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发表于 2013-6-8 18:45:42
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武器修改
本帖最后由 knight610 于 2013-6-8 19:10 编辑
武器修改
Sword of the Stars II\assets\base\weapons
.weapon文件
以反物质鱼雷为例,这个数值我修改过了请无视吧,反正类型都对
<Weapon>
<Name>Antimatter Torpedo</Name> 武器名称
<PassableShields /> 可穿透的护甲,介子鱼雷就可以穿透除了介子护盾之外的所有护盾
<RequiredTechnologies> 前置科技,没这个科技就用不了这武器
<Technology>
<Name>TRP_Anti-Matter_Torpedo</Name>
</Technology>
</RequiredTechnologies>
<Attributes>
<Attribute>
<Name>Energy</Name>
</Attribute>
<Attribute>
<Name>StandOff</Name>
</Attribute>
<Attribute>
<Name>Explosive</Name>
</Attribute>
<Attribute>
<Name>Tracking</Name>
</Attribute>
</Attributes>
<CompatibleSections />
<TurretClasses> 炮台的等级
<TurretClass>
<TurretClass>Torpedo</TurretClass>
<TurretClassSizes>
<TurretClassSize>
<TurretSize>VeryHeavy</TurretSize>
<Turret>
</Turret>
<Barrel>
</Barrel>
<Base>
</Base>
</TurretClassSize>
</TurretClassSizes>
</TurretClass>
</TurretClasses>
<DeployableSections />
<CompatibleFactions />
<PayloadType>Torpedo</PayloadType>
<PlagueType>
</PlagueType>
<WeaponSize>VeryHeavy</WeaponSize>
<Animation>
</Animation>
<AnimationDelay>0</AnimationDelay>
<Cost>2500</Cost> 武器的储备消耗
<Crew>6</Crew> 船员
<CrewPerBank>False</CrewPerBank>
<Power>15</Power> 能量
<PowerPerBank>False</PowerPerBank>
<Supply>4</Supply> 补给
<SupplyPerBank>False</SupplyPerBank>
<Signature>12</Signature>
<SignaturePerBank>False</SignaturePerBank>
<HpBonus>40</HpBonus>
<Health>1000</Health> 制导类武器弹药的生命值
<TrackingSpeed>0</TrackingSpeed>
<TimeToLive>90</TimeToLive> 弹药生存时间
<DumbfireTime>1</DumbfireTime>
<CritHitBonus>85</CritHitBonus>
<MalfunctionPercent>10</MalfunctionPercent>
<MalfunctionDamage>250</MalfunctionDamage>
<SubweaponType />
<IsVisible>True</IsVisible>
<IsAbductor>False</IsAbductor>
<DisruptorValue>0</DisruptorValue>
<DrainValue>0</DrainValue>
<DOT>0</DOT>
<Submunition />
<SubmunitionAmount>0</SubmunitionAmount>
<SubmunitionBlastType />
<SubmunitionConeDeviation>0</SubmunitionConeDeviation>
<ExplosiveMinEffectRange>0</ExplosiveMinEffectRange>
<ExplosiveMaxEffectRange>75</ExplosiveMaxEffectRange>
<DetonationRange>0</DetonationRange>
<EMPRange>0</EMPRange>
<EMPDuration>0</EMPDuration>
<ArmorPiercingLevel>0</ArmorPiercingLevel>
<NumArcs>0</NumArcs>
<ArcRange>0</ArcRange>
<CritHitRolls>5</CritHitRolls>
<MaxGravityForce>0</MaxGravityForce>
<GravityAffectRange>0</GravityAffectRange>
<PbGrid>
<Dimensions>10,10</Dimensions>
<CollisionPoint>5,0</CollisionPoint>
<Data>1111111111 这个矩阵应该是护甲伤害的类型,1代表伤害范围,我自己没改过
0111111110
0111111110
0011111100
0001111000
0000000000
0000000000
0000000000
0000000000
0000000000
</Data>
</PbGrid>
<EffectiveGrid>
<Dimensions>10,10</Dimensions>
<CollisionPoint>5,0</CollisionPoint>
<Data>0111111110
1111111111
1111111111
1111111111
1111111111
1111111111
0111111110
0011111100
0001111000
0000000000
</Data>
</EffectiveGrid>
<MaxGrid>
<Dimensions>12,12</Dimensions>
<CollisionPoint>5,0</CollisionPoint>
<Data>001111111100
011111111110
111111111111
111111111111
111111111111
111111111111
111111111111
111111111111
011111111110
001111111100
000111111000
000011110000
</Data>
</MaxGrid>
<TrackSpeedModifier>0</TrackSpeedModifier>
<BeamDamagePeriod>0</BeamDamagePeriod>
<Volleys>1</Volleys>
<VolleyPeriod>0</VolleyPeriod>
<VolleyDelay>0</VolleyDelay>
<BuildupDelay>0</BuildupDelay>
<BaseVolleyDeviationName>3</BaseVolleyDeviationName>
<BaseRechargeTime>10</BaseRechargeTime> 重新装弹时间
<MuzzleSpeed>1000</MuzzleSpeed> 弹药飞行速度
<ShotAcceleration>100</ShotAcceleration> 发射角度
<Duration>0</Duration>
<MuzzleDescription>
<MuzzleType />
<Width>0</Width>
<Height>0</Height>
</MuzzleDescription>
<Model>turret_dummy.scene</Model>
<DecalMaterial>Burn 01</DecalMaterial>
<DecalSize>20</DecalSize>
<MuzzleEffect>effects\Weapons\Antimattercannon_muzzle.effect</MuzzleEffect>
<BuildupEffect>
</BuildupEffect>
<ImpactEffect>effects\Weapons\AntimatterTorpedo_Impact.effect</ImpactEffect>
<PlanetImpactEffect>
</PlanetImpactEffect>
<BulletEffect>effects\Weapons\AntimatterTorpedo_Bullet.effect</BulletEffect>
<RicochetEffect>
</RicochetEffect>
<isMuzzleEffectLooping>False</isMuzzleEffectLooping>
<isBuildupEffectLooping>False</isBuildupEffectLooping>
<isBulletEffectLooping>False</isBulletEffectLooping>
<isImpactEffectLooping>False</isImpactEffectLooping>
<isRicochetEffectLooping>False</isRicochetEffectLooping>
<MuzzleSound>Trp_Fusion_muzzle</MuzzleSound>
<BuildupSound>
</BuildupSound>
<ImpactSound>Trp_Fusion_impact</ImpactSound>
<PlanetImpactSound>
</PlanetImpactSound>
<ExpireSound>
</ExpireSound>
<BulletSound>Trp_Fusion_travel</BulletSound>
<RicochetSound>
</RicochetSound>
<Icon>trp_am</Icon>
<RangeTable> 分三个阶段的射程,各阶段可以设置不同的弹药打偏几率和伤害。MaxRange才是最终的攻击范围。PlanetRange星球轰炸的距离
<PbRange>3000</PbRange>
<PbDeviation>0</PbDeviation>
<PbDamage>120</PbDamage>
<EffectiveRange>6000</EffectiveRange>
<EffectiveDeviation>0</EffectiveDeviation>
<EffectiveDamage>120</EffectiveDamage>
<MaxRange>10000</MaxRange>
<MaxDeviation>0</MaxDeviation>
<MaxDamage>120</MaxDamage>
<PlanetRange>10000</PlanetRange>
</RangeTable>
<BaseRicochetModifier>-10</BaseRicochetModifier>
<RecoilFactor>0</RecoilFactor>
<RoundMass>300</RoundMass> 弹药重量
<PopDamage>7000000</PopDamage> 人口杀伤
<InfraDamage>0.09</InfraDamage> 基础设施杀伤
<TerraDamage>8</TerraDamage> 环境杀伤
<SolutionTolerance>90</SolutionTolerance>
<RatingDamageEstimate>0</RatingDamageEstimate>
<FiringRate>0</FiringRate>
<Accuracy>0</Accuracy>
<Range>0</Range>
</Weapon>
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