FIFA 17大師聯賽及故事模式等修改 怎麽修改故事模式
一、 修改比賽,AI,控球,比賽節奏等
附件下載:點擊進入
修改遊戲整體運行,請搜索 “ENABLE_PS3_MOVE=0”,這個數據往下的都是直接影響遊戲
ENABLE_PS3_MOVE=0 是否使用PS3版本的控球? 0=否 1=是 建議不要更改
[SKILL_GAME_SELECTION] 【遊戲技巧的改變】
SKILL_CATEGORY_REUSE_THRESHOLD = 5 花樣技術重複使用的極限=5
GROUND_PASS_PERCENTAGE_THRESHOLD = 0.5 橫傳球的比例=0.5 50%
SHOTS_ON_TARGET_PERCENTAGE_THRESHOLD = 0.4 射門準確率=0.4 40%
DRIBBLING_PERCENTAGE_THRESHOLD = 0.5 帶球的比例=0.5 50%
PENALTIES_PERCENTAGE_THRESHOLD = 0.5 點球的比例=0.5 50%
FREE_KICKS_GAMES_THRESHOLD = 10 任意球
LOB_PASS_GAMES_THRESHOLD = 10 長傳球
LOB_PASS_PERCENTAGE_THRESHOLD = 0.05
CHIP_SHOT_GAMES_THRESHOLD = 10 調門
CROSS_GAMES_THRESHOLD = 10 傳中
[PMA_DRILL_PRIORITY] PMA是啥?
DRILL_ID_44 = 1
DRILL_ID_48 = 1
DEFAULT_PRIORITY = 40 帶球難度=40 如果調低,帶球會更容易,反之則會更難,對於AI和玩家同時適用
動態難度調整
[ADAPTIVE_DIFFICULTY] 是否啟用動態難度調整? 1=是 0=否
ENABLED = 1
LAST_GOAL_DIFFERENCE_ABS_THRESHOLD = 6 // e.g. "Single game loss >= 6 goals", "Single game win >= 6 goals"
STREAK_ABS_THRESHOLD_0 = 3 // e.g. "Three back to back losses with a negative goal diff of >= 9 (Beginner)"
STREAK_ABS_THRESHOLD_1 = 3 // e.g. "Three back to back losses with a negative goal diff of >= 9 (Amateur)"
STREAK_ABS_THRESHOLD_2 = 3 // e.g. "Three back to back losses with a negative goal diff of >= 9 (Semi-Pro)"
STREAK_ABS_THRESHOLD_3 = 4 // e.g. "Four back to back losses with a negative goal diff of >= 12 (Professional)"
STREAK_ABS_THRESHOLD_4 = 4 // e.g. "Four back to back losses with a negative goal diff of >= 12 (World Class)"
STREAK_ABS_THRESHOLD_5 = 5 // e.g. "Five back to back losses with a negative goal diff of >= 15 (Legendary)"
ACCUMULATED_GOAL_DIFFERENCE_ABS_THRESHOLD_0 = 9 // e.g. "Three back to back losses with a negative goal diff of >= 9 (Beginner)"
ACCUMULATED_GOAL_DIFFERENCE_ABS_THRESHOLD_1 = 9 // e.g. "Three back to back losses with a negative goal diff of >= 9 (Amateur)"
ACCUMULATED_GOAL_DIFFERENCE_ABS_THRESHOLD_2 = 9 // e.g. "Three back to back losses with a negative goal diff of >= 9 (Semi-Pro)"
ACCUMULATED_GOAL_DIFFERENCE_ABS_THRESHOLD_3 = 12 // e.g. "Four back to back losses with a negative goal diff of >= 12 (Professional)"
ACCUMULATED_GOAL_DIFFERENCE_ABS_THRESHOLD_4 = 12 // e.g. "Four back to back losses with a negative goal diff of >= 12 (World Class)"
ACCUMULATED_GOAL_DIFFERENCE_ABS_THRESHOLD_5 = 15 // e.g. "Five back to back losses with a negative goal diff of >= 15 (Legendary)"
[ADAPTIVE_DIFFICULTY_INCREASE_DIFFICULTY] 提升難度的條件:
// Description: "User scores in first 5 minutes" 條件:玩家開場5分鐘內取得領先
// WHEN
RULE1_PARAM1 = 5 // Minutes 可以更改的分鐘 如果把5改成20,則是在20分鐘內取得領先時,提高難度
RULE1_OUTPUT = 0.25 難度增加25%
// Description: "User scores in first 20 minutes" 條件:玩家在開場20分鐘內取得領先
// WHEN
RULE2_PARAM1 = 20 // Minutes 可以更改的分鐘
RULE2_OUTPUT = 0.25 難度增加25%
// Description: "Score >= 2 goal lead" 條件:玩家領先2球
// WHEN
RULE3_PARAM1 = 2 // Goal lead 可以更改領先的進球數, 例如3球
RULE3_OUTPUT = 0.25 難度增加25%
// Description: ">70% possession after at least 20 minutes" 條件:玩家至少20分鐘內控球率達到70%
// WHEN
RULE4_PARAM1 = 70 // Possession percentage 可以修改的控球比例 例如改為65%
RULE4_PARAM2 = 20 // Minutes 可以達到難度的時間, 例如改為30分鐘
RULE4_OUTPUT = 0.25 難度增加25%
// Description: "More than 5 shots in first 30 minutes" 條件:玩家在30分鐘內 射了AI至少5次
// WHEN
RULE5_PARAM1 = 5 // Shots 可以修改的射門次數
RULE5_PARAM2 = 30 // Minutes 可以修改的時間
RULE5_OUTPUT = 0.15 難度增加15%
// Description: "More than 10 shots on target at any point" 條件:玩家在任何情況下射中了AI 10次
// WHEN
RULE6_PARAM1 = 10 // Shots on target 可以修改的射門次數
RULE6_PARAM2 = 10 // Increments on PARAM1 可以修改超過10的倍數
RULE6_OUTPUT = 0.1 每10次射中球門,難度增加10%
二、大師聯賽模擬訓練全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 就是這樣改! 一個100,其他全是0, 這樣模擬訓練全是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