2012-08-02 23:24

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《圣域2 堕落天使》所有技能进阶升级

  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

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