7zip打开Data0.pak
data\scripts\inventory\
inventory.scr
拳头攻击
Item("Melee_Fists", CategoryType_Melee)
{
Visibility(false);
ItemType(ItemType_Fists);
WeaponBuildType(WeaponBuildType_Metal);
Condition(-1);
Damage(666.0);
CriticalProb(0.0);
CriticalDamage(2.0);
DamageRange(115.0 *0.01);
Force(120.0);
PhysicsDamage(100.0); ///碰撞
DamageToPhysicsObjects(5.0);
StaminaUsage(0.1);
SwingSpeed(0.9);
HeadSmashProb(0.0);
HeadCutProb(10.0); ///断头几率
ArmsCutProb(10.0); ///骨折几率
LegsCutProb(10.0); ///断脚几率
DamageType(DamageType_Punch1);
Flags(3);
Price(-1);
Mesh("weapon_fists.msh");
AnimPrefix("fist");
HudIcon("weapon_fist");
MinDamageAngle(-60.0);
MaxDamageAngle(45.0);
MinDamageMult(1.0);
MaxHitSeverity(HitSeverity_Medium);
MinHitSeverity(HitSeverity_Light);
HorizontalAttackDamageMul(1.0);
RagdollBehavior(RagdollBehavior_Fists);
TwoHanded(false);
AiHitSound("fists");
use HitEffects_Default();
use PickupSounds_Default();
DamageSize(5.0);
StatsType(StatsType_Fists);
LootType(LootType_None);
FF_Left(0.6);
FF_Right(0.6);
FF_Duration(0.2);
FF_FadeOut(0.0);
Color(Color_White);
}
inventory_special.scr
踢攻击
Item("Melee_Leg", CategoryType_Melee)
{
Name("&Melee_Leg_N&");
Description("&Melee_Leg_D&");
ItemType(ItemType_Stick);
Condition(0);
Damage(5.0);
DamageToPhysicsObjects(34.0);
CriticalProb(0.05);
CriticalDamage(2.0);
DamageRange(2.0);
Force(30.0);
PhysicsDamageMul(1.3);
StaminaUsage(0.0);
HeadSmashProb(0.0);
HeadCutProb(0.0);
ArmsCutProb(0.0);
LegsCutProb(0.0);
AiHitSound("leg");
DamageType(DamageType_Kick);
Reparable(false);
MinDamageAngle(-8.0);
MaxDamageAngle(8.0);
MaxHitSeverity(HitSeverity_Medium);
MinHitSeverity(HitSeverity_Medium);
StaminaUsage(0.0);
use HitEffects_Default();
}