异星工厂 物品/实体/创建地图数据修改方法

时间:2016-06-21 来源:88130安卓下载 作者:佚名

PART1物品

1.1 盔甲

  X:\Factorio\data\base\prototypes\item\demo-armor.lua

  name = "basic-armor",(基础装甲)

  X:\Factorio\data\base\prototypes\item\armor.lua

  name = "heavy-armor",(重甲)

  name = "basic-modular-armor",(基础模块化装甲)

  name = "power-armor",(能源装甲)

  name = "power-armor-mk2",(能源装甲2型)

  实用条目

  type = "armor",(类型)

  name = "power-armor-mk2",(名称)

  icon = "__base__/graphics/icons/power-armor-mk2.png",(对应图标位置)

  flags = {"goes-to-main-inventory"},

  resistances = (抗性)

  {

  {

  type = "physical",(物理)

  decrease = 12.5,(减少数值)

  percent = 50(减少百分比)

  },

  {

  type = "acid",(酸蚀)

  decrease = 12.5,

  percent = 50

  },

  {

  type = "explosion",(爆炸)

  decrease = 25,

  percent = 62.5

  }

  },

  durability = 20000,(耐久度)

  subgroup = "armor",(制造面板分组)

  order = "e[power-armor-mk2]",(排序,E为第五位)

  stack_size = 1,(堆叠大小,该物品最大叠放数量)

  equipment_grid = {width = 10, height = 10}(包裹大小,能源装甲系列独有,能源装甲内含的空间大小,width为宽,height为高)

  以上数值部分可以自行调节



2.3 开采设备

  实体建筑,造物可以更改参数条目达到很多效果,比如加快物体动画效果的速度,比如将电能设备与热能设备相互变换,给没有模块插槽的建筑加上模块插槽,当然这需要在之前所说的模块物品项目中添加进可使用实体,具体可以自己琢磨

  X:\Factorio\data\base\prototypes\entity\demo-mining-drill.lua

  name = "burner-mining-drill",(热能开采器)

  ……

  minable = {mining_time = 1, result = "burner-mining-drill"},把放置在地上的建筑捡回来的速度,捡回来是什么东西,你也可以设置成把热能开采器捡起来以后是个实验室,诸如此类

  max_health = 100,(HP)

  ……

  mining_speed = 0.35,(采矿速度)

  ……

  type = "burner",(燃烧)

  effectivity = 1,(转化损耗)

  fuel_inventory_size = 1,(燃料格数)

  emissions = 0.1 / 3,(排放烟的速度)

  smoke =

  {

  {

  name = "smoke",

  deviation = {0.1, 0.1},(差值)

  frequency = 1(频率)

  ……

  energy_usage = "300kW",(能量消耗速度)

  mining_power = 2.5,(开采强度)

  ……

  animation_speed = 0.5,(动画速度)

  ……

  resource_searching_radius = 0.99,(资源搜索范围,为采掘器边缘向外延展格数)

  name = "basic-mining-drill",(电能采掘器)

  ……

  module_slots = 3,(模块插槽)

  ……

  其他条目同上

  X:\Factorio\data\base\prototypes\entity\mining-drill.lua

  name = "pumpjack",(油井)

  ……

  base_area = 1,(基础开采面积为1)

  ……

  其他条目同上



2.4杂项

  未列出的文件夹内文件为无关主要修改内容的文件

  X:\Factorio\data\base\prototypes\entity\demo-doodads.lua

  装饰品,珊瑚,绒毛,星点等

  X:\Factorio\data\base\prototypes\entity\demo-projectiles.lua

  虫族的唾#液,

  acceleration = 0.005,(加速度)

  damage = {amount = 10, type = "acid"}(伤害数值,伤害类型)

  X:\Factorio\data\base\prototypes\entity\demo-particles.lua

  碎屑,挖矿时周围掉落的沫,与弹壳类似

  X:\Factorio\data\base\prototypes\entity\demo-remnants.lua

  残骸

  time_before_removed = 60 * 60 * 15, -- 15 minutes(存在时间,修改后两个数字同步即可)

  :\Factorio\data\base\prototypes\entity\demo-trees.lua

  树,可以修改树的HP,开采速度,开采量,图样等等

2.5 炮塔含虫族攻击单位

  X:\Factorio\data\base\prototypes\entity\demo-turrets.lua

  name = "small-worm-turret",(小型虫族炮塔 NPC)

  max_health = 200,(生命值)

  ……

  healing_per_tick = 0.01,(生命恢复速度)

  ……

  folded_speed = 0.01,(伸缩头速度1)

  ……

  prepare_range = 25,(视野)

  preparing_speed = 0.025,(开始准备时间)

  preparing_animation = small_worm_preparing,(动画效果)

  prepared_speed = 0.015,(准备完成时间)

  ……

  starting_attack_speed = 0.03,(开始攻击速度)

  starting_attack_animation = small_worm_starting_attack,(动画效果)

  ending_attack_speed = 0.03,(结束攻击速度)

  ……

  folding_speed = 0.015,(伸缩头速度2)

  ……

  ammo_category = "bullet",(发射物效果)

  cooldown = 15,(冷却时间)

  range = 17,(射程)

  projectile_creation_distance = 1.8,(子弹被发射的初始距离)

  ……

  starting_speed = 0.5(发射物速度)

  ……

  name = "gun-turret",(机枪炮塔)

  ……

  max_health = 200,(HP)

  ……

  rotation_speed = 0.015,(转速)

  preparing_speed = 0.08,(准备攻击速度)

  folding_speed = 0.08,(伸缩头速度)

  dying_explosion = "huge-explosion",(爆炸效果)

  inventory_size = 1,(弹药仓格数)

  automated_ammo_count = 10,(自动装弹发数,打出多少发后装弹)

  ……

  ammo_category = "bullet",(弹药效果)

  cooldown = 6,(冷却时间)

  ……

  name = "shell-particle",(散落在周围的弹壳数据)

  direction_deviation = 0.1,

  speed = 0.1,

  speed_deviation = 0.03,

  center = {0, 0.6},

  creation_distance = 0.6,

  starting_frame_speed = 0.2,

  starting_frame_speed_deviation = 0.1

  },

  range = 17,(攻击范围)

  name = "small-worm-corpse",(小型虫族尸体 可以修改动画速度,动画效果,等等)

  X:\Factorio\data\base\prototypes\entity\turrets.lua

  name = "medium-worm-turret",(中型虫族炮塔 NPC)

  name = "big-worm-turret",(大型虫族炮塔)

  大部分同小型虫族炮塔条目

  特有条目

  resistances =(抗性,参照前面能源装甲注释)

  {

  {

  type = "physical",

  decrease = 4,

  },

  {

  type = "explosion",

  decrease = 5,

  percent = 15,

  ……

  rotation_speed = 1,(转速)

  ……

  ammo_category = "rocket",(发射物种类)

  cooldown = 100,冷却

  range = 20,(距离)

  projectile_creation_distance = 1.9,(发射物起始距离)

  damage_modifier = 3,(伤害倍数)

  name = "laser-turret",(激光炮塔 重要)

  大多同普通机枪炮塔,没有弹药仓

  特有条目

  energy_consumption = "1kJ",(发射炮弹的能量消耗)

  ……

  type = "projectile",

  projectile = "laser",

  starting_speed = 0.28(子弹速度)

  ……

  buffer_capacity = "200kJ",(炮塔能储存的电量)

  input_flow_limit = "100kW",(充电速度)

  drain = "6kW",(待机消耗)

  ……

  ammo_category = "electric",(弹药效果)

  cooldown = 20,(冷却)

  damage = 2,(伤害)

  damage_modifier = 2,(伤害倍数,这里是我自己添加,本身没有倍数)

  projectile_center = {0, 0},

  projectile_creation_distance = 0.6,

  range = 100,(射程)

  sound =

  name = "medium-worm-corpse",(中型虫族炮塔尸体)

  name = "big-worm-corpse",(大型虫族炮塔尸体)

  同小型虫族炮塔尸体



1.2 弹药

  X:\Factorio\data\base\prototypes\item\demo-ammo.lua

  name = "basic-bullet-magazine",(标准弹夹)

  X:\Factorio\data\base\prototypes\item\ammo.lua

  name = "piercing-bullet-magazine",(棘轮弹夹)

  name = "flame-thrower-ammo",(火焰喷射器装甲)

  name = "rocket",(火箭)

  name = "explosive-rocket",(爆炸火箭)

  name = "shotgun-shell",(霰弹)

  name = "piercing-shotgun-shell",(穿刺霰弹)

  name = "railgun-dart",(激光炮塔发射出去的激光实体)

  实用参数

  type = "ammo",

  name = "basic-bullet-magazine",

  icon = "__base__/graphics/icons/basic-bullet-magazine.png",

  flags = {"goes-to-main-inventory"},

  ammo_type =

  {

  category = "bullet",

  action =

  {

  {

  type = "direct",(直接伤害)

  action_delivery =

  {

  {

  type = "instant",(弹药速度级别)

  source_effects =

  {

  {

  type = "create-entity",

  entity_name = "explosion-gunshot"

  }

  },

  target_effects =

  {

  {

  type = "create-entity",(打出的子弹在空中的实体)

  entity_name = "explosion-gunshot"(实体名称)

  },

  {

  type = "damage",

  damage = { amount = 2 , type = "physical"}(伤害数值与类别)

  }

  }

  }

  }

  }

  }

  },

  magazine_size = 10,(每个弹夹包含的弹药数)

  subgroup = "ammo",

  order = "a[basic-clips]-a[basic-bullet-magazine]",

  stack_size = 100(堆叠大小)

  }

  }

  )

  特例 火焰喷射器装甲

  type = "flame-thrower",

  explosion = "flame-thrower-explosion",

  direction_deviation = 0.07,(方向偏差)

  speed_deviation = 0.1,(速度偏差)

  starting_frame_deviation = 0.07,(喷射起始效果动画偏差)

  damage = { amount = 20, type = "fire"},

  projectile_starting_speed = 0.2,(喷射速度)

  starting_distance = 0.6, (开始距离)

  }

  特例 火箭

  type = "projectile",

  projectile = "rocket",

  starting_speed = 0.1,(启动速度)

  source_effects =

  特例 霰弹

  action = ntimes(12,(每次喷射的子弹数量)

  {

  type = "direct",

  action_delivery =

  {

  type = "projectile",

  projectile = "shotgun-pellet",

  starting_speed = 0.5, (启动速度)

  direction_deviation = 0.36,(方向偏差)

  range_deviation = 0.36,(偏差范围)

  max_range = 16.5,(最大射程)



1.3 胶囊

  X:\Factorio\data\base\prototypes\item\capsule.lua

  name = "basic-grenade",(手雷)

  name = "poison-capsule",(剧毒胶囊)

  name = "slowdown-capsule",(减速胶囊)

  name = "defender-capsule",(防御胶囊)

  name = "distractor-capsule",(牵引胶囊)

  name = "destroyer-capsule",(毁灭胶囊)

  basic-electric-discharge-defense-remote(基本远程防御放电装置)

  type = "throw",(投掷武器)

  attack_parameters =

  {

  ammo_category = "capsule",

  cooldown = 30,(冷却时间)

  projectile_creation_distance = 0.6,(起始抛射距离)

  range = 15,(投掷范围)

  ammo_type =

  ……

  starting_speed = 0.3

  ……

  stack_size = 100



1.4 枪

  X:\Factorio\data\base\prototypes\item\demo-gun.lua

  name = "pistol",(手枪)

  name = "submachine-gun",(冲锋枪)

  name = "flame-thrower",(火焰喷射器)

  name = "land-mine",(地雷)

  name = "rocket-launcher",(火箭发射器)

  name = "shotgun",(霰弹枪)

  name = "combat-shotgun",(作战霰弹枪)

  name = "railgun",(电磁炮)前面的弹药说明错误了,不是激光炮塔的子弹实体,就是电磁炮弹药

  type = "gun",

  name = "pistol",

  ……

  cooldown = 10,(冷却时间)

  movement_slow_down_factor = 0.7,(动作减速系数)

  shell_particle =

  {

  name = "shell-particle",(弹壳颗粒)

  direction_deviation = 0.1,(方向偏差)

  speed = 0.1,(攻击速度)

  speed_deviation = 0.03,(速度偏差)

  center = {0, 0.6},

  creation_distance = 0.6,(起始范围)

  starting_frame_speed = 0.4,(攻击起始速度)

  starting_frame_speed_deviation = 0.1(起始速度偏差量)

  },

  projectile_creation_distance = 0.6,(攻击起始范围)

  range = 15,(范围)

  sound =

  {

  {

  filename = "__base__/sound/gunshot.wav",

  volume = 0.3(音量,无关)

  }

  }

  },

  stack_size = 4(堆叠数量)

  },

  地雷

  damage_radius = 5,(伤害半径)



1.5 物品

  这两个文件可以快速替换stack_size = 4,8,16,32,64,128,256,100至任意想替换的物品堆叠数

  特例 煤,原木,木材,木箱项皆可作为燃料

  fuel_value = "4MJ",(每单位物品可以提供的能量)单位有k,M,G,

  特例 鱼

  ……

  type = "damage",

  damage = {type = "physical", amount = -20}(回复的生命值)对自己造成负的伤害即为回血,负值越大回的血越多

  特例 修理包

  ……

  speed = 1,(修理速度)

  durability = 100,(单位修理包可修复血量)

  stack_size = 64

  ……

  X:\Factorio\data\base\prototypes\item\demo-item.lua

  name = "stone-brick",(石砖)

  name = "raw-wood",(原木)

  name = "coal",(煤)

  name = "stone",(石头)

  name = "iron-ore",(铁矿)

  name = "copper-ore",(铜矿)

  name = "wood",(木材)

  name = "iron-plate",(铁板)

  name = "copper-plate",(铜板)

  name = "iron-stick",(铁棍)

  name = "iron-gear-wheel",(铁齿轮)

  name = "copper-cable",(铜线)

  name = "electronic-circuit",(电路板)

  name = "wooden-chest",(木箱)

  name = "stone-furnace",(石炉)

  name = "burner-mining-drill",(热能采掘机)

  name = "basic-mining-drill",(电能采掘机)

  name = "basic-transport-belt",(基础传送带)

  name = "burner-inserter",(热能机械臂)

  name = "basic-inserter",(电能机械臂)

  name = "offshore-pump",(抽水泵)

  name = "pipe",(管子)

  name = "boiler",(锅炉)

  name = "steam-engine",(蒸汽机)

  name = "small-electric-pole",(小电线杆)

  name = "radar",(雷达)

  name = "biter-spawner",(虫族产卵者)

  name = "computer",(电脑)

  name = "small-plane",(小型飞机)

  name = "small-lamp",(小灯)

  name = "alien-artifact",(外星造物)

  name = "pipe-to-ground",(地下管道)

  name = "assembling-machine-1",(组装机1型)

  name = "red-wire",(红色铜线)

  name = "green-wire",(绿色铜线)

  name = "raw-fish",(鱼)

  name = "repair-pack",(修理包)



1.5.2 物品2

  特例 固体燃料

  fuel_value = "25MJ", 单位提供能量,单位有k,M,G

  X:\Factorio\data\base\prototypes\item\item.lua

  name = "iron-chest",(铁箱)

  name = "steel-chest",(钢箱)

  name = "smart-chest",(智能箱)

  name = "fast-transport-belt",(快速传送带 红)

  name = "express-transport-belt",(极速传送带 蓝)

  name = "long-handed-inserter",(长臂机械臂 红)

  name = "fast-inserter",(高速机械臂 蓝)

  name = "smart-inserter",(智能机械臂 绿)

  name = "assembling-machine-2",(组装机2型)

  name = "assembling-machine-3",(组装机3型)

  name = "solar-panel",(太阳能电板)

  name = "diesel-locomotive",(火车头)

  name = "cargo-wagon",(车厢)

  name = "straight-rail",(直线轨道)

  name = "curved-rail",(曲型轨道)

  name = "wall",(墙)

  name = "car",(车)

  name = "science-pack-1",(科技包1型 红)

  name = "science-pack-2",(科技包2型 绿)

  name = "science-pack-3",(科技包3型 蓝)

  name = "alien-science-pack",(外星科技包 紫)

  name = "lab",(实验室)

  name = "train-stop",(火车站)

  name = "rail-signal",(铁路信号)

  name = "steel-plate",(钢板)

  name = "basic-transport-belt-to-ground",(基础地下传送带 黄)

  name = "fast-transport-belt-to-ground",(快速地下传送带 红)

  name = "express-transport-belt-to-ground",(极速地下传送带 蓝)

  name = "basic-splitter",(基础分离器 黄)

  name = "fast-splitter",(快速分离器 红)

  name = "express-splitter",(极速分离器 蓝)

  name = "advanced-circuit",(高级电路)

  name = "processing-unit",(处理器)

  name = "logistic-robot",(后勤机器人)

  name = "construction-robot",(建造机器人)

  name = "logistic-chest-passive-provider",(物流智能箱 被动供应型 红)

  name = "logistic-chest-active-provider",(物流智能箱 主动供应型 紫)

  name = "logistic-chest-storage",(物流智能箱 主动储存型 黄)

  name = "logistic-chest-requester",(物流智能箱 被动储存型 蓝)

  name = "rocket-defense",(火箭防御)

  name = "roboport",(机器人指挥中心)

  name = "coin",(硬币,未实装)

  name = "big-electric-pole",(大型电线杆)

  name = "medium-electric-pole",(中型电线杆)

  name = "substation",(变电站)

  name = "basic-accumulator",(基础蓄电器)

  name = "steel-furnace",(钢炉)

  name = "electric-furnace",(电炉)

  name = "basic-beacon",(插件效果分享塔)

  name = "storage-tank",(储液罐)

  name = "small-pump",(小型泵)

  name = "blueprint",(蓝图)

  name = "deconstruction-planner",(拆除计划)

  name = "pumpjack",(油井)

  name = "oil-refinery",(精炼厂)

  name = "chemical-plant",(化工厂)

  name = "sulfur",(硫)

  name = "empty-barrel",(空桶)

  name = "crude-oil-barrel",(原油桶)

  name = "solid-fuel",(固体燃料)

  name = "plastic-bar",(塑料)

  name = "engine-unit",(发动机 白)

  name = "electric-engine-unit",(电能发动机 红)

  name = "explosives",(炸药)

  name = "battery",(电池)

  name = "flying-robot-frame",(飞行机器人框架)



1.6 工具

  X:\Factorio\data\base\prototypes\item\demo-mining-tools.lua

  name = "iron-axe",(铁斧)

  ……

  damage = { amount = 5 , type = "physical"}(伤害)

  ……

  durability = 4000,(耐久度)

  subgroup = "tool",

  order = "a[mining]-a[iron-axe]",

  speed = 2.5,(速度)

  stack_size = 32(堆叠数量)

  X:\Factorio\data\base\prototypes\item\mining-tools.lua

  name = "steel-axe",(钢斧)

  同上

1.7 能源装甲装备

  X:\Factorio\data\base\prototypes\item\equipment.lua

  name = "solar-panel-equipment",(太阳能电板装备

  name = "fusion-reactor-equipment",(小型聚变反应堆

  name = "energy-shield-equipment",(能量护盾

  name = "energy-shield-mk2-equipment",(能量护盾2型

  name = "battery-equipment",(储能电池

  name = "battery-mk2-equipment",(储能电池2型

  name = "basic-laser-defense-equipment",(个人激光防御

  name = "basic-electric-discharge-defense-equipment",(基本放电防御装置

  name = "basic-exoskeleton-equipment",(外骨骼装置

  name = "night-vision-equipment",(夜视镜

1.8 炮塔

  X:\Factorio\data\base\prototypes\item\demo-turret.lua

  name = "gun-turret", 机枪炮塔

  X:\Factorio\data\base\prototypes\item\turret.lua

  name = "small-worm-turret",( 小虫炮 NPC

  name = "medium-worm-turret",( 中虫炮 NPC

  name = "laser-turret",( 激光炮塔

1.9 模块(重点)~~~

  name = "speed-module",(速度模块1 ……-2",(速度模块2 ……-3",(速度模块3

  ……

  effect = { speed = {bonus = 0.2}, consumption = {bonus = 0.5}} 速度增加比率,能量消耗增加比率,0.2即*1.2

  ……

  name = "effectivity-module",(节能模块1……同上

  ……

  effect = { consumption = {bonus = -0.3}},能量消耗增加比率,负值即为减少

  ……

  name = "productivity-module",(生产力模块1……同上

  ……

  effect = { productivity = {bonus = 0.04}, consumption = {bonus = 0.4}, pollution = {bonus = 0.3}, speed = {bonus = -0.15}}, 产量增加比例,能量消耗增加比例,速度增加比例,负值即为减少

  ……

  function productivitymodulelimitation() 这边下边是可以运用模块的设备,可以通过调节实体参数或者添加条目给设备增加插件槽位

  return {"sulfuric-acid",

  ……



2 实体

2.1 创建地图的资源

  X:\Factorio\data\base\prototypes\entity\demo-resources.lua

  name = "copper-ore",(铜矿)

  name = "iron-ore",(铁矿)

  name = "coal",(煤)

  name = "stone",(石头)

  ……

  hardness = 0.9,(强度)

  mining_particle = "copper-ore-particle",(开采颗粒)

  mining_time = 2,(开采时间)

  result = "copper-ore"

  ……

  collision_box = {{ -0.1, -0.1}, {0.1, 0.1}},(物体碰撞框架,与我们无关)

  selection_box = {{ -0.5, -0.5}, {0.5, 0.5}},(选择框体,与我们无关)

  autoplace =

  {

  control = "copper-ore",

  sharpness = 1,(清晰度)

  richness_multiplier = 1300000,(富饶情况下的资源倍数,越高越好)

  richness_base = 3500,(富饶情况下的资源基础,越高越好,前后两者相乘效果更好)

  size_control_multiplier = 0.06,(大小的倍数)

  peaks = {

  ……

  stage_counts = {1000, 600, 400, 200, 100, 50, 20, 1},(矿源处于不同阶段的图标样式)

  stages = { filename = "__base__/graphics/entity/copper-ore/copper-ore.png",

  priority = "extra-high",(优先级)

  frame_width = 38, (图像高宽,无关)

  frame_height = 38, (

  frame_count = 4, (

  direction_count = 8 (

  },

  map_color = {r=0.803, g=0.388, b=0.215}(颜色)

  X:\Factorio\data\base\prototypes\entity\resources.lua

  name = "crude-oil",(原油)

  ……

  infinite = true,(是否为无限资源)

  minimum = 7500,(最小值)

  normal = 75000,(正常值)

  minable =

  {

  hardness = 1,

  mining_time = 1,

  results =

  {

  {

  type = "fluid",

  name = "crude-oil",

  amount_min = 2,(最小值的时候输出)

  amount_max = 2,(最大值的时候输出)

  probability = 1(概率)

  ……

  control = "crude-oil", (同上)

  sharpness = 1,

  max_probability = 0.04,

  richness_multiplier = 15000000,

  richness_base = 50000,

  size_control_multiplier = 0.06,

  peaks =



2.2 能源装甲内装置

  X:\Factorio\data\base\prototypes\entity\equipment\equipment.lua

  name = "night-vision-equipment",(夜视镜)

  name = "energy-shield-equipment",(能量护盾)

  name = "energy-shield-mk2-equipment",(能量护盾2型)

  name = "battery-equipment",(储能电池)

  name = "battery-mk2-equipment",(储能电池2型)

  name = "solar-panel-equipment",(太阳能电板装备)

  name = "fusion-reactor-equipment",(小型聚变反应堆)

  name = "basic-laser-defense-equipment",(个人激光防御)

  name = "basic-electric-discharge-defense-equipment",(基本放电防御装置)

  name = "basic-exoskeleton-equipment",(外骨骼装置)

  可调试条目为

  大小

  shape =(占用能源护甲内的大小)

  {

  width = 3,(宽)

  height = 2,(高)

  type = "full"

  },

  filename = "__base__/graphics/equipment/battery-equipment.png",(图像来源与实际在游戏中图标的大小,需要配合前面调节,所有实体大小都可以如此调整)

  width = 32,

  height = 64,

  priority = "medium"(优先级)

  buffer_capacity = "120J",(电能缓冲容量)

  input_flow_limit = "120W",(能量注入上限)

  energy_input = "10W"(能量输入速度)

  max_shield_value = 50,(能量护盾独有,护盾值)

  energy_per_shield = "20J"(能量护盾独有,每单位护盾需要的能量)

  output_flow_limit = "10KW",(能量输出速度 储存电池特有)

  power = "10W"(能量产生速度,太阳能电板跟小型聚变装置特有)

  cooldown = 20,(个人防御设备特有,冷却时间)

  damage_modifier = 1,(伤害修正,个人防御设备特有)

  energy_consumption = "100J",(能源消耗,个人防御设备特有,攻击时的能源消耗)

  perimeter = 10,(攻击半径)

  starting_speed(发动速度)

  speed = 1,(攻击速度)

  movement_bonus = 0.3(移动速度增加比率,外骨骼装置特有,0.3即*1.3)



热门搜索

手游排行榜

  • 最新排行
  • 最热排行
  • 评分最高