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本帖最后由 哈哈在刷牙 于 2024-12-5 13:11 编辑
鉴于目前MOD功能原来越多,这里放上示例文件供大家参考。
-- 更多MOD使用问题请加Q群(670229683)交流
-- 棍法的开关; true: 打开; false: 关闭;
combo.enable = true
-- 操控的玩家名称, 吗喽是 Unit_Player_Wukong_C, 大圣残躯是 Unit_player_dasheng_C, 其他变身的名称自己找
combo.ActorName = "Unit_Player_Wukong_C"
-- combo对应的棍法, 1:劈棍, 2:立棍, 3:戳棍, 4:大圣
combo.GunFa = 1
-- 下面演示了如何把劈棍的连招改成如下方式:
-- 轻击: 天命人模式的 Q1-Q5(可自行替换成大圣模式的 DSQ1-DSQ5)
-- 重击: 使用原版的劈棍模式重击
-- 法术:法术_定身 右键可以直接打出凤穿花;法术_铜头铁臂 弹反后按左键接瞬机 右键打出凤穿花
-- Buff:即增益,破棍式增加了识破和无敌Buff
-- Bullet:即子弹,共有两种添加方法(同一招式任选其一),破棍式和斩棍式各添加了不同效果的子弹(默认不生效,如需要请去掉对应行的"--")
-- 所有招式定义必须按照 combo.xxx 的形式, xxx的命名不限, 但只建议用 英文 + 数字 的组合
-- 子弹整体设置:"id"- buff id; "duration"- buff持续时间毫秒数; "delay"- 延迟; "onHit"- 命中后才触发: true是, false否
local comboBullets = {
-- 电球索敌
{ id = 710, duration = 0, delay = 500, onHit = false },
-- 雷蛰异常
{ id = 713, duration = 0, delay = 0, onHit = true },
-- 瞬间冻结
-- { id = 305104, duration = 500, delay = 0, onHit = true },
-- 脚底生成冰柱
-- { id = 711, duration = 0, delay = 0, onHit = true },
-- 二郎神黄色激光
-- { id = 715, duration = 0, delay = 800, onHit = false },
}
-- 大圣轻击 DSQ1-DSQ5
combo.DSQ1 = {
comboId = 50011,
comboName = "AM_Dasheng_ComboA_01",
comboFreezeTime = 265,
comboWindow = 1500,
}
combo.DSQ1_Run = {
comboId = 50010,
comboName = "AM_Dasheng_ComboA_01_sprint",
comboFreezeTime = 600,
comboWindow = 2000,
}
combo.DSQ2 = {
comboId = 50012,
comboName = "AM_Dasheng_ComboA_02",
comboFreezeTime = 600,
comboWindow = 1500,
}
combo.DSQ3 = {
comboId = 50013,
comboName = "AM_Dasheng_ComboA_03",
comboFreezeTime = 450,
comboWindow = 2000,
}
combo.DSQ4 = {
comboId = 50014,
comboName = "AM_Dasheng_ComboA_04",
comboFreezeTime = 1100,
comboWindow = 2000
}
combo.DSQ5 = {
comboId = 50015,
comboName = "AM_Dasheng_ComboA_05",
comboFreezeTime = 1400,
comboWindow = 2000,
}
-- 天命人轻击 Q1-Q5
combo.Q1 = {
comboId = 10801,
comboName = "AM_Wukong_ComboA_q1",
comboFreezeTime = 265,
comboWindow = 1500
}
combo.Q1_Run = {
comboId = 10800,
comboName = "AM_Wukong_ComboA_q1_sprint",
comboFreezeTime = 600,
comboWindow = 2000
}
combo.Q2 = {
comboId = 10802,
comboName = "AM_Wukong_ComboA_q2",
comboFreezeTime = 600,
comboWindow = 1500
}
combo.Q3 = {
comboId = 10803,
comboName = "AM_Wukong_ComboA_q3",
comboFreezeTime = 450,
comboWindow = 2000
}
combo.Q4 = {
comboId = 10804,
comboName = "AM_Wukong_ComboA_q4",
comboFreezeTime = 1100,
comboWindow = 2000
}
combo.Q5 = {
comboId = 10805,
comboName = "AM_Wukong_ComboA_q5",
comboFreezeTime = 1400,
comboWindow = 2000
}
-- 破棍式
combo.PoGunShi = {
comboId = 10705,
comboName = "AM_Wukong_ComboA_z_01",
comboFreezeTime = 900,
comboWindow = 1800,
forceEnter = true,
buffs = {
{ id = 287, duration = combo_base.configGpTime(), delay = 10 }, -- 劈棍 GP
{ id = 212, duration = combo_base.configGpTime(), delay = 0 }, -- 无敌
},
-- 添加子弹方式一: 调用"子弹整体设置"的全部效果
-- bullets = comboBullets,
-- 添加子弹方式二: 分别使用不同的子弹效果
-- bullets = {
-- 瞬间冻结
-- { id = 305104, duration = 500, delay = 0, onHit = true },
-- },
}
-- 弱化版破棍式
combo.PoGunShi_Weak = {
comboId = 10706,
comboName = "AM_Wukong_ComboA_z_01_weak",
}
-- 斩棍式
combo.ZhanGunShi = {
comboId = 10707,
comboName = "AM_Wukong_ComboA_z_02",
comboFreezeTime = 1500,
comboWindow = 3500,
-- bullets = comboBullets,
}
-- 弱化版斩棍式
combo.ZhanGunShi_Weak = {
comboId = 10708,
comboName = "AM_Wukong_ComboA_z_02_weak",
}
-- 戳棍蓄力0豆(劈棍)
combo.FengChuanHua_PiGun_0 = {
comboId = 10886,
comboName = "AM_wukong_qiang_xuli_b_attack_0",
comboFreezeTime = 500,
comboWindow = 1500
}
-- 戳棍蓄力1豆(劈棍)
combo.FengChuanHua_PiGun_1 = {
comboId = 10887,
comboName = "AM_wukong_qiang_xuli_b_attack_1",
comboFreezeTime = 500,
comboWindow = 1500
}
-- 戳棍蓄力2豆(劈棍)
combo.FengChuanHua_PiGun_2 = {
comboId = 10888,
comboName = "AM_wukong_qiang_xuli_b_attack_2",
comboFreezeTime = 500,
comboWindow = 1500
}
-- 戳棍蓄力3豆(劈棍)
combo.FengChuanHua_PiGun_3 = {
comboId = 10889,
comboName = "AM_wukong_qiang_xuli_b_attack_3",
comboFreezeTime = 500,
comboWindow = 1500
}
-- 凤穿花(劈棍_戳棍蓄力4豆)
combo.FengChuanHua_PiGun = {
comboId = 10890,
comboName = "AM_wukong_qiang_xuli_b_attack_4",
comboFreezeTime = 500,
comboWindow = 1500,
}
-- 法术_定身
combo.DingShen = {
comboId = 10518,
comboName = "AM_Wukong_DingShen",
comboFreezeTime = 500,
comboWindow = 900,
}
-- 法术_瞬机
combo.ShunJi = {
comboId = 10519,
comboName = "AM_wukong_dingshen_02",
comboFreezeTime = 500,
comboWindow = 1500,
}
-- 法术_铜头铁臂
combo.TongTouTieBi = {
comboId = 10505,
comboName = "AM_Wukong_TTTB_01",
comboFreezeTime = 500,
comboWindow = 3000,
}
-- 法术_聚形散气
combo.JuXingSanQi = {
comboId = 10095,
comboName = "AM_Wukong_JXSQ_Enter_B",
comboFreezeTime = 500,
comboWindow = 10000,
buffs = {
{ id = 118, duration = 10000, delay = 0 }, -- 聚形散气逻辑BUFF-A: 免疫受击,免疫定身,免疫负面效果+关闭碰撞+免疫铁球、减伤
{ id = 119, duration = 10000, delay = 0 }, -- 聚形散气表现Buff
{ id = 121, duration = 10000, delay = 0 }, -- 聚形散气受击表现Buff
-- { id = 1053, duration = 10000, delay = 0 }, -- 聚形散气命中减CD-[审时度势]
-- { id = 1056, duration = 10000, delay = 0 }, -- 聚形散气每秒加暴击-触发-[洞察]
{ id = 1059, duration = 10000, delay = 0 }, -- 聚形散气加移动速度
},
}
-- 弱化版映射配置
combo.ComboWeakMap = {
[combo.PoGunShi] = combo.PoGunShi_Weak,
[combo.ZhanGunShi] = combo.ZhanGunShi_Weak
}
-- 跑步的combo映射配置, 解决跑A问题(奔跑"Shift"起手式,"[combo.Q1]"可改为自己定义的轻击1,"combo.Q1_Run"可以改为任意招式,这里演示跑A后按左键打出轻击5,按右键打出斩棍式)
combo.ComboRunningMap = {
[combo.Q1] = combo.Q1_Run
}
-- Combo根据棍势等级映射(同一招式可以设置不同棍势下的打出效果,不设置则在该棍势下直接打出该招式)
combo.ComboGunShiLvMap = {
[combo.FengChuanHua_PiGun] = {
[0] = combo.FengChuanHua_PiGun_0, -- 优先级高于"弱化版映射配置",不设置则打出"弱化版映射配置"下的招式(前提如果有设置的话)
[1] = combo.FengChuanHua_PiGun_1,
[2] = combo.FengChuanHua_PiGun_2,
[3] = combo.FengChuanHua_PiGun_3,
[4] = nil,
[5] = nil,
},
}
-- 起手式
combo.FirstCombo = {
left = combo.Q1, -- 左键起手式
right = nil, -- 右键起手式(不设置则打出游戏原生动作)
FaShu_1 = combo.ShunJi, -- 法术按键"1"起手式(设置后原版法术请按"Alt+1"),这里演示劈棍下的瞬机回马枪,即瞬机后,按右键打出凤穿花
FaShu_2 = combo.TongTouTieBi, -- 法术按键"2"起手式(设置后原版法术请按"Alt+2"),这里演示劈棍下的铜头回马枪,即铜头铁臂弹反后,按左键打出瞬机,然后右键打出凤穿花
FaShu_3 = nil, -- 法术按键"3"起手式(设置后原版法术请按"Alt+3")
FaShu_4 = nil, -- 法术按键"4"起手式(设置后原版法术请按"Alt+4")
GunHua = nil, -- 棍花起手式(设置后原版法术请按"Alt+V")
}
-- combo逻辑 Begin
-- 轻击combo
combo.Q1.left = combo.Q2 -- 轻击1 左键接 轻击2
combo.Q1.right = combo.PoGunShi -- 轻击1 右键接 破棍式
combo.Q2.left = combo.Q3 -- 轻击2 左键接 轻击3
combo.Q2.right = combo.PoGunShi -- 轻击2 右键接 破棍式
combo.Q3.left = combo.Q4 -- 轻击3 左键接 轻击4
combo.Q3.right = combo.PoGunShi -- 轻击3 右键接 破棍式
combo.Q4.left = combo.Q5 -- 轻击4 左键接 轻击5
combo.Q4.right = combo.PoGunShi -- 轻击4 右键接 破棍式
combo.Q5.left = nil -- 轻击5 左键接 轻击combo结束
combo.Q5.right = combo.PoGunShi -- 轻击5 右键接 破棍式
combo.Q5.FaShu_1 = combo.ShunJi -- 轻击5 按"1"接 法术_瞬机(也可随时按"1"启动"法术_瞬机")
-- 切手combo
combo.PoGunShi.left = combo.Q3 -- 破棍式 左键接 轻击3(直接贯索)
combo.PoGunShi.right = combo.ZhanGunShi -- 破棍式 右键接 斩棍式
combo.ZhanGunShi.left = combo.Q3 -- 斩棍式 左键接 轻击3(直接贯索)
combo.ZhanGunShi.right = nil -- 斩棍式 右键接 切手combo结束
-- 跑A combo
-- combo.Q1_Run.left = combo.Q5 -- 奔跑轻击1 左键接 轻击5
-- combo.Q1_Run.right = combo.ZhanGunShi -- 奔跑轻击1 右键接 斩棍式
-- 法术combo
-- 瞬机回马枪
combo.ShunJi.left = combo.Q5 -- 法术_瞬机 左键接 轻击5
combo.ShunJi.right = combo.FengChuanHua_PiGun -- 法术_瞬机 右键接 凤穿花(劈棍)
-- 铜头回马枪
combo.TongTouTieBi.left = combo.ShunJi -- 法术_铜头铁臂(弹反) 左键接 瞬机
combo.TongTouTieBi.right = nil -- 法术_铜头铁臂(弹反) 右键接 combo结束(也即游戏原生无前摇重击)
-- combo逻辑 End
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