地牢围攻2的MOD用tankviewer解压缩后,编辑完成后如何生成*.ds2res文件?

地牢围攻2的MOD用tankviewer解压缩后,编辑完成后如何生成*.ds2res文件?

tankviewer用来打开别人已做好的MOD,用extract将其解开成文件形式,(像解压缩效果样)然后找到它,用记事本打开,就可修改,然后保存,但要保存成.ds2res格式,就得用Tankcreator,将你修改后的文件包括原有的目录都保存到一个新建的“world"目录下,用Tankcreator将其收成一个终于可以用的.ds2res格式文件再放到游戏\resourse目录下。

我下载了一款Tankcreator,但是MOD解压修改编辑后,只是能生成*.dsres文件(不能使用);如何能用Tankcreator生成地牢围攻2可以使用的MOD文件!?
请各位大大教我,如果需要下载软件的,请提供能用的下载地址
~~~感谢~~~

我刚开始也是不懂怎么打包后来,在网上看了一些老手的指导终于制成了自己修改的MOD了,那是兴奋和高兴啊。现我也教教你吧。
先用 Tank Viewer解压想要修改的MOD,要全部解压,就会看到有文件夹world\contentdb\templates\interactive\GAS文件,当然有的MOD有其他的文件夹路径,拟修改后要用TankCreator连文件夹一起打包其路径是:
world\world\contentdb\templates\interactive\GAS文件这样打包后再用Tank Viewer查看其路径是否是world\contentdb\templates\interactive\GAS文件,原来的路径,如果正确就可以使用了。如果这都不行,那就是你修改的MOD代码写错,或是格式不对了。
MOD制作指南

宠物背包页数
文件:\world\global\pets\*.gas (pet_settings.gas除外)
注释:各宠物设置脚本
[levels]
{
[level_0]
{
scale = 0.5;
inventory_pages = 1; // 背包页数
[attack]
{

金币相关
// gold
max_party_gold = 9999999; // 最大资金
small_gold_amount = 0; // 显示为小金币的金币数量
medium_gold_amount = 11; // 显示为中型金币的金币数量
large_gold_amount = 101; // 显示为大型金币的金币数量

//药水
文件:world\contentdb\templates\interactive\ptn_potion.gas
备注:药水模板
gold_value = 50; // 药水的价格
value = 1250; // 药水的默认剂量
max_value = 1250; // 药水的最大剂量

//肉搏伤害
{
alteration = alter_melee_damage_min;
value = 10000;
description = "Adds 10000 to 50000 Weapon Damage";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

{
alteration = alter_melee_damage_max;
value = 50000;
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//远程伤害
{
alteration = alter_ranged_damage_min;
value = 10000;
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

{
alteration = alter_ranged_damage_max;
value = 50000;
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//战斗魔法伤害
{
alteration = alter_cmagic_damage_percent;
value = 100;
description = "+10000% Combat Magic Damage";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//自然魔法伤害
{
alteration = alter_nmagic_damage_percent;
value = 100;
description = "+10000% Nature Magic Damage";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//魔法抗性
{
alteration = alter_magical_resistance;
value = 100;
description = "+10000% Magic Damage Resistance";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//肉搏抗性
{
alteration = alter_melee_resistance;
value = 100;
description = "+10000% Melee Resistance";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//防电
{
alteration = alter_lightning_resistance;
value = 100;
description = "+10000% Lightning Resistance";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//防火
{
alteration = alter_fire_resistance;
value = 100;
description = "+10000% Fire Resistance";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//防死亡
{
alteration = alter_death_resistance;
value = 100;
description = "+10000 Death Resistance";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//放物理
{
alteration = alter_physical_resistance;
value = 100;
description = "+10000 Melee and Ranged Resistance";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//放冰
{
alteration = alter_ice_resistance;
value = 100;
description = "+10000% Ice Resistance";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//护甲
{
alteration = alter_armor;
value = 50000;
description = "+<value> Armor";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//绝招时间
{
alteration = alter_power_reload;
value = 100;
description = "+10000% Power Recharge Rate";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//生命恢复
{
alteration = alter_life_recovery_unit;
value = 100;
description = "+10000% Health Regeneration";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//魔法恢复
{
alteration = alter_mana_recovery_unit;
value = 100;
description = "+10000% Mana Regeneration";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//Strength
{
alteration = alter_strength;
value = 10000;
description = "+<value> Strength";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//Intelligence
{
alteration = alter_intelligence;
value = 10000;
description = "+<value> Intelligence";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//Dexterity
{
alteration = alter_dexterity;
value = 10000;
description = "+<value> Dexterity";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//MF
{
alteration = alter_magic_find_chance;
value = 500000; // Average value 10%
description = "+<value>% Chance to Find Magic Items";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//掉钱
{
alteration = alter_gold_dropped;
value = 1000;
description = "+100000% Gold Dropped";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//HP
{
alteration = alter_max_life;
value = 50000;
description = "+<value> Health";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//MP
{
alteration = alter_max_mana;
value = 50000;
description = "+<value> Mana";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//EXP
{
alteration = ALTER_EXPERIENCE_GAINED;
value = 1000;
description = "+100000% Experience Bonus";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//下面几个加具体技能的,不建议使用
{
alteration = alter_skill_suite;
suite = melee_suite_1;
value = 20;
description = "+<value> to Barricade, Toughness, and Reinforced Armor";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

{
alteration = alter_skill_suite;
suite = melee_suite_2;
value = 20;
description = "+<value> to Fortitude, Overbear, and Smite";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

{
alteration = alter_skill_suite;
suite = melee_suite_3;
value = 20;
description = "+<value> to Critical Strike, Dual Wield, and Alacrity";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

{
alteration = alter_skill_suite;
suite = cmagic_suite_1;
value = 20;
description = "+<value> to Debilitation, Grim Necromancy, and Vampirism";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

{
alteration = alter_skill_suite;
suite = cmagic_suite_2;
value = 20;
description = "+<value> to Brilliance, Amplified Lightning, and Arcing";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

{
alteration = alter_skill_suite;
suite = cmagic_suite_3;
value = 20;
description = "+<value> to Devastation, Searing Flames, and Ignite";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

{
alteration = alter_skill_suite;
suite = nmagic_suite_1;
value = 20;
description = "+<value> to Summon Fortitude, Summon Might, and Summon Bond";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

{
alteration = alter_skill_suite;
suite = nmagic_suite_2;
value = 20;
description = "+<value> to Aquatic Affinity, Arctic Mastery, and Freezing";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

{
alteration = alter_skill_suite;
suite = nmagic_suite_3;
value = 20;
description = "+<value> to Nurturing Gift, Enveloping Embrace, and Feral Wrath";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

{
alteration = alter_skill_suite;
suite = ranged_suite_1;
value = 20;
description = "+<value> to Critical Shot, Dodge, and Survival";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

{
alteration = alter_skill_suite;
suite = ranged_suite_2;
value = 20;
description = "+<value> to Biting Arrow, Far Shot, and Shockwave";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

{
alteration = alter_skill_suite;
suite = special_suite_1;
value = 20;
description = "+<value> to Summon Alacrity, and Quickened Casting";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

以上全部经过测试,加载在一个戒指上,其实,每一个是做什么的,在description里已经说得很清楚了。

MOD制作指南2

[t:template,n:wpn_a1_nor_crafted_1]
{
specializes = base_sword_template;
doc = "wpn_a1_nor_crafted_1";
[aspect]
{
model = m_w_misc_lance-evilsoldier-01;
[textures]
{
0 = b_w_misc_lance-evilsoldier-01;
}

gold_value = 1; //TAG=jmc_fixed// [t:template,n:wpn_a1_nor_crafted_1]
use_pcontent_gold_value = false;
}
[common]
{
screen_name = "光明圣剑-神之叹息声";
base_screen_name = "randy";
rarity = rare;
allow_modifiers = false;
is_pcontent_allowed = false;
}
[gui]
{
equip_requirements = melee:#item_level - 8.0;
inventory_icon = b_gui_ig_i_w_msc_lance-evilsoldier-01;
inventory_width = 2;
inventory_height =4;
item_level = 1;
}

[magic]
{
[enchantments]
{

//增加智力
{
alteration = alter_intelligence;
value = 15;
description = "智慧神的赞颂,增加持剑者15点的智力";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//增加力量
{
alteration = alter_strength;
value = 35;
description = 大力神之神力,增加持剑者35点的力量";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//增加敏捷
{
alteration = alter_dexterity;
value = 25;
description = "风神之祝福,增加持剑者25点的敏捷";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//每次击中恢复魔法
{
alteration = alter_mana_bonus;
value = 7;
description = "水神温柔之怀抱,每次击中敌人恢复7点法力";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//增加15%的魔法伤害抗性
{
alteration = alter_magical_resistance;
value = 80;
description = "梦魅神之幻境,敌人魔法伤害有80%被吸收";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//物理伤害反射
{
alteration = alter_reflect_damage;
value = 150;
description = "婆萨神之惩罚镜,将敌人的物力攻击增加1.5倍反射回去";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//增加最大生命
{
alteration = alter_max_life;
value = 280;
description = "生命神之灵,增加持剑者280点生命";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//增加最大魔法
{
alteration = alter_max_mana;
value = 120;
description = "天空真神之赞,增加持剑者120点生命";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//每杀一个怪物加经验
{
alteration = alter_experience_gained;
value = 100;
description = "圣光长老之教诲,每杀死一个邪恶生物的经验增加1倍";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//增加魔法攻击力
{
alteration = alter_cmagic_damage_percent;
value = 200;
description = "智慧神之光,持剑者使用魔法时威力将提高2倍";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//增加物理攻击力
{
alteration = alter_nmagic_damage_percent;
value = 300;
description = "战神之愤怒,持剑者的物力攻击将提高3倍";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//增加魔法物品凋落几率
{
alteration = alter_magic_find_chance;
value = 100; // Average value 10%
description = "幸运神之眷顾,持剑者找到带有魔法属性的装备机率提高1倍";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//增加近战技能
{
alteration = ALTER_MELEE_PASSIVE_SKILLS;
value = 15;
description = "战神之附身,持剑者拥有战神的技能,近战技能加15级";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//增加远距技能
{
alteration = ALTER_RANGED_PASSIVE_SKILLS;
value = 5;
description = "影神之附身,持剑者拥有影神的技能,远距技能加15级";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//增加战斗魔法技能
{
alteration = ALTER_COMBAT_MAGIC_PASSIVE_SKILLS;
value = 7;
description = "破坏神之附身,持剑者拥有破坏神的技能,战斗魔法加15级";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//增加自然魔法技能
{
alteration = ALTER_NATURE_MAGIC_PASSIVE_SKILLS;
value = 13;
description = "自然神之附身,持剑者拥有自然神的技能,自然魔法加15级";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//增加护甲
{
alteration = alter_armor;
value = 120;
description = "召唤众神,以光明的名义,增加护甲120点";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//增加生命回复力
{
alteration = alter_life_recovery_unit;
value = 20;
description = "以光明的力量,太阳的灵气,增加生命恢复力20%";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//增加魔法恢复力
{
alteration = alter_mana_recovery_unit;
value = 10;
description = "以黑暗的神秘,月亮的灵气,增加魔法恢复力10%";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}

//增加绝招恢复速度
{
alteration = alter_power_reload;
value = 40000;
description = "以风、雷、火、冰、自然乃至万物的力量攻击敌人";
duration = #infinite;
is_permanent = true;
is_single_instance = false;
}
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第1个回答  2007-10-03
把你制作好的*.dsres自己把名字直接改成*.ds2res应该就可以了。
我用的tankcreator是可以生成*.ds2res的,估计是你用的是没有打补丁的tankcreator。

如果你想要我这个版本的可以把邮箱给我,我给你发过去。本回答被提问者采纳
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