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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
" l% g4 {4 c7 a$ [猪大家玩的愉快
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今天具体解释一下代码的说明:, n: n9 `, O/ v4 Z \6 B [
market_misc.ini这是设备商出售装备的脚本文件.具体格式如下:9 c7 q' O! k4 Z$ o6 [
base = Li01_01_base
" K! Q) B. E/ t- P0 KMarketGood = ****, *, *, *, *, *, *
4 H g! M- B2 HMarketGood = ****, *, *, *, *, *, *9 W* l& d( ]& i5 C
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% r: C: j) T3 \" H. b( u6 `, _.* S1 o) k7 k. V6 R- [
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: z6 u7 r6 Y8 j! ~2 ?% s. C* ^" H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.
" Q8 Y; z$ a" N' D# h4 Q& P, fMarketGood = ****, *, *, *, *, *, *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:
6 r! ]. |; X u5 J3 k- N! t% f* ]base = Li01_01_base' y' L" ]. m) K' r) g# ]+ m
marketgood = *****_package, *, *, *, *, *, *, *
6 r2 R4 T# Z, _9 Tmarketgood = ********_package, *, *, *, *, *, *, *. c1 G- ]+ N4 |8 J. V$ T! ]
marketgood = ****_package, *, *, *, *, *, *, *
. D1 H7 m1 V. f+ Z" G0 `! Obase = Li01_01_base这行还是基地的代码
, H. I" X+ a6 a& a5 K7 hmarketgood = *****_package, *, *, *, *, *, *, *
+ f: f& w/ c }! ~marketgood = ********_package, *, *, *, *, *, *, *
3 E& L! f- B4 l0 B0 _( O3 l+ cmarketgood = ****_package, *, *, *, *, *, *, *
0 W' o4 T7 n, m; R& z. e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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- H6 X, s+ f8 o3 @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:
% s% F& Z) Q, l# B* A[Motor]1 k1 c+ n7 M5 t+ e: _
nickname = nomadmissile01_mark01_motor
9 s" ~* }3 \- u. l/ z9 c; qlifetime = 2.750000: i6 i+ J: X' J+ t1 l# z X& A
accel = 32.038601
: a7 G1 m+ A( k. m" q# g, f0 @- sdelay = 0
3 h' g j' u# o" W/ T[Explosion]% ~! M* c2 T/ C4 i/ [
nickname = nomadmissile01_mark01_explosion9 A' k% X2 r8 H Z t9 S5 E: K& [
effect = no_cruisedis01_impact
q7 m; d4 a6 v! v) Rlifetime = 0.000000, 0.000000+ `& M* t5 o( ?$ i6 e: ~$ c3 g
process = disappear( ]1 c, k' }9 \2 K6 O$ s
strength = 100
# [8 H& S* t- J& E3 I" Wradius = 25: T) B# ^4 b9 [$ n; i9 n' K$ m& o; z
hull_damage = 3200
; x, I4 w$ e" |; zenergy_damage = 0
1 y1 U3 ~/ K1 o6 q$ }0 Qimpulse = 0* W. C0 M% M" C' C M* L1 k) p" n
[Munition]% z. f8 b; g b) ^
nickname = nomadmissile01_mark01_ammo. T+ M6 |# @7 M' }1 J0 o" }9 b& ^4 K: V
explosion_arch = nomadmissile01_mark01_explosion: C' V* i) x# m* U) z: Z
hp_type = hp_gun `( C/ v! L7 g* B0 } P1 \, U
requires_ammo = false( i. H0 T# D0 _- z
hit_pts = 200& x, I4 t' j8 E; |# i
one_shot_sound = fire_no_cruise_disruptor9 N/ l7 R, G( J1 c3 ~' H
detonation_dist = 8
* q! @' w8 f6 a" `- Z+ Ylifetime = 13.750000; }! d( P3 y5 |0 }
Motor = nomadmissile01_mark01_motor
* S) s V& V1 ^1 M4 Kforce_gun_ori = false, Y# s, d7 m6 u" f0 @/ ~8 q
const_effect = no_cruisedis01_drive
: d' v$ `. o# ]6 JHP_trail_parent = HPExhaust( S0 v2 H) Z7 A2 e: C! S* @2 P
seeker = LOCK1 u2 K# Y' W: [- P0 ]4 a9 \ m0 q
time_to_lock = 0
* X0 W# U0 ]8 ?seeker_range = 1500) b( S) n6 e& d4 I
seeker_fov_deg = 35
9 Q0 T# m, f. [+ |. Xmax_angular_velocity = 9.913330
; Y+ j) }( i7 mDA_archetype = equipment\models\weapons\li_rad_missile.3db
/ m1 j2 ~5 z9 {' D- t/ Q) lmaterial_library = equipment\models\li_equip.mat% a7 Y1 R) n, S: E+ K6 C
mass = 1
5 ~, N- E5 m: x$ P( \5 M: E; zvolume = 0.0000004 S+ B! J% p" A; g# t W% y0 F5 T. y7 ?
[Gun]
: ^* G+ F% x I7 K% n2 ]nickname = nomadmissile01_mark01
, ] @* G* @8 V0 ~! S, d+ H9 Zids_name = 5900382 N% W+ ?& {: B; H7 Z/ g% Q; E6 p) {
ids_info = 590039) T8 N3 w; L: _3 \, b7 P# B
DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp
( `- U5 ~$ M) g: j( i/ qHP_child = HPConnect
B, `( C9 [+ v; H( uhit_pts = 120000 f) `. |% f) y3 I+ @; V* k
explosion_resistance = 1.000000% y8 S! V: \" l
debris_type = debris_normal4 Q8 X/ l& P" U9 I* _$ y$ o
parent_impulse = 20
, q9 r6 E. @6 V# h' s- U. uchild_impulse = 80
" k. x0 z# y T5 Evolume = 0.000000
R' x' Y$ K( R. [/ ~7 cmass = 10
6 H6 P, ~8 o- ~+ i+ F5 n, u8 chp_gun_type = hp_gun_special_10; p: y% v% X6 R( ?: t5 Y
damage_per_fire = 00 }; [ I/ H4 _8 A$ b
power_usage = 0
" l7 P& k' T& M4 U* K0 a5 r% p Irefire_delay = 2# {+ u4 ?: m( x0 a0 Y
muzzle_velocity = 40.299999/ m+ W- o* B, s1 h& M
toughness = 10.600000: u0 u. W7 R/ u- j& u2 z
projectile_archetype = nomadmissile01_mark01_ammo2 z: p0 q# A4 W% [6 c& h+ C3 V
separation_explosion = sever_debris
! q5 s$ E4 `# @$ Eauto_turret = false
% B2 ^4 n: s# I3 l, wturn_rate = 901 \( l* |( j: M+ ~; s" T% a
lootable = false2 E8 F+ h8 Y* T; `8 ]4 t
LODranges = 0, 20, 60, 100
4 J6 [) Q5 N$ [$ s这是一段典型的导弹代码,[Motor]段是弹药引擎的脚本,这段代码是只有鱼雷和导弹才有, r; p, s( P8 @; [, @/ ]
[Motor]
. c% N) R* V9 p, l/ O) vnickname = nomadmissile01_mark01_motor( l0 i+ B+ s4 G: [
lifetime = 2.7500008 s% N- L, w! ?9 ]; \) ]0 a P* ?
accel = 32.038601) H* D0 v9 ]% U2 |7 q% h
delay = 0
6 a- X( W6 ]( J& {* e U第一行是名称
8 f: D; A1 Y; D- E/ K第二行是引擎的燃烧时间( S2 Q6 t* M" J( ]# X( e0 O. s, U/ Q
第三行是加速度
" x, r4 Q. J0 c N3 R& p0 P' @[Explosion]2 P9 l. H# d1 ?3 R
nickname = nomadmissile01_mark01_explosion
2 ~9 E6 H8 v/ [effect = no_cruisedis01_impact
, c% Y& K% Y+ J* x! k3 l% q( I2 elifetime = 0.000000, 0.000000; Y+ Z4 E1 @3 c- ]$ x% ~
process = disappear+ O1 E5 l0 |4 Q+ a
strength = 100
1 f1 {. t' l6 q* A! Qradius = 25 {" b: @" k9 R
hull_damage = 3200& ~) d; Z+ }3 R; N$ v
energy_damage = 0; h% q# T/ T X- ~# z5 v
impulse = 05 l. Q7 x9 d; Z0 p* k8 Q3 b
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8 _$ {1 @' r+ {% z1 Z% [
第二行是爆炸时的粒子效果
5 C# f# N3 o' [, r" w2 b( I* x重要的是这两行:( Y7 o, s- a4 E5 ?
hull_damage = 3200 装甲
6 H4 Q! O% q3 L d9 [* z/ S5 Tenergy_damage = 0 护盾
: u7 f( h; M# C, Z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& J# R* S2 i& L; Z& C! a
[Munition]
% J. A7 s J8 O. R* ~. b$ xnickname = nomadmissile01_mark01_ammo
+ T2 r u: h0 n6 ^) Texplosion_arch = nomadmissile01_mark01_explosion9 f/ g% ? @! w" I1 q5 t5 |8 L! R
hp_type = hp_gun
' l5 O4 B, V; o1 brequires_ammo = false
9 }2 K' U0 w8 f/ m$ b. ]hit_pts = 200+ ^, k& N. Z; h5 [: R- U, p6 N
one_shot_sound = fire_no_cruise_disruptor/ q7 c1 e& W& f
detonation_dist = 8/ z+ y, e6 f1 C+ a7 a
lifetime = 13.750000
, }6 H3 E/ T; X# ~7 K+ y& UMotor = nomadmissile01_mark01_motor- E& s/ O4 w' {2 Y
force_gun_ori = false
t0 F$ P+ p V4 j% Hconst_effect = no_cruisedis01_drive4 S9 z8 r3 }9 z
HP_trail_parent = HPExhaust5 w" J+ L# T2 q+ F5 Q( I
seeker = LOCK0 r' I( h* F, A! W
time_to_lock = 0
+ S; `( b# }% b' w# P/ Vseeker_range = 1500
$ F% p, @$ H& i* J4 y1 zseeker_fov_deg = 35: g6 k5 s Y7 {! k7 X0 _% u
max_angular_velocity = 9.9133300 l- O, r8 @3 i6 f
DA_archetype = equipment\models\weapons\li_rad_missile.3db
" M) x4 N" V' l7 i) {; i) umaterial_library = equipment\models\li_equip.mat% N+ ^6 v& q# B/ W$ H
mass = 1
9 T! _5 \% W0 W w' @) B% `volume = 0.000000
( @& Z# {5 d" g) y) I `[Munition]弹药,所有的武器都是有弹药的.
( u5 L6 j* s& v" {比较重要的有:; N* E8 Z# x9 ~# M! c! o/ A5 v
requires_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.1 E7 Y# ~$ |8 U1 H. v) m
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.. |( a) Z) Q$ Q8 k! T1 K5 S
seeker = LOCK搜索锁定.锁定敌机的导弹是会一直追着敌机的./ [& B7 x1 B R& [5 v8 F
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) `$ I2 s6 m0 T& z% v6 _% A# D; l. C
seeker_fov_deg = 35搜索最佳角度,180就够了1 w" @8 N) y$ ~$ X# X
max_angular_velocity = 9.913330最大转弯率: {( W5 @: N: C% G. ?: m
mass = 1重量* ?3 X) f! y" G! W
[Gun]* Z5 o/ u$ U6 y, ]2 @& n; ~8 F4 T! F9 H: D
nickname = nomadmissile01_mark01' w: n6 j4 N2 j" M) d2 h9 K
ids_name = 590038" j o3 A0 b! }
ids_info = 590039+ e; i( G; j: k8 m8 @# {. r) S
DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp5 I. y; ^% Q& w e8 e! }* n$ ^
HP_child = HPConnect
; j2 D9 u8 o: f! U, ~8 O8 whit_pts = 12000
" u# f% n" T% w5 Wexplosion_resistance = 1.000000! P" ]1 Z5 T9 l4 ]
debris_type = debris_normal# b. l5 n y, U h; s+ R
parent_impulse = 20, X B8 p* [ P0 V( N( K" X% g6 G
child_impulse = 80
, \2 @' E3 [* Q1 Avolume = 0.000000
) W( r) {5 f; |8 Jmass = 10, k' d+ t9 s2 x( Q5 Z1 }+ o
hp_gun_type = hp_gun_special_10
$ e5 i$ w/ D+ L$ i( qdamage_per_fire = 0
: N, t8 p' ]7 K# H' @2 a) Ipower_usage = 01 s; u0 _8 h$ \/ }) P
refire_delay = 2
P- E) o. J' q" \& o1 G6 \* Tmuzzle_velocity = 40.299999
n5 I0 q" Z* i' t& Xtoughness = 10.600000
' a2 z$ _) Y* g4 a& R3 Iprojectile_archetype = nomadmissile01_mark01_ammo
9 K X! I- d1 D$ N; k) p7 r3 Mseparation_explosion = sever_debris* g+ j3 u1 D/ R* q |
auto_turret = false! w8 k: z0 K% L8 `! K0 c
turn_rate = 90
/ {3 Z, {# g* D7 Y! j6 J Y: olootable = false6 W4 T* N, a: p8 N
LODranges = 0, 20, 60, 1000 F3 Z9 `# B$ O; \2 j% _8 R; V
这段是发射弹药的发射器的参数.所有武器都有.
. l( x9 y9 w! D7 f3 A& Uhit_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.
7 {/ y5 y3 Y2 U+ |5 ~& hmass = 10重量
/ ~2 X1 Y) \, F; I% |. f* c% Mpower_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).* t6 N6 ~! w% g2 W
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
1 g6 v% ^+ o; Kturn_rate = 90转向角度" `$ {7 D+ w( B& N9 @' W5 P
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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