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单机游戏 > FIFA 17专区 > FIFA 17攻略 > 《FIFA 17》FIFA 17大师联赛及故事模式难度修改教程

《FIFA 17》FIFA 17大师联赛及故事模式难度修改教程

2016-12-27 来源:网络 作者:不可描述

《FIFA 17》故事模式难度可以修改吗,今天小编给大家带来了FIFA 17大师联赛及故事模式修改教程,一起来看下吧。

  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.

FIFA 17 扫雷难度 3D画面

FIFA 17
  • 类型体育竞技
  • 发售2016年09月28日
  • 语言中文
  • 平台PC,Xbox 360,PS3,PS4,Xbox One
  • 研发EA Sports
  • 运营Electronic Arts Inc.
《FIFA 17》是EA Sports所制作的一年一度的足球游戏大作,在全球都享有美誉,游戏本身的基础技术和核心内容并不会有本质的改变,但本作在保留游戏主要的……

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