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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

导语:接下来最后一步我们去修改CrouchingTigerAttack的效果来实现核爆效果,搜索 m_Name text="CrouchingTigerAttack"/ Element m_Fields m_Values Element class="AssetObjects::FloatValue" m_fValue256.000000/m_fVal

  接下来最后一步我们去修改CrouchingTigerAttack的效果来实现核爆效果,搜索
  <m_Name text="CrouchingTigerAttack"/>

  <Element>
  <m_Fields>
  <m_Values>
  <Element class="AssetObjects::FloatValue">
  <m_fValue>256.000000</m_fValue>
  <m_ParamName text="ProjectileSpeed"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="KillType_1"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="KillType_2"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="KillType_3"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="KillType_4"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="KillType_5"/>
  </Element>
  <Element class="AssetObjects::FloatValue">
  <m_fValue>40.000000</m_fValue>
  <m_ParamName text="Range"/>
  </Element>
  <Element class="AssetObjects::FloatValue">
  <m_fValue>0.000000</m_fValue>
  <m_ParamName text="Offset"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="HasMomentum"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="KillType_6"/>
  </Element>
  <Element class="AssetObjects::CollectionValue">
  <m_eObjectType>INVALID</m_eObjectType>
  <m_eValueType>ARTDEF_REF</m_eValueType>
  <m_Values/>
  <m_ParamName text="SpecificTargets"/>
  </Element>
  <Element class="AssetObjects::FloatValue">
  <m_fValue>0.000000</m_fValue>
  <m_ParamName text="BlastRadius"/>
  </Element>
  <Element class="AssetObjects::FloatValue">
  <m_fValue>0.000000</m_fValue>
  <m_ParamName text="BulletSpread"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="IsNavalRam"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="KillType_7"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="KillType_8"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="KillType_9"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="KillType_10"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="KillType_11"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="KillType_12"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>true</m_bValue>
  <m_ParamName text="KillType_13"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="KillType_14"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="KillType_15"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="KillType_16"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="KillType_17"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="KillType_18"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="KillType_19"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="KillType_20"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="KillType_21"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="KillType_22"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="KillType_23"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="KillType_24"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="KillType_25"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="KillType_26"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="KillType_27"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="KillType_28"/>
  </Element>
  <Element class="AssetObjects::ArtDefReferenceValue">
  <m_ElementName text="HandCannon_Hit"/> 这里定义了爆炸的效果,我们要做的就是把HandCannon_Hit改成AtomBombTerrainHit来实现核爆效果
  <m_RootCollectionName text="WeaponVFX"/>这里的WeaponVFX也需要改成TerrainVFX,因为核爆效果不是WeaponVFX而是TerrainVFX,为啥?因为这些是在VFX.artdef中定义的
  <m_ArtDefPath text="VFX.artdef"/>
  <m_CollectionIsLocked>false</m_CollectionIsLocked>
  <m_TemplateName text="VFX"/>
  <m_ParamName text="VFXImpact"/>
  </Element>

  <Element class="AssetObjects::FloatValue">
  <m_fValue>0.000000</m_fValue>
  <m_ParamName text="TorpedoTurnRadius"/>
  </Element>
  <Element class="AssetObjects::FloatValue">
  <m_fValue>0.000000</m_fValue>
  <m_ParamName text="AttackArc"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="IsBroadside"/>
  </Element>
  <Element class="AssetObjects::FloatValue">
  <m_fValue>0.000000</m_fValue>
  <m_ParamName text="ProjectileGravity"/>
  </Element>
  <Element class="AssetObjects::FloatValue">
  <m_fValue>0.000000</m_fValue>
  <m_ParamName text="ProjectileAcceleration"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="AlignImpactWithWorld"/>
  </Element>
  <Element class="AssetObjects::BoolValue">
  <m_bValue>false</m_bValue>
  <m_ParamName text="CanInterceptProjectiles"/>
  </Element>
  <Element class="AssetObjects::FloatValue">
  <m_fValue>0.000000</m_fValue>
  <m_ParamName text="ImpactRatio"/>
  </Element>
  <Element class="AssetObjects::FloatValue">
  <m_fValue>0.000000</m_fValue>
  <m_ParamName text="InterceptRatio"/>
  </Element>
  </m_Values>
  </m_Fields>
  <m_ChildCollections/>
  <m_Name text="CrouchingTigerAttack"/> 这是我们刚才搜索的位置
  </Element>

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