比如最近的小偷TD都有类似下面这样的一段代码 set udg_EnemyType[udg_i] = 'hC90' set udg_EnemyCount[udg_i] = 30 set udg_EnemyGold[udg_i] = 50+ j' R9 D1 w- N: b% m // level 42 set udg_i = ( udg_i + 1 ) set udg_EnemyType[udg_i] = 'hC91' set udg_EnemyCount[udg_i] = 30 set udg_EnemyGold[udg_i] = 558 i/ J& J( t4 D2 K // level 43 set udg_i = ( udg_i + 1 ) _" Y+ x# g, ^1 }. [5 R$ G6 a% [ set udg_EnemyType[udg_i] = 'hC92' set udg_EnemyCount[udg_i] = 30 set udg_EnemyGold[udg_i] = 60% V/ g$ P4 ?1 k0 S- l // level 44$ b( Q9 v6 e4 \' \/ Q set udg_i = ( udg_i + 1 ) set udg_EnemyType[udg_i] = 'z001'1 K7 ?: |+ {: t) f3 {" i set udg_EnemyCount[udg_i] = 308 L. S' h: m; h, O set udg_EnemyGold[udg_i] = 702 G# g) n/ p5 Y7 O6 }( Y1 F. f+ A // level 451 m: C: X$ `. f set udg_i = ( udg_i + 1 ) set udg_EnemyType[udg_i] = 'hC94'' Z6 C- D0 X+ j+ `6 ] set udg_EnemyCount[udg_i] = 307 Q8 S R; [% G- G& ~1 f3 K set udg_EnemyGold[udg_i] = 80" _- v4 K* Z! G" m0 k // level 46* B8 G4 T! U5 X# S! _! E" D+ N, y* K- G6 B3 w set udg_i = ( udg_i + 1 ) set udg_EnemyType[udg_i] = 'h012'& Q$ j. L7 i8 ~ g set udg_EnemyCount[udg_i] = 30 set udg_EnemyGold[udg_i] = 100 // level 47- I! H/ @4 @3 ]6 j7 A) w set udg_i = ( udg_i + 1 )9 f/ y/ L5 v( g' L9 B, x set udg_EnemyType[udg_i] = 'h013' set udg_EnemyCount[udg_i] = 307 B3 C+ e; q' S _1 G; T- a set udg_EnemyGold[udg_i] = 100/ g' H. g3 Q. T. F9 { ^6 K0 x // level 48 set udg_i = ( udg_i + 1 )7 j/ T! w, T8 [5 x* o9 W" ] set udg_EnemyType[udg_i] = 'h01A' set udg_EnemyCount[udg_i] = 30- Z0 ?. U& y. t" l/ b/ R7 N6 M( s set udg_EnemyGold[udg_i] = 100 // level 49! }" K, D9 R' s, ^, V# M set udg_i = ( udg_i + 1 ) set udg_EnemyType[udg_i] = 'h019' set udg_EnemyCount[udg_i] = 30 set udg_EnemyGold[udg_i] = 100) G) E' ~2 s+ f* L // level 50 set udg_i = ( udg_i + 1 ) set udg_EnemyType[udg_i] = 'h01C'2 t5 A' h! q1 O: Q0 U5 a$ S3 u7 v8 z set udg_EnemyCount[udg_i] = 30" S i) ~4 t1 o set udg_EnemyGold[udg_i] = 100! N- D; g( b, l7 [- g; y // level 51 set udg_i = ( udg_i + 1 )6 v" q0 ]- M% z' b1 x8 H set udg_EnemyType[udg_i] = 'h01B' set udg_EnemyCount[udg_i] = 30; i! u% g1 f1 z8 h0 e t set udg_EnemyGold[udg_i] = 100 // level 52) ?6 H6 z2 C* _7 q4 ? endfunction //=========================================================================== function InitTrig_Set_Enemies takes nothing returns nothing set gg_trg_Set_Enemies = CreateTrigger( )0 J7 C8 c3 f7 a8 X* m! S call TriggerAddAction( gg_trg_Set_Enemies, function Trig_Set_Enemies_Actions ) endfunction //=========================================================================== // Trigger: Time Spawn //=========================================================================== function Trig_Time_Spawn_Actions takes nothing returns nothing call ConditionalTriggerExecute( gg_trg_Display_Level_Text ) set udg_Divisible = ( udg_EnemyCount[udg_pointer] / 1 ) set bj_forLoopAIndex = 1 set bj_forLoopAIndexEnd = udg_EnemyCount[udg_i] loop exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd call ConditionalTriggerExecute( gg_trg_Spawn_Monsters_1 ) set bj_forLoopAIndex = bj_forLoopAIndex + 1 endloop endfunction //=========================================================================== function InitTrig_Time_Spawn takes nothing returns nothing set gg_trg_Time_Spawn = CreateTrigger( ) call TriggerRegisterTimerEventSingle( gg_trg_Time_Spawn, 30.00 ) call TriggerAddAction( gg_trg_Time_Spawn, function Trig_Time_Spawn_Actions ) endfunction //=========================================================================== // Trigger: Next Round 11 //=========================================================================== function Trig_Next_Round_11_Func002Func003C takes nothing returns boolean if ( not ( GetPlayerState(Player(10), PLAYER_STATE_RESOURCE_FOOD_USED) < 1 ) ) then return false endif if ( not ( GetPlayerState(Player(11), PLAYER_STATE_RESOURCE_FOOD_USED) < 1 ) ) then return false endif return true endfunction function Trig_Next_Round_11_Func002C takes nothing returns boolean if ( not Trig_Next_Round_11_Func002Func003C() ) then return false endif return true endfunction function Trig_Next_Round_11_Actions takes nothing returns nothing if ( Trig_Next_Round_11_Func002C() ) then call TriggerSleepAction( 2.00 ) call TriggerExecute( gg_trg_Next_Round ) else endif endfunction //=========================================================================== function InitTrig_Next_Round_11 takes nothing returns nothing set gg_trg_Next_Round_11 = CreateTrigger( ) call TriggerRegisterPlayerStateEvent( gg_trg_Next_Round_11, Player(10), PLAYER_STATE_RESOURCE_FOOD_USED, EQUAL, 0.00 ) call TriggerAddAction( gg_trg_Next_Round_11, function Trig_Next_Round_11_Actions ) endfunction //=========================================================================== // Trigger: Next Round 12 //=========================================================================== function Trig_Next_Round_12_Func002Func003C takes nothing returns boolean if ( not ( GetPlayerState(Player(10), PLAYER_STATE_RESOURCE_FOOD_USED) < 1 ) ) then return false4 endif) if ( not ( GetPlayerState(Player(11), PLAYER_STATE_RESOURCE_FOOD_USED) < 1 ) ) then return false endif return true endfunction function Trig_Next_Round_12_Func002C takes nothing returns boolean if ( not Trig_Next_Round_12_Func002Func003C() ) then return false endif return true endfunction function Trig_Next_Round_12_Actions takes nothing returns nothing if ( Trig_Next_Round_12_Func002C() ) then call TriggerSleepAction( 2.00 ) call TriggerExecute( gg_trg_Next_Round )6 c( a1 ^& W/ ?/ t& Z$ C4 Y0 z4 b else endif endfunction //=========================================================================== function InitTrig_Next_Round_12 takes nothing returns nothing set gg_trg_Next_Round_12 = CreateTrigger( ) call TriggerRegisterPlayerStateEvent( gg_trg_Next_Round_12, Player(11), PLAYER_STATE_RESOURCE_FOOD_USED, EQUAL, 0.00 ) call TriggerAddAction( gg_trg_Next_Round_12, function Trig_Next_Round_12_Actions ) endfunction //=========================================================================== // Trigger: Next Round //=========================================================================== function Trig_Next_Round_Func003002 takes nothing returns nothing call AdjustPlayerStateBJ( 30, GetEnumPlayer(), PLAYER_STATE_RESOURCE_GOLD ) endfunction function Trig_Next_Round_Actions takes nothing returns nothing set udg_pointer = ( udg_pointer + 1 ) set udg_shijian = ( udg_shijian + 1 ) call ForForce( GetPlayersAll(), function Trig_Next_Round_Func003002 ) set bj_forLoopAIndex = 1 set bj_forLoopAIndexEnd = udg_PlayerCount loop exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd call TriggerSleepAction( 1.00 ) set bj_forLoopAIndex = bj_forLoopAIndex + 1 endloop call ConditionalTriggerExecute( gg_trg_Time_Spawn ) endfunction //=========================================================================== function InitTrig_Next_Round takes nothing returns nothing set gg_trg_Next_Round = CreateTrigger( ) call DisableTrigger( gg_trg_Next_Round ) call TriggerAddAction( gg_trg_Next_Round, function Trig_Next_Round_Actions ) endfunction //=========================================================================== // Trigger: Spawn Monsters 1 //=========================================================================== function Trig_Spawn_Monsters_1_Func007001 takes nothing returns boolean return ( udg_Divisible > 0 ) endfunction function Trig_Spawn_Monsters_1_Actions takes nothing returns nothing set bj_forLoopAIndex = 1 set bj_forLoopAIndexEnd = udg_PlayerCount loop exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd call TriggerSleepAction( 0.10 ) set bj_forLoopAIndex = bj_forLoopAIndex + 1 endloop set udg_Divisible = ( udg_Divisible - 1 ) call CreateNUnitsAtLocFacingLocBJ( 1, udg_EnemyType[udg_pointer], Player(10), GetRandomLocInRect(gg_rct_Monster_Spawn_Bottom_Left), GetUnitLoc(GetTriggerUnit()) ) call CreateNUnitsAtLocFacingLocBJ( 1, udg_EnemyType[udg_pointer], Player(10), GetRandomLocInRect(gg_rct_Monster_Spawn_Bottom_Right), GetUnitLoc(GetTriggerUnit()) ) call CreateNUnitsAtLocFacingLocBJ( 1, udg_EnemyType[udg_pointer], Player(11), GetRandomLocInRect(gg_rct_Monster_Spawn_Top_Right), GetUnitLoc(GetTriggerUnit()) ) call CreateNUnitsAtLocFacingLocBJ( 1, udg_EnemyType[udg_pointer], Player(11), GetRandomLocInRect(gg_rct_Monster_Spawn_Top_Left), GetUnitLoc(GetTriggerUnit()) ) if ( Trig_Spawn_Monsters_1_Func007001() ) then2 call ConditionalTriggerExecute( gg_trg_Spawn_Monsters_1 ) else4 call DoNothing( )* endif endfunction
找到最后这儿)
[Copy to clipboard]CODE: call CreateNUnitsAtLocFacingLocBJ( 1, udg_EnemyType[udg_pointer], Player(10), GetRandomLocInRect(gg_rct_Monster_Spawn_Bottom_Left), GetUnitLoc(GetTriggerUnit()) ) call CreateNUnitsAtLocFacingLocBJ( 1, udg_EnemyType[udg_pointer], Player(10), GetRandomLocInRect(gg_rct_Monster_Spawn_Bottom_Right), GetUnitLoc(GetTriggerUnit()) ) call CreateNUnitsAtLocFacingLocBJ( 1, udg_EnemyType[udg_pointer], Player(11), GetRandomLocInRect(gg_rct_Monster_Spawn_Top_Right), GetUnitLoc(GetTriggerUnit()) ) call CreateNUnitsAtLocFacingLocBJ( 1, udg_EnemyType[udg_pointer], Player(11), GetRandomLocInRect(gg_rct_Monster_Spawn_Top_Left), GetUnitLoc(GetTriggerUnit()) ) 用来在地图的四个角刷怪的3 如果找不到 可以尝试搜索CreateNUnitsAtLocFacingLocBJ9 Q 一般来说Bottom_Left是玩家1 Bottom_Right是玩家2 Top_Right是玩家3 Top_Left是玩家4 万狐魔兽地图修改改成下面这样 当玩家离开以后 就不会刷怪了
if ( GetPlayerSlotState(Player(0)) == PLAYER_SLOT_STATE_PLAYING ) then call CreateNUnitsAtLocFacingLocBJ( 1, udg_EnemyType[udg_pointer], Player(10), GetRandomLocInRect(gg_rct_Monster_Spawn_Bottom_Left), GetUnitLoc(GetTriggerUnit()) ) endif if ( GetPlayerSlotState(Player(1)) == PLAYER_SLOT_STATE_PLAYING ) then- call CreateNUnitsAtLocFacingLocBJ( 1, udg_EnemyType[udg_pointer], Player(10), GetRandomLocInRect(gg_rct_Monster_Spawn_Bottom_Right), GetUnitLoc(GetTriggerUnit()) ) endif if ( GetPlayerSlotState(Player(2)) == PLAYER_SLOT_STATE_PLAYING ) then call CreateNUnitsAtLocFacingLocBJ( 1, udg_EnemyType[udg_pointer], Player(11), GetRandomLocInRect(gg_rct_Monster_Spawn_Top_Right), GetUnitLoc(GetTriggerUnit()) )5 endif if ( GetPlayerSlotState(Player(3)) == PLAYER_SLOT_STATE_PLAYING ) then call CreateNUnitsAtLocFacingLocBJ( 1, udg_EnemyType[udg_pointer], Player(11), GetRandomLocInRect(gg_rct_Monster_Spawn_Top_Left), GetUnitLoc(GetTriggerUnit()) ) endif其中GetPlayerSlotState(Player(0)) == PLAYER_SLOT_STATE_PLAYING表示判断玩家一是否在线(jass中Player(0)是玩家一 Player(1)是玩家二) 注意看清楚玩家对应的位置 不然就会出现一个玩家掉线了 其他某个玩家那儿不刷怪的情况 然后在这之前加上call TriggerSleepAction( 20.00 ) 可以增加刷怪前的休息时间20秒 另外有些图不允许单机游戏 或者判断作弊就退出 或者正版验证之类杂七杂八的 强制失败那种 可以搜索CustomDefeatBJ 然后把对应行删掉就行了 注意不要把真正的失败条件也删除了 (当然删了也没什么大不了的)
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