深岩银河Custom Difficulty自定义难度指南

本文包含深岩银河Custom Difficulty自定义难度代码关键字解析,请配合自定义难度代码阅读,仅供参考,欢迎指正。

自定义难度代码合集:

/trumank/drg-custom-difficulties/tree/master


(资料图)

A Quick and Dirty Guide to Custom Difficulty for Deep Rock Galactic

by Virryn

Custom Difficulty created by AssemblyStorm

If there is an array within a variable, each of the four values in that array correspond to the amount of players in the lobby. For example, the EnemyDamageResistance variable for Haz5 is for solo or duo, for three players, and in a full team. Fields that support arrays will be italicized in this guide. Most values in arrays are multipliers.

如果一个变量中包含数组,数组中的每个值对应着大厅中的玩家数量。例如,Haz5 的 EnemyDamageResistance 变量对于单人或二人游戏是 ,对于三人游戏是 ,对于满员团队是 。在本指南中,支持数组的字段将用斜体表示。数组中的大多数值都是乘数。

Some fields have "bins." Bins contain a minimum and maximum integer value, which the game will then use to randomly generate a value within the range for its calculations. For example, EnemyWaveInterval (which determines time between swarms) has three bins: one with a min/max of 160/180, one with 230/280, and one with 299/299 (Haz5 values, measured in seconds). These bins can be "weighted" to tell the game how often to choose them. A higher weight means a higher chance that bin is selected; a weight of 0 means the bin will not be selected. Fields that contain bins will be bolded in this guide. 

有些字段具有"bins"(箱子)。箱子包含一个最小值和最大值,游戏将在该范围内随机生成一个值进行计算。例如,EnemyWaveInterval(确定两波之间的时间间隔)有三个箱子:一个最小/最大值为 160/180,一个为 230/280,一个为 299/299(以秒为单位,Haz5 的数值)。这些箱子可以被"加权",告诉游戏选择它们的频率。较高的权重意味着选择该箱子的几率更高;权重为 0 表示不会选择该箱子。在本指南中,包含箱子的字段将用粗体表示。

Some of the mechanics in Custom Difficulty are either not fully understood, unintuitive, or poorly named. CD’s fields were pulled straight from the game’s code, so if you still don't understand something after reading this guide, it's likely that nobody but GSG does.一些自定义难度中的机制可能没有完全理解、不直观或命名不当。自定义难度的字段是直接从游戏代码中提取的,所以如果在阅读本指南后仍然不理解某些内容,那么除了GSG(游戏开发团队)之外可能没有人能理解。

Name and Description:

You can name your difficulty preset anything you want, though it’s a good idea to keep it concise and informative. You can also add a description that allows other players to read through what your difficulty will offer. Other players in your lobby will still be able to read the actual values you've changed in the preset.您可以为您的难度预设取任何您想要的名称,但建议保持简洁和信息丰富。您还可以添加描述,让其他玩家了解您的难度设置将提供什么内容。您大厅中的其他玩家仍然可以阅读预设中您实际更改的数值。

MaxActiveCritters, Swarmers, & Enemies:

*MaxActiveCritters* determines the maximum number of non-hostile creatures that can exist at once. This field needs testing to determine what creatures are actually in this pool.

Critters确定同时存在的非敌对生物的最大数量。需要进行测试来确定实际包括哪些生物在此范围内。

*MaxActiveSwarmers* determines the maximum number of swarmer-sized enemies that can exist at once. This includes enemies such as Glyphid Swarmers, Naedocytes, and Shredders.

Swarmers确定同时存在的蜂群大小的敌人的最大数量。这包括Glyphid Swarmers(蜂群)、Naedocytes(小水母)和Shredders(粉碎者) 等敌人。

*MaxActiveEnemies*  determines the maximum number of the rest of the enemies on the map that can exist at once. If it doesn't die in a pickaxe swing, it's likely in this pool.

Enemies确定地图上其他敌人同时存在的最大数量。如果它无法一镐子挥死,那么很可能属于此范围。

A good number for the enemy cap is still being debated, but so far the commonly accepted cap values for modded gameplay are: 80 to 120 for solo play, 120 to 160 for duos, and 180 for 3- and 4-player groups. 

关于敌人数量上限的合适数值仍然有争议,但目前对于经过修改的游戏玩法,常见的上限值为:单人游戏为80到120,双人游戏为120到160,3至4人团队为180。

ResupplyCost & StartingNitra:

Both of these are fairly self explanatory: ResupplyCost allows you to set how much nitra you will need to call a resupply, and StartingNitra gives you an amount of nitra when the mission begins.

这两个字段都相当简单明了:ResupplyCost允许您设置需要多少Nitra才能呼叫补给,而StartingNitra则在任务开始时提供一定数量的Nitra。

ExtraLargeEnemyDamageResistance(+B, C, & D):

This field determines the damage resistance of boss enemies.

该字段确定首领敌人的伤害抗性。

The variant without a letter suffix affects the damage resistance of the three Dreadnought variants.

B affects the damage resistance of the Korlok Tyrant Weed.

C affects the damage resistance of the OMEN Tower.

D affects the damage resistance of Elite enemies.

没有字母后缀的变体影响三种Dreadnought (无畏)变体的伤害抗性。

B影响Korlok Tyrant Weed(王草)的伤害抗性。

C影响OMEN Tower(除虫器)的伤害抗性。

D影响精英敌人的伤害抗性。

EnemyDamageResistance(敌人伤害抗性):

This field determines the damage resistance of most larger enemies in the game. This includes creatures such as Praetorians(禁卫), Oppressors(暴君), Menaces(速射酸虫), Goo Bombers(黏液轰炸蝇), and Bulk Detonators(大自爆), among others.该字段确定游戏中大多数较大型敌人的伤害抗性。包括禁卫,暴君,速射酸虫,黏液轰炸蝇,大自爆等。

SmallEnemyDamageResistance(小型敌人伤害抗性):

This field determines the damage resistance of enemies not covered by the other two resistance fields. This includes creatures such as Grunts and Grunt veterans, Mactera and Mactera veterans, and swarmers, among others.

该字段确定其他两个抗性字段未涵盖的敌人的伤害抗性。包括 战士三兄弟,异虫蝇及其变种,蜂拥异虫等。

Note that it is generally a good idea to keep the default Haz5 value of the same across player scaling and difficulty changes, to preserve breakpoints for weapons such as the M1000. 

请注意,通常情况下,建议在玩家数量的调整和难度变化中保持默认的Haz5值为不变,以保留像M1000这样的武器的伤害断点。

EnemyDamageModifier(敌人伤害修正):

This field determines the amount of damage enemies will deal with ALL attacks.该字段确定敌人在所有攻击中造成的伤害量。

EnemyCountModifier (敌人数量修正):

This field determines the amount of enemies that the game will spawn at any given time. 

该字段确定游戏将在任何给定时间生成的敌人数量。

This includes: waves, normal waves, stationary enemies, encounters, constant pressure spawns, extraction spawns, mini MULE spawns, mutator waves (such as Swarmageddon swarmer waves)

包括:波次、普通波次、地形敌人、遭遇事件、持续压力生成、撤离生成、小型MULE生成、变异波次(如Swarmageddon蜂群波次)。

This EXCLUDES: Dreadnought spawns, swarmers spawned gradually from a Brood Nexus (but not when the Nexus is popped), Kursite enemies, swarmers spawned from popping static eggs on Fungus Bogs and Dense Biozone, turrets on Rival Presence, and critters.

不包括:Dreadnought (无畏)生成、逐渐从Brood Nexus (异虫母巢) 孵化出的蜂拥异虫(但不包括Nexus被击破时的生成)、Kursite氪石敌人、从Fungus Bogs (沼泽)和Dense Biozone (密林)的静态卵中孵化出的蜂群、Rival Presence(强敌科技)上的炮塔和小动物。

EncounterDifficulty(遭遇难度):

This field determines how many enemies will spawn as “Encounter” spawns. An Encounter spawn spawns when a player comes within a certain distance of an unexplored room in a cave.

该字段确定作为"遭遇"生成的敌人数量。当玩家接近洞穴中一个未探索的房间时,将生成一个遭遇生成。

These spawns will usually include Grunt packs, Praetorians, Mactera groups, etc.

这些生成通常会包括Grunts(战士)群、Praetorians(禁卫)、Mactera(异虫蝇)群等。

These spawns DO NOT include stationary enemies, which are: Spitballers, Brood Nexii, Breeders and Cave Leeches.

这些生成不包括固定位置的敌人,它们包括:Spitballers(瘟疫吐珠)、Brood Nexii(异虫母巢)、Breeders(大水母)和Cave Leeches(洞穴水蛭)。

These spawns DO NOT include special event enemies such as Crassus Detonators, Huuli Hoarders, or Prospectors.

这些生成不包括像Crassus Detonators(大自爆)、Huuli Hoarders(嗜矿异虫)或Prospectors(勘探无人机)等特殊事件敌人。

These spawns will spawn un-aggroed, meaning a player will have to approach them or fire at them before they will attempt to attack.这些生成的敌人处于未激怒状态,这意味着玩家必须接近它们或向它们开火,它们才会试图进行攻击。

StationaryDifficulty(固定位置敌人难度):

This field determines how many stationary enemies will spawn.

该字段确定会生成多少个固定位置的敌人。

These spawns are: Spitballers(瘟疫吐珠), Brood Nexii(异虫母巢), Breeders(大水母)和Cave Leeches(洞穴水蛭)。

These spawns may or may not include Rival Turrets on Industrial Sabotage.

这些生成可能包括或不包括Industrial Sabotage(破坏任务)中的Rival Turrets(狙击炮塔)。

These spawns DO NOT include special event enemies such as Crassus Detonators, Huuli Hoarders, or Prospectors.

这些生成不包括像Crassus Detonators(大自爆)、Huuli Hoarders(嗜矿异虫)或Prospectors(勘探无人机)等特殊事件敌人。

These spawns will spawn un-aggroed, meaning a player will have to approach them or fire at them before they will attempt to attack. (This does include Breeders and Nexii; they will not attempt to spawn their minion enemies before being aggroed.) 

这些生成的敌人处于未激怒状态,这意味着玩家必须接近它们或向它们开火,它们才会试图进行攻击。(这包括Breeders和Nexii;它们不会在激怒之前试图生成其随从敌人。)

EnemyWaveInterval(敌人波次间隔)(播报潮):

This field determines how long the interval between waves is, measured in seconds. A “wave” is a swarm that Mission Control announces with a voiceline before it spawns.该字段确定波次之间的时间间隔,以秒为单位。此"波次"是Mission Control在宣布的虫群。

This field DOES NOT affect how long a wave will last.该字段不影响每个波次的持续时间。

EnemyNormalWaveInterval(普通波次间隔)(自然潮):

This field determines how long the interval between normal waves is, measured in seconds. A “normal wave” is a wave that is NOT announced by mission control.该字段确定普通波次之间的时间间隔,以秒为单位。"普通波次"是指没有由任务控制宣布的波次。

EnemyNormalWaveDifficulty(普通波次难度):

This field determines how many enemies will spawn in a normal wave.该字段确定普通波次中将生成多少敌人。

EnemyDiversity(敌人多样性-控制种类):

This field determines the amount of slots available for unique enemy types.

该字段确定可用于独特敌人类型的槽位数量。

This field DOES NOT include stationary enemies and disruptive enemies.该字段不包括固定位置敌人和具有破坏性的敌人。

StationaryEnemyDiversity(固定地形敌人多样性)(开局就生成-不会改变):

This field determines how many stationary enemy types can be spawned.

该字段确定可以生成多少种固定位置敌人。

These spawns are: Spitballers(瘟疫吐珠), Brood Nexii(异虫母巢), Breeders(大水母)和Cave Leeches(洞穴水蛭)。

VeteranNormal & VeteranLarge:

These fields determine the percentage of veterans that will spawn for enemies with veteran variants (Grunts and Mactera for Normal, Praetorians for Large).

这些字段确定具有变种丰富的敌人生成为变种的百分比。比如普通敌人战士,异虫蝇,大型敌人禁卫。

Note that Wardens can still spawn regular Grunts, even if VeteranNormal is set to 1 (100%).

请注意,即使将VeteranNormal设置为1(100%),Wardens(典狱长异虫)仍然可以生成普通战士。

DisruptiveEnemyPoolCount(干扰敌人池数量):

This field determines the amount of slots available for unique disruptive enemies.

该字段确定可用于独特的干扰敌人的槽位数量。

These spawns are: Grabbers, Wardens, Shellbacks, Menaces, Goo Bombers, and Bulk Detonators.

这些生成包括:Grabbers(捕手异虫蝇)、Wardens(典狱长)、Shellbacks(滚滚)、Menaces(速射酸虫)、Goo Bombers(黏液轰炸机)和Bulk Detonators(大自爆)。

任务开始时生成的,并且不会改变。

MinPoolSize(最小敌人池大小):

This field, counterintuitively, seems to determine the total maximum number of enemies that can appear in the spawn pool.这个字段在逻辑上相反地似乎确定了生成池中能够出现的敌人的总最大数量。

MaxActiveElites(活动精英最大数量):

This field determines how many Elite enemies can either spawn or exist at once. (testing required)这个字段确定可以同时生成或存在的精英敌人的数量。

EnvironmentalDamageModifier(环境伤害修正):

据信,该字段确定玩家受到环境危害造成的伤害量;然而,经过有限的测试,尚未观察到该字段产生任何影响。

PointExtractionScalar(采点倍增器):

据信,该字段确定采点波次(或称为“持续压力”波次)生成的频率;然而,在接近1的值和远大于1的值(如10)之间似乎没有明显的区别。

HazardBonus(危险奖励):

该字段确定任务结束时的奖励倍数。这个值不能超过(133%)。

FriendlyFireModifier(友方伤害修正):

This field determines how much friendly fire damage players will deal to each other.该字段确定玩家对彼此造成的友方伤害量。

WaveStartDelayScale(波次开始延迟缩放):

This field seems to affect how quickly the first swarm on Mining missions will spawn. If set to 0 or a negative value, a swarm will be announced as soon as the player appears in the Drop Pod.该字段影响采矿任务中第一波虫群的生成速度。如果设置为0或负值,蜂群将在玩家出现在投放舱中时立即生成。

SpeedModifier(地面敌人速度修正):

This field determines the movement speed of ground-based enemies. Mactera and Naedocytes(?) are unaffected.该字段确定地面敌人的移动速度。Mactera(异虫蝇)和Naedocytes(小水母)不受影响。

AttackCooldownModifier(敌人攻击冷却修正):

This field determines how quickly and how often an enemy will attack. This increases the speed of attack animations.该字段确定敌人攻击的速度和频率。它增加了攻击动画的速度。

ProjectileSpeedModifier(抛射物速度修正):

This field determines how fast enemy projectiles travel through the air. This DOES NOT affect projectile based weapons, such as the DRAK-25 or EPC.该字段确定敌人抛射物在空中传播的速度。这不影响基于抛射物的武器,如DRAK-25或EPC。

HealthRegenerationMax(生命值回复上限):

This field determines how much health players will regenerate. This DOES NOT affect health regeneration rate.该字段确定玩家可以回复多少生命值。这不影响生命值回复速度。

ReviveHealthRatio(复活生命值比例):

This field determines how much health players will receive upon being revived. This DOES NOT affect health gained from being revived by Bosco.该字段确定玩家在复活时会恢复多少生命值。这不影响由Bosco复活时获得的生命值。

EliteCooldown(精英冷却时间):

该字段确定精英敌人生成的频率。

EscortMule(护送MULE):

This field determines how much damage resistance Doretta has.

该字段确定Doretta车车的伤害抗性。

FriendlyFireModifier determines how much damage players will deal to Doretta.

FriendlyFireModifier确定玩家对Doretta造成的伤害量。

BigHitDamageModifier determines how much damage a “big hit” will deal to Doretta. A larger number decreases damage taken. If this value is set to exactly 1, it will not reduce damage taken.

BigHitDamageModifier确定“重击”对Doretta造成的伤害量。较大的数值会减少受到的伤害。如果该值设为1,将不会减少受到的伤害。

BigHitDamageReductionThreshold determines how large an instance of damage must be before it is considered a “big hit”.

BigHitDamageReductionThreshold确定何时将伤害视为“重击”的阈值。

NeutralDamageModifier is unclear, but may determine environmental damage towards Doretta. 

NeutralDamageModifier的具体作用不明确,但可能影响对Doretta的环境伤害。

Enemy Pool Manipulation 敌人池操作

Custom Difficulty allows you to add or remove any enemy you want to or from any enemy pool you want. There are a few ways to do this. Be warned: some enemies will misbehave when added to some pools. Be prepared for your game to crash if you start experimenting.自定义难度允许您添加或删除您想要的任何敌人到任何敌人池中。有几种方法可以实现这一点。但请注意:将某些敌人添加到某些敌人池中可能会导致异常行为。如果您开始尝试,准备好游戏可能会崩溃。请谨慎操作。

EnemyPool is essentially the “nuclear option”. Adding an enemy into this will immediately add it to the pool, even in the middle of a mission. However, this may be undesirable as some enemies will not receive proper spawn logic and either not spawn at all or spawn far too often.

EnemyPool 本质上是一种“核选项”。将敌人添加到其中将立即将其添加到池中,即使在任务进行中。然而,这可能不太理想,因为一些敌人将无法获得适当的生成逻辑,要么根本不会生成,要么会过于频繁地生成。

CommonEnemies includes Grunts, Praetorians, and their respective veteran variants (Slashers, Guards, and Oppressors). Enemies must be added to or removed from this pool before a mission.

CommonEnemies包括Grunts、Praetorians以及它们各自的老兵变体(Slashers、Guards和Oppressors)。在进行任务之前,必须将敌人添加到或从此池中移除。

SpecialEnemies includes Web/Acid Spitters, Exploders, Mactera and their veteran variants (Trijaws and Brundles), and Swarmers. Enemies must be added to or removed from this pool before a mission.

特殊敌人包括吐丝异虫,吐酸异虫,自爆,异虫蝇和他们的老变种(Trijaws和Brundles),和蜂群。在执行任务之前,必须将敌人加入或从这个池中移除。

DisruptiveEnemies includes Grabbers, Wardens, Shellbacks, Menaces, Goo Bombers, and Bulk Detonators. Enemies must be added to or removed from this pool before a mission.、

破坏性敌人包括捕手异虫蝇,典狱长,滚滚,速射酸虫,黏液轰炸机和大自爆。在执行任务之前,必须将敌人加入或从这个池中移除。

StationaryEnemies includes Spitballers, Brood Nexii, Breeders and Cave Leeches. Enemies must be added to or removed from this pool before a mission.

静止的敌人包括瘟疫吐珠,异虫母巢和洞穴水蛭。在执行任务之前,必须将敌人加入或从这个池中移除。

To insert or remove an enemy type into a pool, simply copy and paste its descriptor name into either the “add” or “remove” field of the pool you want.

要向一个敌人类型池中添加或移除敌人类型,只需将其描述符名称复制并粘贴到你想要的池的“添加”或“移除”字段中即可。

实例(别真用)

首先 定义 “精英刀锋” 这个可以用任意符号

"Base": "ED_Spider_Grunt_Attacker", 要用游戏内生物的对映代码

深岩银河各类生物的代码注释

敌人详细设置解释:

"CanBeUsedForConstantPressure": true, 是否持续生成

"CanBeUsedInEncounters": false, 进新洞穴/初始潮是否生成

"DifficultyRating": 1,       难度点数

"IdealSpawnSize": 4,     理想数量

"MaxSpawnCount": 5,    最大数量

"MinSpawnCount": 2,     最小数量

"Scale": 1,                       体型大小

"TimeDilation": 1,             时间流速

"Rarity": 10,                     稀有度  

"PST_ColdResistance": 0,        冰冻抗性

"PST_ExplosionResistance": 0,   爆炸抗性

"PST_CorrosiveResistance": 0,   腐蚀抗性

"PST_ElectricResistance": 0,    电抗性

"PST_ExplosionResistance": 0,   爆炸抗性

"PST_FireResistance": 0,        火抗性

"PST_InternalDamageResistance": 0, 内部伤害抗性

"PST_KineticResistance": 0,     动能抗性

"PST_PiercingResistance": 0,    穿刺抗性

"PST_PhysicalResistance": 0,    物理抗性

"PST_PoisonResistance": 0,      毒抗性

"PST_RadiationResistance": 0,   辐射抗性

"PST_MovementSpeed": 0          移动速度

"PST_DamageResistance": 0,     受到伤害倍数

敌人设置好了,我们添加在敌人池里

mod官方文档:/document/d/131FqOl0FnwiAslvvDSYkV35oBQXYx2kH0oZYwEpjoBI/preview?pli=1

Custom Difficulty mod地址:/g/drg/m/custom-difficulty

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