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[原创] 【修改教程】RBF编辑器已经释出,自由修改不是梦!3/15更新 [复制链接]

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楼主
发表于 2009-2-28 05:03:58 |只看该作者 |倒序浏览
原帖地址:
http://forums.relicnews.com/showthread.php?p=3402571

感谢牛人Corsix以及其他的贡献者,终于放出来了。下载地址(这个是3月8日最新的版本,已经修正280209版的508错误,一定要更新):
http://modstudio2.googlecode.com/files/RbfConv_080309.zip

http://forums.relicnews.com/showthread.php?t=216952
新的图形化RBF转换器也出来了,感谢TheEndlessGrey他为战锤2做出的贡献。(附件内已经更新到最新的0.1.3版本,新版本提供了新的功能,修正了很多旧的错误,一定要更新,新版本已经可以自行设定读取的目录来显示树形图,不用非得放入本地文件夹了,方便了管理。请看效果图。)

简单使用说明:

这个文件很小,是个GUI需要调用主程序,请把它和RBFCONV.EXE放在同一个目录。原作的网盘不好用,我放在附件里了。另外这个文件需要.NET FRAMEWORK 3.5才能运行,请到微软去下载:
http://www.microsoft.com/downloa ... 1-9fd9-0041345b3385
如果还是不能使用,请继续下载Microsoft .NET Framework 3.5 Service Pack 1这个补丁,是在线安装的形式,要下个几十M吧。如果是VISTA,更新的列表里已经自动安装了Microsoft .NET Framework 3.5和它的Service Pack 1。
http://www.microsoft.com/downloa ... d-8319-81da479ab0d7

另外解开SGA文件提取RBF文件需要用到SGA READER 2,请到这里下载:
http://modstudio2.googlecode.com/files/SgaReader2_150209.zip

下面我简单的写一下使用的基本教程。
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
步骤1:
首先下载这个文件解压缩放在一个单独的文件夹里,不要和SGA READER2放在一起,因为他们使用的Rainman2.dll文件版本不一致,会出问题。
然后游戏目录里找到如下文件,并把这个文件拷贝到刚才你解压缩的目录里。
DOW2\GameAssets\Locale\English\DOW2.ucs
到此,你需要的东西就齐全了。
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
步骤2:
首先用SGA READER 2从gameattrib.sga文件中解开你需要修改的文件,我这里用我以前修改的20级蓝色终结者锤盾套装来说明,下文简称暴力锤。找到对应的文件以后解出得到sm_thunder_hammer_and_storm_shield_holy_arms_of_the_champion.rbf这个文件。把它拷贝到步骤1的文件夹里。

进入命令行提示符CMD,运行如下命令,文件名可以随便起,我这里为了写的规范用了全名,我自己改的时候都是1,2这样的编号,最后改好了才还原完整的名字(我本来想简化一下,省去了EXE,结果有人还是不行,只好又加回来了)。
rbfconv.exe -i sm_thunder_hammer_and_storm_shield_holy_arms_of_the_champion.rbf -u DOW2.ucs -o sm_thunder_hammer_and_storm_shield_holy_arms_of_the_champion.txt -v
得到一个文本文件,名字就是sm_thunder_hammer_and_storm_shield_holy_arms_of_the_champion.txt,打开它
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
步骤3,注意红字标识的部分:

-- Made by Corsix's Crude RBF Convertor
{
| weapon_bag: {
| | aim_at_windows: false;
| | anim_table: {
| | | firing_crouch_chance: 0f;
| | | firing_crouch_delay: 0.1f;
| | | on_equip: {
| | | | on_equip_state_machine: "";
| | | | on_equip_value: "";
| | | | on_unequip_value: "";
| | | };
| | | state_name: "melee_weapon_state";
| | | track_horizonal_speed: "";
| | | track_horizontal: "";
| | | track_vertical: "";
| | | track_vertical_speed: "";
| | | track_when_idle: true;
| | | visibility_name: "";
| | };
| | area_effect: {
| | | area_info: {
| | | | angle_left: -90f;
| | | | angle_right: 90f;
| | | | area_type: "Point";
| | | | radius: 0f;
| | | };
| | | courage_damage: {
| | | | distant: 0f;
| | | | long: 0f;
| | | | medium: 0f;
| | | | short: 0f;
| | | };
| | | distance: {
| | | | distant: 0f;
| | | | long: 0f;
| | | | medium: 0f;
| | | | short: 0f;
| | | };
| | | friendly_multiplier: 0f;
| | | hp_damage: {
| | | | distant: 0f;
| | | | long: 0f;
| | | | medium: 0f;
| | | | short: 0f;
| | | };
| | | on_detonate_actions: {
| | | };
| | | reaction_radius_mult: 0f;
| | | start_effect_at_source: false;
| | | sweeping_information: {
| | | | sweep_duration: 1f;
| | | | sweep_type: "left_to_right";
| | | };
| | | terrain_hit: {
| | | | chance_splat_only: 0f;
| | | | deform_decl: {
| | | | | $REF: "deform_table";
| | | | | cover_type: "tp_open";
| | | | | deform_decal_file: "";
| | | | | deform_type: "additive";
| | | | | limited: true;
| | | | | random_rotation: false;
| | | | | rotation: 0f;
| | | | | vertical_scale: 0f;
| | | | };
| | | | radius_max: 1f;
| | | | radius_min: 1f;
| | | | splats: {
| | | | | display_time: -1f;
| | | | | splat_list: {
| | | | | };
| | | | };
| | | };
| | | use_terrain_hit: false;
| | };
| | behaviour: {
| | | allow_automatic_setup: true;
| | | always_setup: false;
| | | attack_ground: false;
| | | non_moving_setup: false;
| | | point_blank: false;
| | | update_target_per_burst: false;
| | };
| | burst_info: {
| | | $REF: "";
| | };
| | can_melee_buildings: true;
| | charge_attack: {
| | };
| | cooldown: 0f;
| | damage_courage: 0f;
| | damage_courage_range_modifier: {
| | | distant: 1f;
| | | long: 1f;
| | | medium: 1f;
| | | short: 1f;
| | };
| | damage_hp: 501.7f;(这里就是这件武器的攻击数值了,除以2则是游戏里显示的数值,原数值应该是270,此处为500多是因为我以前改动过,我们现在把它的数值改为1000.0,游戏里面则会显示攻击力为500)
| | damage_hp_range_modifier: {
| | | distant: 1f;
| | | long: 1f;
| | | medium: 1f;
| | | short: 1f;
| | };
| | damage_morale: 5f;
| | death_type: {
| | | $REF: "weapons\weapon_death_type";
| | | gibbing: 0.1f;
| | | ragdoll: 0.35f;
| | };
| | extreme_kills: {
| | };
| | fire: {
| | | post_idle_delay: 0f;
| | | wind_down: 1f;
| | | wind_down_guarantee: 0f;
| | | wind_up: 1f;
| | };
| | fx: {
| | | fx_action_target_name: "default_target";
| | | fx_munition_name: "SM_thunderhammer";
| | | fx_secondary_munition_name: "SM_thunderhammer";
| | | fx_swing_size: "medium";
| | | fx_tracer_name: "tracers\fx_default_tracer";
| | | fx_tracer_speed: 0f;
| | | fx_upgrade_munition_name: "up_holy";
| | };
| | is_melee: true;
| | mob_accuracy_multiplier: 1f;
| | moving: {
| | | accuracy_multiplier: 1f;
| | | disable_moving_firing: true;
| | };
| | name: "[DEV] Holy Arms of the Champion";
| | on_hit_actions: {
| | | probability_action: {
| | | | $REF: "actions\ability\probability_action";
| | | | probability: 25f;
| | | | sub_actions: {
| | | | | knockback_action: {
| | | | | | $REF: "actions\ability\knockback_action";
| | | | | | crush_type: "passability\medium_crusher";
| | | | | | domino_strength: 40f;
| | | | | | flight_distance: 4.5f;
| | | | | | flight_loft: 0.6f;
| | | | | | knockback_type: "weapon_knockback";
| | | | | | levitate: {
| | | | | | | duration: 0f;
| | | | | | | scatter_angle: 0f;
| | | | | | };
| | | | | | scatter_angle: 0f;
| | | | | | scatter_flight: 20f;
| | | | | | specials: {
| | | | | | | ignore_pathfinding: false;
| | | | | | | knock_towards_executer: false;
| | | | | | };
| | | | | };
| | | | };
| | | };
| | | probability_action: {
| | | | $REF: "actions\ability\probability_action";
| | | | probability: 20f;
| | | | sub_actions: {
| | | | | target_action: {
| | | | | | $REF: "actions\ability\target_action";
| | | | | | area_info: {
| | | | | | | angle_left: 0f;
| | | | | | | angle_right: 0f;
| | | | | | | area_type: "Circle";
| | | | | | | line_length: 0f;
| | | | | | | radius: 0f;
| | | | | | };
| | | | | | die_with_creator: true;
| | | | | | do_recalc_targets: false;
| | | | | | duration: 5f;
| | | | | | stationary: false;
| | | | | | subactions: {
| | | | | | | animator_set_action: {
| | | | | | | | $REF: "actions\ability\animator_set_action";
| | | | | | | | action_name: "munition_type\el_grenade_haywire\hitfx\haywire_grenade";
| | | | | | | | delay: 0f;
| | | | | | | | fire_and_forget: false;
| | | | | | | };
| | | | | | | apply_modifiers_action: {
| | | | | | | | $REF: "actions\ability\apply_modifiers_action";
| | | | | | | | duration: 4f;
| | | | | | | | modifiers: {
| | | | | | | | | enable_weapon_modifier: {
| | | | | | | | | | $REF: "modifiers\enable_weapon_modifier";
| | | | | | | | | | application_type: "apply_to_weapon";
| | | | | | | | | | exclusive: false;
| | | | | | | | | | exclusive_type: "tp_modifier";
| | | | | | | | | | probability_of_applying: 1f;
| | | | | | | | | | target_type_name: "";
| | | | | | | | | | usage_type: "enable";
| | | | | | | | | | value: -1f;
| | | | | | | | | };
| | | | | | | | | speed_maximum_modifier: {
| | | | | | | | | | $REF: "modifiers\speed_maximum_modifier";
| | | | | | | | | | application_type: "apply_to_entity";
| | | | | | | | | | exclusive: false;
| | | | | | | | | | exclusive_type: "tp_modifier";
| | | | | | | | | | probability_of_applying: 1f;
| | | | | | | | | | target_type_name: "";
| | | | | | | | | | usage_type: "multiplication";
| | | | | | | | | | value: 0f;
| | | | | | | | | };
| | | | | | | | };
| | | | | | | | permanent: false;
| | | | | | | };
| | | | | | };
| | | | | | sweep_type: "none";
| | | | | | targets: {
| | | | | | | entity_type_to_choose: "";
| | | | | | | exclude_self: true;
| | | | | | | prefer_squads: false;
| | | | | | | target_info: {
| | | | | | | | $REF: "types\targets\has_unit_type";
| | | | | | | | unit_type: "vehicle";
| | | | | | | };
| | | | | | };
| | | | | | use_direction: false;
| | | | | };
| | | | };
| | | };
| | };
| | on_hit_actions_self: {
| | };
| | on_hit_buffs:{ (注意这里红色竖线的部分,这个on_hit_buffs从两根竖线的大括号开始到两根竖线的大括号结束以一个完整的段落,也就是武器的特效,这段代码是可以复制到其他武器上的。PS:现在的转换器界面很不友好,不过未来都会改进,逐渐好起来的。)
| | | extra_damage: {(新增加群伤代码,周围群体攻击+80)
| | | | $REF: "buffs\on_hit\extra_damage";
| | | |  amount: 80f;
| | | | chance: 1f;
| | | | damage_type: "weapons\weapon_damage\flame";
| | | | duration: 0f;
| | | | only_on_armour_type: "";
| | | | only_on_race: "";
| | | | range: 3f;
| | | };

| | | chance_buffs: {
| | | | $REF: "buffs\on_hit\chance_buffs";
| | | | chance: 0.53f;(这里是这件装备的特性,有53的几率攻击中回血,把数值加大就可以加强属性,我们这里改成0.60)
| | | | on_hit_buffs: {
| | | | | animator_set: {
| | | | | | $REF: "buffs\on_hit\animator_set";
| | | | | | action_name: "abilities\common\up_holy_hit";
| | | | | | duration: 0f;
| | | | | | fire_and_forget: true;
| | | | | };
| | | | | heal: {
| | | | | | $REF: "buffs\on_hit\heal";
| | | | | | amount: 60f;(这里是回血的数值,改的更多加血越多,我们这里改成100)
| | | | | | amount_is_percent: false;(这里是设置回血的是数值,还是百分比,如果是百分比就猛了,瞬间回血60%)
| | | | | | chance: 1f;
| | | | | | exclude_self: false;(对象不包括自己,后面的false是开关,是否的意思,相对的true为是的意思)
| | | | | | only_self: true;(对象只包括自己,所以后面的开关是true)
| | | | | | range: 7f;
| | | | | };
| | | | };
| | | };
| | };
| | on_kill_actions: {
| | | on_self: {
| | | | requirement_action: {
| | | | | $REF: "actions\ability\requirement_action";
| | | | | apply_to_target: false;
| | | | | kill_action_on_failed_requirements: false;
| | | | | requirements: {
| | | | | | required_squad_upgrade: {
| | | | | | | $REF: "requirements\required_squad_upgrade";
| | | | | | | is_present: true;
| | | | | | | max_completed: 1;
| | | | | | | min_completed: 1;
| | | | | | | only_check_in_progress: false;
| | | | | | | reason: "usage";
| | | | | | | ui_name: 0;
| | | | | | | upgrade_name: "upgrade\campaign\race_marine\attrib_bonuses\sm_asm_str4_on_kill_ability_frenzy";
| | | | | | };
| | | | | };
| | | | | subactions: {
| | | | | | probability_action: {
| | | | | | | $REF: "actions\ability\probability_action";
| | | | | | | probability: 50f;
| | | | | | | sub_actions: {
| | | | | | | | grant_remove_upgrade: {
| | | | | | | | | $REF: "actions\upgrade\grant_remove_upgrade";
| | | | | | | | | do: "grant";
| | | | | | | | | upgrades: {
| | | | | | | | | | upgardes_ref: "upgrade\campaign\race_marine\other\sm_asm_chapters_fury_active";
| | | | | | | | | };
| | | | | | | | };
| | | | | | | };
| | | | | | };
| | | | | };
| | | | };
| | | };
| | | on_target: {
| | | };
| | };
| | on_weaponskill_actions: {
| | };
| | projectile_info: {
| | | $REF: "";
| | };
| | range: {
| | | distant: 0f;
| | | long: 0f;
| | | max: 0f;
| | | medium: 0f;
| | | min: 0f;
| | | short: 0f;
| | };
| | recovery_standup_time: 1f;
| | reload: {
| | | duration: {
| | | | max: 0f;
| | | | min: 0f;
| | | };
| | | frequency: {
| | | | max: 0;
| | | | min: 0;
| | | };
| | };
| | scatter: {
| | | angle: {
| | | | angle_scatter: 5f;
| | | | fow_angle_multiplier: 1f;
| | | };
| | | distance: {
| | | | distance_scatter_max: 10f;
| | | | distance_scatter_offset: 0f;
| | | | distance_scatter_ratio: 0.3f;
| | | | fow_distance_multiplier: 1f;
| | | };
| | | pattern: {
| | | | burst_pattern_enable: false;
| | | | delay_bracket_change_chance: 0f;
| | | | distance_bracket_count_air: 0;
| | | | distance_bracket_count_ground: 1;
| | | | pattern_direction_forward: true;
| | | | randomize_starting_pattern_bracket: true;
| | | };
| | | tilt: {
| | | | max_tilt_angle: 0f;
| | | | min_tilt_angle: 0f;
| | | | tilt_max_distance: 10f;
| | | | tilt_scatter_chance: 0f;
| | | };
| | };
| | setup: {
| | | duration: 0f;
| | | rotation_rate: -1f;
| | };
| | special_attacks: {
| | | special_attack: {
| | | | actions: {
| | | | | delay: {
| | | | | | $REF: "actions\ability\delay";
| | | | | | delay: 1.2f;
| | | | | | delayed_actions: {
| | | | | | | requirement_action: {
| | | | | | | | $REF: "actions\ability\requirement_action";
| | | | | | | | apply_to_target: false;
| | | | | | | | kill_action_on_failed_requirements: false;
| | | | | | | | requirements: {
| | | | | | | | | required_squad_upgrade: {
| | | | | | | | | | $REF: "requirements\required_squad_upgrade";
| | | | | | | | | | is_present: true;
| | | | | | | | | | max_completed: 1;
| | | | | | | | | | min_completed: 1;
| | | | | | | | | | only_check_in_progress: false;
| | | | | | | | | | reason: "usage";
| | | | | | | | | | ui_name: 0;
| | | | | | | | | | upgrade_name: "upgrade\campaign\race_marine\other\sm_fc_wrath_active";
| | | | | | | | | };
| | | | | | | | };
| | | | | | | | subactions: {
| | | | | | | | | target_action: {
| | | | | | | | | | $REF: "actions\ability\target_action";
| | | | | | | | | | area_info: {
| | | | | | | | | | | angle_left: 0f;
| | | | | | | | | | | angle_right: 0f;
| | | | | | | | | | | area_type: "Circle";
| | | | | | | | | | | line_length: 0f;
| | | | | | | | | | | radius: 0f;
| | | | | | | | | | };
| | | | | | | | | | die_with_creator: true;
| | | | | | | | | | do_recalc_targets: false;
| | | | | | | | | | duration: 0f;
| | | | | | | | | | stationary: false;
| | | | | | | | | | subactions: {
| | | | | | | | | | | damage: {
| | | | | | | | | | | | $REF: "actions\ability\damage";
| | | | | | | | | | | | application_type: "apply_damage";
| | | | | | | | | | | | courage_damage: 0f;
| | | | | | | | | | | | damage: 1f;
| | | | | | | | | | | | damage_type: "weapons\weapon_damage\piercing";
| | | | | | | | | | | | death_type: {
| | | | | | | | | | | | | $REF: "weapons\weapon_death_type";
| | | | | | | | | | | | | gibbing: 0.9f;
| | | | | | | | | | | | | ragdoll: 0.1f;
| | | | | | | | | | | | };
| | | | | | | | | | | | extreme_kills: {
| | | | | | | | | | | | };
| | | | | | | | | | | | leveling_weapon_type_damage: "unapplicable";
| | | | | | | | | | | | morale_damage: 0f;
| | | | | | | | | | | | percentage: true;
| | | | | | | | | | | | show_health_kicker: false;
| | | | | | | | | | | };
| | | | | | | | | | | knockback_action: {
| | | | | | | | | | | | $REF: "actions\ability\knockback_action";
| | | | | | | | | | | | crush_type: "passability\heavy_crusher";
| | | | | | | | | | | | domino_strength: 50f;
| | | | | | | | | | | | flight_distance: 7f;
| | | | | | | | | | | | flight_loft: 0.5f;
| | | | | | | | | | | | knockback_type: "ability_knockback";
| | | | | | | | | | | | levitate: {
| | | | | | | | | | | | | duration: 0f;
| | | | | | | | | | | | | scatter_angle: 0f;
| | | | | | | | | | | | };
| | | | | | | | | | | | scatter_angle: 0f;
| | | | | | | | | | | | scatter_flight: 20f;
| | | | | | | | | | | | specials: {
| | | | | | | | | | | | | ignore_pathfinding: false;
| | | | | | | | | | | | | knock_towards_executer: false;
| | | | | | | | | | | | };
| | | | | | | | | | | };
| | | | | | | | | | };
| | | | | | | | | | sweep_type: "none";
| | | | | | | | | | targets: {
| | | | | | | | | | | entity_type_to_choose: "";
| | | | | | | | | | | exclude_self: false;
| | | | | | | | | | | prefer_squads: false;
| | | | | | | | | | | target_info: {
| | | | | | | | | | | | $REF: "types\targets\binary_expr";
| | | | | | | | | | | | operation: "or";
| | | | | | | | | | | | targets: {
| | | | | | | | | | | | | has_armour_type: {
| | | | | | | | | | | | | | $REF: "types\targets\has_armour_type";
| | | | | | | | | | | | | | armour_type: "heavy_infantry";
| | | | | | | | | | | | | };
| | | | | | | | | | | | | has_armour_type: {
| | | | | | | | | | | | | | $REF: "types\targets\has_armour_type";
| | | | | | | | | | | | | | armour_type: "infantry";
| | | | | | | | | | | | | };
| | | | | | | | | | | | };
| | | | | | | | | | | };
| | | | | | | | | | };
| | | | | | | | | | use_direction: false;
| | | | | | | | | };
| | | | | | | | };
| | | | | | | };
| | | | | | };
| | | | | | display_progress_bar: false;
| | | | | };
| | | | };
| | | | chance: 0.2f;
| | | | duration: 2f;
| | | | name: "01";
| | | | self_actions: {
| | | | | delay: {
| | | | | | $REF: "actions\ability\delay";
| | | | | | delay: 1.2f;
| | | | | | delayed_actions: {
| | | | | | | target_action: {
| | | | | | | | $REF: "actions\ability\target_action";
| | | | | | | | area_info: {
| | | | | | | | | angle_left: -70f;
| | | | | | | | | angle_right: 70f;
| | | | | | | | | area_type: "Pie";
| | | | | | | | | line_length: 0f;
| | | | | | | | | radius: 5f;
| | | | | | | | };
| | | | | | | | die_with_creator: true;
| | | | | | | | do_recalc_targets: false;
| | | | | | | | duration: 0f;
| | | | | | | | stationary: false;
| | | | | | | | subactions: {
| | | | | | | | | damage: {
| | | | | | | | | | $REF: "actions\ability\damage";
| | | | | | | | | | application_type: "simulate_weapon_hit";
| | | | | | | | | | courage_damage: 0f;
| | | | | | | | | | damage: 88f;
| | | | | | | | | | damage_type: "weapons\weapon_damage\melee_power_weapons";
| | | | | | | | | | death_type: {
| | | | | | | | | | | $REF: "weapons\weapon_death_type";
| | | | | | | | | | | gibbing: 0f;
| | | | | | | | | | | ragdoll: 0f;
| | | | | | | | | | };
| | | | | | | | | | extreme_kills: {
| | | | | | | | | | };
| | | | | | | | | | leveling_weapon_type_damage: "melee";
| | | | | | | | | | morale_damage: 0f;
| | | | | | | | | | percentage: false;
| | | | | | | | | | show_health_kicker: false;
| | | | | | | | | };
| | | | | | | | | knockback_action: {
| | | | | | | | | | $REF: "actions\ability\knockback_action";
| | | | | | | | | | crush_type: "passability\light_crusher";
| | | | | | | | | | domino_strength: 50f;
| | | | | | | | | | flight_distance: 7f;
| | | | | | | | | | flight_loft: 0.6f;
| | | | | | | | | | knockback_type: "weapon_knockback";
| | | | | | | | | | levitate: {
| | | | | | | | | | | duration: 0f;
| | | | | | | | | | | scatter_angle: 0f;
| | | | | | | | | | };
| | | | | | | | | | scatter_angle: 0f;
| | | | | | | | | | scatter_flight: 35f;
| | | | | | | | | | specials: {
| | | | | | | | | | | ignore_pathfinding: false;
| | | | | | | | | | | knock_towards_executer: false;
| | | | | | | | | | };
| | | | | | | | | };
| | | | | | | | };
| | | | | | | | sweep_type: "in_to_out";
| | | | | | | | targets: {
| | | | | | | | | entity_type_to_choose: "";
| | | | | | | | | exclude_self: true;
| | | | | | | | | prefer_squads: false;
| | | | | | | | | target_info: {
| | | | | | | | | | $REF: "types\targets\enemy";
| | | | | | | | | };
| | | | | | | | };
| | | | | | | | use_direction: false;
| | | | | | | };
| | | | | | };
| | | | | | display_progress_bar: false;
| | | | | };
| | | | | delay: {
| | | | | | $REF: "actions\ability\delay";
| | | | | | delay: 1.2f;
| | | | | | delayed_actions: {
| | | | | | | requirement_action: {
| | | | | | | | $REF: "actions\ability\requirement_action";
| | | | | | | | apply_to_target: false;
| | | | | | | | kill_action_on_failed_requirements: false;
| | | | | | | | requirements: {
| | | | | | | | | required_squad_upgrade: {
| | | | | | | | | | $REF: "requirements\required_squad_upgrade";
| | | | | | | | | | is_present: true;
| | | | | | | | | | max_completed: 1;
| | | | | | | | | | min_completed: 1;
| | | | | | | | | | only_check_in_progress: false;
| | | | | | | | | | reason: "usage";
| | | | | | | | | | ui_name: 9099274;
| | | | | | | | | | upgrade_name: "upgrade\campaign\race_marine\attrib_bonuses\sm_fc_str2_blasting_blows";
| | | | | | | | | };
| | | | | | | | };
| | | | | | | | subactions: {
| | | | | | | | | target_action: {
| | | | | | | | | | $REF: "actions\ability\target_action";
| | | | | | | | | | area_info: {
| | | | | | | | | | | angle_left: -70f;
| | | | | | | | | | | angle_right: 70f;
| | | | | | | | | | | area_type: "Pie";
| | | | | | | | | | | line_length: 0f;
| | | | | | | | | | | radius: 5f;
| | | | | | | | | | };
| | | | | | | | | | die_with_creator: true;
| | | | | | | | | | do_recalc_targets: false;
| | | | | | | | | | duration: 0f;
| | | | | | | | | | stationary: false;
| | | | | | | | | | subactions: {
| | | | | | | | | | | animator_set_action: {
| | | | | | | | | | | | $REF: "actions\ability\animator_set_action";
| | | | | | | | | | | | action_name: "abilities\space_marine\melee_blast_epic_hit";
| | | | | | | | | | | | delay: 0f;
| | | | | | | | | | | | fire_and_forget: true;
| | | | | | | | | | | };
| | | | | | | | | | | damage: {
| | | | | | | | | | | | $REF: "actions\ability\damage";
| | | | | | | | | | | | application_type: "simulate_weapon_hit";
| | | | | | | | | | | | courage_damage: 0f;
| | | | | | | | | | | | damage: 50f;
| | | | | | | | | | | | damage_type: "weapons\weapon_damage\explosive";
| | | | | | | | | | | | death_type: {
| | | | | | | | | | | | | $REF: "weapons\weapon_death_type";
| | | | | | | | | | | | | gibbing: 0.5f;
| | | | | | | | | | | | | ragdoll: 1f;
| | | | | | | | | | | | };
| | | | | | | | | | | | extreme_kills: {
| | | | | | | | | | | | };
| | | | | | | | | | | | leveling_weapon_type_damage: "melee";
| | | | | | | | | | | | morale_damage: 0f;
| | | | | | | | | | | | percentage: false;
| | | | | | | | | | | | show_health_kicker: false;
| | | | | | | | | | | };
| | | | | | | | | | };
| | | | | | | | | | sweep_type: "none";
| | | | | | | | | | targets: {
| | | | | | | | | | | entity_type_to_choose: "";
| | | | | | | | | | | exclude_self: true;
| | | | | | | | | | | prefer_squads: false;
| | | | | | | | | | | target_info: {
| | | | | | | | | | | | $REF: "types\targets\binary_expr";
| | | | | | | | | | | | operation: "and";
| | | | | | | | | | | | targets: {
| | | | | | | | | | | | | enemy: {
| | | | | | | | | | | | | | $REF: "types\targets\enemy";
| | | | | | | | | | | | | };
| | | | | | | | | | | | };
| | | | | | | | | | | };
| | | | | | | | | | };
| | | | | | | | | | use_direction: false;
| | | | | | | | | };
| | | | | | | | | trigger_dca_action: {
| | | | | | | | | | $REF: "actions\ability\trigger_dca_action";
| | | | | | | | | | align_with_direction: false;
| | | | | | | | | | align_with_executor: false;
| | | | | | | | | | dca_action_name: "abilities\space_marine\melee_blast_epic_caster";
| | | | | | | | | | duration: 0f;
| | | | | | | | | | is_terrain_only: false;
| | | | | | | | | };
| | | | | | | | };
| | | | | | | };
| | | | | | };
| | | | | | display_progress_bar: false;
| | | | | };
| | | | | requirement_action: {
| | | | | | $REF: "actions\ability\requirement_action";
| | | | | | apply_to_target: false;
| | | | | | kill_action_on_failed_requirements: false;
| | | | | | requirements: {
| | | | | | | required_squad_upgrade: {
| | | | | | | | $REF: "requirements\required_squad_upgrade";
| | | | | | | | is_present: true;
| | | | | | | | max_completed: 1;
| | | | | | | | min_completed: 1;
| | | | | | | | only_check_in_progress: false;
| | | | | | | | reason: "usage";
| | | | | | | | ui_name: 9107964;
| | | | | | | | upgrade_name: "upgrade\campaign\race_marine\attrib_bonuses\sm_fc_str2_blasting_blows";
| | | | | | | };
| | | | | | };
| | | | | | subactions: {
| | | | | | | animator_set_action: {
| | | | | | | | $REF: "actions\ability\animator_set_action";
| | | | | | | | action_name: "abilities\space_marine\marine_directional_reticule";
| | | | | | | | delay: 0f;
| | | | | | | | fire_and_forget: false;
| | | | | | | };
| | | | | | | animator_set_action: {
| | | | | | | | $REF: "actions\ability\animator_set_action";
| | | | | | | | action_name: "abilities\space_marine\epic_melee_blast_sword";
| | | | | | | | delay: 0f;
| | | | | | | | fire_and_forget: false;
| | | | | | | };
| | | | | | };
| | | | | };
| | | | };
| | | };
| | };
| | suppression_radius: 0f;
| | sync_kills: {
| | | synckill_choreographed: {
| | | | $REF: "types\synckills\synckill_types\synckill_choreographed";
| | | | chance: 50f;
| | | | interpolation_marker: "marker_synckill_start_loc_sk";
| | | | interpolation_time: 1f;
| | | | synckill_id: "sk_id_01";
| | | | total_time: 5f;
| | | };
| | | synckill_choreographed: {
| | | | $REF: "types\synckills\synckill_types\synckill_choreographed";
| | | | chance: 50f;
| | | | interpolation_marker: "marker_synckill_start_loc_sk";
| | | | interpolation_time: 1f;
| | | | synckill_id: "sk_id_02";
| | | | total_time: 3.7f;
| | | };
| | };
| | teardown: {
| | | duration: 0f;
| | };
| | tracking: {
| | | fire_cone_angle: 10f;
| | | normal: {
| | | | max_down: -40f;
| | | | max_left: -2.5f;
| | | | max_right: 2.5f;
| | | | max_up: 40f;
| | | | rest_horizontal: 0f;
| | | | rest_vertical: 0f;
| | | | speed_horizontal: 360f;
| | | | speed_vertical: 90f;
| | | };
| | };
| | usable_with_charge: true;
| | weapon_animator: "";
| | weapon_family: "weapons\weapon_family\race_marine\thunder_hammer_storm_shield";
| };
};
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
步骤4:
修改完成后保存,删除原来的RBF文件,运行如下指令
rbfconv.exe -i sm_thunder_hammer_and_storm_shield_holy_arms_of_the_champion.txt -o sm_thunder_hammer_and_storm_shield_holy_arms_of_the_champion.rbf -v
得到新的修改过的sm_thunder_hammer_and_storm_shield_holy_arms_of_the_champion.rbf
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
步骤5:
把文件放入这里:
DOW2\GameAssets\Data\simulation\attrib\weapons\weapon\campaign\playable\race_marine\sm_thunder_hammer_and_storm_shield_holy_arms_of_the_champion.rbf

至此一切完成,请运行游戏,别忘了加入-DEV开关来调用新的文件,进入游戏后,效果图如下(现在可以用这个超高攻击的锤子去硬撼战神了,口黑口黑。。。):
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
2009/3/3更新,感谢老外jacko640的列表,仓促翻译,出错在所难免,欢迎指正更新:
一般来说,凡是1f的就是百分比,几十几百的都是整数类型,
原帖有些疏漏,我测试后会逐渐更新

http://forums.relicnews.com/showthread.php?t=217188
| | };
| | on_equip_buffs: {
| | | courage_damage_resist: {
| | | | $REF: "buffs\equip\courage_damage_resist";(火力压制反抗,100就是100%不会被压制)
| | | | amount: 100f;
| | | | range: 1f;
| | | };
| | | max_energy: {
| | | | $REF: "buffs\equip\max_energy";(最大MP增加,下面的100就是100单位能量)
| | | | amount: 100f;
| | | | range: 0f;
| | | };
| | | energy_regen: {
| | | | $REF: "buffs\equip\energy_regen";(MP的回复速度,下面的100应该是百分比方式的回蓝,是否整数未测试)
| | | | amount: 100f;
| | | | range: 0f;
| | | };
| | | max_health: {
| | | | $REF: "buffs\equip\max_health";(最大HP增加,下面的100应该是100单位生命)
| | | | amount: 100f;
| | | | prefer_squads: false;
| | | | range: 0f;
| | | };
| | | knockback_chance: {(多大的可能性被敌人击倒,0应该就是免疫击倒)
| | | | $REF: "buffs\equip\knockback_chance";
| | | | chance: 0f;
| | | };
| | | speed: {
| | | | $REF: "buffs\equip\speed";(速度调整,下面的数值意思是原速度的1.1倍,所以游戏里会显示+10%速度)
| | | | amount: 1.1f;
| | | | range: 0f;
| | | };
| | | damage_ranged: {(好像是加远程伤害,1f应该100%)
| | | | $REF: "buffs\equip\damage_ranged";
| | | | amount: 1f;
| | | | range: 0f;
| | | };
| | | armor_defence: {
| | | | $REF: "buffs\equip\armor_defence";(装甲加的防御属性,也就是ARMOR RATING,下面的数值就是加100防御单位)
| | | | amount: 100f;
| | | | only_on_race: "racebps\space_marines";
| | | | range: 0f;
| | | };
| | | accuracy: {
| | | | $REF: "buffs\equip\accuracy";(精准度调整,下面的数值貌似1貌似是100%,调整到1.5可能是增加50%的精准)
| | | | amount: 1f;
| | | | exclude_self: false;
| | | | range: 0f;
| | | };
| | | damage_melee: {
| | | | $REF: "buffs\equip\damage_melee";(近战伤害调整,1f是100%的意思,调整到5就是5倍攻击)
| | | | amount: 1f;
| | | | range: 0f;
| | | };
| | | melee_skill: {
| | | | $REF: "buffs\equip\melee_skill";(近战技能值,100就是加100单位的MELEE SKILLS)
| | | | amount: 100f;
| | | | range: 0f;
| | | };
| | | damage_modifier_generic: {
| | | | $REF: "buffs\equip\damage_modifier_generic";(一般伤害,数值是百分比)
| | | | amount: 1f;
| | | | damage_type: "any";
| | | | range: 0f;
| | | };
| | | damage_modifier_generic: {
| | | | $REF: "buffs\equip\damage_modifier_generic";(一般远程伤害,数值是百分比)
| | | | amount: 1f;
| | | | damage_type: "range";
| | | | range: 0f;
| | | };
| | | damage_modifier_generic: {
| | | | $REF: "buffs\equip\damage_modifier_generic";(一般近战伤害,数值是百分比)
| | | | amount: 1f;
| | | | damage_type: "melee";
| | | | range: 0f;
| | | };
| | | damage_modifier_generic: {
| | | | $REF: "buffs\equip\damage_modifier_generic";(近战伤害抗性,0.4就是只受到近战攻击的40%伤害,换句话说抗性是60%)
| | | | amount: 0.4f;
| | | | damage_type: "melee";
| | | | range: 0f;
| | | };
| | | damage_modifier_generic: {
| | | | $REF: "buffs\equip\damage_modifier_generic";(远程伤害抗性,0.4就是只受到近战攻击的40%伤害,换句话说抗性是60%)
| | | | amount: 0.4f;
| | | | damage_type: "range";
| | | | range: 0f;
| | | };
| | | damage_resist: {
| | | | $REF: "buffs\equip\damage_resist";
| | | | amount: 1f;
| | | | damage_type: "weapons\weapon_damage\explosive";(爆炸伤害反抗,数值应该是百分比)
| | | | range: 0f;
| | | };
| | | damage_resist: {
| | | | $REF: "buffs\equip\damage_resist";(火焰伤害反抗,数值应该是百分比)
| | | | amount: 1f;
| | | | damage_type: "weapons\weapon_damage\flame";
| | | | range: 0f;
| | | };
| | | damage_resist: {
| | | | $REF: "buffs\equip\damage_resist";(穿刺伤害反抗,数值是百分比)
| | | | amount: 1f;
| | | | damage_type: "weapons\weapon_damage\piercing";
| | | | range: 0f;
| | | };
| | | sight_range: {
| | | | $REF: "buffs\equip\sight_range";(视野调整,下面的数值是原来数值的倍数,1.1就是增加10%的视野)
| | | | amount: 1.1f;
| | | | range: 0f;
| | | };
| | };

PS:
因为RBF编辑器还不完整的关系,数值到底是百分比还是整数有些没有经过测试还不清楚。所以只能以后慢慢的修正。另外添加新装备已经有人成功,但是必须重开战役,因为新装备会打乱已知物品ID的顺序,已经开档的读取后装备是一片混乱。所以为了保证MOD的通用和易于升级,目前并不建议增加任何新的装备,以修改现有装备为主。有些新东西,到时候发上来大家自己改着玩。
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
2009/3/7更新,从老外的MOD里摘出了一些改好的东西:

同时装备光环和旗子已经可以做到了。并不是程序的修改,而是把光环和旗子从指挥官专用改成普通的附件,这样可以同时带光环护罩,旗子还有飞行包。但是注意的是,热键都没有修改,全都是E,所以得自己拿鼠标点了。文件我放在附件里,解压以后放到WARGEAR的目录就行。旗子光环都没改属性,就是变成了普通附件。
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
2009/3/11更新,RBF转换器更新了新版本
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
2009/3/15更新,修正了近战远程伤害抗性的代码

[ 本帖最后由 千山万水 于 2009-3-15 12:35 编辑 ]
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沙发
发表于 2009-2-28 07:38:54 |只看该作者
这工具问题多多 .\ucs.cpp:45 - Unable to load UCS file "DOW2.ucs"
.\file.cpp.540 - Unable to open 'DOW2.ucs"
按那帖子的说法把DOW2.ucs和RBFCONV放在一起也没用
OK,神皇保佑,已解决,文件名必须完整
还是期待正式版吧

[ 本帖最后由 kaosquall 于 2009-2-28 07:44 编辑 ]

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板凳
发表于 2009-2-28 08:13:05 |只看该作者
我使用下没有任何问题。UCS文件放在同样的目录下就不会报错。

刚回家,一会测试完毕后写点简单的东西。

[ 本帖最后由 千山万水 于 2009-2-28 08:29 编辑 ]

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地板
发表于 2009-2-28 09:07:50 |只看该作者
补充一下心得,-U DOW.ucs不用输入,最好使用完整的文件名(指需要修改的文件)

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5#
发表于 2009-2-28 09:48:52 |只看该作者
问个问题武器从那个SGA文件里解出来?

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6#
发表于 2009-2-28 09:54:46 |只看该作者
gameattrib.sga


patch.exe

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7#
发表于 2009-2-28 10:03:59 |只看该作者
那个文件夹。。。。
附件: 你需要登录才可以下载或查看附件。没有帐号?注册

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8#
发表于 2009-2-28 10:13:24 |只看该作者
找到了。。。。。。。。。。

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9#
发表于 2009-2-28 10:26:25 |只看该作者
用不了呢?报错
附件: 你需要登录才可以下载或查看附件。没有帐号?注册

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10#
发表于 2009-2-28 10:44:06 |只看该作者
我真服了,把rbfconv.zip解压缩以后,在那个文件夹里找

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铝燃剂专卖 地狱加农炮
吞世者 浩劫重武器战士

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11#
发表于 2009-2-28 10:54:17 |只看该作者
跟狂派作对的AI都得死

DE AMORE DE VITA......

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12#
发表于 2009-2-28 11:36:00 |只看该作者
大大 我爱死你啦,此贴必火啊~迅速插入!

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13#
发表于 2009-2-28 11:41:23 |只看该作者
感謝分享.....
但修改得太過火....
會令遊戲壽命縮短......
懂得謙虛才能接受真正的知識.不自以爲是才能進步

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14#
发表于 2009-2-28 12:09:50 |只看该作者
马上找找无畏机甲的附件插槽个数!也改成3个~~!!!!!!!!!!!!!

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15#
发表于 2009-2-28 12:11:40 |只看该作者
..........

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16#
发表于 2009-2-28 13:03:09 |只看该作者
点了rbfconv.exe ...没反应啊。。。在哪里输入命令行啊??
暮然回首,身后有人也有狗 ..

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17#
发表于 2009-2-28 13:30:12 |只看该作者
命令行是CMD,开始--》运行--》cmd--》回车,进入一个黑色的界面,那个就叫命令行

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18#
发表于 2009-2-28 13:45:48 |只看该作者
不知道能不能用,先顶一个先!!学习下,不然老实过不了关,就没意思了!

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19#
发表于 2009-2-28 13:49:11 |只看该作者
建议楼主将第2教程内容改成以下的,方便新人:

在同目录下建个文本文件,将文本文件的内容改成
rbfconv -i 文件名.rbf -u DOW2.ucs -o 文件名.txt -v
保存,再将这个文本文件的后缀改成“.bat”批处理文件,运行这个文件

[ 本帖最后由 q125177530 于 2009-2-28 14:10 编辑 ]
E8400(盒,447*8.5)+酷冷海雕(效果普通)
MSI P35 Neo2-FR(联想OEM双激活 1.80)
威刚红龙800+ 2G*2
祺祥HD3850 512M 无敌超人2
AOC 2216Vw(便宜没好货,一般)
酷冷至尊 战斧500
酷冷至尊 武尊神

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20#
发表于 2009-2-28 13:51:13 |只看该作者
晕,改了tuning_info.txt后,转换回去就不行了,转换的rbf文件是0字节!这是怎么回事???

原来是46818那一行字符竟然变成了问号。
改了后成功转换。
但是,很奇怪转换后只有371.7k了!原来的rbf有0.9M!!!!!

[ 本帖最后由 红马甲 于 2009-2-28 13:57 编辑 ]

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