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网站魔兽热门地图

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关于地图改单机模式的方法

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惡魔の翼
发表于 2008-8-4 11:38:46

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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发表于 2008-8-4 11:41:08
[p19]
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