How to modify the internal code of the knight's biography? The knight's biography of the internal code to modify the tutorial

  
"Knights Fengyun" in the game how to improve their internal strength by modifying it? The following system Daquan Xiaobian will share a highly playable "Knights Fengyun Biography" internal code function and modification method Raiders, I hope to help everyone.
This is only used in the battleneigong.txt file to modify the various codes for each group of uses and specific code 6 digits for a group to recover 50% of each round of blood, 0,0,1,50,50,50 to restore internal force per turn 50%1,0,1,50,50,50 with 23,4,0,0,0,0 increase the movement of a grid 9,0,0,1,1,1 action level plus 222,0,0, 1,1,1 increase dodge 10%6,0,1,10,10,10 cumulative increase dodge 40% each time 10 increase 6,1,1,10,10,40 Clear all negative state, is 20,4 ,0,0,0,0 cumulative critical strike 7,1,1,1,2,40 After the critical strike, the armor 7,7,0,0,500008,0 gets the hegemony 7,7,0 after the critical strike, 500012,0,0 After the critical strike, the left and right mutual beats are 7,7,0,500015,0,0. The blood is less than 40%, and the violent anger is 0,10,1,600021,0,40. ,9,0,1,1,3 Absolute hits 8,4,0,0,0,0 2 intra-compartment companion blood recovery 0,5,1,20,20,2 2 intra-compartment dodge boost 6,5 , 1,30 30,2 Forced intimidation 25,4,0,0,0,0 Fixed increase attack power 30%, 3,0,1,30,30,30 Bounce damage 25% to the enemy 15,0,1,25,25, 25 Increased counterattack rate by 40%5,0,1,40,40,40 Attacks restore 50% of blood, 17,0,1,50,50,50 Attacks restore internal force 50%, 18,0,1,50,50 50 2 grid attack drops 50% 3,9,1,50,50,2 2 grid defense drops 50%4,9,1,50,50,2 2 grid internal force drops 50%, 1,9, 1,50,50,2 will not be critically hit 24,4,0,0,0,0 fixed increase damage 25%20,0,1,25,25,25 will not be countered 25,4,0,0, 0,0 2 inside the enemy blood, 0,9,1,4,4,2 code action description first digit: EffectType effect type, such as round fixed blood return, fixed return to the magic, according to the opponent's move counterattack and so on. 0: Blood per turn 1: Internal force per turn, 3: Attack power 4: Defensive power, 5: Counterattack rate, 6: Dodge rate 7: Crit rate, 8: Hit rate, 9: Mobility 15: Counter injury , 16: Internal force absorption damage, 17: Attack recovery blood 18: Attack recovery internal force 20: Lift negative state, 23: Lianlian effect 25: Intimidation, 29: Infinite counterattack (measured seemingly invalid) 30: Press the other party Counterattack the second digit: Accumulate has a total of 0, 1, 4, 5, 7, 9 which are the direct increase, such as Jin Yangong's "the dome increased dodge 20%". 1 represents the cumulative, such as small no-phase "all counter-attacks up to 100%" 4 represents a constant state, if the second digit is 4, then the remaining 4 digits must be 0. For example, clear all negative states, that is, 20, 4, 0, 0, 0, 0. According to the opponent's move, it is 30, 4, 0, 0, 0, 0. The effect of the flail is 23, 4, 0, 0, 0, 0. 5 represents the gain state (for friendly), for example, the surrounding X-defense rises, then the first is 4 and the second is 5. 7 means that after the effect of the first representative is activated (such as after dodging), the X effect is obtained. 9 represents a negative state (to the enemy), such as the surrounding X-target counterattack rate is reduced, then the first is 5, the second is 9. The third digit: Percent, whether the percentage is 0 constant, the percentage of the fourth and fifth digits should represent the floating value (should be similar, but not completely sure, but the effect of the modification is this, so it should be understood as such). For example, the fourth digit is 20, and the fifth digit is 30, which means that the specific increase/decrease value should take a random value between the two, or decide which one to take according to the strength of the opponent. If the two digits are one In this case, then it is a constant change, and the number of each turn is fixed. For example, the first 5 digits of the fixed blood sufficiency per turn are 0 (blood), 0 (directly given by the round) , 1 (20%, so is a percentage), 20, 20. "The total 5 plus dodge 10% per round", the top 5 is 6 (dash), 1 (slowly accumulated), 1 (10%, So it is a percentage), 10, 10. "The surrounding 5 enemy forces lose 10 to 15% of the internal force per turn" is the first 5 is 1 (internal force, 9 (negative state, against the enemy), 1 (10%) , 15,10. Here is a point to mention, If the 4th and 5th digits are different, then the small value is normally filled in the 4th digit, and the large value is filled in the 5th digit. Only the exception is when the second digit is 9 (negative state). The big number is in the fourth place. To be honest, I use the same number directly for convenience. There is also a case where the fourth and fifth digits are used when the second digit is 7. Fill in the special status code, such as the hegemony is 500012, you can go to the txt check of the battlecondition, if it is filled in the fourth place for yourself, fill in the fifth place for the enemy. For example, “ The first 5 digits of the body & quoquo; 6 (dodge), 7, 0 (heavy body is obviously not what percentage..), 500012, 0. Similarly "dodge to give each other a blind blind" is 6,7,0, 0,500007 (the blind code, and is placed on the enemy in the fifth place). The sixth bit is a special value, the corresponding is actually the second digit. If the second digit is 0, then the fourth digit = 5th = 6th digit. For example, just mentioned "every round Fixed return blood 20%  is, 0,0,1,20,20,20. If the second digit is 1, then the sixth digit represents the maximum value, such as “ progressive crit maximum 40%, 4% per turn&rdquo ;, that is, 7 (crit), 1, 1, 4, 4, 40. If the second is 4, it is definitely 0 before it is mentioned. Similarly, if it is 7, it must be 0. The second place is 5 or 9, here is how many friends or enemies are affected, such as “ the two-party friendly defense rises, that is, 4, 5, 0, 200, 100, 2. Knowing the role of these 6 digits, we will be free to modify the desired internal power. Modify the internal power specific method 1, first choose a good internal strength, the general recommendation is the priority of the happy heart and the Oriental Collection, because it is fast. After you find it in txt, you can change the name description yourself. This can also be changed at the end. Note that you don't have to open a new file, as long as you haven't learned the internal power, even if the internal work is still in your bag, the only advantage is that you can see the correct name when you practice. . . . In fact, no matter what the situation can not open the new file does not matter, because the modification effect is there!!!!!! 2, choose the experience and type, said before did not repeat, do not change. 3, an internal power, can have up to 5 effects, so you should consider matching. There are a total of 30 numbers here. !!!!!! It is best not to delete or copy and paste the following, because there may be bugs. !!!!!! I think it's safe to say that you want to get good results, write the 6 numbers, and then change one by one. Or you are optimistic that npc has a good internal effect, it is also best to write down the numbers first, then come back and change. Modify the example for example, I want to change the happy heart method to not Changchun Gong, the effect is as follows (disharmony do not learn me...): no trace: clear all negative state is not old: progressive crit dodge rate, up to 100% Changchun: Attack absorbs 50% of internal force. First, change the name description without repeating. The last 30 digits, first of all, I will write out the effects I need separately (if npc has the effect you can also use directly) Clear all negative states. Previously mentioned is 20, 4, 0, 0, 0, 0. Cumulative crit rate: 7, 1, 1, 10, 10, 100. (+10% crit rate per round) Progressive dodge rate: 6,1,1,10,10,100. (+10% dodge rate per round) Attack vampire 50%: 17,0,1,50,50,50. Attacks are 50%: 18,0,1,50,50,50. With these numbers in place, just follow this to txt and change it. Every 6 is a group, one group represents an effect, and the order between groups and groups does not matter. Finally, the two self-use versions of the internal work 1, the disharmony is small, the effect is: no phase: clear all negative state, can kill the enemy after the action can no longer move: imitate the enemy move counterattack, fixed increase counterattack 100% last The 30 digits are (should be understood): 5,0,1,100,100,100,29,4,0,0,0,0,20,4,0,0,0,0,30 4,0,0,0,0,23,4,0,0,0,0 2, disharmony five poisons (renamed the chemical power Dafa, the effect is: Huagong: four enemies around the sharply reduced each Attribute poison: Clear a negative state, the last 30 bits are: 0,9,1,16,8,4,1,9,1,16,8,4,20,0,0,1,1 1,4,9,1,20,10,4,9,9,0,2,2,4, 8%-16% off blood blue per turn, 10%-20% off dodge, reduce 2 movements Force, but also around the four grid this method is suitable for a little mod modification experience friends, or definitely look at the Yunshan fog cover, the version applies to 1.06 and previous versions, it is said that 1.07 has changed.
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