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作者: 红马甲
刚刚小小研究了一下scripts\shared\spells.txt,发觉似乎可以修改技能的属性! 如High Elf的火球:注意红色部分就是一个技能的属性 mgr.defineSpell( "he_in_feuerball", { eiStateName = "cSpellCastProjectile", fxTypeCast = "FX_HE_FEUERBALL_C", fxTypeSpell = "FX_HE_FEUERBALL", fxTypeCastSpecial = "FX_HE_CAST_K", duration = 1.000000, animType = "ANIM_TYPE_SM01", animTypeApproach = "ANIM_TYPE_INVALID", animTypeRide = "ANIM_TYPE_INVALID", animTypeSpecial = "ANIM_TYPE_RIDESM01-SPECIAL", causesSpellDamage = 1, tokens = { entry0 = {"et_maxangle_cone", 30, 0, 0, 8 }, //什么有4个数值,好像是什么角度,注意那个0。好吧暂时不明白是什么意思往下看 entry1 = {"et_damage_any_rel", 0, 20, 0, 5 }, //注意那个0 entry2 = {"et_spelldamage_fire", 700, 350, 0, 133 }, //火伤害,注意那个0 entry3 = {"et_spelldamage_physical", 350, 175, 0, 133 }, //物理伤害,注意那个0 entry4 = {"et_missile_adapt", 300, 10, 0, 9 }, entry5 = {"et_chance_burning", 297, 3, 1, 133 }, //几率燃烧……嗯?这里第三位怎么是1,不是0?再看下面,2、3、4、5、6,正好对应6个进阶升级~~!!好,全改成0试试看~~!!或者,保险起见,我们把它复制到Fire Demon的火球那里——见下 entry6 = {"et_chance_areasplash", 595, 5, 2, 5 }, entry7 = {"et_missile_adapt", 300, 10, 3, 9 }, entry8 = {"et_spelldamage_fire", 400, 200, 4, 133 }, entry9 = {"et_missile_adapt", 300, 10, 5, 9 }, entry10 = {"et_target_seeker", 1000, 0, 6, 133 }, }, fightDistance = 525.000000, aspect = "EA_HE_INFERNO", cooldown = 0.000000, soundProfile = 0, cost_level = 150, cost_base = 300, focus_skill_name = "skill_HE_inferno_focus", lore_skill_name = "skill_HE_inferno_lore", spellClass = "cSpellHeFeuerball", spellc, sorting_rank = 1, })
火焰恶魔的火球:注意entry后面的数字 mgr.defineSpell( "he_firemonkey_fireball", { eiStateName = "cSpellCast", fxTypeCast = "FX_HE_FD_FEUERBALL_C", fxTypeSpell = "FX_HE_FD_FEUERBALL", duration = 1.000000, animType = "ANIM_TYPE_MAGICA", animTypeApproach = "", animTypeRide = "", animTypeSpecial = "", causesSpellDamage = 1, tokens = { entry0 = {"et_damage_any_rel", 0, 20, 0, 5 }, entry1 = {"et_spelldamage_fire", 560, 280, 0, 133 }, entry2 = {"et_spelldamage_physical", 420, 210, 0, 133 }, entry3 = {"et_hits_persec", 500, 5, 0, 4 }, entry4 = {"et_range_area", 200, 0, 0, 4 }, entry5 = {"et_damping_fir", 200, 2, 0, 41 }, entry6 = {"et_missile_adapt", 300, 10, 0, 9 }, entry6 = {"et_chance_burning", 297, 3, 0, 133 }, entry7 = {"et_chance_areasplash", 595, 5, 0, 5 }, entry8 = {"et_missile_adapt", 300, 10, 0, 9 }, entry9 = {"et_spelldamage_fire", 400, 200,0, 133 }, entry10 = {"et_missile_adapt", 300, 10, 0, 9 }, entry11 = {"et_target_seeker", 1000, 0, 0, 133 }, fightDistance = 525.000000, aspect = "EA_HE_INFERNO", cooldown = 0.000000, soundProfile = 0, cost_level = 125, cost_base = 250, focus_skill_name = "skill__enemy_focus", lore_skill_name = "skill__enemy_lore", spellClass = "cSpellHeFdFeuerball", spellc, sorting_rank = 0, })
—————————— 同样,你甚至可以给火球加上其他伤害或者属性,只要entry后面的数组第三位为0就可以啦 比如entry# = {"et_spelldamage_magic", 630, 315, 0, 133 } //魔法伤害 |