《暴戰(zhàn)機(jī)甲兵(BattleTech)》MOD基礎(chǔ)(當(dāng)然你也可以理解為修改指南)

看到文檔是.json文件的時候就開始動歪腦筋,想起當(dāng)年改《最高指揮官2》做MOD時候的感覺。
接下來的內(nèi)容授人以漁
技能:
\BattleTech_Data\StreamingAssets\data\abilities
例子:AbilityDefCMD_ArtThumperAP.json
{
"Description" : {
"Id" : "AbilityDefCMD_ArtThumperAP", 代號
"Name" : "AP STRIKE", 名稱
"Details" : "CALLS IN AN ARMOR-PIERCING ARTILLERY STRIKE FROM YOUR THUMPER SUPPORT UNIT.", 描述
"Icon" : "uixSvgIcon_artillery"
},
"ActivationTime" : "CommandAbility",
"Resource" : "CommandAbility",
"ActivationCooldown" : 4, 冷卻時間
"ActivationETA" : 5, ETA
"specialRules" : "Artillery", 特殊規(guī)則:例如炮兵
"Targeting" : "CommandTargetSinglePoint", 瞄準(zhǔn):指令目標(biāo)單點
"FloatParam1" : 20.0, 炮擊浮動參數(shù)
"WeaponResource" : "Weapon_Autocannon_AC20_0-STOCK", 武器
"StringParam1" : "vfxPrfPrtl_fireTerrain_smLoop",
"IntParam1" : 1,
"StringParam2" : "vfxPrfPrtl_buildingCollapseFiery_medium"
}
彈藥:
BATTLETECH\BattleTech_Data\StreamingAssets\data\ammunition
BATTLETECH\BattleTech_Data\StreamingAssets\data\ammunitionBox
例子:Ammunition_AC2.json
{
"Description" : {
"Id" : "Ammunition_AC2", 代號
"Name" : "AC/2 Ammo", 彈藥名
"Details" : "Small caliber ammunition designed for long range fire in an AC/2.", 描述
"Icon" : null, 圖標(biāo)
"Cost" : 0, 花費
"Rarity" : 0, 稀有
"Purchasable" : false 是否可以購買
},
"Type" : "Normal", 類型 :普通
"Category" : "AC2", 類別:AC2
"HeatGenerated" : 0, 發(fā)熱
"HeatGeneratedModifier" : 1, 發(fā)熱參數(shù)修正
"ArmorDamageModifier" : 1, 裝甲傷害修正
"ISDamageModifier" : 1, 損壞參數(shù)修正
"CriticalDamageModifier" : 1 暴擊參數(shù)修正
}
例子:Ammo_AmmunitionBox_Generic_AC2.json
{
"AmmoID" : "Ammunition_AC2", 代號
"Capacity" : 25, 容量
"Description" : {
"Cost" : 10000, 成本
"Rarity" : 0, 稀有
"Purchasable" : true, 可購買
"Manufacturer" : "Generic", 制造商:通用
"Model" : "AC2", 模型
"UIName" : "AC/2 Ammo", 用戶界面名稱
"Id" : "Ammo_AmmunitionBox_Generic_AC2", 代號
"Name" : "AC/2 Ammo", 名稱 (描述:彈藥箱包含炮彈所需的炮彈,每個武器類型至少需要一個箱子。彈藥箱會爆炸和破壞他們安裝的位置,當(dāng)他們受到致命打擊。AC / 2彈藥箱每個都包含25發(fā)子彈,可以提供多個武器。)
"Details" : "Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Ammo Bins will explode and destroy their installed location when they receive a Critical Hit. AC/2 Ammo Bins each contain 25 rounds and may feed multiple weapons.",
"Icon" : "uixSvgIcon_ammoBox_Ballistic" 圖標(biāo)
},
"BonusValueA" : "",
"BonusValueB" : "",
"ComponentType" : "AmmunitionBox", 組件類型 彈藥箱
"ComponentSubType" : "Ammunition", 組件子類型 彈藥
"PrefabIdentifier" : "",
"BattleValue" : 0, 戰(zhàn)斗值
"InventorySize" : 1, 庫存規(guī)模
"Tonnage" : 1, 重量
"AllowedLocations" : "All", 安裝位置 全部
"DisallowedLocations" : "All", 不可安裝位置 全部
"CriticalComponent" : false, 關(guān)鍵部件
"statusEffects" : [
],
"ComponentTags" : {
"items" : [
"component_type_stock"
],
"tagSetSourceFile" : ""
}
}
建筑:
BATTLETECH\BattleTech_Data\StreamingAssets\data\buildings
例子:buildingdef_Barracks.json
{
"Description" : {
"Id" : "buildingdef_Barracks", 代號
"Name" : "Barracks", 名字
"Details" : "A barracks", 描述:兵營
"Icon" : "",
"Cost" : 0, 花費
"Rarity" : 0, 稀有
"Purchasable" : false 可購買
},
"Destructible" : true, 可破壞
"StructurePoints" : 50, 結(jié)構(gòu)點數(shù)
"Opacity" : 100 不透明度
}
NPC:
BattleTech_Data\StreamingAssets\data\cast
例子:castDef_AranoGuardsman.json
{
"id" : "castDef_AranoGuardsman", 代號
"internalName" : "AranoGuardsman", 內(nèi)部名稱 阿拉諾衛(wèi)兵
"firstName" : "House Arano", 豪斯阿拉諾
"lastName" : "Guardsman", 衛(wèi)兵
"callsign" : null, 呼號
"rank" : "Aurigan Coalition", 階層 奧里根聯(lián)盟
"gender" : "Male", 性別 男
"faction" : "NoFaction", 派系 無
"sgCharType" : "UNSET",
"showRank" : true, 顯示等級
"showFirstName" : true, 顯示 前名
"showCallsign" : false, 顯示呼號
"showLastName" : true, 顯示 后名
"defaultEmotePortrait" : {
"emote" : "Default", 表情 默認(rèn)
"portraitAssetPath" : "sprites/Portraits/guiTxrPort_SE01_AranoGuard_def_utr.png" 頭像
},
"emotePotraitList" : [
]
}
載具:
BattleTech_Data\StreamingAssets\data\chassis
例子:chassisdef_atlas_AS7-D.json
{
"Description": {
"Cost": 10800000, 成本
"Rarity": 5, 稀有
"Purchasable": true, 可購買
"Manufacturer": "", 制造商
"Model": "", 模型
"UIName": "Atlas", UI名稱 阿特拉斯
"Id": "chassisdef_atlas_AS7-D", 代號
"Name": "Atlas", 名字 阿特拉斯 (描述:阿特拉斯D是戰(zhàn)場之王,能夠在任何范圍內(nèi)攜帶令人眩暈的武器陣列。它也值得注意的是通常安裝的最大數(shù)量的裝甲可能。很少有對手能與這只怪物短暫接觸。)
"Details": "The Atlas D is the king of the battlefield, capable of bringing a dizzying array of weapons to bear on targets at any range. It is also noteworthy for normally mounting the maximum amount of armor possible. Few opponents can survive even brief contact with this monster.",
"Icon": "uixTxrIcon_atlas"
},
"MovementCapDefID": "movedef_atlas_AS7-D",
"PathingCapDefID": "pathingdef_assault",
"HardpointDataDefID": "hardpointdatadef_atlas",
"PrefabIdentifier": "chrPrfMech_atlasBase-001",
"PrefabBase": "atlas",
"Tonnage": 100, 重量
"InitialTonnage": 35, 初始重量
"weightClass": "ASSAULT", 重量級 突擊
"BattleValue": 10581000, 價值
"Heatsinks": 0, 散熱器
"TopSpeed": 60, 最高速度
"TurnRadius": 90, 轉(zhuǎn)彎半徑
"MaxJumpjets": 3, 最大跳躍
"Stability": 100, 穩(wěn)定性
"StabilityDefenses": [ 穩(wěn)定性防御
0,
0,
0,
0,
0,
0
],
"SpotterDistanceMultiplier": 1, 探測距離
"VisibilityMultiplier": 1, 能見度
"SensorRangeMultiplier": 1, 傳感器范圍
"Signature": 0, 簽名
"Radius": 8, 半徑
"PunchesWithLeftArm": false, 左臂拳擊
"MeleeDamage": 140, 肉搏傷害
"MeleeInstability": 100, 近戰(zhàn)不穩(wěn)定性
"MeleeToHitModifier": 0, 近戰(zhàn)命中率
"DFADamage": 125, DFA損傷
"DFAToHitModifier": 0, DFA命中率
"DFASelfDamage": 125, DFA自損
"DFAInstability": 125, DFA不穩(wěn)定性
"Locations": [
{
"Location": "Head", 部位 頭部
"Hardpoints": [], 外掛點
"Tonnage": 0, 重量
"InventorySlots": 1, 存貨槽位
"MaxArmor": 45, 護(hù)甲
"MaxRearArmor": -1, 背后護(hù)甲
"InternalStructure": 16 內(nèi)部結(jié)構(gòu)
},
{
"Location": "LeftArm",部位 左臂
"Hardpoints": [ 外掛點
{
"WeaponMount": "Energy", 武器裝備 能量武器
"Omni": false 全部
},
{
"WeaponMount": "AntiPersonnel", 反步兵
"Omni": false 全部
}
],
"Tonnage": 0, 重量
"InventorySlots": 8, 庫存插槽
"MaxArmor": 170, 護(hù)甲
"MaxRearArmor": -1, 背后護(hù)甲
"InternalStructure": 85 內(nèi)部結(jié)構(gòu)
},
{
"Location": "LeftTorso", 左軀干
"Hardpoints": [
{
"WeaponMount": "Missile", 導(dǎo)彈
"Omni": false
},
{
"WeaponMount": "Missile", 導(dǎo)彈
"Omni": false
}
],
"Tonnage": 0, 重量
"InventorySlots": 10, 庫存插槽
"MaxArmor": 210, 護(hù)甲
"MaxRearArmor": 105, 背后護(hù)甲
"InternalStructure": 105 內(nèi)部結(jié)構(gòu)
},
{
"Location": "CenterTorso", 中心軀干
"Hardpoints": [
{
"WeaponMount": "Energy", 能量武器
"Omni": false
},
{
"WeaponMount": "Energy", 能量武器
"Omni": false
}
],
"Tonnage": 0, 重量
"InventorySlots": 4, 庫存插槽
"MaxArmor": 320, 護(hù)甲
"MaxRearArmor": 160, 背后護(hù)甲
"InternalStructure": 160 內(nèi)部結(jié)構(gòu)
},
{
"Location": "RightTorso", 右側(cè)身軀
"Hardpoints": [
{
"WeaponMount": "Ballistic", 彈道武器
"Omni": false
},
{
"WeaponMount": "Ballistic", 彈道武器
"Omni": false
}
],
"Tonnage": 0,
"InventorySlots": 10,
"MaxArmor": 210,
"MaxRearArmor": 105,
"InternalStructure": 105
},
{
"Location": "RightArm", 右臂
"Hardpoints": [
{
"WeaponMount": "Energy", 能量武器
"Omni": false
},
{
"WeaponMount": "AntiPersonnel", 反步兵武器
"Omni": false
}
],
"Tonnage": 0,
"InventorySlots": 8,
"MaxArmor": 170,
"MaxRearArmor": -1,
"InternalStructure": 85
},
{
"Location": "LeftLeg", 左腿
"Hardpoints": [],
"Tonnage": 0,
"InventorySlots": 4,
"MaxArmor": 210,
"MaxRearArmor": -1,
"InternalStructure": 105
},
{
"Location": "RightLeg", 右腿
"Hardpoints": [],
"Tonnage": 0,
"InventorySlots": 4,
"MaxArmor": 210,
"MaxRearArmor": -1,
"InternalStructure": 105
}
],
"LOSSourcePositions": [
{
"x": 0,
"y": 17,
"z": 0
},
{
"x": 5,
"y": 16,
"z": -1
},
{
"x": -5,
"y": 16,
"z": -1
}
],
"LOSTargetPositions": [
{
"x": 0,
"y": 17,
"z": 0
},
{
"x": 5,
"y": 16,
"z": -1
},
{
"x": -5,
"y": 16,
"z": -1
},
{
"x": 3.5,
"y": 5.5,
"z": 1
},
{
"x": -3.5,
"y": 5.5,
"z": 1
}
],
"VariantName": "AS7-D",
"ChassisTags": {
"items": [],
"tagSetSourceFile": ""
},
"StockRole": "Juggernaut & Close Assault",(阿特拉斯D是戰(zhàn)場之王,能把令人眩暈的武器部署在任何范圍的目標(biāo)上。它也值得注意的是通常安裝的最大數(shù)量的裝甲可能。很少有對手能與這個怪物短暫接觸。)
"YangsThoughts": "The Atlas D is the king of the battlefield, capable of bringing a dizzying array of weapons to bear on targets at any range. It is also noteworthy for normally mounting the maximum amount of armor possible. Few opponents can survive even brief contact with this monster."
}
任務(wù)合同:
BattleTech_Data\StreamingAssets\data\contracts
BattleTech_Data\StreamingAssets\data\contractsDeprecated
ambushconvoy 埋伏車隊
arenaskirmish 競技場小沖突
assassinate 暗殺
capturebase 占領(lǐng)基地
captureescort 俘虜護(hù)衛(wèi)隊
defendbase 防御基地
destroybase 破壞基地
escortsingle 護(hù)送者
itrom_attack 伊特羅姆攻擊
itrom_defense 伊特羅姆防御
panzyr_attack 潘齊爾攻擊
panzyr_defense 潘齊爾防御
rescue 營救
simplebattle 簡單戰(zhàn)役
simpleskirmish 簡單主義
smithon_attack 史密森攻擊
smithon_defense 史密森防御
story_1a_retreat 撤退a
story_1b_retreat 撤退b
story_2_threeyearslater 三年后
story_3_axylus 斧
story_4_liberationofweldry Weldy的故事情節(jié)解放
story_5_servedcold 嚴(yán)寒
story_6a_treasuretrove 寶庫a
story_6b_treasuretrove 寶庫b
story_7_gunboatdiplomacy 炮艦外交
story_8_locura 洛克拉(意大利語:瘋狂)
story_9_downfall 倒臺
travelonly 僅僅是旅行
tyrlon_attack 暴龍攻擊
rescue 營救
rescuedouble 雙人營救
rescuesingle 單人援救
simplebattle 簡單戰(zhàn)役
descriptions 描述
conversations 對話
常量
例子:AudioConstants.json 音頻穩(wěn)定器
"VOPlayChance_Always" : 1,
"VOPlayChance_Common" : 0.75,
"VOPlayChance_Uncommon" : 0.33,
"VOPlayChance_Rare" : 0.1,
"QueuedAudioDelay" : 0.3,
"AttackPreFireDuration" : 1, 攻擊前等待時間
"AttackAfterFireDelay" : 0.5, 攻擊后等待時間
"AttackAfterFireDuration" : 1, 攻擊后等待時間
"AttackAfterCompletionDuration" : 2, 攻擊完成后等待時間
"audioEmitterPrefab" : "sfxPrfObj_audioEmitter",
"maxShortAudioEmitters" : 15,
"maxLongAudioEmitters" : 20,
"rallyHealthPercentageThreshold" : 0.5,
"distanceToTargetRTPCThreshold" : 750.0,
"audioFadeDuration" : 2.5,
"ambientVODelay" : 45.0,
"ambientVOChance" : 0.25,
"DEBUG_Always_Play_VO": false
例子:CombatGameConstants.json 游戲戰(zhàn)斗常數(shù)
"Phase": 相位
{
"PhaseSpecial": 1,
"PhaseLight": 2,
"PhaseMedium": 3,
"PhaseHeavy": 4,
"PhaseAssault": 5,
"PhaseLightVehicle": 3,
"PhaseMediumVehicle": 4,
"PhaseHeavyVehicle": 5,
"PhaseAssaultVehicle": 5,
"PhaseLightTurret": 5,
"PhaseMediumTurret": 5,
"PhaseHeavyTurret": 5,
"PhaseAssaultTurret": 5
},
"Skills": 技能
{
"MechDefaultGunnery": 1,
"MechDefaultGuts": 1,
"MechDefaultPiloting": 1,
"MechDefaultTactics": 1,
"VehicleDefaultGunnery": 1,
"VehicleDefaultGuts": 1,
"VehicleDefaultPiloting": 1,
"VehicleDefaultTactics": 1,
"TurretDefaultGunnery": 1,
"TurretDefaultGuts": 1,
"TurretDefaultPiloting": 1,
"TurretDefaultTactics": 1
},
"Heat": 熱量
{
"OverheatLevel": 0.6, 過載
"MaxHeat": 100, 最大熱量
"WalkHeat": 0, 步行熱量
"SprintHeat": 5, 沖刺熱量
"JumpHeatUnitSize": 6, 跳躍式熱單位尺寸
"JumpHeatPerUnit": 1, 單位跳躍熱量
"JumpHeatMin": 5,
"EngineDamageHeat": 0,
"InternalHeatSinkCount": 10,
"DefaultHeatSinkDissipationCapacity": 3,
"StartupSinkRatio": 0.75,
"GlobalHeatIncreaseMultiplier": 1.0,
"GlobalHeatSinkMultiplier": 1.0,
"CriticalHeatPerLocationLight": 4,
"CriticalHeatPerLocationMedium": 5,
"CriticalHeatPerLocationHeavy": 7,
"CriticalHeatPerLocationAssault": 10,
"ShutdownCausesInjury": false,
"ShowPeakHeat": false
},
"Visibility": 能見度
{
"BaseSpotterDistance": 300.0, 基本觀測距離
"SpotterTacticsMultiplier": 0.0, 觀測策略乘法器
"RatioFullVis": 0.79,
"RatioObstructedVis": 0.41,
"MinRatioFromActors": 0.2,
"ShutDownVisibilityModifier": 0.0,
"ShutDownSignatureModifier": -0.5,
"BaseSensorDistance": 400.0,
"UseAsymmetricalSensors": true,
"ShowExtendedBlipsBeforeContact": false,
"ExtendedSensorDistanceMultiplier": 1.0,
"SensorHysteresisAdditive": 50.0,
"ShutdownSpottingDistanceMultiplier": 0.1,
"ProneSpottingDistanceMultiplier": 0.25,
"AllowRearArcSpotting": true,
"NumSensorLockSteps": 1,
"SensorLockSingleStepEffect":
例子:MechStatisticsConstants.json 機(jī)械統(tǒng)計常數(shù)
{
"ARMOR_PER_TENTH_TON" : 8.0,
"CBILLS_PER_ARMOR_POINT" : 625.0,
"TONNAGE_PER_ARMOR_POINT" : 0.0125,
"ARMOR_PER_STEP" : 5.0,
"MaxSprintFactor" : 350.0,
"MinSprintFactor" : 125.0,
"MinStockJumpFactor" : 2.0,
"MaxArmorFactor" : 1600.0,
"MaxStructureFactor" : 760.0,
"MaxStockMeleeDamage" : 140.0,
"MinStockMeleeDamage" : 15.0,
"MaxHeatEfficiency" : 100.0,
"MinHeatEfficiency" : 35.0,
"MaxStockAvgRange" : 390.0,
"MinStockAvgRange" : 115.0,
"MaxStockFirepower" : 355.0,
"MinStockFirepower" : 50.0,
"MaxStockStabilityDamage" : 110.0,
"MinStockStabilityDamage" : 0.0,
"ArmorAllocationRatioHead" : 0.0833,
"ArmorAllocationRatioCenterTorso" : 0.1667,
"ArmorAllocationRatioCenterTorsoRear" : 0.0833,
"ArmorAllocationRatioLeftTorso" : 0.125,
"ArmorAllocationRatioLeftTorsoRear" : 0.0694,
"ArmorAllocationRatioRightTorso" : 0.125,
"ArmorAllocationRatioRightTorsoRear" : 0.0694,
"ArmorAllocationRatioLeftArm" : 0.0694,
"ArmorAllocationRatioRightArm" : 0.0694,
"ArmorAllocationRatioLeftLeg" : 0.0694,
"ArmorAllocationRatioRightLeg" : 0.0694
}
events 事件
factions 派系
genderedoptions 性別 頭像 聲音 之類的
hardpoints 要點
heatsinks 散熱器
BattleTech_Data\StreamingAssets\data\heatsinks
例子:Gear_HeatSink_Generic_Bulk-Bank.json
{
"DissipationCapacity" : 0, 耗散能力
"Description" : {
"Cost" : 470000, 花費
"Rarity" : 5, 稀有
"Purchasable" : true, 可購買的
"Manufacturer" : "Generic", 制造商 通用
"Model" : "Bulk Bank", 模型 散裝銀行
"UIName" : "Heat Bank + +", UI名 熱庫
"Id" : "Gear_HeatSink_Generic_Bulk-Bank", 代號
"Name" : "Bulk Bank Heat Bank ", 名字 (熱庫被安裝,以允許更多的熱能收集,增加內(nèi)部損傷發(fā)生的閾值,從過度的熱量積累,從而提高持續(xù)的武器射擊能力。)
"Details" : "Heat Banks are installed to allow for more thermal energy collection, increasing the threshold at which internal damage occurs from excess heat buildup and thus boosting sustained weapons fire capability. ",
"Icon" : "uixSvgIcon_equipment_HeatBank" 圖標(biāo)
},
"BonusValueA" : "+ 30 Max Heat", 加值A(chǔ) 30最大熱量
"BonusValueB" : "+ 15 Overheat Threshold", 加值B 15過熱閾值
"ComponentType" : "HeatSink", 組件類型 散熱器
"ComponentSubType" : "Heatsink", 組件子類型 散熱器
"PrefabIdentifier" : "",
"BattleValue" : 0, 戰(zhàn)場價值
"InventorySize" : 6, 庫存
"Tonnage" : 1, 重量
"AllowedLocations" : "All", 允許位置
"DisallowedLocations" : "All", 不允許位置
"CriticalComponent" : false, 關(guān)鍵部件
"statusEffects" : [ 地位效應(yīng)
{
"durationData" : {
"duration" : -1, 持續(xù)時間
"ticksOnActivations" : false, 在激活時打勾
"useActivationsOfTarget" : false, 使用激活目標(biāo)
"ticksOnEndOfRound" : false, 在結(jié)束時回答
"ticksOnMovements" : false, 在運動上打勾
"stackLimit" : -1, 堆棧限制
"clearedWhenAttacked" : false 被攻擊時清除
},
"targetingData" : {
"effectTriggerType" : "Passive", 效果觸發(fā)器類型 被動
"triggerLimit" : 0, 觸發(fā)限制
"extendDurationOnTrigger" : 0, 延長觸發(fā)持續(xù)時間
"specialRules" : "NotSet", 特別規(guī)則 未設(shè)定
"effectTargetType" : "Creator", 效果目標(biāo)類型 創(chuàng)建者
"range" : 0, 范圍
"forcePathRebuild" : false, 強(qiáng)制路徑重建
"forceVisRebuild" : false,
"showInTargetPreview" : false,
"showInStatusPanel" : true
},
"effectType" : "StatisticEffect",
"Description" : {
"Id" : "StatusEffect-Heat_Max-T3",
"Name" : "MAX HEAT INCREASED",
"Details" : "Maximum allowed heat increased by [AMT].",
"Icon" : "uixSvgIcon_equipment_HeatBank"
},
"nature" : "Buff",
"statisticData" : {
"appliesEachTick" : false,
"effectsPersistAfterDestruction" : false,
"statName" : "MaxHeat",
"operation" : "Int_Add",
"modValue" : "30",
"modType" : "System.Int32",
"additionalRules" : "NotSet",
"targetCollection" : "NotSet",
"targetWeaponCategory" : "NotSet",
"targetWeaponType" : "NotSet",
"targetAmmoCategory" : "NotSet",
"targetWeaponSubType" : "NotSet"
},
"tagData" : null,
"floatieData" : null,
"actorBurningData" : null,
"vfxData" : null,
"instantModData" : null,
"poorlyMaintainedEffectData" : null
},
{
"durationData" : {
"duration" : -1,
"ticksOnActivations" : false,
"useActivationsOfTarget" : false,
"ticksOnEndOfRound" : false,
"ticksOnMovements" : false,
"stackLimit" : -1,
"clearedWhenAttacked" : false
},
"targetingData" : {
"effectTriggerType" : "Passive",
"triggerLimit" : 0,
"extendDurationOnTrigger" : 0,
"specialRules" : "NotSet",
"effectTargetType" : "Creator",
"range" : 0,
"forcePathRebuild" : false,
"forceVisRebuild" : false,
"showInTargetPreview" : false,
"showInStatusPanel" : true
},
"effectType" : "StatisticEffect",
"Description" : {
"Id" : "StatusEffect-Overheat_Threshold-T3",
"Name" : "Increased Overheat Level",
"Details" : "Overheat threshold increased by 15",
"Icon" : "uixSvgIcon_equipment_HeatBank"
},
"nature" : "Buff",
"statisticData" : {
"appliesEachTick" : false,
"effectsPersistAfterDestruction" : false,
"statName" : "OverheatLevel",
"operation" : "Int_Add",
"modValue" : "15",
"modType" : "System.Int32",
"additionalRules" : "NotSet",
"targetCollection" : "NotSet",
"targetWeaponCategory" : "NotSet",
"targetWeaponType" : "NotSet",
"targetAmmoCategory" : "NotSet",
"targetWeaponSubType" : "NotSet"
},
"tagData" : null,
"floatieData" : null,
"actorBurningData" : null,
"vfxData" : null,
"instantModData" : null,
"poorlyMaintainedEffectData" : null
}
],
"ComponentTags" : {
"items" : [
"component_type_variant",
"component_type_variant3"
],
"tagSetSourceFile" : ""
}
}
heraldry 徽章
好吧2W字了,其他的部分發(fā)在視頻下方簡介里了(沒錯就是要忽悠點擊量……rua?。?/b>
學(xué)習(xí)壇友HUAC12345與wishOne寫的MOD指南分析出的部分內(nèi)容
感謝各位大大的支持