集第二弹,有核子虎蹲炮、龙脉等内容,下面一起来看看吧! 修改

  通过上面一段CrouchingTiger的代码我们把虎蹲炮的战斗类型改成了CrouchingTigerCombat,为了修改战斗效果我们需要继续搜索<m_Name text="CrouchingTigerCombat"/>

  <Element>
  <m_Fields>
  <m_Values>
  <Element class="AssetObjects::FloatValue">
  <m_fValue>36.000000</m_fValue>
  <m_ParamName text="Speed"/>
  </Element>
  <Element class="AssetObjects::FloatValue">
  <m_fValue>3.410000</m_fValue>
  <m_ParamName text="Radius"/>
  </Element>
  <Element class="AssetObjects::FloatValue">
  <m_fValue>8.000000</m_fValue>
  <m_ParamName text="PathTurnDist"/>
  </Element>
  <Element class="AssetObjects::IntValue">
  <m_nValue>360</m_nValue>
  <m_ParamName text="TurnRate"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="NoDamage"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="NoAttack"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="DiesLast"/>
  </Element>
  <Element class="AssetObjects::ArtDefReferenceValue">
  <m_ElementName text="CrouchingTigerAttack"/>单位的攻击战斗效果为CrouchingTigerAttack,等会儿我们需要修改这个词条对应的内容来修改他的攻击效果
  <m_RootCollectionName text="CombatAttack"/>
  <m_ArtDefPath text="Units.artdef"/>
  <m_CollectionIsLocked>true</m_CollectionIsLocked>
  <m_TemplateName text="Units"/>
  <m_ParamName text="CombatAttack"/>
  </Element>

  <Element class="AssetObjects::ArtDefReferenceValue">
  <m_ElementName text=""/>
  <m_RootCollectionName text=""/>
  <m_ArtDefPath text=""/>
  <m_CollectionIsLocked>false</m_CollectionIsLocked>
  <m_TemplateName text=""/>
  <m_ParamName text="HeroAttack"/>
  </Element>
  <Element class="AssetObjects::ArtDefReferenceValue">
  <m_ElementName text="CrouchingTigerDefend"/> 单位的防御战斗效果为CrouchingTigerDefend,这里我们就不改了,防御也丢核弹不好吧?
  <m_RootCollectionName text="CombatAttack"/>
  <m_ArtDefPath text="Units.artdef"/>
  <m_CollectionIsLocked>true</m_CollectionIsLocked>
  <m_TemplateName text="Units"/>
  <m_ParamName text="DefensiveAttack"/>
  </Element>

  <Element class="AssetObjects::FloatValue">
  <m_fValue>0.000000</m_fValue>
  <m_ParamName text="MaxSmallMoveDistance"/>
  </Element>
  <Element class="AssetObjects::ArtDefReferenceValue">
  <m_ElementName text=""/>
  <m_RootCollectionName text="CombatAttack"/>
  <m_ArtDefPath text="Units.artdef"/>
  <m_CollectionIsLocked>true</m_CollectionIsLocked>
  <m_TemplateName text=""/>
  <m_ParamName text="CombatAttack_1"/>
  </Element>
  <Element class="AssetObjects::ArtDefReferenceValue">
  <m_ElementName text=""/>
  <m_RootCollectionName text="CombatAttack"/>
  <m_ArtDefPath text="Units.artdef"/>
  <m_CollectionIsLocked>true</m_CollectionIsLocked>
  <m_TemplateName text=""/>
  <m_ParamName text="HeroAttack_1"/>
  </Element>
  <Element class="AssetObjects::ArtDefReferenceValue">
  <m_ElementName text=""/>
  <m_RootCollectionName text="CombatAttack"/>
  <m_ArtDefPath text="Units.artdef"/>
  <m_CollectionIsLocked>true</m_CollectionIsLocked>
  <m_TemplateName text=""/>
  <m_ParamName text="DefensiveAttack_1"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="UsesTurnAnims"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="IsNaval"/>
  </Element>
  <Element class="AssetObjects::FloatValue">
  <m_fValue>0.000000</m_fValue>
  <m_ParamName text="VehicleTurnRadius"/>
  </Element>
  <Element class="AssetObjects::FloatValue">
  <m_fValue>0.000000</m_fValue>
  <m_ParamName text="CombatRunStopTime"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="NoFormup"/>
  </Element>
  <Element class="AssetObjects::ArtDefReferenceValue">
  <m_ElementName text=""/>
  <m_RootCollectionName text="CombatAttack"/>
  <m_ArtDefPath text="Units.artdef"/>
  <m_CollectionIsLocked>true</m_CollectionIsLocked>
  <m_TemplateName text=""/>
  <m_ParamName text="CombatAttack_2"/>
  </Element>
  <Element class="AssetObjects::FloatValue">
  <m_fValue>0.000000</m_fValue>
  <m_ParamName text="CombatRunStartTime"/>
  </Element>
  <Element class="AssetObjects::ArtDefReferenceValue">
  <m_ElementName text=""/>
  <m_RootCollectionName text="CombatAttack"/>
  <m_ArtDefPath text="Units.artdef"/>
  <m_CollectionIsLocked>true</m_CollectionIsLocked>
  <m_TemplateName text=""/>
  <m_ParamName text="CombatAttack_3"/>
  </Element>
  <Element class="AssetObjects::ArtDefReferenceValue">
  <m_ElementName text=""/>
  <m_RootCollectionName text="CombatAttack"/>
  <m_ArtDefPath text="Units.artdef"/>
  <m_CollectionIsLocked>true</m_CollectionIsLocked>
  <m_TemplateName text=""/>
  <m_ParamName text="CombatAttack_4"/>
  </Element>
  </m_Values>
  </m_Fields>
  <m_ChildCollections/>
  <m_Name text="CrouchingTigerCombat"/>刚才我们搜索的就是这里
  </Element>

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