三国群英传7修改常用ini文件参数说明

合集下载

三国群英传7修改常用ini文件参数说明(推荐,感谢萧何贡献)

三国群英传7修改常用ini文件参数说明(推荐,感谢萧何贡献)

返回索引原数据[ArmySkill]NO = 1Name = 威勢Data01 = 10Data02 = 20Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 =IsUsed = 1[ArmySkill]NO = 2Name = 殘暴Data01 = 10Data02 = 20Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 =IsUsed = 1[ArmySkill]NO = 3Name = 仁義Data01 = 10Data02 = 10Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 =IsUsed = 1[ArmySkill] NO = 4 Name = 惑眾Data01 = 10 Data02 = 10 Data03 = Data04 = Data05 = Data06 = Data07 = Data08 = Data09 = Data10 = IsUsed = 1[ArmySkill] NO = 5 Name = 媚力Data01 = 15 Data02 = 10 Data03 = Data04 = Data05 = Data06 = Data07 = Data08 = Data09 = Data10 = IsUsed = 1[ArmySkill] NO = 6 Name = 勸服Data01 = 5 Data02 = Data03 = Data04 = Data05 = Data06 = Data07 = Data08 = Data09 = Data10 = IsUsed = [ArmySkill] NO = 7Name = 逼迫Data01 = 5 Data02 = Data03 = Data04 = Data05 = Data06 = Data07 = Data08 = Data09 = Data10 = IsUsed =[ArmySkill] NO = 8 Name = 挑釁Data01 = 15 Data02 = Data03 = Data04 = Data05 = Data06 = Data07 = Data08 = Data09 = Data10 = IsUsed = 1[ArmySkill] NO = 9 Name = 罵陣Data01 = 35 Data02 = Data03 = Data04 = Data05 = Data06 = Data07 = Data08 = Data09 = Data10 = IsUsed = 1 [ArmySkill] NO = 10 Name = 懦弱Data01 =Data03 = Data04 = Data05 = Data06 = Data07 = Data08 = Data09 = Data10 = IsUsed = 1[ArmySkill] NO = 11 Name = 卑鄙Data01 = 10 Data02 = -35 Data03 = Data04 = Data05 = Data06 = Data07 = Data08 = Data09 = Data10 = IsUsed = 1[ArmySkill] NO = 12 Name = 慧眼Data01 = 30 Data02 = Data03 = Data04 = Data05 = Data06 = Data07 = Data08 = Data09 = Data10 = IsUsed = 1 [ArmySkill] NO = 13 Name = 心眼Data01 = 15 Data02 = Data03 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill] NO = 14Name = 識破Data01 = 30 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill] NO = 15Name = 偵查Data01 = 15 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill] NO = 16Name = 神機神算Data01 = 30 Data02 =Data03 =Data04 =Data05 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill]NO = 17Name = 洞察Data01 = 15 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill]NO = 18Name = 截天弩改良Data01 = -1 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill]NO = 19Name = 截天弩操作Data01 = -1 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data09 =Data10 = IsUsed = 1 [ArmySkill]NO = 20Name = 霹靂車改良Data01 = -2 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill]NO = 21Name = 霹靂車操作Data01 = -2 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill]NO = 22Name = 百獸號令Data01 = 904 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =IsUsed = 1 [ArmySkill] NO = 23Name = 百獸呼喚Data01 = 905 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill] NO = 24Name = 飛鷹號令Data01 = 906 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill] NO = 25Name = 飛鷹呼喚Data01 = 907 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1[ArmySkill] NO = 26Name = 惡狼號令Data01 = 908 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill] NO = 27Name = 惡狼呼喚Data01 = 909 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill] NO = 28Name = 狂牛號令Data01 = 910 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill]NO = 29Name = 狂牛呼喚Data01 = 911 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill] NO = 30Name = 猛虎號令Data01 = 912 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill] NO = 31Name = 猛虎呼喚Data01 = 913 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill] NO = 32Name = 花豹號令Data01 = 914 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill] NO = 33Name = 花豹呼喚Data01 = 915 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill] NO = 34Name = 大熊號令Data01 = 916 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill] NO = 35Name = 大熊呼喚Data01 = 917 Data02 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill] NO = 36Name = 式神降臨Data01 = 918 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill] NO = 37Name = 式神招來Data01 = 919 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill] NO = 38Name = 童子降臨Data01 = 920 Data02 =Data03 =Data04 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill] NO = 39Name = 童子招來Data01 = 921 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill] NO = 40Name = 姬降臨Data01 = 922 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill] NO = 41Name = 姬招來Data01 = 923 Data02 =Data03 =Data04 =Data05 =Data06 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill] NO = 42Name = 犬神降臨Data01 = 924 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill] NO = 43Name = 犬神招來Data01 = 925 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill] NO = 44Name = 機關驅動Data01 = 926 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data10 = IsUsed = 1 [ArmySkill] NO = 45Name = 機關操控Data01 = 927 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill] NO = 46Name = 木牛驅動Data01 = 928 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill] NO = 47Name = 木牛操控Data01 = 929 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 =[ArmySkill] NO = 48Name = 流馬驅動Data01 = 930 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill] NO = 49Name = 流馬操控Data01 = 931 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill] NO = 50Name = 妖兵敕令Data01 = 932 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1[ArmySkill]NO = 51Name = 妖兵現身Data01 = 933 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill]NO = 52Name = 機關兵驅動Data01 = 934 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill]NO = 53Name = 機關兵操控Data01 = 935 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill]NO = 54Name = 劍陣精通Data01 = 2,1 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill] NO = 55Name = 鎚陣精通Data01 = 2,1 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill] NO = 56Name = 盾陣精通Data01 = 2,1 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill] NO = 57Name = 鬥陣Data01 = 15Data03 = Data04 = Data05 = Data06 = Data07 = Data08 = Data09 = Data10 = IsUsed = 1[ArmySkill] NO = 58 Name = 用謀Data01 = 20 Data02 = Data03 = Data04 = Data05 = Data06 = Data07 = Data08 = Data09 = Data10 = IsUsed = 1[ArmySkill] NO = 59 Name = 好謀Data01 = 30 Data02 = Data03 = Data04 = Data05 = Data06 = Data07 = Data08 = Data09 = Data10 = IsUsed = 1 [ArmySkill] NO = 60 Name = 解陣Data01 = 10 Data02 = Data03 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill]NO = 61Name = 破陣Data01 = 20 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill]NO = 62Name = 回春Data01 = 1Data02 = 20,100 Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill]NO = 63Name = 命回Data01 = 2Data02 = 20,100 Data03 =Data04 =Data05 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill]NO = 64Name = 聚精Data01 = 1Data02 = 20,100 Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill]NO = 65Name = 振奮Data01 = 2Data02 = 20,100 Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill]NO = 66Name = 戰慄Data01 = 10,100 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data09 =Data10 = IsUsed = 1 [ArmySkill]NO = 67Name = 恫喝Data01 = 20,100 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill]NO = 68Name = 激昂Data01 = 5Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill]NO = 69Name = 奮勇Data01 = 10 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =IsUsed = 1 [ArmySkill] NO = 70Name = 衝陣精通Data01 = 2,1 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill] NO = 71Name = 統馭Data01 =Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1 [ArmySkill] NO = 72Name = 奇襲Data01 = 20 Data02 =Data03 =Data04 =Data05 =Data06 =Data07 =Data08 =Data09 =Data10 = IsUsed = 1参数详细解释有少许机率使敌方两成士兵害怕逃跑。

三国群英传7自设兵种修改教程

三国群英传7自设兵种修改教程

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\BFSpe c\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_BFSoldierDirectory = \BFObj\BFSoldier\069Sprite = Wait, W010001, #12, W010002, W010003, W010004, W0100 03, 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_WAITSprite = Attack2, A0009, #5, A0010, A0011, #7, A0012, #5, A0013, @SP_EVENT_ACT_ATTACK, A0014, @SP_EVENT_ACT_WAITSprite = SAttack1, A0128, #4, A0129, A0130, A0131, #8, A0132, #2, A0133, A0134, #4, A0135, W0001, @SP_EVENT_ACT_WAITSprite = SAttack2, A0136, #4, A0137, A0138, A0139, #8, A0140, #2, A0141, A0142, #4, A0143, A0144, W0001, @SP_EVENT_ACT_WAITSprite = SAttack3, A0128, #4, A0129, A0130, A0131, #8, A0132, #2, A0133, A0134, #4, A0135, W0001, @SP_EVENT_ACT_WAITSprite = Defend, W0018, #30, W0017, #6, W0001, @SP_EVENT_ACT_ WAITSprite = Hurt, W0022, #30, W0021, #6, W0001, @SP_EVENT_ACT_W AITSprite = Die1, F0001, #5, F0002, F0003, F0004, F0005, #300, @SP_ EVENT_ACT_FADEOUTSprite = Die2, F0001, #5, F0002, F0003, F0004, F0005, #300, @SP_ EVENT_ACT_FADEOUTSprite = Die3, F0001, #5, F0002, F0003, F0004, F0005, #300, @SP_ EVENT_ACT_FADEOUTSprite = Die4, F0001, #5, F0002, F0003, F0004, F0005, #300, @SP_ EVENT_ACT_FADEOUTSprite = 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 = 69Name = 鳄鱼(剑仙)-----这里改成我想要的名字Special =OrderNo = 69----- 这个是兵种特技ObjID = 69------此处为模型地址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 = 2Upgrade = 14OffsetZ = -45SizeX = 1Str = 0Int = 0Life = 1 -----------防御力Speed = 6-------兵种速度Interval = 65DetectRangeMin = 1DetectRangeMax = 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 -----------这个是每级增长的攻击力Height = 150-----------兵种高度Horse = 0Type = 1Color = 10-------兵种颜色好了兵种的属性设定完毕,现在修改兵种在游戏中的名字显示和说明显示;打开TermText.ini文件,由于新兵种设定编号为69,士兵名称是13000,那么我们在文件中查找String = 13069,剑仙,这是改兵种名字在游戏里正确显示,士兵说明是13500,在查找String = 13569,强大且美丽的剑灵仙女(加上说明)。

三国群英传7修改基础教程

三国群英传7修改基础教程

首先,非常非常非常感谢van大的RPGViewerBuild,对van大高尚的品德和高超的技术表示敬仰。

其次,在修改以前先备份文件,这是修改的源文件,不是仅仅修改存档,改坏了还可以重新存档,切记切记,先备份啊。

好了,转入正题,修改群六源文件,需要的工具:1、RPGViewerBuild,我已经把支持文件一次都拷入里边了,解压开就直接可用了---------------再次感谢下van大制作了如此功能强大的RPGViewerBuild2、内码转换软件(我用的是东方快车),其实都无所谓了,随意什么内码转换软件都可以。

但在修改前,还是先介绍下群六那几个pck源文件的内容:GameData.PCK----游戏的声音、音乐文件,字体文件、貌似还有大地图文件(当然在其它pck文件里还有)Shape000.PCK、Shape001.PCK、Shape002.PCK、Shape003.PCK、Shape004.PCK、Shape005.PCK、Shape006.PCK、ShapeFix.PCK-----------这些里边存放的都是各种游戏图片文件,群英传的图片都是shp格式的,是各种图片,武将头像、造型(一个造型会有几百个文件的,或者说几百帖)、武将图片、必杀技图片、各种武器、道具、马匹图片Patch.pck--这个是重点了,武将、武器、道具、马匹..................等等的信息,都存放在这个文件里修改的内容:一、如果想修改图片,那难度太大了,头像可以考虑,不过要符合群英传的shp格式才行。

具体就自己研究吧。

二、我只想讲,修改Patch.pck的内容,具体Patch.pck里边内容详细修改说明在后面。

修改36的Patch.pck源文件,首先注意备份,改坏了别怪我,这个是一次性修改的源文件啊。

我把简体繁体的Patch.pck文件都解包看过,其实里边都是繁体字,只是简体版的在游戏里调用简体字表示。

一、打开RPGViewer.exe,如下图,点文件---打开---台湾---奥汀---三国群英传系列---三国群英传6,选择36的安装文件夹就可以了。

三国群英传7常用ini文件参数说明

三国群英传7常用ini文件参数说明

12
12
40
5
0
0
20
30
12
12
40
5
0
0
20
30
12
12
40
5
0
0
20
30
12
12
40
5
0
0
30
30
5
12
40
5
0
0
40
30
12
40
5
0
0
40
17
40
5
0
0
40
17
40
5
0
0
40
17
40
5
0
0
20
30
12
12
40
5
0
0
40
17
40
5
0
0
40
17
40
5
0
0
40
17
40
5
0
0
40
17
40
5
0
0
40
1
6
870
0
43 扬威将军
1
6
900
0
44 威虏将军
1
6
930
0
45 平狄将军
1
6
1020
0
46 中常侍
2
7
1240
0
47 黄门郎
2
7
1280
0
48 安远将军
2
7
1360
0
49 散骑侍郎
2
7
1480

三国群英传7兵种技能和特性修改方法

三国群英传7兵种技能和特性修改方法

---------------------------------------------------------------最新资料推荐------------------------------------------------------ 三国群英传7兵种技能和特性修改方法三国群英传7 兵种技能和特性修改方法请大家打开Soldier. ini 文件,代码如下:[SOLDIER] No = 67 Name = 重装银甲兵 Special = OrderNo = 12------------此为兵种技能,我给的是 12,空气盾。

ObjID = 67 Data01 = Data02 = Data03 = SuperHit = 25 Feature = 4--------------这点很重要,兵种特点(特性),我给的是 4,为勇猛,兵种的特性很多种,如不屈,不会被舞娘诱惑等等,我给的勇猛是配合技能的,目的是让兵种在千人战中多使用空气盾。

Sex = 1 DieMode = Rank = ---------------此项为等级,既是兵种初登场的等级。

Upgrade = OffsetZ = -53----------此项为兵种的垂距,有的朋友反馈说我传的新兵死了后尸体在空中,就是要调这个,骑马兵种需要有马的原形做为死后马逃跑尸体落地的距离,懒的做。

SizeX = 2-------------此为兵种占的单位,如骑兵占 2 个单位就改这里。

Str = 0 Int = 0 Life = 4 Speed = 5 Interval = 50-------------此为兵种攻击间隔,想让兵种 1 秒攻击一次就调成 1-_-b DetectRangeMin = 1 DetectRangeMax = 1 Weapon =0 WeaponSpeed = 0 BasePower = 11 AddPower = 1 Height1 / 6= 150 Horse = 0---------------此为兵种座骑,就是骑兵死后马跑尸体落地的意思,没有的话死后座骑消失,兵种尸体在空中。

三国群英传7文件分析

三国群英传7文件分析

三国群英传7文件解析一.三国群英传7新增武将的方法方法一:想用霸王项羽或刘邦做新势力君主的话不能调本游戏里原来的霸王项羽和刘邦的数据,我们要再复制一遍他们的数据然后改个别的武将代码,说白了就是创建一个新的武将,只不过这个武将的属性各项设定和霸王项羽一样的,名字也可以一样,不会和游戏里原有的霸王项羽冲突。

这是方法一。

方法二:另外有某位高手找到了另一个解决的办法,就是把General01.ini这个文件里的IsResurgable =1这一行改成0或者直接去掉1也可以解决,这个方法还不错(补充说明此方法是游侠会员colababy提供的,大家感谢你哈)。

先说下增加历史武将的方法:第一步要先改General01.ini这个文件,里面要写入你要加入的武将的各种属性,如:[GENERAL]No = 561----------------------武将编号Name = 赵云-----------------武将姓名Str = 97----------------------出场武力Int = 88----------------------出场智力HP = 133.5-------------------出场体力MP = 48---------------------出场技力Justice = 98-----------------义理Personality = 75-----------相性Morale = 85-----------------出场士气Weapon = 204 ;短雉枪----出场武器Horse = 272 ;黄鬃马-------出场座骑Formation = 5---------------出场阵形SolType1 = 5 ;短枪兵-----出场兵种(默认)SolType2 = 9 ;轻骑兵-----出场兵种2(游戏中可选)Weapon0Exp = 20-------出场剑系必杀熟练度Weapon1Exp = 20-------出场扇系必杀熟练度Weapon2Exp = 20-------出场刀系必杀熟练度Weapon3Exp = 40------出场枪系必杀熟练度Weapon4Exp = 20------出场弓系必杀熟练度ExSuperAtk = 406------专属必杀编号,406为银龙逆鳞枪,,,具体所有必杀及编号在SuperAtk.ini文件里有ExSuperAtkExp = 210,210,210--------专属必杀至少三种武器熟练度加起来为210FRelation =RParent = 0----------------有血缘关系的RLord = 579 ;刘备--------自动投奔对象RMarriage = 0IsResurgable = 1FaceID = 561---------------头像编号ResID = 011------------------战场造型编号stringID_FullName = 561stringID_SecondName = 561stringID_FirstName = 561stringID_CallMySelf = 561stringID_Appellation = 561Sex = 1------------------------性别,0为女Race = 0DefaultTitle = 1 ;侍郎--------初始官职IsEvent =ExtraType =EventType =OffsetZ =IsUsed = 1以上各数值改成你想要的就行了,这个文件搞定。

三国群英传7剧情修改教程

三国群英传7剧情修改教程

三国群英传7剧情修改教程关于历史事件的修改,,其实很简单,但是有些地方又容易出错,所以我就随便写写了。

首先字段名的含义。

找了很多写修改的帖子都没有人说明HISTORY的,所以我按自己的理解说明一下。

以桃园结义为例。

[History]No = 18 -----事件编号ClassType = 20 ;武将强化-----事件类型Priority = 1 -----优先级Age = 1S_Year = -1 -----事件开始时间S_Season = -1 -----开始的季节E_Year = -1 -----结束时间E_Season = -1 -----结束的季节以上4项值为-1时即代表无限制PreHistory = 0 -----指向事件NedHistory01 = 0 -----所需事件NedHistory02 = 0NedHistory03 = 0Pic = 0 -----事件CGLordA = 579,0 ;刘备-----参与事件君主LordALv = 0 -----君主等级bCustomA = 0LordB = 0LordBLv = 0bCustomB = 0LordC = 0LorCLv = 0bCustomC = 0S_ProposeGeneral = 0 -----这一部分应该都是作为旁白一类的对话出现在剧情中的S_ProposeString = 0S_AnsProposeString = 0S_DiplomaticGeneral = 0S_DiplomaticString = 0S_General01 = 360,0 ;张飞-----参与事件武将格式按照武将编码,0S_StringA01 = 66215,1 -----这里两个STRING都是对话,格式按照STRINGID,1S_StringD01 = 0 -------更新一下STRINGID后面的数字代表该字段后几句话,比如12345,1代表第12345句话后面的一句S_MinGenLv01 = 0 -----我的理解是A和D是请求和完成,关于句子出现的顺序不同的类型也不一样,后面再说S_MinLoyal01 = 0S_City01 = 0 -----参与事件人物所在城市,一般用不到O_LordString = 0 -----第三方君主的台词O_ShowGeneral = 0O_ShowString = 0 -----第三方军师的台词N_MinRelation = 0 -----最少友好度N_MinMoney = 0 -----最少金钱N_MaxMoney = 0 -----最多金钱N_MinGenNum = 0 -----麾下最少武将数N_MinCityNum = 0 -----最少城池N_MinPeopleHeart = 0 -----最少民心N_SpecCity01 = 0 -----发生事件的城市N_SpecCity02 = 0N_SpecCity03 = 0N_SpecCity04 = 0N_SpecCity05 = 0N_MinThingNum = 0 -----国库最少物品数N_OwnThing01 = 0 -----国库应有物品N_OwnThing02 = 0N_OwnThing03 = 0N_OwnThing04 = 0N_OwnThing05 = 0Thing01 = 0 -----以下全为事件得到物品ThingNum01 = 0Money = 0 -----事件所得金钱MoneyRatio = 0 -----金钱系数People = 0 -----增加/减少城市人口PeopleHeart = 0 -----…………民心ReserveSoldier = 0 -----…………士兵Str = 1 -----武将力量改变Int = 1 -----……智力……HP = 0 -----……生命上限改变MP = 0 -----……技力…………Title01 = 0 -----得封官职Title02 = 0Title03 = 0Title04 = 0Title05 = 0SFMagic = 0 -----习得军事技BFMagic = 0 -----习得武将技GenSkill = 0 -----得到特性ArmySkill = 0ArmyGroupSkill = 0Relation = 0 -----友好度改变AllianceDay = 0 -----执行时长BlockNo = 0BreakDays = 0BlockIndex = 0FreeDays = 0bDead = 0 -----参与事件人物是否死亡F_Relation = 0IsUsed = 1Version = 1由于不同的事件模式下对话的顺序也不同,所以也顺便说一下已经测试修改过的事件模式。

三国群英传7修改大全

三国群英传7修改大全

Format.ini
FormatOffsetPos.ini
GameText.ini
General01.ini
General02.ini
GenLV.ini
GenSkill.ini
GossipText.ini
History.ini
ItemEnhance.ini
Nation.ini
PostPatch.ini
City06.iy08.ini
City09.ini
City10.ini
City.ini
CityPos.ini
CitySellItem.ini
CityText.ini
Color.ini
DefSkill.ini
Dialogue.ini
ExtraTerrain.ini
font.ini
Variable.ini
常见参数名查看表
武器特效
三国群英传7精华攻略宝典
简要说明
完善度
第一部份,Setting文件夹下所有ini文件,所有参数全部提取自原版,以文件名排序
十个时期(剧本)的起始时间

是武将“特性”里的“元帅特性”

武将“特性”里的“主将特性”
几乎全
冲阵单位的参数,
较全
所有武将技资料
求完美必改)

大地图中地形刷子参数
较全
所有物品、道具、马匹资料
几乎全
所有官职的资料
几乎全
关于镜头移动方面的参数,但似乎作用不大
游戏中的公用参数,包括:部分镜头控制,通用必杀熟练度,比武大会
奖励清单等相关设置,聚宝洞府、蓬莱岛卖的东西等等,内容众多
多数

各种编号汇总表
  1. 1、下载文档前请自行甄别文档内容的完整性,平台不提供额外的编辑、内容补充、找答案等附加服务。
  2. 2、"仅部分预览"的文档,不可在线预览部分如存在完整性等问题,可反馈申请退款(可完整预览的文档不适用该条件!)。
  3. 3、如文档侵犯您的权益,请联系客服反馈,我们会尽快为您处理(人工客服工作时间:9:00-18:30)。

各种编号汇总
修改建议文件名
第一部份,Sett 不建议Age.ini
慎重ArmyGroupSkill.ini
慎重ArmySkill.ini
慎重BFFront.ini
常用BFMagic.ini
不建议BuildingPos.ini
CD_Table.ini
ChessFormat.ini
常用City01.ini
常用City01.ini
常用City03.ini
常用City04.ini
常用City05.ini
常用City06.ini
常用City07.ini
常用City08.ini
常用City09.ini
常用City10.ini
慎重City.ini
不建议CityPos.ini
常用CitySellItem.ini
不建议CityText.ini
不建议Color.ini
常用DefSkill.ini
常用Dialogue.ini
ExtraTerrain.ini
font.ini
慎重Format.ini
FormatOffsetPos.ini
GameText.ini
常用General01.ini
常用General02.ini
常用GenLV.ini
慎重GenSkill.ini
GossipText.ini
慎重History.ini
常用ItemEnhance.ini
常用Nation.ini
PostPatch.ini
SFBridge.ini
常用SFMagic.ini
SFRoadBlock.ini
SFRoadBlockPos.ini
常用Soldier.ini
常用SuperAtk.ini
system.ini
不建议SystemText.ini 常用TermText.ini
Terrain.ini
常用Thing.ini
常用Title.ini
Var.ini
常用Variable.ini
常见参数名
简要说明完善度,Setting文件夹下所有ini文件,所有参数全部提取自原版,以文件名排序十个时期(剧本)的起始时间全
是武将“特性”里的“元帅特性”几乎全武将“特性”里的“主将特性”几乎全冲阵单位的参数,较全
所有武将技资料较全
似乎是所有地点在大地图上的坐标
剧本1各城池的初始数据全
剧本2各城池的初始数据全
剧本3各城池的初始数据全
剧本4各城池的初始数据全
剧本5各城池的初始数据全
剧本6各城池的初始数据全
剧本7各城池的初始数据全
剧本8各城池的初始数据全
剧本9各城池的初始数据全
剧本10各城池的初始数据全
城市基本参数少数
似乎是城市在大地图上的坐标
各城池出售的物品全
应该是城市的说明,但打开竟然是空的?!!
各势力,旗帜等非固定状态颜色的参数较全
武将初始所拥有的技能和特性全
特殊人物之间的特殊对话全
所有阵型资料全
城、兵、将、技、物、官等名称(此说明可能有误)全
所有武将和NPC基本参数较全
各个剧本所有武将出现城市和是否在野全
等级与经验值、带兵数对应关系全
是武将“特性”里的“个人特性”几乎全游戏中的台词,主要是各种事件,人物叫阵时使用
历史事件,原作者sakuyazh,本人略作补充多数
物品锻造的配方和成功率全
各个剧本中的各个势力,以及之间的初始外交度全
所有军师技参数部分
兵种参数,包括普通(武将或NPC可带)兵种和召唤兵种。


造4级兵并不难!!几乎全必杀技的发动概率,对将、兵、其他物件伤害倍数全
系统及主选单的一些中文说明显示文件
城、将、技、物、官等显示的汉字名称和说明(不影响游戏
运行,但追求完美必改)全
所有物品、道具、马匹资料几乎全所有官职的资料几乎全关于镜头移动方面的参数,但似乎作用不大
游戏中的公用参数,包括:部分镜头控制,通用必杀熟练
度,比武大会奖励清单等相关设置,聚宝洞府、蓬莱岛卖的
东西等等,内容众多多数。

相关文档
最新文档