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《暴战机甲兵(BattleTech)》MOD基础(当然你也可以理解为修改指南)

2018-05-01 02:08 作者:丁香与黑醋栗  | 我要投稿

看到文档是.json文件的时候就开始动歪脑筋,想起当年改《最高指挥官2》做MOD时候的感觉。

接下来的内容授人以渔


技能:


\BattleTech_Data\StreamingAssets\data\abilities


例子:AbilityDefCMD_ArtThumperAP.json

{

"Description" : {

"Id" : "AbilityDefCMD_ArtThumperAP", 代号

"Name" : "AP STRIKE", 名称

"Details" : "CALLS IN AN ARMOR-PIERCING ARTILLERY STRIKE FROM YOUR THUMPER SUPPORT UNIT.", 描述

"Icon" : "uixSvgIcon_artillery"

},

"ActivationTime" : "CommandAbility",

"Resource" : "CommandAbility",

"ActivationCooldown" : 4, 冷却时间

"ActivationETA" : 5, ETA

"specialRules" : "Artillery", 特殊规则:例如炮兵

"Targeting" : "CommandTargetSinglePoint", 瞄准:指令目标单点

"FloatParam1" : 20.0, 炮击浮动参数

"WeaponResource" : "Weapon_Autocannon_AC20_0-STOCK", 武器

    "StringParam1" : "vfxPrfPrtl_fireTerrain_smLoop",

    "IntParam1" : 1,

    "StringParam2" : "vfxPrfPrtl_buildingCollapseFiery_medium"

}


弹药:


BATTLETECH\BattleTech_Data\StreamingAssets\data\ammunition

BATTLETECH\BattleTech_Data\StreamingAssets\data\ammunitionBox


例子:Ammunition_AC2.json

{

   "Description" : {

      "Id" : "Ammunition_AC2", 代号

      "Name" : "AC/2 Ammo", 弹药名

      "Details" : "Small caliber ammunition designed for long range fire in an AC/2.", 描述

      "Icon" : null, 图标

      "Cost" : 0, 花费

      "Rarity" : 0, 稀有

      "Purchasable" : false 是否可以购买

   },

   "Type" : "Normal", 类型 :普通

   "Category" : "AC2", 类别:AC2

   "HeatGenerated" : 0, 发热

   "HeatGeneratedModifier" : 1, 发热参数修正

   "ArmorDamageModifier" : 1, 装甲伤害修正

   "ISDamageModifier" : 1, 损坏参数修正

   "CriticalDamageModifier" : 1 暴击参数修正

}


例子:Ammo_AmmunitionBox_Generic_AC2.json

{

    "AmmoID" : "Ammunition_AC2",  代号

    "Capacity" : 25, 容量

    "Description" : {

        "Cost" : 10000, 成本

        "Rarity" : 0, 稀有

        "Purchasable" : true, 可购买

        "Manufacturer" : "Generic", 制造商:通用

        "Model" : "AC2", 模型

        "UIName" : "AC/2 Ammo", 用户界面名称

        "Id" : "Ammo_AmmunitionBox_Generic_AC2", 代号

        "Name" : "AC/2 Ammo", 名称 (描述:弹药箱包含炮弹所需的炮弹,每个武器类型至少需要一个箱子。弹药箱会爆炸和破坏他们安装的位置,当他们受到致命打击。AC / 2弹药箱每个都包含25发子弹,可以提供多个武器。)

        "Details" : "Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Ammo Bins will explode and destroy their installed location when they receive a Critical Hit. AC/2 Ammo Bins each contain 25 rounds and may feed multiple weapons.",

        "Icon" : "uixSvgIcon_ammoBox_Ballistic" 图标

    },

    "BonusValueA" : "",

    "BonusValueB" : "",

    "ComponentType" : "AmmunitionBox", 组件类型 弹药箱

    "ComponentSubType" : "Ammunition", 组件子类型 弹药

    "PrefabIdentifier" : "",

    "BattleValue" : 0, 战斗值

    "InventorySize" : 1, 库存规模

    "Tonnage" : 1, 重量

    "AllowedLocations" : "All", 安装位置 全部

    "DisallowedLocations" : "All", 不可安装位置 全部

    "CriticalComponent" : false, 关键部件

    "statusEffects" : [

        

    ],

    "ComponentTags" : {

        "items" : [

            "component_type_stock"

        ],

        "tagSetSourceFile" : ""

    }

}


建筑:


BATTLETECH\BattleTech_Data\StreamingAssets\data\buildings


例子:buildingdef_Barracks.json


{

   "Description" : {

      "Id" : "buildingdef_Barracks", 代号

      "Name" : "Barracks", 名字

      "Details" : "A barracks", 描述:兵营

      "Icon" : "",

      "Cost" : 0, 花费

      "Rarity" : 0, 稀有 

      "Purchasable" : false 可购买

   },

   "Destructible" : true, 可破坏

   "StructurePoints" : 50, 结构点数

   "Opacity" : 100 不透明度

}


NPC:


BattleTech_Data\StreamingAssets\data\cast


例子:castDef_AranoGuardsman.json


{

    "id" : "castDef_AranoGuardsman", 代号

    "internalName" : "AranoGuardsman", 内部名称 阿拉诺卫兵

    "firstName" : "House Arano",  豪斯阿拉诺

    "lastName" : "Guardsman",  卫兵

    "callsign" : null, 呼号

    "rank" : "Aurigan Coalition", 阶层 奥里根联盟

    "gender" : "Male", 性别 男

    "faction" : "NoFaction", 派系 无

    "sgCharType" : "UNSET",

    "showRank" : true, 显示等级

    "showFirstName" : true, 显示 前名

    "showCallsign" : false, 显示呼号

    "showLastName" : true, 显示 后名

    "defaultEmotePortrait" : {

        "emote" : "Default", 表情 默认

        "portraitAssetPath" : "sprites/Portraits/guiTxrPort_SE01_AranoGuard_def_utr.png" 头像

    },

    "emotePotraitList" : [

        

    ]

}


载具:


BattleTech_Data\StreamingAssets\data\chassis


例子:chassisdef_atlas_AS7-D.json


{

    "Description": {

        "Cost": 10800000, 成本

        "Rarity": 5, 稀有

        "Purchasable": true,  可购买

        "Manufacturer": "", 制造商

        "Model": "", 模型

        "UIName": "Atlas", UI名称 阿特拉斯

        "Id": "chassisdef_atlas_AS7-D", 代号

        "Name": "Atlas", 名字 阿特拉斯 (描述:阿特拉斯D是战场之王,能够在任何范围内携带令人眩晕的武器阵列。它也值得注意的是通常安装的最大数量的装甲可能。很少有对手能与这只怪物短暂接触。)

        "Details": "The Atlas D is the king of the battlefield, capable of bringing a dizzying array of weapons to bear on targets at any range. It is also noteworthy for normally mounting the maximum amount of armor possible. Few opponents can survive even brief contact with this monster.",

        "Icon": "uixTxrIcon_atlas"

    },

    "MovementCapDefID": "movedef_atlas_AS7-D", 

    "PathingCapDefID": "pathingdef_assault", 

    "HardpointDataDefID": "hardpointdatadef_atlas", 

    "PrefabIdentifier": "chrPrfMech_atlasBase-001",

    "PrefabBase": "atlas",

    "Tonnage": 100, 重量

    "InitialTonnage": 35, 初始重量

    "weightClass": "ASSAULT", 重量级 突击

    "BattleValue": 10581000, 价值

    "Heatsinks": 0, 散热器

    "TopSpeed": 60, 最高速度

    "TurnRadius": 90, 转弯半径

    "MaxJumpjets": 3,  最大跳跃

    "Stability": 100, 稳定性

    "StabilityDefenses": [ 稳定性防御

        0,

        0,

        0,

        0,

        0,

        0

    ],

    "SpotterDistanceMultiplier": 1, 探测距离

    "VisibilityMultiplier": 1, 能见度

    "SensorRangeMultiplier": 1, 传感器范围

    "Signature": 0, 签名

    "Radius": 8, 半径

    "PunchesWithLeftArm": false, 左臂拳击

    "MeleeDamage": 140, 肉搏伤害

    "MeleeInstability": 100, 近战不稳定性

    "MeleeToHitModifier": 0, 近战命中率

    "DFADamage": 125, DFA损伤

    "DFAToHitModifier": 0, DFA命中率

    "DFASelfDamage": 125, DFA自损

    "DFAInstability": 125, DFA不稳定性

    "Locations": [

        {

            "Location": "Head", 部位 头部

            "Hardpoints": [], 外挂点

            "Tonnage": 0, 重量

            "InventorySlots": 1, 存货槽位

            "MaxArmor": 45, 护甲

            "MaxRearArmor": -1,  背后护甲

            "InternalStructure": 16 内部结构

        },

        {

            "Location": "LeftArm",部位 左臂

            "Hardpoints": [ 外挂点

                {

                    "WeaponMount": "Energy", 武器装备 能量武器

                    "Omni": false 全部

                },

                {

                    "WeaponMount": "AntiPersonnel", 反步兵

                    "Omni": false 全部

                }

            ],

            "Tonnage": 0, 重量

            "InventorySlots": 8, 库存插槽

            "MaxArmor": 170, 护甲

            "MaxRearArmor": -1, 背后护甲

            "InternalStructure": 85 内部结构

        },

        {

            "Location": "LeftTorso",  左躯干

            "Hardpoints": [

                {

                    "WeaponMount": "Missile", 导弹

                    "Omni": false

                },

                {

                    "WeaponMount": "Missile", 导弹

                    "Omni": false

                }

            ],

            "Tonnage": 0, 重量

            "InventorySlots": 10, 库存插槽

            "MaxArmor": 210, 护甲

            "MaxRearArmor": 105, 背后护甲

            "InternalStructure": 105 内部结构

        },

        {

            "Location": "CenterTorso", 中心躯干

            "Hardpoints": [

                {

                    "WeaponMount": "Energy", 能量武器

                    "Omni": false

                },

                {

                    "WeaponMount": "Energy", 能量武器

                    "Omni": false

                }

            ],

            "Tonnage": 0, 重量 

            "InventorySlots": 4, 库存插槽

            "MaxArmor": 320, 护甲

            "MaxRearArmor": 160, 背后护甲

            "InternalStructure": 160 内部结构

        },

        {

            "Location": "RightTorso", 右侧身躯

            "Hardpoints": [

                {

                    "WeaponMount": "Ballistic", 弹道武器

                    "Omni": false

                },

                {

                    "WeaponMount": "Ballistic", 弹道武器

                    "Omni": false

                }

            ],

            "Tonnage": 0,

            "InventorySlots": 10,

            "MaxArmor": 210,

            "MaxRearArmor": 105,

            "InternalStructure": 105

        },

        {

            "Location": "RightArm", 右臂

            "Hardpoints": [

                {

                    "WeaponMount": "Energy", 能量武器

                    "Omni": false

                },

                {

                    "WeaponMount": "AntiPersonnel", 反步兵武器

                    "Omni": false

                }

            ],

            "Tonnage": 0,

            "InventorySlots": 8,

            "MaxArmor": 170,

            "MaxRearArmor": -1,

            "InternalStructure": 85

        },

        {

            "Location": "LeftLeg", 左腿

            "Hardpoints": [],

            "Tonnage": 0,

            "InventorySlots": 4,

            "MaxArmor": 210,

            "MaxRearArmor": -1,

            "InternalStructure": 105

        },

        {

            "Location": "RightLeg", 右腿

            "Hardpoints": [],

            "Tonnage": 0,

            "InventorySlots": 4,

            "MaxArmor": 210,

            "MaxRearArmor": -1,

            "InternalStructure": 105

        }

    ],

    "LOSSourcePositions": [

        {

            "x": 0,

            "y": 17,

            "z": 0

        },

        {

            "x": 5,

            "y": 16,

            "z": -1

        },

        {

            "x": -5,

            "y": 16,

            "z": -1

        }

    ],

    "LOSTargetPositions": [

        {

            "x": 0,

            "y": 17,

            "z": 0

        },

        {

            "x": 5,

            "y": 16,

            "z": -1

        },

        {

            "x": -5,

            "y": 16,

            "z": -1

        },

        {

            "x": 3.5,

            "y": 5.5,

            "z": 1

        },

        {

            "x": -3.5,

            "y": 5.5,

            "z": 1

        }

    ],

    "VariantName": "AS7-D",

    "ChassisTags": {

        "items": [],

        "tagSetSourceFile": ""

    },

    "StockRole": "Juggernaut & Close Assault",(阿特拉斯D是战场之王,能把令人眩晕的武器部署在任何范围的目标上。它也值得注意的是通常安装的最大数量的装甲可能。很少有对手能与这个怪物短暂接触。)

    "YangsThoughts": "The Atlas D is the king of the battlefield, capable of bringing a dizzying array of weapons to bear on targets at any range. It is also noteworthy for normally mounting the maximum amount of armor possible. Few opponents can survive even brief contact with this monster."

}


任务合同:


BattleTech_Data\StreamingAssets\data\contracts

BattleTech_Data\StreamingAssets\data\contractsDeprecated


ambushconvoy 埋伏车队

arenaskirmish 竞技场小冲突

assassinate 暗杀

capturebase 占领基地

captureescort 俘虏护卫队

defendbase 防御基地

destroybase 破坏基地

escortsingle 护送者

itrom_attack 伊特罗姆攻击

itrom_defense 伊特罗姆防御

panzyr_attack 潘齐尔攻击

panzyr_defense 潘齐尔防御

rescue 营救

simplebattle 简单战役

simpleskirmish 简单主义

smithon_attack 史密森攻击

smithon_defense 史密森防御

story_1a_retreat 撤退a

story_1b_retreat 撤退b

story_2_threeyearslater 三年后

story_3_axylus 斧

story_4_liberationofweldry Weldy的故事情节解放

story_5_servedcold 严寒

story_6a_treasuretrove 宝库a

story_6b_treasuretrove 宝库b

story_7_gunboatdiplomacy 炮舰外交

story_8_locura 洛克拉(意大利语:疯狂)

story_9_downfall 倒台

travelonly 仅仅是旅行

tyrlon_attack 暴龙攻击


rescue 营救

rescuedouble 双人营救

rescuesingle 单人援救

simplebattle 简单战役


descriptions 描述

conversations 对话


常量


例子:AudioConstants.json 音频稳定器


   "VOPlayChance_Always" : 1,

   "VOPlayChance_Common" : 0.75,

   "VOPlayChance_Uncommon" : 0.33,

   "VOPlayChance_Rare" : 0.1,

   "QueuedAudioDelay" : 0.3,

   "AttackPreFireDuration" : 1, 攻击前等待时间

   "AttackAfterFireDelay" : 0.5, 攻击后等待时间

   "AttackAfterFireDuration" : 1, 攻击后等待时间 

   "AttackAfterCompletionDuration" : 2, 攻击完成后等待时间

   "audioEmitterPrefab" : "sfxPrfObj_audioEmitter",

   "maxShortAudioEmitters" : 15,

   "maxLongAudioEmitters" : 20,

   "rallyHealthPercentageThreshold" : 0.5,

   "distanceToTargetRTPCThreshold" : 750.0,

   "audioFadeDuration" : 2.5,

   "ambientVODelay" : 45.0,

   "ambientVOChance" : 0.25,

   "DEBUG_Always_Play_VO": false

   

例子:CombatGameConstants.json 游戏战斗常数


    "Phase": 相位

    {

        "PhaseSpecial": 1,

        "PhaseLight": 2,

        "PhaseMedium": 3,

        "PhaseHeavy": 4,

        "PhaseAssault": 5,

        "PhaseLightVehicle": 3,

        "PhaseMediumVehicle": 4,

        "PhaseHeavyVehicle": 5,

        "PhaseAssaultVehicle": 5,

        "PhaseLightTurret": 5,

        "PhaseMediumTurret": 5,

        "PhaseHeavyTurret": 5,

        "PhaseAssaultTurret": 5

    },

    "Skills": 技能

    {

        "MechDefaultGunnery": 1,

        "MechDefaultGuts": 1,

        "MechDefaultPiloting": 1,

        "MechDefaultTactics": 1,

        "VehicleDefaultGunnery": 1,

        "VehicleDefaultGuts": 1,

        "VehicleDefaultPiloting": 1,

        "VehicleDefaultTactics": 1,

        "TurretDefaultGunnery": 1,

        "TurretDefaultGuts": 1,

        "TurretDefaultPiloting": 1,

        "TurretDefaultTactics": 1

    },

    "Heat": 热量

    {

        "OverheatLevel": 0.6, 过载

        "MaxHeat": 100, 最大热量

        "WalkHeat": 0, 步行热量

        "SprintHeat": 5, 冲刺热量

        "JumpHeatUnitSize": 6, 跳跃式热单位尺寸

        "JumpHeatPerUnit": 1, 单位跳跃热量

        "JumpHeatMin": 5,

        "EngineDamageHeat": 0,

        "InternalHeatSinkCount": 10,

        "DefaultHeatSinkDissipationCapacity": 3,

        "StartupSinkRatio": 0.75,

        "GlobalHeatIncreaseMultiplier": 1.0,

        "GlobalHeatSinkMultiplier": 1.0,

        "CriticalHeatPerLocationLight": 4,

        "CriticalHeatPerLocationMedium": 5,

        "CriticalHeatPerLocationHeavy": 7,

        "CriticalHeatPerLocationAssault": 10,

        "ShutdownCausesInjury": false,

        "ShowPeakHeat": false

    },

    "Visibility": 能见度

    {

        "BaseSpotterDistance": 300.0, 基本观测距离

        "SpotterTacticsMultiplier": 0.0, 观测策略乘法器

        "RatioFullVis": 0.79,

        "RatioObstructedVis": 0.41,

        "MinRatioFromActors": 0.2,

        "ShutDownVisibilityModifier": 0.0,

        "ShutDownSignatureModifier": -0.5,

        "BaseSensorDistance": 400.0,

        "UseAsymmetricalSensors": true,

        "ShowExtendedBlipsBeforeContact": false,

        "ExtendedSensorDistanceMultiplier": 1.0,

        "SensorHysteresisAdditive": 50.0,

        "ShutdownSpottingDistanceMultiplier": 0.1,

        "ProneSpottingDistanceMultiplier": 0.25,

        "AllowRearArcSpotting": true,

        "NumSensorLockSteps": 1,

        "SensorLockSingleStepEffect":

例子:MechStatisticsConstants.json 机械统计常数


    {

    "ARMOR_PER_TENTH_TON" : 8.0,

    "CBILLS_PER_ARMOR_POINT" : 625.0,

    "TONNAGE_PER_ARMOR_POINT" : 0.0125,

    "ARMOR_PER_STEP" : 5.0,

    "MaxSprintFactor" : 350.0,

    "MinSprintFactor" : 125.0,

    "MinStockJumpFactor" : 2.0,

    "MaxArmorFactor" : 1600.0,

    "MaxStructureFactor" : 760.0,

    "MaxStockMeleeDamage" : 140.0,

    "MinStockMeleeDamage" : 15.0,

    "MaxHeatEfficiency" : 100.0,

    "MinHeatEfficiency" : 35.0,

    "MaxStockAvgRange" : 390.0,

    "MinStockAvgRange" : 115.0,

    "MaxStockFirepower" : 355.0,

    "MinStockFirepower" : 50.0,

    "MaxStockStabilityDamage" : 110.0,

    "MinStockStabilityDamage" : 0.0,

"ArmorAllocationRatioHead" : 0.0833,

    "ArmorAllocationRatioCenterTorso" : 0.1667,

    "ArmorAllocationRatioCenterTorsoRear" : 0.0833,

    "ArmorAllocationRatioLeftTorso" : 0.125,

    "ArmorAllocationRatioLeftTorsoRear" : 0.0694,

    "ArmorAllocationRatioRightTorso" : 0.125,

    "ArmorAllocationRatioRightTorsoRear" : 0.0694,

    "ArmorAllocationRatioLeftArm" : 0.0694,

    "ArmorAllocationRatioRightArm" : 0.0694,

    "ArmorAllocationRatioLeftLeg" : 0.0694,

    "ArmorAllocationRatioRightLeg" : 0.0694

}



events 事件

factions 派系

genderedoptions 性别 头像 声音 之类的

hardpoints 要点


heatsinks 散热器


BattleTech_Data\StreamingAssets\data\heatsinks


例子:Gear_HeatSink_Generic_Bulk-Bank.json


{

    "DissipationCapacity" : 0, 耗散能力

    "Description" : {

        "Cost" : 470000, 花费

        "Rarity" : 5, 稀有

        "Purchasable" : true, 可购买的

        "Manufacturer" : "Generic", 制造商 通用

        "Model" : "Bulk Bank", 模型 散装银行

        "UIName" : "Heat Bank + +", UI名 热库

        "Id" : "Gear_HeatSink_Generic_Bulk-Bank", 代号

        "Name" : "Bulk Bank Heat Bank  ", 名字 (热库被安装,以允许更多的热能收集,增加内部损伤发生的阈值,从过度的热量积累,从而提高持续的武器射击能力。)

        "Details" : "Heat Banks are installed to allow for more thermal energy collection, increasing the threshold at which internal damage occurs from excess heat buildup and thus boosting sustained weapons fire capability. ",

        "Icon" : "uixSvgIcon_equipment_HeatBank" 图标

    },

    "BonusValueA" : "+ 30 Max Heat", 加值A 30最大热量

    "BonusValueB" : "+ 15 Overheat Threshold", 加值B 15过热阈值

    "ComponentType" : "HeatSink", 组件类型 散热器

    "ComponentSubType" : "Heatsink", 组件子类型 散热器

    "PrefabIdentifier" : "", 

    "BattleValue" : 0, 战场价值

    "InventorySize" : 6, 库存

    "Tonnage" : 1, 重量

    "AllowedLocations" : "All", 允许位置

    "DisallowedLocations" : "All", 不允许位置

    "CriticalComponent" : false, 关键部件

    "statusEffects" : [ 地位效应

        {

            "durationData" : { 

                "duration" : -1, 持续时间

                "ticksOnActivations" : false, 在激活时打勾

                "useActivationsOfTarget" : false, 使用激活目标

                "ticksOnEndOfRound" : false, 在结束时回答

                "ticksOnMovements" : false, 在运动上打勾

                "stackLimit" : -1, 堆栈限制

                "clearedWhenAttacked" : false 被攻击时清除

            },

            "targetingData" : {

                "effectTriggerType" : "Passive",  效果触发器类型 被动 

                "triggerLimit" : 0, 触发限制

                "extendDurationOnTrigger" : 0, 延长触发持续时间

                "specialRules" : "NotSet", 特别规则 未设定

                "effectTargetType" : "Creator", 效果目标类型 创建者

                "range" : 0, 范围

                "forcePathRebuild" : false, 强制路径重建

                "forceVisRebuild" : false,

                "showInTargetPreview" : false,

                "showInStatusPanel" : true

            },

            "effectType" : "StatisticEffect",

            "Description" : {

                "Id" : "StatusEffect-Heat_Max-T3",

                "Name" : "MAX HEAT INCREASED",

                "Details" : "Maximum allowed heat increased by [AMT].",

                "Icon" : "uixSvgIcon_equipment_HeatBank"

            },

            "nature" : "Buff",

            "statisticData" : {

                "appliesEachTick" : false,

                "effectsPersistAfterDestruction" : false,

                "statName" : "MaxHeat",

                "operation" : "Int_Add",

                "modValue" : "30",

                "modType" : "System.Int32",

                "additionalRules" : "NotSet",

                "targetCollection" : "NotSet",

                "targetWeaponCategory" : "NotSet",

                "targetWeaponType" : "NotSet",

                "targetAmmoCategory" : "NotSet",

                "targetWeaponSubType" : "NotSet"

            },

            "tagData" : null,

            "floatieData" : null,

            "actorBurningData" : null,

            "vfxData" : null,

            "instantModData" : null,

            "poorlyMaintainedEffectData" : null

        },

        {

            "durationData" : {

                "duration" : -1,

                "ticksOnActivations" : false,

                "useActivationsOfTarget" : false,

                "ticksOnEndOfRound" : false,

                "ticksOnMovements" : false,

                "stackLimit" : -1,

                "clearedWhenAttacked" : false

            },

            "targetingData" : {

                "effectTriggerType" : "Passive",

                "triggerLimit" : 0,

                "extendDurationOnTrigger" : 0,

                "specialRules" : "NotSet",

                "effectTargetType" : "Creator",

                "range" : 0,

                "forcePathRebuild" : false,

                "forceVisRebuild" : false,

                "showInTargetPreview" : false,

                "showInStatusPanel" : true

            },

            "effectType" : "StatisticEffect",

            "Description" : {

                "Id" : "StatusEffect-Overheat_Threshold-T3",

                "Name" : "Increased Overheat Level",

                "Details" : "Overheat threshold increased by 15",

                "Icon" : "uixSvgIcon_equipment_HeatBank"

            },

            "nature" : "Buff",

            "statisticData" : {

                "appliesEachTick" : false,

                "effectsPersistAfterDestruction" : false,

                "statName" : "OverheatLevel",

                "operation" : "Int_Add",

                "modValue" : "15",

                "modType" : "System.Int32",

                "additionalRules" : "NotSet",

                "targetCollection" : "NotSet",

                "targetWeaponCategory" : "NotSet",

                "targetWeaponType" : "NotSet",

                "targetAmmoCategory" : "NotSet",

                "targetWeaponSubType" : "NotSet"

            },

            "tagData" : null,

            "floatieData" : null,

            "actorBurningData" : null,

            "vfxData" : null,

            "instantModData" : null,

            "poorlyMaintainedEffectData" : null

        }

    ],

    "ComponentTags" : {

        "items" : [

            "component_type_variant",

            "component_type_variant3"

        ],

        "tagSetSourceFile" : ""

    }

}


heraldry 徽章


好吧2W字了,其他的部分发在视频下方简介里了(没错就是要忽悠点击量……rua!)


学习坛友HUAC12345与wishOne写的MOD指南分析出的部分内容

感谢各位大大的支持

《暴战机甲兵(BattleTech)》MOD基础(当然你也可以理解为修改指南)的评论 (共 条)

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