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本帖最后由 huanghe2180 于 2011-11-1 10:27 编辑
PS:这里提一句,针对某些同学表示的修改无效,我这里个人猜测是因为需要重新开档(不光是生涯档案,也可能需要个人档案重开……这个我还没测试过,有机会帮大家测试一下吧。……我就一个翻译的)
有些话不得不吼一下啊。我翻译的东西介于专业和半专业之间,有些人不喜欢看是正常的。但是——只要你看了并且改了,从道义上讲,是不是得打几个字顶一下呢?哪怕是乱码,我好歹也认了的。这样让我如何做下去呢?
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首先,修改游戏内部参数请参考我的帖子,http://bbs.3dmgame.com/thread-2518290-1-1.html 里面的第一段,下载修改.rar 依法安装
所有的内部参数,只要打开相应的文件,修改里面的数值就好了
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下面是moralesettings.ini 的有用参数段汉化,本篇主管球员士气。
我没有翻译的建议没有一定功底和钻研精神的同学不要动。还有,改之前一定做好备份!还有,改之前一定做好备份!还有,改之前一定做好备份!还有,改之前一定做好备份!
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[MORALE_MIN_MAX] MORALE就是指的士气了
MIN = 0
MAX = 100
[MORALE_LEVELS]
VERY_HIGH = 80 // so to be VERY_HIGH morale needs to be at least 80 80以上很高兴
HIGH = 60 60高兴
NORMAL = 45 45满意
LOW = 30 30情绪低落
VERY_LOW = 0 0很沮丧(以上改的话,那纯粹就是搞笑而已……)(比如把上数值改成4、3、2、1、0,就全员都很高兴了……)
[CPU_MORALE]
DEFAULT_MORALE = 50 // initial CPU player morale (球员初始士气)
BASE_MOD = 0 // initial CPU player morale modifier (added to DEFAULT_MORALE) (这个是士气的修正数据,加到上面数据上的)
PLAYER_RANK_MOD = 1.0 // mod on the effect of player rank on BASE_MOD (ex. 1.0 means NO effect, 2.0 means that player rank effect is doubled) (你所操作的球员的士气修正系数,1.0代表你和电脑一样,2.0代表你情绪浮动是电脑的2倍?0.5就是二分之一了)
[TEAM_PERFORMANCE_LAST_MATCH_SLACK]
UPPER = 20 // SH - Amount Morale can go above or below 100 to give it memory of good bad team performance. Goes above MORALE_MIN_MAX/MAX by this much (but only MORALE_MIN_MAX/MAX counts towards total morale)
LOWER = 20 // Goes below MORALE_MIN_MAX/MIN by this much (but only MORALE_MIN_MAX/MIN counts towards total morale)
这段的意思是大概是上一场比赛表现所能增加或者降低士气的最大值(UPPER增加,LOWER降低),有兴趣的可以尝试一下把LOWER数值改成0会如何,是否士气只升不降了。
[TEAM_PERFORMANCE_LAST_MATCH_MATCH_IMPORTANCE_RANK]
LOW = 45 // Match is low importance if rating is 0 -> LOW
MEDIUM = 85 // Medium rating is LOW -> MEDIUM
HIGH = 100 // High rating is MEDIUM -> HIGH
这段是代表着比赛重要程度士气的影响。重要的比赛,增加的士气和降低的士气都是满的,100% 无关紧要的比赛则只有45%的效果。仔细想了一下,还是不要动这个。因为增加的和降低的同样多。
[TEAM_PERFORMANCE_LAST_MATCH_WIN]
LOW = 2 // Happiness score for a low important win
MEDIUM = 5 // Happiness score for a medium important win
HIGH = 15 // Happiness score for a high important win
赢了一场比赛获得的高兴点数(不重要/一般比赛/关键比赛)
[TEAM_PERFORMANCE_LAST_MATCH_LOSS]
LOW = -5 // Happiness score for a low important loss
MEDIUM = -7 // Happiness score for a medium important loss
HIGH = -15 // Happiness score for a high important loss
这是输了比赛的数据
[TEAM_PERFORMANCE_LAST_MATCH_DRAW]
LOW = -3 // Happiness score for a low important draw
MEDIUM = -1 // Happiness score for a medium important draw
HIGH = 1 // Happiness score for a high important draw
平局(这里可以看到,打弱队,平了也会士气降不少,打强队,平了士气还会增加)
[SQUAD_ROLE_RATIOS]
STARTING_GAME_EXPECTATION = 50
PLAY_TIME = 50
这个应该是指进入首发阵容和出场比赛表现对于士气影响的比重,默认是1:1的。仔细思考,还是别动这个了
[SQUAD_ROLE_SEASON_END_CULLING]
REFERENCE = 50 // this is the value both morales (start11 and playtime) will gravitate towards after each season (每个赛季基础士气值,由前一赛季数据用下面的公式算出来)
STARTING11_CULL_RATIO = 20 // so after season end, start11morale = start11morale - (STARTING11_CULL_RATIO*(start11morale - REFERENCE) / 100)
PLAYTIME_CULL_RATIO = 20 // so after season end, playtimemorale = playtimemorale - (PLAYTIME_CULL_RATIO*(playtimemorale - REFERENCE) / 100)
我想公式大家都看得懂,但是还是不建议动。虽然不怎么麻烦,但有可能碰到未知错误。
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本次重点
[GAME_PLAYED_HAPPINESS] // Increase per game 作为主力每场比赛增加的士气值
FIRST_TEAM = 2.0 // First team (主力打主力 2.0)
FIRST_TEAM_CHALL = 2.0 // ...for first team challenger (轮换主力打主力,2.0)
BENCH = 2.3 // ...for Bench player (板凳打主力2.3)
BENCH_CHALL = 3.0 // ...for bench Challenger(轮换板凳……多么悲哀的称谓 3.0)
RESERVES = 5.0 // ...for reserves (预备队员,5.0)
此段的意思显然,越是平时机会少的人,你让他打主力他会越开心。
[GAME_BENCH_HAPPINESS] 坐板凳的士气值变动(就是指进入大名单,可以在比赛中换上)
FIRST_TEAM = -5.0 // Increase per game for being on bench, players get both this and the next section
FIRST_TEAM_CHALL = -3.0 // ...for first team challenger
BENCH = -2.0 // ...for Bench player
BENCH_CHALL = -1.0 // ...for bench Challenger
RESERVES = 2.0 // ...for reserves
此段的意思是,平时对内位置越好的人,你让他坐板凳,他越不高兴……奇怪的是,明明就是个板凳挑战者,坐板凳居然也不高兴
[GAME_PLAYED_UNHAPPINESS]
FIRST_TEAM = 0.0 // Decrease missed game (including bench)
FIRST_TEAM_CHALL = 0.0 // ...for first team challenger
BENCH = 0.0 // ...for Bench player
BENCH_CHALL = 0.0 // ...for bench Challenger
RESERVES = 0.0 // ...for reserves
这个都是0,不解何意,那就不要改了。
[GAME_BENCH_UNHAPPINESS]
FIRST_TEAM = -7.0 // Decrease missed game (not on bench) 对于主力来说,连板凳都进不去的懊悔度
FIRST_TEAM_CHALL = -5.0 // ...for first team challenger 对于轮换主力
BENCH = -3.0 // ...for Bench player 对于板凳
BENCH_CHALL = -1.0 // ...for bench Challenger 对于板凳挑战者(在此吐槽此名字,太损了)
RESERVES = -1.0 // ...for reserves (对于预备队)
看了这些,大家只要按解释,把负值改成正值,然后大家就都很高兴了……
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这段代表了不同类型的球员,要求的至少比赛时间
[MINS_PLAYED]
// LTV = Less than variance
// MTV = More than variance
MINUTE_VARIANCE = 10 // Was 5. Time variance on playing time. SH - Each player has an expectation of how long they play. This number sets the number of mins per morale change. e.g. if 5 then for each 5 mins more or less they play than their expected, they get a boost or drop.
FIRST_TEAM_MIN = 25 // Range for expectation. SH - Mins of the match they expect to play.
FIRST_TEAM_MAX = 80
FIRST_TEAM_LTV = -1 // Was -3 Points awarded when playing less. SH - Change in morale if this player plays less than variance number per first_team_min value.
FIRST_TEAM_MTV = 1 // Points awarded when playing more
绝对主力要求时间为25-80分钟,低于25,低于这个扣1士气,高过80,增加1 这个1对于士气值的换算公式我没找到,大家自己测试吧
FIRST_TEAM_CHALL_MIN = 20 // Range for expectation
FIRST_TEAM_CHALL_MAX = 80
FIRST_TEAM_CHALL_LTV = -1 // was -2 Points awarded when playing less
FIRST_TEAM_CHALL_MTV = 1 // Points awarded when playing more
轮换主力同理
BENCH_MIN = 15 // Range for expectation
BENCH_MAX = 45
BENCH_LTV = -1 // was -1 Points awarded when playing less
BENCH_MTV = 0.5 // Points awarded when playing more
板凳的要求时间是最少15分钟,超过45分钟则有士气奖励(但是只有0.5,小于主力)
BENCH_CHALL_MIN = 10 // Range for expectation
BENCH_CHALL_MAX = 45
BENCH_CHALL_LTV = -1 // was -1 Points awarded when playing less
BENCH_CHALL_MTV = 1 // Points awarded when playing more
板凳挑战者(再次吐槽)与上面同理了
RESERVE_MIN = 10 // Range for expectation
RESERVE_MAX = 45
RESERVE_LTV = -1 // Points awarded when playing less
RESERVE_MTV = 1 // Points awarded when playing more
预备队(同理)
这里也可以通过修改,使得球员只要上场就很高兴什么的,看了翻译大家应该都有自己的想法的
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[CONTRACT_LENGTH]
NUM_RATING_RANGE = 5 // Number of range ratings
PLAYER_RATING_RANGE_1 = 60 // 0 to PLAYER_RATING_RANGE_1 - 1
PLAYER_RATING_RANGE_2 = 70 // PLAYER_RATING_RANGE_1 to PLAYER_RATING_RANGE_2 - 1
PLAYER_RATING_RANGE_3 = 80 // PLAYER_RATING_RANGE_2 to PLAYER_RATING_RANGE_3 - 1
PLAYER_RATING_RANGE_4 = 90 // PLAYER_RATING_RANGE_3 to PLAYER_RATING_RANGE_4 - 1
PLAYER_RATING_RANGE_5 = 100 // PLAYER_RATING_RANGE_4 to PLAYER_RATING_RANGE_5 - 1
RANGE_1_SR25 = 3 // Star Rating below 2.5
RANGE_1_SR3 = 3 // Star Rating 2.5 to less than 3.0
RANGE_1_SR35 = 2 // Star Rating 3.0 to less than 3.5
RANGE_1_SR4 = 1 // Star Rating 3.5 to less than 4.0
RANGE_1_SR45 = 0 // Star Rating 4.0 to less than 4.5
RANGE_1_SR5 = 0 // Star Rating 4.5 to 5.0
RANGE_2_SR25 = 2
RANGE_2_SR3 = 3
RANGE_2_SR35 = 2
RANGE_2_SR4 = 1
RANGE_2_SR45 = 0
RANGE_2_SR5 = 0
RANGE_3_SR25 = 0
RANGE_3_SR3 = 2
RANGE_3_SR35 = 3
RANGE_3_SR4 = 3
RANGE_3_SR45 = 2
RANGE_3_SR5 = 1
RANGE_4_SR25 = 0
RANGE_4_SR3 = 1
RANGE_4_SR35 = 2
RANGE_4_SR4 = 3
RANGE_4_SR45 = 3
RANGE_4_SR5 = 3
RANGE_5_SR25 = 0
RANGE_5_SR3 = 0
RANGE_5_SR35 = 1
RANGE_5_SR4 = 2
RANGE_5_SR45 = 3
RANGE_5_SR5 = 3
这段是关于合同长度的。我看大意就是越差的球员越倾向于签短合同,越是巨星越喜欢长合同。至少这组数据是这样体现的。不知道对不对,有感兴趣的同学可以测试下联系我
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[CONTRACT_LENGTH_AGE_MODIFIERS]
YOUNG = 18 // Players under are considered young 低于多少岁是年轻
OLD = 38 // Players over are considered old 高于多少是老(居然是38才叫老???)
YOUNG_MOD = 1 // How much the above ratings are modded
OLD_MOD = -1 // for old and young players
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[TEAM_CHEMISTRY_LEVEL] 球队化学反应级别
LEVEL_1 = 20 // Chem values of 0 -> LEVEL_1
LEVEL_2 = 40 // Chem values of ( LEVEL_1 + 1 ) -> LEVEL_2
LEVEL_3 = 59 // Chem values of ( LEVEL_2 + 1 ) -> LEVEL_3
LEVEL_4 = 60 // Chem values of ( LEVEL_3 + 1 ) -> LEVEL_4
LEVEL_5 = 80 // Chem values of ( LEVEL_4 + 1 ) -> LEVEL_5
LEVEL_6 = 100 // Chem values of ( LEVEL_5 + 1 ) -> LEVEL_6
你一定能看懂什么意思的,相信我吧
[TEAM_CHEMISTRY_WINNING_PERCENT_MOD]
LEVEL_1 = -30
LEVEL_2 = -20
LEVEL_3 = -10
LEVEL_4 = 0
LEVEL_5 = 15
这段我也没搞懂,难道是指化学反应对球队胜率的影响(针对电脑?),还是指化学反应对球队综合实力的浮动?
[TEAM_CHEMISTRY_SELFISH]
TEAM_PERFORMANCE = 20
SQUAD_ROLE = 80
CONTRACT_HAPPINESS = 0
球队化学反应各部分比重,第一个是球队表现,第二个是球员心情,第三个是合同对心情的影响。如果比较怕麻烦的,可以把球队表现的比重调高(加一起要为100!!),这样即使球员不开心,只要比赛获得更多的胜利,就能维持整体良好氛围。
//this is the neutral category
[TEAM_CHEMISTRY_BIT_TEAM_PLAYER]
TEAM_PERFORMANCE = 50
SQUAD_ROLE = 50
CONTRACT_HAPPINESS = 0
这个应该是电脑的判定标准
[TEAM_CHEMISTRY_TEAM_PLAYER]
TEAM_PERFORMANCE = 80
SQUAD_ROLE = 20
CONTRACT_HAPPINESS = 0
这个是适用于球员模式的队友?建议如果改第一个,SELFISH,就把这个一同动了。欢迎有兴趣的同学做测试。做好可以留言给我
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本期就到这里了,我不见得说的很详细,有些功能大家自己摸索就好了。下一弹估计是 playergrowth.ini 球员成长 ,敬请期待(当然,主要还是看前几篇的反响如何)。欢迎纠错!
还有再次提醒,请一定做好备份!还有再次提醒,请一定做好备份!还有再次提醒,请一定做好备份! |
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