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[推荐] Tship数据批量修改器

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发表于 2011-3-13 23:50:24 | 显示全部楼层 |阅读模式
http://forum.egosoft.com/viewtopic.php?t=297773
Installation & Tech Details


Dump into a folder.
May not be compatible with Excel versions less than 2010. Test it. Don't ask me. Enable macros. If you don't know how to do this, use X Editor 2.


What Is It?


Mass editing ships, or creating multiple changes like 'hull packs' is a pain in the ass using X Editor 2 (which we all love anyway). This allows you to see all ships and their stats in one list, and make changes as you would expect in an excel spreadsheet. Most importantly, importing and exporting happens with one button click, as opposed to copying pasting, fiddling with ";"s, cvs, yadda yadda.

TShip items not yet implemented:

- Turret offsets, dummies, scenes. There's no reasonable way to lay this out in Excel on a single row. Besides, most of this depends on the model, and mass editing usually isn't important for this. Use X Editor 2 for these things. Note that this does not include TCockpit IDs for turrets (meaning, you *can* change the TCockpit IDs for the turrets using LETE).

The files referenced are within the directory, which includes vanilla T files. You can replace them with your own from your favourite mod.

When you open the file, goto the "Control Panel" page. Hit "Import". Edit away. When you're ready, hit "Export".

Things:

- To use the Delete and Copy buttons on the Edit sheet, double click them.

- See screen shot 3. Using these swaps formulas in case you'd like to edit certain things from a different angle. For example, instead of always editing minimum speed, and adding engine tunings until you get your desired max speed, now you can just hit "edit" above the max speed column, set a max speed, and the minimum speed will be calculated off of the engine tunings, and vice versa. Speed, weapon recharge, and variant ID, are all supported in this manner.

- For your own safety and functionality, leave the sheets protected.

- Price Column: If you enable the edit button here, you'll be able to enter a price (in game price), and the RelVal will be automatically calculated off of that. This formula is accurate to within ~7 credits. A few things need to happen before you can use this properly. Price Mod 1 & 2 all need to be set to 1, and RelVal NPC Link enabled. Vanilla uses 25, which causes an error near the 107 million mark caused by wrapping errors. You'll have to re-calculate your prices if you decide to use this. Note price does not take into account the built-in wares. Those will be added to the cost of the ship in game.

Have fun.
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发表于 2011-3-14 13:43:57 | 显示全部楼层
批量修改~~
貌似只用于大规模调整舰船属性~~
或者大量添加新船时才会有用吧~~
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发表于 2011-7-4 13:59:49 | 显示全部楼层
现在有中文版的吗?
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