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【申精】重开一贴,孤岛危机2V1.9可用的数据修改方法(自己研究…

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IP属地:广西1楼2013-07-09 21:21回复
    首先,必须有一个MOD,比如这个http://河蟹tieba.baidu.com/p/1133739050,然后再下载好的MOD里的文件夹里放入这个文件


    IP属地:广西2楼2013-07-09 21:21
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      武器修改方法举例 武器文件在entities/items/crysis2/weapons/humans 另外子弹属性在entities/items/crysis2/ammo/humans 下面
      这里拿出的是SCARAB,有战术副挂,可以上消音。比较有代表性 <ammos>这里是使用的子弹类型,最大弹量,我是把此处的数值和后面还会提到的数量统一,不过似乎不统一也不会出错,以后面的为准了
      <ammo name="ScarBullet" extra="40" amount="40" minAmmo="25" capacity="160" GAME="SP"/>身上的最大载弹量是capacity
      <ammo name="ScarBullet" extra="120" amount="40" capacity="120" GAME="MP"/>
      </ammos>
      接下来的代码都无视,直到
      <firemodes>
      <firemode type="default">多数武器都有一个默认参数,后面开火模式里没提到的参数就从这里调取
      <fire>
      <param name="ammo_type" value="ScarBullet" />这个前面有了,用的什么子弹
      <param name="rate" value="900" />开火速率,每分钟的发射数量
      <param name="damage" value="75" GAME="SP"/>单人游戏里的伤害值
      <param name="damage" value="24" GAME="MP"/>MP就是多人游戏的伤害值,后面碰上MP的一律不去改,没意思。
      <param name="secondary_damage" value="1" />
      <param name="ai_vs_player_damage" value="180"/>这个没搞清楚,难道是敌人打玩家的伤害么,那么大……
      <param name="reload_time" value="2.75" />上弹速度,由于有上弹动画文件控制最大时间,所以这里改了没多少意义
      <param name="bullet_chamber" value="1" />弹仓数量,就是有些武器在没打光弹药之前上弹,可以加上弹仓里的一发,实现N+1发最大弹量
      <param name="clip_size" value="40" GAME="SP" />每弹夹弹数,如果改成-1 ,那么就是∞的,哈哈哈哈
      <param name="clip_size" value="40" GAME="MP" />
      <param name="helper_tp" value="weapon_term" />
      <param name="nearmiss_signal" value="OnNearMiss" />
      <param name="damage_drop_per_meter" value="0.25" GAME="MP"/>
      <param name="damage_drop_per_meter" value="2.0" GAME="SP"/>子弹前进每一米会损失动能,也就是损失伤害值,在消音的时候这个尤其重要,远了打不死人
      <param name="damage_drop_min_distance" value="20.0" GAME="MP"/>
      <param name="damage_drop_min_distance" value="50" GAME="SP"/>子弹前进多少米开始减少动能,消音时候子弹很早就开始损耗动能了
      <param name="damage_drop_min_damage" value="20.0" GAME="MP"/>
      <param name="damage_drop_min_damage" value="60" GAME="SP"/>子弹减少动能后最后保留的伤害值
      <!-- the minimun bullet damage when damage drop per metre is used, penetration damage reduction is not restricted by this -->
      <param name="point_blank_amount" value="3" GAME="SP"/>
      <param name="point_blank_distance" value="1" GAME="SP"/>
      <param name="point_blank_falloff_distance" value="2" GAME="SP"/>
      <param name="fillAmmoReloadFraction" value="0.65" />
      <param name="endReloadFraction" value="0.87" />
      <param name="knocks_target" value="0"/>
      <!--<param name="knockdown_chance_leg" value="33"/>-->打腿把敌人打倒的几率,泄露版这里被注释掉了,也就是无效,可能是100%会倒下
      <param name="min_damage_for_knockDown_leg" value="10"/>打中腿倒下的最小伤害值
      <param name="holdbreath_fire_anim_damp" value="0.75" GAME="SP"/>
      <param name="holdbreath_fire_anim_damp" value="1.0" GAME="MP"/>
      <!-- Scales the intensity of the firing anim, lower number reduces anim-->
      <param name="holdbreath_ffeedback_damp" value="0.75" GAME="SP"/>
      <!-- Scales the intensity of the vibration, less is less -->
      <param name="holdbreath_ffeedback_damp" value="1.0" GAME="MP"/>
      <param name="ironsight_fire_anim_damp" value="0.75" GAME="SP"/>
      <param name="ironsight_fire_anim_damp" value="0.1" GAME="MP"/>
      </fire>
      <proceduralrecoil>
      <param name="duration" value="0.3" />
      <param name="strength" value="0.05" />
      <param name="kickIn" value="0.3" />
      </proceduralrecoil>


      IP属地:广西4楼2013-07-09 21:23
      回复
        <recoil>这里是后坐力调整,如果不想要后坐力,把后面SP的都调到0.1好了,不过这样子就没什么意思了,太没感觉了,所以自己感觉下吧
        <param name="max_recoil" value="1" />
        <param name="first_attack" value="0.3" GAME="SP"/>
        <param name="first_attack" value="0.38" GAME="MP"/>
        <param name="attack" value="0.15" GAME="SP"/>
        <param name="attack" value="0.28" GAME="MP"/>
        <param name="decay" value="0.7" GAME="SP" />
        <param name="decay" value="0.26" GAME="MP" />
        <param name="end_decay" value="0.2" GAME="SP"/>
        <param name="end_decay" value="0.3" GAME="MP"/>
        <param name="maxx" value="2.5" GAME="SP"/>枪口左右抖动的最大值
        <param name="maxx" value="2.0" GAME="MP"/>
        <param name="maxy" value="4.0" GAME="SP"/>枪口上下抖动的最大值,单位应该是度
        <param name="maxy" value="3.5" GAME="MP"/>
        <param name="randomness" value="0" GAME="SP"/>
        <param name="randomness" value="0.07" GAME="MP"/>
        <param name="recoil_holdBreathActive_m" value="1.25" GAME="SP"/>
        <!-- modifies the amount of decay applied per frame - increasing will decrease the attack per frame -->
        <param name="recoil_holdBreathActive_m" value="1.0" GAME="MP"/>
        <param name="recoil_crouch_m" value="1.5" GAME="SP" />
        <param name="recoil_crouch_m" value="1.0" GAME="MP" />
        <param name="recoil_jump_m" value="0.5" />
        <hints GAME="SP">这里有可能是弹着点分布模式
        <hint x="0.14" y="0.59" />
        <hint x="0.10" y="0.45" />
        <hint x="0.22" y="0.59" />
        <hint x="0.00" y="0.39" />
        <hint x="-0.07" y="0.24" />
        <hint x="-0.17" y="0.40" />
        <hint x="-0.09" y="0.35" />
        <hint x="0.04" y="0.12" />
        <hint x="0.12" y="0.33" />
        <hint x="-0.05" y="0.5" />
        <hint x="-0.14" y="0.42" />
        <hint x="-0.05" y="0.37" />
        <hint x="0.03" y="0.6" />
        <hint x="-0.08" y="0.45" />
        <hint x="0.03" y="0.5" />
        <hint x="0.14" y="0.37" />
        <hint x="0.08" y="0.47" />
        <hint x="0.18" y="0.29" />
        <hint x="0.05" y="0.40" />
        <hint x="-0.12" y="0.55" />
        <hint x="-0.13" y="0.3" />
        <hint x="-0.08" y="0.15" />
        <hint x="0.05" y="0.4" />
        <hint x="-0.12" y="0.21" />
        <hint x="0.03" y="0.34" />
        <hint x="0.15" y="0.43" />
        </hints>
        <hints GAME="MP">


        IP属地:广西5楼2013-07-09 21:24
        回复
          ....... </hints>
          </recoil>
          <spread>这里是弹着点分布程度,我也没改,改了太假没意思
          <param name="min" value="2.0" GAME="SP"/>
          <param name="min" value="5.0" GAME="MP"/>
          <param name="max" value="6.0" GAME="SP"/>
          <param name="max" value="12.5" GAME="MP"/>
          <param name="attack" value="8.0" GAME="SP"/>
          <param name="attack" value="2.6" GAME="MP"/>
          <param name="decay" value="0.6" GAME="SP"/>
          <param name="decay" value="2.0" GAME="MP"/>
          <param name="end_decay" value="0.3" GAME="SP" />
          <param name="end_decay" value="0.2" GAME="MP" />
          <param name="speed_m" value="1.25" GAME="SP"/>
          <param name="speed_m" value="0.7" GAME="MP"/>
          <!-- this multuplies the current vel<param name="attack_mod" value="0.5" GAME="SP"/>ocity then adds it to the attack (or min?)- can go above the max spread -->
          <param name="rotation_m" value="0.0" />
          <param name="spread_jump_m" value="1.0" />
          <param name="spread_crouch_m" value="0.75" GAME="SP"/>
          <param name="spread_crouch_m" value="0.8" GAME="MP"/>
          <param name="speed_holdBreathActive_m" value="0.25" GAME="SP"/>
          <param name="spread_holdBreathActive_m" value="0.5" GAME="SP"/>
          <param name="speed_holdBreathActive_m" value="1.0" GAME="MP"/>
          <param name="spread_holdBreathActive_m" value="1.0" GAME="MP"/>
          </spread>
          <muzzleflash aiVisibilityRadius="2.0" >枪口烟火文件,无视
          <firstperson effect="Crysis2_weapon_scarab.muzzle_flash_fp" helper="muzzleflash_effect" />
          <thirdperson effect="Crysis2_weapon_scarab.muzzle_flash_tp" helper="muzzleflash_effect" />
          </muzzleflash>
          <reject>跳出的蛋壳,无视
          <firstperson effect="Crysis2_weapon_scarab.shell_eject_fp" helper="shells" />
          <thirdperson effect="Crysis2_weapon_scarab.shell_eject" helper="shells" GAME="SP" />
          </reject>
          <animation>
          <param name="useBaseModifier" value="1" />
          </animation>
          </firemode>默认开火数据结束
          -------------------------------------------------
          <firemode name="Rapid" type="Rapid">这里是具体开火模式,连发模式,只写重点了
          </firemode>连发里没什么可以调整的参数,跳过
          ---------------------------- <firemode name="Single" type="Single" enabled="0" >单发模式
          <fire>
          <param name="ooatracer_treshold" value="0" />
          <param name="auto_fire" value="0" GAME="SP"/>把连发模式屏蔽掉
          <param name="auto_fire" value="0" GAME="MP"/>
          <param name="damage" value="100" GAME="SP"/>单发的伤害值,果然比连发要高,可以调再高点,否则没多少区别


          IP属地:广西6楼2013-07-09 21:24
          回复
            <param name="damage" value="30" GAME="MP"/>
            <param name="rate" value="400" GAME="SP"/>单发的速度,尽量改到你点鼠标的速度
            <param name="rate" value="500" GAME="MP"/>
            <param name="damage_drop_per_meter" value="0.25" GAME="MP"/>
            <param name="damage_drop_min_distance" value="100" GAME="SP"/>子弹动能减少数据
            <param name="damage_drop_min_distance" value="30.0" GAME="MP"/>
            <param name="damage_drop_min_damage" value="25.0" GAME="MP"/>
            <!--<param name="knockdown_chance_leg" value="66" GAME="SP"/>-->
            <param name="ironsight_fire_anim_damp" value="0.05" GAME="MP"/>
            <param name="changeFMFireDelayFraction" value="1.0" GAME="MP"/>
            <param name="autoSwitch" value="0" />
            </fire>
            <recoil>后坐力数据
            <param name="angular_impulse" value="0.3" GAME="SP"/>
            <param name="back_impulse" value="0.3" GAME="SP"/>
            <param name="max_recoil" value="1" GAME="MP"/>
            <param name="first_attack" value="0.4" GAME="SP"/>
            <param name="first_attack" value="1.7" GAME="MP"/>
            <param name="attack" value="0.4" GAME="SP"/>
            <param name="attack" value="1.5" GAME="MP"/>
            <param name="decay" value="2.5" GAME="SP"/>
            <param name="decay" value="0.4" GAME="MP"/>
            <param name="maxx" value="3" GAME="SP"/>
            <param name="maxx" value="1.25" GAME="MP"/>
            <!--1.5-->
            <param name="maxy" value="2" GAME="SP"/>
            <param name="maxy" value="4.0" GAME="MP"/>
            <!--3.5-->
            <param name="end_decay" value="0.2" GAME="SP"/>
            <param name="end_decay" value="0.4" GAME="MP"/>
            <param name="randomness" value="0.4" GAME="SP"/>
            <param name="randomness" value="0.10" GAME="MP"/>
            <param name="recoil_crouch_m" value="1.0" GAME="MP"/>
            <param name="recoil_holdBreathActive_m" value="1.0" GAME="MP"/>
            <param name="recoil_crouch_m" value="1.0" GAME="MP"/>
            <param name="recoil_jump_m" value="0.5" GAME="MP"/>
            </firemode>


            IP属地:广西7楼2013-07-09 21:24
            回复
              <firemode name="Shotgun" type="Shotgun" enabled="0" >战术副挂数据,散弹枪
              <fire>
              <param name="suffix" value="shotgun" />
              <param name="ammo_type" value="shotgunshell" />
              <param name="hit_type" value="heavyBullet" />
              <param name="clip_size" value="4" GAME="SP"/>才4发,直接改-1了
              <param name="max_clips" value="12" GAME="SP"/>前面改了-1这里就无视了
              <param name="clip_size" value="2" GAME="MP"/>
              <param name="max_clips" value="4" GAME="MP"/>
              <param name="rate" value="40" GAME="SP"/>
              <param name="rate" value="90" GAME="MP"/>
              <param name="damage" value="400" GAME="SP"/>散弹伤害,这里是采取总伤害值的表示,在非副挂武器里是定义发出的子弹数量和每个子弹的伤害
              <param name="damage" value="0" GAME="MP"/>
              <param name="bullet_chamber" value="0" />
              <param name="helper_tp" value="weapon_term" />
              <param name="nearmiss_signal" value="OnNearMiss" />
              <param name="damage_drop_per_meter" value="10" GAME="SP"/>散弹动能减少非常厉害,不改下不太实用
              <param name="damage_drop_min_distance" value="15" GAME="SP"/>
              <param name="damage_drop_per_meter" value="8.0" GAME="MP"/>
              <param name="damage_drop_min_distance" value="6.0" GAME="MP"/>
              <param name="damage_drop_min_damage" value="0" GAME="SP"/>
              <param name="damage_drop_min_damage" value="2" GAME="MP" />
              <param name="min_damage_for_knockDown" value="150"/>
              <param name="min_damage_for_knockDown_leg" value="125"/>
              <param name="holdbreath_fire_anim_damp" value="0.9" GAME="SP" />
              <param name="holdbreath_fire_anim_damp" value="1.0" GAME="MP" />
              <param name="holdbreath_ffeedback_damp" value="0.5" GAME="SP" />
              <param name="holdbreath_ffeedback_damp" value="1.0" GAME="MP" />
              <param name="fillAmmoReloadFraction" value="0.55" />
              <param name="endReloadFraction" value="0.60" />
              <param name="crosshair" value="3" />
              <param name="changeFMFireDelayFraction" value="1.0" GAME="MP"/>
              </fire>
              --------------------------------------------------------------------------
              <accessory name="Silencer" category="barrel" exclusive="1" >消音模式下的数据,别忘记修改
              <attach helper="silencer_attach" />
              <detach />
              <params>
              <firemodes>
              <firemode type="Single">
              <fire>
              <param name="bullet_pierceability_modifier" value="2" />
              <param name="is_silenced" value="1" />
              <param name="damage" value="90" GAME="SP" />单发减少了10了
              <param name="damage" value="30" GAME="MP" />


              IP属地:广西8楼2013-07-09 21:25
              回复
                <param name="damage_drop_per_meter" value="1.0" GAME="SP" />
                <param name="damage_drop_per_meter" value="0.3" GAME="MP" />
                <param name="damage_drop_min_distance" value="20" GAME="SP" />20米外就不行了,改大
                <param name="damage_drop_min_distance" value="25" GAME="MP" />
                <param name="damage_drop_min_damage" value="40" GAME="SP"/>
                <param name="damage_drop_min_damage" value="23" GAME="MP"/>
                <param name="stealthEnergyDrainMultiplier" value="0.3" GAME="SP" />
                </fire>
                <actions>
                <param name="fire" value="fire_silenced" />
                <param name="fire_cock" value="fire_silenced" />
                </actions>
                </firemode>
                <firemode type="Rapid">
                <fire>
                <param name="bullet_pierceability_modifier" value="2" />
                <param name="is_silenced" value="1" />
                <param name="damage" value="70" GAME="SP" />
                <param name="damage" value="24" GAME="MP" />
                <param name="damage_drop_per_meter" value="1.0" GAME="SP" />
                <param name="damage_drop_per_meter" value="0.3" GAME="MP" />
                <param name="damage_drop_min_distance" value="20" GAME="SP" />
                <param name="damage_drop_min_distance" value="15" GAME="MP" />
                <param name="damage_drop_min_damage" value="30" GAME="SP"/>
                <param name="damage_drop_min_damage" value="18" GAME="MP"/>
                <param name="stealthEnergyDrainMultiplier" value="0.4" GAME="SP" />
                </fire>
                <actions>
                <param name="rapid_fire" value="rapid_fire_silenced" />
                <param name="spin_down" value="spin_down_silenced" />
                </actions>
                </firemode>
                </firemodes>
                </params>
                <stats_changes stat_damage="-2" GAME="SP"/>
                </accessory>
                武器修改写到这里


                IP属地:广西9楼2013-07-09 21:25
                回复
                  纳米服内容修改说明 文件在entities/nanosuit/nanosuit.xml
                  其实纳米服只要把能量改多,其他只要改改力量和速度模式下的提升比例就可以,消耗完全没必要改了
                  仍然以原始文件为例
                  <Energy>能量参数方面
                  <param name="maximumEnergy" value="100" GAME="SP"/>最大能量,可以超过100,不过画面最多显示100
                  <param name="maximumEnergy" value="100" GAME="MP"/>
                  <param name="regenerationRate" value="30" GAME="SP" />能量重生率,默认每秒30点
                  <param name="regenerationRate" value="30" GAME="MP" />
                  <param name="disableTime" value="3.0" GAME="SP" />这个没具体搞清楚,反正改小是没错的
                  <param name="disableTime" value="3.0" GAME="MP" />
                  <param name="minEnergyRecharge" value="25" /> <!-- Min amount of energy to be recharged to be able to use the suit after being disabled -->
                  <param name="regenerationDelay" value="2.0" GAME="SP" />充能延迟,就是关闭耗能项目后延迟2秒后开始充能
                  <param name="regenerationDelay" value="1.0" GAME="MP" />
                  <param name="energyBarAudio" value="Player_NanoSuit_EnergyBar" GAME="SP" />
                  <param name="energyBarAudio" value="Player_NanoSuit_EnergyBar_MP" GAME="MP" />
                  <param name="ironsightStabilizationRate" value="10" GAME="SP" />可能是装甲模式后机械准星放大时的稳定性上升参数
                  <param name="ironsightStabilizationRate" value="10" GAME="MP" />
                  <param name="nanoVisionRate" value="2.0" GAME="SP" />纳米视觉的能量消耗率,改小
                  <param name="nanoVisionRate" value="2.0" GAME="MP" />
                  <param name="collectEnergyAmount" value="10.0" />不清楚,可能是每次捡到催化剂的时候能量自动补充10点
                  </Energy>
                  <GameParameters>这里是一些默认值,给后面没提到的参数打个基础
                  <param name="speedScale" value="1.25" GAME="SP" />不清楚,可能是穿上纳米服后的速度提升
                  <param name="speedscale" value="1.25" GAME="MP" /> <!-- All modes -->
                  <param name="rotationSpeedScale" value="1.0" /> <!-- All modes ? -->速度模式下的转身速度,没必要改
                  <param name="sprintSpeedScale" value="1.8" GAME="SP" /> <!-- All modes -->跑步时候速度提升比例
                  <param name="sprintSpeedScale" value="1.8" GAME="MP" />
                  <param name="strafeSpeedScale" value="0.7" GAME="SP" /> <!-- All modes -->没必要改
                  <param name="strafeSpeedScale" value="0.7" GAME="MP" />
                  <param name="crouchSpeedScale" value="1.0" GAME="SP" /> <!-- All modes -->蹲下移动速度,应该不需要改
                  <param name="crouchSpeedScale" value="1.0" GAME="MP" />
                  <param name="superJumpScale" value="2.3" /> <!-- Power mode --> 超级跳跃的高度提升比例,太大的话没装甲模式或者空中控制容易摔死,调多少看着办吧
                  <param name="meleeStrengthScale" value="4.0" GAME="SP"/> <!-- Boosted melee (SP) -->肉搏打击的冲击力,应该不是伤害
                  <param name="meleeStrengthScale" value="4.0" GAME="MP" /> <!-- Armor mode (MP) -->
                  <param name="meleeStrengthVehicleScale" value="1.0" /> <!-- Power mode -->说明是打击汽车的力度,不过我改了似乎没什么效果


                  IP属地:广西10楼2013-07-09 21:25
                  回复
                    <param name="meleeDamageScale" value="6.0" GAME="SP" /> <!-- Boosted melee (SP) -->肉搏打击的伤害比例
                    <param name="meleeDamageScale" value="1.0" GAME="MP" /> <!-- Armor mode (MP) -->
                    <param name="throwStrengthScale" value="1.5" /> <!-- Boosted throw -->力量投掷的加成,改大没错的
                    <param name="camouflage" value="0.0" /> <!-- Stealth mode -->
                    <param name="noiseSupression" value="0.0" /> <!-- All modes -->
                    <param name="damageAbsorption" value="0.0" /> <!-- Armor mode -->
                    <param name="damageAbsorptionMelee" value="0.0" /> <!-- Armor mode -->
                    <param name="damageAbsorptionDesperateAbsorbMult" value="1.0" /> <!-- Armor mode -->
                    <param name="damageAbsorptionDesperateDrainMult" value="1.0" /> <!-- Armor mode -->
                    <param name="damageAbsorptionDesperateAbsorbRate" value="0.0" /> <!-- Armor mode -->
                    <param name="damageAbsorptionDesperateEnergyCost" value="0.0" /> <!-- Armor mode -->
                    <param name="damageAbsorptionDesperateEnergyCostMelee" value="0.0" /> <!-- Armor mode -->
                    <param name="damageAbsorptionDesperateThreshold" value="0.0" /> <!-- Armor mode -->
                    <param name="hitReactionAbsorption" value="0.0" /> <!-- Armor mode -->
                    <param name="aiClassThreat" value="1.2" /> <!-- All modes -->
                    </GameParameters>
                    <EnergyMod>能量模式,就是一般的常驻模式,只有在跑步时候消耗
                    <param name="consumptionRateMin" value="0" GAME="SP" />
                    <param name="consumptionRateMax" value="15" GAME="SP" />
                    <param name="consumptionRateMin" value="0" GAME="MP" />
                    <param name="consumptionRateMax" value="7" GAME="MP" />
                    <param name="regenerationDelay" value="2.0" GAME="SP" />充能延迟,改小
                    <param name="regenerationDelay" value="1.0" GAME="MP" />
                    <param name="maxSpeedReferenceForConsumption" value="6.0" GAME="SP"/>速度模式下最大消耗,可以改小
                    <param name="maxSpeedReferenceForConsumption" value="9.0" GAME="MP"/>
                    <param name="speedToConsumptionRateCurve" value="1.0" GAME="SP"/>
                    <param name="speedToConsumptionRateCurve" value="1.0" GAME="MP"/>
                    </EnergyMod>
                    ..............................
                    <SuitActions>接下来是比较有用的单个动作消耗量的预设值
                    <!-- Presets -->
                    <energyPreset name="energyOverload" cost="100.0" />这个是隐身射击所耗的能量
                    <energyPreset name="energyDrain" cost="2.5" />
                    <energyPreset name="energyStealthAttack" cost="20.0" GAME="SP" />隐身力量攻击
                    <energyPreset name="energyStealthAttack" cost="100.0" GAME="MP" />
                    <energyPreset name="energyPowerThrown" cost="100.0" GAME="SP" />力量投掷
                    <energyPreset name="energyPowerMelee" cost="100.0" GAME="SP" />力量肉搏
                    <energyPreset name="energyPowerMelee" cost="0" GAME="MP" />
                    <energyPreset name="kvoltEnergyDrain" cost="34.0" GAME="SP" />kvolt击中后好像会减少能量,就那个值
                    <energyPreset name="kvoltEnergyDrain" cost="20.0" GAME="MP" />
                    <energyPreset name="energyPowerJump" cost="10.0" GAME="SP" />超级跳跃
                    <energyPreset name="energyPowerJump" cost="20.0" GAME="MP" />
                    <energyPreset name="energyPerkStamp" cost="100.0" GAME="SP" /> 这个可能是纳米服升级里的那个打击地面的消耗
                    <energyPreset name="energyPerkStamp" cost="0.0" GAME="MP" />
                    <energyPreset name="perkMobilityEnergyPowerJump" cost="5.0" />
                    -----------------------------------------------------------------------------------------------


                    IP属地:广西11楼2013-07-09 21:27
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                      refillFromAmmoBox,value改成1,破除MIKE一类武器无法补给弹药的问题,刚找到的,希望有用


                      IP属地:广西12楼2013-07-09 21:28
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                        每个武器文件里大多数都有附挂或瞄准镜,在开头寻找enabled(激活)把引号里的零改成1就可以在游戏里使用该附挂(PS:改为1之后在游戏中只要切换攻击模式就会切换到一下副挂),Gauss(高斯),Single(单发),GrenadeLauncher(榴弹),melee(肉搏模式,就是用枪托打的那个),Shotgun(散弹),reflexsight(反射式瞄准镜),assaultscope(突袭望远镜),sniper(狙击镜),grenadeLauncherZoom(榴弹附挂的镜),shotgunZoom(散弹的镜),extendsMagazine(加长弹夹),LaserSight(激光瞄准镜)


                        IP属地:广西13楼2013-07-09 21:30
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                          在Scripts\Entities\actor里的player.lua文件里有一个代码Damage =
                          {
                          bLogDamages = 0,
                          health = 1000, -- See Player:SetIsMultiplayer() for MP value
                          --playerMult = 1.0,
                          health是阿卡特兹的生命值,我给的是原版的1000


                          IP属地:广西14楼2013-07-09 21:31
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                            在Scripts\Entities\Items\Crysis2\Ammo\Aliens里有外星人子弹的数据,在Scripts\Entities\Items\Crysis2\Weapons\Aliens里有外星人枪的数据,以后就把这些文件放到MOD的相应文件夹里就可以无压力过超人类模式了哟


                            IP属地:广西15楼2013-07-09 21:32
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                              面甲修改
                              在Scripts\Entities\Items\Crysis2\Weapons里有一个叫Binoculars.xml的文件,这个是面甲的数据
                              <stages GAME="SP">
                              <stage value="2" dof="0" rotationSpeedScale="0.8" />
                              <stage value="6" dof="0" rotationSpeedScale="0.4" />
                              这列数据是面甲的放大倍数,原版是最小1倍,最大3倍,我改成了最小2倍,最大6倍


                              IP属地:广西17楼2013-07-09 21:33
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