骑马与砍杀修改作弊法
《骑马与砍杀》是⼀款由⼟⽿其的taleworlds开发制作,由paradox代理发⾏,于2008年推出的⼀款动作⾓⾊扮演类游戏;
⽽“战团”是其第⼀部资料⽚。《骑马与砍杀:战团》延续的原作的风格,并在其基础上增加了联⽹对战、局域⽹对战等等新功能!
⾸先先教⼤家如何作弊:
1、其实游戏本⾝就是可以作弊的,在进⼊游戏之前会有⼀个登陆的界⾯,上⾯有“开始游戏、配置、取消”这三个选项。选
择“配置”,然后把打开作弊模式打上勾。
2、以下是基本的作弊指令,可以⽤来测试。:
在⾓⾊窗⼝按Ctrl+X可以+经验
在队伍窗⼝(按P)选择⼀个兵种按Ctrl+X可以+经验升级兵种
CTRL+SHIFT+F4(战团为C+A+F4)————这个可以⼀下搞定N多敌⼈有时甚⾄直接将敌⽅所有⼈秒杀。
CTRL+SHIFT+F3————-这个可以⼀下搞定N多⾃⼰⼈有时甚⾄直接将所有⾃⼰⼈秒杀。
CTRL+H————在战⽃中为加⾎的(⼀下全满).
CTRL+SHIFT+H-在战⽃中为马加⾎(战团)CTRL+⿏标左键————在⼤地图模式上按可以瞬移。
CTRL+f4————单点秒杀(⼀下⼀个,有时两下)
CTRL+F5————⾃动攻击
CTRL+V————瞬间到你的部队。
CTRL+T————显⽰所有的敌⼈,或盟友。
CTRL+E————编辑模式(可以编辑建筑.........)
CTRL+F9————超慢速度,在战⽃中。
CTRL+空格————时间流失极快。
CTRL+F11————暂停
CTRL+W————加武器熟练度. 骑马
CTRL+J————是急停{限0.960以上版本}
ctrl+F3————杀⾃⼰,呵呵
ctrl+INSERT————超速截图,在我的⽂档中查即可
接下来便是教⼤家如何修改:
⾸先是基本的
1、在游戏中“进⼊主⾓⾯板\统计\先导出⾓⾊”,然后在“我的⽂档”⾥⾯到⼀个“Mount&Blade Warband Characters”的⽂件夹,⾥⾯就是你导出的⾓⾊信息了。然后修改⾥⾯的参数。
如何修改:(切记要备份,省的丢失)
charfile_version = 1→→→→→→→→→→好像是指它可以应⽤的剧本.不重要,略过. name = yxdown→→→→→→→→→→你的姓名xp = 198983→→→→→→→→→→你的经验
money = 19876→→→→→→→→→→你的钱
attribute_points = 0→→→→→→→→→→可分配属性点
skill_points = 0→→→→→→→→→→可分配技能点
weapon_points = 0→→→→→→→→→→可分配武器点
strength = 25→→→→→→→→→→⼒量
agility = 20→→→→→→→→→→敏捷
intelligence = 30→→→→→→→→→→智⼒
charisma = 35→→→→→→→→→→魅⼒
trade = 5→→→→→→→→→→技能-交易
leadership = 10→→→→→→→→→→技能-领导
prisoner_management = 10→→→→→→→→→→技能-囚犯管理reserved_skill_1 = 0
reserved_skill_2 = 0
reserved_skill_3 = 0
reserved_skill_4 = 0
persuasion = 10→→→→→→→→→→技能-说服⼒
engineer = 10→→→→→→→→→→技能-⼯程
first_aid = 5→→→→→→→→→→技能-急救
surgery = 5→→→→→→→→→→技能-⼿术
wound_treatment = 5→→→→→→→→→→技能-疗伤inventory_management = 10→→→→→→→→→→技能-物品管理spotting = 5→→→→→→→→→→技能-侦查
path-finding = 5→→→→→→→→→→技能-向导
tactics = 5→→→→→→→→→→技能-战术
tracking = 5→→→→→→→→→→技能-跟踪
trainer = 10→→→→→→→→→→技能-训练
reserved_skill_5 = 0
reserved_skill_6 = 0
reserved_skill_7 = 0
reserved_skill_8 = 0
looting = 5→→→→→→→→→→技能-掠夺
horse_archery = 10→→→→→→→→→→技能-骑射
riding = 10→→→→→→→→→→技能-骑术
athletics = 10→→→→→→→→→→技能-跑动
shield = 10→→→→→→→→→→技能-盾防
weapon_master = 10→→→→→→→→→→技能-武器掌握
reserved_skill_9 = 0
reserved_skill_10 = 0
reserved_skill_11 = 0
reserved_skill_12 = 0
骑马与砍杀:战团reserved_skill_13 = 0
power_draw = 10→→→→→→→→→→技能-强⼸
power_throw = 10→→→→→→→→→→技能-投掷
power_strike = 10→→→→→→→→→→技能-强击
ironflesh = 10→→→→→→→→→→技能-铁⾻
reserved_skill_14 = 0 reserved_skill_15 = 0
reserved_skill_16 = 0
reserved_skill_17 = 0
reserved_skill_18 = 0
one_handed_weapons = 200→→→→→→→→→→武器熟练度-单⼿兵器
two_handed_weapons = 100→→→→→→→→→→武器熟练度-双⼿兵器
polearms = 220→→→→→→→→→→武器熟练度-长杆兵器
archery = 300→→→→→→→→→→武器熟练度-⼸箭
crossbows = 60→→→→→→→→→→武器熟练度-弩
throwing = 80→→→→→→→→→→武器熟练度-投掷
firearms = 0→→→→→→→→→→武器熟练度-⽕
face_key_1 = 3f003245→→→→→→→→→→⾯部特征(DNA) face_key_2 = 50d7497126d26fa→→→→→→⾯部特征(DNA)
温馨提⽰:经验可以⽆限加,但是超过千万以上的或更多,等级就会变成1级;⼈物属性点可以⽆限增加(我加到过700只不过快的就像瞬移⼀样特别快)练度每种最多只能改到699;各种技能每种最多只能改到10上线;钱可以加到999999999(不到⼗亿),因为到⼗亿就变成负数了2、导⼊导⼊的⽅式和导出类似,“进⼊主⾓⾯板\统计\先导⼊⾓⾊”,下⾯是我测试的效果。⼒量、智⼒等我都加了50,剩余点数100点。
友情提⽰:按CTRL+F可以进⾏查
接下来教⼤家⼀些有难度的:
先打开骑马与砍杀·战团的⽂件,打开⾥⾯的native⽂件,接下来所有的修改都将在这进⾏。
1、先打开module⽂件
這個,純複制。但是該有的還是有的。并且這個⽂檔的話,要添加裝備、添加完美⾵景什麽的都會⽤到。我⼀般在這裏改⾺匹沖撞與沖刺的傷害倍數。
module_name = Calradia→→→→→→→→→→→→→→→→看⼀看,讀⼀讀——卡-拉-迪-亞,納尼它就是mod裏的背景,或者說環境
map_min_x = -145.652115 →→→→→→→→→→→→→→地圖X軸最⼩數值map_max_x =
149.000000→→→→→→→→→→→→→→→地圖X軸最⼤數值map_min_y = -128.260056 →→→→→→→→→→→→→→地圖Y軸最⼩數值map_max_y = 131.090042→→→→→→→→→→→→→→→地圖Y軸最⼤數值map_sea_direction = -40 →→→
map_sea_speed_x = 0.02→→→→→→
map_sea_speed_y = -0.02 →→→→→→地形地勢地貌信息
map_river_direction = 140 →→→→→暫時忽略
map_river_speed_x = 0.01→→→→→
map_river_speed_y = -0.01 →→
# use meshes map_tree_a through map_tree_r on for map trees
map_tree_types = 17 →→→→→→→→→→→→→→→→→⼤地圖普通樹的種類map_snow_tree_types =
3→→→→→→→→→→→→→→→⼤地圖雪地上樹的種類map_steppe_tree_types = 5 →→→→→→→→→→→→→→⼤地圖草原上樹的
種類map_desert_tree_types = 0→→→→→→→→→→→→→→⼤地圖沙漠上樹的種類
main_menu_font_color_red = 17 →→
main_menu_font_color_green = 0→→→→忽略之
main_menu_font_color_blue = 0 →→
num_hints = 12
time_multiplier = 1 →→→→→→→→→→→→→→→→→時間消逝速度,初始1,我們最怨念的地⽅
→→→→→→→→→→→→→→→→→關于這個是什麽意思呢,打個⽐⽅,⽐如你從⾧安趕去單于庭,
→→→→→→→→→→→→→→→→→如果這個乘數是1,那麽假設需要遊戲裏12天趕到,現實中是3分鍾
→→→→→→→→→→→→→→→→→如果這個乘數是0.25,那麽假設需要遊戲裏12天趕到,現實中是12分鍾
seeing_range = 6.0 →→→→→→→→→→→→→→→→視線範圍的乘數,你的斥候技能乘它再加上基礎值,就是你的視線範圍.
→→→→→→→→→→→→→→→→設置⾼了的話會卡⼀點(對我⽽⾔不隻是⼀點點),
→→→→→→→→→→→→→→→→但是對于⽼是丢失⽬标的騎友們呢,改⾼⼀點,⽐如10.0,還是可以的
track_spotting_multiplier = 0.8 →→→→→→→→→→→腳印(蹤迹)範圍的乘數,你的追蹑技能乘它再加上基礎值,就是你看到的蹤迹範圍
→→→→→→→→→→→設置⾼了的話會也卡⼀點(或許不⽌⼀點)
blood_multiplier = 3.0→→→→→→→→→→→→→→→→流⾎量,設置⾼了,⼈就會真
的流很多很多的⾎(很遺憾,漢匈沒有賣⾎站)
# heroes with health below this will not appear in battles and will not contribute to party skills.
翻譯:⽣命在這個數值下的英雄(便是負傷了的英雄)不會在戰役裏出現,⽽且不會有隊伍技能的效果
player_wounded_treshold = 5 →→→→→→→→→→→→→玩家⽣命(低于5點爲負傷,不能親⾃打仗,隊伍技能沒有效果)hero_wounded_treshold = 15→→→→→→→→→→→→→→(低于15點爲負傷,不能打仗,隊伍技能沒有效果)
→→→→→→→→→→→→→→請不要改成0。。。
skill_prisoner_management_bonus = 5 →→→→→→→→→每點囹圄提升的俘虜上限skill_leadership_bonus =
3→→→→→→→→→→→→→→每點統禦提升的部隊上限
→→→→→→→→→→→→→→上⾯這兩項從0.890以後修改就沒有效果了(但我每次習慣性這裏也改掉)
base_companion_limit = 30 →→→→→→→→→→→→→→基礎同伴額限,就是⼈物建⽴的時候,如果是0統帥0魅⼒你能帶領多少兵上陣
player_xp_multiplier = 2.0; →→→→→→→→→→→→玩家經驗值獲得率(多多益善,别過分,上限爲10)
hero_xp_multiplier = 2.0; →→→→→→→→→→→→英雄經驗值獲得率(不知道上
限是否爲10)
regulars_xp_multiplier = 3.0; →→→→→→→→→→→→其它⼠兵經驗值獲得率(不知道上限是否爲10)
display_wp_firearms = 0 →→→→→→→→→→→→→→→是否顯⽰⽕槍熟練度。0不顯⽰,改爲1則顯⽰
# damage below this will not interrupt melee attacks
翻譯:傷害低于以下這個數值不産⽣僵直,攻擊不被打斷
damage_interrupt_attack_threshold = 10.0 →→→→傷害低于以下這個數值不産⽣僵直,攻擊不被打斷
#三種傷害:砍傷、刺傷、鈍傷
# You can modify the damage system by editing the following values:
翻譯:你可以修改傷害系統通過編輯下列數值
# The first three values determine the amount which will be directly subtracted from damage due to armor.
# The next three values determine the percentage reduction from the damage.
armor_soak_factor_against_cut = 0.65 →→→→
armor_soak_factor_against_pierce = 0.35 →→→→→→1由于護甲減少的傷害值乘
數1越低造成的傷害越⾼
armor_soak_factor_against_blunt = 0.3→→→→→
armor_reduction_factor_against_cut = 1.0 →→
armor_reduction_factor_against_pierce = 0.65→→→→2由于護甲減少的傷害值乘數2越低造成的傷害越⾼
armor_reduction_factor_against_blunt = 0.65→→
舉個例⼦.100點基礎傷害,攻擊的部位有20的護甲.那麽造成的傷害值是多少呢?
三種類型的基礎傷害都是100,傷害⼀樣麽?我們可以算⼀算.
減少後的傷害=基礎傷害-(護甲*①)
最終傷害=減少後的傷害*(1-(護甲*②%))
砍傷:100-(20*0.65)=87→→→→87*(1-(20*1.0%))=69.6,傷害爲70點
刺傷:100-(20*0.35)=93→→→→93*(1-(20*0.65%))=80.91,傷害爲81點
鈍擊:100-(20*0.30)=94→→→→94*(1-(20*0.65%))=81.78,傷害爲82點
也就是說:如果1處的數值很⼤,當它乘以護甲積⼤于基本傷害時,不管怎樣造成的傷害都爲0
如果2處的數值除以⼀百後(得出百分⽐),與裝甲的乘機等于或⼤于1,那麽⼀樣是沒有傷害的
當然這不是最終傷害值,還有熟練度,速度加成等的影響
horse_charge_damage_multiplier = 1.0→→→→→→⾺(坐騎)的沖撞所給予
攻擊輸出的乘數
→→→→→→⽬前是1.0,⽐如戰⾺全速沖撞攻擊輸出是20點
→→→→→→把它改爲3.0,攻擊輸出就是60點
couched_lance_damage_multiplier = 0.15 →→→→→⾧⽭沖刺乘數,概念同上。不過代表的是⾧⽭沖刺造成的傷害⽐例
→→→→→具體計算公式未知
→→→→→原版是0.75,這個⾧槍沖刺減弱的。。。
#setting speed_power to 2.0 makes damage scale with the square of missile's speed.
# you can set it to 1.0 to make it scale linearly as it was before.
翻譯:把它們設置爲2.0使得攻擊時,攻擊加成爲“速度值”的平⽅
你可以把它們降低爲1.0使得受速度影響值成正⽐例地增加(像以前的版本⼀樣)missile_damage_speed_power =
2.0;→→→→→→→→→→→這兩項的原意是:遠程/近戰的武器攻擊時根據速度的加成是多少,⽬前
都爲2.0,即是平⽅melee_damage_speed_power = 2.0;→→→→→→→→→→→→但是對這兩項直接修改并沒有直接的作⽤(經過測試的——不是我),可以先略過這兩項數據。
2、先打开⽂件
1、修改村莊任務刷新時間
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