实现不同地区的矿资源分配!
转自怪客的论坛.
很多人问我怎么实现在不同地区挖不同的矿!我结合sphereregion.scp(0.99以上的)文件来说明下!
[REGIONTYPE r_default_rock t_rock] //这是默认状态下的不同矿的资源分配,不改的话就是说任何地方都有如下的矿!所以你先要在此做修改,比如把COPPER矿去掉,这样一般地区就没这种矿了!
// Random rocks
RESOURCES=100.0 mr_nothing
RESOURCES=50.0 mr_iron
RESOURCES=6.0 mr_rusty
RESOURCES=6.0 mr_old_copper
RESOURCES=6.0 mr_dull_copper
RESOURCES=4.5 mr_bronze
RESOURCES=5.0 mr_copper
RESOURCES=2.0 mr_gold
RESOURCES=1.0 mr_rose
RESOURCES=2.0 mr_agapite
RESOURCES=1.0 mr_bloodrock
RESOURCES=1.0 mr_silver
RESOURCES=0.5 mr_verite
RESOURCES=0.2 mr_Valorite
RESOURCES=0.1 mr_mytheril
RESOURCES=0.1 mr_blackrock
RESOURCES=0.1 mr_diamond
[REGIONTYPE r_brit_rock t_rock]//这是在B城能挖到的矿!不过目前只能指到城里的地上城外的矿洞还是一样!r_brit_rock是这个地区的属性,更多地区属性可能SPHERE在完善中!
// Brit
RESOURCES=100.0 mr_nothing //这就是矿的分配!
RESOURCES=30.0 mr_iron
//ON=@ENTER
//SRC.MESSAGE Welcome to Britain <SRC.NAME>!
//SRC.MESSAGE Lord British Guards are here to protect you!
//SRC.MIDILIST=midi_britain1,midi_britain2
ON=@CLIPERIODIC
SRC.MIDILIST=midi_britain1,midi_britain2
[REGIONTYPE r_brit_castle] //以下都是一些地区的属性,表示不同的定义,你可以在里面添加矿的分配!!还可以在ON=@ENTER写不同的判断,它表示进入此地区的触发!
// Lord brit castle.
ON=@ENTER
SRC.MIDILIST=midi_LBCastle
ON=@CLIPERIODIC
SRC.MIDILIST=midi_LBCastle
[REGIONTYPE r_guard_tower]
// Guard tower.
ON=@ENTER
SRC.MIDILIST=midi_ForestA
ON=@CLIPERIODIC
SRC.MIDILIST=midi_ForestA
[REGIONTYPE r_black_castle]
// Lord Blackthorne's Castle
ON=@ENTER
SRC.MIDILIST=midi_BtCastle
ON=@CLIPERIODIC
SRC.MIDILIST=midi_BtCastle
[REGIONTYPE r_bucs_den]
// Bucs den
ON=@ENTER
IF <SRC.KILLS> > 5
SRC.MESSAGE Welcome to Bucs Den <SRC.NAME> You are a murderer and you feel at home here
SRC.MIDILIST=midi_BucsDen
RETURN 1
ELSE
SRC.MIDILIST=midi_BucsDen
ENDIF
ON=@CLIPERIODIC
SRC.MIDILIST=midi_BucsDen
[REGIONTYPE r_spooky_rock t_rock]
// Spooky outdoor area.
RESOURCES=500.0 mr_nothing
RESOURCES=30.0 mr_iron
RESOURCES=20.0 mr_shadow
ON=@ENTER
SRC.MIDILIST=midi_Approach
ON=@CLIPERIODIC
SRC.MIDILIST=midi_Approach
[REGIONTYPE r_dungeon_rock t_rock]
// Dungeon sounds same day or night.
// Shadow ore is only found here.
RESOURCES=500.0 mr_nothing
RESOURCES=30.0 mr_iron
RESOURCES=15.0 mr_shadow
ON=@REGPERIODIC
src.SFX={021f,1,0243,1,0244,1,0245,1}
[REGIONTYPE r_plains]
// Plains night and day.
ON=@REGPERIODIC
src.SFX={0a,1,0b,1}
[REGIONTYPE r_forests]
// Forest Day and night.
ON=@REGPERIODIC
IF <src.sector.ISNIGHTTIME>
src.SFX={00,2,01,2,02,2,07d,1}
ELSE
src.SFX={08,10,09,10,0219,1,07d,1}
ENDIF
[REGIONTYPE r_jungle]
// Jungle Day and night.
ON=@REGPERIODIC
IF <src.sector.ISNIGHTTIME>
src.SFX={0c,2,0d,2,0b3,1}
ELSE
src.SFX={03,2,04,2,05,2,0b3,1}
ENDIF
[REGIONTYPE r_swamp_rock t_rock]
// Swamp Day and night.
// Never anything to mine here.
ON=@REGPERIODIC
src.SFX={0e,10,0f,10,022,1,023,1,024,1,0267,1}
[EOF]
由于区域属性的资料过多过复杂,你可以找到你要设的矿洞属性就象这样的r_swamp_rock,R开头的!然后在上面添加就是了!