W0017,三国群英传7修改了不能玩( 三 )


Sprite = Hurt h010001 #5 h010002 #5 h010002 @SP_EVENT_ACT_WAIT-----------此项静止动作 Sprite = Die1 f010001 #5 f010002 #5 f010003 #5 f010004 #5 f010005 #90 f010005 @SP_EVENT_ACT_FADEOUT
Sprite = Die2 f020001 #5 f020002 #5 f020003 #5 f020004 #5 f020005 #90 f020005 @SP_EVENT_ACT_FADEOUT
Sprite = Die3 f030001 #5 f030002 #5 f030003 #5 f030004 #5 f030005 #90 f030005 @SP_EVENT_ACT_FADEOUT
Sprite = Die4 f040001 #5 f040002 #90 f040002 @SP_EVENT_ACT_FADEOUT
Sprite = Die5 f050001 #5 f050002 #5 f050003 #5 f050004 #5 f050005 #90 f050005 @SP_EVENT_ACT_FADEOUT---------------------此5项兵种死亡编号组被杀时模型动作(1-55种死法新兵1种死法其余4项删除) 打开BFspecodb找新兵种编号地址第6行Sprite = WALK下直;Sprite = WalkHorse r020001 #5 r020002 #5 r020003 #5 r020004 #5 r020005 #5 r020006 #5 r020007 #5 r020008 #5 r020008 @SP_EVENT_ACT_FADEOUT复制打开BFSoldierodb找需要修改兵种编号原数据覆盖样省去手动改数据麻烦 第二步:首先我们要知道每模型指定文件夹都有图片组Shape\BFObj\BFSpec\069目录下分别有a010001shp--a010008shp、a020001---a020008、f010001----f010004、r010001----r010008及w010001---w010004等图片组而上编号组游戏正规兵种编号对于BFSpec目录下隐藏兵种编号组均多出了01也说正规兵种a010001隐藏兵种则a0001点重要我们拿069号兵种鳄鱼做实验: [OBJECT]
Name = 鳄鱼(剑仙)-----------原兵种名字我改剑仙
Sequence = 70069----------编号动
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--------此处换成新兵种编号组(切记新兵种编号组定要加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------------里改成新兵种编号组
第三步:下面给新增兵种设定属性和技能;首先打开Soldierini文件找欲加新兵种编号地址69号修改下:[SOLDIER]
No = 69
Name = 鳄鱼(剑仙)-----里改成我想要名字
Special =
OrderNo = 69-----此处模型地址
Data01 =
Data02 = -------3项升级兵种相关
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---------此副武器射程(禁卫兵飞刀)
Weapon = 0---------此处副武器种类
WeaponSpeed = 0----------此处投掷速度
BasePower = 8--------新兵种初始攻击力
AddPower = 2-----------防御力
Height = 150-----------兵种高度
Horse = 0
Type = 1
Color = 10-------兵种颜色