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这里好冷清...我来转转贴吧...过关文件修改教程

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发表于 2009-1-4 19:49:50 | 显示全部楼层

这里好冷清...我来转转贴吧...过关文件修改教程

跳关文件嘛,这个以前也发过了。再贴一次吧。这篇文章是我从论坛上抄下来的,忘记作者的名字的,不好意思。
每一关结尾都会生成一个.lua文件,存储过关数据,包括已经打开的研究项目,颜色,还有所有舰队信息

用记事本打开可以看到有四大项目,分别是
Research = :研究
TeamColours = :势力颜色
Squadrons = :部队
RUs = :资源

通过修改每个项目中的数据就可以达到在剧情模式里提前建造主力舰,使用敌方或者任何方的舰船,以及修改资源的目的

首先是研究,简单到没什么好说的,想从第二关就能造所有舰船的朋友可以复制粘贴下面的内容到persist2.lua中的 Research = { 下面

[1] = {
name = "InstaAdvancedFrigateTech",
progress = 1,
},
[2] = {
name = "SensorsDowngrade1",
progress = 1,
},
[3] = {
name = "SensorsDowngrade2",
progress = 1,
},
[4] = {
name = "SensorsDowngrade3",
progress = 1,
},
[5] = {
name = "AssaultCorvetteEliteWeaponUpgrade",
progress = 1,
},
[6] = {
name = "AttackBomberEliteWeaponUpgrade",
progress = 1,
},
[7] = {
name = "InterceptorMAXSPEEDUpgrade1",
progress = 1,
},
[8] = {
name = "SensorsBackToNormal1",
progress = 1,
},
[9] = {
name = "SensorsBackToNormal2",
progress = 1,
},
[10] = {
name = "SensorsBackToNormal3",
progress = 1,
},
[11] = {
name = "MothershipHealthUpgrade1",
progress = 1,
},
[12] = {
name = "RepairAbility",
progress = 1,
},
[13] = {
name = "AssaultCorvetteHealthUpgrade1",
progress = 1,
},
[14] = {
name = "AttackBomberImprovedBombs",
progress = 1,
},
[15] = {
name = "AttackBomberMAXSPEEDUpgrade1",
progress = 1,
},
[16] = {
name = "AttackBomberMAXSPEEDUpgrade2",
progress = 1,
},
[17] = {
name = "PulsarCorvetteHealthUpgrade1",
progress = 1,
},
[18] = {
name = "PulsarCorvetteMAXSPEEDUpgrade1",
progress = 1,
},
[19] = {
name = "PlatformIonWeapons",
progress = 1,
},
[20] = {
name = "TorpedoFrigateHealthUpgrade1",
progress = 1,
},
[21] = {
name = "TorpedoFrigateMAXSPEEDUpgrade1",
progress = 1,
},
[22] = {
name = "AssaultFrigateHealthUpgrade1",
progress = 1,
},
[23] = {
name = "AssaultCorvetteMAXSPEEDUpgrade1",
progress = 1,
},
[24] = {
name = "InterceptorMAXSPEEDUpgrade2",
progress = 1,
},
[25] = {
name = "GraviticAttractionMines",
progress = 1,
},
[26] = {
name = "AssaultFrigateMAXSPEEDUpgrade1",
progress = 1,
},
[27] = {
name = "PulsarCorvetteHealthUpgrade2",
progress = 1,
},
[28] = {
name = "PulsarCorvetteMAXSPEEDUpgrade2",
progress = 1,
},
[29] = {
name = "ImprovedTorpedo",
progress = 1,
},
[30] = {
name = "ResourceCollectorHealthUpgrade1",
progress = 1,
},
[31] = {
name = "MothershipMAXSPEEDUpgrade1",
progress = 1,
},
[32] = {
name = "IonCannonFrigateHealthUpgrade1",
progress = 1,
},
[33] = {
name = "IonCannonFrigateMAXSPEEDUpgrade1",
progress = 1,
},
[34] = {
name = "CarrierMAXSPEEDUpgrade1",
progress = 1,
},
[35] = {
name = "CarrierHealthUpgrade1",
progress = 1,
},
[36] = {
name = "ResourceCollectorHealthUpgrade2",
progress = 1,
},
[37] = {
name = "ScoutPingAbility",
progress = 1,
},
[38] = {
name = "ResourceControllerHealthUpgrade1",
progress = 1,
},
[39] = {
name = "SensDisProbe",
progress = 1,
},
[40] = {
name = "ScoutEMPAbility",
progress = 1,
},
[41] = {
name = "DefenseFieldFrigateShield",
progress = 1,
},
[42] = {
name = "MothershipBUILDSPEEDUpgrade1",
progress = 1,
},
[43] = {
name = "DamageMoverTech",
progress = 1,
},
[44] = {
name = "DestroyerTech",
progress = 1,
},
[45] = {
name = "MothershipHealthUpgrade2",
progress = 1,
},
[46] = {
name = "AssaultFrigateHealthUpgrade2",
progress = 1,
},
[47] = {
name = "AssaultFrigateMAXSPEEDUpgrade2",
progress = 1,
},
[48] = {
name = "DestroyerMAXSPEEDUpgrade1",
progress = 1,
},
[49] = {
name = "DestroyerHealthUpgrade1",
progress = 1,
},
[50] = {
name = "CarrierMAXSPEEDUpgrade2",
progress = 1,
},
[51] = {
name = "CarrierBUILDSPEEDUpgrade1",
progress = 1,
},
[52] = {
name = "ECMProbe",
progress = 1,
},
[53] = {
name = "MothershipMAXSPEEDUpgrade2",
progress = 1,
},
[54] = {
name = "ResourceControllerHealthUpgrade2",
progress = 1,
},
[55] = {
name = "IonTurretHealthUpgrade1",
progress = 1,
},
[56] = {
name = "GunTurretHealthUpgrade1",
progress = 1,
},
[57] = {
name = "AssaultCorvetteHealthUpgrade2",
progress = 1,
},
[58] = {
name = "AssaultCorvetteMAXSPEEDUpgrade2",
progress = 1,
},
[59] = {
name = "CarrierHealthUpgrade2",
progress = 1,
},
[60] = {
name = "GunTurretHealthUpgrade2",
progress = 1,
},
[61] = {
name = "IonTurretHealthUpgrade2",
progress = 1,
},
[62] = {
name = "TorpedoFrigateHealthUpgrade2",
progress = 1,
},
[63] = {
name = "TorpedoFrigateMAXSPEEDUpgrade2",
progress = 1,
},
[64] = {
name = "DestroyerHealthUpgrade2",
progress = 1,
},
[65] = {
name = "DestroyerMAXSPEEDUpgrade2",
progress = 1,
},
[66] = {
name = "IonCannonFrigateHealthUpgrade2",
progress = 1,
},
[67] = {
name = "IonCannonFrigateMAXSPEEDUpgrade2",
progress = 1,
},
[68] = {
name = "BattlecruiserIonWeapons",
progress = 1,
},
[69] = {
name = "RadiationDefenseField",
progress = 1,
},
[70] = {
name = "BattlecruiserHealthUpgrade1",
progress = 1,
},
[71] = {
name = "BattlecruiserMAXSPEEDUpgrade1",
progress = 1,
},
},

注意有几项剧情研究和建造是不能提前的,比如anti mover和mover控制塔,只要不用就不会造成跳出或者死机


其次是“Squadrons = {” 项目,举例说明吧

这是shipyard的完整参数

{
tactic = 1,(战术类型,0是一般,1是逃逸型,2是攻击型)
type = "Hgn_Shipyard_Elohim",(类型,船名)
subsystems = { (子系统)
{
index = 0,
name = "HGN_MS_PRODUCTION_FIGHTER",(战斗机制造舱)
},
{
index = 0,
name = "HGN_MS_PRODUCTION_CORVETTE",(巡航舰制造舱)
},
{
index = 0,
name = "HGN_MS_PRODUCTION_FRIGATE",(护卫舰制造舱)
},
{
index = 0,
name = "HGN_SY_PRODUCTION_CAPSHIP",(主力舰制造舱)
},
{
index = 0,
name = "HGN_MS_MODULE_RESEARCH",(研究舱)
},
{
index = 0,
name = "HGN_MS_MODULE_RESEARCHADVANCED",(高级研究舱)
},
{
index = 0,
name = "HGN_MS_MODULE_PLATformCONTROL",(炮台控制舱)
},
{
index = 0,
name = "HGN_SY_INNATE_ENGINE",(引擎)
},
{
index = 0,
name = "HGN_SY_INNATE_RESOURCE",(资源采集仓)
},
},
buildjobs = { (正在建造的项目)
[0] = {
[0] = {
name = "Hgn_Interceptor",(建造种类)
rusSpent = 385.59277, (已经投入的资源)
},
[1] = {
name = "Hgn_PulsarCorvette",
rusSpent = 45,
},
[2] = {
name = "Hgn_Battlecruiser",
rusSpent = 0,
},
[3] = {
name = "Hgn_Battlecruiser",
rusSpent = 0,
},
[4] = {
name = "Hgn_Interceptor",
rusSpent = 0,
},

},
},
size = 1,(本部队数量,比如战斗机是5,巡航舰3,战舰1)
shiphold = {
},(停泊中的船)
name = "Hgn_Shipyard",(船名)
teamColourHandle = 23,(颜色)
hotkey = 67108864,(编队)
},


以上就是完整的带建造能力的船的参数,战舰就比较简单,如下是驱除舰参数

{
? tactic = 1,
? type = “Hgn_Destroyer“,
? subsystems = {
? ? {
? ? ? index = 0,
? ? ? name = “HGN_DES_ENGINE“,
? ? },
? },
? buildjobs = {
? },
? size = 1,
? shiphold = {
? },
? name = ““,
? teamColourHandle = 0,
? hotkey = 32,
? },


也就是说,你想要一关开始时增加什么船,只要把这种船的参数加进去就行了,而且不论敌我都可以,

举例,多要一只无畏舰的话,只要增加以下就行了

? {
? tactic = 1,
? type = “Hgn_Dreadnaught“,
? subsystems = {
? },
? buildjobs = {
? },
? size = 1,
? shiphold = {
? },
? name = “NIS_Squad“,
? teamColourHandle = 24,
? hotkey = 0,
? },
多两只就粘贴两次,如果要别的船只,只要把引号中的船名 Hgn_Dreadnaught 改成需要的就行了
其他所有船名:
hgn_assaultcorvette
hgn_assaultcorvetteelite
hgn_assaultfrigate
hgn_attackbomber
hgn_attackbomberelite
hgn_carrier
hgn_gunturret
hgn_hscore
hgn_interceptor
hgn_ioncannonfrigate
hgn_ionturret
hgn_marinefrigate
hgn_marinefrigate_soban
hgn_mothership
hgn_probe
hgn_pulsarcorvette
hgn_resourcecollector
hgn_resourcecontroller
hgn_scout
hgn_targetdrone
hgn_torpedofrigate
meg_chimera
meg_sajhulknose
meg_sajhulkpanels
meg_sajhulkturret
meg_tanis
meg_tanisstructure_medium
meg_tanisstructure_medium2
neu_soundtest
neu_transport
sp_tanker
sp_tanker2
sp_tanker3
sp_tanker4
sp_tanker5
sp_tanker6
vgr_assaultfrigate
vgr_battlecruiser
vgr_bomber
vgr_carrier
vgr_destroyer
vgr_heavymissilefrigate
vgr_hyperspace_platform
vgr_interceptor
vgr_lancefighter
vgr_lasercorvette
vgr_missilecorvette
vgr_mothership
vgr_probe
vgr_resourcecollector
vgr_resourcecontroller
vgr_scout
vgr_weaponplatform_gun
vgr_weaponplatform_missile
kpr_attackdroid
kpr_destroyer
kpr_destroyerm10
kpr_mover
kpr_sajuuk

至于资源就别改了吧,你开场时的的资源和敌人是相同的,不用说了吧

如果修改后哪一关出现死机或跳出现象,提前把修改出来的战舰自爆就行了,下一关再改回来



——————————————————————————————————————————————————————————————————————————————
转贴者注:sajuuk不能加在第4关,不然舰队自动超空间跳跃到场景中部时sajuuk会出现众人皆跳我独停的状况导致游戏卡在过场动画结尾无法继续。
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发表于 2009-1-15 18:22:04 | 显示全部楼层

Re: 这里好冷清...我来转转贴吧...过关文件修改教程

谢谢cools的支持!
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