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本帖最后由 殇垣 于 2026-9-16 21:08 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
就连看门狗都会看来者是位绅士 淑女,还是个送奶工,看人下菜。何况场合在宫廷呢。
# AI站岗敬礼 守卫 领主 男爵 军礼 靠近行礼 #领主大厅 #访问参观城镇 #访问参观城堡
guards_salute = (2, 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, "$talk_context", tc_town_talk), # 语境 城里
(eq, "$talk_context", tc_court_talk), # 语境 宫廷
],
[
(store_faction_of_party, ":town_faction","$current_town"), #前置 获取当前城镇阵营
(faction_get_slot, ":town_faction_leader", ":town_faction", slot_faction_leader), ###获取该城国王
(faction_get_slot, ":prison_guard_troop", ":town_faction", slot_faction_prison_guard_troop), #监狱守卫
(get_player_agent_no, ":player_agent"), #前置
(troop_get_slot, ":player_renown", "trp_player", slot_troop_renown), # 获取声望
#遍历循环 开始
(try_for_agents, ":agent_no"),
(agent_is_non_player, ":agent_no"),
(agent_is_active, ":agent_no"),
(agent_is_alive, ":agent_no"),
(agent_is_human, ":agent_no"),
(agent_get_horse, ":horse_no", ":agent_no"), # 检查演员的 HORSE马
(lt, ":horse_no", 0), # agent no horse #无马的情况才能 (守卫本就不骑马)
(agent_get_troop_id, ":troop_id", ":agent_no"),
(neq, ":troop_id", ":prison_guard_troop"), #排除监狱守卫 因另有要务
(agent_get_position, pos1, ":agent_no"), # Distance check 距离检查 agent获取他的位置
(agent_get_position, pos2, ":player_agent"), # 获取 玩家 位置
(get_distance_between_positions, ":now_distance", pos1, pos2), # 获取两者pos间距离
#条件结束
(try_begin), #守卫条件开始 #########################################
(is_between,":troop_id",soldiers_begin,kingdom_troops_end), #卫兵士兵范围
(try_begin), #玩家是城主
(eq, "$player_has_homage", 1), #我是封臣(此变量不包含玩家是国王)
(this_or_next|party_slot_eq,"$current_town", slot_town_lord, "trp_player"), #player is own lord
(eq, "$g_castle_requested_by_player", "$current_town"), #是玩家打下的城 玩家申请过宣称的 I think this castle is mine
(le, ":now_distance", 550), # 距离范围 5米
(agent_set_animation, ":agent_no", "anim_guard_salute_2"), # 守卫agent设置动画动作 站姿 右手致意胸 及点头
(else_try), #是本国的城 I am one lord of this kingdom
(eq, "$player_has_homage", 1), #我是封臣
(eq, ":town_faction", "$players_kingdom"), #城镇阵营和玩家所在国是同阵营
(le, ":now_distance", 550), # 距离范围 400厘米=4米
(agent_set_animation, ":agent_no", "anim_guard_salute_3"), # 守卫agent设置动画动作 站姿 右手致意胸
(else_try), #若 非本国的城 而玩家是中立国的领主
(neq, ":town_faction", "$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", 600), # 距离范围 3米
(assign, ":has_wielded", 0),
(try_for_range, ":item_slot", ek_item_0, ek_head), # 遍历0-3号武器槽
(agent_get_item_slot, ":item_id", ":agent_no", ":item_slot"),
(try_begin),
(gt, ":item_id", 0), #若有武器
(item_get_type, ":item_type", ":item_id"),
(this_or_next | eq, ":item_type", itp_type_polearm), # 类型长杆
(this_or_next | eq, ":item_type", itp_type_two_handed_wpn),
(eq, ":item_type", itp_type_one_handed_wpn),
(neq, ":item_type", itp_type_shield), # 排除盾牌
(agent_set_wielded_item, ":agent_no", ":item_id"), # 代理设置使用物品agent_use_item
(agent_set_animation, ":agent_no", "anim_guard_salute_4"), # 守卫agent设置动画动作 正姿立正 持矛
(assign, ":has_wielded", 1), # 标记成功
(else_try), # 避免空手(eq, ":item_id", 0),
(eq, ":has_wielded", 0),
(agent_equip_item, ":agent_no", "itm_boar_spear"), # 给个礼仪道具 尖 矛
(item_get_type, ":item_type", ":item_id"),
(neq, ":item_type", itp_type_shield), # 排除盾牌
(agent_set_wielded_item, ":agent_no", ":item_id"), # 代理设置使用物品agent_use_item
(agent_set_animation, ":agent_no", "anim_guard_salute_4"), # 守卫agent设置动画动作 正姿立正 持矛
(try_end),
(try_end),#try_for_range
(else_try),# 玩家自家国王
(eq, ":town_faction_leader", "trp_player"), # this country is mine!在玩家自立本国内
(le, ":now_distance", 600), # 距离范围 6米
(agent_set_animation, ":agent_no", "anim_guard_salute_1"), # 领主agent设置动画动作 领主跪 右手致意胸
(else_try), # #玩家是外国国王
(neq, "$sneaked_into_town", 1), # 非潜入城镇
(neq, ":town_faction", "fac_player_supporters_faction"), # 外国国王
(faction_slot_eq, "$players_kingdom", slot_faction_leader, "trp_player"), # 玩家是国王
(le, ":now_distance", 550), # 距离范围 6米
(assign, ":has_wielded", 0),
(try_for_range, ":item_slot", ek_item_0, ek_head), # 遍历0-3号武器槽
(agent_get_item_slot, ":item_id", ":agent_no", ":item_slot"),
(try_begin),
(gt, ":item_id", 0), # 有武器
(item_get_type, ":item_type", ":item_id"),
(this_or_next | eq, ":item_type", itp_type_one_handed_wpn),
(this_or_next | eq, ":item_type", itp_type_two_handed_wpn),
(eq, ":item_type", itp_type_polearm), # 类型长杆
# (neg|item_has_property, ":item_id", itp_can_knock_down),
# (neg|item_has_property, ":item_id", itp_crush_through),
# (item_get_swing_damage_type, ":item_dmg_type", ":item_id"),
# (neq, ":item_dmg_type", dmg_type_blunt), # 排除钝击#0 = 钝击(blunt)#1 = 切割(cut)#2 = 穿刺(pierce)
# 到module_constants 里添加定义
# dmg_type_blunt= 0#钝击
# dmg_type_cut= 1#切割
# dmg_type_pierce= 2#穿刺
(neq, ":item_id", "itm_morningstar"),
(neq, ":item_id", "itm_hammer"),
(neq, ":item_id", "itm_winged_mace"),
(neq, ":item_id", "itm_spiked_mace"),
(neq, ":item_id", "itm_military_hammer"),
(neq, ":item_id", "itm_maul"),
(neq, ":item_id", "itm_warhammer"),
(neq, ":item_id", "itm_sledgehammer"),
(neq, ":item_id", "itm_pickaxe"),
(neq, ":item_id", "itm_spiked_club"),
(neq, ":item_id", "itm_fighting_pick"),
(neq, ":item_id", "itm_military_pick"),
(neq, ":item_id", "itm_cleaver"),
(neq, ":item_id", "itm_knife"),
(neq, ":item_id", "itm_butchering_knife"),
(neq, ":item_id", "itm_dagger"),
(neq, ":item_id", "itm_mace_1"),
(neq, ":item_id", "itm_mace_2"),
(neq, ":item_id", "itm_mace_3"),
(neq, ":item_id", "itm_mace_4"),
(neq, ":item_id", "itm_club_with_spike_head"),
(neq, ":item_id", "itm_long_spiked_club"),
(neq, ":item_id", "itm_long_hafted_knobbed_mace"),
(neq, ":item_id", "itm_long_hafted_spiked_mace"),
(neq, ":item_id", "itm_sarranid_two_handed_mace_1"),
(neq, ":item_id", "itm_sarranid_mace_1"),
(neq, ":item_id", "itm_great_lance"),
(neq, ":item_id", "itm_long_spear"),
(neq, ":item_id", "itm_bec_de_corbin_a"),
(neq, ":item_id", "itm_military_scythe"),
(neq, ":item_id", "itm_heavy_lance"),
(neq, ":item_id", "itm_qsjc"),
(neq, ":item_id", "itm_cudgel"),
(neq, ":item_id", "itm_hafted_blade_b"),
(neq, ":item_id", "itm_great_long_bardiche"),
(neq, ":item_id", "itm_scythe"),
(neq, ":item_id", "itm_pitch_fork"),
(neq, ":item_id", "itm_military_fork"),
(neq, ":item_id", "itm_jousting_lance"),
(neq, ":item_id", "itm_poleaxe"),
(neq, ":item_id", "itm_polehammer"),
(neq, ":item_id", "itm_battle_fork"),
(neq, ":item_type", itp_type_shield), # 排除盾牌
(agent_set_wielded_item, ":agent_no", ":item_id"), # 代理设置使用物品agent_use_item
(agent_set_animation, ":agent_no", "anim_guard_sword_attention"), # 守卫agent设置动画动作 刀剑举在你头顶,展示即威慑
(assign, ":has_wielded", 1), # 标记成功
(else_try), # 避免空手
(eq, ":has_wielded", 0),
(agent_equip_item, ":agent_no", "itm_arming_sword"), # 给个礼仪道具
(item_get_type, ":item_type", ":item_id"),
(neq, ":item_type", itp_type_shield), # 排除盾牌
(agent_set_wielded_item, ":agent_no", ":item_id"), # 代理设置使用物品agent_use_item
(agent_set_animation, ":agent_no", "anim_guard_sword_attention"), # 守卫agent设置动画动作 刀剑举在你头顶,展示即威慑
(try_end),
(try_end),#try_for_range
(else_try), #其它情况 not lord just free 歧视行为 或是敬意
(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
(ge, ":player_renown", 1000), # 玩家声望高于2000
(le, ":now_distance", 600), # 距离范围 5米
(assign, ":has_wielded", 0),
(try_for_range, ":item_slot", ek_item_0, ek_head), # 遍历0-3号武器槽
(agent_get_item_slot, ":item_id", ":agent_no", ":item_slot"),
(try_begin),
(gt, ":item_id", 0), #若有武器
(item_get_type, ":item_type", ":item_id"),
(this_or_next | eq, ":item_type", itp_type_polearm), # 类型长杆
(this_or_next | eq, ":item_type", itp_type_two_handed_wpn),
(eq, ":item_type", itp_type_one_handed_wpn),
(neq, ":item_type", itp_type_shield), # 排除盾牌
(agent_set_wielded_item, ":agent_no", ":item_id"), # 代理设置使用物品agent_use_item
(agent_set_animation, ":agent_no", "anim_guard_salute_4"), # 守卫agent设置动画动作 正姿立正 持矛
(assign, ":has_wielded", 1), # 标记成功
(else_try), # 避免空手(eq, ":item_id", 0),
(eq, ":has_wielded", 0),
(agent_equip_item, ":agent_no", "itm_boar_spear"), # 给个礼仪道具 尖 矛
(item_get_type, ":item_type", ":item_id"),
(neq, ":item_type", itp_type_shield), # 排除盾牌
(agent_set_wielded_item, ":agent_no", ":item_id"), # 代理设置使用物品agent_use_item
(agent_set_animation, ":agent_no", "anim_guard_salute_4"), # 守卫agent设置动画动作 正姿立正 持矛
(try_end),
(try_end),#try_for_range
(else_try), #其它情况 not lord just free
(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, ":player_renown", 160), # 玩家声望低于160 #潜在封臣综合实力 ≥150就能效忠做正式诸侯
(le, ":now_distance", 300), # 距离范围 3米
(agent_set_animation, ":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, "$sneaked_into_town", 1), # 潜入城镇
(le, ":now_distance", 450), # 距离范围 3米
(try_for_range, ":item_slot", ek_item_0, ek_head), # 严格遍历0-3号武器槽
(agent_get_item_slot, ":item_id", ":agent_no", ":item_slot"),
(gt, ":item_id", 0),
(item_get_type, ":item_type", ":item_id"),
(this_or_next|eq, ":item_type", itp_type_one_handed_wpn),
(this_or_next|eq, ":item_type", itp_type_two_handed_wpn),
(eq, ":item_type", itp_type_polearm), # 类型长杆
(agent_equip_item, ":agent_no", ":item_id"), # 强制装备武器
(agent_set_wielded_item, ":agent_no", ":item_id"), # 代理设置使用物品agent_use_item
(try_end),#try_for_range
(agent_set_animation, ":agent_no", "anim_guard_salute_6"), # 守卫agent设置动画动作 威胁
(troop_get_type, ":gender_is_male", ":troop_id"), # 性别
(eq, ":gender_is_male",tf_male), ## 男性 man
(agent_play_sound, ":agent_no", "snd_sneak_town_halt"), #站住 被警告了
(try_end), ##守卫 依不同身份 具体执行反应动作 结束
(try_end), #守卫条件结束 #########################################
(try_begin), #巡逻兵条件开始 #########################################
(is_between,":troop_id",town_xunluo_begin,town_xunluo_end), #巡逻守卫 范围
#潜入模式 讨饭锅子 Sneak into enemy's town
(eq, "$sneaked_into_town", 1), # 潜入城镇
(try_for_range, ":item_slot", ek_item_0, ek_head), # 严格遍历0-3号武器槽
(agent_get_item_slot, ":item_id", ":agent_no", ":item_slot"),
(gt, ":item_id", 0),
(item_get_type, ":item_type", ":item_id"),
(this_or_next|eq, ":item_type", itp_type_one_handed_wpn),
(this_or_next|eq, ":item_type", itp_type_two_handed_wpn),
(eq, ":item_type", itp_type_polearm), # 类型长杆
(agent_equip_item, ":agent_no", ":item_id"), # 强制装备武器
(agent_set_wielded_item, ":agent_no", ":item_id"), # 代理设置使用物品agent_use_item
(try_end),#try_for_range
(le, ":now_distance", 450), # 距离范围 3米
(agent_set_animation, ":agent_no", "anim_guard_salute_6"), # 守卫agent设置动画动作 威胁
(troop_get_type, ":gender_is_male", ":troop_id"), # 性别
(eq, ":gender_is_male", tf_male), ## 男性 man
(agent_play_sound, ":agent_no", "snd_sneak_town_halt"), #站住 被警告了
(try_end), #巡逻兵条件结束 #########################################
(try_end), #循环遍历agent 总结束
]) #守卫
# AI贵族 领主 男爵 军礼 靠近行礼 #领主大厅 注意如果塞太多可能会延迟或失效
noble_salute = (4, 0, 15,[ #进入4秒后触发 延迟0秒 10秒后重检
(this_or_next|eq, "$talk_context", tc_entering_center_quest_talk), # 语境
(this_or_next|eq, "$talk_context", tc_castle_gate), # 语境
(this_or_next|eq, "$talk_context", tc_siege_commander), # 语境
(this_or_next|eq, "$talk_context", tc_castle_commander), # 语境
(this_or_next|eq, "$talk_context", tc_siege_won_seneschal), # 语境
(this_or_next|eq, "$talk_context", tc_ally_thanks), # 语境
(this_or_next|eq, "$talk_context", tc_give_center_to_fief), # 语境
(this_or_next|eq, "$talk_context", tc_lord_talk_in_center), # 语境
(this_or_next|eq, "$talk_context", tc_castle_gate_lord), # 语境
(eq, "$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
#(troop_get_slot, ":player_renown", "trp_player", slot_troop_renown), # 获取声望
#遍历循环 开始
(try_for_agents, ":agent_no"),
(agent_is_non_player, ":agent_no"),
(agent_is_active, ":agent_no"),
(agent_is_alive, ":agent_no"),
(agent_is_human, ":agent_no"),
(agent_get_troop_id, ":troop_id", ":agent_no"),
(troop_is_hero, ":troop_id"), #是英雄
(neq, ":troop_id", ":town_faction_leader"), ### 王者不可低头!否则王冠会掉!!!
(neg|troop_slot_eq, ":troop_id", slot_troop_spouse, ":town_faction_leader"), #王后也更尊贵
(store_troop_faction, ":lord_troop_faction", ":troop_id"),
(agent_get_position, pos1, ":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
(try_begin), # 男爵条件开始 #######如果你的模组没有男爵就删 ##########
(is_between, ":troop_id", baron_begin, baron_end), # 男爵范围
(try_begin),
(le, ":now_distance", 500), # 距离范围 5米
(agent_set_animation, ":agent_no", "anim_guard_salute_3"), # 男爵agent设置动画动作 站姿 右手致意胸
(try_end),
(try_end), # 男爵条件结束 #########################################
(try_begin),
# 领主条件开始 #########################################
(is_between, ":troop_id", lords_begin, lords_end), # 领主范围
(try_begin),
(faction_slot_eq, ":town_faction", slot_faction_ai_state, sfai_feast),
(faction_get_slot, ":feast_host", ":town_faction", slot_faction_biggest_feast_host), # 再取宴会主人
(neq, ":troop_id", ":feast_host"), # 排除宴会主人
(try_end),
(try_begin), # 若玩家是国王 于玩家自立国的城 遇 和平外国领主
(eq, ":town_faction_leader", "trp_player"), # this country is mine!在玩家自立本国内
(neq, ":lord_troop_faction", "fac_player_supporters_faction"), # 外国领主
(le, ":now_distance", 500), # 距离范围 4米
(agent_set_animation, ":agent_no", "anim_guard_salute_3"), # 领主agent设置动画动作 站姿 右手致意胸
(else_try), # 玩家是国王 遇自己人
(eq, ":town_faction_leader", "trp_player"), # this country is mine!在玩家自立本国内
(eq, ":lord_troop_faction", "fac_player_supporters_faction"), # 是玩家自立阵营 自己人
(le, ":now_distance", 600), # 距离范围 6米
(agent_set_animation, ":agent_no", "anim_guard_salute_1"), # 领主agent设置动画动作 领主跪 右手致意胸
(play_sound, "snd_encounter_vaegirs_neutral"), # 骑士问候中立的
(else_try), # 玩家是国王 在外国 声望够格
(neq, ":town_faction", "fac_player_supporters_faction"), # 外国国王 非我地界
(faction_slot_eq, "$players_kingdom", slot_faction_leader, "trp_player"), # 玩家是国王
# (ge, ":player_renown", 160), # 玩家声望
(le, ":now_distance", 550), # 距离范围 6米
(agent_set_animation, ":agent_no", "anim_guard_salute_3"), # 领主agent设置动画动作 站姿 右手致意胸
(else_try), # 玩家是领主 凡遇 本国领主
(eq, "$player_has_homage", 1), # 我是封臣
(eq, ":lord_troop_faction", "$players_kingdom"), # 是自己人
(neq, ":town_faction", "fac_player_supporters_faction"), # 排除 玩家自立阵营
(le, ":now_distance", 500), # 距离范围 5米
(agent_set_animation, ":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), # 玩家是领主 凡遇 本国领主 关系较差
(eq, "$player_has_homage", 1), # 我是封臣
(eq, ":lord_troop_faction", "$players_kingdom"), # 是玩家加入王国的 自己人
(neq, ":town_faction", "fac_player_supporters_faction"), # 排除 玩家自立阵营
(le, ":now_distance", 500), # 距离范围 5米
(agent_set_animation, ":agent_no", "anim_guard_salute_3"), # 领主agent设置动画动作 站姿 右手致意胸
(else_try), # 玩家是领主 若 于玩家加入国的城 遇 和平外国领主 若 在外国的城 遇 和平外国领主
(eq, "$player_has_homage", 1), # 我是封臣
(neq, ":lord_troop_faction", "$players_kingdom"), # 外国领主
(le, ":now_distance", 450), # 距离范围 4米
(agent_set_animation, ":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), #女士 #########################################
(is_between,":troop_id",kingdom_ladies_begin,kingdom_ladies_end), #女士范围
(troop_get_type, ":gender_is_male", ":troop_id"), # 性别
(this_or_next | eq, ":gender_is_male", tf_girl), ##
(eq, ":gender_is_male", tf_female), ## woman
(try_begin), # 玩家是国王
# (eq, ":town_faction_leader","trp_player"), #this country is mine!在玩家自立本国内
# (le, ":now_distance", 600), # 距离范围 10米
# (agent_set_animation, ":agent_no", "anim_lady_curtsey"), # 女士 agent设置动画动作 女士屈膝礼
# (else_try), # 玩家是国王
(faction_slot_eq, "$players_kingdom", slot_faction_leader, "trp_player"), # 玩家是国王
# (neq, ":town_faction","fac_player_supporters_faction"), # 外国国王
(le, ":now_distance", 550), # 距离范围 6米
(agent_set_animation, ":agent_no", "anim_lady_curtsey"), # 女士agent设置动画动作
(else_try),
(eq, "$player_has_homage", 1), #我是封臣
#(troop_slot_eq, ":troop_id", slot_troop_spouse, -1), #她配偶若无 未婚的
(le, ":now_distance", 500), # 距离范围 5米
(agent_set_animation, ":agent_no", "anim_lady_curtsey"), # 女士agent设置动画动作 女士屈膝礼
(try_end), #伙伴具体执行结束
(try_end), #女士条件结束 #########################################
(try_begin), # 伙伴条件开始 #########################################
(is_between, ":troop_id", companions_begin, companions_end), # 伙伴范围
(troop_get_type, ":gender_is_male", ":troop_id"), # 性别
(try_begin), # 玩家是国王
(eq, ":town_faction_leader", "trp_player"), # this country is mine!在玩家自立本国内
(le, ":now_distance", 900), # 距离范围 10米
(agent_set_animation, ":agent_no", "anim_guard_salute_1"), # 伙伴agent下跪
(else_try), # 男伙伴
(eq, "$player_has_homage", 1), # 我是封臣
(this_or_next|eq, ":gender_is_male", tf_male), ##男孩
(eq, ":gender_is_male", tf_boy), ## 男性 man
# (ge, ":player_renown", 160), # 玩家声望
(le, ":now_distance", 500), # 距离范围 5米
(agent_set_animation, ":agent_no", "anim_guard_salute_2"), # 伙伴agent设置动画动作 站姿 右手致意胸 及点头
(else_try), # 女伙伴
(eq, "$player_has_homage", 1), # 我是封臣
(this_or_next|eq, ":gender_is_male", tf_female), ##
(eq, ":gender_is_male", tf_girl), ## woman
#(ge, ":player_renown", 170), # 玩家声望
(le, ":now_distance", 500), # 距离范围 5米
(agent_set_animation, ":agent_no", "anim_lady_curtsey"), # 伙伴agent设置动画动作 女士屈膝礼
(try_end), # 伙伴具体执行结束
(try_end), # 伙伴条件结束 #########################################
(try_end), #循环遍历agent 总结束
]) #贵族 领主 男爵 伙伴 军礼 女士 (领主 男爵 和 女士 礼节的尺度,总体都不是太卑微的。敬意示意了,却也保留人格)
# AI市民 靠近行礼 访问参观城镇 访问村庄
citizen_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, "$talk_context", tc_tavern_talk), # 语境酒吧
(eq, "$talk_context", tc_town_talk), # 语境 城里
],
[
(store_faction_of_party, ":town_faction","$current_town"), #前置 获取当前城镇阵营
(faction_get_slot, ":town_faction_leader", ":town_faction", slot_faction_leader), ###获取该城国王
(get_player_agent_no, ":player_agent"), #前置
(troop_get_slot, ":player_renown", "trp_player", slot_troop_renown), # 获取声望
#遍历循环gm 开始
(try_for_agents, ":agent_no"),
(agent_is_non_player, ":agent_no"),
(agent_is_active, ":agent_no"),
(agent_is_alive, ":agent_no"),
(agent_is_human, ":agent_no"),
(agent_get_position, pos1, ":agent_no"), # Distance check 距离检查 agent获取他的位置
(agent_get_position, pos2, ":player_agent"), # 获取 玩家 位置
(get_distance_between_positions, ":now_distance", pos1, pos2), # 获取两者pos间距离
(agent_get_troop_id, ":troop_id", ":agent_no"),
#条件结束
(try_begin), # gm开始
(is_between, ":troop_id", town_walkers_begin, village_walkers_end), # 市民范围
(try_begin), # 玩家是国王
(eq, ":town_faction_leader", "trp_player"), # this country is mine!在玩家自立本国内
(le, ":now_distance", 600), # 距离范围 之内 5米
(try_begin),
(troop_get_type, ":gender_is_male", ":troop_id"), # 性别
(eq, ":gender_is_male", tf_female), ## 女性
(play_sound,"snd_woman_victory"), # 女性胜利欢呼
(else_try),
(troop_get_type, ":gender_is_male", ":troop_id"), # 性别
(eq, ":gender_is_male", tf_male), ## 男性 man
(play_sound,"snd_encounter_farmers"), # 农民
(try_end),
(else_try), # 玩家是城主
(eq, "$player_has_homage", 1), # 我是封臣(此变量不包含玩家是国王)
(this_or_next|party_slot_eq, "$current_town", slot_town_lord, "trp_player"), # player is own lord
(eq, "$g_castle_requested_by_player", "$current_town"), # 是玩家打下的城
(le, ":now_distance", 300), # 距离范围 5米
(try_begin),
(troop_get_type, ":gender_is_male", ":troop_id"), # 性别
(eq, ":gender_is_male", tf_male), ## 男性 man
(play_sound,"snd_encounter_farmers"), # 农民
(else_try),
(troop_get_type, ":gender_is_male", ":troop_id"), # 性别
(eq, ":gender_is_male", tf_female), ## 女性
(play_sound,"snd_woman_victory"), # 女性胜利欢呼
(try_end),
(try_end), # 行为结束
(try_end), # 市民town_walkers结束
(try_begin), # 竞技场主 防具商人 武器商人 酒保 杂货商人 马匹贩子 市长
(this_or_next|is_between, ":troop_id", arena_masters_begin, mayors_end), # 镇长范围
(is_between, ":troop_id", village_elders_begin, village_elders_end), # 村长范围
(try_begin), # 玩家是国王
(eq, ":town_faction_leader", "trp_player"), # this country is mine!在玩家自立本国内
(le, ":now_distance", 600), # 距离范围 6米
(agent_set_animation, ":agent_no","anim_guard_salute_1"), # 伙伴agent下跪
(troop_get_type, ":gender_is_male", ":troop_id"), # 性别
(eq, ":gender_is_male", tf_male), ## 男性 man
(play_sound,"snd_encounter_nobleman"), # 贵族腔
(else_try), # 玩家是城主 或 本国的城
(eq, "$player_has_homage", 1),
(eq, ":town_faction", "$players_kingdom"), #城镇阵营和玩家所在国是同阵营
(le, ":now_distance", 500), # 距离范围 5米
(agent_set_animation, ":agent_no", "anim_guard_salute_2"), # agent设置动画动作 右手致意胸
(troop_get_type, ":gender_is_male", ":troop_id"), # 性别
(eq, ":gender_is_male", tf_male), ## 男性 man
(play_sound,"snd_encounter_nobleman"), # 贵族腔
(else_try), # 来者皆是客 我也略懂礼数
(ge, ":player_renown", 35), # 玩家声望高于
(le, ":now_distance", 500), # 距离范围 5米
(agent_set_animation, ":agent_no", "anim_guard_salute_3"), # agent设置动画动作 右手致意胸
(troop_get_type, ":gender_is_male", ":troop_id"), # 性别
(eq, ":gender_is_male", tf_male), ## 男性 man
(play_sound,"snd_encounter_nobleman"), # 贵族腔
(try_end), # 行为结束
(try_end), # 会长结束
(try_end), #循环遍历agent 总结束
]) #市民
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PS:女士屈膝礼,有大小之分,其实就是根据大礼服和小礼服的裙子,决定了手部的动作而已。说白了,即没有正式礼服的大裙摆,如晚礼服,手就不用为了大裙子而撑开。此外就是屈膝和躬身的幅度深浅了。小礼浅,不提裙不躬身,身体随屈膝直上直下类似微蹲一下。大礼撑裙,腰部以上身体动作有俯身,身体随之前倾。
动画目前还有不尽人意的细节。
不知道标签写的对不对。望不吝赐教。
# 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_keep| amf_priority_striked|amf_client_prediction,
[15, "ceremony_kneel_1k", 0, 358, arf_use_stand_progress, 0, (0, 0, 0), arf_cyclic],
],#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_striked| amf_client_prediction,
[2, "ceremony_stand_1h_w_nod", 40, 89, arf_use_stand_progress, 0, (0, 0, 0), arf_cyclic],
],
# 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_striked|amf_client_prediction,
[2, "ceremony_stand_1h", 40, 89, arf_use_stand_progress , 0, (0, 0, 0), arf_cyclic],
],
# 站岗敬礼 #本国的城 正姿立正持长杆(抬头挺胸)
["guard_salute_4", acf_enforce_all, amf_play | amf_restart |arf_lancer |amf_keep | amf_priority_striked|amf_client_prediction,
[7, "pike_loop02", 0, 98, arf_use_stand_progress , 0, (0, 0, 0),arf_lancer | arf_cyclic],
],
# 站岗 #非本国的 驱赶 试图驱离
["guard_salute_5", acf_enforce_all, amf_play |amf_restart| amf_priority_striked| 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_striked| amf_accurate_body,
[3, "defend_up_onehanded", 0, 74, arf_blend_in_10],
], # acf_enforce_all, amf_play | amf_restart|amf_priority_striked 这似乎是必须的
#用剑高举 立正 持剑注目礼 致敬 anim_guard_sword_attention 如果要让演员装备武器,要用agent_set_wielded_item
["guard_sword_attention", acf_enforce_all| acf_rot_vertical_sword, amf_play | amf_keep | amf_restart | amf_priority_striked| amf_accurate_body,
[10, "sword_attention", 0, 5, arf_lancer | arf_cyclic],
],
#女士 屈膝礼 1 大礼
["lady_curtsey", acf_enforce_all| acf_rot_vertical_sword, amf_play| amf_restart | amf_priority_striked| amf_accurate_body,
[3, "curtsey", 0, 40, arf_blend_in_10],
],
# 女士 屈膝礼 2 小礼
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感谢花糕制作了部分动作。
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