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,不说那么多了,下面来看下三个触发程序的写法吧。:

1:旧版触发程序



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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Int只能填数字,不加Int,第二个值要加英文双引号
rmSetTriggerConditionParam("string paramName", "string value", false); //同上
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Int只能填数字,不加Int,第二个值要加英文双引号
rmSetTriggerEffectParam("string paramName", "string value", false); //同上
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: 1.体积庞大。
2.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。
3.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。
4.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。
5.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:ESOC UI2.2地图开创的C++脚本触发程序

这是由大佬改写的,可以作为正常的触发程序使用: 条件:首先必须在地图的void main(void)前面添加以下语句:

void adv(string xs="") { rmAddTriggerEffect("SetIdleProcessing");
rmSetTriggerEffectParam("IdleProc", "false); */ "+xs+" /* ");
}
void advA(string xs="") { rmAddTriggerEffect("SetIdleProcessing"); rmSetTriggerEffectParam("IdleProc", "false); "+xs+"/* trSetUnitIdleProcessing(false");
}
void advZ(string xs="") { rmAddTriggerEffect("SetIdleProcessing");
rmSetTriggerEffectParam("IdleProc", "false); */ "+xs+" trSetUnitIdleProcessing(false");
}
然后在你需要在输入触发程序的地方输入

rmCreateTrigger("aoebbsnet");
rmSwitchToTrigger(rmTriggerID("aoebbsnet"));
rmSetTriggerRunImmediately(true);
advA("}}");

//---------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----------
adv("rule _Debug active runImmediately { ");
adv("if((trTime()-cActivationTime) >= 1.00000000){");
adv("trChatSendSpoofed(0,\"QQ Group : 85442352\");");
adv("xsDisableRule(\"_Debug\");");
advZ("}} /*");
adv("rule _Debug2 active runImmediately { "); //rule _后面的文字相当于旧版触发程序的触发名称
adv("if((trTime()-cActivationTime) >= 1.00000000){");
adv("trChatSendSpoofed(0,\"QQ Group : 85442352\");");
adv("xsDisableRule(\"_Debug2\");");
advZ("}} /*");
adv("rule _Debug3 active runImmediately { "); //active代表作用中,改成inactive就变成关闭状态
adv("if((trTime()-cActivationTime) >= 1.00000000){");
adv("trChatSendSpoofed(0,\"QQ Group : 85442352\");");
adv("xsDisableRule(\"_Debug3\");");
advZ("}} /*");
//-------------------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。
adv("rule _Temp inactive { if(true){");
advZ("xsDisableSelf();");
优点: 1.极大简化了触发程序的语句。
2.可以自定义触发程序。
3.最高可输出2万+个字符。
4.所有触发将以命令形式显示,有不懂看命令表就行了。
5.可以联合RM命令使用,例如在同一个触发内根据国家不同生成不同效果。
6.可以联合XS数组使用。
7.制作方便,查看方便,修改方便。
8.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: 1.所有规则都必须放在开头与末尾之间。
2.一个引号里面的内容最多只能输入125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:"125"+"xxxxxxx"
3.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adv("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。
4.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。

3:某大佬开创的新C++脚本触发程序


rmCreateTrigger("TriggerName active runImmediately{trChatSendSpoofed(0,\"QQ Group : 85442352\");xsDisableSelf();}/*");
rmCreateTrigger("*/rule _TriggerEnd");

//TriggerName相当于旧版本触发名称,等于rule _TriggerName 优点: 1.极大简化了触发程序的语句。
2.可以自定义触发程序。
3.所有触发将以命令形式显示,有不懂看命令表就行了。
4.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)。
5.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: 1.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)
2.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)
3.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。
4.不能换行,所有判断、循环必须写在同一行。
5.不能用/**/注释,至于为什么?自己参考第三点。
6.一个引号里面的内容最多只能输入125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:"125"+"xxxxxxx"
7.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adv("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。
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.C++脚本触发1:传送门

  Debug.xs - 记事本 ____ X
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	include "mercenaries.xs";
include "ypAsianInclude.xs";
include "ypKOTHInclude.xs"; //别光点传送门,这里也要添加。
void adv(string xs="") { rmAddTriggerEffect("SetIdleProcessing");
rmSetTriggerEffectParam("IdleProc", "false); */ "+xs+" /* ");
}
void advA(string xs="") { rmAddTriggerEffect("SetIdleProcessing"); rmSetTriggerEffectParam("IdleProc", "false); "+xs+"/* trSetUnitIdleProcessing(false");
}
void advZ(string xs="") { rmAddTriggerEffect("SetIdleProcessing");
rmSetTriggerEffectParam("IdleProc", "false); */ "+xs+" trSetUnitIdleProcessing(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C++脚本触发了,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("aoebbsnet");
rmSwitchToTrigger(rmTriggerID("aoebbsnet"));
rmSetTriggerRunImmediately(true);
advA("}}");
adv("rule _Resources active runImmediately { ");
adv("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)
adv("trPlayerGrantResources(1,\"Gold\",100);"); //是不是很简洁?旧触发要去typetest.xml找名称,这种只需要去命令表找一下就OK了(对我这中比较熟悉命令的人来说)
adv("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。
advZ("}} /*");
//上面因为注释太乱了,再写一个加100食物、500木材的触发

adv("rule _ResourcesFood active runImmediately { ");
adv("if((trTime()-cActivationTime) >= 10.00000000){");
adv("trPlayerGrantResources(1,\"Food\",100);");
adv("trPlayerGrantResources(1,\"Wood\",500);");
adv("xsDisableRule(\"_ResourcesFood\");");
advZ("}} /*");

adv("rule _Temp inactive { if(true){");
advZ("xsDisableSelf();");

rmSetStatusText("",1.00);//读取地图进度条
//愿神兽会保佑你不会出错。 /*----------------------------------------------------------------------------------------------*
*    ┏┓   ┏┓ *
*   ┏┛┻━━━┛┻┓ *
*   ┃       ┃ *
*   ┃   ━   ┃ *
*   ┃ ┳┛ ┗┳ ┃ *
*   ┃       ┃ *
*   ┃   ┻   ┃ *
*   ┃       ┃ *
*   ┗━┓   ┏━┛ Code is far away from bug with the animal protecting *
*     ┃   ┃ *
*     ┃   ┃ *
*     ┃   ┃ *
*     ┃   ┃ *
*     ┃   ┃ *
*     ┃   ┗━━━┓ *
*     ┃       ┣┓ *
*     ┃       ┏┛ *
*     ┗┓┓┏━┳┓┏┛ *
*      ┃┫┫ ┃┫┫ *
*      ┗┻┛ ┗┻┛ *
*----------------------------------------------------------------------------------------------*/
} //END

方法3.C++脚本触发2:传送门


//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。
  Debug.xs - 记事本 ____ X
文件(F)  编辑(E)  格式(O)  查看(V)  帮助(H)
	include "mercenaries.xs";
include "ypAsianInclude.xs";
include "ypKOTHInclude.xs"; //别光点传送门,这里也要添加。
void adv(string xs="") { rmAddTriggerEffect("SetIdleProcessing");
rmSetTriggerEffectParam("IdleProc", "false); */ "+xs+" /* ");
}
void advA(string xs="") { rmAddTriggerEffect("SetIdleProcessing"); rmSetTriggerEffectParam("IdleProc", "false); "+xs+"/* trSetUnitIdleProcessing(false");
}
void advZ(string xs="") { rmAddTriggerEffect("SetIdleProcessing");
rmSetTriggerEffectParam("IdleProc", "false); */ "+xs+" trSetUnitIdleProcessing(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("aoebbsnet");
rmSwitchToTrigger(rmTriggerID("aoebbsnet"));
rmSetTriggerRunImmediately(true);
advA("}}");
adv("rule _Resources active runImmediately { ");
adv("if((trTime()-cActivationTime) >= 10.00000000){");
adv("trPlayerGrantResources(1,\"Gold\",100);");
adv("xsDisableRule(\"_Resources\");");
advZ("}} /*");
//上面因为注释太乱了,再写一个加100食物、500木材的触发

adv("rule _ResourcesFood active runImmediately { ");
adv("if((trTime()-cActivationTime) >= 10.00000000){");
adv("trPlayerGrantResources(1,\"Food\",100);");
adv("trPlayerGrantResources(1,\"Wood\",500);");
adv("xsDisableRule(\"_ResourcesFood\");");
advZ("}} /*");
adv("rule _Temp inactive { if(true){");
advZ("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
//愿神兽会保佑你不会出错。 /*----------------------------------------------------------------------------------------------*
*    ┏┓   ┏┓ *
*   ┏┛┻━━━┛┻┓ *
*   ┃       ┃ *
*   ┃   ━   ┃ *
*   ┃ ┳┛ ┗┳ ┃ *
*   ┃       ┃ *
*   ┃   ┻   ┃ *
*   ┃       ┃ *
*   ┗━┓   ┏━┛ Code is far away from bug with the animal protecting *
*     ┃   ┃ *
*     ┃   ┃ *
*     ┃   ┃ *
*     ┃   ┃ *
*     ┃   ┃ *
*     ┃   ┗━━━┓ *
*     ┃       ┣┓ *
*     ┃       ┏┛ *
*     ┗┓┓┏━┳┓┏┛ *
*      ┃┫┫ ┃┫┫ *
*      ┗┻┛ ┗┻┛ *
*----------------------------------------------------------------------------------------------*/
} //END

算一下我们刚才加了多少资源?旧版触发+100金,C++脚本触发①+100金+100肉+500木,C++脚本触发②+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循环就行传送门
  Debug.xs - 记事本 ____ X
文件(F)  编辑(E)  格式(O)  查看(V)  帮助(H)
	include "mercenaries.xs";
include "ypAsianInclude.xs";
include "ypKOTHInclude.xs"; //别光点传送门,这里也要添加。
void adv(string xs="") { rmAddTriggerEffect("SetIdleProcessing");
rmSetTriggerEffectParam("IdleProc", "false); */ "+xs+" /* ");
}
void advA(string xs="") { rmAddTriggerEffect("SetIdleProcessing"); rmSetTriggerEffectParam("IdleProc", "false); "+xs+"/* trSetUnitIdleProcessing(false");
}
void advZ(string xs="") { rmAddTriggerEffect("SetIdleProcessing");
rmSetTriggerEffectParam("IdleProc", "false); */ "+xs+" trSetUnitIdleProcessing(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("aoebbsnet");
rmSwitchToTrigger(rmTriggerID("aoebbsnet"));
rmSetTriggerRunImmediately(true);
advA("}}");

//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)
{

adv("rule _Resources"+i+" active runImmediately { ");
adv("if((trTime()-cActivationTime) >= 10.00000000){");
adv("trPlayerGrantResources("+i+",\"Gold\",100);");
adv("xsDisableRule(\"_Resources"+i+"\");");
advZ("}} /*");
}
//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层循仅环命令语句(会在地图生成cNumberNonGaiaPlayers个语句):


adv("rule _ResourcesFood active runImmediately { ");
adv("if((trTime()-cActivationTime) >= 10.00000000){");
for(i=1; <=cNumberNonGaiaPlayers)
{

adv("trPlayerGrantResources("+i+",\"Food\",100);");
adv("trPlayerGrantResources("+i+",\"Wood\",500);");
}
adv("xsDisableRule(\"_ResourcesFood\");");
advZ("}} /*");

//循环方法3,TR层循仅环命令语句(输出语句与下面一样,到了执行触发,再循环):


adv("rule _AddResources active runImmediately { ");
adv("if((trTime()-cActivationTime) >= 10.00000000){");
adv("for(i=1; <="+cNumberNonGaiaPlayers+")");
adv("{");
adv("trPlayerGrantResources(i,\"Food\",100);"); //TR层的循环直接填i就行
adv("trPlayerGrantResources(i,\"Wood\",500);");
adv("}");
adv("xsDisableRule(\"_AddResources\");");
advZ("}} /*");
//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
adv("rule _SendChat active runImmediately { ");
adv("if((trTime()-cActivationTime) >= 11.00000000){");)
for(i=1; <=cNumberNonGaiaPlayers)
{

adv("trChatSendSpoofed(0,\"Player"+i+" <color=0,1,0>Food:\"+trPlayerResourceCount("+i+", \"Food\"));");
adv("trChatSendSpoofed(0,\"Player"+i+" <color=0,1,1>Wood:\"+trPlayerResourceCount("+i+", \"Wood\"));");
adv("trChatSendSpoofed(0,\"Player"+i+" <color=0.25,1,0.25>Gold:\"+trPlayerResourceCount("+i+", \"Gold\"));");
}
adv("xsDisableRule(\"_SendChat\");");
advZ("}} /*");
//有时候你设定随机数或者不明白RM命令设定的值(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。
adv("rule _Temp inactive { if(true){");
advZ("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层循仅环命令语句(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?C++脚本触发程序只能输出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
//愿神兽会保佑你不会出错。 /*----------------------------------------------------------------------------------------------*
*    ┏┓   ┏┓ *
*   ┏┛┻━━━┛┻┓ *
*   ┃       ┃ *
*   ┃   ━   ┃ *
*   ┃ ┳┛ ┗┳ ┃ *
*   ┃       ┃ *
*   ┃   ┻   ┃ *
*   ┃       ┃ *
*   ┗━┓   ┏━┛ Code is far away from bug with the animal protecting *
*     ┃   ┃ *
*     ┃   ┃ *
*     ┃   ┃ *
*     ┃   ┃ *
*     ┃   ┃ *
*     ┃   ┗━━━┓ *
*     ┃       ┣┓ *
*     ┃       ┏┛ *
*     ┗┓┓┏━┳┓┏┛ *
*      ┃┫┫ ┃┫┫ *
*      ┗┻┛ ┗┻┛ *
*----------------------------------------------------------------------------------------------*/
} //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
C++脚本触发1	:所有玩家+100金 *1个;所有玩家+100食物+500木材 *2个
C++脚本触发2	: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命令表搜索命令
触发程序不仅可以使用TR命令,还可以使用XS、KB以及一小部分UI命令。
使用KB命令注意事项,使用KB命令必须加上xsSetContextPlayer来设定KB命令的对象玩家。
[(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C++脚本语言触发程序这种触发方便,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C++脚本语言触发程序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");
rmSwitchToTrigger(rmTriggerID("GameStart"));
rmSetTriggerActive(true);
rmSetTriggerRunImmediately(true);
rmSetTriggerPriority(5);
rmAddTriggerEffect("Quest Var Set");
rmSetTriggerEffectParam("QVName", "Path", false);
rmSetTriggerEffectParamInt("Value", 1, false);
/*the next Trigger will kick "Chinese Path Player" out of the game.*/
rmCreateTrigger("Path active runImmediately{if(trQuestVarGet(\"Path\")!=1){"+"showSPCNote(\"Error!\",\"Use-the-English-path-to-install-the-Age-of-Empires-III,please.\");"+"uiMessageBox2(20948);trEndGame();trYouWin(true);}xsDisableSelf();}/*");
rmCreateTrigger("*/rule _PathEnd");
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,这时候我们使用可以在中文路径运行的第二种C++脚本触发程序,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。 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
adv("rule _Debug29 active runImmediately { ");
adv("if((trTime()-cActivationTime) == 1.00000000){");
adv("trChatSendSpoofed(0,\"<color=0,1,1>\"+kbGetUnitTypeName(0));");
adv("trChatSendSpoofed(0,\"<color=0,1,1>\"+kbGetUnitTypeName(1));");
adv("trChatSendSpoofed(0,\"<color=0,1,1>\"+kbGetUnitTypeName(2));");
adv("trChatSendSpoofed(0,\"<color=0,1,1>\"+kbGetUnitTypeName(1463));");
adv("trChatSendSpoofed(0,\"<color=0,1,1>\"+kbGetUnitTypeName(1464));");
adv("xsDisableRule(\"_Debug29\");");
advZ("}} /*");

adv("rule _Unittype active runImmediately { ");
adv("if((trTime()-cActivationTime) >= 1.00000000){");
for(u=1; <1800)
{
adv("trChatSendSpoofed(0,\"<color=0,1,1>"+u+":\");");
}
adv("xsDisableRule(\"_Unittype\");");
advZ("}} /*"); 整合两个触发
adv("rule _Unittype2 active runImmediately { ");
adv("if((trTime()-cActivationTime) >= 1.00000000){");
for(u=1463; <1800)
{
adv("trChatSend(0,\"<color=0,1,1>"+u+" \"+kbGetUnitTypeName("+u+"));");
}
adv("xsDisableRule(\"_Unittype2\");");
advZ("}} /*");

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 adv(string xs="") { rmAddTriggerEffect("SetIdleProcessing"); rmSetTriggerEffectParam("IdleProc", "false); */ "+xs+" /* ");
}
void advA(string xs="") { rmAddTriggerEffect("SetIdleProcessing"); rmSetTriggerEffectParam("IdleProc", "false); "+xs+"/* trSetUnitIdleProcessing(false");
}
void advZ(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("aoebbs");
rmSwitchToTrigger(rmTriggerID("aoebbs"));
rmSetTriggerRunImmediately(true);
advA("}}");
// //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
/*
//adv("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"+")
//adv("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
adv("rule _StartTech active runImmediately { ");
adv("if((trTime()-cActivationTime) >= 1.00000000){");
adv("trModifyProtounit(\"Explorer\", 0, 0, -400);");
adv("trModifyProtounit(\"Explorer\", 0, 0, 400);");
advZ("}} /*");
/*
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)
{
adv("rule _Explorer"+i+" active runImmediately { ");
adv("if(trPlayerActive("+i+")){");
/*往上面搜索ExplorerID,只对第一个放置的单位有效*/
adv("if(trCountUnitsInArea(\""+rmGetUnitPlaced(ExplorerID, 0)+"\","+i+",\"unit\",35) >= 3){");
adv("if(trCountUnitsInArea(\""+rmGetUnitPlaced(ExplorerID, 0)+"\",0,\"OutlawMusketeer\",45) == 0){");
adv("trUnitSelectClear();");
adv("trUnitSelectByID("+rmGetUnitPlaced(ExplorerID, 0)+");");
adv("trUnitConvert("+i+");");
adv("trUnitSelectClear();");
adv("trUnitSelectByID("+rmGetUnitPlaced(ExplorerID, 0)+");");
adv("trUnitHighlight(10, true);");
adv("trUnitSelectClear();");
adv("trUnitSelectByID("+rmGetUnitPlaced(ExplorerID, 0)+");");
adv("trUnitChangeProtoUnit(\"Explorer\");");
adv("trChatSend(0,\"Player"+i+" has rescued an Explorer, who joins the cause.\");");
for(p=1;<=cNumberNonGaiaPlayers)
{
adv("xsDisableRule(\"_Explorer"+p+"\");");
}
adv("}}}");
adv("else{");
adv("xsDisableRule(\"_Explorer"+i+"\");");
advZ("}} /*");
}
adv("rule _LOS active runImmediately { ");
adv("if((trTime()-cActivationTime) >= 10.00000000){");
for(p=1; <cNumberPlayers)
{
adv("trModifyProtounit(\"TownCenter\","+p+",2,1000);");
adv("trTechSetStatus("+p+",446,2);");
}
adv("xsEnableRule(\"_Fog\");");
adv("xsEnableRule(\"_LOS2\");");
adv("xsDisableRule(\"_LOS\");");
advZ("}} /*");
adv("rule _LOS2 inactive runImmediately { ");
adv("if((trTime()-cActivationTime) >= 2.00000000){");
for(p=1; <cNumberPlayers)
{
adv("trModifyProtounit(\"TownCenter\","+p+",2,-1000);");
}
adv("xsDisableRule(\"_LOS2\");");
advZ("}} /*");
adv("rule _Fog inactive runImmediately { ");
adv("if(trPlayerActive(trCurrentPlayer())){");
adv("trSetFogAndBlackmap(true,false);");
adv("xsDisableRule(\"_Fog\");");
advZ("}} /*"); /*
adv("rule _Debug2 inactive runImmediately { ");
adv("if((trTime()-cActivationTime) >= 1.00000000){");
for(p=1; <cNumberPlayers)
{
adv("xsSetContextPlayer("+p+");");
adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"Colonialize:<color=0,255,0>\"+kbTechGetStatus("+p+",284,8));");
}
adv("xsDisableRule(\"_Debug2\");");
advZ("}} /*"); */
adv("rule _Debug24 inactive runImmediately { ");
adv("xsSetContextPlayer(1);");
adv("if((trTime()-cActivationTime) >= 5.00000000){");
adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P1Colonialize:<color=0,255,0>\"+kbTechGetStatus(421));");
adv("xsDisableRule(\"_Debug24\");");
adv("xsEnableRule(\"_Debug25\");");
advZ("}} /*");
adv("rule _Debug25 inactive runImmediately { ");
adv("xsSetContextPlayer(1);");
adv("if((trTime()-cActivationTime) >= 5.00000000){");
adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P1Colonialize:<color=0,255,0>\"+kbTechGetStatus(421));");
adv("xsDisableRule(\"_Debug25\");");
adv("xsEnableRule(\"_Debug24\");");
advZ("}} /*");
adv("rule _Debug26 inactive runImmediately { ");
adv("if((trTime()-cActivationTime) >= 10.00000000){");
for(p=1; <cNumberPlayers)
{
adv("trUnitCreate(\"Learicorn\",\"Learicorn"+p+"\",0.5,0.5,0.5,0,"+p+");");
}
adv("xsDisableRule(\"_Debug26\");");
adv("xsEnableRule(\"_Debug27\");");
advZ("}} /*");
adv("rule _Debug27 inactive runImmediately { ");
adv("if((trTime()-cActivationTime) >= 10.00000000){");
for(p=1; <cNumberPlayers)
{
adv("trUnitCreate(\"Learicorn\",\"Learicorn"+p+"\",0.5,0.5,0.5,0,"+p+");");
}
adv("xsDisableRule(\"_Debug27\");");
adv("xsEnableRule(\"_Debug26\");");
advZ("}} /*");

adv("rule _Debug28 active runImmediately { ");
adv("if((trTime()-cActivationTime) == 1.00000000){");
adv("trChatSendSpoofed(0,\"<color=0,255,255>QQ Group:85442352\");");
adv("trChatSendSpoofed(0,\"<color=0,255,255>QQ Group:347551328\");");
adv("xsDisableRule(\"_Debug28\");");
advZ("}} /*");
adv("rule _Debug30 inactive runImmediately { ");
adv("if((trTime()-cActivationTime) == 1.00000000){");
for(u=1; <1700)
{
adv("trChatSend(0,\"<color=0,255,0>"+u+" <color=0,255,255>\"+kbGetUnitTypeName("+u+"));");
}
adv("xsDisableRule(\"_Debug30\");");
advZ("}} /*");
adv("rule _Debug31 inactive runImmediately { ");
adv("if((trTime()-cActivationTime) == 1.00000000){");
for(u=1463; <1667)
{
adv("trChatSend(0,\"<color=0,255,0>"+u+" <color=0,255,255>\"+kbGetUnitTypeName("+u+"));");
}
adv("xsDisableRule(\"_Debug31\");");
advZ("}} /*");
adv("rule _Debug32 inactive runImmediately { ");
adv("if((trTime()-cActivationTime) == 1.00000000){");
adv("trChatSend(0,\"<color=0,255,0>1111111111111111111<color=0,255,255>\");");
adv("trChatSend(0,\"<color=0,1,0>1111111111111111111<color=0,255,255>\");");
adv("trChatSend(0,\"<color=0,145,0>1111111111111111111<color=0,255,255>\");");
adv("trChatSend(0,\"<color=255,255,0>1111111111111111111<color=0,255,255>\");");
adv("trChatSend(0,\"<color=1,1,0>1111111111111111111<color=0,255,255>\");");
adv("xsDisableRule(\"_Debug32\");");
advZ("}} /*");
adv("rule _Debug33 inactive runImmediately { ");
adv("if((trTime()-cActivationTime) >= 0.00000000){");
for(p=0; <cNumberPlayers)
{
adv("trModifyProtounit(\"Cannonball\","+p+",8,60);");
}
adv("xsDisableRule(\"_Debug33\");");
advZ("}} /*");
adv("rule _Debug34 inactive runImmediately { ");
adv("if((trTime()-cActivationTime) >= 5.00000000){");
for(p=1; <cNumberPlayers)
{
if (rmGetPlayerCiv(p) >= 19 && rmGetPlayerCiv(p)<=26)
{
adv("xsSetContextPlayer("+p+");");
adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"ypBigTradeTaxRemove:<color=0,255,0>\"+kbTechGetStatus(2398));");
adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"ypBigTradeTaxEnable:<color=0,255,0>\"+kbTechGetStatus(2399));");
adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"ypBigConsulateRussians:<color=0,255,0>\"+kbTechGetStatus(2110));");
adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"ypBigConsulateFrench:<color=0,255,0>\"+kbTechGetStatus(2112));"); /*
adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"cUnitStateABQ(Consulate):<color=0,255,0>\"+kbUnitCount("+p+",922,cUnitStateABQ));"); */
adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"cUnitStateAlive(Consulate):<color=0,255,0>\"+kbUnitCount("+p+",922,cUnitStateAlive));");
adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"cUnitStateAliveOrBuilding(Consulate):<color=0,255,0>\"+kbUnitCount("+p+",922,cUnitStateAliveOrBuilding));");
adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"cUnitStateAny(Consulate):<color=0,255,0>\"+kbUnitCount("+p+",922,cUnitStateAny));");
adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"cUnitStateBuilding(Consulate):<color=0,255,0>\"+kbUnitCount("+p+",922,cUnitStateBuilding));");
adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"cUnitStateDead(Consulate):<color=0,255,0>\"+kbUnitCount("+p+",922,cUnitStateDead));");
adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"cUnitStateNone(Consulate):<color=0,255,0>\"+kbUnitCount("+p+",922,cUnitStateNone));");
adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"cUnitStateQueued(Consulate):<color=0,255,0>\"+kbUnitCount("+p+",922,cUnitStateQueued));");
}
}
adv("xsEnableRule(\"_Debug35\");");
adv("xsDisableRule(\"_Debug34\");");
advZ("}} /*");
adv("rule _Debug35 inactive runImmediately { ");
adv("if((trTime()-cActivationTime) >= 5.00000000){");
for(p=1; <cNumberPlayers)
{
if (rmGetPlayerCiv(p) >= 19 && rmGetPlayerCiv(p)<=26)
{
adv("xsSetContextPlayer("+p+");");
adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"ypBigTradeTaxRemove:<color=0,255,0>\"+kbTechGetStatus(2398));");
adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"ypBigTradeTaxEnable:<color=0,255,0>\"+kbTechGetStatus(2399));");
adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"ypBigConsulateRussians:<color=0,255,0>\"+kbTechGetStatus(2110));");
adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"ypBigConsulateFrench:<color=0,255,0>\"+kbTechGetStatus(2112));"); // adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"cUnitStateABQ(Consulate):<color=0,255,0>\"+kbUnitCount("+p+",922,cUnitStateABQ));");
adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"cUnitStateAlive(Consulate):<color=0,255,0>\"+kbUnitCount("+p+",922,cUnitStateAlive));");
adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"cUnitStateAliveOrBuilding(Consulate):<color=0,255,0>\"+kbUnitCount("+p+",922,cUnitStateAliveOrBuilding));");
adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"cUnitStateAny(Consulate):<color=0,255,0>\"+kbUnitCount("+p+",922,cUnitStateAny));");
adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"cUnitStateBuilding(Consulate):<color=0,255,0>\"+kbUnitCount("+p+",922,cUnitStateBuilding));");
adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"cUnitStateDead(Consulate):<color=0,255,0>\"+kbUnitCount("+p+",922,cUnitStateDead));");
adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"cUnitStateNone(Consulate):<color=0,255,0>\"+kbUnitCount("+p+",922,cUnitStateNone));");
adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"cUnitStateQueued(Consulate):<color=0,255,0>\"+kbUnitCount("+p+",922,cUnitStateQueued));");
}
}
adv("xsEnableRule(\"_Debug34\");");
adv("xsDisableRule(\"_Debug35\");");
advZ("}} /*");
adv("rule _Debug36 inactive runImmediately { ");
adv("if((trTime()-cActivationTime) == 1.00000000){");
adv("trTechSetStatus(1,116,2);");
adv("trChatSend(0,trTime()+\"<color=0,255,0>Debug36 Active<color=0,255,255>\");");
adv("xsDisableRule(\"_Debug36\");");
advZ("}} /*");
adv("rule _Debug37 inactive runImmediately { ");
adv("if((trTime()-cActivationTime) == 1.00000000){");
adv("for(i=1;<cNumberPlayers){xsSetContextPlayer(i);for(c=0;<2549){if(kbTechCostPerResource(c,6)>0){trTechSetStatus(i,c,0);}}}"); // adv("for(i=1;<=cNumberNonGaiaPlayers){xsSetContextPlayer(i);for(c=0;<2549)"+"{if(kbTechCostPerResource(c,6)>0){trTechSetStatus(i,c,0);}}"); // adv("for(i=1;<=cNumberNonGaiaPlayers[can not ues cNumberNonGaiaPlayers in "TR"]){}");
adv("xsDisableRule(\"_Debug37\");");
advZ("}} /*");
adv("rule _Debug38 inactive runImmediately { ");
adv("if((trTime()-cActivationTime) == 1.00000000){");
adv("for(i=1;<cNumberPlayers){xsSetContextPlayer(i);if(kbGetCivForPlayer(i)==0){}}");
adv("xsDisableRule(\"_Debug38\");");
advZ("}} /*");
adv("rule _Debug40 inactive runImmediately { ");
adv("if((trTime()-cActivationTime) >= 5.00000000){");
for(p=1; <cNumberPlayers)
{
adv("xsSetContextPlayer("+p+");");
adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255><color=0,255,0>\"+kbGetCivName(kbGetCiv()));");
adv("if(kbGetCivName(kbGetCiv()) == \"chinese\"){");
adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255><color=0,255,0>\"+kbGetCivName(kbGetCiv()));}");
}
adv("xsDisableRule(\"_Debug40\");");
adv("xsEnableRule(\"_Debug41\");");
advZ("}} /*");
adv("rule _Debug41 inactive runImmediately { ");
adv("if((trTime()-cActivationTime) >= 5.00000000){");
for(p=1; <cNumberPlayers)
{
adv("xsSetContextPlayer("+p+");");
adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255><color=0,255,0>\"+kbGetCiv());");
}
adv("xsDisableRule(\"_Debug41\");");
adv("xsEnableRule(\"_Debug40\");");
advZ("}} /*");
adv("rule _Debug42 active runImmediately { ");
adv("if((trTime()-cActivationTime) == 1.00000000){");
adv("trChatSendSpoofed(0,\"cMapResources:"+cMapResources+"\");");
adv("trChatSendSpoofed(0,\"cMapSize:"+cMapSize+"\");");
adv("trChatSendSpoofed(0,\"cConnectEnemies:"+cConnectEnemies+"\");");
adv("trChatSendSpoofed(0,\":cConnectAllies"+cConnectAllies+"\");");
adv("trChatSendSpoofed(0,\":cConnectPlayers"+cConnectPlayers+"\");");
adv("trChatSendSpoofed(0,\":cConnectAreas"+cConnectAreas+"\");");
adv("trChatSendSpoofed(0,\"cRandomMapName\");");
adv("trChatSendSpoofed(0,\"cMyTeam\");");
adv("xsDisableRule(\"_Debug42\");");
advZ("}} /*");
for(i=1; <cNumberPlayers)
{ /*
if (rmGetPlayerCiv(i) >= 19 && rmGetPlayerCiv(i)<=26)
{
adv("rule _CheckConsulate"+i+" inactive runImmediately { ");
adv("if(trPlayerActive("+i+")){");
adv("if(trTechStatusCheck("+i+",2399,2)){");
adv("xsDisableRule(\"_CheckConsulate"+i+"\");");
advZ("}} /*");
} */
} /*
adv("rule _Debug inactive runImmediately { ");
adv("xsSetContextPlayer(1);");
adv("int cc=kbUnitCount(1,1509,8);");
adv("if((trTime()-cActivationTime) >= 1.00000000){");
adv("if(cc >= 1.00000000){");
adv("trChatSend(1,\"\"+cc);");
//adv("xsEnableRule(\"_Debug1\");");
//adv("xsDisableRule(\"_Debug\");");
advZ("}}} /*");
adv("rule _Debug1 inactive runImmediately { ");
adv("if((trTime()-cActivationTime) >= 1.00000000){");
for(p=1; <cNumberPlayers)
{
adv("xsSetContextPlayer("+p+");");
adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"Settler:<color=0,255,0>\"+kbUnitCount("+p+",284,8));");
adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"Unit:<color=0,255,0>\"+kbUnitCount("+p+",1463,8));");
adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>P"+p+"All:<color=0,255,0>\"+kbUnitCount("+p+",1509,8));");
}
adv("xsEnableRule(\"_Debug\");");
adv("xsDisableRule(\"_Debug1\");");
advZ("}} /*"); */ /*
adv("rule _SocketCount active runImmediately { ");
adv("for(UnittypeID=3000;>-1){if(kbGetUnitTypeName(UnittypeID) ==\"TownCenter\") Break;}");
adv("if((trTime()-cActivationTime) == 1.00000000){");
adv("trQuestVarSet(\"cSocketCount\",kbUnitCount(1,928,cUnitStateAny));");
adv("xsDisableRule(\"_SocketCount\");");
advZ("}} /*");
adv("rule _SentSocketCount active runImmediately { ");
adv("if((trTime()-cActivationTime) >= 5.00000000){");
adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>SocketCount:<color=0,255,0>\"+trQuestVarGet(\"cSocketCount\"));");
adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>SocketCount:<color=0,255,0>\"+kbUnitCount(1,928,cUnitStateAny));");
adv("trChatSendSpoofed(0,trTime()+\"<color=0,255,255>SocketCount:<color=0,255,0>\"+kbGetUnitTypeName(928));");
advZ("}} /*"); */
adv("rule _Temp inactive { if(true){");
advZ("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