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《FIFA 17》FIFA 17大师联赛及故事模式难度修改教程(2)

编辑:瑞安网 来源:互联网 发表时间:2016-12-04 01:18 人气 | 查看所有评论

导语:二、大师联赛模拟训练全A 修改方法: 把下面Grade_0都修改成100,其他全部都是0就好!MAX_DRILLS_WHEN_INJURED = 1 // Difficulty: 0 = Bronze, 1 = Silver, 2 = Gold, the sum of the values for a given difficult

  二、大师联赛模拟训练全A

  修改方法: 把下面Grade_0都修改成100,其他全部都是0就好!MAX_DRILLS_WHEN_INJURED = 1

  // Difficulty: 0 = Bronze, 1 = Silver, 2 = Gold, the sum of the values for a given difficulty must be 100

  // Grade: 0 = A, 1 = B, 2 = C, 3 = D, 4 = F

  DIFFICULTY_0_GRADE_0 = 100 就是这样改! 一个100,其他全是0, 这样模拟训练全是A

  DIFFICULTY_0_GRADE_1 = 0

  DIFFICULTY_0_GRADE_2 = 0

  DIFFICULTY_0_GRADE_3 = 0

  DIFFICULTY_0_GRADE_4 = 0

  DIFFICULTY_1_GRADE_0 = 15 把15改成100,下面的30、30、20、5都改成0

  DIFFICULTY_1_GRADE_1 = 30

  DIFFICULTY_1_GRADE_2 = 30

  DIFFICULTY_1_GRADE_3 = 20

  DIFFICULTY_1_GRADE_4 = 5

  DIFFICULTY_2_GRADE_0 = 10

  DIFFICULTY_2_GRADE_1 = 20

  DIFFICULTY_2_GRADE_2 = 35

  DIFFICULTY_2_GRADE_3 = 30

  DIFFICULTY_2_GRADE_4 = 5

  最后

  大家可以搜索 Gameplay,就出出来下面的数据:这部分数据我还没搞清楚作用,所以不建议大家修改。因为可能会造成游戏无法启动!

  []

  // Gameplay

  // ------------------------------------------------------------

  AI_RUN_AT_30HZ = 1

  // Default rig assets

  ANIMATION_ANIMATABLE_ASSET = "player_17_animatable"

  ANIMATION_ANIMATABLE_NIS_ASSET = "player_17_animatable_NIS"

  ANIMATION_RIG_ASSET = "player_rig_17"

  ANIMATION_ANIMRIG_ASSET = "player_rig_17/AnimRig"

  ANIMATION_RENDERING_RIG_ASSET = "player_rig_15_rendering"

  ANIMATION_RIGOPLIST_ASSET = "player_prephysics_2.0_rigoplist_kc"

  ANIMATION_SLC_ANIMATABLE_ASSET = "crowd_16_animatable"

  ANIMATION_CROWD_ANIMRIG_ASSET = "crowd_rig_16/AnimRig"

  ANIMATION_CROWD_RIG_ASSET = "crowd_rig_16"

  // Gameplay intro timers

  CONTINUOUS_GAMEPLAY_INTRO_DELAY_TIME = 0

  CONTINUOUS_GAMEPLAY_INTRO_ANTHEM_LENGTH = 2600

  CHOREO_INTRO_TELEPORT_WAIT_TIME_WITHOUT_BALL_PLINTH = 1620

  CHOREO_INTRO_TELEPORT_WAIT_TIME_WITH_BALL_PLINTH = 900

  // Gameplay end half time before fe menu

  CONTINUOUS_GAMEPLAY_2ND_HALF_WAIT=1500 //Half-Time, End of 1st half going into 2nd half

  CONTINUOUS_GAMEPLAY_EX1ST_HALF_WAIT=1060 //Full-Time, End of 2nd half going into extra time

  CONTINUOUS_GAMEPLAY_EX2ND_HALF_WAIT=1060 //End of 1st extra half, going into 2nd extra half

  CONTINUOUS_GAMEPLAY_ENDHALF_USERSELECT=1000 //Full-Time, End of 2nd half going into user select

  CONTINUOUS_GAMEPLAY_SHOOTOUT_HALF_WAIT=1700 //End of Game (End of Full-Time of End of 2nd Extra Half), going into PK shootout

  CONTINUOUS_GAMEPLAY_ENDOFGAME_HALF_WAIT=2500 //End of Game (End of Full-Time of End of 2nd Extra Half), normal flow

  CONTINUOUS_GAMEPLAY_ENDOFGAME_HALF_WAIT_DEFAULT=2500 //Needs to be the same as CONTINUOUS_GAMEPLAY_ENDOFGAME_HALF_WAIT

  CONTINUOUS_GAMEPLAY_ENDOFGAME_HALF_WAIT_CHAMP=0 //End of Game (End of Full-Time of End of 2nd Extra Half), going into Major Champion NIS

  CONTINUOUS_GAMEPLAY_ENDOFGAME_HALF_WAIT_CHAMP_MINOR=1020 //End of Game (End of Full-Time of End of 2nd Extra Half), going into Minor Champion NIS

  CONTINUOUS_GAMEPLAY_GOLDEN_GOAL_WAIT=2200 //End of Game (End of Full-Time of End of 2nd Extra Half), from Golden Goal

  CONTINUOUS_GAMEPLAY_ENDOFGAME_HALF_WAIT_STORYMODE_SCENARIO=1800 //End of Game (End of Full-Time of End of 2nd Extra Half), from scenario Match

  // Gameplay booking timers

  GAMEPLAY_WAIT_TIME_DURING_REPLAY_AFTER_BOOKING = 800

  GAMEPLAY_WAIT_TIME_DURING_REPLAY_AFTER_OFFSIDE = 400

  GAMEPLAY_WAIT_TIME_DURING_REPLAY_AFTER_FOUL_NO_BOOKING = 400

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