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- 1970-1-1
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这里说的INI文件都在DATA\equipment文件夹下 ||飞船在SHIP文件夹下& S* i* f6 c7 H; f, ?6 z( V) V
猪大家玩的愉快
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今天具体解释一下代码的说明:
1 J8 R5 _/ P* M* q( tmarket_misc.ini这是设备商出售装备的脚本文件.具体格式如下:
+ }% a; u) i$ }) ^0 ~% g& j+ jbase = Li01_01_base
% k7 \- ~- O1 p- N( FMarketGood = ****, *, *, *, *, *, *$ [% u' L5 B& _) d4 v6 b M
MarketGood = ****, *, *, *, *, *, *
5 E: m2 w2 A( t* B* O2 {3 }, h; Z.$ M# q T! j' s: z, t
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6 S: h! O5 O; t( k/ ?. O- W- ^其中base = ???这行是基地的代码,每一个基地都有唯一的代码,以所在星群+所在星系+基地的编号为名称.: }+ Y4 J/ N' m( S9 G- G: U
MarketGood = ****, *, *, *, *, *, *这一行的等号后面是商品的代码.可以用FLStat查到.第一个逗号后面是在此基地购买该商品所需要的级别,一般是35以下;第二个逗号是在此基地购买该商品所需要的友好度,中立是0,数值在-1到1之间变动.
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market_ships.ini文件是基地的经销商出售战机的脚本文件,Evolutions228NR也是利用它来为游戏添加战舰的买卖的(战舰在原始的FLl里有完整的脚本).格式如下:
; A# `- S0 J; I7 q( f$ A( r! Jbase = Li01_01_base
! d9 l/ T) v G' k s" n+ O, H! ?2 hmarketgood = *****_package, *, *, *, *, *, *, *
- ?# f8 U, | S* V0 |) \marketgood = ********_package, *, *, *, *, *, *, *
9 d. B6 K9 L- M4 [marketgood = ****_package, *, *, *, *, *, *, *
" A& l/ ]5 @, |' ~. mbase = Li01_01_base这行还是基地的代码
, C; l8 h1 k" K3 f& P8 kmarketgood = *****_package, *, *, *, *, *, *, *: \0 K2 C- b5 ^
marketgood = ********_package, *, *, *, *, *, *, *% a, H7 B# o) E) U; y+ B
marketgood = ****_package, *, *, *, *, *, *, *
8 M Y5 K9 c0 w, L: J这个是经销商出售战机的代码,只有三行.我试过添加更多的行数,但在经销商那里只随机出现三艘战机.等号前是战机代码,可以用FLStat查到,第一个逗号后面是在此基地购买该商品所需要的级别,一般是35以下;第二个逗号是在此基地购买该商品所需要的友好度,中立是0,数值在-1到1之间变动.
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: y( ~2 e4 G& H+ C2 D, {4 g! ]weapon_equip.ini文件这是武器的参数脚本.武器的代码都在4段以下,像这样:8 D# {7 @- j' M* C; w( ?$ p! A
[Motor]
# O, N J. r$ u2 o( h* r- V( P( xnickname = nomadmissile01_mark01_motor
/ [. K6 r' D! q& D0 plifetime = 2.750000
1 |; N" U/ O: J. P- O2 Uaccel = 32.038601" E2 |& f; p7 G9 u! d: A
delay = 01 r5 n' P$ K: J2 R9 C) h% A7 y# W
[Explosion]8 g0 f! m" w, J8 m! K4 L4 B/ \
nickname = nomadmissile01_mark01_explosion
3 O$ _7 }3 u: `+ _, {, @! Qeffect = no_cruisedis01_impact
' Q4 d: @! Y9 T/ olifetime = 0.000000, 0.000000( A1 I4 g: a4 o
process = disappear! \8 f6 a% Q. L l \$ }( J
strength = 100) h, G W+ W; c H9 p% D
radius = 25- I9 c1 O- {/ ~3 {( p, W! N4 ~4 H
hull_damage = 3200" P" e) c0 Y8 U! `9 y+ F# J
energy_damage = 09 b' g9 A. d4 ^& n3 `
impulse = 0
# _3 D% I8 c" ]$ A' o[Munition]
2 I0 d: T8 h0 jnickname = nomadmissile01_mark01_ammo- u0 H9 Z: G1 E! a2 j4 y
explosion_arch = nomadmissile01_mark01_explosion' D9 w7 Z2 \) H
hp_type = hp_gun- z7 N( y9 N5 f
requires_ammo = false
) h4 e! r) H4 u0 Vhit_pts = 200+ V' _$ N2 k* \/ N9 k3 z
one_shot_sound = fire_no_cruise_disruptor
% P$ ?2 H6 V6 _8 [$ Ddetonation_dist = 8
: V4 R* m( B. ]" Z" `- ?, Elifetime = 13.750000
: ?( l# `. }6 M2 I' [3 UMotor = nomadmissile01_mark01_motor
7 q4 n9 Q e: L+ v9 qforce_gun_ori = false9 C1 ~7 |# H6 W# u
const_effect = no_cruisedis01_drive) D5 i+ v* y: c# R7 S
HP_trail_parent = HPExhaust/ \% h3 O* n; t
seeker = LOCK
- b$ y( Z5 T8 C5 B' ^) a& ytime_to_lock = 06 m% A. U+ H2 ?; U7 @6 k. S" V: M# l
seeker_range = 1500. i2 c6 M5 F! G2 A/ m) Q# h
seeker_fov_deg = 35
4 o: m9 k5 f" [) Qmax_angular_velocity = 9.913330) v) w4 G) a0 {$ b# U
DA_archetype = equipment\models\weapons\li_rad_missile.3db- }; P' E, _5 [/ B" @
material_library = equipment\models\li_equip.mat
& N4 T6 l7 a5 s5 M; q" ?/ Zmass = 1$ Z7 \; b; W" @5 s' O, q# ?
volume = 0.000000* t. e1 \. O7 G
[Gun]
9 i' b; m9 J4 Onickname = nomadmissile01_mark01* G' d, W. d/ H
ids_name = 590038: v7 Y8 r8 `# O
ids_info = 590039, b% n% G+ q0 l/ j. M
DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp
% d4 R; [0 K% H5 }+ }* R5 fHP_child = HPConnect
- A7 m. P' W) z# }6 K F5 ghit_pts = 12000 W9 ~5 R2 P0 g) j; E' q7 U
explosion_resistance = 1.000000" V. |! B+ w# |/ a5 M
debris_type = debris_normal! H9 k% D+ H& y7 n- B" n4 J
parent_impulse = 207 ^4 q7 c6 W+ |% y3 x& U
child_impulse = 80! j' w+ `5 X) M$ Q X4 N/ Z- ?
volume = 0.000000) [7 @. C$ I% P$ y9 `; z
mass = 100 T* Z+ J: P, b& s3 ~
hp_gun_type = hp_gun_special_101 C' |6 P( |9 H0 i* X8 R
damage_per_fire = 02 c$ R$ R0 g$ \! F) U5 T3 Z6 g0 F
power_usage = 0
) d) H8 J9 I+ x- H6 y& B8 |" r; j, Zrefire_delay = 2) `! o* ~- h, ?. t& c
muzzle_velocity = 40.299999
/ H$ P, X) z4 M H0 Ptoughness = 10.600000
: E: D/ u2 X; hprojectile_archetype = nomadmissile01_mark01_ammo1 n8 m4 \! w9 G/ i6 P
separation_explosion = sever_debris
' G; H' @% X2 N3 `auto_turret = false: a. K R; x/ M: C& z
turn_rate = 90
+ E& k# F: E) h& D0 d D- Nlootable = false
# U9 u* l9 |+ wLODranges = 0, 20, 60, 100( q( {" F c$ R
这是一段典型的导弹代码,[Motor]段是弹药引擎的脚本,这段代码是只有鱼雷和导弹才有
( y7 E I5 w% W/ ^6 i# w[Motor]; y4 B0 L; O5 s" r8 _: R3 h
nickname = nomadmissile01_mark01_motor4 _4 }! o/ i( G% z/ [- T
lifetime = 2.750000
( H7 k' v/ {0 {! Qaccel = 32.038601
% Q2 [7 T6 r0 @6 e3 odelay = 0
* d) @& N; K! G) n: F第一行是名称; _, W* @; o. `) f- a$ [
第二行是引擎的燃烧时间
' U& j R. [$ s# L/ ~3 T- X第三行是加速度% Q' d, n/ l$ c
[Explosion]
( [# u p+ x% ^4 wnickname = nomadmissile01_mark01_explosion
- S7 F0 p/ B- z+ {% _- \. n8 beffect = no_cruisedis01_impact4 ?% ~9 O0 D5 u4 ^
lifetime = 0.000000, 0.000000
: \2 {. L; E1 qprocess = disappear4 J( O$ e' m& z% c/ r9 Y
strength = 100) m! b8 i# ]0 z! x+ I$ {
radius = 25
' e/ I% j5 J: Z$ v$ k; Ihull_damage = 3200" U$ P2 {/ f5 l3 n
energy_damage = 0. O, g( h8 H/ n: v4 B9 t
impulse = 0: p2 K/ S6 C8 N/ h0 m& t
Explosion,字面意思是爆炸,其实就是伤害的脚本,所有的武器都有这段代码3 b, i" w2 J- A9 \7 m* p! o
第二行是爆炸时的粒子效果
P1 `+ l3 e- C! N; B9 [) t8 y重要的是这两行:. A5 p7 }9 ?# J# R/ _
hull_damage = 3200 装甲
$ d7 s! {1 h% c0 I5 r( _' W" zenergy_damage = 0 护盾9 p2 c( c5 O$ p* r' s
很重要的一点:hull_damage的值是真实的,就是你在游戏中看到的;而energy_damage的值需要通过换算,具体公式(hull_damage+energy_damage)/2就是你在游戏中看到的对护盾的伤害值,这也是为什么一些武器的energy_damage是负数的原因9 V+ y9 E+ D, A1 T2 L- L
[Munition]
1 q8 s9 D% j& Q) ^/ r5 ~$ {nickname = nomadmissile01_mark01_ammo
0 G; p2 ~/ K( g7 u9 U; P/ Fexplosion_arch = nomadmissile01_mark01_explosion, T# q% [4 D( u/ v. q
hp_type = hp_gun5 z6 Y$ {) [4 ? s# l9 r% N" j
requires_ammo = false" w5 u5 j' z# L
hit_pts = 200
: L3 l0 }1 c: w- h* A/ I+ mone_shot_sound = fire_no_cruise_disruptor
" E! z# Z2 Q+ }5 `' S7 X: x0 E" Gdetonation_dist = 83 @+ }% o3 f+ X' L5 n
lifetime = 13.750000$ [& B, t0 n; f; s4 n3 T" |
Motor = nomadmissile01_mark01_motor( C1 W6 D: E2 `% M3 f; d$ F' u5 p
force_gun_ori = false
; L8 U) O8 u# [& [+ xconst_effect = no_cruisedis01_drive9 W6 ^* d/ Y" g+ @2 Z j+ l1 m
HP_trail_parent = HPExhaust
6 d) ^) Z3 ^0 V2 k9 Y! U6 Nseeker = LOCK
$ M6 P1 U# y2 }2 u/ q$ J6 k2 Z9 Stime_to_lock = 0
: F* h- u& E) [+ Xseeker_range = 1500+ r% h( ]9 c8 s( N9 B7 V2 V0 C& ]
seeker_fov_deg = 355 n3 C2 m8 _+ f! S
max_angular_velocity = 9.913330
8 f: H" i8 a) Y/ r' IDA_archetype = equipment\models\weapons\li_rad_missile.3db
, I- @9 }4 ]& E t3 { a% Z2 fmaterial_library = equipment\models\li_equip.mat
; @7 P* D& ^0 P* t0 Pmass = 1
* q' G0 ~6 e3 S- |1 Rvolume = 0.000000
7 n E; R c2 q& i' ]! ]7 L[Munition]弹药,所有的武器都是有弹药的.2 g% B& h( r. O$ x o$ J
比较重要的有:
. B! Y0 X _ {4 N4 {" B& K! J Srequires_ammo = false是否需要弹药,我们知道除了GUN都是需要弹药的,而在Evolutions228NR中有两个例外,就是nomad的导弹(此例就是nomad导弹的代码)和nomad的鱼雷!这两个玩意是不需要弹药的变态东西,不但省钱,在战斗时还不用担心弹药的数量问题.这两个武器加的就是这段代码.2 X4 s5 c' [, d1 p5 a4 o+ ~" D; B0 g
hit_pts = 200弹药装甲值.对于导弹,鱼雷之类的弹药是能被破坏掉的(gun的没试过,速度太快,谁打下来告诉我一声)一般的弹药装甲值都很小,普通的一级小gun就能打下来.这个数值自己看着改好了.
. b! {" {# M! Zseeker = LOCK搜索锁定.锁定敌机的导弹是会一直追着敌机的.: G0 s' Y) ~4 l8 p
seeker_range = 1500.seeker是搜索者的意思,这段代码其实就是导弹的有效距离.在1500以外的敌机是不能搜索的
" N) _2 u1 j1 z2 C Sseeker_fov_deg = 35搜索最佳角度,180就够了- \- F# e8 g2 B& V$ D/ l
max_angular_velocity = 9.913330最大转弯率
! n( S5 O$ f4 cmass = 1重量$ e/ U- O3 k5 L* Q/ |& R/ v# s9 B
[Gun]
9 s, C: u2 Y2 p" gnickname = nomadmissile01_mark01
; g% `1 u0 c4 wids_name = 590038/ u# j6 D" |: B0 M' Y" n
ids_info = 590039
& B+ x ?9 @; a# B8 zDA_archetype = Equipment\models\weapons\no_fighter_gun.cmp
7 F* Y* I( v2 b, T8 Q# CHP_child = HPConnect& D' Z; z8 w% {8 I
hit_pts = 12000' B( T g6 k& h; { W- \ q
explosion_resistance = 1.000000
# z2 F. f9 @0 }5 z8 H; Pdebris_type = debris_normal
* b i. T4 l- o3 uparent_impulse = 20% d9 E+ o4 P; B; [0 F) B# x( @4 V. q
child_impulse = 80
8 A4 {; g7 f! r3 yvolume = 0.000000
! S4 X. q' L. M3 mmass = 10
, ?+ c& {2 `) U* @: B0 ]8 d: n: _ Khp_gun_type = hp_gun_special_10
4 Y9 i+ F6 f1 @6 e M9 tdamage_per_fire = 09 K1 j1 ^( q# }2 q) D
power_usage = 0
* T) w: l% b) g! Z+ u/ z; erefire_delay = 2
8 W1 _2 [7 |6 \* Rmuzzle_velocity = 40.299999
: F/ n! c) p7 S, @2 M/ Ytoughness = 10.600000 j5 Y( Y9 V4 ]& Y! b( Z
projectile_archetype = nomadmissile01_mark01_ammo
! H2 I5 V& _% e9 }separation_explosion = sever_debris3 p8 t( k8 F/ t U) U A
auto_turret = false
9 Z0 g, R3 I, W0 N$ y* R: G4 Cturn_rate = 90
" d; ?* L$ B% K4 Z! p4 C7 tlootable = false y1 \$ ~) A8 `3 y
LODranges = 0, 20, 60, 100$ { n. K) h* O/ i6 _5 z
这段是发射弹药的发射器的参数.所有武器都有.
3 s; {/ q! i" ]+ F3 i7 z4 Ehit_pts = 12000发射器装甲值.发射器是可以被毁的,当hit_pts变为0时发射器被毁.
! A- A8 j' G( S% t1 i2 ], N2 W% Xmass = 10重量5 D+ ^( p5 H; M, n; d- R- c
power_usage = 0能量使用值.大部分武器在发射时都要消耗一定的能量(这个是0,nomad的东西比较变态,不是不消耗就是一枪耗掉所有的能量,比如nomad beam,这东西的能量消耗是6000,全天狼星区能量消耗最高,发射频率最慢,伤害最高的gun).
4 `) J! {) c2 A* t: }refire_delay = 2字面意思是发射延迟,其实就是射速,在游戏中看到的数值是用这个数除1得来的.比如这个武器的游戏中的射速0.5=1/2% i' @ \4 ^2 z4 K5 o2 U
turn_rate = 90转向角度
/ C7 n. Q5 l) {( o大部分有用的武器参数都解释了,剩下的多是一些外观效果,请大家自己慢慢研究吧,这才是乐趣所在 |
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