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[教程文章] HW2.ship舰船配置文件主要参数说明与其中AddAbility代码整理

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发表于 2009-1-4 20:01:48 | 显示全部楼层

HW2.ship舰船配置文件主要参数说明与其中AddAbility代码整理

作者:家园唯一高手
出处:家园官方论坛

NewShipType = StartShipConfig()
NewShipType.displayedName = “$1544“--------------------点击舰船以后所显示的名字
NewShipType.sobDescription = “$1545“-------------------点击该单位以后所显示的说明
NewShipType.maxhealth = 460000----------------------------最大HP
NewShipType.regentime = 1000---------------------------恢复到满HP所用的时间
NewShipType.minRegenTime = 1000------------------------恢复到满HP的时间系数
NewShipType.sideArmourDamage = 1---------------------侧面装甲伤害系数
NewShipType.rearArmourDamage = 1---------------------后面装甲伤害系数
NewShipType.isTransferable = 0-------------------------可否在对战中将该单位送给友军
NewShipType.useEngagementRanges = 1
NewShipType.unitCapsNumber = 11
NewShipType.addedUnitCaps = 101
NewShipType.paradeData = “hgn_mothership_parade“----------阅兵列队方案
NewShipType.SquadronSize = 1------------------------------每组数量
NewShipType.formationSpacing = 60-------------------------编队之间的间隔距离
NewShipType.passiveformation = “Spear“----------------------被动模式下的阵型
NewShipType.defensiveformation = “x“------------------------防御模式下的阵型
NewShipType.aggressiveformation = “Claw“--------------------攻击模式下的阵型
NewShipType.mass = 2000----------------------------------舰船质量
NewShipType.collisionMultiplier = 1----------------------碰撞系数,跟碰撞判定有关
NewShipType.thrusterMaxSpeed = 15-----------------------侧移最大速度
NewShipType.mainEngineMaxSpeed = 15---------------------直行最大速度
NewShipType.rotationMaxSpeed = 22 ----------------------转向速度,每秒多少度
NewShipType.thrusterAccelTime = 7 -------------------------侧移加速到全速的时间
NewShipType.thrusterBrakeTime = 2 -------------------------侧移减速到0的时间
NewShipType.mainEngineAccelTime = 8 -----------------------直行加速到全速的时间
NewShipType.mainEngineBrakeTime = 2 -----------------------直行减速到0的时间
NewShipType.rotationAccelTime = 0.75 ----------------------转向加速到全速的时间
NewShipType.rotationBrakeTime = 0.4 -----------------------转向减速到0的时间
NewShipType.thrusterUsage = 1
NewShipType.accelerationAngle = 30-----------------------加速度
NewShipType.mirrorAngle = 0
NewShipType.secondaryTurnAngle = 0
NewShipType.maxBankingAmount = 10
NewShipType.descendPitch = 10
NewShipType.goalReachEpsilon = 25-----------------------报告到达目的地时离目标的距离
NewShipType.slideMoveRange = 350
NewShipType.controllerType = “Ship“---------------------该单位是否可以被玩家控制
NewShipType.tumbleStaticX = 0
NewShipType.tumbleStaticY = 0
NewShipType.tumbleStaticZ = 0
NewShipType.tumbleDynamicX = 0
NewShipType.tumbleDynamicY = 0
NewShipType.tumbleDynamicZ = 0----------------以上6条是该单位在静止和移动中的颠簸范围
NewShipType.tumbleSpecialDynamicX = 0
NewShipType.tumbleSpecialDynamicY = 0
NewShipType.tumbleSpecialDynamicZ = 0 --------以上3条是该单位在使用特殊能力时的颠簸范围
NewShipType.relativeMoveFactor = 1------------这个变量决定相邻的两艘船在移动时的距离
NewShipType.swayUpdateTime = 10
NewShipType.swayOffsetRandomX = 10
NewShipType.swayOffsetRandomY = 10
NewShipType.swayOffsetRandomZ = 10
NewShipType.swayBobbingFactor = 0
NewShipType.swayRotateFactor = 0--------------以上6条定义该单位摇摆的幅度和偏移范围
NewShipType.useTargetRandom = 1---------------可否用武器随机攻击目标
NewShipType.targetRandomPointXMin = -0.1
NewShipType.targetRandomPointXMax = 0.5
NewShipType.targetRandomPointYMin = -0.3
NewShipType.targetRandomPointYMax = 0.3
NewShipType.targetRandomPointZMin = -0.9
NewShipType.targetRandomPointZMax = 0.82-----------以上6条定义对敌人追击时偏移量
NewShipType.dustCloudDamageTime = 280---------------在被激星尘中的生存时间
NewShipType.nebulaDamageTime = 500------------------在辐射星云中的生存时间
NewShipType.MinimalFamilyToFindPathAround = “MotherShip“
NewShipType.BuildFamily = “Shipyard_Hgn“------------------建造级别
NewShipType.AttackFamily = “BigCapitalShip“---------------攻击类型
NewShipType.DockFamily = “Shipyard“-----------------------建造和停泊的级别
NewShipType.AvoidanceFamily = “MotherShip“
NewShipType.DisplayFamily = “Capital“---------------------点击舰船以后显示的级别
NewShipType.AutoformationFamily = “SuperCap“--------------编队级别
NewShipType.CollisionFamily = “Big“-------------------------碰撞等级
NewShipType.ArmourFamily = “HeavyArmour“--------------------装甲类型
NewShipType.UnitCapsFamily = “Capital“----------------------人口大类里的级别
NewShipType.UnitCapsShipType = “Shipyard“---------------------在人口小类里面的类型
NewShipType.fightervalue = 0------------------------战机单位评估
NewShipType.corvettevalue = 0-----------------------艇单位评估
NewShipType.frigatevalue = 1------------------------护卫舰单位评估
NewShipType.neutralvalue = 5------------------------中立单位评估
NewShipType.antiFightervalue = 5------------------对该单位反战机能力的评估
NewShipType.antiCorvettevalue = 0-----------------对该单位艇能力的评估
NewShipType.antiFrigatevalue = 0------------------对该单位护卫舰能力的评估
NewShipType.totalvalue = 20-------------------------价值总评估
NewShipType.buildCost = 3500--------------------------建造消耗资源
NewShipType.buildTime = 75----------------------------建造需要的时间
NewShipType.buildPriorityOrder = 20---------------------建造优先权
NewShipType.retaliationRange = 4800-------------------主动攻击的范围
NewShipType.retaliationDistanceFromGoal = 160---------主动攻击追击未果返回的距离
NewShipType.visualRange = 1000----------------该单位在电磁屏蔽中被敌方发现的最大距离
NewShipType.prmSensorRange = 5000-------------感应器范围,能够清楚观察敌人的最大距离
NewShipType.secSensorRange = 6000-------------感应器范围,能够发现敌人的最大距离
NewShipType.detectionStrength = 1--------------能否看到隐形或者其他状态的敌人
NewShipType.TOIcon = “Triangle“---------------点击该单位显示的战术级别框
NewShipType.TOScale = 1-------------------该单位在屏幕上显示的大小比例
NewShipType.TODistanceFade0 = 7000
NewShipType.TODistanceDisappear0 = 5000
NewShipType.TODistanceFade1 = 2500
NewShipType.TODistanceDisappear1 = 2000
NewShipType.TODistanceFade2 = 12000
NewShipType.TODistanceDisappear2 = 35000-------------以上6条定义战术级别框的一些相关设定。
NewShipType.TOGroupScale = 1-------------------------组队选择参数
NewShipType.TOGroupMergeSize = 0---------------------组队选择参数
NewShipType.mouseOverMinFadeSize = 0.08500000000000001
NewShipType.mouseOverMaxFadeSize = 0.1
NewShipType.healthBarstyle = 2------------------血条的形式
NewShipType.nlips = 0---------------------------模型的显示比例值
NewShipType.nlipsRange = 10000------------------
NewShipType.nlipsFar = 0
NewShipType.nlipsFarRange = 0---------------以上3条定义模型显示(nlips)的相关设定
NewShipType.SMRepresentation = “Mesh“-----------------在星图上显示的方式
NewShipType.alwaysInRenderList = 1--------------------是否显示在星图上
NewShipType.meshRenderLimit = 32500-------------------清楚显示的最大距离
NewShipType.dotRenderLimit = 10-----------------------逐渐显示的递增参数
NewShipType.visibleInSecondary = 1
NewShipType.goblinsStartFade = 400-----------------显示船体细节的最大距离
NewShipType.goblinsOff = 400-----------------------关闭船体细节的距离
NewShipType.upLOD = 800-----------------------------拉近开启LOD1的距离
NewShipType.upLOD = 1300----------------------------拉近开启LOD2的距离
NewShipType.upLOD = 2500----------------------------拉近开启LOD3的距离
NewShipType.downLOD = 815--------------------------拉远开启LOD1的距离
NewShipType.downLOD = 1315-------------------------拉远开启LOD2的距离
NewShipType.downLOD = 2515-------------------------拉远开启LOD3的距离
NewShipType.minimumZoomFactor = 0.5--------------近景观察尺度
NewShipType.selectionLimit = 150000----------------选择该单位的最大距离
NewShipType.preciseSelectionLimit = 3000-----------精确选择的最大距离
NewShipType.preciseATILimit = 0
NewShipType.selectionPriority = 754----------------选择该单位的优先权
NewShipType.militaryUnit = 0-----------------------该单位是否属于军事单位
addAbility(NewShipType,“MoveCommand“,1,0)----------可否移动;移动的次数
addAbility(NewShipType,“CanDock“,1,0)--------------停泊类。
NewShipType.dockTimeBetweenTwoformations = 1
NewShipType.dockTimeBeforeStart = 2
NewShipType.dockNrOfShipsInDockformation = 11------以上3条定义停泊过程中间隔距离等相关设定
NewShipType.dockformation = “delta“--------------------停泊阵型
NewShipType.queueformation = “dockline“----------------列队阵型
NewShipType.dontDockWithOtherRaceShips = 1
NewShipType.ignoreRaceWhenDocking = 0----------------------忽视出入坞问题,跳跃出现
addAbility(NewShipType,“CanLaunch“)------------------------能否被发射
NewShipType.launchTimeBetweenTwoformations = 1
NewShipType.launchTimeBeforeStart = 21
NewShipType.launchNrOfShipsInDockformation = 1-------------以上3条定义发射过程中的相关设定
NewShipType.launchformation = “delta“----------------------发射阵型
addAbility(NewShipType,“ShipHold“,1,0,5,“rallypoint“,“Fighter“,25,
Fighter = “12“,
})---------定义该单位是否能停泊收留单位和收留单位的类型,数量和补给的速度
addAbility(NewShipType,“ParadeCommand“,1)----------------是否有阅兵列队能力
addAbility(NewShipType,“WaypointMove“) ------------------指定路线行进能力
addAbility(NewShipType,“HyperSpaceCommand“,0,1,200,500,0,3)--------------------跳跃能力
addAbility(NewShipType,“CanAttack“,1,1,0,0,0.35,1.5,“Capturer, Frigate, SmallCapitalShip, BigCapitalShip, Mothership, Utility, Corvette, Fighter“,“BroadSide“,
Fighter = “MoveToTargetAndShoot“
Corvette = “MoveToTargetAndShoot“
Munition = “MoveToTargetAndShoot“
SubSystem = “BroadSideVsSubSystem“
})---------------------------攻击能力和攻击优先级别。排在最前面攻击优先级别最高。“BroadSide“攻击方式,后面的“MoveToTargetAndShoot“表示对付特定目标的特定攻击方式
addAbility(NewShipType,“GuardCommand“,1,3000,1000)-----------保护模式下的出击范围和追击范围
addAbility(NewShipType,“CanBuildShips“,1,“Fighter_Hgn, Corvette_Hgn, Frigate_Hgn, SuperCap_Hgn, Utility_Hgn, Platform_Hgn, SubSystem_Hgn, SubSystemLarge_Hgn, Battlecruiser_Hgn, battlecruiser_vgr,Shipyard_Hgn, Probe_Hgn“,“Utility, Fighter, Corvette, Frigate, Capital, Platform, SubSystemModule, SubSystemSensors“)--------- 可以建造的相关类型
addAbility(NewShipType,“CanBeCaptured“,300,0.1)----------------能否被捕捉,以及捕捉时间
addAbility(NewShipType,“CanBeRepaired“)------------------------能否被修理
addAbility(NewShipType,“CloakAbility“,0,1,2000,4000,3,100,1,1000)---------隐形能力相关参数
addAbility(NewShipType,“RetireAbility“,1,0)--------------------能否回收,0是不可以
addAbility(NewShipType,“HyperspaceInhibitorAbility“,0,12000)
LoadModel(NewShipType,1)---------------------------------------舰船所用的模型
StartShipWeaponConfig(NewShipType,“Vgr_LightPlasmaLance2“,“Weapon_HullDefense1“,“Weapon_BigGun1“)---武器调用参数
addShield(NewShipType,“EMP“,10000,20)------是否可以被EMP瘫痪。前面一个是需要的EMP数量,后面一个是瘫痪时间
StartShipHardPointConfig(NewShipType,“bcKineticBurstCannonLeft“,“HardpointProduction1“,“weapon“,“innate“,“Damageable“,“hgn_battlecruiserkineticburstcannonleftside“,““,““,““,““,““,““,““,““)---- 模块调用相关参数
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Lrg03“,1,0.75,0,0,0,50,0,0,0,200,0,0,0,50,0,0,0,50)
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Lrg02“,1,0.05,30,-20,200,25,300,150,85,50,0,0,0,85,0,0,0,50)
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Lrg04“,1,0.05,50,40,-150,50,65,25,5,25,0,0,0,95,0,0,0,50)
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Lrg05“,1,0.05,25,10,-100,30,35,75,62,75,0,0,0,80,0,0,0,50)
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Lrg01“,1,0.05,60,30,150,25,35,125,65,75,0,0,0,60,0,0,0,50)
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Sml01“,1,0.01,80,125,60,75,125,80,65,75,0,0,0,60,0,0,0,50)
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Sml02“,1,0.01,25,0,-125,50,80,35,120,75,0,0,0,60,0,0,0,50)
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Sml03“,1,0.01,60,95,200,50,15,200,20,125,0,0,0,60,0,0,0,50)
SpawnSalvageOnDeath(NewShipType,“Slv_Chunk_Sml04“,1,0.01,10,60,-300,25,35,80,65,75,0,0,0,60,0,0,0,50)------------------ 以上是爆炸后的残骸调用代码
NewShipType.battleScarMaxTriBase = 200
NewShipType.battleScarMaxTriInc = 300
NewShipType.sobDieTime = 8-----------------------------该单位被摧毁到消失的时间
NewShipType.sobSpecialDieTime = 1
NewShipType.specialDeathSpeed = 40
NewShipType.chanceOfSpecialDeath = 0
NewShipType.deadSobFadeTime = 0.1
NewShipType.trailLinger = 2
setEngineBurn(NewShipType,9,0.2,0.5,300,1.02,0.1,0.25,380)---------------------尾焰参数
loadShipPatchList(NewShipType,“data:sound/sfx/ship/“,0,“Hiigaran /Megaship/Engines/HShipYardEng“,““,1,“Hiigaran/Megaship/Ambience /HShipYardAmb“,““,3,“Megaliths/RandomEmit/HANGAR_EMITTERS“,“Root“)-----引擎相关文件,声音等

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
注:不能给一个船同时加隐形场和防御场,会引起冲突。
像EMP瘫痪时间,在被激星尘中的生存时间,在辐射星云中的生存时间的参数,直接删掉一整行反而坏作用,真正让这些参数变成无限大的方法是改成0。
NewShipType.ignoreRaceWhenDocking = 0----------------------忽视出入坞问题,跳跃出现<这一条是错的,让船忽视出入坞问题,跳跃出现的方法是把NewShipType.DockFamily = 写成“Shipyard“,而上面那一条我也不知道是干什么用的,也许跟停泊不同种族的舰船有关?
 楼主| 发表于 2009-1-6 20:20:27 | 显示全部楼层

AddAbility代码整理

参考自Karos Graveyard的FunctionaddAbility
本文由 第九频道phoenixes 整理
前面加*的表示该项目由其他网友提供
感谢热心帮助的网友们
以下是AddAbility代码解释,可能有错误的地方,还望大家指正


移动MoveCommand

addAbility(NewShipType, "MoveCommand", 1, 0)
说明
1: 该功能是否可用0不可用,1可用
0: 该船是否只能移动一次(0 = 不是, 1 = 是)



停泊CanDock

addAbility(NewShipType, "CanDock", 1, 0)
说明
1: 该功能是否可用0不可用,1可用
0: 玩家是否可以下达此命令 (否则,只能透过触发脚本,如救索班那一关,索班救出后就飞往母舰停泊。) (0 = 否, 1 = 是)



发射CanLaunch

addAbility(NewShipType, "CanLaunch")
说明有此代码者有此功能反之没有。(但仅仅是ship文件上的还要有相应的路径等)



容纳(包括资源采集船的卸载资源)ShipHold

addAbility(NewShipType, "ShipHold", 1, 40, 10, "rallypoint", "Fighter, Corvette, Utility", 35, {Fighter = "12"}, {Corvette = "75"})
说明
1: 该功能是否可用0不可用,1可用
40: 每秒卸载的资源数.
10: 可以容纳舰船的总数.
*"rallypoint": 移动跟随.(由 班图西撰史者提供,不知此处还可以是其他什么)
"Fighter, Corvette, Utility": 可以停泊的类型即dock families.
35: 每秒维修的装甲数.
{Fighter = "12"}, {Corvette = "75"}:对于某些dock family的维修速度.



阅兵列队ParadeCommand

addAbility(NewShipType, "ParadeCommand", 1)
说明
1: 该功能是否可用0不可用,1可用



设置路径点WaypointMove

addAbility(NewShipType, "WaypointMove")
说明
有此代码者有此功能反之没有.



捕获CaptureCommand

addAbility(NewShipType, "CaptureCommand", 1, -50)
说明
1: 该功能是否可用0不可用,1可用
*-50: 目标捕捉点的偏移量.(由 班图西撰史者 提供)



打捞SalvageCommand

addAbility(NewShipType, "SalvageCommand", 1)
说明
1: 该功能是否可用0不可用,1可用



超空间移动HyperspaceCommand

addAbility(NewShipType, "HyperSpaceCommand", 0, 1, 600, 1200, 0, 3)
说明
0: 该功能是否可用0不可用,1可用
*1:超空间移动的花费随距离的增长率 .(由 白河愁 提供)
600: 超空间移动的最小花费.
1200: 超空间移动的最大花费.
0:超太空从超太空恢复的时间,就是跳跃完成但还有一段时间不能控制的时间
3: 超太空飞行时间



攻击CanAttack

addAbility(NewShipType, "CanAttack", 1, 1, 0, 0, 0.35, 1.5, "Fighter, Corvette, Frigate, Utility, SmallCapitalShip, BigCapitalShip", "Frontal", {Fighter = "MoveToTargetAndShoot"}, {Corvette = "MoveToTargetAndShoot"}, {Munition = "MoveToTargetAndShoot"}, {SubSystem = "FrontalVsSubSystem"})
说明
1: 该功能是否可用0不可用,1可用
*1: 表示一队战斗机/护航艇在接敌时以几架为单位散开。举个例子,对于HGN轰炸机,该值默认为5,即5架轰炸机在攻击过程中始终聚在一起,将该值改为1的话,则每架轰炸机在接敌时都会单干(由白河愁 提供)
0: 是否可自杀攻击
0: 是否可以改变目标
0.35: 队形散开的延迟,单位秒.
*1.5: 可能与舰艇进入攻击状态有关,其数值可能是本舰最大射程的倍数,当这个范围内出现敌方单位时,即触发武器寻的、仓门开启、舰艇姿态调整等一系列事件.(由白河愁 提供)
"Fighter, Corvette, ......, BigCapitalShip": 可攻击单位的列表,优先攻击的在前面.
"Frontal": 默认的攻击模式.
{Fighter = "MoveToTargetAndShoot"}, {Corvette = "MoveToTargetAndShoot"},...): 对于特定单位的攻击模式.



守卫GuardCommand

addAbility(NewShipType, "GuardCommand", 1, 3000, 1000)
说明
1: 该功能是否可用0不可用,1可用
3000: 守卫半径.
1000: 追击半径.



资源采集Harvest

addAbility(NewShipType, "Harvest", 1, 300, 4, 8)
说明
1: 该功能是否可用0不可用,1可用
300: 可装载的资源数.
4: 采集资源的速度单位Ru/s.
8: 采集时离被采集对象的距离.



建造CanBuildShips

addAbility(NewShipType, "CanBuildShips", 1, "Fighter_Vgr, Corvette_Vgr, Utility_Vgr, Frigate_Vgr, SubSystem_Vgr, Platform_Vgr, Shipyard_Vgr, Probe_Vgr", "Utility, Fighter, Corvette, Frigate, Platform, SubSystemModule, SubSystemSensors, Capital")
说明
1: 该功能是否可用0不可用,1可用
"Fighter_Vgr, Corvette_Vgr, ......, Shipyard_Vgr, Probe_Vgr" : 可以建造的舰船的列表.
"Utility, Fighter,......, SubSystemSensors, Capital":可以建造的display families列表.



连接超空间大门FormHyperspaceGateCommand

addAbility(NewShipType, "FormHyperspaceGateCommand", 1, 1000, 500, 1000, 0)
说明
1: 该功能是否可用0不可用,1可用
1000: 进入大门的半径范围.
500: 离开大门的半径范围.
1000: 连接大门的费用.
0: 跳跃花费.



通过超空间大门HyperspaceViaGateCommand

addAbility(NewShipType, "HyperspaceViaGateCommand", 1, 3, 1, 0.3)
说明
1: 该功能是否可用0不可用,1可用
3: 超空间飞行时间.
*1: 该值乘上门的花费即为该船只一次穿门跳跃所花费的资源.(由 白河愁提供)
*0.3: 该船只在穿门跳跃途中,因门被击毁引起跳跃中断而受到的损伤。取0.3表示该船只遭受相当于最大HP30%的伤害(由白河愁 提供)



可被捕获CanBeCaptured

addAbility(NewShipType, "CanBeCaptured", 160, 0.1)
说明
160: 捕获时间.
0.1: 被捕获时速度减缓系数.



可被打捞CanBeSalvaged

addAbilityNewShipType, "CanBeSalvaged")
说明
说明 有此代码者有此功能反之没有。



感应器扫描SensorPing

addAbility(NewShipType, "SensorPing", 0, 1, 10, 2.5)
说明
0: 该功能是否可用0不可用,1可用
*1: 当为1,启动SensorPing之后,主要的扫描范围会扩张到整张地图;等于0反之使用技能的船舰主要的扫描范围会扩大到次要的扫描范围.(由班图西撰史者 提供)
10: 扫描持续时间单位秒.
2.5: 反隐强度.



可被维修CanBeRepaired

addAbility(NewShipType, "CanBeRepaired")
说明
说明 有此代码者有此功能反之没有。



维修RepairCommand

addAbility(NewShipType, "RepairCommand", 0, 500, 9, {SuperCap = "18",}, {Flagship = "18",})
说明
1: 该功能是否可用0不可用,1可用
500: 当目标不需要修理时离目标的距离.
9: 每0.1秒维修的装甲数.
{SuperCap = "18",}, {Flagship = "18",}: 对于某些dock family的维修速度.



隐形CloakAbility

addAbility(NewShipType, "CloakAbility", 1, 2, 2000, 0, 1, 100, 0.6, 200)
说明
1: 该功能是否可用0不可用,1可用
2: 决定隐形效果的系数
2000: 隐形场半径.
0: 当能量低于此值时解除隐形.
1: 每秒消耗的能量数.
100: 初始消耗耗的能量数.
0.6: 不隐形时,每秒能量回复.
200: 进入隐形状态最小剩余能量数.



特殊攻击SpecialAttack

addAbility(NewShipType, "SpecialAttack", 0, "EMP")
说明
1: 该功能是否可用0不可用,1可用
EMP: 特殊攻击的名称.



回收RetireAbility

addAbility(NewShipType, "RetireAbility", 1, 1)
说明
1: 该功能是否可用0不可用,1可用
1: 当该船被另一个种族玩家拥有时是否可回收



布雷MinelayerAbility

addAbility(NewShipType, "MinelayerAbility", 1, 3.5)
说明
1: 该功能是否可用0不可用,1可用
3.5: 布一个雷所花的时间.



防御场DefenseFieldAbility

addAbility(NewShipType, "DefenseFieldAbility", 1, 0, 1200, 200, 200, 1, 0.6, 0, "defensefield_sphere_spray")
说明
1: 该功能是否可用0不可用,1可用
0: 是否默认开启(0 = 不开启, 1 = 开启)
1200: 防御场半径.
200: 总能量.
200: 当能量小于或等于这个值时,可以手动解除防御场.
1: 每0.1秒消耗的能量数。
0.6: 解除防御场时每0.1秒回复的能量数
0: 开启防御场所需的最小剩余能量.
"defensefield_sphere_spray": 防御场的效果.(如颜色)



(另一种)防御场DefenseFieldShieldAbility

addAbility(NewShipType, "DefenseFieldShieldAbility", 0, 1200, 0, 0)
说明
1: 该功能是否可用0不可用,1可用
1200: 场半径和防御场半径一样.
0: 在星尘中的伤害系数.
0: 在星云中的伤害系数.



重力场(超空间抑制场)HyperspaceInhibitorAbility

addAbility(NewShipType, "HyperspaceInhibitorAbility", 0, 12000)
说明
1: 该功能是否可用0不可用,1可用
12000: 场半径
另外还有2条来自虫子的
AddShipMultiplier(NewShipType, "WeaponDamage", "EnemyShipsWithinRadius", "Linear", 0, 0, 1200)
这个参数,双方都可以正常的武器攻击,但在保护的范围的敌方武器伤害对己方舰船的伤害为0!

AddShipMultiplier(NewShipType, "WeaponAccuracy", "EnemyShipsWithinRadius", "Linear", 0, 0, 1200)
这个参数可以实现在保护范围内敌机不能攻击(武器攻击准确度为0),只能在那游荡,
发表于 2009-10-29 13:03:59 | 显示全部楼层
作者:家园唯一高手
出处:家园官方论坛

NewShipType = StartShipConfig()
NewShipType.displayedName = “ ...
cools 发表于 2009-1-4 20:01


生存时间改成0是可以的,但是EMP盾改成0就不行了,和删除一样会被立马瘫痪。
发表于 2009-10-31 22:18:26 | 显示全部楼层
[s:87]新手来喽...第一次玩家园,好多东西根本看不懂,感觉好专业...
发表于 2009-11-24 16:19:50 | 显示全部楼层
很不错的好教程...
非常感谢楼主分享...^_^
发表于 2010-8-12 17:30:49 | 显示全部楼层
看了那么多帖子满脑袋冒金星

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参与人数 1声望 -3 收起 理由
怜月枫 -3 请回复有实际内容的文字

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发表于 2010-8-13 01:52:28 | 显示全部楼层
部分重要的。。家园叔没有公布。。
看来还是为了9CCN的技术么
发表于 2012-7-6 12:40:03 | 显示全部楼层
非常感谢楼主分享.
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