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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4 a7 {( Q6 r) r4 n# X6 s- z. c2 A0 ^; e8 L
猪大家玩的愉快
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$ m5 i( f! Q9 F/ W5 ]今天具体解释一下代码的说明:2 R% T5 L, r/ z6 L ]$ K
market_misc.ini这是设备商出售装备的脚本文件.具体格式如下:- L9 c; K0 @- \# m9 i$ P# z8 T y8 x
base = Li01_01_base- b) O) K" p4 x/ c1 C
MarketGood = ****, *, *, *, *, *, *1 m$ f& a7 H8 V0 J" M( ~
MarketGood = ****, *, *, *, *, *, *8 t4 N- V6 E1 n; d+ h
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5 P9 {( _! X, X& n$ z5 G.% X+ z x6 k0 l8 y, `' } h; v
.# \4 U% S: J# t& S3 \
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./ ?2 K7 O O* i# o
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., n. Y7 P5 y" ]0 ]: j: g
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2 P9 B8 D7 E; F9 V" j* T |( Qmarket_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:
) L7 X2 L, S8 `6 Q9 D5 Xbase = Li01_01_base
" O# j5 W: k) Wmarketgood = *****_package, *, *, *, *, *, *, *
- p% J6 p! _2 Q3 tmarketgood = ********_package, *, *, *, *, *, *, *
9 ]" l3 V0 [- cmarketgood = ****_package, *, *, *, *, *, *, *
9 ]' x, `! k: _( i( @( B; \1 |# gbase = Li01_01_base这行还是基地的代码
; l0 Z! G R" [! W& R- d. pmarketgood = *****_package, *, *, *, *, *, *, *
/ ]- V! L6 l; u9 D6 J/ i* vmarketgood = ********_package, *, *, *, *, *, *, *5 h+ ?# ^5 S5 T/ R6 D' C1 E
marketgood = ****_package, *, *, *, *, *, *, *: @; Y. _* r. V! t$ l2 K) m d. u
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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5 c% K- I) W1 H 2 d# H! i# J; b; f4 k- Y! c3 ]% b$ g9 s
z# k- i- ^4 oweapon_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:) j. _( ~" h+ c3 A4 T
[Motor]* ]3 Z ?% ^* z
nickname = nomadmissile01_mark01_motor+ R; i" H1 P7 U! {. _1 N# F
lifetime = 2.750000. [; j7 Y9 G7 P& M
accel = 32.038601
( B/ f# V }( K( B: D/ idelay = 09 E/ D' V( o n7 |" K
[Explosion]
9 W) _( ]" K' Z f% ^( Q+ xnickname = nomadmissile01_mark01_explosion
4 A' z1 }( d) I, N1 S Ceffect = no_cruisedis01_impact
1 c1 Z. m- e8 flifetime = 0.000000, 0.000000. d7 J8 j( u& ]" {$ F0 W
process = disappear& ~5 \- a* l. Q% i) Y
strength = 100
% @6 p) s3 K5 y; }, Zradius = 25
* X1 G5 E9 n3 d, S6 y6 i, `hull_damage = 32004 [9 d8 l! p4 z% ?
energy_damage = 0
a& B6 n2 \# E2 \4 pimpulse = 0* H+ O3 Y# o7 [$ @+ K0 P& e# c
[Munition]! B! [9 v$ s' g' X/ m, r" j
nickname = nomadmissile01_mark01_ammo
- n8 m* i: v$ m7 B$ N0 }' texplosion_arch = nomadmissile01_mark01_explosion
7 o6 g+ p2 I/ J+ H2 \8 i$ ~hp_type = hp_gun
& k' t7 l! N* H" Q# |# @requires_ammo = false
* l* K. Z X6 O5 X- q* _! m- P' xhit_pts = 200
# D: Y* Z/ ]1 P: E$ F6 ]' yone_shot_sound = fire_no_cruise_disruptor: N3 m% \/ J& w- N4 e6 w; S t+ y
detonation_dist = 8
* b8 X7 g4 q+ d \- d) K, rlifetime = 13.750000
G, d/ l7 d" [3 z, I7 ^8 [Motor = nomadmissile01_mark01_motor
% A* f! G; ?! R+ z3 ^" rforce_gun_ori = false% ^6 y1 u6 G$ x
const_effect = no_cruisedis01_drive
5 O+ W8 D; U. | y# F: uHP_trail_parent = HPExhaust
; }% C8 h2 Z6 d$ Q; eseeker = LOCK1 \7 D2 m* T: A M( ]- @( o4 ~# `4 u
time_to_lock = 0
3 f) g6 ]( e/ e8 iseeker_range = 1500
' h! h8 X( m/ h2 G) B& s+ Iseeker_fov_deg = 352 X% C U6 O& {) P4 [9 j0 C$ y
max_angular_velocity = 9.913330
( M" O" j' o. QDA_archetype = equipment\models\weapons\li_rad_missile.3db
. s' @# a; b p! rmaterial_library = equipment\models\li_equip.mat) `3 M' i' ^9 @ Y2 q0 S3 A
mass = 18 e2 l1 R. u, L& `# E* V0 Q
volume = 0.000000* U# w; S* S& d2 Y2 e0 c
[Gun]
$ p$ V: U6 v6 Y2 T; qnickname = nomadmissile01_mark01
3 D8 k, N' D9 w5 h: [! oids_name = 590038
& F* M' F1 F! w. k# R9 @ids_info = 590039
5 H- X; v( M% ^' @" MDA_archetype = Equipment\models\weapons\no_fighter_gun.cmp8 F4 Z7 V) |5 ?
HP_child = HPConnect
0 Q. f, n4 Z6 f' Y# d% \' Nhit_pts = 12000/ D' U3 t' R4 S% s3 A. T
explosion_resistance = 1.000000
' b/ q" M# `/ B* {/ Y$ C, _! Mdebris_type = debris_normal) w% a. w7 J+ j# j/ K
parent_impulse = 20
$ l0 a( L4 W' e5 |child_impulse = 80
1 k( M2 Y/ t0 N& E1 v) _; u' ]volume = 0.0000003 F% [: G7 c' U. x2 t
mass = 10/ M) U* v [9 H$ @9 G
hp_gun_type = hp_gun_special_10# U; y! G( v& v' O }7 [
damage_per_fire = 0
/ P# | `6 M7 z5 V8 x( h: M; npower_usage = 0
, o5 f3 q9 g% a3 V' j1 Urefire_delay = 2
8 z7 L. z/ C& s" rmuzzle_velocity = 40.299999- Q m# Y3 J" \
toughness = 10.6000007 p2 _: F) x& Q( D* S4 l
projectile_archetype = nomadmissile01_mark01_ammo; O% q4 A/ j; i* Y
separation_explosion = sever_debris1 S) h& F2 E" e) e/ C
auto_turret = false4 q* n7 S' n: W& K$ s
turn_rate = 90
- E% F) T* E; l% U* Klootable = false) c; z) w: ^$ a
LODranges = 0, 20, 60, 100
0 r/ z# t2 V+ t/ 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
1 R) [* N( X: a! M- u/ V1 W, F[Motor]
* L# t# H+ X5 a& ^& Z6 d, Pnickname = nomadmissile01_mark01_motor7 I4 O$ l) E7 D9 K8 B s- x# O4 t
lifetime = 2.7500001 U9 F8 K; A# C% s' `7 e s
accel = 32.0386019 y5 M& n* }0 v6 r
delay = 01 V# ~, u F, Z; T4 a+ c
第一行是名称( a% A5 z' y y; @
第二行是引擎的燃烧时间
0 E3 j% k+ K4 {2 @4 V* C, Y第三行是加速度
, t U# _/ G5 m) Q, z[Explosion]
/ ^0 z! E0 h6 i) w" u3 Y4 Q+ w M7 hnickname = nomadmissile01_mark01_explosion( X6 Q% j1 }& w& T" ^& u
effect = no_cruisedis01_impact+ U8 A# |: @! }+ \! K% X) u
lifetime = 0.000000, 0.0000003 o; k8 M/ n( y3 D, i' T
process = disappear# Y1 [$ e! @. |" m X9 P
strength = 100. M5 J' b- s! @; Q4 k$ _
radius = 25
8 [" {8 |9 P3 H K6 P1 _1 ?, xhull_damage = 32006 V" R( ^& x/ p8 W8 n; c
energy_damage = 07 {5 y* \5 x5 L. P2 w7 H
impulse = 0
+ { [- {- U( p; b2 V4 s" zExplosion,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
; W6 J3 n% E2 C第二行是爆炸时的粒子效果
, T$ M6 M& y- I. P重要的是这两行:
1 d# @# m) N+ l8 W: Z5 dhull_damage = 3200 装甲
' X, V8 U+ h3 u, N& b( Z- Oenergy_damage = 0 护盾
9 \9 O0 y8 R0 G' P2 s( Q. u4 m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
. k+ ?9 \ D5 n[Munition]
- x) T. T5 @/ _. ~9 onickname = nomadmissile01_mark01_ammo
0 k1 Q5 O0 X! Q- E& A% t4 Bexplosion_arch = nomadmissile01_mark01_explosion' x; t' m, K) e0 E; E" j3 K! c
hp_type = hp_gun% E8 f- J" i$ T; s0 x' Q- M
requires_ammo = false9 U8 c* A8 t7 c" u% S
hit_pts = 200
: M5 G4 K& n7 uone_shot_sound = fire_no_cruise_disruptor; E! I( G8 P; b* z( R4 ^/ d
detonation_dist = 8
1 q" n# d( l8 P' z0 [lifetime = 13.750000# e: g! ^% n" K F0 ~4 {
Motor = nomadmissile01_mark01_motor
$ O9 C; R8 e' K+ @( Dforce_gun_ori = false! h) E2 v& Q- g9 U/ X1 `
const_effect = no_cruisedis01_drive# v- i- J' G1 v0 ]4 e* g& Q8 A- e
HP_trail_parent = HPExhaust* F7 y' {3 k, z! j9 h: w
seeker = LOCK. S7 A4 G' G' d; E6 K4 X
time_to_lock = 0' Y* J8 v: e/ H7 L1 O h
seeker_range = 15007 s( m* l! t# l: W( |# g$ Q% _ S
seeker_fov_deg = 352 O4 b4 k1 {& K6 T1 ?: X1 s, R! ^
max_angular_velocity = 9.913330
; E: A# Y" J$ o! t: E# Z: F0 ZDA_archetype = equipment\models\weapons\li_rad_missile.3db/ G3 R$ J5 O. s+ A/ v
material_library = equipment\models\li_equip.mat6 m+ e$ \' e. M& Q
mass = 1
7 ?( X8 Y K; _2 x$ fvolume = 0.000000
! g T! G; X# O& B; v$ a, I1 S[Munition]弹药,所有的武器都是有弹药的.* y* @! w- C7 l
比较重要的有:
2 U! E7 n. o4 c* Y4 ~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.
2 r" g: r j" chit_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." e# D. j Z: n, @" q
seeker = LOCK搜索锁定.锁定敌机的导弹是会一直追着敌机的.
% |& c" e' {1 g0 ]# `' o5 G% Xseeker_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( F( B" w' G1 d' r: q/ G# V; ]( F. i% o
seeker_fov_deg = 35搜索最佳角度,180就够了( k1 Q1 O& m/ @
max_angular_velocity = 9.913330最大转弯率7 S. Y, H# {( q( \( `& W' p3 m
mass = 1重量
1 }$ c5 `8 S8 K- o! `' a: m+ B[Gun]2 n7 \9 V, Z0 R* t% D6 n
nickname = nomadmissile01_mark01& e; I& J) _& w F6 D) D
ids_name = 590038! _' A9 { I3 ?! b/ i9 ?
ids_info = 590039
' ]- w: ?0 ]0 {2 A; U UDA_archetype = Equipment\models\weapons\no_fighter_gun.cmp! B" r! J4 T6 [7 O( t
HP_child = HPConnect
: q$ k" `& U5 D. I/ g: Rhit_pts = 12000- D% q/ @! N7 x) x3 {
explosion_resistance = 1.000000
" ^% q2 I6 o5 \4 \debris_type = debris_normal
. j/ _9 q/ b8 ^. g7 Q2 Eparent_impulse = 20
& m1 r; G) X* w' Nchild_impulse = 80+ @( c) e( U& a, `: i7 P8 j
volume = 0.000000
* g7 L9 Y8 I- T9 ^" a2 Y/ \mass = 10/ {3 @1 I& c' ? u1 G$ ^
hp_gun_type = hp_gun_special_10$ v/ u- O# V3 H3 ^4 X" v
damage_per_fire = 0
( v \2 E" |' A4 b. a3 j2 H. npower_usage = 05 r& T S1 I! \( f" ~9 }
refire_delay = 2! y( R% W9 E! M/ n+ E- ~) F
muzzle_velocity = 40.299999
' a: [0 @" l n$ i# ]- T) Ztoughness = 10.6000005 ]6 f* U6 d1 `' m; N
projectile_archetype = nomadmissile01_mark01_ammo
' N" f* W( U: _7 w6 ^5 r& ~separation_explosion = sever_debris0 \% y v3 w" b) s; _. D
auto_turret = false
2 k9 o: ~. w' C5 X3 i$ Hturn_rate = 90
* t: ?2 Q+ c) Y# o7 a& j$ P7 a6 ^3 Xlootable = false; H- J+ f. Z4 s, H# b
LODranges = 0, 20, 60, 1008 W: { D4 K& ] G- I* {
这段是发射弹药的发射器的参数.所有武器都有.
r9 ~% H, }4 |- O9 zhit_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.
( I% N1 R: b4 U0 Q" R1 i8 }* Mmass = 10重量/ L( u* W+ u% A$ ?$ v
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).
5 O. [. G) Y* Z6 h& ]7 l6 o6 grefire_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=1/29 F# n/ Y) C' F) Z8 a7 Y r5 Y
turn_rate = 90转向角度
! I6 p5 A2 n# z) c. S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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