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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* x( Y+ ]0 S' g/ j$ ]6 _
猪大家玩的愉快
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R( ?8 i( j& }7 W今天具体解释一下代码的说明:; j2 j- U3 J+ ]
market_misc.ini这是设备商出售装备的脚本文件.具体格式如下:/ P0 P$ a, ~1 E9 L3 @
base = Li01_01_base
. k' X3 q. |2 w5 B- \MarketGood = ****, *, *, *, *, *, *( X2 ^3 y# ~$ _0 E8 [! M( O' r
MarketGood = ****, *, *, *, *, *, ** T: x: U3 b& T" w
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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.
1 Z" O; d( \* G, S5 g$ l1 Z7 fMarketGood = ****, *, *, *, *, *, *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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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:
& j# M: j* c: O; \2 P. r. Ibase = Li01_01_base3 |- o, e+ o# Z; c: H
marketgood = *****_package, *, *, *, *, *, *, *
5 m" `. b5 V( |& C6 Omarketgood = ********_package, *, *, *, *, *, *, *
, w% H! w% ~' i0 \marketgood = ****_package, *, *, *, *, *, *, *4 ^0 k) k. j$ e) W+ C
base = Li01_01_base这行还是基地的代码
1 ~" B- ^. P9 I3 J8 W- @7 lmarketgood = *****_package, *, *, *, *, *, *, *% ^8 E% F. X4 @4 @# L! ~
marketgood = ********_package, *, *, *, *, *, *, *
6 G8 C1 k% f- F5 c) v) M2 jmarketgood = ****_package, *, *, *, *, *, *, *
) u" k& k/ s7 p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./ Y7 q; c* [2 Z- e" A+ t6 @+ u8 ?- B
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$ t# U$ G7 X5 N5 e* Z2 F# @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:& k- @; a6 k5 ?1 y7 `1 c
[Motor]
8 U8 @2 D1 J0 H. W7 \nickname = nomadmissile01_mark01_motor& M4 C9 Z+ k. W& N
lifetime = 2.750000
( F+ S; I8 Y" L9 _accel = 32.038601' N0 ?2 y+ l4 }7 K6 H9 s) E; U( P
delay = 0
7 _- z4 c* t: V0 a- e4 ~[Explosion]$ l9 v/ d7 H& Q" p) b
nickname = nomadmissile01_mark01_explosion
' f1 F/ a3 ~! Y) U! f" Q teffect = no_cruisedis01_impact
I2 c4 r% O" E. c" e5 s& rlifetime = 0.000000, 0.000000) G0 X. Z+ |# [7 z \. K# @& S
process = disappear
: e; \" j/ c: s2 W* d8 Zstrength = 100
8 n/ t* v" R; l1 B+ P4 H! `0 _; sradius = 25
; Z+ U! ^5 Y# u9 `- Thull_damage = 3200
2 L; N& Z/ l. |energy_damage = 0
' S$ t, v' \2 Z4 e- qimpulse = 0
/ {6 S& r9 L# {# F3 }+ h: z[Munition]
3 j4 O- t5 q: Rnickname = nomadmissile01_mark01_ammo
( c$ p8 c: g! C7 ]explosion_arch = nomadmissile01_mark01_explosion
" c* V8 n3 Q3 z& Yhp_type = hp_gun: s( D2 t8 x" D ?5 Y
requires_ammo = false
2 ~2 ~+ A; a Xhit_pts = 200, K! Y' e2 v4 S0 t$ k
one_shot_sound = fire_no_cruise_disruptor1 j& k/ W/ ?" Q& T- [
detonation_dist = 8
0 f. Q9 R* x& R$ n3 ^! q$ L) Hlifetime = 13.750000
2 f) Y; }2 [- B3 B5 qMotor = nomadmissile01_mark01_motor5 n8 {+ i4 d& X- l
force_gun_ori = false
3 E& s8 L2 p( d+ p, N) l% }const_effect = no_cruisedis01_drive9 [5 j+ q i9 V' [" O% _' `! u
HP_trail_parent = HPExhaust+ j* s" t% p2 k/ h. A
seeker = LOCK5 E2 R+ X: K, Z5 @3 K& L
time_to_lock = 0
8 ?% D" Q& C2 L: ~+ |seeker_range = 1500
2 ~' Z2 s4 ^- S" O4 f9 Jseeker_fov_deg = 35# P1 U/ _5 R3 H( g- E
max_angular_velocity = 9.913330% b: x6 ]$ R" ?$ z3 ^; p H5 n3 \( |
DA_archetype = equipment\models\weapons\li_rad_missile.3db
8 B) A/ b) A2 G# Ematerial_library = equipment\models\li_equip.mat
8 A1 t9 B. t0 jmass = 1" W. ?/ j/ a) |$ E8 r6 ~
volume = 0.000000+ m3 {+ F- f. `
[Gun]
" @$ H7 K3 ^7 D* Lnickname = nomadmissile01_mark01
9 {+ c* x7 \3 H! M. P$ Cids_name = 590038. G! G [% L. Y; A% w
ids_info = 590039
- Z" Q7 b2 _* ]( |$ rDA_archetype = Equipment\models\weapons\no_fighter_gun.cmp
3 c5 K, g. S2 d% e+ M- W2 ]HP_child = HPConnect, {" f% O; {, w" l1 w: c
hit_pts = 12000: V: _, g! }8 w, N" m
explosion_resistance = 1.000000
0 X. h5 \& L: G# a( B: fdebris_type = debris_normal5 R4 h& F1 w5 [- j% \
parent_impulse = 209 _9 v1 `, A- G
child_impulse = 80
3 C6 x3 W" {$ t2 R4 svolume = 0.000000
! O! @; q8 k: ?6 V# ~mass = 10 }9 U. ]3 K! `& v3 m
hp_gun_type = hp_gun_special_10
; q5 z4 x. q3 k- c% i( A4 f; A+ ~" |2 sdamage_per_fire = 01 t- A- g2 `8 u6 h8 h
power_usage = 0
( O& U- G o/ z& `1 irefire_delay = 2+ q0 q* F4 @) L9 _, f
muzzle_velocity = 40.299999 \3 ?8 U6 V% J, X
toughness = 10.6000004 s8 R! Q$ f0 R: }6 A9 n/ N9 }
projectile_archetype = nomadmissile01_mark01_ammo7 {* E, h2 G% L! V! @8 r" E
separation_explosion = sever_debris
3 Y$ U) E8 z8 U# jauto_turret = false! p: D f! H2 L
turn_rate = 90* d6 j- m, N: M( Y
lootable = false
6 ~& `) ^- \& ]; V& U2 x1 DLODranges = 0, 20, 60, 100. q4 J1 ~, F6 _# p& d
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
0 a7 ?% r0 U/ h" }- o# R* R[Motor]
5 r2 `2 q5 r! c. t3 J) T8 Pnickname = nomadmissile01_mark01_motor
9 V" g6 C. F" o; {* P( elifetime = 2.750000% i6 v C( @: x: F r: n
accel = 32.038601. i3 _: v0 B3 @
delay = 0
9 r0 e2 m9 c, }- j! F第一行是名称* @ y$ C" e- \$ r; }
第二行是引擎的燃烧时间* J2 d: n) X# {
第三行是加速度 a1 N$ a B6 N( K
[Explosion]
' j: a' e0 `+ rnickname = nomadmissile01_mark01_explosion
) V5 R5 W9 S1 @! {1 s# Neffect = no_cruisedis01_impact
- C$ l6 D6 ^5 A# I& Olifetime = 0.000000, 0.000000
, R/ j" O) C. b8 Dprocess = disappear. v. {+ i$ r- r$ H! Q% l) h
strength = 1006 Y, r5 B7 I1 G/ k5 l( V4 p* n
radius = 25. J) m3 B+ C/ x4 F9 H
hull_damage = 32007 l# K: g) m* `" O: P/ P
energy_damage = 0
. j: r' G1 |9 k* R- _0 T! yimpulse = 0! V1 C& q7 _% @3 O- b% K& B
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* s/ K: Z- z" Q% t$ N
第二行是爆炸时的粒子效果9 a( I1 F4 l I+ j
重要的是这两行:
. F# D: H' K. ghull_damage = 3200 装甲
, I2 S* J& W1 o3 n" i6 denergy_damage = 0 护盾: p/ L$ [2 W0 V& U5 L3 y7 O8 m" P
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 t1 \' Y9 F* x- S[Munition]2 A+ _: v" w4 i* ~
nickname = nomadmissile01_mark01_ammo
: n( ~; W% A: {, Z! L, Y. fexplosion_arch = nomadmissile01_mark01_explosion
4 [( s8 A; w$ ^! l( i ^9 K4 Mhp_type = hp_gun
& V/ c/ `+ y: q2 {" krequires_ammo = false, G' G( B; \+ j0 @
hit_pts = 200
" e8 d8 O F1 F9 B# ]0 {one_shot_sound = fire_no_cruise_disruptor( ^ h1 d. b# Y
detonation_dist = 8
m* [" H4 q4 {: Ulifetime = 13.750000* f% q& V, |7 ?
Motor = nomadmissile01_mark01_motor$ j5 j/ Z K$ E$ O% j/ b
force_gun_ori = false
* u% u& q4 c$ c$ cconst_effect = no_cruisedis01_drive. ~/ b8 V: Y% D/ @4 R) _" A1 D0 f
HP_trail_parent = HPExhaust2 g, ]9 A9 ]7 ^ I1 ~
seeker = LOCK
# [' O! [" S2 E- v- L2 Ttime_to_lock = 0& W) O8 I# x* X& n# b8 w* l
seeker_range = 1500
& O3 t) ~* V2 n b" lseeker_fov_deg = 352 a4 j# B( V# r2 m8 `1 E
max_angular_velocity = 9.913330
( F; S( s$ b0 S' N- V: q( }DA_archetype = equipment\models\weapons\li_rad_missile.3db
" {/ P9 a8 Z5 J8 M4 h0 l( G/ Tmaterial_library = equipment\models\li_equip.mat5 j m. q* H) |4 v& ^
mass = 1# O6 E' H, S6 h0 }& s6 E
volume = 0.000000
+ j! `5 L0 r- f7 M' I X! _, w[Munition]弹药,所有的武器都是有弹药的.: R2 U4 P/ K* M c8 G8 ~% g
比较重要的有:
- \+ ]5 ]; A% X! Crequires_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.
) @' G5 t" @$ H' z) z3 E: t: Ohit_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.
4 ~6 B& `, S" T- Qseeker = LOCK搜索锁定.锁定敌机的导弹是会一直追着敌机的.
4 t* q( J# D7 k& pseeker_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+ U- v7 g( ?& ~ }, r. r9 @
seeker_fov_deg = 35搜索最佳角度,180就够了
! p* K4 e {7 S/ H" c* F4 rmax_angular_velocity = 9.913330最大转弯率
O+ s, z) @: J1 Mmass = 1重量- G4 f7 `! s& n: @
[Gun]) ] F1 l" c. E7 s9 ?% S9 ~ e
nickname = nomadmissile01_mark018 _1 H4 M6 C& i1 @
ids_name = 590038
8 E- z: y8 ?( P, O# Z7 | lids_info = 5900390 L' g, i" w/ J
DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp( Y: h0 r; Q0 c6 ?
HP_child = HPConnect
- y- @8 `% s3 u- }. ~+ bhit_pts = 12000& [2 F8 W3 v) C% }8 l
explosion_resistance = 1.000000; D% P9 Q9 w" K( p( I: }
debris_type = debris_normal' n' L A" {) H$ M
parent_impulse = 20+ t, x1 }% ^: ]+ Q/ j7 e0 s- |- s, {
child_impulse = 80
6 q* r2 i& O2 o1 v8 W$ gvolume = 0.000000! I# u" Y( f2 b. k+ T; X" {
mass = 106 d: M) R9 Q3 o3 y0 U3 o% P
hp_gun_type = hp_gun_special_10
. E; H0 E1 Z7 J: pdamage_per_fire = 0! T/ T, S$ i7 B& i. l0 N% z
power_usage = 0" Y; H* ?3 L! e: w# J+ l5 w$ X8 x
refire_delay = 2
- E# ~" J a$ Y; J: Z- v5 Pmuzzle_velocity = 40.299999
2 D- H+ D6 F6 d' G, K' c) Rtoughness = 10.600000, D5 j* Y/ \+ r( V; ?1 }
projectile_archetype = nomadmissile01_mark01_ammo+ E6 h7 z9 j% a1 U
separation_explosion = sever_debris/ F8 L6 I- j+ ~, v1 ~! h4 c
auto_turret = false: c9 \4 |! V$ l& D; c0 l
turn_rate = 90
m u# U! _/ P, A# t+ Dlootable = false& W6 l g9 o3 {9 N1 l, c* W3 [) o
LODranges = 0, 20, 60, 100" n. g& W8 G" g; r( k+ M
这段是发射弹药的发射器的参数.所有武器都有.
1 V+ @# w- |2 ghit_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.
" A4 x. C! B& X: W! gmass = 10重量
! e* `6 u( C3 K% h' 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).& j r0 ^% a) _ V7 ?/ l
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
5 O# P6 F9 G# gturn_rate = 90转向角度# E$ m! L% D! Z2 P( o
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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