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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
. e5 a; z y( m# z0 Y猪大家玩的愉快- }4 W4 G9 x7 ^, J
( y5 U: D* M( ]6 K今天具体解释一下代码的说明: L+ c) ?, F, D8 L1 o8 e( \
market_misc.ini这是设备商出售装备的脚本文件.具体格式如下:
- C6 e; a! @4 ~9 a7 B8 qbase = Li01_01_base
' f& ]8 m5 Y+ b: s! RMarketGood = ****, *, *, *, *, *, *
$ @% {. D1 L) ~: M! B& f8 F, `MarketGood = ****, *, *, *, *, *, */ X6 |! l3 F% } A6 f
.4 m8 c% R6 G8 ^
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# _4 z0 d$ ~( g! Y) K" g1 j5 N# c.
' H$ j6 i$ n* O# D. y( Y. Y) M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.! G- y$ W2 o! @+ c. n
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:
3 L; h$ F' n8 q! zbase = Li01_01_base
9 Y: Z; O" e. ?" b2 wmarketgood = *****_package, *, *, *, *, *, *, *
: {/ ~2 C j, e) y9 J" cmarketgood = ********_package, *, *, *, *, *, *, *
% [; L# A% Q* D# \0 M. |, dmarketgood = ****_package, *, *, *, *, *, *, *
9 t& ]' |1 ?# V5 M5 H! J9 xbase = Li01_01_base这行还是基地的代码 Y* ^( H# e( r, G7 V5 F' a
marketgood = *****_package, *, *, *, *, *, *, *
" f5 z/ o9 d6 m# N: H9 @7 i- Kmarketgood = ********_package, *, *, *, *, *, *, *
8 D+ S, A$ W% B& S: ` x }marketgood = ****_package, *, *, *, *, *, *, *4 a" h I, ^- K1 k+ O: R( Q
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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4 r$ [7 p5 k% \' l6 wweapon_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:
3 h. f& j7 c& q8 J* ]1 K[Motor]* s2 F2 | }/ N7 f6 O0 |! h3 i! O
nickname = nomadmissile01_mark01_motor2 {3 K* J! p$ W
lifetime = 2.750000
# G0 B& I$ k& l; maccel = 32.038601' {: o# @" C$ G: Z* V' v$ F3 o6 O
delay = 0
8 i6 X R( Z. v& z$ I[Explosion]- [8 p& Q1 t2 C) B, C
nickname = nomadmissile01_mark01_explosion+ o" a: b* v( _0 @! B2 M: ]) E8 {
effect = no_cruisedis01_impact3 A. B0 ~& f4 h8 ^6 S2 \
lifetime = 0.000000, 0.0000009 Q% C1 w9 J* S4 x" y
process = disappear# T* Y- D, `) R3 o4 Q: s9 ^" o
strength = 100
$ v5 m# ~* A0 o8 R6 B7 F) |, t0 p+ \radius = 25
; D% \# N- c% L* E0 ]! L( v/ u( {hull_damage = 3200
! S5 g) n! K: M/ oenergy_damage = 0
$ ~. r, ?: x6 U# Himpulse = 0 F5 v% q) m4 Y. T8 H# J; F
[Munition]% F% ^! [! Z% A4 N" t# F
nickname = nomadmissile01_mark01_ammo5 c; y5 `0 g2 I1 m* P% l- V
explosion_arch = nomadmissile01_mark01_explosion
1 z/ p3 a0 W7 ^/ o( zhp_type = hp_gun
|% F: e: {+ zrequires_ammo = false
) ^# P# [- a! E0 D3 V7 D( Yhit_pts = 200
& a3 d" b5 f I) c0 t7 [1 `0 d: xone_shot_sound = fire_no_cruise_disruptor
# i+ y$ W. f% c5 b2 {detonation_dist = 8
. n! \7 ~0 t1 xlifetime = 13.750000
6 U* b* h* M' i5 D3 ?8 m9 g: MMotor = nomadmissile01_mark01_motor
* p" P6 {7 S T0 Y, i) v+ h2 S8 yforce_gun_ori = false
" |: {- u! `& {0 A' o- [7 vconst_effect = no_cruisedis01_drive" i+ Q' Y' T* Y9 L" ^, P8 v
HP_trail_parent = HPExhaust
& I0 Z T- {" z, e/ pseeker = LOCK* j- j2 w3 J4 n* S
time_to_lock = 07 t. K3 W% J0 _* D, I H n
seeker_range = 15009 w0 `/ C6 O* Y+ v6 D; n
seeker_fov_deg = 35
3 m# q- R( U6 v% O% x$ ]% Lmax_angular_velocity = 9.913330. l9 h& c4 z5 \! W4 m
DA_archetype = equipment\models\weapons\li_rad_missile.3db( e; a+ @ d5 ~" p, G5 V0 [- z
material_library = equipment\models\li_equip.mat/ n+ X$ f" h- ~, k2 y4 A6 ~
mass = 1
. r! N7 k" A; C: e) `+ tvolume = 0.000000
+ [) ?! ^, b% I& X( J7 t[Gun]/ ?) {# n8 y7 v# V- K
nickname = nomadmissile01_mark01
, i W" ~; O0 X) B1 L! G, [3 c( uids_name = 5900388 b, T) q8 F5 q
ids_info = 590039
?8 w4 Q. _. N, X% W0 zDA_archetype = Equipment\models\weapons\no_fighter_gun.cmp7 o/ g# Z: V' Y
HP_child = HPConnect$ d0 N9 n9 B8 P' o4 P2 Z
hit_pts = 120000 X2 n% j* S. j+ K/ F: |2 U' d- i3 E; [
explosion_resistance = 1.000000
0 g1 }7 `1 t" i7 Mdebris_type = debris_normal8 B2 w2 s( O& s, W+ v' Z
parent_impulse = 20
0 b0 G4 ~* l6 q6 S4 L* H8 D( Ychild_impulse = 80
1 E# [% Z5 q3 E7 J% F3 hvolume = 0.000000 T x5 D9 {, H* R8 K- @
mass = 10
$ M1 p! U' Z& P$ Ohp_gun_type = hp_gun_special_10
# I2 S" c+ B8 \# U% ]0 n. xdamage_per_fire = 04 g; B- ^0 \! s. l
power_usage = 06 K0 A/ Q4 R7 o
refire_delay = 2
+ ?6 y6 \3 X2 K8 [# Mmuzzle_velocity = 40.299999
) y! Q4 Q% J# o1 ~9 z Ftoughness = 10.600000
, P7 `/ i2 d" E! E3 oprojectile_archetype = nomadmissile01_mark01_ammo
1 e# I: U7 A5 [6 nseparation_explosion = sever_debris8 h8 F$ P' X. D o' d2 @
auto_turret = false
- S; c( t# z3 S! u" } Mturn_rate = 90
9 T- \, o G! q% R. [% q: y; _lootable = false: U$ G0 X( C F1 a. |2 P3 _. Q
LODranges = 0, 20, 60, 100$ d+ k6 k n1 H. Y( q( f3 a. q$ h" t
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
0 c2 B: n+ x7 A* {3 _% Q' \/ ]8 O& V6 Z[Motor]% e6 z X# R& R6 q" c: @5 S" V* @
nickname = nomadmissile01_mark01_motor: y0 q# W* K d4 ?7 S1 m; H
lifetime = 2.750000( q% k4 R) ~- p; p# W7 \- G1 K1 U. A
accel = 32.038601/ N# k/ K$ Z+ L ?; i+ d
delay = 0- N5 J+ t4 R% H1 s
第一行是名称
1 a! N, T3 o" l+ T' p8 \, s8 B第二行是引擎的燃烧时间
* n/ U. d$ v# V1 g! p5 m/ l5 K# j第三行是加速度3 f; x- ] K# q) N' T
[Explosion]/ ^7 L8 @, N8 A3 y0 I7 ]6 M9 m
nickname = nomadmissile01_mark01_explosion; f3 a* t4 @- P) ^ @/ z
effect = no_cruisedis01_impact" [8 U& i0 C# R/ N" U
lifetime = 0.000000, 0.000000
* s% o7 |9 f+ `) u4 X& L9 {7 I% wprocess = disappear
0 n( r/ z, d, `strength = 100' d2 ]8 Z9 I+ b' k7 e5 F0 i
radius = 25
* e& [% g$ |& E5 d! hhull_damage = 3200: S3 T d3 L" S2 S: i) H
energy_damage = 0
4 Y$ A$ k; r" D. E( {9 m8 pimpulse = 04 \% _1 d E8 M2 `% [# C* |, [
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
# X3 j' U: d5 @. a$ O第二行是爆炸时的粒子效果
1 I4 M! V2 r+ M重要的是这两行:
7 J* t' l$ x* B9 {hull_damage = 3200 装甲
Z$ O1 M1 g/ S$ ?, {' oenergy_damage = 0 护盾+ y6 M$ l) i8 M" t( i; ]/ k
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
! M% q( U% i0 N& {# l[Munition]
! G5 E# v- ]* dnickname = nomadmissile01_mark01_ammo
. _9 X. b8 ^. oexplosion_arch = nomadmissile01_mark01_explosion4 W. _# G! R7 W. h# y% P3 C
hp_type = hp_gun
8 Z0 n1 U6 R6 c- p8 z# zrequires_ammo = false
7 u7 U/ g" ^' ]% Y6 whit_pts = 200
9 d# y3 D% e# ^) lone_shot_sound = fire_no_cruise_disruptor) V" ]9 |1 M, v P
detonation_dist = 8
' \5 H# Q! ~1 w7 i7 u1 F* ?lifetime = 13.750000
- H. a' y2 U8 F* I$ yMotor = nomadmissile01_mark01_motor
) I( ~3 Y+ O6 F: s& Dforce_gun_ori = false
+ a9 b% l; c. j8 ?const_effect = no_cruisedis01_drive
" n+ t& x( L' ?- I: W m% n6 wHP_trail_parent = HPExhaust- M! u, e; E, B7 i
seeker = LOCK
/ C' ~1 e+ j1 ]# ptime_to_lock = 0
# g) [; D" i. E2 }0 E+ ]; T* V5 d! Tseeker_range = 1500
/ t4 Y: Z+ g1 i& `# dseeker_fov_deg = 35
2 Z: e6 f# J Ymax_angular_velocity = 9.913330( P5 N2 g5 O: m$ O! G3 @- d
DA_archetype = equipment\models\weapons\li_rad_missile.3db
! U# R9 n8 A2 C# ~+ A6 Hmaterial_library = equipment\models\li_equip.mat( F4 ?) x! Z0 |: s( y6 Q& n
mass = 1
1 v9 K$ Y( t* [9 E4 p9 yvolume = 0.000000* I+ k. }, P" t
[Munition]弹药,所有的武器都是有弹药的.! W) p) n2 K: r& O
比较重要的有:
. I$ J* j! m/ prequires_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.
( U; q% f- S( D3 Q. u" K. Jhit_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.! X. x& [' H7 q
seeker = LOCK搜索锁定.锁定敌机的导弹是会一直追着敌机的.0 D& K1 g0 W0 Q) q) j+ h
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; t. e+ P5 t; Z/ p Q" i) o" `8 z
seeker_fov_deg = 35搜索最佳角度,180就够了
1 p# V$ y8 H9 |+ m" xmax_angular_velocity = 9.913330最大转弯率
. U" z) R# w, nmass = 1重量2 z$ i' U7 y. s2 @0 D2 w
[Gun]
! l+ `1 B" {' H3 B1 y" Hnickname = nomadmissile01_mark01
& P! j! ] ~ s0 d3 Y% ?+ sids_name = 590038
3 T7 t. z* Z1 O0 Q% N. p0 Zids_info = 590039
/ z& V+ |; D' p" SDA_archetype = Equipment\models\weapons\no_fighter_gun.cmp
- w) H& _" q& yHP_child = HPConnect
7 z1 B; Z, ]* x Yhit_pts = 12000
9 H7 c! R* {/ a( f. y; \/ `explosion_resistance = 1.000000
5 x& i5 S; f7 ^6 c+ v1 J$ r; Wdebris_type = debris_normal& Z7 {4 K; y. V$ @
parent_impulse = 20
/ x& h* X/ p* Schild_impulse = 80
' o) v: a- N* n5 q2 n0 H* Yvolume = 0.0000001 T: X, N1 R. v6 M6 j
mass = 10
! k+ s- u t$ d+ X! M6 M8 K8 Yhp_gun_type = hp_gun_special_10* \& d& A7 S# a" ^5 t. r U3 G6 y* Y
damage_per_fire = 0' @. s4 V# ^* {" K# u$ z+ {
power_usage = 0' [' T1 T9 {4 b5 d( _) e: P, k' V
refire_delay = 2
$ F* ]4 _$ G7 O9 rmuzzle_velocity = 40.299999
% J: U% w% @% K: s3 Stoughness = 10.600000
5 _' w4 f8 G: y$ _5 Pprojectile_archetype = nomadmissile01_mark01_ammo0 D9 w% w. w' e( ^
separation_explosion = sever_debris' n9 q! J: `; B* k" S5 y4 ^
auto_turret = false
r F0 S# R3 Z0 nturn_rate = 90& P$ u' B8 v' a. P! y9 m3 |
lootable = false
! r( a# }) |5 J8 zLODranges = 0, 20, 60, 100+ ~4 ?1 |. V! u
这段是发射弹药的发射器的参数.所有武器都有.
0 h; b8 K1 q* M* Q+ qhit_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.
4 E" D1 H6 W& e- b3 I$ v! \- O# {mass = 10重量
+ q& q! d8 Q+ m5 S9 U# E$ Vpower_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).
! j/ e" l+ T# V# l) H* _' _' nrefire_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=1/21 K" o. ?) p4 n. h
turn_rate = 90转向角度
2 d! V/ Y6 N& W# \5 {8 C& X! m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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