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原帖由 caesarx99 于 2009-7-16 23:42 发表 
LS的TonyAngel 热心人啊,我说一点而思路,不是道是不是对LS有帮助,因为沉船是建立主角的同时绑定船的一些信息的,但是LS补丁里增加新模型角色并没有引起错误,那就是说简单扩展调用了游戏内部的人物引发了错误
那么就是说默 ...
其实没有那么复杂 ShipsUtilites.c没有这段代码肯定不跳出(另外上面还有一处不同之处 但不影响)
FillShipParamShipyardSP(NPChar, GenerateStoreShipSP(SHIP_BRIGQEEN), "ship18");
FillShipParamShipyardSP(NPChar, GenerateStoreShipSP(SHIP_BRIGSW), "ship19");
FillShipParamShipyardSP(NPChar, GenerateStoreShipSP(SHIP_XebekVML), "ship20");
FillShipParamShipyardSP(NPChar, GenerateStoreShipSP(SHIP_CORVETTE_QUEST), "ship21");
FillShipParamShipyardSP(NPChar, GenerateStoreShipSP(SHIP_BLACKPEARL), "ship22");
FillShipParamShipyardSP(NPChar, GenerateStoreShipSP(SHIP_ARABELLA), "ship23");
FillShipParamShipyardSP(NPChar, GenerateStoreShipSP(SHIP_SOLEILROYAL), "ship24");
FillShipParamShipyardSP(NPChar, GenerateStoreShipSP(SHIP_FLYINGDUTCHMAN), "ship25");
}
void FillShipParamShipyardSP(ref NPChar, int _iType, string _sShipNum)
{
aref arTo, arFrom;
DeleteAttribute(NPChar, "ship");
NPChar.Ship.Type = _iType;
SetRandomNameToShip(NPChar);
SetBaseShipData(NPChar);
SetCrewQuantity(NPChar, 0);
NPChar.Ship.Cannons.Type = CANNON_TYPE_CANNON_LBS42;
DeleteAttribute(NPChar, "Ship.Cargo");
SetGoodsInitNull(NPChar);
RecalculateCargoLoad(NPChar);
FillShipyardShipBack(NPChar, _sShipNum);
}
int GenerateStoreShipSP(int iBaseType)
{
int iShip = GenerateShipSP(iBaseType, 0);
ref rRealShip = GetRealShip(iShip);
rRealShip.StoreShip = true;
return iShip;
}
int GenerateShipSP(int iBaseType, bool isLock)
{
int iShip = CreateBaseShip(iBaseType);
ref rRealShip = GetRealShip(iShip);
ref rBaseShip = GetShipByType(sti(rRealShip.BaseType));
rRealShip.ship.upgrades.hull = 1;
rRealShip.ship.upgrades.sails = 1;
rRealShip.MaxCaliber = 42;
rRealShip.SpeedRate = stf(rRealShip.SpeedRate) + (stf(rRealShip.SpeedRate) / 5.0);
rRealShip.TurnRate = stf(rRealShip.TurnRate) + (stf(rRealShip.TurnRate) / 5.0);
rRealShip.HP = sti(rRealShip.HP) + (makeint(sti(rRealShip.HP)/5));
rRealShip.WindAgainstSpeed = stf(rRealShip.WindAgainstSpeed) + (stf(rRealShip.WindAgainstSpeed)/5.0);
rRealShip.Capacity = sti(rRealShip.Capacity) + (makeint(sti(rRealShip.Capacity)/4));
rRealShip.OptCrew = makeint(sti(rRealShip.OptCrew) + (makeint(sti(rRealShip.OptCrew)/3));
rRealShip.MaxCrew = makeint(sti(rRealShip.OptCrew) * 1.25 + 0.5);
rRealShip.MinCrew = makeint(sti(rRealShip.MinCrew) - (sti(rRealShip.MinCrew)/6));
rRealShip.Weight = sti(rRealShip.Weight) - rand(sti(rRealShip.Weight)/20);
rRealShip.BoardingCrew = 0;
rRealShip.GunnerCrew = 0;
rRealShip.CannonerCrew = 0;
rRealShip.SailorCrew = sti(rRealShip.OptCrew);
int iDiffWeight = sti(rRealShip.Weight) - sti(rBaseShip.Weight);
int iDiffCapacity = sti(rRealShip.Capacity) - sti(rBaseShip.Capacity);
int iDiffMaxCrew = sti(rRealShip.MaxCrew) - sti(rBaseShip.MaxCrew);
int iDiffMinCrew = sti(rRealShip.MinCrew) - sti(rBaseShip.MinCrew);
float fDiffSpeedRate = stf(rRealShip.SpeedRate) - stf(rBaseShip.SpeedRate);
int iDiffTurnRate = sti(rRealShip.TurnRate) - sti(rBaseShip.TurnRate);
int iDiffHP = sti(rRealShip.HP) - sti(rBaseShip.HP);
rRealShip.Price = (iDiffWeight + iDiffCapacity + iDiffMaxCrew*2 + iDiffMinCrew + fDiffSpeedRate*2 + iDiffTurnRate*2 + iDiffHP)*5 + sti(rRealShip.Price);
rRealShip.Stolen = isLock;
return iShip; |
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