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再來這一段暫放這裏,關於自製整理菜單
(thz亂譯中)
Creating your own MML Mods自製自己的菜單 |
| Creating your own MML Mod isn't very hard, once you understand the technique. First of all, you have to create a "construction lot" (母lot) . I suggest to use an existing lot of your set, or simply start with an empty grass or cement lot. Add some construction props and save it under a new name. Create a nice icon and import it with LEProp. Add a lot name and description as well by entering them in LEProp and clicking "Apply", then "Save DAT". Don't forget to add a note in the lot description that the construction lot will unhide the other icons of the set.
一旦了解技巧,自製一套選單,不難。首先,你必需創造一個"母檔lot""construction lot" ,(大概平常縮成一個母icon,包含一套子群的icon),建議使用你已既有的lot來做母lot,或簡單的以草皮地等開頭的lot。加一些props,然後save as新名。做個icon然後處理好(可用LeProp??)。
加個lot name 和descioption(可用Leprop?)
別忘了在lot description加個備忘,好讓lot可以"解除隱藏"這一套lot。
Now, open an existing MML Mod DAT file in ilive's Reader and copy the LUA script by right-clicking on the file and selecting "Copy file(s)". Paste it to the construction lot with right-clicking and "Paste file(s)". Now, add (or copy) a "Building: Landmark" occupant group to the Building Exemplar file of the construction lot. In the next step, you have to copy all Building Exemplar files from your set of lots to the construction lot as well. Im each of these Building Exemplar files, you have to add a "Conditional Building = True" property (simply copy one from an existing mod file).
用Reader開啟既存的MML Mod Dat,用鼠標右擊該檔copy LUA檔~~paste到你要弄的母lot。
加個occupant group(數值為Building:Landmark")
copy"所有buildings的exemplar檔"到那個綜合母lot,
然後,在每個子檔,要加"Conditional Building = True"這個property
(這個只要把既存的MMLmod抓這個property copy過去就好)
Finally, the LUA script needs to be edited. Change the instance ID by clicking on the "File Info" button and then the "Edit" button in the window that shows up. Enter the same IID as the Building Exemplar file of the construction lot has, but change the first number to "0". Click "OK" and then right-click in the file list and select "ReIndex". Now open the LUA script, hit "Edit" and change the package ID so it matches the IID of the LUA script. Scroll down to the list of IDs and change the first one (the one of the construction lot) to the Building Exemplar file instance ID. Look up the IIDs of the other lots (usually they are identical with the numbers in the file name, as the Lot Editor saves them). It can't hurt to add the lot names behind the "--", the green texts are only comments and won't be used by the script.
最後,LUA檔需要Edit編輯一下。
改變instance ID (按File Info→Edit,輸入和母檔的building exemplar一樣的IID,但改變第一個數字為0,
按ok然後右擊第一列表選擇"ReIndex" 開啟LUA檔,點Edit,改變package ID,以對應Lua的IID。
卷到 IDs列那邊,改變第一個(the one of the construction lot),改成Building Exemplar file的 instance ID.
查查其它子群Lot們的IIDs (通常他們和第一個一樣有相同的數值,因他們以LE save的時候應該就決定了那數值)
In addition, change the array variable (it shows up three times in front of the "=" in the first three rows and once between the "( )" in the last row) to a unique name (attention, use only capital letters and underscores!). Now, save the script by clicking "Apply", and then save the lot file. I suggest to rename it and place it in the "\zz_BSC_MML" folder, so it's loaded last when starting the game.
再來,改變array variable(可能icon為隱藏性)
(它在"="
還沒整理完 還沒寫完
~待續~ |
[ 本帖最后由 天唐永thianz 于 2007-9-23 19:18 编辑 ] |
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