海盗时代:加勒比海盗的一些修改心得
说实话,这游戏架构不错,可惜的是BUG多了点................但可以一玩.
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游戏目录下options文件是快捷键设置,可以用UltraEdit打开编辑自己喜欢的键位
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Program目录下是一些可以修改的游戏数据
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Program\characters目录是主角人物属性文件
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首先修改人物属性值的上限,打开CharacterUtilite.c,找到
int GetCharacterSkill(ref _refCharacter, string skillName)
{
if( !CheckAttribute(_refCharacter,"Skill."+skillName) ) return 0;
int skillN = sti(_refCharacter.Skill.(skillName));
if( skillN<=12 ) return skillN;
trace("Character ID = "+_refCharacter.id + "have skill "+skillName + " = "+skillN);
return 12;
把两个12改成1000
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然后修改主角属性,打开characters_init.c
我们看到以下数据,这是男主角的
makeref(ch,Characters[1]); //Blaze Sharp
ch.name = XI_ConvertString("Blaze");
ch.lastname = XI_ConvertString("Sharp");
ch.id = "Blaze";
ch.nation = ENGLAND;
ch.model = "devlin";
ch.sex = "man";
........................下略
再往下看
makeref(ch,Characters[2]);
ch.name = XI_ConvertString("Beatrice");
ch.lastname = XI_ConvertString("Sharp");
ch.id = "Beatriss";
ch.nation = ENGLAND;
ch.model = "beatriceA";
ch.sex = "woman";
后面数据是女主角的
我们看到以下数据
ch.skill.Leadership = "1";
ch.skill.Fencing = "1";
ch.skill.Gun = "1";
ch.skill.Sailing = "1";
ch.skill.Tactic = "2";
ch.skill.Accuracy = "1";
ch.skill.Cannons = "1";
ch.skill.Grappling = "1";
ch.skill.Repair = "1";
ch.skill.Defence = "1";
ch.skill.Commerce = "1";
ch.skill.Sneak = "1";
这是人物初始属性,修改成
ch.skill.Leadership = "10";
ch.skill.Fencing = "33";
ch.skill.Gun = "10";
ch.skill.Sailing = "50";
ch.skill.Tactic = "450";
ch.skill.Accuracy = "10";
ch.skill.Cannons = "10";
ch.skill.Grappling = "10";
ch.skill.Repair = "10";
ch.skill.Defence = "10";
ch.skill.Commerce = "10";
ch.skill.Sneak = "10";
主意有些数值不要改过10,否则有BUG出现
ch.skill.Fencing = "33";表示剑术33级别,这样肉搏攻击不损SP
ch.skill.Sailing = "50";是航行能力,这样主角旗舰速度大增
ch.skill.Tactic = "450";这是策略,这样属下的航海.炮术,精确的数值都乘以9加原来值(所以炮术,精确不加点即可达到上限10,航海可以加到5为50点(太高反而不好))
其它数值不要改的很高,象炮术,精确,10的话很好,改到100反而很烂,这个游戏计算很古怪,不严禁,错误百出
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ch.skill.freeskill = 2;
ch.perks.freepoints = 1;
ch.money = "1000";
这是主角技能点和初始金钱,改成
ch.skill.freeskill = 0;
ch.perks.freepoints = 32;
ch.money = "10000";
即可
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再然后我们修改Program\scripts\officers.c文件,这是为了修改招募的手下,由于招来的手下数值自己加了,这不利于养成
打开officers.c,我们看到
case 0://navigator
if (skillPoints/2 > 9)
{
characters[iChar].skill.Sailing = sti(characters[iChar].skill.Sailing) + 9;
skillPoints = skillPoints - 9;
}
else
{
characters[iChar].skill.Sailing = sti(characters[iChar].skill.Sailing) + skillPoints / 2;
skillPoints = skillPoints/2;
}
/*
if (skillPoints > 9)
{
characters[iChar].skill.tactic = sti(characters[iChar].skill.tactic) + 9;
skillPoints = skillPoints - 9;
}
else
{
characters[iChar].skill.tactic = sti(characters[iChar].skill.tactic) + skillPoints;
skillPoints = 0;
}
*/
break;
我们把它改成
case 0://navigator
break;
就是把中间数值赋予去掉,这样招募的手下就是无加点的了
下面还有case 1://boatswain到case 6://boatswain,一共表示7种手下类型.....也参照同样方法修改
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先就改这些...............
[[i] 本帖最后由 白山人 于 2008-7-17 11:18 编辑 [/i]]
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