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三国群英传7: 自设兵种替换法修改教程

2008-02-19 23:57:44 来源:本站原创 作者:佚名 我要投稿

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第二步:首先我们要知道每一个模型在指定的文件夹中都有图片组,如Shape\BFObj\BFSpec\069目录下分别有a010001.shp--a010008.shp、a020001---a020008、f010001----f010004、r010001----r010008以及w010001---w010004等图片组而以上的编号组是游戏中正规兵种的编号,对于BFSpec目录下的隐藏兵种的编号组均多出了01,也就是说正规兵种为a010001隐藏兵种则是a0001,这点很重要,我们拿069号兵种鳄鱼做为实验:

[OBJECT]
Name = 鳄鱼(剑仙)-----------这是原兵种名字,我改为剑仙
Sequence = 70069----------编号不动
Space = 0, 200, 0-----------调好模型定位
Process = BF_CLASS_BFSoldier
Directory = \BFObj\BFSoldier\069
Sprite = Wait, W010001, #12, W010002, W010003, W010004, W010003, W010002, W010001--------此处换成新兵种的编号组(切记新兵种编号组一定要加01)
Sprite = Walk, R10001, #5, @SP_EVENT_ACT_WALKSOUND, R10002, R10003, R10004, R10005, R10006, R10007, R10008------此处无须改动
Sprite = Attack1, A0001, #5, A0002, A0003,#7, A0004,#5, A0005, @SP_EVENT_ACT_ATTACK, A0006, A0007, A0007, @SP_EVENT_ACT_WAIT
Sprite = Attack2, A0009, #5, A0010, A0011, #7, A0012, #5, A0013, @SP_EVENT_ACT_ATTACK, A0014, @SP_EVENT_ACT_WAIT
Sprite = SAttack1, A0128, #4, A0129, A0130, A0131, #8, A0132, #2, A0133, A0134, #4, A0135, W0001, @SP_EVENT_ACT_WAIT
Sprite = SAttack2, A0136, #4, A0137, A0138, A0139, #8, A0140, #2, A0141, A0142, #4, A0143, A0144, W0001, @SP_EVENT_ACT_WAIT
Sprite = SAttack3, A0128, #4, A0129, A0130, A0131, #8, A0132, #2, A0133, A0134, #4, A0135, W0001, @SP_EVENT_ACT_WAIT
Sprite = Defend, W0018, #30, W0017, #6, W0001, @SP_EVENT_ACT_WAIT
Sprite = Hurt, W0022, #30, W0021, #6, W0001, @SP_EVENT_ACT_WAIT
Sprite = Die1, F0001, #5, F0002, F0003, F0004, F0005, #300, @SP_EVENT_ACT_FADEOUT
Sprite = Die2, F0001, #5, F0002, F0003, F0004, F0005, #300, @SP_EVENT_ACT_FADEOUT
Sprite = Die3, F0001, #5, F0002, F0003, F0004, F0005, #300, @SP_EVENT_ACT_FADEOUT
Sprite = Die4, F0001, #5, F0002, F0003, F0004, F0005, #300, @SP_EVENT_ACT_FADEOUT
Sprite = Die5, F0001, #5, F0002, F0003, F0004, F0005, #300, @SP_EVENT_ACT_FADEOUT------------这里改成新兵种的编号组
;Sprite = WalkHorse, r20001, #5, r20002, #5, r20003, #5, r20004, #5, r20005, #5, r20006, #5, r20007, #5, r20008, #5, r20008, @SP_EVENT_ACT_FADEOUT-----------------此处无视


第三步:ODB数据源我们已经搞定了,下面是给新增兵种设定属性和技能;

首先打开Soldier.ini文件,找到你欲加新兵种的编号地址69号,修改如下:

[SOLDIER]
No = 69
Name = 鳄鱼(剑仙)-----这里改成我想要的名字
Special = 
OrderNo = 69-----此处为模型地址
ObjID = 69------同上
Data01 = 
Data02 = -------这3项为升级兵种相关
Data03 = 
SuperHit = 25-------无须改动
Feature = 
Sex = 0------性别
DieMode = 
Rank = 2
Upgrade = 14
OffsetZ = -45
SizeX = 1
Str = 0
Int = 0
Life = 1
Speed = 6-------兵种速度
Interval = 65
DetectRangeMin = 1
DetectRangeMax = 1---------此为副武器射程(如禁卫兵的飞刀)
Weapon = 0---------此处为副武器种类
WeaponSpeed = 0----------此处是投掷速度
BasePower = 8--------新兵种的初始攻击力
AddPower = 2-----------防御力
Height = 150-----------兵种高度
Horse = 0
Type = 1
Color = 10-------兵种颜色

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