在研究游戏文件scripts\shared\spells.txt
时,我发现了一个有趣的现象——似乎我们可以修改技能的属性。以High Elf的火球技能为例,其属性定义如下:
plaintext
mgr.defineSpell("he_in_feuerball", {
eiStateName = "cSpellCastProjectile",
fxTypeCast = "FX_HE_FEUERBALL_C",
fxTypeSpell = "FX_HE_FEUERBALL",
fxTypeCastSpecial = "FX_HE_CAST_K",
duration = 1.000000,
animType = "ANIM_TYPE_SM01",
animTypeApproach = "ANIM_TYPE_INVALID",
animTypeRide = "ANIM_TYPE_INVALID",
animTypeSpecial = "ANIM_TYPE_RIDESM01SPECIAL",
causesSpellDamage = 1,
tokens = {
entry0 = {"et_maxangle_cone", 30, 0, 0, 8},
entry1 = {"et_damage_any_rel", 0, 20, 0, 5},
entry2 = {"et_spelldamage_fire", 700, 350, 0, 133},
entry3 = {"et_spelldamage_physical", 350, 175, 0, 133},
entry4 = {"et_missile_adapt", 300, 10, 0, 9},
entry5 = {"et_chance_burning", 297, 3, 1, 133},
entry6 = {"et_chance_areasplash", 595, 5, 2, 5},
entry7 = {"et_missile_adapt", 300, 10, 3, 9},
entry8 = {"et_spelldamage_fire", 400, 200, 4, 133},
entry9 = {"et_missile_adapt", 300, 10, 5, 9},
entry10 = {"et_target_seeker", 1000, 0, 6, 133},
},
fightDistance = 525.000000,
aspect = "EA_HE_INFERNO",
cooldown = 0.000000,
soundProfile = 0,
cost_level = 150,
cost_base = 300,
focus_skill_name = "skill_HE_inferno_focus",
lore_skill_name = "skill_HE_inferno_lore",
spellClass = "cSpellHeFeuerball",
sorting_rank = 1,
});
在这段代码中,有几个值得注意的点:
entry0
、entry1
、entry2
、entry3
、entry4
、entry5
、entry6
、entry7
、entry8
、entry9
、entry10
这些部分分别对应技能的不同属性,如最大角度、伤害、魔法伤害、导弹适应等。- 在
entry5
中,第三位数值为1,而其他类似的位置都是0。这可能意味着这个数值对技能有特殊意义。 - 通过对比不同等级的火球技能属性,可以发现这些数值正好对应了技能的六个进阶升级。
为了测试我们可以尝试将这些数值全部设置为0,或者将相关属性复制到Fire Demon的火球技能中,看看会发生什么变化。
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