设为首页收藏本站
开启辅助访问 切换到窄版
12
返回列表 发新帖
楼主: 无辰
打印 上一主题 下一主题

FreelancerMOD制作天书

[复制链接]
11#
 楼主| 发表于 2015-2-10 10:40:52 | 只看该作者
创造一个基地5 C" ]: y, s' p
3 S! p+ H: j2 \" e4 d9 S- w" \$ D
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:
: g0 M/ f5 I' Y8 h
3 b/ F- R1 K7 U5 n" D, t) E[Base]; g0 h8 `; O0 k( o% P( K' x/ [
nickname = Li01_jsg_station ;在曼哈顿行星% ~* _& N1 P( q- D1 p
system = Li01
& J) Y3 c& Q5 p9 h+ T' vstrid_name = 524409 ;这部分要自己建
" ^+ [8 F( H8 C. W  ~file = Universe\Systems\Li01\Bases\Li01_jsg_station.ini6 r6 C8 I( C( u9 F+ I+ {- Q* q
BGCS_base_run_by = W02bF01 ;这边是所属派系! S" D. ?5 u4 v2 |" c- f; E. E

. T3 c' g# x) s% Z5 {( T0 G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:  o: |% J) B! {/ a3 Y( H& g
; T! p! d8 B; c& v2 f' R
[Object]) }3 x  s" a5 M. b0 m2 F6 m" M' b7 R
nickname = Li01_jsg_station ;靠近曼哈顿行星
# w! {* T2 _: P' d7 }: r- Cids_name = 524309 ;这部分要自己建# P& \& _- W/ N1 @8 [7 s- D
pos = -35763, 0, -22450 ;这是它的坐标,在曼哈顿附近靠近 Newark 空间站
8 i+ m9 ~3 y0 j& z  ~rotate = 0, 40, 0
  b' K% Z: O4 v# j' y4 W  ]! KArchetype = largestation1 ;空间站外型,这边像 Newark 空间站) }6 u6 [( I/ y; J& A; ]; h3 h) {
ids_info = 65761 ;对这空间站的描述,这部分要自己建! s+ j3 i: C; @( j9 r( [
base = Li01_jsg_station ;你的新基地( ?) z% o% U; J3 p& U: b
dock_with = Li01_jsg_station ;你的新基地8 @- S- j; B* `1 O4 z$ P
voice = atc_leg_f01# t* j8 b6 Q9 m! P7 ^% [
space_costume = br_karina_head, br_karina_body ;当降落时听到的声音, I/ s0 x, i1 a
reputation = gd_z_grp ;表示由 Zoners 派系管理
. k: W4 u( z1 ~1 E4 u0 b6 r2 ebehavior = NOTHING
# d: W( `" {! g  l$ Ndifficulty_level = 3& l! h" D" i& t. J; O1 H, w9 I# `
loadout = space_station_co_01 ;空间站部署的武器* w- w( K1 u! U1 l  R
pilot = pilot_solar_easy
, b: K% F" e# F) F# v5 v& G' H& t7 m3 Q
现在你有个宇宙里的空间站了,现在你必须给它定义房间。* }3 x5 O( c& `( ^9 a( |# T: S
% F7 b5 Q8 ]/ w% u* W1 ]7 C# i
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:2 e) D: f( k5 U: F
' B: K7 t' u' b
[BaseInfo]2 ~* m1 T8 l; S" Z0 X/ T" b
nickname = Li01_jsg_station
: `. \6 G+ N- }/ S+ P+ _' Pstart_room = Deck
2 ~& b6 O! S6 s* q# E, S# L& Z% ?
[Room]: v  U1 {# G$ i2 J( `" U8 E
nickname = Bar
5 h0 k  P* l) B" {7 U+ z, J8 Ffile = Universe\Systems\Li01\Bases\Rooms\Li01_jsg_station_Bar.ini& E% }5 i' Q& \5 R3 x$ k
( d/ I' L- e* r6 t9 o
[Room]
, h/ @. ?) h: U: A* Wnickname = Deck
( I8 |. x5 M; T1 ?( tfile = Universe\Systems\Li01\Bases\Rooms\Li01_jsg_station_Deck.ini( v% ~; o4 K* Q4 N* H4 O. h7 m
0 V$ g$ X3 h) I
[Room]
9 Q1 t  I( @, ~1 bnickname = ShipDealer ! L: W3 A+ j: \' G+ r% M" K
file = Universe\Systems\Li01\Bases\Rooms\Li01_jsg_station_shipdealer.ini
8 h0 i$ S, g" s3 I% C+ D4 I/ `  O) Z, W4 n  u2 [2 `
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+ w% J: {
9 c  A, {7 u) Y. w/ l: K9 WLi01_jsg_station_bar.ini
) F* [5 ]2 X" a8 \Li01_jsg_stationi_deck.ini
5 Q7 ~* O# y  h$ E0 \  [8 N9 O+ B3 OLi01_jsg_station_shipdealer.ini; f0 X3 s8 w7 y7 D: p; t: A
+ d$ ]- U8 W) `2 R
先建立并加入下面内容在 Li01_jsg_station_bar.ini 档案中:
% |; R: v' `' i3 e6 N  j( w$ u+ t! b1 n- R0 B6 C! X7 h. B' \
[Room_Info]
8 b% L/ n, r* M( Rset_script = Scripts\Bases\Li_07_bar_hardpoint_01.thn ;本来是 Li_07_bar
! C* k8 M0 d7 w- Cscene = all, ambient, Scripts\Bases\Li_07_bar_ambi_int_01.thn ;本来是 Li_07_bar
& m0 w4 M5 v+ O, H$ Wanimation = Sc_loop
+ P: S4 R! T  V: s9 B/ l- A  C8 K) C+ {' u; U2 Q, I8 e, R
[Room_Sound]" s  W: E. ]+ x  U
music = music_bar_generic03) I; p  N- k8 L4 ~, }% d& r0 |" D
ambient = ambience_deck_space_smaller2 v* y' C9 l$ h! Z) t
8 e$ n6 P! b/ U" p& D: k) G
[CharacterPlacement]! X. ?* c5 C% k
name = Zg/PC/Player/01/A/Stand$ o6 a4 ?, s" l, c
start_script = Scripts\Bases\li_07_bar_enter_01.thn. j) e* Z% W0 M; I; q

# O  m9 E4 B. m0 i' C) {5 |[Camera]
6 T6 `5 y# I! l% v# _3 Oname = Camera_09 @6 D7 s% k  i, t7 K6 b6 ^8 d2 W: W5 g
  V; d' B7 o5 D( j' P; C
[Hotspot]
3 u  k( X, g5 p2 J5 Jname = IDS_HOTSPOT_DECK
: k5 ^! H/ p. U; Lbehavior = ExitDoor
* C3 s# p. B. t& y' z7 sroom_switch = Deck
# c' E6 A1 I: C& Q
2 P* G8 W* d* P[Hotspot]9 {2 O% e) [% z' j& P
name = IDS_HOTSPOT_BAR
% |2 H: m/ i5 R# _/ \" W# Dbehavior = ExitDoor
6 ]' a; z# \/ `- @  Lroom_switch = Bar% ~3 F4 n8 t8 Q" j! D
) J) J7 A9 J  G
[Hotspot]) N; S1 o) O! F! `1 M
name = IDS_HOTSPOT_COMMODITYTRADER_ROOM7 y& d" B3 u7 `- T3 i) s# S& L
behavior = ExitDoor
) v, a2 H4 `! j) f8 i  \room_switch = Deck  A9 l: g" g3 t, h8 N1 D9 v6 V
set_virtual_room = Trader
/ v" _% H6 S  W2 S* E6 {- {5 g3 h' B0 u9 f' x# Q* F( e
[Hotspot]+ Q( K& H" E* C
name = IDS_HOTSPOT_EQUIPMENTDEALER_ROOM
* ?8 ]$ K9 q) y' Z1 ybehavior = ExitDoor
; B! x, `, y9 A( x7 D0 a$ z) Uroom_switch = Deck  H9 j  l1 h( _+ F
set_virtual_room = Equipment
- P3 n8 d/ c: r. d3 M  B8 T3 l! z! i. |/ V& j9 M
[Hotspot]+ L: ]( c8 O5 B8 b& N+ v1 J2 G
name = IDS_HOTSPOT_SHIPDEALER_ROOM 3 P% h$ S4 F7 z) r
behavior = ExitDoor
7 v. ~9 A( e3 {room_switch = ShipDealer 5 P( ^: x4 m- v/ n( g  A

' w! Q* M% i, a- b$ R[Hotspot]1 Q6 F/ D" I8 }% n) m
name = IDS_HOTSPOT_NEWSVENDOR
: S: n1 n/ |1 ubehavior = NewsVendor' i) K* S+ Z. m. G. V( d/ A
( {% ~& }5 J3 P
[Hotspot]9 ?% d% V, h8 k
name = IDS_HOTSPOT_MISSIONVENDOR! C9 I- b2 _6 f- x0 o
behavior = MissionVendor8 q) W7 ?/ [5 I4 M) P' Z+ |/ R! d  @
( [4 b' ^5 U+ }
再建立并加入下面内容在 Li01_jsg_stationi_deck.ini 档案中:9 P+ I% {3 r% R

6 l4 H' C# j7 Z9 i- l[Room_Info]5 E# b: j  D: A0 a" ^0 {" e
set_script = Scripts\Bases\Li_07_Deck_hardpoint_01.thn" J9 ]; T& L$ G" z4 J9 T: y
scene = all, ambient, Scripts\Bases\Li_07_Deck_ambi_int_01.thn" D& ]. x0 `. G4 {
animation = Sc_loop- b  K2 c! `0 I8 g; ?! C

8 x$ E! }# w1 M2 z' }1 h[Spiels]0 i0 \) e6 X5 @3 b0 G
CommodityDealer = manhattan_commodity_spiel$ J8 d! _& V& W; T1 o( Q! R3 L0 B
EquipmentDealer = manhattan_equipment_spiel
1 f/ Y1 J/ I8 k0 r+ j/ A* _1 x
( F5 \. r; N/ _. T9 S8 W[Room_Sound]
5 D- p5 g; X* m* G3 J( n# {ambient = ambience_deck_space_smaller
7 _) D5 J& {& G8 i% Y! ^, u
# P  [5 A0 L4 D+ L" n6 f: v% `[PlayerShipPlacement]/ e, p! p: ?* X; A
name = X/Shipcentre/01
! _; ^) Z% l. }( F+ E0 A! n; S/ e( V* B5 Y+ {- h- Q# d$ `% D
[Camera]
6 A3 t9 w8 q/ V. ^9 N% Tname = Camera_0  k  Q2 Y3 X* n: E: J" v$ h
: z: Y: [6 ^: H& _. ?! Z& }% A: n5 X
[Hotspot]/ u# y- L* Y8 |2 l( m( v4 d
name = IDS_HOTSPOT_DECK
# m1 S5 J" ?$ C. N( [behavior = ExitDoor# ]# u) _0 F2 t" Y( g4 k" u
room_switch = Deck
9 z8 o5 i( i; ~& ]# a* T* z$ ~2 I! D6 v, w. h+ X7 U7 ^# Z
[Hotspot]7 @# o! k' ]: J  r
name = IDS_HOTSPOT_BAR4 H1 c' G+ k: P- y! i7 o+ J7 M
behavior = ExitDoor7 D/ j( S9 z- s. W# p! B( s
room_switch = Bar
+ y' E( k) N9 B( q. s1 n- S
( f  b1 s# y7 G; O0 ~+ n[Hotspot]
8 z9 {* j: {" O% ?4 _name = IDS_HOTSPOT_COMMODITYTRADER_ROOM5 \" C3 ]$ Z+ ], D& r- h/ }
behavior = VirtualRoom
7 s3 G4 B) K/ eroom_switch = Trader3 ?8 Y& q6 C" o8 h$ y2 k

6 K0 C7 c3 i$ N/ a[Hotspot]' [8 U3 h! l0 A  N# O
name = IDS_HOTSPOT_EQUIPMENTDEALER_ROOM3 E  v. {' E3 [3 ?
behavior = VirtualRoom# M: R6 ]0 H) ~
room_switch = Equipment
& f" a, @* z) r6 \) p7 q3 G; W5 \8 y$ j. H4 q1 H
[Hotspot]
* b0 W# h9 X" T* `4 A$ Tname = IDS_HOTSPOT_SHIPDEALER_ROOM ) e' u% M5 m6 ^" M+ N  D2 z( k
behavior = ExitDoor
5 r0 `+ ]5 _1 r* A/ k- f- Z2 X" Proom_switch = ShipDealer $ {8 _+ B+ g0 T& {  o
9 d! S1 }# \+ L& P) g" K
[Hotspot]
* w" `7 I, [" o  q, T: K- L8 yname = IDS_NN_REPAIR_YOUR_SHIP
# O9 E' a' E& {behavior = Repair# J1 T) M" p5 o- e
virtual_room = Deck# f8 b7 T( y* ~& o/ i% i

  s( e& R5 H5 _# d; |[Hotspot]1 a" z2 P0 U, G  w
name = IDS_DEALER_FRONT_DESK/ y  M, S# l. Q" Y0 `
behavior = FrontDesk
, c: ]$ q) \% q) p( k, |0 Mstate_read = 1( G) I9 B1 O8 C$ u" Z% J; F
state_send = 2
/ z" m- n: Y4 B* K6 Pvirtual_room = Trader
" _% r* [3 s7 p  y) {% W4 W' n3 H% `  W, m$ R/ u9 G
[Hotspot]
! {) f" b8 ~# V3 w" ^! Hname = IDS_HOTSPOT_COMMODITYTRADER
# S4 n5 o. |: U4 g8 X3 l- T/ Jbehavior = StartDealer. S. \5 a% L, e/ a4 [% ]- O
state_read = 2" p2 C4 X* M/ {1 Q3 m, Y
state_send = 1- d0 s- O$ H$ }% y7 u* y" x* c
virtual_room = Trader8 {3 o' S3 Q0 S* |8 V% W; t- A) S
% A. [: P" ?, a/ E+ U7 m  n
[Hotspot]; P! m7 Q2 f- S0 B5 n$ a+ w7 l
name = IDS_DEALER_FRONT_DESK9 N. g0 S. u8 X/ D
behavior = FrontDesk4 i% ^: {% V; Q/ }  `, q3 B
state_read = 1
: A' b' N! C7 Ostate_send = 2
6 J8 O* ^% X  Z, d8 Xvirtual_room = Equipment& o: A. Y( @7 j

. w7 i! U* n, a, @) h9 w8 n[Hotspot]  }* Q- U* B9 B5 N
name = IDS_HOTSPOT_EQUIPMENTDEALER
" T( T' q" a3 l1 I3 ~# G4 sbehavior = StartEquipDealer$ |. n  ]$ D/ G) f' e6 \: ~9 M. \
state_read = 2
4 \) ]/ v4 ?5 \; B: Dstate_send = 1: g2 }; y0 k7 m. H& [* {* C
virtual_room = Equipment
( K$ c7 c+ F# m6 G7 s; H& P3 X1 ~- X8 [- }' `, v  s
[Hotspot]
/ H3 ~: U) o; i, S4 h7 V2 s; E' bname = IDS_EQUIPMENT_ROOM_RIGHT
5 I9 y2 {' g  C+ W; ]' Cbehavior = MoveRight
! e8 ^1 |. D3 ?0 G+ K5 }state_read = 2: h3 o7 r6 [7 g, b$ u; [
state_send = 1- A6 p+ }6 j: q' H! J
virtual_room = Equipment; E/ r8 U, v9 |$ f

; q8 a) l  f1 Z) Y( \: G0 N[Hotspot]
/ V, ~5 ~: Y! I" A+ t  i' W9 Ename = IDS_NN_REPAIR_YOUR_SHIP
; B- u( u  W( i4 y! Ubehavior = Repair
+ ], p- U8 Z" }+ fvirtual_room = Equipment+ x' ?' C2 H! W

- @; p7 e0 m: I' r' {! E9 M6 N, E, R[FlashlightSet]0 @- J/ C# r/ U( ^4 N1 U+ ?2 E
icolor = 0, 155, 255
6 E4 W$ j7 b9 j& z, U+ m5 Qscale = 0.250000
$ D  E* A! |; x5 B4 R- X, D( E5 fgap = 0.0000005 ]2 P7 Y1 R  S6 q
blink = 0.000000
  I. ~! R3 R8 A! Mendpause = 0.0000005 `& O" e* R7 Q9 E. }0 Q# O$ k5 }
hardpoint = HpLightA01
$ R7 j- Q: ?7 [1 F, Ohardpoint = HpLightA02
4 R& A, N) p7 o% G: h* Mhardpoint = HpLightA03( U" c7 `8 L& t
hardpoint = HpLightA04) v# l3 ~& I# b6 w0 V% J9 ?
hardpoint = HpLightA050 v/ c- L: c" e- w. l- Q, v
hardpoint = HpLightA06
* |) q' C6 o8 R; N0 o5 _# U7 fhardpoint = HpLightA07
8 s* D% J" u& M/ \2 l9 O. |# X0 |hardpoint = HpLightA08) p6 s, @- E, J: C# I$ r
hardpoint = HpLightA09! e' ?, h9 N: ?8 q% o$ m! b
hardpoint = HpLightA10
5 o1 p$ K) `) v$ _) l; |hardpoint = HpLightA11
" W8 W3 K- _0 |7 ]% \0 }hardpoint = HpLightA12
: F* ~& S( L8 T( f3 G/ bhardpoint = HpLightA13
* `3 L( H. X( t7 @: ?3 A1 g' ~. }hardpoint = HpLightA14
# k8 w0 C6 d+ x" y" x9 J0 d- M% @' thardpoint = HpLightA15
2 G1 F  d: f' w" _+ A8 z. t" R5 qhardpoint = HpLightA16
+ t+ f+ D, m: {: Lhardpoint = HpLightA173 J7 H3 b, O0 _! t- J
hardpoint = HpLightA183 w) v& o' U8 M# e7 r. e' K  o+ H
hardpoint = HpLightA19
# c1 s# d* Z2 v) ^; L- lhardpoint = HpLightA201 Z1 j" ~/ L" ^- t1 Z* [0 z
hardpoint = HpLightA21
9 [+ M5 o: \6 ?+ shardpoint = HpLightA22* p! j% z0 E: c9 H/ q
hardpoint = HpLightA234 H/ G0 S& L, Q! c: P
hardpoint = HpLightA24
6 Z! \1 @" v" r7 g3 ^  \) V$ W# Rhardpoint = HpLightA25
8 V3 z4 d$ z" I# H; o5 B5 c# nhardpoint = HpLightA26% k# g! D- M' u2 i
hardpoint = HpLightA27
. X* j. G6 i8 k* y, N, h  y1 ghardpoint = HpLightA28, R- f" n6 i& c/ }, ~; L1 f4 |% {: x
hardpoint = HpLightB21
, w" V+ |* E6 }4 k/ d- p. W& `hardpoint = HpLightB227 w/ x4 Z. E: p% m; ~( v
hardpoint = HpLightB23$ }$ A" u  S  V; I& n3 W& G4 j! `, h: l
hardpoint = HpLightB243 a" j! o9 }" g
hardpoint = HpLightB255 a4 b; l7 u% R% o. R$ p6 b+ V
hardpoint = HpLightB264 |, |9 B2 x% e% _9 v( S. U

' E3 X7 g9 O  d$ q, ^& r: n" R: q4 q[FlashlightSet]
# J$ s. w& T" M- {- l% m7 ticolor = 255, 255, 55
9 D2 E3 r& \5 \) T+ }. a5 n, M, Yscale = 0.250000% p. f* G$ v' U
gap = 0.000000
6 o' W7 f4 v. P2 Y3 N# g) lblink = 0.050000$ I8 h6 r2 l1 A# c# T) H
endpause = 0.000000) u  c8 c; I4 Q. S/ {+ F
numlights = 26+ o6 J! T7 Q) U
hardpoint = HpLightB01: Y& ?  X( d+ [% u
hardpoint = HpLightB02
1 n% @8 O* D1 v+ d/ ~hardpoint = HpLightB03* b7 S9 A! F/ a" c# m: Q
hardpoint = HpLightB04
, H9 N, C2 a. Bhardpoint = HpLightB05
( y5 _' T7 T3 t7 x6 Xhardpoint = HpLightB06
" A1 H  c  o6 khardpoint = HpLightB07! a' r+ ^. K) N! O5 l* s* t& k
hardpoint = HpLightB084 D" J0 N. V5 \, ~. \
hardpoint = HpLightB09
6 i( Y4 ~2 R0 thardpoint = HpLightB10) C, z0 `7 l- K; [" O) S
hardpoint = HpLightB11
5 j3 m8 l9 Y1 @* Khardpoint = HpLightB12
' D% }0 q! j/ Q# G# jhardpoint = HpLightB13
7 x$ q* `; U% l8 v" ghardpoint = HpLightB14
, C2 d, o5 w. Q7 Jhardpoint = HpLightB15
  D5 @. @4 d" Shardpoint = HpLightB16: ]; ^) E" J0 A7 R) q
hardpoint = HpLightB17
& Z' v  b3 |7 nhardpoint = HpLightB18( X9 M( }* K  q4 L  j( B
hardpoint = HpLightB197 ^1 h+ a$ [) I0 L2 s" A) `
hardpoint = HpLightB20
6 e+ H1 y  C+ z0 S! d1 m! E  a
) H. h) O$ }4 `& ?! A最后是建立并加入下面内容在 Li01_jsg_station_shipdealer.ini 档案中:
0 V: j# |2 p, Q. `7 v' c" P0 I. {( @4 a* Y, _
[Room_Info]
, |7 h  Q/ I! eset_script = Scripts\Bases\li_06_Deck_hardpoint_SDlr.thn " v" F5 N' y$ o3 v8 N
scene = all, ambient, Scripts\Bases\Li_06_Deck_ambi_int_01.thn
* A0 n5 a) E+ x0 ]+ x9 s# q2 w2 ^# \$ n. O. Y
[Spiels]% U6 Z3 U0 k/ E/ L( M8 ?6 [5 E' I
ShipDealer = manhattan_ship_spiel
& X1 t0 g# L9 q7 f8 H" t# B) r3 [$ ]. r* ]
[Camera]
$ S$ \9 S8 Z9 a7 Q0 U+ mname = Camera_0 : }& v; X$ U3 M  E$ ?% f( x
$ u9 A  g: N" n9 k% N% L) u+ [
[Room_Sound]
3 `) ^: Z. U7 Y7 ^! Uambient = ambience_shipbuy
; r2 X, R$ E) u" ^  X, p% ?- T  _1 Q7 n4 o- F) S6 A1 K1 r$ Y: {
[ForSaleShipPlacement]
: l/ X! X& c( ^8 Z' q0 uname = X/Shipcentre/01 ) N/ B  F% F; r  i; f  A  Y( l
" c" k  s7 }0 n3 g2 A
[Hotspot]4 q9 l" M, T6 e
name = IDS_HOTSPOT_DECK ;计算机用来建立停靠时的连接
5 V% J# H% P9 y" obehavior = ExitDoor ; A8 F+ V2 h: ~  s" O+ S
room_switch = Deck 5 `3 [( Q) ?' z& t" Z

6 E% O9 `2 h, I# a4 I* V/ O[Hotspot]
" S7 W9 g; \+ _7 l; }4 dname = IDS_HOTSPOT_BAR ;计算机用来建立酒吧的连接
3 c% r9 e- I. s" ?behavior = ExitDoor $ |, @! H* T4 l) _6 \/ J* @
room_switch = Bar
1 b8 G$ R2 g( @) q- Z9 x$ j" w: N' c  g! @! K( e8 D
[Hotspot]
7 f* U4 u0 b0 N) o( ?! aname = IDS_HOTSPOT_COMMODITYTRADER_ROOM ;计算机用来建立商店的连接
/ J3 [/ l: h" abehavior = ExitDoor
3 `* R0 }% I& w; \/ V! U0 sroom_switch = Deck ( h' Z0 F9 s4 j1 S, E( G. [1 U; ]8 I
set_virtual_room = Trader 4 D+ W. c2 j  {

6 A) k$ a) ]. o* X[Hotspot]
# Q7 X/ E( Q# ?1 j# g; Z# {name = IDS_HOTSPOT_EQUIPMENTDEALER_ROOM ;计算机用来建立装备商的连接! p3 i$ x# A+ y& g
behavior = ExitDoor 8 Z7 _& o( E, `& T9 L8 W
room_switch = Deck ' X* X6 v9 I8 ]4 K3 S0 M
set_virtual_room = Equipment 1 |5 s7 Y  S, A5 j" u) R
1 ^8 o. f! O1 U
[Hotspot]
' E9 F8 v7 [* C0 {+ e6 Tname = IDS_HOTSPOT_SHIPDEALER_ROOM ;看来像多余的,但每个基地都有
6 }2 o9 E( W0 o0 h  U, jbehavior = ExitDoor
/ F6 C1 [0 m" _% t+ R3 Hroom_switch = ShipDealer
) \$ V: {- Y! u/ O, a8 k
% A% m, p4 |% O# S( G: Z[Hotspot]
8 ?! f+ a! I& kname = 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
( ]) o  e8 W; ]5 R7 m, {- F* g  Y: xbehavior = Repair
) d; z" J- k& H- z- T/ k6 Q" S9 }
[Hotspot]1 k7 T0 t. l* w& P! N( k  X. P
name = IDS_DEALER_FRONT_DESK ;显示你要买战机的图标" F( z; O9 M7 b8 W3 P. T8 c+ j. E
behavior = FrontDesk
6 b2 y) M- q) F( k) Y0 cstate_read = 1
1 M8 j2 g" i" |) Astate_send = 2
) g- n3 a. U+ S6 |0 D5 D9 M' Q. x) k" I4 ~( A5 \6 H
[Hotspot]$ w9 a$ Y1 \) j) R! D& Z* X
name = IDS_HOTSPOT_SHIPDEALER ;显示你要买战机的图标. @6 \6 o5 I6 }
behavior = StartShipDealer . O3 b* m+ B* J4 L! ]' E, M  @
state_read = 2 ! _* E8 y9 H  n4 o9 Q, M/ m6 U
state_send = 1
9 B2 w8 q. ]- C! m4 Z0 B0 I6 V" l$ e* W0 k
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。
菲雅利帝国v1.2修正1版下载地址:http://www.yaodumod.com/thread-3473-1-1.html
回复 支持 反对

使用道具 举报

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
9 B* N/ V) o5 `* @( j. G我们以一个例子做说明,打开 Alaska 到 New York 的跳跃门。' L) x* ?, L6 f# |8 X/ g- m

$ r% P. ?8 z$ n# C" q+ A0 Y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。
* n: C5 @5 u% [5 k. z1 h  _. S% Q. s7 \- L: C2 m
同样的方法适用于任何被关闭的跳跃洞等等。; I- x. {  H  I  Z

' H1 C, q1 d- m6 r8 z. k清除 Zone 21 的布雷区7 p6 y" v0 e- [0 `

8 w" O5 z" \3 Q" v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:
9 L6 |3 u3 j. J, Q; }( P3 M& j, e4 v/ j9 X7 H+ D9 m+ M
[Asteroids]
2 Q3 U9 ^  [. _/ J4 m/ y' qfile = solar\asteroids\Li01_zone21_mine_field.ini9 _: G4 l/ u: _' m; Y, m6 Z
zone = Zone_Li01_zone21
0 \, T+ C& n6 c; s9 F6 g3 r' n2 z; m4 S1 ^" Y9 S7 ~
还有这段:* z4 J3 h- Y' B0 L3 _7 i! {3 `1 q

' o) k5 m; }, b0 P/ U* O# T- z[zone]
9 B5 S; F/ B8 {  T4 Z) @nickname = Zone_Li01_zone217 M- a. t5 s; Q- G6 I: d+ k
ids_name = 261212
( K3 _' A  C9 kpos = 81640, 0, 2050; w% a& |2 [* [: {, W/ F
shape = ELLIPSOID
! A6 g( s+ L2 t8 Z0 ]0 y$ Z& p4 Msize = 20000, 20000, 30000
. t% l3 W5 ?) c# `property_flags = 4128
: F# M( B( g8 |% i4 t; YMusic = zone_field_mine
7 `: I7 V( t. i; g6 s* ~1 W' zids_info = 66000
  }- [6 \% P4 n3 n$ s- h/ m, }0 _visit = 32
" k; x+ \' H% Q  {& csort = 99! E* J0 v; L. M
* m; j7 v) \, {' M$ {+ x% X% W, |
这样即可。
菲雅利帝国v1.2修正1版下载地址:http://www.yaodumod.com/thread-3473-1-1.html
回复 支持 反对

使用道具 举报

13#
 楼主| 发表于 2015-2-10 10:44:02 | 只看该作者
战斗机座舱+ F% y# D  }, S! L( ^

- @5 {8 m9 v3 k+ w0 T4 S, ^( v1.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〕。
4 j* F9 v2 |( H2 t+ }* H0 y% B, i; m) a  [& y$ _
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。
2 \. ?5 j8 w0 ~. Z6 i, g- ]9 K# Q9 ]) D3 q7 j; P! h
3.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〕。/ o! u& L% ~* S4 ?( z3 Y

/ Y4 c4 k6 P3 X, ?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〕。1 k" Z! ]% v$ V; E; H+ d
1 j, |9 x5 R# S8 \
5.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。9 i  w# J7 e8 f9 r2 n6 p+ Q

  ?* i* U( `' B0 L6.在跳出的窗口中输入下面的内容后,按下 UPDATE 更新:; V, F% D2 W( c4 @# a+ B  F9 V1 @
0.000000# n: k; w0 ]2 i
0.0000006 I" P3 u9 E% H# c3 R8 Q
0.000000+ W% x% V; g! C- p' ^
0.000000
) n+ q# ~+ A/ K) y# a' |2 i' L" K+ j% a% B
7.再来点选 Oc 后,按下 EDIT。
* r% L) d1 G: l4 p1 M" b& ]; r. q& Y8 Q
8.要使座舱变为半透明的话,输入下面数据:
; I* }4 w* P, c5 g0.500000
1 ]4 R7 y' u/ f( K# l$ v0.000000' {9 Q! I5 c- W9 F- a5 _3 d
1 q9 k: w; |; g- Q
9.要使座舱变为不透明的话,输入下面数据:6 r3 ?& b0 A) H2 Y- Z- V# B' s, H
1.000000
! d( t! y& R, A. F$ [7 y0.000000# ]2 P% v6 ]3 x( Y

- f7 c" \" d& u: C' ]. P6 d" H2 W5 i10.要使座舱完全透明的话,输入下面数据:+ g; G8 k$ K# j1 ~
0.000000/ A6 S$ ?1 I9 K- O  r" k4 [& Z1 `
0.000000
7 Z$ U% `% T1 X) u- P  q2 V" V; X3 u6 a6 ^) I: V- r
11.按下 UPDATE 更新后存盘即可。
% j8 p( ^2 ], P% c: H- p$ N- F' S0 ?8 h' L. R# ]7 L
下面是目录树范例,不懂的可以参考一下:
2 ?- U# m( S: W7 \
  ]: W( Y- Q8 y" X) w-material library
; y; E/ M% U8 L5 ~4 G|7 W$ L7 E. F$ q& c! A& h" M& G6 }( _
-..Myglasstexture
3 g* A* I3 p& g; `* i! ~4 Y|: f! m# E( o( V( u! ^& a9 ?: l
|..type string = DcDt
9 ]% p% c( b; F0 R7 p7 R|..Dt_name string = Myglasstexture.tga% X% X, u7 t& [7 ~, `* s9 j
|..Oc float value = 如上述
! @# {5 s5 l: M0 d|..Dc float value = 如上述
菲雅利帝国v1.2修正1版下载地址:http://www.yaodumod.com/thread-3473-1-1.html
回复 支持 反对

使用道具 举报

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$ H0 X' _7 P& \- D! |0 b6 L) S0 Q* Z

4 w  x+ h# b4 j3 q9 N4 t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。
" `- D4 K: j1 h; |# g
! j2 g: S! @. u, T$ d& Q* O( a5 Y4 W1. 开始的金钱数目
9 B' h8 m6 p. p' {; `1 P2 `
) F3 o, u6 R1 C( c7 Z+ R* R要调整开始的金钱数目你必须先找到下面的叙述:2 c& P: g0 q- N2 k& T1 q+ b: V

( @& D* \! e$ R. B1 F/ o9 H* nmoney = %%MONEY%%9 C  y3 b2 m4 F7 ?: L8 X

# t% _! Q) m% a/ k% g9 g然后把它改成你要的数目,像下面的样子:4 H% g7 J9 `1 T& d! C

3 m: d; ], `% x3 D; Z: ~0 kmoney = 250007 K" [# H3 n+ Q3 D

$ I/ Y! W. s9 z2. 开始的基地位置
1 K6 d. m9 V& z0 X' _
4 T* w  N4 Y3 x, z0 i' E: L" h( a! R' m下面两个地方是可以改变多人玩家出生地点的叙述:! [" ~' c" p  ?5 i) r

& E3 r) T2 A; b7 n# X+ B/ L8 Y3 Usystem = %%HOME_SYSTEM%%
! w* u) n! i2 s$ \# q& Mbase = %%HOME_BASE%%
" e  }0 R. P+ v0 g  [( z  I* v( ]% @% }8 P: P( G, 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:
0 T) q* n; g( h, H' y. s5 \* F6 B4 c  u. `$ y$ u# M
system = Li01
0 k2 E( x5 U- \base = Li01_01_Base6 B! r) p- E$ S6 s8 ?) J0 B

2 j& T+ Y* ^& u! |: C$ ?5 M" h7 U相关的星系基地 nicknames 的对应档案说明,你可以参考相关档案。& Q, W9 V- w$ w) o; n  z

2 r  C2 U. O7 a4 C' ~7 a3. 开始的派系属性与名声
& C4 Z; r% U4 _! Q' K7 r. s5 e$ \' D: T4 C, h; ?  B
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):
: E" a, o% I2 l8 K) O: a9 H7 Y4 L  _8 J8 W7 N2 g6 L3 q8 t2 p: o& S# X
house = 0, li_n_grp& P7 j/ L$ o( X6 d9 ~- ]
house = 0, li_lsf_grp5 ~" l) A' ^5 `: p
house = 0, li_p_grp
( |- _- b  H, t) S. f' \6 |
9 s1 V0 A+ E* G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。
$ f+ D4 V$ h1 g0 D  }  k& q  R: i# a& M1 f
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)。
" e8 c; f& h# d' U/ A& S5 I( i6 ~5 I! N2 U
4. 改变多人开始的战机
# I' y6 W5 N0 a& ~3 O+ Z) B( ]# g- L& n9 _: f* Z* t
除了 mpnewcharacter.fl 档案外,你还需要:
) S7 }. }( S8 E; M' l' W; d. X0 K$ O! f# \
DATA\SHIPS\loadouts.ini
$ Z0 D( u; C& W) U9 F; fDATA\SHIPS\ships_arch.ini
) a. Z$ {8 E6 F, FDATA\EQUIPMENT\weapon_equip.ini
" `0 a' r( |4 d5 V& h: A6 iDATA\EQUIPMENT\engine_equip.ini: N% \. a2 ]: o  W/ C4 l* g, c: Q
DATA\EQUIPMENT\misc_equip.ini <--战机发电机档案3 B6 w. ~  a! \: `
DATA\EQUIPMENT\st_equip.ini <--护盾
4 ^& ~4 B: _9 g. qDATA\EQUIPMENT\select_equip <--商品
. \$ b6 {9 B7 F8 d
! y* |% j$ o/ Z" o4 {7 p: i- ~不过你先不用改变上面的档案,只是以它们当参考。
' ?& u% X; t4 X
0 _( J- J5 ~. |8 N, G2 d首先打开 X:\游戏安装目录\DATA\SHIPS\loadout.ini 档案,找到:3 a! V7 _9 @* D" E8 c5 E

3 ]& C3 r; ?1 a[Loadout]
2 O- G  a. P' `( k0 znickname = msn_playerloadout2 }- p* s0 C) m5 S
archetype = ge_fighter <--战机的在 shiparch.ini 档案中的 nickname〔从这边开始复制〕0 s* |' b2 s+ Y
equip = ge_gf1_engine_01 <--引擎! k: |: s  `! {0 F( |1 F
equip = shield01_mark01_lf, HpShield01 <--护盾- W+ ^1 `4 B" x' H
equip = ge_fighter_power01 <--发电机
$ @0 e% |& m3 _! x  \0 Pequip = ge_s_scanner_01 <--扫描仪
0 F" a% ^5 R" M! C1 T- i* [equip = ge_s_tractor_01 <--牵引器
, B5 E) @: H$ ]' F% P+ uequip = ge_s_thruster_01, HpThruster01 <--推进器
" v3 N! M1 x+ ~  M! j/ z/ R9 m; A0 Xequip = li_gun01_mark01, HpWeapon01 <--武器
, g' b9 i- H1 p- f5 J$ Tequip = li_gun01_mark01, HpWeapon02 <--武器
& f( x! D4 |1 T8 Aequip = LargeWhiteSpecial, HpHeadlight <--灯光
- z+ f4 |4 g! lequip = SlowSmallOrange, HpRunningLight01: X: C! c) V, l& X
equip = SlowSmallOrange, HpRunningLight02
$ s0 m7 k2 |' L* F* [equip = SlowSmallOrange, HpRunningLight053 `0 \5 W& W0 e
equip = contrail01, HpContrail01' j6 i5 e' i! Z) t. @
equip = contrail01, HpContrail02
# W- W1 V, W! u* f* I" M7 o/ I  Xequip = DockingLightRedSmall, HpDockLight017 {9 L7 @; J. a2 F9 M
equip = DockingLightRedSmall, HpDockLight02〔到这边结束〕5 p# M5 ]: \; P/ d: k- b" |, C4 t
cargo = ge_s_battery_01, 3 <--货仓的护盾电池' H; I8 t' A) O; Q
cargo = ge_s_repair_01, 3 <--货仓的修护机器人
$ _; Z2 D, v2 ]& Y, l5 ?. m8 ?7 c3 l  n" {
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:- Q6 b, {' \# K3 C! ~

' {1 r- b/ \" j% |0 o! T3 F+ Earchetype = ge_fighter # c% h8 V7 r' f( J% _  G
  |1 N( @* ^0 }) S7 c  }
把上面那段改成:
" O6 B' o9 x8 l0 y4 b5 z% j! b6 n8 N9 C! ~7 s3 \4 j
ship_archetype = ge_fighter 1 t( R: F) K+ N  E

! B, l( v0 a8 \) C然后你得停止下面叙述的运作:7 w7 M/ q/ X8 `' v- E
2 ?) V  b: h9 x/ d9 j, W& B
%%PACKAGE%%+ t& O# G6 z3 d; v6 `4 t

+ [6 v$ B0 ^, r/ R; v8 ]把它改成:
9 Q+ }; y( q7 M$ ]7 i
7 L% r" g. n+ U: i0 s;%%PACKAGE%%
; R/ `% t' I- {& D
* A( z& @" Z* p( f  x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。- s  j! A( ~2 K, |* u# Z
9 e+ \& ^: p! d1 @, b. f1 q$ i
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:; V& ~# L' X) j' L% q
5 {+ {4 {2 X) k0 [$ L
nickname = bh_fighter2 z; e- z1 g5 X# l

; [$ d  q3 g. |7 p  ^% q现在到 loadouts.ini 档案中去搜寻 bh_fighter,你会找到:
' @4 Q7 w8 x7 x% p. ]6 y, [/ t% O" L! Z5 N
archetype = bh_fighter
$ w! d$ d! \2 C4 b, N( x1 _equip = ge_pf_engine_01
5 e- O6 n" W. X. Q0 `: v2 B! I# iequip = npc_shield02_mark02, HpShield01 <--NPC 护盾,不会再生7 y7 z+ h' h8 _( J
equip = infinite_power <--无限能源发电机; S3 s0 \2 s. v+ d3 c/ m" V% }: C5 C
equip = ge_s_scanner_02 <--NPC 的扫描仪,可以搜寻更远& Q$ l' }" b+ ^: [
equip = ge_s_tractor_01
; A2 |2 a. h% wequip = ge_s_thruster_01, HpThruster01& Z5 Y! v5 c7 e# h2 d7 v7 r
equip = armor_scale_-1 <--改变装甲百分比,可以在 select_equip.ini 档案中找到
. _/ Z5 D1 s3 K/ ^: W9 F4 J2 Sequip = gd_bh_gun01_mark01, HpWeapon01
1 b% a' u" C$ Lequip = gd_bh_gun01_mark01, HpWeapon02+ \5 Z, D2 X7 q- n" M0 E0 }
equip = gd_bh_gun01_mark01, HpWeapon03
- @& Q% x; A, ~/ F; ]8 H- qequip = gd_bh_gun01_mark02, HpWeapon041 a. {' Q" n5 v) _
equip = gd_bh_turret01_mark01, HpTurret01: H& O: `2 y  F; D3 j/ M8 Y
equip = ge_s_cm_01, HpCM01 <--反制武器发射器
  @/ M0 L/ \7 Y  Z& jcargo = ge_s_cm_01_ammo, 20 <--反制武器弹药
" f. N/ O4 l! P& F5 \2 H* Aequip = LargeWhiteSpecial, HpHeadlight
) p& ~* ^, {. i; Oequip = SlowSmallBlue, HpRunningLight01+ a' i" n, o; j+ [/ s' `  ~
equip = SlowSmallBlue, HpRunningLight02! T; b0 ?( W$ O! p0 R
equip = SlowSmallBlue, HpRunningLight03
. w3 ]7 t, K7 s+ |/ Dequip = SlowSmallBlue, HpRunningLight042 A: ~6 ?/ }, l0 [' L8 s
equip = SlowSmallBlue, HpRunningLight05
% t3 J6 w( y- c, R* a( aequip = SlowSmallBlue, HpRunningLight06
! N) u( k8 A) {5 ~7 B1 T3 q+ v/ kequip = contrail01, HpContrail01& n3 S- g! x- z2 Z7 a
equip = contrail01, HpContrail026 p) y: d, }8 p9 M" d4 }
equip = DockingLightRedSmall, HpDockLight018 o/ V9 \2 m5 v
equip = DockingLightRedSmall, HpDockLight026 Q+ g5 D5 a+ M9 k, A, R: [
8 q" n+ O; R" h3 k: O5 [% c/ 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:
  V7 Y+ K1 g, j; _. B! i8 E0 _0 B, q( M  T! g; l
nickname = bh_fighter_power01
5 v* X# Z9 }: i+ x* u- R  T: B3 {  d$ Y6 n. [& c7 G
这是赏金猎人的轻型战机发电机,我们把上面的1 A5 o* l+ W. p  \/ {$ L7 A
% S1 ?  g  M/ C
equip = infinite_power1 c, L0 c! l! Q0 [, v+ x0 G
/ X4 [, ^2 Z# a# t
改成:
" g8 i. E5 i. ~; S$ l# ~; W3 p2 Y( n  t5 J- o6 Q- S7 b
equip = bh_fighter_power01$ P8 _9 o8 i9 a' ]4 s

/ ]) S% R3 D! K2 k0 _& W& ^; {& Q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:2 e9 e6 \0 |) \, r0 w# c4 c

2 h' B4 l( }, t# O4 chp_type = hp_fighter_shield_special_4, HpShield01
1 @: u. A" `$ v  c, o/ mhp_type = hp_fighter_shield_special_3, HpShield019 J8 S0 u/ p, X( p* ?
hp_type = hp_fighter_shield_special_2, HpShield01: g+ z0 d# X+ Y) _- B' {. I% @
hp_type = hp_fighter_shield_special_1, HpShield01
! F# F9 h. A1 K# N* R" \
* o' x  W5 l& 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:
( b7 `( F2 [+ g% {
  r, s" R( ^1 A" I0 Jequip = npc_shield02_mark02
. ~1 r* S& l* ^" E4 t1 l; C$ x
6 \9 c; P  }% V: p, O. L# l! _改成:( \4 W0 ?7 N4 r4 Z

" _0 v4 W1 G: ^! V. M. V5 Zequip = shield02_mark02_lf' H! I& K; u- `- e- c/ C  L

, ?+ ?0 `7 E/ M- f  e这是等级 2 的分子护盾。
9 S! h- ^0 L. y& d  T! P. V' o* K! E$ P
你也可以把 mark02 改成 mark04,这样就变成 4 级护盾。
) l: X, G  h4 y) p( u4 `" S
2 N$ S0 a- z7 C' c2 o" J- ~% bshield01 是引力子护盾
) K' @2 E  g2 z  Rshield02 是分子护盾
& Z" Q5 Q, }; n+ I) ]4 X8 }4 Xshield03 是阳电子护盾$ `# s9 u2 k, `& q

9 X; Z. u6 J- V# f; g* @1 O后缀的 _lf 是给轻型战机1 G7 f; l( O) ^' f7 t
_hf 是重型战机+ r; b4 Y/ T* y+ ]& j5 G
_fr 是运输机
# B  m! m% G! c! A- a2 ^' @) H( d8 g) Z2 u
这段 equip = ge_s_scanner_02 你可以不动,或把它改动 02 部分到 01。- {: B2 n# {! Q9 j/ C/ y. R
' Z! B; |1 \2 J1 q& V6 C  G5 @# C) |. a
现在我们改武器。6 L/ ~: H: M9 m1 S. [
* I- G5 G( _3 k. w
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:; d% z/ j( u- x  m

) Q* D5 k! }4 G) ~; ~1 b' ~4 Khp_type = hp_gun_special_4, HpWeapon01, HpWeapon02* O8 C+ H$ U# z1 @
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
& X2 I1 Q5 J! p, Mhp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
* S7 Z( _: |9 Q% L% }% K" ^2 [$ F6 Xhp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
6 ~' _$ p1 a2 Q" s( ~5 P- [
2 h9 }1 }! |4 h+ j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:2 K6 o/ R. e- z/ L
% g2 i0 G# p4 K  ]! z8 V0 Q9 b
equip = gd_bh_turret01_mark01, HpTurret012 \( w6 \2 H) Z: v* T" J& M
. o7 i2 ^' e9 k$ \+ o
这行叙述。
) ]6 D) F/ W3 n8 F1 B0 ]+ S! j! G8 L( X
你可以在 shiparch.ini 档案中确认你的战机是否可以安装炮塔。; Y' K" w6 x+ z1 j
+ h9 H' E3 h3 }2 C; l* P
再来我们修改:7 K  o- M! k9 X8 k$ r& ]  `0 E

# u+ A* V: I; |- ]equip = armor_scale_-1
7 t& z' {2 D$ V: ]$ |- f) J
* l/ ]7 s8 s: Z* D0 \; I如果你想升级你的战机装甲,可以改成:) x7 L7 W( j1 j1 @( r2 X
& d5 B$ R+ m- F1 l4 F6 C7 [
equip = armor_scale_21
5 g0 O- z8 M1 N# ]3 \& ~' }- Z* o6 w+ v4 m) d2 ^! [+ C
它会把战机的装甲提升 21%。* G5 |. x5 G/ f8 d, h% G- t
( J/ F, K. A9 q/ E2 w
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:' Y! B8 a5 t9 T+ z+ z5 P1 Z

$ A9 f  Y) M. W5 y6 y9 k' _4 r! {ship_archetype = bh_fighter3 j1 c3 i' G* h7 Q$ j
equip = ge_pf_engine_01
0 q( ]1 w9 s3 J" K# H  Z: Sequip = shield02_mark02_lf, HpShield01
. U$ _6 U" A7 k, s- vequip = ge_s_scanner_02: k0 k2 b& G5 `* a, ~4 e
equip = ge_s_tractor_01' m9 _# H# P3 ~: q* N3 g9 R
equip = ge_s_thruster_01, HpThruster016 L% T* T. J* a$ T4 z. n9 @
equip = gd_bh_gun01_mark01, HpWeapon01
2 d' v* t; v; y: {# aequip = gd_bh_gun01_mark01, HpWeapon02
. }9 ^9 v* |4 r& fequip = gd_bh_gun01_mark01, HpWeapon03! F5 M/ |% c# I% t
equip = gd_bh_gun01_mark02, HpWeapon04
* m. W" U) e9 r3 I/ o) ]) Kequip = ge_s_cm_01, HpCM01- H. I8 |  e! k- g/ i3 B+ h2 I
cargo = ge_s_cm_01_ammo, 20
. s8 V' {$ K  }' lequip = LargeWhiteSpecial, HpHeadlight! e$ W- K6 ^/ x5 S  I6 W( B
equip = SlowSmallBlue, HpRunningLight01% `. z( P  I3 x7 d% G! {
equip = SlowSmallBlue, HpRunningLight029 K( H7 d" Z* j- l9 M" f% i+ X
equip = SlowSmallBlue, HpRunningLight03& C9 p2 v! ?9 X! B
equip = SlowSmallBlue, HpRunningLight047 c, Y3 X  F: @1 e
equip = SlowSmallBlue, HpRunningLight05, O4 i0 t7 O# {
equip = SlowSmallBlue, HpRunningLight064 I: L9 D' H  @* G8 w8 }
equip = contrail01, HpContrail012 D/ K4 a8 y; f4 I8 r3 p$ n# F) X& j
equip = contrail01, HpContrail02
! l# z# N. P6 E: N& g( k/ r6 @% B3 Eequip = DockingLightRedSmall, HpDockLight013 D' Q& g! Q3 d' O. j! F6 W
equip = DockingLightRedSmall, HpDockLight02& j; ~9 j2 G! s& B: N* h

& k0 c6 R1 B4 r现在我们再加上 15 个修护机器人与护盾电池如下:' q4 d6 F3 v8 q2 h
6 R4 y( d( T( u7 U$ L0 W
ship_archetype = bh_fighter
2 \( I" ~6 g% fequip = ge_pf_engine_01) H: s0 y' P# Q
equip = shield02_mark02_lf, HpShield01
% R! m. w/ M  E# K, y6 a8 Q: }equip = ge_s_scanner_02
/ I+ C5 }. d) p' Tequip = ge_s_tractor_01! L7 R- C* t( Z% P, |( C" T
equip = ge_s_thruster_01, HpThruster01
8 n' n2 y) k  {- r# tequip = gd_bh_gun01_mark01, HpWeapon01) b+ y3 z4 f' q( m
equip = gd_bh_gun01_mark01, HpWeapon02' o/ Q5 X( P! D; o% ]$ \
equip = gd_bh_gun01_mark01, HpWeapon030 Z7 r; j9 O+ d5 J$ `/ n
equip = gd_bh_gun01_mark02, HpWeapon04
& t1 S6 y. \# j- W) b$ i( n* gequip = ge_s_cm_01, HpCM01* [( k* v) U& H; @% ~& Y
cargo = ge_s_cm_01_ammo, 20
0 V. M+ Q- o4 O. {( w' J6 {! {equip = LargeWhiteSpecial, HpHeadlight
* k6 v" X* `$ Tequip = SlowSmallBlue, HpRunningLight010 G4 G# ~$ e0 l# W5 P, T# P
equip = SlowSmallBlue, HpRunningLight02
3 R& Q5 N0 o) G6 A+ g. Fequip = SlowSmallBlue, HpRunningLight03
+ [# e8 U) e! Qequip = SlowSmallBlue, HpRunningLight04
& K" P! y% M4 \equip = SlowSmallBlue, HpRunningLight058 k9 ^7 @) B7 D, ^$ p& W: e
equip = SlowSmallBlue, HpRunningLight06
, o# e/ o5 h3 e. Cequip = contrail01, HpContrail01
9 w5 O( r# b7 i& wequip = contrail01, HpContrail02
4 x. b& {3 x7 {3 J: V( w5 nequip = DockingLightRedSmall, HpDockLight01* c+ x5 \" r. Z, N# C6 u; K- u
equip = DockingLightRedSmall, HpDockLight02( e$ n0 C, m( [, p
cargo = ge_s_battery_01, 15 <--batteries added
. M! d) ^8 G# Y# w, ~( @, }cargo = ge_s_repair_01, 15 <--nanos added
% h" E; f# `7 n5 a# ?, p+ U$ I* _7 F* q9 f5 \4 O
现在我们完成了,你可以把上面的叙述加入 mpnewcharacter.fl 档案中。, @6 }8 S% f- R8 \+ Z( j
6 O' E+ S& C5 i+ i/ V/ o& l
现在注意几件事情:/ w) R( O2 E' P
+ i9 N: u8 g; 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。2 N* x/ @5 d4 W* Q, j

8 c% n* I: }! I9 |9 b0 j9 V- Ige_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 B/ |0 q  T( W
4 f2 G4 s2 G5 F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:4 K. I8 K& D; G. B) F* E! f

$ o. Q& f/ ]6 o' M4 |" `name = %%NAME%%+ b6 |% [, E: B! v3 E( L+ e# G: }
initial_rep = gd_bh_grp
4 k) m$ [. z' A4 o( d. Crank = 0
/ G9 Y' p) r5 ^  T1 g- }8 W
9 ^9 B( E) j; N+ D! h. T: |money = 2000. l! d0 `* N8 K! b' a
;voice = %%VOICE%%6 [' q' |1 L# ]* w! a5 k. ^* b
;All must be Trent!! O9 s% }- O. g& A$ ]- A
voice = trent_voice% [' k% {& i4 V

3 N) K% z1 L4 `- Q7 {costume = %%BASE_COSTUME%%
3 p! _8 v9 e- b' y/ }7 Dcom_costume = %%COMM_COSTUME%%
# _4 r% W% @* Z5 Y2 o0 H; Z& Q- E( `( G
system = li01
6 Z4 L  e5 x2 }4 {6 k( c! Kbase = li01_01_base# W3 ?( F3 D5 k3 P
  }/ R8 D7 n  x3 j* \* M

; Z0 n- I& P, Nship_archetype = bh_fighter
0 K: w" q0 p9 D& Aequip = ge_pf_engine_01
, \( _" z- c3 }equip = shield01_mark02_lf, HpShield01, O2 [3 _% J$ |( f+ b/ j2 B9 }" S
equip = bh_fighter_power01
$ t/ y  a" m9 T% requip = ge_s_scanner_01
! S3 A4 A" S+ mequip = ge_s_tractor_01
* j2 I, z9 `5 z; `9 B4 ^) L" Lequip = ge_s_thruster_01, HpThruster01
6 @7 v" y4 m+ m1 Lequip = gd_bh_gun01_mark01, HpWeapon03
; ]/ T" G, ^7 ^0 l: R$ ?& f2 `equip = gd_bh_gun01_mark01, HpWeapon041 [8 R9 }. i& q; N
equip = LargeWhiteSpecial, HpHeadlight
4 @0 R: g7 f' P- }! z7 a$ {+ nequip = SlowSmallBlue, HpRunningLight011 A" N% z+ V, h) U+ f
equip = SlowSmallBlue, HpRunningLight02
; @# B  J( ?! C, A6 N0 Y. i; i# M, {" bequip = SlowSmallBlue, HpRunningLight03
+ Y. N, k) ?! }" Q; L1 c0 Oequip = SlowSmallBlue, HpRunningLight04! Y& a( l2 Q4 v  L) v
equip = SlowSmallBlue, HpRunningLight05: ~# i+ p) |0 g8 r& H* J. y
equip = SlowSmallBlue, HpRunningLight06! h0 U. [, |- e, M
equip = contrail01, HpContrail01( F) x4 `7 K8 R2 e' [
equip = contrail01, HpContrail02
& ~9 a6 k5 t; e- {$ qequip = DockingLightRedSmall, HpDockLight01
7 ?# g8 ~9 S. Tequip = DockingLightRedSmall, HpDockLight02
6 g4 X; @8 i) p% i, Z" c$ J7 [  wcargo = ge_s_battery_01, 54 j" z1 c# J+ \! \3 h7 H( t1 H
cargo = ge_s_repair_01, 5
& q# s1 h# Q% ^) N4 G( e* n
# e. O& d  j  f. L  o8 ]
% ~# V  K" A! K& E$ K8 |;Li02
! _9 @8 m8 e+ R9 Q& j1 Evisit = 2745692751,1" s' d, b* b# W% y
;Li03
4 O" Q7 X5 z7 R, d- _visit = 2208818767,1
# A2 m9 |" ^5 @, D6 h* O; ?' b0 X# w;Li04; ^( Y/ u* `1 b9 n, Q0 b
visit = 2745633359,18 H  }7 N  ^4 k1 Z+ h' Q; {& W4 K4 g
;Br01" z4 e( u1 m/ W: Z, U+ V
visit = 2945966082,1; w1 x3 w- c5 f' D2 t- ^% `
;Br023 j; e$ J  B; r# t& A8 I% a
visit = 2409077762,1. d' i6 f0 T* J0 G% r7 n
;Br03
: Z$ ~( D; Y9 g* B" O6 Rvisit = 2945943554,1
" r8 J$ x7 a5 C9 Z: A& @;Br04
9 Y1 p/ }, a6 \. mvisit = 2409063426,1- @/ W' d# u1 Z. d9 d$ f$ \
;Br051 U5 O( P! h& h4 @" B
visit = 2945937410,1
  a  p: p0 c. r;Br065 k4 X" x2 n2 |, ^. n2 w3 `! Y
visit = 2409040898,1# t7 h2 N4 ^  e( y
;Rh01* w7 d$ P, c; {' i8 s$ ]
visit = 2281145474,16 p* c9 C( P* s! t) z& U/ c1 E# {, @
;Rh02
9 O# a' W/ \: G2 y- X4 L6 _) n7 uvisit = 2818046082,1
4 Z' x5 W! Q4 c, P1 @; r# g8 P;Rh03' ?$ K2 c& B9 i% y
visit = 2281172098,1. _0 I, \! k; y* [9 v
;Rh046 K3 b/ F* h& Z1 ^
visit = 2817982594,10 l- w6 c8 T6 r! @" ^0 N. W/ h" M
;Rh05
$ {# \! x# O7 q  m1 Bvisit = 2281116802,10 r* I- X1 p' `0 j1 i1 z
;Ku01
' I6 U: ], P4 Q% e2 n4 [visit = 3013596745,1
, W7 \) p9 U* s8 j9 j;Ku02
2 R, K9 R- J6 i: ?visit = 2476714569,1
- K7 O7 z, J6 N; X;Ku031 n% P+ Y  \, [
Visit = 3013590601,1! _7 T# c7 }# F/ J0 v
;Ku04! T3 @* u9 N7 D& T
visit = 2476692041,1
' ^% X) e8 j0 E) ?0 c;Ku05* B, X. L" B% k+ U4 a
visit = 3013559881,1& n1 y8 ]- ?. s, [( i- I/ O
;Iw01
9 c( r+ |! H( k  m; p  [visit = 3146760779,1
/ V4 }8 u* V8 V: |' C' o, t' ]5 A+ w;Iw027 O! D1 |# s  N8 S" ]+ l; K
visit = 2609888843,1
% o' O+ W$ u2 ^1 e;Iw03. P' h) }5 @" V5 `: _
visit = 3146754635,1. `) V# ?: R5 f8 F8 p% K
;Iw041 v( L- x2 e9 n) u+ f- ]
visit = 2609858123,1: ^, W1 v$ e6 [
;Iw05
+ j/ T- K2 I, O4 cvisit = 3146732107,1
6 l9 V+ ?# R4 s;Iw06
8 N9 f6 m* q: k  R3 @  s% Z- ?visit = 2609851979,15 [9 |4 ?% ?0 t- c7 Z) g
' e+ n# V! t: `$ M3 _6 j9 h2 M
;%%PACKAGE%%9 j3 K7 g+ J4 s: H2 @, p

% E. D0 O% h, q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
回复 支持 反对

使用道具 举报

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
回复 支持 反对

使用道具 举报

游客
请先登录
您需要登录后才可以回帖 登录 | 立即注册

本版积分规则

Archiver|手机版|小黑屋|菲雅利帝国官方网 ( 鄂ICP备11006193号-2 )  

GMT+8, 2025-3-30 00:09 , Processed in 1.169860 second(s), 26 queries , Gzip On.

Powered by Discuz! X3.2

© 2001-2016 Fairy Empire

快速回复 返回顶部 返回列表