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因为和死亡岛是同一开发小组,基本区别不是很大,有死亡岛做mod经验的应该上手很快
首先打开目录下DW\Data0.pak文件,rar和7z都可以
需要的文件有scripts目录下inventory目录和trading目录
其中inventory\inventory_gen.scr文件控制着多数物品的属性和名称
inventory\collectables.scr文件是蓝图制作物品的需求,数量啥的
trading\shop_item_sets.scr文件控制着商店的列表和区域master生成物品的列表
shop_color_sets.scr控制商店刷新物品的着色率
collectables.scr文件
CraftedItem("Medkit_HealthPackLarge", 1, 2);这个是制作技能等级分别能做出的数量
可以修改inventory.scr里的其他项。具体就是图纸技能的物品项,比如飞镖啊、盾牌啊、手雷、药之类的
例如 Item("Bndl_Blueprintsgrenades", CategoryType_ItemBundle) 这一项代表里学会制造手榴弹之后添加的图纸
Item("Bndl_Shieldcrafting", CategoryType_ItemBundle) 这是盾牌
Item("Bndl_Blueprintsknives", CategoryType_ItemBundle) 这是元素飞镖
data/script/inventory/inventory.scr
找Item("Bndl_Survival101", CategoryType_ItemBundle)
把整个项改成
Item("Bndl_Survival101", CategoryType_ItemBundle)
{
ItemType(ItemType_ItemBundle);
BundleItems()
{
Item("Craftplan_MedKit_Large_Healing", 1);
Item("Craftplan_MedKit_Large_Natural", 1);
Item("Craftplan_Lockpick", 1);
Item("Craftplan_FireCrackers", 1);
Item("Craftplan_ThrowableWater", 1);
Item("Craftplan_ThrowableFuel", 1);
Item("Craftplan_Shuriken", 1);
Item("Craftplan_ThrowingKnife", 1);
Item("Craftplan_Molotov", 1);
Item("Craftplan_Flare", 1);
Item("Craftplan_Bomb", 1);
Item("Craftplan_NailBomb", 1);
Item("Craftplan_BurningShuriken", 1);
Item("Craftplan_ExplodingShuriken", 1);
Item("Craftplan_FreezingShuriken", 1);
Item("Craftplan_PoisonMelee", 1);
Item("Craftplan_BleedMelee", 1);
Item("Craftplan_ElectricMelee", 1);
Item("Craftplan_BurnMelee", 1);
Item("Craftplan_BlastMelee", 1);
Item("Craftplan_AntPotion", 1);
Item("Craftplan_HyenaPotion", 1);
Item("Craftplan_WolfPotion", 1);
Item("Craftplan_TarantulaPotion", 1);
Item("Craftplan_Cloud9", 1);
Item("Craftplan_PoisonPen", 1);
Item("Craftplan_Dentist", 1);
Item("Craftplan_StinkyEdge", 1);
Item("Craftplan_PuffPuffPass", 1);
Item("Craftplan_PoisonStrapon", 1);
Item("Craftplan_AirportSecurity", 1);
Item("Craftplan_WaterCurrent", 1);
Item("Craftplan_Electrician", 1);
Item("Craftplan_Electrocutioner", 1);
Item("Craftplan_Tazer", 1);
Item("Craftplan_TruActionElectricBaseball", 1);
Item("Craftplan_ShortCircuit", 1);
Item("Craftplan_ZombieClassic", 1);
Item("Craftplan_Zazhigalka", 1);
Item("Craftplan_Welder", 1);
Item("Craftplan_FlameBlade", 1);
Item("Craftplan_PocketLighter", 1);
Item("Craftplan_HeavyWelder", 1);
Item("Craftplan_SpikedCollar", 1);
Item("Craftplan_GetMedieval", 1);
Item("Craftplan_Barbershop", 1);
Item("Craftplan_FlapClap", 1);
Item("Craftplan_CattleStamp", 1);
Item("Craftplan_Rooster", 1);
Item("Craftplan_HomeRun", 1);
Item("Craftplan_GTFO", 1);
Item("Craftplan_StayDown", 1);
Item("Craftplan_CutNGo", 1);
Item("Craftplan_FreezeBomb", 1);
Item("Craftplan_PoisonBomb", 1);
Item("Craftplan_PoisonFireCrackers", 1);
Item("Craftplan_BombFireCrackers", 1);
Item("Craftplan_NailsFireCrackers", 1);
Item("Craftplan_PukeNNuke", 1);
Item("Craftplan_BadHangover", 1);
Item("Craftplan_FilthyBlade", 1);
Item("Craftplan_FireLauncher", 1);
Item("Craftplan_GTFO20", 1);
Item("Craftplan_BadAss", 1);
Item("Craftplan_GlowingStick", 1);
Item("Craftplan_GrillemAndKillem", 1);
Item("Craftplan_Zappo", 1);
Item("Craftplan_SurpriseMFs", 1);
Item("Craftplan_ThornCrown", 1);
Item("Craftplan_HolyGhost", 1);
Item("Craftplan_ElectriCutter", 1);
Item("Craftplan_ToxicReaper", 1);
Item("Craftplan_PoisonBlast", 1);
Item("Craftplan_GodHammer", 1);
Item("Craftplan_AngelSword", 1);
Item("Craftplan_AllInOne", 1);
Item("Craftplan_LightingRod", 1);
Item("Craftplan_Cloak_Prime", 1);
Item("Craftplan_Poison_Prime", 1);
Item("Craftplan_GhulPotion", 1);
Item("Craftplan_ImpactShield", 1);
Item("Craftplan_ElectricShield", 1);
Item("Craftplan_FreezeShield", 1);
Item("Craftplan_Cloak_Mushrooms", 1);
Item("Craftplan_Cloak_Goon", 1);
Item("Craftplan_Cloak_Bomber", 1);
Item("Craftplan_KurtBomb", 1);
Item("Craftplan_MedKit_Algae", 1);
Item("Craftplan_ZaidFlare", 1);
Item("Craftplan_Shield", 1);
Item("Craftplan_PunkQueen", 1);
Item("Craftplan_BuzzKiller", 1);
Item("Craftplan_NightClub", 1);
Item("Craftplan_Lacerator", 1);
Item("Craftplan_TheConstable", 1);
Item("Craftplan_WrenchKiss", 1);
Mesh("flars_box_a.msh");
HudIcon("blueprint_a");
Color(Color_White);
}
inventory_gen里是武器的数据,拿圣剑为列子
Item("Melee_Expcalibur", CategoryType_Melee) 这里显示武器的代码名称和类型: Expcalibur是一把剑 类型为肉搏 枪械的类型为FireArm
{
Visibility(true); 是否可视?
ItemType(ItemType_TwoHandedCloseStick); 类型 条状
PhysicsScript("single_dropped_inventory.phx");
UpgradeLevel(0); 升级等级
Condition(5); 耐久
CriticalCondition(2);
Damage(213.0); 这里是攻击力
Force(200.0);
CriticalProb(0.0); 这里是暴击率
CriticalDamage(2.0); 暴击伤害
DamageRange(180.0 *0.01); 伤害范围
DamageToPhysicsObjects(35.0); 对物理物件的伤害力
PhysicsDamageMul(5.0); 这个是物理伤害力,越大能打飞
StaminaUsage(0.2); 体能使用度 越小值越小战斗体力的消耗
ConfusionProb(0.0); 把僵尸打闷的几率
HeadSmashProb(0.0); 碎头率
HeadCutProb(1.0); 砍头率
ArmsCutProb(1.0); 砍手
LegsCutProb(1.0); 砍脚
WeaponBuildType(WeaponBuildType_Metal);
DamageType(DamageType_Cut);
CutTypesGroup(CutTypesGroup_SharpHeavy);
Flags(1);
InventoryMeshHq("wn_long_sword_a.msh");
InventoryMesh("wn_long_sword_a.msh");
Mesh("wn_long_sword_a.msh");
Skin("excalibur");
SkinTag("Weapon_Craft0");
AnimPrefix("Stick2Close");
HudIcon("weapon_long_sword");
MinHitSeverity(HitSeverity_Medium);
MaxHitSeverity(HitSeverity_Heavy);
HorizontalAttackDamageMul(1.0);
TwoHanded(true); 是否是双手武器
HolderElement("spine2");
HolderOffset([25.0,10.0,15.0] *[0.01, 0.01, 0.01]);
HolderAngle([90.0,20.0,90.0]);
DestroySound("break_wooden_weapon_00.wav");
AiHitSound("machete");
use HitEffects_Sharp();
use PickupSounds_Default();
DamageSize(5.0);
StatsType(StatsType_Cut);
FF_EffectName("Hit_Stick2Close");
FF_Left(0.6);
FF_Right(0.6);
FF_Duration(0.2);
FF_FadeOut(0.0);
Reparable(true); 能不能维修flase就是无法维修
RepairTags("Weapon_Craft4");
RepairPart("Craft_MetalScrap", 1);
AllowedRepairs(99999); 允许维修的次数
SoundDamagedHit("damaged_sharp_weapon_XX.wav");
ThrowBeginSound("weapon_heavy_throw.wav");
Color(Color_Orange);
GenLevelMin(1);
GenLevelMax(1);
AchType(AchType_BaseballBat);
DismantleResultItem("Craft_MetalScrap");
DismantleResultItemCnt(2);
CraftingSlots(1,0); 升级次数
UniqueFxNameBase("long_sword_a");
RestrictionFlags(0);
RagdollBehaviorPrefix("Stick2Close");
HandInertiaFactor(1.8);
Price(9664);
GenType(GenType_MeleeWeapon);
}
枪械类。
打开后搜索firearm,找到的第一项应该就是德国9mm手枪,以此为例进行讲解,我只讲比较有用的修改吧,剩下的可以自己研究作用
Item("Firearm_PistolAGen", CategoryType_Firearm)
{
CategoryType(CategoryType_Firearm);
Visibility(true);
ItemType(ItemType_Pistol);
PhysicsScript("single_dropped_inventory.phx");
UpgradeLevel(0);
Condition(-1);
DamageRangeMelee(110.0 *0.01); 射击距离
HeadSmashProb(1.0); 下边四项是断肢率,应该是1代表100%
HeadCutProb(0.0);
ArmsCutProb(0.0);
LegsCutProb(0.0);
CutTypesGroup(CutTypesGroup_Holes);
DamageType(DamageType_Bullet);
Mesh("wn_pistol_a.msh");
AnimPrefix("Beretta");
HudIcon("weapon_pistol");
ShotTime(0.3); 射击频率,越小开火间隔越小
ShotSound("glock_shot_XX.wav"); 射击的声音,没必要改
BaseSoundPrefix("glock");
DefaultBulletId("Bullet_Pistol");
AmmoCount(8); 载弹量
ReloadTime(1.5); 重装弹夹的秒数
EmptySound("beretta_empty.wav"); 射空了弹夹的声音
TwoHanded(false);
HolderElement("r_thigh"); 附加属性,这个似乎不能乱改
HolderOffset([0.0,10.0,0.0] *[0.01, 0.01, 0.01]);
HolderAngle([0.0,90.0,-90.0]);
HandOffset(HandModification_Normal, [-0.03,-0.03,0.0]);
HandOffset(HandModification_Custom, [-0.03,-0.03,0.0]);
use HitEffects_Firearm();
use PickupSounds_Default();
ClipReload(true);
FxNameShell("BerettaGunfireShell");
ShootFx("istolGunfireSingle_sequence.fx");
AimBlurStart(0.25);
AimBlurEnd(0.35);
ShootStatAccuracy(95.0); 射击精度,测试可以超过100,但是没用
MoveAcurancyLoseFactor(0.2); 移动射击损失的精度
DuckInertiaFactor(0.3);
ShootMinAngle(0.009);
ShootMaxAngle(0.1);
ShootAngleVel(0.07);
ShootAngleCooldown(0.2);
ShootVertRecoil(0.04);
ShootVertRecoilSpread(0.012);
ShootHorzRecoil(0.0);
ShootHorzRecoilSpread(0.0);
ShootRecoilTime(0.09);
ShootMode(ShotMode_Single);
BulletsPerShot(1); 重点来了,改伤害实际是通过改这个每次射击发射的子弹数,数字越大相当于你开一枪威力越大,110的基础面板伤害乘以你修改的每发弹数,但是实际消耗子弹居然只有一发.......
喷子也是这么改,但是比较特殊,因为是每发弹药基础伤害为110,但是喷子是散射,打不中的没伤害,实际伤害达不到标称
AimFov(1.6); 这个是修改视距的,越大镜头拉的越近,大狙就是这么改出来的
MaxReboundCount(3);
DamageSize(1.0);
AiHitSound("bullet");
StatsType(StatsType_Pistol);
Price(9136); 售价,不知道是买还是卖,没测试
FF_EffectName("Shot_StrongPistol");
FF_Left(0.3);
FF_Right(0.4);
FF_Duration(0.1);
FF_FadeOut(0.0);
CriticalProb(0.0);
CriticalDamage(1.0);
DamageHeadMult(6.0);
DamageToPhysicsObjects(10.0);
FirePointRange(0,400.0 *0.01);
FirePointDamage(0,159.0); 应该是伤害
FirePointForce(0,25.0);
FirePointRange(1,700.0 *0.01);
FirePointDamage(1,159.0);
FirePointForce(1,25.0);
FirePointRange(2,2500.0 *0.01);
FirePointDamage(2,79.5);
FirePointForce(2,12.5);
FirePointRange(3,10000.0 *0.01);
FirePointDamage(3,39.75);
FirePointForce(3,6.25);
Color(Color_Blue);
GenType(GenType_Firearm);
ShotTailDelay(0.5);
AchType(AchType_Pistol);
NameGender(0);
PriceMult(1.1);
}
图纸攻击500的刀在inventory_special.scr下,可以添加维修参数MacheteAKorek
inventory_special.scr下是特殊的攻击,如踢腿:Melee_Leg,冲撞:Melee_Tackle
Item("Melee_Leg", CategoryType_Melee)
{
Name("&Melee_Leg_N&");
Description("&Melee_Leg_D&");
ItemType(ItemType_Stick);
Condition(0);
Damage(5.0); 攻击力
DamageToPhysicsObjects(34.0); 对箱子啥的攻击力
CriticalProb(0.05);
CriticalDamage(2.0);
DamageRange(2.0);
Force(500.0); 这个好像是跳踢还是啥的,改大爷打飞
PhysicsDamageMul(1.3); 力度,改大一打就飞
StaminaUsage(0.0);
HeadSmashProb(0.0);
HeadCutProb(0.0);
ArmsCutProb(0.0);
LegsCutProb(0.0);
AiHitSound("leg");
DamageType(DamageType_Kick);
Reparable(false);
MinDamageAngle(-8.0);
MaxDamageAngle(8.0);
MaxHitSeverity(HitSeverity_Medium);
MinHitSeverity(HitSeverity_Medium);
StaminaUsage(0.0);
use HitEffects_Default();
}
技能的修改
比如说包包增大
data\skills\common_skills.xml
用记事本打开,搜索 BackpackUpgrade 有几组,对应是各个等级的背包扩展技能 修改下面的<effect id="InventorySize" change="增加几格"/>
维修不减维修次数
<effect id="PerfectRepairChance" change="0.50"/> 改成大于1
制作的武器暴击率更高
<effect id="ElementalCritChanceMul" change="1.0"/>
使用蓝图制作出来的武器更具威力。每次制作出来的武器拥有元素效果并增加大量的伤害。
<effect id="ElementalCritDamageMul" change="0.25"/> 元素攻击力
<effect id="ElementalCritDamageDurationMul" change="0.25"/> 元素效果持续时间
伪装持续时间
<effect id="CamouflageDuration" change="30"/>
踢晕几率
<effect id="ConfusionProbabilityKick" change="0.10"/>
武器耐久消耗减少
<effect id="MeleeWpnDurabilityMulReduce" change="0.25"/>
最大生命 好像有3个等级
<effect id="MaxHealth" change="x0.25"/>
跳起攻击范围
<effect id="FighterXPSkillGroundPound" change="10.0"/>
生命再生
<effect id="HealthRegenerationMaxLevel" change="10"/>
隐身药水时间延长
在如下路径找到buffs.xml文件, Data0.pak\data\skills\
右键此文件 编辑
搜索 cloak
<buff id="Cloak" duration="30"> 这个地方不改应该问题不大 不过还是改了吧
<OnGain>
<AddCloakIgnoreAggression value="30.0"/>这个地方必须改 恩 妥妥的,
</OnGain>
改成如下
<buff id="Cloak" duration="10800"> 10800是3小时 尽量不要改太大
<OnGain>
<AddCloakIgnoreAggression value="10800.0"/>
</OnGain>
然后 保存
然后关闭此文本
然后7Z提示你 文件buffs.xml已修改.你想在压缩文件中更新它? 选是
进游戏 喝一瓶试试?
PS: 更换场景(如进入副本啦等等等) 隐身效果失效 请开盖有奖,再来一瓶.
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