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FreelancerMOD制作天书

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 楼主| 发表于 2015-2-10 10:40:52 | 显示全部楼层
创造一个基地# f1 X' U5 z6 v& R
' |: h4 [. A% ?* r- c7 [$ X6 F
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:
: [8 T: m$ m" t" Q/ y
6 v' D; x0 j3 \. A  [9 F# J[Base]0 {2 z( W' U1 I8 v8 l
nickname = Li01_jsg_station ;在曼哈顿行星
% E# I' c  h5 jsystem = Li01$ A0 x0 ]7 K, _& K& z
strid_name = 524409 ;这部分要自己建) W4 A+ p- D  {- M/ q( Q
file = Universe\Systems\Li01\Bases\Li01_jsg_station.ini
/ V! h& I  x9 P" k# t# C$ c+ E! cBGCS_base_run_by = W02bF01 ;这边是所属派系
1 w% k9 e6 i7 z& d# q& a; Q: r( N6 b  W, n& H* z
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:! h, N9 g8 W, v8 {$ a1 e; U
& |9 I+ y' g5 b4 M2 E3 z
[Object]
5 s) L7 P: I! unickname = Li01_jsg_station ;靠近曼哈顿行星, {9 }/ u' p7 i8 u. m- {
ids_name = 524309 ;这部分要自己建4 i+ z* s% P1 [* k
pos = -35763, 0, -22450 ;这是它的坐标,在曼哈顿附近靠近 Newark 空间站
: O$ K4 E  N( [8 W8 Drotate = 0, 40, 0
, t- V; c& I! F( o; o9 N! vArchetype = largestation1 ;空间站外型,这边像 Newark 空间站0 ?2 q0 }1 q$ A' Q$ x9 @
ids_info = 65761 ;对这空间站的描述,这部分要自己建, p- I  k- ~3 B6 G
base = Li01_jsg_station ;你的新基地" z8 ^9 q, a5 W7 j! ]5 s
dock_with = Li01_jsg_station ;你的新基地( H' r& V  \( H# [7 J2 A/ W
voice = atc_leg_f01; k4 M( C3 o: s6 o1 Z
space_costume = br_karina_head, br_karina_body ;当降落时听到的声音
3 w1 J0 i1 V: w. x" V& P1 k0 Treputation = gd_z_grp ;表示由 Zoners 派系管理( R% t! {1 `9 V- B  K1 p
behavior = NOTHING
# L, c( p3 y! ~  O. @8 s/ R* ~difficulty_level = 3
1 K2 Y& G3 x, a  lloadout = space_station_co_01 ;空间站部署的武器
; S0 X2 E$ f4 c# r$ r5 ]. Ypilot = pilot_solar_easy3 `/ W; ?$ W: j# b! S
8 o! Z; C; b- _5 B6 U7 e
现在你有个宇宙里的空间站了,现在你必须给它定义房间。5 I5 N( i( ~! H# A
4 m5 p- J# F0 h% N. L0 J6 @
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 T" z, L* K" b8 [: }% i1 p8 I

. C, j5 F# K3 T6 s; f& H; t) l[BaseInfo]
0 P6 C; w- Y! B: _7 }0 \% Cnickname = Li01_jsg_station2 s0 m1 ^/ n& n" H, T8 W
start_room = Deck! l# J4 E- }( t( e+ D/ j
) Y8 @7 w  E0 l# x
[Room]
: ?) u; B# n2 Q0 j- N- D" Enickname = Bar
$ R) {: J6 h3 [9 \file = Universe\Systems\Li01\Bases\Rooms\Li01_jsg_station_Bar.ini1 c* G0 c* y2 g) P0 J

+ n; P% ?$ u3 v' p0 n% ][Room]
1 W1 r& e' Y2 Y9 ]nickname = Deck
! {  j; i$ s* A$ ?& Mfile = Universe\Systems\Li01\Bases\Rooms\Li01_jsg_station_Deck.ini
4 s: l& k1 U! [3 a5 j- s
% o+ f8 P1 s; Q) X% D5 T8 s2 v0 K[Room]
; T; o& U3 d  qnickname = ShipDealer
$ g/ b! @0 ?4 \  O% gfile = Universe\Systems\Li01\Bases\Rooms\Li01_jsg_station_shipdealer.ini ( J; M8 x* U4 v0 X  G+ Z+ N
, ]; A# ?0 q: p  c/ [3 T
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:9 k+ W* L8 q  V& F$ \+ ^  F9 M: N2 H, j

6 e7 I" \8 A5 ^" i9 tLi01_jsg_station_bar.ini
4 {; O: D2 [. e+ y6 XLi01_jsg_stationi_deck.ini5 ^# q7 I+ k+ @' R
Li01_jsg_station_shipdealer.ini8 v* v* {+ b! b1 |" O

6 o* v3 I+ d: H8 e% K2 @* z7 k先建立并加入下面内容在 Li01_jsg_station_bar.ini 档案中:9 |$ b1 I, f; y- W1 R

  v  t% `& Y; W# |$ b3 @[Room_Info]5 K+ ^- d6 y* O- Y1 J
set_script = Scripts\Bases\Li_07_bar_hardpoint_01.thn ;本来是 Li_07_bar
' b; Q7 K  D/ k; Rscene = all, ambient, Scripts\Bases\Li_07_bar_ambi_int_01.thn ;本来是 Li_07_bar; P  }" R; C" l* t) L+ R( m# M2 k
animation = Sc_loop; b6 l; N& ]6 n  X, L& C8 e
# c1 M4 e+ ]  v# y
[Room_Sound]
# `; n" ?6 e# V4 G; i4 Ymusic = music_bar_generic03& G8 ]; G( Y* O4 P$ F
ambient = ambience_deck_space_smaller. N; a/ Z+ C( Z* G( X
8 \: ^* ]( z8 v( s! I5 u* Z
[CharacterPlacement]
) R0 V, v/ u) G; u: C+ b. g) B% ?* Nname = Zg/PC/Player/01/A/Stand' `; ]* w; e8 |
start_script = Scripts\Bases\li_07_bar_enter_01.thn
; u% q! S: y+ d7 r' v
" S6 q* ~9 ]0 k" L* g; f[Camera]- A  q7 A6 p) g. O0 j
name = Camera_0, G1 r% q/ C/ K) R5 f, h
! Q8 W) q+ ]& U. S
[Hotspot]
4 l; b3 [4 Q. I# v" M# Jname = IDS_HOTSPOT_DECK
- P) R! |' o$ w4 Pbehavior = ExitDoor! B. i8 ]6 R+ ^7 z4 P
room_switch = Deck
3 M9 F, ^. G* n) W# n' H! ^# Q, e3 o7 C/ D' l
[Hotspot]
0 a5 @6 D9 o" \! Dname = IDS_HOTSPOT_BAR4 F. j2 u, D! B
behavior = ExitDoor
; F/ ]8 ~  b" [) F4 I. kroom_switch = Bar
9 `/ P" Q1 W. ]: q' [) f' F) q0 _* c( j8 N
[Hotspot]
9 o; W* x: N) I( o! hname = IDS_HOTSPOT_COMMODITYTRADER_ROOM
" _1 s" m5 x/ hbehavior = ExitDoor
  @' f7 ^0 S' C2 `; croom_switch = Deck
- j- W3 I5 c# F& i0 kset_virtual_room = Trader$ W& }7 r2 a( Z
3 ]7 N1 p8 Z5 ]* P
[Hotspot]
, V5 b- @# {6 Cname = IDS_HOTSPOT_EQUIPMENTDEALER_ROOM
/ r6 y  ^( t8 dbehavior = ExitDoor
5 q% s2 w& z9 @! C( l; i# d' Yroom_switch = Deck- r* X$ d* Z! F* g7 Y7 C" p9 _& Y7 d
set_virtual_room = Equipment2 l2 T" _  @% h  o

; w- v3 p4 ~" g[Hotspot]7 ]/ E6 B  A& O! B  ^& O
name = IDS_HOTSPOT_SHIPDEALER_ROOM $ d4 ?6 M1 }4 i) P5 _) d
behavior = ExitDoor ; S/ j* X" t" \1 u
room_switch = ShipDealer
4 I: t% T& ~5 |4 _1 q; P8 @% l; ?* c  f! o! t$ @
[Hotspot]
" R9 r% y. j- k0 D) D. {name = IDS_HOTSPOT_NEWSVENDOR  k1 z5 t0 F$ e# s
behavior = NewsVendor
; r& F; }" T/ D, I) \$ t3 k6 T
0 ^( m+ X) X! h5 @% x[Hotspot]6 N& P* G3 g3 i! w- w1 W
name = IDS_HOTSPOT_MISSIONVENDOR* v; s1 }/ b/ P# o' r' t' X
behavior = MissionVendor6 P( Q* a/ J& O& W# o) s, H% Z
& Z% T. ?* q" P! s
再建立并加入下面内容在 Li01_jsg_stationi_deck.ini 档案中:
9 {1 p5 }- L2 \1 V/ L8 q
  a. x  z$ u5 {% L- w[Room_Info]
/ r8 q$ V: J6 [0 U) Q+ x4 g, ~set_script = Scripts\Bases\Li_07_Deck_hardpoint_01.thn7 s0 x6 i1 @# y5 I0 m2 \" Y
scene = all, ambient, Scripts\Bases\Li_07_Deck_ambi_int_01.thn% h  {1 Y+ w, [( {0 l
animation = Sc_loop
( D: ~1 D& T8 L0 Q- i0 ]) }& U1 Z: Y2 V# g' `8 ]7 ^' V
[Spiels]
9 \- S  X6 y3 ]. z- v3 a8 LCommodityDealer = manhattan_commodity_spiel9 Y: N: G- u* [
EquipmentDealer = manhattan_equipment_spiel
1 `% T! q2 T& h9 I% K* q% I! r9 x/ y$ w1 D6 }) @4 R
[Room_Sound]4 E9 F9 Y! k" B3 P
ambient = ambience_deck_space_smaller% R: T. m; v+ |
( x- ^" L1 y. B- b- V
[PlayerShipPlacement], p4 J; L. I$ I, S
name = X/Shipcentre/010 z% P5 r9 _+ y  c) S3 p
7 d/ s# q9 x* j+ {
[Camera]
7 Y+ c: S; p, O0 m! T1 pname = Camera_0* h& j. }/ f7 }

8 A1 D( V1 \( x2 w) q2 p- t- `; ^[Hotspot]
/ ^9 G, N. s7 L, e8 F" hname = IDS_HOTSPOT_DECK% J$ I. w( N7 \( A. |) Z
behavior = ExitDoor* P0 G9 b: Z# E0 `  |( |
room_switch = Deck6 [$ U7 w9 r9 v# Q

6 s/ D& ]6 [0 N# u: ]6 }  l2 t[Hotspot]/ }+ e- x9 O% h( l
name = IDS_HOTSPOT_BAR
# ]; d+ D) F; ~$ h  hbehavior = ExitDoor: f0 d& s6 v5 c: w
room_switch = Bar- m/ @: y% r# n1 ]- K
6 u8 o% q- |8 {9 Z$ B' @$ I
[Hotspot]
8 a! q3 e4 f8 P& Yname = IDS_HOTSPOT_COMMODITYTRADER_ROOM7 n5 i! g' B2 P1 S/ K; E
behavior = VirtualRoom
8 M9 A& {. _, D0 `4 z5 i7 v- aroom_switch = Trader
1 G# e" P) h" j+ d1 N5 M; i1 L3 J, k0 l& {4 z# y" n- b9 _* _
[Hotspot]5 |: P4 c  P, F! y2 \! F# J2 F
name = IDS_HOTSPOT_EQUIPMENTDEALER_ROOM2 p1 W" I3 I! H; p5 D! ]
behavior = VirtualRoom9 w: M$ i' N: E: A/ w
room_switch = Equipment/ |7 m2 `& f! t* b9 V' D  d/ S

9 P. N4 A# a) Y% J2 p[Hotspot]
' A1 }; j% p) }; U# l$ s2 y3 S5 ]name = IDS_HOTSPOT_SHIPDEALER_ROOM - J( n0 ~: X# K
behavior = ExitDoor ; D" G" q" h9 N% w( y! }/ e
room_switch = ShipDealer
5 @# i# a. Q3 S; {- _& \1 b" w( U2 k' W5 H( ]
[Hotspot]3 }: Y  t# a( x4 T0 B
name = IDS_NN_REPAIR_YOUR_SHIP# D2 A) v0 o5 E# m
behavior = Repair( T4 Y- Y+ i% ?
virtual_room = Deck  L1 N; e- z- j: r8 }

5 T4 }8 ]* J; i7 Q[Hotspot]
- g1 v( R5 j0 B4 W( y) @( Hname = IDS_DEALER_FRONT_DESK
; R+ \3 ^$ N+ a& @* `behavior = FrontDesk
2 R- |8 R3 \2 V# C6 `* C; @4 p5 i+ j; bstate_read = 1
1 ^0 A) @# i& ]7 U' u7 j9 Zstate_send = 2$ Y: A9 I% t$ W) c  J
virtual_room = Trader
, ^6 @) w; f/ g8 H0 d! ~* G% v- v! m6 Y$ M# }  {
[Hotspot]
1 u; }* R- Q6 R4 Z& P! [name = IDS_HOTSPOT_COMMODITYTRADER
" W4 |4 _6 }& ^  K+ t3 Rbehavior = StartDealer+ d  Q/ e* J, a' `4 j# ?  c
state_read = 2) z4 E9 t3 i% _/ b5 ~+ w6 d8 A
state_send = 1
# z7 p3 f, H$ @* w& [0 R; l% zvirtual_room = Trader
7 K4 J! v& L: @6 I7 S* O+ s1 W) d  @' n" ~
[Hotspot], H- A7 x! I" u+ X6 y! ]( n
name = IDS_DEALER_FRONT_DESK
8 f/ g4 b& G7 ?( t# Ibehavior = FrontDesk  Y/ N; k4 Z0 @' L
state_read = 11 d& {7 H' z' W  T
state_send = 2+ n- v1 v. f  q& A
virtual_room = Equipment7 \0 `7 {. f& P6 D- x

5 J1 i" p# z( f/ p, S[Hotspot]
, a3 S4 i7 d! r) e1 Oname = IDS_HOTSPOT_EQUIPMENTDEALER
. Q" x( d$ G! {" [) S" w( |! xbehavior = StartEquipDealer
1 v! G  P# O. D/ v: e4 rstate_read = 2% }; @3 R0 X  F/ e
state_send = 1
. N! y- a0 t% I" i2 }virtual_room = Equipment
* [! X  [6 e$ T- K1 o* N- n! J5 A0 T# m8 {
[Hotspot]' v/ L" q' ?5 k* m/ t" v/ L, a* p' {
name = IDS_EQUIPMENT_ROOM_RIGHT
% x; Y' s5 x; [: Y$ N7 x6 H0 Zbehavior = MoveRight
6 h) r& d8 X) f8 W% I0 |' X: `state_read = 2  J: v9 f% d( B9 A5 i
state_send = 18 y8 d, l  y$ t! ?1 S+ |4 Z
virtual_room = Equipment
8 [' B7 c6 S" j* w$ Z4 G4 P
2 t# T/ Q9 t. {[Hotspot]
8 O9 y4 X( P) Y6 a; J4 Nname = IDS_NN_REPAIR_YOUR_SHIP
6 G# I5 L$ y" @8 Z% v' B; Gbehavior = Repair$ q# P1 V- O1 b+ W8 M* N! J
virtual_room = Equipment. z" U; x) M9 G4 c; f! _3 s

# E# u  g" y' D6 F4 k( y[FlashlightSet]6 f# @. E, Z* `, n! T0 H' f* [
icolor = 0, 155, 2555 S% u/ @, ]8 G  V2 U% n% Y
scale = 0.250000' q' s  `1 n5 v* ~: b1 q2 y
gap = 0.0000003 k* M1 C$ ~# x) W! p1 {  ?! }
blink = 0.000000
' \& f/ X& y+ D5 i6 Gendpause = 0.000000
8 s% ~" I9 v+ |0 r. Whardpoint = HpLightA015 n* \' ^# D- w* e6 L% E
hardpoint = HpLightA02
& u" Y/ z1 m" ?8 Qhardpoint = HpLightA03
7 Q2 ~$ b, C  m" @/ khardpoint = HpLightA043 X  h& p1 n( r0 d9 Z
hardpoint = HpLightA05
* w3 D; J& n& W- h& ^: Z, fhardpoint = HpLightA06, n1 i4 p1 G$ y
hardpoint = HpLightA076 g  b8 b5 [" q7 _
hardpoint = HpLightA08
8 p8 `1 g& v" X6 D7 D  p. jhardpoint = HpLightA09! M1 X6 O% O$ B' p( `' p
hardpoint = HpLightA10. X5 n, E- w: c0 d
hardpoint = HpLightA11  d+ `  s8 ^2 a9 r$ A
hardpoint = HpLightA126 Q* g9 J, }  P+ G) n
hardpoint = HpLightA13
7 ~3 S, `9 z! c3 X! ^2 S# i  Shardpoint = HpLightA14
5 m+ Q' V4 X  I6 ]- J) Ahardpoint = HpLightA15
# M8 [$ J& r# \hardpoint = HpLightA16$ e; k  x9 U# t- g% w! J
hardpoint = HpLightA17
; `- f7 p, ^0 b* G6 c* p6 |$ chardpoint = HpLightA18
; a; D. s! |" hhardpoint = HpLightA19  O; C; Z; ?$ i; u2 O( ?+ `; p& Y2 u
hardpoint = HpLightA20
7 t2 C8 ~8 o6 v6 _! j4 D7 c0 xhardpoint = HpLightA21
8 L4 g, X" s% e* @# |- z, P, Shardpoint = HpLightA22# J7 N3 Y- v0 i- A% o3 s% a+ O
hardpoint = HpLightA23
/ O; ~9 W5 e' }& xhardpoint = HpLightA24
1 z5 `. a- o; P* ?2 ehardpoint = HpLightA25
. e  a( Q! L& s1 shardpoint = HpLightA26
3 D; c& M- P, whardpoint = HpLightA27
7 s/ Z& L% x% ]& H# x' H2 Whardpoint = HpLightA28
2 @; X0 W( V' r2 hhardpoint = HpLightB21/ l6 N. C  v' U2 ?6 w/ z$ K
hardpoint = HpLightB22
' c- {+ k' r9 D" V! Xhardpoint = HpLightB23
8 R7 b. @  M! |3 ]hardpoint = HpLightB24/ `+ W/ @% t# G0 h5 e/ A- t3 z
hardpoint = HpLightB25# P  R& x* }$ H5 |2 o% {5 g
hardpoint = HpLightB26
- L- C6 V1 P1 q9 l8 o- h" i* C
0 z( s+ \& x# j) n; p( v[FlashlightSet]4 ~0 B+ r2 \7 N0 \: A
icolor = 255, 255, 557 p4 d/ o- @! M3 ?
scale = 0.250000
* ?4 y& ~! d6 y9 Q5 t) P+ Ugap = 0.0000000 A: b1 n( p. B
blink = 0.050000. m0 ^5 K% }, k! R* m+ m6 n
endpause = 0.000000
+ T$ L( J5 i8 Gnumlights = 26& ^- U* Q! H5 o" b2 W' F
hardpoint = HpLightB013 G# q9 t8 K$ s
hardpoint = HpLightB028 _1 e% @1 H. S6 o" ]1 A) a- ]
hardpoint = HpLightB03
+ o9 H) g' ~7 V8 `, phardpoint = HpLightB04, x2 f' [9 r4 g2 `2 e" N
hardpoint = HpLightB05
) i: g9 A  w  ^4 ?" Fhardpoint = HpLightB06/ |! J* D# \; l5 ~
hardpoint = HpLightB07
9 X. Z5 H8 u- x7 V" T. Shardpoint = HpLightB084 `" H/ u+ z( ]7 q& ?! V, b& w
hardpoint = HpLightB09
! K% ^  i- g: Q3 lhardpoint = HpLightB10$ b+ Z1 s1 V0 ]1 X
hardpoint = HpLightB11: Q% c% H, L5 _, o1 w) p
hardpoint = HpLightB12/ B% m0 Y& b1 N2 h* f$ [
hardpoint = HpLightB138 u9 Z; L7 o! C0 V
hardpoint = HpLightB14
( u5 `( C' K' z. Ohardpoint = HpLightB152 S0 ?8 x1 `3 t$ }% `' }
hardpoint = HpLightB16& Z3 e5 E5 V0 P3 I( m3 Y( t
hardpoint = HpLightB17
& M) t7 I) u% Q0 e* u( J1 Mhardpoint = HpLightB184 l5 x" [+ b/ f! \1 Q7 ~0 f
hardpoint = HpLightB19; m6 W& t( o. E; S6 a4 d4 o
hardpoint = HpLightB20
4 _% [) H- h+ K2 C6 d! T% ?, ^9 R! L6 o, I; }; q
最后是建立并加入下面内容在 Li01_jsg_station_shipdealer.ini 档案中:
1 \" A( x4 J& C( i2 y2 o+ g" k3 x: @9 O  q  W* O& \6 d- d
[Room_Info], B6 T* H! P+ M
set_script = Scripts\Bases\li_06_Deck_hardpoint_SDlr.thn " ~/ m+ K9 X) a2 V
scene = all, ambient, Scripts\Bases\Li_06_Deck_ambi_int_01.thn
- T- A. Q* T* P$ p7 [- f* N: u1 V# ]: [9 f8 h" j0 r, J, `* g$ A
[Spiels]! m( u1 |% e2 c3 ^! H
ShipDealer = manhattan_ship_spiel 0 \$ t1 H! N. n; \0 l

- s) n1 \& k8 ~& K[Camera], H: X3 `% v7 t, p" }, x( X
name = Camera_0 3 ]1 E- y3 `% T& R! G# s0 c9 a
  K4 y+ N) i5 C: e+ G9 b
[Room_Sound]' x2 G2 q* P( r+ Q8 `
ambient = ambience_shipbuy 3 U! u6 f% ^% C+ J. ~- ?
  `; A3 ~) M5 _0 g$ A
[ForSaleShipPlacement]* l2 M' Z: }  W
name = X/Shipcentre/01 # h' f7 z% O; b- |7 A' {4 j

, |0 a( F9 o) w/ h8 }( v9 w* O. E5 s[Hotspot]# e- [8 ?5 V6 u$ {. c
name = IDS_HOTSPOT_DECK ;计算机用来建立停靠时的连接4 t4 {4 S, H. i5 r
behavior = ExitDoor
& z/ Z" H$ j2 Z/ E. m' _. b: lroom_switch = Deck 2 h3 i" F- @' @; j: F" Q1 x

9 z, E0 y! p8 S; m[Hotspot]
# k, h3 c" V0 c2 Pname = IDS_HOTSPOT_BAR ;计算机用来建立酒吧的连接
* `$ r! x2 D9 d$ u0 y& Xbehavior = ExitDoor , E8 L6 P6 Q. Y
room_switch = Bar   }+ s: b  I/ \! x
0 i1 `- `: n/ ~) z8 q
[Hotspot]: a1 v) d6 K/ q1 y  @% I, r2 l- Y
name = IDS_HOTSPOT_COMMODITYTRADER_ROOM ;计算机用来建立商店的连接. ]5 b, X5 {. i) c" k: A
behavior = ExitDoor : Y2 M# \2 o' r/ Y6 W; I
room_switch = Deck
2 U- @* C6 V: }# i+ J2 Q4 j4 O# rset_virtual_room = Trader
) _( q) Y$ ~9 X
2 x/ D- v% ~0 g2 v[Hotspot]
: f$ Q* ~: |7 B" iname = IDS_HOTSPOT_EQUIPMENTDEALER_ROOM ;计算机用来建立装备商的连接1 [8 x8 Q  ?/ |4 |7 m
behavior = ExitDoor
! h* Y2 x2 @2 F: d6 c: L7 iroom_switch = Deck . G) S: P1 @/ Q" v. u
set_virtual_room = Equipment ( r* O  U3 e. O# N
5 d* _; ~* ^: w: W1 k6 g9 K
[Hotspot]
' }* c2 C/ a' \+ X/ [name = IDS_HOTSPOT_SHIPDEALER_ROOM ;看来像多余的,但每个基地都有
" i/ {+ d0 ^" v3 n% j  D8 Vbehavior = ExitDoor
9 R  b( U! E8 @, R) iroom_switch = ShipDealer
3 E  j( ?( l. S0 C+ w) \
! U- {9 Y8 ?& L, Z7 E; E+ D! @[Hotspot]& T' ]: J( M/ K1 _; H2 @
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
6 k6 p5 D2 R' N  f! n6 z* P+ |behavior = Repair+ s7 Q  x, [4 b

( o. J4 x( P7 e% y[Hotspot]2 T% n1 n& _: v3 I+ a5 w
name = IDS_DEALER_FRONT_DESK ;显示你要买战机的图标: R& r4 m5 `4 ^3 o. t6 S! x" s
behavior = FrontDesk
# C: t+ F0 \7 U2 t/ estate_read = 1 1 C) t: E) o8 Y2 W! h+ v+ n9 L
state_send = 2
3 @4 F; b  n; f  ^" C; z* [
: ]2 F% u& c; v, F, x' }[Hotspot]
: |0 _7 \. j! A# P3 A7 b+ U' Fname = IDS_HOTSPOT_SHIPDEALER ;显示你要买战机的图标4 U, J5 P- O  E" s+ v- c6 h
behavior = StartShipDealer 0 _7 e: Q) y, R& C
state_read = 2
9 ~$ M* g8 b4 ]" Fstate_send = 1
) z# ]$ E6 C0 }* u: s
/ I- P9 t2 e- J) ~1 q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 | 显示全部楼层
激活无法使用的跳跃洞+ I; E: T, u0 H2 `' a! S& q; Q% C
我们以一个例子做说明,打开 Alaska 到 New York 的跳跃门。$ B* ~  p( z$ o* W! T

. Q* Y! T7 k! i, K2 n4 B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。" e7 @2 G+ k$ |& B) W
! M8 R% d" o6 r1 \# u
同样的方法适用于任何被关闭的跳跃洞等等。
  }, c' d- f$ f( \% f# B) ?& y, Y( U% U
清除 Zone 21 的布雷区
! W# P4 L# ]; s7 o6 K& ?) h& L
: |; P: ^3 R( H+ d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:
# E0 _3 u  f8 c" Q: n" H2 `: D* N
6 B1 R3 q- q- B5 h& t7 ~[Asteroids]
& G. y& F* y8 W) Gfile = solar\asteroids\Li01_zone21_mine_field.ini/ ~4 w/ A. N) j$ A+ c
zone = Zone_Li01_zone211 w% W8 O- a, U& [" j

) Z9 d+ Z$ n' |  G" P3 F还有这段:
6 \* G& H0 q4 Y4 Z, A
9 P* E: s. Q( c, G: i[zone]7 W7 p- j& P. u/ y6 _- z2 O; y
nickname = Zone_Li01_zone219 V& N/ r" }+ b; Y
ids_name = 2612128 ^8 O" `4 ^1 j  }- O
pos = 81640, 0, 2050* f7 X, C0 O9 [
shape = ELLIPSOID
$ p8 `. X4 v5 S( i! D! qsize = 20000, 20000, 30000! E$ n. j0 |1 E/ A1 F
property_flags = 4128' R. W) U+ D, _% |2 Z% R  ]
Music = zone_field_mine( n; o3 C4 q' \* h4 H
ids_info = 66000
  o+ L/ \$ e& |* D1 H8 K# x# dvisit = 32; {7 F! h' W) y  U/ N3 G+ x3 p
sort = 99* ]3 T  y% g: {8 r1 K
* F9 Z4 u( E2 q& p; O. w
这样即可。
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13#
 楼主| 发表于 2015-2-10 10:44:02 | 显示全部楼层
战斗机座舱8 b0 m5 d1 ?  o0 [& @, ?
9 m+ h' G3 B8 I  A( p. l
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〕。
0 [' h# \3 e3 ]7 B6 N5 \9 g0 J
$ I' y% V$ ]; I2.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。
+ g4 w% d2 s) _. s
* l$ D7 ?1 z- B3.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〕。" }) A& m7 P  z1 u- E, j0 @: n9 O
" E; N  y2 t1 t, z, M
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〕。# ^+ ?7 F5 s( a4 @: s; q
0 \& z+ V2 L2 P$ ]9 b$ G
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。, X6 u9 c8 A$ Y4 A9 F

* @  _1 |/ b* ]' R! j6.在跳出的窗口中输入下面的内容后,按下 UPDATE 更新:/ a, ?# B3 t, m# v. K. _; x
0.000000
7 {5 {, {  x; a6 i, `  I$ t0.000000
9 Z& r2 B3 H% c5 `. n3 l2 D0.000000
2 z! S7 [% c5 V, s4 c9 z* h" _0.000000
% i% E( |9 F, j' L" e
2 L( l' J! B2 H+ B. ~7.再来点选 Oc 后,按下 EDIT。
+ @/ [) w1 ~$ Z; \! s, ^5 p- T' c! j+ f9 ^
8.要使座舱变为半透明的话,输入下面数据:, D4 J( t5 {# e6 A
0.500000
( p' e6 _. W# g) D0 e) {; n0.000000
% j# l) s1 F2 F9 ~0 A! U, p1 G# h. R  `
9.要使座舱变为不透明的话,输入下面数据:+ p* l1 @( Q7 R  S; \( J* s
1.0000009 }7 V) a( }$ n" M
0.000000# G4 n( k( t1 v: a, p5 S

4 B$ y0 [4 i% C" I10.要使座舱完全透明的话,输入下面数据:
6 T' c% T  U# X( a) ~0.000000) i; M3 f" {7 |" y: M* c! n7 I
0.000000
' j; b8 {9 M. _7 \0 _6 d2 a" e2 T: z7 x' y) z4 ]- v
11.按下 UPDATE 更新后存盘即可。
6 M7 ?3 F  U5 }3 F
) m& I, P" R0 m下面是目录树范例,不懂的可以参考一下:9 A" l$ y% _, O6 S3 f/ J

& O+ |$ o0 K4 B# c0 n-material library
( F6 L- ~+ K1 t' f% y|4 v4 N" C9 f- J$ d  \- [
-..Myglasstexture
/ K5 v* M5 ~! w: H! W  Q|
6 |- q* n% [  Y% j* ~|..type string = DcDt$ e6 ]( j/ K6 U2 u- h' a+ q, q
|..Dt_name string = Myglasstexture.tga
. ]" B1 f0 R8 @|..Oc float value = 如上述0 X3 T. F& W- u) k4 b) W
|..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 | 显示全部楼层
改变多人游戏开始的金钱与基地位置
$ C" p) o% G' {: u) Z3 O5 W! m( q' K. s/ v
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。
, K1 S9 c* t4 Z6 a
0 x$ C5 M# n6 X: \% i1 U; }4 Z1. 开始的金钱数目8 V# n. U4 n) i. W7 p4 ]& ?6 X
9 V3 z$ p% F" [& r' e* e) Z
要调整开始的金钱数目你必须先找到下面的叙述:
( w7 R( ^1 o' z3 Q3 N
' Z+ M6 n$ h+ s1 J3 gmoney = %%MONEY%%
5 u/ \& y& Y4 F% }1 c8 R) x! r/ g( S
4 _( p" {2 f1 O9 x5 k然后把它改成你要的数目,像下面的样子:$ y+ }: W. t* b& h. }5 W3 K# D
( N# X* n: K5 {6 Z( G3 `
money = 25000
- K/ d  p/ H+ X$ }. u5 x9 Q, _5 |1 M6 W
2. 开始的基地位置5 P& j) e* x; K/ X% p1 O2 g7 w

( P4 H' E1 H8 G7 C) o. v下面两个地方是可以改变多人玩家出生地点的叙述:7 y7 `! B; i% u/ o7 k' y# A( s; w8 {

( H' P3 M/ u  W1 u, Psystem = %%HOME_SYSTEM%%7 j, w7 U# q1 }* W
base = %%HOME_BASE%%/ C. G: {6 ~  B1 f- M% C4 A
2 H' V1 t( l; C) ]1 A
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. k" }5 w- o% F- N! y0 S( G
- N; w6 |9 F) S7 c: L8 s
system = Li014 f$ _7 o. w4 I- Y* C
base = Li01_01_Base5 j' Y, p5 E5 m& Q5 \2 M; x( h- A

) ]1 \  X0 f0 A  l! p相关的星系基地 nicknames 的对应档案说明,你可以参考相关档案。, W1 T$ Y; Q! m2 y$ l+ s
( A8 N, L3 U  k% h5 r; f/ `) E4 s
3. 开始的派系属性与名声
. t# c1 y; M6 h# h- l" F' P# |, w" i9 Y- S+ d" R
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):
0 \1 V/ `7 ^+ q$ l% `6 k, D; [" c. y9 c& m& Q
house = 0, li_n_grp2 X  R+ b; e9 P# y" y1 q' R: \: E8 T* ^# U
house = 0, li_lsf_grp
; Z2 z) N: J" ehouse = 0, li_p_grp* f0 V% \4 i# j
- M* e* T3 N  }5 V
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。7 f) i% M3 ]5 [# q; m; J  S) J

) g! N1 G, O3 ~8 g! }6 v9 _# 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)。) u9 \. c# p. I+ a% l$ c7 i* o1 y

' ^& X. x& A1 D7 x4. 改变多人开始的战机
: z/ Y, S& a8 S: d' Z0 Q
& E2 y2 m  t$ M* `' E除了 mpnewcharacter.fl 档案外,你还需要:4 F, w% q  x; v" |, A% K8 J) v- s
$ ~/ J+ h! ?6 B  F- w
DATA\SHIPS\loadouts.ini7 K! |; s. m8 `9 \1 n) J) R1 G
DATA\SHIPS\ships_arch.ini3 S: j) C. v, ~' ]
DATA\EQUIPMENT\weapon_equip.ini
; F4 f  [. W* O; W0 O. TDATA\EQUIPMENT\engine_equip.ini
6 s" g  T7 k3 DDATA\EQUIPMENT\misc_equip.ini <--战机发电机档案
# i5 |+ @, h) QDATA\EQUIPMENT\st_equip.ini <--护盾6 ?, N) f! w: r3 N5 N" [7 C
DATA\EQUIPMENT\select_equip <--商品: t# n; h! y6 \. V
/ ?+ U. e$ `# Q
不过你先不用改变上面的档案,只是以它们当参考。
4 {8 P  [' S& u) b6 O4 {5 P/ W
9 D; K( y, I; O% g( b: b$ e$ m" j. J6 n首先打开 X:\游戏安装目录\DATA\SHIPS\loadout.ini 档案,找到:
) k/ x# v/ j* S9 e. t, d& K
6 C, Y/ K: H6 n+ q7 s2 ^" F[Loadout]
2 D- X5 e0 K6 ~0 {' ?# Z5 Vnickname = msn_playerloadout1 o* U* H1 ?. l8 c
archetype = ge_fighter <--战机的在 shiparch.ini 档案中的 nickname〔从这边开始复制〕
7 }1 F/ E- z9 E. F. F1 fequip = ge_gf1_engine_01 <--引擎
8 I' e8 h& Y  D0 `equip = shield01_mark01_lf, HpShield01 <--护盾
% Z( N) t" O8 Q( R$ f+ [4 x1 Z0 [equip = ge_fighter_power01 <--发电机
* f, I) c9 c- _5 n- f, k( Requip = ge_s_scanner_01 <--扫描仪1 m: ?9 y/ \8 C6 X
equip = ge_s_tractor_01 <--牵引器9 Q7 l0 z1 {* s  I8 r- Y
equip = ge_s_thruster_01, HpThruster01 <--推进器
+ u3 ^2 S$ ?. ~% V4 o2 F; d3 Iequip = li_gun01_mark01, HpWeapon01 <--武器
9 m5 }9 D' M6 c9 m4 A. y) u: mequip = li_gun01_mark01, HpWeapon02 <--武器
( u) N  ~/ v% s" v* [- j8 t9 Q1 xequip = LargeWhiteSpecial, HpHeadlight <--灯光
8 ~* c; y! w4 C7 K# B6 \' eequip = SlowSmallOrange, HpRunningLight012 w7 E# q" y0 N1 \: w1 P$ ?
equip = SlowSmallOrange, HpRunningLight02" }6 G# ]4 B) H% T
equip = SlowSmallOrange, HpRunningLight05
$ f+ C& I7 ?) Iequip = contrail01, HpContrail01$ s4 ?9 {% }  d0 e
equip = contrail01, HpContrail02! k, O# D) q' F: A/ W
equip = DockingLightRedSmall, HpDockLight01) H; A; E: E1 E& d3 ?& d
equip = DockingLightRedSmall, HpDockLight02〔到这边结束〕  G3 Y/ F, M* ]
cargo = ge_s_battery_01, 3 <--货仓的护盾电池* ~2 [; |  j0 D% i5 t* _' a
cargo = ge_s_repair_01, 3 <--货仓的修护机器人8 l/ U1 }0 G, r5 S

3 h2 N# F* R( @7 M2 ]4 Y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:  }' S, Z2 T5 c0 q
4 ?$ o# @( R* l/ K5 ~  {' Z, |
archetype = ge_fighter 3 ^+ i2 k  v' |$ D  N% B8 c1 K% p1 u
  a* g% M( [1 p+ d6 p
把上面那段改成:4 I1 w& e$ B5 k5 V+ V$ K

( {* w6 K- D; ]' B) rship_archetype = ge_fighter
3 v0 a  Z7 E- z# x. q" N0 Z
0 x7 v3 J; r+ H% C0 q, m5 h' o; s然后你得停止下面叙述的运作:
% a4 X; L- @) a; I/ j# V" n7 L1 }/ n1 K
%%PACKAGE%%
! N- o/ m# P& H0 k) }- {$ p, |) {6 G& \: j* o4 l+ y
把它改成:
% S  P+ q) v& F; U/ U% V# W: W4 @- Q2 j
. Z( |4 c1 [3 y1 ^# J2 z;%%PACKAGE%%4 V. c# c5 f5 M( B; Q& z& \

: R, c9 t! L+ w8 X  B现在如果你开始测试,你会发现还没有改变,因为我们用的是同一架战机,继续看下去。
8 S* x& L% }; x% A+ z; {! a, d% }" o. [. P; r) w
现在我们更改游戏预设的战机为海盗的,给它适当的武器,海盗战机的 nickname 在 shiparch.ini 档案中是这样的:
7 ^9 Z; v$ S8 W0 z+ }5 ?
: s1 \& e- x! |) D3 u4 [3 |$ ]nickname = bh_fighter
( n7 I( w7 {8 V$ J, _7 i, P2 T. k6 [/ s/ H. y+ u/ x4 N$ N
现在到 loadouts.ini 档案中去搜寻 bh_fighter,你会找到:0 Z7 {3 w0 B2 B; I# G. Z
" n: w/ V7 w2 O! \9 r
archetype = bh_fighter& L, q  [& w. ^6 U
equip = ge_pf_engine_01
) y* _& U+ ~+ Y" x  Vequip = npc_shield02_mark02, HpShield01 <--NPC 护盾,不会再生6 W; u' s0 d% a! u$ ^2 q! T# g9 b
equip = infinite_power <--无限能源发电机0 f2 ?8 m: H5 S9 q; k+ v1 I
equip = ge_s_scanner_02 <--NPC 的扫描仪,可以搜寻更远: h+ K4 f6 f+ R
equip = ge_s_tractor_01
! S$ j& g+ F) a: r  `equip = ge_s_thruster_01, HpThruster01
  ~+ S/ w# S! xequip = armor_scale_-1 <--改变装甲百分比,可以在 select_equip.ini 档案中找到
! Y: @0 c6 n  L: ^3 b, i: G4 f1 Sequip = gd_bh_gun01_mark01, HpWeapon01
$ O8 V7 i& \4 S* I" e, x) pequip = gd_bh_gun01_mark01, HpWeapon02. B# N' E+ `3 S6 s
equip = gd_bh_gun01_mark01, HpWeapon03  q. ]# \2 T3 ]3 g
equip = gd_bh_gun01_mark02, HpWeapon04( [, t, R( @4 M9 z- y: z
equip = gd_bh_turret01_mark01, HpTurret01
; u$ A, G# l% f2 q/ ?2 E' Oequip = ge_s_cm_01, HpCM01 <--反制武器发射器/ c7 N/ F0 p$ _
cargo = ge_s_cm_01_ammo, 20 <--反制武器弹药
$ d8 q7 w& S# O4 d6 _: ~6 a5 T+ Sequip = LargeWhiteSpecial, HpHeadlight
+ b* N# Y* \- U+ Y+ M. V5 Mequip = SlowSmallBlue, HpRunningLight01
# }( e1 l1 {7 b, X# Dequip = SlowSmallBlue, HpRunningLight02
' C, X& o+ H: E6 M5 ]: [equip = SlowSmallBlue, HpRunningLight031 @2 A" Z$ M8 D0 S0 G7 z
equip = SlowSmallBlue, HpRunningLight04
+ O. O+ Y% L, l6 [equip = SlowSmallBlue, HpRunningLight05+ g% L6 a+ Y6 B. Q& m! O6 N' Z0 c* s
equip = SlowSmallBlue, HpRunningLight06
1 y2 ~$ d5 O3 }; Z+ [" M/ Yequip = contrail01, HpContrail01
# ?5 [( M' Z( L" M  Uequip = contrail01, HpContrail02. a9 F; s, X. `" L; |0 R" e5 f
equip = DockingLightRedSmall, HpDockLight01' [8 [6 K/ g+ @( n0 p
equip = DockingLightRedSmall, HpDockLight02
5 c6 J+ g3 t6 R' M7 s( C& Q: t" Z( k
! u  s8 [* U( o5 A9 e% ]6 |; k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:* _4 K$ R+ ]5 j* h  y4 |' H( ?

' Z. a7 T) d% P# Jnickname = bh_fighter_power01
5 r  e3 U) ^$ M- Q$ h8 v, Q; T- C3 ]
这是赏金猎人的轻型战机发电机,我们把上面的) }" u- p7 O, b$ I

) e% Z- a8 p5 \# U" Fequip = infinite_power2 G1 }$ _4 g& [

8 ~) u# q6 \- ^; g  |改成:
) w( p2 @. x6 w" W' y, E% R
9 _5 h3 Y5 @8 p4 wequip = bh_fighter_power01
6 V% h! K* [3 `8 q+ ?3 i, p2 e( \$ `5 U
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:
+ B2 C0 ^7 Z) h& ^  L' X4 m$ C; G
hp_type = hp_fighter_shield_special_4, HpShield01% W% z. y* ~" |" d% F- e2 ^
hp_type = hp_fighter_shield_special_3, HpShield01
: H& z$ }0 y5 ahp_type = hp_fighter_shield_special_2, HpShield01
( L6 J! h( ?5 b- h- r; nhp_type = hp_fighter_shield_special_1, HpShield01
* D! j6 D  B) h. ?% r- y
  W1 V* X4 Q5 w$ g; G$ R# p. L0 g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:2 J* ?4 u; m$ B, E

( q0 [& \# B" p) y8 K* Tequip = npc_shield02_mark02
6 w& s0 f; U! z/ E) P
3 }! b0 T1 u7 I) l4 Z- u0 b# |9 r改成:
. }& U0 j0 ~0 P' P9 ]9 P( o. n) j) J& C1 e: o* v
equip = shield02_mark02_lf
$ @5 R! f$ B& j) \6 T1 G' ]4 c4 L# {* p5 O
这是等级 2 的分子护盾。
$ r0 c. E* \; c2 W* S( y$ r6 S! j' @( [7 F: W2 x7 H
你也可以把 mark02 改成 mark04,这样就变成 4 级护盾。7 M' F! C' K( O

! ^* Y, B8 F' p/ d& mshield01 是引力子护盾
* D2 Y0 p$ U" v/ Fshield02 是分子护盾
2 r3 N" u, N3 \) q$ l" Sshield03 是阳电子护盾, j8 ^! u- s; R; h  u# Y% g
+ s6 o8 F$ \4 s
后缀的 _lf 是给轻型战机) x3 O" {! W" J# g
_hf 是重型战机7 ^: a8 U% o' Y- E
_fr 是运输机
! H. m8 m2 a* R1 I# n/ L6 h& V
, e! O- E3 Q6 k这段 equip = ge_s_scanner_02 你可以不动,或把它改动 02 部分到 01。' D! X& S- l/ z1 x1 a/ K& L
/ U% e9 m0 k; e5 Y8 a' C( Y
现在我们改武器。
2 u/ Z' }) |/ I) K& C5 t4 ]  X8 k
1 c$ a9 O' h) f! O* ~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:
! j  R- c5 I& u, {. ]% i; x8 C& B7 D; ?- h8 H9 F$ X6 a
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02/ t# l' N2 c. J" v
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
3 x3 Y- G9 u/ fhp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
! s1 |7 s& l, ~7 T6 e, N; p. F: shp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04$ X4 \- n7 }6 m# f

  q- q# v8 d8 |/ q# i/ d# o/ u1 v这架海盗战机所有的装置点除了炮塔之外都可以装 2 级的武器,不过 NPC 却可以安装,如果你感到不公平,可以删除:
2 Y' _# x  L1 D) m9 h/ p0 N0 T$ s8 q8 v) `# a0 _: w
equip = gd_bh_turret01_mark01, HpTurret01* i: {$ R. B3 s# Q( L  o$ z$ i! F
$ ^  {1 F, u  z2 k
这行叙述。
  B  o) K+ Y; O! z0 M. t, \0 p
8 e. ~* E: F0 z% N* x; G你可以在 shiparch.ini 档案中确认你的战机是否可以安装炮塔。
" E! n- n0 }2 R6 T9 `/ X% N( w: }$ @
) D5 m9 X7 D2 ]: u; B再来我们修改:; d8 x' Y) j; L- {
' Q) |/ K" I; A2 A& f
equip = armor_scale_-19 t4 V. t0 l; t4 y  C% i

5 G; y1 q. [! |$ g如果你想升级你的战机装甲,可以改成:
  }" n8 Z. Z2 @( ~" `8 R" Z) T7 s4 P5 B
1 [; _( n$ x( Requip = armor_scale_21
3 C8 m9 x. G$ t" s9 q. y# k7 d
5 u% N  N. ], u/ }它会把战机的装甲提升 21%。
! n8 ^. Y8 @. D& i& k8 f2 H
, U$ O3 N! I4 I- n) k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:, P) v  H3 M+ C* b* `6 R* K9 Z

0 P2 r' M' x) jship_archetype = bh_fighter- I5 n# v, H  x# [
equip = ge_pf_engine_01
+ w% n0 |- n) H1 f4 Kequip = shield02_mark02_lf, HpShield01 # X: ^- F$ `: z* u' A
equip = ge_s_scanner_020 r; v5 E6 J& g1 k
equip = ge_s_tractor_01
3 V4 [: \$ n  B7 \9 {  M( v1 Hequip = ge_s_thruster_01, HpThruster01
! i! d/ G; h, V; I) C3 Gequip = gd_bh_gun01_mark01, HpWeapon01
9 U/ Q) K( o  S- Wequip = gd_bh_gun01_mark01, HpWeapon02
4 k8 N) u6 j' u* zequip = gd_bh_gun01_mark01, HpWeapon03
! B7 F  V7 }9 Y. S9 ]2 @, Kequip = gd_bh_gun01_mark02, HpWeapon04
. B( S0 ^- z* j. e6 W5 t& }equip = ge_s_cm_01, HpCM011 p6 r8 A- `; ~* [
cargo = ge_s_cm_01_ammo, 20
  @- L* Z% v( d4 ^3 Wequip = LargeWhiteSpecial, HpHeadlight2 o6 R0 Z# L! U2 l" @
equip = SlowSmallBlue, HpRunningLight01/ C0 x5 a& H+ i
equip = SlowSmallBlue, HpRunningLight02# h% c. T. _6 i4 e6 A  Z  G" k
equip = SlowSmallBlue, HpRunningLight03
: R: V; _  h. Dequip = SlowSmallBlue, HpRunningLight04
5 T" H! @* a3 aequip = SlowSmallBlue, HpRunningLight05" @/ a# q% M$ Z
equip = SlowSmallBlue, HpRunningLight06
6 Y2 m2 C! T9 x, h& Qequip = contrail01, HpContrail01$ u) A& M/ K$ ^! n8 ^1 q4 t/ ^* x; D
equip = contrail01, HpContrail02
. e4 Z$ [' A9 o8 ?equip = DockingLightRedSmall, HpDockLight01
$ ^7 j6 i) i& h' Qequip = DockingLightRedSmall, HpDockLight020 x/ z$ M, H" n1 d& D  A9 i
' }& W& O- y/ H  r- D3 y8 e
现在我们再加上 15 个修护机器人与护盾电池如下:
' m4 P) A8 R% [6 y6 L0 t1 G
$ B' O9 l, Y/ |1 E; bship_archetype = bh_fighter. m7 z5 L( D+ }9 I7 O
equip = ge_pf_engine_01% V# k8 A! n# C& c! k
equip = shield02_mark02_lf, HpShield01
# U& B& S  F& [equip = ge_s_scanner_02" d! n) B0 a& W1 z3 j9 O- K
equip = ge_s_tractor_017 _% q- R* Y2 p3 M8 X
equip = ge_s_thruster_01, HpThruster01# ?( B) G* s; O# s/ X1 t- k- P! b# g
equip = gd_bh_gun01_mark01, HpWeapon01
$ _1 O2 w, q7 d- ?- t: `equip = gd_bh_gun01_mark01, HpWeapon02. x# P2 p8 N+ Z2 ?! e& z' x3 {
equip = gd_bh_gun01_mark01, HpWeapon03) P/ g. R0 W, S9 H5 f. Q  R1 X
equip = gd_bh_gun01_mark02, HpWeapon04
6 ?$ X$ D1 t% [! @5 J' F4 sequip = ge_s_cm_01, HpCM015 s# x( Y* n& o  a3 t, v
cargo = ge_s_cm_01_ammo, 20
2 f7 O) ]. }% f0 z" G+ }equip = LargeWhiteSpecial, HpHeadlight
3 m" T- \) z% @+ ]. ]' x3 ?  Zequip = SlowSmallBlue, HpRunningLight01
( @% a% b( V! C- N7 \! i: iequip = SlowSmallBlue, HpRunningLight02( r: p# t4 I, z2 f7 K: \! h
equip = SlowSmallBlue, HpRunningLight03- C7 H: T8 G8 }% f9 N1 @
equip = SlowSmallBlue, HpRunningLight04
. a9 y( a8 E2 a1 l: gequip = SlowSmallBlue, HpRunningLight05
/ N  C1 g# N* @0 e- bequip = SlowSmallBlue, HpRunningLight06
6 C. k& _+ D  Gequip = contrail01, HpContrail01
6 b) W. h! F3 {- P) Mequip = contrail01, HpContrail023 M) f! |% y5 @) j3 R
equip = DockingLightRedSmall, HpDockLight01
; e) y# i) @% ^1 g' j+ Aequip = DockingLightRedSmall, HpDockLight02  C5 Z: c) O& H: |0 b
cargo = ge_s_battery_01, 15 <--batteries added4 k9 g  X$ P( |8 V; E& D" a( s3 l% @
cargo = ge_s_repair_01, 15 <--nanos added# U7 j% V% s9 L! J" e5 z
+ Z8 f2 L! e+ L1 G
现在我们完成了,你可以把上面的叙述加入 mpnewcharacter.fl 档案中。
: ]& L3 j* R! d2 t) m( }0 l
/ I* c# D+ O0 y现在注意几件事情:6 C- ]* ~3 h) }, F# S

( U; h) e( ]6 b/ e- K/ I9 F* sge_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。& E0 x9 _5 Y3 C6 _7 q9 q! `

5 a7 n2 Q+ M+ L- k& P( cge_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。. q& u& @0 {4 R) F( k

0 F8 f  O$ T' C, i; H' s0 @* t, U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:
1 q* L9 a' F8 J% [" k
' d6 x9 M. g+ X* L( x! Sname = %%NAME%%' a! {& A. R3 E; G% O) H& N
initial_rep = gd_bh_grp
' |# w' L/ U3 l& i4 P( @+ ]) erank = 08 y  y4 U4 h- b# E+ ~
% d5 z1 u) B2 D) d( V' N" S' m0 x/ ^
money = 2000/ m5 }7 s, \2 {- X
;voice = %%VOICE%%
8 H( p; y9 B+ p;All must be Trent!
; P7 B5 D4 c6 B; ]0 Vvoice = trent_voice
: f0 w9 |4 D+ Q' s" [
, w( @' n$ g5 V# ccostume = %%BASE_COSTUME%%
: B  I, J; W# b& }+ V: fcom_costume = %%COMM_COSTUME%%- F3 y2 |0 r0 v8 W
( N- x+ X4 x" s+ g  I5 F$ M' E
system = li015 u2 _7 f3 f8 B9 v4 g7 ]% ?* \8 o
base = li01_01_base3 x2 z: y8 E3 a! l
" ~& T9 P8 L$ q( H

) X! [8 _3 o, x1 j+ ]ship_archetype = bh_fighter. l- s9 s- w$ t  X; b2 d
equip = ge_pf_engine_01* ~* P4 A* m+ M# n7 r/ H6 a
equip = shield01_mark02_lf, HpShield01
- P; g' X" ]2 x4 k& I/ ~4 C7 A% Jequip = bh_fighter_power019 `' @- `' j1 d3 x& C* W. y  `: m
equip = ge_s_scanner_01
9 p4 V+ O, l( J7 K( p! gequip = ge_s_tractor_011 _/ G" ~$ l9 i
equip = ge_s_thruster_01, HpThruster01
7 z$ u( [8 q! N* c% p4 J( T9 hequip = gd_bh_gun01_mark01, HpWeapon03
9 p' a& _( w( R: bequip = gd_bh_gun01_mark01, HpWeapon04
) K) `/ A$ ?8 k' D3 F: z% Kequip = LargeWhiteSpecial, HpHeadlight
! O& ?/ i9 u2 R+ e! o" ]6 Sequip = SlowSmallBlue, HpRunningLight01
$ ]2 K' u3 j+ g& [4 Zequip = SlowSmallBlue, HpRunningLight02; q, I: w* O3 Q3 o0 H4 Q
equip = SlowSmallBlue, HpRunningLight033 {& {/ |  w, j6 |8 |+ z7 M2 j3 J
equip = SlowSmallBlue, HpRunningLight045 N6 V9 ^% e4 O& E" K6 ~
equip = SlowSmallBlue, HpRunningLight05
, W# M9 F% A" L# B0 T. Wequip = SlowSmallBlue, HpRunningLight06
( ~/ h0 ~* r3 }7 t) Aequip = contrail01, HpContrail01
# W# G# E/ {7 N" b5 qequip = contrail01, HpContrail02! |1 h! p, p8 i& \  V
equip = DockingLightRedSmall, HpDockLight01
6 _# B! C. o" wequip = DockingLightRedSmall, HpDockLight026 l% z# R2 V7 B0 x9 i3 H$ {
cargo = ge_s_battery_01, 5
6 v; U! N) a* y* [: {cargo = ge_s_repair_01, 5
& Y% M8 f; L, Y! _2 A& p) C! D  ]6 X- c' r

0 d, Y4 ]: N. L$ q! X9 X% o;Li02; n7 M7 ^' Q+ l0 U, H6 \! ^2 l
visit = 2745692751,1- `9 |" k0 C) c# F8 x
;Li03
( @2 [- Z' y( C! X9 v9 D' Rvisit = 2208818767,15 P% _/ E1 D" j* `
;Li04
6 q$ |; B+ Y5 x  ^% C5 Rvisit = 2745633359,1
8 b! u; P' |( M5 a* q;Br01
9 `- _7 T5 W( t1 ~visit = 2945966082,1
6 ?  d( w' O, I* H1 a;Br02
: ?1 N- Q+ D. b. Tvisit = 2409077762,1
* Y& W: w4 f) N! \;Br031 D- ]$ z& |) n6 @: w, c9 B
visit = 2945943554,1: D- j0 q  f4 K" ]: W/ z/ ~
;Br048 m* Y5 L4 |/ B
visit = 2409063426,19 `' ]6 w# N6 w" v# [
;Br05
7 R) S( R) l8 t5 x8 A. dvisit = 2945937410,1
- w  x4 h4 c; A6 ]  b; g/ _6 Y;Br062 \) ]3 E2 L- T9 A; Y
visit = 2409040898,1
' ]7 R( P  h0 E0 \* ~1 x& Z8 n;Rh01
( }/ c1 f4 C7 N) T: N9 lvisit = 2281145474,1
! y# Z$ W! j6 d5 R;Rh021 `" z& F# v: s" y0 @, B! W, Q0 F2 E
visit = 2818046082,1
  Z6 l' Z! }( A2 e& J9 w8 y8 |;Rh030 h1 L& ?7 d2 `2 m5 X
visit = 2281172098,1" ]% \4 a0 ~2 ~
;Rh04
8 h* M0 c& U7 r) b; fvisit = 2817982594,1
- x' }& Q* B7 N$ W8 E;Rh05
* j2 m4 x! y) K# Xvisit = 2281116802,1
. e. W& N6 N! c( f0 h" E6 e3 f9 r;Ku010 b, D  N/ C0 b4 R+ i' ], q- z
visit = 3013596745,1) j) Z: ]8 p2 }) `
;Ku029 R9 `. `0 P+ E) a, W. F# G
visit = 2476714569,1
9 Z9 o) G* O5 c2 Y* o;Ku03
# `8 _( e: U5 `: W- TVisit = 3013590601,1
) w& M2 a! p5 q) p& k1 B;Ku04( N/ b" z" \/ d" k/ F
visit = 2476692041,1" L4 O% T3 t7 M) i. u) V1 Y- x
;Ku054 n4 [. [* i- g( n  W+ m% z, ^
visit = 3013559881,1
% R- ]2 @" W6 v9 b! F2 x;Iw01
8 C" p7 t) s/ i1 J- ^visit = 3146760779,13 o$ t, N! [) e2 c; z
;Iw025 F) C1 h( z6 C7 y, P8 S
visit = 2609888843,1! i) n4 x/ c2 x
;Iw03' n& |! f# C  v, M. v- C0 A; ~
visit = 3146754635,1& {1 x- V( t; }/ r& X
;Iw04
, P! [! z- p: w: s/ N" L+ Hvisit = 2609858123,1$ D: s* s  @0 d! [
;Iw05  T) t0 A( h/ Z+ E: t# O
visit = 3146732107,1, v3 y: \% P/ y; a. v
;Iw06
! @  y! |; C2 n" R% a6 ^visit = 2609851979,1
9 i: j& R% S. O9 f* N; Z$ _3 c- ]. y! a# b& f+ P; ]
;%%PACKAGE%%# p; t# G  H4 P8 x

3 v2 D! ~, B1 J9 {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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