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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' v# x1 q5 P- X( y6 J. Z. ]
猪大家玩的愉快. t1 Q2 t! ? Q9 W- l
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今天具体解释一下代码的说明:8 t* V+ J; f0 N' K9 A
market_misc.ini这是设备商出售装备的脚本文件.具体格式如下:
! d3 x$ Q3 C) P$ I( r0 @base = Li01_01_base
^$ O( p: m5 cMarketGood = ****, *, *, *, *, *, *- V6 P" c# d2 w3 @* v9 k1 X
MarketGood = ****, *, *, *, *, *, */ i8 Q. ^% l2 Y# P- _3 v
.' @% L) J* J$ `
.
3 I6 ?7 e5 r5 \' f& S" S$ R.
. w5 }3 U* z) s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.5 W% z3 P5 p* ~% H* I! \
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 }8 i. y" }. A7 fmarket_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 o3 F4 ~$ G- K" v9 K
base = Li01_01_base% h) b" h* E+ V* J- s
marketgood = *****_package, *, *, *, *, *, *, *4 R( c: s T4 p
marketgood = ********_package, *, *, *, *, *, *, *# Q6 B+ }/ z( X. N9 \* Z0 r
marketgood = ****_package, *, *, *, *, *, *, *
- h1 H. v2 L9 nbase = Li01_01_base这行还是基地的代码8 [" E) x. q9 n
marketgood = *****_package, *, *, *, *, *, *, *5 [; c6 } c2 J. i3 s; Q* ]$ B
marketgood = ********_package, *, *, *, *, *, *, *4 j+ o) B; [4 O# m' ]3 ?
marketgood = ****_package, *, *, *, *, *, *, *
6 m- k' E r7 g7 r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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1 k l7 E8 h0 uweapon_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:
: y( \7 {: Q, A. J; A/ T+ j8 z% D[Motor]
: F, s7 R7 d# s- _- Pnickname = nomadmissile01_mark01_motor
- B3 C( r: x+ zlifetime = 2.750000
8 c/ q( `2 l" Maccel = 32.038601
6 I! u6 v& i: _1 C: H9 L5 M K3 Bdelay = 0
5 G8 [2 C# [" y6 I' E& H[Explosion]
& e& C; V! m- l7 ~/ dnickname = nomadmissile01_mark01_explosion
9 ^: H4 A/ z# K1 feffect = no_cruisedis01_impact
$ M S0 W, m' N9 X% Mlifetime = 0.000000, 0.0000003 W" E( d8 c7 c, `! y' b. B2 r: j
process = disappear
+ ]& G0 z5 W2 U" X. O3 |- \strength = 100
# B9 B' ^% k3 B3 f! Q: B% aradius = 256 ?* k2 d6 {, ?
hull_damage = 32009 l6 t1 E$ F o1 S/ V" I l
energy_damage = 0 S+ J) g$ a) ?8 v' W
impulse = 07 N# T/ Y& t. T8 K. h
[Munition]
+ i3 c, I ^, }0 [# k$ cnickname = nomadmissile01_mark01_ammo
% a2 K$ S r7 i1 r2 d' x" V0 }explosion_arch = nomadmissile01_mark01_explosion$ p& v$ n2 b- x5 J
hp_type = hp_gun
' f& F1 m [ U& a( D) M1 l6 B# R+ wrequires_ammo = false/ `0 C9 }6 d* K& [) H
hit_pts = 200
O- x z* Q+ C4 z- Q) N* H/ r: Mone_shot_sound = fire_no_cruise_disruptor) m2 H' e& R5 B+ [# B8 G
detonation_dist = 80 @' i# M0 J) ~2 H
lifetime = 13.750000
9 z+ T! J9 z6 {; u) o% Y# oMotor = nomadmissile01_mark01_motor. T9 u L& @/ Y, }5 [2 n0 b& O2 v7 s
force_gun_ori = false
7 q. X0 L9 Z, c1 L- N# r' \; Mconst_effect = no_cruisedis01_drive z& g6 m7 v& K: l2 q; `
HP_trail_parent = HPExhaust+ d7 F$ \, H' c& R
seeker = LOCK! }7 ~9 B. C# g0 v! T2 U
time_to_lock = 0 N5 f6 U6 U* w! q
seeker_range = 1500
' G& }3 j1 A" h! p# Nseeker_fov_deg = 35* x; I: Y5 W. b- D8 t. X; R
max_angular_velocity = 9.913330
1 l% ~2 o6 t- \' L( FDA_archetype = equipment\models\weapons\li_rad_missile.3db! e9 b- U+ e% f3 T' m6 J4 D# T
material_library = equipment\models\li_equip.mat
! d; ?, P. n' _+ ~+ wmass = 1
' i* Q, ~5 T) l1 n# t! avolume = 0.000000
( s7 f% P2 X9 ~9 Q$ |' f9 A# H+ e[Gun]" s- e; J8 p [7 q, F; b! _4 }; d
nickname = nomadmissile01_mark016 `6 n! ~8 ^2 ~4 t
ids_name = 590038
+ P% k% n0 H0 h' Q- F U4 R# Tids_info = 590039
" [0 N9 p9 P, R5 ~: m- M8 x' W9 eDA_archetype = Equipment\models\weapons\no_fighter_gun.cmp3 A0 v1 n" J7 I
HP_child = HPConnect
$ [* C( E# V3 _* @, ^) a& q3 A8 Phit_pts = 12000
. E3 I4 @2 y# W% Xexplosion_resistance = 1.000000% D# E) A( n% e: y" |9 m- X
debris_type = debris_normal
; ]' U- y- S' I) G' j5 zparent_impulse = 20$ m& x0 a4 s; C) o7 r8 I+ _- K' {
child_impulse = 80 }, a; o$ c Y
volume = 0.000000
7 e9 J( [8 V7 x/ K9 _, imass = 10
! l. K1 w# ^+ h% t2 l9 xhp_gun_type = hp_gun_special_103 Y: K- F- Q% i; V- G, H" Y$ V
damage_per_fire = 0
6 s+ [+ E0 [4 ], N, x5 r! ]3 Q c% Ypower_usage = 0
! y+ ]/ X9 J& r5 Z: ]1 q! N, @refire_delay = 25 a& {. g! y9 P0 Q9 l3 {
muzzle_velocity = 40.299999
8 n) W1 E3 r7 c! Ttoughness = 10.600000
8 \/ w4 c! y& }$ H' Yprojectile_archetype = nomadmissile01_mark01_ammo
5 |- D9 B |5 Z% r' `separation_explosion = sever_debris$ L. |) X4 r$ z' ^9 S8 ~# q
auto_turret = false2 }& h7 D q$ S [& R
turn_rate = 90
# K' U" n' B" P* m* }* P. l7 o4 y( i* H. hlootable = false
' \- b8 `4 c! k: K; b: _* g& f$ [3 aLODranges = 0, 20, 60, 100. M' A6 t5 q4 p5 C9 T" ?% z0 a w
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4 Z$ X o# E& d2 i- x
[Motor]* |' P9 M- I4 z T! d
nickname = nomadmissile01_mark01_motor6 t+ _8 j7 m) P5 X) d
lifetime = 2.750000
& w, p: X* o6 M6 @( r& g# Paccel = 32.038601 k# K1 r- g6 O' m- c8 u
delay = 0
6 W' ]+ A+ z6 ]2 ^; P. W, o' ^# |第一行是名称
. p8 G2 f. r. h3 {( R2 z* ~第二行是引擎的燃烧时间$ Z9 X) k3 b0 t6 ]# g9 f
第三行是加速度
$ T/ n% e, \$ ?+ U! {[Explosion]# ^0 Y' l, m1 V* w2 [! }+ w
nickname = nomadmissile01_mark01_explosion' s- P& m- ^, q
effect = no_cruisedis01_impact
8 @- v* |3 S0 a" O2 `; D* @2 S$ Clifetime = 0.000000, 0.0000004 w5 E9 f6 x6 L# s/ t
process = disappear
8 m$ G% n3 h) Z% ^/ i# f% o7 p% cstrength = 100
3 R2 k" z1 a/ `" N0 i& Q: Cradius = 25
6 x0 o$ P% W8 o- D0 xhull_damage = 3200
0 R# f0 J- ?2 Y9 _7 m# Wenergy_damage = 0
9 F1 h7 o e9 ]3 P: X$ u& Uimpulse = 0
! o' \1 x6 C6 b7 @2 uExplosion,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
( Y' T* F7 R7 h6 F第二行是爆炸时的粒子效果# g8 X9 r# E# x# Y/ ?' i8 M
重要的是这两行:
8 v& K' f j% i( _hull_damage = 3200 装甲
4 g3 ~8 q6 M; C; |8 c7 d& u! Eenergy_damage = 0 护盾$ S \, a! `% X# e% g
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% U7 ~) Q$ Y N( @7 [% }[Munition]& P$ n& _7 W! a& R- l- o3 a
nickname = nomadmissile01_mark01_ammo6 ^# `1 S* E9 M
explosion_arch = nomadmissile01_mark01_explosion8 r" u1 U9 ], q, d8 Z- q
hp_type = hp_gun
' }- h n' i& i, [0 B# mrequires_ammo = false+ a% e" c% j8 [' p
hit_pts = 200
+ G% \# G$ }+ P- Y" xone_shot_sound = fire_no_cruise_disruptor
! _. r5 p) Q8 m% f! z- u% }5 sdetonation_dist = 8
Z6 s0 i' ^% N5 llifetime = 13.750000$ U* n. `' Q, {4 T1 l& a" t
Motor = nomadmissile01_mark01_motor
, {- }+ X( T+ i( h0 Nforce_gun_ori = false5 z0 S, T3 T, w: O: J/ Q+ i
const_effect = no_cruisedis01_drive
- b0 t# e D: z* \. qHP_trail_parent = HPExhaust
. X' `% Y" n4 a( zseeker = LOCK7 F1 s# Z/ n% m& e
time_to_lock = 0' E, ]8 g% K3 s5 U: c! U/ F j, G
seeker_range = 15000 _. ~) q. j. h- ~5 w: F6 V' q
seeker_fov_deg = 35: s7 k& E0 w6 ]* ~% T% I1 h% W
max_angular_velocity = 9.9133306 T& |- P- L/ s$ N; U3 e. j! e
DA_archetype = equipment\models\weapons\li_rad_missile.3db
F: N) X6 d0 Z* hmaterial_library = equipment\models\li_equip.mat6 q( @* z; U* }0 [/ L
mass = 1
+ W* d+ T" u3 n% p4 Pvolume = 0.000000
* C; I) N$ J; j3 I. g& @: @! l[Munition]弹药,所有的武器都是有弹药的." \: B0 h9 D H2 x0 N) g
比较重要的有:
, {. z! F4 J2 jrequires_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.0 k. x& P3 l$ q) V4 U+ y
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.2 H+ \; k% W* b& j% _) \( v9 C
seeker = LOCK搜索锁定.锁定敌机的导弹是会一直追着敌机的.
8 _- d# ]8 M j, U9 @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& R6 m& b% c. e/ {
seeker_fov_deg = 35搜索最佳角度,180就够了0 \5 p+ |% U, B* t1 A4 b
max_angular_velocity = 9.913330最大转弯率7 A x$ L" L# P9 r* u
mass = 1重量: V$ L: a' h$ F( z/ J% `1 `
[Gun]
6 ~2 A; T+ G) C* b( D/ bnickname = nomadmissile01_mark01
6 A. u/ ^) j2 V0 G$ kids_name = 590038/ m( t7 ^ L; g$ W- M+ Z$ ~
ids_info = 590039
+ z0 e, Q' Q1 Q- q5 u, T1 l! z: V6 RDA_archetype = Equipment\models\weapons\no_fighter_gun.cmp
$ J- _6 e- D& x! d. gHP_child = HPConnect
/ y5 r) i( E0 T* Q0 Q% ahit_pts = 12000
7 ]: [6 S9 ?9 kexplosion_resistance = 1.0000001 ^; J/ `8 t. ]
debris_type = debris_normal
9 N; D( i* V' [ b4 E) `parent_impulse = 20+ P) ^5 i; H4 U+ |6 d
child_impulse = 80 Q) B, i! P6 `
volume = 0.000000
# D: s8 j: S1 t7 M b0 {/ omass = 10: P2 d2 I5 |4 B1 ]! a7 E* q/ x
hp_gun_type = hp_gun_special_10
9 G7 d3 L9 F3 Z* R4 Zdamage_per_fire = 01 E1 v, p, ]. |3 V
power_usage = 0
+ f$ X1 k6 m" k5 r3 W: g* l4 srefire_delay = 29 |7 X- J4 j0 X6 B
muzzle_velocity = 40.2999993 f6 o7 M& U7 E& a( l5 Q
toughness = 10.6000009 K% G8 C- r! i2 i) r" L: V" R
projectile_archetype = nomadmissile01_mark01_ammo+ C" N( v7 J& i2 l. l7 c( S
separation_explosion = sever_debris
: D% X) k; F4 q& Pauto_turret = false
6 z. @) Z$ \+ _+ ?; A( Gturn_rate = 90
2 u4 } E0 C' g. T% L- blootable = false
8 C4 ?& G, X/ v: ?3 K8 [LODranges = 0, 20, 60, 100
; q$ [! c' X! V4 S0 m0 C这段是发射弹药的发射器的参数.所有武器都有.8 j" J4 h; d- O1 n8 C2 I. @
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.
5 P4 x! c1 s5 A) {* R6 t! lmass = 10重量1 I T* ~& E% W3 R" A
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).$ J' c) E/ A+ v. i) n( i% ?; h
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
9 Q2 z% n* Z' L1 Q- }! X9 A( `turn_rate = 90转向角度$ @' P) K* n4 H h( z. S& d
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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