刚刚小小研究了一下scripts\shared\spells.txt,发觉似乎可以修改技能的属性!
  如High Elf的火球:注意红色部分就是一个技能的属性
  mgr.defineSpell( "he_in_feuerball", {
  eiStateName = "cSpellCastProjectile",
  fxTypeCast = "FX_HE_FEUERBALL_C",
  fxTypeSpell = "FX_HE_FEUERBALL",
  fxTypeCastSpecial = "FX_HE_CAST_K",
  duration = 1.000000,
  animType = "ANIM_TYPE_SM01",
  animTypeApproach = "ANIM_TYPE_INVALID",
  animTypeRide = "ANIM_TYPE_INVALID",
  animTypeSpecial = "ANIM_TYPE_RIDESM01-SPECIAL",
  causesSpellDamage = 1,
  tokens = {
    entry0 = {"et_maxangle_cone", 30, 0, 0, 8 },            //什么有4个数值,好像是什么角度,注意那个0。好吧暂时不明白是什么意思往下看
    entry1 = {"et_damage_any_rel", 0, 20, 0, 5 },        //注意那个0
    entry2 = {"et_spelldamage_fire", 700, 350, 0, 133 },        //火伤害,注意那个0
    entry3 = {"et_spelldamage_physical", 350, 175, 0, 133 }, //物理伤害,注意那个0
    entry4 = {"et_missile_adapt", 300, 10, 0, 9 }, 
    entry5 = {"et_chance_burning", 297, 3, 1, 133 },      //几率燃烧……嗯?这里第三位怎么是1,不是0?再看下面,2、3、4、5、6,正好对应6个进阶升级~~!!好,全改成0试试看~~!!或者,保险起见,我们把它复制到Fire Demon的火球那里——见下
    entry6 = {"et_chance_areasplash", 595, 5, 2, 5 },
    entry7 = {"et_missile_adapt", 300, 10, 3, 9 },
    entry8 = {"et_spelldamage_fire", 400, 200, 4, 133 },
    entry9 = {"et_missile_adapt", 300, 10, 5, 9 },
    entry10 = {"et_target_seeker", 1000, 0, 6, 133 },
  },
  fightDistance = 525.000000,
  aspect = "EA_HE_INFERNO",
  cooldown = 0.000000,
  soundProfile = 0,
  cost_level = 150,
  cost_base = 300,
  focus_skill_name = "skill_HE_inferno_focus",
  lore_skill_name = "skill_HE_inferno_lore",
  spellClass = "cSpellHeFeuerball",
  spellc,
  sorting_rank = 1,
  })