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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
4 H5 k- \* X2 B* m. h5 x猪大家玩的愉快
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+ R8 t' G( G$ j9 Z5 O今天具体解释一下代码的说明:
6 S+ ^+ j$ A- x- |& K5 [market_misc.ini这是设备商出售装备的脚本文件.具体格式如下:: z: X) _9 H+ |4 p( u
base = Li01_01_base
; G* O. x1 M# `+ v" Q2 A4 yMarketGood = ****, *, *, *, *, *, *
8 _! e( R+ `( l- D" pMarketGood = ****, *, *, *, *, *, *2 y' v+ @0 [+ q$ m2 n& r
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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.( f& H5 m( J+ y
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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5 M D, \; Y- Y- d8 [( E# v mmarket_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:' ?. m9 S7 v4 V6 L
base = Li01_01_base
2 X2 x/ p9 |/ v8 m5 Vmarketgood = *****_package, *, *, *, *, *, *, *
, g: s4 C! I& X/ ]7 N/ p. ^8 Hmarketgood = ********_package, *, *, *, *, *, *, *
/ \9 I! R, o5 T" V wmarketgood = ****_package, *, *, *, *, *, *, *
0 F M+ i. g2 Y N0 s$ sbase = Li01_01_base这行还是基地的代码- T: f- Y$ \; Q$ V S2 p7 Z
marketgood = *****_package, *, *, *, *, *, *, *6 M4 j/ j: R& _6 e3 @5 O0 I
marketgood = ********_package, *, *, *, *, *, *, *! o! o8 W+ P7 D# W+ f- f
marketgood = ****_package, *, *, *, *, *, *, *% c8 d9 ]0 H7 r/ d6 ? H
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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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:
/ a+ C2 C( D6 Z% R4 N: b[Motor]8 ^2 Z- v, u& H& [
nickname = nomadmissile01_mark01_motor* ^! Z4 C7 t' k$ f0 [, f0 b6 Y' C
lifetime = 2.750000
# t3 W: Z; C- n1 e2 oaccel = 32.038601
9 S! x9 N0 Z! M6 T% ~) ^3 Q3 \3 hdelay = 0, M$ Q5 L, ]2 N" w+ R$ z: I' Z
[Explosion]
+ W5 m+ E& l" c" b- Onickname = nomadmissile01_mark01_explosion
% I! S# |% }2 s1 O& Z- b) m9 v) Jeffect = no_cruisedis01_impact
* Q3 C3 u4 b/ B! D% y, plifetime = 0.000000, 0.000000
h. {5 @1 _' o, E8 z* b4 Nprocess = disappear
$ g! }7 q: u3 d# }* K5 Ystrength = 100
0 D6 R) t! R- v( b7 Rradius = 25
# B4 t. R7 l( c4 Ihull_damage = 3200# w4 h# h7 }. j: I' x' x1 d
energy_damage = 0
- c0 I! t) O) w$ e" Q8 Eimpulse = 0
5 |7 q1 N; I3 ]4 X[Munition]( l4 U, T, ]1 _' b
nickname = nomadmissile01_mark01_ammo
0 E, z% J8 h' H& [- @8 Q+ j. gexplosion_arch = nomadmissile01_mark01_explosion" s( d3 K) a/ b0 B ~
hp_type = hp_gun
# ?( N: ^1 B& q$ W1 irequires_ammo = false
, h& U- c+ \5 _' Ihit_pts = 200
2 f6 x) H/ }6 a. X5 H7 }one_shot_sound = fire_no_cruise_disruptor8 ?; g* w" L. j$ c% m4 q& Y# f8 h5 H
detonation_dist = 8
! F- k& \+ J& x/ Llifetime = 13.750000
$ Z' G) `1 \: r/ vMotor = nomadmissile01_mark01_motor' x" I' C0 [6 C# f. R+ h
force_gun_ori = false2 g( q4 }( w' |, ?' i5 v5 \
const_effect = no_cruisedis01_drive% V! v6 g0 {, ^6 s
HP_trail_parent = HPExhaust
7 m9 `2 C* W& ~$ j/ Rseeker = LOCK( a0 K. h2 M) M
time_to_lock = 0/ V) J$ \" s5 M. R. E H& f
seeker_range = 15001 X7 q7 L2 h, J
seeker_fov_deg = 35
I1 j3 m p# a! nmax_angular_velocity = 9.9133303 t1 F1 ^2 P, L2 c6 f! k$ S9 |
DA_archetype = equipment\models\weapons\li_rad_missile.3db
" I' b) K" w1 A, r$ n' amaterial_library = equipment\models\li_equip.mat
2 y: }9 K5 P. x8 W( }mass = 1( C0 M6 i5 \' I$ n) [8 P2 J( N; ~
volume = 0.000000
; I4 W/ J0 p9 V# O8 L[Gun]. K) A0 K6 H0 @
nickname = nomadmissile01_mark01. s3 x5 ]: K5 e6 s! E/ ^9 w
ids_name = 590038
% s1 S# `% p, R5 k9 n+ u) L3 ?2 Kids_info = 590039
" g( ~7 ]7 i% X$ CDA_archetype = Equipment\models\weapons\no_fighter_gun.cmp; U/ S4 I0 k+ z, h4 \1 p# d+ _
HP_child = HPConnect9 ~' j6 E! g U
hit_pts = 12000& o7 y* l% y. ]5 Q" ^8 B2 ]+ [5 {
explosion_resistance = 1.000000
1 k! y* P1 e$ @. Ndebris_type = debris_normal/ ]# g* U0 ~* J& _% r- d
parent_impulse = 20% r: J) z* h" Z! y. ]: N
child_impulse = 80! k0 \/ X2 b% [7 \! q
volume = 0.000000% a5 g! \2 q- H E3 Y0 d8 {
mass = 10
# p. A2 S2 u# Z+ A: }hp_gun_type = hp_gun_special_10
4 Y$ v* F) H3 sdamage_per_fire = 03 H. z! ]' O' b1 V* _0 h/ {, r
power_usage = 0
. I' y. f% v7 N; A5 N( }refire_delay = 2
4 N* X1 j. |( O" X- Gmuzzle_velocity = 40.2999994 d, r6 T; Y v Q
toughness = 10.600000) V" g+ Z* }9 e9 d) q
projectile_archetype = nomadmissile01_mark01_ammo
$ w3 n- X) x! D- r, Iseparation_explosion = sever_debris
/ m) z! G! }+ p9 }auto_turret = false
{' k- n# b$ m3 ~1 lturn_rate = 906 f0 G* |! `7 O: n' t# x
lootable = false4 ?7 t5 ~+ X" U+ d- s
LODranges = 0, 20, 60, 100. D" b$ D9 Y+ h
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6 s1 m5 F, E4 F- e* [
[Motor]) q5 S' m5 j0 O8 o$ V1 K
nickname = nomadmissile01_mark01_motor- I! J& J' t5 g3 ~
lifetime = 2.750000
& C: Q$ H( C) S. i5 O, w% Aaccel = 32.038601- d5 b* S3 |/ u- V
delay = 0/ e M" j6 J( m# R; D
第一行是名称 H" W4 q: I) i/ w; w
第二行是引擎的燃烧时间
9 R- N9 S& x' c* o ?# C第三行是加速度
% S8 X1 m) u% l6 T+ d[Explosion]. x( n4 a$ V" x
nickname = nomadmissile01_mark01_explosion4 d; T/ }! J" g) X' D
effect = no_cruisedis01_impact
& ?1 {3 F; _% M* X; T4 e6 P2 flifetime = 0.000000, 0.0000001 C# @# M- b+ j2 E# Z8 l
process = disappear
; E" v3 o7 D# u: Sstrength = 100) C9 J* W7 w( m$ j) f: e' E
radius = 254 s" o1 @& v2 t- O% M, u3 F
hull_damage = 3200
# h9 I7 | K) i; uenergy_damage = 0& O( B3 q3 Z& H4 P9 i+ W1 _
impulse = 0
" X7 D" v. c7 l0 hExplosion,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
7 n+ A- t1 m$ R v第二行是爆炸时的粒子效果! m7 t3 L% |# {
重要的是这两行:
. v& W2 M$ e# D# Z0 K: ^4 vhull_damage = 3200 装甲
- ?4 W; m/ h/ P3 B( Cenergy_damage = 0 护盾( r9 r5 f& m7 f' H
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
$ R/ A1 v p1 j [2 m[Munition]
) N9 ~. @" ?3 Z6 S# E" |- i4 Enickname = nomadmissile01_mark01_ammo/ O4 `- e. Q3 Q1 o0 c! ]4 I
explosion_arch = nomadmissile01_mark01_explosion
' T$ o$ v( c/ \3 z' J: l. ihp_type = hp_gun# ~ b- ?* R$ q
requires_ammo = false
) V8 @) I) R9 S% g9 h: O: ghit_pts = 200 x* h* h& F" J+ [! M
one_shot_sound = fire_no_cruise_disruptor' G' X6 g3 x& o8 a
detonation_dist = 8, b6 ?" V6 B; \
lifetime = 13.750000
$ N$ P: X! S v4 k# X& W- kMotor = nomadmissile01_mark01_motor
" [0 r- }; h& @8 e4 H O9 cforce_gun_ori = false
3 d3 m2 Z% ]( a" ?% n: Q [const_effect = no_cruisedis01_drive
. K" j! X; I! D. `HP_trail_parent = HPExhaust
2 N9 u9 P( Z5 V9 E0 O* Aseeker = LOCK
+ k. f9 r* V3 b4 O5 `time_to_lock = 0
9 e, d- F* K9 {; }: T) w1 @0 aseeker_range = 1500; e( Y, c! n% I; G( [+ N( u( H% T$ l& ~
seeker_fov_deg = 35
3 m4 P ?+ _# ~$ qmax_angular_velocity = 9.913330
3 c( N& e' T( U3 D! O- PDA_archetype = equipment\models\weapons\li_rad_missile.3db; A0 t* |. f, Z& R8 b( t6 D s8 @
material_library = equipment\models\li_equip.mat6 h# g+ ^) o; H: ^
mass = 10 f9 i4 B9 k- u2 G6 w$ \
volume = 0.000000$ j# S+ @: |3 O- Y7 U
[Munition]弹药,所有的武器都是有弹药的./ U/ x1 Z4 {: Q; J, f/ R2 B
比较重要的有:& ]; \3 Y" q, W# j, ]! \ n/ S
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.6 ~' d# r+ O3 F: Z* E1 ?. s& O
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.# J- @8 s1 q* @+ f6 |
seeker = LOCK搜索锁定.锁定敌机的导弹是会一直追着敌机的. e& L; m2 g. h# 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6 e. @1 ], Q" q! M$ \
seeker_fov_deg = 35搜索最佳角度,180就够了
0 k3 P6 R. T* s8 O& f+ V% Z* Pmax_angular_velocity = 9.913330最大转弯率
; ]+ a1 k# \. j8 D2 N. ^mass = 1重量
+ j9 }3 h. ^; Y% Z( A+ L[Gun]4 O& c! \" Z! E5 w
nickname = nomadmissile01_mark01
9 ]& r4 f, K! U$ ]ids_name = 590038
, ^0 }. K& Z% u7 D" j* s Uids_info = 590039
, O4 c6 Y- m8 Z" m7 d9 h' [8 y. `1 ^+ NDA_archetype = Equipment\models\weapons\no_fighter_gun.cmp* c. G$ Q0 ~" K; `5 I, U9 @; W ^
HP_child = HPConnect. L6 b: V7 t% f/ K+ r; V& w+ G2 i
hit_pts = 120002 b- x( h, b8 H" L
explosion_resistance = 1.000000
a h- v! t/ {9 q- I1 v7 [0 Hdebris_type = debris_normal$ h$ p( O: _/ h9 E8 M2 q: [
parent_impulse = 20
' t0 ?4 `; G+ j* o, ^/ {child_impulse = 80; i, v, ~3 @# `
volume = 0.000000
) c2 _" v1 S# c# xmass = 10
" t" p; ~. _4 A' i5 r& thp_gun_type = hp_gun_special_10
: t# q& l/ }2 T1 u$ Z/ }damage_per_fire = 0
% N$ `/ k K% o! O# m: i* r x# dpower_usage = 09 P* e' z' _2 p9 v/ t$ r
refire_delay = 20 Z: }" h* ?, W, Y
muzzle_velocity = 40.299999
7 F0 F3 |# g- wtoughness = 10.600000
8 ?. d( x7 p3 q1 n0 Pprojectile_archetype = nomadmissile01_mark01_ammo
4 ^* ~4 p! Y: x9 C2 A, Useparation_explosion = sever_debris" L! M9 |8 l" D& S7 u
auto_turret = false) |% }8 ^& ]& A# X7 V
turn_rate = 90+ h: k- b' ?' ?3 x
lootable = false4 g7 Y% R- c0 R2 s# H, U9 F' b9 H
LODranges = 0, 20, 60, 100$ m' T3 }$ ~6 V$ \: ]5 A7 ?, m; C( c
这段是发射弹药的发射器的参数.所有武器都有.( H. d! u6 k( ~0 j3 [' H* Y
hit_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.8 ?- G% o' g) {, i' [+ \- M8 r
mass = 10重量
- S, ~7 { i- l5 @9 F5 y0 i. b! {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).
' x. p: n( O8 A0 hrefire_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) [- v) O" n: O. Y
turn_rate = 90转向角度& s7 o+ J# I" y+ U/ `
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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