《FIFA17》大师联赛、故事模式等修改教程

2021-11-29 15:57 齐达内 未知
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 《FIFA17》中很多玩家觉得游戏难度高,或者不适应球队的设定风格,那么下面小
编就为大家带来《FIFA17》大师联赛、故事模式等修改教程,希望各位玩家喜欢。
 
                                                    《FIFA 17》精华文章推荐
入门操作教程       故事模式攻略 按键操作方法 球员数据排名
花式操作指令       防守基础教程 实用动作推荐 传控流攻略
每周进球视频集锦 曼城经理模式视频      每周最佳阵容一览 各色球员卡解析

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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 <GoalEvaluation> IF <user score is greater than opponent score and before 5 minutes> DO <increase difficulty by 0.25>
 
  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 <GoalEvaluation> IF <user score is greater than opponent score and before 20 minutes> DO <increase difficulty by 0.25>
 
  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 <GoalEvaluation> IF <user has greater than 2 goal lead> DO <increase difficulty by 0.25>
 
  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 <BallOOP> IF <user has greater than 70% of possession and after 20 minutes> DO <increase difficulty by 0.25>
 
  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 <BallOOP> IF <user has more than 5 shots in the first 30 minutes> DO <increase difficulty by 0.15>
 
  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 <BallOOP> IF <user has more than 10 shots on target> DO <increase difficulty by 0.1>
 
  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.