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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……

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