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本帖最后由 殇垣 于 2026-7-26 18:28 编辑
拒绝任何潘德的预言相关mod及其改版使用
署名为:瓮海
放在战场触发器 mt 里
# AI站岗敬礼 守卫 领主 男爵 军礼
guard_salute = (3, 0, 15,[ #进入4秒后触发 延迟0秒 10秒后重检
(neq, "$talk_context", tc_escape), ####非 潜入逃走
(neq, "$talk_context", tc_prison_break), ###非 越狱
(this_or_next|eq, "$talk_context", tc_random_talk), # 语境 阅兵
(this_or_next|eq, "$talk_context", tc_town_talk), # 语境 城里
(eq, "$talk_context", tc_court_talk), # 语境 宫廷
],
[(store_faction_of_party, ":town_faction","$current_town"), #前置 获取当前城镇阵营
(faction_get_slot, ":town_faction_leader", ":town_faction", slot_faction_leader), ###获取该城国王
(get_player_agent_no, ":player_agent"), #前置
(assign, ":fac_country_mine", "fac_player_supporters_faction"),
#遍历循环 开始
(try_for_agents, ":guard_agent_no"),
(neq, ":guard_agent_no", ":player_agent"),
(agent_is_active, ":guard_agent_no"),
(agent_is_alive, ":guard_agent_no"),
(agent_is_human, ":guard_agent_no"),
# (agent_get_horse, ":horse_no", ":guard_agent_no"), # 检查演员的 HORSE马
# (lt, ":horse_no", 0), # agent no horse #无马的情况才能 (守卫本就不骑马)
(agent_get_position, pos1, ":guard_agent_no"), # Distance check 距离检查 agent获取他的位置
(agent_get_position, pos2, ":player_agent"), # 获取 玩家 位置
(get_distance_between_positions, ":now_distance", pos1, pos2), # 获取两者pos间距离
(agent_get_troop_id, ":troop_id", ":guard_agent_no"),
(neq, ":troop_id", ":town_faction_leader"), ### 王者不可低头!否则王冠会掉!!!
(troop_get_type, ":gender_is_male", ":troop_id"), # 性别
#遍历条件结束
(try_begin), #守卫条件开始
(is_between,":troop_id",soldiers_begin,kingdom_troops_end), #卫兵士兵范围
(this_or_next | eq, ":gender_is_male", tf_boy), ##男孩
(eq, ":gender_is_male", tf_male), ## 男性 man
(try_begin), #玩家是国王
(eq, ":town_faction", ":fac_country_mine"), #this country is mine!
(faction_slot_eq, "$players_kingdom", slot_faction_leader, "trp_player"), #玩家是国王
(le, ":now_distance", 600), # 距离范围 6米
(agent_set_animation, ":guard_agent_no", "anim_guard_salute_1"), # 守卫agent设置动画动作 单膝下跪 右致意手胸 及点头
(else_try), #玩家是城主
(eq, "$player_has_homage", 1), #我是封臣
(this_or_next|party_slot_eq,"$current_town", slot_town_lord, "trp_player"), #player is own lord
(eq, "$g_castle_requested_by_player", "$current_town"), #是玩家打下的城 玩家申请过宣称的 I think this castle is mine
(le, ":now_distance", 500), # 距离范围 5米
(agent_set_animation, ":guard_agent_no", "anim_guard_salute_2"), # 守卫agent设置动画动作 站姿 右手致意胸 及点头
(else_try), #是本国的城 I am one lord of this kingdom
(eq, "$player_has_homage", 1), #我是封臣
(eq, ":town_faction", "$players_kingdom"), #城镇阵营和玩家所在国是同阵营
(le, ":now_distance", 400), # 距离范围 400厘米=4米
(agent_set_animation, ":guard_agent_no", "anim_guard_salute_3"), # 守卫agent设置动画动作 站姿 右手致意胸
(else_try), #若 非本国的城 而玩家是中立国的领主
(neq, ":town_faction", "$players_kingdom"), #城镇阵营和玩家所在国 非同阵营
(eq, "$player_has_homage", 1), # #我是封臣 I am other kingdom's lord
(neq, "$sneaked_into_town", 1), # 非潜入城镇
(le, ":now_distance", 300), # 距离范围 3米
(agent_set_animation, ":guard_agent_no", "anim_guard_salute_4"), # 守卫agent设置动画动作 正姿立正
(else_try), #其它情况 如 非本国的城 not lord just free
(neq, ":town_faction", "$players_kingdom"), #城镇阵营和玩家所在国 非同阵营
(eq, "$player_has_homage", 0), #白身 我还不是任何国家的正式领主
(neq, "$sneaked_into_town", 1), # 非潜入城镇
(le, ":now_distance", 300), # 距离范围 3米
(agent_set_animation, ":guard_agent_no", "anim_guard_salute_5"), # 守卫agent设置动画动作 驱离
(else_try), #潜入模式 讨饭锅子 Sneak into enemy's town
(eq, "$sneaked_into_town", 1), # 潜入城镇
(le, ":now_distance", 300), # 距离范围 3米
(agent_set_animation, ":guard_agent_no", "anim_guard_salute_6"), # 守卫agent设置动画动作 威胁
(try_end), ##守卫 依不同身份 具体执行反应动作 结束
(try_end), #守卫条件结束
(neg|eq, "$players_kingdom", -1),
(neg|eq, "$players_kingdom", 0),
(try_begin), #领主条件开始
(gt, "$players_kingdom", 0), # 排除白身
(eq, "$player_has_homage", 1), #我是封臣
(troop_is_hero, ":troop_id"), #是英雄
(is_between,":troop_id",lords_begin,lords_end), #领主范围
(this_or_next | eq, ":gender_is_male", tf_boy), ##男孩
(eq, ":gender_is_male", tf_male), ## 男性 man
(store_troop_faction, ":lord_troop_faction", ":troop_id"),
(call_script, "script_troop_get_relation_with_troop", "trp_player", ":troop_id"), #获取两者关系 值寄存在 reg0
(try_begin), # 玩家是国王 遇自己人
(eq, ":town_faction", ":fac_country_mine"), # this country is mine!
(faction_slot_eq, "$players_kingdom", slot_faction_leader, "trp_player"), #玩家是国王
(eq, ":lord_troop_faction", ":fac_country_mine"), #是玩家自立阵营 自己人
(le, ":now_distance", 600), # 距离范围 6米
(agent_set_animation, ":guard_agent_no", "anim_guard_salute_1"), # 领主agent设置动画动作 站姿 右手致意胸 及点头
(else_try), # 若玩家是国王 于玩家自立国的城 遇 和平外国领主
(faction_slot_eq, "$players_kingdom", slot_faction_leader, "trp_player"), # 玩家是国王
(eq, ":town_faction", ":fac_country_mine"), # this country is mine! 在我自立地界
(neq, ":lord_troop_faction", ":fac_country_mine"), # 外国领主
(le, ":now_distance", 400), # 距离范围 4米
(agent_set_animation, ":guard_agent_no", "anim_guard_salute_2"), # 领主agent设置动画动作 站姿 右手致意胸 及点头
(else_try), # 凡遇 本国领主
(eq, ":lord_troop_faction", "$players_kingdom"), # 是自己人
(neq, ":town_faction", ":fac_country_mine"), # 排除 玩家自立阵营
(ge, reg0, 40), # 因为高傲,所以得关系足够好
(le, ":now_distance", 500), # 距离范围 5米
(agent_set_animation, ":guard_agent_no", "anim_guard_salute_2"), # 领主agent设置动画动作 站姿 右手致意胸 及点头
(else_try), # 凡遇 本国领主
(eq, ":lord_troop_faction", "$players_kingdom"), #是玩家加入王国的 自己人
(neq, ":town_faction", ":fac_country_mine"), #排除 玩家自立阵营
(ge, reg0, -10), # 关系 礼节性装一装
(le, ":now_distance", 500), # 距离范围 5米
(agent_set_animation, ":guard_agent_no", "anim_guard_salute_3"), # 领主agent设置动画动作 站姿 右手致意胸
(else_try), #若 于玩家加入国的城 遇 和平外国领主
(eq, ":town_faction", "$players_kingdom"), #于国内的地
(neq, ":town_faction", ":fac_country_mine"), #排除 玩家自立阵营
(neq, ":lord_troop_faction", "$players_kingdom"), #外国领主
(le, ":now_distance", 400), # 距离范围 4米
(agent_set_animation, ":guard_agent_no", "anim_guard_salute_3"), # 领主agent设置动画动作 站姿 右手致意胸
(else_try), #若 在外国的城 遇 和平外国领主
(neq, ":town_faction", "$players_kingdom"), #在国外地界
(neq, ":lord_troop_faction", "$players_kingdom"), #外国领主
(ge, reg0, -10), # 关系 礼节性的装一装
(le, ":now_distance", 300), # 距离范围 3米
(agent_set_animation, ":guard_agent_no", "anim_guard_salute_3"), # 领主agent设置动画动作 站姿 右手致意胸
(try_end), #领主 分别执行结束
(try_end), #领主条件结束
(try_begin), #男爵条件开始
(gt, "$players_kingdom", 0), # 排除白身
(eq, "$player_has_homage", 1), #我是封臣
(troop_is_hero, ":troop_id"), #是英雄
(is_between,":troop_id",baron_begin,baron_end), #男爵范围
(this_or_next | eq, ":gender_is_male", tf_boy), ##男孩
(eq, ":gender_is_male", tf_male), ## 男性 man
(call_script, "script_troop_get_relation_with_troop", "trp_player", ":troop_id"), #获取两者关系
(ge, reg0, 0), # 关系 要求起点 #从上句脚本获取到关系值寄存在 reg0
(try_begin),
(le, ":now_distance", 500), # 距离范围 5米
(agent_set_animation, ":guard_agent_no", "anim_guard_salute_2"), # 男爵agent设置动画动作 站姿 右手致意胸 及点头
(try_end), #男爵具体执行结束
(try_end), #男爵条件结束
(try_end), #循环遍历agent 总结束
]) #守卫 领主 男爵 军礼 行礼触发, 1可能和存档数据污染相关, 2可能和全局变量¥总数和排序相关。
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在
访问参观城镇 town_center,
访问领主大厅 visit_town_castle
和访问城堡 castle_visit
的最下面, 加上
AI_guard_salute,#卫兵站岗敬礼
动作部分 动画 module_animations.py
# 站岗敬礼 #玩家是国王 单膝下跪 右致意手胸 及点头
["guard_salute_1", acf_enforce_all,amf_play| amf_restart | amf_priority_reload|amf_client_prediction,
[15, "ceremony_kneel_1k", 0, 358, arf_use_stand_progress | arf_cyclic, 0, (0, 0, 0), 0.0],
],#快进或慢放几秒 动画资源模型名 开始帧 结束帧 (每秒约20帧)
# 站岗敬礼 #玩家是城主 右致意手胸 及点头
["guard_salute_2", acf_enforce_all,amf_play | amf_restart | amf_priority_reload| amf_client_prediction,
[5, "ceremony_stand_1h_w_nod", 40, 139, arf_use_stand_progress | arf_cyclic, 0, (0, 0, 0), 0.0],
],
# 站岗敬礼 #玩家要求了分封宣称 右手致意胸
["guard_salute_3", acf_enforce_all, amf_play| amf_restart | amf_priority_reload|amf_client_prediction,
[2, "ceremony_stand_1h", 40, 99, arf_use_stand_progress | arf_cyclic, 0, (0, 0, 0), 0.0],
],
# 站岗敬礼 #本国的城 正姿立正(抬头挺胸)
["guard_salute_4", acf_enforce_all, amf_play | amf_restart | amf_priority_reload|amf_client_prediction,
[7, "pike_loop02", 0, 98, arf_use_stand_progress | arf_cyclic, 0, (0, 0, 0), 0.0],
],
# 站岗 #非本国的 驱赶 试图驱离
["guard_salute_5", acf_enforce_all, amf_play |amf_restart| amf_priority_reload| amf_accurate_body,
[1, "shield_taunt_leinnand", 0, 19, arf_blend_in_8],
],
# 站岗威胁 #潜入模式 讨饭锅子 呵斥威胁
["guard_salute_6", acf_enforce_all| acf_rot_vertical_sword, amf_play| amf_restart | amf_priority_reload| amf_accurate_body,
[3, "defend_up_onehanded", 0, 74, arf_blend_in_10],
], |
这样就可以了,
鸣谢 花糕 为封邑定制了对应敬礼动作。
若有错谬,望不吝指正。
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