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本帖最后由 气球杀手 于 2018-10-27 16:17 编辑
修改方法大多从网上查阅资料得到,这里只是汇总和进一步解释修改作用,方便查阅而已
修改文件目录:X:\XCOM 2\XCom2-WarOfTheChosen\XComGame\Config 天选者之战
X:\XCOM 2\XComGame\Config 幽浮2原版
以下为天选者之战修改,原版修改同理(部分新增内容原版没有)
【DefaultGameData.ini】
1、疲劳恢复时间
搜索WillRecoveryDays[eMentalState 接下来有3个值 分别是
WillRecoveryDays[eMentalState_Shaken]=(MinDays=14, MaxDays=20) 动摇
WillRecoveryDays[eMentalState_Tired]=(MinDays=8, MaxDays=12) 疲劳
WillRecoveryDays[eMentalState_Ready]=(MinDays=0, MaxDays=16) 待命
Mindays改为1或0 MaxDays改为2或1 同一组士兵可以连续派出,不用换人
2、派系英雄数量
[XComGame.XComGameState_ResistanceFaction]
MaxHeroesPerFaction=2 主派系英雄数量,即开始选择的基地。比如选择死神,游戏里可以招2个死神,散兵和圣殿仍是1(增加英雄的方法:兵营里唯一的散兵被俘,不救,隐秘任务会刷出招散兵任务,招募然后再救俘虏就可以有两个散兵了)
StartingCardSlots=0 抵抗组织初始的卡片槽数,改1即可,美观够用。超过2显示不出
NumCardsOnMeet=2 初次见面时的卡片数,改成33不过分
3、初始资源
其中每种属性有四行,对应四种难度(新兵,老兵,指挥官,传奇)
XComHeadquarters_StartingValueSupplies[0]=175 ;Easy 新兵 补给
XComHeadquarters_StartingValueSupplies[1]=175 ;Normal 老兵
XComHeadquarters_StartingValueSupplies[2]=175 ;Classic 指挥官
XComHeadquarters_StartingValueSupplies[3]=175 ;Impossible 传奇(下同)
XComHeadquarters_StartingValueIntel[0]=50 ;Easy 情报
XComHeadquarters_StartingValueIntel[1]=30 ;Normal
XComHeadquarters_StartingValueIntel[2]=40 ;Classic
XComHeadquarters_StartingValueIntel[3]=60 ;Impossible
XComHeadquarters_StartingValueAlienAlloys[0]=0 ;Easy 外星合金
XComHeadquarters_StartingValueAlienAlloys[1]=0 ;Normal
XComHeadquarters_StartingValueAlienAlloys[2]=0 ;Classic
XComHeadquarters_StartingValueAlienAlloys[3]=0 ;Impossible
XComHeadquarters_StartingValueEleriumCrystals[0]=0 ;Easy 超铀
XComHeadquarters_StartingValueEleriumCrystals[1]=0 ;Normal
XComHeadquarters_StartingValueEleriumCrystals[2]=0 ;Classic
XComHeadquarters_StartingValueEleriumCrystals[3]=0 ;Impossible
StartingRegionSupplyDrop[0]=150 ;Easy 月供
StartingRegionSupplyDrop[1]=150 ;Normal
StartingRegionSupplyDrop[2]=150 ;Classic
StartingRegionSupplyDrop[3]=150 ;Impossible
XComHeadquarters_StartingPowerProduced[0]=0 ;Easy 电力
XComHeadquarters_StartingPowerProduced[1]=0 ;Normal
XComHeadquarters_StartingPowerProduced[2]=0 ;Classic
XComHeadquarters_StartingPowerProduced[3]=0 ;Impossible
XComHeadquarters_StartingCommCapacity[0]=3 ;Easy 联络点上限
XComHeadquarters_StartingCommCapacity[1]=3 ;Normal
XComHeadquarters_StartingCommCapacity[2]=3 ;Classic
XComHeadquarters_StartingCommCapacity[3]=3 ;Impossible
4、训练时间
XComHeadquarters_DefaultTrainRookieDays[0]=5 ;Easy 新兵训练天数
XComHeadquarters_DefaultTrainRookieDays[1]=5 ;Normal
XComHeadquarters_DefaultTrainRookieDays[2]=5 ;Classic
XComHeadquarters_DefaultTrainRookieDays[3]=10 ;Impossible
XComHeadquarters_DefaultRespecSoldierDays[0]=5 ;Easy 老兵重训天数
XComHeadquarters_DefaultRespecSoldierDays[1]=5 ;Normal
XComHeadquarters_DefaultRespecSoldierDays[2]=5 ;Classic
XComHeadquarters_DefaultRespecSoldierDays[3]=10;Impossible
XComHeadquarters_PsiTrainingDays[0]=10 ;Easy 灵能士兵训练天数
XComHeadquarters_PsiTrainingDays[1]=10 ;Normal
XComHeadquarters_PsiTrainingDays[2]=10 ;Classic
XComHeadquarters_PsiTrainingDays[3]=25 ;Impossible
PsiTrainingRankScalar[0]=2.0f ;Easy 灵能士兵训练时间倍率(数值越小时间越短)
PsiTrainingRankScalar[1]=2.0f ;Normal
PsiTrainingRankScalar[2]=2.0f ;Classic
PsiTrainingRankScalar[3]=2.0f ;Impossible
5、倍率设置
ResearchProject_TimeScalar[0]=1.0 ;Easy 科研倍率
ResearchProject_TimeScalar[1]=1.0 ;Normal
ResearchProject_TimeScalar[2]=1.0 ;Classic
ResearchProject_TimeScalar[3]=1.0 ;Impossible
BuildFacilityProject_TimeScalar[0]=1.0 ;Easy 建造倍率
BuildFacilityProject_TimeScalar[1]=1.0 ;Normal
BuildFacilityProject_TimeScalar[2]=1.0 ;Classic
BuildFacilityProject_TimeScalar[3]=1.0 ;Impossible
ClearRoomProject_TimeScalar[0]=1.0 ;Easy 清理房间倍率
ClearRoomProject_TimeScalar[1]=1.0 ;Normal
ClearRoomProject_TimeScalar[2]=1.0 ;Classic
ClearRoomProject_TimeScalar[3]=3.0 ;Impossible
ClearRoomProjectFirstRow_TimeScalar[0]=0.5 ;Easy 首行房间清理倍率
ClearRoomProjectFirstRow_TimeScalar[1]=0.5 ;Normal
ClearRoomProjectFirstRow_TimeScalar[2]=0.5 ;Classic
ClearRoomProjectFirstRow_TimeScalar[3]=0.33 ;Impossible
HealSoldierProject_TimeScalar[0]=1.5 ;Easy 士兵治疗倍率
HealSoldierProject_TimeScalar[1]=1.5 ;Normal
HealSoldierProject_TimeScalar[2]=1.5 ;Classic
HealSoldierProject_TimeScalar[3]=2.5 ;Impossible
6、士兵智商
ComIntAboveAverageChance=50 100%出学者修改为: 90
ComIntThresholds[0]=50 ; 25% chance 0 ;0.5%
ComIntThresholds[1]=80 ; 15% chance 20 ;0.5%
ComIntThresholds[2]=99 ; 9.5% chance 30 ;0.5%
ComIntThresholds[3]=100 ; 0.5% chance 100;89%
7、战利品掉落次数
TimedLootPerMission=1 默认一场战斗掉落1次战利品
8、隐秘任务数量
CovertActionsPerInfluence[eFactionInfluence_Minimal]=2 低影响力2任务
CovertActionsPerInfluence[eFactionInfluence_Respected]=3 中影响力
CovertActionsPerInfluence[eFactionInfluence_Influential]=6 高影响力
9、出战人数
m_iMaxSoldiersOnMission=4 改成7可以9人出战
10、派系卡片效果
[XComGame.X2StrategyElement_XpackResistanceActions]
; Reaper 死神
PopularSupportIBonus[0]=10 ;Easy
PopularSupportIBonus[1]=10 ;Normal
PopularSupportIBonus[2]=10 ;Classic
PopularSupportIBonus[3]=10 ;Impossible
PopularSupportIIBonus[0]=15 ;Easy
PopularSupportIIBonus[1]=15 ;Normal
PopularSupportIIBonus[2]=15 ;Classic
PopularSupportIIBonus[3]=15 ;Impossible
RecruitingCentersCost[0]=15 ;Easy
RecruitingCentersCost[1]=15 ;Normal
RecruitingCentersCost[2]=15 ;Classic
RecruitingCentersCost[3]=15 ;Impossible
BallisticsModelingBonus[0]=15 ;Easy
BallisticsModelingBonus[1]=15 ;Normal
BallisticsModelingBonus[2]=15 ;Classic
BallisticsModelingBonus[3]=15 ;Impossible
HeavyEquipmentBonus[0]=50 ;Easy
HeavyEquipmentBonus[1]=50 ;Normal
HeavyEquipmentBonus[2]=50 ;Classic
HeavyEquipmentBonus[3]=50 ;Impossible
; Skirmisher 散兵
InsideJobIBonus[0]=10 ;Easy
InsideJobIBonus[1]=10 ;Normal
InsideJobIBonus[2]=10 ;Classic
InsideJobIBonus[3]=10 ;Impossible
InsideJobIIBonus[0]=15 ;Easy
InsideJobIIBonus[1]=15 ;Normal
InsideJobIIBonus[2]=15 ;Classic
InsideJobIIBonus[3]=15 ;Impossible
UnderTheTableIBonus[0]=20 ;Easy
UnderTheTableIBonus[1]=20 ;Normal
UnderTheTableIBonus[2]=20 ;Classic
UnderTheTableIBonus[3]=20 ;Impossible
UnderTheTableIIBonus[0]=30 ;Easy
UnderTheTableIIBonus[1]=30 ;Normal
UnderTheTableIIBonus[2]=30 ;Classic
UnderTheTableIIBonus[3]=30 ;Impossible
QuidProQuoBonus[0]=33 ;Easy
QuidProQuoBonus[1]=33 ;Normal
QuidProQuoBonus[2]=33 ;Classic
QuidProQuoBonus[3]=33 ;Impossible
DecoysAndDeceptionsReduction[0]=33 ;Easy 天选者获得情报减少,改为90游戏打通也不会遇到攻击飞船任务。
DecoysAndDeceptionsReduction[1]=33 ;Normal
DecoysAndDeceptionsReduction[2]=33 ;Classic
DecoysAndDeceptionsReduction[3]=33 ;Impossible
WeakPointsShred[0]=1 ;Easy
WeakPointsShred[1]=1 ;Normal
WeakPointsShred[2]=1 ;Classic
WeakPointsShred[3]=1 ;Impossible
ImpactModelingBonus[0]=15 ;Easy
ImpactModelingBonus[1]=15 ;Normal
ImpactModelingBonus[2]=15 ;Classic
ImpactModelingBonus[3]=15 ;Impossible
ModularConstructionBonus[0]=25 ;Easy
ModularConstructionBonus[1]=25 ;Normal
ModularConstructionBonus[2]=25 ;Classic
ModularConstructionBonus[3]=25 ;Impossible
InformationWarReduction[0]=-20 ;Easy
InformationWarReduction[1]=-20 ;Normal
InformationWarReduction[2]=-20 ;Classic
InformationWarReduction[3]=-20 ;Impossible
PrivateChannelTurns[0]=2 ;Easy
PrivateChannelTurns[1]=2 ;Normal
PrivateChannelTurns[2]=2 ;Classic
PrivateChannelTurns[3]=2 ;Impossible
; Templar 圣殿
NobleCauseBonus[0]=20 ;Easy
NobleCauseBonus[1]=20 ;Normal
NobleCauseBonus[2]=20 ;Classic
NobleCauseBonus[3]=20 ;Impossible
DeeperLearningIBonus[0]=10 ;Easy
DeeperLearningIBonus[1]=10 ;Normal
DeeperLearningIBonus[2]=10 ;Classic
DeeperLearningIBonus[3]=10 ;Impossible
DeeperLearningIIBonus[0]=20 ;Easy
DeeperLearningIIBonus[1]=20 ;Normal
DeeperLearningIIBonus[2]=20 ;Classic
DeeperLearningIIBonus[3]=20 ;Impossible
ArtOfWarBonus[0]=25 ;Easy
ArtOfWarBonus[1]=25 ;Normal
ArtOfWarBonus[2]=25 ;Classic
ArtOfWarBonus[3]=25 ;Impossible
BondsOfWarBonus[0]=25 ;Easy
BondsOfWarBonus[1]=25 ;Normal
BondsOfWarBonus[2]=25 ;Classic
BondsOfWarBonus[3]=25 ;Impossible
TitheBonus[0]=15 ;Easy
TitheBonus[1]=15 ;Normal
TitheBonus[2]=15 ;Classic
TitheBonus[3]=15 ;Impossible
PursuitOfKnowledgeBonus[0]=20 ;Easy
PursuitOfKnowledgeBonus[1]=20 ;Normal
PursuitOfKnowledgeBonus[2]=20 ;Classic
PursuitOfKnowledgeBonus[3]=20 ;Impossible
HiddenReservesIBonus[0]=2 ;Easy
HiddenReservesIBonus[1]=2 ;Normal
HiddenReservesIBonus[2]=2 ;Classic
HiddenReservesIBonus[3]=2 ;Impossible
HiddenReservesIIBonus[0]=3 ;Easy
HiddenReservesIIBonus[1]=3 ;Normal
HiddenReservesIIBonus[2]=3 ;Classic
HiddenReservesIIBonus[3]=3 ;Impossible
VolunteerArmyCharacterTemplate="VolunteerArmyMilitia"
VolunteerArmyCharacterTemplateM2="VolunteerArmyMilitiaM2"
VolunteerArmyCharacterTemplateM3="VolunteerArmyMilitiaM3"
VolunteerArmyChance=33
DoubleAgentCharacterTemplates=( TemplateName="AdvStunLancerM1", MinForceLevel=3, MaxForceLevel=9 )
DoubleAgentCharacterTemplates=( TemplateName="AdvStunLancerM2", MinForceLevel=10, MaxForceLevel=15 )
DoubleAgentCharacterTemplates=( TemplateName="AdvStunLancerM3", MinForceLevel=16, MaxForceLevel=20 )
DoubleAgentCharacterTemplates=( TemplateName="AdvTrooperM1", MinForceLevel=1, MaxForceLevel=6 )
DoubleAgentCharacterTemplates=( TemplateName="AdvTrooperM2", MinForceLevel=7, MaxForceLevel=12 )
DoubleAgentCharacterTemplates=( TemplateName="AdvTrooperM3", MinForceLevel=13, MaxForceLevel=20 )
DoubleAgentChance=33
三个派系卡片
死神
LightningStrike
RunSilentRunDeep
PopularSupportI
PopularSupportII
RecruitingCenters
MunitionsExperts
Scavengers
LiveFireTraining
GuardianAngels
ResistanceRisingI
ResistanceRisingII
VolunteerArmy
RapidCollection
BetweenTheEyes
BallisticsModeling
HeavyEquipment
ResistanceNetwork
散兵
Vulture
InsideJobI
InsideJobII
UnderTheTableI
UnderTheTableII
QuidProQuo
BombSquad
Sabotage
DecoysAndDeceptions
PrivateChannel
IntegratedWarfare
WeakPoints
InsideKnowledge
DoubleAgent
ImpactModeling
ModularConstruction
InformationWar
TacticalAnalysis
圣殿
NobleCause
SuitUp
TrialByFire
DeeperLearningI
DeeperLearningII
Vengeance
StayWithMe
ArtOfWar
BondsOfWar
Tithe
GreaterResolve
MentalFortitude
Feedback
PursuitOfKnowledge
HiddenReservesI
HiddenReservesII
MachineLearning
11、化身计划
DoomAccelerateScalars[0]=0.5f ;Easy
DoomAccelerateScalars[1]=0.5f ;Normal
DoomAccelerateScalars[2]=0.5f ;Classic
DoomAccelerateScalars[3]=0.5f ;Impossible
4条对应4个难度 找到自己玩的难度 把“0.5f”改大即可 如改为“5.0f” “50.0f” (经测试该值应该有内部上限值 改得过大效果都一样)
【DefaultGameCore.ini】
技能点修改
[XComGame.X2EventListener_AbilityPoints]
MaxTacticalEventAbilityPointsPerBattle=200 ;数字200为每场战斗获得最大点数上限,这个要改不然光改获得点数没用.
[HeightAdvantageShot X2AbilityPointTemplate] ;高处击杀敌人
NumPointsAwarded=20 ;获得的点数
TacticalEvent=true
Chance=75 ;多少几率获得点数 100就是百分百获得
[FlankingShot X2AbilityPointTemplate] ;侧翼击杀
NumPointsAwarded=25 ;同上 下略
TacticalEvent=true
Chance=75 ;同上 下略
[AmbushKill X2AbilityPointTemplate] ;隐藏状态下击杀
NumPointsAwarded=15
TacticalEvent=true
Chance=75
[ComboKill X2AbilityPointTemplate] ;连续击杀
NumPointsAwarded=40
TacticalEvent=true
Chance=85
[ChosenKilled X2AbilityPointTemplate] ;击败天选者
NumPointsAwarded=50
TacticalEvent=false
Chance=100
[ChosenDefeated X2AbilityPointTemplate]应是击杀天选者
NumPointsAwarded=100
TacticalEvent=false
Chance=100
【DefaultGameBoard.ini】
1、扫描时间修改
[XComGame.XComGameState_PointOfInterest]
TooltipBounds=(fLeft=-0.0375, fTop=0.0, fRight=0.0375, fBottom=0.025)
最小天数
MinScanDays[0]=5 ;Easy
MinScanDays[1]=5 ;Normal
MinScanDays[2]=5 ;Classic
MinScanDays[3]=5 ;Impossible
最大天数
MaxScanDays[0]=8 ;Easy
MaxScanDays[1]=8 ;Normal
MaxScanDays[2]=8 ;Classic
MaxScanDays[3]=8 ;Impossible
2、隐秘任务时间
[CovertAction_RecruitScientist X2CovertActionTemplate]
MinActionHours[0]=240 任务时间,单位是小时,这是最小用时。
MinActionHours[1]=240
MinActionHours[2]=240
MinActionHours[3]=360
MaxActionHours[0]=280 这是最大用时
MaxActionHours[1]=280
MaxActionHours[2]=280
MaxActionHours[3]=430
下面同样格式的一堆一直到
[CovertAction_FacilityLead X2CovertActionTemplate]
【DefaultGameData_WeaponData.ini】
武器属性修改
AssaultRifle_Conventional_BaseDamage=(Damage=4, Spread=1, PlusOne=0, Crit=2, Pierce=0, Shred=0, Tag="", DamageType="Projectile_Conventional")突击步枪
AssaultRifle_Magnetic_BaseDamage=(Damage=6, Spread=1, PlusOne=0, Crit=3, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagXCom")磁力
AssaultRifle_Beam_BaseDamage=(Damage=8, Spread=1, PlusOne=0, Crit=3, Pierce=0, Shred=0, Tag="", DamageType="Projectile_BeamXCom")光束
LMG_Conventional_BaseDamage=(Damage=5, Spread=1, PlusOne=0, Crit=2, Pierce=0, Shred=0, Tag="", DamageType="Projectile_Conventional")榴弹机关枪
LMG_Magnetic_BaseDamage=(Damage=7, Spread=1, PlusOne=0, Crit=3, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagXCom")磁力
LMG_Beam_BaseDamage=(Damage=9, Spread=1, PlusOne=0, Crit=3, Pierce=0, Shred=0, Tag="", DamageType="Projectile_BeamXCom")光束
Pistol_Conventional_BaseDamage=(Damage=2, Spread=0, PlusOne=50, Crit=1, Pierce=0, Shred=0, Tag="", DamageType="Projectile_Conventional")灵力武器(+灵力的)
Pistol_Magnetic_BaseDamage=(Damage=3, Spread=0, PlusOne=50, Crit=1, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagXCom")磁力
Pistol_Beam_BaseDamage=(Damage=4, Spread=1, PlusOne=50, Crit=2, Pierce=0, Shred=0, Tag="", DamageType="Projectile_BeamXCom")光束
Shotgun_Conventional_BaseDamage=(Damage=5, Spread=1, PlusOne=0, Crit=3, Pierce=0, Shred=0, Tag="", DamageType="Projectile_Conventional")散弹枪
Shotgun_Magnetic_BaseDamage=(Damage=7, Spread=1, PlusOne=0, Crit=4, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagXCom")磁力
Shotgun_Beam_BaseDamage=(Damage=9, Spread=1, PlusOne=0, Crit=4, Pierce=0, Shred=0, Tag="", DamageType="Projectile_BeamXCom")光束
SniperRifle_Conventional_BaseDamage=(Damage=5, Spread=1, PlusOne=0, Crit=2, Pierce=0, Shred=0, Tag="", DamageType="Projectile_Conventional")狙击枪
SniperRifle_Magnetic_BaseDamage=(Damage=7, Spread=1, PlusOne=0, Crit=3, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagXCom")磁力
SniperRifle_Beam_BaseDamage=(Damage=9, Spread=1, PlusOne=0, Crit=4, Pierce=0, Shred=0, Tag="", DamageType="Projectile_BeamXCom")光束
RangerSword_Conventional_BaseDamage=(Damage=4, Spread=1, PlusOne=0, Crit=2, Pierce=0, Shred=0, Tag="", DamageType="Melee")游侠剑
RangerSword_Magnetic_BaseDamage=(Damage=5, Spread=1, PlusOne=0, Crit=2, Pierce=0, Shred=0, Tag="", DamageType="Melee")磁力
RangerSword_Beam_BaseDamage=(Damage=7, Spread=1, PlusOne=0, Crit=3, Pierce=0, Shred=0, Tag="", DamageType="Melee")光束
Damage是伤害,Spread是伤害数值区间(比如1就是伤害值加一或减一),Crit暴击后增加的伤害,Pierce穿甲,Shred碎甲,效果同粉碎弹
AssaultRifle_Conventional_Aim = 0 突击步枪 命中百分比
AssaultRifle_Conventional_CritChance = 0 暴击百分比
AssaultRifle_Conventional_iClipSize = 4 子弹数量
AssaultRifle_Conventional_iSoundRange = 27 攻击距离
AssaultRifle_Conventional_iEnvironmentDamage = 5 环境损伤
AssaultRifle_Magnetic_Aim = 0 磁力
AssaultRifle_Magnetic_CritChance = 0
AssaultRifle_Magnetic_iClipSize = 4
AssaultRifle_Magnetic_iSoundRange = 27
AssaultRifle_Magnetic_iEnvironmentDamage = 10
AssaultRifle_Beam_Aim = 0 光束
AssaultRifle_Beam_CritChance = 0
AssaultRifle_Beam_iClipSize = 4
AssaultRifle_Beam_iSoundRange = 27
AssaultRifle_Beam_iEnvironmentDamage = 10
LMG_Conventional_Aim = 0 榴弹用机关枪
LMG_Conventional_CritChance = 0
LMG_Conventional_iClipSize = 3
LMG_Conventional_iSoundRange = 30
LMG_Conventional_iEnvironmentDamage = 5
LMG_Magnetic_Aim = 0
LMG_Magnetic_CritChance = 0
LMG_Magnetic_iClipSize = 3
LMG_Magnetic_iSoundRange = 30
LMG_Magnetic_iEnvironmentDamage = 10
LMG_Beam_Aim = 0
LMG_Beam_CritChance = 0
LMG_Beam_iClipSize = 3
LMG_Beam_iSoundRange = 30
LMG_Beam_iEnvironmentDamage = 10
Pistol_Conventional_Aim = 0 灵能士兵副武器
Pistol_Conventional_CritChance = 0
Pistol_Conventional_iClipSize = 99
Pistol_Conventional_iSoundRange = 15
Pistol_Conventional_iEnvironmentDamage = 1
Pistol_Magnetic_Aim = 0
Pistol_Magnetic_CritChance = 0
Pistol_Magnetic_iClipSize = 99
Pistol_Magnetic_iSoundRange = 15
Pistol_Magnetic_iEnvironmentDamage = 5
Pistol_Beam_Aim = 0
Pistol_Beam_CritChance = 0
Pistol_Beam_iClipSize = 99
Pistol_Beam_iSoundRange = 15
Pistol_Beam_iEnvironmentDamage = 10
Shotgun_Conventional_Aim = 0 散弹枪
Shotgun_Conventional_CritChance = 10
Shotgun_Conventional_iClipSize = 4
Shotgun_Conventional_iSoundRange = 30
Shotgun_Conventional_iEnvironmentDamage = 5
Shotgun_Magnetic_Aim = 0
Shotgun_Magnetic_CritChance = 10
Shotgun_Magnetic_iClipSize = 4
Shotgun_Magnetic_iSoundRange = 30
Shotgun_Magnetic_iEnvironmentDamage = 10
Shotgun_Beam_Aim = 0
Shotgun_Beam_CritChance = 10
Shotgun_Beam_iClipSize = 4
Shotgun_Beam_iSoundRange = 30
Shotgun_Beam_iEnvironmentDamage = 10
SniperRifle_Conventional_Aim = 0 狙击枪
SniperRifle_Conventional_CritChance = 10
SniperRifle_Conventional_iClipSize = 3
SniperRifle_Conventional_iSoundRange = 27
SniperRifle_Conventional_iEnvironmentDamage = 5
SniperRifle_Magnetic_Aim = 0
SniperRifle_Magnetic_CritChance = 10
SniperRifle_Magnetic_iClipSize = 3
SniperRifle_Magnetic_iSoundRange = 27
SniperRifle_Magnetic_iEnvironmentDamage = 10
SniperRifle_Beam_Aim = 0
SniperRifle_Beam_CritChance = 10
SniperRifle_Beam_iClipSize = 3
SniperRifle_Beam_iSoundRange = 27
SniperRifle_Beam_iEnvironmentDamage = 10
RangerSword_Conventional_Aim = 20 游侠剑
RangerSword_Conventional_CritChance = 10
RangerSword_Conventional_iClipSize = 0
RangerSword_Conventional_iSoundRange = 8
RangerSword_Conventional_iEnvironmentDamage = 1
RangerSword_Magnetic_Aim = 20
RangerSword_Magnetic_CritChance = 10
RangerSword_Magnetic_iClipSize = 0
RangerSword_Magnetic_iSoundRange = 8
RangerSword_Magnetic_iEnvironmentDamage = 5
RangerSword_Magnetic_StunChance = 25
RangerSword_Beam_Aim = 20
RangerSword_Beam_CritChance = 10
RangerSword_Beam_iClipSize = 0
RangerSword_Beam_iSoundRange = 8
RangerSword_Beam_iEnvironmentDamage = 5
【DefaultGameData_CharacterStats.ini】
新兵属性,需要重新招募
[Soldier X2CharacterTemplate]
CharacterBaseStats[eStat_HP]=5 生命(难度修正)
CharacterBaseStats[eStat_Offense]=65 命中
CharacterBaseStats[eStat_Defense]=0 闪避
CharacterBaseStats[eStat_Mobility]=12 移动
CharacterBaseStats[eStat_SightRadius]=27 射击半径
CharacterBaseStats[eStat_Will]=40 意志力(有难度修正)
CharacterBaseStats[eStat_PsiOffense]=0 灵能命中率
CharacterBaseStats[eStat_FlightFuel]=0
CharacterBaseStats[eStat_UtilityItems]=1 物品槽数,改3即可(即改即用,不用重招募,重新装备下物品栏即可)
CharacterBaseStats[eStat_AlertLevel]=2
CharacterBaseStats[eStat_BackpackSize]=3
CharacterBaseStats[eStat_Hacking]=5 黑客数值
CharacterBaseStats[eStat_CritChance]=0 暴击率
CharacterBaseStats[eStat_CombatSims]=0
CharacterBaseStats[eStat_HighCoverConcealment]=1
CharacterBaseStats[eStat_Strength]=0
CharacterBaseStats[eStat_FlankingCritChance]=50 侧翼射击暴击率(有难度修正)
CharacterBaseStats[eStat_FlankingAimBonus]=0 侧翼射击命中奖励
CharacterBaseStats[eStat_DetectionRadius]=9 侦测半径
有难度修正的属性还需要修改以下内容:
[Soldier_Diff_0 X2CharacterTemplate] 新手难度
CharacterBaseStats[eStat_HP]=6 生命
CharacterBaseStats[eStat_Will]=50 意志
[Soldier_Diff_1 X2CharacterTemplate] 老兵难度
CharacterBaseStats[eStat_HP]=5
CharacterBaseStats[eStat_Will]=40
CharacterBaseStats[eStat_FlankingCritChance]=40 侧翼暴击率
[Soldier_Diff_2 X2CharacterTemplate] 指挥官难度
CharacterBaseStats[eStat_HP]=4
CharacterBaseStats[eStat_Will]=40
CharacterBaseStats[eStat_FlankingCritChance]=40
[Soldier_Diff_3 X2CharacterTemplate] 传奇难度
CharacterBaseStats[eStat_HP]=4
CharacterBaseStats[eStat_Will]=40
CharacterBaseStats[eStat_FlankingCritChance]=40
以下是天选者之战死神、散兵和圣堂初始属性,修改同上
[ReaperSoldier X2CharacterTemplate] 死神
CharacterBaseStats[eStat_HP]=5
CharacterBaseStats[eStat_Offense]=65
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Mobility]=12
CharacterBaseStats[eStat_SightRadius]=27
CharacterBaseStats[eStat_Will]=40
CharacterBaseStats[eStat_PsiOffense]=0
CharacterBaseStats[eStat_FlightFuel]=0
CharacterBaseStats[eStat_UtilityItems]=0
CharacterBaseStats[eStat_AlertLevel]=2
CharacterBaseStats[eStat_BackpackSize]=3
CharacterBaseStats[eStat_Hacking]=5
CharacterBaseStats[eStat_CritChance]=0
CharacterBaseStats[eStat_CombatSims]=0
CharacterBaseStats[eStat_HighCoverConcealment]=1
CharacterBaseStats[eStat_Strength]=0
CharacterBaseStats[eStat_FlankingCritChance]=50
CharacterBaseStats[eStat_FlankingAimBonus]=0
CharacterBaseStats[eStat_DetectionRadius]=9
[ReaperSoldier_Diff_0 X2CharacterTemplate] 难度修正
CharacterBaseStats[eStat_HP] = 6
CharacterBaseStats[eStat_Will] = 50
[ReaperSoldier_Diff_1 X2CharacterTemplate]
CharacterBaseStats[eStat_HP] = 5
CharacterBaseStats[eStat_Will] = 40
CharacterBaseStats[eStat_FlankingCritChance]=40
[ReaperSoldier_Diff_2 X2CharacterTemplate]
CharacterBaseStats[eStat_HP] = 4
CharacterBaseStats[eStat_Will] = 40
CharacterBaseStats[eStat_FlankingCritChance]=40
[ReaperSoldier_Diff_3 X2CharacterTemplate]
CharacterBaseStats[eStat_HP] = 4
CharacterBaseStats[eStat_Will] = 40
CharacterBaseStats[eStat_FlankingCritChance]=40
[SkirmisherSoldier X2CharacterTemplate] 散兵
CharacterBaseStats[eStat_HP]=5
CharacterBaseStats[eStat_Offense]=65
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Mobility]=12
CharacterBaseStats[eStat_SightRadius]=27
CharacterBaseStats[eStat_Will]=40
CharacterBaseStats[eStat_PsiOffense]=0
CharacterBaseStats[eStat_FlightFuel]=0
CharacterBaseStats[eStat_UtilityItems]=1
CharacterBaseStats[eStat_AlertLevel]=2
CharacterBaseStats[eStat_BackpackSize]=3
CharacterBaseStats[eStat_Hacking]=5
CharacterBaseStats[eStat_CritChance]=0
CharacterBaseStats[eStat_CombatSims]=0
CharacterBaseStats[eStat_HighCoverConcealment]=1
CharacterBaseStats[eStat_Strength]=0
CharacterBaseStats[eStat_FlankingCritChance]=50
CharacterBaseStats[eStat_FlankingAimBonus]=0
CharacterBaseStats[eStat_DetectionRadius]=9
[SkirmisherSoldier_Diff_0 X2CharacterTemplate] 难度修正
CharacterBaseStats[eStat_HP] = 6
CharacterBaseStats[eStat_Will] = 50
[SkirmisherSoldier_Diff_1 X2CharacterTemplate]
CharacterBaseStats[eStat_HP] = 5
CharacterBaseStats[eStat_Will] = 40
CharacterBaseStats[eStat_FlankingCritChance]=40
[SkirmisherSoldier_Diff_2 X2CharacterTemplate]
CharacterBaseStats[eStat_HP] = 4
CharacterBaseStats[eStat_Will] = 40
CharacterBaseStats[eStat_FlankingCritChance]=40
[SkirmisherSoldier_Diff_3 X2CharacterTemplate]
CharacterBaseStats[eStat_HP] = 4
CharacterBaseStats[eStat_Will] = 40
CharacterBaseStats[eStat_FlankingCritChance]=40
[TemplarSoldier X2CharacterTemplate] 圣殿骑士
CharacterBaseStats[eStat_HP]=5
CharacterBaseStats[eStat_Offense]=65
CharacterBaseStats[eStat_Defense]=0
CharacterBaseStats[eStat_Mobility]=12
CharacterBaseStats[eStat_SightRadius]=27
CharacterBaseStats[eStat_Will]=40
CharacterBaseStats[eStat_PsiOffense]=0
CharacterBaseStats[eStat_FlightFuel]=0
CharacterBaseStats[eStat_UtilityItems]=1
CharacterBaseStats[eStat_AlertLevel]=2
CharacterBaseStats[eStat_BackpackSize]=3
CharacterBaseStats[eStat_Hacking]=5
CharacterBaseStats[eStat_CritChance]=0
CharacterBaseStats[eStat_CombatSims]=0
CharacterBaseStats[eStat_HighCoverConcealment]=1
CharacterBaseStats[eStat_Strength]=0
CharacterBaseStats[eStat_FlankingCritChance]=50
CharacterBaseStats[eStat_FlankingAimBonus]=0
CharacterBaseStats[eStat_DetectionRadius]=9
[TemplarSoldier_Diff_0 X2CharacterTemplate] 难度修正
CharacterBaseStats[eStat_HP] = 6
CharacterBaseStats[eStat_Will] = 50
[TemplarSoldier_Diff_1 X2CharacterTemplate]
CharacterBaseStats[eStat_HP] = 5
CharacterBaseStats[eStat_Will] = 40
CharacterBaseStats[eStat_FlankingCritChance]=40
[TemplarSoldier_Diff_2 X2CharacterTemplate]
CharacterBaseStats[eStat_HP] = 4
CharacterBaseStats[eStat_Will] = 40
CharacterBaseStats[eStat_FlankingCritChance]=40
[TemplarSoldier_Diff_3 X2CharacterTemplate]
CharacterBaseStats[eStat_HP] = 4
CharacterBaseStats[eStat_Will] = 40
CharacterBaseStats[eStat_FlankingCritChance]=40
机器人SPARK 的数据在X:\XCOM 2\XCom2-WarOfTheChosen\XComGame\DLC_3\Config\XComGameData_CharacterStats.ini
[SparkSoldier X2SparkCharacterTemplate_DLC_3]
CharacterBaseStats[eStat_HP]=10 血量
CharacterBaseStats[eStat_ArmorChance]=100 护甲几率
CharacterBaseStats[eStat_ArmorMitigation]=1 护甲值
CharacterBaseStats[eStat_Offense]=65 命中
CharacterBaseStats[eStat_Defense]=15 闪避
CharacterBaseStats[eStat_Mobility]=12 移动
CharacterBaseStats[eStat_SightRadius]=27 射程
CharacterBaseStats[eStat_Will]=40 意志
CharacterBaseStats[eStat_PsiOffense]=0
CharacterBaseStats[eStat_FlightFuel]=0
CharacterBaseStats[eStat_UtilityItems]=1 物品槽
CharacterBaseStats[eStat_AlertLevel]=6
CharacterBaseStats[eStat_BackpackSize]=5
CharacterBaseStats[eStat_Hacking]=5 黑客
CharacterBaseStats[eStat_CritChance]=10 暴击率
CharacterBaseStats[eStat_CombatSims]=0
CharacterBaseStats[eStat_HighCoverConcealment]=1
CharacterBaseStats[eStat_Strength]=0
CharacterBaseStats[eStat_FlankingCritChance]=50 侧翼暴击率
CharacterBaseStats[eStat_FlankingAimBonus]=0 侧翼命中加成
CharacterBaseStats[eStat_DetectionRadius]=9 侦查半径
[SparkSoldier_Diff_0 X2SparkCharacterTemplate_DLC_3] 难度修正
CharacterBaseStats[eStat_HP]=11
CharacterBaseStats[eStat_Will]=50
CharacterBaseStats[eStat_Hacking]=5
[SparkSoldier_Diff_1 X2SparkCharacterTemplate_DLC_3]
CharacterBaseStats[eStat_HP]=10
CharacterBaseStats[eStat_Will]=40
CharacterBaseStats[eStat_FlankingCritChance]=40
CharacterBaseStats[eStat_Hacking]=5
[SparkSoldier_Diff_2 X2SparkCharacterTemplate_DLC_3]
CharacterBaseStats[eStat_HP]=10
CharacterBaseStats[eStat_Will]=40
CharacterBaseStats[eStat_FlankingCritChance]=40
CharacterBaseStats[eStat_Hacking]=5
[SparkSoldier_Diff_3 X2SparkCharacterTemplate_DLC_3]
CharacterBaseStats[eStat_HP]=10
CharacterBaseStats[eStat_Will]=40
CharacterBaseStats[eStat_FlankingCritChance]=40
CharacterBaseStats[eStat_Hacking]=5
【DefaultClassData.ini】
职业技能
[Ranger X2SoldierClassTemplate] 游侠
bMultiplayerOnly=0
ClassPoints=4
IconImage="img:///UILibrary_Common.class_ranger"
NumInForcedDeck=1
NumInDeck=4
KillAssistsPerKill=4
SquaddieLoadout="SquaddieRanger"
AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="shotgun") 主武器 散弹枪 如果要装备狙击枪就复制代码到下面或者简单替换武器名称即可
AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle") 主武器 突击步枪
AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="sword") 副武器 剑 同上
AllowedArmors="soldier" 可穿装甲,士兵通用装甲 如果要穿散兵甲复制代码或者替换即可
bAllowAWCAbilities=1
ExcludedAbilities="LightningReflexes" ; prevent conflict with Shadowstep
ExcludedAbilities="EverVigilant" ; prevent conflict with DeepCover
bHasClassMovie=true
bCanHaveBonds=true
UnfavoredClasses="Ranger"
BaseAbilityPointsPerPromotion=3
可以替换或添加其他兵种的技能,如(AbilityType=(AbilityName="SwordSlice"-----技能名字, ApplyToWeaponSlot=eInvSlot_SecondaryWeapon-----技能需求,主武器或者副武器,没有需求就没这段代码))), \\
; squaddie 新兵技能
SoldierRanks=(AbilitySlots=((), \\
(AbilityType=(AbilityName="SwordSlice", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon))), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=1), (StatType=eStat_Will,StatAmount=5)))
; corporal 下士技能
SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="SkirmisherStrike")), \\
(AbilityType=(AbilityName="Blademaster", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon))), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)))
; sergeant 中士技能
SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="Salvo", ApplyToWeaponSlot=eInvSlot_Unknown)), \\
(AbilityType=(AbilityName="SkirmisherGrapple", ApplyToWeaponSlot=eInvSlot_Unknown))), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=3), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)))
; lieutenant 中尉技能
SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="InTheZone", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
(AbilityType=(AbilityName="HunterProtocol", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)))
; captain 上尉技能
SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="Implacable")), \\
(AbilityType=(AbilityName="Bladestorm", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon))), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)))
; major 少校技能
SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="Bulwark")), \\
(AbilityType=(AbilityName="Untouchable"))), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)))
; colonel 上校技能
SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="RapidFire", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
(AbilityType=(AbilityName="Reaper", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon))), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)))
[Sharpshooter X2SoldierClassTemplate]狙击手技能
[Grenadier X2SoldierClassTemplate]榴弹技能
[Specialist X2SoldierClassTemplate]专家技能
[PsiOperative X2SoldierClassTemplate]灵能士兵技能
[Skirmisher X2SoldierClassTemplate]散兵技能
AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="bullpup")主武器
AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="wristblade")副武器
AllowedArmors="skirmisher"散兵甲
[Reaper X2SoldierClassTemplate]死神技能
[Templar X2SoldierClassTemplate]圣殿技能
=========================================
控制台
SetSoldierStat eStat_属性名称,数值 “士兵名字”1。
如果想将一个叫Big Dick士兵的命中修改为120.就输入SetSoldierStat eStat_Offense 120 "Big Dick" 1
例如:想修改开局送的kelly的移动,让她一回合跑全图就是SetSoldierStat eStat_Mobility 100 "Jane Kelly" 1 这样100移动一回合就能成功开全图的怪。
除了Mobility移动,还有Will意志,HP血量,Offense命中(只要输入999再也不怕贴脸miss,八百公里外一枪干掉对面小灰人),Dodge闪避,SightRadius视野?(不确定),Hacking(骇客),BackpackSize背包容量(但是貌似还是只能装一个东西)PsiOffense(灵能攻击力)。
这样就可以单独修改一个士兵而不是通过修改ini提高所有士兵能力了。如果士兵名字过长可以先改短,然后修改再改回去,不会影响数值,另外命令最后面的1不要落下,否则修改不成功。
ToggleGodMode 无限生命,无需装弹,无限移动,超射击精度(此代码需要在移动单位前输入否则无效)
LevelUpBarracks 6 将在兵营中的士兵全体升6级
RemoveFortressDoom DoomToRemove 1 重置末日进度 1
TATC 传送全体队员到鼠标位置
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