《文明6》中玩家可以通过修改配置玩家来达到平衡游戏性以及增强性能的效果,但是很多玩家并不了解配置文件里各个代码的含义,下面小编为大家带来《文明6》修改MOD合集第二弹,有核子虎蹲炮、龙脉等内容,下面一起来看看吧!
修改合集第一弹:点击进入
核子虎蹲炮
这篇教程主要教大家怎么修改武器的打击效果,以标题的的虎蹲炮为例,我们今天的目标是把虎蹲炮的爆炸效果改成原子弹爆炸的效果(只是视觉改变,并不影响其他游戏数据,想逆天的同学要失望了。)
![游民星空](http://image.gamersky.com/webimg13/zhuanti/common/blank.png)
首先我们要动的依然是artdef文件,打开Sid Meier's Civilization VI\Base\ArtDefs文件夹
要实现这个效果大体上有两种方法,一种是直接修改虎蹲炮的战斗类型为核武器的战斗类型,另一种是修改虎蹲炮战斗类型的效果为核武器爆炸效果。听起来很拗口?没关系,这个教程会比较详细,改起来也很简单,请接着往下看。
教程会比较详细,只想心急想直接修改的同学请直接往下翻看有颜色字体的部分!
我们需要用到的有两个文件,VFX.artdef和Units.artdef。
其中VFX文件里定义了游戏里很多的视觉效果,除了武器效果之外水体效果之类的也是在该文件中定义的,而Units.artdef就不多说了,里面是单位的模型代码。
既然是一个详细的教程,我会把虎蹲炮所有的代码大体都讲一遍的。
首先我们打开Units.artdef,搜索UNIT_CHINESE_CROUCHING_TIGER,需要说明的是单位名称往往是在代码倒数第二行,所以通过搜索找到之后请往上翻,代码在名称上面。
虎蹲炮的代码如下:(不常用的代码我就简单解释或者不解释了,请谅解,通常没注释的部分都没啥用,按照格式照抄就好)
<Element>
<m_Fields>
<m_Values>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="Archer"/>
<m_RootCollectionName text="UnitFormationTypes"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>false</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="Formation"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="Archer"/>
<m_RootCollectionName text="UnitCombat"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>false</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="UnitCombat"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="WarriorEscort"/>
<m_RootCollectionName text="UnitFormationTypes"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="EscortFormation"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="UNIT_ANCIENTEMBARK"/>
<m_RootCollectionName text="Units"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text="Units"/>
<m_ParamName text="EmbarkedUnit"/>
</Element> 这一段是该单位的海运模式模型,虎蹲炮是UNIT_ANCIENTEMBARK,所有的古代单位都是这个,一般不去改,但是如果有需要想改成现代的运输船可以对比现代单位如坦克的代码来替换
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="DoNotDisplayCharges"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text=""/>
<m_RootCollectionName text="UnitCulture"/>
<m_ArtDefPath text="Cultures.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="Culture"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text=""/>
<m_RootCollectionName text="Era"/>
<m_ArtDefPath text="Eras.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="Era"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text=""/>
<m_RootCollectionName text="Units"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="ProxyUnit"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="PlayDeathOnDestroy"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>0</m_nValue>
<m_ParamName text="DisplayLevel"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections>
<Element>
<m_CollectionName text="Members"/>这一行往下才是重头戏,上面的部分作用很小,几乎所有的单位模型都是在下面定义的。
<Element>
<m_Fields>
<m_Values>
<Element class="AssetObjects::FloatValue">
<m_fValue>1.000000</m_fValue>
<m_ParamName text="Scale"/>
</Element> 这里是模型大小的比例,调整<m_fValue>1.000000</m_fValue>中的数字可以更改模型大小,之前有个教程讲过了。
<Element class="AssetObjects::IntValue">
<m_nValue>1</m_nValue>
<m_ParamName text="Count"/>
</Element> 这里是模型数量,虎蹲炮一共有3个兵,这里我们给他改成1.因为核武器爆炸效果太显眼了,复数的话很花。
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="CrouchingTiger"/>
<m_RootCollectionName text="UnitMemberTypes"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text="Units"/>
<m_ParamName text="Type"/>
</Element> 这里是单位模型的名称,虎蹲炮的模型为"CrouchingTiger",如果需要替换模型的话需要修改这个关键词,这次我们不改。如果我们需要修改模型的细节,就需要修改CrouchingTiger词条下的内容,这个部分在下面。
</m_Values>
</m_Fields>
<m_ChildCollections/>
<m_Name text="Members1"/>
</Element>
</Element>
<Element>
<m_CollectionName text="Audio"/>
<Element>
<m_Fields>
<m_Values>
<Element class="AssetObjects::StringValue">
<m_Value text=""/>
<m_ParamName text="XrefName"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections/>
<m_Name text=""/>
</Element>
<Element>
<m_Fields>
<m_Values>
<Element class="AssetObjects::StringValue">
<m_Value text="CrouchingTiger"/>
<m_ParamName text="XrefName"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections/>
<m_Name text="CROUCHINGTIGER"/>
</Element>
</Element>
</m_ChildCollections>
<m_Name text="UNIT_CHINESE_CROUCHING_TIGER"/>这个不用多说,上面那段写到最后就是为了对应UNIT_CHINESE_CROUCHING_TIGER这个单位。
</Element>
通过上面的代码我们已经把虎蹲炮的人数改成了1,也知道了虎蹲炮的模型细节是CrouchingTiger,于是我们继续搜索<m_Name text="CrouchingTiger"/>,找到另一个段落
<Element>
<m_Fields>
<m_Valus>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="Archer"/>
<m_RootCollectionName text="UnitMovementTypes"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="Movement"/>
</Element>这一段是单位的移动方式为"Archer"
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="ArcherCombat"/>
<m_RootCollectionName text="MemberCombat"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="Combat"/>
</Element> 这一段是单位的战斗类型为默认为"ArcherCombat"和弓箭手一样,但是其实文件中有虎蹲炮独立的战斗类型"CrouchingTigerCombat"。等会儿我们需要修改这个词条,为了不影响其他兵种所以直接把这里的ArcherCombat替换成CrouchingTigerCombat
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="MEAT"/>
<m_RootCollectionName text="MaterialTypes"/>
<m_ArtDefPath text="VFX.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="VFXMaterialType"/>
</Element> 护甲材质,会影响某些武器的攻击效果(本文件中全部指视觉效果)
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="MEAT"/>
<m_RootCollectionName text="MaterialTypes"/>
<m_ArtDefPath text="VFX.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="VFXWeaponImpact"/>
</Element>武器材质,然并卵,没鸟用
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="ImpactHeightOverride"/>
</Element>高度,这里不是指模型有多高,而是模型的脚下海拔。比如直升机就是大于0飘在空中,潜艇是负数在水下,陆军一般都是0
</m_Values>
</m_Fields>
<m_ChildCollections>
<Element>
<m_CollectionName text="Cultures"/>
<Element>
<m_Fields>
<m_Values/>
</m_Fields>
<m_ChildCollections>
<Element>
<m_CollectionName text="Variations"/>
<Element>
<m_Fields>
<m_Values>
<Element class="AssetObjects::FloatValue">
<m_fValue>1.100000</m_fValue>
<m_ParamName text="Scale"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="IsAttachment"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections>
<Element>
<m_CollectionName text="Attachments"/>
<Element>
<m_Fields>
<m_Values>
<Element class="AssetObjects::StringValue">
<m_Value text="Root"/>
<m_ParamName text="Point"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text=""/>
<m_RootCollectionName text="UnitTintTypes"/>
<m_ArtDefPath text=""/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="Tint"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections>
<Element>
<m_CollectionName text="Bins"/>
<Element>
<m_Fields>
<m_Values/>
</m_Fields>
<m_ChildCollections/>
<m_Name text="Armor/CrouchingTiger"/>此段决定了虎蹲炮穿着的盔甲,需要说明的是单位的攻击动作由盔甲决定,所有如果你把虎蹲炮的盔甲换成了剑士的,那么他的站姿和动作也会变成剑士的。
</Element>
</Element>
</m_ChildCollections>
<m_Name text="Armor"/>
</Element>
<Element>
<m_Fields>
<m_Values>
<Element class="AssetObjects::StringValue">
<m_Value text="Cannon"/>
<m_ParamName text="Point"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text=""/>
<m_RootCollectionName text="UnitTintTypes"/>
<m_ArtDefPath text=""/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="Tint"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections>
<Element>
<m_CollectionName text="Bins"/>
<Element>
<m_Fields>
<m_Values/>
</m_Fields>
<m_ChildCollections/>
<m_Name text="Weapons/CrouchingTiger"/>此段规定了虎蹲炮用的武器,就是放在地上的那个小炮,需要主要的是拿武器的姿势,位置和动作是由上面的盔甲模型决定的,所以就算你把这里换成剑,如果不改上面的盔甲类型他还是会把剑放在地上。。。。
</Element>
</Element>
</m_ChildCollections>
<m_Name text="Weapon"/>
</Element>
<Element>
<m_Fields>
<m_Values>
<Element class="AssetObjects::StringValue">
<m_Value text="Root"/>
<m_ParamName text="Point"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text=""/>
<m_RootCollectionName text="UnitTintTypes"/>
<m_ArtDefPath text=""/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="Tint"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections>
<Element>
<m_CollectionName text="Bins"/>
<Element>
<m_Fields>
<m_Values/>
</m_Fields>
<m_ChildCollections/>
<m_Name text="Bodies/Male_MediumBody_Hands"/>
</Element>
</Element>
</m_ChildCollections>
<m_Name text="Body"/>
</Element>
<Element>
<m_Fields>
<m_Values>
<Element class="AssetObjects::StringValue">
<m_Value text="Root"/>
<m_ParamName text="Point"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text=""/>
<m_RootCollectionName text="UnitTintTypes"/>
<m_ArtDefPath text=""/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="Tint"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections>
<Element>
<m_CollectionName text="Bins"/>
<Element>
<m_Fields>
<m_Values/>
</m_Fields>
<m_ChildCollections/>
<m_Name text="Heads/Male"/>
</Element>
</Element>
</m_ChildCollections>
<m_Name text="Head"/>
</Element>
</Element>
</m_ChildCollections>
<m_Name text="A"/>
</Element>
</Element>
</m_ChildCollections>
<m_Name text="Any"/>
</Element>
</Element>
</m_ChildCollections>
<m_Name text="CrouchingTiger"/>这里就是我们搜索的地方,对应单位的模型名称。
</Element>
通过上面一段CrouchingTiger的代码我们把虎蹲炮的战斗类型改成了CrouchingTigerCombat,为了修改战斗效果我们需要继续搜索<m_Name text="CrouchingTigerCombat"/>
<Element>
<m_Fields>
<m_Values>
<Element class="AssetObjects::FloatValue">
<m_fValue>36.000000</m_fValue>
<m_ParamName text="Speed"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>3.410000</m_fValue>
<m_ParamName text="Radius"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>8.000000</m_fValue>
<m_ParamName text="PathTurnDist"/>
</Element>
<Element class="AssetObjects::IntValue">
<m_nValue>360</m_nValue>
<m_ParamName text="TurnRate"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="NoDamage"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="NoAttack"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="DiesLast"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="CrouchingTigerAttack"/>单位的攻击战斗效果为CrouchingTigerAttack,等会儿我们需要修改这个词条对应的内容来修改他的攻击效果
<m_RootCollectionName text="CombatAttack"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text="Units"/>
<m_ParamName text="CombatAttack"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text=""/>
<m_RootCollectionName text=""/>
<m_ArtDefPath text=""/>
<m_CollectionIsLocked>false</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="HeroAttack"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="CrouchingTigerDefend"/> 单位的防御战斗效果为CrouchingTigerDefend,这里我们就不改了,防御也丢核弹不好吧?
<m_RootCollectionName text="CombatAttack"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text="Units"/>
<m_ParamName text="DefensiveAttack"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="MaxSmallMoveDistance"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text=""/>
<m_RootCollectionName text="CombatAttack"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="CombatAttack_1"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text=""/>
<m_RootCollectionName text="CombatAttack"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="HeroAttack_1"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text=""/>
<m_RootCollectionName text="CombatAttack"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="DefensiveAttack_1"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="UsesTurnAnims"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="IsNaval"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="VehicleTurnRadius"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="CombatRunStopTime"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="NoFormup"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text=""/>
<m_RootCollectionName text="CombatAttack"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="CombatAttack_2"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="CombatRunStartTime"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text=""/>
<m_RootCollectionName text="CombatAttack"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="CombatAttack_3"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text=""/>
<m_RootCollectionName text="CombatAttack"/>
<m_ArtDefPath text="Units.artdef"/>
<m_CollectionIsLocked>true</m_CollectionIsLocked>
<m_TemplateName text=""/>
<m_ParamName text="CombatAttack_4"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections/>
<m_Name text="CrouchingTigerCombat"/>刚才我们搜索的就是这里
</Element>
接下来最后一步我们去修改CrouchingTigerAttack的效果来实现核爆效果,搜索
<m_Name text="CrouchingTigerAttack"/>
<Element>
<m_Fields>
<m_Values>
<Element class="AssetObjects::FloatValue">
<m_fValue>256.000000</m_fValue>
<m_ParamName text="ProjectileSpeed"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="KillType_1"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="KillType_2"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="KillType_3"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="KillType_4"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="KillType_5"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>40.000000</m_fValue>
<m_ParamName text="Range"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="Offset"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="HasMomentum"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="KillType_6"/>
</Element>
<Element class="AssetObjects::CollectionValue">
<m_eObjectType>INVALID</m_eObjectType>
<m_eValueType>ARTDEF_REF</m_eValueType>
<m_Values/>
<m_ParamName text="SpecificTargets"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="BlastRadius"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="BulletSpread"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="IsNavalRam"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="KillType_7"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="KillType_8"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="KillType_9"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="KillType_10"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="KillType_11"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="KillType_12"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>true</m_bValue>
<m_ParamName text="KillType_13"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="KillType_14"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="KillType_15"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="KillType_16"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="KillType_17"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="KillType_18"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="KillType_19"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="KillType_20"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="KillType_21"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="KillType_22"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="KillType_23"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="KillType_24"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="KillType_25"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="KillType_26"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="KillType_27"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="KillType_28"/>
</Element>
<Element class="AssetObjects::ArtDefReferenceValue">
<m_ElementName text="HandCannon_Hit"/> 这里定义了爆炸的效果,我们要做的就是把HandCannon_Hit改成AtomBombTerrainHit来实现核爆效果
<m_RootCollectionName text="WeaponVFX"/>这里的WeaponVFX也需要改成TerrainVFX,因为核爆效果不是WeaponVFX而是TerrainVFX,为啥?因为这些是在VFX.artdef中定义的
<m_ArtDefPath text="VFX.artdef"/>
<m_CollectionIsLocked>false</m_CollectionIsLocked>
<m_TemplateName text="VFX"/>
<m_ParamName text="VFXImpact"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="TorpedoTurnRadius"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="AttackArc"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="IsBroadside"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="ProjectileGravity"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="ProjectileAcceleration"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="AlignImpactWithWorld"/>
</Element>
<Element class="AssetObjects::BoolValue">
<m_bValue>false</m_bValue>
<m_ParamName text="CanInterceptProjectiles"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="ImpactRatio"/>
</Element>
<Element class="AssetObjects::FloatValue">
<m_fValue>0.000000</m_fValue>
<m_ParamName text="InterceptRatio"/>
</Element>
</m_Values>
</m_Fields>
<m_ChildCollections/>
<m_Name text="CrouchingTigerAttack"/> 这是我们刚才搜索的位置
</Element>
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