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FIFA17如何更改比赛_FIFA17大师联赛如何训练全A

单机游戏2024-07-16 阅读()
电脑大家应该不怎么陌生吧!现在电脑已经普及到大多数人的家庭之中了,电脑的用途非常地广,不同年龄段、不同行业的人对电脑的用处不同。但是对于很多的年轻人来说电脑最大的用途就是玩游戏了。电脑游戏大家肯定玩过吧!它可以使人上瘾。

FIFA17》中很多玩家觉得游戏难度高,或者不适应球队的设定风格,那么下面小编就为大家带来《FIFA17》大师联赛、故事模式等修改教程,希望各位玩家喜欢。

《FIFA17》中路进攻操作心得

FIFA17怎样更改比赛_FIFA17大师联赛怎样训练全A

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

// WHENIFDO

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

// WHENIFDO

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

// WHENIFDO

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%

// WHENIFDO

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

IFDO

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

// WHENIFDO

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.

FIFA17攻略大全
综合攻略 战术&阵型
试玩视频 试玩心得
战术设置 战术策略
UT模式介绍 一球成名模式介绍 阵型对比 高胜率阵型
最佳阵容
精彩进球
第八周最佳阵容
第九周最佳阵容
每周精彩进球 第五周精彩进球
第十周最佳阵容
第十一周最佳阵容


第十二周最佳阵容
欧冠小组赛最佳阵容

进攻技巧 UT模式
落叶任意球 任意球 UT模式D1联赛玩法 UT模式抽黑卡技巧
花式过人 点球技巧 UT模式赚钱方法
射门技巧 蝎子摆尾技巧

中路进攻 假动作技巧


玩游戏可以在很大程度上让大家放松放松,但是我建议大家不要把过多的时间投入到工作当中,因为这样的话大家很有可能上瘾,这样不利于大家的工作或者是学习。

……

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