关于自己打的触发代码: 比如https://www.aoebbs.net/thread-1839-1-1.html这帖里面的触发就被整合成了两个触发
<Effect name="*Convert by Player Build Controls Socket"> <Param name="SrcObject" dispName="$$22421$$Unit" varType="unit">default</Param> <Param name="Socket" dispName="$$32975$$Socket" VarType="unit">default</Param> <Command>for(i=1;<=cNumberPlayers)</Command> <Command>{</Command> <Command>if(trPlayerControlsSocket(i, "%Socket%"))</Command> <Command>{</Command> <Command>trUnitSelectClear();</Command> <Command loop="" loopParm="SrcObject">trUnitSelect("%SrcObject%");</Command> <Command>trUnitConvert(i);</Command> <Command>}</Command> <Command>}</Command> </Effect>
<Effect name="*Unit Create-If Unit Owned"> <Param name="SrcObject" dispName="$$22295$$Source Units" VarType="unit">default</Param> <Param name="ProtoName" dispName="$$22434$$ProtoName" varType="protounit">Villager</Param> <Param name="Location" dispName="" varType="area">0,0,0</Param> <Param name="Count" dispName="$$22435$$Count" varType="long">0</Param> <Command>for(i=1;<=cNumberPlayers)</Command> <Command>{</Command> <Command>trUnitSelectClear();</Command> <Command loop="" loopParm="SrcObject">trUnitSelect("%SrcObject%");</Command> <Command>if(trUnitIsOwnedBy(i))</Command> <Command>{</Command> <Command>for (u=0; <%Count%)</Command> <Command> trUnitCreate("%ProtoName%", "default", %Location%, 0, i);</Command> <Command>}</Command> <Command>}</Command> </Effect>
假如不整合触发,用游戏自带的触发需要使用 <Condition name="Player Controls Socket"> <Param name="PlayerID" dispName="$$22301$$Player" VarType="player">1</Param> <Param name="Socket" dispName="$$32975$$Socket" VarType="unit">default</Param> <Expression>trPlayerControlsSocket(%PlayerID%, "%Socket%")</Expression> </Condition>
<Effect name="Convert"> <Param name="SrcObject" dispName="$$22421$$Unit" varType="unit">default</Param> <Param name="PlayerID" dispName="$$22301$$Player" varType="player">1</Param> <Command>trUnitSelectClear();</Command> <Command loop="" loopParm="SrcObject">trUnitSelect("%SrcObject%");</Command> <Command>trUnitConvert(%PlayerID%);</Command> </Effect>
<Effect name="Unit Create"> <Param name="PlayerID" dispName="$$22301$$Player" varType="player">1</Param> <Param name="ProtoName" dispName="$$22434$$ProtoName" varType="protounit">Villager</Param> <Param name="ScenName" dispName="$$20509$$Name" varType="string">Default</Param> <Param name="Location" dispName="" varType="area">0,0,0</Param> <Param name="Heading" dispName="$$22432$$Heading" varType="long">0</Param> <Command>trUnitCreate("%ProtoName%", "%ScenName%", %Location%, %Heading%, %PlayerID%);</Command> </Effect>
<Effect name="Unit Create Multi"> <Param name="PlayerID" dispName="$$22301$$Player" varType="player">1</Param> <Param name="ProtoName" dispName="$$22434$$ProtoName" varType="protounit">Villager</Param> <Param name="Location" dispName="" varType="area">0,0,0</Param> <Param name="Count" dispName="$$22435$$Count" varType="long">0</Param> <Param name="Heading" dispName="$$22432$$Heading" varType="long">0</Param> <Command>for (i=0; <%Count%)</Command> <Command> trUnitCreate("%ProtoName%", "default", %Location%, %Heading%,, %PlayerID%);</Command> </Effect> <Effect name="Army Deploy"> <Param name="SrcArmy" dispName="$$22348$$Army" VarType="group">default</Param> <Param name="ProtoName" dispName="$$22434$$ProtoName" varType="protounit">Villager</Param> <Param name="Location" dispName="" varType="area">0,0,0</Param> <Param name="Count" dispName="$$22435$$Count" varType="long">0</Param> <Param name="Heading" dispName="$$22432$$Heading" varType="long">0</Param> <Param name="Clear" dispName="$$22464$$Clear Existing Units:" varType="bool">true</Param> <Command>trArmyDispatch("%SrcArmy%", "%ProtoName%", %Count%, %Location%, %Heading%, %Clear%);</Command> </Effect>
总结来说就是我嫌弃一个一个触发点击麻烦,为了方便就整合起来,因此不会去找什么游戏自带触发教程
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