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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
- ]; Y% C' H/ e* o3 {: M猪大家玩的愉快' I& B& n0 P4 V
/ X1 D1 q8 f% E$ _今天具体解释一下代码的说明:
' ^" _7 F4 Q( m+ S9 Y* g. Omarket_misc.ini这是设备商出售装备的脚本文件.具体格式如下:
2 ]6 a6 n' H) [( c! V3 ?base = Li01_01_base
$ w: L3 E1 E1 ~6 M; D( RMarketGood = ****, *, *, *, *, *, *& Z4 s9 h4 R' n- {" S1 H$ z }
MarketGood = ****, *, *, *, *, *, *! e6 c$ c* U( { b6 q
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% |7 x" n6 a: e* \7 X; f9 i% k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.
, w1 f0 ?# q$ Q. b0 u6 iMarketGood = ****, *, *, *, *, *, *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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% y0 N0 H( ~# zmarket_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:/ a( E# }3 d4 |/ ?& N
base = Li01_01_base
5 F' e; S% a5 imarketgood = *****_package, *, *, *, *, *, *, *
/ ?1 F% d; N! @marketgood = ********_package, *, *, *, *, *, *, *
; n U& E4 p- `6 z3 a6 F# N8 Omarketgood = ****_package, *, *, *, *, *, *, *" Q: d/ N' b) T& y9 T) I
base = Li01_01_base这行还是基地的代码( |9 N; Z+ G k8 g% @, Z, N* U
marketgood = *****_package, *, *, *, *, *, *, *8 \/ F8 \6 E" `7 x6 \, q5 n
marketgood = ********_package, *, *, *, *, *, *, *7 D Z/ P4 z( ^: t+ b1 P( K
marketgood = ****_package, *, *, *, *, *, *, */ G* T; q, S. r; O
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:
# D& z& Q2 ]3 F1 S) C- L1 @) @/ b[Motor]7 ^) {1 j4 O' M2 i: o+ u b2 m
nickname = nomadmissile01_mark01_motor
, p3 [) P- J( k, g. |lifetime = 2.750000
7 z- J* }; v Z% V4 G% g- oaccel = 32.038601& z! d, a4 q4 L, K6 {" y" ~
delay = 0
$ o9 e3 E& k- Q- ^( T+ W: p[Explosion]$ y' G2 i$ C+ {2 D# m1 I
nickname = nomadmissile01_mark01_explosion
{5 ^9 K8 j2 c% [1 \* Y9 [1 x! ceffect = no_cruisedis01_impact
) I! g U/ j8 t' j$ dlifetime = 0.000000, 0.000000; r% T/ u$ F. }6 V
process = disappear
4 r5 z4 Q! L3 w4 g7 Mstrength = 100
) G/ G4 r, k6 B1 N2 d4 Iradius = 25
, k4 D9 m8 n( G3 f& M4 @hull_damage = 32006 O c: a4 Y" V: p) b5 J0 w
energy_damage = 0
7 Z# Z% ^* X4 B- Iimpulse = 0: w o- D6 a* t" g
[Munition]: ]$ u$ k5 q3 h9 B1 l
nickname = nomadmissile01_mark01_ammo3 ^( U' g1 }' g$ c/ G2 A9 [
explosion_arch = nomadmissile01_mark01_explosion: s& w6 _" o1 _, B$ }5 O. b
hp_type = hp_gun/ ?4 G) m4 _4 i8 S
requires_ammo = false& p1 F* E0 |; D- @
hit_pts = 200
' h/ A% U( ^6 K# M3 Aone_shot_sound = fire_no_cruise_disruptor
2 q b1 g0 q1 V |4 O! S3 N Ydetonation_dist = 8* H+ ?2 w6 \, m1 u% B
lifetime = 13.750000
; ?. z* G3 u+ u4 `: }, UMotor = nomadmissile01_mark01_motor; g% S% }$ `3 @1 g1 C# B+ b6 k. e
force_gun_ori = false
. j; U2 X. A- }: r a+ h! U& nconst_effect = no_cruisedis01_drive
B* T, s- E2 [5 M2 A2 H7 {HP_trail_parent = HPExhaust& {9 C0 `" @( _. U
seeker = LOCK* t. c4 J6 R; j: ?* X
time_to_lock = 0
( s7 D1 v2 i2 X: W$ K8 E( Dseeker_range = 15005 E4 H8 l7 s* I5 h- V
seeker_fov_deg = 35$ p" s+ O& q0 u- p! z" E9 x& e
max_angular_velocity = 9.913330, G0 r6 h- ?4 Q# U1 K0 P5 g' K5 t7 r, ~
DA_archetype = equipment\models\weapons\li_rad_missile.3db
- X2 a2 @. t/ b# B9 a H& x' t3 \material_library = equipment\models\li_equip.mat1 C' y( s L% q6 p1 ]6 R
mass = 1
; Q& h2 Y* Y6 C5 B& T E; Qvolume = 0.0000003 F" N/ b5 B% G; [1 Y
[Gun]
1 [1 ^2 F2 J' |) Gnickname = nomadmissile01_mark01
9 u l8 E7 w+ _1 Y9 w! B# k2 @ids_name = 5900385 s0 ^1 J. n+ l1 N! X2 `% r* y- U2 w
ids_info = 590039* L) g) l/ t+ X. N. G! |
DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp* h4 b% P% J( J- |% i6 e1 Y
HP_child = HPConnect
5 R4 O! g0 Z% U0 Fhit_pts = 120009 L3 B5 O" p b( [- b5 S
explosion_resistance = 1.000000
) K b! m2 \) \; Vdebris_type = debris_normal6 v& J/ X+ I: W+ P
parent_impulse = 203 B; v" i, O1 x# [
child_impulse = 801 W a B O7 W( p b0 G
volume = 0.000000
: c* ^4 X* t0 y8 |. R. Omass = 106 N; k& e) v# d3 T @; `- B8 b3 [
hp_gun_type = hp_gun_special_10
5 \% x/ G* \' T% }6 kdamage_per_fire = 0% G3 [ N1 Q" Q9 Q, X# s
power_usage = 0" B6 |7 a2 }/ B `* V
refire_delay = 2' r1 S, c% b- F3 L" w# l+ _) a
muzzle_velocity = 40.2999990 ^3 }9 E; k5 g S, R! J( {
toughness = 10.600000# g$ j4 ?& T6 |5 }
projectile_archetype = nomadmissile01_mark01_ammo$ x5 X" C+ y' }; j! `
separation_explosion = sever_debris
- V2 e) h: ^; t0 q+ iauto_turret = false* r. W6 _/ I( A. C
turn_rate = 90- K/ Q) J7 l( p, n* B" w
lootable = false; c/ e/ u ~# @# \6 V
LODranges = 0, 20, 60, 100 r3 N6 B8 k, O& g5 a% a3 m+ y
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) t m/ q/ n' V" b# H. D. x
[Motor]
# `: `; N$ r+ @4 [+ \nickname = nomadmissile01_mark01_motor- ]9 m0 o b9 T; m
lifetime = 2.750000
, Q3 N; B2 h* Q9 {* w `6 I9 Waccel = 32.038601
( ]4 h& Y- F6 o0 G% `+ f" Hdelay = 0
7 p8 T# @1 N, r( z/ D2 i第一行是名称 V% B# h5 r. Y, q1 F
第二行是引擎的燃烧时间
8 |; E" P+ S0 z) @, ?9 l4 f a第三行是加速度5 C4 _7 |9 o+ J- Q
[Explosion]/ a* u- I1 ^9 _# k& |' y
nickname = nomadmissile01_mark01_explosion/ ?! ^( x% P' e- n3 ~2 c9 ~
effect = no_cruisedis01_impact
" c0 F1 x1 N0 D+ tlifetime = 0.000000, 0.000000
/ S5 g( T! Y/ o; _0 b) E; ?1 U8 Nprocess = disappear2 U1 K3 c- v( ?+ g
strength = 100
# K$ @ g M3 xradius = 25% k) v# r: @$ l; C, s2 t
hull_damage = 3200
+ Q0 l2 _: {3 W. g) {& R% Penergy_damage = 0
6 s+ V5 e { z' T- _impulse = 0! ~4 ~: \6 G# @# Y
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; {, B3 z; n# L+ A- K9 j1 e! X" G$ W3 x. f
第二行是爆炸时的粒子效果
* j! R9 e( H; d, r# ^! e重要的是这两行:- y: H" W3 v. x1 f" G
hull_damage = 3200 装甲8 ~. Z' D& u: |* O& H- g
energy_damage = 0 护盾
5 C& F, r( U6 o& G, 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
8 I3 |# g( y V, l& R8 z[Munition]" N: t, T; m( d- V5 P
nickname = nomadmissile01_mark01_ammo
- D2 N# d7 I+ a0 Wexplosion_arch = nomadmissile01_mark01_explosion0 O" M/ O ]& J$ C3 I( J" b
hp_type = hp_gun; ^3 U2 t: V# G( z1 `$ d( B7 w" z
requires_ammo = false [% [7 d+ e0 ^8 o& t9 m5 ^
hit_pts = 200
8 i+ _+ D* l( t4 d& zone_shot_sound = fire_no_cruise_disruptor
/ U: F4 E4 t2 M3 m# t: Ldetonation_dist = 8
5 g+ v% [ F1 ]$ I H$ alifetime = 13.750000
1 _0 W4 p& a' A4 P4 j4 vMotor = nomadmissile01_mark01_motor) y @$ O- Z6 q3 a
force_gun_ori = false( Z9 g2 G9 J' J: Q
const_effect = no_cruisedis01_drive
# y3 L+ X+ V1 O" j+ ]HP_trail_parent = HPExhaust
' a( q2 F! l, b2 aseeker = LOCK8 A% S4 O5 O2 m/ L7 C
time_to_lock = 0
: |3 h, o+ j; E; Q' l# tseeker_range = 1500
4 m( q! Q+ Y! `+ Oseeker_fov_deg = 35
" k% J- F" {" E7 S Imax_angular_velocity = 9.913330
3 y# J6 X& V: f( c4 K2 cDA_archetype = equipment\models\weapons\li_rad_missile.3db- x# ~6 M5 X3 R
material_library = equipment\models\li_equip.mat% x) y5 F% y! `3 t+ W5 V
mass = 13 [' Y; d3 r& z- d! c Z
volume = 0.000000
8 I) w- d9 e) p# u: Y0 S6 o- A4 q$ {6 e[Munition]弹药,所有的武器都是有弹药的." m) R" D- s. g- ]! A8 u
比较重要的有:7 r- u& H) n% i8 }3 b/ R: D! n* R3 h
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.
- ^7 a$ Y7 s$ p# ^9 r; bhit_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 f; [- @) O3 p9 ?! c
seeker = LOCK搜索锁定.锁定敌机的导弹是会一直追着敌机的.
' U+ Q' ?& ^2 P1 V) W! dseeker_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
" b/ u( Z9 i# D6 T* Dseeker_fov_deg = 35搜索最佳角度,180就够了; P! ^+ n0 j4 ?" a) l
max_angular_velocity = 9.913330最大转弯率
) }& P) z# `6 b% V" P! {& ?8 j+ {mass = 1重量
@% }7 @( W+ A. y, T$ d[Gun]
/ Q7 f, b5 \9 {0 G" \nickname = nomadmissile01_mark01% ~$ j0 q" e e1 o$ E7 L
ids_name = 5900380 t0 v9 Y1 o- S; n5 [/ X
ids_info = 590039. E: T1 g# j7 q
DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp6 h* O8 B' m% F6 P& r' d9 M9 m; t/ Q7 [
HP_child = HPConnect/ t, x, N$ d! g* `# c: d
hit_pts = 12000
7 i1 o6 w( z2 ?9 hexplosion_resistance = 1.000000# H! g" N# a* ^9 Q
debris_type = debris_normal
2 e! A9 }/ u; z/ M1 t0 Aparent_impulse = 207 r0 \1 |, l, D' T0 X
child_impulse = 80; q! t! h$ L: q% G- X5 Z5 G/ z
volume = 0.000000
) z% R( r" L! E" f0 j6 Vmass = 105 ?# u: W' D4 w) K O- A
hp_gun_type = hp_gun_special_10
9 O8 e- S7 n/ v- n) rdamage_per_fire = 0; F) w; N9 t6 i5 p8 T9 |0 S
power_usage = 0
' v, Q, [5 ]% c$ j# |$ u3 zrefire_delay = 2
; j+ I, w- N# B" o! l4 d0 dmuzzle_velocity = 40.299999
/ `; T# `6 Z. w$ xtoughness = 10.600000. p) n; Y7 ?" d1 Y& N/ d4 p1 q- ~
projectile_archetype = nomadmissile01_mark01_ammo W: b% F; H3 p6 f' f2 u4 u
separation_explosion = sever_debris* f% Y4 R Y: E4 E$ T5 a
auto_turret = false
# o6 u' o6 @$ k _* R) q8 Oturn_rate = 90 ~ R/ I7 {; ^4 I6 J- q' K6 c
lootable = false
" D. ]! z$ y2 ^LODranges = 0, 20, 60, 100) d; m7 _0 z0 e5 ?# ~
这段是发射弹药的发射器的参数.所有武器都有. n# m5 C2 C' ] V6 e
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./ g& D0 _4 Y1 @+ z
mass = 10重量6 `' O: { p- S8 W2 m+ S6 y
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).
7 _+ n' G4 o: Q& e" |% ]6 J" orefire_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& M8 V- s5 g! t
turn_rate = 90转向角度
- Y% O" y% g$ j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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