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地图间移动MOD:Path to Tarkov的Config解析
好奇猫注:
以下内容是我个人的对MOD功能的个人理解,如有错误,请及时反馈。
整套设置最重要的部分是《第六部分:入局点》的设置,要对默认路线进行大修,先改第6部分,再改第5部分,再依次改其他部分。
另外以下用于解析的代码是mod的默认代码,并非我修改路径后的。
第一部分:基础设置
"enabled": true, //MOD的总开关
"debug": false, //是否开启Debug模式
"initial_offraid_position": "PlayerHideout", //设置玩家的主家位置
"reset_offraid_position_on_player_die": true, //设置死亡后是否会主家
"traders_access_restriction": true, //商人访问受限,默认开
"hideout_multistash_enabled": true, //多个仓库,默认开
"vanilla_exfils_requirements": false, //必须原版撤离点,默认关。具体功能未知
"laboratory_access_restriction": true, //实验室进入受限,默认开
"laboratory_access_via": ["Car", "UnderpasstoLabs", "CatacombsHangar"],//设置实验室进入受限,默认开
"player_scav_move_offraid_position": false, //玩家scav能否进入主家,默认不能
"workbench_always_enabled": true, //工作台总是开启
"bypass_keep_found_in_raid_tweak": true, //保持物品总是打勾。
"bypass_uninstall_procedure": false, //卸载流程,如要关闭这个mod,请把他true
"bypass_luas_custom_spawn_points_tweak": false, //自定义生成点修改(?)
第二部分:恢复设置
"restrictions_in_raid": { //战局内限制,现在只是带入战局的现金上限,不知道是否未来会加功能
"5449016a4bdc2d6f028b456f": {
"// type = roubles": true,
"Value": 10000000
},
"5696686a4bdc2da3298b456a": {
"// type = dollars": true,
"Value": 100000
},
"569668774bdc2da2298b4568": {
"// type = euros": true,
"Value": 100000
}
},
"offraid_regen_config": {//战局外恢复设置
"hydration": {//水量恢复
"access_via": [//在哪些位置可以享受这个恢复
"FactoryZB-1011",
"FactoryZB-1012",
"FactoryZB-1013",
"Car",
"PlayerHideout",
"TherapistHideout",
"EmercomToKlimov"
]
},
"energy": {//能量恢复
"access_via": [//在哪些位置可以享受这个恢复
"FactoryZB-1011",
"FactoryZB-1012",
"FactoryZB-1013",
"WoodsCustoms",
"PlayerHideout",
"TherapistHideout",
"EmercomToKlimov"
]
},
"health": {//血量恢复
"access_via": [//在哪些位置可以享受这个恢复
"FactoryZB-1011",
"FactoryZB-1012",
"FactoryZB-1013",
"WoodsFactoryGate",
"PlayerHideout",
"TherapistHideout",
"EmercomToKlimov"
]
}
},
第三部分:藏身处仓库设置
"hideout_main_stash_access_via": ["PlayerHideout", "TherapistHideout"],//PTT仅提供两套供玩家存放物品的仓库,这里设置主藏身处的仓库可以在哪里访问。
"hideout_secondary_stashes": [//PTT仅提供两套供玩家存放物品的仓库,这里设置第二套仓库可以在哪里访问。
{
"id": "PathToTarkov_Car_stash",//可访问第二套仓库的点位ID
"size": 16,//这个ID点位的仓库大小
"access_via": ["Car"]//这里的"Car"在下面的《第六点入局点》部分进行设置和自定义,"access_via"的都是入局点,
},
内容过多,略……
],
第四部分:商人设置
"traders_config": {
"54cb50c76803fa8b248b4571": {//这里是每个商人的base.json里的"_id",推断想增加受控的商人就增加这里即可。
"// Trader name": "Prapor",//只是备注
"override_description": true,//是否将下面的"location_description"的内容覆盖到原版描述中
"location_description": {//这里是每个语言用到的描述,ch是中文,en是英文
"ch": "Between woods and factory",
"en": "Between woods and factory"
},
"access_via": ["WoodsFactoryGate"]//设置在哪个入局点可以访问到这个商人
},
"54cb57776803fa99248b456e": {
"// Trader name": "Therapist",
"override_description": true,
"location_description": {
"ch": "在 “地面零点 ”的拾荒者营地",
"en": "In the Scav Camp at Ground Zero"
},
"access_via": ["TherapistHideout"]
},
过多,略……
"579dc571d53a0658a154fbec": {//黑商的设置比上面其他商人多了更多设置
"// Trader name": "Fence",
"// Fence is accessible everywhere": true,//是否让黑商可以在任意地区都可访问,默认是
"access_via": "*",
"insurance_always_enabled": true,//设置黑商可以投保,不清楚这些功能能否直接复制给其他商人用
"insurance_config": {//黑商投保的各个属性
"insuranceMultiplier": 0.3,
"insurance_price_coef": 1,
"min_payment": 0,
"min_return_hour": 1,
"max_return_hour": 2,
"max_storage_time": 480
},
"repair_always_enabled": true,//设置黑商可以维修装备,,不清楚这些功能能否直接复制给其他商人用
"repair_config": {//黑商维修的各个属性
"quality": 1,
"currency": "5449016a4bdc2d6f028b456f",
"currency_coefficient": 12,
"repair_price_coef": 0
}
},
"Priscilu": {//MOD商人的部分,内容跟原版商人一样,id在它们各自的db/base.json里找
"// mod integration for Priscilu": true,
"// Priscilu is available after extracting from Outskirts (woods map)": true,
"disable_warning": true,
"override_description": true,
"location_description": {
"ch": "Somewhere between woods, military reserve and shoreline",
"cz": "Somewhere between woods, military reserve and shoreline",
"en": "Somewhere between woods, military reserve and shoreline"
},
"access_via": ["WoodsReserveShoreline"]
},
内容过多,略……
},
第五部分:各地图撤离点联通设置
撤离点明细
这里的撤离点明细可查看公共资料:撤离点ID和对应的名字
"exfiltrations": {//撤离点设置
"factory4_day": {//这里是白天工厂撤离点的设置
"Gate 3": "FactoryZB-1013",//这句代码意思是:从撤离点"Gate 3"撤离后将到ID为"FactoryZB-1013"的入局点,入局点将决定该撤离点最终可以去哪些地图,从哪些地图的哪些出生点出生,将由第六部分进行设置。
"Gate m": "FactoryZB-1012",
"Cellars": "FactoryZB-1011",
"Camera Bunker Door": "FactoryZB-1011",
"Office Window": "WoodsFactoryGate",
"Gate 0": "WoodsFactoryGate"
},
"factory4_night": {
"Gate 3": "FactoryZB-1013",
"Gate m": "FactoryZB-1012",
"Cellars": "FactoryZB-1011",
"Camera Bunker Door": "FactoryZB-1011",
"Office Window": "WoodsFactoryGate",
"Gate 0": "WoodsFactoryGate"
},
"bigmap": {
"Military Checkpoint": "CustomsMilitaryBaseCP",
"Railroad To Military Base": "MilitaryBaseRail",
"Railroad To Port": "ShorelineCustoms",
"EXFIL_ZB013": "FactoryZB-1013",
"ZB-1012": "FactoryZB-1012",
"ZB-1011": "FactoryZB-1011",
"Dorms V-Ex": "Car",
"Sniper Roadblock": "ShorelineCustoms",
"Smuggler's Boat": "Boat",
"RUAF Roadblock": "WoodsCustoms",
"Crossroads": "InterchangeCustoms",
"Old Gas Station": "PilgrimTrail",
"Railroad To Tarkov": "CustomsTarkovRail",
"Administration Gate": "WoodsMilitaryPath",
"Factory Far Corner": "ScavWindow"
},
内容过多,略……
},
第六部分:“入局点”设置
入局点说明
==入局点:将决定该撤离点最终可以去哪些地图,从哪些地图的哪些出生点出生== 最重要部分:入局点设置可以设置和修改出自己想要的路径,这里需要同时用到两个文件:
- 公共资料:撤离点ID和对应的名字
- 跟PTT相同目录下的player_spawnpoints.json,==它定义了玩家在各地图的的出生点==。按照Traveler的经验,可以往里新增出生点,但所需的坐标系需另外说明。
"infiltrations": {//**最重要部分:入局点设置**
"ShorelineLighthousePath": {//入局点的ID,可以自定义,**但建议ID起名能清晰明了地看出该入局点是连接哪些地图的出生点的**。
"shoreline": ["Path to Lighthouse"],//这段代码的意思是从这个入局点出发去"shoreline"即海岸线,将从海岸线的"Path to Lighthouse"即通往灯塔的道路出生。
"lighthouse": ["Path to Shoreline"],//这段代码的意思是从这个入局点出发去"lighthouse"灯塔,将从灯塔的"Path to Shoreline"即通往海岸线的道路出生。
"rezervbase": ["CP Fence"]//这段代码的意思是从这个入局点出发去"rezervbase"储备站,将从储备站的"CP Fence"即检查点围栏出生。好奇猫注:这个路径设置很扯,从实际地图上看,储备站应该从黑车的道路去。
},//
"ShorelineLighthouseTunnel": {
"shoreline": ["Tunnel"],
"lighthouse": ["Lighthouse tunnel"]
},
"ShorelineNorthMoutains": {
"rezervbase": ["Cliff"],
"shoreline": ["North Fence Passage"]
},
"WoodsReserveShoreline": {
"woods": ["Outskirts"],
"rezervbase": ["CP Fence"]
},
"InterchangeCustoms": {
"bigmap": ["Crossroads"],
"interchange": ["Scav Camp"]
},
"CustomsTarkovRail": {
"bigmap": ["MallTrain"],
"interchange": ["Railway"]
},
内容过多,略……
}
完结……