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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
2 C' K2 G! o6 d猪大家玩的愉快
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今天具体解释一下代码的说明:
. @) G: ?( e! Pmarket_misc.ini这是设备商出售装备的脚本文件.具体格式如下:
" V+ e5 l. l- [) V$ F. ]+ sbase = Li01_01_base
; t i. y& D5 x( XMarketGood = ****, *, *, *, *, *, *: }, Z6 E/ P- [# g( D O& X' g
MarketGood = ****, *, *, *, *, *, *; w( M5 o( I' T* I5 Y# J
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.
/ `" i: u+ v6 a( M" v( x7 R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.
( u0 N# {) X( ^6 @" C" P: V; C2 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.
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* _* P0 Y2 L; s% I! {0 Z2 zmarket_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:# U( M4 b% Q! _. W+ E, v% u
base = Li01_01_base
9 h: N& n/ p$ N$ Q' M% N! Tmarketgood = *****_package, *, *, *, *, *, *, *" \6 ]% R6 ^. q6 u. v0 |
marketgood = ********_package, *, *, *, *, *, *, *6 n2 P' l, n2 E3 W& k
marketgood = ****_package, *, *, *, *, *, *, *6 E2 k7 }/ a8 t0 a
base = Li01_01_base这行还是基地的代码
0 M0 J9 ]; q7 P, kmarketgood = *****_package, *, *, *, *, *, *, ** u" |# W7 Y: G# W7 P6 J7 n
marketgood = ********_package, *, *, *, *, *, *, *1 m, S1 C, s) H4 `- g( q) P4 _3 h
marketgood = ****_package, *, *, *, *, *, *, *; c: J, K/ N- \8 H" s
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.- M/ A: i: c1 R
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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:+ d6 b6 u1 W _1 U r. ?: l* e
[Motor]
& z) W" F- x( [$ onickname = nomadmissile01_mark01_motor' n% E z# @+ n
lifetime = 2.750000$ O9 p, j/ F+ ~/ S! |
accel = 32.038601
# o+ d$ {7 r* K3 n' v. a- @delay = 0- Z. E6 f4 _# t" O
[Explosion]
# O1 R( F+ ]+ C+ m1 b0 Onickname = nomadmissile01_mark01_explosion+ F/ A4 S+ U& R' b, F% W
effect = no_cruisedis01_impact, y$ u5 n! z/ A8 `" s, M. J, s8 J
lifetime = 0.000000, 0.000000) ]) V! F4 N( N; }! N! P" e
process = disappear
4 E- d' m- w" cstrength = 100
: V+ y4 z W, h0 Y% I4 o/ \radius = 25
+ I- W/ H$ `( ~, L0 ^6 Qhull_damage = 32001 d2 ?2 o' J1 a, D5 l6 G( z
energy_damage = 0, }% } U- r, D7 u7 k9 o C
impulse = 0
. A' }; r, R6 n+ q& Z1 `2 P' Y[Munition]( A5 B9 n8 X+ ?8 w$ o0 a
nickname = nomadmissile01_mark01_ammo
5 e* P3 |8 m& z( ]' H7 Vexplosion_arch = nomadmissile01_mark01_explosion
: c L* P9 ]9 Y: }hp_type = hp_gun
5 j! i6 h+ V( H4 g1 _1 o [' v0 `1 Srequires_ammo = false" [) b4 p' ~7 ]" @% m
hit_pts = 200
1 T% |% r* H. N- mone_shot_sound = fire_no_cruise_disruptor- |" y i6 o; d9 [" A, r
detonation_dist = 80 I C# k5 R/ [- \
lifetime = 13.750000* W3 y/ N' r" Z4 L8 r7 x
Motor = nomadmissile01_mark01_motor$ c& M5 x6 O4 x2 A/ v/ o, C
force_gun_ori = false! [# U# ]! m) [$ X k# ~8 w, g A/ h
const_effect = no_cruisedis01_drive8 W9 f. a3 J' `3 A# |
HP_trail_parent = HPExhaust5 L& }4 [, }; L3 @! q7 S
seeker = LOCK
1 o9 c. n- s& ^' a$ Ctime_to_lock = 0+ M" _6 v+ w* y" L
seeker_range = 1500
& ^4 _4 e/ k9 S$ e1 V0 A. Useeker_fov_deg = 35
; v C, D2 d3 |2 W6 _& ?max_angular_velocity = 9.913330( C8 l3 d. `# V! W5 a/ Y" i( N' [9 {- T
DA_archetype = equipment\models\weapons\li_rad_missile.3db+ B$ i# F" ~( h# H+ N: `0 R
material_library = equipment\models\li_equip.mat
2 W8 y: ^) D2 M0 kmass = 1- p+ |' I5 A3 s. ?
volume = 0.000000
$ z! c2 C+ \2 [4 I: I: z- i( J7 [: o[Gun]* G! x* O, p; {1 e
nickname = nomadmissile01_mark019 `6 K+ @. x: _- {2 R0 X5 P
ids_name = 5900384 f p) f- l4 q, n
ids_info = 5900398 B) d$ e8 U( z$ z- \' Y
DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp e1 N4 c; a0 f% {) [" N
HP_child = HPConnect+ ?# ~" r1 \/ Z6 l: u
hit_pts = 12000: H0 Z0 I6 G; g' z% N
explosion_resistance = 1.000000
! f- V6 }2 u6 g; J i+ xdebris_type = debris_normal# Y, q" z" K. |8 |$ b+ x
parent_impulse = 20/ I5 i) v. ]) T
child_impulse = 80
, x; F3 @* h% Z- M1 q% r# ~$ ]volume = 0.000000. |# f j: M3 g3 _- n5 @
mass = 108 T/ W0 U% R: i4 q# K
hp_gun_type = hp_gun_special_10
& Y# v2 y% u4 R" sdamage_per_fire = 0# F! `8 a; b5 Z" Y' X5 n/ Q: u
power_usage = 0$ P& A* S5 g$ T3 T2 I
refire_delay = 2. ^! w/ G1 B g+ o; a: l- h
muzzle_velocity = 40.299999
. [/ ~/ z+ q& A6 {" `8 Stoughness = 10.600000
4 A, b n- E5 F& rprojectile_archetype = nomadmissile01_mark01_ammo
8 e, V4 u: j8 n4 o9 v* Eseparation_explosion = sever_debris
5 `$ m' {4 n% F) w1 q: _* h, |; p0 o4 @auto_turret = false2 A1 s' y4 k8 u
turn_rate = 90
) k. B C/ T, t5 R& i! k8 Nlootable = false: G* p1 J: y4 f$ f# N0 A
LODranges = 0, 20, 60, 100
! o3 f" H) a; n$ C- @) b+ V: s7 g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
( [0 T1 i/ k u# a4 W7 {[Motor]
3 {) G5 O7 k- S* E n$ ^nickname = nomadmissile01_mark01_motor6 d( N8 M* G* p- ]
lifetime = 2.750000
/ \! L- P$ t' g! n6 d$ u* }' `accel = 32.038601. ?) u5 o$ a7 _) ~! B
delay = 0
8 m" S; }" u7 q2 Q! z第一行是名称
) R1 e8 D3 |7 e) q第二行是引擎的燃烧时间- L# r2 F5 I- C' [3 y
第三行是加速度
4 v2 l& o, X D; m2 B[Explosion]% e+ p; g: F+ ?. M9 U! Y/ O0 }
nickname = nomadmissile01_mark01_explosion
2 b# B- Z$ G, J7 z- o! r% C2 h6 ^effect = no_cruisedis01_impact9 V( M% l3 e! z5 g$ t( ^7 W
lifetime = 0.000000, 0.0000003 {7 e7 C2 s) m+ w. k/ u3 m
process = disappear
! [) O9 c+ g$ G# V8 R- mstrength = 1000 g7 ^9 o* e! `0 |* I4 `
radius = 25( }% K5 P7 B% u6 ^& j
hull_damage = 3200
" V+ n" s& [$ r0 n4 denergy_damage = 0( K* l0 O4 t U/ i& i% E& u$ d
impulse = 0
) ~1 n! n5 J; }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
. l: q4 R! ^% m4 f$ c" o9 X h第二行是爆炸时的粒子效果; }( ]5 v5 t5 C! q# D4 ^) R, L
重要的是这两行:1 Z0 M" ~1 ]$ G: v
hull_damage = 3200 装甲0 h u S, W' |# x- _( V
energy_damage = 0 护盾- k5 ~+ W! x' Q. }' y1 L: Z& W
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( n1 m: J" b1 t0 `
[Munition]. i; }! j' \7 }5 I5 d7 ]
nickname = nomadmissile01_mark01_ammo y9 A ]9 d& i6 q" y" t ]
explosion_arch = nomadmissile01_mark01_explosion0 M: y3 a- o# |) [' W
hp_type = hp_gun5 c9 V6 R$ j( l) T4 |+ _
requires_ammo = false
9 O/ c( T/ O hhit_pts = 200
% [' g/ V) q7 `; j" b' sone_shot_sound = fire_no_cruise_disruptor. a# _8 o. `3 L9 f
detonation_dist = 89 i {- C2 Z$ Y' T9 N' i
lifetime = 13.750000
; A2 t7 s' b! rMotor = nomadmissile01_mark01_motor
' K& A+ t. b! i% A0 F; G8 V6 {force_gun_ori = false
7 `6 }. t8 o. Y! P7 V' @( rconst_effect = no_cruisedis01_drive5 Q: B( d! N! M& u: \) U8 I
HP_trail_parent = HPExhaust
" m+ {. Z* M5 eseeker = LOCK) ~4 L8 l N, O1 K$ b8 h4 e5 T/ b
time_to_lock = 0
9 y: Q$ H7 M0 Q- hseeker_range = 1500* W) k f$ g8 I1 E
seeker_fov_deg = 353 d% c; i! d2 ?- \
max_angular_velocity = 9.913330
/ G% _4 E# G" C7 C2 ^DA_archetype = equipment\models\weapons\li_rad_missile.3db: J3 K$ k3 y3 I0 J! j' w3 J6 A
material_library = equipment\models\li_equip.mat$ }# F2 K1 v8 t( c0 K7 }
mass = 1: \+ Y3 r2 n. `0 |) E
volume = 0.0000007 v4 a9 ~1 D; b( ~
[Munition]弹药,所有的武器都是有弹药的.
0 y0 M* e, m6 i3 F3 O比较重要的有:/ d7 X. I6 v3 @% S3 v/ L, b0 N
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.- f& J# y& @* T0 P: ]. U: j" A
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.
% g: P4 y! w& u3 n1 m3 C# @seeker = LOCK搜索锁定.锁定敌机的导弹是会一直追着敌机的.. W" b d! x8 X: d1 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
) M9 w( M( m0 Z' Hseeker_fov_deg = 35搜索最佳角度,180就够了
' C+ `, {+ N3 k7 _9 M- Qmax_angular_velocity = 9.913330最大转弯率2 M' D9 H; G. q( a# M5 ^6 y
mass = 1重量- m" z- Z, D+ I1 W
[Gun]% L: |7 s4 v& o: P
nickname = nomadmissile01_mark013 X$ K: {8 r% g
ids_name = 590038
( b% M! d6 P+ R& \0 u$ kids_info = 590039
- k1 r0 Q5 X4 }' l/ P2 x8 {2 f, LDA_archetype = Equipment\models\weapons\no_fighter_gun.cmp6 o/ l- r) K" G! k" ]
HP_child = HPConnect
% E' T" F2 b8 s3 A: H3 `' ~hit_pts = 12000
/ }* F1 u5 @* s2 \9 ]explosion_resistance = 1.000000
( A4 y6 V* \6 F7 V! H- G( \9 O0 Rdebris_type = debris_normal u W' N) D- v) z, U& K/ N
parent_impulse = 20
' l) S& ~3 X( b% L; Z3 f& b7 Rchild_impulse = 80
7 s e8 \6 e4 Svolume = 0.000000
( T8 l* G# {' G8 }' l u1 b; [2 Cmass = 10
$ w. {5 |$ L! J& \. h; _- E. V8 xhp_gun_type = hp_gun_special_10: q- s! ?7 i1 k( j3 ^% V
damage_per_fire = 0
/ A' t" B( Q1 H7 H: ?7 rpower_usage = 0
6 a' c3 ?6 w; l' h& Nrefire_delay = 2/ F/ Y3 A& s n" E
muzzle_velocity = 40.299999
/ r8 W8 j% t2 ltoughness = 10.600000
) U& C" ~: c+ e2 hprojectile_archetype = nomadmissile01_mark01_ammo
; |9 p$ e# B2 t. h" @0 J1 L( z' Useparation_explosion = sever_debris
! u9 V/ ?: a5 j5 ^) jauto_turret = false8 L% n; b- P: U3 A8 c Y! r
turn_rate = 90
+ Z8 _! ]7 k) ?1 @- v% `lootable = false
' v; L- |0 |% p+ s sLODranges = 0, 20, 60, 1000 P' [2 d3 q" _5 ]
这段是发射弹药的发射器的参数.所有武器都有.+ u5 ?( `! R6 ?7 t4 H, E6 ?
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.
5 w1 C0 }' q1 z$ v6 ?. |- E) amass = 10重量
0 _; p6 I5 U7 [7 ~$ r' N3 Z. X) qpower_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).
# c- X2 C" [" n( L2 Lrefire_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=1/2
$ J9 _3 _( @4 E2 d0 y! e9 p5 Dturn_rate = 90转向角度
) L/ Y6 }! p! ]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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