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[分享] 战团更新至1.314了。推荐MOD

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发表于 2010-12-28 18:09 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
http://www.mountblade.com.cn/download/view-software-117.html
这是下载地址
超级版主R大的发表:
通过比较软件比较Module_system发现的,待补充。
首先是关于物品的几个新标签:
itp_extra_penetration        = 0x0000100000000000
itp_has_bayonet              = 0x0000200000000000
itp_cant_reload_while_moving = 0x0000400000000000
itp_ignore_gravity           = 0x0000800000000000
itp_ignore_friction          = 0x0001000000000000
itp_extra_penetration 额外的穿透力?
itp_has_bayonet 有刺刀?
itp_cant_reload_while_moving 移动的时候,不能上弦
itp_ignore_gravity  忽略重力
itp_ignore_friction  忽略空气阻力
---------------------------------------------------
接着是header_operations.py。新增或者改变:
player_set_is_admin = 429 # (player_set_is_admin, <player_id>, <value>), #value is 0 or 1
player_set_is_muted = 440 # (player_set_is_muted, <player_id>, <value>, [mute_for_everyone]), #mute_for_everyone optional parameter should be set to 1 if player is muted for everyone (this works only on server).
player_get_gender = 442 # (player_get_gender, <destination>, <player_id>),
play_sound_at_position = 599 # (play_sound_at_position, <sound_id>, <position_no>, [options]),
position_get_rotation_around_x = 742 # (position_get_rotation_around_x,<destination>,<position_no>), #rotation around x axis is returned as angle
position_get_rotation_around_y = 743 # (position_get_rotation_around_y,<destination>,<position_no>), #rotation around y axis is returned as angle
position_set_scale_x = 744 # (position_set_scale_x, <position_no>, <value_fixed_point>), #x scale in meters / fixed point multiplier is set
position_set_scale_y = 745 # (position_set_scale_y, <position_no>, <value_fixed_point>), #y scale in meters / fixed point multiplier is set
position_set_scale_z = 746 # (position_set_scale_z, <position_no>, <value_fixed_point>), #z scale in meters / fixed point multiplier is set
position_get_distance_to_terrain= 792 # (position_get_distance_to_terrain, <destination>, <position_no>), #only works during a mission
get_level_boundary = 991 # (get_level_boundary, <destination>, <level_no>),
auto_set_meta_mission_at_end_commited = 1305 # (auto_set_meta_mission_at_end_commited),
troop_set_class = 1517 # (troop_set_class, <troop_id>, <value>),
agent_get_speed = 1689 # (agent_get_speed, <position_no>, <agent_id>), #will return speed in x and y
agent_refill_wielded_shield_hit_points = 1692 # (agent_refill_wielded_shield_hit_points, <agent_id>),
agent_set_animation = 1740 # (agent_set_animation, <agent_id>, <anim_id>, [channel_no]), #channel_no default is 0. Top body only animations should have channel_no value as 1.
agent_get_attached_scene_prop = 1756 # (agent_get_attached_scene_prop, <destination>, <agent_id>)
agent_set_attached_scene_prop = 1757 # (agent_set_attached_scene_prop, <agent_id>, <scene_prop_id>)
agent_set_division = 1783 # (agent_set_division, <agent_id>, <value>),
agent_get_item_slot = 1804 # (agent_get_item_slot, <destination>, <agent_id>, <value>), value between 0-7, order is weapon1, weapon2, weapon3, weapon4, head_armor, body_armor, leg_armor, hand_armor
agent_stop_sound = 1808 # (agent_stop_sound, <agent_id>),
agent_set_attached_scene_prop_y = 1809 # (agent_set_attached_scene_prop_y, <agent_id>, <value>)
scene_prop_set_visibility = 1813 # (scene_prop_set_visibility, <scene_prop_id>, <value>),
scene_prop_set_hit_points = 1814 # (scene_prop_set_hit_points, <scene_prop_id>, <value>),
scene_prop_get_hit_points = 1815 # (scene_prop_get_hit_points, <destination>, <scene_prop_id>),
scene_prop_get_max_hit_points = 1816 # (scene_prop_get_max_hit_points, <destination>, <scene_prop_id>),
class_set_name = 1837 # (class_set_name, <sub_class>, <string_id>),
prop_instance_is_valid = 1838 # (prop_instance_is_valid, <scene_prop_id>),
prop_instance_set_scale = 1854 # (prop_instance_set_scale, <scene_prop_id>, <value_x_fixed_point>, <value_y_fixed_point>, <value_z_fixed_point>),
prop_instance_set_position = 1855 # (prop_instance_set_position, <scene_prop_id>, <position_no>, [dont_send_to_clients]),
prop_instance_receive_damage = 1877 # (prop_instance_receive_damage, <scene_prop_id>, <agent_id>, <damage_value>),
prop_instance_intersects_with_prop_instance = 1880 # (prop_instance_intersects_with_prop_instance, <scene_prop_id>, <scene_prop_id>),·#give second scene_prop_id as -1 to check all scene props.
replace_prop_instance = 1889 # (replace_prop_instance, <scene_prop_id>, <new_scene_prop_id>),
spawn_item = 1971 # (spawn_item, <item_kind_id>, <item_modifier>, [seconds_before_pruning]) #if seconds_before_pruning = 0 then item never gets pruned
store_asin = 2140 # (store_asin, <destination_fixed_point>, <value_fixed_point>),   
store_acos = 2141 # (store_acos, <destination_fixed_point>, <value_fixed_point>),   
store_atan = 2142 # (store_atan, <destination_fixed_point>, <value_fixed_point>),   
store_atan2 = 2143 # (store_atan2, <destination_fixed_point>, <value_fixed_point>, <value_fixed_point>), #first value is y, second is x
str_encode_url = 2355 # (str_encode_url, <string_register>),
---------------------------------------------------
header_scene_props.py里的:
sokf_missiles_not_attached = 0x0000000000080000 #works only for dynamic mission objects
---------------------------------------------------
header_triggers.py里的:
ti_on_agent_hit = -28.0 #can only be used in module_mission_templates triggers   
# Trigger Param 1: damage inflicted agent_id   (被击打者)
# Trigger Param 2: damage dealer agent_id   (击打者)
# Trigger Param 3: inflicted damage  (造成的伤害)
# Register 0: damage dealer item_id    (击打使用的武器)
# Position Register 0: position of the blow   (击打位置的坐标)
# rotation gives the direction of the blow   (击打位置的方向)
这个触发器最给力。
ti_on_scene_prop_start_use = -47.0 #can only be used in module_scene_props triggers   
# Trigger Param 1: user agent id   
# Trigger Param 2: prop instance number   
      
ti_on_scene_prop_cancel_use = -48.0 #can only be used in module_scene_props triggers   
# Trigger Param 1: user agent id   
# Trigger Param 2: prop instance number
ti_on_item_picked_up = -53.0 #can only be used in module_mission_templates triggers 58   
# Trigger Param 1: agent id   
# Trigger Param 2: item id   
# Trigger Param 3: scene prop id (will be deleted after this trigger)   
ti_on_item_dropped = -54.0 #can only be used in module_mission_templates triggers   
# Trigger Param 1: agent id   
# Trigger Param 2: item id   
# Trigger Param 3: scene prop id   
ti_on_agent_mount = -55.0 #can only be used in module_mission_templates triggers   
# Trigger Param 1: agent id   
# Trigger Param 2: horse agent id   
ti_on_agent_dismount = -56.0 #can only be used in module_mission_templates triggers   
# Trigger Param 1: agent id   
# Trigger Param 2: horse agent id   
ti_on_item_wielded = -57.0 #can only be used in module_mission_templates triggers   
# Trigger Param 1: agent id   
# Trigger Param 2: item id   
ti_on_item_unwielded = -58.0 #can only be used in module_mission_templates triggers   
# Trigger Param 1: agent id   
# Trigger Param 2: item id
----------------------------------------------
新动作: 装备刺刀和收起刺刀。
["equip_bayonet", 0, amf_priority_equip|amf_play|amf_restart|amf_client_prediction,   
[1.0, "anim_human", 0, 1, 0]], 1805  ["unused_human_anim_12", 0, 0, [1.0, "anim_human", 0, 1, 0]],
## [0.8, "equip_arms", 253, 276, arf_blend_in_0]],   
["unequip_bayonet", 0, amf_priority_equip|amf_play|amf_restart|amf_client_prediction,   
[1.0, "anim_human", 0, 1, 0]], 1806  ["unused_human_anim_13", 0, 0, [1.0, "anim_human", 0, 1, 0]],
## [0.2, "equip_arms", 254, 250, arf_blend_in_0]],
--------------------------------------------------
module_dialogs.py, module_game_menus.py, module_scripts.py, module_simple_triggers.py, module_strings.py 这些里都有一些修正或者改动,以修正为主。
--------------------------------------------------
最后的变化就是,兵种平衡性变化:
库吉特骑手       强掷 由1级 ↑ 到2级
库吉特骑射手     强掷 由1级 ↑ 到3级
库吉特资深骑射手 强掷 由3级 ↑ 到4级
罗多克熟练弩手 铁骨 由3级 ↓ 到1级
罗多克资深弩手 铁骨 由4级 ↓  到2级
罗多克狙击弩手 铁骨 由5级 ↓ 到3级
萨兰德的兵种开始大量装备投掷武器,并且都具有不低的强掷技能。

以上是游戏版本号。下面是MOD推荐
http://bbs.mountblade.com.cn/vie ... &extra=page%3D2
此为制作者的原帖
此MOD名字:《卡拉迪亚:二次分裂》
ps:申请此区版主。完毕

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发表于 2010-12-28 18:19 | 只看该作者
欢迎蛋蛋
以后战团靠你了
我负责原版吧
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硬硬的板凳
 楼主| 发表于 2010-12-28 18:24 | 只看该作者
回复 2# wymwd1


    客气。应该的
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