【黑神话】OneMod GP 和组合效果MOD

CSharp版本,更强大更稳定(全棍法识破衔接,特效,闪转聚气,自定义独门妙用)
CSharp Mod, Pro version(AnytimeGP/AllComboEffect/DodgeCloudStep/Talent set)

此为OneLuaMod GP and Combo Effects的CSharp重构版本, Mod功能详情可移步Lua版本查看OneLuaMod GP and Combo Effects
需要前置CSharpLoader 支持hook的最新版本(>=0.08)
This Mod is CSharp Version of OneLuaMod GP and Combo Effects,The Detail of its feature Plz check Lua Version, Need CSharpLoader Hook Lastest Version (>=0.08)

解压后覆盖到游戏根目录(能看到b1文件夹的就是根目录)
Paste to Game folder(Which you can see b1 folder)

反馈q群 576553517
bilibili : BGM小怪兽

V3.66
TTTBCounterLightCombo:true, 铜头成功轻攻击反击瞬机,接右键出戳棍无前摇重击(灵感来自B站 up主银河)
RockSolidReWardCD: 40,铜头成功时
返还CD的比率,100%为立刻刷新CD,会与其他有成功返还CD效果叠加
优化随时翻滚
闪避在被打容忍窗口超过后的不可翻滚时间
修复随时跳跃在序章会闪退的问题


V3.6
“AnyTimeDodge” : true, 开启随时翻滚或闪避
PreDodgeWindow” : 150, 被攻击后的150ms内翻滚闪避也可生效, 超时则僵直扣血并且禁用翻滚一次
AfterDodge2PreciseWindow” : 200,  翻滚转为闪避窗口
V3.5
“AnyTimeJump”: true, 开启随时跳跃(首发?), 可接跳A连招,但本身高度较高时会坠地重跳,所以在半空中不要跳
“HigherJump”: true, 提高跳跃高度,需开启随时跳跃

V3.3
修复序章动画闪退
“DashengStickLength” 启用普通攻击换为大圣攻击距离,并适当加速替换后得大圣攻击动作
“AnyTimeDodge” 开启随时翻滚或闪避(首发?),包括A5,立棍,铜头,跳跃空中等所有期间均可翻滚打断,立棍蓄力时翻滚打断将保留棍势
跳踩连招落地后再按一次跳跃可触发大圣转身定废案动作

V3.2
改写初始化,经过群友测试已解决闪退问题(终于).
新增自定义特效配置,可自行替换特效buffid或者projectile ID,新增强力铜头开关,可自定义铜头时长(期间可重击取消),免疫投技反弹一切非投技攻击不被击溃可接反击。
Finally fixed crash problem.
Added DIY Effect option, you can replace effect with buff or projectile ID in config file
Added Undeatable IronBody, duration adjustable.

V2.52 更新
移除了跳定时额外添加的棍势表现,经测试是引发闪退问题的原因。
新增了金闪避,残躯定身的开关,增加了对于衔接连招和切手的时间限制,超时不触发切手或进尺衔接
新增功能
0.闪避散气的散气改为原生聚形散气,命中后立即冷却
1.提升立棍与戳棍的蓄力速度与劈棍保持一致
2.解除蓄力最多蓄到3豆的限制
3.劈棍蓄力到5段可正常打出大风车而不是0段蓄力(游戏本身的问题,我给改了)
4.立棍蓄力到4段可正常打出4段蓄力而不是3段封顶(游戏本身的问题,我给改了)
5.棍势自然提升时也有额外残躯棍势效果表现

V2.0 重要更新

新增召唤残躯临时工复刻当前关键招式,放完后自动消失。 “CallBrokenShell”: true, 默认开启
4豆凤穿花,召唤残躯也打凤穿花
打4豆空蓄力,召唤残躯空中打击
放5豆大风车,召唤残躯大风车
放法宝,召唤残躯放猴毛5替身攻击
立棍3段模拟6飞棍之后,召唤残躯立棍飞棍加空中打击
Important Update
 “CallBrokenShell”: true, Defult On Summon Broken Shell few seconds to copy your key attack in his version

V1.2
“SkipPillarLoop”: true, 是否完全跳过风云转,切手直接变成江海翻,默认为true跳过,未成功识破普通切手江海翻削弱其僵直以保持游戏平衡
“PreciseDodgeScale”: 2, 精准闪避判定范围倍率,默认2 (闭眼禅为1.5倍)
新增特效
定身法特效升级为残躯大圣版,定风珠释放动作升级,棍势提升特效升级为残躯大圣版
跳A连招的定身空蓄加延迟保证弹跳高度
小优化
劈棍蓄力/跑蓄状态下的闪避判定将临时调高
修复bug
未开启追加独门妙用的情况不再影响动作判定,但仍会影响连续3次闪避触发次元剑阵(挂靠在藏风套效果上的,懒得自己写逻辑)
PS
建议升级CSharpLoader到0.9版本,   config文件修改就导致配置失效的,检查格式,尤其逗号必须用半角逗号,Json得格式要求很严格,能复制就不要自己打

V1.2 New Features
“SkipPillarLoop”: true, Fully skip Pillar Stance loop skill, but if See through fail the stiff will be weaker for better balance
“PreciseDodgeScale”: 2, PresiceDodge Checking zone scale, defult is 1
New Effects
Immobilize, Focus upgrade effect replaced to Broken Shell version
Other Improve
Smash Charging period you will get a temprory higher chance to get percise dodge
jump further and faseter
Plz update CSharpLoader to Version 0.9

V1.0新增的功能如下:
1.独门天赋在第一次进游戏或者变身结束后不再需要重新手动激活
2.新增”BanDashengMode”: true, 禁止进入大圣架势,默认true禁止,你仍然可以打出5豆带语音蓄力但是不会进入大圣架势
3.闪避转聚气时将生成假身吸引仇恨,破隐一击距离更远与原版一致。

新增特效:
1.非满豆跳起飞踢击中触发二郎神次元剑阵,附带3秒黄眉禁锢圈使敌人画地为牢吃满剑阵。
2.连续3次完美闪避触发次元剑阵
3.立棍蓄力每涨1豆触发一次石猿金色扩散波,赋冰冻效果
4.释放安身法时,换为残躯大安身法,时长30秒,安身法效果可出圈有效同样30秒,同时给敌人上10秒划地为牢,一人一个圈,很公平。
5.立棍江海翻,刀光改为小黄龙刀光,满豆雷雪阵改为夜叉王大范围地刺,更原汁原味
6.立棍1-3豆蓄力放出时,附带飞行冰刃,4豆附带大飞行雷刃
7.劈棍4段空中生成七星阵,双手附加燃烧效果

What’s New:
1.PerfectDodge to CloudStep Now will Spawn a fake body to get hatred from enermy, and the Cloud attack far same as orignal.
2.Option BanDashengMode , defult is true, you can still give a 5 focus attack with voice but will not enter Dasheng mode
3.talents will auto activate after you join game or transform back to wukong

New Effects:
1.Low Focus jump hit Trigger ErLang Dimensional Sword Formation, with 3 seconds HuangMei Prison Circle which make enermy cannot get out of it
2.Perfect Dodge 3 times trigger  ErLang Dimensional Sword Formation
3.Pillar Stance when charging every Focus trigger Stone Monkey Golden Wave with frozen enermy, this can keep you safe
4.When you cast Ring of fire, the ring will last 30 seconds, effect also 30seconds. also give enermy 10 seconds Prison Circle
5.Pillar GP attack 4 focus will trigger Red Body P2 big zone Spikes,which make it more like boss orignal act
6.Pillar Heavy attack 1-3 focus will give Fly Ice Blade,4 focus give huge Electric Blade
7.Smash Heavy attack 4 Focus give Big Dipper with Firing Arm

如果需要调节功能,配置文件为config.json, …\b1\Binaries\Win64\CSharpLoader\Mods\OneMod\config.json
“SmashGPModel”: true, “_comment_SmashGPModel”: “启用劈棍识破”,
“PillarGPModel”: true, “_comment_PillarGPModel”: “启用立棍识破”,
“ThrustGPModel”: true, “_comment_ThrustGPModel”: “启用戳棍识破”,
“NeedOneFocusGP”: false, “_comment_NeedOneFocusGP”: “是否劈棍需要一个豆才可识破”,
“A5GP”: true, “_comment_A5GP”: “轻击第5下是否支持识破”,
“GPfollowA3”: true, “_comment_GPfollowA3”: “是否开启模拟贯索”,
“SkipPillarLoop”: true,”_comment_SkipPillarLoop”: “是否跳过立棍风云转”,
“IsOnPerfectDG”: false, “_comment_IsOnPerfectDG”: “是否开启闪避转聚形散气”,
“SpearModel”: true, “_comment_SpearModel”: “启用枪棍切换功能,游戏内按K切换”,
“AllWeaponIsSpear”: false,”_comment_AllWeaponIsSpear”: “开启枪棍切换时,默认为枪还是棍,false为默认棍”,
“BanDashengMode”: true,”_comment_BanDashengMode”: “禁止进入大圣架势,但可以打5豆蓄力”,
“AddTalent”: true, “_comment_AddTalent”: “是否追加下面的独门妙用”,
“IgnoreComposure”: true, “_comment_IgnoreComposure”: “是否忽略定息宁神的效果”,
“ForceDashengSmash”: false, “_comment_ForceDashengSmash”: “是否强制大圣架势切手为劈棍”,
“BulletEffect”: true, “_comment_BulletEffect”: “是否启用额外动作特效”,
“SmallBuff”: true, “_comment_SmallBuff”: “是否启用小增益效果(低蓝量时识破回蓝)”,
“AirCombo”: true,”_comment_AirCombo”: “启用飞踢定身空蓄连招”,
“GPWindowTiming”: 500, “_comment_GPWindowTiming”: “识破窗口判断时间,不建议修改”,
“GPSuccessInvincibleTime”: 800, “_comment_GPSuccessInvincibleTime”: “GP 成功后无敌时间(毫秒)”,
“PreciseDodgeScale”: 2,”_comment_PreciseDodgeScale”: “精确闪避判定范围倍率”,
“PillarZ2Ghost”: false,”_comment_PillarZ2Ghost”: “启用立棍江海翻识破时虚影表现”,
“CallBrokenShell”: true, “_comment_CallBrokenShell”: “启用残躯同步复刻关键招式”,
“GoldDodge”: true, “_comment_GoldDodge”: “启用金色闪避”,
“SageImmobilize”: true,”_comment_SageImmobilize”: “启用残躯版定身表现”,
“SageStickEffect”: true, “_comment_SageStickEffect”: “启用残躯棍势表现”,
“SageRingFire”: true, “_comment_SageRingFire”: “启用残躯安身法火圈”,
“PillarChargeAOE”: true, “_comment_PillarChargeAOE”: “启用立棍蓄力AOE扩散圈效果”,
“RockSolid”: true, “_comment_RockSolid”: “启用铜头坚不可摧”,
“RockSolidDuration”: 2.5,”_comment_RockSolidDuration”: “铜头持续时间单位秒(需开启上面的铜头)”,
“erlangSwordZone”: true, “_comment_erlangSwordZone”: “启用次元剑阵”,
“PrisonCircle” : true, “_comment_PrisonCircle”: “启用画地为牢禁锢”,

“_comment_BulletEffectConf”: “以下是自定义不同动作附带的特效,需要自行填入特效buff或者projectile 的ID,改为0为关闭,buff以及时长自行到BulletBank_P.pak进行新增或修改”,
“_comment_tip”: “原版用buff实现的,只能用buff替换,填入Projectile ID 无效,反之亦然”,
“_comment_warning”: “自行更改特效的一切问题不要问我,自己动手了就自己解决研究,Q群576553517,群内有部分特效表,不要问我否则直接拉黑”,

“GPSmashProjectileID”: 148, “_comment_GPSmashProjectileID”: “劈棍识破特效Projectile ID原版为地刺”,
“GPPokeEffectBuffID”: 723,”_comment_GPPokeEffectBuffID”: “戳棍识破特效buffid原版为红色羽毛落雷”,
“SpinShootProjectileID”: 40050600, “_comment_SpinShootProjectileID”: “原地转棍起停特效蓝图Projectile ID,原版为白色火球”,
“PillarLoopBuffID”: 721, “_comment_PillarLoopBuffID”: “立棍风云转特效buffid,原版为雷骨刺落地”,
“PillarCharingProjectileID”: 74010207,”_comment_PillarCharingProjectileID”: “立棍蓄力领域蓝图Projectile ID原版为金色扩散圈”,
“PillarStand34ProjectileID”: 70013201,”_comment_PillarStand34ProjectileID”: “立棍3,4蓄力空袭Projectile ID原版为残躯6飞棍”,
“PillarAttack4ProjectileID”: 50051301,”_comment_PillarAttack4ProjectileID”: “立棍4蓄力飞行Projectile ID,原版为雷刃”,
“PillarAttack0_3ProjectileID”: 30302001,”_comment_PillarAttack0_3ProjectileID”: “立棍0-3蓄力飞行Projectile ID,原版为冰刃”,
“PillarZ2ProjectileID”: 30160101, “_comment_PillarZ2ProjectileID”: “立棍识破江海翻Projectile ID,原版为小黄龙刀光”,
“PillarZ2HeavyProjectileID”: 44051005, “_comment_PillarZ2HeavyProjectileID”: “立棍满豆天地倾Projectile ID,原版为夜叉王大地刺”,
“PokeLoopBuffID”: 1029,”_comment_PokeLoopBuffID”: “戳棍搅阵特效buffid,原版为电拖尾”,
“SmashZ2BuffID”: 720, “_comment_SmashZ2BuffID”: “劈棍斩棍特效buffid,原版为岩浆爆炸”,
“Poke4FocusBuffID”: 724, “_comment_Poke4FocusBuffID”: “戳棍凤穿花特效buffid,原版为黄雷符”,
“Smash4FocusBuffID”: 24072, “_comment_Smash4FocusBuffID”: “劈棍4豆蓄力特效buffid,原版为手臂附着火焰”,
“Smash4FocusSummonID”: 509991, “_comment_Smash4FocusSummonID”: “劈棍4豆蓄力召唤物Summonid,原版为七星阵”,
“Smash5FocusBuffID”: 724, “_comment_Smash5FocusBuffID”: “劈棍5豆大风车特效buffid,原版为黄雷符”

 

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