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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
+ ~7 S" m4 c, W, [8 H" |猪大家玩的愉快
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今天具体解释一下代码的说明:
- z! I+ }$ |8 Q( _* N1 zmarket_misc.ini这是设备商出售装备的脚本文件.具体格式如下:% n" y l8 f/ E( e9 L: t
base = Li01_01_base
4 X" j' l) o, |+ B5 T! ~& hMarketGood = ****, *, *, *, *, *, *
/ @( ~4 X! A8 d. ^8 aMarketGood = ****, *, *, *, *, *, *2 L8 z- D: E1 g) J: L
.* m2 T l: v1 B) c1 A; |4 i2 p
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# v* D1 d3 x: y# j4 d.$ }0 l5 y) A# ]& [6 k" I) a
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.# @4 e6 d! n5 z$ x* r* d1 S2 M# T( g
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.
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. D( @+ r* ?7 {2 k8 Gmarket_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:3 S* X" B5 ^$ O5 L) `
base = Li01_01_base+ W" b% r$ T3 O4 L- I
marketgood = *****_package, *, *, *, *, *, *, *+ U; s0 N$ E" n$ t8 N+ E, Q1 {
marketgood = ********_package, *, *, *, *, *, *, *! p0 f" L" m: C% |* ~
marketgood = ****_package, *, *, *, *, *, *, *7 Y3 J* t1 k/ f% p
base = Li01_01_base这行还是基地的代码& a/ \% m6 U1 C1 D- w4 z
marketgood = *****_package, *, *, *, *, *, *, *
$ S5 S' g' a! N- E" C- g' J; hmarketgood = ********_package, *, *, *, *, *, *, *
+ u+ Y# c/ b2 P7 s+ _marketgood = ****_package, *, *, *, *, *, *, *
. R8 |/ N" @/ M% ^4 s" i" ^" }, q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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3 M7 f7 M Z. H" R( M U/ {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:
4 [+ n$ c/ M, b0 N3 S+ w[Motor]0 G% \& O- Z0 b0 a, i; z3 f, ?
nickname = nomadmissile01_mark01_motor P' X9 D# m6 q/ D: r8 H7 @- h- ~
lifetime = 2.7500007 r |1 A& E6 R8 Z/ U; O. G
accel = 32.038601
: M. U* ~8 W# x- D/ qdelay = 08 j' r* w$ V5 ~* W. M9 m
[Explosion]7 o; u' Z. {, s0 n
nickname = nomadmissile01_mark01_explosion0 X4 n9 s2 r8 ~" t$ I# A+ b
effect = no_cruisedis01_impact. Y) s) w% l# p+ {( B6 w M
lifetime = 0.000000, 0.000000
* n" K) i* w- O6 S# eprocess = disappear- D# {' ^$ W6 k0 }1 O
strength = 100
( ?) O& j2 K- M/ K8 v# `. Qradius = 25
4 O* Q j) {/ k0 E( b8 x' Shull_damage = 32002 L/ U x/ M5 |4 i* R. Q# J O# l4 S
energy_damage = 0
# ^2 Z6 C; p9 mimpulse = 0
' A& S8 ~! J6 I[Munition]8 F# P# b; l2 R; N& P
nickname = nomadmissile01_mark01_ammo
" _" J4 \5 v# v$ V" m" L* B5 u; vexplosion_arch = nomadmissile01_mark01_explosion5 w, C& a. Y1 R- J/ B' X
hp_type = hp_gun4 i+ X" y4 r5 L
requires_ammo = false
- T/ ?1 Z% `7 G! Fhit_pts = 2004 N8 i) B( e, v9 ~
one_shot_sound = fire_no_cruise_disruptor
@# x. c+ q* |$ [4 @- s1 U* x$ Hdetonation_dist = 8
8 {1 Z% j6 r% E2 elifetime = 13.750000; H1 Z3 O' E) f. _' X2 W2 e
Motor = nomadmissile01_mark01_motor) l- R8 {7 q ` f# d
force_gun_ori = false6 q& O! @. V9 O' C& h8 Z; c/ a
const_effect = no_cruisedis01_drive, ^; Y( X# T& L% T8 ~- x
HP_trail_parent = HPExhaust! D* I/ D1 [$ A7 B
seeker = LOCK$ Q- G) G9 }* f. ?; @9 b
time_to_lock = 03 Y$ X# ^! u, U7 i8 D& Z$ N
seeker_range = 1500
7 @" ?& G: y% k1 e* eseeker_fov_deg = 35
' |" K5 \' e4 F! t3 ?max_angular_velocity = 9.913330
) `9 j$ k% v0 i& hDA_archetype = equipment\models\weapons\li_rad_missile.3db+ [! J8 v% D$ }1 r
material_library = equipment\models\li_equip.mat t) y' V5 L* U$ r/ G
mass = 19 n6 i/ C1 x, X, y" u$ N. a3 }3 u
volume = 0.000000
) P3 ], T5 c$ }" ?9 P7 e0 P[Gun]1 y8 [- f. w. b1 q; `# O4 O$ j/ ~
nickname = nomadmissile01_mark01$ [" m- J9 B" L( H/ D
ids_name = 590038
8 L5 d4 V h: \; ]: Z7 v& i' X& e# v# iids_info = 590039. Z. t- Y$ G: I. s- j" T; c
DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp1 r7 R5 O+ I+ d( z4 a* b8 l* B
HP_child = HPConnect- ~/ h5 b3 m: s) J v, z
hit_pts = 12000
, j$ I7 m9 `" Z) h- N; k9 texplosion_resistance = 1.000000: V# a( a& R8 Y5 D& C: J }: C5 H! [8 i
debris_type = debris_normal
3 H% y# O) K0 ?. M- D% tparent_impulse = 20
3 v6 R* f) E" n. |1 |child_impulse = 80
( g* D/ j9 ^9 N! J. ^. K z# Cvolume = 0.000000. P6 ?3 L0 W. Q# l4 e
mass = 10$ C: C$ N4 b' [
hp_gun_type = hp_gun_special_10
3 K1 F: e/ o2 m1 [+ l0 D& Odamage_per_fire = 0) v {) a# _8 D% p0 w; H4 m
power_usage = 0
7 {! Y% {) s3 g. i6 Nrefire_delay = 25 m" ]* C$ A g4 ~8 u
muzzle_velocity = 40.299999! z. h5 ^$ y5 v
toughness = 10.600000
$ n1 w4 `8 N! W- [8 ?2 Y& gprojectile_archetype = nomadmissile01_mark01_ammo
; ?7 B% T# P1 g) k$ sseparation_explosion = sever_debris9 e6 O9 Y+ A! `! Y
auto_turret = false. O6 X+ P/ n- K0 ]
turn_rate = 90
2 B$ V3 v7 N+ b+ [- alootable = false
( z7 X9 q% P7 g! Z# ZLODranges = 0, 20, 60, 100: c8 e2 g N0 I$ k: L
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! Y& c' y: V/ q5 d
[Motor]
8 _' v% B& O8 P% |3 |$ bnickname = nomadmissile01_mark01_motor V0 O% r+ `5 T+ M' d8 y$ d
lifetime = 2.750000
1 \" B; n4 o( O1 waccel = 32.038601# p1 M- n5 b1 W5 K4 e
delay = 07 l- }7 ]6 b- R; d8 K
第一行是名称
* i8 [4 A( d) N0 ?5 `# Y* x8 ~第二行是引擎的燃烧时间
1 }7 p% p8 L8 W9 r第三行是加速度
' h8 t0 ^/ @0 [! n8 w[Explosion]
) J- J1 J4 `. ]- dnickname = nomadmissile01_mark01_explosion o0 C" n$ d a' U" l7 [
effect = no_cruisedis01_impact: o3 {! l. d* Q& P. L
lifetime = 0.000000, 0.000000& x# _: y) I) `9 Y2 |7 t' {" o( ~; A' h
process = disappear- A2 r# [$ O5 Z4 W# O( l0 K# o
strength = 1002 ? T( C; Y3 l+ o! {% A
radius = 25: B ^4 [6 X: t( q( V
hull_damage = 3200
$ n1 b& u; ^4 |+ T: c4 qenergy_damage = 0+ A+ O7 h( p% d+ H
impulse = 0
' y5 N! g+ M1 F- ^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! b7 G/ A/ t' `, \
第二行是爆炸时的粒子效果
& i* U8 D2 U, o. D; X y) h+ r重要的是这两行:& Y# R! f+ r1 r1 w% e, l
hull_damage = 3200 装甲7 x$ p8 F. s' q8 v8 Z, U, x9 ]$ {( R
energy_damage = 0 护盾
" R9 ]% w2 N: i) 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
3 ^5 Y; L- G! O- C[Munition]
7 x6 t6 J+ U, {' Mnickname = nomadmissile01_mark01_ammo, ]3 S5 W( [# g7 L3 h" p
explosion_arch = nomadmissile01_mark01_explosion: X3 H2 q$ o5 x* G6 _
hp_type = hp_gun& Z' ?& S4 J+ i) x1 `0 j
requires_ammo = false7 h8 Z7 E" |$ H
hit_pts = 200
+ r+ N/ @7 `4 M& b7 T: uone_shot_sound = fire_no_cruise_disruptor
* a; Y" I- \% i M4 D5 \( |detonation_dist = 8
* U+ ^$ }: Z4 I( ^lifetime = 13.7500003 X t2 t5 t0 g4 z. j7 o5 C {
Motor = nomadmissile01_mark01_motor
" W, i! h# z; l: y8 bforce_gun_ori = false- m p2 ]2 `5 Q% ?7 R
const_effect = no_cruisedis01_drive
. B- s7 X v6 EHP_trail_parent = HPExhaust$ z- m- G( `# @% ?
seeker = LOCK
# k3 ?2 v$ l# S! htime_to_lock = 0
" C) J9 h2 m+ b- Q3 |- Qseeker_range = 1500
9 Q; p5 T4 b7 J0 g0 P! Pseeker_fov_deg = 35
: j8 ?( T1 P$ }7 qmax_angular_velocity = 9.9133307 v" _$ o1 w7 [& k ]$ L. F
DA_archetype = equipment\models\weapons\li_rad_missile.3db5 z; f* E! ]6 a% u5 _; e5 e
material_library = equipment\models\li_equip.mat
- \8 |" x% _, B% D9 ^! Jmass = 13 r* o' b% k- O) _5 Z9 i
volume = 0.0000003 r: E6 I, R/ V9 u9 i. m2 J! j6 L
[Munition]弹药,所有的武器都是有弹药的.
3 N4 t; F4 A3 f# a+ y比较重要的有:
% K8 v3 O' H- m# U! [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.3 N7 G# p1 m* }; Q
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.
' q/ J$ C, p! r( w7 ~# mseeker = LOCK搜索锁定.锁定敌机的导弹是会一直追着敌机的.
0 K8 C% }) O; ?/ Pseeker_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
) B( ], ^# X, j4 vseeker_fov_deg = 35搜索最佳角度,180就够了+ l: n4 Y* E$ ~, A8 X8 O
max_angular_velocity = 9.913330最大转弯率
# W4 w$ t6 s* c. lmass = 1重量
# b5 A+ `8 K2 t[Gun]
4 p, A. `2 u2 e; E. e, R6 a7 Pnickname = nomadmissile01_mark01
' E& N$ s- c2 a5 Z5 R2 a/ r* d" ^ids_name = 590038% a; H+ J- k6 @' i6 F* n( f9 L$ R
ids_info = 5900396 }6 h9 W$ x6 D. r/ P$ W3 r/ Q e
DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp
5 B; C0 Q$ ?, y# W+ N0 PHP_child = HPConnect
, U2 T. {! ^- X$ vhit_pts = 120008 m9 V2 E/ C; F1 L0 H" i
explosion_resistance = 1.000000) @: M0 H: d1 K; M' ^
debris_type = debris_normal9 R; `, i2 M! D$ k. z# P5 n
parent_impulse = 20
( v H( I. f8 pchild_impulse = 80+ V1 j, ^6 r, p+ U+ s4 c
volume = 0.000000* \8 G/ ?# j( s7 N3 q
mass = 10& [; @3 ?7 P3 {% z% U0 x# H
hp_gun_type = hp_gun_special_10
& O+ B3 d% h4 edamage_per_fire = 04 C* c& V8 Z& P. O, C' F* m: B
power_usage = 0$ f* t" J# o4 P/ T7 F
refire_delay = 2. h/ R* j: v( N* h% ?& L8 Y9 _) P
muzzle_velocity = 40.299999
9 r7 R7 O" h) X+ h+ atoughness = 10.600000
+ S# F% d/ R% h; ^8 d$ Yprojectile_archetype = nomadmissile01_mark01_ammo
. D- u* z9 J0 T8 x; p; fseparation_explosion = sever_debris
1 u) n" N: V! h; _5 Xauto_turret = false
" {: S* ~! [2 V+ k' Pturn_rate = 90
, K' D* C5 ~' P( qlootable = false
- N* s! @4 a5 l5 H$ J+ P3 j. XLODranges = 0, 20, 60, 100' U# \' R% k0 n
这段是发射弹药的发射器的参数.所有武器都有.( A6 S2 l1 \8 j7 s0 I1 M! i
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.
1 q/ i- o* Q8 T/ ^0 C4 p3 Gmass = 10重量
, ?; ~( J0 {' T; o7 ^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). }- o6 R* H k f* D: ~
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=1/2
6 l w; u# P' j2 }( y L1 ?0 F. jturn_rate = 90转向角度
, p9 F/ n; [- w. q: b0 X% ]! }* L u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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