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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
+ _! R \+ M' ~: O1 Z3 m" @7 [, S% x" p猪大家玩的愉快
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. ^9 g" W1 a w5 g: a今天具体解释一下代码的说明:, u& E( r. Z' P$ g( e- j, F6 m
market_misc.ini这是设备商出售装备的脚本文件.具体格式如下:4 i( P$ f6 T6 w; C, s4 u1 G
base = Li01_01_base
@5 N6 k& h1 X2 O6 {1 c' V# ]. ~7 DMarketGood = ****, *, *, *, *, *, *
+ [: t& L& y0 y5 N$ @. aMarketGood = ****, *, *, *, *, *, *
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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.
. Y5 u8 d/ L* H$ u. Z- gMarketGood = ****, *, *, *, *, *, *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., W5 `/ g9 @( U" Z q5 H
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& S& q1 P/ Q2 Jmarket_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:
- n6 a. h4 w1 `$ Lbase = Li01_01_base
" z" o7 r$ G" Z) Y$ @- s6 M; n8 Cmarketgood = *****_package, *, *, *, *, *, *, *
n; y1 G' \/ @: v+ _ a9 g; ymarketgood = ********_package, *, *, *, *, *, *, *
- m( I6 ^, [9 M; \/ pmarketgood = ****_package, *, *, *, *, *, *, *
* c4 q* N P6 n1 }) W: Lbase = Li01_01_base这行还是基地的代码
9 d- y; {6 y4 \/ |, x! J" w& xmarketgood = *****_package, *, *, *, *, *, *, *
0 M$ H% m, s9 O& A. N3 p% pmarketgood = ********_package, *, *, *, *, *, *, *% j/ k. j" O7 \3 ~8 v
marketgood = ****_package, *, *, *, *, *, *, *, a% D1 y, F9 e, k) Z
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.' i' y- u3 A( G' t
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/ x2 B4 w# E' r# e! s3 i/ `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:5 ~' |8 r' B/ ]% A$ F
[Motor], n0 w+ X5 y: D/ ^
nickname = nomadmissile01_mark01_motor& P: t) `$ {! d/ F! x' m5 K" a7 n
lifetime = 2.750000
9 c. D$ I5 m4 z: F& U1 _ I2 @accel = 32.038601
7 ^$ g: q- [$ S5 t- Y9 s( | L% \: idelay = 0
0 }8 r E% m' T/ o; t* U2 y[Explosion]8 j! w- A4 w0 d- M9 m/ o
nickname = nomadmissile01_mark01_explosion2 S/ P2 Y! c }
effect = no_cruisedis01_impact5 s# K- N) S$ y, U! S9 n
lifetime = 0.000000, 0.000000
+ M6 ~/ t% ~( f; wprocess = disappear" C) J% {- g% b0 J6 i0 k9 P+ s
strength = 100
5 Y( M1 @ {$ gradius = 252 F& r h6 l/ I' v) Q
hull_damage = 3200, M: t% \7 g7 I2 {
energy_damage = 0
0 E8 f) ], ~8 u' S2 p+ V5 V# Yimpulse = 0
0 F5 }) R+ e \9 a6 b9 q# K: i6 i[Munition]
: u3 y: `' o9 [6 C! @nickname = nomadmissile01_mark01_ammo
& Z( c# I) Y- G% gexplosion_arch = nomadmissile01_mark01_explosion
w% t/ K8 V- ~$ v$ [2 uhp_type = hp_gun) \ N3 z( F. T# b# n
requires_ammo = false9 d4 n3 e" @- M# A& P# \8 a
hit_pts = 200) O) o7 O2 }5 S- F( T
one_shot_sound = fire_no_cruise_disruptor
0 v* ^1 Y. z' v4 idetonation_dist = 8
* Q7 ^" d6 E$ j; u9 `+ plifetime = 13.750000
( b, R/ t. O# L4 XMotor = nomadmissile01_mark01_motor, }; o, p' u, ]* e" z- P2 N
force_gun_ori = false
1 {' v2 t. s2 Rconst_effect = no_cruisedis01_drive& E; a( V# \( t+ f/ M& s" |: i
HP_trail_parent = HPExhaust
3 I2 Y$ E: D) D0 y8 |seeker = LOCK; b9 q, ]9 K, W- ~5 f
time_to_lock = 0 A; n3 n0 _# u. b- R
seeker_range = 1500
# D' o M3 r r- b4 bseeker_fov_deg = 35
' C5 u, E0 a/ G% t# X4 l o' A2 Omax_angular_velocity = 9.913330
6 k4 G: ]6 y" u9 c; O: o3 oDA_archetype = equipment\models\weapons\li_rad_missile.3db
) J" f! R+ _3 G$ Z9 ?; P. Omaterial_library = equipment\models\li_equip.mat
9 Z/ h( Z% y/ Rmass = 1
' v; E& Y6 O# D% z3 B! o2 Jvolume = 0.0000002 b% Z) W" F# N7 q+ `2 }
[Gun]
# E8 B- b* D, f9 r' ?5 f- xnickname = nomadmissile01_mark017 v" L" r( b/ t% V0 Y, r
ids_name = 590038% g4 W. @6 ]3 H8 @) a
ids_info = 590039
: z8 p" G H5 H2 U; v1 S1 uDA_archetype = Equipment\models\weapons\no_fighter_gun.cmp
6 l; |" q1 Z( ?) rHP_child = HPConnect J9 y- i6 J* E) W! `( e; V4 t( S
hit_pts = 12000
) w9 W/ E7 Y8 kexplosion_resistance = 1.000000
$ B) `3 T( x- tdebris_type = debris_normal9 k- _. m% i; x1 C9 F
parent_impulse = 20! K4 q9 L' D5 `) c) n% W) g8 W$ R
child_impulse = 80
) C; r9 X$ y3 Q1 \8 R6 gvolume = 0.000000: k" n/ e3 ?: U& u R3 U# U* q
mass = 10
/ U* M# \ K2 V- c6 P2 Thp_gun_type = hp_gun_special_10% T8 @5 }+ B& I/ I; |% S1 r
damage_per_fire = 07 j% P6 a$ r& ^# p2 g8 E) N& |
power_usage = 0; D/ W" _. U4 i9 R2 E1 D2 |8 t5 ~- z
refire_delay = 2- t& B; O+ `! A5 M5 U) Z) R
muzzle_velocity = 40.299999
1 ]4 x4 p' t4 F* Y0 y# p( jtoughness = 10.600000
7 d; w% s& N# Jprojectile_archetype = nomadmissile01_mark01_ammo
5 Z) Z& h' W# }" V5 y& w8 ?5 @separation_explosion = sever_debris8 B# [( X0 o. o2 T: L0 \( H
auto_turret = false
( `$ s7 m- K, Q7 F! }5 cturn_rate = 90% T t. e7 y: F, U0 B
lootable = false
, t4 q" {- Y7 |LODranges = 0, 20, 60, 100
+ D% A0 q5 O, J1 J. K: w5 v& a. N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
- b5 c, J! F1 R, Y[Motor]
0 `6 n% n+ a; \5 k2 Qnickname = nomadmissile01_mark01_motor8 b: S! }2 o; R5 J2 Z# M" z8 u/ G
lifetime = 2.750000
/ ?+ ^7 u4 n& H+ w( Xaccel = 32.0386011 E5 n0 F! y6 X0 B' C
delay = 0
1 S, [+ e9 \0 F a* k第一行是名称
: M& Y$ r/ e" i" X! S5 N第二行是引擎的燃烧时间8 D: r3 ^( e! F: s Y
第三行是加速度( _# l I/ f8 l; I/ {' ]& Z3 L: O
[Explosion]
' Y8 J( c% l! f' n$ I7 _. Vnickname = nomadmissile01_mark01_explosion
+ c* Z/ q2 ?) y" deffect = no_cruisedis01_impact+ p/ @ @4 J' G% @
lifetime = 0.000000, 0.000000
7 Q6 K% U+ i0 Q1 i& U4 Sprocess = disappear8 x n: @; d* a
strength = 100
?, k; I& v" \, ?; t, J3 k8 I: cradius = 25
" M. K8 | J- n8 P# p2 [3 l7 mhull_damage = 3200
P) Y! W- V' n0 Y: ?' Menergy_damage = 02 k$ t0 M% e, \, w- ]4 [
impulse = 00 o. [( F1 k0 X
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0 d4 K7 n! ^2 A2 Y6 q& ]6 {
第二行是爆炸时的粒子效果
! a5 t3 b p3 u重要的是这两行:: P0 ^- s' E2 z: d2 {
hull_damage = 3200 装甲8 {+ u1 g+ U2 Y9 N6 v
energy_damage = 0 护盾
& x3 i1 @% E+ `# `' l+ 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
; m$ q- d7 P: d3 H4 w& f[Munition]
. j2 Q/ U* J; S$ ?nickname = nomadmissile01_mark01_ammo
6 y2 p8 {( H* E3 K& L; q, gexplosion_arch = nomadmissile01_mark01_explosion
1 C: R& R/ i& n" Uhp_type = hp_gun
v; l# b/ E7 @' _, f& Trequires_ammo = false I; r6 Y4 o/ f1 k- I! w' y: U
hit_pts = 200
+ u5 ~: S& V2 bone_shot_sound = fire_no_cruise_disruptor
$ Y" H& d1 q3 M' L) j% Fdetonation_dist = 8) U; ~" _! a4 Q- |
lifetime = 13.750000+ V) o' c6 Z! q$ T, C
Motor = nomadmissile01_mark01_motor! x: m { s& z( o0 Z
force_gun_ori = false
" E' ~) M% h- M) C& i9 P: tconst_effect = no_cruisedis01_drive
, L7 d7 {' b! P" D! B2 a) FHP_trail_parent = HPExhaust) N% t, Q- ~0 h! V
seeker = LOCK: I5 d% {& ^% v# R4 @2 h
time_to_lock = 0: d% L* {6 G, d5 A. {$ Q& g' e7 A: _
seeker_range = 1500
! b( Q h+ c6 h( M. }" j3 A; rseeker_fov_deg = 359 t: P& D4 r8 E! g! }3 s
max_angular_velocity = 9.913330
: c5 G+ E' s/ Q* KDA_archetype = equipment\models\weapons\li_rad_missile.3db" Z4 q* k) l/ n/ m G+ I" B
material_library = equipment\models\li_equip.mat
7 s. z; \. z0 bmass = 1+ l1 n3 u1 b3 O: G
volume = 0.000000 ^( L6 I- t" M+ q$ G$ |
[Munition]弹药,所有的武器都是有弹药的.3 H8 j' z% c# d: _% R6 T o' c
比较重要的有:
& W' N3 [$ u- d3 Z% [8 q4 c5 brequires_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.) o4 h' b' a$ O! Q% c. u
hit_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.
2 v3 x5 E7 S8 E0 \' `# d4 e. _seeker = LOCK搜索锁定.锁定敌机的导弹是会一直追着敌机的.* ]2 R7 j; T( \, e/ g- M( v
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# p5 l6 S n% c$ P- t; r; q
seeker_fov_deg = 35搜索最佳角度,180就够了
6 v# }8 D* W& f( r2 W7 xmax_angular_velocity = 9.913330最大转弯率
; @7 o" ?6 _5 T' C0 _- M9 ?/ umass = 1重量
* \; t i. V% v, ~$ D" N[Gun]
4 \2 c7 L5 ] J3 g. o% I4 Nnickname = nomadmissile01_mark01
7 d* b1 x( K0 c: L8 H, |ids_name = 590038
' V; e4 ^7 G: K. R+ f3 Iids_info = 590039
) o; t- E- H: A/ H0 D/ BDA_archetype = Equipment\models\weapons\no_fighter_gun.cmp
9 k# d* ~; l( i3 YHP_child = HPConnect0 m: I- b6 E) J! P# ^$ D, D0 o5 j
hit_pts = 12000
! W% Z9 C9 H) a8 c3 ], \! S6 aexplosion_resistance = 1.000000
. E+ i4 y* n- Pdebris_type = debris_normal
7 Q- c) x3 h$ k) C J* v; q5 dparent_impulse = 20
. Z& K7 O$ l Q" ~0 k& ychild_impulse = 80
: v2 v' E# q9 T+ i; rvolume = 0.000000 i! E1 Q5 g1 F+ z# y
mass = 10% q' \1 ^9 c% K/ ^8 E: P
hp_gun_type = hp_gun_special_103 Y) p/ Z% c: L1 T) H0 n( ^5 q
damage_per_fire = 0
: J6 h2 u/ {7 e& F$ G; Vpower_usage = 0
, n8 C( [, s, i) t- d1 yrefire_delay = 2! D3 J Y3 y, U& E2 d) _
muzzle_velocity = 40.299999$ r* T' r% o5 `8 y! A
toughness = 10.600000
" E6 K) {+ d) r+ {; q+ Hprojectile_archetype = nomadmissile01_mark01_ammo0 A1 r$ [3 u- j$ O6 I8 t
separation_explosion = sever_debris
, w0 A! G4 T% x4 v8 l/ kauto_turret = false% F# U" K# ?( _, b6 ~
turn_rate = 90- Q& n7 y( f: Z! e( S4 {$ p/ i) c
lootable = false3 z4 k2 D0 `1 h0 f! v* ^5 Y, b3 p
LODranges = 0, 20, 60, 100
- { t7 v9 e d; k9 G这段是发射弹药的发射器的参数.所有武器都有.% }+ S0 X8 G9 d: c$ Q/ s. z
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.
" O( H) P+ ?8 l* S, |. y. \mass = 10重量
5 [+ G/ ?! G4 X/ _# ?2 opower_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).& R4 |$ B, f" W! r, g
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=1/23 `$ B- p( A* C. p6 Q* E7 c6 |
turn_rate = 90转向角度0 M* c `# c: L" \6 `3 e
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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