本帖最后由 倾听一世忧伤 于 2018-5-2 12:54 编辑
自己玩了三天,加上网上网友的分享,大致整理出了一些内容(添加效果可以看四楼的dalao),新增物品见15L-18L,战斗规则在验证中,不知道为什么发不出来……商店修改见http://bbs.3dmgame.com/thread-5741310-1-1.html
先以白板AC2为例讲一下武器(近战和跳跃近战也算在武器里)文件目录……\BattleTech_Data\StreamingAssets\data\weapon
{
"Category" : "Ballistic", 武器类型,理论上可以修改成AntiPersonnel(如喷火器、机枪)、Energy(各种激光)和Missile(导弹),与武器插槽和各种相应加成挂钩
"Type" : "Autocannon", 这个没什么卵用,只是个分类,改了应该只是改个名字
"WeaponSubType" : "AC2", 武器名字,应该可以改变游戏内显示的名字
"MinRange" : 120, 最小射程,小于这个距离会受到命中惩罚
"MaxRange" : 720, 最大射程,超过就用不了了
"RangeSplit" : [ 这个应该是对应游戏中地上显示的射程的弧线
480,
480,
720
],
"AmmoCategory" : "AC2", 武器使用的弹药类型,没试过修改它,理论上修改成任何弹药类型都没有影响(激光是NotSet)
"StartingAmmoCapacity" : 0, 不装弹药箱的话有多少弹药,喷火器就要使用这个数据了
"HeatGenerated" : 5, 产生的热能
"Damage" : 25, 伤害
"OverheatedDamageMultiplier" : 0, 过热伤害加成,应该是自己过热时可以获得加成
"EvasiveDamageMultiplier" : 0, 闪避伤害加成,同上
"EvasivePipsIgnored" : 0, 攻击无视多少闪避值,就是那个>号,跳跃近战默认会无视3条
"DamageVariance" : 0, 伤害波动,现在所有武器都是0
"HeatDamage" : 0, 热量伤害,白板喷火器默认为10
"AccuracyModifier" : 0, 精度加成,注意这里是负数为加成,正数为减益
"CriticalChanceMultiplier" : 1, 暴击几率加成,1.25即为+25%
"AOECapable" : false, 能否范围攻击,改成true也没用,现在所有武器都是false,可能是为了以后出dlc做准备
"IndirectFireCapable" : false, 能否间接攻击,改成true可以像LRM一样越墙打
"RefireModifier" : 1, 每回合回复多少后坐力减益
"ShotsWhenFired" : 1, 每次攻击射出多少子弹,会消耗等量的弹药并造成同样次数的伤害,注意除了机枪和导弹以外最好不要改,可能会出bug导致部分需要摧毁建筑和单位的任务无法完成
"ProjectilesPerShot" : 3, 每发子弹的弹片,只会消耗一发弹药但可以造成多次伤害,动能武器可以通过修改它来做到一次射出多发子弹
"AttackRecoil" : 1, 后坐力,就是连射这个武器会受到的减益,弹道武器都有
"Instability" : 5, 平衡伤害
"WeaponEffectID" : "WeaponEffect-Weapon_AC2", 武器动画
"Description" : {
"Cost" : 50000, 在商店购买要多少钱,负数就是倒贴钱
"Rarity" : 0, 稀有度
"Purchasable" : true, 能否买到
"Manufacturer" : "GM", 制造商
"Model" : "Sniper Autocannon", 武器贴图
"UIName" : "AC/2", 在各种界面时显示的文字
"Id" : "Weapon_Autocannon_AC2_0-STOCK", 就是id,炮塔等使用的武器就是调用它
"Name" : "AC/2", 小窗口显示的名字,下面很长的就是它的介绍
"Details" : "Intended for use as supporting fire at very long range, AC/2s deal moderate damage with low heat and a large ammunition count per ton. Like all Autocannon weaponry, AC/2s suffer from recoil effects from continuous fire.",
"Icon" : "uixSvgIcon_weapon_Ballistic" 图标
},
"BonusValueA" : "", 它的加成,只影响文字显示,并没有实际效果,稀有武器的加成都是通过直接修改上面的数据实现的
"BonusValueB" : "", 同上
"ComponentType" : "Weapon",
"ComponentSubType" : "Weapon",
"PrefabIdentifier" : "AC2",
"BattleValue" : 0,
"InventorySize" : 1, 占用格数,没试过小数
"Tonnage" : 6, 重量,负数就是减重,可以为小数(应该不能小于0.1)
"AllowedLocations" : "All", 可以放在哪个部位,武器都是All,物品里有只能安在部分部位的
"DisallowedLocations" : "All", 除上面以外不能装的部位,这两组数据可以参考jumpjet和gyro
"CriticalComponent" : false, 是否为关键部件,所有武器和道具都是false,没试过改成true
"statusEffects" : [
],
"ComponentTags" : {
"items" : [
"component_type_stock", 部件类型,这里是白板武器的意思
"range_extreme" 距离,就是武器的介绍面板显示的文字
],
"tagSetSourceFile" : ""
}
}
物品在……\BattleTech_Data\StreamingAssets\data\upgrades中,因为效果很多就不一一举出来了,只拿cockpit举例,与武器相同的部分和数据都一样的就不讲了
{
"StatName" : null,
"RelativeModifier" : 0,
"AbsoluteModifier" : 0,
"Description" : {
"Cost" : 110000,
"Rarity" : 1,
"Purchasable" : true,
"Manufacturer" : "Ceres Metals",
"Model" : "Braced",
"UIName" : "Cockpit Mod",
"Id" : "Gear_Cockpit_Ceres_Metals_Braced",
"Name" : "Ceres Metals Braced Cockpit Mod",
"Details" : "All 'Mechs come equipped with a stock cockpit configuration, which can be upgraded for improved performance. Cockpit Mods upgrade the structure of the area the MechWarrior occupies during combat, granting increased protection from mortal injuries.",
"Icon" : "uixSvgIcon_equipment_Cockpit"
},
"BonusValueA" : "+ 1 Injury Resist", 同武器,这里只是文字介绍,不会实际改变加成效果
"BonusValueB" : "",
"ComponentType" : "Upgrade",
"ComponentSubType" : "NotSet",
"PrefabIdentifier" : "",
"BattleValue" : 0,
"InventorySize" : 1,
"Tonnage" : 0,
"AllowedLocations" : "Head",
"DisallowedLocations" : "All",
"CriticalComponent" : false,
"statusEffects" : [
{
"durationData" : {
"duration" : -1, 耐久度
"ticksOnActivations" : false, 从开始使用后计算
"useActivationsOfTarget" : false,
"ticksOnEndOfRound" : false, 在结束回合时计算
"ticksOnMovements" : false, 在移动后计算
"stackLimit" : -1, 储存上限
"clearedWhenAttacked" : false 攻击后消耗
},
"targetingData" : {
"effectTriggerType" : "Passive", 主动还是被动,这里就是被动
"triggerLimit" : 0, 使用上限
"extendDurationOnTrigger" : 0,
"specialRules" : "NotSet",
"effectTargetType" : "Creator", 使用目标,这里是作用在使用者身上
"range" : 0,
"forcePathRebuild" : false,
"forceVisRebuild" : false,
"showInTargetPreview" : false,
"showInStatusPanel" : true
},
"effectType" : "StatisticEffect",
"Description" : {
"Id" : "StatusEffect-Pilot_HealthAdd-T1", 作用效果的id,如果你想要其他物品有这样的效果就要调用这个id
"Name" : "MAX INJURIES INCREASED",
"Details" : "Prevents [AMT] Injuries against a MechWarrior.",
"Icon" : "uixSvgIcon_equipment_Cockpit"
},
"nature" : "Buff", 它是buff还是debuff
"statisticData" : {
"appliesEachTick" : false,
"effectsPersistAfterDestruction" : false,
"statName" : "BonusHealth",
"operation" : "Int_Add",
"modValue" : "1", 这里就是加成的实际数据了,可以看出实际上这个道具不是抵御一次伤害,而是变相增加了一点hp
"modType" : "System.Int32",
"additionalRules" : "NotSet",
"targetCollection" : "Pilot",
"targetWeaponCategory" : "NotSet",
"targetWeaponType" : "NotSet",
"targetAmmoCategory" : "NotSet",
"targetWeaponSubType" : "NotSet"
},
"tagData" : null,
"floatieData" : null,
"actorBurningData" : null,
"vfxData" : null,
"instantModData" : null,
"poorlyMaintainedEffectData" : null
}
],
"ComponentTags" : {
"items" : [
"component_type_variant",
"component_type_variant1"
],
"tagSetSourceFile" : ""
}
}
在接下来是散热器……\BattleTech_Data\StreamingAssets\data\heatsinks,散热器有不同种类,所以我调两个来讲吧,先讲白板standard
{
"DissipationCapacity" : 3, 这个就是每回合减少的热量了
"Description" : {
"Cost" : 30000,
"Rarity" : 0,
"Purchasable" : true,
"Manufacturer" : "Generic",
"Model" : "Standard",
"UIName" : "Heat Sink",
"Id" : "Gear_HeatSink_Generic_Standard",
"Name" : "Standard Heat Sink",
"Details" : "Heat Sinks actively expel thermal energy generated from firing weaponry or other sources, preventing damage from excessive heat buildup. Their effectiveness can be impacted by the surrounding environment, positively or negatively.",
"Icon" : "uixSvgIcon_equipment_Heatsink"
},
"BonusValueA" : "- 3 Heat / Turn", 只是文字介绍
"BonusValueB" : "",
"ComponentType" : "HeatSink",
"ComponentSubType" : "Heatsink",
"PrefabIdentifier" : "",
"BattleValue" : 0,
"InventorySize" : 1,
"Tonnage" : 1,
"AllowedLocations" : "All",
"DisallowedLocations" : "All",
"CriticalComponent" : false,
"statusEffects" : null,
"ComponentTags" : {
"items" : [
"component_type_stock"
],
"tagSetSourceFile" : ""
}
}
然后是武器热量减少的Thermal-Exchanger
{
"DissipationCapacity" : 0,
"Description" : {
"Cost" : 360000,
"Rarity" : 3,
"Purchasable" : true,
"Manufacturer" : "Generic",
"Model" : "Thermal Exchanger I",
"UIName" : "Exchanger",
"Id" : "Gear_HeatSink_Generic_Thermal-Exchanger-I",
"Name" : "Thermal Exchanger I",
"Details" : "Thermal Exchangers reduce the overall heat generated from weapon attacks by a fixed percentage. Unlike Heat Sink components, Thermal Exchangers are not impacted by the surrounding environment.",
"Icon" : "uixSvgIcon_equipment_ThermalExchanger"
},
"BonusValueA" : " - 10% Weapon Heat",
"BonusValueB" : "",
"ComponentType" : "HeatSink",
"ComponentSubType" : "Heatsink",
"PrefabIdentifier" : "",
"BattleValue" : 0,
"InventorySize" : 1,
"Tonnage" : 2,
"AllowedLocations" : "All",
"DisallowedLocations" : "All",
"CriticalComponent" : false,
"statusEffects" : [ 从这里开始和道具是一样的结构了
{
"durationData" : {
"duration" : -1,
"ticksOnActivations" : false,
"useActivationsOfTarget" : false,
"ticksOnEndOfRound" : false,
"ticksOnMovements" : false,
"stackLimit" : -1,
"clearedWhenAttacked" : false
},
"targetingData" : {
"effectTriggerType" : "Passive",
"triggerLimit" : 0,
"extendDurationOnTrigger" : 0,
"specialRules" : "NotSet",
"effectTargetType" : "Creator",
"range" : 0,
"forcePathRebuild" : false,
"forceVisRebuild" : false,
"showInTargetPreview" : false,
"showInStatusPanel" : true
},
"effectType" : "StatisticEffect",
"Description" : {
"Id" : "StatusEffect-Heat_GenReduction-T1",
"Name" : "HEAT GENERATION DECREASED",
"Details" : "Heat generation reduced by [AMT].",
"Icon" : "uixSvgIcon_equipment_ThermalExchanger"
},
"nature" : "Buff",
"statisticData" : {
"appliesEachTick" : false,
"effectsPersistAfterDestruction" : false,
"statName" : "HeatGenerated",
"operation" : "Float_Multiply",
"modValue" : "0.9", 这里就是数据了,可以看到-10%武器热量实际上是武器热量乘以0.9
"modType" : "System.Single",
"additionalRules" : "NotSet",
"targetCollection" : "Weapon", 作用对象类型,这里是武器,所以对jumpjet是没用的
"targetWeaponCategory" : "NotSet",
"targetWeaponType" : "NotSet",
"targetAmmoCategory" : "NotSet",
"targetWeaponSubType" : "NotSet"
},
"tagData" : null,
"floatieData" : null,
"actorBurningData" : null,
"vfxData" : null,
"instantModData" : null,
"poorlyMaintainedEffectData" : null
}
],
"ComponentTags" : {
"items" : [
"component_type_variant",
"component_type_variant1"
],
"tagSetSourceFile" : ""
}
}
}
弹药的修改在ammunitionBox文件夹里,注意喷火器有两个,其中一个名字较长的会影响到喷火器的弹药量(虽然不知道原因)
"Capacity" : 25, 这个就是弹药量了,其他部分同上就不赘述了
先写这么多吧,合约、飞船升级、人物技能、可雇佣佣兵的能力、改装数据之类的也可以在这个目录下改,改天再码吧。
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