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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
, y3 C6 t& Z, i' v猪大家玩的愉快0 V5 T: @, I. U4 q' m
2 n0 ?; g! g- d: g" X今天具体解释一下代码的说明:- R4 m8 y0 V) U& _; |( o, K
market_misc.ini这是设备商出售装备的脚本文件.具体格式如下:3 \' f9 D% e% t
base = Li01_01_base
6 g7 ]9 ~$ K, q- A7 Q# f8 [ E9 z: [MarketGood = ****, *, *, *, *, *, *3 E% e, H4 @8 x- g. O M
MarketGood = ****, *, *, *, *, *, *
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.& Q( v5 ~3 E6 S! E# D4 {
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. B# W! I# y3 J8 H$ g5 N- R
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." D$ E& L% ?( P% \! \
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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:
2 d, D* `4 x3 W& y3 E* W# ^base = Li01_01_base
6 G5 e0 B& l; U: w( F! Lmarketgood = *****_package, *, *, *, *, *, *, *
4 w4 A0 F/ @# A; d1 Amarketgood = ********_package, *, *, *, *, *, *, *5 [2 n& o! l- N# \# J6 U
marketgood = ****_package, *, *, *, *, *, *, *7 C$ H; o' i! a
base = Li01_01_base这行还是基地的代码* i6 L O a2 J5 @8 f8 f
marketgood = *****_package, *, *, *, *, *, *, *2 C* ]- m ^$ J# b6 b
marketgood = ********_package, *, *, *, *, *, *, *
" X+ w0 A* l( Z8 Imarketgood = ****_package, *, *, *, *, *, *, *. P* f- T5 O0 m
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.# p. e" L* F7 Z: K
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! r) L$ B- L, K4 o5 {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:
7 v, O4 {) N& c- C J5 b1 W% O5 P o- I[Motor]) w+ P% P0 d1 v3 W+ U
nickname = nomadmissile01_mark01_motor
- t! G, ]6 |7 @8 slifetime = 2.750000
8 U D7 ~) M8 u0 Waccel = 32.038601. U5 V2 n, ^. `0 m% v/ v
delay = 0; l0 X: F. o2 v6 Y
[Explosion]$ l4 c2 r3 q$ `
nickname = nomadmissile01_mark01_explosion9 N* G- X# z9 Q/ E7 n
effect = no_cruisedis01_impact) L; H" U# g8 I" c4 j7 y% |! F6 C" j
lifetime = 0.000000, 0.000000
! [/ J2 S0 d0 X2 T' N) _3 R0 Eprocess = disappear8 J+ K0 S- f; C
strength = 100
" C% _0 a p {3 S- D) L" g- p$ nradius = 259 _ m: w. ~" p- x5 P: N
hull_damage = 3200
/ y: d* |5 P) D+ S, ~) kenergy_damage = 0+ j. q; |& O3 J' Z8 w% [0 i
impulse = 0; h0 q& j# C5 {& Q+ g
[Munition]
- m3 q0 m" {- Y, Bnickname = nomadmissile01_mark01_ammo
4 \, }; h7 u2 Q& Sexplosion_arch = nomadmissile01_mark01_explosion
4 K/ b. N" q& shp_type = hp_gun3 k3 T/ V; q5 |" l6 H4 @; @
requires_ammo = false
& l( c$ i' I; Z. J: ohit_pts = 200) r$ I' p; N1 H/ d
one_shot_sound = fire_no_cruise_disruptor
4 I9 S& J- J+ W7 P' q5 P( _detonation_dist = 8
7 P1 B6 H. h- ?- j0 alifetime = 13.750000$ A1 G$ K" c: v/ W$ o1 V' C' z
Motor = nomadmissile01_mark01_motor
: R" {4 h( R; ?; dforce_gun_ori = false; E8 f$ S3 W) r# \2 F
const_effect = no_cruisedis01_drive, _- h. v! v$ O6 \: z
HP_trail_parent = HPExhaust2 ]: f, I' g) J1 j k7 c
seeker = LOCK; [9 B7 y$ x3 G+ U+ Q" j) n
time_to_lock = 0! R+ h- R' S3 c/ e/ {" X% h
seeker_range = 1500
3 A$ V5 U) ~; L. D& jseeker_fov_deg = 35
/ d4 `2 R/ G _max_angular_velocity = 9.9133307 c2 R# i4 B. S, r. v
DA_archetype = equipment\models\weapons\li_rad_missile.3db9 }( t( J* i3 K( q: b" O0 X4 j
material_library = equipment\models\li_equip.mat
6 v3 S& O; _# m9 S& v: h% [mass = 1
% `# K: s6 G! N4 _2 d: ]0 Wvolume = 0.000000
! w" W3 W1 x' f) [& x[Gun]
; n/ E& a+ I6 ~3 Lnickname = nomadmissile01_mark01
. [/ o0 \# v. j6 b- ?4 ]. Qids_name = 590038 i) F3 H4 P# x5 l. Y, T- [# H5 @
ids_info = 5900396 i( h3 g7 r% G
DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp" Q# j8 ^, P/ {3 n
HP_child = HPConnect$ R) C- D1 s6 I+ \ [6 A% x! o
hit_pts = 12000( p; Q. `7 _- Y, I% ~
explosion_resistance = 1.000000
6 q5 F' X5 w/ O, I) Edebris_type = debris_normal% Y4 S6 R" k' A; h7 |; I
parent_impulse = 20$ ?$ v9 R9 _5 N: e' i' y8 Z$ c
child_impulse = 804 h' Z. h I& q$ ~1 {. e
volume = 0.000000 x1 b8 ^, e/ G# X0 F5 A$ Z$ M/ {
mass = 108 H6 B: S* Q* ]7 z# x0 g
hp_gun_type = hp_gun_special_10
: ]: H t8 F1 W$ B* k( x% Z, kdamage_per_fire = 01 M, T* t# b$ ]
power_usage = 0
! a- M1 `2 v" l; G0 e2 \refire_delay = 28 V1 C- H0 L' U. _4 _
muzzle_velocity = 40.299999
2 E' |" b% R; Y& X+ N; T o. ~, Ftoughness = 10.600000% S9 l; E8 @& t& b9 b
projectile_archetype = nomadmissile01_mark01_ammo+ P$ t4 e/ N% K# k- {& Q& R
separation_explosion = sever_debris
' X( S- w$ g% v9 aauto_turret = false5 ~; \2 g' ^/ Y, W
turn_rate = 90
; v7 J* ^" C8 X S C; \2 Glootable = false
2 W$ f$ @0 W6 @: oLODranges = 0, 20, 60, 100 W& L' J0 O! T! g9 |5 v' |, O3 s% X
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
7 c5 `7 w. b" c/ R( T[Motor]
) O; C. i! C1 F4 tnickname = nomadmissile01_mark01_motor
5 ~8 g u* U: m. @$ Glifetime = 2.750000
2 ?, l/ J; {+ z" O8 J/ S; Waccel = 32.038601! }! f: q. i9 l7 g7 y- ^- g
delay = 0
7 ]2 }1 q, N' c; w第一行是名称7 d* S/ v4 Q1 c' D j# ]
第二行是引擎的燃烧时间/ v9 s: z( u4 j1 D
第三行是加速度5 K* p. G, }+ }" s
[Explosion]
* c1 B2 l# b3 |' Ynickname = nomadmissile01_mark01_explosion. S) E, S" I5 k; J$ K: q" P
effect = no_cruisedis01_impact. ]' X2 s' M' P6 J2 z& e
lifetime = 0.000000, 0.000000# l5 {7 ~- P$ O8 S3 O% v
process = disappear" {3 P) ~2 K) H6 B8 m% w
strength = 1002 c3 P2 B- A' I4 d% u3 E. v. s* S9 \+ X
radius = 25
2 `& |9 K+ Q4 fhull_damage = 3200
; r/ t' P! S' kenergy_damage = 0; B! O- g& V: u c; S+ G1 d
impulse = 0" U: ?) |% w4 o9 Q" D, _+ G* l; L
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
* |5 C+ |, ]3 F$ d+ I/ I第二行是爆炸时的粒子效果
1 R) ~. `, t2 L% d& v重要的是这两行:
) M p0 Z& I2 b7 \' W$ Rhull_damage = 3200 装甲' ~ P8 s1 U/ u( ^
energy_damage = 0 护盾7 X3 } F1 t( L1 Z. {0 a
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. r- V: b$ t1 l, i[Munition]% h$ g2 d% W' d1 H7 b) _: j8 e* Y
nickname = nomadmissile01_mark01_ammo- Q: |; a( j: N6 ~
explosion_arch = nomadmissile01_mark01_explosion) u5 O8 k7 t5 Q: F
hp_type = hp_gun
/ m/ q4 v( g Irequires_ammo = false
3 |0 h) J) b4 H1 @$ G% qhit_pts = 200
1 w9 y. q+ s: K9 m% k# ^" B& Done_shot_sound = fire_no_cruise_disruptor w, m( g" P5 |5 F1 D% D- }
detonation_dist = 87 D8 U3 p2 g$ A9 F
lifetime = 13.7500001 k* B7 g( a3 d/ N( z
Motor = nomadmissile01_mark01_motor
2 B) I. V! P8 o% _, Y. jforce_gun_ori = false
S3 j0 K* G1 P; R4 C9 ^5 ?$ K+ Hconst_effect = no_cruisedis01_drive
, J0 i3 s( e: n; NHP_trail_parent = HPExhaust3 G8 }/ L& h. O. u1 ^
seeker = LOCK
; w6 I1 F7 q$ n$ Y" \# K4 H- j; Vtime_to_lock = 0
( f5 j1 O/ e# s8 d7 B4 b- Iseeker_range = 1500# ?& a5 f" W- B4 F
seeker_fov_deg = 35
3 l. i" t/ ]( D% h& K' Fmax_angular_velocity = 9.913330# W o- Y* B3 I
DA_archetype = equipment\models\weapons\li_rad_missile.3db# L0 w& y* p9 `# P! p0 b6 J
material_library = equipment\models\li_equip.mat
1 I$ G+ ~4 z' A. B1 q* Imass = 1, b: U8 {9 d d; R& F! y4 H
volume = 0.0000003 _( g% V2 Z2 }
[Munition]弹药,所有的武器都是有弹药的.
" r5 ~& v; H# _比较重要的有:
3 M( A- A; x; i+ Q- B2 c& |6 t4 drequires_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, b# A2 c ?7 W8 B
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.
) F* W" P+ w$ e b+ m4 U3 C" J2 y- Lseeker = LOCK搜索锁定.锁定敌机的导弹是会一直追着敌机的./ g. |) W, g ]! h- U& w) z
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
9 O2 S+ s1 T5 Q4 X! l& G, r, u8 c. Kseeker_fov_deg = 35搜索最佳角度,180就够了
8 c' b8 Z6 t& X, j; Jmax_angular_velocity = 9.913330最大转弯率
$ L, I+ y2 _9 d! u( gmass = 1重量
( Q3 F; u `- _. T" t[Gun]
1 O+ X$ b3 \- @, F& L! `nickname = nomadmissile01_mark01
0 x7 Z: i* X# W% Cids_name = 5900381 h! n9 M% j0 U+ b* L; H& n' v8 u0 o
ids_info = 5900399 M" Z0 `7 f& W/ E$ F: I
DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp
) S! Q" i2 ~8 @6 j& D$ K. r) kHP_child = HPConnect7 t3 C! w H( u9 O% |
hit_pts = 12000! ?7 m& l! V/ g: P8 q2 u: _# e
explosion_resistance = 1.000000
( @' c8 x9 n4 adebris_type = debris_normal& y3 Y! J. X7 p0 q+ h; v7 p
parent_impulse = 20
# h% k! q) \3 v; M& W" F' vchild_impulse = 80
6 {3 L5 D% m: f. O3 x0 x+ uvolume = 0.0000002 C$ P5 c: p( U* ?% z
mass = 10
9 o0 s+ |# Y [; N9 Zhp_gun_type = hp_gun_special_10& Y( V/ f$ N! U- ]
damage_per_fire = 0
& e- o% }. i( L" y! c$ F9 opower_usage = 0
7 G, A" t y, I3 M' M% Y# k2 }refire_delay = 2
( Q1 C6 t( M+ r1 B2 n3 L% Z. Umuzzle_velocity = 40.299999+ m9 O" }2 [- [ Q4 Q
toughness = 10.6000002 f0 {0 f( _* b$ ]
projectile_archetype = nomadmissile01_mark01_ammo* D/ S! q- [% y; G4 n
separation_explosion = sever_debris
4 U. D$ P. N5 J$ I) fauto_turret = false2 A! D% G3 d5 ?0 l6 ]/ ^" S
turn_rate = 90
) @! ]$ t7 j8 q+ L! Llootable = false
! |$ F! [* D1 @$ D7 w- kLODranges = 0, 20, 60, 100
! O/ T2 \* L) g( I0 v这段是发射弹药的发射器的参数.所有武器都有.
4 N8 W: p$ f1 d/ b" 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.
6 X F+ X* [0 _; g- b5 gmass = 10重量
# n! `5 a! V2 k9 qpower_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).
* }6 L2 R4 N; s+ R. Y2 ^) W' drefire_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' [. t; R2 Z0 X: z0 e* G
turn_rate = 90转向角度
9 \, o1 r2 }( o# S8 s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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