地图触发
地图可以像剧情编辑器那样添加触发程序,不过非常复杂,特别是台海战争那幅1V1地图,用触发设定AI刷兵、占领超级大炮我用了7天时间写上20个触发,地图触发的语句已经占了三分之二。下面来看下三个触发程序的写法吧。:
1:旧版触发程序(官方设定)
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太久没有使用这种旧版触发了,忘记怎样语句是怎样写的了。
幸好孙百里是用旧版本触发程序的,所以台海战争有他设定的旧版本触发程序:
rmCreateTrigger("string triggerName"); //设定触发程序名称
rmSwitchToTrigger(rmTriggerID("string triggerName")); //开启某触发程序
rmSetTriggerPriority(3); //优先级
rmSetTriggerActive(true); //设定是否作用中,false为关闭状态
rmSetTriggerRunImmediately(true); //设定是否立即运行,false为开局5秒后才允许
rmSetTriggerLoop(false); //设定是否无限循环本触发,false为只执行一次
rmAddTriggerCondition("string conditionType"); //设定条件,必须与游戏目录的trigger3文件夹里面的typetest.xml文件中的Condition name=""对应
rmSetTriggerConditionParamInt("string paramName", int value, false); //设定条件内容,paramName必须与条件名称在同一个触发,与typetest.xml的Param name=""对应,typetest.xml那个条件有多少个选项你就添加多少句,注意假如rmSetTriggerConditionParam加上Int只能填数字。
rmSetTriggerConditionParam("string paramName", "string value", false); //假如 rmSetTriggerEffectParam 不加 Int ,则变成string效果,第二个值要加英文双引号
rmAddTriggerEffect("string effectType"); //设定效果,必须与游戏目录的 trigger3 文件夹里面的 typetest.xml 文件中的 Effect name="" 对应
rmSetTriggerEffectParamInt("string paramName", int value, false); //设定效果内容, paramName 必须与条件名称在同一个触发,与 typetest.xml 的 Param name="" 对应, typetest.xml 那个效果有多少个选项你就添加多少句,注意假如 rmSetTriggerEffectParam 加上 Int 第二个值只能填数字
rmSetTriggerEffectParam("string paramName", "string value", false); //假如 rmSetTriggerEffectParam 不加 Int ,则变成string效果,第二个值要加英文双引号
模板:
rmCreateTrigger("string triggerName");
rmSwitchToTrigger(rmTriggerID("string triggerName"));
rmSetTriggerPriority(3);
rmSetTriggerActive(true);
rmSetTriggerRunImmediately(true);
rmSetTriggerLoop(false);
rmAddTriggerCondition("string conditionType");
rmSetTriggerConditionParamInt("string paramName", int value, false);
rmSetTriggerConditionParam("string paramName", "string value", false);
rmAddTriggerEffect("string effectType");
rmSetTriggerEffectParamInt("string paramName", int value, false);
rmSetTriggerEffectParam("string paramName", "string value", false);
优点:官方设定的触发程序,除此之外没有优点。
缺点:
- 体积庞大。
- 受typetest.xml限制,所有string conditionType、string effectType、string paramName必须与typetest.xml的设定对应。存在中文路径无法运行。
- 存在中文路径的帝国3目录将无法运行,联机会与非中文路径的不同步。
- 大部分涉及玩家ID的触发无法输出0,即为不能设定为对大自然起作用。
- 自定义触发需要自己修改trigger3文件夹里面的xml文件,不能与没有修改过的玩家联机,(其实可以算是不能自定义触发程序了)。
样板:在
TaiwanStrait(台湾海峡)地图能找到类似触发程序
2:注入式触发程序(天书)
天书:直到2025年为止;全世界大概找不出10个会用这种触发程序的人;中文社区算上我也就只有2个会用,从19年发布教程到现在,仍然没有出现过会用这种触发程序的,曾有一个被我忽悠使用,但他最终还是放弃了,选择了用回旧版触发程序。本来地图编程就能劝退99.95%了,注入式触发又再劝退了一次......
注入式触发程序原理是利用/**/,把原有的触发给注释掉,导致可以注入代码的可能性;这绝对是判断不严谨导致的严重注入漏洞(该漏洞让我们实现了可以在xs地图中使用自定义触发,不再需要依赖trigger3/typetest.xml,带来了无限的可能性,百利无一害。
但如果你的网站出现这样一个漏洞,你的服务器+网站没了。
条件:首先必须在地图的void main(void)前面添加以下语句:
void aoebbsA(string xs="") {
rmAddTriggerEffect("SetIdleProcessing");
rmSetTriggerEffectParam("IdleProc", "false); "+xs+"/* trSetUnitIdleProcessing(false");
}
void aoebbsE(string xs="") {
rmAddTriggerEffect("SetIdleProcessing");
rmSetTriggerEffectParam("IdleProc", "false); */ "+xs+"/* trSetUnitIdleProcessing(false");
}
void aoebbsZ(string xs="") {
rmAddTriggerEffect("SetIdleProcessing");
rmSetTriggerEffectParam("IdleProc", "false); */ "+xs+" trSetUnitIdleProcessing(false");
}
void aoebbsR(string xs1="",string xs2="") {
rmCreateTrigger(xs1+" "+xs2+"/*");
rmCreateTrigger("*/rule _"+xs1+"End");
rmSetTriggerActive(false);
}
然后在在void(main)里面,你需要在输入触发程序的地方按照以下方法添加触发程序
rmAddTriggerEffect注入代码
以下红色字体为必要设定,只需要添加一次,添加一次后,你就可以在CustomTrigger与_Temp之间任意插入xs触发。最后一句必须用 `aoebbsE("");`或者`aoebbsZ("/*");`结尾,aoebbsE("")的双引号内可以插入触发程序代码,aoebbsZ的的双引号内也可以插入代码,但双引号内的末尾必须是`/*`。
rmCreateTrigger("CustomTrigger");
rmSwitchToTrigger(rmTriggerID("CustomTrigger"));
rmSetTriggerRunImmediately(true);
aoebbsA("}}");
//---------在下面输入规则(触发),旧版本触发程序会输出类似下面的规则,输出的名称叫rule _触发程序名--------
//----可以无限添加规则----------
//这个是示例:
aoebbs("rule _1start inactive runImmediately { ");
aoebbs("if((trTime()-cActivationTime) >= 300.00000000){");
aoebbs("trSetLighting(\"New England Start\", 130.00000000);");
aoebbs("xsDisableRule(\"_1start\");");
aoebbs("xsEnableRule(\"_2start\");");
aoebbsE("}} ");
//如果你使用的是aoebbsZ结束函数,那么必须要以aoebbsZ("/*");结尾
aoebbs("rule _1startZ inactive runImmediately { ");
aoebbs("if((trTime()-cActivationTime) >= 300.00000000){");
aoebbs("trSetLighting(\"New England Start\", 130.00000000);");
aoebbs("xsDisableRule(\"_1startZ\");");
aoebbs("xsEnableRule(\"_2start\");");
aoebbsZ("}} /*");
//RM与XS混用,根据RM的设定,生成不同的触发
int PlayerType = rmRandInt(1,2);
aoebbs("rule _2start inactive runImmediately { ");
aoebbs("if((trTime()-cActivationTime) >= 130.00000000){");
if ( PlayerType == 1 )
{
aoebbs("trSetLighting(\"yellow_river\", 140.00000000);");
}
if ( PlayerType == 2 )
{
aoebbs("trSetLighting(\"yukon\", 140.00000000);");
}
aoebbs("xsDisableRule(\"_2start\");");
aoebbs("xsEnableRule(\"_3patagonia\");");
aoebbsE("}} ");
if (rmGetNomadStart()!=true)
{
aoebbs("rule _start active runImmediately { ");
aoebbs("if((trTime()-cActivationTime) >= 1.00000000){");
for(p=1;<=cNumberNonGaiaPlayers)
{
if (rmGetPlayerCiv(p) >= 14 && rmGetPlayerCiv(p) <= 18 )
{
aoebbs("trChatSendToPlayer(0,"+p+",\"{63974}\");");
}
else if (rmGetPlayerCiv(p) >= 19 && rmGetPlayerCiv(p) <= 26 )
{
aoebbs("trChatSendToPlayer(0,"+p+",\"{63973}\");");
}
else
{
aoebbs("trChatSendToPlayer(0,"+p+",\"{31536}\");");
}
}
aoebbs("xsDisableRule(\"_start\");");
aoebbsE("}} ");
}
aoebbs("rule _Debug1 active runImmediately { "); //rule _后面的文字相当于旧版触发程序的触发名称
aoebbs("if((trTime()-cActivationTime) >= 1.00000000){");
aoebbs("trChatSendSpoofed(0,\"<color=0,1,1>Forum : https://www.aoebbs.net\");");
aoebbs("xsDisableRule(\"_Debug1\");");
aoebbsZ("}} /*");
aoebbs("rule _Debug2 active runImmediately { "); //runImmediately为立刻运行,理论上跟剧情编辑器一样,如果不设定立刻运行,开局后会有延迟。
aoebbs("if((trTime()-cActivationTime) >= 1.00000000){");
aoebbs("trChatSendSpoofed(0,\"<color=0,1,1>Forum : https://www.aoebbs.net\");");
aoebbs("xsDisableRule(\"_Debug2\");");
aoebbsZ("}} /*");
aoebbs("rule _Debug3 active runImmediately { "); //active代表作用中,改成inactive就变成关闭状态
aoebbs("if((trTime()-cActivationTime) >= 1.00000000){");
aoebbs("trChatSendSpoofed(0,\"<color=0,1,1>Forum : https://www.aoebbs.net\");");
aoebbs("xsDisableRule(\"_Debug3\");");
aoebbsZ("}} /*");
//-------------------规则必须在上面添加------------
//触发程序结尾,所有规则必须在上面添加,超出此处将无效。
这里必须要以aoebbsZ结尾,不能用aoebbsE结尾
aoebbs("rule _Temp inactive { if(true){");
aoebbsZ("xsDisableSelf();");
优点:
- 极大简化了触发程序的语句。
- 可以自定义触发程序。
- 最高可输出2万+个字符。
- 所有触发将以函数形式显示,有不懂看函数表就行了。
- 可以联合RM函数使用,例如在同一个触发内根据国家不同生成不同效果。
- 可以联合XS数组使用。
- 制作方便,查看方便,修改方便。
- 涉及玩家ID的触发可以输出0,即为设定对象为大自然。
缺点:
- 所有规则都必须放在开头与末尾之间。
- 一个引号里面的内容最多只能输入127个字符,超出将会导致无法打开地图,如果超出127个字符可以使用加号使两个引号连接起来。例如:"127"+"xxxxxxx"。
- 所有语句都是在英文双引号""下使用,触发中的string值的双引号""必须用c++转移字符\"\"代替,例如aoebbs("xsDisableRule(\"_Debug3\");");。这个对喜欢用notepad++语法高亮的人来说是末日吧?因为在引号内全部会变成灰色字体,还不如直接在记事本编辑。用vs code可能会比记事本好一点。
- 存在中文路径的帝国3目录将无法运行,联机会与非中文路径的不同步。
样板:在
China Map(中国)地图、
TaiwanStrait(台湾海峡)地图、
Lake of the Moon(月之湖)等地图能找到类似触发程序。
注入代码原理:
首先来看一个正常的RM触发程序(顶部的“1.旧版触发程序”):
rmCreateTrigger("BuildLimit");
rmSwitchToTrigger(rmTriggerID("BuildLimit"));
rmSetTriggerPriority(3);
rmSetTriggerActive(true);
rmSetTriggerRunImmediately(false);
rmSetTriggerLoop(false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", 1, false);
rmSetTriggerEffectParam("ProtoUnit", "ypCastle", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "20", false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", 1, false);
rmSetTriggerEffectParam("ProtoUnit", "Outpost", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "20", false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", 1, false);
rmSetTriggerEffectParam("ProtoUnit", "Blockhouse", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "20", false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", 1, false);
rmSetTriggerEffectParam("ProtoUnit", "WarHut", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "20", false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", 1, false);
rmSetTriggerEffectParam("ProtoUnit", "YPOutpostAsian", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "20", false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", 2, false);
rmSetTriggerEffectParam("ProtoUnit", "ypCastle", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "20", false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", 2, false);
rmSetTriggerEffectParam("ProtoUnit", "Outpost", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "20", false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", 2, false);
rmSetTriggerEffectParam("ProtoUnit", "Blockhouse", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "20", false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", 2, false);
rmSetTriggerEffectParam("ProtoUnit", "WarHut", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "20", false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", 2, false);
rmSetTriggerEffectParam("ProtoUnit", "YPOutpostAsian", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "20", false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", 1, false);
rmSetTriggerEffectParam("ProtoUnit", "Caravel", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "30", false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", 1, false);
rmSetTriggerEffectParam("ProtoUnit", "Galley", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "30", false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", 1, false);
rmSetTriggerEffectParam("ProtoUnit", "Canoe", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "60", false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", 1, false);
rmSetTriggerEffectParam("ProtoUnit", "ypFune", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "30", false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", 1, false);
rmSetTriggerEffectParam("ProtoUnit", "ypWarJunk", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "30", false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", 2, false);
rmSetTriggerEffectParam("ProtoUnit", "Caravel", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "30", false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", 2, false);
rmSetTriggerEffectParam("ProtoUnit", "Galley", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "30", false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", 2, false);
rmSetTriggerEffectParam("ProtoUnit", "Canoe", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "60", false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", 2, false);
rmSetTriggerEffectParam("ProtoUnit", "ypFune", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "30", false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", 2, false);
rmSetTriggerEffectParam("ProtoUnit", "ypWarJunk", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "30", false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", randomplayer, false);
rmSetTriggerEffectParam("ProtoUnit", "Monitor", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "5", false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", randomplayer, false);
rmSetTriggerEffectParam("ProtoUnit", "Galleon", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "5", false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", randomplayer, false);
rmSetTriggerEffectParam("ProtoUnit", "Fluyt", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "5", false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", randomplayer, false);
rmSetTriggerEffectParam("ProtoUnit", "Frigate", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "5", false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", randomplayer, false);
rmSetTriggerEffectParam("ProtoUnit", "ypFuchuan", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "5", false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", randomplayer, false);
rmSetTriggerEffectParam("ProtoUnit", "ypAtakabune", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "5", false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", randomplayer, false);
rmSetTriggerEffectParam("ProtoUnit", "ypTekkousen", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "5", false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", 3-randomplayer, false);
rmSetTriggerEffectParam("ProtoUnit", "Fluyt", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "20", false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", 3-randomplayer, false);
rmSetTriggerEffectParam("ProtoUnit", "Monitor", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "20", false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", 3-randomplayer, false);
rmSetTriggerEffectParam("ProtoUnit", "Galleon", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "20", false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", 3-randomplayer, false);
rmSetTriggerEffectParam("ProtoUnit", "Frigate", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "20", false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", 3-randomplayer, false);
rmSetTriggerEffectParam("ProtoUnit", "ypFuchuan", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "20", false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", 3-randomplayer, false);
rmSetTriggerEffectParam("ProtoUnit", "ypAtakabune", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "20", false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", 3-randomplayer, false);
rmSetTriggerEffectParam("ProtoUnit", "ypTekkousen", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "20", false);
游戏中进入地图后,我们打开“文档(Documents)\My Games\Age of Empires 3\Trigger3\trigtemp.xs”可以得知上面的触发被转换成了以下代码:
rule _BuildLimit
minInterval 2
active
{
bool bVar0 = (true);
bool tempExp = (bVar0);
if (tempExp)
{
trSetUnitIdleProcessing(true);
trModifyProtounit("ypCastle", 1, 10, 20);
trModifyProtounit("Outpost", 1, 10, 20);
trModifyProtounit("Blockhouse", 1, 10, 20);
trModifyProtounit("WarHut", 1, 10, 20);
trModifyProtounit("YPOutpostAsian", 1, 10, 20);
trModifyProtounit("ypCastle", 2, 10, 20);
trModifyProtounit("Outpost", 2, 10, 20);
trModifyProtounit("Blockhouse", 2, 10, 20);
trModifyProtounit("WarHut", 2, 10, 20);
trModifyProtounit("YPOutpostAsian", 2, 10, 20);
trModifyProtounit("Caravel", 1, 10, 30);
trModifyProtounit("Galley", 1, 10, 30);
trModifyProtounit("Canoe", 1, 10, 60);
trModifyProtounit("ypFune", 1, 10, 30);
trModifyProtounit("ypWarJunk", 1, 10, 30);
trModifyProtounit("Caravel", 2, 10, 30);
trModifyProtounit("Galley", 2, 10, 30);
trModifyProtounit("Canoe", 2, 10, 60);
trModifyProtounit("ypFune", 2, 10, 30);
trModifyProtounit("ypWarJunk", 2, 10, 30);
trModifyProtounit("Monitor", 1, 10, 5);
trModifyProtounit("Galleon", 1, 10, 5);
trModifyProtounit("Fluyt", 1, 10, 5);
trModifyProtounit("Frigate", 1, 10, 5);
trModifyProtounit("ypFuchuan", 1, 10, 5);
trModifyProtounit("ypAtakabune", 1, 10, 5);
trModifyProtounit("ypTekkousen", 1, 10, 5);
trModifyProtounit("Fluyt", 2, 10, 20);
trModifyProtounit("Monitor", 2, 10, 20);
trModifyProtounit("Galleon", 2, 10, 20);
trModifyProtounit("Frigate", 2, 10, 20);
trModifyProtounit("ypFuchuan", 2, 10, 20);
trModifyProtounit("ypAtakabune", 2, 10, 20);
trModifyProtounit("ypTekkousen", 2, 10, 20);
xsDisableRule("_BuildLimit");
trEcho("Trigger disabling rule BuildLimit");
}
}
我们再把关键部分提取出来,
rule _BuildLimit minInterval 2 active
{
trModifyProtounit("ypCastle", 1, 10, 20);
trModifyProtounit("Outpost", 1, 10, 20);
trModifyProtounit("Blockhouse", 1, 10, 20);
trModifyProtounit("WarHut", 1, 10, 20);
trModifyProtounit("YPOutpostAsian", 1, 10, 20);
trModifyProtounit("ypCastle", 2, 10, 20);
trModifyProtounit("Outpost", 2, 10, 20);
trModifyProtounit("Blockhouse", 2, 10, 20);
trModifyProtounit("WarHut", 2, 10, 20);
trModifyProtounit("YPOutpostAsian", 2, 10, 20);
trModifyProtounit("Caravel", 1, 10, 30);
trModifyProtounit("Galley", 1, 10, 30);
trModifyProtounit("Canoe", 1, 10, 60);
trModifyProtounit("ypFune", 1, 10, 30);
trModifyProtounit("ypWarJunk", 1, 10, 30);
trModifyProtounit("Caravel", 2, 10, 30);
trModifyProtounit("Galley", 2, 10, 30);
trModifyProtounit("Canoe", 2, 10, 60);
trModifyProtounit("ypFune", 2, 10, 30);
trModifyProtounit("ypWarJunk", 2, 10, 30);
trModifyProtounit("Monitor", 1, 10, 5);
trModifyProtounit("Galleon", 1, 10, 5);
trModifyProtounit("Fluyt", 1, 10, 5);
trModifyProtounit("Frigate", 1, 10, 5);
trModifyProtounit("ypFuchuan", 1, 10, 5);
trModifyProtounit("ypAtakabune", 1, 10, 5);
trModifyProtounit("ypTekkousen", 1, 10, 5);
trModifyProtounit("Fluyt", 2, 10, 20);
trModifyProtounit("Monitor", 2, 10, 20);
trModifyProtounit("Galleon", 2, 10, 20);
trModifyProtounit("Frigate", 2, 10, 20);
trModifyProtounit("ypFuchuan", 2, 10, 20);
trModifyProtounit("ypAtakabune", 2, 10, 20);
trModifyProtounit("ypTekkousen", 2, 10, 20);
xsDisableRule("_BuildLimit");
}
用转换器(https://www.aoebbs.net/tool_xstrigger.html)转换后获得以下代码:
aoebbs("rule _BuildLimit minInterval 2 active");
aoebbs("{");
aoebbs("trModifyProtounit(\"ypCastle\", 1, 10, 20);");
aoebbs("trModifyProtounit(\"Outpost\", 1, 10, 20);");
aoebbs("trModifyProtounit(\"Blockhouse\", 1, 10, 20);");
aoebbs("trModifyProtounit(\"WarHut\", 1, 10, 20);");
aoebbs("trModifyProtounit(\"YPOutpostAsian\", 1, 10, 20);");
aoebbs("trModifyProtounit(\"ypCastle\", 2, 10, 20);");
aoebbs("trModifyProtounit(\"Outpost\", 2, 10, 20);");
aoebbs("trModifyProtounit(\"Blockhouse\", 2, 10, 20);");
aoebbs("trModifyProtounit(\"WarHut\", 2, 10, 20);");
aoebbs("trModifyProtounit(\"YPOutpostAsian\", 2, 10, 20);");
aoebbs("trModifyProtounit(\"Caravel\", 1, 10, 30);");
aoebbs("trModifyProtounit(\"Galley\", 1, 10, 30);");
aoebbs("trModifyProtounit(\"Canoe\", 1, 10, 60);");
aoebbs("trModifyProtounit(\"ypFune\", 1, 10, 30);");
aoebbs("trModifyProtounit(\"ypWarJunk\", 1, 10, 30);");
aoebbs("trModifyProtounit(\"Caravel\", 2, 10, 30);");
aoebbs("trModifyProtounit(\"Galley\", 2, 10, 30);");
aoebbs("trModifyProtounit(\"Canoe\", 2, 10, 60);");
aoebbs("trModifyProtounit(\"ypFune\", 2, 10, 30);");
aoebbs("trModifyProtounit(\"ypWarJunk\", 2, 10, 30);");
aoebbs("trModifyProtounit(\"Monitor\", 1, 10, 5);");
aoebbs("trModifyProtounit(\"Galleon\", 1, 10, 5);");
aoebbs("trModifyProtounit(\"Fluyt\", 1, 10, 5);");
aoebbs("trModifyProtounit(\"Frigate\", 1, 10, 5);");
aoebbs("trModifyProtounit(\"ypFuchuan\", 1, 10, 5);");
aoebbs("trModifyProtounit(\"ypAtakabune\", 1, 10, 5);");
aoebbs("trModifyProtounit(\"ypTekkousen\", 1, 10, 5);");
aoebbs("trModifyProtounit(\"Fluyt\", 2, 10, 20);");
aoebbs("trModifyProtounit(\"Monitor\", 2, 10, 20);");
aoebbs("trModifyProtounit(\"Galleon\", 2, 10, 20);");
aoebbs("trModifyProtounit(\"Frigate\", 2, 10, 20);");
aoebbs("trModifyProtounit(\"ypFuchuan\", 2, 10, 20);");
aoebbs("trModifyProtounit(\"ypAtakabune\", 2, 10, 20);");
aoebbs("trModifyProtounit(\"ypTekkousen\", 2, 10, 20);");
aoebbs("xsDisableRule(\"_BuildLimit\");");
aoebbs("}");
aoebbsE("");
然后游戏中实测,打开trigtemp.xs获得以下代码;
trSetUnitIdleProcessing(false); */ rule _BuildLimit minInterval 2 active /* );
trSetUnitIdleProcessing(false); */ { /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypCastle", 1, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Outpost", 1, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Blockhouse", 1, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("WarHut", 1, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("YPOutpostAsian", 1, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypCastle", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Outpost", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Blockhouse", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("WarHut", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("YPOutpostAsian", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Caravel", 1, 10, 30); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Galley", 1, 10, 30); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Canoe", 1, 10, 60); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypFune", 1, 10, 30); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypWarJunk", 1, 10, 30); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Caravel", 2, 10, 30); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Galley", 2, 10, 30); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Canoe", 2, 10, 60); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypFune", 2, 10, 30); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypWarJunk", 2, 10, 30); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Monitor", 1, 10, 5); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Galleon", 1, 10, 5); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Fluyt", 1, 10, 5); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Frigate", 1, 10, 5); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypFuchuan", 1, 10, 5); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypAtakabune", 1, 10, 5); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypTekkousen", 1, 10, 5); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Fluyt", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Monitor", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Galleon", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Frigate", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypFuchuan", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypAtakabune", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypTekkousen", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ xsDisableRule("_BuildLimit"); /* );
trSetUnitIdleProcessing(false); */ } /* );
trSetUnitIdleProcessing(false); */ /*
为什么一定要插入在以下代码的中间内?因为上面的注释符号是不合规的,需要补齐
rmCreateTrigger("CustomTrigger");
rmSwitchToTrigger(rmTriggerID("CustomTrigger"));
rmSetTriggerRunImmediately(true);
aoebbsA("}}");
aoebbs("rule _Temp inactive { if(true){");
aoebbsZ("xsDisableSelf();"); aoebbs("rule _Temp inactive { if(true){");
aoebbsZ("xsDisableSelf();");
当把触发插入在上面两个触发之后会变成
rule _CustomTrigger
minInterval 4
active
runImmediately
{
bool bVar0 = (true);
bool tempExp = (bVar0);
if (tempExp)
{
trSetUnitIdleProcessing(true);
trSetUnitIdleProcessing(false); }}/* trSetUnitIdleProcessing(false);
trSetUnitIdleProcessing(false); */ rule _BuildLimit minInterval 2 active /* );
trSetUnitIdleProcessing(false); */ { /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypCastle", 1, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Outpost", 1, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Blockhouse", 1, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("WarHut", 1, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("YPOutpostAsian", 1, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypCastle", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Outpost", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Blockhouse", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("WarHut", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("YPOutpostAsian", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Caravel", 1, 10, 30); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Galley", 1, 10, 30); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Canoe", 1, 10, 60); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypFune", 1, 10, 30); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypWarJunk", 1, 10, 30); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Caravel", 2, 10, 30); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Galley", 2, 10, 30); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Canoe", 2, 10, 60); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypFune", 2, 10, 30); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypWarJunk", 2, 10, 30); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Monitor", 1, 10, 5); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Galleon", 1, 10, 5); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Fluyt", 1, 10, 5); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Frigate", 1, 10, 5); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypFuchuan", 1, 10, 5); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypAtakabune", 1, 10, 5); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypTekkousen", 1, 10, 5); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Fluyt", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Monitor", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Galleon", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Frigate", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypFuchuan", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypAtakabune", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypTekkousen", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ xsDisableRule("_BuildLimit"); /* );
trSetUnitIdleProcessing(false); */ } /* );
trSetUnitIdleProcessing(false); */ /* trSetUnitIdleProcessing(false);
trSetUnitIdleProcessing(false); */ rule _Temp inactive { if(true){ /* );
trSetUnitIdleProcessing(false); */ xsDisableSelf(); trSetUnitIdleProcessing(false);
xsDisableRule("_CustomTrigger");
trEcho("Trigger disabling rule CustomTrigger");
}
}
可能你有点看不懂,如果我把注释符号中的代码改成灰色,代表不生效那么你应该看得懂了
rule _CustomTrigger
minInterval 4
active
runImmediately
{
bool bVar0 = (true);
bool tempExp = (bVar0);
if (tempExp)
{
trSetUnitIdleProcessing(true);
trSetUnitIdleProcessing(false); }}/* trSetUnitIdleProcessing(false);
trSetUnitIdleProcessing(false); */ rule _BuildLimit minInterval 2 active /* );
trSetUnitIdleProcessing(false); */ { /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypCastle", 1, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Outpost", 1, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Blockhouse", 1, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("WarHut", 1, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("YPOutpostAsian", 1, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypCastle", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Outpost", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Blockhouse", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("WarHut", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("YPOutpostAsian", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Caravel", 1, 10, 30); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Galley", 1, 10, 30); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Canoe", 1, 10, 60); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypFune", 1, 10, 30); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypWarJunk", 1, 10, 30); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Caravel", 2, 10, 30); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Galley", 2, 10, 30); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Canoe", 2, 10, 60); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypFune", 2, 10, 30); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypWarJunk", 2, 10, 30); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Monitor", 1, 10, 5); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Galleon", 1, 10, 5); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Fluyt", 1, 10, 5); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Frigate", 1, 10, 5); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypFuchuan", 1, 10, 5); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypAtakabune", 1, 10, 5); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypTekkousen", 1, 10, 5); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Fluyt", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Monitor", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Galleon", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("Frigate", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypFuchuan", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypAtakabune", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ trModifyProtounit("ypTekkousen", 2, 10, 20); /* );
trSetUnitIdleProcessing(false); */ xsDisableRule("_BuildLimit"); /* );
trSetUnitIdleProcessing(false); */ } /* );
trSetUnitIdleProcessing(false); */ /* trSetUnitIdleProcessing(false);
trSetUnitIdleProcessing(false); */ rule _Temp inactive { if(true){ /* );
trSetUnitIdleProcessing(false); */ xsDisableSelf(); trSetUnitIdleProcessing(false);
xsDisableRule("_CustomTrigger");
trEcho("Trigger disabling rule CustomTrigger");
}
}
实际上生效的就只有以下代码(已作格式化处理):
rule _CustomTrigger
minInterval 4
active
runImmediately
{
bool bVar0 = (true);
bool tempExp = (bVar0);
if (tempExp)
{
trSetUnitIdleProcessing(true);
trSetUnitIdleProcessing(false);
}
}
rule _BuildLimit minInterval 2 active
{
trModifyProtounit("ypCastle", 1, 10, 20);
trModifyProtounit("Outpost", 1, 10, 20);
trModifyProtounit("Blockhouse", 1, 10, 20);
trModifyProtounit("WarHut", 1, 10, 20);
trModifyProtounit("YPOutpostAsian", 1, 10, 20);
trModifyProtounit("ypCastle", 2, 10, 20);
trModifyProtounit("Outpost", 2, 10, 20);
trModifyProtounit("Blockhouse", 2, 10, 20);
trModifyProtounit("WarHut", 2, 10, 20)
trModifyProtounit("YPOutpostAsian", 2, 10, 20);
trModifyProtounit("Caravel", 1, 10, 30);
trModifyProtounit("Galley", 1, 10, 30);
trModifyProtounit("Canoe", 1, 10, 60);
trModifyProtounit("ypFune", 1, 10, 30);
trModifyProtounit("ypWarJunk", 1, 10, 30);
trModifyProtounit("Caravel", 2, 10, 30);
trModifyProtounit("Galley", 2, 10, 30);
trModifyProtounit("Canoe", 2, 10, 60);
trModifyProtounit("ypFune", 2, 10, 30);
trModifyProtounit("ypWarJunk", 2, 10, 30);
trModifyProtounit("Monitor", 1, 10, 5);
trModifyProtounit("Galleon", 1, 10, 5);
trModifyProtounit("Fluyt", 1, 10, 5);
trModifyProtounit("Frigate", 1, 10, 5);
trModifyProtounit("ypFuchuan", 1, 10, 5);
trModifyProtounit("ypAtakabune", 1, 10, 5);
trModifyProtounit("ypTekkousen", 1, 10, 5);
trModifyProtounit("Fluyt", 2, 10, 20);
trModifyProtounit("Monitor", 2, 10, 20);
trModifyProtounit("Galleon", 2, 10, 20);
trModifyProtounit("Frigate", 2, 10, 20);
trModifyProtounit("ypFuchuan", 2, 10, 20);
trModifyProtounit("ypAtakabune", 2, 10, 20);
trModifyProtounit("ypTekkousen", 2, 10, 20);
xsDisableRule("_BuildLimit");
}
rule _Temp inactive
{
if(true)
{
xsDisableSelf();
trSetUnitIdleProcessing(false);
xsDisableRule("_CustomTrigger");
trEcho("Trigger disabling rule CustomTrigger");
}
}
就这样,利用/**/成功注入代码,使原有的触发程序运行了不应该运行的代码;原本地图的触发程序只能限制于trigger3/typetest.xml,超出这个范围就没办法自定义触发,如果你新建一个xml可以,但没办法联机,因为这个代码注入,使自定义触发成为可能性;我们可以使用的代码函数有TR、XS、KB,甚至UI函数也可以使用。
所有函数:
https://www.aoebbs.net/tutorial-15-1.html
UI函数:
https://www.aoebbs.net/tutorial-15-4.html
KB函数:
https://www.aoebbs.net/tutorial-15-2.html
XS函数:
https://www.aoebbs.net/tutorial-15-6.html
(因为地图本身就是RM函数,所以RM函数在触发程序需要使用需要使用"+RMcode+"方式调用)
RM函数:
https://www.aoebbs.net/tutorial-15-14.html
因为能通过注入代码直接运行我们想要的触发程序,所以无需再使用下面这种繁琐的触发程序
rmCreateTrigger("BuildLimit");
rmSwitchToTrigger(rmTriggerID("BuildLimit"));
rmSetTriggerPriority(3);
rmSetTriggerActive(true);
rmSetTriggerRunImmediately(false);
rmSetTriggerLoop(false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", 1, false);
rmSetTriggerEffectParam("ProtoUnit", "ypCastle", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "20", false);
rmAddTriggerEffect("Modify Protounit");
rmSetTriggerEffectParamInt("PlayerID", 1, false);
rmSetTriggerEffectParam("ProtoUnit", "Outpost", false);
rmSetTriggerEffectParam("Field", "10", false);
rmSetTriggerEffectParam("Delta", "20", false);
rmCreateTrigger注入代码
以下为示例:
rmCreateTrigger("TriggerName active runImmediately{trChatSendSpoofed(0,\"<color=0,1,1>Forum : https://www.aoebbs.net\");xsDisableSelf();}/*");
rmCreateTrigger("*/rule _TriggerEnd");
封装函数后变成
aoebbsR("About8"," active runImmediately{trChatSendSpoofed(0,\"<color=0,1,1>Forum : https://www.aoebbs.net\");xsDisableSelf();}}");
//TriggerName相当于旧版本触发名称,等于rule _TriggerName
优点:
- 极大简化了触发程序的语句。
- 可以自定义触发程序。
- 所有触发将以函数形式显示,有不懂看函数表就行了。
- 即时存在中文路径的帝国3目录也能运行,联机永远都会同步(除非对方有意炸图,或者双方文件不一致)。
- 涉及玩家ID的触发可以输出0,即为设定对象为大自然。
缺点:
- 不能输入任何空格,因为输入空格会自动转换成_,你只能用tab制表符代替空格。(不知道什么是tab制表符?你的键盘的Q建左边有个tab建,那个就是制表符)
- 最高只能输出255个字符,超出255字符会导致所有触发程序失效。(不小心超出了怎么办?去打开我的文档/My Game/Age of Empires 3/Trigger3/trigtemp.xs这个文件,找到你的触发,会发现某个地方少了一截,那里就是上限了)
- 因为这种触发使用作用在语句双引号""里面的/*、*/注释,所以每创建一个触发就要用一个空触发把注释关掉,否则再任何添加触发都会无效。
- 不能换行,所有判断、循环必须写在同一行。
- 不能用/**/注释,至于为什么?自己参考第三点。
- 一个引号里面的内容最多只能输入127个字符,超出将会导致无法打开游戏,可以使用加号使两个引号连接起来。例如:"127"+"xxxxxxx"
- 所有语句都是在英文双引号""下使用,触发中的string值的双引号""必须用c++转移字符\"\"代替,例如aoebbs("xsDisableRule(\"_Debug3\");");。这个对喜欢用notepad++语法高亮的人来说是末日吧?因为在引号内全部会变成灰色字体,还不如直接在记事本编辑。用vs code可能会比记事本好一点。
- 存在中文路径的帝国3目录将无法运行,联机会与非中文路径的不同步。
样板:在我修改过的
Christmas(冬季奇境)地图底部能找到类似触发程序。你可能会看不懂SC0-SC6有什么作用,SC0是判断有多少个贸易站(创建贸易站之后的第一个单位ID-第一个贸易站单位ID=贸易站数量),SC1-SC-6就是分别第一个贸易站单位ID加上0-5(因为rmGetUnitPlaced在一组只能获取第一个创建的单位ID)。
给玩家1创建一个开局10秒后增加100黄金的触发:
如果你用过剧情编辑器应该知道给玩家增加资源的触发有Grant Resources,计算秒数的条件是Timer,下面我会介绍三种方法创建这个触发
这是游戏目录的trigger3文件夹里面的typetest.xml的内容:
<Condition name="Timer">
<Param name="Param1" dispName="$$22291$" VarType="long">0</Param>
<Expression>(trTime()-cActivationTime) >= %Param1%</Expression>
</Condition>
<Effect name="Grant Resources">
<Param name="PlayerID" dispName="$$22301$" varType="player">1</Param>
<Param name="ResName" dispName="$$22455$" varType="resource">food</Param>
<Param name="Amount" dispName="$$22456$" varType="long">100</Param>
<Command>trPlayerGrantResources(%PlayerID%, "%ResName%", %Amount%);</Command>
</Effect>
方法1.旧版触发:
//第一个值必须与typetest.xml对应
rmCreateTrigger("Gold");
rmSwitchToTrigger(rmTriggerID("Gold"));
rmSetTriggerPriority(3);
rmSetTriggerActive(true);
rmSetTriggerRunImmediately(true);
rmSetTriggerLoop(false);
rmAddTriggerCondition("Timer");
rmSetTriggerConditionParamInt("Param1", 10, false);
rmAddTriggerEffect("Grant Resources");
rmSetTriggerEffectParamInt("PlayerID", 1, false);
rmSetTriggerEffectParam("ResName", "Gold", false);
rmSetTriggerEffectParamInt("Amount", 100, false);
//第二个值为什么是这样填写的?你去参考一下剧情编辑器,制作一个相同的触发看看。
方法2.注入式触发程序-rmAddTriggerEffect注入代码:
顶部定义函数 旧版本触发程序 rmAddTriggerEffect注入代码
include "mercenaries.xs";
include "ypAsianInclude.xs";
include "ypKOTHInclude.xs";
//顶部定义函数
void aoebbs(string xs="") {
rmAddTriggerEffect("SetIdleProcessing");
rmSetTriggerEffectParam("IdleProc", "false); */ "+xs+" /* ");
}
void aoebbsA(string xs="") {
rmAddTriggerEffect("SetIdleProcessing");
rmSetTriggerEffectParam("IdleProc", "false); "+xs+"/* trSetUnitIdleProcessing(false");
}
void aoebbsE(string xs="") {
rmAddTriggerEffect("SetIdleProcessing");
rmSetTriggerEffectParam("IdleProc", "false); */ "+xs+"/* trSetUnitIdleProcessing(false");
}
void aoebbsZ(string xs="") {
rmAddTriggerEffect("SetIdleProcessing");
rmSetTriggerEffectParam("IdleProc", "false); */ "+xs+" trSetUnitIdleProcessing(false");
}
void aoebbsR(string xs1="",string xs2="") {
rmCreateTrigger(xs1+" "+xs2+"/*");
rmCreateTrigger("*/rule _"+xs1+"End");
rmSetTriggerActive(false);
}
void main(void)
{
// ---------------------------------------- Map Info -------------------------------------------
int playerTilesX=13200; //设定地图X大小
int playerTilesZ=13200; //设定地图Z大小(帝国3的Y是高度,Z才是我们平常所用到的Y)
//如果玩家大于4将playerTilesX与playerTilesZ改为11500(同一个值的int只能出现1次,当你需要修改数值的时候,不能再加入int)
if (cNumberNonGaiaPlayers >4){ playerTilesX=11500; playerTilesZ=11500;}
if (cNumberNonGaiaPlayers >6){ playerTilesX=10500; playerTilesZ=10500;} //Modify Map X&Z Size of 6,7,8 Player
int SizeX = 2*sqrt(cNumberNonGaiaPlayers*playerTilesX);
int SizeZ = 2*sqrt(cNumberNonGaiaPlayers*playerTilesZ);
string MapTerrain ="Carolinas\ground_marsh3_car"; //<-------- 地图地形,自己参照剧情编辑器 <--------
string MapLighting ="319a_Snow"; //<-------- 照明,自己参照剧情编辑器 <--------
string PlayerTerrain ="Carolinas\ground_marsh1_car"; //<--------- 玩家范围地形 <---------
//设定地图XZ大小,分别调用上面用int定义的SizeX与SizeZ,即为rmSetMapSize(13200,13200);如果玩家大于4将改为11500
rmSetMapSize(SizeX, SizeZ);
rmSetMapElevationParameters(cElevTurbulence, 0.15, 2.5, 0.35, 3.0); // type, frequency, octaves, persistence, variation
rmSetMapElevationHeightBlend(1.0);
//地形初始化,设定地图初始地形,调用上面用string定义MapTerrain,即为"Carolinas\ground_marsh3_car";
rmTerrainInitialize(MapTerrain,6);
//设定照明,调用上面用string定义MapLighting,即为"319a_Snow"
rmSetLightingSet(MapLighting);
rmSetGlobalRain(0.9); //设定下雨
chooseMercs();
rmSetMapType("yucatan");
rmSetMapType("water");
rmSetMapType("default"); //设定地图类型,地图类型影响到宝藏
rmSetMapType("land");
rmSetMapType("bayou");
rmSetSeaLevel(0); // this is height of river surface compared to surrounding land. River depth is in the river XML.
rmSetStatusText("",0.01);//读取地图进度条
rmSetPlacementSection(0.6, 0.00);
rmPlacePlayersCircular(0.40, 0.40, 0.0);
// rmSetPlayerResource(1, "Food", 200);
//玩家范围
float AreaSizePlayer = rmAreaTilesToFraction(700);
for(i=1; <=cNumberNonGaiaPlayers)
{
int id=rmCreateArea("Player"+i);
rmSetPlayerArea(i, id);
rmSetAreaWarnFailure(id, false);
rmSetAreaSize(id, AreaSizePlayer, AreaSizePlayer);
rmSetAreaLocPlayer(id, i);
rmSetAreaCoherence(id, 0.85);
rmSetAreaSmoothDistance(id, 2);
rmSetAreaMinBlobs(id, 1);
rmSetAreaMaxBlobs(id, 1);
rmSetAreaTerrainType(id,PlayerTerrain);
rmBuildArea(id);
}
//定义城镇中心
int TownCenterID = rmCreateObjectDef("player TC");
if (rmGetNomadStart())
{
rmAddObjectDefItem(TownCenterID, "CoveredWagon", 1, 0.0);
}
else
{
rmAddObjectDefItem(TownCenterID, "TownCenter", 1, 0);
}
rmSetObjectDefMinDistance(TownCenterID, 0.0);
rmSetObjectDefMaxDistance(TownCenterID, 20.0);
for(i=1; <=cNumberNonGaiaPlayers)
{ //放置城镇中心,rmPlaceObjectDefAtLoc第二个值为被放置玩家对象,这里使用了for循环,循环值=1,<=玩家人数,所以会放置所有玩家的城镇中心。
rmPlaceObjectDefAtLoc(TownCenterID, i, rmPlayerLocXFraction(i), rmPlayerLocZFraction(i));
}
//定义起始单位(civs.xml定义那些开局单位)
int startingUnits = rmCreateStartingUnitsObjectDef(5.0);
rmSetObjectDefMinDistance(startingUnits, 6.0);
rmSetObjectDefMaxDistance(startingUnits, 10.0);
for(i=1; <=cNumberNonGaiaPlayers)
{
//我暂时只能告诉你这个是调用城镇中心坐标,不解释太多,解释太多你听不懂。另外留意下for(i=1;<=xx){},这是c++的一种循环格式。
vector TCLocation = rmGetUnitPosition(rmGetUnitPlacedOfPlayer(TownCenterID, i));
//放置起始单位
rmPlaceObjectDefAtLoc(startingUnits, i, rmXMetersToFraction(xsVectorGetX(TCLocation)), rmZMetersToFraction(xsVectorGetZ(TCLocation)));
}
int TestID=rmCreateArea("Test ID Area");
rmSetAreaSize(TestID, rmAreaTilesToFraction(500), rmAreaTilesToFraction(500));
rmSetAreaWaterType(TestID, "Cinematic Ship Ocean");
rmSetAreaWarnFailure(TestID, true);
rmSetAreaSmoothDistance(TestID, 0);
rmSetAreaCoherence(TestID, 0.0);
//rmSetAreaMix(TestID, "himalayas_a");将设定地形类型语句删除,就算是保留也不会再起任何作用了。
rmSetAreaBaseHeight(TestID, 4.0);//地形高度可加,也可以不加,看你自己想怎样设定。
rmSetAreaElevationOctaves(TestID, 3);
rmSetAreaObeyWorldCircleConstraint(TestID, false);
rmSetAreaLocation(TestID, 0.5, 0.5);
rmBuildArea(TestID);
rmSetOceanReveal(true);
rmSetStatusText("",0.50);//读取地图进度条
rmCreateTrigger("Gold");
rmSwitchToTrigger(rmTriggerID("Gold"));
rmSetTriggerPriority(3);
rmSetTriggerActive(true);
rmSetTriggerRunImmediately(true);
rmSetTriggerLoop(false);
rmAddTriggerCondition("Timer");
rmSetTriggerConditionParamInt("Param1", 10, false);
rmAddTriggerEffect("Grant Resources");
rmSetTriggerEffectParamInt("PlayerID", 1, false);
rmSetTriggerEffectParam("ResName", "Gold", false);
rmSetTriggerEffectParamInt("Amount", 100, false);
//下面就是rmSetTriggerEffect注入代码了,上面是旧版本触发,上面的触发最后会输出成下面蓝色文字双引号""内那种形式
rmCreateTrigger("GamestartInit");
rmSwitchToTrigger(rmTriggerID("GamestartInit"));
rmSetTriggerRunImmediately(true);
aoebbsA("}}");
aoebbs("rule _Resources active runImmediately { ");
aoebbs("if((trTime()-cActivationTime) >= 10.00000000){"); //Timer会输出成(trTime()-cActivationTime),意思是(游戏总时间-这个触发作用时长)
aoebbs("trPlayerGrantResources(1,\"Gold\",100);"); //是不是很简洁?旧触发要去typetest.xml找名称,这种只需要去函数表找一下就OK了(对我这种比较熟悉函数的人来说)
aoebbs("xsDisableRule(\"_Resources\");"); //关闭触发自身,相当于旧触发的rmSetTriggerLoop(false);,,不关闭就变成循环触发;rmSetTriggerLoop(false);最后也会变成这种形式。
aoebbsZ("}} /*");
//上面因为注释太乱了,再写一个加100食物、500木材的触发
aoebbs("rule _ResourcesFood active runImmediately { ");
aoebbs("if((trTime()-cActivationTime) >= 10.00000000){");
aoebbs("trPlayerGrantResources(1,\"Food\",100);");
aoebbs("trPlayerGrantResources(1,\"Wood\",500);");
aoebbs("xsDisableRule(\"_ResourcesFood\");");
aoebbsZ("}} /*");
aoebbs("rule _Temp inactive { if(true){");
aoebbsZ("xsDisableSelf();");
rmSetStatusText("",1.00);//读取地图进度条
} //END
方法3.注入式触发程序-rmCreateTrigger注入代码:
rmCreateTrigger注入代码
//绿色背景是tab制表符;xsDisableSelf();是关闭触发本身,因为整个触发只能输入255字符,所以语句字数越少越好,xsDisableRule(\"_
AddGoldEnd\");是把那个用来辅助结尾的触发关闭了,反正放着也没什么用,关闭了吧。
rmCreateTrigger("AddGold active runImmediately{if((trTime()-cActivationTime)>=10){trPlayerGrantResources(1,\"Gold\",100);xsDisableSelf();xsDisableRule(\"_AddGoldEnd\");}}/*");
rmCreateTrigger("*/rule _AddGoldEnd"); //不能出现任何空格,这个用来结尾的触发除外。
include "mercenaries.xs";
include "ypAsianInclude.xs";
include "ypKOTHInclude.xs";
//顶部定义函数
void aoebbs(string xs="") {
rmAddTriggerEffect("SetIdleProcessing");
rmSetTriggerEffectParam("IdleProc", "false); */ "+xs+" /* ");
}
void aoebbsA(string xs="") {
rmAddTriggerEffect("SetIdleProcessing");
rmSetTriggerEffectParam("IdleProc", "false); "+xs+"/* trSetUnitIdleProcessing(false");
}
void aoebbsE(string xs="") {
rmAddTriggerEffect("SetIdleProcessing");
rmSetTriggerEffectParam("IdleProc", "false); */ "+xs+"/* trSetUnitIdleProcessing(false");
}
void aoebbsZ(string xs="") {
rmAddTriggerEffect("SetIdleProcessing");
rmSetTriggerEffectParam("IdleProc", "false); */ "+xs+" trSetUnitIdleProcessing(false");
}
void aoebbsR(string xs1="",string xs2="") {
rmCreateTrigger(xs1+" "+xs2+"/*");
rmCreateTrigger("*/rule _"+xs1+"End");
rmSetTriggerActive(false);
}
void main(void)
{
// ---------------------------------------- Map Info -------------------------------------------
int playerTilesX=13200; //设定地图X大小
int playerTilesZ=13200; //设定地图Z大小(帝国3的Y是高度,Z才是我们平常所用到的Y)
//如果玩家大于4将playerTilesX与playerTilesZ改为11500(同一个值的int只能出现1次,当你需要修改数值的时候,不能再加入int)
if (cNumberNonGaiaPlayers >4){ playerTilesX=11500; playerTilesZ=11500;}
if (cNumberNonGaiaPlayers >6){ playerTilesX=10500; playerTilesZ=10500;} //Modify Map X&Z Size of 6,7,8 Player
int SizeX = 2*sqrt(cNumberNonGaiaPlayers*playerTilesX);
int SizeZ = 2*sqrt(cNumberNonGaiaPlayers*playerTilesZ);
string MapTerrain ="Carolinas\ground_marsh3_car"; //<-------- 地图地形,自己参照剧情编辑器 <--------
string MapLighting ="319a_Snow"; //<-------- 照明,自己参照剧情编辑器 <--------
string PlayerTerrain ="Carolinas\ground_marsh1_car"; //<--------- 玩家范围地形 <---------
//设定地图XZ大小,分别调用上面用int定义的SizeX与SizeZ,即为rmSetMapSize(13200,13200);如果玩家大于4将改为11500
rmSetMapSize(SizeX, SizeZ);
rmSetMapElevationParameters(cElevTurbulence, 0.15, 2.5, 0.35, 3.0); // type, frequency, octaves, persistence, variation
rmSetMapElevationHeightBlend(1.0);
//地形初始化,设定地图初始地形,调用上面用string定义MapTerrain,即为"Carolinas\ground_marsh3_car";
rmTerrainInitialize(MapTerrain,6);
//设定照明,调用上面用string定义MapLighting,即为"319a_Snow"
rmSetLightingSet(MapLighting);
rmSetGlobalRain(0.9); //设定下雨
chooseMercs();
rmSetMapType("yucatan");
rmSetMapType("water");
rmSetMapType("default"); //设定地图类型,地图类型影响到宝藏
rmSetMapType("land");
rmSetMapType("bayou");
rmSetSeaLevel(0); // this is height of river surface compared to surrounding land. River depth is in the river XML.
rmSetStatusText("",0.01);//读取地图进度条
rmSetPlacementSection(0.6, 0.00);
rmPlacePlayersCircular(0.40, 0.40, 0.0);
// rmSetPlayerResource(1, "Food", 200);
//玩家范围
float AreaSizePlayer = rmAreaTilesToFraction(700);
for(i=1; <=cNumberNonGaiaPlayers)
{
int id=rmCreateArea("Player"+i);
rmSetPlayerArea(i, id);
rmSetAreaWarnFailure(id, false);
rmSetAreaSize(id, AreaSizePlayer, AreaSizePlayer);
rmSetAreaLocPlayer(id, i);
rmSetAreaCoherence(id, 0.85);
rmSetAreaSmoothDistance(id, 2);
rmSetAreaMinBlobs(id, 1);
rmSetAreaMaxBlobs(id, 1);
rmSetAreaTerrainType(id,PlayerTerrain);
rmBuildArea(id);
}
//定义城镇中心
int TownCenterID = rmCreateObjectDef("player TC");
if (rmGetNomadStart())
{
rmAddObjectDefItem(TownCenterID, "CoveredWagon", 1, 0.0);
}
else
{
rmAddObjectDefItem(TownCenterID, "TownCenter", 1, 0);
}
rmSetObjectDefMinDistance(TownCenterID, 0.0);
rmSetObjectDefMaxDistance(TownCenterID, 20.0);
for(i=1; <=cNumberNonGaiaPlayers)
{ //放置城镇中心,rmPlaceObjectDefAtLoc第二个值为被放置玩家对象,这里使用了for循环,循环值=1,<=玩家人数,所以会放置所有玩家的城镇中心。
rmPlaceObjectDefAtLoc(TownCenterID, i, rmPlayerLocXFraction(i), rmPlayerLocZFraction(i));
}
//定义起始单位(civs.xml定义那些开局单位)
int startingUnits = rmCreateStartingUnitsObjectDef(5.0);
rmSetObjectDefMinDistance(startingUnits, 6.0);
rmSetObjectDefMaxDistance(startingUnits, 10.0);
for(i=1; <=cNumberNonGaiaPlayers)
{
//我暂时只能告诉你这个是调用城镇中心坐标,不解释太多,解释太多你听不懂。另外留意下for(i=1;<=xx){},这是是c++的一种循环格式。
vector TCLocation = rmGetUnitPosition(rmGetUnitPlacedOfPlayer(TownCenterID, i));
//放置起始单位
rmPlaceObjectDefAtLoc(startingUnits, i, rmXMetersToFraction(xsVectorGetX(TCLocation)), rmZMetersToFraction(xsVectorGetZ(TCLocation)));
}
int TestID=rmCreateArea("Test ID Area");
rmSetAreaSize(TestID, rmAreaTilesToFraction(500), rmAreaTilesToFraction(500));
rmSetAreaWaterType(TestID, "Cinematic Ship Ocean");
rmSetAreaWarnFailure(TestID, true);
rmSetAreaSmoothDistance(TestID, 0);
rmSetAreaCoherence(TestID, 0.0);
//rmSetAreaMix(TestID, "himalayas_a");将设定地形类型语句删除,就算是保留也不会再起任何作用了。
rmSetAreaBaseHeight(TestID, 4.0);//地形高度可加,也可以不加,看你自己想怎样设定。
rmSetAreaElevationOctaves(TestID, 3);
rmSetAreaObeyWorldCircleConstraint(TestID, false);
rmSetAreaLocation(TestID, 0.5, 0.5);
rmBuildArea(TestID);
rmSetOceanReveal(true);
rmSetStatusText("",0.50);//读取地图进度条
rmCreateTrigger("Gold");
rmSwitchToTrigger(rmTriggerID("Gold"));
rmSetTriggerPriority(3);
rmSetTriggerActive(true);
rmSetTriggerRunImmediately(true);
rmSetTriggerLoop(false);
rmAddTriggerCondition("Timer");
rmSetTriggerConditionParamInt("Param1", 10, false);
rmAddTriggerEffect("Grant Resources");
rmSetTriggerEffectParamInt("PlayerID", 1, false);
rmSetTriggerEffectParam("ResName", "Gold", false);
rmSetTriggerEffectParamInt("Amount", 100, false);
rmCreateTrigger("GamestartInit");
rmSwitchToTrigger(rmTriggerID("GamestartInit"));
rmSetTriggerRunImmediately(true);
aoebbsA("}}");
aoebbs("rule _Resources active runImmediately { ");
aoebbs("if((trTime()-cActivationTime) >= 10.00000000){");
aoebbs("trPlayerGrantResources(1,\"Gold\",100);");
aoebbs("xsDisableRule(\"_Resources\");");
aoebbsZ("}} /*");
//上面因为注释太乱了,再写一个加100食物、500木材的触发
aoebbs("rule _ResourcesFood active runImmediately { ");
aoebbs("if((trTime()-cActivationTime) >= 10.00000000){");
aoebbs("trPlayerGrantResources(1,\"Food\",100);");
aoebbs("trPlayerGrantResources(1,\"Wood\",500);");
aoebbs("xsDisableRule(\"_ResourcesFood\");");
aoebbsZ("}} /*");
aoebbs("rule _Temp inactive { if(true){");
aoebbsZ("xsDisableSelf();");
rmCreateTrigger("AddGold active runImmediately{if((trTime()-cActivationTime)>=10){trPlayerGrantResources"+"(1,\"Gold\",100);xsDisableSelf();xsDisableRule(\"_AddGoldEnd\");}}/*");
rmCreateTrigger("*/rule _AddGoldEnd");
rmSetStatusText("",1.00);//读取地图进度条
} //END
算一下我们刚才加了多少资源?旧版触发+100金,rmAddTriggerEffect注入代码+100金+100肉+500木,rmCreateTrigger注入代码+100金,
上面是单独给玩家1创建的,如果要给所有玩家创建要怎样做呢?
用for循环就行:
include "mercenaries.xs";
include "ypAsianInclude.xs";
include "ypKOTHInclude.xs";
//定义顶部函数
void aoebbs(string xs="") {
rmAddTriggerEffect("SetIdleProcessing");
rmSetTriggerEffectParam("IdleProc", "false); */ "+xs+" /* ");
}
void aoebbsA(string xs="") {
rmAddTriggerEffect("SetIdleProcessing");
rmSetTriggerEffectParam("IdleProc", "false); "+xs+"/* trSetUnitIdleProcessing(false");
}
void aoebbsE(string xs="") {
rmAddTriggerEffect("SetIdleProcessing");
rmSetTriggerEffectParam("IdleProc", "false); */ "+xs+"/* trSetUnitIdleProcessing(false");
}
void aoebbsZ(string xs="") {
rmAddTriggerEffect("SetIdleProcessing");
rmSetTriggerEffectParam("IdleProc", "false); */ "+xs+" trSetUnitIdleProcessing(false");
}
void aoebbsR(string xs1="",string xs2="") {
rmCreateTrigger(xs1+" "+xs2+"/*");
rmCreateTrigger("*/rule _"+xs1+"End");
rmSetTriggerActive(false);
}
void main(void)
{
// ---------------------------------------- Map Info -------------------------------------------
int playerTilesX=13200; //设定地图X大小
int playerTilesZ=13200; //设定地图Z大小(帝国3的Y是高度,Z才是我们平常所用到的Y)
//如果玩家大于4将playerTilesX与playerTilesZ改为11500(同一个值的int只能出现1次,当你需要修改数值的时候,不能再加入int)
if (cNumberNonGaiaPlayers >4){ playerTilesX=11500; playerTilesZ=11500;}
if (cNumberNonGaiaPlayers >6){ playerTilesX=10500; playerTilesZ=10500;} //Modify Map X&Z Size of 6,7,8 Player
int SizeX = 2*sqrt(cNumberNonGaiaPlayers*playerTilesX);
int SizeZ = 2*sqrt(cNumberNonGaiaPlayers*playerTilesZ);
string MapTerrain ="Carolinas\ground_marsh3_car"; //<-------- 地图地形,自己参照剧情编辑器 <--------
string MapLighting ="319a_Snow"; //<-------- 照明,自己参照剧情编辑器 <--------
string PlayerTerrain ="Carolinas\ground_marsh1_car"; //<--------- 玩家范围地形 <---------
//设定地图XZ大小,分别调用上面用int定义的SizeX与SizeZ,即为rmSetMapSize(13200,13200);如果玩家大于4将改为11500
rmSetMapSize(SizeX, SizeZ);
rmSetMapElevationParameters(cElevTurbulence, 0.15, 2.5, 0.35, 3.0); // type, frequency, octaves, persistence, variation
rmSetMapElevationHeightBlend(1.0);
//地形初始化,设定地图初始地形,调用上面用string定义MapTerrain,即为"Carolinas\ground_marsh3_car";
rmTerrainInitialize(MapTerrain,6);
//设定照明,调用上面用string定义MapLighting,即为"319a_Snow"
rmSetLightingSet(MapLighting);
rmSetGlobalRain(0.9); //设定下雨
chooseMercs();
rmSetMapType("yucatan");
rmSetMapType("water");
rmSetMapType("default"); //设定地图类型,地图类型影响到宝藏
rmSetMapType("land");
rmSetMapType("bayou");
rmSetSeaLevel(0); // this is height of river surface compared to surrounding land. River depth is in the river XML.
rmSetStatusText("",0.01);//读取地图进度条
rmSetPlacementSection(0.6, 0.00);
rmPlacePlayersCircular(0.40, 0.40, 0.0);
// rmSetPlayerResource(1, "Food", 200);
//玩家范围
float AreaSizePlayer = rmAreaTilesToFraction(700);
for(i=1; <=cNumberNonGaiaPlayers)
{
int id=rmCreateArea("Player"+i);
rmSetPlayerArea(i, id);
rmSetAreaWarnFailure(id, false);
rmSetAreaSize(id, AreaSizePlayer, AreaSizePlayer);
rmSetAreaLocPlayer(id, i);
rmSetAreaCoherence(id, 0.85);
rmSetAreaSmoothDistance(id, 2);
rmSetAreaMinBlobs(id, 1);
rmSetAreaMaxBlobs(id, 1);
rmSetAreaTerrainType(id,PlayerTerrain);
rmBuildArea(id);
}
//定义城镇中心
int TownCenterID = rmCreateObjectDef("player TC");
if (rmGetNomadStart())
{
rmAddObjectDefItem(TownCenterID, "CoveredWagon", 1, 0.0);
}
else
{
rmAddObjectDefItem(TownCenterID, "TownCenter", 1, 0);
}
rmSetObjectDefMinDistance(TownCenterID, 0.0);
rmSetObjectDefMaxDistance(TownCenterID, 20.0);
for(i=1; <=cNumberNonGaiaPlayers)
{ //放置城镇中心,rmPlaceObjectDefAtLoc第二个值为被放置玩家对象,这里使用了for循环,循环值=1,<=玩家人数,所以会放置所有玩家的城镇中心。
rmPlaceObjectDefAtLoc(TownCenterID, i, rmPlayerLocXFraction(i), rmPlayerLocZFraction(i));
}
//定义起始单位(civs.xml定义那些开局单位)
int startingUnits = rmCreateStartingUnitsObjectDef(5.0);
rmSetObjectDefMinDistance(startingUnits, 6.0);
rmSetObjectDefMaxDistance(startingUnits, 10.0);
for(i=1; <=cNumberNonGaiaPlayers)
{
//我暂时只能告诉你这个是调用城镇中心坐标,不解释太多,解释太多你听不懂。另外留意下for(i=1;<=xx){},这是是c++的一种循环格式。
vector TCLocation = rmGetUnitPosition(rmGetUnitPlacedOfPlayer(TownCenterID, i));
//放置起始单位
rmPlaceObjectDefAtLoc(startingUnits, i, rmXMetersToFraction(xsVectorGetX(TCLocation)), rmZMetersToFraction(xsVectorGetZ(TCLocation)));
}
int TestID=rmCreateArea("Test ID Area");
rmSetAreaSize(TestID, rmAreaTilesToFraction(500), rmAreaTilesToFraction(500));
rmSetAreaWaterType(TestID, "Cinematic Ship Ocean");
rmSetAreaWarnFailure(TestID, true);
rmSetAreaSmoothDistance(TestID, 0);
rmSetAreaCoherence(TestID, 0.0);
//rmSetAreaMix(TestID, "himalayas_a");将设定地形类型语句删除,就算是保留也不会再起任何作用了。
rmSetAreaBaseHeight(TestID, 4.0);//地形高度可加,也可以不加,看你自己想怎样设定。
rmSetAreaElevationOctaves(TestID, 3);
rmSetAreaObeyWorldCircleConstraint(TestID, false);
rmSetAreaLocation(TestID, 0.5, 0.5);
rmBuildArea(TestID);
rmSetOceanReveal(true);
rmSetStatusText("",0.50);//读取地图进度条
//循环方法1,循环所有语句,创建cNumberNonGaiaPlayers个触发:
for(i=1; <=cNumberNonGaiaPlayers)
{
rmCreateTrigger("Gold"+i); //为什么要加循环值i呢?因为不能出现两个相同名称的触发,否则会全体触发失效。
rmSwitchToTrigger(rmTriggerID("Gold"+i));
rmSetTriggerPriority(3);
rmSetTriggerActive(true);
rmSetTriggerRunImmediately(true);
rmSetTriggerLoop(false);
rmAddTriggerCondition("Timer");
rmSetTriggerConditionParamInt("Param1", 10, false);
rmAddTriggerEffect("Grant Resources");
rmSetTriggerEffectParamInt("PlayerID", i, false);
rmSetTriggerEffectParam("ResName", "Gold", false);
rmSetTriggerEffectParamInt("Amount", 100, false);
}
//循环方法2,仅循环效果语句:
rmCreateTrigger("AllPlayerGold");
rmSwitchToTrigger(rmTriggerID("AllPlayerGold"));
rmSetTriggerPriority(3);
rmSetTriggerActive(true);
rmSetTriggerRunImmediately(true);
rmSetTriggerLoop(false);
rmAddTriggerCondition("Timer");
rmSetTriggerConditionParamInt("Param1", 10, false);
for(i=1; <=cNumberNonGaiaPlayers)
{
rmAddTriggerEffect("Grant Resources");
rmSetTriggerEffectParamInt("PlayerID", i, false);
rmSetTriggerEffectParam("ResName", "Gold", false);
rmSetTriggerEffectParamInt("Amount", 100, false);
}
rmCreateTrigger("GamestartInit");
rmSwitchToTrigger(rmTriggerID("GamestartInit"));
rmSetTriggerRunImmediately(true);
aoebbsA("}}");
//循环方法1,RM层循环所有语句,创建cNumberNonGaiaPlayers个触发:
//为什么是"+i+"?因为我们是在地图语句循环的,属于RM层,不属于TR触发层;所以引号内的语句要用"+i+",意思是"左边的xxx"加上循环值i再加上"右边的xxxx"。
//第一句双引号加了颜色,这样你应该看的懂是怎样一回事。
for(i=1; <=cNumberNonGaiaPlayers)
{
aoebbs("rule _Resources"+i+" active runImmediately { ");
aoebbs("if((trTime()-cActivationTime) >= 10.00000000){");
aoebbs("trPlayerGrantResources("+i+",\"Gold\",100);");
aoebbs("xsDisableRule(\"_Resources"+i+"\");");
aoebbsZ("}} /*");
}
//关闭本身也要加上"+i+",不然就没法正常关闭,直接变成执行无限次的循环触发了,或者你可以直接使用xsDisableSelf();
//循环方法2,RM层循仅环函数语句(会在地图生成cNumberNonGaiaPlayers个语句):
aoebbs("rule _ResourcesFood active runImmediately { ");
aoebbs("if((trTime()-cActivationTime) >= 10.00000000){");
for(i=1; <=cNumberNonGaiaPlayers)
{
aoebbs("trPlayerGrantResources("+i+",\"Food\",100);");
aoebbs("trPlayerGrantResources("+i+",\"Wood\",500);");
}
aoebbs("xsDisableRule(\"_ResourcesFood\");");
aoebbsZ("}} /*");
//循环方法3,TR层循仅环函数语句(输出语句与下面一样,到了执行触发,再循环):
aoebbs("rule _AddResources active runImmediately { ");
aoebbs("if((trTime()-cActivationTime) >= 10.00000000){");
aoebbs("for(i=1; <="+cNumberNonGaiaPlayers+")");
aoebbs("{");
aoebbs("trPlayerGrantResources(i,\"Food\",100);"); //TR层的循环直接填i就行
aoebbs("trPlayerGrantResources(i,\"Wood\",500);");
aoebbs("}");
aoebbs("xsDisableRule(\"_AddResources\");");
aoebbsZ("}} /*");
//注:cNumberNonGaiaPlayers无法在TR层使用,要加上"++"使它变成RM层数据。另一个计算玩家数量的变量cNumberPlayers可以在TR层使用。
//再加一个将玩家资源信息发送到聊天的触发
//发送聊天信息的是trChatSendSpoofed(fromID message): Changes the chat status, but does not append player.
//trChatSendSpoofed(0,\"\");(0就是大自然)
//返回玩家资源语句为trPlayerResourceCount(playerID, resource): returns the number of resources for the player.
//trPlayerResourceCount(playerID, \"\")
//发送聊天触发11秒后再执行(因为触发是按顺序执行的,如果是十秒就先执行这个,再执行下面的触发
aoebbs("rule _SendChat active runImmediately { ");
aoebbs("if((trTime()-cActivationTime) >= 11.00000000){");)
for(i=1; <=cNumberNonGaiaPlayers)
{
aoebbs("trChatSendSpoofed(0,\"Player"+i+" <color=0,1,0>Food:\"+trPlayerResourceCount("+i+", \"Food\"));");
aoebbs("trChatSendSpoofed(0,\"Player"+i+" <color=0,1,1>Wood:\"+trPlayerResourceCount("+i+", \"Wood\"));");
aoebbs("trChatSendSpoofed(0,\"Player"+i+" <color=0.25,1,0.25>Gold:\"+trPlayerResourceCount("+i+", \"Gold\"));");
}
aoebbs("xsDisableRule(\"_SendChat\");");
aoebbsZ("}} /*");
//有时候你设定随机数或者不明白RM函数设定的值(坐标、vector坐标那些)是什么,可以用这种触发返回那个值,用trChatSendSpoofed(0,\""+此处写上int定义之类的+"\");发送到聊天窗口。
//怎么一会用"+ +",一会儿不用?已经说了RM层语句与TR层语句不通用,TR层调用RM层数值要用"+ +"。
//<color=0,1,0>那几个是改变本次聊天字体颜色。
aoebbs("rule _Temp inactive { if(true){");
aoebbsZ("xsDisableSelf();");
//循环方法1,RM层循环所有语句,创建cNumberNonGaiaPlayers个触发:
for(i=1; <=cNumberNonGaiaPlayers)
{
rmCreateTrigger("AddGold"+i+" active runImmediately{if((trTime()-cActivationTime)>=10){trPlayerGrantResources("+i+",\"Gold\",100);xsDisableSelf();xsDisableRule(\"_AddGoldEnd"+i+"\");}}/*");
rmCreateTrigger("*/rule _AddGoldEnd"+i+"");
}
//循环方法2,TR层循仅环函数语句(输出语句与下面一样,到了执行触发,再循环):
rmCreateTrigger("AddGold active runImmediately{if((trTime()-cActivationTime)>=10){for(i=1;<cNumberPlayers){trPlayerGrantResources"+"(i,\"Gold\",100);}xsDisableSelf();xsDisableRule(\"_AddGoldEnd\");}}/*");
rmCreateTrigger("*/rule _AddGoldEnd");
//上面已经说过了cNumberNonGaiaPlayers不能在TR层使用,所以用cNumberPlayers代替,但是我还是推荐使用"+cNumberNonGaiaPlayers+",为什么呢?rmCreateTrigger注入代码只能输出255个字符,"+cNumberNonGaiaPlayers+"从RM转成数字后会变成只有一个字符(游戏最多能有8人),所以比cNumberPlayers节省了14个字符。
rmSetStatusText("",1.00);//读取地图进度条
} //END
补充<color=0,1,0>颜色值参考帝国3RGB
统计上面一共加了多少资源?
旧版本触发 :所有玩家+100金 *2个
rmSetTriggerEffect注入代码 :所有玩家+100金 *1个;所有玩家+100食物+500木材 *2个
rmCreateTrigger注入代码 :所有玩家+100金 *2个
合计:
最后补充:有不懂语句是什么作用的,可以去查看XS、KB、TR函数表搜索函数
触发程序不仅可以使用TR函数,还可以使用XS、KB以及一小部分UI函数。
使用KB函数注意事项,使用KB函数必须加上xsSetContextPlayer来设定KB函数的对象玩家。
[(void )] xsSetContextPlayer( int playerID ): Sets the current context player ID (DO NOT DO THIS IF YOU DO NOT KNOW WHAT YOU ARE DOING).
[(float )] kbTotalResourceGet( int resourceID ): Returns the total amount of the given resource gathered to this point in the game.
例如获取玩家1采集了多少食物(食物的resourceID为2):xsSetContextPlayer(1);kbTotalResourceGet(2);
获取所有玩家采集了多少食物for(i=1;<cNumberPlayers){xsSetContextPlayer(i);{kbTotalResourceGet(2);}
获取这些值有什么用呢?如下
用if判断玩家食物是否大于100
for(i=1;<cNumberPlayers)
{
xsSetContextPlayer(i);
if(kbTotalResourceGet(2)>100)
{
}
}
个人推荐使用第一种注入式触发程序`rmSetTriggerEffect`,因为这种触发方便,也能自定义,还能写出非常复杂的触发。
第二种可以在中文路径使用的注入式触发程序`rmCreateTrigger`适用小批量触发程序,你自己也懂的,在天朝每10个人就有7个人安装路径存在中文字符,小批量能用这种触发程序就用这种。
为了避免因为中文路径导致的不同步现象,可以这样设定:
以下语句为开局踢出中文路径玩家:
/* It can't use in Chinese path .*/
rmCreateTrigger("GameStart");
rmSetTriggerRunImmediately(true);
rmSetTriggerPriority(5);
rmSetTriggerEffectParam("IdleProc","true);trQuestVarSet(\"Path\",1);xsDisableSelf();}}/*");
aoebbs("rule _GameStartEND inactive { if(true){");
aoebbsZ("xsDisableSelf();");
/*the next Trigger will kick "Chinese Path Player" out of the game.*/
rmCreateTrigger("Path active runImmediately{if(trQuestVarGet(\"Path\")!=1){"+"showSPCNote(\"Error!\",\"<color=0,1,0>Use-the-English-path-to-install-the-Age-of-Empires-III,please.\");"+"uiMessageBox2(20948);trEndGame();trYouWin(true);xsDisableRule(\"_Path\");}}/*");
rmSetTriggerActive(false);
rmSetTriggerPriority(5);
rmCreateTrigger("*/rule _PathEnd");
rmSetTriggerActive(false);
这效果是怎样达成的呢?
已知帝国3安装目录存在中文路径所有触发程序将会失效,那么我们就用官方版本的触发程序用Quest Var Set设定一个值,设定那个值为1。而中文路径的帝国3因为触发程序失效,那个值就不为1,然后我们可以利用rmCreateTrigger注入代码,由于rmCreateTrigger注入代码后不受中文路径影响,可以获取那个值,不等于1就执行效果trEndGame();结束游戏,trYouWin(true);自己离开游戏(出局)。有一点要说明的是不是用触发设定那个玩家出局,而是让那个玩家自己离开游戏才不会导致出现问题。
最终,中文路径玩家会显示:
你觉得单位ID是怎样导出的?
string kbGetUnitTypeName( int unitTypeID ): Returns the name of the unit type
trChatSend(fromID message): Changes the chat status
aoebbs("rule _Debug29 active runImmediately { ");
aoebbs("if((trTime()-cActivationTime) == 1.00000000){");
aoebbs("trChatSendSpoofed(0,\"<color=0,1,1>\"+kbGetUnitTypeName(0));");
aoebbs("trChatSendSpoofed(0,\"<color=0,1,1>\"+kbGetUnitTypeName(1));");
aoebbs("trChatSendSpoofed(0,\"<color=0,1,1>\"+kbGetUnitTypeName(2));");
aoebbs("trChatSendSpoofed(0,\"<color=0,1,1>\"+kbGetUnitTypeName(1463));");
aoebbs("trChatSendSpoofed(0,\"<color=0,1,1>\"+kbGetUnitTypeName(1464));");
aoebbs("xsDisableRule(\"_Debug29\");");
aoebbsZ("}} /*");
aoebbs("rule _Unittype active runImmediately { ");
aoebbs("if((trTime()-cActivationTime) >= 1.00000000){");
for(u=1; <1800)
{
aoebbs("trChatSendSpoofed(0,\"<color=0,1,1>"+u+":\");");
}
aoebbs("xsDisableRule(\"_Unittype\");");
aoebbsZ("}} /*");
整合两个触发
aoebbs("rule _Unittype2 active runImmediately { ");
aoebbs("if((trTime()-cActivationTime) >= 1.00000000){");
for(u=1463; <1800)
{
aoebbs("trChatSend(0,\"<color=0,1,1>"+u+" \"+kbGetUnitTypeName("+u+"));");
}
aoebbs("xsDisableRule(\"_Unittype2\");");
aoebbsZ("}} /*");
这是我用来测试触发程序遗留下来的资料,里面的写法你可以自己参考一下
include "mercenaries.xs"; // ensure extras
void aoebbs(string xs="") {
rmAddTriggerEffect("SetIdleProcessing");
rmSetTriggerEffectParam("IdleProc", "false); */ "+xs+" /* ");
}
void aoebbsA(string xs="") {
rmAddTriggerEffect("SetIdleProcessing");
rmSetTriggerEffectParam("IdleProc", "false); "+xs+"/* trSetUnitIdleProcessing(false");
}
void aoebbsZ(string xs="") {
rmAddTriggerEffect("SetIdleProcessing");
rmSetTriggerEffectParam("IdleProc", "false); */ "+xs+" trSetUnitIdleProcessing(false");
}
void main(void)
{
rmSetMapSize((2*sqrt(cNumberNonGaiaPlayers*12000)), (2*sqrt(cNumberNonGaiaPlayers*12000)));
rmSetMapElevationParameters(cElevTurbulence, 0, 0, 0, 0);
rmSetMapElevationHeightBlend(1.0);
rmTerrainInitialize("caribbean\ground7_crb",6);
rmSetMapType("caribbean");
rmSetMapType("water");
rmSetMapType("default");
rmSetMapType("water");
rmSetMapType("land");
rmSetLightingSet("319a_Snow");
rmSetSeaLevel(6);
rmSetStatusText("",0.10);
chooseMercs();
int PlayerClass=rmDefineClass("Player");
int LakeClass= rmDefineClass("Lakes");
int CliffClass= rmDefineClass("Cliffs");
rmDefineClass("ExplorerUnit");
rmDefineClass("MainForest");
rmDefineClass("MainItems");
rmDefineClass("Nativ");
int CWvsCW=rmCreateTypeDistanceConstraint("CWTOCW", "CoveredWagon", 30.0);
int FOvsTC=rmCreateTypeDistanceConstraint("FOTOTC", "TownCenter", 20.0);
//Tree=单位调用名--鹿,创建规则放置时,间隔Deer类型单位30距离。
int AvoidDeer = rmCreateTypeDistanceConstraint("Deer Distance", "Deer", 30.0);
rmSetStatusText("",0.20);
float Breite0 = 3.0;
int seaI = rmRiverCreate(-1, "Coastal Japan", 1, 1, Breite0, Breite0);
rmRiverAddWaypoint(seaI, 0.70, 0.40 );
rmRiverAddWaypoint(seaI, 0.70, 0.30 );
rmRiverAddWaypoint(seaI, 0.80, 0.20 );
rmRiverSetBankNoiseParams(seaI,0.00, 0, 0.0, 0.0, 0.0, 0.0);
rmRiverBuild(seaI);
rmAddAreaToClass(seaI,rmClassID("Sea"));
rmPlacePlayersCircular(0.35, 0.35, 0.0);
int IDRiver = rmRiverCreate(-1, "Great Lakes", 1, 1, 10.0, 10.0);
rmRiverAddWaypoint(IDRiver, 0.70, 0.30 );
rmRiverAddWaypoint(IDRiver, 0.85, 0.30 );
rmRiverAddWaypoint(IDRiver, 0.80, 0.30 );
rmRiverAddWaypoint(IDRiver, 0.80, 0.35 );
rmRiverAddWaypoint(IDRiver, 0.80, 0.25 );
rmRiverAddShallow(IDRiver,1.00);
rmRiverAddShallows(IDRiver,10.00,8);
rmRiverSetBankNoiseParams(IDRiver,0.00, 0, 0.0, 0.0, 0.0, 0.0);
rmRiverBuild(IDRiver);
int DestroyID=rmCreateArea("Destroy ID Area");
rmSetAreaSize(DestroyID, 0.10, 0.10);
rmSetAreaLocation(DestroyID, .5, .5);
rmSetAreaWarnFailure(DestroyID, true);
rmSetAreaSmoothDistance(DestroyID, 50);
rmSetAreaCoherence(DestroyID, 1.0);
rmSetAreaMix(DestroyID, "himalayas_a");
rmSetAreaElevationType(DestroyID, cElevFractalSum);
rmSetAreaElevationVariation(DestroyID, 4.0);
rmSetAreaBaseHeight(DestroyID, 4.0);
rmSetAreaElevationOctaves(DestroyID, 3);
rmSetAreaObeyWorldCircleConstraint(DestroyID, false);
rmBuildArea(DestroyID);
// ****************************************** TRADE ROUTE **********************************************
int tradeRouteID = rmCreateTradeRoute();
int socketID=rmCreateObjectDef("sockets to dock Trade Posts");
rmAddObjectDefItem(socketID, "SocketTradeRoute", 1, 0.0);
rmSetObjectDefAllowOverlap(socketID, true);
rmSetObjectDefMinDistance(socketID, 0.0);
rmSetObjectDefMaxDistance(socketID, 6.0);
int tpvariation = rmRandInt(0,1);
float socket01 = 0.10;
float socket02 = 0.28;
float socket03 = 0.43;
float socket04 = 0.69;
float socket05 = 0.90;
float socketB01 = 0.10;
float socketB02 = 0.28;
float socketB03 = 0.41;
float socketB04 = 0.69;
float socketC01 = 0.10;
float socketC02 = 0.43;
float socketC03 = 0.69;
int socketcount = rmRandInt(rmRandInt(3,4),5);
if (tpvariation > 0.5)
{ //South Start
rmSetObjectDefTradeRouteID(socketID, tradeRouteID);
rmAddTradeRouteWaypoint(tradeRouteID, 0.00, 0.52);
rmAddTradeRouteWaypoint(tradeRouteID, 0.20, 0.51);
rmAddTradeRouteWaypoint(tradeRouteID, 0.40, 0.40);
rmAddTradeRouteWaypoint(tradeRouteID, 0.55, 0.45);
rmAddTradeRouteWaypoint(tradeRouteID, 0.68, 0.68);
rmAddTradeRouteWaypoint(tradeRouteID, 0.80, 0.65);
rmAddTradeRouteWaypoint(tradeRouteID, 1.00, 0.50);
socket01 = 0.10;
socket02 = 0.28;
socket03 = 0.45;
socket05 = 0.92;
socketB01 = 0.15;
socketB02 = 0.29;
socketB03 = 0.55;
socketB04 = 0.75;
socketC01 = 0.20;
socketC02 = 0.43;
socketC03 = 0.69;
}
else
{ //North Start
rmSetObjectDefTradeRouteID(socketID, tradeRouteID);
rmAddTradeRouteWaypoint(tradeRouteID, 1.00, 0.50);
rmAddTradeRouteWaypoint(tradeRouteID, 0.80, 0.65);
rmAddTradeRouteWaypoint(tradeRouteID, 0.68, 0.68);
rmAddTradeRouteWaypoint(tradeRouteID, 0.55, 0.45);
rmAddTradeRouteWaypoint(tradeRouteID, 0.40, 0.40);
rmAddTradeRouteWaypoint(tradeRouteID, 0.20, 0.51);
rmAddTradeRouteWaypoint(tradeRouteID, 0.00, 0.52);
socket01 = 0.08;
socket02 = 0.22;
socket03 = 0.55;
socket05 = 0.90;
socketB01 = 0.22;
socketB02 = 0.44;
socketB03 = 0.69;
socketB04 = 0.90;
socketC01 = 0.22;
socketC02 = 0.55;
socketC03 = 0.80;
}
bool placedTradeRouteA = rmBuildTradeRoute(tradeRouteID, "snow");
vector socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, 0.00);
if (socketcount == 3)
{
socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, socketC01);
rmPlaceObjectDefAtPoint(socketID, 0, socketLoc);
socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, socketC02);
rmPlaceObjectDefAtPoint(socketID, 0, socketLoc);
socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, socketC03);
rmPlaceObjectDefAtPoint(socketID, 0, socketLoc);
}
if (socketcount == 4)
{
socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, socketB01);
rmPlaceObjectDefAtPoint(socketID, 0, socketLoc);
socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, socketB02);
rmPlaceObjectDefAtPoint(socketID, 0, socketLoc);
socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, socketB03);
rmPlaceObjectDefAtPoint(socketID, 0, socketLoc);
socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, socketB04);
rmPlaceObjectDefAtPoint(socketID, 0, socketLoc);
}
if (socketcount == 5)
{
socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, socket01);
rmPlaceObjectDefAtPoint(socketID, 0, socketLoc);
socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, socket02);
rmPlaceObjectDefAtPoint(socketID, 0, socketLoc);
socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, socket03);
rmPlaceObjectDefAtPoint(socketID, 0, socketLoc);
socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, socket04);
rmPlaceObjectDefAtPoint(socketID, 0, socketLoc);
socketLoc = rmGetTradeRouteWayPoint(tradeRouteID, socket05);
rmPlaceObjectDefAtPoint(socketID, 0, socketLoc);
}
// *************************************************************************************************************
int TreeID= rmCreateObjectDef("Create TreeNewEnglandSnow");
rmAddObjectDefItem(TreeID, "TreeNewEnglandSnow", 10, 20.0);
rmSetObjectDefMinDistance(TreeID, 0.0);
rmSetObjectDefMaxDistance(TreeID, 12);
rmPlaceObjectDefAtLoc(TreeID, 0, 0.5, 0.5,10);
int SPCFixedGunID= rmCreateObjectDef("FixedGun");
rmAddObjectDefItem(SPCFixedGunID, "SPCFixedGun", 1, 6.0);
rmSetObjectDefMinDistance(SPCFixedGunID, 0.0);
rmSetObjectDefMaxDistance(SPCFixedGunID, 16);
rmPlaceObjectDefAtLoc(SPCFixedGunID, 0, 0.2, 0.2,1);
int SPCFixedGun2ID= rmCreateObjectDef("FixedGun2");
rmAddObjectDefItem(SPCFixedGun2ID, "SPCFixedGun", 1, 6.0);
rmSetObjectDefMinDistance(SPCFixedGun2ID, 0.0);
rmSetObjectDefMaxDistance(SPCFixedGun2ID, 16);
rmPlaceObjectDefAtLoc(SPCFixedGun2ID, 0, 0.8, 0.8,1);
int DeerID= -1;
for(d=1;<=5)
{
DeerID= rmCreateObjectDef("Deer"+d);
rmAddObjectDefItem(DeerID, "Deer", 20, 12.0);
rmSetObjectDefMinDistance(DeerID, 0.0);
//rmXFractionToMeters(1.0)=全图
rmSetObjectDefMaxDistance(DeerID, rmXFractionToMeters(1.0));
//往上面搜索AvoidDeer,这个是定义放置规则,例如间隔距离
rmAddObjectDefConstraint(DeerID, AvoidDeer);
rmPlaceObjectDefAtLoc(DeerID, 0, 0.5, 0.5,1);
}
int ExplorerID= rmCreateObjectDef("Explorer");
rmAddObjectDefItem(ExplorerID, "Explorer", 1, 6.0);
rmAddObjectDefItem(ExplorerID, "OutlawMusketeer", 8, 6.0);
rmSetObjectDefMinDistance(ExplorerID, 0.0);
rmSetObjectDefMaxDistance(ExplorerID, 16);
rmPlaceObjectDefAtLoc(ExplorerID, 0, 0.5, 0.5,1);
rmSetStatusText("",0.30);
float AreaSizePlayer = rmAreaTilesToFraction(700);
for(i=1; <cNumberPlayers)
{
int id=rmCreateArea("Player"+i);
rmSetPlayerArea(i, id);
rmSetAreaWarnFailure(id, false);
rmSetAreaSize(id, AreaSizePlayer, AreaSizePlayer);
rmAddAreaToClass(id, PlayerClass);
rmSetAreaLocPlayer(id, i);
rmSetAreaCoherence(id, 0.05);
rmSetAreaMinBlobs(id, 1);
rmSetAreaMaxBlobs(id, 1);
rmSetAreaTerrainType(id,"caribbean\ground7_crb");
rmBuildArea(id);
}
rmSetStatusText("",0.35);
int TCID = rmCreateObjectDef("player TC");
rmAddObjectDefItem(TCID, "TownCenter", 1, 0);
rmAddObjectDefItem(TCID, "CoveredWagon", 1, 10);
rmAddObjectDefItem(TCID, "CrateofWheatBundleLarge", 4, 7);
rmAddObjectDefItem(TCID, "CrateofWoodLarge", 4, 9);
rmAddObjectDefItem(TCID, "CrateofCoinLarge", 4, 12);
rmAddObjectDefItem(TCID, "CrateofFoodLarge", 4, 15);
rmAddObjectDefItem(TCID, "Plantation", 1, 50);
rmAddObjectDefItem(TCID, "Settler", 11, 16);
rmAddObjectDefItem(TCID, "Market", 1, 30);
rmSetObjectDefMinDistance(TCID, 0.0);
rmSetObjectDefMaxDistance(TCID, 20.0);
for(i=1; <cNumberPlayers)
{
rmPlaceObjectDefAtLoc(TCID, i, rmPlayerLocXFraction(i), rmPlayerLocZFraction(i));
}
int ExplorerUnits = rmCreateStartingUnitsObjectDef(5.0);
rmSetObjectDefMinDistance(ExplorerUnits, 6.0);
rmSetObjectDefMaxDistance(ExplorerUnits, 10.0);
rmSetStatusText("",0.70);
for(i=1; <cNumberPlayers)
{
vector TCLocation = rmGetUnitPosition(rmGetUnitPlacedOfPlayer(TCID, i));
vector closestPoint = rmFindClosestPointVector(TCLocation, rmXFractionToMeters(1.0));
rmPlaceObjectDefAtLoc(ExplorerUnits, i, rmXMetersToFraction(xsVectorGetX(TCLocation)), rmZMetersToFraction(xsVectorGetZ(TCLocation)));
}
for(i=1; <cNumberPlayers)
{
TCLocation = rmGetUnitPosition(rmGetUnitPlacedOfPlayer(TCID, i));
closestPoint = rmFindClosestPointVector(TCLocation, rmXFractionToMeters(1.0));
}
rmClearClosestPointConstraints();
rmSetStatusText("",0.80);
rmSetStatusText("",0.90);
// Text
rmSetStatusText("",0.25);
// Text
rmSetStatusText("",0.35);
// ********************************************** Define ***********************************************
rmCreateTrigger("xiaoyu");
rmSwitchToTrigger(rmTriggerID("xiaoyu"));
rmSetTriggerRunImmediately(true);
aoebbsA("}}");
// //是注释,在下一行换行符之前的内容都是无效的。
/*这种也是注释,中间的内容无效*/
//""一对非转义引号内字符最长只能为125个,好像是127,我记不清了,你自己注意点
/*
//aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000:<color=0,255,0>\");");
上面的因为字符长度过长,导致无法打开地图。
解决方法如下:多加一队引号(下面的"+")
//aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>00000000000000000000000000000000000000000000"+"0000000000000000000000000000000000000000000000000000000:<color=0,255,0>\");");
*/
//active默认开启 //inactive默认关闭 //runImmediately立刻运行
aoebbs("rule _StartTech active runImmediately { ");
aoebbs("if((trTime()-cActivationTime) >= 1.00000000){");
aoebbs("trModifyProtounit(\"Explorer\", 0, 0, -400);");
aoebbs("trModifyProtounit(\"Explorer\", 0, 0, 400);");
aoebbsZ("}} /*");
/*
上面的trModifyProtounit等于触发程序的Modify Protounit
<Effect name="Modify Protounit">
<Param name="ProtoUnit" dispName="$$22449$" varType="protounit">Villager</Param>
<Param name="PlayerID" dispName="$$22301$" VarType="player">1</Param>
<Param name="Field" dispName="$$25417$" varType="pufield">0</Param>
<Param name="Delta" dispName="$$25418$" varType="float">1.0</Param>
<Command>trModifyProtounit("%ProtoUnit%", %PlayerID%, %Field%, %Delta%);</Command>
</Effect>
trModifyProtounit(unit, player, field, delta)
*/
//玩家0为大自然
for(i=1;<=cNumberNonGaiaPlayers)
{
aoebbs("rule _Explorer"+i+" active runImmediately { ");
aoebbs("if(trPlayerActive("+i+")){");
/*往上面搜索ExplorerID,只对第一个放置的单位有效*/
aoebbs("if(trCountUnitsInArea(\""+rmGetUnitPlaced(ExplorerID, 0)+"\","+i+",\"unit\",35) >= 3){");
aoebbs("if(trCountUnitsInArea(\""+rmGetUnitPlaced(ExplorerID, 0)+"\",0,\"OutlawMusketeer\",45) == 0){");
aoebbs("trUnitSelectClear();");
aoebbs("trUnitSelectByID("+rmGetUnitPlaced(ExplorerID, 0)+");");
aoebbs("trUnitConvert("+i+");");
aoebbs("trUnitSelectClear();");
aoebbs("trUnitSelectByID("+rmGetUnitPlaced(ExplorerID, 0)+");");
aoebbs("trUnitHighlight(10, true);");
aoebbs("trUnitSelectClear();");
aoebbs("trUnitSelectByID("+rmGetUnitPlaced(ExplorerID, 0)+");");
aoebbs("trUnitChangeProtoUnit(\"Explorer\");");
aoebbs("trChatSend(0,\"Player"+i+" has rescued an Explorer, who joins the cause.\");");
for(p=1;<=cNumberNonGaiaPlayers)
{
aoebbs("xsDisableRule(\"_Explorer"+p+"\");");
}
aoebbs("}}}");
aoebbs("else{");
aoebbs("xsDisableRule(\"_Explorer"+i+"\");");
aoebbsZ("}} /*");
}
aoebbs("rule _LOS active runImmediately { ");
aoebbs("if((trTime()-cActivationTime) >= 10.00000000){");
for(p=1; <cNumberPlayers)
{
aoebbs("trModifyProtounit(\"TownCenter\","+p+",2,1000);");
aoebbs("trTechSetStatus("+p+",446,2);");
}
aoebbs("xsEnableRule(\"_Fog\");");
aoebbs("xsEnableRule(\"_LOS2\");");
aoebbs("xsDisableRule(\"_LOS\");");
aoebbsZ("}} /*");
aoebbs("rule _LOS2 inactive runImmediately { ");
aoebbs("if((trTime()-cActivationTime) >= 2.00000000){");
for(p=1; <cNumberPlayers)
{
aoebbs("trModifyProtounit(\"TownCenter\","+p+",2,-1000);");
}
aoebbs("xsDisableRule(\"_LOS2\");");
aoebbsZ("}} /*");
aoebbs("rule _Fog inactive runImmediately { ");
aoebbs("if(trPlayerActive(trCurrentPlayer())){");
aoebbs("trSetFogAndBlackmap(true,false);");
aoebbs("xsDisableRule(\"_Fog\");");
aoebbsZ("}} /*");
/*
aoebbs("rule _Debug2 inactive runImmediately { ");
aoebbs("if((trTime()-cActivationTime) >= 1.00000000){");
for(p=1; <cNumberPlayers)
{
aoebbs("xsSetContextPlayer("+p+");");
aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"Colonialize:<color=0,255,0>\"+kbTechGetStatus("+p+",284,8));");
}
aoebbs("xsDisableRule(\"_Debug2\");");
aoebbsZ("}} /*");
*/
aoebbs("rule _Debug24 inactive runImmediately { ");
aoebbs("xsSetContextPlayer(1);");
aoebbs("if((trTime()-cActivationTime) >= 5.00000000){");
aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P1Colonialize:<color=0,255,0>\"+kbTechGetStatus(421));");
aoebbs("xsDisableRule(\"_Debug24\");");
aoebbs("xsEnableRule(\"_Debug25\");");
aoebbsZ("}} /*");
aoebbs("rule _Debug25 inactive runImmediately { ");
aoebbs("xsSetContextPlayer(1);");
aoebbs("if((trTime()-cActivationTime) >= 5.00000000){");
aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P1Colonialize:<color=0,255,0>\"+kbTechGetStatus(421));");
aoebbs("xsDisableRule(\"_Debug25\");");
aoebbs("xsEnableRule(\"_Debug24\");");
aoebbsZ("}} /*");
aoebbs("rule _Debug26 inactive runImmediately { ");
aoebbs("if((trTime()-cActivationTime) >= 10.00000000){");
for(p=1; <cNumberPlayers)
{
aoebbs("trUnitCreate(\"Learicorn\",\"Learicorn"+p+"\",0.5,0.5,0.5,0,"+p+");");
}
aoebbs("xsDisableRule(\"_Debug26\");");
aoebbs("xsEnableRule(\"_Debug27\");");
aoebbsZ("}} /*");
aoebbs("rule _Debug27 inactive runImmediately { ");
aoebbs("if((trTime()-cActivationTime) >= 10.00000000){");
for(p=1; <cNumberPlayers)
{
aoebbs("trUnitCreate(\"Learicorn\",\"Learicorn"+p+"\",0.5,0.5,0.5,0,"+p+");");
}
aoebbs("xsDisableRule(\"_Debug27\");");
aoebbs("xsEnableRule(\"_Debug26\");");
aoebbsZ("}} /*");
aoebbs("rule _Debug28 active runImmediately { ");
aoebbs("if((trTime()-cActivationTime) == 1.00000000){");
aoebbs("trChatSendSpoofed(0,\"<color=0,255,255>QQ Group:85442352\");");
aoebbs("trChatSendSpoofed(0,\"<color=0,255,255>QQ Group:347551328\");");
aoebbs("xsDisableRule(\"_Debug28\");");
aoebbsZ("}} /*");
aoebbs("rule _Debug30 inactive runImmediately { ");
aoebbs("if((trTime()-cActivationTime) == 1.00000000){");
for(u=1; <1700)
{
aoebbs("trChatSend(0,\"<color=0,255,0>"+u+" <color=0,255,255>\"+kbGetUnitTypeName("+u+"));");
}
aoebbs("xsDisableRule(\"_Debug30\");");
aoebbsZ("}} /*");
aoebbs("rule _Debug31 inactive runImmediately { ");
aoebbs("if((trTime()-cActivationTime) == 1.00000000){");
for(u=1463; <1667)
{
aoebbs("trChatSend(0,\"<color=0,255,0>"+u+" <color=0,255,255>\"+kbGetUnitTypeName("+u+"));");
}
aoebbs("xsDisableRule(\"_Debug31\");");
aoebbsZ("}} /*");
aoebbs("rule _Debug32 inactive runImmediately { ");
aoebbs("if((trTime()-cActivationTime) == 1.00000000){");
aoebbs("trChatSend(0,\"<color=0,255,0>1111111111111111111<color=0,255,255>\");");
aoebbs("trChatSend(0,\"<color=0,1,0>1111111111111111111<color=0,255,255>\");");
aoebbs("trChatSend(0,\"<color=0,145,0>1111111111111111111<color=0,255,255>\");");
aoebbs("trChatSend(0,\"<color=255,255,0>1111111111111111111<color=0,255,255>\");");
aoebbs("trChatSend(0,\"<color=1,1,0>1111111111111111111<color=0,255,255>\");");
aoebbs("xsDisableRule(\"_Debug32\");");
aoebbsZ("}} /*");
aoebbs("rule _Debug33 inactive runImmediately { ");
aoebbs("if((trTime()-cActivationTime) >= 0.00000000){");
for(p=0; <cNumberPlayers)
{
aoebbs("trModifyProtounit(\"Cannonball\","+p+",8,60);");
}
aoebbs("xsDisableRule(\"_Debug33\");");
aoebbsZ("}} /*");
aoebbs("rule _Debug34 inactive runImmediately { ");
aoebbs("if((trTime()-cActivationTime) >= 5.00000000){");
for(p=1; <cNumberPlayers)
{
if (rmGetPlayerCiv(p) >= 19 && rmGetPlayerCiv(p)<=26)
{
aoebbs("xsSetContextPlayer("+p+");");
aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"ypBigTradeTaxRemove:<color=0,255,0>\"+kbTechGetStatus(2398));");
aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"ypBigTradeTaxEnable:<color=0,255,0>\"+kbTechGetStatus(2399));");
aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"ypBigConsulateRussians:<color=0,255,0>\"+kbTechGetStatus(2110));");
aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"ypBigConsulateFrench:<color=0,255,0>\"+kbTechGetStatus(2112));");
/*
aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"cUnitStateABQ(Consulate):<color=0,255,0>\"+kbUnitCount("+p+",922,cUnitStateABQ));");
*/
aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"cUnitStateAlive(Consulate):<color=0,255,0>\"+kbUnitCount("+p+",922,cUnitStateAlive));");
aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"cUnitStateAliveOrBuilding(Consulate):<color=0,255,0>\"+kbUnitCount("+p+",922,cUnitStateAliveOrBuilding));");
aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"cUnitStateAny(Consulate):<color=0,255,0>\"+kbUnitCount("+p+",922,cUnitStateAny));");
aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"cUnitStateBuilding(Consulate):<color=0,255,0>\"+kbUnitCount("+p+",922,cUnitStateBuilding));");
aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"cUnitStateDead(Consulate):<color=0,255,0>\"+kbUnitCount("+p+",922,cUnitStateDead));");
aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"cUnitStateNone(Consulate):<color=0,255,0>\"+kbUnitCount("+p+",922,cUnitStateNone));");
aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"cUnitStateQueued(Consulate):<color=0,255,0>\"+kbUnitCount("+p+",922,cUnitStateQueued));");
}
}
aoebbs("xsEnableRule(\"_Debug35\");");
aoebbs("xsDisableRule(\"_Debug34\");");
aoebbsZ("}} /*");
aoebbs("rule _Debug35 inactive runImmediately { ");
aoebbs("if((trTime()-cActivationTime) >= 5.00000000){");
for(p=1; <cNumberPlayers)
{
if (rmGetPlayerCiv(p) >= 19 && rmGetPlayerCiv(p)<=26)
{
aoebbs("xsSetContextPlayer("+p+");");
aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"ypBigTradeTaxRemove:<color=0,255,0>\"+kbTechGetStatus(2398));");
aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"ypBigTradeTaxEnable:<color=0,255,0>\"+kbTechGetStatus(2399));");
aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"ypBigConsulateRussians:<color=0,255,0>\"+kbTechGetStatus(2110));");
aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"ypBigConsulateFrench:<color=0,255,0>\"+kbTechGetStatus(2112));");
// aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"cUnitStateABQ(Consulate):<color=0,255,0>\"+kbUnitCount("+p+",922,cUnitStateABQ));");
aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"cUnitStateAlive(Consulate):<color=0,255,0>\"+kbUnitCount("+p+",922,cUnitStateAlive));");
aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"cUnitStateAliveOrBuilding(Consulate):<color=0,255,0>\"+kbUnitCount("+p+",922,cUnitStateAliveOrBuilding));");
aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"cUnitStateAny(Consulate):<color=0,255,0>\"+kbUnitCount("+p+",922,cUnitStateAny));");
aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"cUnitStateBuilding(Consulate):<color=0,255,0>\"+kbUnitCount("+p+",922,cUnitStateBuilding));");
aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"cUnitStateDead(Consulate):<color=0,255,0>\"+kbUnitCount("+p+",922,cUnitStateDead));");
aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"cUnitStateNone(Consulate):<color=0,255,0>\"+kbUnitCount("+p+",922,cUnitStateNone));");
aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"cUnitStateQueued(Consulate):<color=0,255,0>\"+kbUnitCount("+p+",922,cUnitStateQueued));");
}
}
aoebbs("xsEnableRule(\"_Debug34\");");
aoebbs("xsDisableRule(\"_Debug35\");");
aoebbsZ("}} /*");
aoebbs("rule _Debug36 inactive runImmediately { ");
aoebbs("if((trTime()-cActivationTime) == 1.00000000){");
aoebbs("trTechSetStatus(1,116,2);");
aoebbs("trChatSend(0,trTime()+\"<color=0,255,0>Debug36 Active<color=0,255,255>\");");
aoebbs("xsDisableRule(\"_Debug36\");");
aoebbsZ("}} /*");
aoebbs("rule _Debug37 inactive runImmediately { ");
aoebbs("if((trTime()-cActivationTime) == 1.00000000){");
aoebbs("for(i=1;<cNumberPlayers){xsSetContextPlayer(i);for(c=0;<2549){if(kbTechCostPerResource(c,6)>0){trTechSetStatus(i,c,0);}}}");
// aoebbs("for(i=1;<=cNumberNonGaiaPlayers){xsSetContextPlayer(i);for(c=0;<2549)"+"{if(kbTechCostPerResource(c,6)>0){trTechSetStatus(i,c,0);}}");
// aoebbs("for(i=1;<=cNumberNonGaiaPlayers[can not ues cNumberNonGaiaPlayers in "TR"]){}");
aoebbs("xsDisableRule(\"_Debug37\");");
aoebbsZ("}} /*");
aoebbs("rule _Debug38 inactive runImmediately { ");
aoebbs("if((trTime()-cActivationTime) == 1.00000000){");
aoebbs("for(i=1;<cNumberPlayers){xsSetContextPlayer(i);if(kbGetCivForPlayer(i)==0){}}");
aoebbs("xsDisableRule(\"_Debug38\");");
aoebbsZ("}} /*");
aoebbs("rule _Debug40 inactive runImmediately { ");
aoebbs("if((trTime()-cActivationTime) >= 5.00000000){");
for(p=1; <cNumberPlayers)
{
aoebbs("xsSetContextPlayer("+p+");");
aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255><color=0,255,0>\"+kbGetCivName(kbGetCiv()));");
aoebbs("if(kbGetCivName(kbGetCiv()) == \"chinese\"){");
aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255><color=0,255,0>\"+kbGetCivName(kbGetCiv()));}");
}
aoebbs("xsDisableRule(\"_Debug40\");");
aoebbs("xsEnableRule(\"_Debug41\");");
aoebbsZ("}} /*");
aoebbs("rule _Debug41 inactive runImmediately { ");
aoebbs("if((trTime()-cActivationTime) >= 5.00000000){");
for(p=1; <cNumberPlayers)
{
aoebbs("xsSetContextPlayer("+p+");");
aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255><color=0,255,0>\"+kbGetCiv());");
}
aoebbs("xsDisableRule(\"_Debug41\");");
aoebbs("xsEnableRule(\"_Debug40\");");
aoebbsZ("}} /*");
aoebbs("rule _Debug42 active runImmediately { ");
aoebbs("if((trTime()-cActivationTime) == 1.00000000){");
aoebbs("trChatSendSpoofed(0,\"cMapResources:"+cMapResources+"\");");
aoebbs("trChatSendSpoofed(0,\"cMapSize:"+cMapSize+"\");");
aoebbs("trChatSendSpoofed(0,\"cConnectEnemies:"+cConnectEnemies+"\");");
aoebbs("trChatSendSpoofed(0,\":cConnectAllies"+cConnectAllies+"\");");
aoebbs("trChatSendSpoofed(0,\":cConnectPlayers"+cConnectPlayers+"\");");
aoebbs("trChatSendSpoofed(0,\":cConnectAreas"+cConnectAreas+"\");");
aoebbs("trChatSendSpoofed(0,\"cRandomMapName\");");
aoebbs("trChatSendSpoofed(0,\"cMyTeam\");");
aoebbs("xsDisableRule(\"_Debug42\");");
aoebbsZ("}} /*");
for(i=1; <cNumberPlayers)
{
/*
if (rmGetPlayerCiv(i) >= 19 && rmGetPlayerCiv(i)<=26)
{
aoebbs("rule _CheckConsulate"+i+" inactive runImmediately { ");
aoebbs("if(trPlayerActive("+i+")){");
aoebbs("if(trTechStatusCheck("+i+",2399,2)){");
aoebbs("xsDisableRule(\"_CheckConsulate"+i+"\");");
aoebbsZ("}} /*");
}
*/
}
/*
aoebbs("rule _Debug inactive runImmediately { ");
aoebbs("xsSetContextPlayer(1);");
aoebbs("int cc=kbUnitCount(1,1509,8);");
aoebbs("if((trTime()-cActivationTime) >= 1.00000000){");
aoebbs("if(cc >= 1.00000000){");
aoebbs("trChatSend(1,\"\"+cc);");
//aoebbs("xsEnableRule(\"_Debug1\");");
//aoebbs("xsDisableRule(\"_Debug\");");
aoebbsZ("}}} /*");
aoebbs("rule _Debug1 inactive runImmediately { ");
aoebbs("if((trTime()-cActivationTime) >= 1.00000000){");
for(p=1; <cNumberPlayers)
{
aoebbs("xsSetContextPlayer("+p+");");
aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"Settler:<color=0,255,0>\"+kbUnitCount("+p+",284,8));");
aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"Unit:<color=0,255,0>\"+kbUnitCount("+p+",1463,8));");
aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"All:<color=0,255,0>\"+kbUnitCount("+p+",1509,8));");
}
aoebbs("xsEnableRule(\"_Debug\");");
aoebbs("xsDisableRule(\"_Debug1\");");
aoebbsZ("}} /*");
*/
/*
aoebbs("rule _SocketCount active runImmediately { ");
aoebbs("for(UnittypeID=3000;>-1){if(kbGetUnitTypeName(UnittypeID) ==\"TownCenter\") Break;}");
aoebbs("if((trTime()-cActivationTime) == 1.00000000){");
aoebbs("trQuestVarSet(\"cSocketCount\",kbUnitCount(1,928,cUnitStateAny));");
aoebbs("xsDisableRule(\"_SocketCount\");");
aoebbsZ("}} /*");
aoebbs("rule _SentSocketCount active runImmediately { ");
aoebbs("if((trTime()-cActivationTime) >= 5.00000000){");
aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>SocketCount:<color=0,255,0>\"+trQuestVarGet(\"cSocketCount\"));");
aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>SocketCount:<color=0,255,0>\"+kbUnitCount(1,928,cUnitStateAny));");
aoebbs("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>SocketCount:<color=0,255,0>\"+kbGetUnitTypeName(928));");
aoebbsZ("}} /*");
*/
aoebbs("rule _Temp inactive { if(true){");
aoebbsZ("xsDisableSelf();");
// ************************************************* New Trigger *************************************************
// rmCreateTrigger("SocketCountStart active runImmediately{xsSetContextPlayer(0);for(UnittypeID=3000;>-1){if(kbGetUnitTypeName(UnittypeID)"+"==\"SocketTradeRoute\") Break;}if(trTime()==0)"+"{trQuestVarSet(\"SocketCount\",kbUnitCount(0,UnittypeID,255));xsDisableSelf();}}/*");
// rmCreateTrigger("SocketCountStart active runImmediately{xsSetContextPlayer(0);if(trTime()==1)"+"{trQuestVarSet(\"SocketCount\",kbUnitCount(0,490,255));xsDisableSelf();}}/*");
// rmCreateTrigger("*/rule _SocketCountEnd");
// ******************************************* rmCreateTrigger不受中文路径影响,但不支持空格,一个触发总字符总数有上限,大概输出255字符后就无法继续输出。
// ******************************************* 与上面的规则触发一样,一对引号""内只能输入125个字符,超过就需要用加号附加另一对引号""
// ******************************************* 例如:"这里有125个字符"+"11111"
// ******************************************* 一对引号""内需要增加另一对引号需要使用转义字符\"\",例如:" \"1111\" "
// ******************************************* rmCreateTrigger不能使用/**/形式的注释。该触发联机可用
int SC1 = rmGetUnitPlaced(socketID, 0);
int SC2 = rmGetUnitPlaced(socketID, 0)+1;
int SC3 = rmGetUnitPlaced(socketID, 0)+2;
int SC4 = rmGetUnitPlaced(socketID, 0)+3;
int SC5 = rmGetUnitPlaced(socketID, 0)+4;
//用贸易站下一个单位ID减去贸易站ID
float SC0 = rmGetUnitPlaced(TreeID,0)-rmGetUnitPlaced(socketID,0);
if(SC0== 1)
{
for(i=1; <cNumberPlayers)
{
rmCreateTrigger("CustomStart"+i+" active runImmediately{if(trPlayerControlsSocket("+i+",\"\"+"+SC1+")){trChatSend(0,\"Player"+i+" ABCDEFG:\");xsDisableSelf();}}/*");
rmCreateTrigger("*/rule _CustomEnd"+i);
}
}
if(SC0== 2)
{
for(i=1; <cNumberPlayers)
{
rmCreateTrigger("CustomStart"+i+" active runImmediately{if(trPlayerControlsSocket("+i+",\"\"+"+SC1+")&&trPlayerControlsSocket("+i+",\"\"+"+SC2+")){trChatSend(0,\"Player"+i+" ABCDEFG:\");xsDisableSelf();}}/*");
rmCreateTrigger("*/rule _CustomEnd"+i);
}
}
if(SC0== 3)
{
for(i=1; <cNumberPlayers)
{
rmCreateTrigger("CustomStart"+i+" active runImmediately{if(trPlayerControlsSocket("+i+",\"\"+"+SC1+")&&trPlayerControlsSocket("+i+",\"\"+"+SC2+")&&trPlayerControlsSocket("+i+",\"\"+"+SC3+")){trChatSend(0,\"Player"+i+" ABCDEFG:\");xsDisableSelf();}}/*");
rmCreateTrigger("*/rule _CustomEnd"+i);
}
}
if(SC0== 4)
{
for(i=1; <cNumberPlayers)
{
rmCreateTrigger("CustomStart"+i+" active runImmediately{if(trPlayerControlsSocket("+i+",\"\"+"+SC1+")&&trPlayerControlsSocket("+i+",\"\"+"+SC2+")&&trPlayerControlsSocket("+i+",\"\"+"+SC3+")&&trPlayerControlsSocket("+i+",\"\"+"+SC4+")){trChatSend(0,\"Player"+i+" ABCDEFG:\");xsDisableSelf();}}/*");
rmCreateTrigger("*/rule _CustomEnd"+i);
}
}
if(SC0== 5)
{
for(i=1; <cNumberPlayers)
{
rmCreateTrigger("CustomStart"+i+" active runImmediately{if(trPlayerControlsSocket("+i+",\"\"+"+SC1+")&&trPlayerControlsSocket("+i+",\"\"+"+SC2+")&&trPlayerControlsSocket("+i+",\"\"+"+SC3+")&&trPlayerControlsSocket("+i+",\"\"+"+SC4+")&&trPlayerControlsSocket("+i+",\"\"+"+SC5+")){trChatSend(0,\"Player"+i+" ABCDEFG:\");xsDisableSelf();}}/*");
rmCreateTrigger("*/rule _CustomEnd"+i);
}
}
// 注:rmCreateTrigger不支持输出空格,可使用tab字符作为代替。如果需要输出聊天时可以用StringID// xsDisableSelf();为关闭触发本身,等同于rmSetTriggerLoop(false);;如果不关闭触发就会变成循环触发,等同于rmSetTriggerLoop(true);。
// 因为rmCreateTrigger要创建一个结束触发来辅助上一个触发生成,虽然没有影响,但是可以另开一个触发关闭这些触发。
rmCreateTrigger("DisableStart active runImmediately{xsDisableSelf();for(p=1;<cNumberPlayers)"+"{xsDisableRule(\"_CustomEnd\"+p);xsDisableRule(\"_DisableEnd\");}}/*");
rmCreateTrigger("*/rule _DisableEnd");
// 注意rmCreateTrigger引号""里面的for循环不要有空格,否则会输出为字符_ ;就是这个字符“_”,然后导致触发程序失效。
/* //**********************************************************************************************************************************
<Condition name="Player Controls Socket">
<Param name="PlayerID" dispName="$$22301$" VarType="player">1</Param>
<Param name="Socket" dispName="$$32975$" VarType="unit">default</Param>
<Expression>trPlayerControlsSocket(%PlayerID%, "%Socket%")</Expression>
</Condition>
"%Socket%"为剧情名,所以不能使用加减法。例如""+1=1;""+1+1=11。加减法可以在RM层进行,往上搜索int SC2。
旧版本触发,只列举5个贸易站,其他不列出
for(i=1; <cNumberPlayers)
{
rmCreateTrigger("FourOfAKind"+i);
rmSwitchToTrigger(rmTriggerID("FourOfAKind"+i));
rmSetTriggerActive(true);
rmSetTriggerRunImmediately(true);
rmSetTriggerLoop(false);
rmSetTriggerPriority(4);
rmAddTriggerCondition("Player Controls Socket");
rmSetTriggerConditionParamInt("PlayerID", i, false);
rmSetTriggerConditionParam("Socket", ""+SC1, false);
rmAddTriggerCondition("Player Controls Socket");
rmSetTriggerConditionParamInt("PlayerID", i, false);
rmSetTriggerConditionParam("Socket", ""+SC2, false);
rmAddTriggerCondition("Player Controls Socket");
rmSetTriggerConditionParamInt("PlayerID", i, false);
rmSetTriggerConditionParam("Socket", ""+SC3, false);
rmAddTriggerCondition("Player Controls Socket");
rmSetTriggerConditionParamInt("PlayerID", i, false);
rmSetTriggerConditionParam("Socket", ""+SC4, false);
rmAddTriggerCondition("Player Controls Socket");
rmSetTriggerConditionParamInt("PlayerID", i, false);
rmSetTriggerConditionParam("Socket", ""+SC5, false);
rmAddTriggerEffect("Send Chat");
rmSetTriggerConditionParamInt("PlayerID", i, false);
//旧版本触发不支持("PlayerID", 0, false);;ID 0为以大自然身份发送消息
rmSetTriggerEffectParam("SetName","hc_revolution");
rmSetTriggerEffectParam("Message","Player"+i+"ABCDEFG");
}
*/ //********************************************************************************************************************************
} //END