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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
3 g# ^6 F$ U# j. O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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% C$ `  }/ }3 y/ O0 a现在切换到 X:\游戏安装目录\Data\Universe\Systems\Li01 后,打开 li01.ini 档案。
5 t( x! u# ?5 P3 |, t$ k& M
. r: N. c- F1 n0 l6 ?- s7 i找到下面的叙述:
7 I+ Y: r" p/ g[Object]
; R! d7 K3 Q8 X" o$ v5 tnickname = Li01_planet_icemoon_800_1
  g2 ~% ]  R7 b" i$ W# X, J& p& kids_name = 261119
0 r9 I5 z( o# Q, n2 ^pos = 55763, 0, -69135! H: X/ ]  P4 P, x. `5 o
Archetype = planet_icemoon_800
- ^2 W2 t3 M. Y* jids_info = 66074$ I$ k/ f1 l/ K% X. o
spin = 0, 0.020000, 09 Z- F6 M* X1 K
atmosphere_range = 9008 w4 D* N% j2 s
burn_color = 255, 222, 160
; [/ Y7 S9 E- {0 ^4 CAmbient = 30, 25, 35: ^0 H) Y1 f5 O1 B6 o1 o
& F! @6 \( y  [/ D$ h: O
下面是这个行星的 'zone of death' 或是大气层危险区域:# ^6 ~, V( [, Y3 D5 n, `/ i& x% Z! `
8 g& G0 y( j, w  b1 I% `6 I  G
[zone]' W# p+ v+ g) I" e  _7 f  S2 f
nickname = Zone_Li01_Maine_death6 X: W- w6 \) K) L
pos = 55763, 0, -69135* _2 i% g; x) P) B% O2 Y+ \
shape = SPHERE
6 u" v( E/ G  b: {: d( osize = 850( K; o% Z3 C1 s
damage = 2000000
+ j+ P% T, @6 x: g1 Z' h4 a" G1 csort = 99.500000
- N3 e) g# I. Z% d6 ?7 _8 j' f1 ndensity = 0
; g# H& i/ T- Arelief_time = 0
$ u1 A# N' }( i) l4 [
2 i' D5 _9 B! w1 C( z1 R7 w: E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:! S$ V$ H, D8 A4 D! J# Q8 ]

& [$ z  V; x$ i6 c& _3 p[Object]9 e6 z2 J/ }7 P- M* T4 E& d5 c
nickname = Li01_planet_icemoon_800_1
1 G0 E5 M/ `) K) w- V% Y9 |9 n+ Dids_name = 261119 ;这边是游戏中对应显示的行星名称
! c' d: v* _/ p& j* Y1 jpos = 55763, 0, -69135; r, u. P+ H* n$ r- N; J
Archetype = planet_icemoon_800: u- D. Y9 W) G3 p3 t
ids_info = 66074' Q& N" s% ?2 T: L7 }* q0 }
spin = 0, 0.020000, 09 Q( e0 k# M8 q% G2 W
atmosphere_range = 900+ p" o( f9 v1 b# ?2 J
burn_color = 255, 222, 160
: u0 j+ _, j  B, }/ u" GAmbient = 30, 25, 35. h. `1 p: |- T: x0 n
base = Li01_16_Base ;我们的新基地名称5 J5 g8 J8 T# S( e0 h9 E; f. \
reputation = li_p_grp ;所属的派系名称- \. O- G/ R  U% Y% O* `- J

* Y$ n) H# j# ^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。. M! K( F/ @6 Z, g+ M# U# [, C

6 T4 Q5 l3 V0 d  i# d% w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:
0 `" N( }" h9 b# T: t( k# Y/ r, r
[Object]
1 m  o0 A2 \- Z, ]" I, M4 G7 |nickname = Li01_16_dock_ring
6 z, K  l6 T4 O! V; N+ B3 c3 {ids_name = 261119 ;注意这边要跟行星的数字一样  n+ L" \# n; J) j( R2 h
archetype = dock_ring
3 C! U- o! |6 Qids_info = 66141 ;这边是每个停靠环都使用一样的数字
& C0 e, u- A" p% y) Kbehavior = NOTHING
% Y" c% o: h- a9 M1 Upilot = pilot_solar_easy; _% C  [5 V- N$ F
dock_with = Li01_16_Base ;告诉停靠环停靠到哪个基地
8 Z) E. u$ c: o5 h" y7 H) C7 \5 @pos = 56128, 0, -68274 ;注意这边是它的坐标位置! ]3 {' @+ k! U  [( r; F
rotate = 0, 0, 0 ;面对的方向定位
6 a% r& R7 k* X) t; kreputation = li_p_grp ;所属派系
  C7 }6 H6 a' E3 X9 t6 Vdifficulty_level = 1
6 w, f4 p7 q/ N$ vspace_costume = , robot_body_a
4 ]  x  B8 o8 u) xvoice = atc_leg_f01. G# v# S2 n; q  r
& R: B% B+ B" `$ r8 R5 y
这边有几个要注意的地方:+ p+ S( s  N( N' w& A( d

0 {. I  B! N- o& X$ |. Y4 a  z1) 必须指定停靠到你的基地9 K9 L4 h# N. _2 S( [' l
2) IDS 的数字必须正确0 {: [" j( F9 J, \
3) 坐标
4 J( l% c- u3 F) a4) 定位3 w/ j0 C; Y$ }. d

" h+ D3 l% \6 @3 Y8 ~( U现在我们看看定位:
4 p5 D) r8 f' `1 s7 H  P
) d9 ^4 u. ~' m; yPlanet pos = 55763, 0, -69135& I) y3 `+ f. [
Dock ring pos = 56128, 0, -68274 / T; S' n$ [/ @; U: P' _5 T9 Z
Death radius = size = 850 (这是大气毁灭区域)+ f; e& |7 Y* V+ H# S. a5 A: g  n! U

9 i5 Y9 T* D& \( ]: F; n4 c  a1) 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。$ @' e  O. B$ @; j8 D! h+ c6 f
! M9 c) f+ c/ s& i$ z0 X: r4 Y4 N
2) 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。8 S# {3 w" o' E: v' s
" q, n. }& Z: F0 y, W5 L& P
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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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:
' H# K2 b/ e1 O3 D) z! x1 g7 @9 Q
: c- M! r5 c+ h$ r& s[Base]1 c. i( V: F2 I! S" N; _+ P
nickname = Li01_16_Base ;基地名称
  Z6 U- K5 [% N/ ^" ksystem = Li01 ;基地在哪个行星
( B" W- K4 q* }% U$ istrid_name = 261119 ;行星的对应数字; X8 B5 d( G4 n, X' v' I" m3 h0 ?' y
file = Universe\Systems\Li01\Bases\Li01_16_Base.ini ;基地的档案在哪
; z& E& k/ @$ m- |$ }BGCS_base_run_by = W02bF35 ;所属的派系控制 (这边是 liberty 警察)- Q7 h; _0 P$ k' p5 \

0 x$ e- @, o; ?6 e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。! |5 z2 B, w  S9 ~' D8 h

$ ~# {* x$ s- u# B: G% [% t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。
1 h7 t, g: L' K' q4 z9 N/ C% x2 b& G$ I, M' l
现在存盘后我们接着建立 base.ini 档案。2 r+ B) w8 ^0 l( [

4 F. O7 h: J: b# U现在切换到 X:\游戏安装目录\Data\Universe\Systems\Li01\Bases 目录。
9 m1 H! L7 V6 e* o; T6 e7 c: z! V+ L8 ~4 e* k. Y& `
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:  x0 h3 b7 |+ B2 P6 {& g

, `' L0 U: I% H; w0 A9 L- _[BaseInfo]" X3 @) c; G  C/ K$ N
nickname = Li01_16_Base
& T7 r+ O9 Q5 _start_room = Planetscape9 t& z' M. x9 _

8 a4 g- B% E8 _* P[Room]
4 a, H% z8 ~9 V0 I( o1 g& V; Cnickname = Bar( x& Z7 T* K- j  n8 i3 |
file = Universe\Systems\Li01\Bases\Rooms\li01_16_Bar.ini) N! L% W3 D4 d1 j2 m2 K

9 w, P6 m$ {( E- k! D, l9 J[Room]: g  X0 |4 E( Q  f3 k5 X% |
nickname = Trader
* c+ y1 Y' v* S- ]/ Q! O. a) Yfile = Universe\Systems\Li01\Bases\Rooms\li01_16_trader.ini $ f6 o2 m2 f' k- ]8 y. h
% ^. q5 ~6 U; Q% N! |
[Room]- {4 p& \; u& g  g' H% h0 D
nickname = Equipment
+ d4 z% ^+ i% d# Q3 y9 v7 efile = Universe\Systems\Li01\Bases\Rooms\li01_16_equipment.ini ( d% x) `/ ]7 ], i9 E# O: S8 T
  {* n" ^( ]6 e8 n, y  W; }
[Room]9 N: v0 i6 z& F3 T$ \
nickname = Planetscape
" Y2 ?0 A* f+ y( f6 U- b% f2 Jfile = Universe\Systems\Li01\Bases\Rooms\li01_16.ini* f; n, A9 N  O: }9 v

2 I& a. i5 N. q7 g9 p[Room]
5 p$ R: W. v7 knickname = ShipDealer
; l* J3 V  O" I2 efile = Universe\Systems\li01\Bases\Rooms\li01_16_shipdealer.ini
: `  o: r& _# V/ X' ?
6 g2 U# l3 `3 ?! U$ e现在把相关的内容全部改成如范例的 li01_16_base,如下:
) U) B. q3 I  c
( m: g- u% x; r2 J) \( f. O- G[BaseInfo]7 Y$ k  Q( `$ V* u
nickname = Li01_16_Base+ I1 M' ^' r. w; p. E
start_room = Planetscape
/ z6 S2 J8 X$ Q& F( n, H4 z[Room], M$ o* W# ?  x% |' |5 ?7 ~, S" Z
nickname = Planetscape
: B6 m. r/ E: r1 a+ {8 Gfile = Universe\Systems\Li01\Bases\Rooms\li01_16.ini
8 N/ V# c, Z  n6 g: {/ |7 G( a) w
6 I1 m; v  S% `) ~  R$ H直到全部都正确对应为止。
. ^5 E! B6 q' D; g) k
7 N: E& o# _$ L& d/ I3 Z现在要在 X:\游戏安装目录\Data\Universe\Systems\Li01\Bases\Rooms 目录中放入:
: A- M4 s9 H: @* d. v1 D, Q/ r' C  Y+ ~# n% x
li01_16_Bar.ini
# d$ C% K6 ]8 [8 ]li01_16_trader.ini
- ~' E- {8 z9 A" Z: u! q) f- Bli01_16_equipment.ini
* f! p; ^0 H+ ^: V0 Wli01_16.ini
3 I# Y4 Q* }1 D  p/ w+ zli01_16_shipdealer.ini8 z9 j* R% X0 F- f3 ~; p

, N. s$ _/ W$ n7 f; h$ a9 B9 E9 z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。
# j' X8 e( B& W: M0 p" U5 s% ]- m% f
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。
8 s. [. l: o$ A) E7 E" _) U: I, o4 ]& G* C! ?- z; i
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。7 `& n  P9 k) e- g/ m$ h  p# x
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现在我们以下面的曼哈顿的例子做说明:
9 j# ^9 j$ X, b1 ?& Y! P5 u4 ]* i! `
[MBase]
6 p7 ]8 C2 M( snickname = Ku04_07_Base ;你的基地名称: ?8 x4 ^- r+ i
local_faction = ku_p_grp
3 F. z  n: J$ A0 W$ Ydiff = 8
; ?2 W$ r' `3 s7 J4 Amsg_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% i% |7 k/ w$ I- |3 q3 x

, ^& x3 f8 T+ C* L[MVendor] ;任务$ p) }- H3 h. p. y! S$ ?5 \+ L/ F( e
num_offers = 5, 7
* X; t6 j$ f' o6 E, g+ \* w9 x, i. d6 C# v" |4 K+ Y6 ~
[BaseFaction]
0 x3 `7 B$ x6 v6 sfaction = ku_p_grp ;任务所属派系
* ?* J8 |1 }+ ^; B. c1 }weight = 52 ;任务出现机率9 V, g' }% v) T. B* [
offers_missions = true
9 N2 u& V8 ~# Cmission_type = DestroyMission, 0.900376, 1.687204, 100
1 d6 G+ w1 c% Znpc = ku0401_kpolice_001_m
  c& H8 h7 n9 c" f- l: w& M- vnpc = ku0401_kpolice_002_f) S$ [; H. g9 v* T  J0 P
npc = ku0401_kpolice_003_f! T! s* o  E. ?* p; Y* ]
1 b" @" e* \/ I" Q
[BaseFaction]( E6 J- Z# e" O1 e
faction = co_shi_grp; C3 b/ ^' [4 d
weight = 161 j0 i8 V1 y" D, c9 E1 v
npc = ku0401_samura_001_m
! i* m+ S/ t; D( W5 Unpc = ku0401_samura_002_m/ r. C5 e7 p' V2 Z: R5 A
; s6 m) W, o' R1 r4 n4 B
[BaseFaction]: O3 H4 T7 @5 @6 \7 Q3 n  V' e9 o
faction = co_kt_grp
( v5 k+ H: E8 }7 [weight = 16
7 l8 W9 U( E+ X* tnpc = ku0401_kishiro_001_m
! ~+ C3 w) D% Q5 u, o! }" x! Vnpc = ku0401_kishiro_002_m2 y/ z, T3 s, z

2 h6 T$ j3 m$ L1 y5 P4 N* R[BaseFaction]
/ l8 X6 L! `# hfaction = co_ni_grp
& B$ |; G3 z" p' [3 S8 H4 mweight = 8. v! {( O% y* W: m) \/ A
npc = ku0401_synth_001_m# u$ [% Z( h4 S
. a! A; D- I9 m, B8 c
[BaseFaction]
% |$ ^" O1 b3 _faction = gd_gm_grp# f8 N: o3 N3 f& N
weight = 8
2 h  k. L" s3 ?/ {$ K2 Q. }' vnpc = ku0401_gmg_001_m
/ z9 j! v2 v- h2 h8 J
5 Q; ^* k  p% T# Y上面的这些基地派系都是友善的
9 Q; {4 h5 {* _5 W. j) S0 z& }! S( ]+ l) Y# n5 T
[GF_NPC] ;酒吧老板
8 w6 J7 f6 ?; `6 b+ x, Pnickname = ku0401_fix_bartender ;这边不要更动: p" j5 b* |# @: p/ `: r
body = ku_bartender_body, z7 F$ M' E- C" o& O% X( }
head = ku_captain_head7 b9 ]% P( c/ Q* m: K$ T" X
lefthand = benchmark_male_hand_left/ L* R: H; s4 ^: X
righthand = benchmark_male_hand_right/ h, @$ Y- ]7 I$ y, Y, W/ k/ n8 i! R
individual_name = 244868 ;等等我们再修改0 {9 o' X2 Z- X( e9 D
affiliation = ku_p_grp4 m! T8 i+ ^/ A. l
voice = rvp126
$ M# B1 p" E: Z2 Z5 Hbribe = ku_p_grp, 10000, 16101$ d% i% E/ J6 I  Q
bribe = co_be_grp, 10000, 16100
- Q8 Z( b1 V1 Y- x3 x4 Z6 ^0 W0 ]bribe = co_kt_grp, 10000, 16100
, J* o% g# Q* V  h/ F' abribe = co_os_grp, 10000, 16100: d+ ~- i8 n- Q/ Z
bribe = co_shi_grp, 10000, 16100
0 t4 |7 {) B. s. Irumor = base_0_rank, mission_end, 2, 133283- L- G: ^- q$ a0 p4 }* V& g4 I# _# U
rumor = base_0_rank, mission_end, 1, 133284+ S/ E2 E0 b: a
rumor = base_0_rank, mission_end, 2, 133285
  X$ t- x8 u  E5 M' o+ Srumor = base_0_rank, mission_end, 2, 133287
2 q' U5 F; N: y; crumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647
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[GF_NPC] ;卖战机的人
, J/ h7 ^# x* q! Inickname = ku0401_fix_ship' v+ n, a  V0 P" f
body = ku_commtrader_body$ M9 q1 @& N; C% u+ ]- i1 u
head = pl_male5_head# p5 l" S+ ^* |2 n) M
lefthand = benchmark_male_hand_left6 ]5 o8 R$ m/ U1 H3 ^6 @
righthand = benchmark_male_hand_right
6 o9 j, t5 |* A' d# p$ findividual_name = 244869/ E9 h& ?. R& q' {0 O" g% S; l; k
affiliation = ku_p_grp
. m3 d( A( {  s/ L4 Lvoice = rvp126  I) k( O4 u. \  H

2 b: ^' `( e" T, |5 y[GF_NPC] ;商人- {+ a( h  T$ G5 K
nickname = ku0401_fix_trader
2 x& {" k- Z  N! X1 ^8 Q: S& @6 zbody = ku_commtrader_body
# \; s/ t# \, G4 ^5 N3 ?head = pl_male8_head
; v3 w) _* V% Q, Dlefthand = benchmark_male_hand_left. a9 ?8 i$ y! F
righthand = benchmark_male_hand_right8 _* i$ S" F6 X! J( x7 R+ _# J
individual_name = 244870- d/ M% P& {" L, D. X
affiliation = ku_p_grp% P7 V7 i1 W3 Q# N5 _: r4 L: h" F
voice = rvp101
0 @9 k3 e- A& y
# v# X. j+ c7 s$ g; s3 O, j. z[GF_NPC] ;装备商人6 J( k+ |$ z1 `0 z0 w
nickname = ku0401_fix_weaponsdealer- A4 X, ?1 `0 e# Z) {7 |& [
body = ku_commtrader_body, }: l1 A# W7 x- {0 A
head = ku_bartender_head
: J3 L& C5 |0 C, I' ulefthand = benchmark_male_hand_left3 x+ k* K9 H0 N8 s. Y+ T9 t
righthand = benchmark_male_hand_right
4 I6 E/ U, [/ Aindividual_name = 244871
. P2 p9 I* e+ ~1 N  g: jaffiliation = ku_p_grp
  \3 E3 r# _: R+ d8 H, fvoice = rvp101
9 z( i; }  B  f& E9 ~8 a/ p5 l4 p: l% {
[GF_NPC] ;酒吧的人物6 [2 ^% j" i% j( y
nickname = ku0401_gmg_001_m
' `0 z* X9 I* A: ibody = li_rockford_body' H5 H% }- y/ }2 M
head = pl_male5_head
: \$ d' b9 Q1 R$ |# alefthand = benchmark_male_hand_left# O4 V2 _0 ^& d% O8 M
righthand = benchmark_male_hand_right8 X, r  ?2 z' F6 c) @" x8 I
individual_name = 2205498 d+ i) D9 U' a' h6 j) w* R
affiliation = gd_gm_grp
) B' u+ o* O! t8 cvoice = rvp101/ N9 x8 ^0 I& ^* M, g% |7 T! s
room = bar9 d5 Q8 h' {3 N# I% k$ |. f( [
bribe = co_be_grp, 10000, 16100
& @! P( P9 X& J1 m) I% B9 F* zbribe = co_kt_grp, 10000, 16100
  X" {7 f4 @$ K& jbribe = co_ni_grp, 10000, 161002 |& U# X+ Y; z
bribe = co_shi_grp, 10000, 16100  q8 U# w* a  M0 |! b: M) G6 N
bribe = gd_gm_grp, 10000, 16101
$ [* I+ f0 U- g  _* D6 @8 M" Orumor = base_0_rank, mission_end, 1, 133270
3 {0 v' U7 [. l, u8 Xrumor = base_0_rank, mission_end, 1, 133271# `+ I. ~/ o7 R5 I! O9 t
rumor = base_0_rank, mission_end, 1, 133272
5 e$ n- z& c4 Y* h$ N% Trumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647
% r9 |$ r1 V4 t# }( s
! T# \4 @# |% ~8 N$ P8 i' P2 s0 O[GF_NPC] ;酒吧的人物! ?6 v4 M' g- L( j& c, s9 H9 Q1 A. \: P
nickname = ku0401_kishiro_001_m
: X( ^4 {& }% g; s( ?1 ~body = sc_scientist1_body
5 Q, Z) N+ C9 G5 c+ Z) j4 l3 h" ihead = sc_scientist2_head
3 g& @9 y5 T4 ^7 hlefthand = benchmark_male_hand_left+ i1 v: r6 W4 g+ @
righthand = benchmark_male_hand_right) g3 \- J$ j/ l) Z5 a0 g  c
individual_name = 2205503 a& B9 ~5 K7 k8 O2 F+ f
affiliation = co_kt_grp$ w) M* {7 z; k& E; x) C3 i1 y
voice = rvp126* p5 ~7 u9 n* r& j+ L2 A( }
room = bar, O- n+ g, f; j
bribe = ku_p_grp, 10000, 16100
' `' F) G( r6 Y# ]& H. P+ T9 bbribe = co_kt_grp, 10000, 16101/ ?2 R: t! K5 Z( R
bribe = co_rs_grp, 10000, 16100
* u! Z  x% L% c5 @# S6 U' M, t! W) Obribe = gd_gm_grp, 10000, 161003 P$ A/ Q- |% ~* \- W) P
bribe = gd_bh_grp, 10000, 16100( U( D3 S* {' g9 _: X$ f
rumor = base_0_rank, mission_end, 1, 133273
9 c! O. K$ w* g% y1 x7 p/ rrumor = base_0_rank, mission_end, 2, 133274
7 q7 ^. y2 P, p) M: s& D+ l5 Grumor = base_0_rank, mission_end, 1, 133275( j6 |. k& l9 k0 l/ M1 q
rumor = base_0_rank, mission_end, 2, 133276% D% ?& @0 ]# s7 Q3 \: a
rumor = base_0_rank, mission_end, 1, 1332777 i, d. N8 }6 C3 \3 k" m
rumor = base_0_rank, mission_end, 2, 133278- t9 V0 Z4 g8 d/ C3 N
rumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647
& a$ v5 d$ Q" L
" j/ ]0 e: {3 r- _* C0 D[GF_NPC] ;酒吧的人物
6 o$ X  |. Q& Z' U# e5 Snickname = ku0401_kishiro_002_m
+ L% @4 F& ]! ^0 r( Z' B. @body = sc_scientist1_body
# x' _+ H4 g! F" v+ fhead = ge_male2_head" V2 @( S* x  B& o
lefthand = benchmark_male_hand_left
0 i* r4 `+ M" e# g" _6 lrighthand = benchmark_male_hand_right
* O$ n0 g) x- @4 findividual_name = 220551
0 y* p, n1 K9 W) C8 Gaffiliation = co_kt_grp, t% s; f9 U  b- z
voice = rvp101- a5 q* o# @7 Y) H( d3 g
room = bar) x" s1 n' S4 ?9 x! ^/ y  w# n
bribe = ku_p_grp, 10000, 16100
; n. O- w$ v; g9 Vbribe = co_alg_grp, 10000, 16100+ I9 v' G# _) l9 D; g6 \( E# @/ |8 g
bribe = co_kt_grp, 10000, 161018 ^; U, R# L& M* k2 \( Y9 l( Z  p# I
bribe = co_ni_grp, 10000, 16100) O  i; ^, T. Z# l; M
bribe = co_shi_grp, 10000, 16100
; u2 P/ i1 x5 grumor = base_0_rank, mission_end, 1, 133273$ Y: i' H5 {$ o/ ~
rumor = base_0_rank, mission_end, 2, 133274
" u( A- s# ^; T: Prumor = base_0_rank, mission_end, 1, 1332758 \0 r- |" }4 o3 h- H4 {* {
rumor = base_0_rank, mission_end, 2, 133276+ P* N6 ]9 s5 g
rumor = base_0_rank, mission_end, 1, 1332773 Y& R0 x8 x6 F( }8 p. M
rumor = base_0_rank, mission_end, 2, 1332785 w2 S4 a" w1 U4 F2 q. g; O! L
rumor_type2 = mission_07_loaded, freetime_07_08, 1, 3936473 U% e5 w6 A! r, `- F

5 U3 b" i4 L% f0 T[GF_NPC] ;酒吧的人物
6 n( s6 Z( `1 K: y0 O7 z) \9 p, rnickname = ku0401_kpolice_001_m7 v6 n) [: F8 H
body = ku_male_guard_body
6 F+ B7 R& E0 a& d9 Phead = ku_sales_head
9 `! ]7 v$ o# `/ E+ @lefthand = benchmark_male_hand_left
: C' J( O+ T  |/ m, M6 _righthand = benchmark_male_hand_right
9 I% ~( G) a, O6 X* ?" d: p$ Tindividual_name = 2205520 X; s  h1 s8 z; p. j4 d
affiliation = ku_p_grp* V- h% g5 a& @2 o- |; G7 Y
voice = rvp111
* Q3 \1 r* `) U5 b9 M7 Pmisn = DestroyMission, 0.900376, 1.687204  M" j, R% s+ ~2 x! N  p
room = bar
  y  z+ c7 X/ W" T& Urumor = base_0_rank, mission_end, 1, 133279
% M- m7 X' c) X1 e: F* V0 ?1 |rumor = base_0_rank, mission_end, 2, 133280
" P3 w. c" N& u4 |' brumor = base_0_rank, mission_end, 3, 133281
0 g: F0 _. o+ ]rumor = base_0_rank, mission_end, 1, 133282
' t# N; [" U, p. n* orumor = base_0_rank, mission_end, 2, 133283
& t- `3 n1 W. f6 C* c1 B8 |rumor = base_0_rank, mission_end, 1, 133284% ~9 z3 A) D. M5 `& q
rumor = base_0_rank, mission_end, 2, 133285
5 T1 Q# e/ J2 `1 L8 ?: _rumor = base_0_rank, mission_end, 2, 133286
+ J: R: j, }! I) g* P' I- grumor = base_0_rank, mission_end, 2, 1332870 S2 w! {' ^0 Q
rumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647
: v: P* Z) r0 X" f0 H0 v! krumor_type2 = base_0_rank, mission_end, 1, 393419: x- W+ n* o1 A8 O, M) G
accessory = prop_hat_male_ku_grd$ f6 F& V% }/ ?( X

! b  b0 E: ~' e& @+ R; `# h7 {) X[GF_NPC] ;酒吧的人物+ v5 X# j6 D) L8 w
nickname = ku0401_kpolice_002_f& J; ^+ T5 q  Y4 ]4 p. o
body = ku_female_guard_body
) k7 o, M% [; r9 p/ J8 vhead = ku_tashi_head
& Z& s8 z4 ^9 i! ?5 F1 qlefthand = benchmark_female_hand_left
) X" T! `! Q* @  d. o' l# vrighthand = benchmark_female_hand_right  X" E8 R' \) k
individual_name = 220553$ ~  W5 [6 F9 X2 ?8 U* F9 K
affiliation = ku_p_grp
4 t5 k4 H; p# Q4 W) P9 Hvoice = rvp5116 u. n1 Y' F5 S% q$ K) K
misn = DestroyMission, 0.900376, 1.687204) \7 T8 ?$ m9 K: E; a* ?+ J( \
room = bar
9 N; {5 n$ E2 B5 e. w  Z2 {rumor = base_0_rank, mission_end, 1, 133279* {, r; h) a# ?6 S5 W9 Y* J% i
rumor = base_0_rank, mission_end, 3, 133281
) l# G, q! I/ Nrumor = base_0_rank, mission_end, 1, 133282
' y* D% A, D# Y0 r! U2 N. Qrumor = base_0_rank, mission_end, 2, 133283" ?# t) P. P- @1 b+ D! L
rumor = base_0_rank, mission_end, 1, 133284, z0 m6 z/ i. h- a7 U' A5 v
rumor = base_0_rank, mission_end, 2, 1332855 E% u- W  \3 ~6 U/ Q  _
rumor = base_0_rank, mission_end, 2, 133286
9 i% s6 ^$ i8 `$ _rumor = base_0_rank, mission_end, 2, 133287
; X1 h  R4 H, H( B: ~rumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647" q" U& ]" x, g- c
rumor_type2 = base_0_rank, mission_end, 1, 393419
( A) B* ^$ ]1 H7 n
6 i$ Y0 U9 D, T+ }[GF_NPC] ;酒吧的人物  y8 |- h8 H2 ~: r) C, K" P
nickname = ku0401_kpolice_003_f4 R! D8 K2 O1 z+ P  U$ G
body = ku_female_guard_body
/ y1 @% K; t5 q  {, U4 d: Ehead = pl_female6_head
* R5 F9 v) K& M4 p' Zlefthand = benchmark_female_hand_left3 D- }. ^" A* ?" W/ f
righthand = benchmark_female_hand_right
8 O/ z9 o5 E: N1 ?1 A7 f  Jindividual_name = 220554
5 V+ S8 H- B& u* t+ y: haffiliation = ku_p_grp! C& ?- V, W( f$ Q2 s' _+ U. g
voice = rvp5165 p8 K7 l  F. W8 A
misn = DestroyMission, 0.900376, 1.687204
' a) U# Q/ i: q2 ~: lroom = bar6 }+ ~  T: C2 W# r" @( @/ k& o0 N
rumor = base_0_rank, mission_end, 1, 133279
9 i6 ^% H4 `2 Y" ?& X) qrumor = base_0_rank, mission_end, 3, 1332810 j+ f2 J7 j" i( B$ @
rumor = base_0_rank, mission_end, 1, 133282
& E$ c2 C7 G* l$ k, M2 H0 S9 Wrumor = base_0_rank, mission_end, 2, 133283
$ @6 [7 ~, g/ H# O3 }: c, prumor = base_0_rank, mission_end, 1, 133284
& B) [# Z* H- Prumor = base_0_rank, mission_end, 2, 133285( u) f1 i5 U" Q  p- W% K" g
rumor = base_0_rank, mission_end, 2, 133286
+ w9 K- B5 R$ I, N- Brumor = base_0_rank, mission_end, 2, 133287
8 I2 t, t2 _2 M  Q8 qrumor_type2 = mission_07_loaded, freetime_07_08, 1, 3936478 ?* x9 N) H, W0 k
rumor_type2 = base_0_rank, mission_end, 1, 3934199 v' G7 J+ `1 b1 _3 K' A+ O# m  |2 J

- n* s' ]& k4 t$ ]" p% q: R0 [2 S[GF_NPC] ;酒吧的人物
9 O  y- j8 Z5 F. v3 v! _0 S( ]nickname = ku0401_samura_001_m- z) X) k5 x6 @- a
body = sh_male3_body
) ~% A1 h% ]9 l3 J+ [head = pl_male8_head  U$ ~6 q3 g% [/ k5 _4 f6 D4 v
lefthand = benchmark_male_hand_left3 F2 s9 O0 r* \# N4 v- }5 W* P! z
righthand = benchmark_male_hand_right
, O# p3 Q! |  z8 W+ Rindividual_name = 2205550 W, _( j* q* ~+ Z3 e" E7 n
affiliation = co_shi_grp
7 w; l$ L1 \$ z; J' Vvoice = rvp126
2 ]& Z: G: r0 x* h7 e* O, emisn = DestroyMission, 0.900376, 1.6872044 S6 A  [+ j* l, b2 ?
room = bar4 j+ @/ g  [. d* Q# J+ ]- s9 l
bribe = co_rs_grp, 10000, 16100  o2 ?8 d. m. R9 c4 b4 `
bribe = co_shi_grp, 10000, 16101
8 v" f0 @8 H! F, vbribe = fc_fa_grp, 10000, 16100
9 Y. O* ^- M$ M: Pbribe = fc_h_grp, 10000, 16100
; D& e0 Q0 F1 a5 \+ V. M6 mbribe = gd_gm_grp, 10000, 16100
7 g& _. `$ p3 Z* p2 u! Drumor = base_0_rank, mission_end, 1, 133288- p: W/ u6 y0 f1 @* l( N% \
rumor = base_0_rank, mission_end, 2, 133289
! {. x) b, U+ m* b: d; ?3 _rumor = base_0_rank, mission_end, 1, 133290# U- t8 X; y# G, N2 j" l/ I
rumor = base_0_rank, mission_end, 2, 133291
# i! S+ N5 e* Y" Grumor = base_0_rank, mission_end, 1, 1332920 N6 B% P9 E7 D3 _
rumor = base_0_rank, mission_end, 2, 133293
5 n. |: `1 {+ t0 c% Orumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647
( q. Z: G" G* T- f2 f
! k5 r* R9 H% \# u& C6 J[GF_NPC] ;酒吧的人物
9 k# [% f8 R# e  O1 Vnickname = ku0401_samura_002_m; h& d" t% b- G" }; C4 P$ Z+ S! i
body = sh_male3_body
: g; {6 u$ H8 B( S/ r& S1 y5 Q  Xhead = ge_male2_head
( v8 p0 [1 [$ }+ K  j) glefthand = benchmark_male_hand_left$ X' G# U$ p# w) q9 M
righthand = benchmark_male_hand_right6 Y! v5 G$ l+ u$ i0 s
individual_name = 220556
- [1 R' V" d& q6 D, paffiliation = co_shi_grp" y, k6 U/ e* s; v
voice = rvp101
4 i' q6 \, o) \; Aroom = bar4 k+ N6 ?! ]# P: a6 q
bribe = ku_p_grp, 10000, 16100
' W" b$ }! C- G. ]8 c' v5 Q9 [; Jbribe = co_shi_grp, 10000, 16101
& F3 y# W- T) tbribe = fc_fa_grp, 10000, 16100
3 Z1 w' q4 W) I6 f$ Ebribe = fc_h_grp, 10000, 16100
, |; H5 `9 e0 `7 q) I  D: Ibribe = gd_gm_grp, 10000, 16100
7 v% _+ y4 _! C$ lrumor = base_0_rank, mission_end, 1, 133288/ g+ m: A' |; L6 R% v3 `
rumor = base_0_rank, mission_end, 2, 133289) |# S! k- o( f$ \; I2 \
rumor = base_0_rank, mission_end, 1, 133290* R) y; V+ V" T) S, Q& @
rumor = base_0_rank, mission_end, 2, 1332914 C$ @$ A; p5 Q9 V; E: Y; d/ z' N
rumor = base_0_rank, mission_end, 1, 133292# p2 }" {& X/ w; j8 q
rumor = base_0_rank, mission_end, 2, 133293
0 ^- \7 G9 R* G2 @3 E& H& Brumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647) U+ C+ ]; F) W! S& @0 B3 @1 ]6 c" g
% g) \9 f3 F# z3 |/ Q' i" C
[GF_NPC] ;酒吧的人物
+ B# |- v9 S" W$ O! D# ?nickname = ku0401_synth_001_m
7 f3 r/ \; y  E! a* L3 }6 a0 f; pbody = ku_shipdealer_body" p8 _  F  U, _3 \% a' J) Q
head = sc_scientist1_head
+ \  d% O1 w/ a# w3 Z# H( blefthand = benchmark_male_hand_left
, F! z. x- r" @0 ]righthand = benchmark_male_hand_right
' z8 Q: B. M9 ^individual_name = 220557
! @- y1 o6 v! ~# t9 S' aaffiliation = co_ni_grp
4 u4 h' O% y  s8 ]! X1 ~9 V% a  O' P2 b0 Vvoice = rvp1013 I9 r0 g5 s! [5 ]
room = bar" B& C$ h) x3 ?  F
bribe = co_ni_grp, 10000, 161017 i- C% Q: G, R' }, Z4 m* |
bribe = co_os_grp, 10000, 16100; z9 D9 M8 T2 G9 S& h
bribe = co_rs_grp, 10000, 161005 W0 W7 ]# q3 ~$ Z" ~
bribe = gd_bh_grp, 10000, 16100
) h/ R$ r: P4 n9 Hrumor = base_0_rank, mission_end, 1, 133294! y, Q9 Z( C0 e) ?2 `. X* j+ b2 g
rumor = base_0_rank, mission_end, 1, 133295' K0 _1 N4 K9 j
rumor = base_0_rank, mission_end, 1, 1332963 N* W3 y6 K5 Q/ H1 m: O
rumor_type2 = mission_07_loaded, freetime_07_08, 1, 393647
0 J* d( t" o. A) P2 I
9 u, R0 @4 L9 ?' D  p" g% S[MRoom]8 S6 S- _( G: X+ c. ]' I/ R9 j
nickname = bar
: B; E4 |* ]4 \' Tcharacter_density = 6
+ Q( L# F* j- V) L" ofixture = ku0401_fix_bartender, Zs/NPC/Bartender/01/A/Stand, scripts\vendors\li_bartender_fidget.thn, bartender# h6 [. I$ @4 p$ V" Y' F( Q1 X& q
# b7 h8 s9 q$ O0 D* g% b/ H) x0 ?
[MRoom]
$ w* V3 i- h( `7 A' @nickname = trader: s7 c* l- E4 |  L" g
character_density = 2
  R1 L5 `% ?* L$ e% j2 J- jfixture = ku0401_fix_trader, Zs/NPC/Trader/01/A/Stand, scripts\vendors\li_commtrader_fidget.thn, trader2 e& N+ o3 J1 i- V  w: V  k

. N* G/ W  V/ L% n, s! @1 \[MRoom]
' J' G0 A+ T8 j4 G5 znickname = ShipDealer- b* Y! ]7 i* O. f- k" q. u
character_density = 2- S4 Y% }( ]- P8 u/ i) C, ~, f% k
fixture = ku0401_fix_ship, Zs/NPC/Shipdealer/01/A/Stand, scripts\vendors\li_shipdealer_fidget.thn, ShipDealer! `7 Y- \" ^& |
+ u. W; D  s/ p
[MRoom], F% n/ G2 j1 f+ R
nickname = Equipment" ^. _" Y1 Q" b
character_density = 2. J9 R# D) _. n# B' n
fixture = 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2 z# o1 T8 C$ Y' G# `  q5 h
先解释一下名词:/ [& X/ ~/ U' B% v/ R
$ r5 C8 g) g+ u+ L4 G0 `& `" K0 w
Archetypes:宣告所使用的对象。
$ L% H+ _0 l$ p
1 s+ [  V, R5 G% rVolume: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。
+ t" e% m$ t; a. W" a) L6 K/ J4 s8 ]$ M
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。# E2 x) e4 S9 q) F9 B4 `6 A

) m& w% @8 k3 g+ d8 C% p# _; J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。& g* h: s5 z, c5 A

& @" `( X$ n8 b3 ?+ s[Good]& G- S! t  B# m: D
nickname = uber_engine_01
' c3 h4 R( v- x  r- Nequipment = uber_engine_01" i9 b0 @! ?* M2 E( x
category = equipment3 o  p: j. r- ^/ O$ d
price = 1: U3 o0 L' j! p
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_nanobots.3db6 v$ A3 \/ a2 |* Q( o2 }8 g3 b: |  U
combinable = false: R! E- e- u9 s/ K
ids_name = 2637463 ]  J1 A8 c# a9 E
ids_info = 264746) B- L+ \  a! _3 z; D# F
shop_archetype = equipment\models\commodities\crates\crate_grey.3db. z9 i' R3 x: j( W# x9 s' }1 a1 f
' Q( b: G  b, b3 g3 A# U7 j7 x/ R
这些项目会出现在装备贩卖处,当然你也可以改变它的 ICON。4 H" W  V$ Z% w+ M

, K( C4 K' S' U上面的 uber_engine 叙述是自 engine_equip.ini 里面复制过来的。
% c- X% s3 r8 W4 d% \) r' d3 ?4 y+ G; x8 z# e' C0 c: T
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。
. N+ v8 [# O: X" x( G8 g. b3 n$ M9 m4 E  S5 E
不过你无法卖掉你的引擎,这点要注意一下。
! [+ F0 z% h/ K9 H( f- q
  l$ `4 W& r1 x- b3 Y4 V0 v引擎也有它们自己的 ICON,下面是范例:& v3 {. L5 v* ^7 X; @% a
& I6 g7 v, |- p' w) a, ?. I& X1 x
[Good]
2 n* h/ T9 X4 v3 a1 tnickname = ge_gf1_engine_01
9 @! |$ V, n) N+ C* Y0 Z# ?. }  }: mequipment = ge_gf1_engine_01
# u3 z  S9 t# r) _" ?; ccategory = equipment
8 R, I+ I% c$ A9 A+ r" ~5 Cprice = 200/ ], p1 T! T* P
item_icon = equipment\models\commodities\nn_icons\equipicon_engine.3db ;引擎 ICON' W  G! P! f8 Y) S/ }# }
combinable = false" _& X  i5 }# I' G+ ?
ids_name = 2636713 `/ ^/ K$ K& ~6 P9 I) N& D/ {' U
ids_info = 264671
3 z' L0 G6 \7 Wshop_archetype = equipment\models\commodities\crates\crate_grey.3db
. p2 z# K' U! T+ h: @( H* [- g3 g  |. \: v. Q/ y" _7 n$ J
发动机一样在这边:" ?, E  K6 P1 N; g
/ e* w  }' T2 l. R* I
[Good]
5 w' K2 }- U9 Z2 Znickname = ge_fighter_power01% ~) N# T6 O' H7 B
equipment = ge_fighter_power01
7 N  B# A3 J1 X7 Wcategory = equipment3 L, N( p8 m, M- _4 C
price = 200
# c! I+ W2 P: litem_icon = equipment\models\commodities\nn_icons\equipicon_powerplant.3db9 v/ _/ V' U' a1 b8 M. S
combinable = false$ }5 F6 Y5 }$ Z# e
ids_name = 263705
" Z  S/ Z+ P9 gids_info = 264705$ }. t+ ]) @/ W# o; H* `
shop_archetype = equipment\models\commodities\crates\crate_grey.3db. G3 v% z/ v* @+ K

# D  l+ f+ N/ f+ j0 r8 W扫描仪也是:
9 f( I5 V1 B; v. D
7 b" `6 M0 i4 U2 ?7 ~$ J[Good]1 o4 \- m1 T# \( U
nickname = ge_s_scanner_02 ;NPC 使用的进阶扫描仪0 W# e  k' C. }5 n/ l3 }& ?
equipment = ge_s_scanner_02
4 X. y: A$ I) ]9 Q, D% fcategory = equipment
; Z, D  c* R7 J/ _" n# ~price = 32000
+ Y& [8 e7 d+ W; @5 a7 F; q$ \item_icon = equipment\models\commodities\nn_icons\equipicon_radarjammer.3db ;扫描仪没有自己本身的 ICON) j8 v, _/ o7 {( [* u2 {
combinable = false% ~) Z/ Q3 ~6 R1 W/ K. n
ids_name = 263751
" ~' H+ M, j: T8 Cids_info = 264751
5 [% E9 n: S: ?2 J$ ]shop_archetype = equipment\models\commodities\crates\crate_grey.3db
( R7 [; B' K, g3 m) [. Q  j6 W- P& m& [% w- F2 X% P
牵引机也在这边:
' B. j/ E8 W0 u; J" C2 z9 Y$ z; H' g/ T( n6 k
[Good]
) p2 R6 N6 R$ z+ }nickname = mod_s_tractor_01
% w% t0 H8 u0 d0 F5 S, r1 Fequipment = ge_s_tractor_011 ?0 U; f% S3 A$ L
category = equipment% B) }! s1 L* H) c  Z; }
price = 10
/ c2 k2 l& J: ], Z) @item_icon = equipment\models\commodities\nn_icons\EQUIPICON_powerplant.3db ;牵引机的 ICON
7 E% U  G( @* o6 i. Xcombinable = False
+ C3 R8 p  ?$ q4 C0 `ids_name = 263744
- X0 `6 t( p/ F0 a$ W  p& |ids_info = 2647443 U6 O/ c- Y# J
shop_archetype = equipment\models\commodities\crates\crate_grey.3db9 W- }% o3 o3 p& H4 T* C  V8 _

3 K$ S" o6 ~  A+ M0 A# k" w3 G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:
  ^) u/ C: F7 u; h3 G
7 C+ w3 l' b( }3 r[Armor] ;在 misc_equip.ini 档案里& ]0 I$ K+ r, l3 J  m
nickname = armor_upgrade1$ }: P2 Z) a8 m9 [6 [5 ^. Y
ids_name = 458753 ;自己建立的 ids_name
6 b) t3 o, Q5 M! G/ K. c7 A5 aids_info = 468753 ;自己建立的 ids_info
5 E/ W8 C7 o$ _& y! v* \) E$ uhit_pts_scale = 1.0500000 ;升级多少程度
9 e( t6 }# R4 f4 p' Zvolume = 5.000000 ;所需货仓空间
5 ^( `; @! c% G( i. flootable=true ;可否被丢弃于太空
5 P* r( J) {2 p* V0 [4 \" P5 V' m. d$ K8 C4 G
[Good]
% P; l0 ?1 b+ F$ b) D$ {/ Dnickname = armor_upgrade1' M. h  o7 Y4 o6 |5 a7 [/ R9 Z
equipment = armor_upgrade1/ x- Y9 z- }& u
category = equipment
* m# {1 r2 {# O0 m# gprice = 1" F' G/ y5 q' N) {* y* f
item_icon = equipment\models\commodities\nn_icons\EQUIPICON_armor.3db+ q2 B0 D! b0 S, w4 R; I* H
combinable = false: s1 h9 J1 o5 {/ i/ A3 a
ids_name = 458753 ;自己建立的 ids_name
' T7 t9 u9 N8 U! m, ?4 D5 v! \ids_info = 468753 ;自己建立的 ids_info2 H% Z# e  `) d6 o/ O0 o
shop_archetype = equipment\models\hardware\br_protective_armor.3db
% s' e8 a- N0 B" omaterial_library = equipment\models\hardware.mat
6 ~9 [4 ^$ s# E" q& y* |! ~6 N- `# k/ {" q* N

" M% X0 ?. p! b: |% B4 M" A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 f. O& R" _* D* p+ G
1 X6 ~0 h  O- {8 T
[Good]
( X% L8 F9 P5 Q# t9 Unickname = liberty_engine_010 j0 l3 [/ [' B
equipment = liberty_engine_01
) x" M% y1 t+ M5 bshop_archetype = equipment\models\hardware\li_free_flow_ion_drive.3db
' k) h) d  e: `2 h- f5 wmaterial_library = equipment\models\hardware.mat
( u* C8 q# V4 m9 Ucategory = equipment$ `' y' p( F2 J' s& V  J) `
price = 1000
/ b+ ]. ?: E# L) E/ Q# Y9 [" Ditem_icon = equipment\models\commodities\nn_icons\equipicon_engine.3db  k. P- b3 x! I: q
combinable = false3 i! `& _5 X. S1 I
' k7 q4 G# A8 L
注意 shop_archetype 这行叙述,它们是发动机与引擎的类型。. a# e% [! L* e5 B6 U

3 _0 |: U; V& P8 R( e: N装甲的相关叙述是在 select_equip.ini 档案里,例如:& A3 b# e0 c% ?" h/ M

( A( I4 U- J+ o1 z/ G' u[Good]
4 f0 b" `' ?) dnickname = bhe2_package$ z# m' p6 \# k- |
category = ship" ]! ^# P& f( |6 ?1 M$ l
hull = bhe2_hull
* I0 B3 p& {" q8 U' eaddon = armor_scale_5, internal, 1
2 G. m- m8 x+ f  W0 I
4 a7 m$ l! j5 n0 h" l# g如何去规划一个装甲:
1 O: \& j7 R/ I1 B( ?
. O4 m; t9 t- v) C+ h+ F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。& [3 q' G/ q! G3 H2 v- }

0 @: z$ X; B/ c6 n% ?1. 编辑 misc_equip.ini 档案,如下:
" m8 q  O) O  Y; {. X: d+ m* u
, V: K& ]" ^2 v. Y; c0 K$ L[Armor]
+ s* M$ U+ T, X3 s8 x3 J. L3 U* Dnickname = armor_upgrade1% Z; N7 S2 c# M5 ^
ids_name = 4589768 X, Z4 J; X" B1 a, r
ids_info = 468976& {3 n9 p( k6 o& d
hit_pts_scale = 1.0500000- \1 g8 H5 V5 z* a
volume = 5.000000
1 N$ B3 K+ e- e6 _8 y  @lootable=true6 n4 A+ O' q: s5 v4 ~% ^6 [

% p0 z. Y! g7 H4 y[Armor]
2 o4 j! O5 N# @, N' C2 dnickname = armor_upgrade2* S) x- {4 f+ N( k" J- P7 T; B
ids_name = 458977* O* _5 v3 ]5 h( M/ p( H8 i
ids_info = 468977
% ~, e; M, n  _0 C% V& chit_pts_scale = 1.1000006 Q$ O) k3 u: X" L, Q- M' D* ?
volume = 10.000000% J* X4 k  k, g* D; t1 ]
lootable=true
% H+ P+ i3 g. C& p( }9 Y) x: X* v" r) |1 `# l) t: y" W: ?: X5 {
注意 ids_name 与 ids_info 叙述,你最好自己做一个。% j1 b) m* ?9 ?& E

, E0 X" K) E% Z0 ~- m* H2. 编辑 misc_good.ini 档案,如下:
" y0 D4 c, h5 K# b- K3 v3 ^5 z$ r& ?2 D9 K  e! G$ d! \
[Good]" d" ~( ?% ~/ Y3 i' a
nickname = armor_upgrade1. c9 m) v1 ~, {( e2 P- X
equipment = armor_upgrade1: I+ Q: Q0 U6 n7 n+ v
category = equipment# D7 ]) A/ V# M, D- L
price = 10000
, Y  `) t1 m( u$ `  h" Eitem_icon = equipment\models\commodities\nn_icons\EQUIPICON_armor.3db4 y8 s/ \4 f% G7 ]
combinable = false" ^& n" S# l0 b7 ?' q
ids_name = 4589768 U/ W# `9 H5 R0 R/ [2 a
ids_info = 468976( q( k/ g. \) l+ ]7 |
shop_archetype = equipment\models\hardware\br_protective_armor.3db* b2 v# K5 e7 {9 ]) }$ x6 z% y; n
material_library = equipment\models\hardware.mat0 Z# ~4 F) ?* s( \! j

+ C* Z6 v: _4 R% B2 P- ^' I. S/ `[Good]
5 A1 m" `9 K9 O& D5 O2 g7 Y$ H1 i  k. vnickname = armor_upgrade2
2 O6 ~* v! N# t$ v$ k5 requipment = armor_upgrade2* [4 u; B( q. q2 t. H  |. b1 r' M
category = equipment2 \( a3 j) K+ ~2 m; V- A
price = 20000
4 E1 c2 G. F7 e/ B7 aitem_icon = equipment\models\commodities\nn_icons\EQUIPICON_armor.3db
3 z: k, ]' A- I6 V7 Y5 `combinable = false
6 ?& v3 }1 @7 b% I0 F  @4 Tids_name = 458977
: P6 F2 y: `. g* N0 S5 V) A3 \, cids_info = 4689771 z# {! D5 i3 {; ~% W
shop_archetype = equipment\models\hardware\br_protective_armor.3db" [0 I- X5 r7 `& {% t
material_library = equipment\models\hardware.mat% I( f) G6 w* \7 A+ N% ^5 {
/ |/ V$ P4 ]& y# p
3. 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:
# }/ A& V( J% o8 z: g* k; c2 T- m$ w  @( u: A. i/ J) F% s
MarketGood = armor_upgrade1, 0, -1, 10, 10, 0, 1) X& y# z# m3 y# c8 ?) D
MarketGood = armor_upgrade2, 0, -1, 10, 10, 0, 11 ~7 t- `2 h' F
' r( E# ^% \  D% }) {+ H
现在你可以在曼哈顿买到两个装甲升级的物品了。
* c3 q; t& O' P' g
8 Y3 c, j  E0 `+ K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。
$ R. p! H3 ^$ A9 ]* q8 |. Z$ l( U: A5 ^+ {$ `
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:1 _$ h- b3 R" R/ U* s8 R" B8 u6 C* @

0 o% S& b$ F1 Q2 K3 y+ c'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%。
; ?: M- [1 D+ f1 j  i: ]3 B
( n7 \7 S$ K! @* \5 a5 a$ s& k: O$ Q  bvolume 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:
- F- c0 c3 C$ j1 r8 S
0 N; R, t* c! b9 r# ^  U5 ~某战机的货舱空间 = 25
% x: s$ e. L& u6 _$ @) X# J) Q等级四的装甲升级需要货仓空间:Volume = 30
- i4 ?+ B) H; c4 |9 {! `% X  X$ c1 C( ~1 R$ L
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0 D; F9 o* {+ J) v- e: Q! y# d
: U0 i# u; Q4 }9 y6 N1 M# J
需要档案:
% _: ?( `) O3 H9 x6 J6 F* }+ n: j3 R# k! s0 d1 j+ I
DATA/EQUIPMENT/weapon_equip.ini - 武器特性设定〔损害,光束特效,弹药等等〕" I9 w6 y. L+ P& s) S$ G
DATA/EQUIPMENT/weapon_good.ini - 武器商品设定〔价格图标等等〕
) M1 e- a( [" ]; S; |& ?0 I( R8 wDATA/EQUIPMENT/market_misc.ini - 武器贩卖设定〔等级,贩卖基地等等〕3 }) e5 R3 n8 B' b  n+ o  R
DATA/FX/beam_effects.ini - 光束特效定义
* I+ x$ ~# |2 ^' E# u
* s. q. M  p* ~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。
0 k5 f5 K9 h9 ]1 z# V! R6 D! V- l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。+ A0 V5 m. g' ?6 z7 Z! H& U
; W9 O' B- K) y( |
Gun 叙述' c% P* K  E7 `: H& A
* U0 v, \7 d) M. C' ~- a: l! Y! b& y
它由两部分构成,分别是 Munition 与 Gun。
3 O5 i& r# a3 e1 w1 |" x8 j( n0 iMunition 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 @5 v9 L6 H- R, R( oGun 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。/ h1 j# \0 @: n: L, M" J

7 q1 ^$ R" ?7 U# @Missile 叙述7 t+ I6 j) b+ x0 X6 _7 V
0 Q( r/ C$ P  ]
它由四部分构成,分别是 Gun,Motor,Explosion 与 Munition。& M+ f7 h! B! B/ H! s& W( t
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。0 m" n7 }8 X, h* R6 b! _7 m
Motor 叙述决定飞弹飞行能力1 Q) ~0 @( w4 j2 v; F* a$ {0 @
Explosion 叙述爆炸设定
  q& ?8 w4 ^" o: r1 SMunition 部分包括射击相关参数像损害,最大角度,搜寻距离等等。
" [5 h, L" S3 s; i  j) E3 X' |4 L: e9 a1 c5 Z
Minelayer 叙述 / x8 }. j& E% W0 r: y. E: I8 c

! x8 c- G! l% Y$ m2 [0 V* t) n它由三部分构成,分别是 Mine,MineDropper 与 Explosion。
% I1 `) ?( d. N& _Mine 叙述地雷的参数像是安全时间,搜寻距离,加速等等。  F4 v* i  i& I% E1 J, H
MineDropper 叙述是地雷发射器设定。) O: y' t$ {7 t2 v4 }% J
Explosion 叙述损害,特效与半径范围。. T' b4 N) t! Q& l6 L
3 O& @- I$ |( F% T
以下逐步说明参数意义, m1 \7 p4 J1 G3 A, ?! R

* T4 C1 X; g* o  ?) J. o. VMunition% P$ v) q) u7 q# l. k1 _, `4 `
nickname = li_gun01_mark04_ammo 对象的名称
3 @" k/ A$ ?0 a# d- N- G. `* hhp_type = hp_gun 表示什么装置点可以装〔hardpoint〕* [4 U% e5 F  N9 Y6 F% l( p9 C
requires_ammo = false 弹药需求,如果是能源武器就不需要弹药 + \; T) M; |& K; D2 i- E- o
hit_pts = 2 命中伤害
% b9 s$ a; S) khull_damage = 31.600000 对机体的损害
" f* ^9 f- I6 H0 R6 s3 nenergy_damage = 0 对护盾的损害) n3 S; R( ?, a& t) {; R/ t* z! J
weapon_type = W_Laser01 武器类型: r8 s: `0 x' @( ]; u& E& s
one_shot_sound = fire_laser2 射击时玩家听到的声音
9 }8 J# f3 y8 n) b1 T( u; emunition_hit_effect = li_laser_03_impact 射击特效名称
  t& V( Z9 H, q8 U! K4 p9 Zconst_effect = li_laser_03_proj 光束特效名称
4 ^# B8 L4 ^$ C, T1 A" M; \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8 M" q) Z# E! Y1 q6 {' ?
force_gun_ori = false % M& F' K' O% r5 G; R8 [
mass = 1 弹药容量. C: d5 J3 W- h7 ^1 g
volume = 0.000100 光束照耀量* G3 r) d7 e  T% r5 W/ z* z( p
1 p. [. z1 P( l* I, H9 r; t
Gun
3 a& j2 p% F3 o/ a( Mnickname = li_gun01_mark04 对象的名称
0 J' `( B* s. F, @ids_name = 263360 武器名称 ID 〔可参考相关教学〕 ) I- x5 C- L* s
ids_info = 264360 武器内容 〔可参考 infocard 教学〕
1 G" j  B5 a. n& W* r1 U  j1 GDA_archetype = equipment\models\weapons\li_heavy_ion_blaster.cmp 游戏中使用模型的路径4 s' u% y& o3 p) z
material_library = equipment\models\li_equip.mat 模型使用的外表纹理档案
  `2 K' Y* Z, n% D; A2 qhit_pts = 1026 武器的装甲〔武器本身同样可以被损害〕
. J3 J4 d! B# p/ jexplosion_resistance = 1.000000 抗爆能力〔0 会受损,1 免疫,所有的枪都是 1〕( d5 ^+ E0 x1 f# V( i: }
debris_type = debris_normal 碎片类型
1 O7 C8 _9 {3 D; v7 N/ @/ }3 ]parent_impulse = 20 主脉冲大小
$ ?$ q, w2 ?+ T) Lchild_impulse = 80 次脉冲大小
: G5 x: d: |6 ^+ Y. N6 mvolume = 0.000000 体积
8 z  b- K- {* x/ l- h; S5 Lmass = 10 武器容量
5 Z1 C, a) n' G+ M: k% z5 {, Bhp_gun_type = hp_gun_special_4 需要的装载 hardpoint 等级0 o2 E, q* I! W5 c! P, \5 Q  K" e9 p
damage_per_fire = 0 由射击造成的损害
3 `1 l8 Z9 e$ x- b/ w0 V* S/ Kpower_usage = 9.880000 每次射击耗费的能量9 A0 U4 h" k8 O) K1 n9 E: @" z
refire_delay = 0.120000 射击时的间隔时间
/ p- x: u6 I. c9 smuzzle_velocity = 750 射速
, w* H& [& }% Z9 U: ]: M; c( Suse_animation = Sc_fire 发射时使用的动画( j2 U5 m2 [3 V0 Z
toughness = 2.500000! {3 \1 v) U. T% M: b
flash_particle_name = li_laser_03_flash 发射时我们看到的闪光名称
" l* }5 q/ D6 Dflash_radius = 15 闪光半径
8 \: e2 u5 n; blight_anim = l_gun01_flash 闪光动画/ g" @( ^! j8 L1 h+ u
projectile_archetype = li_gun01_mark04_ammo 关联的弹药名称- e3 S# S, {# N+ g- ^
separation_explosion = sever_debris 爆炸影响类型
( \  a3 h9 W* U4 T+ `3 \+ mauto_turret = false 自动炮塔 (true/false)
! @7 e' s4 ^9 c& O  L/ y) [+ }turn_rate = 90 炮塔转动角度 (360 为全方位转动)
0 @$ H( s  P& k, V. plootable = true 这个武器是否可被丢弃 (true/false)
" C+ ~# d) ~/ _LODranges = 0, 20, 40, 80, 100: LOD 范围设定
' }; L  J6 }$ ^1 P# c; @" B7 ?7 [, Z
步骤二:武器购买设定3 }4 `2 b$ G. k, N8 N% i2 f

7 X1 Z5 X4 d- v2 U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:) i; R) e( c2 x9 I
# W- ^+ ]# O! e
BaseGood
/ B# |/ @8 j' ]1 L4 o/ E4 y# |) zbase = Li01_09_base2 B% ~  K; P  c4 s7 C4 F
MarketGood = li_gun01_mark01, 0, -1, 10, 10, 0, 16 _0 M" `- S  l( ]3 ^" J  [4 e
MarketGood = li_gun01_mark02, 0, -0.200000, 10, 10, 0, 1
+ X; Q+ F0 N1 E% `" ?! c* n% QMarketGood = li_gun01_mark03, 2, 0.100000, 10, 10, 0, 1; d* q; G3 g( ^
加在这里:MarketGood = li_gun01_mark04, 2, 0.100000, 10, 10, 0, 19 v( ~) ~# Y3 k( C5 t8 B# H4 e
MarketGood = li_gun02_mark01, 0, -1, 10, 10, 0, 1
: H5 P4 o6 G) I/ |6 RMarketGood = li_gun02_mark02, 0, -0.200000, 10, 10, 0, 1
7 }, a. e* B- L/ XMarketGood = li_gun02_mark03, 2, 0.100000, 10, 10, 0, 16 C: C! o$ b9 U+ b, G% g& n
MarketGood = li_turret02_mark01, 0, -1, 10, 10, 0, 1
* a9 j# \/ U) a# LMarketGood = li_turret02_mark02, 2, -0.200000, 10, 10, 0, 1
' s9 B) o* h( t3 ]MarketGood = ge_s_thruster_01, 0, -1, 10, 10, 0, 1
+ V0 R6 v! v6 J5 r% @4 TMarketGood = missile01_mark01, 0, -1, 10, 10, 0, 1$ I! \/ |* _5 d
MarketGood = missile01_mark01_ammo, 0, -1, 50, 50, 0, 1; j0 c' S9 S7 j& s
MarketGood = missile01_mark02_ammo, 2, -1, 50, 50, 0, 1
5 _  e# ^' [/ c, Q/ mMarketGood = missile01_mark03_ammo, 10, -1, 50, 50, 0, 1
5 ?8 {* p/ H- X: k( o4 h/ `MarketGood = missile01_mark04_ammo, 22, -1, 50, 50, 0, 1
  [! ]: \6 p+ [' s1 D& |MarketGood = missile01_mark05_ammo, 30, -1, 50, 50, 0, 1
9 y7 ~7 @  }" Z. Y. DMarketGood = missile02_mark01, 0, -1, 10, 10, 0, 1
  S0 D: s- d3 A' P) ]MarketGood = missile02_mark01_ammo, 0, -1, 50, 50, 0, 17 o; R- Z4 l: U
MarketGood = missile02_mark02_ammo, 2, -0.200000, 50, 50, 0, 1& s5 A( g! c7 P- n1 W6 Q, r6 B* g: \+ G# h
MarketGood = missile02_mark03_ammo, 10, 0.200000, 50, 50, 0, 1
1 N* y* m6 ?5 J3 h/ R6 v2 aMarketGood = missile02_mark04_ammo, 22, 0.400000, 50, 50, 0, 1% ^( z, K+ x& \' o# W8 [6 W; ^
MarketGood = missile02_mark05_ammo, 30, 0.750000, 50, 50, 0, 1. T5 l, e" n9 c" F
MarketGood = missile03_mark01, 0, -1, 10, 10, 0, 1
; f) d6 f9 S4 ^( S5 i: {MarketGood = missile03_mark01_ammo, 0, -1, 50, 50, 0, 1
) I7 ?) [+ Q6 z; T# _MarketGood = missile03_mark02_ammo, 6, -1, 50, 50, 0, 1
8 O2 h2 |; y# h' c$ kMarketGood = missile03_mark03_ammo, 22, -1, 50, 50, 0, 18 |- z* L. u+ M: I9 B
MarketGood = missile03_mark04_ammo, 30, -1, 50, 50, 0, 1
, i% V8 \6 r  Y$ sMarketGood = cruise_disruptor01_mark01_ammo, 2, -1, 50, 50, 0, 1
! W0 \- G$ o, r! l6 bMarketGood = cruise_disruptor01_mark02_ammo, 26, -1, 50, 50, 0, 1; e4 d; R+ I0 X9 ?4 y" w
MarketGood = torpedo01_mark01_ammo, 10, -1, 50, 50, 0, 1# F8 W; ~4 E, K1 T
MarketGood = torpedo01_mark02_ammo, 30, -1, 50, 50, 0, 10 }* n1 Y) d0 S! S) Q) U! g% u$ H3 P
MarketGood = mine01_mark01, 0, -1, 10, 10, 0, 1
7 s( C8 X6 G7 G0 kMarketGood = mine01_mark01_ammo, 0, -1, 50, 50, 0, 1
0 i% a! _; O  zMarketGood = mine01_mark02_ammo, 2, -1, 50, 50, 0, 15 m8 q' M7 m0 B! {/ M  M
MarketGood = mine01_mark03_ammo, 10, -1, 50, 50, 0, 1
) C( ^2 q% X9 G# KMarketGood = mine01_mark04_ammo, 22, -1, 50, 50, 0, 12 P7 K/ j2 x1 y1 s( J
MarketGood = mine01_mark05_ammo, 30, -1, 50, 50, 0, 1
  ^9 b) w" C, E3 W! H3 k1 ?: g' bMarketGood = mine02_mark01, 0, -1, 10, 10, 0, 15 C+ c3 C* h( R: u& T1 `
MarketGood = mine02_mark01_ammo, 0, -1, 50, 50, 0, 1
9 v, a" z' q. y! j% t$ B. D% l; Q% F0 MMarketGood = mine02_mark02_ammo, 6, -1, 50, 50, 0, 1
, q  n2 U/ m7 o" {- e* t5 xMarketGood = mine02_mark03_ammo, 16, -1, 50, 50, 0, 1% {- H5 Z! q( O- j. ^* X2 \& w' b
MarketGood = mine02_mark04_ammo, 26, -1, 50, 50, 0, 1, ?2 G4 K+ N* L9 G& h0 L
MarketGood = mine02_mark05_ammo, 30, -1, 50, 50, 0, 1; g+ u5 u. s) J1 S4 V
MarketGood = ge_s_repair_01, 0, -1, 100, 100, 0, 1
( ^$ b  ?8 P! g1 iMarketGood = ge_s_cm_01, 0, -1, 10, 10, 0, 1
- |3 W7 w8 ]  HMarketGood = ge_s_cm_01_ammo, 0, -1, 50, 50, 0, 15 F2 z: k+ F& J# e
MarketGood = ge_s_cm_02_ammo, 2, -1, 50, 50, 0, 1
! w3 S, m" D8 z; N7 k( uMarketGood = ge_s_cm_03_ammo, 6, -1, 50, 50, 0, 1% K8 H' y4 u) n% B8 S, D* N! o
MarketGood = shield01_mark01_lf, 0, -1, 10, 10, 0, 12 H6 ~: \4 a2 y$ f( `% d
MarketGood = shield01_mark02_lf, 0, -1, 10, 10, 0, 1
# u% t( z3 [5 C2 S) m3 mMarketGood = shield01_mark01_hf, 0, -1, 10, 10, 0, 1
. D" n, f5 |. s* y* W' JMarketGood = shield01_mark02_hf, 0, -1, 10, 10, 0, 19 Q2 p5 @% S* J; H. ?
MarketGood = shield01_mark01_fr, 0, -1, 10, 10, 0, 1
  k; L8 e4 j6 \5 ~% n+ rMarketGood = shield01_mark02_fr, 0, -1, 10, 10, 0, 1* g8 T/ i; o1 c7 y1 E/ c4 y. o2 d
MarketGood = ge_s_battery_01, 0, -1, 100, 100, 0, 1 8 G# t# I. S& K/ o) u

) Y* t+ o& T( |/ c1 @3 e* c& T: M解释
# b% M6 I/ }) ?) @( D* p
: p+ o6 N# q% u0 p! cbase = 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。+ |% e; }( d; v) j/ ^" T

7 j' x6 V  K6 ^- A& 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:. ?9 c5 h' h) }/ y, k1 v+ x

3 }9 `5 ]3 h% c; C. a6 |9 p; C. WMarketGood = li_gun01_mark04, 5, -1, 10, 10, 0, 1! X( {5 V5 m" `/ P* f* Q- \' c
5 p! d( W: o' R9 q4 b/ ?
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。9 g9 p8 y/ I. P: _, Z- }8 k$ |$ ]; e

: w, w! @! D! B1 {步骤三:武器光束特效设定
- d2 R# j9 G5 `9 x
8 C4 Y  |6 r$ p: T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。
% |2 [8 t) e$ Z, D' t" o
; \! Q3 s+ q/ gBeamSpear
+ \( T7 w- M' A' E0 f4 U7 f$ u; a! F# Jnickname = my_gun_01_beam
! }9 e7 R" p2 \: V4 dtip_length = 40 这个值决定效果大小
0 |( D' z: S9 @& r# j% ltail_length = 100
# a3 N* ^7 F# Xhead_width = 7.500000 # E+ ^; B( w- N7 D1 V; M
core_width = 6
( e3 i) X8 z/ t: z& @/ \tip_color = 172, 34, 172 特效颜色设定(RGB)2 u/ `7 g6 R, y0 K
core_color = 172, 34, 172
0 @. f. z2 o  v  Z6 L' Ioutter_color = 152, 35, 184
9 ^4 z5 U: B2 i8 H7 V, wtail_color = 111, 37, 184
/ S( M8 m' I% M2 r$ nhead_brightness = 1 亮度数值
* G2 K/ K% n4 {2 M8 H9 o# Ctrail_brightness = 1 6 {/ Q7 q, q) t& X+ y7 u
head_texture = star 外观材质设定: {' _+ J) Y* z) o* D/ q6 E
trail_texture = wide * r" i$ K! R' U; z
flash_size = 20 闪光大小
9 u! p  t( a3 k5 H* N+ O. P$ X3 S) ^! }& l
  B# O: @* G0 u+ C步骤四:更改与加入武器价格
% u! k. u2 B: c/ Q, h* ^9 t! q# N4 u# i- I. W1 J$ D" L7 x
以文字编辑程序打开 DATA/EQUIPMENT/weapon_good.ini 档案并搜寻:li_gun01_mark04
- b+ B, a4 ]% p. ]0 M
! x% n$ r& K0 t7 u[Good]; m& {/ [; H3 |+ v
nickname = li_gun01_mark04 武器的名称  I* R9 u( ?% J3 U
equipment = li_gun01_mark04 装备里的名称
; B5 [- z2 e. y$ [: |) {. Zcategory = equipment 武器类别
1 S/ h- l/ z/ {. a0 E& F. J1 uprice = 3710 价格
4 ?1 B; f. N  t+ ~/ v- R% _item_icon = equipment\models\commodities\nn_icons\EQUIPICON_gun.3db 对应的图标档案位置
7 m7 Y+ g6 `3 T: E: W' ycombinable = false
; X! o+ y0 n" j4 nids_name = 263360
% `' T8 e( T4 m. b7 zids_info = 264360. L4 ~6 `" K. s6 h* n2 \4 D& v
shop_archetype = equipment\models\weapons\li_heavy_ion_blaster.cmp* Q8 l: y7 M2 Y8 r
material_library = equipment\models\li_equip.mat# A( U% K7 |' u/ ?) B; s0 P
4 A* S, i1 h9 a) y  w* T8 X% T" ^) J
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。
+ U$ D7 X. I1 O- s9 O# ~- j
: R1 o- E9 z8 d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 29 g% d6 S8 B& [0 n2 p
. v  Z* t- x/ Q# c: k! Y

4 T  P) ~* g! B8 q+ t6 J: {6 o6 c) e/ P7 S& W- X+ ?& o

' h  E1 s: r* A2 m- j, A3 ]打开 X:\游戏所在目录\Data\Equipment\st_equip.ini 档案。: t9 O1 p* v# C. J$ ^
3 ]! T# w' m, U2 h9 q- h* b: N
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:/ M- M" y2 r% S9 O. i
* @2 ~% H4 n6 W5 i
regeneration_rate = 8 Y( F# P6 u8 a1 T# b/ Z
: N7 @' c2 T9 p, A' _+ `) i. U
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。8 v' A8 J2 C. _7 u) j! ^

- ^$ H- e+ t& X# n" }护盾的 nicknames 格式是:7 j! c& y2 _6 X1 _; Q4 U6 N3 e

9 ?( f) g$ h* G( {Sheild0X_markY_z7 a& W( R! G% k

- Z, t; m, d. v4 c1 S$ Q% D" e) O) DX 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)。
7 y3 N9 S6 {6 K7 a8 a1 P+ U& vY 的值位于 1-10之间,表示护盾的等级 (1-10)。
6 P6 {* E" ]5 m" I" |* W7 d$ C( 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。
7 ?: ~0 C* w+ z- e8 \: i! z3 b3 h/ D/ R( ?
例如
% a( b! X/ ]1 h$ V
$ s5 D' h, r4 U* C3 ~Sheild01 (引力子)
; p6 ~6 q* W7 y) f. T5 ^0 W" {' uMark07 (等级 7)
& S# b3 h0 x* t- _hf (重型战斗机)
' L6 H/ z3 q/ r" f& Z9 N
- F- T, d# u$ _' v% }8 Y7 q# R加起来就是下面的描述
# U6 s( H( `% _
, X1 U$ g* D& ?3 dshield01_mark07_hf; T; e, n, k! A9 R3 B! e

+ a: x7 g, \* Z: G& c现在你知道了它的意义,现在记住下面的叙述。- ]1 _7 _( o6 |7 h$ F& w

, W: y- R; x. a+ {# [- H- ?ShieldGenerator
% H* f. g5 V2 k4 }, _9 Vnickname = shield03_mark09_hf
! W- a8 u- y  O' p$ t- ~6 xids_name = 263867  D9 Q$ M- a4 q) [! Z
ids_info = 264867- g* J# k9 {: c7 g( [/ p. [
DA_archetype = equipment\models\st\li_refractor_shield.3db5 ]) w# C3 _0 r5 g
material_library = equipment\models\li_equip.mat
& U/ B0 O  a2 `HP_child = HpConnect
6 ]9 n) `! R- W# Z& L7 {, Hhit_pts = 6752
( ^  ~( y0 y& Texplosion_resistance = 0.500000( X; c6 v: x; f, R
debris_type = debris_normal
, `; d& ~# f( f- s: m  Jparent_impulse = 20
/ Z* _2 X9 p9 V% s! \$ Ichild_impulse = 80. J  V1 s2 p3 g- n  {
volume = 0.000000
* ~* r! @# [8 V* D, |: kmass = 10
/ ?1 R$ p5 z2 ]# I/ B7 E% [regeneration_rate = 134.399994" x. u5 B6 r1 s, U" U7 z
max_capacity = 6050" d1 O( h" ^- @/ A0 o
toughness = 60.500000
. w3 S, P% a7 |9 S; g) Zhp_type = hp_elite_shield_special_9/ ]7 W3 E  a4 F3 z* n, L
offline_rebuild_time = 12
- \# T! Y8 i" Z1 W- `offline_threshold = 0.150000
  H; q) u1 [2 _- h5 sconstant_power_draw = 07 u/ X, K3 m  _( |$ E: v
rebuild_power_draw = 10, E1 M" }8 K& _1 E; R
shield_type = S_Positron01
6 ~" \, A1 f" X+ M( `9 [5 Xshield_collapse_sound = shield_offline
' O4 q3 o( T( X. B8 J! Y! S7 Eshield_rebuilt_sound = shield_rebuilt& E4 l  C2 L/ K# }+ v
shield_hit_effects = 0, gf_pi_shield01
0 W* M& h0 w7 r1 l# f  ]shield_hit_effects = 100, gf_pi_shield02
5 }( a2 u6 _* T& r1 ishield_hit_effects = 500, gf_pi_shield03# t, z0 O" s9 N2 c3 `
separation_explosion = sever_debris2 |4 s0 L  ?# @
LODranges = 0, 20- L. y: P$ ^: w# ^! A8 H
lootable = true
, r; _) U5 f4 X' `" l
1 g- U$ z+ t7 B这里解释几个特殊的叙述:
2 ?4 e7 T4 u+ ^/ f% a( u) E' k4 d7 }) R' E9 v6 [. P2 [* [
nickname = shield03_mark09_hf ; 我们可以修改这边 (nickname)
9 Y# t) h9 t+ [$ ?6 D) Oids_name = 263867 ; 这个必须自行建立,请参考相关教学3 _+ v4 M% Q' `) q3 u: Y( U5 N
ids_info = 264867 ; 这个必须自行建立,请参考相关教学8 H8 N9 f. D. ~( J9 L* l, i
regeneration_rate = 134.399994 ; 再生的速度! ?# `2 Q5 L  i2 e' b0 O) V
max_capacity = 6050 ; 它的容量多少
& \% C/ X* w  V. D& U3 s4 U; whp_type = hp_elite_shield_special_9 ; 定义护盾的等级
& M) L/ c' H( C) j. uoffline_rebuild_time = 12 ; 被击溃以后须等多久时间才会再度充能联机使用0 g! X" A/ ]/ L. O: D$ F* `
shield_type = S_Positron01 ; 类型 (阳电子/引力子/分子)2 ]9 i6 w+ s; \. k% _
9 R$ e; u4 {( t1 h! q
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。
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现在开始第一步吧:
  M# L2 }* n  K  h. ?% A  a# P( |/ w# Q1 \* V3 i7 C$ a+ m
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。/ {, k# K: x! h5 ^6 D+ N& T* R

* ]' B# g! Q: |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。4 ~- z1 P. P% J
+ m' _2 E4 c1 x7 u4 \
ShieldGenerator$ s! f" o8 S; m: \$ D
nickname = my_shield01_hf ; 更改后名称
0 |: |7 S1 T" h) Kids_name = 320001 ; 等等要用到1 S$ K8 u' Q. F
ids_info = 321001 ; 等等要用到
2 ]; p2 }- V& T  H1 t) _DA_archetype = equipment\models\st\li_refractor_shield.3db; E) _% y0 r) R, R
material_library = equipment\models\li_equip.mat
  Y. v' t2 {2 u9 ~( z5 |HP_child = HpConnect
! _& d+ `' P2 }- G4 ]7 Ahit_pts = 67523 ^$ V: ?/ t  K. k
explosion_resistance = 0.500000
3 u; {6 h( j& R" H6 adebris_type = debris_normal% [# Y- m7 j4 ]/ j+ m, _, d
parent_impulse = 20
& J0 w6 t7 S) |! D* v8 e; X" nchild_impulse = 80- K" T$ n2 @5 b+ B7 O. ^
volume = 0.000000
0 A$ k/ Q0 O# \" ]: b/ G2 pmass = 10$ g4 c2 l( S& ?( M* J% ]8 F
regeneration_rate = 150 ; 这里我们改成高了一些9 D# k- h# }4 v5 ^1 T( @
max_capacity = 8500 ; 这里我们改成高了一些
% s6 O! n7 @1 [3 V; H4 `toughness = 60.500000& \! I) U/ {- q- w5 Z0 Z* J
hp_type = hp_elite_shield_special_10 ; 这里我们改成高了一些
2 ~0 Z' K7 N) U5 O& e, ?/ h+ ]+ g6 zoffline_rebuild_time = 15 ; 这边越高回复护盾联机的时间越慢) w- K# d& t4 i' ?* t$ Q* t, W
offline_threshold = 0.150000
9 ]1 |4 @. K2 Vconstant_power_draw = 0' A* [: a- x! u2 K
rebuild_power_draw = 109 O! s  T) m$ }+ z; _
shield_type = S_Positron01 ; 护盾类型不变. q( W( N- G) F( F9 U# v* G
shield_collapse_sound = shield_offline
+ p8 {" K. T4 E5 f4 pshield_rebuilt_sound = shield_rebuilt) ]# e1 q! b# Y9 f: s' R; ~
shield_hit_effects = 0, gf_pi_shield01
8 a* s, R/ P2 o' i3 }" G8 Oshield_hit_effects = 100, gf_pi_shield02
% f& s. l1 P4 p( ~6 G# Ishield_hit_effects = 500, gf_pi_shield03: ]4 Y! t1 B. L
separation_explosion = sever_debris
# f" r6 q2 M. A. B8 N  DLODranges = 0, 205 }( `: I8 b7 v# |2 G, B1 Q  ~7 w
lootable = true( N2 h) @) }9 ?; G% s9 O+ c9 G& {+ p3 D
" E* k$ E' L5 ^7 q) D, s& v- J
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。
9 z- x; t% I6 n( Z3 x$ t# f" {5 y4 S% g
存盘并打开 X:\游戏所在目录\Data\Equipment\st_goods.ini 档案。$ b& n" r/ Y6 V
! c  A8 O* T+ d' f! T% U6 U1 [- |
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。
) ]( F' s4 I. y; M( B% A0 E2 Y* L0 f6 I# l
找到下面的叙述:
7 k* X, I! v. S2 x5 z5 ]  C% z7 y' x# K" |
Good
; z1 O( n% X# U" C+ E& I; ?& _+ bnickname = shield03_mark09_hf
! g8 F; Z2 z9 y* t6 S: X9 d0 lequipment = shield03_mark09_hf; \1 E$ @4 n$ x
category = equipment
/ \! x2 f0 G4 L% M. d, f; Kprice = 260240
1 c* K5 K: [# M# M5 |2 s7 E% ~1 N6 ritem_icon = equipment\models\commodities\nn_icons\EQUIPICON_shieldgen.3db
6 B0 I; l$ L4 E9 acombinable = false1 b, y- |7 A6 j
ids_name = 263867' E$ l3 S* |+ K
ids_info = 264867
% m% G0 j1 f9 C3 M2 a( U' {1 k4 ?shop_archetype = equipment\models\st\li_refractor_shield.3db# B- g1 D" C2 P- h- ?$ u
material_library = equipment\models\li_equip.mat
( g- O$ v; c. A8 g, d8 N+ i& y/ m: P" E. `6 Q
是不是跟之前的解释项目相像?把它复制后贴上目前档案。" a% v9 N8 c! M1 n. x: }
: Q' D4 B% S# b; V
Good1 U! v" ]9 l3 q5 G7 w, h1 k+ g; B" V
nickname = my_shield01_hf' `; Y9 r% a, d
equipment = my_shield01_hf4 Q2 q4 b5 |0 `2 C" ?
category = equipment
, w: z' Q9 i4 e  E* B0 Mprice = 260240
, l4 l6 X* r) W7 Z, q( s2 g- Titem_icon = equipment\models\commodities\nn_icons\EQUIPICON_shieldgen.3db( @2 i1 u. L5 X6 a' n0 ]5 y' g
combinable = false7 N8 [: m/ S  k; z3 T/ d) O+ q
ids_name = 3200018 a& [* M$ O" A- j8 V3 G
ids_info = 321001
2 J/ D- o- s* ]% h. ?shop_archetype = equipment\models\st\li_refractor_shield.3db: P8 x% k& o) B& b6 D! A
material_library = equipment\models\li_equip.mat
6 W3 n' }4 M4 z" `$ P, v7 |, |' I/ @; B, C' p$ ?9 o) E
你只需改变 nickname、equipment 与 ids_name 以及 ids_info 就好。3 p! y$ J+ b# X$ y3 i

( k6 T* O" @2 q: V' g) @$ b' Y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。2 N$ z" _% i5 z) w; M' o$ q5 Y! I. W

4 q* U6 g" e+ [" Y) F( d) M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。
' `& V3 o6 K  h5 D: a% G+ C) g+ K$ _4 F1 C; y* ~
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。
: u$ H" T6 T6 J
2 Q+ n) q" G( j5 B: D) ]4 HBaseGood3 r, i$ n$ L. x& R6 R) R5 T
base = Li01_01_base ; 表示曼哈顿: L: ^" L1 y2 p1 k
5 j' U) _. u5 v) ^- z- ~* z, L
MarketGood = shield01_mark01_fr, 0, -1, 10, 10, 0, 16 S! K, n. l8 |! f* j: q; x, R
MarketGood = shield01_mark02_fr, 0, -1, 10, 10, 0, 1
, V3 h& l7 @% v% O3 m. Z6 a; E+ o% a1 m
这两个是护盾叙述,复制其中的一个,然后在下方贴上:! R! F$ n3 c5 U/ v. K

& j# B+ v- }8 ^& x4 t2 x% ~MarketGood = shield01_mark02_fr, 0, -1, 10, 10, 0, 1" R4 w0 f" P* T# N  R0 n6 t
: f( j/ G/ y& h$ L/ U5 K" d
把它的名称改成你在 st_good.ini 档案里用的 nickname,像下面一样。4 }  [7 y% i( X# s8 F: b; j
6 n; i7 q" `5 J$ W9 v, X
MarketGood = my_shield01_hf, 0, -1, 10, 10, 0, 1 9 V1 W& K# B( i8 w' D" _- G
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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。
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****************************************************************
4 _  u2 A0 T6 `# `0 Q+ ~) b% b, W3 m4 a7 j9 d& Z
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。' R* H8 \  h' N8 f/ X. _) i

7 z. d: \5 ^! c! N& A. }. \找到下面的叙述:
, _1 @7 S2 u$ M4 j+ C: A
2 C! d1 }6 E0 e; {  J$ IScanner3 y$ t/ k* y, M5 C6 O
nickname = ge_s_scanner_01
* N- X1 d( P$ C4 A) b# |* ?ids_name = 263750
  e: x* Y8 y/ [8 m# N7 O+ D* D0 o7 Qids_info = 264750( l0 }3 n: E+ T8 A  [
volume = 0.000000$ F) x) g: U9 E- {# K+ C) b& a
mass = 10
$ w0 _6 Y" z" O# M, zrange = 2500
4 M0 Y; e: K. E- k; ocargo_scan_range = 2000
. c; ]# V7 ]! u( L& H9 elootable = false
$ [, q4 o4 |" _' _% _0 A' L
& ~2 z! o! R* O% H$ F; Y' b4 t8 H. [% }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:  H  m8 Y6 v% n4 S1 ?# ^, H
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Scanner0 @* A: E' Y! O4 d, X
nickname =myscanner_01
6 r; r& i: ^3 z* z6 Aids_name = 320002  B3 C7 a7 C; U' l+ u# V: a5 {
ids_info = 321002. O5 ?. y2 _* V/ B1 p
volume = 0.000000# r# ~$ p& l. E
mass = 10
, F# k; m5 J. @+ Prange = 5000, u' ]. k4 l1 V" n( G' r0 M" F; `
cargo_scan_range = 5000
& _9 P; |( B1 z5 `2 o4 Slootable = true
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& p6 g1 @; \/ q  M- @! y我们改变了 range 与 ids_info 跟 ids_name,还有最后一行。
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! h) n8 G5 U2 y) e6 wLootable = true+ w- K3 t- E2 z( F; b: M7 J
. w7 i4 ?' u. i9 x
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。
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存盘并打开 X:\游戏所在目录\Data\Equipment\misc_good.ini 档案。
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+ h. _5 d; r" s$ e& Y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。
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; l# b5 z# r5 G0 s* P! C4 q; ?, t找到下面的叙述:
9 G/ X1 F1 I. W8 o1 W1 D4 r3 e
Good ; 这边一定是 GOOD
, z, \  l' B4 j. K' Lnickname = myscanner_01 ; nickname 是卖掉它的参考名称,记得保持一致
2 b' I0 J; U; Q! \equipment = myscanner_ 01 ; nickname 这物品在 misc_equip.ini 档案的名称+ @* Y5 G7 q+ y, ~+ R
category = equipment ; 表示它是装备( ]6 P0 m3 V: z$ B
ids_name = 320002 ; 这就不多说了+ i  z1 T1 y! y; r: Z+ n* \& V
ids_info = 321002 ; 这就不多说了8 d/ Z& _' L2 Z$ ]# |8 g
combinable = false ; 意思就是你不能同时装备一个以上
' G- M" |. |+ x9 Oitem_icon = equipment\models\commodities\nn_icons\equipicon_radarjammer.3db
% `( i, g$ |( z- r* xshop_archetype = equipment\models\commodities\crates\crate_grey.3db
- H% k2 |( P8 C! n. Dprice = 1
3 x. h" {4 U$ l6 I. v. K. `1 L: q9 l& c1 @$ Z! ?+ g( ~
item_icon 是你可见到的小图标7 g6 N( }, O2 Z
shop_archetype 目前未知,可能是指我们在太空中见到它的漂浮样子! x; q- X- D& l. j
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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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6 _8 r! ?6 \) g$ r# x3 Y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。* V. @7 [) n6 c) p

6 _# ~" b) r5 G3 z' `2 w2 s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。) X0 `/ W: X% C6 v& Z/ o5 J6 H) D
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加入下面这行叙述:
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MarketGood = myscanner_01, 0, -1, 10, 10, 0, 1
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- ^4 i. s; V. R+ u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。! s" q  f! \2 E1 A3 W4 k

4 r  o4 f( y( o现在你可以比照上面学到的知识,增加一个发电机等等了。
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7 C: r8 ^# Q5 l****************************************************************
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# `  P" e/ O* D+ ~增加一个发电机
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. f5 C; P! B9 y/ _+ k6 y' E这边我只简单说明一下。: x  p8 F. u* s' [+ Q% i2 P- n+ T
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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。
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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。
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4 ^& n" g( l- c' O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。
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) C  M: S! U- T5 L* e+ [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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