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本帖最后由 ywrgod 于 2024-12-9 11:32 编辑
直接使用PAK版本:
修改文件夹版本用于整合:
已测试通关,和新版控制台可共存。EPIC/steam/通用,学习版未测,不知道此为无双版mod,嫌太厉害的移步隔壁氢改版
BY 涉谷428
老版本的基础上更新了:Alice_小杰
整合B站Alice_小杰的维勒多拳王MOD
整合小戴维的套装词条全满MOD
整合大鹅的代理人商店免费MOD
整合大鹅的去除武器改装外观MOD
整合大鹅的区域自由探索MOD
功能:
1、所有远程武器无限弹药,所有弓弩枪弹夹容量100
2、秒开锁
3、噩梦难度可感知
4、所有武器模组100%暴击,0冷却,1击充满,包括盾牌
5、肢解概率和X光概率提高
6、武器扔出后自动回收
7、所有药品BUFF增加到1小时
8、学会初始的高跳后自动获得90%的技能效果
9、勾爪可空抓无限提拉,距离增加
10、滑翔伞可无限向上飞,操控度增加
11、跳过开头动画
12、无限耐力
13、无限武器耐久
14、更强的回血
15、更容易触发的空中重击踢击处决
16、更容易触发的完美防御
17、更持久的紫外线手电筒
18、100米内抑制剂检测
19、砸地范围5倍无冷却
20、空中可100连跳
21、加快游泳速度和氧气增加
22、更快的跑步
23、更高的跳跃
24、两倍近战攻击范围
25、近战攻击不弹刀
26、可以防御任何攻击,包括重攻击,远程
27、1.5倍范围旋风斩
28、取消跌落伤害
29、10倍敌人体力伤害
30、1.5倍经验获取
31、免疫毒气和污染
32、双手武器可格挡
33、防御不退后
player_variables
具体修改如下:
Param("WallRunSideMinDuration", "1");
Param("WallRunSideMaxDuration", "1.75");
Param("DropAttackTargetDistanceMax", "9");
Param("DropAttackMaxAngleToTarget", "145");
Param("DropAttackShockwaveEnabled", "true");
Param("DeathFromAboveShockwave", "true");
Param("DeathFromAboveWithItemEnabled", "true");
Param("DeathFromAboveJumpAvailable", "true");
Param("SurvivorSenseCooldown", "0.1"); // sensor rest time in seconds
Param("SurvivorSenseRange", "120.0"); // Range of visualization of sonar
Param("SurvivorSenseIconDuration", "999.0"); //how long the objects icons will stay on screen
Param("GREDetectorWithoutFacility", "true");
Param("GREDetectorRange", "100.0");
Param("EmptySwingStaminaUsageMul", "0.1");
Param("GroundPoundRangeMul", "5");
Param("SwimSecondsUnderWater", "99999");
Param("SwimStaminaUsage", "0.05");
Param("SwimNitroAvailable", "false");
Param("ExtraJumpsInAir", "100");
Param("XrayEffectProbability", "1.0");
Param("EnableXRayEffectOnAllHits", "true");
Param("ActiveLandingMinInputTime", "2.0");
Param("HealthCriticalLevel", "0.50");
Param("MaxAutoRegenHealthPercent", "100"); // Regenerates health up to this value. Post process depends on LowHealthEffectThreshold
Param("HealthRegenerationDelay", "1.0"); // Time after which player starts to regenerate, measured from last hit
Param("SwimMoveSpeed", "4");
Param("SprintNitroAcceleration", "20");
Param("SprintNitroMaxSpeedAdd", "2.6");
Param("AttackMoveBackwardMaxSpeed", "1.5");
Param("MoveSprintMinSpeed", "5.5");
Param("MoveSprintSpeed", "10.0");
Param("MoveAcceleration", "40.0"); // DL: 40.0, PREPROD: 20.0
Param("MoveSprintMinAcceleration", "8.5");
Param("VeryLargeJumpDistance", "16.2");
Param("RopeHookThrowPowerMax", "500.0");
Param("RopeHookThrowPowerMin", "500.0");
Param("RopeHoookSpinMaxTime", "5.5");
Param("RopeHoookThrowAdditionalAngle", "22.0");
Param("RopeHookSwingMoveMaxVelocity", "24.5");
Param("RopeHoookMaxSwingSpeed", "22.0");
Param("RopeHoookMaxSwingSpeedAdvancedParkour", "26.0");
Param("RopeHoookStrafeInputScale", "6.0");
Param("RopeHoookStrafeMaxDist", "10.0");
Param("RopeHoookStrafeRopeLengthToMaxDist", "52.0");
Param("RopeHookSwingAccelerationMult", "35.0");
Param("RopeHookOnStopSetCustomAirControllFactor", "true"); // When enabled, will set custom air controll factor
Param("RopeHookOnStopSetPhysicsForcedVelocity", "true"); // Will pass on current velocity to keep the momentum on ropehook stop
Param("RopeHookAllowThrowOnNothing", "true"); // when no ropehook target, allow for throwing anyway.
Param("GraplePullRange", "60.0");
Param("GraplePullVelMin", "21.0");
Param("GraplePullVelMax", "47.0");
Param("GraplePullJumpHeightMid", "8.0");
Param("GraplePullJumpHeightMax", "14.0");
Param("ChargeAttack", "1");
Param("MeleeWpnDurabilityMulReduce", "0.1");
Param("HoldJumpHeight", "14.85");
Param("NormalJumpHeight", "1.65");
Param("AdvancedParkourNormalJumpHeight", "1.92");
Param("FarJumpHeight", "1.8");
Param("JumpOnHeight", "0.95");
Param("RangeMeleeMul", "2.1");
Param("CanBlockPowerAttackWith2HandedHeavy", "1");
Param("BlockHeavyAttackPushBack", "0.0");
Param("CanBlockProjectiles", "true");
Param("CanDeflectProjectiles", "true");
Param("CanBlockThrowables", "true");
Param("CanDeflectThrowables", "true");
Param("ExhaustedDodgeEnabled", "0");
Param("GlideVisBodyPitchMin", "-60.0");
Param("GlideVisBodyPitchMax", "-5.0");
Param("GlideDecceleration", "1.5");
Param("GlideSpeeMagMax", "14.5");
Param("GlideSpeedMagMin", "7"); // Min velocity mag that the player can have, it is tied to bodypitch
Param("BroomGlideSpeedMagMin", "16.0");
Param("GlideSpeedMagMinNoControl", "6");
Param("GlideSteeringSpeed", "30");
Param("GlideMaxGravityAccel", "-1"); // max gravity that can be applied to correct the velocity, it is tied with the velocity magnitude
Param("HoverGlideMinGravityAccel", "8.0");
Param("GlidePitchMax", "25"); // max vert angle that velocity can have
Param("GlidePitchMin", "-60"); // min look and vert velocity angle
Param("GlideBackwardsMaxDeccel", "15"); // Max deceleration value when pressing backwards
Param("GlideBackwardsSpeedMagMin", "8"); // Min velocity that can be reached when pressing backwards
Param("GlideNitroCooldown", "3.0");
Param("PerfectBlockTimingStart", "0.00");
Param("PerfectBlockTimingEnd", "5.0");
Param("WhirlwindAddedRange", "1.5");
Param("AntizinDrainBlocked", "true");
Param("AutoActiveLandings", "true");
Param("BlockHeavyEdgeGrabs", "true");
Param("BlockFailedEdgeGrabs", "true");
Param("FallDamageResistance", "100.0");
Param("AIDamageResistance", "90.0");
Param("StaminaDamageMul", "10.0");
Param("FirstStrikeStaminaDamageMul", "20.0");
Param("ItemStaminaDamageMul", "10.0");
Param("ItemStaminaDamageMulCoop", "10.0");
Param("OpenWorldXPModifier", "1.5");
Param("OpenWorldNightXPModifier", "1.5");
Param("AntiFovScale", "0.02");
Param("PerfectBlockAdditionalStaminaDamageChance", "1.33");
Param("PerfectDodgeAdditionalStaminaDamageChance", "1.33");
Param("UvLightImmunitiyRegenerationFactor", "10.0");
Param("UvFlashlightEnergyDrainFactor", "0.1");
Param("FirearmsPistolInfiniteAmmo", "true");
Param("FirearmsRevolverInfiniteAmmo", "true");
Param("FirearmsRifleInfiniteAmmo", "true");
Param("FirearmsShotgunInfiniteAmmo", "true");
Param("FirearmsSMGInfiniteAmmo", "true");
Param("DamageMulEnemiesNearbyRadius", "8.0");
Param("DamageMulEnemiesNearbyCount", "4.0");
player_variables_nightmare修改:
Param("WeaponStaminaUsageMul", "0.00");
Param("StaminaRegenerationMul", "1.575"); //Previous stamina set-up before rework
Param("PerfectBlockTimingEnd", "5.00");
Param("MeleeWpnDurabilityMulReduce", "0.00");
Param("HealthCriticalLevel", "0.50");
Param("MaxAutoRegenHealthPercent", "100");
Param("HealthRegenerationDelay", "1.0");
Param("HealthRegenerationEnabled", "true");
Param("ActiveLandingMaxInputTime", "0.3");
Param("ActiveLandingMinInputTime", "2.0");
Param("BlockHeavyAttackStaminaCost", "0.05");
Param("DropAttackMaxFallHeight", "999.0"); // block using jump attack after faling from 15 meters
Param("MaxDodgesInSequence", "4");
Param("UvLightImmunitiyRegenerationFactor", "10.25");
Param("UvFlashlightEnergyDrainFactor", "0.1");
Param("FlashlightDimmingTime", "-1.0");
Param("FlashlightAutomaticTurnOffTime", "-1.0");
Param("SurvivorSenseAIRange", "60.0"); // range of detecting active AI
Param("SurvivorSenseRestingAIRange", "10.0"); // range of detecting sleeping AI
Param("AdvancedStamina", "false");
Param("PushAttackAdvancedStaminaCost", "0.1");
common_skills修改:
<skill id="height_jump" cat="Agility" skill_points_type="Traversal">
<!--<float_var_req id="MaxStamina" val="1.25" text="&Req_Stamina_1.25&"/>-->
<effect id="NormalHoldJumpTime" change="0.142"/>
<effect id="AdvancedParkourNormalHoldJumpTime" change="0.112"/>
<effect id="CanRecieveXPProficiency" change="1"/>
<effect id="AllowToJumpSoonerFromEdge" change="1"/>
<effect id="ShimmyFastAnims" change="1"/>
<effect id="ShimmyUpRange" change="1.5"/>
<effect id="SlideAvailable" change="1"/>
<effect id="SlideAttackLoop" change="1"/>
<effect id="SlideJumpAvailable" change="1"/>
<effect id="AllowSlopeStruggle" change="1.0"/>
<effect id="SprintNitro" change="1"/>
<effect id="DashAttackAvailable" change="1"/>
<effect id="AfterBoostEnabled" change="1"/>
<effect id="WallRunFrontEnabled" change="1"/>
<effect id="WallRunSideEnabled" change="1"/>
<effect id="WallJumpFrontEnabled" change="1"/>
<effect id="WallJumpFrontRotateEnabled" change="1"/>
<effect id="WallJumpFrontLookForwardEnabled" change="1"/>
<effect id="WallRunMaxSequence" change="1"/>
<effect id="ActiveLandingJumpEnabled" change="1"/>
<effect id="EnableMutedLanding" change="1"/>
<effect id="FarJumpAvailable" change="1"/>
<effect id="DoubleJumpInOverAndOn" change="1"/>
<effect id="JumpRotateAvailable" change="1"/>
<effect id="BounceOffHeadInDashAvailable" change="1"/>
<effect id="PerfectBlockWithSlowMo" change="1"/>
<effect id="CanBlockBlast" change="1"/>
<effect id="CanBlockRam" change="1"/>
<effect id="CanBlockPowerAttack" change="1"/>
<effect id="CanBlockWithFistsOtherWeapons" change="1"/>
<effect id="BlockHitReactionKnockdown" change="1"/>
<effect id="CanBlockProjectiles" change="1"/>
<effect id="CanDeflectProjectiles" change="1"/>
<effect id="TackleGrabEnabled" change="1"/>
<effect id="DropAttackEnable" change="1"/>
<effect id="DropAttackShockwaveEnabled" change="1"/>
<effect id="ChargeAttack" change="1"/>
<effect id="WhirlwindCharge" change="1"/>
<effect id="VaultKickHoldEnabled" change="1"/>
<effect id="WrestlingKick" change="1"/>
<effect id="StompLevel" change="2"/>
<effect id="ChargeAttack" change="1"/>
<effect id="WhirlwindCharge" change="1"/>
<effect id="GroundPound" change="1"/>
<effect id="ThrowParabolaEnabled" change="1"/>
<effect id="FirearmsZoomEnabled" change="1"/>
<effect id="EnableSlowMoThrowingWhileParkouring" change="1"/>
<effect id="BowEnableSlowMoShootWhileParkouring" change="1"/>
<effect id="FirearmEnableSlowMoShootWhileParkouring" change="1"/>
<effect id="FirearmsPowerShotEnablePenetration" change="1"/>
<effect id="PerfectDodgeSlowmo" change="1"/>
<effect id="NagewazaEnable" change="1"/>
<effect id="NagewazaThrowEnabled" change="1"/>
<effect id="FinisherBackWithItemEnabled" change="1"/>
<effect id="FinisherBackLedgeEnabled" change="1"/>
<effect id="AirTakedownEnabled" change="1"/>
<effect id="DeathFromAboveJumpAvailable" change="1"/>
<effect id="FinisherItemThrowEnabled" change="1"/>
<effect id="FirstStrikeEnabled" change="1"/>
</skill>
<skill id="parkour_combat" cat="Power" skill_points_type="Combat">
<effect id="BounceOffHeadAvailable" change="1"/>
<effect id="VaultKickEnabled" change="1"/>
</skill>
<skill id="perfect_block" cat="Power" skill_points_type="Combat">
<skill_req id="parkour_combat"/>
<float_var_req id="MaxHealth" val="120" text="&Req_Health_120&"/>
<effect id="PerfectBlockWithSlowMo" change="1"/>
<effect id="PerfectBlockStaminaMul" change="-1.0"/>
<effect id="PerfectBlockStaggerDuration" change="1.0"/>
<effect id="CanBlockBlast" change="1"/>
<effect id="CanBlockRam" change="1"/>
<effect id="CanBlockPowerAttack" change="1"/>
<effect id="CanBlockWithFistsOtherWeapons" change="1"/>
<effect id="BlockHitReactionKnockdown" change="1"/>
<effect id="CanBlockProjectiles" change="1"/>
<effect id="CanDeflectProjectiles" change="1"/>
</skill>
=========================================老版本分割线===============================================
看到有回复说需要分开的,因为很多修改都在同一个文件里的,我只能稍微说一下每个文档改了点啥,你们自己去搞吧。
首先:
AI和physics这两个我是原封不动N网上下来的,就是那个N网上的尸体布娃娃系统和断肢增强的。不需要你就删了。
主要是scripts里面这么多的脚本。
1、武器满词条
scripts\inventory\itemaffixes.scr
2、各种武器词条的触发
scripts\crafting\crafting_elementals.scr
3、撬锁
scripts\minigames\lockpickminigame.scr
4、各种武器的模块CD
scripts\inventory里面
inventory_opera.scr
inventory.scr
以及scripts\inventory\chapters里的
inventory_ch_prototypes.scr
改的是ModCooldown(1);这个词条。
5、X光触发概率
也是inventory这个目录里的各种文件
改的是XrayTriggerProbability(1.0);这个词条
6、不弹刀
scripts\inventory\inventory_weapondefintions.scr
改的是Flags(33);
7、护臂增强
inventory_opera.scr
改的是这些,每个模组按需要改
UIStats(){
UIStat("&StatsUI_ModElementalDamage&", 25, "Normal");
UIStat("&StatsUI_ModElementalDuration&", 8, "Seconds");
UIStat("&StatsUI_ActivationChance&", 100, "Percent");
8、所有武器4孔
\scripts\inventory里面所有文件
改的是CraftingSlots(true, true, true, true);
9、体术增强
scripts里面散在外面的文件基本都是
包括sync_actions_XXXX.def和damagedefinitions.scr和DAMAGE目录里的。
另外额外修改了player_variables和inventory_special_dl.scr里的相关内容,就不一一标出来了,太麻烦。
10、\scripts\skills下面的两个文件
buffs.xml主要改了各种BUFF的时长
common_skills.xml这个里面,在<!--AGILITY = PARKOUR-->
前面增加了一大段技能,你自己对照着看,增加的都是空手变成夜行者艾登的功能。
然后<skill id="height_jump" cat="Agility" skill_points_type="Traversal"> 这个就是最初的高跳技能,我后面加的
<effect id="AllowToJumpSoonerFromEdge" change="1"/>
<effect id="ShimmyFastAnims" change="1"/>
<effect id="ShimmyUpRange" change="1.5"/>
<effect id="SlideAvailable" change="1"/>
<effect id="SlideAttackLoop" change="1"/>
<effect id="SlideJumpAvailable" change="1"/>
<effect id="AllowSlopeStruggle" change="1.0"/>
<effect id="SprintNitro" change="1"/>
<effect id="DashAttackAvailable" change="1"/>
<effect id="AfterBoostEnabled" change="1"/>
<effect id="WallRunFrontEnabled" change="1"/>
<effect id="WallRunSideEnabled" change="1"/>
<effect id="WallJumpFrontEnabled" change="1"/>
<effect id="WallJumpFrontRotateEnabled" change="1"/>
<effect id="WallJumpFrontLookForwardEnabled" change="1"/>
<effect id="WallRunMaxSequence" change="1"/>
<effect id="ActiveLandingJumpEnabled" change="1"/>
<effect id="EnableMutedLanding" change="1"/>
<effect id="FarJumpAvailable" change="1"/>
<effect id="DoubleJumpInOverAndOn" change="1"/>
<effect id="JumpRotateAvailable" change="1"/>
<effect id="BounceOffHeadInDashAvailable" change="1"/>
<effect id="BounceOffHeadAvailable" change="1"/>
<effect id="VaultKickEnabled" change="1"/>
<effect id="PerfectBlockWithSlowMo" change="1"/>
<effect id="CanBlockBlast" change="1"/>
<effect id="CanBlockRam" change="1"/>
<effect id="CanBlockPowerAttack" change="1"/>
<effect id="CanBlockWithFistsOtherWeapons" change="1"/>
<effect id="BlockHitReactionKnockdown" change="1"/>
<effect id="CanBlockProjectiles" change="1"/>
<effect id="CanDeflectProjectiles" change="1"/>
<effect id="TackleGrabEnabled" change="1"/>
<effect id="DropAttackEnable" change="1"/>
<effect id="DropAttackShockwaveEnabled" change="1"/>
<effect id="ChargeAttack" change="1"/>
<effect id="WhirlwindCharge" change="1"/>
<effect id="VaultKickHoldEnabled" change="1"/>
<effect id="WrestlingKick" change="1"/>
<effect id="StompLevel" change="2"/>
<effect id="ChargeAttack" change="1"/>
<effect id="WhirlwindCharge" change="1"/>
<effect id="GroundPound" change="1"/>
<effect id="ThrowParabolaEnabled" change="1"/>
<effect id="FirearmsZoomEnabled" change="1"/>
<effect id="EnableSlowMoThrowingWhileParkouring" change="1"/>
<effect id="BowEnableSlowMoShootWhileParkouring" change="1"/>
<effect id="FirearmEnableSlowMoShootWhileParkouring" change="1"/>
<effect id="FirearmsPowerShotEnablePenetration" change="1"/>
<effect id="PerfectDodgeSlowmo" change="1"/>
<effect id="NagewazaEnable" change="1"/>
<effect id="NagewazaThrowEnabled" change="1"/>
<effect id="FinisherBackWithItemEnabled" change="1"/>
<effect id="FinisherBackLedgeEnabled" change="1"/>
<effect id="AirTakedownEnabled" change="1"/>
<effect id="DeathFromAboveJumpAvailable" change="1"/>
<effect id="FinisherItemThrowEnabled" change="1"/>
<effect id="FirstStrikeEnabled" change="1"/>
这么一大段,基本就是学一个技能可以学会其他技能的效果了
再下面
<skill id="perfect_block" cat="Power" skill_points_type="Combat">
这一行,下面我加了
<effect id="CanBlockBlast" change="1"/>
<effect id="CanBlockRam" change="1"/>
<effect id="CanBlockPowerAttack" change="1"/>
<effect id="CanBlockWithFistsOtherWeapons" change="1"/>
<effect id="BlockHitReactionKnockdown" change="1"/>
<effect id="CanBlockProjectiles" change="1"/>
<effect id="CanDeflectProjectiles" change="1"/>
这些,就是格挡的强化了
11、修改最多的,就是player_variables.scr这个文档了,我稍微列举一下(都是改好后的):
我改了:
增强下落攻击范围和起跳高度条件的
Param("DropAttackMinFallHeight", "0.5");
Param("DropAttackTargetDistanceMax", "9");
Param("DropAttackMaxAngleToTarget", "145");
Param("DropAttackShockwaveEnabled", "true");
增强敌人没发现落下按脑袋这招的
Param("DeathFromAboveShockwave", "true");
Param("DeathFromAboveWithItemEnabled", "true");
Param("DeathFromAboveJumpAvailable", "true");
开启抑制剂雷达
Param("GREDetectorWithoutFacility", "true");
Param("GREDetectorRange", "100.0");
增加游泳氧气
Param("SwimSecondsUnderWater", "300");
增加X光概率
Param("XrayEffectProbability", "0.5");
Param("XRayVisEffectRadius", "0.7");
砸地攻击范围的
Param("GroundPoundRangeMul", "5");
这个我没改,但是也说一下,就是隐身
Param("InVisibleToEnemies", "1");
Param("PostReviveInvisibility", "true");
这个是下落掉血高度
Param("LethalHeight", "9999.0");
这个是自动回血上限
Param("MaxAutoRegenHealthPercent", "100");
这个是自动回血间隔频率
Param("HealthRegenerationDelay", "1.0");
这个是武器消耗耐久比例
Param("MeleeWpnDurabilityMulReduce", "0.0");
这些是跳跃相关
Param("JumpOnHeight", "0.95");
Param("VeryLargeJumpDistance", "16.2");
Param("HoldJumpHeight", "14.85");
Param("NormalJumpHeight", "1.52");
Param("AdvancedParkourNormalJumpHeight", "1.92");
Param("FarJumpHeight", "1.8");
Param("JumpOnHeight", "0.95");
这些是跑步速度相关
Param("SprintNitroAcceleration", "20");
Param("SprintNitroMaxSpeedAdd", "2.6");
Param("MoveSprintMinSpeed", "5.5");
Param("MoveSprintSpeed", "10.0");
Param("MoveAcceleration", "40.0");
Param("MoveSprintMinAcceleration", "8.5");
这些是钩锁相关
Param("RopeHookThrowPowerMax", "400.0");
Param("RopeHookThrowPowerMin", "400.0");
Param("RopeHoookSpinMaxTime", "5.5");
Param("RopeHoookThrowAdditionalAngle", "22.0");
Param("RopeHookSwingMoveMaxVelocity", "24.5");
Param("RopeHoookMaxSwingSpeed", "22.0");
Param("RopeHoookMaxSwingSpeedAdvancedParkour", "26.0");
Param("RopeHoookStrafeInputScale", "6.0");
Param("RopeHoookStrafeMaxDist", "10.0");
Param("RopeHoookStrafeRopeLengthToMaxDist", "52.0");
Param("RopeHookSwingAccelerationMult", "35.0");
Param("RopeHookOnStopSetCustomAirControllFactor", "true");
Param("RopeHookOnStopSetPhysicsForcedVelocity", "true");
Param("RopeHookAllowThrowOnNothing", "true");
Param("GraplePullRange", "60.0");
Param("GraplePullVelMin", "21.0");
Param("GraplePullVelMax", "47.0");
Param("GraplePullJumpHeightMid", "8.0");
Param("GraplePullJumpHeightMax", "14.0");
这些是降落伞相关
Param("GlideVisBodyPitchMin", "-60.0");
Param("GlideVisBodyPitchMax", "-5.0");
Param("GlideDecceleration", "1.5");
Param("GlideSpeeMagMax", "14.5");
Param("GlideSpeedMagMin", "7"); // Min velocity mag that the player can have, it is tied to bodypitch
Param("BroomGlideSpeedMagMin", "16.0");
Param("GlideSpeedMagMinNoControl", "6");
Param("GlideSteeringSpeed", "30");
Param("GlideMaxGravityAccel", "-1");
Param("HoverGlideMinGravityAccel", "8.0");
Param("GlidePitchMax", "25");
Param("GlidePitchMin", "-60");
Param("GlideBackwardsMaxDeccel", "15"); // Max deceleration value when pressing backwards
Param("GlideBackwardsSpeedMagMin", "8");
Param("GlideNitroCooldown", "0.0");
这个是攻击距离
Param("RangeMeleeMul", "2.1");
这个是双手可格挡
Param("CanBlockPowerAttackWith2HandedHeavy", "1");
这个是格挡了不后退
Param("BlockHeavyAttackPushBack", "0.0");
这几个是格挡强化
Param("CanBlockProjectiles", "true");
Param("CanDeflectProjectiles", "true");
Param("CanBlockThrowables", "true");
Param("CanDeflectThrowables", "true");
Param("AutoActiveLandings", "true");
Param("BlockHeavyEdgeGrabs", "true");
Param("BlockFailedEdgeGrabs", "true");
这个是回避相关,就你没体力了那种回避方式给关了
Param("ExhaustedDodgeEnabled", "0");
这个是延长完美格挡时间窗
Param("PerfectBlockTimingEnd", "1.25");
这个是增加大风车距离
Param("WhirlwindAddedRange", "1.5");
这个是无限耐力
Param("InfiniteStamina", "true");
这个是不减抵抗力
Param("AntizinDrainBlocked", "true");
这个是下落伤害减伤
Param("FallDamageResistance", "100.0");
这个是敌人伤害减伤(不包括环境伤害)
Param("AIDamageResistance", "90.0");
这个是无限箭
Param("InfiniteArrows", "true");
这个是免疫化学毒气
Param("ToxinsImmunity", "true");
[/hide]具体功能:
1、随时获得滑翔伞、紫外线、勾爪(仓库里吃圣诞的药)
2、整合大鹅的商店
3、钝击X光概率提升
4、所有模组0冷却,1下续满,100%触发
5、空手变成夜魔状态
6、所有装备满词条
7、撬锁简化
8、DLC护臂增强,0冷却,1下续满,100%触发
9、N网上的尸体布娃娃系统和断肢增强
10、格斗技能超远击飞+百分比扣血
11、技能优化,学一个高跳基本学会所有技能
12、格挡强化,可格挡所有攻击
13、下落攻击范围强化
14、下落无伤
15、自动回血至100%
16、武器耐久不消耗
17、跳跃高度距离增加
18、跑步速度增加
19、蓄力攻击伤害增加
20、近战攻击范围+100%。近战攻击不弹刀
21、双手武器可格挡
22、完美格挡时间窗增加
23、大风车范围增加
24、无限耐力
25、无视污染区
26、无限抵抗力
27、90%减伤
28、无限弓箭
29、飞翼优化,可以平地上升,无限加速0CD
30、勾爪优化,可抓空气,抓力提升,可平地起飞
31、所有武器4孔
32、夜晚手电筒加强
全部测试完毕无BUG,建议使用联机补丁,可在线
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