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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(6)

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导语: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="Asset

  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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