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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: }8 E9 p/ k+ E9 o猪大家玩的愉快9 \% b; q) V' _/ x9 Z) A
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今天具体解释一下代码的说明:
, T* ?. {3 @( d( T/ hmarket_misc.ini这是设备商出售装备的脚本文件.具体格式如下:1 j$ J$ j; K6 m, L5 q8 s! x8 w
base = Li01_01_base
, w- {$ M% g+ z4 N3 s1 i6 OMarketGood = ****, *, *, *, *, *, *
6 a. z' {" a) ^% G' W) w* B+ ]MarketGood = ****, *, *, *, *, *, *; x0 Z* m/ d% T+ c1 r5 n
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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.. P m' `' R0 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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# y: d+ P q0 w5 O `* ]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:
+ V6 e, }! i; H* Ebase = Li01_01_base
2 P0 s3 G; L# Z0 _9 y. w6 Mmarketgood = *****_package, *, *, *, *, *, *, *- x; X! ]- G8 w
marketgood = ********_package, *, *, *, *, *, *, *1 c5 L/ j; B2 w6 ?) Z$ ], p- Z. |
marketgood = ****_package, *, *, *, *, *, *, *
* U( z) E' ]4 N6 B6 g! ?0 O" N+ d5 Obase = Li01_01_base这行还是基地的代码
' D7 ]+ N0 `) x% g' [marketgood = *****_package, *, *, *, *, *, *, *
8 E* q+ Q1 ]7 j4 }- F8 z, k' U$ j2 vmarketgood = ********_package, *, *, *, *, *, *, *
" Y+ |% X5 m* R: N- Amarketgood = ****_package, *, *, *, *, *, *, *
$ `# x9 X; ?" G2 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.
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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:( B# |3 X% h/ W3 ^6 n @; G6 q
[Motor]; @1 Z8 t$ }: A
nickname = nomadmissile01_mark01_motor
( ^1 ?( t6 M' x2 b9 Plifetime = 2.7500007 p* [% l% t( X& S# ~7 W# u D
accel = 32.038601
+ {- s, T/ \# _" a, m$ c$ o7 kdelay = 0; k$ b- Z# ]/ ]9 o
[Explosion]
' w: q% N( @7 N# mnickname = nomadmissile01_mark01_explosion: |% N4 {" I. ~" \) r
effect = no_cruisedis01_impact
3 G+ Q( ~& n* Y& t K! a; Y1 plifetime = 0.000000, 0.000000+ q4 Q- k4 {( p8 r0 R7 F
process = disappear
t* ~2 s9 m( P9 Y% O* E* A p2 Ustrength = 100/ E- Z0 i" K( [# J# z( d7 D
radius = 25
: Z$ j$ |8 G/ Phull_damage = 32004 ?6 G+ i% l) G2 p
energy_damage = 0
: q- V3 b- V* F/ K' m( Limpulse = 0
9 L( q- L7 n& t: v \ g5 R: T[Munition]
2 {& X8 E! w2 b1 {- onickname = nomadmissile01_mark01_ammo* ?6 k- S& {9 Q! L. }+ k
explosion_arch = nomadmissile01_mark01_explosion
k( D& U' H. i4 j0 `hp_type = hp_gun
! M+ H0 C% C0 P+ J+ j: Vrequires_ammo = false
* }" O0 {' M; A1 ghit_pts = 200/ I( C/ a3 I+ ^% X1 P
one_shot_sound = fire_no_cruise_disruptor
, D# G" T5 ~7 gdetonation_dist = 8
% b; g; o% Y' C8 h* w7 klifetime = 13.750000
% ?# A L- c! t3 L1 cMotor = nomadmissile01_mark01_motor" u6 i6 \. f3 q4 \9 ]
force_gun_ori = false
7 _8 D/ w8 @) [6 t) Z* G# A1 S% Dconst_effect = no_cruisedis01_drive
% V+ l. Q3 v; v9 [HP_trail_parent = HPExhaust w1 b8 Z* U" B* w% h
seeker = LOCK
5 O9 q' w: w6 Xtime_to_lock = 00 i2 Z) G4 x# }: K
seeker_range = 15009 u R7 C4 W/ j* P
seeker_fov_deg = 35# Y0 F' Y3 K2 }8 g
max_angular_velocity = 9.913330
5 `) Y6 u0 k1 T7 FDA_archetype = equipment\models\weapons\li_rad_missile.3db/ e" ]( d/ B& }( C
material_library = equipment\models\li_equip.mat
; R9 M7 [) x. ^% _: }* V, kmass = 1) s- r$ n" W3 N, x0 o+ \# g4 D
volume = 0.000000
6 O# ?8 v. o' q4 Z0 k( P1 i$ z[Gun]
4 c6 t$ [; X1 |% k6 a1 unickname = nomadmissile01_mark01
& ~/ N: z5 n$ o! i- u) k) ]" Hids_name = 5900388 g/ |& N6 x9 ~9 G/ M
ids_info = 5900398 F6 @; F5 @% v# N2 [7 j6 e/ Y
DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp/ P: S0 ]# @) \! @ i4 J
HP_child = HPConnect' ^8 p+ x3 Z/ y% u+ F/ N
hit_pts = 12000, t1 l N8 j- T
explosion_resistance = 1.000000
; z' K' W4 ], c) o3 t( J* _debris_type = debris_normal. f4 L' P# A2 s' x1 ~/ c4 V
parent_impulse = 20
9 V O, U% ^% ichild_impulse = 80
4 W/ m0 `/ H1 P3 K+ x. D6 Gvolume = 0.000000
$ x5 O- R! Q7 }6 b Emass = 104 h7 Q# ?1 B8 d" G# k" e* a0 ~' r5 C
hp_gun_type = hp_gun_special_10
; o! y5 f! W. r! Zdamage_per_fire = 0' ?% j h8 Z: h4 S- w7 x
power_usage = 0( G$ Y. C, D- |# a$ T0 _5 s
refire_delay = 2
: ~4 |+ C* ?6 n j- Qmuzzle_velocity = 40.299999
7 B/ b. o9 J2 m; @toughness = 10.600000! F+ U" _7 ~6 w, J% A( D
projectile_archetype = nomadmissile01_mark01_ammo4 C2 W8 `( C$ d0 _9 J& |
separation_explosion = sever_debris
- Z: G; }& {- i/ n& c. Y9 Kauto_turret = false4 G" @0 w( ]. M k* Y
turn_rate = 90
- W. X7 P/ i: n" \, P- d" qlootable = false
5 J W% }! S7 Z; rLODranges = 0, 20, 60, 100
; E2 L) k3 T4 Q# G+ T0 X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* X3 K3 |* p" z7 Q! j+ o+ r
[Motor]3 O- `- ~' e3 o
nickname = nomadmissile01_mark01_motor
/ Y$ Y/ N2 \: K( Jlifetime = 2.750000
; f2 ?6 x P, e2 m: }+ @accel = 32.038601
3 N4 p! y* M* {5 Gdelay = 0
% Z0 A5 u% y) Q5 K+ E& |& q' P" R第一行是名称6 ^; [" w0 d+ S# b& }& M1 q/ Z! f
第二行是引擎的燃烧时间/ R. s8 Q( Q7 @, j% P( ?. I* {
第三行是加速度
, I; I' A) N) Y5 v6 {5 E[Explosion]$ v9 g- x0 Z; S$ o, K) @0 Z& ?
nickname = nomadmissile01_mark01_explosion
$ q) t3 Z4 h: W, C5 Heffect = no_cruisedis01_impact9 \9 H5 T- O/ L3 V G
lifetime = 0.000000, 0.000000# Q. v, g) Q$ B- n( G1 S. k
process = disappear
6 z1 y9 v Y/ k( ~ Fstrength = 100
. L2 T; w3 k# P4 Tradius = 25
. _& t4 I* g4 U( D. xhull_damage = 3200
^8 p) y9 ^! venergy_damage = 0$ W3 _ n4 d6 _+ a6 X
impulse = 0
% ]5 x# d, b5 s" sExplosion,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; E& p X- |
第二行是爆炸时的粒子效果
$ L5 O8 ]& z+ i' _7 E0 ]7 F7 y重要的是这两行:
6 Z X, ?, @2 h7 r9 uhull_damage = 3200 装甲
; a# w' }( E& `; K/ aenergy_damage = 0 护盾
+ q- o+ B- p' J, z/ p& G. X# S. `" z% Z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: W% _/ P/ S$ }# \
[Munition]
2 U: t; }3 }7 D& H N' d( ^nickname = nomadmissile01_mark01_ammo
6 Z( G7 P0 Q( J6 P6 W# z6 aexplosion_arch = nomadmissile01_mark01_explosion; Q2 r/ C1 v W1 i
hp_type = hp_gun
7 m1 D1 j# Q# K" `) v% Y' Vrequires_ammo = false; ^5 Z7 q* E, \8 s, ^# S' H
hit_pts = 200
1 y! m. s; a* h- W; f% xone_shot_sound = fire_no_cruise_disruptor- ]: d7 z$ M- V7 i/ D% ]
detonation_dist = 8
5 j! X" a. e' D8 y; wlifetime = 13.750000
6 s. i' V# S. aMotor = nomadmissile01_mark01_motor X0 Q! K+ t: @3 X: {
force_gun_ori = false
5 S: [, L( U$ F9 K' {: n( X. e5 O5 Z* mconst_effect = no_cruisedis01_drive2 R% k% j1 S8 r
HP_trail_parent = HPExhaust/ u/ H/ N- G9 C6 `
seeker = LOCK
6 k: o5 z+ L1 Z1 etime_to_lock = 0+ g3 g+ I' E) D( l* n
seeker_range = 1500
& s1 l/ y# n1 w) f# c: @seeker_fov_deg = 35) w4 ], g5 U; E! [# Q V
max_angular_velocity = 9.913330
% B+ q1 z. c3 T; s& m# K( wDA_archetype = equipment\models\weapons\li_rad_missile.3db/ V: N* N- v4 t) `
material_library = equipment\models\li_equip.mat
1 @! q8 [- r8 Hmass = 1$ O$ P% q8 F9 f9 C C0 M
volume = 0.000000
6 g" L s! S% R[Munition]弹药,所有的武器都是有弹药的.- A, X0 [+ c5 g. p; q+ y! U/ @
比较重要的有:4 _8 X* F# M* i3 ]. Y% i7 Y) D: K
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.
, t. ^2 ?" N _6 @# Uhit_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.
! b7 G6 U, U: {% w+ jseeker = LOCK搜索锁定.锁定敌机的导弹是会一直追着敌机的.1 x8 \, E- l, S* ]2 O
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
1 `) ] }4 w+ u% d2 _ ^seeker_fov_deg = 35搜索最佳角度,180就够了
: f: X' R: ?% h* b9 Z) ^; z* Rmax_angular_velocity = 9.913330最大转弯率
9 R$ A, ?" l8 |6 D! h; J: vmass = 1重量; ^1 ?5 N6 J8 J4 v7 a- X
[Gun]
& E, ]# d0 W% A' @nickname = nomadmissile01_mark01
8 I/ H- {; r1 F; dids_name = 590038
& H9 H' d$ U3 n$ ]! Rids_info = 5900395 ?. A- p0 ?) m/ W8 F4 D
DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp
# u) ?6 p, ]7 `HP_child = HPConnect& F; q5 b) p! T; V7 w+ X
hit_pts = 12000# r8 i! \! i! M* h( y
explosion_resistance = 1.000000
9 {8 p. `# L2 n% K8 mdebris_type = debris_normal
" T5 s8 P' {9 W) e- eparent_impulse = 20& i- f' d* F9 t o
child_impulse = 80* t0 x7 o& a V, C; [, O
volume = 0.0000009 ]$ j0 \" k. t0 H: K
mass = 10
# A8 p+ y5 O9 `; F4 ]0 W. W1 Ehp_gun_type = hp_gun_special_102 n3 }- {) E3 x% W8 L) C2 s; D/ F0 o
damage_per_fire = 0
7 L+ Z/ j8 ]4 z3 G/ G, x: B6 R+ npower_usage = 0
/ y0 `2 H# e V5 H- n- X% K7 r7 }refire_delay = 2
F W# `2 K. H6 ]& Pmuzzle_velocity = 40.299999
- t* m& ~+ d3 |6 q$ I8 S% a6 b+ N- A* etoughness = 10.600000
. f: [1 r$ O; S. Y2 _7 oprojectile_archetype = nomadmissile01_mark01_ammo4 b& w9 P+ m/ d- O6 P6 M* u, W
separation_explosion = sever_debris
% g' l3 p, X; a" Hauto_turret = false9 }0 r/ }% H2 x3 x
turn_rate = 90$ d* C" w# R9 ~0 G; x" T; h% X7 E
lootable = false; |5 U! L3 u. h$ q: d% s4 Z2 U
LODranges = 0, 20, 60, 100! Z$ P& O3 S* ~' M; d) q) O
这段是发射弹药的发射器的参数.所有武器都有.+ A2 J3 _: ]8 _( |' ~
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.+ p' c, j0 P+ w; {
mass = 10重量
9 A" ~. H& g9 g& P& c$ Tpower_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).
4 f" x9 Q/ _& r1 P" ^1 p8 Wrefire_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- ^( y5 R" ?6 Y4 \5 Y r4 B- u
turn_rate = 90转向角度
M# ?5 F5 J8 j# n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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