2013-07-12 10:22:08 来源:游戏堡 编辑:yxbao 我要留言
《圣域2》作为一款经典的动作RPG游戏,故事发生在遥远的两千年前的精灵时代,庞大而精彩的任务系统非常完善,强大的物理引擎也是的游戏较前作有了质的飞跃,下面是添加技能击飞效果的制作教程。
首先,用记事本打开游戏目录\scripts\shared\spells.txt
然后,参考后文进行修改
he_st_eissplitter ——红色的位置是“技能名称”所在附录含有游戏中技能所对应的名称
entry9 = {"et_chance_piercing", 334, 2, 6, 5 },——紫色是原版entryX所在
entry10 = {"et_hurl_enemy", 1000, 0, 0, 9 }, ——棕色是修改后entryX所在
方法:
搜索找到想要修改的“技能名称”位置;
下拉找到连续的entry栏(“原版”连续entry中最大数字X);
在entryX 后面添加额外一行: entryX= {"et_hurl_enemy", 1000, 0, 0, 9 },
X的数值为X+1
添加的额外一行之前需要手动输入两个Tab(按两下Tab键位)
注意不要少了逗号 “, ”
冰冷荆棘
原版:
mgr.defineSpell( "he_st_eissplitter", {
eiStateName = "cSpellCast",
fxTypeCast = "FX_HE_EISSPLITTER_C",
fxTypeSpell = "FX_HE_EISSPLITTER",
fxTypeCastSpecial = "FX_HE_CAST_K",
duration = 1.500000,
animType = "ANIM_TYPE_SM07",
animTypeApproach = "ANIM_TYPE_INVALID",
animTypeRide = "ANIM_TYPE_INVALID",
animTypeSpecial = "ANIM_TYPE_RIDESM01-SPECIAL",
causesSpellDamage = 1,
tokens = {
entry0 = {"et_maxangle_cone", 180, 2, 0, 8 },
entry1 = {"et_spelldamage_ice", 700, 350, 0, 133 },
entry2 = {"et_spelldamage_physical", 700, 350, 0, 133 },
entry3 = {"et_missile_adapt", 2900, 315, 0, 9 },
entry4 = {"et_missile_adapt", 470, 27, 1, 9 },
entry5 = {"et_spelldamage_ice", 490, 245, 2, 133 },
entry6 = {"et_chance_criticalhit", 98, 2, 3, 5 },
entry7 = {"et_chance_piercing", 334, 2, 4, 5 },
entry8 = {"et_missile_adapt", 470, 27, 5, 9 },
entry9 = {"et_chance_piercing", 334, 2, 6, 5 },
},
fightDistance = 525.000000,
aspect = "EA_HE_STORM",
cooldown = 0.000000,
soundProfile = 0,
cost_level = 250,
cost_base = 500,
focus_skill_name = "skill_HE_storm_focus",
lore_skill_name = "skill_HE_storm_lore",
spellClass = "cSpellHeEissplitter",
spellcontroltype = "eCAtype_a_effect_cone",
sorting_rank = 2,
})
冰冷荆棘
修改后:
mgr.defineSpell( "he_st_eissplitter", {
eiStateName = "cSpellCast",
fxTypeCast = "FX_HE_EISSPLITTER_C",
fxTypeSpell = "FX_HE_EISSPLITTER",
fxTypeCastSpecial = "FX_HE_CAST_K",
duration = 1.500000,
animType = "ANIM_TYPE_SM07",
animTypeApproach = "ANIM_TYPE_INVALID",
animTypeRide = "ANIM_TYPE_INVALID",
animTypeSpecial = "ANIM_TYPE_RIDESM01-SPECIAL",
causesSpellDamage = 1,
tokens = {
entry0 = {"et_maxangle_cone", 180, 2, 0, 8 },
entry1 = {"et_spelldamage_ice", 700, 350, 0, 133 },
entry2 = {"et_spelldamage_physical", 700, 350, 0, 133 },
entry3 = {"et_missile_adapt", 2900, 315, 0, 9 },
entry4 = {"et_missile_adapt", 470, 27, 1, 9 },
entry5 = {"et_spelldamage_ice", 490, 245, 2, 133 },
entry6 = {"et_chance_criticalhit", 98, 2, 3, 5 },
entry7 = {"et_chance_piercing", 334, 2, 4, 5 },
entry8 = {"et_missile_adapt", 470, 27, 5, 9 },
entry9 = {"et_chance_piercing", 334, 2, 6, 5 },
entry10 = {"et_hurl_enemy", 1000, 0, 0, 9 },
},
fightDistance = 525.000000,
aspect = "EA_HE_STORM",
cooldown = 0.000000,
soundProfile = 0,
cost_level = 250,
cost_base = 500,
focus_skill_name = "skill_HE_storm_focus",
lore_skill_name = "skill_HE_storm_lore",
spellClass = "cSpellHeEissplitter",
spellcontroltype = "eCAtype_a_effect_cone",
sorting_rank = 2,
})
he_st_eissplitter ——红色的位置是“技能名称”所在
附录含有游戏中技能所对应的名称
entry9 = {"et_chance_piercing", 334, 2, 6, 5 },, ——紫色是原版entryX所在
entry10 = {"et_hurl_enemy", 1000, 0, 0, 9 }, ——棕色是修改后entryX所在
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