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本帖最后由 我勒个大超 于 2023-1-16 04:34 编辑
炸鸡带不动砍2闲来无事回坑潘德,手痒弄了个触发器,大抵是老套的攻击回血、击杀回血加速恢复弹药加属性,我倒是十分钟爱这个方面的触发器,技术力有限,只在mission_templates动了手脚。(只对英雄单位有效)
大抵是没有bug了罢(边玩边测试ing)
单位死亡时触发
1、只有击杀单位为英雄且击杀单位与死亡单位非友军时触发
2、x(击杀单位武器熟练度之和)>y(1到2000间随机数)且y<1000:
击杀者对死亡单位五米内一个敌人施加武器伤害并回复造成伤害50%血量
恢复盾牌耐久
3、当z(弹药相关熟练度)*2>y:击杀者恢复弹药*1
当z>y:击杀者再恢复弹药*1(弩和火枪为重新填装)
4、当死亡单位为英雄时:
击杀单位及其坐骑血量回满
队伍增加2000经验
增加一点力量/敏捷/智力/魅力
如果属性增加造成溢出,则改为增加以改属性为前置的随机技能
如果技能增加造成溢出,则改为增加随机熟练度两点
5、当死亡单位非英雄时:
击杀单位恢复血量(等级/3),坐骑恢复血量(等级/2%)(非玩家英雄回血效果翻倍)
当死亡单位等级大于50时:
击杀单位增加随机熟练度一点 |
(ti_on_agent_killed_or_wounded,0,0,[], [
(store_trigger_param_1, ":dead_agent"),
(store_trigger_param_2, ":killer_agent"),
(agent_is_alive,":killer_agent"),
(agent_is_human,":killer_agent"),
(agent_is_human,":dead_agent"),
(agent_get_troop_id, ":killer_troop", ":killer_agent"),
(troop_is_hero, ":killer_troop"),
(agent_get_team,":killer_team", ":killer_agent"),
(agent_get_team,":dead_team", ":dead_agent"),
(neg|eq, ":killer_team", ":dead_team"),
(store_random_in_range, ":probability", 1, 2001),
(assign, ":ammo_item", -1),
(assign, ":lrweapon_slot",-1),
(assign, ":damage",-1),
(try_for_range,":slot_no",0,4),
(agent_get_item_slot,":item",":killer_agent",":slot_no"),
(ge,":item",0),
(item_get_type,":type",":item"),
(try_begin),
(this_or_next|eq,":type",5),
(this_or_next|eq,":type",6),
(this_or_next|eq,":type",10),
(eq,":type",18),
(assign, ":ammo_item", ":item"),
(assign, ":ammo_slot", ":slot_no"),
(item_get_type,":ammo_type",":ammo_item"),
(try_end),
(try_begin),
(this_or_next|eq,":type",9),
(this_or_next|eq,":type",16),
(eq,":type",17),
(assign, ":lrweapon_item", ":item"),
(assign, ":lrweapon_slot", ":slot_no"),
(item_get_type,":lrweapon_type",":lrweapon_item"),
(try_end),
(try_end),
(try_begin),
(ge,":ammo_item",0),
(try_begin),
(eq, ":ammo_type", 5),
(store_proficiency_level,":askill",":killer_troop",3),
(else_try),
(eq, ":ammo_type", 6),
(store_proficiency_level,":askill",":killer_troop",4),
(else_try),
(eq, ":ammo_type", 10),
(store_proficiency_level,":askill",":killer_troop",5),
(else_try),
(eq, ":ammo_type", 18),
(store_proficiency_level,":askill",":killer_troop",6),
(try_end),
(val_mul, ":askill", 2),
(ge, ":askill", ":probability"),
(agent_get_item_cur_ammo, ":cur", ":killer_agent", ":ammo_slot"),
(val_add, ":cur", 1),
(try_begin),
(this_or_next|eq, ":ammo_type", 5),
(eq, ":ammo_type", 10),
(val_div, ":askill", 2),
(ge, ":askill", ":probability"),
(val_add, ":cur", 1),
(try_end),
(agent_set_ammo,":killer_agent",":ammo_item",":cur"),
(try_end),
(try_begin),
(ge,":lrweapon_item",0),
(try_begin),
(eq, ":lrweapon_type", 9),
(store_proficiency_level,":lskill",":killer_troop",4),
(else_try),
(this_or_next|eq,":lrweapon_type",16),
(eq,":lrweapon_type",17),
(store_proficiency_level,":lskill",":killer_troop",6),
(try_end),
(ge, ":lskill", ":probability"),
(agent_get_item_cur_ammo, ":cur", ":killer_agent", ":lrweapon_slot"),
(val_add, ":cur", 1),
(agent_set_ammo,":killer_agent",":lrweapon_item", ":cur"),
(try_end),
(assign, ":skill_sum",0),
(try_for_range,":skill_no",0,6),
(store_proficiency_level,":skill",":killer_troop",":skill_no"),
(val_add, ":skill_sum", ":skill"),
(try_end),
(try_begin),
(ge, ":skill_sum", ":probability"),
(le, ":probability",1000),
(agent_get_position, pos0, ":dead_agent"),
(try_for_agents,":agent"),
(agent_get_team,":agent_team", ":agent"),
(neg|eq, ":killer_team", ":agent_team"),
(agent_get_position, pos1, ":agent"),
(get_distance_between_positions_in_meters, ":distance", pos0, pos1),
(ge, 5, ":distance"),
(assign, ":aim", ":agent"),
(try_end),
(agent_deliver_damage_to_agent_advanced, ":damage", ":killer_agent", ":aim",0),
(val_div, ":damage", 2),
(agent_refill_wielded_shield_hit_points, ":killer_agent"),
(try_end),
(store_character_level,":level",":killer_troop"),
(agent_get_troop_id, ":dead_troop", ":dead_agent"),
(try_begin),
(troop_is_hero, ":dead_troop"),
(store_random_in_range, ":id", 0, 4),
(store_attribute_level,":attributes",":killer_troop",":id"),
(try_begin),
(le, ":attributes",63),
(troop_raise_attribute, ":killer_troop", ":id", 1),
(else_try),
(try_begin),
(eq, ":id", 0),
(store_random_in_range, ":sid", 33, 37),
(else_try),
(eq, ":id", 1),
(store_random_in_range, ":sid", 22, 28),
(else_try),
(eq, ":id", 2),
(store_random_in_range, ":sid", 7, 18),
(else_try),
(eq, ":id", 1),
(store_random_in_range, ":sid", 0, 3),
(try_end),
(store_skill_level, ":skill_level", ":sid", ":killer_troop"),
(try_begin),
(le, ":skill_level",10),
(troop_raise_skill, ":killer_troop", ":sid", 1),
(else_try),
(store_random_in_range, ":wptid", 0, 7),
(troop_raise_proficiency_linear, ":killer_troop", ":wptid", 2),
(try_end),
(try_end),
(assign, ":hp", 100),
(assign, ":val", 0),
(agent_get_party_id, ":killer_party", ":killer_agent"),
(ge, ":killer_party", 0),
(party_add_xp, ":killer_party", 2000),
(else_try),
(try_begin),
(store_character_level, ":dead_level",":dead_troop"),
(ge, ":dead_level", 50),
(store_random_in_range, ":wptid1", 0, 7),
(troop_raise_proficiency_linear, ":killer_troop", ":wptid1", 1),
(try_end),
(store_div, ":ahp", ":level", 3),
(store_agent_hit_points, ":hp", ":killer_agent",1),
(try_begin),
(agent_is_non_player, ":killer_agent"),
(val_mul, ":ahp", 2),
(try_end),
(val_add, ":hp", ":ahp"),
(assign, ":val", 1),
(ge, ":damage", 0),
(val_add, ":hp", ":damage"),
(try_end),
(agent_set_hit_points, ":killer_agent", ":hp",":val"),
(agent_get_horse, ":horse",":killer_agent"),
(ge, ":horse", 0),
(store_agent_hit_points, ":horse_hp", ":horse"),
(try_begin),
(eq, ":val", 0),
(assign, ":horse_hp", 100),
(else_try),
(val_div, ":level", 2),
(val_add, ":horse_hp", ":level"),
(try_end),
(agent_set_hit_points, ":horse", ":horse_hp"),
]
),
|
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鲜花鸡蛋Macinnes 在2023-6-8 13:48 送朵鲜花 并说:我非常同意你的观点,送朵鲜花鼓励一下
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