- UID
- 26989
- UCC
-
- 声望
-
- 好评
-
- 贡献
-
- 最后登录
- 1970-1-1
|
这里说的INI文件都在DATA\equipment文件夹下 ||飞船在SHIP文件夹下
2 v2 _' i# Z! `. A猪大家玩的愉快
3 ~8 r8 m6 s* e% Z9 y9 O- ~, ^$ x, D) N7 t) \& [! }5 |
今天具体解释一下代码的说明:$ U' u7 j9 n5 V& H ]* N, c
market_misc.ini这是设备商出售装备的脚本文件.具体格式如下:0 O* m5 O% v; Y2 D- I7 l& a
base = Li01_01_base( H7 m3 J+ y( M/ z3 a! v( E8 i; q
MarketGood = ****, *, *, *, *, *, *- F7 h" E8 M3 Q- f4 v
MarketGood = ****, *, *, *, *, *, *
7 v2 b6 ]! J; @+ o$ ^.
6 `. O# C) i6 Y2 ^: M.' ^. W$ d/ ?) l' W# C
.
+ \" J& C5 h1 F! j& [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.( V' K0 i4 N4 z3 a8 m
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.; ~/ _7 r; }0 f7 E
/ n3 }% e8 j* C: A3 \' ~' e# ?
/ B( @1 z$ Q2 E0 ^$ P# R
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:8 V t5 w5 u* D7 M8 L
base = Li01_01_base" P: S+ N3 i) n- \6 Y% Z
marketgood = *****_package, *, *, *, *, *, *, *
0 V% V' Y6 y9 ]- {! L3 A3 m9 tmarketgood = ********_package, *, *, *, *, *, *, *! x! B7 W6 q. X" v$ @/ S
marketgood = ****_package, *, *, *, *, *, *, *
5 E! U" s5 c! r6 Z2 K( i7 {( z! Ebase = Li01_01_base这行还是基地的代码, |0 s0 s8 U$ I( v# x
marketgood = *****_package, *, *, *, *, *, *, *6 W9 r0 U4 A: Y3 _. T9 p$ z- g' t
marketgood = ********_package, *, *, *, *, *, *, *
' S# d. b7 \9 ~- O" j$ T9 j' ymarketgood = ****_package, *, *, *, *, *, *, ** k" r' k4 M/ D, ~
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.5 b1 } T; a7 Q; ?$ J8 R- r% X
6 e2 \5 l& f: E) n& C
9 `& Z- j6 G# [0 N0 z( Z. j
% y0 m: x9 O% n# ? E5 X; S- r. lweapon_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:9 D5 d/ `; v* }. Y4 }3 n
[Motor]
* u8 s8 {* }# _: Znickname = nomadmissile01_mark01_motor8 F2 R% `4 p7 J9 s
lifetime = 2.750000
3 m+ B) X# e8 [! [* taccel = 32.038601
3 f# d+ E5 M$ e9 ]( ]" s- q% d. T- Kdelay = 0
, K, _; n+ ~1 r+ K[Explosion]
; ]% p; \0 x7 s& f6 `0 a$ ^* m4 hnickname = nomadmissile01_mark01_explosion
A- d5 ?. {! T0 r0 J, f5 A: P0 S, Seffect = no_cruisedis01_impact
+ P% I2 a; g( u9 b/ ?lifetime = 0.000000, 0.000000
" G' R* e6 M$ h* |% p- W7 }process = disappear
, ?) m! {8 T3 p c$ n* R/ J, B5 Q1 ]strength = 100
, o- c* a C" ]# K# ?1 yradius = 25
2 f* d7 L- ]6 ^* [hull_damage = 3200, @$ N9 D5 n9 ` V$ _3 I6 [+ M
energy_damage = 0
H Y4 R$ n. ?+ Vimpulse = 0* p; W8 e7 k/ S& ]% T5 m1 o, @+ H3 x# |
[Munition]
1 b! B% g3 A/ ~6 }# i# [nickname = nomadmissile01_mark01_ammo
K$ X. O6 o! m, A/ c: Nexplosion_arch = nomadmissile01_mark01_explosion
. a) S' l+ @& dhp_type = hp_gun+ N: N( K; ]1 S! j% X
requires_ammo = false
N9 n; I4 U0 q* a* B. |5 e" j( O6 hhit_pts = 200
% R, j, g! J# s6 w Z, `5 G; Hone_shot_sound = fire_no_cruise_disruptor r0 U" \; ~ J" r" T& y
detonation_dist = 8# e- u' F/ o5 A2 f* [/ M7 `# Z& Q
lifetime = 13.750000
* [( ]) W; f; N3 W8 QMotor = nomadmissile01_mark01_motor
. P8 |; t* b" B% K1 H$ eforce_gun_ori = false
, c0 s! j% w( R5 [const_effect = no_cruisedis01_drive
V2 C' o. `; _9 u4 u8 Z& m: aHP_trail_parent = HPExhaust+ Y7 u! U4 U1 n7 J1 N
seeker = LOCK
3 n$ s& ?5 F4 r4 J' M4 t3 xtime_to_lock = 0* t' _% v L. G M( U% N
seeker_range = 1500, i' R/ S6 ?; c/ U
seeker_fov_deg = 35
4 [7 L: ]' S, W1 J5 ~8 i; |max_angular_velocity = 9.9133305 i. {- @9 P C9 q% t# }0 L/ Z
DA_archetype = equipment\models\weapons\li_rad_missile.3db. ?% E7 h+ M' E* q' i; E
material_library = equipment\models\li_equip.mat
: M( b+ E, u! i, G: I% tmass = 1# J7 T3 w) T. W1 ~9 j" ~+ j
volume = 0.000000
$ L" x: x4 J0 D, K5 k9 ]0 X" ]7 g[Gun]
0 [) o- `; j$ Tnickname = nomadmissile01_mark01
3 s% @( H+ U$ h% B/ N( {5 Jids_name = 590038
1 Z5 C6 h& Q6 H5 V/ p% @ids_info = 5900390 Y% ?6 h8 k6 `! o) @/ D! x
DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp
' t0 n1 r" ~: ^. g* h _HP_child = HPConnect
: l3 I. B) ?. m# T& Z2 thit_pts = 12000
4 C: |# a$ g: texplosion_resistance = 1.000000! t9 n6 O# i/ W6 x. \* q1 o
debris_type = debris_normal
2 x/ K( Y) v0 {: xparent_impulse = 20: |3 \5 C3 D! ?, O g
child_impulse = 80! D; A+ I; |$ `$ s
volume = 0.000000: z: E0 s' h8 ]+ a
mass = 10- | a% ?1 {6 Z9 Z
hp_gun_type = hp_gun_special_101 T7 G1 m* \0 B
damage_per_fire = 0
+ D- O: L5 F: G: a6 W. Rpower_usage = 0
6 y! k( r9 l; N6 D, h+ yrefire_delay = 2
! ]" p, B4 ^: {- |) Smuzzle_velocity = 40.299999' W* o r* D* S
toughness = 10.600000
9 o+ g$ P5 g& C5 G) j! nprojectile_archetype = nomadmissile01_mark01_ammo/ F j1 q8 k* C" N5 g+ E
separation_explosion = sever_debris$ J; X0 @! A. T
auto_turret = false
, w# D/ G$ M$ ~0 e+ q a* sturn_rate = 90
- E/ ?( }4 V. ]$ Q# qlootable = false
G; A8 y0 y" d& t0 A# d/ Y! a# jLODranges = 0, 20, 60, 100
2 U8 P) l# l) E# o9 ?) j% 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) d/ E) `2 G5 F& p) Q% K
[Motor]- ^1 ]% E ?( J0 W+ |9 _7 N5 |# D
nickname = nomadmissile01_mark01_motor
9 m1 [$ D; b* j0 qlifetime = 2.750000" A- Q9 n' {- U2 i4 h
accel = 32.038601+ p" s r# P$ D3 R
delay = 01 g; p6 l# w% d% e6 D
第一行是名称! A0 @) X; ]& q& f8 B6 N% p; B \' J* z
第二行是引擎的燃烧时间
. `5 t' ?5 ^+ c+ L6 ~% \第三行是加速度 x) M6 n& V) q0 g" _8 E
[Explosion]
- {8 j9 L/ @. P& Vnickname = nomadmissile01_mark01_explosion
1 L9 [+ a+ Z: ?, _( neffect = no_cruisedis01_impact, b! T) ~; X- F' T+ r8 A
lifetime = 0.000000, 0.000000+ u! n+ ^# m* `5 v' f V- w* `4 M9 K. X
process = disappear' ^/ M- s& |9 L0 ?8 `7 E
strength = 100
! r) Z) G5 w# W5 F. T2 J5 Rradius = 25) m) C- { `: r$ E6 ^
hull_damage = 3200
& ^7 ~+ y7 `1 J+ z! henergy_damage = 0" N! x; I6 h( f
impulse = 0
! R: Y! J" N2 p( f( FExplosion,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
/ v% [9 Z6 P! o/ u) ?4 r( `第二行是爆炸时的粒子效果
2 [+ b( N$ _) l2 k& \# U' k" Q重要的是这两行:
9 K2 }* e. h3 {! @hull_damage = 3200 装甲
- j' n. F$ B* f( @& A, F; Qenergy_damage = 0 护盾( U1 [* ^: E* ]" Q# t
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
7 g4 ?: m$ c. Y2 t[Munition]
{& l3 [. q( x$ w7 Snickname = nomadmissile01_mark01_ammo
9 ]; N# P X: ?4 W( iexplosion_arch = nomadmissile01_mark01_explosion
8 B6 @1 H% x( B- w1 zhp_type = hp_gun
5 a/ B7 ~' [6 s3 O6 [; D; Frequires_ammo = false: u7 v( a' X* p) u
hit_pts = 2000 H' ]9 w, V s: f# d
one_shot_sound = fire_no_cruise_disruptor6 k, M% W" f5 r
detonation_dist = 81 X! V) Q# I7 B$ j! k: G8 a
lifetime = 13.750000
* T8 }9 n( S* VMotor = nomadmissile01_mark01_motor- _! ^; g2 ]. w# d1 ~! m
force_gun_ori = false2 q4 h+ C7 i( h/ w6 \
const_effect = no_cruisedis01_drive+ D( s9 v3 x; t: \
HP_trail_parent = HPExhaust7 y# _) e0 e/ i' X# P, U& C4 g0 ~
seeker = LOCK* h0 U5 o4 P# I/ E2 m) E
time_to_lock = 0
6 k/ m- K8 u0 wseeker_range = 1500
% M9 p- l5 z7 S2 m5 F Kseeker_fov_deg = 352 ^$ U4 ]! R4 ?2 U# b) I8 K( l
max_angular_velocity = 9.913330
" c8 B0 j+ P9 R, O: RDA_archetype = equipment\models\weapons\li_rad_missile.3db
- g' ?+ C1 J* ]6 ~material_library = equipment\models\li_equip.mat, T: u! t7 H" ^0 Q5 ?
mass = 13 C# b0 @/ E, y+ \) q E
volume = 0.000000/ W5 U, g* R; S! P" [% @) N" k
[Munition]弹药,所有的武器都是有弹药的.
& O" s# ?( ]: @6 X6 E比较重要的有:$ R) y' U h5 g; x8 f7 E' J
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.
3 f" X7 X; X4 g* C8 A: 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.: }1 |6 v' J7 n9 m6 W
seeker = LOCK搜索锁定.锁定敌机的导弹是会一直追着敌机的.
1 T- ~2 ^' E5 q, X2 v8 z0 Gseeker_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+ Y- T/ Z6 m- c4 I! b
seeker_fov_deg = 35搜索最佳角度,180就够了
/ r& A' R; n6 G1 X. g* Zmax_angular_velocity = 9.913330最大转弯率0 R% S; a. L: {1 L2 o
mass = 1重量+ n4 N- n' T, S8 G# _
[Gun]
. S" ^7 ]7 v( S# k0 enickname = nomadmissile01_mark01
: v; V# H# u5 u" s i1 W8 |ids_name = 5900387 ]9 o2 ?$ X, U( [" D9 l, @7 g4 z
ids_info = 5900394 F, H5 E' U" t( U
DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp
! S+ ^* J& w- f3 Q5 WHP_child = HPConnect: \+ J: H5 P* p- X1 c
hit_pts = 12000
) L$ y" B. X3 Uexplosion_resistance = 1.000000
" a: w7 H3 `8 k' k& a% Sdebris_type = debris_normal
, ?' i9 X6 ?0 `: t' S0 \/ k4 vparent_impulse = 20
; _2 d! h# l& y3 J7 s# T+ echild_impulse = 80! |/ d8 J! D3 {. j# N3 b! N
volume = 0.000000
$ q; o4 R1 W5 `3 qmass = 10# q% [6 n; |: E2 v
hp_gun_type = hp_gun_special_10
8 |: J Z0 I' S* r' odamage_per_fire = 0
- K* X# i( c. ?; w% X$ \power_usage = 0
8 M7 Y1 A. M1 Brefire_delay = 2
* v; Y- D( n) q. fmuzzle_velocity = 40.299999& U6 |1 L2 A' D, u
toughness = 10.600000
6 n3 e8 J1 T `! c- @) X) Eprojectile_archetype = nomadmissile01_mark01_ammo
3 s4 z; {1 @: Cseparation_explosion = sever_debris
/ ] \6 _! z7 T( T2 {( ]auto_turret = false. Q2 @- r' P6 m! F4 y* Y
turn_rate = 907 e/ z) E9 n$ h# b4 k, u
lootable = false2 A# r0 o8 a: Q0 y/ ], I) x* t+ Z
LODranges = 0, 20, 60, 100
9 O' g. Y6 Z8 Y/ Z/ {" h6 O这段是发射弹药的发射器的参数.所有武器都有.0 Q% V" r( Z/ 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.* E' I7 e$ }1 `( I; `$ h- z$ G
mass = 10重量
* E) c8 _. Y2 D4 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)./ {4 D9 K) l$ l/ O
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=1/26 ^/ n9 C6 G) [. Q) u
turn_rate = 90转向角度
+ b$ T2 C( z7 t% l! W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 |
|