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FreelancerMOD制作天书

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 楼主| 发表于 2015-2-10 10:40:52 | 只看该作者
创造一个基地
& t9 c' X* Y$ \. I/ E- q+ |1 ]$ K' y5 G) p7 p% }
打开 X:\游戏安装目录\data\universe\universe.ini 档案,找个适当的地方放置下面的叙述:
- E* O* t% a6 y" F% n: f! X5 j- t, w/ a$ u
[Base]
/ [. p+ v4 B# K- _- ~( L* {nickname = Li01_jsg_station ;在曼哈顿行星
6 ?, }- a1 d9 l( G) j% y$ usystem = Li016 c2 S8 w& s0 f3 Q2 X6 W. B+ v
strid_name = 524409 ;这部分要自己建: P5 f8 G4 ~6 \8 `
file = Universe\Systems\Li01\Bases\Li01_jsg_station.ini( I* D1 A' J/ R: k0 c& S. \1 |3 E
BGCS_base_run_by = W02bF01 ;这边是所属派系7 E! f0 q& O  F5 w( b& K
8 N% j+ ~, D1 e
打开 X:\游戏安装目录\data\universe\systems\li01\Li01.ini 档案,找个适当的地方放置下面的叙述:3 e( M! H! K' T
3 p) W6 b6 s( f) }; S  y' |
[Object]
- B7 J; c8 u! B6 N0 hnickname = Li01_jsg_station ;靠近曼哈顿行星
8 M5 }0 J1 c5 m' I" k% c1 K7 s! u1 gids_name = 524309 ;这部分要自己建
, s) M8 a2 f) F% Q' N& {pos = -35763, 0, -22450 ;这是它的坐标,在曼哈顿附近靠近 Newark 空间站+ E7 p3 q7 G3 K6 g' B. a0 I
rotate = 0, 40, 05 n9 p9 |( K2 n- s# C6 ?$ B4 I3 C
Archetype = largestation1 ;空间站外型,这边像 Newark 空间站
/ K' P3 W9 b: gids_info = 65761 ;对这空间站的描述,这部分要自己建
9 N. f; N' C( u; _base = Li01_jsg_station ;你的新基地" ~1 M/ Z0 s) d2 j
dock_with = Li01_jsg_station ;你的新基地
1 F/ m! [2 ^, a" |0 ]7 X! jvoice = atc_leg_f01
+ x2 W9 ]' m: espace_costume = br_karina_head, br_karina_body ;当降落时听到的声音( B  E* r' z, L2 ?
reputation = gd_z_grp ;表示由 Zoners 派系管理* d9 k% U# i  D% {( C0 k) {
behavior = NOTHING
$ c+ f) Y7 I: I( g, Edifficulty_level = 3
! K9 `6 i- Q9 D/ Y* {6 s. wloadout = space_station_co_01 ;空间站部署的武器
3 R! I8 Y2 W' spilot = pilot_solar_easy5 e' D6 `- b# y7 G1 N- ~7 o
! j3 D: F: I$ M- Z4 g
现在你有个宇宙里的空间站了,现在你必须给它定义房间。1 [& c: s* I6 J$ Z# n7 m( Z

* m2 a1 n: r' p) K切换到 X:\游戏安装目录\data\universe\systems\Li01\bases 目录中,建立一个 Li01_jsg_station.ini 档案 (随便任何名称,只要符合你在 universe.ini 与 Li01.ini 档案中使用的 nickname 就行),然后加入下面的叙述:
6 S! n9 ]9 j6 T* p# O2 R& ~3 s) M
) V: |3 {) b: ]" r* [) f6 H[BaseInfo]* k! h9 G. N( @( S% r/ x
nickname = Li01_jsg_station
/ ~7 }+ ^- Z, p' istart_room = Deck
" g9 C  ^& ]% x, b* z8 I( i8 T
% j- M; d7 n% T[Room]' D  o2 g* U( p. T/ ~5 z' y% [: C, B- h
nickname = Bar
9 C. _9 a: n0 y" g! r3 ~$ l5 n- qfile = Universe\Systems\Li01\Bases\Rooms\Li01_jsg_station_Bar.ini* v' F4 q; u/ G0 ]4 l
+ T* v2 M9 |; o3 m
[Room]
9 f* b4 D5 M& W+ g* x. Nnickname = Deck) `3 b+ d" e9 _/ b: F" c
file = Universe\Systems\Li01\Bases\Rooms\Li01_jsg_station_Deck.ini
$ o# z- T1 c( `  b0 O" y# L7 c
4 f# Y6 C, J. O8 w8 M& m, ~5 N6 B[Room]' W. M0 Q, f+ X. p! N6 A$ P
nickname = ShipDealer * T6 y" v' O1 Y+ I( X
file = Universe\Systems\Li01\Bases\Rooms\Li01_jsg_station_shipdealer.ini
+ y: |* l/ \1 l3 E4 X) s. _% d4 ]4 R# W- B! ~
把它存在 X:\游戏安装目录\data\universe\systems\Li01\bases 目录里,现在你还得建立下面的档案:
: D/ B* Y. K" m1 i- ^1 g/ m. D
: o1 _4 h4 g( J% TLi01_jsg_station_bar.ini
$ k% L: B9 @) F" |6 w9 TLi01_jsg_stationi_deck.ini3 d+ D- _$ I, X/ U- |8 L4 ^. c
Li01_jsg_station_shipdealer.ini$ |+ e: ~) e0 a! ]0 }
, G% f3 H' u: w% H8 ^  v
先建立并加入下面内容在 Li01_jsg_station_bar.ini 档案中:5 H0 b1 T( A% X, O5 f& ]- d

7 h) N$ z7 }! l, Y- l3 o' c2 H[Room_Info]
1 C1 M1 `7 t, f! C9 Y( P0 }8 uset_script = Scripts\Bases\Li_07_bar_hardpoint_01.thn ;本来是 Li_07_bar! f# g; P$ e1 f% U& o
scene = all, ambient, Scripts\Bases\Li_07_bar_ambi_int_01.thn ;本来是 Li_07_bar
9 G& w/ C+ C0 F0 M% B  Y" Xanimation = Sc_loop, r9 E* @! z1 k4 M1 c, A0 T7 a

/ q7 T: X! o- A7 b[Room_Sound]
' c( r7 Y( M; S" V9 Hmusic = music_bar_generic03
, l6 h- S: c! ]5 iambient = ambience_deck_space_smaller
8 r3 P! t% R5 ~3 z$ N3 W0 l; z- C1 B- O2 S) `
[CharacterPlacement]
7 m, x5 {, f& r5 H. ]name = Zg/PC/Player/01/A/Stand
% o3 u8 h. M% ~' s; ~3 hstart_script = Scripts\Bases\li_07_bar_enter_01.thn
; B; `# m- N9 q/ `. a8 z1 E1 S& N6 [4 H* n7 t9 ]; Q/ ^
[Camera]6 \) G( ?0 V. d, H: L3 b# ?& F4 S
name = Camera_03 x3 }; \5 |+ m# A; a5 G( A& J8 T

, y+ L$ [+ u7 ~+ D! n' I[Hotspot]
6 s/ Q, i$ ]% qname = IDS_HOTSPOT_DECK
7 X* M% J' Q- qbehavior = ExitDoor0 H' [; ^( y* ~# C; n# }- m
room_switch = Deck
+ @: E& z6 {; Q
+ ]7 _9 Z8 F% q9 I" t[Hotspot]/ V$ [$ c& f' B
name = IDS_HOTSPOT_BAR8 @, T3 K1 g4 R, E
behavior = ExitDoor4 C) G: l1 I2 Y0 B# A
room_switch = Bar& {: Y5 J" o- ~, Z) c3 z9 M

2 U% `6 v. u) h0 _$ u[Hotspot]: K- L3 A7 s& ~& E0 `1 C6 p6 |9 r  V
name = IDS_HOTSPOT_COMMODITYTRADER_ROOM/ F1 e9 L7 U  D
behavior = ExitDoor
, Y0 `6 k9 e6 s/ w$ b6 z( e& Eroom_switch = Deck, Z1 |/ h7 ^  I' T  c
set_virtual_room = Trader
' _) R7 i' t% z: ?# G( e
/ [7 @% J9 }* s' ]* M[Hotspot]
3 y$ ~" Z" P; xname = IDS_HOTSPOT_EQUIPMENTDEALER_ROOM9 q5 `* |* x6 b! w# a
behavior = ExitDoor! b4 s9 M- F9 C% u; m9 R+ S
room_switch = Deck  F2 W6 {# Y6 ]' P, a) v: l) t
set_virtual_room = Equipment8 [" B# ?) `4 ^
; E% g2 M' D, N) A$ O
[Hotspot]
+ R% U3 ?. {, A1 s0 S+ S1 Lname = IDS_HOTSPOT_SHIPDEALER_ROOM 5 Z1 d) Q: R( k! Y* K. A, R' d" ~( l
behavior = ExitDoor ) b$ V2 k. U/ z" A9 V
room_switch = ShipDealer - C$ o* I1 _* b5 u
' i8 C; s( o3 L* n4 ?, W! s
[Hotspot]: t2 _3 N$ u' s* Y: A2 j# \
name = IDS_HOTSPOT_NEWSVENDOR
0 a& @- |7 }& f2 p  ^2 q1 |  mbehavior = NewsVendor
2 \" a% J3 G+ m; R% d
5 B  L# ~0 |& ?2 G8 O9 o[Hotspot]
* s! [) m; g& z* g/ Z( e* {name = IDS_HOTSPOT_MISSIONVENDOR
% M! A+ e3 r$ g9 Mbehavior = MissionVendor
) S% m2 {( `) O. }9 J: l- K% T; _
再建立并加入下面内容在 Li01_jsg_stationi_deck.ini 档案中:7 U  k# m5 b$ ~+ g1 i3 p
/ E0 _. f% J4 ~
[Room_Info]
1 p" E" ~) d1 |: a, K9 G6 n; V( a$ Bset_script = Scripts\Bases\Li_07_Deck_hardpoint_01.thn
0 o, x3 C; ^3 d% P! Sscene = all, ambient, Scripts\Bases\Li_07_Deck_ambi_int_01.thn
* P+ P7 \7 N* u) I0 X4 sanimation = Sc_loop! n$ y1 p6 ~5 e& T9 d
( b4 D5 {! l3 k6 ]
[Spiels]
$ S2 J4 a, N9 `, v) g0 P% w4 H. V8 ICommodityDealer = manhattan_commodity_spiel
+ c- k/ C8 q7 E; {EquipmentDealer = manhattan_equipment_spiel
, i) G/ f" b; k1 Z/ O5 U0 M; S  f3 y7 A0 e9 x
[Room_Sound]- k. y& M5 {7 ?) O% [
ambient = ambience_deck_space_smaller
$ o7 w* P* }) Z6 o+ G0 c$ `1 L$ |) B  U' s0 l; y. i1 T+ v
[PlayerShipPlacement]
. [7 |) Q) b0 @* Jname = X/Shipcentre/01) M% R7 R! t7 y

, l: p# z5 E) e/ y) [/ P- w[Camera]
& r3 I& G6 i. x( m4 kname = Camera_0. [' h9 [' G+ A
$ ?4 m6 Z+ V+ m+ L' t6 a  m
[Hotspot]
1 Y* t. `. H! n! k' oname = IDS_HOTSPOT_DECK
+ C* o7 Z, e$ C: l+ ~behavior = ExitDoor
/ ^* }- x. y3 V. z' Rroom_switch = Deck
* Q; a8 t  E3 H! _" T+ n9 M; d: k* W) X4 W
[Hotspot]" ^  `1 T( j/ b$ w; L, z0 l% F
name = IDS_HOTSPOT_BAR: ?/ u7 Q' X+ Z4 r$ R, v2 y8 u
behavior = ExitDoor0 R1 d! y8 v, F; A: u  ^# t/ Z
room_switch = Bar
8 D9 l' A0 N- c, F& D5 t$ k2 }& m( s$ x/ j9 F( y3 s
[Hotspot]
5 W( N, @8 @! T( xname = IDS_HOTSPOT_COMMODITYTRADER_ROOM
2 v* c( `8 E6 P! I, Kbehavior = VirtualRoom
- a+ `( u1 v' f- [room_switch = Trader
" V' X3 ]5 k4 g! [$ e
# e& W' ?9 `) ^[Hotspot]8 o# C5 O& B' z6 ^' n
name = IDS_HOTSPOT_EQUIPMENTDEALER_ROOM
! D* \4 s& e2 e8 k0 x! \5 Bbehavior = VirtualRoom
9 H# `# T" }/ A  groom_switch = Equipment
* D9 a) Q* g6 M3 G
# W  V( f( w% Y[Hotspot]) v% q( a3 H9 B2 q  \
name = IDS_HOTSPOT_SHIPDEALER_ROOM 1 O4 j# b( n/ ]. J6 K
behavior = ExitDoor
# y" n7 y) K6 Broom_switch = ShipDealer " X- R) C3 _$ b" n

" n; g7 C( ?0 y; b1 a[Hotspot]( Q# y: W$ s! Z3 p# p
name = IDS_NN_REPAIR_YOUR_SHIP3 j( j, e. F# z8 @+ P) V
behavior = Repair  t7 z  `4 l. T2 g2 v. V2 x* l
virtual_room = Deck
, q: w& @; B' x7 |6 C; X
* V! K+ d% \4 P" m0 M[Hotspot]* v( q9 G: c6 G
name = IDS_DEALER_FRONT_DESK
( N) \  L4 Z8 F# kbehavior = FrontDesk
$ x! Y9 m4 c" q- p: l) y; pstate_read = 1
+ w& i* x# z" Lstate_send = 2
1 y9 u4 H- K, Z' Ovirtual_room = Trader
4 @0 X4 b1 F. l5 d' Y8 f. [8 a# b5 r. a) k
[Hotspot]
2 L: r! i( ~0 Nname = IDS_HOTSPOT_COMMODITYTRADER% S( [5 v  u0 t( U# R! x" K
behavior = StartDealer
, }, n7 |5 p- l3 Xstate_read = 2# v. d" t. c9 l: G
state_send = 1
. b: p  R3 ^0 z0 k1 ?+ svirtual_room = Trader, P' l6 S! h* L7 F/ P& C& Z
6 i2 H$ m0 W! w3 `2 y
[Hotspot]
% y' i  ]" p! L  ^  Uname = IDS_DEALER_FRONT_DESK
- I5 y2 \! b/ ?7 lbehavior = FrontDesk# I; T& F* i' n5 a( A6 O
state_read = 11 D/ O/ g  |  s- O, J+ ^# c
state_send = 2% A1 R  E: y! L7 b+ d6 t' |( T
virtual_room = Equipment7 L; b+ a) H' o. e
. n( O: ?7 S4 h+ Q( _; s0 M
[Hotspot]4 m. p1 Z$ U. {% v; u$ U2 i: s
name = IDS_HOTSPOT_EQUIPMENTDEALER" G, \0 W% l- y4 c7 r& N5 `5 N
behavior = StartEquipDealer
& w2 Y' X) p; ]! F1 m4 kstate_read = 21 n" x% B8 N1 s/ ^5 A- E7 `6 A
state_send = 14 C1 H1 O/ T9 A2 R0 ]! e3 B
virtual_room = Equipment* g. T1 G5 K; N6 J$ G

' }/ D" N; G# z% L* u* D: }% k1 s[Hotspot]/ u% a  w  Y' p, T  ?; r
name = IDS_EQUIPMENT_ROOM_RIGHT
& x: {" p- I) p) G4 Nbehavior = MoveRight
. Y$ m( b, K) w: k  @$ b2 istate_read = 2
& e1 g6 v* E& H; ^4 `state_send = 1/ s, g$ H- r8 ]: X! t8 O- B/ k
virtual_room = Equipment
3 G" z0 y2 Z( [" ~  {  m4 P$ o, y+ `" E2 l& u; J" P' K2 S# X! a
[Hotspot]
5 S0 X4 z" h# [% fname = IDS_NN_REPAIR_YOUR_SHIP
6 A% v' J* H4 A; g' S  M0 ^- q7 t$ |behavior = Repair# L+ V$ ]: X  d0 J: C8 B
virtual_room = Equipment
5 O) e! S6 b3 c; D5 }2 ^+ j, K3 i( a$ Z6 W
[FlashlightSet]
: R/ G& r7 ]1 `: }1 S2 ~7 T, Micolor = 0, 155, 255
! \1 L6 r& k# m) O$ H: Uscale = 0.250000
# x, ?* W: J& @3 ~1 t. @! B8 l5 s% `gap = 0.000000
* z) m9 t8 q. U/ q  j' d) `8 f/ Zblink = 0.000000
2 U6 p( Z6 z1 f1 U0 B! |; sendpause = 0.0000006 x( r1 ]+ O! q# I% M8 j
hardpoint = HpLightA01
0 z& E( E$ E+ n5 shardpoint = HpLightA02
9 q  m& ^/ l) S, K5 H9 L; jhardpoint = HpLightA03
- A+ q1 [4 I' }hardpoint = HpLightA04. O; {( Z, w9 g6 V$ J/ |" C& O0 }) G
hardpoint = HpLightA05" F; w* i& [/ i& G2 O% Z: S( f' R2 {
hardpoint = HpLightA06  [9 f) |& \$ B+ p0 Y% o! L
hardpoint = HpLightA07- m7 e& F! s2 g
hardpoint = HpLightA08
5 @6 g/ S: u1 P- W" chardpoint = HpLightA09
4 S8 O8 E2 [# X( [" qhardpoint = HpLightA10% ~! A  u2 Z( W9 T7 k9 o
hardpoint = HpLightA11
" I3 \8 _" e) o. T; T& i4 c, x' Ehardpoint = HpLightA12- e" |4 M( A" }6 w9 w
hardpoint = HpLightA13* ?; |( Y0 ]8 _% w0 k4 R/ Q  B
hardpoint = HpLightA149 ~' m) a4 T6 f9 ?* R1 M
hardpoint = HpLightA15
; U- ~" a# b3 X0 ~* [8 rhardpoint = HpLightA16
* U2 {0 j, H* V6 O: fhardpoint = HpLightA171 n% c& i- J" A2 O7 Z0 P$ r+ \9 V! L+ V
hardpoint = HpLightA18) }% Z% T- i, w* n5 Z+ A
hardpoint = HpLightA19
3 Q- E3 Y( f! |$ v$ a  z3 zhardpoint = HpLightA20! K4 p! S; T) T, B
hardpoint = HpLightA21, r; S- `  l+ N3 p4 i7 y0 x
hardpoint = HpLightA22
; X, W# s4 g! U) W: Jhardpoint = HpLightA23% s4 _9 g7 t- J! j% Q: O, S
hardpoint = HpLightA24  Q* Q7 E# ?6 g+ i3 C
hardpoint = HpLightA25
2 N/ C4 s3 M. W6 `hardpoint = HpLightA26$ o, A: P0 N6 x1 h* w. r3 |
hardpoint = HpLightA27: G! d0 S# h+ r, G
hardpoint = HpLightA28
9 X. w9 g9 B  r9 ?5 @hardpoint = HpLightB211 }! a  e( h( F6 W/ ?& B
hardpoint = HpLightB22
. b4 u, c3 r! v' v: e4 dhardpoint = HpLightB23
+ R- h6 \2 q; {; shardpoint = HpLightB24
3 ?. b) U/ {  rhardpoint = HpLightB25( g2 `& D# o% M4 X
hardpoint = HpLightB261 U3 {$ T$ z! E, [1 p( V: \

& W. q, \- g8 t$ X" B5 |, v[FlashlightSet]  S2 v9 Q9 }2 ^- c6 S1 ?
icolor = 255, 255, 553 t& [, H" t! L, N2 T4 S
scale = 0.250000
6 e, z8 k6 h* bgap = 0.000000
4 B& G! V8 E: D4 [) Y/ tblink = 0.050000
! l' N8 k! V8 |endpause = 0.000000$ |0 h" B! y9 M+ A2 Q
numlights = 26
# K" _( T3 K  N, t4 _0 Nhardpoint = HpLightB01
& b# F  r" b! p0 C4 c5 e4 Fhardpoint = HpLightB02+ Q. J. i+ y$ N, u. `" @# @
hardpoint = HpLightB03* w; {9 E3 m  h" [5 C
hardpoint = HpLightB04
( G# r+ e) [0 Fhardpoint = HpLightB05
$ v, U5 T- ?2 Rhardpoint = HpLightB061 o. m- n7 ?. h$ c# k
hardpoint = HpLightB07
/ ~' N0 e$ P9 Khardpoint = HpLightB08
. J( K2 ~- L- C$ s, p& Uhardpoint = HpLightB09& b6 B* g. V+ j9 M) a. C+ I
hardpoint = HpLightB10
$ S# b( k* r# chardpoint = HpLightB11) T! e5 e! S$ P8 Y$ S2 p. l) }
hardpoint = HpLightB12% @' m8 ?0 M& c8 k4 Q: ^: \/ X& y
hardpoint = HpLightB13
; J% z9 t2 S! r2 }. R, _; `; _hardpoint = HpLightB14; B+ |0 k1 ~% U
hardpoint = HpLightB15
7 T6 ~( Y7 }& jhardpoint = HpLightB16
1 E2 H" B. ]- Ehardpoint = HpLightB17- A2 R" \+ ~$ x1 \% X9 u  O' l; G
hardpoint = HpLightB18
; S7 j& Z& j* p7 nhardpoint = HpLightB19/ e# O! k" h* E
hardpoint = HpLightB20
, o7 K& X! J" v. G- U/ c) v" y( S% I# g: X6 {& S, w
最后是建立并加入下面内容在 Li01_jsg_station_shipdealer.ini 档案中:, N6 T% z6 \7 A$ Z7 x0 N

4 C4 v6 W4 n0 p; ~: S" h- @! q; @[Room_Info]- q% y+ Z3 B# O
set_script = Scripts\Bases\li_06_Deck_hardpoint_SDlr.thn
' v7 w8 U+ C; C. J! }scene = all, ambient, Scripts\Bases\Li_06_Deck_ambi_int_01.thn
0 m& F5 C' z1 L$ |$ ^9 y2 F2 t" v" O( Z
[Spiels]
! A( w) G# p4 d( F; NShipDealer = manhattan_ship_spiel 4 t" s: E4 e; ^+ {& v5 b! x

6 u6 y9 A% p5 x# L[Camera]
% v' O7 d/ j- g; t+ r$ dname = Camera_0 * x! k. m) C% P+ d  \4 U% f

, D5 j' e* L& F7 J% e, T* D[Room_Sound]7 P% z' G8 T) b# m7 t3 v
ambient = ambience_shipbuy " y6 P8 G6 Y' z' ], Y. C& }
# m7 r- [# q; V! \
[ForSaleShipPlacement]
0 ?- R4 \+ k: f6 S4 Iname = X/Shipcentre/01 * Q3 S/ F; }7 E# R6 X7 m3 h

/ ]) o( X9 ^5 m[Hotspot]2 [" N. f8 u: I" y) R# h
name = IDS_HOTSPOT_DECK ;计算机用来建立停靠时的连接
& d5 H  c7 Q* G* ?! q. Y: bbehavior = ExitDoor
$ n# v* y2 k+ U4 @8 `* P' Qroom_switch = Deck * d, o6 I/ {% q% Q/ |! S

/ m2 m  G- u; o$ q9 e9 f8 h8 o! u[Hotspot]
, |2 D: }. Y, m/ j( Sname = IDS_HOTSPOT_BAR ;计算机用来建立酒吧的连接- @/ n2 ^3 t2 Z3 t3 ^4 C
behavior = ExitDoor % @6 l' [; b. @. C5 Z
room_switch = Bar - x& J4 c  t! t/ b8 Y
- ^1 H. e! [$ x* |0 N
[Hotspot]2 b/ s0 l: K* Z- `: k
name = IDS_HOTSPOT_COMMODITYTRADER_ROOM ;计算机用来建立商店的连接$ `3 |9 S! ?# H4 D/ ^: u
behavior = ExitDoor
, l1 G  _& k6 k: |' p1 _3 V% wroom_switch = Deck
+ Y9 V+ n) W5 @9 z& J/ L3 J$ E' iset_virtual_room = Trader
+ S0 ]  u' ]3 h& f0 E2 C" ]% G; ]$ H; Y9 q" K4 U  A
[Hotspot]" \9 v: y. r& J1 {8 P
name = IDS_HOTSPOT_EQUIPMENTDEALER_ROOM ;计算机用来建立装备商的连接) i# I0 c) l- X  F6 d5 ~! n
behavior = ExitDoor
8 I4 m( z/ u% ^5 ^+ d3 jroom_switch = Deck
& z& Y! x% e# c( t, `6 z9 d, _set_virtual_room = Equipment & S/ y7 P6 @$ I, l; B9 W9 K
+ M; y5 u, A6 v' O" k/ a
[Hotspot]
$ q# w# x, t) O1 d2 h  _name = IDS_HOTSPOT_SHIPDEALER_ROOM ;看来像多余的,但每个基地都有6 }8 r9 H- F+ h2 ^+ i
behavior = ExitDoor
5 _: u1 H1 E0 O3 e6 H; T; ~room_switch = ShipDealer
& i& |( `  K7 q  N1 B, Y3 j
, Z% l; B% l$ m: N8 G: R2 a, R4 Z[Hotspot]* M* y4 o/ U* s/ [5 y6 B9 t5 S  s" _
name = IDS_NN_REPAIR_YOUR_SHIP ;用来当你的战机必须修理时显示出一个修理图标   Z$ L5 V9 E, Y' ?& z0 {
behavior = Repair$ D, U. ~2 y: c/ K. \

% v7 G7 m$ G( ][Hotspot]$ }5 @4 v+ w0 f6 a6 _
name = IDS_DEALER_FRONT_DESK ;显示你要买战机的图标8 _0 x0 u$ G! }
behavior = FrontDesk& D% u4 }8 T3 M) U
state_read = 1 ) T- s: Q0 e: o# `
state_send = 2 ( x$ b- ]/ j1 d3 ?7 A
! [. [" l4 ]5 W8 _
[Hotspot]6 N. Q( A3 ~, p0 v8 [
name = IDS_HOTSPOT_SHIPDEALER ;显示你要买战机的图标8 i, N  o1 D/ T" @( R' D
behavior = StartShipDealer
) A- g- p1 X) p* H& Vstate_read = 2 ! {, W( m% E1 p; {
state_send = 1
3 j0 L* v4 _  f+ L9 ~4 x; n) i7 M( o
现在切换到并打开 X:\游戏安装目录\data\eqipment\market_ships.ini 档案,找一些你想在新基地卖的战机放到 commodities.ini 档案中就行了,记得还要加些日用品等等。
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12#
 楼主| 发表于 2015-2-10 10:41:17 | 只看该作者
激活无法使用的跳跃洞7 U* w3 f9 W- [: P+ o: b: D8 S  [
我们以一个例子做说明,打开 Alaska 到 New York 的跳跃门。  j, s+ B* y7 Y- b9 h
8 E. Q7 u- w0 u; z
首先打开 X:\游戏安装目录\DATA 的 initialworld.ini 档案,找到你要打开的 locked_gates 名称,然后以 ; 号批注掉或是删除它即可。! p0 @. f# O: \2 M% B+ U7 K
1 y5 ]0 h0 v$ K, ]# a
同样的方法适用于任何被关闭的跳跃洞等等。5 M$ J' ]' C8 V
# R# P$ }3 p6 Z$ n
清除 Zone 21 的布雷区  C( r0 j6 u6 J! f( v  ~. |+ U
9 k) f2 x2 O+ D3 y$ k9 l
打开 X:\游戏安装目录\DATA\UNIVERSE\SYSTEMS\LI01 的 Li01.ini 档案,批注掉或是删除下面的叙述:& ~4 `$ D* N5 n! o) _

, v# E7 f0 B( ~. z8 _  A7 e2 P[Asteroids]& T) ~; v: e) J7 t. a' `
file = solar\asteroids\Li01_zone21_mine_field.ini" H( _3 M% ?" g1 H5 ^
zone = Zone_Li01_zone21) r5 X7 Z3 ?, R; v2 H  S

. L2 k6 k, M5 c, `+ J还有这段:; |$ H1 C/ T* }+ X* o6 T5 o

1 d) {: y" Q% j  P[zone]: D4 Q* S1 _* [4 B5 W
nickname = Zone_Li01_zone21; j9 |# P" e. W# m" \6 X$ k: ?. R
ids_name = 2612126 A  G5 F$ Y. P5 y/ b$ O
pos = 81640, 0, 2050
. b+ {; Y( P! j+ d2 Ishape = ELLIPSOID
  b7 T) E/ k2 {size = 20000, 20000, 30000
: M3 c- d! S( Y' Wproperty_flags = 4128( y$ y! H7 F9 z/ ~7 j  Z! H
Music = zone_field_mine1 `; k+ t0 a/ I
ids_info = 66000
3 X( A( |. G3 zvisit = 32
7 g; T: G9 o: V2 g- O* Hsort = 99
6 m. X! O) N0 p+ Z4 j; [( d5 u9 }( b4 I' o- c' D$ Z* H; w& q
这样即可。
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13#
 楼主| 发表于 2015-2-10 10:44:02 | 只看该作者
战斗机座舱
; `' S* m$ a( E( f" N
3 n$ C: R7 y$ ^7 I! P' Q1.以 UTF 编辑工具打开你想有着透明或半透明座舱的战机的 .MAT 档案〔一般放在 X:\游戏安装目录\DATA\SHIPS\战机名称目录 里〕。
6 J0 G( G5 \7 J! m& Y$ d) W  w7 k: n$ r# J+ a2 U& l
2.展开 material library 目录树,找到你要编辑的驾驶座舱对应的图片名称,例如为 GLASS,点选它后选择 add node 功能,增加两个新子项目在其下。. N  T; W; L$ }/ ^4 O

( S: {  W: U; y! a# c6 d+ n9 K3.点选刚刚新增的第一个项目,名称目前应该是 NEW NODE,轻点一下它后改名为 Dc〔注意大小写不同,一定要大写〕。
) L! H8 K" _, K! B  z/ R6 M! h  M3 n. ^' s8 W6 H
4.点选刚刚新增的第二个项目,名称目前也是 NEW NODE,轻点一下它后改名为 Oc〔注意大小写不同,一定要大写〕。: t) V$ a: t* R+ y5 m. ?5 i8 B0 k

4 W) w. q4 V+ j+ U5.点选 Dc 后,切换程序功能的 Interpret data as 部分为 float array 类型后,按下 EDIT。
! [$ }) T* f3 v$ M( {1 j9 M4 g$ {$ Z, ]' R6 r6 X( p
6.在跳出的窗口中输入下面的内容后,按下 UPDATE 更新:
" d  h) j/ R+ C6 \( c8 H0.000000
/ R7 Z4 k  {: a* t0.000000
& {8 I; l- t- n, e: i0.0000002 o5 U  r% c+ t! [8 B
0.000000, H' o' m1 L- d" v6 U4 Y. J& u* q3 x
: v& g+ _$ B- r: T- U  Q- q
7.再来点选 Oc 后,按下 EDIT。( [0 w% l2 _( r9 A
+ d. a, \$ [$ w! K  r% t9 n* [1 w
8.要使座舱变为半透明的话,输入下面数据:, n* q, ?" x" J" P: {( v' z
0.500000: \' y4 h* [# R8 D* x- j6 H
0.000000% g: @3 f3 a; h

3 p4 F# j  I3 {, K9.要使座舱变为不透明的话,输入下面数据:5 }& }( w! q+ }; m7 ?( i
1.000000
* i/ U. y! F. G( s0.000000
7 H! d% f$ `0 e1 T4 F( }8 K
! V+ Y# L! z/ s10.要使座舱完全透明的话,输入下面数据:8 m7 [6 a5 Y: I, T' G* V+ x
0.0000002 e. y+ f# c4 g" F# ?& V
0.000000
! S: \0 a/ K+ E* C- O( t# G
5 Q/ H! B* p" k5 y11.按下 UPDATE 更新后存盘即可。
" k9 i9 N: w( I5 N& j6 r, I' G9 [4 X0 ^
下面是目录树范例,不懂的可以参考一下:% }) ?- y, e2 ~! l' i
$ }* [! J- h; M( q8 v% q4 R! P
-material library
; D: l3 X  K; z5 y. Y|
# m4 @% H4 A( p6 C. [  \5 b-..Myglasstexture! R  q& J9 W" f: m2 B7 U
|& v0 O. y" H; K( K
|..type string = DcDt' z$ b+ C7 A/ R# I, ?
|..Dt_name string = Myglasstexture.tga
0 s- m4 ?9 a# N) E$ u/ j, s|..Oc float value = 如上述4 x7 X2 \; q$ z2 J3 v+ f
|..Dc float value = 如上述
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14#
 楼主| 发表于 2015-2-10 10:45:07 | 只看该作者
改变多人游戏开始的金钱与基地位置+ f/ e, K2 l% w4 J' E( o7 a6 K' A) t. G: {

# S0 c0 `0 l% Q打开 X:\游戏安装目录\EXE\mpnewcharacter.fl 档案,这是一个服务器端多人使用的档案,你可以单独编辑它而不需要修改连接客户端档案。- l1 F7 Z- `) x$ i1 `1 E8 U/ \; {

) Q! [9 |4 h) H8 {2 Q) h* J/ @8 ]9 t. {- D1. 开始的金钱数目
: g7 S  y1 G; h1 Z, s8 T" I: X1 P( s' n' J2 e) q* Z, T& |) Y
要调整开始的金钱数目你必须先找到下面的叙述:, H( z, l" ~0 c' j" l& A3 `) l
7 q' R/ c% u; M! r" H8 Q1 W9 v
money = %%MONEY%%) P# [! E: b, V

2 U6 m4 [9 h' D  {, E9 ~, Q然后把它改成你要的数目,像下面的样子:; b8 }- X* [, D8 K* j1 s3 D# O

5 G" t1 J# {! p% w' t7 Zmoney = 25000
$ T& D" V/ E: R7 g
- Y4 n( ^: b/ M2. 开始的基地位置( A; D, O$ M  R

6 J/ J* `: T0 }# _5 [) n; A下面两个地方是可以改变多人玩家出生地点的叙述:
3 }; ?- q' H- {7 Z* W* R3 t0 _: @  G* @
system = %%HOME_SYSTEM%%
3 e9 _+ B& E) \) j$ ?' r& Ibase = %%HOME_BASE%%
  |2 Q0 g/ }! M' O( R; y! c9 v/ ~0 H4 T
你可以改变 HOME_ 叙述为实际的星系与基地的 nicknames,像新纽约曼哈顿星系就是 Li01,而基地是 Li01_01 如下:8 b1 E/ Z& e: c+ Q0 N- s

3 v# E0 s" t- ^system = Li01
/ v7 q, }0 l, M& Pbase = Li01_01_Base
+ w- y, j8 f) r3 @! v; l2 ?. t' J4 d0 A! }- p
相关的星系基地 nicknames 的对应档案说明,你可以参考相关档案。
+ f+ s8 C# S( p& J% h8 h) b
9 ?" R6 |! C1 [5 V- E3 S3. 开始的派系属性与名声
. ?; C/ ?; P2 v8 [0 K7 \6 P- C; f$ o: l
不用去管档案中最上面的 faction 叙述,先找到像是下面的地方 (这里举的例子是 order,Liberty 海军,Liberty 防卫武力与 Liberty 警察):. w% l4 Q. U9 `4 {6 Q

& y- y  ?! X, f8 i' R* j  n; fhouse = 0, li_n_grp# x2 s4 L; u- b: a
house = 0, li_lsf_grp
; \' w7 g" N8 J$ w, D) W8 _house = 0, li_p_grp
1 P3 k- f  ^! {) s
4 c$ {: r: `! H1 y3 p你可以看到这边的数字是 '0',它的意义是玩家的名声名单上已有这些派系的列表了。这边的数字格式是有小数点的,从 -1.000000 到 1.000000 都可以使用,而 -1 表示这个派系跟你为敌,+1 就是友好的。请注意,游戏中使用的数字是介于 -0.910000 到 0.910000 之间,所以最好别超出这个数字范围。
) w, \6 X8 G4 Z8 S3 F* b
2 i' E7 K& G6 \% ~& I& j  }+ N派系的 nicknames (例如 li_n_grp) 是很容易理解的,比如 li_ 表示 (Liberty) n_ 表示 (Navy) grp 表示 (Group/faction),其它像是 Zoners 就是 (gd_z_grp) 或是 Xenos 就是 (fc_x_grp)。
5 [! w/ V# P* W  w6 d
, u  Y* P+ Z! a$ ^5 d/ C4. 改变多人开始的战机
- _. l3 \& b7 K# H  M: d8 d# S5 N' r% v  r2 k
除了 mpnewcharacter.fl 档案外,你还需要:
5 l7 q6 C& Z8 S3 z2 K) {1 q5 R# a8 h6 @2 V
DATA\SHIPS\loadouts.ini4 `1 p% @" p, h
DATA\SHIPS\ships_arch.ini
) j" X3 h- r7 q" @DATA\EQUIPMENT\weapon_equip.ini
: Q& m6 E1 L$ M  |. E$ gDATA\EQUIPMENT\engine_equip.ini( H! L6 e& ~0 M) r6 T+ F
DATA\EQUIPMENT\misc_equip.ini <--战机发电机档案
* ^( e: U! Y3 \3 S8 n; j/ \8 NDATA\EQUIPMENT\st_equip.ini <--护盾
, M5 z' b; O/ q' F. j- H, lDATA\EQUIPMENT\select_equip <--商品5 ?6 q6 W. z0 A, a) K
% e$ a( y0 X  A/ f. I3 i, [
不过你先不用改变上面的档案,只是以它们当参考。
5 j7 g" a6 |. J) x* [0 `, ^7 U! |/ f7 C# ?$ }
首先打开 X:\游戏安装目录\DATA\SHIPS\loadout.ini 档案,找到:, x) S/ ~' w) C- V' w5 H$ \

# E# p! n6 j& q# @% e5 ]; Y7 Q[Loadout]+ ?, Q& q; r! o! y- N
nickname = msn_playerloadout
% ]8 F! e4 n* earchetype = ge_fighter <--战机的在 shiparch.ini 档案中的 nickname〔从这边开始复制〕9 @9 Q% V0 c# f8 q' B
equip = ge_gf1_engine_01 <--引擎
3 D! d1 u, P0 k2 \5 Bequip = shield01_mark01_lf, HpShield01 <--护盾
9 ~" K& z8 e$ t7 q% @equip = ge_fighter_power01 <--发电机% F/ K5 e  \. G1 j$ V* t
equip = ge_s_scanner_01 <--扫描仪3 C1 s! d) v  @" e$ o- b
equip = ge_s_tractor_01 <--牵引器
7 {7 a* X- Z8 x- Tequip = ge_s_thruster_01, HpThruster01 <--推进器8 Y+ h  c- X* a% b  C) t, p
equip = li_gun01_mark01, HpWeapon01 <--武器1 _6 n0 B* d0 J% H
equip = li_gun01_mark01, HpWeapon02 <--武器
8 C1 e2 V2 c* o# c) S" u( Iequip = LargeWhiteSpecial, HpHeadlight <--灯光
" }$ K5 K: k4 \6 Q' [equip = SlowSmallOrange, HpRunningLight01* `; ], f6 U; S, w) X) C: f: }
equip = SlowSmallOrange, HpRunningLight02* z& j, @" a2 P5 x) l. r
equip = SlowSmallOrange, HpRunningLight051 N: G2 c! B" K- R- B! j8 v4 u
equip = contrail01, HpContrail012 n6 O8 C' c1 ^% ?* O
equip = contrail01, HpContrail02& ]7 R1 D7 c5 y7 ?& W
equip = DockingLightRedSmall, HpDockLight011 }+ N# l# i4 u! v' i! [
equip = DockingLightRedSmall, HpDockLight02〔到这边结束〕, x+ v2 w' Y$ o. Z* d7 x& R
cargo = ge_s_battery_01, 3 <--货仓的护盾电池
2 J( ^' m2 S' v0 M% R1 N, acargo = ge_s_repair_01, 3 <--货仓的修护机器人
) W& \3 O% t  E7 X7 [0 U8 F3 P
2 B) |$ i% m2 M- G; [7 D你可以从 archtype 开始到标记 '〔到这边结束〕' 的地方把这段复制到 mpnewcharacter.fl 档案里,不过你还需要更改:
7 P4 `0 z& G  R: w3 D7 F/ U. S
, l- |  G$ ]# Z7 Barchetype = ge_fighter
6 r5 \* G5 [- @( |8 E: u! u+ K# N* f; N5 H$ H( y
把上面那段改成:+ X) P$ C0 {2 }9 m; Q  }$ P
1 F- q: W* w! t/ f# ^* [  Z
ship_archetype = ge_fighter
+ r) D. N- P5 ^7 B
+ Z% M. z0 N7 P- t' m然后你得停止下面叙述的运作:; U9 a) v' f) z1 B9 t

+ Y, a* x7 P( P8 F/ e5 G%%PACKAGE%%
4 C3 O! z9 b: @, Z. C# y. s
5 w  f' {; W6 \7 t把它改成:. ]; {2 Y% s6 w! g* |0 G# H

- @( i( n9 z. x. ]/ j6 \" Z! q;%%PACKAGE%%
! \! h! [8 g/ r! e3 C- X  V: y/ C. l9 g5 e7 b
现在如果你开始测试,你会发现还没有改变,因为我们用的是同一架战机,继续看下去。, G" S/ r8 K6 G9 L- W$ Z
& b& J5 ^0 F  K2 e2 h6 w
现在我们更改游戏预设的战机为海盗的,给它适当的武器,海盗战机的 nickname 在 shiparch.ini 档案中是这样的:* f# O/ Z  o( `

0 [% z5 D  }9 }  W8 a2 X5 h  Gnickname = bh_fighter
! N+ E' h, U9 K' i) D' B+ h4 J& N4 Y
现在到 loadouts.ini 档案中去搜寻 bh_fighter,你会找到:4 ]9 f; D( M; F. C: m& `4 v
- d! e; ~' s. Z, M5 X
archetype = bh_fighter0 L& s  z. k. G( I* {
equip = ge_pf_engine_01( W' G+ y8 j3 ^
equip = npc_shield02_mark02, HpShield01 <--NPC 护盾,不会再生
$ F: X" C: @9 O* w/ r* `1 @equip = infinite_power <--无限能源发电机# {  Y; I, m% q9 z
equip = ge_s_scanner_02 <--NPC 的扫描仪,可以搜寻更远
& G/ Q6 w3 I# }: M; W2 x7 yequip = ge_s_tractor_01
, J. o3 O& Q4 F' N4 _. A* sequip = ge_s_thruster_01, HpThruster010 r! `2 B% _% Z8 i
equip = armor_scale_-1 <--改变装甲百分比,可以在 select_equip.ini 档案中找到
% i. r+ l. `" g0 l9 Yequip = gd_bh_gun01_mark01, HpWeapon01
; l( v3 i* @' V/ h: E3 `3 y  A  Y( ~0 cequip = gd_bh_gun01_mark01, HpWeapon02: z2 B4 s6 q9 h4 k/ X3 M! f
equip = gd_bh_gun01_mark01, HpWeapon03* T* k3 ?  @9 ~( I1 L
equip = gd_bh_gun01_mark02, HpWeapon04* n" o# J1 s" @5 V- t) f
equip = gd_bh_turret01_mark01, HpTurret01
3 ^% {. b+ e/ g& b* n+ c9 Vequip = ge_s_cm_01, HpCM01 <--反制武器发射器- E7 [' A! r) q8 t3 R# |
cargo = ge_s_cm_01_ammo, 20 <--反制武器弹药3 A8 f/ @' K2 V  z9 B
equip = LargeWhiteSpecial, HpHeadlight! U7 d% _( c( M% ~. F
equip = SlowSmallBlue, HpRunningLight010 Y5 Z0 m. C2 ~& u& x
equip = SlowSmallBlue, HpRunningLight02
3 u) _/ x- F0 `equip = SlowSmallBlue, HpRunningLight03$ n& j8 S1 x( k! b  l
equip = SlowSmallBlue, HpRunningLight04. }0 ?$ N/ h3 j0 k. H1 |6 y
equip = SlowSmallBlue, HpRunningLight05
  ]0 G" M; L8 ^2 s6 H; T, Dequip = SlowSmallBlue, HpRunningLight06
7 V6 J/ y4 f$ H: E. Q9 b1 q* Wequip = contrail01, HpContrail01
$ V% I. W/ r! Xequip = contrail01, HpContrail02
2 ~! k9 Y2 E" I( r" I9 yequip = DockingLightRedSmall, HpDockLight01
5 |4 A- ?1 M5 N9 }6 P7 Aequip = DockingLightRedSmall, HpDockLight02
0 }7 P+ j8 p( B: g5 a+ T
6 V6 V% ^* \; t1 i) K1 w9 _: B  {你可以发现有些地方必须更改一下,像是无限能源的发电机等等,先打开 misc_equip.ini 档案,你可以找到:
$ L7 P: z  A9 X- G7 t
& _; k# N& B! d7 S9 Gnickname = bh_fighter_power011 D" H2 I1 v; V+ }' Y* o: E

8 x* h2 ~* W, f. j, g0 P- G这是赏金猎人的轻型战机发电机,我们把上面的
* L0 I/ |& h! _- \+ \
8 B% Y) ~  s4 |! ?+ Wequip = infinite_power
, w; x$ {  [' y) Q
! {  u! L$ i8 X& N$ Y% U7 G: P改成:
' u# J6 m2 K# E' ]4 l# u( K& t  y2 i6 _# g* {, K
equip = bh_fighter_power01
$ J. m/ {: H/ m6 v. @0 [
$ C) b# e( V6 y( l2 x; C& h现在更改一下护盾,你可以在 loadouts.ini 档案发现一些其它的等级,所以我们再参考一下 shiparch.ini 档案,如下:
9 }( ]* }# T8 F7 H0 N7 m! d( Y/ q  e
# F/ w) S" Z- U3 \: ~5 G( Rhp_type = hp_fighter_shield_special_4, HpShield011 m' D* C- Z0 U! w  {
hp_type = hp_fighter_shield_special_3, HpShield01) ?6 g! {, H# t, ?* N
hp_type = hp_fighter_shield_special_2, HpShield01
6 |* E1 ~0 W% Zhp_type = hp_fighter_shield_special_1, HpShield01
4 j; y; O8 L9 V4 [' }
4 C) S0 C' Z( u) n' i像上面的设定是告知我们这架战机可以安装的护盾等级到达 4 级 (轻型战机),我们要改变下面的叙述:
( X5 c- o4 {4 E  k- t' b: Y0 c) g, w$ U. d  ~1 D0 P4 w. k
equip = npc_shield02_mark02
5 K. ^; x( J" g: b
' Y# j$ H1 R2 a2 H* x+ W改成:+ z% _8 v+ |# N7 }

7 O9 d& z; f9 m7 k5 L9 jequip = shield02_mark02_lf7 J+ F+ W3 N5 }0 P
6 F. G! R" [6 X; `. F/ x* q# V
这是等级 2 的分子护盾。( E6 H8 D) j$ R8 r! `4 S3 }. s

0 F* z3 R, i" Q你也可以把 mark02 改成 mark04,这样就变成 4 级护盾。& [5 S7 t4 u) }

6 a4 s/ h% V4 A; ?  Oshield01 是引力子护盾
! [& k5 H5 i, C8 z1 e1 t$ Ushield02 是分子护盾
+ L5 [) U3 f- V6 lshield03 是阳电子护盾
# P) S# S* i; T5 }3 a4 A# ^# H1 d0 W! H1 V1 Z& p/ k
后缀的 _lf 是给轻型战机4 C3 I; _2 e7 v) P
_hf 是重型战机/ w; r8 Y) Z5 o# Z5 d0 y8 K
_fr 是运输机
  ?6 @6 `: U8 U  }; t# o# J8 F" \6 u6 E! s+ f
这段 equip = ge_s_scanner_02 你可以不动,或把它改动 02 部分到 01。4 N( Z5 W# \5 T6 L: `! J
- o. M% m1 ]/ _! M/ m0 O
现在我们改武器。
! R; N9 |8 ], C% d
; a" Z9 ?; Q( q- ?$ @; z你可以在 weapon_equip.ini 档案中找到 gd_bh_gun01_mark01 叙述,它是等级 2 的雷射,为了确认我们在 shiparch.ini 档案里看看这架海盗战机可以安装的武器等级,你可以发现:
5 _  |+ ]7 i0 [: s" j( H' ^' J
2 q. a2 U( B( y% R; F) shp_type = hp_gun_special_4, HpWeapon01, HpWeapon026 A5 {' w: H4 l/ ^) {
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
: R- g( l, ]. R5 x! E: e7 ]$ mhp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04' c' S! Q9 m7 O. z1 N2 T
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04: q; R3 r3 H5 k1 i6 w/ e' y7 [
, R2 `+ ^2 N& ^$ ^
这架海盗战机所有的装置点除了炮塔之外都可以装 2 级的武器,不过 NPC 却可以安装,如果你感到不公平,可以删除:
6 M% V; d5 ^( |$ a' T7 ~
& {. J! U" m% [& h' M; o8 ^+ |) \equip = gd_bh_turret01_mark01, HpTurret01
% b, u! f& ~4 [* D0 K/ o( H
% l. h5 U8 y# g# d, w& c这行叙述。! G# w0 t6 F0 M# |* d5 \0 X  a" a9 a6 Z
4 u* J6 `! v" n* p+ n
你可以在 shiparch.ini 档案中确认你的战机是否可以安装炮塔。
. W8 ]) e/ z# h; c  Z! N* ]- I8 T8 d6 _& W3 \/ B; x& m9 A1 x
再来我们修改:6 |5 @0 l3 Q+ r5 G$ Y, c
. b; p; \0 F! ]) [5 W3 e
equip = armor_scale_-1
  L5 G; e: j# ~( ]6 |$ T0 \) [
如果你想升级你的战机装甲,可以改成:
5 L" Z- T! T$ Q; Q1 k, M) E0 `& b4 _( ^" q" L5 x2 @' R  z
equip = armor_scale_21( K4 f  b2 ~0 l1 z- b4 x
/ P- R6 N# x+ R7 K
它会把战机的装甲提升 21%。7 q! E* ~0 j  x0 \7 H# h
! _  B8 @% C( o3 E
当然你还可以修改发电机等等的,现在我们看看修改后的结果:
: D$ S% H+ \- |& W, h) [# a5 b, p, E( _; V" Q2 a8 _0 B1 m1 B+ \6 l
ship_archetype = bh_fighter1 n/ T/ n1 B0 L5 k2 m: j' Q& Z
equip = ge_pf_engine_01: M+ \9 @: i0 T
equip = shield02_mark02_lf, HpShield01 # D* Z( B8 s- B7 |3 n: @+ J
equip = ge_s_scanner_020 _7 |, @' x" @0 Z6 e# r
equip = ge_s_tractor_010 u" @0 m2 X) B6 c" B" }
equip = ge_s_thruster_01, HpThruster01
0 e, ~; y4 f( }3 j& `/ y: Tequip = gd_bh_gun01_mark01, HpWeapon010 d3 R+ m, c9 }' `) m
equip = gd_bh_gun01_mark01, HpWeapon02  y: z$ v8 f! v' V
equip = gd_bh_gun01_mark01, HpWeapon03+ V& q6 v  s8 |8 S
equip = gd_bh_gun01_mark02, HpWeapon046 V: v, y) B( c
equip = ge_s_cm_01, HpCM01# [7 _# p! J+ _) z
cargo = ge_s_cm_01_ammo, 207 P# c& N2 ]0 S- M
equip = LargeWhiteSpecial, HpHeadlight
7 W" }  B. `4 Oequip = SlowSmallBlue, HpRunningLight01/ {& l1 U( |7 V% f' Q% x9 |
equip = SlowSmallBlue, HpRunningLight02
. h. ^: {" K8 ~0 nequip = SlowSmallBlue, HpRunningLight033 C; f+ w) w% p( d
equip = SlowSmallBlue, HpRunningLight04
( {7 C8 d! a4 c4 S5 v% fequip = SlowSmallBlue, HpRunningLight05) F4 R% F, L6 ^$ J7 \
equip = SlowSmallBlue, HpRunningLight06" l$ S) j: P8 ?
equip = contrail01, HpContrail01
1 e* h, ~: ^, a7 vequip = contrail01, HpContrail02
/ O/ K/ s* ]. _2 Lequip = DockingLightRedSmall, HpDockLight01
- c+ x' `4 g5 Q' c2 Iequip = DockingLightRedSmall, HpDockLight02+ Z& E3 [/ [" T% _. ^6 C( Z
* G4 Q5 r+ h: I; C$ }5 f- D- Q% @" u7 D; r
现在我们再加上 15 个修护机器人与护盾电池如下:
6 Z. f: M  J1 Q4 F, V* X! ~8 x  U
% O+ ^3 d& m- U7 K2 N) Vship_archetype = bh_fighter
: r9 _! ~' g1 Q% b7 c( A# sequip = ge_pf_engine_01
- i1 M  s1 `5 C/ Zequip = shield02_mark02_lf, HpShield01 0 r1 `8 B+ u$ `- N) f* y
equip = ge_s_scanner_026 ^5 Y/ B& |* x
equip = ge_s_tractor_01
7 @7 x" X0 A6 t5 B0 k0 Requip = ge_s_thruster_01, HpThruster01
- U, ?' \: I, p. m6 |* |* u2 l, Nequip = gd_bh_gun01_mark01, HpWeapon016 S4 _& l/ r- s' E3 _% }) S7 Z
equip = gd_bh_gun01_mark01, HpWeapon02# h4 @- Z3 w) |- W' [6 x# _3 ^
equip = gd_bh_gun01_mark01, HpWeapon03
; j) `9 R5 n, s1 Qequip = gd_bh_gun01_mark02, HpWeapon04
7 G: _$ U0 u& `; E& zequip = ge_s_cm_01, HpCM01
' f) {1 g+ p3 y0 j* z8 vcargo = ge_s_cm_01_ammo, 20+ k; K9 I/ n# F5 u* {: L
equip = LargeWhiteSpecial, HpHeadlight" `' a! ^( U  H: I2 n7 q
equip = SlowSmallBlue, HpRunningLight01
% t6 D- v( `/ k: x6 M; ?# w. Cequip = SlowSmallBlue, HpRunningLight022 Y3 X1 U6 q/ |
equip = SlowSmallBlue, HpRunningLight03
# y' I# Z8 s! P6 Mequip = SlowSmallBlue, HpRunningLight04, @- w4 @0 G/ L0 I9 f/ Q
equip = SlowSmallBlue, HpRunningLight053 N# D1 L) K$ G* h, d& \" D/ l# {
equip = SlowSmallBlue, HpRunningLight06
" ~3 [. u% M8 |3 u# r2 v% i5 xequip = contrail01, HpContrail01" w( G5 m. J0 h; n
equip = contrail01, HpContrail021 b; _# J! ]% M# ~: p0 Z
equip = DockingLightRedSmall, HpDockLight01! A( ]/ f# ~8 ?( v  s
equip = DockingLightRedSmall, HpDockLight02+ a1 i6 Y7 x$ K$ S0 u. {
cargo = ge_s_battery_01, 15 <--batteries added
& i1 U- e9 E; y; _4 e0 lcargo = ge_s_repair_01, 15 <--nanos added
. z5 J6 v. f- W# a2 o) `
' {9 x6 P/ f% m5 K( @, F4 y4 Z, v8 e现在我们完成了,你可以把上面的叙述加入 mpnewcharacter.fl 档案中。) f; p+ E: o, i2 c

% G* k/ W# @- R" _1 `现在注意几件事情:
1 X( y0 j' s  E$ z8 f' q! H4 p5 U8 T9 s( L6 c# s- i
ge_s_thruster_01 是预设的推进器,01 的部分可以改到 04,这样会给你一个很大推力的推进器,在战机这部分是没有限制推进器可以安装的等级的。* |" I: O" n% u" }9 ]

& I4 ?+ h# V+ A/ d4 R3 K5 ]& l7 Fge_s_cm_01 是反制武器,你可以把 01 改成 02 给它个中等的或是改成 03 给个高阶的,但同样的你也得改一下 ge_s_cm_01_ammo 弹药部分对应。
8 {; E) j3 [1 ?: N% t0 {; }' n
/ Z0 ]' X$ |( o, t3 ]% n下面是我的范例设定,你可以把它们加到 mpnewcharacter.fl 档案里的 [Player] 叙述之后:0 E: j+ r; g$ [. x$ O& N$ ]
+ o- l1 ~& P( P* l0 k
name = %%NAME%%" k& R  N9 D7 Z, Y
initial_rep = gd_bh_grp
. v- h1 D( d. Q" U; Orank = 0" C+ _" |; l/ h; `3 g
0 D$ k  [4 {( z
money = 2000
1 j* l! x8 \( k( W0 V0 k;voice = %%VOICE%%
9 J( }" I! ~% u;All must be Trent!
8 [  r1 |' }1 s6 D2 G8 |/ cvoice = trent_voice
. b: s7 c. `5 }5 ?5 g
  `. L8 [- r0 T' b* F* xcostume = %%BASE_COSTUME%%
, M/ \8 H0 r" mcom_costume = %%COMM_COSTUME%%
9 B/ S5 T0 h' ~8 J
6 \" d1 D. u5 R: I$ a3 lsystem = li019 o! K5 v0 b$ `
base = li01_01_base. u# B# e  d' b8 n7 a

& o2 G' H3 ?# R5 P7 [2 b: r
. M! c9 Z# h, v% t/ iship_archetype = bh_fighter# ^, J% ]% u% ~% _
equip = ge_pf_engine_01
7 C9 a0 a" X: j* gequip = shield01_mark02_lf, HpShield01
$ w+ w+ {) L3 m4 _7 e, J9 X% Tequip = bh_fighter_power01* e! V. V/ u8 a2 L' u6 b; O
equip = ge_s_scanner_01/ X: m: h0 ~  j+ r5 y
equip = ge_s_tractor_01
( Z( t& Q1 I7 w$ q# U) f" sequip = ge_s_thruster_01, HpThruster01
) i; y3 S+ l$ o3 U; u! Tequip = gd_bh_gun01_mark01, HpWeapon03
) ?! Z" h2 e; @! o+ F8 fequip = gd_bh_gun01_mark01, HpWeapon04
* Q6 l9 e5 k/ J8 b3 H# fequip = LargeWhiteSpecial, HpHeadlight1 M: h8 s: g. a7 S8 u( Y/ H/ J' x
equip = SlowSmallBlue, HpRunningLight01
1 `* M: j7 D* O  requip = SlowSmallBlue, HpRunningLight02+ Y1 V# j5 Q/ n8 p7 |3 }( P
equip = SlowSmallBlue, HpRunningLight03) n0 j: ~# Q  a2 x
equip = SlowSmallBlue, HpRunningLight04
9 w; o2 }# {1 G" vequip = SlowSmallBlue, HpRunningLight05
4 }3 J6 z' ?+ q% ?( D( _, k5 Xequip = SlowSmallBlue, HpRunningLight06& g* I) p. X' x, y  n
equip = contrail01, HpContrail01
1 U9 ^+ g) B5 h) n) S% v% B% Lequip = contrail01, HpContrail02
/ \1 [- H# X" |2 Y% D$ M+ \equip = DockingLightRedSmall, HpDockLight01' f5 x) _; L, i/ O
equip = DockingLightRedSmall, HpDockLight02
6 N$ V# m- H# h9 U7 z: Z/ y# mcargo = ge_s_battery_01, 54 v3 t: v% X  f
cargo = ge_s_repair_01, 5
; B: o' D* E/ {( j5 k+ Y
  n) q8 M& c" s' q- T. R4 _7 w* F- L  v1 N  }
;Li02
: Q) S! n" M% P9 Kvisit = 2745692751,1
) }6 g  l6 H0 d( W/ j4 l;Li03
6 \/ u" C; {( O. ?. v3 @1 avisit = 2208818767,1$ [8 K4 F% \! H0 S
;Li04
" |2 f# B/ I1 yvisit = 2745633359,1
6 r: x2 M. p% C/ w+ x) i5 j/ I& B;Br01" W) O4 o* P/ e" o% S9 ^
visit = 2945966082,1
: _& r3 ?7 v0 m. d1 K5 W" d2 O;Br02
) Q( u+ [4 \7 j" kvisit = 2409077762,1# U: u  Y  |3 G: R# N
;Br03! e$ z* x4 X) W: u& i4 t! N. ^" N
visit = 2945943554,1" n. Z9 D9 Q" a$ ?* ?& O' f
;Br04
8 o  n8 V  |& U7 Evisit = 2409063426,1( Y! H1 K  r& n
;Br05  d8 c1 M, ]% S6 G
visit = 2945937410,1
6 Q# C6 F6 \3 o5 m8 f/ O;Br06
" Q" c, ~) R& H; N; E' [visit = 2409040898,1, d( z  J: H2 A* P! d
;Rh01
* l2 |# l2 R! }% `  Gvisit = 2281145474,1
: M# h! r) e. [" y: ^3 ^% F;Rh02. r3 D+ h: p! v  c* L# a- X% a% [' o
visit = 2818046082,10 @( e) y" x# M( L% c' q" w/ j+ W
;Rh03
2 U: d0 A/ m- y2 ~1 [$ T! vvisit = 2281172098,1
& _  U- a" k1 w9 R+ o, s2 i;Rh04
, Z2 j* y2 T9 l+ e* T* k3 G" Uvisit = 2817982594,11 k+ e5 H- y8 B0 n
;Rh05# W+ J, H5 i) O  c5 a2 P, B
visit = 2281116802,1
% B, j% ^1 }0 [. ]) ?;Ku01
9 X8 ?6 s, c$ M9 n$ Hvisit = 3013596745,1- _& D" j; V# d
;Ku02
  a2 j# ]& U* ]; G# r" gvisit = 2476714569,1: U, H+ U1 A3 ]
;Ku03: t4 g" x5 y! h) o4 I
Visit = 3013590601,1  t/ Y2 x, J0 t+ }3 P+ J' R
;Ku04
% o: G) D& ?: T1 m, y% y) D: ~4 Nvisit = 2476692041,13 w2 d. s4 D) ^4 Q6 k1 p7 G
;Ku05
9 _1 ]# w  t) @, o) Y$ Kvisit = 3013559881,1
8 l& n4 y9 x0 ^& t;Iw01
  [: L1 S* ?/ Hvisit = 3146760779,1
0 I& f( o! {5 X;Iw02
" w5 ]3 k5 _7 \: Kvisit = 2609888843,1; X/ N9 @" H- G8 i" [
;Iw03
5 k! d* G" Y; C! H% N8 H1 {visit = 3146754635,1- I" a. c3 I1 w. u; b6 ^
;Iw047 x4 O0 I7 b, @% S) I1 m  K( Q1 d
visit = 2609858123,1  ?: j/ m8 g6 I; H% Q' s$ s3 p- J
;Iw05
! l1 j7 g6 m' [5 }! |visit = 3146732107,1
2 {+ \# X+ r1 a6 _- _;Iw06' [3 a4 r+ m+ w# v. g. o  l
visit = 2609851979,1
2 U" ]' f+ p$ Y# w. ]' Q: W6 ^, ~5 d/ e9 `: M
;%%PACKAGE%%
5 M1 M4 k7 D0 v
) y# m. R2 O) y; a这样的更动会让你的多人新玩家以赏金猎人的战机在曼哈顿出现,有着 2000 元信用币。
菲雅利帝国v1.2修正1版下载地址:http://www.yaodumod.com/thread-3473-1-1.html
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15#
发表于 2015-2-10 17:52:32 | 只看该作者
果然是天书,楼主还是建好服务器,我们来玩吧
菲雅利帝国v1.2修正1版下载地址:http://www.yaodumod.com/thread-3473-1-1.html
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