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(相关信息可到http://hucgy.blogchina.com/上下载附件,有问题和留言)
(第0步)用TankViewer获取所需文件()
(第一步)\world\global\sets\set_definitions.gas定套件集成效果
(第二步)\world\contendb\templates\interactive\sets.gas定套件各个部件效果
(第三步)看是要怎样得到,最好的是商店有得卖,可用File: shops.gasAuthor(s): Chad Queen在Super shop那个Mod中增加卖的
\world\map\d2_world\info\shop.gas
(最后一步)用TankCreator打包成d2res文件
例子如下:
(第一步)\world\global\sets\set_definitions.gas定套件集成效果
[t:set,n:2HWS1_set] // 2H Weapon Set 1
{
screen_name = "套件名称";
num_pieces = 4;//套件有几个配件
[total_1]//集合一个套件时的加成(后面的依次类推)
{
{
alteration = alter_strength;
value = 0;
description = "";
}
{
alteration = alter_custom_damage_ice;
value = 0;
max_value = 0;
description = "";
}
{
alteration = alter_ice_resistance;
value = 0;
description = "";
}
{
alteration = ALTER_MELEE_PASSIVE_SKILLS;
value = 0;
description = "";
}
{
alteration = alter_melee_damage_max;
value = 0;
description = "";
}
{
alteration = alter_melee_damage_min;
value = 0;
description = "";
}
{
alteration = alter_armor;
value = 0;
description = "";
}
}
[total_2]//集合2个套件时的加成
{
{
alteration = alter_strength;
value = 12;
description = "+<value> Strength";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = alter_custom_damage_ice;
value = 5;
max_value = 9;
description = "Adds <value> to <max_value> Ice Damage";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = alter_ice_resistance;
value = 0.15;
description = "+15% Ice Resistance";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = ALTER_MELEE_PASSIVE_SKILLS;
value = 0;
description = "";
}
{
alteration = alter_melee_damage_max;
value = 0;
description = "";
}
{
alteration = alter_melee_damage_min;
value = 0;
description = "";
}
{
alteration = alter_armor;
value = 4;
description = "+<value> Armor";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
}
[total_3]//集合3个套件时的加成
{
{
alteration = alter_strength;
value = 18;
description = "+<value> Strength";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = alter_custom_damage_ice;
value = 7;
max_value = 12;
description = "Adds <value> to <max_value> Ice Damage";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = alter_ice_resistance;
value = 0.20;
description = "+20% Ice Resistance";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = ALTER_MELEE_PASSIVE_SKILLS;
value = 1;
description = "+<value> to Melee Skills";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = alter_melee_damage_max;
value = 8;
description = "+<value> Melee Damage";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = alter_melee_damage_min;
value = 8;
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = alter_armor;
value = 5;
description = "+<value> Armor";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
}
[total_4]//集合4个套件时的加成
{
{
alteration = alter_strength;
value = 25;
description = "+<value> Strength";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = alter_custom_damage_ice;
value = 9;
max_value = 15;
description = "Adds <value> to <max_value> Ice Damage";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = alter_ice_resistance;
value = 0.25;
description = "+25% Ice Resistance";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = ALTER_MELEE_PASSIVE_SKILLS;
value = 2;
description = "+<value> to Melee Skills";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = alter_melee_damage_max;
value = 15;
description = "+<value> Melee Damage";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = alter_melee_damage_min;
value = 15;
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = alter_armor;
value = 8;
description = "+<value> Armor";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
}
}
(第二步)\world\contendb\templates\interactive\sets.gas定套件各个部件效果
////////////////////////////////////////////
////////////////////////////////////////////
//// wuzhu Set 2 ////
////////////////////////////////////////////
////////////////////////////////////////////
////////////////////////////////////////////////////
// TEMPLATE: amr_glv_set_wzs2_01
//
// ITEM: Gloves from wuzhu Set 2
////////////////////////////////////////////////////
[t:template,n:amr_glv_set_wzs2_01]//amr_glv_set_wzs2_01套件名称,在商店卖时要用到
{
doc = "amr_glv_set_wzs2_01";
specializes = base_gloves_fighter;
[common]
{
allow_modifiers = false;
screen_name = "无之手套";//物品名称
base_screen_name = "Gauntlets";//
rarity = set;
}
[defend]
{
armor_style = 006;
armor_type = type07;
}
[gui]
{
equip_requirements = melee:#item_level - 2.0;//等级要求
inventory_icon = b_gui_ig_i_amr_gntl_type07_006;//图标
set = 2HWS1_set;//在套件集中定义的名称,如果套件集中没有定义,会出现已安装n/1,然后无套件效果
}
//下面的是效果什么的,不细说了
[magic]
{
[enchantments]
{
{
alteration = alter_max_life;
value = 110;
description = "+<value> 生命值";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = alter_armor;
value = 44;
description = "+<value> 护甲";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = alter_ice_resistance;
value = 0.44;
description = "+44% 冰抗性";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = alter_skill_suite;
suite = melee_suite_2;
value = 11;
description = "+<value> 抗打击";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
}
}
[pcontent]
{
[base]
{
item_level = 4.0;
}
}
[loot_drop_indicator]{}
}
////////////////////////////////////////////////////
// TEMPLATE: sd_2h_set_wzs2_01
//
// ITEM: 2H Sword from wuzhu Set 2
////////////////////////////////////////////////////
[t:template,n:sd_2h_set_wzs2_01]
{
specializes = base_2h_sword_template;
doc = "sd_2h_set_wzs2_01";
[aspect]
{
model = m_w_swd_frostheim;
tracer_texture = b_sfx_tra_generic-43;
[textures]
{
0 = b_w_swd_frostheim;
}
}
[common]
{
allow_modifiers = false;
screen_name = "无之剑";
base_screen_name = "Flamberge";
rarity = set;
}
[gui]
{
equip_requirements = melee:#item_level-2.0,overbear:1;
inventory_icon = b_gui_ig_i_w_swd_frostheim;
set = 2HWS1_set;
inventory_height = 4;
inventory_width = 1;
}
[magic]
{
[enchantments]
{
{
alteration = alter_generic;
value = 1;
duration = #infinite;
is_permanent = true;
is_single_instance = false;
custom_effect = "frostheim";
custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
?weapon_ffx = ffx_wpn_frostheim;
}
{
alteration = alter_melee_damage_min;
value = 22+herolevel$*2;
description = "+<value> 伤害";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = alter_melee_damage_max;
value = 44+herolevel$*2;
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = alter_ranged_damage_min;
value = 22+herolevel$*2;
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = alter_ranged_damage_max;
value = 44+herolevel$*2;
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = alter_cmagic_damage_percent;
value = 0.22+herolevel$/100;
description = "+<value> 战斗魔法伤害";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
//
{
alteration = alter_nmagic_damage_percent;
value = 0.22+herolevel$/100;
description = "+<value> 自然魔法伤害";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
//
{
alteration = alter_magical_resistance;
value = 0.22+herolevel$/100;
description = "+<value> 魔法抗性";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
//
{
alteration = alter_melee_resistance;
value = 0.22+herolevel$/100;
description = "+<value> 肉搏抗性";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = alter_lightning_resistance;
value = 0.22+herolevel$/100;
description = "+<value> 电抗性";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = alter_fire_resistance;
value = 0.22+herolevel$/100;
description = "+<value> 火抗性";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = alter_death_resistance;
value = 0.22+herolevel$/100;
description = "+<value> 死亡抗性";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = alter_physical_resistance;
value = 0.22+herolevel$/100;
description = "+<value> 物理抗性";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = alter_ice_resistance;
value = 0.22+herolevel$/100;
description = "+<value> 冰抗性";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
//
{
alteration = alter_armor;
value = 55+herolevel$ * 2;
description = "+<value> 护甲";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
//
{
alteration = alter_power_reload;
value = 0.22+herolevel$/100;
description = "+<value> 绝招时间";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
//
{
alteration = alter_life_recovery_unit;
value = 0.22+herolevel$/100;
description = "+<value> 生命恢复";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
//
{
alteration = alter_mana_recovery_unit;
value = 0.22+herolevel$/100;
description = "+<value>% 魔法恢复";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
//Strength
{
alteration = alter_strength;
value = 22+herolevel$*2;
description = "+<value> Strength";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
//Intelligence
{
alteration = alter_intelligence;
value = 22+herolevel$*2;
description = "+<value> Intelligence";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
//Dexterity
{
alteration = alter_dexterity;
value = 22+herolevel$*2;
description = "+<value> Dexterity";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
//MF
{
alteration = alter_magic_find_chance;
value = 22+herolevel$*2;
description = "+<value>% Chance to Find Magic Items";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
//HP
{
alteration = alter_max_life;
value = 22+herolevel$*2;
description = "+<value> Health";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
//MP
{
alteration = alter_max_mana;
value = 22+herolevel$*2;
description = "+<value> Mana";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
}
}
[pcontent]
{
[base]
{
item_level = 4.0;
herolevel= #character_level;
}
}
[loot_drop_indicator]{}
}
////////////////////////////////////////////////////
// TEMPLATE: ring_set_wzs2_01
//
// ITEM: Ring from wuzhu Set 2
////////////////////////////////////////////////////
[t:template,n:ring_set_wzs2_01]
{
doc = "ring_set_wzs2_01";
specializes = ring;
[common]
{
allow_modifiers = false;
screen_name = "无之环";
base_screen_name = "Ring";
rarity = set;
}
[gui]
{
equip_requirements = melee:#item_level - 2.0;
inventory_icon = b_gui_ig_i_it_ring_043;
set = 2HWS1_set;
}
[magic]
{
[enchantments]
{
{
alteration = alter_strength;
value = 22;
description = "+<value> 力量";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = alter_melee_damage_min;
value = 22;
description = "增加22-44的武器伤害";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = alter_melee_damage_max;
value = 44;
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = alter_ranged_damage_min;
value = 22;
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = alter_ranged_damage_max;
value = 44;
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = alter_reflect_damage;
value = 44;
description = "<value>% 的物理伤害反射给敌人";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = alter_life_steal;
value = 11;
description = "<value>% 偷取";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
}
}
[pcontent]
{
[base]
{
item_level = 4.0;
}
}
[loot_drop_indicator]{}
}
////////////////////////////////////////////////////
// TEMPLATE: ring_set_wzs2_02
//
// ITEM: Ring from wuzhu Set 2
////////////////////////////////////////////////////
[t:template,n:ring_set_wzs2_02]
{
doc = "ring_set_2hws1_02";
specializes = ring;
[common]
{
allow_modifiers = false;
screen_name = "无之环2";
base_screen_name = "Ring";
rarity = set;
}
[gui]
{
equip_requirements = melee:#item_level - 2.0;
inventory_icon = b_gui_ig_i_it_ring_044;
set = 2HWS1_set;
}
[magic]
{
[enchantments]
{
{
alteration = alter_melee_damage_max;
value = 44;
description = "+<value> 最大伤害";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = alter_ranged_damage_max;
value = 44;
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = alter_life_recovery_unit;
value = 0.22;
description = "+22% 生命再生";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = alter_ice_resistance;
value = 0.44;
description = "+44% 冰抗性";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
{
alteration = alter_power_reload;
value = 0.22;
description = "+22% 技能恢复";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
}
}
[pcontent]
{
[base]
{
item_level = 4.0;
}
}
[loot_drop_indicator]{}
}
(第三步)在商店中卖你的套件(这里建议用 File : shops.gas Author(s): Chad Queen)
如在
// Act I Reagent Store
[act_1_reagent_store]
{
[melee]
{
//以下是我增加的,套件有几个配件,这边都得加上
//wuzhu set2
[all*]
{
il_main = #amr_glv_set_wzs2_01:base;//配件名称
count = 1;//数量
instant_restock = true; //是卖不完的
}
[all*]
{
il_main = #sd_2h_set_wzs2_01:base;
count = 1;
instant_restock = true;
}
[all*]
{
il_main = #ring_set_wzs2_01:base;
count = 1;
instant_restock = true;
}
[all*]
{
il_main = #ring_set_wzs2_02:base;
count = 1;
instant_restock = true;
}
...........................
这样就可以再ActI中的商店(像上面加的话在那个老头那里可以买到) |
|