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FIFA 17大師聯賽及故事模式等修改 怎麼修改故事模式

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FIFA 17大師聯賽及故事模式等修改 怎麼修改故事模式

一、 修改比賽,AI,控球,比賽節奏等

附件下載:點擊進入

修改遊戲整體執行,請搜尋 “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] 是否啓用動態難度調整? 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 例如改爲65%

RULE4_PARAM2 = 20 // Minutes 可以達到難度的時間, 例如改爲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

最後

大家可以搜尋 Gameplay,就出出來下面的數據:這部分數據我還沒搞清楚作用,所以不建議大家修改。因爲可能會造成遊戲無法啓動!

[]

// 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.