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FreelancerMOD制作天书

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 楼主| 发表于 2015-2-10 10:40:52 | 只看该作者
创造一个基地5 E: j, T8 v. q! u1 s3 e+ R% |
+ W2 i, d- h+ z+ M4 ^$ F7 q" M
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:
( y" \! C3 _- j! f1 Q% Y/ h7 P* ~0 k  p5 i9 o* `  p% M0 {* z
[Base]
" l) T* x/ V1 F& Z' e$ Mnickname = Li01_jsg_station ;在曼哈顿行星
# B0 g0 C, y$ c" Z* Nsystem = Li01
6 m9 h( Q& F' R) a  v: g8 ~strid_name = 524409 ;这部分要自己建
" \3 Z. \% h! X6 |& Y& gfile = Universe\Systems\Li01\Bases\Li01_jsg_station.ini
. C/ L4 s; C1 B2 }  R9 X; CBGCS_base_run_by = W02bF01 ;这边是所属派系2 g- E) ]& Q* v7 O& c, y

: x, [4 I5 m. O2 c4 s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:# y6 O$ n9 I& X$ e( W4 `
  c9 H  t* K" i
[Object]3 v: X) ~" [' C* M" r
nickname = Li01_jsg_station ;靠近曼哈顿行星( }* J  \' c3 v8 q. ?' z
ids_name = 524309 ;这部分要自己建3 ]+ a2 A. q& w% Z4 m, D: j0 @
pos = -35763, 0, -22450 ;这是它的坐标,在曼哈顿附近靠近 Newark 空间站
  H8 o: S$ F# p! srotate = 0, 40, 0$ ^5 d/ t  u2 {; |& }& `
Archetype = largestation1 ;空间站外型,这边像 Newark 空间站1 v+ w$ S! ?* C7 H$ C- q
ids_info = 65761 ;对这空间站的描述,这部分要自己建
+ [' v* Q% g( y$ i! ]; d, h2 ]8 ]8 ebase = Li01_jsg_station ;你的新基地
6 t7 r9 s  H' G- }1 X  P5 bdock_with = Li01_jsg_station ;你的新基地+ x9 y% L; x) B+ I
voice = atc_leg_f01
" B1 Q- |7 A" g. @; ^space_costume = br_karina_head, br_karina_body ;当降落时听到的声音
( b8 `, d, m8 t; B6 O) C* Yreputation = gd_z_grp ;表示由 Zoners 派系管理
  w8 R# s9 A+ k& Qbehavior = NOTHING
  b6 b4 ^. n1 K  W, z1 @6 Ldifficulty_level = 3
( e- z& s# f. Lloadout = space_station_co_01 ;空间站部署的武器
4 t0 I; {" y, [8 Hpilot = pilot_solar_easy% I! p0 L' |! P8 n' }
3 q' o8 p3 P; n* x4 s: a1 s
现在你有个宇宙里的空间站了,现在你必须给它定义房间。; W4 d! g& ^% i' G6 I( j

% ^% k+ O8 I- L% v: l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:
9 q8 ]6 R/ u' y! j0 N9 d2 ^) {4 I# G& }9 v6 [6 i; T" _
[BaseInfo]
5 n% q# d" P7 F7 u/ F3 i4 M. [9 D5 ]nickname = Li01_jsg_station$ p' J: F( f6 H
start_room = Deck2 c6 E& ]  V6 m. H% c
0 ~( F/ l; U! B
[Room]/ |1 Y3 x: \, \$ T# l
nickname = Bar; n# O. L+ O6 }- H% ?' t
file = Universe\Systems\Li01\Bases\Rooms\Li01_jsg_station_Bar.ini
8 F5 v  y5 c& G* Q  \, q
  ^# c  Z: w" ]3 H  h- x[Room]1 d1 B( ~: B4 j
nickname = Deck
6 G" f8 }$ L% ~6 v+ ~7 mfile = Universe\Systems\Li01\Bases\Rooms\Li01_jsg_station_Deck.ini" F( M+ y3 b+ Q5 p" `2 J

1 k% Y7 K( F. ], N9 k[Room]( H, G6 o4 e# m/ d1 m
nickname = ShipDealer
. T2 }; x& u3 @+ m% }, rfile = Universe\Systems\Li01\Bases\Rooms\Li01_jsg_station_shipdealer.ini + }& p( P0 q/ \3 b
0 Y; s1 J9 o$ d
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:3 s5 Q: V) T8 o  \! b. o" T

8 p) W% @+ H) gLi01_jsg_station_bar.ini
5 C6 w. x) Y& g# O% v! G* x; SLi01_jsg_stationi_deck.ini! y; k1 l! G' B! Q! a3 G* @
Li01_jsg_station_shipdealer.ini' _8 h9 b/ A) Q: E, ?% Q

4 c0 U# w1 P5 b) l5 G先建立并加入下面内容在 Li01_jsg_station_bar.ini 档案中:
) c: B2 {; B3 E, d0 E! j) _* P; D% i5 O
[Room_Info]) X4 t( a% m0 \: j: q5 U& k( O
set_script = Scripts\Bases\Li_07_bar_hardpoint_01.thn ;本来是 Li_07_bar
  \. S1 k! B7 q( ]0 s. X& Ascene = all, ambient, Scripts\Bases\Li_07_bar_ambi_int_01.thn ;本来是 Li_07_bar
5 s8 V8 r" J1 T7 N4 Xanimation = Sc_loop" m1 h- `* h! z! a& e. h
* ^9 F7 ~! L( c% v- h9 i- |6 K
[Room_Sound]
5 P+ d9 K3 D" A) g. X$ X$ y) H, nmusic = music_bar_generic03
0 }, h+ b8 R  Aambient = ambience_deck_space_smaller
3 x( @" ~8 x! {3 j
5 X# s7 D# l/ o# N% E[CharacterPlacement]: I& Q2 O( h6 v7 T, x6 }  j
name = Zg/PC/Player/01/A/Stand" X! T+ A" e: q, o9 {  f1 s
start_script = Scripts\Bases\li_07_bar_enter_01.thn
! i3 u( Z# d# e7 f* Z, U1 }7 v& t% q% Z
[Camera]- \  T$ k. A& F
name = Camera_0
: u2 Y/ C5 @1 X, a$ I2 e8 N4 ^3 ?9 S: ^, c
[Hotspot]* e& z* n# k# [6 U' E4 u& V
name = IDS_HOTSPOT_DECK: w- x# V8 K1 j5 c3 W# o: w
behavior = ExitDoor
% T, X$ M9 l* h- w6 A6 _room_switch = Deck
. M+ u) I0 M  ]8 P7 b  S) R% N' D* Q9 Y, ~
[Hotspot]
- \! m' T  D  x% r" yname = IDS_HOTSPOT_BAR
9 U2 S7 m; |% i1 rbehavior = ExitDoor
. T0 Q5 P, l9 [7 C. H/ E$ g+ _* Eroom_switch = Bar2 L" _0 f7 [2 Z) v: q
5 K( ^# D9 G- H2 g$ e
[Hotspot]; }4 ~, Q: J) c8 E& h6 g# O" Y
name = IDS_HOTSPOT_COMMODITYTRADER_ROOM
6 r) {% X% S1 Y- i( Zbehavior = ExitDoor
/ b* B9 F6 z5 Z2 @7 U8 v2 Kroom_switch = Deck, I6 I) v" E; R( q3 M
set_virtual_room = Trader1 h9 {; A! T/ j( U+ W! X- x

# B: M4 }0 K: Z[Hotspot]/ g$ x# a  y8 {# [0 q" j  Q
name = IDS_HOTSPOT_EQUIPMENTDEALER_ROOM2 c. ~1 [8 `6 G3 s
behavior = ExitDoor% X9 i- K: u  S3 |4 M3 q# A
room_switch = Deck, t  H& w% |9 Z$ H. [
set_virtual_room = Equipment* ?& e1 ^/ h, x- y' k3 h# s- r/ S
& N. g0 j! D* d: c6 V1 O$ J/ h
[Hotspot]
; X5 i8 b5 k$ aname = IDS_HOTSPOT_SHIPDEALER_ROOM
+ n) ^; @2 R- A( G0 D3 h$ }& s& Kbehavior = ExitDoor ) i' ]& s, `3 C! u/ w* {8 N4 i2 Y
room_switch = ShipDealer
) M( z# g) }' [8 i
' e4 x% P3 \" U( t( p, \[Hotspot]- x5 j2 Y$ J3 S
name = IDS_HOTSPOT_NEWSVENDOR7 F  m. i6 q: v" ~! M7 q
behavior = NewsVendor
4 x( s2 k0 Q' `  e1 {/ ]1 D: {: N2 X1 C$ J
[Hotspot]
" e; E! ~; q6 z3 U2 t9 Y- xname = IDS_HOTSPOT_MISSIONVENDOR5 @- W. T/ D2 I: `/ q
behavior = MissionVendor
! N3 s/ ]& }8 d$ N5 D
* x/ P& p& x3 e" a- \再建立并加入下面内容在 Li01_jsg_stationi_deck.ini 档案中:
' E( V3 ~# C$ Q9 G! c% T
) ^* D( F4 Z- J1 e6 g9 E[Room_Info]8 O. D; y2 e; w# \% ]* ~
set_script = Scripts\Bases\Li_07_Deck_hardpoint_01.thn
3 C/ C* V+ U! T' ]: ^( _% Nscene = all, ambient, Scripts\Bases\Li_07_Deck_ambi_int_01.thn3 Q' i1 p  f2 X( S/ W( m
animation = Sc_loop
7 f, R/ D" T* F3 F$ O& y! }9 a6 g9 ]. v0 Q
[Spiels]0 G% u& `& b( W/ `7 S! e/ {0 F" ?& v
CommodityDealer = manhattan_commodity_spiel  J/ N7 C! u& w* z1 p$ }
EquipmentDealer = manhattan_equipment_spiel( d1 N. j, m% P0 J* Z; q9 `
) z$ n2 t2 X2 F6 }3 C2 s
[Room_Sound], p0 W/ [. D" d$ `4 R* A; L2 S! F( Q" |
ambient = ambience_deck_space_smaller
& ^( Q4 y" y% u$ ~* D
: a$ W% X7 T, M[PlayerShipPlacement]' _% ]) I& v+ m( C/ V% j, G
name = X/Shipcentre/01; z) B, Y, u5 Q9 e9 Z: q5 o4 O
8 r2 C/ |. r: n5 M
[Camera]
6 Z1 B! P7 y/ V3 I1 B% D# ]name = Camera_0- @: r2 X* Y* D" l

# g8 \* f7 h2 N9 o+ u( o4 ~[Hotspot]
7 q; h# ~# }' Aname = IDS_HOTSPOT_DECK4 J3 R0 }. ~' w6 M# Z/ ?4 J
behavior = ExitDoor
! I& j. |( _6 i" y5 h) sroom_switch = Deck/ q8 @* Y' z- a/ A
/ I8 H( F2 |/ ~9 k
[Hotspot]" o# }6 _; a" s
name = IDS_HOTSPOT_BAR
& f. k6 `2 n9 x4 C; e, F3 nbehavior = ExitDoor' [2 R( }4 f0 a, X( j
room_switch = Bar
8 u% [4 n4 ^1 a3 E, D$ c$ a! B5 M$ z: x
[Hotspot]
) S  t, }9 O/ dname = IDS_HOTSPOT_COMMODITYTRADER_ROOM
9 s9 U/ N5 u& sbehavior = VirtualRoom
: O0 \( Q, x/ X& \room_switch = Trader# p5 f5 _' Y# ]9 c" _

/ W/ P4 s7 y1 W( L& |0 R( D[Hotspot]
+ B( [1 s0 u4 lname = IDS_HOTSPOT_EQUIPMENTDEALER_ROOM
* A$ a/ l& ^# i4 D' tbehavior = VirtualRoom
  J& [! c, i8 R3 eroom_switch = Equipment/ J$ q5 M! t- S' F8 ~
4 o7 n, Y7 v# F$ D
[Hotspot]; L0 b0 _' j2 b3 N
name = IDS_HOTSPOT_SHIPDEALER_ROOM # k9 v4 Q3 V, s
behavior = ExitDoor ; m/ F' h# v) b2 p
room_switch = ShipDealer
+ X/ u# ?" ?* }6 y
1 y* A5 R; d# U7 L3 Z* K5 ~% O( j[Hotspot]$ u' T4 E! O4 t$ _  ?0 @7 J: a( h% i
name = IDS_NN_REPAIR_YOUR_SHIP
% x9 q) B# X, [5 nbehavior = Repair$ S7 V; E3 W1 j1 `; w
virtual_room = Deck: y! I0 C& W! k4 e" i
! x, w( S" q. c6 b  C( t, C6 i7 c
[Hotspot]+ W; h% b, |8 d0 H
name = IDS_DEALER_FRONT_DESK# `; d  C8 M. K; c2 \6 Z
behavior = FrontDesk
4 i+ T' C6 w* F* qstate_read = 15 Z1 a6 S3 q! i: k8 c# W3 k% Z9 I
state_send = 22 e+ I- O- r! Y
virtual_room = Trader
9 T& D7 z* _7 m, \. ~& U) h2 f, V9 M6 V
[Hotspot]
7 a) _, w+ g/ P# hname = IDS_HOTSPOT_COMMODITYTRADER- q. C; x; |  G7 x1 Q
behavior = StartDealer( p. X" e+ _; o, U
state_read = 2
0 _. Q' H: {3 X9 I4 Sstate_send = 17 G) o0 F7 q: t* D) M
virtual_room = Trader
1 V% t5 S& d/ y  Y4 T
! y6 j+ [( @) W- S[Hotspot]
' G, [/ ^0 K3 n8 l. Fname = IDS_DEALER_FRONT_DESK
, F9 V; u" P2 Z- }3 u4 Zbehavior = FrontDesk
( |2 R) m: ?$ I* y2 X9 ^& xstate_read = 15 ~7 {. c1 l4 G2 s6 ~0 d0 O0 D
state_send = 2
7 D- D& j- Z  I9 m# vvirtual_room = Equipment1 u& W) w& a- H0 [
) {$ y/ D2 Q" S: U7 T3 P
[Hotspot]
1 ^9 M% r& T% R4 mname = IDS_HOTSPOT_EQUIPMENTDEALER
  C7 R* z2 S7 @2 \8 O$ r% hbehavior = StartEquipDealer, z  u. o# U8 L2 v, Q+ Y3 K
state_read = 2' f0 C- B& P7 l; e# J
state_send = 1
( a& V8 X8 _$ t' q- C2 g8 H! {) y8 Vvirtual_room = Equipment
1 e; \$ p# @# K" [+ Z. y- |/ A! C. y" ?" E  |
[Hotspot]
2 Q6 U* S% R% fname = IDS_EQUIPMENT_ROOM_RIGHT
  X- l0 ]) T' Q7 _behavior = MoveRight
0 Z! T5 C& F! G' H; W& bstate_read = 26 B: ?7 ~) x5 H
state_send = 1. l* e" z& ?2 z7 |1 V( ~
virtual_room = Equipment- d; C) {6 q  p% n+ M0 ?; u3 z+ B( b
, B9 c- K! I/ t
[Hotspot]5 u) g) H! d+ H1 K3 N/ ]/ [7 {
name = IDS_NN_REPAIR_YOUR_SHIP$ l1 k7 K$ J' H6 {7 G
behavior = Repair$ f5 j9 o' @" E( \: A3 G
virtual_room = Equipment
2 G# T$ y' v+ u, x6 [5 g) [
0 Q9 s0 v6 Y# X: \) g[FlashlightSet]: Z' R4 s) u+ Y( J: g
icolor = 0, 155, 255
! v# J4 S6 k0 h0 gscale = 0.250000& ?6 T7 J( t! n1 H
gap = 0.000000
7 S! C; o- ^; h* Xblink = 0.0000008 S* y0 X4 z' d9 e
endpause = 0.000000
9 b  V/ U$ n% M4 N" ^hardpoint = HpLightA01
  ?$ m( M+ ^% Y1 T" c, khardpoint = HpLightA02
0 `: m: |+ A$ M' l! P+ a1 |hardpoint = HpLightA03" ]3 H0 @, K& f3 ~9 R
hardpoint = HpLightA04# S& L1 [. d1 `1 b( c4 A0 I% l$ f& l
hardpoint = HpLightA057 `6 O; |) ?. g# I% t6 i7 [: ]. ?
hardpoint = HpLightA06
- W' D' z8 P. Y9 U& Chardpoint = HpLightA07
1 U7 A6 A' L! {7 N. b# Q& mhardpoint = HpLightA08
  |  c5 w% {& U& @0 @1 y% Mhardpoint = HpLightA09) i/ e- I( K; K& k) H; n
hardpoint = HpLightA107 U$ o6 m' t! w2 f5 w# R
hardpoint = HpLightA11
. X: x6 q# a8 C1 H' L( B4 G+ c" w5 yhardpoint = HpLightA12$ P+ g& T. u9 O0 w  u
hardpoint = HpLightA13
! p; r4 R2 F! O/ uhardpoint = HpLightA14
9 C& X* X) P. ?" h1 ?0 mhardpoint = HpLightA15! f9 k9 b1 e4 T% V0 j% p
hardpoint = HpLightA16; Q5 A0 o% `- q) ~5 M/ g1 C$ g
hardpoint = HpLightA171 T' s* K9 l' D* t, |& ^
hardpoint = HpLightA18
8 I1 p2 s% J7 k7 S) thardpoint = HpLightA197 r& t& Z* v$ G4 e( |! U
hardpoint = HpLightA20, v6 z' m8 P: L  K
hardpoint = HpLightA21& Z; a7 m8 i# D. b: e
hardpoint = HpLightA22
6 ]$ R: ^9 K& {" E, ]) chardpoint = HpLightA23
3 E" I0 G$ k0 i  _/ n2 h; bhardpoint = HpLightA24* ?( W) c# U2 Q+ i7 s# J8 K- G' \
hardpoint = HpLightA25
; X3 P  t9 Y9 W7 ^/ [, _* Uhardpoint = HpLightA26: |3 ~7 v4 u0 L7 C
hardpoint = HpLightA27
" r  O2 \% ~. z  Ahardpoint = HpLightA28
: G1 u! j3 W6 f5 m% ~/ D& Thardpoint = HpLightB21
& R1 _/ W2 U/ i8 ^7 Whardpoint = HpLightB22& z- h$ U' \% t- o5 R5 \
hardpoint = HpLightB23
1 g3 Q3 _5 x, d; a2 H0 y  F& Ghardpoint = HpLightB246 u+ R+ o: X7 I7 P( h5 j( x
hardpoint = HpLightB25
" K+ Q+ Y) g2 V+ B" |+ Nhardpoint = HpLightB26* \; W* C$ w2 [, ?

6 e, @2 [8 t; Y: e% ]/ t( m[FlashlightSet], }1 M! S0 D4 L% \
icolor = 255, 255, 55
, h2 v. T' L5 g! Cscale = 0.250000" ?+ K0 l9 }* X# F. l* }
gap = 0.000000# C& ?# C& a0 [" ?' F. g
blink = 0.050000  l2 m5 k4 h4 g
endpause = 0.000000# o5 m& e. e0 i! D) D, v  u! u5 Q
numlights = 26
! l( i8 a' }. Yhardpoint = HpLightB01
$ @5 R0 Z8 T) Y3 u4 ghardpoint = HpLightB02
9 h9 L: a$ `" m5 v# s! Jhardpoint = HpLightB03
+ t: G8 m+ g3 N" ?) U1 khardpoint = HpLightB043 t. R8 O% |; U. }
hardpoint = HpLightB05* \( Z# B/ Z5 J
hardpoint = HpLightB06
6 \, h. m- G& L  P4 ]hardpoint = HpLightB07. O3 a( K9 l- O
hardpoint = HpLightB089 M; W  p9 g  A1 |
hardpoint = HpLightB09, i0 K1 p& @$ u; d! v( a6 `
hardpoint = HpLightB10
! D  S! ^& I# s, z( y# ?hardpoint = HpLightB11
' B( j8 o+ @4 {6 }5 Z) C+ Y: Hhardpoint = HpLightB12
% O7 j9 U0 V* mhardpoint = HpLightB13& c# }& R7 z% I5 X8 A1 `
hardpoint = HpLightB14
4 ~+ H6 `0 K% b3 ahardpoint = HpLightB15) b: u9 ^* d$ z
hardpoint = HpLightB16! ?+ i; S3 \- O" D
hardpoint = HpLightB175 i4 N+ Y5 F. E7 O" Z: Q
hardpoint = HpLightB18, o. ~! N2 x/ [
hardpoint = HpLightB19( ]" [# {( e1 Y% P* e
hardpoint = HpLightB20
' j' t$ W! E0 {8 W: V& u9 h4 I( f  H7 W3 G! S
最后是建立并加入下面内容在 Li01_jsg_station_shipdealer.ini 档案中:9 O" a9 V% U" n( d3 V

9 a1 R( {8 ]- g; |' N7 E. w+ _% C[Room_Info]- S( G% Q! h2 Z0 }/ [
set_script = Scripts\Bases\li_06_Deck_hardpoint_SDlr.thn . E; }8 P" ~( A) N1 {$ e
scene = all, ambient, Scripts\Bases\Li_06_Deck_ambi_int_01.thn
0 d0 K% O1 N% \2 T6 _- A7 B# V
4 y0 X( }( Z2 L3 {[Spiels]9 K5 j; F6 X# I
ShipDealer = manhattan_ship_spiel
7 [  S) e0 r3 ~  }$ d3 U# {1 \6 Y0 |' R* X) B& ^/ a
[Camera]* {7 S. ?8 T3 H; X6 F! U- E, ?
name = Camera_0
/ t0 Z6 f/ y' g$ Z+ \6 n) X
4 p6 U" Q' p& A1 `8 _# c0 M7 {) c[Room_Sound]& l. J7 t1 I3 @! A  V1 c
ambient = ambience_shipbuy 3 w5 _+ O2 z7 U5 Q: U& ^/ y1 y9 x8 P+ O

! u- r1 p8 f) F% \% w2 C2 `[ForSaleShipPlacement]( r" u1 E5 I) L0 b3 t
name = X/Shipcentre/01
& H' c2 l! P! J5 Z/ O2 F& A( o
, n7 T, p! z) i# }" Q$ o: g[Hotspot]
6 M4 A5 U* g. O& tname = IDS_HOTSPOT_DECK ;计算机用来建立停靠时的连接" `2 L7 m" b& ]/ {# S
behavior = ExitDoor ' _' c% k8 e' b+ r+ F
room_switch = Deck
) ^  t' R# @" y3 e3 r  e. y2 ~# Y
! u( H4 `) d8 }" a, s8 \[Hotspot]
+ q" ]4 c, ]7 |' F% Q4 U% Rname = IDS_HOTSPOT_BAR ;计算机用来建立酒吧的连接
' ]& k; ], T. _6 Kbehavior = ExitDoor 9 I8 m- F! z8 Q8 p. o  Y6 x
room_switch = Bar   y1 m$ ]0 A3 X. C3 Z" z- ^! P

! J! J3 M- c0 T3 y, o; ][Hotspot]  v. k9 v, u& G! i! u% x; k
name = IDS_HOTSPOT_COMMODITYTRADER_ROOM ;计算机用来建立商店的连接
4 Y' L# I5 M0 }( w, [behavior = ExitDoor 5 g6 ]* M) e1 k" ?, c5 t
room_switch = Deck 2 R8 s/ S4 j" E7 R
set_virtual_room = Trader
! V# n9 U* C6 H) q. J7 W0 g* e/ h* }- L5 d7 h" W2 {
[Hotspot]
8 n' E* L% a# B3 `3 f" c8 n* xname = IDS_HOTSPOT_EQUIPMENTDEALER_ROOM ;计算机用来建立装备商的连接  C' C* ?6 v7 u
behavior = ExitDoor
6 x  M* \; @9 Q: z8 K; Croom_switch = Deck & q% e. O1 Y. Q& J9 E: n. \
set_virtual_room = Equipment 3 \1 x# \+ E& L  A2 J6 D

- Z8 H9 |5 [5 d- P" g[Hotspot]+ `9 Q* U4 b0 t- V8 Z2 |6 V: [
name = IDS_HOTSPOT_SHIPDEALER_ROOM ;看来像多余的,但每个基地都有
+ R6 ?2 U' j& x( ubehavior = ExitDoor
2 ^, A! ~! H4 b  a( [* L( d+ Q. \1 Groom_switch = ShipDealer   `+ z9 f- O( m: V/ I8 T

) x' J8 R% R% v$ P[Hotspot]7 A4 A2 K' W; W" F$ M% }* Z
name = IDS_NN_REPAIR_YOUR_SHIP ;用来当你的战机必须修理时显示出一个修理图标 # r. m) [* H- Z5 Q3 b
behavior = Repair, k0 l9 d& v! @7 i
$ j3 M$ c( k' G1 _' q) _
[Hotspot]# A. L) w& [3 a8 ?$ Z" \
name = IDS_DEALER_FRONT_DESK ;显示你要买战机的图标5 w7 O) u; s! [7 V2 U" v0 D" V# {
behavior = FrontDesk
. O0 U  X9 f7 sstate_read = 1 . a3 n* P' Z# g! `, {
state_send = 2
; [1 x: @" c: h0 T6 m$ l9 g1 O4 f' i/ `8 \: J. ?; I. Q% U" ^* T8 G+ k% ^
[Hotspot]
8 ]( F) J3 \: }  pname = IDS_HOTSPOT_SHIPDEALER ;显示你要买战机的图标, f) w/ L! B. r/ V4 J& X) e
behavior = StartShipDealer
  M# {5 t5 ^7 l' fstate_read = 2
" H4 N3 X2 ~1 sstate_send = 1 5 w; Q0 y9 R3 Z9 g1 S0 J

6 K3 p; Y+ h8 @2 z1 y( |- n6 i现在切换到并打开 X:\游戏安装目录\data\eqipment\market_ships.ini 档案,找一些你想在新基地卖的战机放到 commodities.ini 档案中就行了,记得还要加些日用品等等。
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12#
 楼主| 发表于 2015-2-10 10:41:17 | 只看该作者
激活无法使用的跳跃洞
# v. }, u  H/ ~, \) b7 j2 X我们以一个例子做说明,打开 Alaska 到 New York 的跳跃门。
* @: ?) |2 `$ `1 \
( g4 E, z- y  w+ o( Z首先打开 X:\游戏安装目录\DATA 的 initialworld.ini 档案,找到你要打开的 locked_gates 名称,然后以 ; 号批注掉或是删除它即可。
  N0 ?1 K- c  [4 j$ K: s
- j' K6 `/ H: l, E同样的方法适用于任何被关闭的跳跃洞等等。
# T* }# w* V1 f7 U( N- f" c$ Q* c4 _' h
清除 Zone 21 的布雷区
, }2 u7 p# L# A% y  o( l
# @8 \2 A, d# v& C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:
, p1 w# T$ y; v4 x  J/ l
. U8 i& X7 Z4 f  @, P/ H8 W) V9 K[Asteroids]  v8 @4 Z2 C- H- m' f
file = solar\asteroids\Li01_zone21_mine_field.ini
( {$ p' R, L' [$ q6 C: J( b6 [+ |: Nzone = Zone_Li01_zone21( p% O& t7 W8 I; [; N

2 `1 }4 G! O/ J  t  {) Y  A8 j还有这段:9 x3 m' S  U0 f( O3 A) c+ H% }

5 X( Z0 z+ p  _[zone]" D+ u3 e; C( s4 W' h- a: M3 [
nickname = Zone_Li01_zone21# x+ _+ }( |! K2 `3 I. a( D
ids_name = 2612121 c8 S! p! e) k8 L. i% B5 ]% V( n
pos = 81640, 0, 2050
7 I. y' r9 C1 y+ n$ e1 ~shape = ELLIPSOID4 R9 V* C% h* q! x! H0 P$ w
size = 20000, 20000, 30000
. ^% g" y# b$ t4 Sproperty_flags = 41289 Q2 h- {8 l% @
Music = zone_field_mine6 c3 p; l7 S+ e- A$ p
ids_info = 66000( f. @2 v5 u+ K* t
visit = 32. k+ a7 Z3 `& k/ R3 p" V
sort = 99
# x0 k. A; g! r6 Y. t" I2 ^" }; l" ]2 d. Q9 P" f3 c5 O, s( J
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
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13#
 楼主| 发表于 2015-2-10 10:44:02 | 只看该作者
战斗机座舱
1 o% q; c" Q+ H0 c& e; d7 x3 m4 F! l% j4 Y+ F- P( `% V! Q2 c% \( V
1.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〕。) d8 J; t$ j4 {& Q

9 K& h3 Z' |' s) @; s2.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。  D. M( T; s6 k3 [& h4 V  P

* ~$ F* G" D$ q6 [. Z6 d3.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〕。
; W) _6 I- \  d4 x9 m* V, j' D1 P7 B+ a5 x) V( m  [9 h5 s5 G
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〕。4 n3 \+ }6 |4 V- c- ~4 Q/ ~4 V7 A- h

" _6 i  ~4 Y8 P% J" P; [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。. g. ~, t3 w# h( R% {

' I+ ^8 \% }& v1 Z3 R' Y. Y' W' ~2 @4 S6.在跳出的窗口中输入下面的内容后,按下 UPDATE 更新:
, c1 Q$ E1 Q. d/ U3 P7 ^0.000000
0 G+ @# g- x: |/ W0.000000
5 J& o' l7 J; D% B: e# }" H0.000000
+ p; e6 c2 o+ k9 s3 c0.000000
+ \* c4 Z  d! f5 V) L, m/ A' X; g, @0 ~; H4 G
7.再来点选 Oc 后,按下 EDIT。  x; H4 g# a$ B

( w3 |8 x; y4 y) _8.要使座舱变为半透明的话,输入下面数据:
2 L' ~3 Y; y* }% P& m& M0.500000' A6 h; X5 A- d
0.000000
2 F+ c- e( F; c8 t( T, S
/ z8 n+ U4 B  z6 ?1 u9.要使座舱变为不透明的话,输入下面数据:
# `# ?, q' A4 w1.0000001 J3 X6 G5 v7 N' b
0.0000006 m7 e  U5 v4 `2 l* w/ @

- V0 `: [0 ^4 a; n5 a+ n10.要使座舱完全透明的话,输入下面数据:
6 h; q3 @% e; d$ D- Y! g0.0000006 B: h5 z0 B5 A$ h  W
0.000000
/ W  m" j. E$ H' B' U( X' Y
: R8 K6 I  i" }5 t0 F5 ]; D11.按下 UPDATE 更新后存盘即可。
4 A6 I- O* n5 Q- v2 s- l, a6 {+ F0 s" y% H% _0 r
下面是目录树范例,不懂的可以参考一下:
: c) ]5 i' E6 F& v9 e2 S$ f7 a
/ Q& ?5 N- x6 [5 U% s$ S-material library
+ C3 R6 O  V) J. p* M% g|& j$ f) A, E% ]+ ~5 F
-..Myglasstexture
0 V4 P2 _% r- a. L$ ^|3 ^8 B; w2 E$ N! V, s) ~
|..type string = DcDt
# j1 H  Y& e6 n  p% u|..Dt_name string = Myglasstexture.tga8 b  D, x3 K0 _8 M; E
|..Oc float value = 如上述7 U' [3 {, u8 V' n2 B; F
|..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
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14#
 楼主| 发表于 2015-2-10 10:45:07 | 只看该作者
改变多人游戏开始的金钱与基地位置
, V7 g; U5 G( o8 z! k& T) j# y& p2 K2 n, V& f1 [: q/ p$ A# ^$ E0 F, D
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。
3 `2 F: V& ^- z! J/ G
, L5 i+ G. Z6 Q% [6 m2 j- W" S1. 开始的金钱数目
9 H- n( F" E+ s) O3 ~/ f
) V+ s5 k0 m+ j* N要调整开始的金钱数目你必须先找到下面的叙述:+ ~- i  [' s6 i9 J$ h. D

; C. M  A$ k5 b7 F5 H* M; cmoney = %%MONEY%%: ~8 \7 L* E' o# m7 M/ v
+ z. n/ b" J5 f7 |
然后把它改成你要的数目,像下面的样子:
! F2 l& g2 k+ j1 G8 \+ P
; ]  ?! C/ V( J2 w5 Gmoney = 25000
! q6 z. Z+ c/ c6 d  u
6 o3 O) P) y% |3 }8 Z* c" t2. 开始的基地位置# c) }% q+ f; t  H

( o& x( p) [+ c  L下面两个地方是可以改变多人玩家出生地点的叙述:
7 S( {6 E) Y; `) \3 Z) I2 G" j) `
; K- U7 e3 {: }3 F) i# f6 ~system = %%HOME_SYSTEM%%. m7 \4 H: W- `, y, ^8 M
base = %%HOME_BASE%%) W5 y+ K* E: J% i7 e4 K- [8 }6 W
9 @4 ^1 T( q  w) f$ {& [7 C+ v9 x
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:
" L- X1 \( w5 O* v1 d3 S3 A1 E  u8 p  K5 S, U
system = Li01. A6 [2 E8 \+ Q8 i/ m! t3 r) ~1 c/ n
base = Li01_01_Base
" T% w1 Q7 W+ L- z
. _0 Y& R" o1 ]( R2 ?( v( T相关的星系基地 nicknames 的对应档案说明,你可以参考相关档案。3 V9 ~5 a$ H" Q2 z. [. }1 g

( y5 U, {8 u7 K- X4 Z3. 开始的派系属性与名声
' A# @$ {5 P/ L
9 I5 P  D* g! f, j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):
9 K  R( ?9 M4 n5 I" ]& c/ L
2 G& {5 r' w4 v" ?: v) ]2 T- Thouse = 0, li_n_grp
" L4 v# \/ Q; l# {+ h& m1 O2 ihouse = 0, li_lsf_grp, k+ ~: l9 D# ^1 [- X7 X+ U: ^
house = 0, li_p_grp  k9 c& n& T5 K0 O& q" ?

/ U- ^. p7 V# 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。1 t; b# [8 U% K( l; L% ^# Z+ Y* V8 p
+ e1 X6 f* |1 Z9 O
派系的 nicknames (例如 li_n_grp) 是很容易理解的,比如 li_ 表示 (Liberty) n_ 表示 (Navy) grp 表示 (Group/faction),其它像是 Zoners 就是 (gd_z_grp) 或是 Xenos 就是 (fc_x_grp)。
5 ^2 V; B) G8 n  o% _7 {# R" c, Z4 G3 V, n' j
4. 改变多人开始的战机2 r3 z2 j$ y* k' b" g

: p0 L1 w( f2 i除了 mpnewcharacter.fl 档案外,你还需要:* |' S' ?8 P& i* n
0 m; n& ?9 d8 J; n2 z7 h
DATA\SHIPS\loadouts.ini1 m& q" k1 D6 Z, c; I- k
DATA\SHIPS\ships_arch.ini
$ ]" X& u+ @4 @6 iDATA\EQUIPMENT\weapon_equip.ini
+ A# T( A" e$ A( ODATA\EQUIPMENT\engine_equip.ini) O" d% z8 d  n" }
DATA\EQUIPMENT\misc_equip.ini <--战机发电机档案2 W9 `1 }6 f# ^& l$ l
DATA\EQUIPMENT\st_equip.ini <--护盾
8 Q4 M( M- v2 y. f. r! UDATA\EQUIPMENT\select_equip <--商品3 h' P% d9 C# q1 M5 d1 N7 t8 y

  G! z3 W4 I8 P( {不过你先不用改变上面的档案,只是以它们当参考。7 ]3 {8 l. U% \

) I. Q. F9 Y/ m0 [$ {首先打开 X:\游戏安装目录\DATA\SHIPS\loadout.ini 档案,找到:
  }* ^. U2 n. ~: p
3 J0 S4 e/ B, Z  ]3 _[Loadout]. @% }! r; ?" n: L6 g
nickname = msn_playerloadout# `* S/ X: T) q3 z
archetype = ge_fighter <--战机的在 shiparch.ini 档案中的 nickname〔从这边开始复制〕
- I3 l% ]1 G3 i) a: requip = ge_gf1_engine_01 <--引擎
. q2 f  a! u. J( ]/ bequip = shield01_mark01_lf, HpShield01 <--护盾
1 m4 J. c  [" h% H& P2 E& W  iequip = ge_fighter_power01 <--发电机
# K" C( k# M3 ^6 F6 g% ]3 qequip = ge_s_scanner_01 <--扫描仪
! E$ z6 h% m. `! E- ~equip = ge_s_tractor_01 <--牵引器9 b2 {8 N6 C' m# n; D% f7 E
equip = ge_s_thruster_01, HpThruster01 <--推进器4 g9 E5 Z8 |+ K* g9 j
equip = li_gun01_mark01, HpWeapon01 <--武器
- u$ |- }! h9 R) K# tequip = li_gun01_mark01, HpWeapon02 <--武器% ?' N) k. y' R( R9 r: U
equip = LargeWhiteSpecial, HpHeadlight <--灯光
2 A. ^7 M9 r: N$ ~0 D7 u# t1 x5 q# ^equip = SlowSmallOrange, HpRunningLight01
6 o6 R+ T7 F: ]& x5 lequip = SlowSmallOrange, HpRunningLight02& p, i' O5 L7 Y) J# g
equip = SlowSmallOrange, HpRunningLight05
9 ~, M- J3 K% ?/ `( gequip = contrail01, HpContrail01
6 ?7 J6 N. X2 d. H) V  W6 A# cequip = contrail01, HpContrail02
+ R( f$ ^9 o  H+ C& V' }- Cequip = DockingLightRedSmall, HpDockLight010 A. ]. F: l4 u) L- E- s: P( l
equip = DockingLightRedSmall, HpDockLight02〔到这边结束〕8 x" v' g+ G; q2 T
cargo = ge_s_battery_01, 3 <--货仓的护盾电池8 @3 o. \/ E2 E) \  X
cargo = ge_s_repair_01, 3 <--货仓的修护机器人0 z5 ?; k7 H- E
( a- X: `  Q5 I7 V" L8 M- I; M, ~, Z9 j. v
你可以从 archtype 开始到标记 '〔到这边结束〕' 的地方把这段复制到 mpnewcharacter.fl 档案里,不过你还需要更改:7 ^& Q3 z4 ]7 |1 Z7 K) ?+ X) m. c9 C! u
# c% ~1 r& Q1 X. R
archetype = ge_fighter * _) X( R  d$ q1 Q2 \
/ S% c' `7 [3 \- k% ?6 b7 b3 {
把上面那段改成:
& j5 k  Y' V1 i! [/ C8 H  J: p* M* M, m
ship_archetype = ge_fighter
0 N& ~7 U1 f% f
/ ?! U; X3 S5 ]5 \2 K然后你得停止下面叙述的运作:
; j; b$ v8 R* D* i( D" E. a( p. x% Y' n( ~* Z
%%PACKAGE%%1 u5 T" n8 ?5 G9 D1 k
, c( f+ c" O; {1 o& L: Z
把它改成:
8 x. t9 Y" h! g# R
: _& e- m, P0 r;%%PACKAGE%%- a- G/ o5 A" n" x: p0 i- A

8 i# F% Q  U) p+ o* j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。
! V" m; y2 J; R4 C; {% O0 b. M% J/ Q  `7 b, x
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:
7 d# I) C; M) ~+ U' p0 r& @4 y  s, `2 u
nickname = bh_fighter7 F( S9 s5 ~# z, r

8 C5 ]; q3 @8 r" a! p5 ]5 m现在到 loadouts.ini 档案中去搜寻 bh_fighter,你会找到:* y( }8 J) M, K7 ~

3 S# {) U. W' I/ Farchetype = bh_fighter' p4 b- h- b  j$ ?1 s+ o
equip = ge_pf_engine_01, V4 T7 @% ~9 u7 C) {' x2 D2 W
equip = npc_shield02_mark02, HpShield01 <--NPC 护盾,不会再生0 K9 q6 }; k) S: I4 |+ R6 D9 F
equip = infinite_power <--无限能源发电机. N4 f1 ?) B, h9 m2 V5 y0 r
equip = ge_s_scanner_02 <--NPC 的扫描仪,可以搜寻更远
: [% N5 q; t9 I& J5 t+ i, g! Cequip = ge_s_tractor_01
! v( b/ ]% F7 ]5 M3 Mequip = ge_s_thruster_01, HpThruster01
" i$ t' d  l8 R5 E( ~0 f  ]equip = armor_scale_-1 <--改变装甲百分比,可以在 select_equip.ini 档案中找到% E: @% b- H8 O' z4 X2 I
equip = gd_bh_gun01_mark01, HpWeapon010 I5 x5 h1 H2 h: r3 s2 g! O5 S
equip = gd_bh_gun01_mark01, HpWeapon025 e+ X6 C' U) z9 V, d
equip = gd_bh_gun01_mark01, HpWeapon031 [8 G9 w: x  d" j
equip = gd_bh_gun01_mark02, HpWeapon04
! b( E1 ?4 O: T2 [; I! Sequip = gd_bh_turret01_mark01, HpTurret01
' l0 m! z8 ]) p; X! X5 b; uequip = ge_s_cm_01, HpCM01 <--反制武器发射器
# R: V. i* l/ }8 l1 D! K* lcargo = ge_s_cm_01_ammo, 20 <--反制武器弹药. t. Y& F& o3 b# L* E- Y* W( b' {
equip = LargeWhiteSpecial, HpHeadlight/ p% r7 z4 l+ I( |1 ~2 w
equip = SlowSmallBlue, HpRunningLight01
. z5 z0 [; e$ c. a" J- e& Iequip = SlowSmallBlue, HpRunningLight02
% `- A7 u# X/ A/ J& D& x3 Bequip = SlowSmallBlue, HpRunningLight03
% P. B" }" G5 I6 o# |* |  K- aequip = SlowSmallBlue, HpRunningLight04
$ C) z; l  b+ h( \, A9 Q( sequip = SlowSmallBlue, HpRunningLight05
' Z( d( e/ T: Q  y9 B) ?' X+ ^equip = SlowSmallBlue, HpRunningLight06
- y. b! U" _9 C) X0 l7 K! Zequip = contrail01, HpContrail01. I6 F2 K6 \1 m; Y1 o/ o  K& H
equip = contrail01, HpContrail022 L7 n" o5 d' E/ S# t. F5 H; n
equip = DockingLightRedSmall, HpDockLight01
* w! Q: m2 e6 N! }. E: pequip = DockingLightRedSmall, HpDockLight028 s( S6 Z$ S) ^* ^* F5 t
$ Q$ k9 ?9 W8 @7 M8 ]$ C6 L; |
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:
: `' F6 p0 a* m- @) }7 @. d0 L8 [& j4 x4 R3 N+ ^
nickname = bh_fighter_power01
$ t: N5 f5 B3 t) p: [& i# D! f
  d9 N( u- Q( B" \& C这是赏金猎人的轻型战机发电机,我们把上面的" \( j  Z6 r5 I6 o+ m! I, g$ K+ V

5 ?$ [6 H# P& a( w/ u# i( `equip = infinite_power
+ F& `* j) Q9 i( I$ Q* B6 f7 ^& t+ y
改成:# D% e8 P) h1 j( s, A& n

- S; m) q! \  B& O8 yequip = bh_fighter_power013 x, o( }1 N$ S. P
6 K9 n/ h/ B: I
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:1 m' e9 [+ b7 \2 x6 b; g0 b8 y
- A" r2 t/ J1 V, G$ I
hp_type = hp_fighter_shield_special_4, HpShield01
+ r: ~/ m! k( I5 php_type = hp_fighter_shield_special_3, HpShield01+ S+ _5 R  U' z, h9 I
hp_type = hp_fighter_shield_special_2, HpShield01
3 @. I  P  L' B6 Q6 e3 Mhp_type = hp_fighter_shield_special_1, HpShield01
, C0 ?* q' Q! K1 a( \! d
5 r- b4 V/ z) d- L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:8 j4 ]" n4 ?& h0 x) V5 [
# Q, ?8 S$ ?0 K* f! f8 e8 y
equip = npc_shield02_mark02
/ d! [$ Z, H2 }: D4 k
$ C5 |, c; b2 n1 @改成:
) Q' Q- P. V# q% t/ `# B$ N5 c" h: |+ C$ p4 |4 L* K
equip = shield02_mark02_lf% {3 n$ w1 c' n* r1 [. S
" q$ H8 Q! f9 y# a: Z" M& ^
这是等级 2 的分子护盾。
% d3 x0 L" i% `; O6 e* F2 Y; @" v$ h; A+ X" J7 }' p5 q
你也可以把 mark02 改成 mark04,这样就变成 4 级护盾。
6 U  w8 a3 T2 ~, x  ]' F5 Y9 O  [( p* ?' [+ {5 T
shield01 是引力子护盾# Z3 V) f& t+ L$ F! L9 D
shield02 是分子护盾
5 B2 D. ]1 n; A# @) M2 lshield03 是阳电子护盾
: A0 x6 ^! H) ~+ ?
; Z; F6 b4 g% c! w4 c/ w$ |2 h后缀的 _lf 是给轻型战机9 C! z& }. o2 D( F! N
_hf 是重型战机
$ x* W6 e% n7 X) {6 E_fr 是运输机( }! G1 B9 \4 E. T, Z/ z/ A
5 [9 ]" ^$ C$ [  y. M9 A0 g+ H  L
这段 equip = ge_s_scanner_02 你可以不动,或把它改动 02 部分到 01。+ ^8 e0 k9 Z' ^

# o% h! L  m, y) h) t现在我们改武器。
6 Q2 w  C& A) a$ q9 D& u+ W4 K$ T4 a# [& y
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:
% z& l1 O7 O0 b4 R0 j  J! c# N) w  X4 z% Y! W: l" Q+ m5 K
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02/ S9 |, z- `2 _# f9 g
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon046 @) B1 q  z  D4 U: i9 B3 D
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04& F1 m: t" B1 }) |2 C+ d. @+ H3 T$ f
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04- o. W+ B0 V" H

( J7 S* u1 P6 M3 F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:8 X, t$ X4 _" T, ?& Q$ U
) Z3 J" o/ e- w5 ?! k3 z
equip = gd_bh_turret01_mark01, HpTurret015 c  i0 {1 i- b  C

+ l9 H+ j. e" p3 N这行叙述。
7 a" Z' p9 Z' ]& i# L' o3 a6 M6 ?0 n* @, [# D5 J1 t, ^; M7 {
你可以在 shiparch.ini 档案中确认你的战机是否可以安装炮塔。# N3 o8 m% B( `6 q1 W

6 k$ b" x7 k! b! q* }再来我们修改:
9 P% s& Y& `3 D) O$ F4 W: Q9 y3 m+ x1 U# E) B9 p+ M
equip = armor_scale_-1' y( \- m; ?: Y4 x

; D) G, {; |. _! P9 h9 B& y* b如果你想升级你的战机装甲,可以改成:
2 q$ F. q% }/ A4 }! E
0 w# D/ @0 A& _  @7 k$ cequip = armor_scale_21) m! J8 T+ B0 H
+ X  [. Y$ y3 V+ f& `( [
它会把战机的装甲提升 21%。
2 D% C& o. d- l% h! Z9 p# n5 V" G$ u% E# v7 d) s# F4 s
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:% M9 ~; s4 E# n6 j8 g

7 O6 a3 l- R6 e9 Mship_archetype = bh_fighter
0 O, u6 r& ^6 w! d. T! @equip = ge_pf_engine_01
2 f8 e' F3 A+ Wequip = shield02_mark02_lf, HpShield01 3 a, b% g  i  a( I( h  f
equip = ge_s_scanner_02
1 C" Z; J" g7 H# X: Z( c3 Qequip = ge_s_tractor_013 g2 X7 V. x& h+ e
equip = ge_s_thruster_01, HpThruster01  }8 p( G( J3 y. D3 l5 q- t% H
equip = gd_bh_gun01_mark01, HpWeapon018 e5 D' o" f4 c2 W
equip = gd_bh_gun01_mark01, HpWeapon02
) N# ~5 ~" ?  [equip = gd_bh_gun01_mark01, HpWeapon03
0 v/ `9 T+ p6 O; ^equip = gd_bh_gun01_mark02, HpWeapon04( d- O* v! ?* W- }
equip = ge_s_cm_01, HpCM01
' q! N+ V. S/ E) f% m# V% Scargo = ge_s_cm_01_ammo, 203 D  @/ ^4 O9 \+ W
equip = LargeWhiteSpecial, HpHeadlight) j. F0 ^/ s$ |' N/ B. Y
equip = SlowSmallBlue, HpRunningLight01
3 ^4 Y2 D/ E2 T! l/ d, G. |1 iequip = SlowSmallBlue, HpRunningLight02
5 G% O) ^1 X; s: s( Jequip = SlowSmallBlue, HpRunningLight03; r: R8 Y; E& N, a: K7 S( e
equip = SlowSmallBlue, HpRunningLight04
6 Q% L! V% Z9 F1 ^equip = SlowSmallBlue, HpRunningLight059 u4 n; t9 R0 C& }4 j4 I) J
equip = SlowSmallBlue, HpRunningLight06+ A' d' C( n8 c7 A
equip = contrail01, HpContrail01# @3 y! }# Q* B4 v3 m
equip = contrail01, HpContrail02' {3 m! Q  e" w0 E# t5 d$ G' e
equip = DockingLightRedSmall, HpDockLight01
" a" `' y7 e# n# f% j- e; Pequip = DockingLightRedSmall, HpDockLight021 g  b0 m# g; i9 U) @- ~

/ P; c# Z5 h( T$ e/ ]9 V现在我们再加上 15 个修护机器人与护盾电池如下:
& S" Z6 R  R; q0 l. n5 Z
% `/ N* c( g- h, R/ qship_archetype = bh_fighter
, ?5 ?( I% ?$ z& z/ Requip = ge_pf_engine_01
0 p* _& l+ x  \equip = shield02_mark02_lf, HpShield01
5 _7 T, @, g8 X. D8 Z5 g9 Uequip = ge_s_scanner_02
/ f/ |, w+ _" vequip = ge_s_tractor_01- m/ V# \# s/ a: n/ _! u
equip = ge_s_thruster_01, HpThruster01
9 @! {& T. `4 g' Z$ G, s; e4 L+ ^" xequip = gd_bh_gun01_mark01, HpWeapon01
5 I) g8 t" {0 p+ dequip = gd_bh_gun01_mark01, HpWeapon02
6 W+ c7 y% s; z7 yequip = gd_bh_gun01_mark01, HpWeapon036 G' ^3 \2 u2 H( @; E; Q& Q# L
equip = gd_bh_gun01_mark02, HpWeapon04
( u  k+ E" Q3 qequip = ge_s_cm_01, HpCM01
8 q( D9 F8 _" Q9 k. ?( Rcargo = ge_s_cm_01_ammo, 20* s. |2 }6 S& c9 o
equip = LargeWhiteSpecial, HpHeadlight
4 t! B% e1 r/ v3 S3 B/ vequip = SlowSmallBlue, HpRunningLight01! ]' D+ A  j' O% J( L
equip = SlowSmallBlue, HpRunningLight02
& d5 w9 x/ g) G3 Cequip = SlowSmallBlue, HpRunningLight03
3 h8 g7 g/ W& I, eequip = SlowSmallBlue, HpRunningLight04
5 A, g3 j2 d- Y/ X! S2 Yequip = SlowSmallBlue, HpRunningLight05- C( u" f  t7 o) q6 a7 |: H
equip = SlowSmallBlue, HpRunningLight06
' F" }8 q# F- L5 P; h. F" Mequip = contrail01, HpContrail01
5 o- S( w! o. L. i3 Dequip = contrail01, HpContrail02
2 }! [1 z: e# ^: b+ oequip = DockingLightRedSmall, HpDockLight01, H$ E/ z: f0 E5 J
equip = DockingLightRedSmall, HpDockLight029 M/ Q5 G) P0 T6 ]# r
cargo = ge_s_battery_01, 15 <--batteries added$ v9 y8 _# Q& A6 z6 `8 m: E
cargo = ge_s_repair_01, 15 <--nanos added8 X7 n' \# L# a; H* D  X9 U5 h
. C7 S: k/ x9 Y7 v
现在我们完成了,你可以把上面的叙述加入 mpnewcharacter.fl 档案中。
+ e9 x0 `4 c8 l2 Q& m$ k3 o0 B" Z3 h
现在注意几件事情:0 [) x2 Y- w! `: A" n$ ]

1 J  V' H" {' M8 W- A% Q+ Wge_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。
; a0 f6 \. _+ T$ m0 @& X* X8 i( \# N9 Y8 p2 z+ \6 ~1 K6 r2 Z8 S
ge_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。
4 l2 \- b& N, \1 k2 u% H; O
, Z3 ^, |: ~- ^3 e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:
, L8 ]" [7 L2 C- G2 Q
: M* d# J, n3 m7 {name = %%NAME%%
, M7 o* O: H& p  C: minitial_rep = gd_bh_grp
# }. \4 q3 h( K% i; Trank = 0
, ?' p7 s8 G( N  Z$ z
: B, Z% l1 W0 q3 Hmoney = 2000
; ]' ?) `3 g7 q3 {4 c;voice = %%VOICE%%/ v2 A, y/ B( P6 G
;All must be Trent!
5 u1 |, p+ Y1 E& l0 I$ `0 x. `voice = trent_voice
* \7 R- `, u: i3 I, h2 i9 Y. V* @6 M  ~' o
costume = %%BASE_COSTUME%%
" z' U2 E# O) ~: T% Gcom_costume = %%COMM_COSTUME%%1 k. H5 j  K1 O; U- _+ `

; R& f! ~' E4 m3 Asystem = li01! z! c; `1 X7 T) N$ z
base = li01_01_base# V! h8 P. x2 `+ s# \! {. ~

/ r! G) x- l% g% P) z  r/ o: t; a/ ?5 i* v! X3 P! Q
ship_archetype = bh_fighter
8 ^5 \8 a6 |0 d' c- _equip = ge_pf_engine_016 s" g+ }$ u/ L# |9 Z: n# g
equip = shield01_mark02_lf, HpShield01
4 F( h6 W2 a, n6 Xequip = bh_fighter_power018 E& l4 I! Y* T) I3 G
equip = ge_s_scanner_01
" }$ }; W* K9 F. e" [5 gequip = ge_s_tractor_01
4 d8 w) W7 s0 i/ N2 A5 {equip = ge_s_thruster_01, HpThruster01
# r+ I( v! v/ Z* Jequip = gd_bh_gun01_mark01, HpWeapon03
6 h/ `1 P2 B3 j; l3 F7 g, Mequip = gd_bh_gun01_mark01, HpWeapon04
9 z) O! h" q% ^* w. V8 Mequip = LargeWhiteSpecial, HpHeadlight
/ X8 `8 r) n$ O% I3 N# sequip = SlowSmallBlue, HpRunningLight01% y" X: H+ g9 m1 l/ U& ^2 ^, \9 c
equip = SlowSmallBlue, HpRunningLight02
! |/ j- x9 y7 F6 k% E' Tequip = SlowSmallBlue, HpRunningLight03
: q* u. {- ?# k$ X. a( H- o& C* oequip = SlowSmallBlue, HpRunningLight04
, j/ D, g+ H' v- }% t* hequip = SlowSmallBlue, HpRunningLight05
* y% A' w% M1 c+ ^0 `' x" Sequip = SlowSmallBlue, HpRunningLight06
; @$ ]8 ?+ H) wequip = contrail01, HpContrail01! @  [! A' c6 s9 O/ e- @
equip = contrail01, HpContrail02
  _$ o+ K# o3 N) d* u& a" Hequip = DockingLightRedSmall, HpDockLight01
  Z& j0 s' n% Z$ C/ Tequip = DockingLightRedSmall, HpDockLight02
% \: I7 B, O7 L& g% _2 y& {cargo = ge_s_battery_01, 53 `7 S. R4 a6 `$ [. c
cargo = ge_s_repair_01, 5
! {: l. c- V. x. {4 `3 A. L# A6 u7 X2 D5 W) n2 v
8 G, g! q; A* z; y$ p
;Li02
9 U, g7 A, V+ f, \visit = 2745692751,1
- x4 T$ ^: @  o7 X% S- Q;Li03. V; r4 m0 g# l8 x: i& M
visit = 2208818767,1
( C5 E) A- A* m, y# g# Y: \;Li049 E7 Z7 k, ]5 Q0 w7 h, f! X+ _
visit = 2745633359,1
2 j) j. x5 l4 l( W;Br014 J( ]( x8 H, e" D8 l( f; e* q# Q- x$ @- O
visit = 2945966082,16 e, V# s" X3 Z: ]- F
;Br02& |5 {& Q# U7 K$ J$ p
visit = 2409077762,1* W+ N. f, [6 I* L
;Br03
; k) K( A% [- z  x% r2 e+ xvisit = 2945943554,1
& Y4 x9 t6 V4 r: l2 S;Br04
% b$ O4 ^, l4 J* A% ]7 n& _visit = 2409063426,1
& H) a2 d% E# V- A: ?  y/ M$ Z;Br05
! O$ e& V# O' c+ v( m5 L, g/ G/ Gvisit = 2945937410,1
1 D! C9 q/ v  W* B. R3 k% ];Br06/ ]; e( m; g* P- G; p( `7 t. G: T
visit = 2409040898,1
% ^7 R9 b# t! D0 f( T8 E1 v;Rh01% m  \, M& C+ Q6 G  Y! c4 Z
visit = 2281145474,13 A( ?  q- D. i3 d$ ?
;Rh02
8 Y+ u" N, v& n+ d* |visit = 2818046082,16 k% `0 A0 L& |
;Rh03
/ ]- Z( `9 Z( }! ?0 E# Z% e/ e5 Avisit = 2281172098,1: z9 Y$ H: `9 e( n& ?
;Rh04% w$ o1 w8 N; n0 `, \  C$ E
visit = 2817982594,1. h4 s/ W# y, E+ l# O7 w
;Rh05
# {) T, H8 p2 pvisit = 2281116802,1
6 i- r% e$ S8 ^1 S6 K;Ku01/ P1 D, }0 b5 T9 y, ~
visit = 3013596745,1& f: ]* E3 B. r6 e- T) _
;Ku02: x; l1 B! T1 K9 |
visit = 2476714569,1, C. w7 j! u! L' ]+ n: i' E8 u
;Ku03( P, R& B" V- U: ?; R- V
Visit = 3013590601,1  W7 ~  W3 F* A. H5 Y! e
;Ku040 a4 e5 `9 v5 y/ _5 V
visit = 2476692041,17 e! E, L/ g* V3 o4 \; ]# Y
;Ku05
0 R- r4 g. u1 W. L/ Tvisit = 3013559881,1
. P# M2 y8 L2 N- `: T# X! B8 V9 D;Iw01
+ R2 w4 o/ h* H. ]8 hvisit = 3146760779,1
& n" c! ^9 |8 Y/ B0 i6 ];Iw02( t9 G" A; {8 `4 y
visit = 2609888843,1
: b/ i6 \; b/ w) c" G: Z;Iw03
3 Z5 N6 F" J7 J% n6 h7 U2 Uvisit = 3146754635,1
% ^' s' H2 z' w8 Q+ i' n;Iw046 G) j0 D* _6 _  H4 R
visit = 2609858123,12 N* s, D: N- B9 j3 H1 K
;Iw05
5 l. X8 [! n% v7 cvisit = 3146732107,1( r- S# z: J( o) X# g, ?* E8 f
;Iw066 m& d' L6 i" p+ w+ {
visit = 2609851979,1, B# u+ q, }8 l1 J2 Z

; ]. H& u( t& w$ i. s/ X" M0 K;%%PACKAGE%%  \4 K4 M  s' f. K1 Z

+ f; L' w/ R( R6 l这样的更动会让你的多人新玩家以赏金猎人的战机在曼哈顿出现,有着 2000 元信用币。
菲雅利帝国v1.2修正1版下载地址:http://www.yaodumod.com/thread-3473-1-1.html
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15#
发表于 2015-2-10 17:52:32 | 只看该作者
果然是天书,楼主还是建好服务器,我们来玩吧
菲雅利帝国v1.2修正1版下载地址:http://www.yaodumod.com/thread-3473-1-1.html
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