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骑砍魔球简单触发器及属性注意事项

物品刷兵

(troop_has_item_equipped,"trp_player","itm_xxxxxx"),

(party_add_members,"p_main_party","trp_xxxxxx",1),


九重箭

(store_trigger_param_1,":局部变量21*2"),
(try_begin),
(assign,":var_5",0),
(assign,":var_3",0),
(agent_get_troop_id,":var_1",":局部变量21*2"),
(try_begin),
(eq,":var_1","trp_npc1"),
(2170,":var_21","skl_33",":var_1"),
(assign,":var_3",1),
(assign,":var_5",":var_21"),
(else_try),
(eq,":var_1","trp_npc2"),
(2170,":var_21","skl_33",":var_1"),
(assign,":var_3",1),
(assign,":var_5",":var_21"),
(else_try),
(eq,":var_1","trp_npc3"),
(2170,":var_21","skl_33",":var_1"),
(assign,":var_3",1),
(assign,":var_5",":var_21"),
(else_try),
(eq,":var_1","trp_npc4"),
(2170,":var_21","skl_33",":var_1"),
(assign,":var_3",1),
(assign,":var_5",":var_21"),
(else_try),
(eq,":var_1","trp_npc5"),
(2170,":var_21","skl_33",":var_1"),
(assign,":var_3",1),
(assign,":var_5",":var_21"),
(else_try),
(eq,":var_1","trp_npc6"),
(2170,":var_21","skl_33",":var_1"),
(assign,":var_3",1),
(assign,":var_5",":var_21"),
(else_try),
(eq,":var_1","trp_npc7"),
(2170,":var_21","skl_33",":var_1"),
(assign,":var_3",1),
(assign,":var_5",":var_21"),
(else_try),
(eq,":var_1","trp_npc8"),
(2170,":var_21","skl_33",":var_1"),
(assign,":var_3",1),
(assign,":var_5",":var_21"),
(else_try),
(eq,":var_1","trp_npc9"),
(2170,":var_21","skl_33",":var_1"),
(assign,":var_3",1),
(assign,":var_5",":var_21"),
(else_try),
(eq,":var_1","trp_npc10"),
(2170,":var_21","skl_33",":var_1"),
(assign,":var_3",1),
(assign,":var_5",":var_21"),
(else_try),
(eq,":var_1","trp_npc11"),
(2170,":var_21","skl_33",":var_1"),
(assign,":var_3",1),
(assign,":var_5",":var_21"),
(else_try),
(eq,":var_1","trp_npc12"),
(2170,":var_21","skl_33",":var_1"),
(assign,":var_3",1),
(assign,":var_5",":var_21"),
(else_try),
(eq,":var_1","t

rp_npc13"),
(2170,":var_21","skl_33",":var_1"),
(assign,":var_3",1),
(assign,":var_5",":var_21"),
(else_try),
(eq,":var_1","trp_npc14"),
(2170,":var_21","skl_33",":var_1"),
(assign,":var_3",1),
(assign,":var_5",":var_21"),
(else_try),
(eq,":var_1","trp_npc15"),
(2170,":var_21","skl_33",":var_1"),
(assign,":var_3",1),
(assign,":var_5",":var_21"),
(else_try),
(eq,":var_1","trp_npc16"),
(2170,":var_21","skl_33",":var_1"),
(assign,":var_3",1),
(assign,":var_5",":var_21"),
(else_try),
(eq,":var_1"
,"trp_player"),
(2170,":var_21","skl_33",":var_1"),
(store_mul,":var_5",":var_21",2),
(try_end),
(ge,":var_5",1),
(1726,":var_2",":局部变量21*2"),
(get_player_agent_no,":var_4"),
(assign,":var_7","itm_no_item"),
(try_for_range_backwards,":var_8",0,4),
(1804,":var_9",":局部变量21*2",":var_8"),
(try_begin),
(eq,":var_9",":var_2"),
(1542,":var_10",":var_1",":var_8"),
(else_try),
(this_or_next|is_between,":var_9","itm_tutorial_club","itm_tutorial_short_bow"),
(this_or_next|is_between,":var_9","itm_practice_mace","itm_practice_arrows"),
(eq,":var_9","itm_practice_bow_2"),
(try_begin),
(assign,":var_7",":var_9"),
(try_begin),
(ge,":var_3",1),
(1825,":var_16",":局部变量21*2",":var_8"),
(val_add,":var_16",1),
(1776,":局部变量21*2",":var_9",":var_16"),
(try_end),
(try_end),
(try_end),
(eq,":var_9",":var_2"),
(try_end),
(try_begin),
(eq,":var_7","itm_no_item"),
(assign,":var_7","itm_piercing_arrows_2"),
(try_end),
(ge,":var_5",1),
(copy_position,pos20,pos1),
(1506,":var_17",":var_1"),
(set_fixed_point_multiplier,100),
(assign,":var_19",7000),
(item_get_slot,":var_20",":var_2",47),
(val_mul,":var_20",38),
(val_add,":var_19",":var_20"),
(2170,":var_21","skl_33",":var_1"),
(val_mul,":var_21",100),
(val_add,":var_19",":var_21"),
(2176,":var_22",":var_1",3),
(val_mul,":var_22",10),
(val_add,":var_19",":var_22"),
(try_for_range,":var_8",0,":var_5"),
(agent_get_look_position

,pos3,":局部变量21*2"),
(copy_position,pos2,pos1),
(718,2,3),
(store_random_in_range,":var_6",0,3),
(store_sub,":var_6",10,":var_6"),
(position_move_x,pos2,":var_6"),
(store_random_in_range,":var_6",0,3),
(store_sub,":var_6",10,":var_6"),
(position_move_z,pos2,":var_6"),
(store_random_in_range,":var_6",0,3),
(store_sub,":var_6",1,":var_6"),
(725,2,":var_6"),
(store_random_in_range,":var_6",0,3),
(store_sub,":var_6",1,":var_6"),
(723,2,":var_6"),
(1829,":局部变量21*2",2,":var_19",":var_2",":var_10",":var_7",0),
(try_end),
(try_end),

瞬移

(store_trigger_param_1,":var_0"),
(agent_set_position,":var_0",pos1),
(play_sound,"snd_your_flag_taken"),

范围治疗
(store_trigger_param_1,":var_0"),
(agent_get_party_id,":var_3",":var_0"),
(try_for_agents,":var_1"),
(agent_get_position,pos2,":var_1"),
(get_distance_between_positions_in_meters,":var_2",pos1,pos2),
(agent_get_party_id,":var_4",":var_1"),
(try_begin),
(neg|gt,":var_2",7),
//7为加血的范围,单位米
(eq,":var_3",":var_4"),
(
store_agent_hit_points,reg36,":var_1",0),
(val_add,reg36,8),
//8为每次攻击加血的数量
(agent_set_hit_points,":var_1",reg36,0),
(try_end),(try_end),

规避

(store_trigger_param_1,":var_0"),
(agent_get_party_id,":var_3",":var_0"),
(try_for_agents,":var_1"),
(agent_get_position,pos2,":var_1"),
(get_distance_between_positions_in_meters,":var_2",pos1,pos2),
(agent_get_party_id,":var_4",":var_1"),
(try_begin),
(neg|gt,":var_2",3),
//此处的3为作用范围
(neg|eq,":var_3",":var_4"),
(position_has_line_of_sight_to_position,pos1,pos2),
(map_get_random_position_around_position,pos3,pos1,20),
//此处的20为效果范围
(particle_system_burst,"psys_gourd_smoke",pos2,60),
(agent_set_position,":var_1",pos3),
(try_end),
(try_end),

爆炸

(store_trigger_param_1,":var_0"),
(agent_get_party_id,":var_3",":var_0"),
(try_for_agents,":var_1"),
(agent_get_position,pos2,":var_1"),
(get_distance_between_positions,":var_2",pos1,pos2),
(agent_get_party_id,":var_4",":var_1"),
(try_begin),
(neg|gt,":var_2",150),此处的150是作用范围、单位为厘米
(neg|eq,":var_3",":var_4"),
(agent_deliver_damage_to_agent,":var_0",":var_1",50),此处的50为伤害值
(try_end),
(try_end),

火焰粒子效果

(partic

le_system_burst,"psys_torch_fire",pos1,150),

仇恨

(store_trigger_param_1,":var_0"),
(agent_get_party_id,":var_3",":var_0"),
(try_for_agents,":var_1"),
(agent_get_position,pos2,":var_1"),
(get_distance_between_positions_in_meters,":var_2",pos1,pos2),
(agent_get_party_id,":var_4",":var_1"),
(try_begin),
(neg|gt,":var_2",5),
//5为作用范围
(neg|eq,":var_3",":var_4"),
(agent_set_look_target_agent,":var_1",":var_0"),
(try_end),
(try_end),

攻击回血

(store_trigger_param_1,":var_1"),
(store_agent_hit_points,reg36,":var_1",0),
(val_add,reg36,5),
//5为回复数
(agent_set_hit_points,":var_1",reg36,0),

吓马

(store_trigger_param_1,":var_0"),
(agent_get_party_id,":var_3",":var_0"),
(try_for_agents,":var_1"),
(agent_get_position,pos2,":var_1"),
(get_distance_between_positions_in_meters,":var_2",pos1,pos2),
(agent_get_party_id,":var_4",":var_1"),
(try_begin),
(neg|gt,":var_2",5),
//5为作用范围
(neg|eq,":var_3",":var_4"),
(agent_get_horse,":var_5",":var_1"),
(agent_deliver_damage_to_agent,":var_0",":var_5",500),
//500为伤害值
(try_end),
(try_end),

攻击掉血

(particle_system_burst,"psys_gourd_smoke",pos1,100),
(store_trigger_param_1,":var_0"),
(store_agent_hit_points,reg36,":var_0",0),
(val_sub,reg36,3),
(agent_set_hit_points,":var_0",reg36,0),

骑砍里士兵属性值的设定机制。7,5,4,4分别是4个属性的默认值,并不代表各属性的实际值,而是作为一个特殊符号,使其意义发生转变,即转变为随机值。
骑砍里,士兵总的属性点数为7+5+4+4+士兵等级,比如斯瓦迪亚骑士是28级,那么他的总属性点数为48点。由于斯瓦迪亚骑士的属性设定为7,5,4,4
,意思就是斯瓦迪亚4个属性的值都是随机的,每次开档都不一样(开档后就不会变了),但总和为48。 如果我们把斯瓦迪亚的力量设定为非7的值,那么设定多少,力量就是多少。比如设定为20,那么斯瓦迪亚骑士的力量真的就是20,其他3个属性如果还是5,4,4的话,那么这剩下的3个属性值依然是随机的,其总和为48-20=28点,4个属性的总共仍然是48点。 如果我们把斯瓦迪亚骑士的力量设为20,敏捷都设定为15,智力和魅力还是4,4。那么力量和敏捷就是固定值,智力和魅力是随机值,其总和为48-20-15=13。

绝大多数的兵种,属性值都是7,5,4,4。意即4个属性全是随机的,总和是固定的,为7+5+4+4+士兵等级。

一一列举来说,即:
力量设

定为7的时候,力量值为随机值;设定为非7的时候,力量值为设定的值。
敏捷设定为5的时候,敏捷值为随机值;设定为非5的时候,敏捷值为设定的值。
智力设定为4的时候,智力值为随机值;设定为非4的时候,智力值为设定的值。
魅力设定为4的时候,魅力值为随机值;设定为非4的时候,魅力值为设定的值。

士兵总的属性点数为7+5+4+4+士兵等级。如果4个属性值都不是默认值,即都不是随机值,而是固定值,那么总的属性点数为4个属性值的和。

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