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睡觉前,发些好玩的,自己改吧,好过求MOD无门,修改器改死- -.....

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首先,请参照原来的置顶贴http://game1.ali213.net/viewthre ... ;extra=#pid13091325 让自己的机器可以修改GAME DATA文件,这里需要提醒一下的是在1.0001版里面是不需要删除游戏根目录下任何.DB的文件的,同时解压出来的GAMEDATA文件也不要放在游戏根目录下面. 最好的做法是在游戏根目录下创建空的GAMEDATA文件并在里面创建一个COGIG文件夹,,然后将具体修改了的GAMEDATA文件粘贴进去,主要是贴到COFIG文件夹里面.

如果在修改文件以后出现进入游戏就退出,或者在client synchronising 的时候跳出游戏就表示你修改的参数有问题,因此,请不要怕麻烦,尽量不要一次过修改过多的项目,并记着自己修改过哪些项目.

接下来就介绍一下几个主要的MOD文件及他们重要的参数(除了具体说明的以外,所有数值都是越大效果越明显).
gamedata\config\creatures 在这文件夹内的文件是游戏内各生物的主要设置,其中actor.ltx就是主角,我们也以这个文件内的参数作为说明:

[actor]:common_ph_friction_params_on_npc_death  
GroupControlSection                = spawn_group
$spawn                                         = "actor"
$ed_icon                                = ed\ed_actor
$player                                 = on
$prefetch                                 = 16
cform                   = skeleton
class                   = O_ACTOR                   
money                                        = 40;    很明显,这个值就是玩家初始的金钱数
rank                                        = 3;       玩家初始的等级
script_binding                        = bind_stalker.actor_init   
visual                                        = actors\hero\stalker_novice.ogf   
destroyed_vis_name                = physics\Dead_Body\skelet_crash   

terrain                                        = actor_terrain

max_item_mass                        = 50.0  
jump_speed              = 6.   跳跃的速度, 值越大可以说跳得越高
crouch_coef                         = 0.45  按Ctrl键行走的速度
climb_coef                                = 0.7  爬楼梯的速度
run_coef                = 2.1 普通按w键前行的速度
sprint_koef                                = 2.6 加速跑的速度
run_back_coef                        = 1.8 按s键后退的速度
walk_back_coef                        = 0.8 按Shift键后退的速度,  但没有前进的速度
air_control_param                = 0.1 可以视其为空气阻力的大小,没什么意义
walk_accel              = 17 所有移动的加速度,也就是说这个值的提高能让所有移动的速度都提高,包括按Shift键前进的速度
修改移动速度除了可以明显减少跑图时间以外,还造成操控困难及另外一个不太好的后果,就是由于地面并不是平坦的而且有大量的高地起伏,所以很容易就会跑着跑着飞了起来,甚至越过地图边界,特别对于机器一般的朋友来说还会对游戏流畅度造成影响,因为我们玩的时FPS不是极品飞车.不过控制得好或者数值合理会带来意想不到的乐趣.

pickup_info_radius                = 5        ;3  这个是我们对于地面物品的发现距离,按F键才会显示

ef_creature_type                = 17                                                ; option for evaluation functions

; attach params
attachable_items                = device_torch,attachable_item,hand_radio  主角可以附带的物品

ph_box0_center                                                 = 0.0,  0.9,  0.0
ph_box0_size                                                 = 0.35, 0.9,  0.35



IP属地:福建1楼2008-07-23 10:10回复
    ph_box1_center                                                 = 0.0,  0.75,  0.0
    ph_box1_size                                                 = 0.35, 0.75,  0.35
    ph_box2_center                                                 = 0.0,  0.6,  0.0
    ph_box2_size                                                 = 0.35, 0.6,  0.35  
    stalker_restrictor_radius                        = .55;0.55;0.75;0.9
    stalker_small_restrictor_radius                = .55;
    medium_monster_restrictor_radius        = 0.1
    ph_crash_speed_min                              = 14  这个是玩家发生碰撞伤害的最小值
    ph_crash_speed_max                              = 30  这个是最大值. 这是决定玩家在以什么速度移动时会发生碰撞伤害,比如从高处掉下来,但如果修改了移动速度,请将这两个值也相应改大,否则普通移动也会被系统判定与地面相撞而掉血并停止移动.
    ph_collision_damage_factor                        = 1.0 发生碰撞伤害的伤害系数 如果修改了上面两个值这个就不用管了
    ph_mass                                                         = 80

    weapon_bone0                                = bip01_r_finger1
    weapon_bone1                                = bip01_l_finger1
    weapon_bone2                                = bip01_r_finger11

    damage                                                = actor_damage  以下是比较作弊的参数, 玩家的伤害值

    hit_probability_gd_novice                = 0.20  
    hit_probability_gd_stalker                = 0.30
    hit_probability_gd_veteran                = 0.40
    hit_probability_gd_master                = 0.50  以上是各难度下玩家被击中的几率
    hit_sounds                                        = actor_hit_snds 被击中的声音
    ;actor condition

    immunities_sect                                = actor_immunities_gd_master 
    condition_sect                                = actor_condition 

    heavy_breath_snd        = actor\breath_1        重喘气的声音
    heavy_blood_snd                = affects\heartbeat; heart\8 重伤喘气的声音,应该是心脏跳动的声音吧

    material                                                = creatures\actor
    camera_height_factor                        = 0.85 玩家第一人称视角是的高度


    disp_base                                        = 0.8                
    disp_aim                                        = 0.04
    disp_vel_factor                                = 2.0                
    disp_accel_factor                        = 2.0          ;
    disp_crouch_factor                        = -0.2         ;
    disp_crouch_no_acc_factor        = -0.4         ;
    disp_jump_factor                        = 2.0

    missile_throw_offset = 0.3, 0.5, 0.5  投掷东西的偏移量(手榴弹,螺丝)

    body_remove_time = 60000        ;

    sleep_time_factor                        = 1000        ;400                
    max_sleep_hours                                = 12
    ;species of monster
    species                                = actor


    ;---STEP MANAGER------------------------------------------------------
    LegsCount                                                = 2
    step_params                                                = stalker_step_manager
    foot_bones                                                = stalker_foot_bones
    


    IP属地:福建2楼2008-07-23 10:10
    回复
      2025-09-17 13:07:12
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      memory_update_time                        = 100

      visibility parameters 主角的可视度参数 个人觉得修改了意义不大,没有敌人能看见你还打什么啊?
      DynamicObjectsCount                        = 32
      min_view_distance                   = 1.0                                
      max_view_distance                         = 1.0                                
      visibility_threshold                 = 1.0                                
      always_visible_distance         = 1.0
      time_quant                                        = 0.005
      decrease_value                                = 0.1                                ;
      velocity_factor                             = 0.5
      luminocity_factor                        = 0.5;0                         ;
      transparency_threshold                 = 0.4                                ; 0.25
      still_visible_time                        = 5000                                ;

      [actor_immunities_gd_novice]  直接翻译的话是:玩家在新手等级下对各种伤害的免疫值,但immunity在这里实际上表示的是各种伤害能对你有效造成伤害的百分比,也就是说这个值是越大伤害越大的 同时,如果改成负数的话,则会出现相应的伤害会造成加血的现象. 
      burn_immunity                                 = 0.5                                ; 
      strike_immunity                         = 0.5
      shock_immunity                                 = 0.5
      wound_immunity                                = 0.5
      radiation_immunity                         = 0.5
      telepatic_immunity                         = 0.5
      chemical_burn_immunity                 = 0.5
      explosion_immunity                         = 0.1
      fire_wound_immunity                  = 0.5

      接下来几组是不同等级下的immunity设定,就不费笔墨了.
      [actor_immunities_gd_stalker] 
      burn_immunity                                 = 0.65                                 
      strike_immunity                         = 0.65
      shock_immunity                                 = 0.65
      wound_immunity                                = 0.65
      radiation_immunity                         = 0.65
      telepatic_immunity                         = 0.65
      chemical_burn_immunity                 = 0.65
      explosion_immunity                         = 0.3
      fire_wound_immunity                  = 0.65

      [actor_immunities_gd_veteran]
      burn_immunity                                 = 0.8                                 
      strike_immunity                         = 0.8
      shock_immunity                                 = 0.8
      wound_immunity                                = 0.8
      radiation_immunity                         = 0.8
      telepatic_immunity                         = 0.8
      chemical_burn_immunity                 = 0.8
      explosion_immunity                         = 0.6
      fire_wound_immunity                  = 0.8

      [actor_immunities_gd_master]
      burn_immunity                                 = 1.0                                ; 
      strike_immunity                         = 1.0
      shock_immunity                                 = 1.0
      wound_immunity                                = 1.0
      radiation_immunity                         = 1.0
      telepatic_immunity                         = 1.0
      


      IP属地:福建3楼2008-07-23 10:10
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        chemical_burn_immunity                 = 1.0
        explosion_immunity                         = 1.0
        fire_wound_immunity                  = 1.0

        [actor_condition]
        satiety_v                                        = 0.000015        饥饿感的增加系数越小越好                        ;
        radiation_v                                        = 0.0001        辐射的增加系数越小越好                ;
        satiety_power_v                                = 0.000055        饥饿对POWER的影响系数越小越好        ;
        satiety_health_v                        = 0.0001        饥饿对血量的影响系数越小越好,也就是减血的速度
        satiety_critical                        = 0.0                                        
        radiation_health_v                        = 0.004        辐射对血量的影响系数越小越好                
        morale_v                                        = 0.0001 这个游戏有士气值吗?                                
        psy_health_v                                = 0.001        士气值对血量的影响?                                ;
        alcohol_v                                        = -0.0003  喝酒以后的影响也是 越小越好 不过,我们可以看见是负值,所以如果改为正数的时候应该是越大越好
        health_hit_part                                = 1.0                                        
        power_hit_part                                = 0.1                                        
        max_power_leak_speed                = 0.0                                        
        max_walk_weight                                = 60 初始状态下可以行走的最高负重

        bleeding_v                                        = 0.0005        流血的速度越小越好                
        wound_incarnation_v                        = 0.003                                         ;
        min_wound_size                                = 0.0256                                ;
        ;--when actor in sleep  这个游戏的玩家可以睡觉的,但正式版里面取消了,所以下面的值应该可以无视
        satiety_v_sleep                                = 0.00001
        radiation_v_sleep                        = 0.0003
        satiety_power_v_sleep                = 0.0001
        satiety_health_v_sleep                = 0.00001
        radiation_health_v_sleep        = 0.001
        morale_v_sleep                                = 0.0
        psy_health_v_sleep                        = 0.0

        alcohol_v_sleep                                = -0.0005

        bleeding_v_sleep                        = 0.0
        wound_incarnation_v_sleep        = 0.0
        max_power_leak_speed_sleep        = -0.00001;
        ;health_restore_v                        = 0.0001

        ;;;;;;;;
        ;actor_condition only  在这里带POWER的参数是指对玩家POWER条的减少系数,所以都是越小越好

        jump_power                                =        0.01                        ;0.005                                        ;
        jump_weight_power                        =        0.05                ;0.045                                        
        overweight_jump_k                        =        5;10                ;10        这是当玩家超重以后跳跃对power减少量的增加系数?越小越好                                
        stand_power                                =  -0.005                                                                
        walk_power                                =        0.00001                                
        walk_weight_power                =        0.00005;                        
        overweight_walk_k                =        5;9        ;10        超重后行走对power减少量的增加系数?越小越好        
        accel_k                                        =        3;5        加速度的阻碍系数?无论是什么当然是越小越好
        sprint_k                                =        75;150;185;180;200;        ;在4种不同负重情况下狂奔对POWER的减少量越小越好

        limping_health_begin =        0.1 开始走路变瘸子的血量                ;
        limping_health_end   =        0.2        血量恢复到这个百分比之后就不是瘸子了        ;
        limping_power_begin  =        0.1  接下来这两个都好理解就不解释了                
        limping_power_end         =        0.2                ;
        use_limping_state         = on

        cant_walk_power_begin =        0.01        power降到这个百分比之后连走都不行,


        IP属地:福建4楼2008-07-23 10:10
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