当前位置:铁资首页>>异尘余生>>设计制作>>正文
官方的脚本目录结构和定义规范
文章出处:废土无声  作者:废土无声制作组  发布时间:2005-03-27
 

Included in this file is the directory structure and update procedures for scripts,
message files, maps, and any other files that pertain primarily to scripters.

这个文件包括脚本,消息文件,地图以及其他主要提供给脚本编辑者的文件的目录结构和更新流程,

<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

Table of Contents 目录表
I. Directory Structure 目录结构
A. Scripts 脚本
B. Data 数据
II. Naming Conventions 命名定义
A. Global Vars 全局变量
B. Map Vars 地图变量
C. Local Vars 本地变量
D. Script Names 脚本命名定义
1. Naming Scripts 脚本命名
2. City Names 城市命名
3. Type Names 类型命名
E. Pid Defines 进程定义
F. Experience Point Defines 经验点定义
G. Reputation Point Defines 名誉点定义
H. AI Packet Defines AI包定义
I. Team Defines 组定义
J. Script Name Defines 脚本名定义

<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

I. Directory Structure

Below is the directory structure for SourceSafe and the network drive for the scripts
and files which pertain to them. Please, make sure that files go into the proper
directory, as it could cause confusion at a later times, should anyone need to find
specific files.

下面是脚本文件以及其附属文件的SourceSafe目录结构。请务必将文件存放到指定的位置,
否则它们可能会在以后造成麻烦

A. Scripts 脚本
Fallout2\Scripts\
This is where text files explaining directory structure,
script procedures, and anything else would be stored. No
scripts should be placed in here.

这里是存放说明文件的地方,这里不应该存放脚本。

Fallout2\Scripts\Arroyo
This is were all of the scripts for Arroyo are located.

属于Arroyo的脚本定位于此。

Fallout2\Scripts\Generic\
This is where generic scripts would be placed. This would be
mainly for things like locked doors, trapped doors, locked
and trapped doors, containers, and so forth.

这里存放普通的脚本,比如锁上的门,带陷阱的门还有容器。

Fallout2\Scripts\Headers\
This is where any includable files would be added. Primarily,
these would be: Define.h, Scripts.h, Global.h, ItemPid.h,
ScenePid.h, CritrPid.h, Teams.h, AIPack.h, RepPoint.h,
ExpPoint.h, ModReact.ssl (or ModReact.h), and Commands.h.

这里存放所有不可包容的文件(头文件)。

Fallout2\Scripts\Main\
This is where the scripts for the heads would be placed.

这里存放有动画头像人物的脚本。

Fallout2\Scripts\Maps\
This is where all the map scripts would be placed for the
game.

地图的脚本存放在这里

Fallout2\Scripts\Party\
Anyone who could be part of the party will be placed here.

同伴的脚本

Fallout2\Scripts\RndEnctr\
All random encounter map scripts, special scripts made for
random encounters, etc. will be place here.

特殊事件的脚本

Fallout2\Scripts\Template\
All templates for scripting will be placed here. Most
importantly will be the dialog scripts, locked containers,
trapped containers, locked and trapped doors, etc.

脚本模版存放在这里


B. Data
Fallout2\Cd\Data\
Scripters should not place anything in this directory.

不能在这里存放任何东西

Fallout2\Cd\Data\Data\
This is where the global variable .gam file and the AI.txt
file are kept.

全局变量的.gam文件和AI.txt存放在这里

Fallout2\Cd\Data\Maps\
This is where all the map variable .gam files will be placed.
the actual maps are placed in an alternate SourceSafe.

所有地图变量的.gam文件访在这里。而真正的地图文件存放在另一个SourceSafe位置

Fallout2\Cd\Data\Scripts\
This is where the Scripts.lst file will be placed. The only
other files which can be placed in here would be the
binaries from compiled scripts.

这是Scripts.lst的存放处。存放在这里的其它文件只能是编译好的脚本。

Fallout2\Cd\Data\Text\English\Dialog\
This is where all the message files for scripts are kept.

脚本所用到的对白消息文件

Fallout2\Cd\Data\Text\English\Game\
This is where all the game message files are kepts.

游戏中消息文件

<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

II. Naming Conventions

Below are the naming conventions which should be followed for variable names and
script names. Please follow this format as it will allow for greater readablity
between all of the programmers.

下面是变量名和脚本名的定名规范。请务必遵照该规范,它将大大增强可读性

A. Global Vars 全局变量
Global Vars will be stored in a header file called Global.h,
located in the \Fallout2\Scripts\Headers\ directory. All global
vars will be prepended with GVAR_ to differentiate them from all
other variables.

全局变量应该被存放在头文件Global.h中,位于\Fallout2\Scripts\Headers\目录
所有全局变量应该加上GVAR_前缀以同其它变量区别。

B. Map Vars
Map Vars will be stored in header files in the format of <map name>.h
and be located in the \Fallout2\Scripts\Headers\ directory. All
vars will be prepended with MVAR_ to differentiate them from all
other variables.

地图变量应该存放在<地图名>.h的头文件中。位置是\Fallout2\Scripts\Headers\
应加上MVAR_的前缀

C. Local Vars
Local Vars will be stored in the script itself. The total number of
Local Vars must be added into scripts.lst so that they may be
allocated memory in the game. Scripts.lst is located in the
\Fallout2\Cd\Data\Scripts\ directory. All vars will be prepended with
LVAR_ to differentiate them from all other variables.

本地变量存放在其调用脚本本身。本地变量的总数必须在scripts.lst中说明,
这样才能分配内存给它们。scripts.lst位于\Fallout2\Cd\Data\Scripts\目录。
本地变量需加上LVAR_前缀。

D. Script Names

1. Naming Scripts
All scripts will follow the same naming convention whether
they are spatial scripts, critters, or scenery. The
conventions which is to be used is:
First Character is the City Name
Second Character is the Type Name
Remaining Six Characters are the Name
All scripts will end with the suffix of .ssl. An example from
Fallout would be: NCGhoul.ssl (Necropolis, Critter, Ghoul)

全部脚本必须遵循以下规范:
第一个字符是城市名
第二个字符是类型名
剩下6个字符是名称
脚本必须以SSL为后缀。


2. City Names
The following are the Abbreviations which are to be used for
the City field of the Script name.

下面是城市名的缩写

A == Arroyo
K == Klamath
D == The Den
M == Modoc
G == Gecko
V == VaultCity
R == Redding
W == Sierra Army Depot (Weapons Depot)
N == New Reno
H == Broken Hills
C == Colusa
B == Vault 15 (Buried Vault)
S == Shady Sands
O == Vault 13 (Original Vault)
E == Military Base (Excavated Base)
F == San Francisco
E == Random Encounter
Z == Generic Critter/Item
I == Raiders
Q == Enclave

3. Type Names
The following are the Abbreviations which are to be used for
the Type field of the Script name.

类型名缩写

C == Critter (Default person or animal)
I == Items (Default items [ie Radios])
S == Scenery (Default Scenery)
T == Spatial (Spatial scripts)
P == Party (Used for Party Members)
H == Head (Any Script for a Head Character)
W == Walls (Default Walls)

E. Pid Defines
All prototypes which are placed in their corespondind header files
(Scenery in ScenePid.h, Items in ItemPid.h, and Critters in
CritrPid.h) will have a prepended PID_ to their names so as to
differentiate them from all other defines in the script.

???

F. Experience Point Defines
All experience points that are awarded in the game will be stored in
the file ExpPoint.h. This is to allow the designers to balance the
entire game by only altering one file rather than searching through
all the scripts. All experience point defines will be prepended with
EXP_ to differentiate them from all other defines in the scripts.

游戏中的升级经验点存放在ExpPoint.h当中。这使得设计者可以简单的修改一个文件
平衡这个游戏中的经验分配。所有脚本中的经验值定义应加上EXP_前缀。


G. Reputation Point Defines
All reputation points that are awarded in the game will be stored in
the file RepPoint.h. This is to allow the designers to balance
reputation for the entire game through only one file. All reputation
defines will be prepended with REP_ to differentiate them from all
other defines in the scripts.

名誉点存放在RepPoint.h中。所有定义应加上REP_前缀


H. AI Packets Defines
All AI Packets used in the game will be referenced in AIPack.h. This
will allow the scripters to force AI Packets onto every critter from
the scripts. All AI defines will be prepended by AI_ to
differentiate them from all other defines in the scripts.

游戏中所有被用到的AI包是从AIPack.h中引用的。以AI_为前缀。

I. Teams Defines
All Team Names for the game will be stored in the file Teams.h. This
will allow scripters the ability to assign critters to teams from the
scripts. All Team Names will be prepended by TEAM_ to differentiate
them from all other defines in the scripts.

组定义在Teams.h,以TEAM_为前缀。

J. Script Name Defines
All Script Name defines will come directly from Scripts.lst in the
exact order in which Scripts.lst is in. The defines will be stored
in the file Scripts.h. All Script Name defines will be prepended with
SCRIPT_ to differentiate them from all other defines in the scripts.

所有的脚本名定义直接来自Scripts.lst,并且按照Scripts.lst中的顺序。
脚本名定义存放在Scripts.h,以SCRIPT_为前缀。

<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

废土无声翻译,转载请告知,有错误或者不妥烦请指正!

  [本文结束]

[返回顶部][责任编辑:楼英] 

§相关文章§
·脚本研究二 ACKLINT.ssl实
·脚本研究一 初级脚本层次
·FALLOUT 2 EDITOR INTRODU
·Fallout官方网站上关于编辑
·the editor安装说明和mapp
·辐射2编辑器使用简介
§推荐文章§
·战!暴力直播!BB小子的COSP
Copyright©2003-2005 铁资网&铁血联盟资讯网.All rights reserved.
本站所有原创图文资料版权属原作者所有,转载请务必联系原作者并请注明本站出处.
Powered by: dedeCMS Version 2.1