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本帖最后由 afl001 于 2026-3-31 20:29 编辑
搜索了一下,没看到同类帖子,只有一些NPC保镖的修改帖,这个是非NPC保镖,就发一下
加在mission_templates,这两个场景
sneak_caught_fight 【潜入被发现】
bandits_at_night 【夜间被打劫】
txt修改
在上述两个场景添加下面这段代码,然后修改触发器计数+1,不知道什么是场景、什么是触发器计数的,去多看几个txt修改帖就懂了
理论上应该是全MOD通用的。
#默认保镖兵种1-雇佣剑士 最多3人
#默认保镖兵种2-职业杀手 最多2人
兵种修改方法:搜索这段代码中的 360287970189639710 ,就是兵种2代码,用计算器转成16进制是 50000000000001E ,去除5和后面的一串0,保留“1E”,通过计算器转换成10进制就是30 ,魔球查一下,正好是职业杀手的兵种序列号。反过来操作就能修改了。兵种1修改搜索 360287970189639709 参考兵种2类推。
不要设置NPC当保镖,NPC保镖早已经有别的帖子发过了,去参考就行。
刷出的保镖数量修改方法:
兵种1数量:搜索 1224979098644774924 3 ,后面的3就是兵种1数量
兵种2数量:搜索 1224979098644774925 2 ,后面的2就是兵种2数量
数量还受到队伍中此兵种人数的限制,如果人数只有1个,是刷不出2、3个的。
1.000000 0.000000 100000000.000000 0 70 2133 2 1224979098644774912 360287970189639709 2133 2 1224979098644774913 360287970189639710 2133 2 1224979098644774914 0 2133 2 1224979098644774915 0 2133 2 1224979098644774916 0 1700 1 1224979098644774917 1702 1 1224979098644774917 1770 2 1224979098644774918 1224979098644774917 2133 2 1224979098644774919 648518346341351424 1650 2 1224979098644774920 1224979098644774919 6 3 1224979098644774921 0 1224979098644774920 1652 3 1224979098644774922 1224979098644774919 1224979098644774921 1653 3 1224979098644774923 1224979098644774919 1224979098644774921 4 0 31 2 1224979098644774922 1224979098644774912 2105 2 1224979098644774914 1 2133 2 1224979098644774915 1 2133 2 1224979098644774924 1224979098644774923 2110 2 1224979098644774924 3 5 0 31 2 1224979098644774922 1224979098644774913 2105 2 1224979098644774914 1 2133 2 1224979098644774916 1 2133 2 1224979098644774925 1224979098644774923 2110 2 1224979098644774925 2 3 0 3 0 32 2 1224979098644774914 0 4 0 31 2 1224979098644774915 1 2136 3 1224979098644774926 0 100 4 0 31 2 1224979098644774914 1 2133 2 1224979098644774926 0 3 0 2147483680 2 1224979098644774926 50 1710 2 1 1224979098644774917 6 3 1224979098644774927 0 1224979098644774924 1541 3 1224979098644774928 1224979098644774912 8 1542 3 1224979098644774929 1224979098644774912 8 1543 3 1224979098644774912 8 -1 1970 1 1 1972 1 1224979098644774912 1543 3 1224979098644774912 8 1224979098644774928 1544 3 1224979098644774912 8 1224979098644774929 2133 2 1224979098644774930 72057594037927936 1771 2 1224979098644774930 1224979098644774918 1807 2 1224979098644774930 1 3 0 1790 3 1224979098644774918 9 1 2133 2 1224979098644774914 0 3 0 4 0 32 2 1224979098644774914 0 31 2 1224979098644774916 1 1710 2 1 1224979098644774917 6 3 1224979098644774927 0 1224979098644774925 1541 3 1224979098644774928 1224979098644774913 8 1542 3 1224979098644774929 1224979098644774913 8 1543 3 1224979098644774913 8 -1 1970 1 1 1972 1 1224979098644774913 1543 3 1224979098644774913 8 1224979098644774928 1544 3 1224979098644774913 8 1224979098644774929 2133 2 1224979098644774930 72057594037927936 1771 2 1224979098644774930 1224979098644774918 1807 2 1224979098644774930 1 3 0 1790 3 1224979098644774918 9 1 3 0
队伍中要有相关兵种保镖才会出现。不过即便保镖死了队伍也不会减员。因为是临时刷的,不是你队里的人。
保镖兵种用纹章甲或者纹章盾之类纹章道具,会显示所在城镇领主的纹章,当然也可以理解为伪装。如果介意就不要用这个兵种当保镖。
如果保镖兵种的物品栏有多匹马,有可能骑马上场,只有一匹则不会骑马上场。狭小战场骑马是劣势,可以修改保镖兵种物品栏最多只留一匹马。这个脚本只是暂时清空装备栏的马,没清空物品栏,所以有这问题。
纹章问题和马的问题虽然可以解决,但是会增加很多判断,多改好几个地方,用的别的兵种的slot、箱子空间、全局变量什么的,影响通用性,感觉没必要。反正保镖兵种也是确定的,不会改来改去,只要设定保镖兵种的时候注意点就行了。
ms修改
## 刷出保镖跟随(非NPC)
(1, 0, ti_once, [],
[
(assign, ":escort_1", "trp_mercenary_swordsman"), #保镖兵种1-雇佣剑士
(assign, ":escort_2", "trp_hired_blade"), #保镖兵种2-职业杀手
(assign, ":gensui", 0),
(assign, ":escort_1_in_party", 0),
(assign, ":escort_2_in_party", 0),
(get_player_agent_no, ":player_agent"),
(agent_is_alive, ":player_agent"),
(agent_get_team, ":player_team", ":player_agent"),
(assign, ":party_no", "p_main_party"),
(party_get_num_companion_stacks, ":num_stacks",":party_no"),
(try_for_range, ":stack_no", 0, ":num_stacks"),
(party_stack_get_troop_id, ":stack_troop", ":party_no", ":stack_no"),
(party_stack_get_size, ":stack_size",":party_no",":stack_no"),
(try_begin),
(eq, ":stack_troop",":escort_1"), #阵中有保镖兵种1
(val_add, ":gensui", 1),
(assign, ":escort_1_in_party", 1),
(assign, ":escort_1_num", ":stack_size"),
(val_min, ":escort_1_num", 3), #保镖兵种1最多上3个人
(else_try),
(eq, ":stack_troop",":escort_2"), #阵中有保镖兵种2
(val_add, ":gensui", 1),
(assign, ":escort_2_in_party", 1),
(assign, ":escort_2_num", ":stack_size"),
(val_min, ":escort_2_num", 2), #保镖兵种2最多上2个人
(try_end),
(try_end),
(gt, ":gensui", 0), #阵中有任何保镖兵种
(try_begin),
(eq, ":escort_1_in_party", 1), #有保镖兵种1
(store_random_in_range, ":rnd", 0, 100),
(try_begin),
(eq, ":gensui", 1),
(assign, ":rnd", 0), #如果这是阵中拥有的唯一一个保镖兵种,必刷出无视随机几率
(try_end),
(le,":rnd",50), #否则设定几率
(agent_get_position, pos1, ":player_agent"),
(try_for_range, ":unused", 0, ":escort_1_num"),
(troop_get_inventory_slot, ":horse", ":escort_1", 8), #备份装备栏的马
(troop_get_inventory_slot_modifier, ":horse_mod", ":escort_1", 8), #备份马前缀
(troop_set_inventory_slot, ":escort_1", 8, -1), #暂时去除装备栏的马
(set_spawn_position, pos1),
(spawn_agent, ":escort_1"), #刷出保镖兵种1
(troop_set_inventory_slot, ":escort_1", 8, ":horse"), #装备栏的马还原
(troop_set_inventory_slot_modifier, ":escort_1", 8, ":horse_mod"), #前缀还原
(assign, ":agent_spawn", reg0),
(agent_set_team, ":agent_spawn", ":player_team"), #角色阵营
(agent_set_is_alarmed, ":agent_spawn", 1),
(try_end),
(team_give_order, ":player_team", 9, 1), #行动命令-全体跟随我
(assign, ":gensui", 0), #已经刷出就不再刷后面的兵种
(try_end),
(try_begin),
(gt, ":gensui", 0),
(eq, ":escort_2_in_party", 1), #有保镖兵种2,最后一个保镖兵种只要之前没刷出就刷,不需要几率
(agent_get_position, pos1, ":player_agent"),
(try_for_range, ":unused", 0, ":escort_2_num"),
(troop_get_inventory_slot, ":horse", ":escort_2", 8),
(troop_get_inventory_slot_modifier, ":horse_mod", ":escort_2", 8),
(troop_set_inventory_slot, ":escort_2", 8, -1),
(set_spawn_position, pos1),
(spawn_agent, ":escort_2"), #刷出保镖兵种2
(troop_set_inventory_slot, ":escort_2", 8, ":horse"),
(troop_set_inventory_slot_modifier, ":escort_2", 8, ":horse_mod"),
(assign, ":agent_spawn", reg0),
(agent_set_team, ":agent_spawn", ":player_team"),
(agent_set_is_alarmed, ":agent_spawn", 1),
(try_end),
(team_give_order, ":player_team", 9, 1), #行动命令-全体跟随我
(try_end),
]),
### 刷出保镖跟随over
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