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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
% a; A" o0 o* O4 i1 g7 L猪大家玩的愉快
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* P8 I5 C$ a4 x* ~+ j8 `1 z今天具体解释一下代码的说明:5 \# m" w% h- B- T
market_misc.ini这是设备商出售装备的脚本文件.具体格式如下:
+ Q2 B( F5 a" ?8 f7 z1 ^base = Li01_01_base: l$ w; w, M2 W' w2 p7 Q
MarketGood = ****, *, *, *, *, *, *3 Y; v( @8 w2 }2 V# _2 J3 B
MarketGood = ****, *, *, *, *, *, *
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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.
" J/ Q& U ?9 [3 q' l$ p+ \. ~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.: i" l9 R9 V5 S# Q; a. F7 E
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/ C i) O) C O* m# S) y; p8 bmarket_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:1 F) e8 ~0 V# l1 i1 r F8 @
base = Li01_01_base1 [8 H0 p9 t" v: s6 z; T) t1 y* B4 |: W
marketgood = *****_package, *, *, *, *, *, *, *
8 e6 f( @7 x& f3 a" Q0 Xmarketgood = ********_package, *, *, *, *, *, *, *& v0 s: D. w5 F4 S/ H
marketgood = ****_package, *, *, *, *, *, *, *1 f" {# ?, h |5 D; d2 `& b" q
base = Li01_01_base这行还是基地的代码% m+ E( W+ a0 U+ ~5 ]
marketgood = *****_package, *, *, *, *, *, *, *
# Z5 ^0 a$ W0 W4 X. {5 q3 nmarketgood = ********_package, *, *, *, *, *, *, *
1 q t! x" T( m5 C" Mmarketgood = ****_package, *, *, *, *, *, *, *
1 z1 i# ?, n( _6 b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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% j0 u% Z% u, E" hweapon_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:5 r; a# }1 e5 ^
[Motor]8 H1 I. J. T ~4 E, z! k$ C8 v
nickname = nomadmissile01_mark01_motor0 U; ?' i0 K$ i+ s: a; P
lifetime = 2.750000
$ q1 t- Y: M6 r3 Vaccel = 32.038601
6 W% O. k i2 }8 d- adelay = 00 U v8 Z4 s/ g* u0 e; \
[Explosion]
# t0 c* [9 A/ ~% l: t! y7 Inickname = nomadmissile01_mark01_explosion5 ~$ j' R9 J- u( c
effect = no_cruisedis01_impact
# O6 T7 |- @7 @/ V9 }* X' @lifetime = 0.000000, 0.000000: b" L4 \* U8 R
process = disappear6 ~3 K& u' c: f; H
strength = 1007 m! y/ u% Y( u. I( x
radius = 25
* V1 g9 i& B. qhull_damage = 3200& B+ Z9 {6 d n2 o7 k% `+ v
energy_damage = 0
! z- z, s" p5 o; c- oimpulse = 0! J; D% j! I- U0 _" u
[Munition]/ {& Q- ?3 ?$ I: r0 Y1 m+ _; z
nickname = nomadmissile01_mark01_ammo* V6 x; p. M. ^# ^8 d
explosion_arch = nomadmissile01_mark01_explosion
& g3 L' S$ }! |. \, _ b% n. {hp_type = hp_gun" q3 n) a& N1 l' J9 o: K) f, q
requires_ammo = false9 N( Z0 K- [1 k; n! g- M: b9 A& T
hit_pts = 200
; h0 W2 x) l4 @2 Cone_shot_sound = fire_no_cruise_disruptor J" l z% [$ X2 u0 H9 ^- `
detonation_dist = 8 m; C5 q! k |) ]$ Q% k! p; m
lifetime = 13.7500004 G2 m2 |2 a+ Z; P( x: {
Motor = nomadmissile01_mark01_motor( v: h }1 U7 T6 D$ H% K/ N- L
force_gun_ori = false' x: Y; C4 ^6 z o. c
const_effect = no_cruisedis01_drive8 P9 {/ J( A6 |
HP_trail_parent = HPExhaust( }6 b* j8 h8 N& a
seeker = LOCK- x3 }) T/ C5 p5 A
time_to_lock = 05 i% n- z1 C- X! Y
seeker_range = 15006 }4 P# G: \4 C8 q* m
seeker_fov_deg = 359 z0 e9 y6 i( o
max_angular_velocity = 9.913330* a- b. V/ } x! A( [
DA_archetype = equipment\models\weapons\li_rad_missile.3db
' x- n8 \4 K8 h8 o4 I; G8 wmaterial_library = equipment\models\li_equip.mat
- E- E9 }0 k. N6 t" o. {' bmass = 1% X3 F0 p- L' }; W3 v
volume = 0.000000# L" b. y( {# K* L: J. E: w, [9 |9 X
[Gun]# v B6 e9 u* |' m3 L! T
nickname = nomadmissile01_mark011 h! V, M" g, v& c8 U5 {
ids_name = 5900385 W9 L3 ~ t$ I2 s
ids_info = 590039
/ f! |- U2 i+ o& o1 k! u4 VDA_archetype = Equipment\models\weapons\no_fighter_gun.cmp) v* [6 Q0 g- x; W) ?+ ^+ E( K
HP_child = HPConnect+ C1 F3 p/ O* b3 P; U
hit_pts = 12000
; v4 g; F. j/ s/ gexplosion_resistance = 1.000000
: I) ^8 E$ `9 V6 D6 Ldebris_type = debris_normal# B# T4 j. j. v+ R* d* h0 l1 @4 D
parent_impulse = 20
4 b! q* \' n. Z4 |3 mchild_impulse = 80! F0 O7 R" H j: X: J
volume = 0.0000007 g8 ?& A! s) I, L( ]# n3 B; h
mass = 10
* \" e- H8 h v8 Q: w3 Q" r9 \hp_gun_type = hp_gun_special_10( {. R4 x$ \- r8 V: Z/ Y% V5 M
damage_per_fire = 0
' @# G$ K% h. @; ~: Vpower_usage = 0
: Q0 N8 y) X8 brefire_delay = 2$ X Y) F! _* @+ [( m0 H
muzzle_velocity = 40.299999
- z, l# z7 G" l) Z8 L+ m1 Ltoughness = 10.6000007 ]0 ]: V+ T3 c- H
projectile_archetype = nomadmissile01_mark01_ammo
9 x4 G* G, i! \4 z- U! gseparation_explosion = sever_debris
& {* {2 d- o) c- n% p& Yauto_turret = false
1 ^/ Z3 Y* b. qturn_rate = 90
3 {; f: y: k: S$ E* `1 M" Slootable = false
$ c1 b1 ?% T4 T6 @# S$ ^) oLODranges = 0, 20, 60, 100( g$ W3 Y1 |/ x. w4 i
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
3 z- i: _' S1 c9 v0 J[Motor]! u- E h3 n4 L. o% z; b
nickname = nomadmissile01_mark01_motor, i* M9 ^* ^8 c; T$ V1 Z: U7 k
lifetime = 2.750000+ D- G* g) _$ K3 Y+ R& W& q
accel = 32.038601
! B" N- p" b# Q P1 j! U; jdelay = 04 W" ]5 `/ |' ^
第一行是名称9 I8 d/ }2 b/ @1 B) s5 }
第二行是引擎的燃烧时间
4 [% g: G8 m7 l. Q3 K* `第三行是加速度6 y! o+ ^3 K1 y0 b* [
[Explosion], V4 }! ]9 \* v
nickname = nomadmissile01_mark01_explosion
) q) ]3 U6 I) s: leffect = no_cruisedis01_impact- [# w/ S7 \* z& A7 g- c6 K$ H9 p
lifetime = 0.000000, 0.000000
9 ^8 ^& W) _6 Z: Q" |5 n; Yprocess = disappear
# a# ~( ?) A" i/ zstrength = 100; L4 m" j1 X2 [9 I
radius = 25
. Q! P. m! E$ n! r! C4 Rhull_damage = 3200
3 _( Q4 B$ R$ x, Benergy_damage = 07 F$ {+ f# P$ B0 `8 K
impulse = 0
$ v q H! J$ F1 f+ H3 H% NExplosion,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
4 \) n& X; Z: g) C9 j4 q8 G第二行是爆炸时的粒子效果" }8 J5 `6 a2 F7 W! _/ x9 ]
重要的是这两行:2 z, ~+ |- H8 V0 S$ v
hull_damage = 3200 装甲% f2 ?+ d8 }9 i9 b& o9 \+ X! B
energy_damage = 0 护盾; J, O6 d% g8 ? y
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8 G. Z5 m( g. f* Y; D
[Munition]
6 {' E3 R E! T; anickname = nomadmissile01_mark01_ammo/ q( r2 H1 g- P+ s& g: D' W# H
explosion_arch = nomadmissile01_mark01_explosion; n4 H7 V$ l: d* t( M/ {5 H
hp_type = hp_gun
. b* y. C0 I7 T" J7 k& orequires_ammo = false# H$ R$ c1 M3 x" C
hit_pts = 200
$ x- E. ?/ x- h& ~( @+ N( f- ~one_shot_sound = fire_no_cruise_disruptor
2 a8 y. N( ?, qdetonation_dist = 8
- T5 t! b7 }: Glifetime = 13.750000
! @& F- m6 k/ yMotor = nomadmissile01_mark01_motor
2 x$ c& ^9 y3 v# J( n d/ fforce_gun_ori = false: G* a: K7 Q6 s% d$ G. _2 H
const_effect = no_cruisedis01_drive
1 X$ }$ q: X0 C5 E% W* P+ j' j& wHP_trail_parent = HPExhaust
' l, m/ N" c% J; t3 m& @seeker = LOCK: q2 ]9 c) C' w, v1 ]0 {
time_to_lock = 0
1 n" l' U' H; N: H+ ]seeker_range = 1500# Z% i& ^4 d8 a: h0 X8 U
seeker_fov_deg = 35
) k9 R1 J6 Z% f" k9 a3 s- {max_angular_velocity = 9.9133300 [* `9 I( r. H" J- Y
DA_archetype = equipment\models\weapons\li_rad_missile.3db4 R8 T L( M# A6 y1 E: I5 _
material_library = equipment\models\li_equip.mat
6 w# Y0 e, E" b4 Wmass = 15 a4 W1 ]1 {2 w4 Y
volume = 0.0000001 u6 Y2 _0 M) \) p' B b! [
[Munition]弹药,所有的武器都是有弹药的.
/ g6 ]2 h+ _; ^; v比较重要的有:
7 U0 Z( K/ _' ^, S( m/ @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.
- F! r+ ?9 ^2 u* q/ a1 khit_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.
; h( t. ]4 |) G, n# }* u# |seeker = LOCK搜索锁定.锁定敌机的导弹是会一直追着敌机的.
* _" c+ `& F' i# | M1 p7 B U! ^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: j0 U7 N1 V$ K" x3 l
seeker_fov_deg = 35搜索最佳角度,180就够了$ u8 q, Y4 E' p. d0 K) e
max_angular_velocity = 9.913330最大转弯率
3 u3 a" i5 @5 c7 Q, P: {+ umass = 1重量 H/ v* o/ d# \9 ~
[Gun]
9 v$ {1 y a4 X. h6 Wnickname = nomadmissile01_mark01
: |9 Q. {& J; R$ ~* {+ Iids_name = 590038
. b6 t' g3 J1 }% I- S: Y8 Kids_info = 590039# A# l1 g1 x6 G5 e
DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp
x* y& f* Y" gHP_child = HPConnect k2 ^# g1 q6 @
hit_pts = 12000
" |, Q2 J; c) G: U0 Wexplosion_resistance = 1.000000* @' g/ p" a( ?7 r7 ?$ ~ v7 ]
debris_type = debris_normal
p- H- ^# g: B9 F$ X6 Dparent_impulse = 20/ m- q" h9 \: n2 x$ L; w
child_impulse = 80
" }+ S; g0 F, P% z/ q+ H7 Q w# `volume = 0.000000! n. z. `/ Y' A) g& g& N( O
mass = 10. F7 `1 a- n$ R @# t, f7 b6 a
hp_gun_type = hp_gun_special_107 k- P- n% e2 K9 E8 W" g
damage_per_fire = 0$ N5 A6 x Z* H9 P8 m X
power_usage = 0/ `4 {. o1 P8 s/ H& |, x4 ~! T
refire_delay = 26 N# L' r# x6 T
muzzle_velocity = 40.299999$ v1 d: v. w% ]) N
toughness = 10.600000" Y1 m7 I/ P5 f1 M1 t, Q: F* W5 g, w
projectile_archetype = nomadmissile01_mark01_ammo1 k0 A& B5 |1 K; N w
separation_explosion = sever_debris9 Z! K* e2 X3 G
auto_turret = false$ b4 x! x6 {' ~) V: R# y' {
turn_rate = 90
( n* [6 L' m7 L: @& ^1 S5 f/ Flootable = false" C$ k7 S& `; ]" O1 c6 R
LODranges = 0, 20, 60, 100
6 j; u& ~5 J5 E8 J' J这段是发射弹药的发射器的参数.所有武器都有.' `6 l; i+ A. p- [9 b7 C3 r
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 |. v: b5 v6 Q5 S
mass = 10重量' q( f! |: i1 p% Z
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).+ a/ u7 ?; V/ V( h) m( |) c
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
, N% F. Q: ^4 Cturn_rate = 90转向角度
! e& T$ y0 x) s* c- `% }# `1 p9 q+ @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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