《FIFA 17》大师联赛故事模式数据修改方法
《FIFA 17》游戏里许多玩家觉得游戏难度高,或者不适应球队的设定风格,这里给大家带来《FIFA17》大师联赛故事模式数据修改方法,一起来了解下吧。
一、 修改比赛,AI,控球,比赛节奏等
修改游戏整体运行,请搜索 “ENABLE_PS3_MOVE=0”,这个数据往下的都是直接影响游戏 ENABLE_PS3_MOVE=0 是否使用PS3版本的控球? 0=否 1=是 建议不要更改 [SKILL_GAME_SELECTION] 【游戏技巧的改变】 SKILL_CATEGORY_REUSE_THRESHOLD = 5 花样技术重复使用的极限=5 GROUND_PASS_PERCENTAGE_THRESHOLD = 0.5 横传球的比例=0.5 50% SHOTS_ON_TARGET_PERCENTAGE_THRESHOLD = 0.4 射门准确率=0.4 40% DRIBBLING_PERCENTAGE_THRESHOLD = 0.5 带球的比例=0.5 50% PENALTIES_PERCENTAGE_THRESHOLD = 0.5 点球的比例=0.5 50% FREE_KICKS_GAMES_THRESHOLD = 10 任意球 LOB_PASS_GAMES_THRESHOLD = 10 长传球 LOB_PASS_PERCENTAGE_THRESHOLD = 0.05 CHIP_SHOT_GAMES_THRESHOLD = 10 调门 CROSS_GAMES_THRESHOLD = 10 传中 [PMA_DRILL_PRIORITY] PMA是啥? DRILL_ID_44 = 1 DRILL_ID_48 = 1 DEFAULT_PRIORITY = 40 带球难度=40 如果调低,带球会更容易,反之则会更难,对于AI和玩家同时适用 动态难度调整 [ADAPTIVE_DIFFICULTY] 是否启用动态难度调整? 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] 提升难度的条件: // Description: "User scores in first 5 minutes" 条件:玩家开场5分钟内取得领先 // WHEN IF DO RULE1_PARAM1 = 5 // Minutes 可以更改的分钟 如果把5改成20,则是在20分钟内取得领先时,提高难度 RULE1_OUTPUT = 0.25 难度增加25% // Description: "User scores in first 20 minutes" 条件:玩家在开场20分钟内取得领先 // WHEN IF DO RULE2_PARAM1 = 20 // Minutes 可以更改的分钟 RULE2_OUTPUT = 0.25 难度增加25% // Description: "Score >= 2 goal lead" 条件:玩家领先2球 // WHEN IF DO RULE3_PARAM1 = 2 // Goal lead 可以更改领先的进球数, 例如3球 RULE3_OUTPUT = 0.25 难度增加25% // Description: ">70% possession after at least 20 minutes" 条件:玩家至少20分钟内控球率达到70% // WHEN IF DO RULE4_PARAM1 = 70 // Possession percentage 可以修改的控球比例 例如改为65% RULE4_PARAM2 = 20 // Minutes 可以达到难度的时间, 例如改为30分钟 RULE4_OUTPUT = 0.25 难度增加25% // Description: "More than 5 shots in first 30 minutes" 条件:玩家在30分钟内 射了AI至少5次 // WHEN IF DO RULE5_PARAM1 = 5 // Shots 可以修改的射门次数 RULE5_PARAM2 = 30 // Minutes 可以修改的时间 RULE5_OUTPUT = 0.15 难度增加15% // Description: "More than 10 shots on target at any point" 条件:玩家在任何情况下射中了AI 10次 // WHEN IF DO RULE6_PARAM1 = 10 // Shots on target 可以修改的射门次数 RULE6_PARAM2 = 10 // Increments on PARAM1 可以修改超过10的倍数 RULE6_OUTPUT = 0.1 每10次射中球门,难度增加10% 二、大师联赛模拟训练全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 就是这样改! 一个100,其他全是0, 这样模拟训练全是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 最后 大家可以搜索 Gameplay,就出出来下面的数据:这部分数据我还没搞清楚作用,所以不建议大家修改。因为可能会造成游戏无法启动! [] // Gameplay // ------------------------------------------------------------ AI_RUN_AT_30HZ = 1 // Default rig assets ANIMATION_ANIMATABLE_ASSET = "player_17_animatable" ANIMATION_ANIMATABLE_NIS_ASSET = "player_17_animatable_NIS" ANIMATION_RIG_ASSET = "player_rig_17" ANIMATION_ANIMRIG_ASSET = "player_rig_17/AnimRig" ANIMATION_RENDERING_RIG_ASSET = "player_rig_15_rendering" ANIMATION_RIGOPLIST_ASSET = "player_prephysics_2.0_rigoplist_kc" ANIMATION_SLC_ANIMATABLE_ASSET = "crowd_16_animatable" ANIMATION_CROWD_ANIMRIG_ASSET = "crowd_rig_16/AnimRig" ANIMATION_CROWD_RIG_ASSET = "crowd_rig_16" // Gameplay intro timers CONTINUOUS_GAMEPLAY_INTRO_DELAY_TIME = 0 CONTINUOUS_GAMEPLAY_INTRO_ANTHEM_LENGTH = 2600 CHOREO_INTRO_TELEPORT_WAIT_TIME_WITHOUT_BALL_PLINTH = 1620 CHOREO_INTRO_TELEPORT_WAIT_TIME_WITH_BALL_PLINTH = 900 // Gameplay end half time before fe menu CONTINUOUS_GAMEPLAY_2ND_HALF_WAIT=1500 //Half-Time, End of 1st half going into 2nd half CONTINUOUS_GAMEPLAY_EX1ST_HALF_WAIT=1060 //Full-Time, End of 2nd half going into extra time CONTINUOUS_GAMEPLAY_EX2ND_HALF_WAIT=1060 //End of 1st extra half, going into 2nd extra half CONTINUOUS_GAMEPLAY_ENDHALF_USERSELECT=1000 //Full-Time, End of 2nd half going into user select CONTINUOUS_GAMEPLAY_SHOOTOUT_HALF_WAIT=1700 //End of Game (End of Full-Time of End of 2nd Extra Half), going into PK shootout CONTINUOUS_GAMEPLAY_ENDOFGAME_HALF_WAIT=2500 //End of Game (End of Full-Time of End of 2nd Extra Half), normal flow CONTINUOUS_GAMEPLAY_ENDOFGAME_HALF_WAIT_DEFAULT=2500 //Needs to be the same as CONTINUOUS_GAMEPLAY_ENDOFGAME_HALF_WAIT CONTINUOUS_GAMEPLAY_ENDOFGAME_HALF_WAIT_CHAMP=0 //End of Game (End of Full-Time of End of 2nd Extra Half), going into Major Champion NIS CONTINUOUS_GAMEPLAY_ENDOFGAME_HALF_WAIT_CHAMP_MINOR=1020 //End of Game (End of Full-Time of End of 2nd Extra Half), going into Minor Champion NIS CONTINUOUS_GAMEPLAY_GOLDEN_GOAL_WAIT=2200 //End of Game (End of Full-Time of End of 2nd Extra Half), from Golden Goal CONTINUOUS_GAMEPLAY_ENDOFGAME_HALF_WAIT_STORYMODE_SCENARIO=1800 //End of Game (End of Full-Time of End of 2nd Extra Half), from scenario Match // Gameplay booking timers GAMEPLAY_WAIT_TIME_DURING_REPLAY_AFTER_BOOKING = 800 GAMEPLAY_WAIT_TIME_DURING_REPLAY_AFTER_OFFSIDE = 400 GAMEPLAY_WAIT_TIME_DURING_REPLAY_AFTER_FOUL_NO_BOOKING = 400 GAMEPLAY_WAIT_TIME_DURING_REPLAY_AFTER_DELAYED_CARD = 860 CHOREO_BOOKING_PLAYER_WALKING_OFF_TIME = 120 CHOREO_BOOKING_SCRIPT_END_DELAY = 0 CONTINUOUS_GAMEPLAY_PENALTYKICK_DELAY_TIME = 120 // Gameplay Ref skip feature and tuning variables CHOREO_BOOKING_REFEREE_TELEPORT_ENABLED = 1 CHOREO_BOOKING_REFEREE_TELEPORT_TIME = 150 CHOREO_BOOKING_REFEREE_TELEPORT_CHECK_DIST = 40 CHOREO_BOOKING_REFEREE_TELEPORT_DIST_FROM_FOULER = 27 // Gameplay contentious foul feature CHOREO_BOOKING_HIGHLY_CONTENTIOUS_FOUL_ENABLED=1 // Other gameplay timers CHOREO_DELAY_TIMER_FOR_AUTO_SKIP_GOAL=15 CHOREO_DELAY_TIMER_SECS_FOR_OWN_GOAL=7 CHOREO_DELAY_TIMER_SECS=17 CHOREO_DELAY_TIMER_FOR_AUTO_SKIP_GOAL_ONLINE=15 CHOREO_DELAY_TIMER_SECS_FOR_OWN_GOAL_ONLINE=4 CHOREO_DELAY_TIMER_SECS_ONLINE=4 // Choreo EOG Timers CHOREO_EOHEOG_FIFA17_ENABLED=1 CHOREO_EOHEOG_TELEPORT_WAIT_TIME_FOR_WALK_TO_TUNNEL=270 CHOREO_EOHEOG_HAT_TRICK_HERO_AUTO_SYNCPOINT_SKIP_TIME=1050 ENABLE_QUICK_SUBS=0 // Disable quick subs by default // Gameplay Saved Inputs SAVED_INPUT_TEST_MODE=0 // set saved input test mode to passive record by default // Common debug // ------------------------------------------------------------ COMMON_DEBUG_PRINT=1 // Presentation // ------------------------------------------------------------ FADE_PAUSE_MENU=10000 FADE_MAIN_MENU=60000 //TEMP FOR FUT!!! //--------------------------------------------------------- [FUT] SKIP_ICE_BREAKER=0 ACCEPT_ALL_CAPTCHA=0 SKIP_MATCH_TIME_CHECK=1 SKIP_MATCH_DATA=1 //--------------------------------------------------------- [] //FE APT_ASSERTS=1 LOCALIZE_UPPER_STRINGS=1 //SB Enabling team management for subs flow ENABLE_TM = 1 // Change this number to force all saves to be invalid. FEFIFA_SAVELOAD_VERSION = 86 // Virtual pro verification tuning VIRTUAL_PRO_MAX_GROWTH_PER_GAME=20 WORKING_STADIUMS = "1,2,5,9,10,13,14,15,26,28,29,30,32,33,34,35,41,42,100,104,112,113,115,116,135,137,147,149,153,155,156,157,158,172,175,176,178,179,180,181,182,183,192,193,194,195,196,197,212,228,229,246,247,248,249,260,261,262,264,265,316,326,327,329,330,331,332,333,335,336,337,341,343,344,345,347,348,349,352,353,354,355,357,358,665,666" WORKING_AUTOSMOKE_STADIUMS = "2,28,35,42,248,180,176,178,249,197,179,193,195,26,33,158,34,228,192,181,194,1 " WORKING_MATCHTIMES = "1200,1300,1400,1500,1600,1700,1800,1900,2000,2100,2200 " WORKING_SEASONS = "0,1,2,3 " // 0=SUMMER, 1=FALL, 2=WINTER, 3=SPRING, Note: string must have non-number char like , to be a string WORKING_WEATHERS = "0,1,2,3,4,5,6,7,8 " //0=DRY_SUNNY, 1=DRY_HAZY, 2=DRY_CLOUDY, 3=RAIN_NORMAL, 4=RAIN_SHOWERS, 5=OVERCAST_NORMAL, 6=OVERCAST_FOGGY, //7=SNOW_NORMAL, 8=SNOW_FLURRIES (7 && 8 only work for WINTER) // A list of game modes that are supported for the Training Hud feature. Check GameModes.h for the full list of game modes IDs.
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