遊戲資訊
FIFA 17 FIFA 17
  • 發售: 更新:2024-11-16
  • 發行: 平台:PC PS4 XBOXONE PS3 XBOX360
  • 開發: EA Sports
  • 平台: 發售:2016-09-27
  • 類型: 體育運動
  • 語言: 繁中 英文
《FIFA 17》是由EA Sports製作並發行的足球遊戲大作,該作是該系列第一次採用EA DICE開發的寒霜3引擎開發,以往使用這款引擎開發的PS4和Xbox One跨平台遊戲在幀率和分辨率上都沒有做到均等,而《FIFA 17》將是第一次在這兩個最大的遊戲平台上達到相同級別的畫面表現。   通常足球遊戲在定點發球,任意球,點球,角球等情況下可操作程度非常低,而在這部《FIFA》新作中,你將可以在定位球玩出更多花樣,比如在任意球中,你現在可以控制隊友的初始位置,你也可以調整你的助跑距離和角度,來開出一個刁鑽的點球,在間接任意球中你也可以選擇球的落點,使得你的隊友可以更容易助攻得分,在邊界發球時可以自由走動,甚至作出假動作欺騙防守球員。可見在《FIFA 17》中定位球的玩家將更加有趣。

FIFA 17大師聯賽及故事模式等修改 怎麽修改故事模式

2016-12-02

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 IF DO

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 IF DO

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 IF DO

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 IF DO

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 IF DO

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 IF DO

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

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