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[分享] MOD制作之Ability和Buff入门知识

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发表于 2008-4-9 02:12:03 | 显示全部楼层 |阅读模式
A few notes on the abilities and buff:

Ok, this is a lengthy one. There is a section at the end of every frigate/cap ship .entity file that lists their abilities. You can add in new abilities here with impunity, and then create the abilities in notepad. In order to do that, you will have to understand how the ability/buff system works. Basically, abilities are anything a ship can do that isn't move or fire a weapon. The ability are a vehicle for the delivery of 'buffs,' which determine what actually happens.

Ability files determine who is a valid target for buff effects, what range the ability will have, when the AI will use it, how much antimatter it costs, and the cool-down, among some other more minor things that will become aparent when you view the files.

Buff files are the verbs in your whole operation, they determine what actually happens when a unit uses an ability. They involve doing damage, adding status effects, the duration of said effects, the conditions by which said effects terminate, all that stuff. They can also be used to generate other buff effects, so you can have buff-chain reactions.

Basically, copy/paste is your friend. Once you look at a few files in notepad, and try editing some stuff, you'll learn abit about the language, and you'll figure out how to make new abilities/buffs simply by patching tags from other abilities/buffs together.

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A few notes on the weapons damage system:

All weapons (and damaging effects) have a DamageAffectType tag. This can be three values: Affect shields and hull, affect hull, and affect shields. You could make your plasma weapon idea work by making a second 'ghost' weapon that dealt %20 of the damage of the orignal weapon, but had a DamageAffectType tag that limited it's damage to shields. Set SynchronizedTargeting to TRUE, and it will fire alongside the main weapon, and just give it blank effect values, so nobody will ever know it was there.

You can see how to accomplish the rest of these things fairly easily by just tweaking this around. Watch out for the shield mitigation, since anything that directly affects hull will bypass the shield mitigation as well, so you'll want to nerf the damage appropriately.

To add status effects, like DoT's and stuff, use the TEC Marza dreadnought's incendiary shells ability as a model. Also, try checking out the LRM frigate's AoE damage abilities, they work more or less the same way and might provide some insight.

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