一生66,向来缘浅,奈何情深

河洛群侠传存档文件修改方法,改主角资质,改队友武学,改拥有秘籍,改物品

  本帖最后由wmxhxj于2018-12-11 21:01编辑


  修改之前备份原文档!(不定期更新……)


  12.5:如何添加多个称号。


  12.1:添加饰品和饰品中添加效果代码和称号代码。


  11.26:更新物品(兵器和衣服)可以淬火宝石,增加特效,淬火孔数任意,修改称号添加效果,领兽王。附件代码表增加“锻造效果”,“饰品效果”和“称号效果"代码。


  steam存档位置:C:\Program Files(x86)\Steam\userdata\902433021\952860\remote\(902433021此数字可能不等)


  学习版存档位置:x:\河洛群俠傳(Ho Tu Lo Shu:The Books of Dragon)\Profile\VALVE\Saves


  比如要修改第8号存档文件:Manual008.save,用一款文本编辑软件打开,比如emeditor,也可以用电脑自带的记事本打开。


  emeditor下载地址:http://www.pc6.com/softview/SoftView_43146.html


  CTRL+F查找”"Character":{"Player":{"Id":"Player",


  从这里开始,是主角的一些相关数据;


  "Equip":.......从这里开始,是装备的物品代码,暂时先不用修改,主要是留意一下这些特征码,


  "MinorWeapon"......


  "Cloth":...护甲


  "Book":.....修炼秘籍


  "Fashion":....衣服


  "NicknameID":"nick040"....正在使用的称号,


  "TalentData":{"NewPoint":4,"...感悟点数,这里可以修改


  下面这些特征代码不理会:


  ……2_TalentNode025","2_TalentNode027","2_TalentNode028","2_TalentNode026","2_TalentNode006","2_TalentNode029","2_TalentNode030","2_TalentNode007","2_TalentNode031","2_TalentNode004","2_TalentNode008"]},


  紧接着下面的代码,这是重点部分,注意它的特征:


  "CurrentNeiGongID":"itxxxxx","CurrentQingGongID":"",


  “Data":{"HP":{"Base":1194},"MaxHP":{"Base":1198},"MP":{"Base":663},"MaxMP":{"Base":663},"AP":{"Base":0},"MaxAP":{"Base":0},"RecoverAP":{"Base":5},"Speed":{"Base":0},"Physique":{"Base":45},"Intelligence":{"Base":55},"ZOC":{"Base":60},"Money":{"Base":3110},"Madness":{"Base":7},"Moral":{"Base":23},"Reputation":{"Base":48},"Fight":{"Base":47},"Sword":{"Base":45},"Blade":{"Base":392},"Spear":{"Base":37},"Arrow":{"Base":47},"Short":{"Base":48},"Doctor":{"Base":442},"Poison":{"Base":37},"Neigong":{"Base":24},"Qinggong":{"Base":49},


  有的是拼音,有的是英语单词,很好理解。比如{"HP":{"Base":1194},"MaxHP":{"Base":1194},HP表示当前血值,MaxHP表示最大血值。MP表示当前内力,MaxMP表示最大内力。AP应该表示精力,但不知道为什么,修改后没有果效。


  "Speed":{"Base":0},不知是指什么速度,


  "ZOC":{"Base":60},这项不太清楚是什么,


  "Physique":{"Base":45},",体质,这里应该是决定精力点的,没试过,最大应该是100。


  "Intelligence":{"Base":55},",表示资质55,改成90以上就可以修炼婵娟一剑了,即独孤九剑。改成40以下可以炼左右互搏。


  "Money":{"Base":990},",表示金钱


  "Madness":{"Base":7},",疯狂,-100到100,负数越大越狂,正数越大越谦。


  "Moral":{"Base":23},",表示道德值,-100到100,负数越大越恶,正数越大越善


  "Reputation":{"Base":48},",名誉,就是你的名声值,最大应该是100。


  以下是武学属性:如果主角或队友炼过加内功和剑法等的秘籍,那么这里显示的内功值和剑法值等武学属性值与游戏页面显示的值是不一样的,


  因为这里显示的是角色开局的基础数值,不包括后来修炼加上去的数值,这也是CE查找不到的原因。


  "Fight":{"Base":70},",搏击,即掌法,


  "Sword":{"Base":55},",剑法


  "Blade":{"Base":32},"刀法


  "Spear":{"Base":37},”,枪棍


  "Arrow":{"Base":47},暗器


  "Short":{"Base":48},短兵刃


  "Doctor":{"Base":42},医术


  "Poison":{"Base":37},毒术


  "Neigong":{"Base":24},",内功,又成拼音了。


  "Qinggong":{"Base":49},",轻功,


  这些武学值改过800多,再大没试过,同时还要配合感悟值的提升,否则单改这些攻击效果不是太明显,


  同样,如果想修改队友的数据,也可以通过查找他的血值、内力值等,找到对应数据。


  手动输入数据后,点保存就OK了,不过有时在没有重启游戏时读档会不再显示该存档,不要以为是存档坏了,可以先退出游戏和STEAM,然后再重新启动STEAM和游戏,修改过的存档就又显示出来了,可以读取了。


  PS:其实通过CE可以在开局输入主角姓名页面修改主角的开局血值,内力值和武学属性,即通过摇色子随机给出武学属性的这种数值变化的特点,查找出对应的唯一地址后,输入修改的数值后点开始游戏,那么进入游戏后,会发现修改成功了。(我曾在开局和孔金联合战中,一拳打死蓝佛衣,后来………)


  再往下这些,好像没什么用:HurbKnowledge:{"Base":0},“Hub知识”:{“基础”:0},


  MineralKnowledge:{"Base":0},“矿物知识”:{碱〉:0},


  StealKnowledge:{"Base":90},“偷窃知识”:{基础〉:90},这是是指偷窃技术吗?如果这里改成100的话,是不是随时偷都不会被发现?


  BusinessKnowledge:{"Base":0},“商业知识”:{“基础”:0},


  Injured:{"Base":0},“受伤”:{“基础”:0},


  Wounded:{"Base":0},“受伤者”:{基础〉:0},


  Poisoned:{"Base":0},“中毒”:{“基础”:0},


  Sealed:{"Base":0},“密封”:{“基础”:0},


  Confused:{"Base":0},“困惑”:{“基础”:0},


  Dazed:{"Base":0},“恍惚”:{“基础”:0},


  Cramped:{"Base":0},“狭隘”:{“基础”:0},


  Sprained:{"Base":0},“扭伤”:{“基础”:0},


  Exhausted:{"Base":0},“筋疲力尽”:{基础〉:0},


  Frozen:{"Base":0},“冻结”:{“基础”:0},


  Drunk:{"Base":0}},“醉”:{基础〉:0},


  再往下,是已经修炼过和正在修炼的秘籍,这部分不常修改,留意一下代码特征就行,因为要炼武功的话,改添加秘籍物品就可以了。如果想改的话,可以改一下修炼的经验值,就是"CurrentExp"后面的数字:


  "SkillTree":{"LearnedSkill":{"it30100":{"Name":null,"CurrentExp":37132,"MaxExp":999999,"IsBackup":false,"IsExpert":false,"ClickedNodes":["SkillTree000_000","SkillTree000_010","SkillTree000_003","SkillTree000_011","SkillTree000_004","SkillTree000_012","SkillTree000_007","SkillTree000_013","SkillTree000_008"]},


  ........


  如果你修炼了多个秘籍,这些特征代码会有很多。


  再往下,注意找到"Inventory":[这个单词的位置,表示携带的物品,这部分一般是要修改的内容,


  它的后面紧接着下面的代码:{"ItemId":"it30515","Count":1,"Durability":0,"MaxDurability":0,"Weight":0,"EffectId":[],"IsNew":false,"Stolen":false,"Level":0,"Hurt":{},"HurtDifference":0.0,"ForgeMaterials":{},"QualityTitle":"","QuenchHoleCount":0,"QuenchEffect":[],"ReforgeType":-1,"Id":null},……


  如果你携带了多个物品,这些特征代码会有很多。


  物品分为:


  武功秘籍:it30100-it31821,丹药:it40102-it40241,毒物:it50101-it50310,食物:it60101-it60621,矿石与皮毛:it70101-it70606,游戏用品:it80102-it81103,兵器:eq10102-eq11303,护甲,衣服:eq20102-eq20175。(itxxxxx,eqxxxxx等是物品代码,详细代码看附件代码表)


  先看下面几例物品的代码,除ID代码("ItemId":"itxxxxx")和数量值("Count":x)以外,其他不同之处用红色区分出来:


  这是秘籍类(甩手封喉)的代码格式:


  {"ItemId":"it30515","Count":1,"Durability":0,"MaxDurability":0,"Weight":0,"EffectId":[],"IsNew":false,"Stolen":false,"Level":0,"Hurt":{},"HurtDifference":0.0,"ForgeMaterials":{},"QualityTitle":"","QuenchHoleCount":0,"QuenchEffect":[],"ReforgeType":-1,"Id":null},


  这是丹药类(五毒粉)的代码格式:


  {"ItemId":"it50201","Count":1,"Durability":0,"MaxDurability":0,"Weight":0,"EffectId":[],"IsNew":false,"Stolen":false,"Level":1,"Hurt":{},"HurtDifference":0.0,"ForgeMaterials":{},"QualityTitle":"","QuenchHoleCount":0,"QuenchEffect":[],"ReforgeType":-1,"Id":null},


  这是矿物类(墨玉)的代码格式:


  {"ItemId":"it70320","Count":1,"Durability":0,"MaxDurability":0,"Weight":0,"EffectId":["forge011"],"IsNew":false,"Stolen":false,"Level":2,"Hurt":{},"HurtDifference":0.0,"ForgeMaterials":{},"QualityTitle":"","QuenchHoleCount":0,"QuenchEffect":[],"ReforgeType":-1,"Id":null},


  这是武器类(精锋短剑)的代码格式:


  {"ItemId":"eq10905","Count":1,"Durability":50,"MaxDurability":50,"Weight":3,"EffectId":["0"],"IsNew":false,"Stolen":false,"Level":1,"Hurt":


  {"Sword":55,"Short":55,"TwoSword":55,"BladeSword":55},


  "HurtDifference":10.0,"ForgeMaterials":{},"QualityTitle":"","QuenchHoleCount":0,"QuenchEffect":[],"ReforgeType":-1,"Id":"InvNo237"},


  菜刀的代码


  {"ItemId":"eq10913","Count":1,"Durability":28,"MaxDurability":28,"Weight":4,"EffectId":["0"],"IsNew":false,"Stolen":false,"Level":0,"Hurt":


  {"Blade":10,"Short":10,"TwoBlade":10,"BladeSword":10},


  "HurtDifference":15.0,"ForgeMaterials":{},"QualityTitle":"","QuenchHoleCount":0,"QuenchEffect":[],"ReforgeType":-1,"Id":"InvNo228"},


  这是护甲类(天蚕宝衣)的代码格式:


  {"ItemId":"eq20109","Count":0,"Durability":70,"MaxDurability":70,"Weight":6,"EffectId":["0"],"IsNew":false,"Stolen":false,"Level":2,"Hurt":{"Less":20},"HurtDifference":5.0,"ForgeMaterials":{},"QualityTitle":"","QuenchHoleCount":0,"QuenchEffect":[],"ReforgeType":-1,"Id":null}


  这是衣服类(夜行衣)的代码格式:


  {"ItemId":"eq20128","Count":1,"Durability":0,"MaxDurability":0,"Weight":1,"EffectId":["0"],"IsNew":false,"Stolen":false,"Level":0,"Hurt":{},"HurtDifference":0.0,"ForgeMaterials":{},"QualityTitle":"","QuenchHoleCount":0,"QuenchEffect":[],"ReforgeType":-1,"Id":"InvNo226"},


  再看代码中的这些单词:


  Durability耐久性Hurt伤害MaxDurability最大耐久性Hurt Difference伤害减免Weight重量Forge Materials锻件材料EffectId有效的Quality Title质量标题IsNew是新的Quench Hole Count淬火孔计数Stolen偷Quench Effect猝灭效应Level等级,0=白色,1=绿色,2=蓝色,3=紫色Reforge Type重铸型


  很好理解,只有武器、护甲才有这些属性,


  得出结论:


  1,物品代码都以{"ItemId":"itxxxxx",开头,以"Id":null},或"Id":"InvNoXXX"},结尾,中间结构大致相同,注意代码中的双引号、花括号等格式符号。


  2,添加或修改秘籍、丹药、食物类物品代码时,只要注意ID代码号和数量就可以了,其他格式填写时数值为0,最后以以"Id":null},结尾。


  3,添加或修改兵器、护甲类物品时,除了改变ID代码号和数量值外,还要注意"Durability":x,"MaxDurability":x,"Weight":x,....."HurtDifference":5.0,这些代码后面的数值,以及"Hurt":{},花括号里增加的代码。


  4,添加或修改衣服时,前面与秘籍、丹药、食物类物品代码相同,区别是后面以"Id":"InvNoXXX"},结尾。


  5,注意两条代码中间有个“,”号。


  兵器、护甲类物品代码中间Hurt":{}后面的花括号里面的代码可以参考附件代码表里对应物品的”功用“栏里给出的代码。


  比如菜刀的代码,附件代码表”功用“栏里的数据是:


  (Short,10)(Blade,10)(TwoBlade,10)(BladeSword,10)


  而存档文件中的菜刀代码中"Hurt"后面的花括号里添加的代码就是:{"Blade":10,"Short":10,"TwoBlade":10,"BladeSword":10},


  根据这些特征,我们也可以新造一件物品,虽然物品名称和类别我们无法改变,但可以改变物品的其他属性,


  既然代码中"Durability":x,"MaxDurability":x,"Weight":x,....."HurtDifference":x.0,这些代码后面的数值可以改变,以及"Hurt":{},花括号里可以增加属性代码,


  我们完全可以造出一件新兵器或新衣服出来。


  比如,这是菜刀的代码:


  {"ItemId":"eq10913","Count":1,"Durability":28,"MaxDurability":28,"Weight":4,"EffectId":["0"],"IsNew":false,"Stolen":false,"Level":0,"Hurt":


  {"Blade":10,"Short":10,"TwoBlade":10,"BladeSword":10},


  "HurtDifference":15.0,"ForgeMaterials":{},"QualityTitle":"","QuenchHoleCount":0,"QuenchEffect":[],"ReforgeType":-1,"Id":"InvNo228"},


  我们不但可以改Durability(耐久度),MaxDurability(最大耐久度),Weight(重量)等,还可以把Hurt":{}花括号里的"Blade":10,"Short":10,"TwoBlade":10,"BladeSword":10这些数值增大,或再增加新的属性值,完全可以改成一把天下无敌的菜刀。


  或是把一件衣服的代码里的Hurt":{}花括号里加入防护属性代码,比如这是夜行衣的代码:


  {"ItemId":"eq20128","Count":1,"Durability":0,"MaxDurability":0,"Weight":1,"EffectId":["0"],"IsNew":false,"Stolen":false,"Level":0,"Hurt":{},"HurtDifference":0.0,"ForgeMaterials":{},"QualityTitle":"","QuenchHoleCount":0,"QuenchEffect":[],"ReforgeType":-1,"Id":"InvNo226"},


  代码中"Hurt":{},花括号里没有代码,我们可以在花括号里加入代码"Less":30,它的意思是增加30防护值,比天蚕宝衣的防护值还高,再把"Level":0,"改为"Level":3,",在游戏里就显示成紫色了。


  11.26更新内容:


  如何添加锻造效果?


  在物品代码里,"QuenchHoleCount":0,这里是锻造孔数,好像最多5个,多出来的也不显示了。


  "QuenchEffect":[],这里是锻造效果,代码加在方括号[]里。注意方括号里的代码个数和孔数要对应。


  比如:


  ......"QuenchHoleCount":5,"QuenchEffect":["forge012","forge011","forge011","forge011","forge011"],.....


  12.1更新内容:


  1、衣服和兵器、护甲可以把锻造效果代码加在"QuenchEffect":[],的方括号里,


  2、饰品和称号效果可以把代码加在饰品代码的"EffectId":["0"],的方括号里,方括号里的"0"替换,如"EffectId":["nick606","nick523","jewelry21","jewelry11","jewelry32"],


  3、如果"QuenchEffect":[],和"EffectId":["0"],方括号同时写了效果代码,那么,游戏里优先显示"EffectId":["0"],里的。


  4、以上效果代码在方括号里最多5个,多写出来的在游戏里不显示。


  5、锻造、饰品和称号效果代码参考附件代码表。


  12.5修改内容:


  如何添加多个称号:


  搜索:"AvailableNicknames"比如找到


  "AvailableNicknames":"defaultNickname","nick001","nick007","nick008","nick009c","nick010a","nick010b","nick011","nick012","nick013","nick014","nick015","nick016","nick017","nick018","nick019","nick020","nick021","nick022","nick024","nick025","nick026","nick040","nick103","nick110","nick101","nick102","nick108","nick111","nick115","nick116","nick117","nick118","nick126","nick126b","nick127","nick128","nick129","nick130","nick131","nick132","nick133","nick134","nick135","nick136","nick137","nick138","nick139","nick144","nick145","nick147","nick149","nick150","nick152","nick153","nick155","nick156","nick157","nick160","nick529"],


  虽然这么多称号代码,但在游戏中,自己的称号却只有三个,就是上述代码中红色标出的。原因如下:


  注意附件中的称号代码表中代码说明后列中的“Player”值,这个表示该列称号只有主角可以用。


  下面是主角可用称号代码范围:


  nick000--nick006,nick028--nick086,nick500--nick528,nick600--nick610


  对照此范围,可以看出上面查找出来的代码中,就是红色标示的字符,除defaultNickname以外,只有"nick001"和,"nick040"在可用范围内,其他代码都是NPC所使用的称号。


  如果我们想要在游戏中添加多个称号,就要把主角可用的代码加在上述查找到的代码中,


  比如我们想把“盗王”这个称号添加在游戏中,盗王的代码是“nick039",我们就把”nick039“加在nick040前面,如...."nick026","nick039","nick040","nick103",....注意双引号和逗号。


  添加称号代码时,最好按照称号代码序号顺序放在相应的位置。


  如果想用NPC的称号,需要修改游戏的CONFIG文件,就是在NPC专用称号里添加PLAYER值,这个以后有机会试。


  改主角名字:


  搜"PlayerSurname":


  一般在存档文件的末尾,"PlayerSurname":"姓","PlayerName":"名”,


  ----------------------------------------------------------------------------------


  附物品与人物代码,供参考。


本文由上传分享,欢迎阅读分享,喜欢请收藏一生66网站pn1366.cn!

桂公网安备 45060202000120号