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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(8)

编辑:234游戏网 来源:游民星空[整理] 发表时间:2017-03-24 04:17 人气 | 查看所有评论

导语: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/

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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