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FreelancerMOD制作天书

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 楼主| 发表于 2015-2-10 10:36:33 | 只看该作者
建立一个新基地
8 m8 C4 J* T, _4 {! d4 ?6 ^8 o" }0 a我们将它分成两部分,一个是基地,一个是行星,我们会做一个行星并放一个基地在里面。
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' l0 o+ ]3 b4 R$ q7 W/ ~  u现在切换到 X:\游戏安装目录\Data\Universe\Systems\Li01 后,打开 li01.ini 档案。- _" }  {5 Q0 a1 g& ~
4 C, [$ C0 G' ^+ N) @3 y
找到下面的叙述:
8 @8 c- S* Y7 S- k' O' {+ n2 y' R[Object]8 G8 U. O" z& E( b4 A
nickname = Li01_planet_icemoon_800_1
& M; D7 g. V) ~; n7 mids_name = 261119
* w7 A% M* l4 w5 U  Y0 F1 f. Gpos = 55763, 0, -69135! L5 C. |+ V4 a6 o) U7 T
Archetype = planet_icemoon_8004 K. \& c3 _3 {6 P# E- j. ?1 y) I
ids_info = 660740 U' ?; C1 j* q& O+ g1 Z
spin = 0, 0.020000, 0
& b3 R9 @( B- T' watmosphere_range = 9004 P% {. \+ D6 G# g+ N- }8 q4 ]8 q
burn_color = 255, 222, 160" f5 o3 a! l; {
Ambient = 30, 25, 35! c$ H  U6 q* |; A+ a! S0 k
2 ~# D0 p& z& R8 ]* A
下面是这个行星的 'zone of death' 或是大气层危险区域:! ^2 n. A( L1 @

# ]8 t3 n) c2 J' j[zone]3 p5 \+ k6 s5 ~+ T9 u8 u4 o, N
nickname = Zone_Li01_Maine_death+ V. k9 ~% G9 Q* r7 Z+ h% C
pos = 55763, 0, -69135' s+ E/ ^8 ^+ S  \2 z* E
shape = SPHERE
8 D: {* a# q' C8 m- E/ Psize = 850
  T! L# r+ x6 t3 |: G+ T+ rdamage = 2000000# z$ [' o& u$ z; c
sort = 99.500000
$ o( h6 n: g4 Fdensity = 0& Y: J. W3 q/ h0 |: a' j# F0 J
relief_time = 03 i( Y- ^/ ~; V. `/ t  p( P  `
9 [4 P  B3 T* n0 ^% N9 y
现在我们有个行星了,我们需要建立一个基地,与基地的所属派系,下面是范例:8 u: l4 L$ K' h: N7 h
1 U1 R% T/ y% }) n1 g' O" ]3 z
[Object]3 Y  R, V: P! c7 u- z' S5 z# z
nickname = Li01_planet_icemoon_800_19 @2 f% f5 B! F. H% a
ids_name = 261119 ;这边是游戏中对应显示的行星名称$ G# E) v; k; r8 z
pos = 55763, 0, -69135
( o5 |2 ^/ V1 g8 e) X2 U. }. YArchetype = planet_icemoon_800
+ Q" a8 @  k9 P" W5 Y0 oids_info = 66074& ~/ }! @( ~6 J" c3 _  s$ Z
spin = 0, 0.020000, 0
) q$ Y+ {) d5 I; Xatmosphere_range = 900
! M+ R4 R5 ]: e6 ]7 eburn_color = 255, 222, 160
7 g. Z  n' q) Z6 y+ e2 _4 f2 p  yAmbient = 30, 25, 351 S" w" U/ e) @. t$ K
base = Li01_16_Base ;我们的新基地名称
' J- w. X$ i% _" b0 R. }6 I4 [reputation = li_p_grp ;所属的派系名称
8 S& B7 S; |+ m/ X' n8 ~% @# z. M: R9 m+ P+ H7 v" `5 |
注意基地的 li01_16_base 名称,你可以改变成你想要的任何名称,只要确定它不会跟其它基地重复就行。) Y' b3 l; g: d* T2 Y$ x
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现在这个行星有个基地了,不过每个行星都要有个停靠环装置,我们来做一个:
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[Object]
. S  O& x7 @) K7 Wnickname = Li01_16_dock_ring
/ u  q- J! k+ e/ Uids_name = 261119 ;注意这边要跟行星的数字一样
( b* ]3 c" g! c& Y! F0 tarchetype = dock_ring
" J) c8 k2 I& B# U& g9 p* gids_info = 66141 ;这边是每个停靠环都使用一样的数字1 s0 P+ y+ p5 a
behavior = NOTHING4 W5 g6 L( g& a/ e
pilot = pilot_solar_easy
7 {. W+ Q  y  _+ h4 j  e2 ^dock_with = Li01_16_Base ;告诉停靠环停靠到哪个基地
, e2 }% U! l! [4 \& _6 ?2 @pos = 56128, 0, -68274 ;注意这边是它的坐标位置$ m: N7 S% J! W7 w
rotate = 0, 0, 0 ;面对的方向定位: k# d3 @0 \. ?. l$ m' G7 K8 J; Z' b
reputation = li_p_grp ;所属派系8 q/ U$ l6 i$ h  h
difficulty_level = 1
( o% [- ~& d, s5 L% n8 w4 X6 A* Mspace_costume = , robot_body_a# m$ Y) K$ _( Z2 L" v" L) @
voice = atc_leg_f01
+ |. P# a7 Y* A- u+ G% g. x9 s: K; `/ n
这边有几个要注意的地方:
* g  z  d6 b1 A! Z( p& d& l, G' C+ Y" {  O
1) 必须指定停靠到你的基地, N7 y6 n# p+ |" j( i" E
2) IDS 的数字必须正确
" X6 ^3 n3 M/ C. G4 s2 P3 \4 x3) 坐标
5 c& J/ H4 I: E2 F! Y8 p4) 定位- R; n, q/ C9 S8 J9 N7 B/ I% |
- \, k0 z/ ]9 h3 J2 a$ E$ i$ a% L% |
现在我们看看定位:
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$ u. |& E# m4 H/ {! {5 ]1 LPlanet pos = 55763, 0, -69135
0 ]/ \$ i$ I; z4 B, B! @$ x* ?& {Dock ring pos = 56128, 0, -68274
1 m9 O& n7 P+ R9 n, k) |5 @. SDeath radius = size = 850 (这是大气毁灭区域)
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9 o7 U3 U( l9 e5 Q1) 死亡区域是以行星的圆心为坐标定位,它扩展成 850 公尺,不过行星只有 800m,这是因为死亡区域一定得比行星大,但又得小于大气层,这点一定要确认好。8 e, J, ?: k4 P3 B# r' ^0 m$ h; m

! L9 ^  v' m% }8 D3 G) S- M6 r2) 行星停靠环一定要在死亡区域外,我们这里各增加 500 与 900 的距离以确定它在死亡区域外,所以你不会在停靠时死亡。) d) u: _/ X" K; @8 X

7 U7 t# m: B2 B最后记得一定要把停靠地点指向你的基地名称 (这边面向定位数字 0, 0, 0 的意思是面对前方)。
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8 Z+ r/ u3 G% n% k- F现在切换到 X:\游戏安装目录\Data\Universe 目录,打开 universe.ini 档案,我们定义你的新基地:
: A" M  r7 s' q4 l! X6 }' x' ?
  O0 h6 X) x% D[Base]
0 y9 y! }) t2 J; ~; enickname = Li01_16_Base ;基地名称
" v# P. l: s2 a# k# z5 I, E4 @, Z# hsystem = Li01 ;基地在哪个行星8 x$ W" n' N5 ^
strid_name = 261119 ;行星的对应数字/ s+ V2 R, F9 Y, k" S! y
file = Universe\Systems\Li01\Bases\Li01_16_Base.ini ;基地的档案在哪
! |7 `# n9 F% j+ R+ L# }4 K- `+ iBGCS_base_run_by = W02bF35 ;所属的派系控制 (这边是 liberty 警察), a0 ~. A" s! B8 X+ z- d) n/ |
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你可以观看其它基地的相关叙述来更改你要更改的所属派系控制。
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注意你的基地位置,如果你把基地建立在其它行星星系,必须更改相对应的星系代号名称。/ q  e9 M" J1 u. s8 b5 y8 b

- V* n- \5 Q- I- V现在存盘后我们接着建立 base.ini 档案。/ {. w# \( Z. w  C( d
3 t. g+ Q8 ]# M; v) r' X
现在切换到 X:\游戏安装目录\Data\Universe\Systems\Li01\Bases 目录。
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' V! D' H7 t9 c* i' Q. Y) B4 ?# ^复制一个该行星的基地档案,这边你可以随你喜欢任意复制一个其它行星的基地档案过来,然后改名成 Li01_16_base.ini 档案 (或是你刚刚的基地名称),它看起来会是下面一样:* p) e1 t% O/ z

  ^3 H5 H" r% X8 i[BaseInfo]
" L* t+ l. J4 ~! [8 i: e' Pnickname = Li01_16_Base& n; L1 S1 n) Z: J$ K
start_room = Planetscape
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[Room]$ v. `5 F+ {- E0 C8 W
nickname = Bar: Q" ]4 r9 Q. Z7 J
file = Universe\Systems\Li01\Bases\Rooms\li01_16_Bar.ini
8 ~) u( ?( C# r2 T5 I2 v2 `1 E% z& r7 V" ]6 R
[Room]& c( p! k0 V+ S# B  s! W
nickname = Trader
: ?5 l0 W+ H  Y9 ]8 S: ?# ^file = Universe\Systems\Li01\Bases\Rooms\li01_16_trader.ini
4 Z& f8 u) \& U/ e8 r/ O
9 m3 F/ Y% ?. n- K& c[Room]# X" w4 d7 b- R4 E
nickname = Equipment
, F1 e4 B% G7 @! V# w& {& O, T6 D- ofile = Universe\Systems\Li01\Bases\Rooms\li01_16_equipment.ini 8 ]; Q% O8 F  D9 B5 A( O! k

* d3 G' G# O0 k[Room]
- J1 t' w% @2 G! |2 z/ e* U3 h- Znickname = Planetscape/ z% u3 L. s9 S$ ?
file = Universe\Systems\Li01\Bases\Rooms\li01_16.ini
/ s0 w3 H# |& m' D8 @9 U: q  `4 }9 }! B, J, T4 g
[Room]
( W6 C& V* d4 A4 i( p9 R3 Nnickname = ShipDealer / U: w0 A) I, P) E5 j; U& r! H6 x
file = Universe\Systems\li01\Bases\Rooms\li01_16_shipdealer.ini
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& p$ w) r+ A5 U! i' x2 z3 `现在把相关的内容全部改成如范例的 li01_16_base,如下:+ j' L  l2 v2 ]+ _  m

& e1 h2 I: R0 T+ s: z* _& n" L[BaseInfo]
9 N, {" r$ r( p! |nickname = Li01_16_Base
/ T" ?2 i3 Q; b# P4 [+ X* P9 [start_room = Planetscape
/ M, w# N. }+ @9 [: I[Room]
6 |4 p) r0 P( I/ I: v7 \4 q, |. Pnickname = Planetscape
; a* |( J# J  Z+ L- ]7 Mfile = Universe\Systems\Li01\Bases\Rooms\li01_16.ini
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! F& P! o" t$ j& h3 l4 G/ v直到全部都正确对应为止。9 j3 G$ p. M& S/ n% ]0 C5 v
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现在要在 X:\游戏安装目录\Data\Universe\Systems\Li01\Bases\Rooms 目录中放入:
2 {2 c, m& Y7 p. v; n
# Y3 f4 P+ J( M& t- q! l) Hli01_16_Bar.ini
- `  s4 {$ J: p" Z9 O5 Gli01_16_trader.ini6 ?2 W7 R6 s; n
li01_16_equipment.ini
) j  q, K- p) S9 ili01_16.ini
2 n! C5 _% O/ Eli01_16_shipdealer.ini
& r5 m8 X7 s/ H9 g, |
: `+ G) t) C# \* S0 Q这些档案,你可以先从别的行星目录复制这些档案过来改名称使用,例如你复制了 rh01_01_shipdealer.ini,然后改名成 li01_16_shipdealer.ini 后即可。
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现在进入游戏看看,你是否见到它们了?可以降落吗?可以进里面吗?如果你还想编辑房间的事物,请继续看下去。
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5 W7 e$ ]9 D7 P6 S) x* Y现在我们要编辑一个复杂的档案,打开 X:\游戏安装目录\Data\Missions 里的 Mbases.ini 档案,然后跟着下面步骤做。- @" i" s* j7 Q+ x) L

4 Q3 h# j8 Q) C. w+ {现在我们以下面的曼哈顿的例子做说明:; i* f; P2 r& _: ~) w

" ]9 r. L$ ^1 s2 \+ y[MBase]
5 K; d7 D/ P8 \1 w$ Z) ~nickname = Ku04_07_Base ;你的基地名称( K2 c. Y- n2 V! E7 g
local_faction = ku_p_grp
& y4 c, B. i5 B3 Z  idiff = 8$ c- N/ m( e5 ^! m* ]* f$ x! \
msg_id_prefix = gcs_refer_base_Ku04_01_Base ;这个是语音档案,最好别修改,除非你做了新的语音7 o: j) F- j3 J( x; H
# [& @/ l" V) [' ~3 a
[MVendor] ;任务% {" B1 n! K! x6 S1 T7 @
num_offers = 5, 7
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[BaseFaction]5 K% @$ G2 i& S
faction = ku_p_grp ;任务所属派系
1 x( H( u/ R% c1 x# L$ L/ J% e. Kweight = 52 ;任务出现机率
- [2 Z# \  Z- i$ p/ H  Coffers_missions = true
* S6 E8 K4 e+ q% C0 O( F. Qmission_type = DestroyMission, 0.900376, 1.687204, 100, o  j0 L5 g0 @0 L6 _6 R  e
npc = ku0401_kpolice_001_m+ I# T, G! G: S3 I
npc = ku0401_kpolice_002_f
; P2 n, Y6 O$ [5 p4 }, u7 unpc = ku0401_kpolice_003_f
% V) U2 z; ]8 t1 P/ w- ]: }5 A. S, s. A) a" S' {
[BaseFaction]% A( a9 _% D7 k4 A- _) d
faction = co_shi_grp
# J4 p0 v7 G, z. ]$ ^; w3 P, eweight = 16  d( R( n$ n( P; c
npc = ku0401_samura_001_m' j, L/ F! O1 x. z) [& u
npc = ku0401_samura_002_m
  s# E+ o- e# m6 }
- d& X' w) N5 R2 E[BaseFaction]
  U0 |, ?4 F" T# Zfaction = co_kt_grp) v1 Y* O' B1 H( ?: r5 Y
weight = 16
0 u: y+ K) {9 ~1 \: J( L: Ynpc = ku0401_kishiro_001_m' D, r$ f2 `; ~6 q' Y: c
npc = ku0401_kishiro_002_m
( N. C% i5 a& i. \5 |' }! |
2 t( |9 a" I$ U& _( l9 b+ `% Q" J$ Q[BaseFaction]6 P- p. m' w$ v7 X
faction = co_ni_grp) k9 w- S( l% b! B& M' `
weight = 8& }, T( u- z: Y
npc = ku0401_synth_001_m) L: K$ n8 r9 _
( \. G; k( k) w
[BaseFaction]
. Q% x/ R' ]8 g. F) Ofaction = gd_gm_grp
+ ?7 b3 \" J* R: Jweight = 8
9 `8 N5 K) O; M- G: [npc = ku0401_gmg_001_m
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上面的这些基地派系都是友善的
1 ?, E3 k+ u# D: J+ c
( O7 l' ?. P+ `7 k, E8 c( ]4 e[GF_NPC] ;酒吧老板/ V  n& n7 m: Y* d
nickname = ku0401_fix_bartender ;这边不要更动  C+ d6 s# I/ Z1 [( a. R
body = ku_bartender_body
8 r4 t3 G  a( J+ c) ~1 Whead = ku_captain_head
" ?$ w+ k( E! x8 U# O; [lefthand = benchmark_male_hand_left
2 P) Z5 h, V7 f9 v2 g" I* erighthand = benchmark_male_hand_right3 J9 T$ `: Q2 t4 E' `
individual_name = 244868 ;等等我们再修改6 D# ]; Z+ r- c, c! R
affiliation = ku_p_grp
, |+ D4 Z9 b' L& [" v8 i6 D  Cvoice = rvp1266 a' \4 F5 A( w, Y
bribe = ku_p_grp, 10000, 16101% @. N- l% r3 z+ q$ H
bribe = co_be_grp, 10000, 16100# q1 O" g/ v% \4 L% C% F
bribe = co_kt_grp, 10000, 16100
9 x' B4 D/ J$ ?; a9 K- Y- lbribe = co_os_grp, 10000, 16100
% y, }! Q& }4 l: z; sbribe = co_shi_grp, 10000, 16100
9 o7 D3 ?. Y, _. qrumor = base_0_rank, mission_end, 2, 133283
2 _0 ]* I0 U' I6 L1 o7 ^9 ?rumor = base_0_rank, mission_end, 1, 133284% e) t! n2 e2 z- o: d* _
rumor = base_0_rank, mission_end, 2, 133285
1 L) |& I' u- _* z( Drumor = base_0_rank, mission_end, 2, 133287
, Z  L1 U! k) r: F2 {% L' I0 Crumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647
# ]3 p; _9 Q$ Y0 Q6 G" G! y7 c; D8 G1 M% t  {4 w5 f, k: W
[GF_NPC] ;卖战机的人
* t+ e3 x3 }, K6 E1 ~* Onickname = ku0401_fix_ship6 \5 T8 @. l& l; o: f
body = ku_commtrader_body
  O; R2 J- d6 h9 I% e$ u& q2 [head = pl_male5_head
0 @- M9 D& k# f& d. `8 dlefthand = benchmark_male_hand_left: j; q7 W' ?$ G
righthand = benchmark_male_hand_right
  J4 P9 K8 y2 ]) C: s! s$ }individual_name = 244869
3 n7 @+ ]% ~& m- N& }! baffiliation = ku_p_grp
; o7 f1 _) y3 Y% Xvoice = rvp1269 G6 m  N  X5 {9 [9 \" X, ?/ [

  }5 E: @' Q. G+ Q[GF_NPC] ;商人+ ]- Y- q% U5 U+ q: p4 Q
nickname = ku0401_fix_trader4 |, x: f. R  i. N$ T( B8 M# r6 e0 k
body = ku_commtrader_body/ ?) C  [$ _- ?0 V
head = pl_male8_head6 d# L# U5 ?. i# s
lefthand = benchmark_male_hand_left) X" Z+ }7 a6 v8 Q0 A# V
righthand = benchmark_male_hand_right% c" t4 h' s/ x- f- |& y
individual_name = 244870- O! M/ ~% M; {/ u& i
affiliation = ku_p_grp
" j/ N8 S  j  K- [1 cvoice = rvp101# s, F( Z! S4 F. F2 r
2 i8 b4 m% n8 @6 c# Z  L) n
[GF_NPC] ;装备商人, u6 @& Y; p( n2 s
nickname = ku0401_fix_weaponsdealer
# B" Z" V( [0 t2 ]7 Xbody = ku_commtrader_body$ e7 u) G4 ^$ A4 x3 Q8 _: T  n
head = ku_bartender_head+ M8 ]4 M6 @1 ?* t+ W% M8 d* h
lefthand = benchmark_male_hand_left
6 z8 n6 U$ V$ C; t; e% o' e/ u4 lrighthand = benchmark_male_hand_right  x! e' y8 K$ ~. O( Q
individual_name = 244871" U2 U7 F, V7 S  t7 j5 n& I1 ?
affiliation = ku_p_grp
) ?' j. G- }' A4 ~. Cvoice = rvp101
0 l( S9 {  L8 B6 d- i( F& o: T4 y/ o2 @, V+ q9 G; e
[GF_NPC] ;酒吧的人物
3 k7 S5 M) t# Bnickname = ku0401_gmg_001_m" e1 T% [# b. q7 V3 G' \2 ~  ]
body = li_rockford_body( \: i1 f' V; K: @" L
head = pl_male5_head* b" r' W% G' v  S: r/ q
lefthand = benchmark_male_hand_left
" h* P3 i+ f1 U  ]3 Y; c. O. x; \6 Srighthand = benchmark_male_hand_right8 N. r( @2 W6 ~# k1 s
individual_name = 2205491 J! f) ^0 A& [
affiliation = gd_gm_grp
; n: I1 K) h8 U9 f$ E. k& \2 Dvoice = rvp101
, i; D2 \( O4 `. droom = bar9 B4 t7 F% A9 D$ v
bribe = co_be_grp, 10000, 16100) _; e- l; r( M* k( Z" ^3 F' D
bribe = co_kt_grp, 10000, 161000 G* v7 Q, b% a7 H, @
bribe = co_ni_grp, 10000, 16100
9 @0 I1 W* ]7 y$ V* Qbribe = co_shi_grp, 10000, 16100) _& \8 {1 ^  p3 a9 t9 U$ V1 B% \4 V
bribe = gd_gm_grp, 10000, 161018 M6 G9 A8 z" o6 C6 V
rumor = base_0_rank, mission_end, 1, 1332701 g2 H5 a! d% V& h! K6 C, n
rumor = base_0_rank, mission_end, 1, 133271
' O& G1 l' U7 e2 |rumor = base_0_rank, mission_end, 1, 133272
: P# l$ p/ R- u: crumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647
  p0 E! w$ M/ p" g; o7 x8 |" e0 a  c* W( h' k( i; Y
[GF_NPC] ;酒吧的人物+ R. r, `; x+ p5 e3 H
nickname = ku0401_kishiro_001_m& K* w! K$ C4 H& l! Z/ u! {
body = sc_scientist1_body
) i* o8 t1 N  I; \0 B5 k. j7 X) rhead = sc_scientist2_head
) T/ q0 e+ J6 p, h7 x5 M- }lefthand = benchmark_male_hand_left
" s7 [( B: O0 q3 s7 B) Urighthand = benchmark_male_hand_right
0 c; {/ M0 Q0 P& x7 vindividual_name = 220550# s; G/ J, p5 |' N* O. C
affiliation = co_kt_grp
5 T- O( k% b9 s8 T; Y. q) E8 _voice = rvp126
' Q+ i' T1 ?7 p9 p1 x! }8 Wroom = bar2 o( c1 h) t% s
bribe = ku_p_grp, 10000, 16100
: t2 C% V! c( Ybribe = co_kt_grp, 10000, 161011 @( ^3 q. v, Y& K
bribe = co_rs_grp, 10000, 16100
5 n" a* o6 f/ D4 Nbribe = gd_gm_grp, 10000, 16100
! b9 A$ K8 D6 v' ~) I+ r' I$ ^bribe = gd_bh_grp, 10000, 16100: a5 r. p2 J' w& `( p
rumor = base_0_rank, mission_end, 1, 133273# e$ Z9 s' b" Q/ `) w3 @1 |0 A1 H
rumor = base_0_rank, mission_end, 2, 133274/ d3 A& y2 i1 E! m# p
rumor = base_0_rank, mission_end, 1, 133275
. C& s& V/ D) j1 e3 Prumor = base_0_rank, mission_end, 2, 133276
$ A% X8 [1 _: D2 W- J/ zrumor = base_0_rank, mission_end, 1, 1332770 Y& F, L; _, c% T  `
rumor = base_0_rank, mission_end, 2, 133278* ~  N# b) r' O6 U
rumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647
& |; i+ T( B9 A+ {2 U6 K9 _" o; j  y8 j9 y1 }5 D5 h$ T' K
[GF_NPC] ;酒吧的人物3 |) j8 S% P/ ]5 l. v, f! O/ I
nickname = ku0401_kishiro_002_m& D9 F0 p, N  U" y( c
body = sc_scientist1_body
8 _, L% D2 w0 P5 T1 I8 j1 {; Chead = ge_male2_head
6 I( z( N  S; U4 W( ^lefthand = benchmark_male_hand_left  q+ g# K" \0 d7 c( x& P
righthand = benchmark_male_hand_right
! ?( {4 z% t1 y9 K: W: d) windividual_name = 220551: j3 t  e- B" j0 _  b: j
affiliation = co_kt_grp
, W: k! x, m7 _, I0 `, Vvoice = rvp101& b) S& s- d8 S* K
room = bar
3 C& e) R# ^9 p6 fbribe = ku_p_grp, 10000, 16100
+ o9 {6 n. B3 ~+ `# Q# Ebribe = co_alg_grp, 10000, 16100$ h" A1 C$ m& J, ]
bribe = co_kt_grp, 10000, 16101
7 ~. w# d: _. C, xbribe = co_ni_grp, 10000, 16100. G: e% q: H! x% J# l
bribe = co_shi_grp, 10000, 16100) ~! v- F; ^9 [* T
rumor = base_0_rank, mission_end, 1, 133273
/ ^" g$ @" R) @# r  e% ^" C0 Zrumor = base_0_rank, mission_end, 2, 1332744 X% u8 G% c2 N9 Y) s
rumor = base_0_rank, mission_end, 1, 133275
1 t4 k; f5 z9 d1 A1 F3 [' Lrumor = base_0_rank, mission_end, 2, 133276
3 G1 Y; H: P' d! |) brumor = base_0_rank, mission_end, 1, 133277+ F6 H) D+ _; j/ B7 S6 i
rumor = base_0_rank, mission_end, 2, 133278
: I% M) j; a" V% lrumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647
5 s4 [' T/ [: L2 A' C: O3 E/ u
. z4 ~5 C  `) ]9 z, N[GF_NPC] ;酒吧的人物- L' K0 d6 ~6 y
nickname = ku0401_kpolice_001_m" q2 p6 c  r' A3 [
body = ku_male_guard_body
0 i: H; a/ l  _; P# c! I8 |+ Ihead = ku_sales_head
6 I1 n2 z( @1 x$ T4 x' ~lefthand = benchmark_male_hand_left
' ~8 t# `! [; [3 T) Hrighthand = benchmark_male_hand_right
' E; M9 O" ^& S) p& ?individual_name = 220552. K0 V& _! r0 R. B* J; }
affiliation = ku_p_grp
0 [/ D1 z0 |* C. j8 o% |voice = rvp111- C% u( d) g- V6 a
misn = DestroyMission, 0.900376, 1.687204
, J& ~+ }$ q9 ~5 `; o6 Aroom = bar
1 p- t, ?1 A4 V, H/ h8 Yrumor = base_0_rank, mission_end, 1, 1332798 {) v0 H7 t% |) N  l$ D
rumor = base_0_rank, mission_end, 2, 133280- \9 u% U- Y. y; d! h/ o# d0 ]. O  q
rumor = base_0_rank, mission_end, 3, 133281* n- l& b: u0 s& I5 T, A( g
rumor = base_0_rank, mission_end, 1, 133282
+ ?! Z( V( B: zrumor = base_0_rank, mission_end, 2, 133283  c4 j8 l7 K) Y; \$ _! u7 y
rumor = base_0_rank, mission_end, 1, 133284
& y0 Q( B# y$ S; {( s! _rumor = base_0_rank, mission_end, 2, 133285" e  h6 E2 j  {4 R
rumor = base_0_rank, mission_end, 2, 133286
3 g+ R- y9 [% erumor = base_0_rank, mission_end, 2, 133287& a& u# I+ ]+ K" d1 R
rumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647
3 J4 p7 r5 y% `3 p& w% o0 crumor_type2 = base_0_rank, mission_end, 1, 393419$ a. h* V/ W% L6 |6 E$ @& L
accessory = prop_hat_male_ku_grd' I1 V  n% w1 }/ K0 C) i
8 G2 O- h) c" r3 o; w* V, }5 [
[GF_NPC] ;酒吧的人物
) |% Z5 `0 |0 y' a4 f: v/ pnickname = ku0401_kpolice_002_f( {2 F, k3 g- l- O7 l' R& h
body = ku_female_guard_body3 Y' {' _7 T. @6 V
head = ku_tashi_head0 G" R* [! J5 U6 l6 S5 c
lefthand = benchmark_female_hand_left
0 x% p: r# `9 Brighthand = benchmark_female_hand_right* ~; t5 B) J6 v/ y( N
individual_name = 220553
. L* z9 l  I: Z- P) f  a3 haffiliation = ku_p_grp! Q. D6 z& @! M- L
voice = rvp511; Z3 W& {5 P' D" c
misn = DestroyMission, 0.900376, 1.6872045 y( ~) U! Z; E. p# n9 }. ^8 o
room = bar$ j) U! W4 I( o+ U2 z/ J& I" t3 V
rumor = base_0_rank, mission_end, 1, 133279
$ W1 |1 N8 _, h. rrumor = base_0_rank, mission_end, 3, 133281
: |+ n6 ^$ }- M$ v6 u; prumor = base_0_rank, mission_end, 1, 133282/ P9 m' P0 ?' O3 W: X
rumor = base_0_rank, mission_end, 2, 133283' o' a" J  O- n8 p- D6 F) c
rumor = base_0_rank, mission_end, 1, 133284/ ?; l1 H: J8 ~* e& ?/ r4 s
rumor = base_0_rank, mission_end, 2, 133285
1 B5 U; d& M2 S9 |rumor = base_0_rank, mission_end, 2, 133286
/ V: a0 ~4 ~8 Q* s: drumor = base_0_rank, mission_end, 2, 133287
3 M9 t# @; o3 y. [7 _3 y3 Z& rrumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647) J. O0 {, e9 `6 Y
rumor_type2 = base_0_rank, mission_end, 1, 393419* c$ U& h# Q: t7 T* F! P6 ?/ W5 L
9 x! b% Q. ~6 t
[GF_NPC] ;酒吧的人物
" G! f8 Y; o# {% }- Jnickname = ku0401_kpolice_003_f" F: x; j8 |5 P5 ~# f" z
body = ku_female_guard_body
7 e) a! _9 n( }% z& Khead = pl_female6_head# N6 w7 \6 _6 Q4 x6 ?) @* M9 M" n
lefthand = benchmark_female_hand_left8 ], ]: T" E3 z  g7 T' c' d
righthand = benchmark_female_hand_right9 ]1 N' L3 p. z; h, G! C
individual_name = 220554
& E/ {& r2 f4 {1 Y1 ~affiliation = ku_p_grp
! Z( _; q0 D6 N& v9 |6 E+ Ovoice = rvp516, N* j% _; g3 `  n+ K
misn = DestroyMission, 0.900376, 1.687204
& M: L/ l/ R( E$ e1 Xroom = bar' y* W; X1 b: D( @% B& [; w
rumor = base_0_rank, mission_end, 1, 133279  b8 c5 h: Z# r: n5 w6 ?7 E
rumor = base_0_rank, mission_end, 3, 133281: Q# P- H, s3 Y5 c, }! z
rumor = base_0_rank, mission_end, 1, 133282
% k$ q: Q. Z/ H; ]& P* mrumor = base_0_rank, mission_end, 2, 133283! u( R! I: G: X% r$ a5 d
rumor = base_0_rank, mission_end, 1, 1332847 ^3 V+ s0 g+ b* G; \
rumor = base_0_rank, mission_end, 2, 133285
- X- k# |: y( }; Y" v- M1 @4 p* orumor = base_0_rank, mission_end, 2, 133286+ v4 R: k( L% A" |$ X5 Y
rumor = base_0_rank, mission_end, 2, 1332879 M2 U9 r& T8 i
rumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647
8 g0 a2 k! b, a# n8 Q, a" u: O( S, Urumor_type2 = base_0_rank, mission_end, 1, 393419
9 |, |9 _" Y. r9 p4 P/ E" p3 a5 {: o7 V" w$ x
[GF_NPC] ;酒吧的人物
* P. L' B2 I3 E# \, _( t! l/ H9 ?+ |nickname = ku0401_samura_001_m3 o  d5 _, m1 n' b( q7 k
body = sh_male3_body
# w. ]) Z  [, i# _- q) Lhead = pl_male8_head
$ y& u4 A7 C/ @- A$ slefthand = benchmark_male_hand_left( _3 P: P8 n. r9 I! C% v
righthand = benchmark_male_hand_right8 |; b) C* M. z) J6 h
individual_name = 2205556 \; I9 k8 ~4 J$ `' ~& D& S
affiliation = co_shi_grp
0 y+ P0 L( y! A$ Fvoice = rvp126
% v5 e& d+ z6 v" z+ A  t) Umisn = DestroyMission, 0.900376, 1.687204
! K' h, s) k6 q' Qroom = bar- n/ Y. m9 ?; g2 ?3 h3 T
bribe = co_rs_grp, 10000, 161007 v1 }7 |- D7 G" j
bribe = co_shi_grp, 10000, 16101
- @- @5 r  m1 T" Y9 obribe = fc_fa_grp, 10000, 161000 F. t4 y# z1 M- E: Q4 x' z3 r! a1 |2 [
bribe = fc_h_grp, 10000, 16100- S- C: ~: N4 q* G; E
bribe = gd_gm_grp, 10000, 16100
1 w' S( x0 ~, Hrumor = base_0_rank, mission_end, 1, 1332887 x9 U( ~8 U( B! M
rumor = base_0_rank, mission_end, 2, 133289
- N4 o3 T: c" ?0 Z; g0 `1 zrumor = base_0_rank, mission_end, 1, 1332907 O8 E0 T" h1 ~9 S; ^! v
rumor = base_0_rank, mission_end, 2, 133291
& r* H6 W4 Q5 b: Y2 k9 jrumor = base_0_rank, mission_end, 1, 133292$ ], k2 p) _* P/ @
rumor = base_0_rank, mission_end, 2, 133293# v* g3 J% i: ~: W
rumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647
+ w4 d& l# j! ]4 l% w- A: `0 B/ L7 P  I& f0 {5 ?
[GF_NPC] ;酒吧的人物  |- U* D7 i- r( v6 Q* A/ N* P
nickname = ku0401_samura_002_m! R0 z! O# \+ g* K' g( w% i
body = sh_male3_body9 I; V2 _, C# I) _7 ^& ~* L
head = ge_male2_head3 s# {: z0 n' z  P
lefthand = benchmark_male_hand_left# I6 _# J  w. O$ Y$ L
righthand = benchmark_male_hand_right  w: k: |' E$ O
individual_name = 220556
2 m0 }  m& ~" d$ @4 Eaffiliation = co_shi_grp" P7 a* X8 B# Q0 Z6 X+ a+ n
voice = rvp101# D4 F5 q5 E. W: E" m- Z% h4 n
room = bar7 V' O" f. v- E0 p9 E, S+ |
bribe = ku_p_grp, 10000, 16100
. E& T9 ]" X! p5 Hbribe = co_shi_grp, 10000, 16101
* f; K, b& x6 W* Ybribe = fc_fa_grp, 10000, 16100& @) n8 e3 x+ @& t, @8 [
bribe = fc_h_grp, 10000, 16100' e3 p! Y( C5 T- J1 H3 W5 j* [
bribe = gd_gm_grp, 10000, 16100% |- C/ r* w' H% H! s! q
rumor = base_0_rank, mission_end, 1, 133288! W* ^. {8 |8 v& V$ S
rumor = base_0_rank, mission_end, 2, 133289
. d) W$ l5 R" x3 p9 _rumor = base_0_rank, mission_end, 1, 133290  D' @, q, f+ B$ S4 u! P" ^
rumor = base_0_rank, mission_end, 2, 133291$ N* @: n' u: _+ ?
rumor = base_0_rank, mission_end, 1, 133292
3 m' A# N7 b' L9 }5 K1 Orumor = base_0_rank, mission_end, 2, 1332931 _3 Q( H; f; w
rumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647
1 D8 d! c4 P6 _* c: E# z9 _1 R5 a4 Y0 ]: h
[GF_NPC] ;酒吧的人物: v8 M; ^/ n" R6 ~: `- K
nickname = ku0401_synth_001_m
' {$ |4 c2 ]7 W( v5 Gbody = ku_shipdealer_body) g" u9 s6 p1 N  \5 w) z# J9 v/ W
head = sc_scientist1_head! I5 e- Y) Q3 Y
lefthand = benchmark_male_hand_left( d" ^& }  }, s7 U0 T
righthand = benchmark_male_hand_right8 v* J% C0 S' K, M# z
individual_name = 220557
1 n: o( J3 u8 c' Caffiliation = co_ni_grp/ L' c2 b: S* i& E: ]
voice = rvp101
; k1 i" U, t1 l: I9 U! p; oroom = bar. K) H2 I' y1 N# ]; F, B7 i8 L
bribe = co_ni_grp, 10000, 16101
3 s" Z  ?: U* ~& G! `, qbribe = co_os_grp, 10000, 161006 r+ H1 @' X& K$ n! x
bribe = co_rs_grp, 10000, 16100) B7 S1 _! Q# n* I
bribe = gd_bh_grp, 10000, 161007 J  e. n- s: U& P5 [0 w
rumor = base_0_rank, mission_end, 1, 133294* }% P; K* d6 N" S0 @: ?' Z
rumor = base_0_rank, mission_end, 1, 133295
4 N# ?7 y' h+ o/ Frumor = base_0_rank, mission_end, 1, 133296+ o3 ~- c3 n, v0 R$ u& \2 j; k4 T
rumor_type2 = mission_07_loaded, freetime_07_08, 1, 3936473 G: R" f& T+ ~  d  J; C: o. Y  W% @

$ U7 v3 ^+ Y5 e& T0 k[MRoom]9 [# h( o6 e, K/ q
nickname = bar
! m5 g3 c* h8 w3 ~7 ]/ Bcharacter_density = 6
' N) q3 d& O4 `6 w& c# tfixture = ku0401_fix_bartender, Zs/NPC/Bartender/01/A/Stand, scripts\vendors\li_bartender_fidget.thn, bartender
$ y# p, ^! U+ m" @9 @5 s$ Y! o
) Q8 d$ d: w, M5 w9 `: U[MRoom]1 T) A7 k3 _9 q. m3 h
nickname = trader6 [3 h+ E- q. Z+ h0 F1 k. R& S6 X/ n
character_density = 2
0 t! L! A$ A9 x  N. p6 M) Afixture = ku0401_fix_trader, Zs/NPC/Trader/01/A/Stand, scripts\vendors\li_commtrader_fidget.thn, trader& B. M) E7 }0 R/ d$ M

2 e* Z0 F# j. N  \3 Q[MRoom]
/ ]4 W4 z; |+ ~8 h' @nickname = ShipDealer; z6 m! W8 `1 ?* B2 d$ V
character_density = 2
5 h6 v' y; a& c, |fixture = ku0401_fix_ship, Zs/NPC/Shipdealer/01/A/Stand, scripts\vendors\li_shipdealer_fidget.thn, ShipDealer
1 n( W4 q# {9 ^: Y8 W" H3 a: [: {4 m6 Y/ _( H3 j
[MRoom]
% C& A" l/ n" z/ t2 W  j" K$ |nickname = Equipment
4 O9 _4 m# c5 |# p: d7 ucharacter_density = 2
+ x* ~2 }- H0 W1 ^+ H, k+ U8 Ofixture = ku0401_fix_weaponsdealer, Zs/NPC/Equipment/01/A/Stand, scripts\vendors\li_equipdealer_fidget.thn, Equipment
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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地板
 楼主| 发表于 2015-2-10 10:34:47 | 只看该作者
让基地能够贩卖引擎与战机护甲1 D3 q- k/ i6 ~( X/ ~$ m
先解释一下名词:5 T( y4 l+ t# \; R. ~
1 f% D. O" M) C
Archetypes:宣告所使用的对象。
* o* C. n# L8 T7 y/ n( I5 r* G7 D
* S: o( g6 P) w4 lVolume:所需货仓空间,表示这对象占用你多少货仓空间,最好把一些内部的对象如引擎等等设定它为 0.000000。8 H* v  p$ x: {2 B, E+ F+ o
6 P8 L- v2 ]6 D# D
Packages:市场销售对象,由它的 nickname 可以找出它是在哪个 market_??? ini 档案里。' |, I; o5 |0 J( _2 d

+ V8 I6 Q7 j2 N5 Z# B2 L虽然看起来像是任何基地都可以贩卖任何 'ackage' 项目,但却没有一个 Package 的叙述是给引擎使用的,所以下面我们来把它加到 misc_good.ini 档案里。
; _! N+ b, F4 A4 \- L# t6 a4 @- j, ~6 f% v! ?8 b; _
[Good]
; {3 i" z- H" Tnickname = uber_engine_012 M; T4 }' u+ U" g& S
equipment = uber_engine_01) `- u8 R1 Z; |8 b9 D: a& J
category = equipment1 M( A* y! W  l, k$ @* d2 K8 s
price = 1* O  D" ?; \! b! j7 w$ b5 G
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_nanobots.3db6 p/ |3 N( |1 X- U
combinable = false: C4 Y8 V* z7 ^4 Y3 K$ B
ids_name = 263746
5 r( i7 `: t! M1 ^6 qids_info = 264746
% J  p* ~' f. V: pshop_archetype = equipment\models\commodities\crates\crate_grey.3db0 |* ]. n& |" X; P5 F

! y' z" C! T' p8 @* ?这些项目会出现在装备贩卖处,当然你也可以改变它的 ICON。
& ]" H3 y6 @) E* g& h' N1 `2 E. \/ H! x$ [( Q
上面的 uber_engine 叙述是自 engine_equip.ini 里面复制过来的。8 i" |! N' B1 Y5 U0 s
& E* e2 ~$ _3 @. [
现在建立一个 package,然后把它加到 market_misc.ini 档案中你要它可以出现与贩卖的基地里。! M$ n5 A& c1 ?/ n0 K9 Z. ]( W

" o" y" B0 w' M不过你无法卖掉你的引擎,这点要注意一下。
* W4 A9 h7 j. N9 Y2 U4 Q" W3 G( [5 n5 t4 E' o- ]% F6 h
引擎也有它们自己的 ICON,下面是范例:
0 `5 `/ F& O. c2 c( m
& |7 G5 U; R2 U4 e) P( z2 B[Good]2 R' V- j' d, P: |. g
nickname = ge_gf1_engine_01! g8 ?" \. ?: d1 h8 v5 g1 M
equipment = ge_gf1_engine_014 x4 v# i5 a+ \
category = equipment4 J+ @9 O) X* C5 B) N
price = 200
3 v; i$ m" I* H3 e% i8 [item_icon = equipment\models\commodities\nn_icons\equipicon_engine.3db ;引擎 ICON& M; j, X2 Y# R0 c! k
combinable = false
2 N+ [( Z, K( e$ T; H$ E  v' k# wids_name = 263671, Y4 ^4 s% {# Q( w/ I
ids_info = 264671
# T- m# O1 H; X. Xshop_archetype = equipment\models\commodities\crates\crate_grey.3db
! d4 p; V# ?/ ^0 T. S) P
7 W/ G5 G3 n/ b) E3 c  M/ h. i! L发动机一样在这边:1 Q& u! s$ V  {5 r9 {, Q- b
+ p6 J% C3 A3 \
[Good]" z7 ?9 u4 @1 d
nickname = ge_fighter_power01  o# ^. u1 L3 @+ d2 K8 q# F
equipment = ge_fighter_power01
2 }. Q' k7 B$ R, j- t' ?category = equipment0 K. U& t8 E/ G3 t8 T( z% A$ _
price = 2004 I% L1 s4 }" h5 x! B
item_icon = equipment\models\commodities\nn_icons\equipicon_powerplant.3db
( \  }# L# \- c% _1 r3 ~combinable = false2 \/ H8 E5 ]7 C8 s* Q6 B
ids_name = 263705
1 F* d3 B. s. ^+ A5 Jids_info = 264705& I% b: I, ]5 O$ u1 y/ S
shop_archetype = equipment\models\commodities\crates\crate_grey.3db
, s% k" r; D" \1 _) S7 a6 }  h7 j
5 G3 O' ~* t( n0 X1 [: }5 g7 m" z( j% m扫描仪也是:2 d- w+ E9 ]+ d+ _8 W' b
; v/ w: f% z* p* R+ O! y; h
[Good], T3 `- [- R+ G( \. H. D% J
nickname = ge_s_scanner_02 ;NPC 使用的进阶扫描仪7 I$ r% N7 w8 }) I% o; A6 e' I/ T
equipment = ge_s_scanner_02  u/ H  c6 v( B7 p
category = equipment
+ M8 ~, A# R9 xprice = 32000
2 k# w% u) e1 v/ `# ]item_icon = equipment\models\commodities\nn_icons\equipicon_radarjammer.3db ;扫描仪没有自己本身的 ICON
, B' b8 x3 y$ ]3 j: f% |2 Ycombinable = false7 M3 j; h6 S. p) J2 ]; B
ids_name = 2637519 g6 Q; S$ J: y5 ]& \
ids_info = 264751
9 w! m3 n# ~; D, V0 Z& B. t- dshop_archetype = equipment\models\commodities\crates\crate_grey.3db
3 F7 a4 H& f4 G& A: I2 H, d+ e) }0 Z% n' Q4 Y3 @5 `
牵引机也在这边:* s! Y0 q- ?9 I9 K% G

( ?: z) f' ~0 H7 x  _: y! T) M[Good]! a$ n  @; ?0 w
nickname = mod_s_tractor_01; X8 B5 T: \% r( V! d
equipment = ge_s_tractor_01: Z, c+ ^& g0 y# F% k, g
category = equipment
4 f" A+ q5 @. ?1 ~. r. r7 ^! q: hprice = 10
' k6 E! J0 e4 h1 \. l$ |7 B3 |0 O- n- Oitem_icon = equipment\models\commodities\nn_icons\EQUIPICON_powerplant.3db ;牵引机的 ICON+ s0 e% _. C6 k/ Y3 w! i
combinable = False
* R8 H  G" b; g7 ?1 |ids_name = 263744( |. \0 |0 P* E4 X6 x: ^6 b& i3 G
ids_info = 2647449 F3 T4 w9 X+ [7 p% o3 V
shop_archetype = equipment\models\commodities\crates\crate_grey.3db) v9 \9 Q+ ?6 \' `8 a
: n# o6 X7 X3 l9 J  o
装甲升级项目也可以自己建立,不过你必须给它 ids_name,不过它没有自己的叙述:
& F: a% `$ s! N! i3 {
+ }6 I, x' D, B6 [0 x5 P: A[Armor] ;在 misc_equip.ini 档案里9 D) [5 Q+ T" R
nickname = armor_upgrade1
+ d1 w: x# x% y0 b  Y. b. wids_name = 458753 ;自己建立的 ids_name
! B9 C) |( O) W$ Uids_info = 468753 ;自己建立的 ids_info
! n, ?& H! P% U5 u9 r4 U, ~hit_pts_scale = 1.0500000 ;升级多少程度. z8 ]" U+ M+ }) }9 J- }4 i
volume = 5.000000 ;所需货仓空间  E) g* N: F6 s  W" D! y
lootable=true ;可否被丢弃于太空
+ g9 k2 U9 _3 t; S  ?4 Q. J2 `9 ?/ j- c
[Good]7 r6 p; d6 L( ^7 a8 L! e
nickname = armor_upgrade1& c3 P8 F9 |  K
equipment = armor_upgrade1
; J( b( H- Q1 ?category = equipment; E3 E1 [" C0 q' Q9 c. z$ v
price = 1
( F4 D# k9 F+ ~; G: Citem_icon = equipment\models\commodities\nn_icons\EQUIPICON_armor.3db
, g  g& l7 B- I8 Z9 [6 L3 scombinable = false
* f6 j+ `* m1 g2 ]  i' H7 Zids_name = 458753 ;自己建立的 ids_name4 d7 @, ^2 A8 v/ s- K. s9 a' F
ids_info = 468753 ;自己建立的 ids_info
1 o1 a8 Q, I/ v  P0 Dshop_archetype = equipment\models\hardware\br_protective_armor.3db" k$ G3 k3 t) ~. `- W
material_library = equipment\models\hardware.mat
6 |5 b2 M4 I% n8 f/ A9 m3 l& j5 x: w" {' y
; a# c+ Y# b+ @
你必须使用正确的装备模型在你建立的对象上,因为它们会出现在装备商的桌面上,看看下面的例子:
1 |) |" k8 U; c' X- A* |$ W: S' ?' }# H9 @6 J
[Good]
/ Z. i8 d, u; d$ u% pnickname = liberty_engine_01! A( v+ R$ |+ J) p( F4 y' V
equipment = liberty_engine_013 y8 F6 _( G6 d) R9 W
shop_archetype = equipment\models\hardware\li_free_flow_ion_drive.3db
7 ~" ?* y4 G5 c( D) mmaterial_library = equipment\models\hardware.mat7 p) `0 {1 d. Y
category = equipment
2 Q( X) f0 b0 z% m8 vprice = 1000
) `& G) D/ B4 V& Sitem_icon = equipment\models\commodities\nn_icons\equipicon_engine.3db
8 C% N3 K( |( rcombinable = false& l9 {/ h- v9 y; g% m) `
+ L+ |, J5 ?$ d( P+ O
注意 shop_archetype 这行叙述,它们是发动机与引擎的类型。4 {" J: Z) R/ z8 i' K1 _1 l/ A

4 Y; z% @( G+ F/ @装甲的相关叙述是在 select_equip.ini 档案里,例如:
$ B! z0 T# u; z! R  s# \2 f8 M+ ?0 R$ N& E
[Good]/ U. C' R( ~# Y& p  b$ M
nickname = bhe2_package3 H; {; h, F3 T: P9 A3 I1 }8 k. b
category = ship# e9 m8 J- J5 L& L* |2 s* j
hull = bhe2_hull
# t$ P( Z; t0 {$ C7 I* Paddon = armor_scale_5, internal, 1
2 m4 f- G* `* h6 A5 h% o7 r! N* l  A1 i8 c" o* V8 {
如何去规划一个装甲:
7 t9 M; L" {- ^( K# s, N9 _& k$ c; A! A. s2 X6 ~0 k
最好的办法就是做一个新的并让它可以被贩卖,跟着下面的方法做。
$ ^, F! [6 [. u2 m
+ Y- j! y& V$ R: Z! `5 U# @. j# l1. 编辑 misc_equip.ini 档案,如下:+ W9 g& m- U9 B" H* J

' I$ H; c6 b: r& O9 s$ k* k[Armor]
0 n  P7 m. {, c7 _nickname = armor_upgrade1
: n1 y0 `, A4 j- x! L' f# Xids_name = 458976, r9 I# m' ~" \. V( d2 [
ids_info = 468976. k* R! k* L" c6 E; r- t
hit_pts_scale = 1.0500000" ^0 C8 }! r% l9 M5 u
volume = 5.0000008 h: C  l% ]! B* \! }( D' j
lootable=true
5 a+ r6 J; U1 z$ @7 x9 H* O* O; H$ G5 |2 ~4 Q' s+ Z9 W
[Armor]* ?% b1 c/ a1 A9 H0 `
nickname = armor_upgrade2
( L+ C( P9 Q! @ids_name = 458977: _/ F! u" F: j
ids_info = 468977
' J2 R0 Y( i" s9 Ahit_pts_scale = 1.100000
* p* c$ f9 Z2 Xvolume = 10.0000002 j. I3 _: r5 l4 e  @  d) C
lootable=true
/ O* {$ Z* }0 q4 J1 w, s# o  E+ R. B$ X! k: n  k8 C2 i
注意 ids_name 与 ids_info 叙述,你最好自己做一个。
% y/ B' o. d8 R4 d+ u
& {$ V, k0 c6 A. h2. 编辑 misc_good.ini 档案,如下:6 {, z7 ~5 B# T$ D, A) w1 u
) s9 j+ ~& u* ]) ^6 r
[Good]
/ O% ]: M0 m6 C+ z( ~nickname = armor_upgrade1
& ?5 k& B% P  h' J3 bequipment = armor_upgrade1- u2 T' d% _/ u3 K
category = equipment  l  {$ j% i! V0 r! h  o
price = 10000$ a5 h2 y8 }% Y2 _# ^( E8 R3 \
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_armor.3db
4 q1 g; H8 H) C0 f/ m! F: bcombinable = false
3 w: S: ?) A" R( Y5 vids_name = 458976
6 M$ ^) h! j% B5 B3 q8 o" eids_info = 468976
; c; {' X3 ?3 _) m: b8 }shop_archetype = equipment\models\hardware\br_protective_armor.3db
, ?1 {* H: i9 M1 Gmaterial_library = equipment\models\hardware.mat
+ I0 Y$ }- c8 `1 N, @* }6 l- a* e
[Good]( ?# j. G* o7 }. y
nickname = armor_upgrade2
4 F& O/ [/ C4 U( sequipment = armor_upgrade2
) G, H  T+ r: g4 S' r/ Acategory = equipment6 i9 W- Y8 r- }$ Z' V4 v% r
price = 20000. {3 w7 K1 ^4 g) b( W) F$ O- B" _' ~
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_armor.3db+ c" k! y+ \! R9 J2 Y5 @; }
combinable = false
0 ^; Q; M) ^  G4 gids_name = 4589778 l6 U3 J) D7 n0 G0 c  v
ids_info = 468977, ^! N  ]4 p$ b, ^) i& [5 N0 n: j: Z
shop_archetype = equipment\models\hardware\br_protective_armor.3db0 C0 G, u2 U1 N. i
material_library = equipment\models\hardware.mat9 ~* `/ z5 k9 K- Z/ }

$ h8 z: \! [9 B! y0 y8 H! ?2 Z3. 现在让它们在你想贩卖的基地出现,编辑 market_misc.ini 档案,例如要它们出现在曼哈顿:
( T3 u' f: Y1 s* J" Y. T) J0 R/ n! j0 a
MarketGood = armor_upgrade1, 0, -1, 10, 10, 0, 1
( d) x. I7 ~8 |+ ^) E$ CMarketGood = armor_upgrade2, 0, -1, 10, 10, 0, 1$ b- n! A" r" z5 x/ U; K
0 O8 ]+ J0 R! {' x' _9 y2 B+ |0 Y% q
现在你可以在曼哈顿买到两个装甲升级的物品了。
2 T0 c% q, E* D* n  c7 q( ~* ^# `! o1 l5 K0 G+ t
你也可以不使用 ids_name 或是介绍它的性能, 游戏会显示 unknown,但为了更完美的理由,最好给它个名称。4 B) {7 T* k; O- \) N

; J( y$ t0 Z, k" S0 |* d/ r. T我把它的用途简单的放在名称中,所以可以不用叙述便可以得知它的用途,例如:
0 _$ z$ M& a1 n- _* i  t( C4 [1 Y8 z2 a. I: B; K2 H* w
'Armor Upgrade 1 (+5%)' 是它的名称,表示它是等级一的装甲升级项目,可以增加你的机体装甲 5%。
' x( z0 w5 q: y" K6 c# }- Z7 P8 ~7 R$ d4 O5 c7 a
volume 这部分最好也设定一下,像引擎、发电机与装甲等等项目,你也可以设定它为 0,如果你要它不占任何货仓空间的话。例如:: p2 C6 W* O0 O4 w* @
0 V& o+ `8 [5 C# f; q$ ^
某战机的货舱空间 = 25
# e4 z+ K3 S. n  \$ o  W等级四的装甲升级需要货仓空间:Volume = 301 [! A! Y2 S( i% Q) k

6 E) d( j7 a( A这样就会导致该战机无法装备它,简单吧?
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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板凳
 楼主| 发表于 2015-2-10 10:32:54 | 只看该作者
修改武器8 \3 ~0 p% z8 N/ L# s& Y

  U; s$ u/ H8 M5 f: \* ^需要档案:6 i2 F3 R2 j( W! N. {

" D: \- N5 t' O' N, vDATA/EQUIPMENT/weapon_equip.ini - 武器特性设定〔损害,光束特效,弹药等等〕* {- f& ?( d) o
DATA/EQUIPMENT/weapon_good.ini - 武器商品设定〔价格图标等等〕6 t& C& L* t% S) t* N* j
DATA/EQUIPMENT/market_misc.ini - 武器贩卖设定〔等级,贩卖基地等等〕
# S- [: l+ V. m7 K6 X0 Z2 i- c" dDATA/FX/beam_effects.ini - 光束特效定义
2 J6 S" v; e4 z0 H6 y4 x% g9 k; w4 ]6 P, [9 _. C$ q+ ~
以文字编辑程序打开 weapon_equip.ini 档案,如果是乱码,请先以 Bini 解压缩成文字文件。7 Z0 {! a: e1 P: E6 S+ D3 K  F
例如我们要修改 Vengeance Mk I Laser ,先搜寻:ids_name = 263360 (Vengeance Mk I),现在让我们看看相关内容的解释。4 W% `" C( W& I4 j; f" R7 k
9 D; q( ~6 ]+ L: k
Gun 叙述
  `( `. O% C3 l+ D" R- b
6 B6 \1 p" g. c9 t它由两部分构成,分别是 Munition 与 Gun。
  R8 N8 d# {0 Y7 p$ d6 C' fMunition 部分包括射击相关参数像损害,击中后结果,光束射击距离。
2 w6 e7 H+ f. _/ _. E: j- I* ~Gun 叙述武器设定部份如名称,使用能量,发射载体,再次发射时的延迟等等。; P8 k" I+ w. o+ L

; ?5 z; n$ u8 ]2 p- _' a9 X3 k, H% ZMissile 叙述
7 `  ?# M# L5 M
: m) V, _* I- c# l. M它由四部分构成,分别是 Gun,Motor,Explosion 与 Munition。1 J$ z+ q! Q1 x& ]% g- k; ~7 H
Gun 叙述武器设定部份如名称,使用能量,发射载体,再次发射时的延迟等等。) G# U3 R! ^; }" {, c
Motor 叙述决定飞弹飞行能力" k2 Y2 z. _; N+ a5 I6 u
Explosion 叙述爆炸设定6 i- W$ O8 }( n# d. r
Munition 部分包括射击相关参数像损害,最大角度,搜寻距离等等。" z1 Z) K% N: J: z0 P( m
4 _" }! N, p# \- a$ k2 _
Minelayer 叙述
, z# }! X: w/ n* W9 a4 n- s4 U
7 ~+ q  Z( d1 T5 E% }2 H. R4 K它由三部分构成,分别是 Mine,MineDropper 与 Explosion。
; K3 @6 K- x- G- V: Y# o5 K# |Mine 叙述地雷的参数像是安全时间,搜寻距离,加速等等。. e* c0 L9 P: O3 o$ y
MineDropper 叙述是地雷发射器设定。/ Z5 g% u/ D5 y; o2 N8 e5 {8 ~
Explosion 叙述损害,特效与半径范围。. Y4 h& z0 x- P3 Y/ L: I

4 h( j+ ~  w; z2 g以下逐步说明参数意义  m$ F, Z" t# v- q

3 P% U+ |' p- j* e, {& U4 u) {Munition, T7 A1 r( h* `% c1 ~! ^
nickname = li_gun01_mark04_ammo 对象的名称9 k! p1 f( F% t* l# w, v2 X
hp_type = hp_gun 表示什么装置点可以装〔hardpoint〕
; L' U8 u" r0 C2 o% r: [; A# Krequires_ammo = false 弹药需求,如果是能源武器就不需要弹药 ! c# c; Y7 W, f4 N  Z
hit_pts = 2 命中伤害 # F( l$ B3 b+ A$ W, k) m
hull_damage = 31.600000 对机体的损害
4 l/ L9 R/ d& G7 o, g. Zenergy_damage = 0 对护盾的损害
8 I& c8 L& E6 [weapon_type = W_Laser01 武器类型* d/ y+ l7 X4 t0 e, Z
one_shot_sound = fire_laser2 射击时玩家听到的声音
9 F1 _# D7 g/ Rmunition_hit_effect = li_laser_03_impact 射击特效名称1 X  Y9 K0 A0 @" w& Y. f" N
const_effect = li_laser_03_proj 光束特效名称$ N9 R: h6 i# H0 t2 D! c( K
lifetime = 0.800000 光束可以到达的距离,以公里为单位,例如 5.0 等于 5000 公尺
1 f4 o. Y  w' V6 Jforce_gun_ori = false 0 `# k! c( {0 C- t; O, n
mass = 1 弹药容量
. b/ H# X9 k8 X- V% Dvolume = 0.000100 光束照耀量" z4 c, y' s, G2 f9 {
% c- a! p& @2 x8 g$ c1 U2 e
Gun
. G9 [5 Z7 n" j. w2 v0 snickname = li_gun01_mark04 对象的名称* }- p2 t9 E5 ], f( W9 k
ids_name = 263360 武器名称 ID 〔可参考相关教学〕
8 R  w! [9 ~1 ]" X* tids_info = 264360 武器内容 〔可参考 infocard 教学〕
3 u3 Q- e1 \( E3 I2 XDA_archetype = equipment\models\weapons\li_heavy_ion_blaster.cmp 游戏中使用模型的路径
4 \0 j7 J- Y: `; Ematerial_library = equipment\models\li_equip.mat 模型使用的外表纹理档案
2 b. y* [# F/ t6 U+ Xhit_pts = 1026 武器的装甲〔武器本身同样可以被损害〕
( E0 o% R8 Z$ y, g; |" \, k! f1 jexplosion_resistance = 1.000000 抗爆能力〔0 会受损,1 免疫,所有的枪都是 1〕
( S) f- X9 m6 udebris_type = debris_normal 碎片类型6 J- _) X6 k& e9 F  l$ T
parent_impulse = 20 主脉冲大小
- C6 x- v: t$ ~child_impulse = 80 次脉冲大小' G6 k8 \0 ?# O) |# V9 q6 ]1 r
volume = 0.000000 体积
* e+ j7 C) e' Imass = 10 武器容量 1 ^) n! Z9 L7 I
hp_gun_type = hp_gun_special_4 需要的装载 hardpoint 等级
2 C0 A) v9 ^/ g1 h- E" D5 Bdamage_per_fire = 0 由射击造成的损害- M1 \9 l! b; E2 p
power_usage = 9.880000 每次射击耗费的能量
& c3 Z4 z+ n# lrefire_delay = 0.120000 射击时的间隔时间
: i7 I% _* m- R3 q8 m4 _muzzle_velocity = 750 射速
8 c! ?& h' q* i* P, g4 c6 a$ Xuse_animation = Sc_fire 发射时使用的动画# V5 p: r. a+ e
toughness = 2.500000
8 e' p+ z* `9 M( q1 @flash_particle_name = li_laser_03_flash 发射时我们看到的闪光名称3 v! R6 S( @$ I# @$ S5 k
flash_radius = 15 闪光半径
3 |. Y: d' H) zlight_anim = l_gun01_flash 闪光动画
1 s0 y" R1 V# M' p6 u: D: |5 ?  sprojectile_archetype = li_gun01_mark04_ammo 关联的弹药名称' d: m' X. K5 m
separation_explosion = sever_debris 爆炸影响类型
' \/ Q% w6 ]( N, I0 P: ^auto_turret = false 自动炮塔 (true/false)
4 i- t7 m: m) uturn_rate = 90 炮塔转动角度 (360 为全方位转动) 1 G0 P/ S4 e1 J( f; }* p. x
lootable = true 这个武器是否可被丢弃 (true/false)
) O" B3 f8 P/ K* {( ?! ^LODranges = 0, 20, 40, 80, 100: LOD 范围设定
5 B7 x& \! R7 p9 o6 y: C/ N& M. _, v1 ^1 Q! P3 C3 a- F( V# [8 @
步骤二:武器购买设定
) E3 j7 P2 T: G( y( F0 D" A
+ e$ U8 C1 `2 n* ?8 Y以文字编辑程序打开 DATA/EQUIPMENT/market_misc.ini 档案并搜寻:Li01_09_Base (这个名称代表西点军校空间站),你会看到下面内容:
' f- i( D5 x* |' W8 o! r+ R, R. E/ H- X) x
BaseGood
/ o9 P- _. X7 N0 |8 X1 Dbase = Li01_09_base
7 ?( b$ N, H6 _- V3 R2 GMarketGood = li_gun01_mark01, 0, -1, 10, 10, 0, 1
9 F0 Z- b2 ]( r' U+ X- n+ cMarketGood = li_gun01_mark02, 0, -0.200000, 10, 10, 0, 1) G( P' k( q+ g8 E
MarketGood = li_gun01_mark03, 2, 0.100000, 10, 10, 0, 1: _" r! K0 w* Z- g6 e
加在这里:MarketGood = li_gun01_mark04, 2, 0.100000, 10, 10, 0, 1
. P% Q9 x2 ^' M& r! |; v4 ^MarketGood = li_gun02_mark01, 0, -1, 10, 10, 0, 1
$ d1 O( I9 e2 q" q5 B  MMarketGood = li_gun02_mark02, 0, -0.200000, 10, 10, 0, 1) b. }6 p$ O! Y+ D) m9 `% T0 @5 ^
MarketGood = li_gun02_mark03, 2, 0.100000, 10, 10, 0, 1
. a/ u+ s3 k/ o0 y& K# e0 d4 m: qMarketGood = li_turret02_mark01, 0, -1, 10, 10, 0, 1' s7 y- ?) L6 J- ^- G
MarketGood = li_turret02_mark02, 2, -0.200000, 10, 10, 0, 1+ v0 e, n* D* ]+ v# J9 K. P
MarketGood = ge_s_thruster_01, 0, -1, 10, 10, 0, 15 k$ M' p. ~4 g6 f# V% N
MarketGood = missile01_mark01, 0, -1, 10, 10, 0, 19 S7 P% `* A7 R& H1 `* Q' z
MarketGood = missile01_mark01_ammo, 0, -1, 50, 50, 0, 1
3 }1 F1 [( E  M8 m3 U* yMarketGood = missile01_mark02_ammo, 2, -1, 50, 50, 0, 1' ]5 a& a0 X) ^! p1 e
MarketGood = missile01_mark03_ammo, 10, -1, 50, 50, 0, 1: U* S3 ]- Q6 p* k- T8 a7 R3 M
MarketGood = missile01_mark04_ammo, 22, -1, 50, 50, 0, 1# {1 y$ B9 O! O
MarketGood = missile01_mark05_ammo, 30, -1, 50, 50, 0, 1
- E$ Q' c; T, [6 g3 JMarketGood = missile02_mark01, 0, -1, 10, 10, 0, 1, i8 u, Y6 L" t( }! ?5 l
MarketGood = missile02_mark01_ammo, 0, -1, 50, 50, 0, 1! b8 i; a$ e$ s( ?0 c; N( E: x
MarketGood = missile02_mark02_ammo, 2, -0.200000, 50, 50, 0, 1% a& |( H# J" H0 c
MarketGood = missile02_mark03_ammo, 10, 0.200000, 50, 50, 0, 1- o- S% u. V$ v; [- Q1 n
MarketGood = missile02_mark04_ammo, 22, 0.400000, 50, 50, 0, 15 L+ W( v; {5 |2 ~6 b; o7 V
MarketGood = missile02_mark05_ammo, 30, 0.750000, 50, 50, 0, 1
$ S  c, o0 h) F2 d' tMarketGood = missile03_mark01, 0, -1, 10, 10, 0, 1
+ n* ^4 R! R8 H) ~MarketGood = missile03_mark01_ammo, 0, -1, 50, 50, 0, 1
' o, }/ U; J1 j6 R$ A, j* LMarketGood = missile03_mark02_ammo, 6, -1, 50, 50, 0, 1$ o% m! N" r; L$ X
MarketGood = missile03_mark03_ammo, 22, -1, 50, 50, 0, 15 k$ K' t1 x# L
MarketGood = missile03_mark04_ammo, 30, -1, 50, 50, 0, 1  @9 `. w4 h. m9 t) X
MarketGood = cruise_disruptor01_mark01_ammo, 2, -1, 50, 50, 0, 1( C* {) m& G+ |& I, F4 Z
MarketGood = cruise_disruptor01_mark02_ammo, 26, -1, 50, 50, 0, 1
: L  `) T4 p5 H; MMarketGood = torpedo01_mark01_ammo, 10, -1, 50, 50, 0, 1$ r, l& ~6 K  I: a' y' K# i/ p" L
MarketGood = torpedo01_mark02_ammo, 30, -1, 50, 50, 0, 1
/ p+ k, x3 W/ H3 p/ yMarketGood = mine01_mark01, 0, -1, 10, 10, 0, 14 Q% m: H) R  @. e# R+ V) }5 D! r4 Y
MarketGood = mine01_mark01_ammo, 0, -1, 50, 50, 0, 1/ P6 L" S% f. l: R6 q3 u0 b, e
MarketGood = mine01_mark02_ammo, 2, -1, 50, 50, 0, 1+ Z% Y; k! ^# k( g5 ~, r: I0 _
MarketGood = mine01_mark03_ammo, 10, -1, 50, 50, 0, 1
- V6 K; t" c6 t8 YMarketGood = mine01_mark04_ammo, 22, -1, 50, 50, 0, 1
* p5 y+ h! j; h7 xMarketGood = mine01_mark05_ammo, 30, -1, 50, 50, 0, 1
/ Q7 @, c0 K, R# sMarketGood = mine02_mark01, 0, -1, 10, 10, 0, 1
( y& O% d! ?' U, t) HMarketGood = mine02_mark01_ammo, 0, -1, 50, 50, 0, 1
3 e" ^' [) ?3 x* P% FMarketGood = mine02_mark02_ammo, 6, -1, 50, 50, 0, 1
. K6 f# [0 d! H5 m: e! SMarketGood = mine02_mark03_ammo, 16, -1, 50, 50, 0, 1+ j' @& o* d( L
MarketGood = mine02_mark04_ammo, 26, -1, 50, 50, 0, 1
3 c: z9 T5 r; TMarketGood = mine02_mark05_ammo, 30, -1, 50, 50, 0, 1  v: o% r9 S* f* h
MarketGood = ge_s_repair_01, 0, -1, 100, 100, 0, 1
8 X7 [4 ^1 G; Q7 a/ JMarketGood = ge_s_cm_01, 0, -1, 10, 10, 0, 1
( {( c% r9 B$ g8 NMarketGood = ge_s_cm_01_ammo, 0, -1, 50, 50, 0, 1
. F; x5 ~6 @8 }* W3 h8 T' w7 ~MarketGood = ge_s_cm_02_ammo, 2, -1, 50, 50, 0, 1
: C5 e3 j% H+ M6 O) ]2 qMarketGood = ge_s_cm_03_ammo, 6, -1, 50, 50, 0, 1
$ T6 i7 U, N" M" y8 S9 N) c% NMarketGood = shield01_mark01_lf, 0, -1, 10, 10, 0, 1
' K1 W: l5 d3 ]MarketGood = shield01_mark02_lf, 0, -1, 10, 10, 0, 1& z, a! ]+ f4 q4 V7 M6 R. j& `' k! X
MarketGood = shield01_mark01_hf, 0, -1, 10, 10, 0, 18 U( Y8 T9 t9 `
MarketGood = shield01_mark02_hf, 0, -1, 10, 10, 0, 1
$ F. L+ m' m8 m) O* ~0 o/ a) _MarketGood = shield01_mark01_fr, 0, -1, 10, 10, 0, 1
' S" Q' f9 b9 H; D1 ?2 rMarketGood = shield01_mark02_fr, 0, -1, 10, 10, 0, 1* D* c5 l. b0 x$ z2 T( {) G
MarketGood = ge_s_battery_01, 0, -1, 100, 100, 0, 1
" K) w# N" `& J. {. f. s6 E" M, n1 l' Y& V5 g
解释# o+ A& E: [/ W2 C, R: B0 i! `
9 d. i, K9 [: q9 k5 |+ a
base = Li01_09_base 这是叙述基地的名称,你可以使用相关资料找到这些简称对应的实际名称解释。
5 s6 k2 `/ J2 w% n5 w2 ?/ {' n* ~6 d8 f6 i) `
要使这个基地贩卖一样新的商品,你只要加入一个新的叙述行:
* i2 Z$ S3 W! C8 S, h0 r3 Q6 }/ t; S7 e3 |* @  L1 ]' Y! B7 N
MarketGood = li_gun01_mark04, 5, -1, 10, 10, 0, 1
! g  Z! P, V* H' |" }
7 Y( K0 n$ W7 L/ _7 ]$ o6 Q- t叙述的第一与第二项分别代表:武器简称,玩家能购买的等级,只改这两部分就好,其它别动。' A. p# o# S# f4 K! A  v( W3 K

, F9 b$ X: U: R( E' `  v! w; q步骤三:武器光束特效设定) B% q: c+ w8 c6 X* B6 m/ X
- T& J2 y! w9 _$ b
以文字编辑程序打开 DATA/FX/beam_effects.ini 档案并搜寻:li_laser_03_beam 〔这是因为我们步骤一的 const_effect = li_laser_03_proj 叙述〕,很多项目的意义上面都提到了,我只解释不同的部分。  r( ]& w) n* r2 ~( g2 P1 ]
9 o4 w$ B9 o* K
BeamSpear ! y. K  l' K, Y; b
nickname = my_gun_01_beam / O! `' P# W# S( O. n0 s+ f
tip_length = 40 这个值决定效果大小
3 R7 \  A3 L4 T. F3 \tail_length = 100 ' ]7 i$ A; A: R  N. j
head_width = 7.500000
% `. e  {; ^7 A0 ]9 y* V& E& z1 icore_width = 6 : p9 n  b, h2 f$ I$ |+ C
tip_color = 172, 34, 172 特效颜色设定(RGB)$ b0 S6 M8 U: u
core_color = 172, 34, 172
( I) {% |7 u0 joutter_color = 152, 35, 184
2 c6 r2 P  S# D/ `+ etail_color = 111, 37, 184 4 v) E) ?0 N2 g$ |
head_brightness = 1 亮度数值/ D% H1 }& w" h+ h
trail_brightness = 1 4 a5 P, f! W  M
head_texture = star 外观材质设定
: _% I- P7 a: ytrail_texture = wide
! `# }& t; b! U1 j- m  @. H8 }flash_size = 20 闪光大小
0 ]0 c. ~6 f+ P  m/ w: b4 G# ?; M  V- j0 U3 N1 X
步骤四:更改与加入武器价格0 @/ z7 V5 [$ M* Q6 T  p& t" ^! P

0 T1 G6 D# k9 t* @" y以文字编辑程序打开 DATA/EQUIPMENT/weapon_good.ini 档案并搜寻:li_gun01_mark04
5 g+ a8 i- m+ y" ?! R6 h- p
7 [) u/ z& f% T7 ^4 U$ C; B* |[Good]
2 w4 Y$ |1 P; h  W6 Jnickname = li_gun01_mark04 武器的名称/ Q* v, e  ^# d) N7 `
equipment = li_gun01_mark04 装备里的名称
  P5 V% N% [: I6 @- O9 Dcategory = equipment 武器类别
- |; }3 a; y& Q" ^price = 3710 价格
# j0 Z, b7 R* z8 c2 H, X. U5 hitem_icon = equipment\models\commodities\nn_icons\EQUIPICON_gun.3db 对应的图标档案位置
7 j( u" B4 e$ u2 F9 lcombinable = false
6 a: G0 Q: ^) r+ N! ^) x% I, Rids_name = 263360
9 M, `5 L4 x& U, U: ?$ Xids_info = 264360/ {9 m$ |' a9 j8 q
shop_archetype = equipment\models\weapons\li_heavy_ion_blaster.cmp
  V: b. n2 q3 {6 i$ ~material_library = equipment\models\li_equip.mat" T( c0 C, g/ [: ~0 X
1 T; n6 z- |& E0 ?1 {0 U
现在你可以开始编辑你的武器了,让它们可以在基地中买得到。
* Y3 o" z8 K  w2 b( S7 ~3 O  m5 i
. d; j+ W2 Z3 |% y$ B增加个新武器你只要选一个已经存在的武器后〔记得跟你想新增的武器类型一致或接近〕,复制它的相关叙述后,开始从步骤一的顺序做起就行了。
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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 楼主| 发表于 2015-2-10 10:31:54 | 只看该作者
装备示意 2/ A& H% u1 A4 I+ p( c% P. T

1 j3 {  Q1 P& ?& F7 ?% D3 H, ^( U/ N  O

5 S3 z3 \. R( G- R: h) T
/ K: i* r( r- O3 Q8 S# [& y打开 X:\游戏所在目录\Data\Equipment\st_equip.ini 档案。
8 F- x7 A5 N6 V$ V! t, g) j, f7 I3 e" C
这个档案包括了护盾、推进器与 NPC 用的护盾,你可以使用 NPC 的护盾,不过它们不会再生。当然你可以更改它们,改变:, v- k" |8 I/ s: U3 u& j  O

' P) o. z' N5 x3 n7 Q  f" `regeneration_rate =
3 F$ h2 ]5 Y+ x4 y
0 U- ~* F6 }& b" A. k的叙述与给它适当的数值后,你就有个可以再生的 NPC 护盾了。& P: L# L. Z( k! A# o
4 P1 D" {8 o3 ?. V7 w" U( R, s* u* R
护盾的 nicknames 格式是:! m9 H9 C# O$ u1 j; i+ i- d3 R
/ k5 j5 g+ {" r7 w/ m8 [
Sheild0X_markY_z4 R- k3 F* O9 T. w
6 S# {" p$ L/ J
X 的值位于 1-3 之间,表示护盾的类型 (1 表示引力子,2 表示分子,3 表示阳电子)。
4 N, i# R, M9 vY 的值位于 1-10之间,表示护盾的等级 (1-10)。- C9 D! P/ g9 E- }- l
z 表示可装配的类型,lf 给轻型战斗机使用,hf 或 fr 给重型战机与运输机使用。
4 n  B4 ~) k9 z/ N; T- E" n! g. X( w" Q
例如" `7 t1 N# a9 t8 ?, C; s) i- A

% ]' i  I; J% _. L6 ~Sheild01 (引力子)# d- _# D" c3 e( a4 s- _1 q
Mark07 (等级 7)5 Y! G+ d0 l. ^; B
hf (重型战斗机)0 e! p) u& y) A6 L4 m9 ~8 ^5 w# x- P

2 T  N& v1 H" l1 d: p加起来就是下面的描述
; T8 z& g4 Q* I" h2 t
% r+ \9 T' E9 S, I$ C& {9 wshield01_mark07_hf
8 W/ y% \8 L( J1 U
( x6 r2 W' F+ }+ s- w( e) @现在你知道了它的意义,现在记住下面的叙述。& n6 K7 D" r/ N1 \8 [
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ShieldGenerator: x: f5 }7 M* L, Z# b
nickname = shield03_mark09_hf2 [' L# v" [! t1 b
ids_name = 2638675 U, O, I4 S1 o: K: F) }- y
ids_info = 264867
% P: c) q3 E* P- f4 w( QDA_archetype = equipment\models\st\li_refractor_shield.3db: k1 B7 V) B" E' k$ n
material_library = equipment\models\li_equip.mat
* u* U, j* J/ T- _HP_child = HpConnect( o- i1 B+ B1 a3 C% ^4 d) n5 _
hit_pts = 6752
8 f& l+ e' i1 S3 a6 sexplosion_resistance = 0.500000
; e# S9 K( X' l, y" V) E' D7 Bdebris_type = debris_normal
' H3 E$ j# X; A, ]) M' u4 N; lparent_impulse = 20
: J6 t4 f: B8 q# E' Uchild_impulse = 80
$ Q6 ?# {+ T  r( M% P9 N" Lvolume = 0.000000
+ @' [# F+ t2 X. \$ l& r3 r# S+ Amass = 10
' u8 }6 j. _+ m; J( s, Kregeneration_rate = 134.399994
; e; i" ]7 t* B7 S$ ymax_capacity = 6050' J7 t" t0 @' x# J" R
toughness = 60.500000$ y# V+ ~% M6 [. e: F1 t
hp_type = hp_elite_shield_special_9+ H2 r9 }8 h' c# x* ]3 |4 A5 \' L
offline_rebuild_time = 125 ^' W) }! e) t0 m
offline_threshold = 0.150000
1 b# `  z! h  W% x* Hconstant_power_draw = 08 N& @! X" Q* C4 ^2 D
rebuild_power_draw = 108 c; o" g* ~% J) J0 p
shield_type = S_Positron01
5 K/ V. |4 G5 cshield_collapse_sound = shield_offline
5 H  U+ T" Z% M+ @2 c! sshield_rebuilt_sound = shield_rebuilt. U& Z4 U. d( O9 W% G# i3 L# W
shield_hit_effects = 0, gf_pi_shield01! X$ ?! ~9 `, ~2 n" X' o
shield_hit_effects = 100, gf_pi_shield02
. y8 i1 D2 b, j/ l2 ushield_hit_effects = 500, gf_pi_shield03: ]* g4 \, ]. U$ n4 W
separation_explosion = sever_debris
1 G3 K- v! w) a5 H. JLODranges = 0, 20) b* i# Q4 U7 h; Z0 B. k$ g+ N( p
lootable = true. q. s/ ?& R/ r2 q% ?0 }' k8 f
# V7 [, w+ a& h) `: Z& u/ Y
这里解释几个特殊的叙述:
# c" U5 J( ~" e6 b4 c5 k/ X
& e9 q  f0 Y. i5 c2 unickname = shield03_mark09_hf ; 我们可以修改这边 (nickname)0 L4 ^% ]) U! V
ids_name = 263867 ; 这个必须自行建立,请参考相关教学, [# s$ m7 W' z* z& t+ I, j
ids_info = 264867 ; 这个必须自行建立,请参考相关教学
6 K# F8 I' B# E5 C' P% u( Uregeneration_rate = 134.399994 ; 再生的速度
# v, G; p4 B% P4 m5 A2 P: U: f, Emax_capacity = 6050 ; 它的容量多少
8 s" [/ f% v9 y9 V9 n9 K: \6 N& w( e- Fhp_type = hp_elite_shield_special_9 ; 定义护盾的等级
, A/ y6 k+ N6 V! Woffline_rebuild_time = 12 ; 被击溃以后须等多久时间才会再度充能联机使用
, i$ b; k$ a' g* n4 \- Cshield_type = S_Positron01 ; 类型 (阳电子/引力子/分子), H" E6 X9 k: b0 E
1 z& l- @5 y5 J" A
这些描述的数值你都可以更改,事实上你还可以更改更多,但我们先略过。9 x0 L: v  P( @, n
: o) y' j* M8 E2 N  ]
现在开始第一步吧:7 w! Z& X3 ^/ s/ x* o4 k) s1 s' p0 r

3 `% o% b4 S/ Q/ h- B7 \) Q/ b复制一个上面说明的护盾叙述,先确定你要什么样的类别,再把它贴在档案的最上方。2 v! J- K2 ]' T$ }

- }8 {7 h1 Z& L  s! R0 Z/ s+ B/ G现在我们有了个自己的护盾叙述了,我们改变它以符合我们的需求 (最好别改得太离谱,然后增加你自己的 ids_name 与 ids_info 资料。& U* [5 Q9 x( A9 ]& ^& }
  O1 y; J' Q2 m' h/ g& }% U
ShieldGenerator5 W9 B2 O0 @4 ]4 A
nickname = my_shield01_hf ; 更改后名称
, _- _9 O# j2 Eids_name = 320001 ; 等等要用到) c, @0 I6 ?- |1 a8 x; R
ids_info = 321001 ; 等等要用到
/ _9 ~! N- ?# E! H0 n( ^- R5 p7 vDA_archetype = equipment\models\st\li_refractor_shield.3db
/ |* Z7 p# e, Fmaterial_library = equipment\models\li_equip.mat: e& V6 ^7 ]+ \! X( Q& q
HP_child = HpConnect6 u7 Y, b9 s% E# q5 h/ ~
hit_pts = 6752+ B, v; s4 j" R" Y
explosion_resistance = 0.500000
: a$ H; T3 s+ y/ p7 }8 qdebris_type = debris_normal5 x1 v* k& \$ l7 d, E" p, Y
parent_impulse = 20" [5 l: m/ I( e( g3 Q9 P" M$ ?
child_impulse = 80. O9 [' b1 V7 u
volume = 0.000000
, b  e. e8 H4 K  F6 c) |mass = 10
( h. l$ M6 \6 n0 s& Iregeneration_rate = 150 ; 这里我们改成高了一些! |, o8 L/ ?) i+ N/ Q7 e/ u
max_capacity = 8500 ; 这里我们改成高了一些
8 ^4 d: [3 c5 z; Y* ]toughness = 60.500000" s% d2 ^; _3 n0 B/ M% Z( B
hp_type = hp_elite_shield_special_10 ; 这里我们改成高了一些' t3 M4 ~# f  D
offline_rebuild_time = 15 ; 这边越高回复护盾联机的时间越慢
  T6 L7 k. P8 G  K& {6 Soffline_threshold = 0.150000
1 @% l$ c; ]  I3 ?constant_power_draw = 0
4 P0 Q1 x* F- W- x0 {; Orebuild_power_draw = 10
' q; W- o' G- Vshield_type = S_Positron01 ; 护盾类型不变* `9 Q! K& H+ a% U  E' Z2 B
shield_collapse_sound = shield_offline
3 F1 }& ~8 n0 Wshield_rebuilt_sound = shield_rebuilt
9 O$ j8 Z; r) H7 ^) E0 _shield_hit_effects = 0, gf_pi_shield01
8 s) f( F9 q9 R- W: f+ Rshield_hit_effects = 100, gf_pi_shield02
$ c. \3 _! n9 f( @. w1 y) V1 Qshield_hit_effects = 500, gf_pi_shield03
  N1 d7 v: q& H$ c0 D% j* K5 U: eseparation_explosion = sever_debris* f( D5 |4 q$ a# k/ @
LODranges = 0, 20* [# ?. Q* K+ |" H1 y9 j6 [# U
lootable = true
) ?/ q5 i/ A  K$ b9 w8 ?8 \8 {! G/ u  E5 X" X) Z/ p
现在我们有了自己的护盾在 st_equip.ini 档案里,记下它的 nickname 与 ids_info 及 ids_name。
: e4 j$ y: o# r+ g1 V0 q0 F$ I
' {8 Z7 i2 j6 V/ m6 Y存盘并打开 X:\游戏所在目录\Data\Equipment\st_goods.ini 档案。6 R& i- J0 e0 c& U+ C& Z% J( `

! x/ t5 ]- B, G3 k+ R这个档案包含你所见的的小图标与价格等等,是一个 package。你所建立的一切都需要一个 package。1 c. U, F, t+ P- w2 `: b+ ^
7 H/ R' h! T8 q) k1 i
找到下面的叙述:1 h# B) y. W2 Y- \8 E
" A8 o& i' C  A' y/ A7 d# u0 x
Good
+ ]% n. G6 w7 Q* T8 }* Dnickname = shield03_mark09_hf% P6 p: O# v5 W' e/ T, `! _
equipment = shield03_mark09_hf9 N. ^- b& H: t
category = equipment4 g6 ~2 e3 c/ K  U: Q
price = 2602408 y: s1 {! K( _5 X
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_shieldgen.3db
  D' j2 U$ S9 }" v0 U6 wcombinable = false
; h: T& n* b! W+ }ids_name = 263867
$ V* a. |. ~' a! G3 I4 ^/ aids_info = 264867
$ R& u) D- y1 e* O" U1 }; Bshop_archetype = equipment\models\st\li_refractor_shield.3db1 M2 q$ E+ u$ \+ Q0 G' ~
material_library = equipment\models\li_equip.mat0 @8 e- M  _& y6 `: c, ^0 i
1 k- H' _8 x; T9 d5 A4 E
是不是跟之前的解释项目相像?把它复制后贴上目前档案。8 n# ?$ n; [7 o( K
  }5 N3 `* Q7 D( n
Good
2 J( Q$ l- ~7 t& M. ~: _8 ~; T4 }nickname = my_shield01_hf! |0 n1 I2 t1 x# H9 d# y# _$ g# q' a
equipment = my_shield01_hf
) t. |3 A" b/ B  j0 a% C& `7 j7 Icategory = equipment
: }+ D; P' s* p+ \: X3 O- Y6 Gprice = 260240
- a# [" U( `, J) p( s7 ~! Hitem_icon = equipment\models\commodities\nn_icons\EQUIPICON_shieldgen.3db" e  M! U  z9 p+ B9 i
combinable = false2 f( Z7 k2 c' Q
ids_name = 320001
/ @# F6 N1 s: J+ s3 a! Cids_info = 321001+ f# ?  g( x1 z+ O( q* F( _$ `' t; c# f
shop_archetype = equipment\models\st\li_refractor_shield.3db
' j! ~6 c1 D1 hmaterial_library = equipment\models\li_equip.mat
5 j7 Q5 ?( d$ l! n& E8 n) m' x  D6 G$ L+ |- M. s
你只需改变 nickname、equipment 与 ids_name 以及 ids_info 就好。/ m4 r" I2 p% \+ b# p+ i, b

, J) ^4 {* Z  B: L5 K因为 nickname 关系到当你把这样装备卖掉时的问题。而 equipment 必须与 nickname 一致,在 st_equip.ini 档案里也一样,记住这一点就行。5 n" x- S- K. `3 G( i: m; J# ~
; @$ ~2 _& N- ^# O8 v* @) D$ ~/ t+ ?
现在我们有了自己的护盾叙述了,现在只要把它复制后贴在相关档案即可。
5 z3 _, m: s8 ~( d' H' {6 a$ a, v; _' g4 L: {; a2 l) f8 ?
打开 X:\游戏所在目录\Data\Equipment\market_misc.ini 档案,把这个护盾加入到你要贩卖的星系位置。
# o3 l. u2 Y+ N* c1 k: `9 P8 f8 q+ e% p
BaseGood
6 K5 m$ W% d! {% Ebase = Li01_01_base ; 表示曼哈顿
- ~: |5 J; l% Z9 |8 b3 k; D5 E% y( w: D) F( t+ d
MarketGood = shield01_mark01_fr, 0, -1, 10, 10, 0, 1
* G+ n6 k( s& F" b- OMarketGood = shield01_mark02_fr, 0, -1, 10, 10, 0, 1
( A, g# J! ^) X( W9 [- S- I% H  m; s7 h9 A1 H2 |6 {
这两个是护盾叙述,复制其中的一个,然后在下方贴上:0 |" }2 L. R$ B5 Q! H

- h+ O" \% g2 b5 ^% {! AMarketGood = shield01_mark02_fr, 0, -1, 10, 10, 0, 11 x9 Q! D! N" c* g% n/ o
/ w" T( n- [* G* Y6 n" T
把它的名称改成你在 st_good.ini 档案里用的 nickname,像下面一样。
  V' K) u* Y% D2 a$ p) Z
0 {$ P4 L% J& L6 c! _9 d  T/ |MarketGood = my_shield01_hf, 0, -1, 10, 10, 0, 1 7 T& P, y; V; K( `

6 N$ [6 k" s' n" Q* y8 `把它存盘就完成了,记得要做相关的 ids_name 与 ids_info 的建立工作,推进器的建立过程也一样同上,你可以参考游戏原有的推进器设置。$ e; j" D9 n$ ?* g1 g
8 B& d1 o3 ]+ R' @" M7 @
****************************************************************+ L; J7 Z2 w& H0 J9 v  u' \2 W
5 w, D1 o! I. ^. g- M, a; m- \' E
建立扫描仪
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打开 X:\游戏所在目录\Data\Equipment\misc_equip.ini 档案。6 f1 q$ x3 X4 s/ R! A1 [
% ^# G3 s3 Y7 }/ m
找到下面的叙述:
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Scanner8 N1 H8 g$ s5 ^$ a- N8 ?3 C9 \
nickname = ge_s_scanner_01
( n  @; p. ]2 B" h% W" iids_name = 263750
8 c3 H* d' u% V+ uids_info = 264750
9 E% p' N. ~' n* x" ]$ N1 z5 W; Cvolume = 0.000000& o8 Z, c3 T' x- Q
mass = 10/ p2 ~+ V% r( D5 n- R5 d
range = 2500$ K4 v+ l4 C$ l* \
cargo_scan_range = 2000
! f8 W5 W# G* o3 w. a3 c. |$ slootable = false
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, H- E/ U8 b7 J5 }8 \$ ~3 @现在你应该大概知道它的意义了,先复制它后贴上在档案里,如下:
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Scanner, B: K- c( h) L, N- ]. h! u
nickname =myscanner_01 2 `. U7 a  a4 q5 e9 U0 w2 `# y
ids_name = 320002
6 @: X1 J% r, Q* i: g, K7 zids_info = 3210020 U; E! o! L6 B: }
volume = 0.0000008 {+ R  p" D, }4 q
mass = 10- ~  q5 @) H# X' I" ~& ?& C3 r( [, C/ H
range = 5000
( }$ o6 E9 y0 L5 Acargo_scan_range = 5000
0 N( W7 c5 U7 J$ y+ z7 e5 qlootable = true! Z* B' L' _# T
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我们改变了 range 与 ids_info 跟 ids_name,还有最后一行。8 ?. \# f( e0 c
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Lootable = true& f# s) {9 J  a' f; @

2 Y4 B0 |& Z: |9 ]( \! I& I这行叙述表示你可以丢弃它,许多人以为它的意义是可以从击毁小流星后得到它,如果没有 lootable = true 的叙述,就不能丢弃该项物品在太空中。
1 K, [2 d9 e' I4 {! y- Z; R( |  K. z' O, P; I3 Z
存盘并打开 X:\游戏所在目录\Data\Equipment\misc_good.ini 档案。9 h0 N5 N* }% K' K% H
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这个档案是用来做一件事情:如果你的装备物品不在这里面,你不能 看见/装备/卖掉/买入 它们。如果你加入了,那么你就可以做这些事情。0 Y# d* p) J% j9 J6 d6 S4 e$ N
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找到下面的叙述:  N( w; s3 J# x! [( v$ |/ C

! b8 e& y+ L# M* V# l& fGood ; 这边一定是 GOOD
: j& v7 h* r) b' ?1 Tnickname = myscanner_01 ; nickname 是卖掉它的参考名称,记得保持一致' |8 v1 C+ G3 l9 U6 J6 n) s
equipment = myscanner_ 01 ; nickname 这物品在 misc_equip.ini 档案的名称7 x, r- D2 }, W) D9 v
category = equipment ; 表示它是装备/ K; R' X1 C6 o* U" X* I
ids_name = 320002 ; 这就不多说了
5 `* ~' `; [8 v7 y; r7 ]1 z: U5 bids_info = 321002 ; 这就不多说了
% P" r# o' j9 {combinable = false ; 意思就是你不能同时装备一个以上
# d9 M; t/ r. \* W* M* witem_icon = equipment\models\commodities\nn_icons\equipicon_radarjammer.3db
6 \) G7 _9 U, ]- ^! Z: ^shop_archetype = equipment\models\commodities\crates\crate_grey.3db
! ?% F/ @6 ~# I: V( tprice = 1
4 v" r3 }" L9 q4 i& t6 ~) l( B& N
! u' m; F' m  e& f0 C# Sitem_icon 是你可见到的小图标
1 S5 _0 c- P7 A- Q' Z# @) S7 Nshop_archetype 目前未知,可能是指我们在太空中见到它的漂浮样子7 V* |0 V, _  t# {/ ?

/ I! A, s- [) M3 V# a你必须依照这个格式在这里做一个一样的叙述,使你的扫描仪能够使用与装备等等。
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现在你只要同样的复制它后贴上到档案中,更改它的 nickname、equipment、ids_name 与 ids_info 就可以存盘了。4 r; X/ T7 [% Y& R% C. ~2 v

, z' U" s. P" E& _打开 X:\游戏所在目录\Data\Equipment\market_misc.ini 档案,把这个扫描仪加入到你要贩卖的星系位置。
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* e& f, J# E" w2 A加入下面这行叙述:0 I! v& ?0 |' v* }! n- x8 q
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MarketGood = myscanner_01, 0, -1, 10, 10, 0, 1
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现在你有了一个新的扫描仪可以卖了,记得要做相关的 ids_name 与 ids_info 的建立工作。" {' z. l) l$ l4 F

4 @" {- q; m4 v. z. W现在你可以比照上面学到的知识,增加一个发电机等等了。, z( Q+ U( ^) |' G0 v
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****************************************************************
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- t3 l$ T5 D; n. _增加一个发电机0 s, V$ H$ [* r' h

/ l* B) V+ V: W这边我只简单说明一下。
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发电机叙述在 X:\游戏所在目录\Data\Equipment\misc_equip.ini 档案中,以上面扫描仪类似的步骤在这边建立个发电机,然后存盘并打开 X:\游戏所在目录\Data\Equipment\misc_good.ini 档案。9 E( h4 k' L  _# y' n

5 V# q  V* J0 `$ S3 Y9 M做好相关编辑后存盘并打开 X:\游戏所在目录\Data\Equipment\market_misc.ini 档案,把这个发电机加入到你要贩卖的星系位置。
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这样就完成了。7 A3 m( ?& q& O: q$ o/ _
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现在你有了一个新的发电机可以卖了,记得要做相关的 ids_name 与 ids_info 的建立工作。$ F9 O" g0 q0 K: e) ?8 G1 v

. I; b2 n0 j# W4 c2 p% T附注:记住一个 dll 档案只能分配 65000 的输入,不管如何已经够大了。
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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