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悬赏分:15
解决时间:2009-4-20 00:58
提问者:
我想要一个三项的修改器
请哪位大哥给小弟一个下载地址
谢谢了!
最佳***
把游戏都改成对自己有利,就没技巧性了.
菜鸟就喜欢这样搞.
分享给你的朋友吧:
对我有帮助
回答时间:2009-4-12 02:16
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其他回答
其实用用script,要比秘诀方便丰富。
用我的代码替换
\Rise of Natio \Thrones and Patriots\scenario\scriptlibrary\general_powers.bhs
用king作用户名,你就能爽了
功能包括:
1专署兵种打开
例如 捍马
enable_type_by_tribe("Humvee", "America ", "Stable",0,3);
意思是把捍马放在马圈第三格
2加资源
give_good(i+1, "Wealth", 5000);
3加科技
gain_tech(i+1, "Information Age");
4加英雄
create_unit_upgrade(i+1, Rx, Ry, "napoleon", 1);
5回血,会能量
set_unit_craft(i+1, unit_heal,100);
heal_object(i+1,unit_heal,100);
6设置单位属性
// set_type_line_of_sight("Attack Helicopter", 30);
// set_object_type_attack("Attack Helicopter", 3500);
// set_object_type_max_range("Attack Helicopter", 21);
// declare_war(mem, tribe);
// make_alliance(mem, athe );
// make_peace(mem, tribe);
// show_all_map_enable(i+1);
///////////////////////////////////////////
scenario general_powers ()
int player = 1;
int cur_time = time_sec();
static int counter = 0;
run_once {
set_timer("pop", 5);
for (i = 0; i num_players(); i++) {
//if (find_nation(i+1) == "Chinese") {
if (get_leader_name(i+1) == "king") {
// if (find_nation(i+1) == "America ") {
int buildi int Rx;
int Ry;
buildin = find_unit(i+1, "");
Rx = object_position_x(i+1, buildin);
Ry = object_position_y(i+1, buildin);
create_unit_upgrade(i+1, Rx, Ry, "napoleon", 1);
create_unit_upgrade(i+1, Rx, Ry, "alexander", 1);
// create_unit_upgrade(i+1, Rx, Ry, "antipater", 1);
// create_unit_upgrade(i+1, Rx, Ry, "ptolemy", 1);
// create_unit_upgrade(i+1, Rx, Ry, "darius", 1);
// create_unit_upgrade(i+1, Rx, Ry, "memnon", 1);
// create_unit_upgrade(i+1, Rx, Ry, " itamenes", 1);
create_unit_upgrade(i+1, Rx, Ry, "porus", 1);
// create_unit_upgrade(i+1, Rx, Ry, "schwarze erg", 1);
// create_unit_upgrade(i+1, Rx, Ry, "chandragupta maurya", 1);
// create_unit_upgrade(i+1, Rx, Ry, "Humvee", 5);
give_good(i+1, "Food", 5000);
give_good(i+1, "Timber", 5000);
give_good(i+1, "Metal", 5000);
give_good(i+1, "Wealth", 5000);
give_good(i+1, "Oil", 5000);
give_good(i+1, "Knowledge", 5000);
set_unit_scale(i+1, find_unit(i+1, "napoleon"), 1.1);
set_unit_scale(i+1, find_unit(i+1, "alexander"), 1.1);
// set_preq("A ault Marines", "Cla ical Age", "Global Pro erity");
// set_preq("A ault Infantry", "Cla ical Age", "Global Pro erity");
// set_preq("Commando", "Cla ical Age", "Global Pro erity");
// set_preq("Anti-Tank Mi ile", "Cla ical Age", "Global Pro erity");
// set_preq("Advanced Machine Gun", "Cla ical Age", "Global Pro erity");
// set_preq("Rocket Artillery", "Cla ical Age", "Global Pro erity");
// set_preq("Main Battle Tank", "Cla ical Age", "Global Pro erity");
// set_preq("Armored Cavalry", "Cla ical Age", "Global Pro erity");
// set_preq("Anti-Aircraft Mi ile", "Cla ical Age", "Global Pro erity");
// set_preq("Attack Helicopter", "Cla ical Age", "Global Pro erity");
// set_preq("Advanced Fighter", "Cla ical Age", "Global Pro erity");
// set_preq("Jet Fighter Bomber", "Cla ical Age","Global Pro erity");
// set_preq("Aircraft Carrier", "Cla ical Age","Global Pro erity");
// set_preq("Mi ile Cruiser", "Cla ical Age", "Global Pro erity");
// set_preq("Advanced Battleship", "Cla ical Age", "Global Pro erity");
// set_preq("Attack Submarine", "Cla ical Age", "Global Pro erity");
set_preq("Cruise Mi ile", "Cla ical Age", "Global Pro erity");
// set_preq("Stealth Bomber", "Cla ical Age", "Global Pro erity");
// set_preq("Elite Special Forces", "Cla ical Age", "Global Pro erity");
set_preq("Sas", "Cla ical Age", "Global Pro erity");
set_preq("Nuclear Mi ile Sub", "Cla ical Age", "Global Pro erity");
set_preq("Mi ile Silo", "Cla ical Age", "Global Pro erity");
set_preq("Humvee", "Cla ical Age","Global Pro erity");
// show_all_map_enable(i+1);
// gain_tech(i+1, "Cla ical Age");
// gain_tech(i+1, "Medieval Age");
// gain_tech(i+1, "Gu owder Age");
// gain_tech(i+1, "Enlightenment Age");
// gain_tech(i+1, "Industrial Age");
// gain_tech(i+1, "Modern Age");
// gain_tech(i+1, "Information Age");
gain_tech(i+1, "Mi ile Shield");
gain_tech(i+1, "World Government");
gain_tech(i+1, "Global Pro erity");
gain_tech(i+1, "Artificial Intelligence");
gain_upgrade(i+1, "Commando");
// gain_upgrade(i+1, "A ault Infantry");
// gain_upgrade(i+1, "A ault Marines");
// gain_upgrade(i+1, "Anti-Tank Mi ile");
// gain_upgrade(i+1, "Advanced Machine Gun");
gain_upgrade(i+1, "Elite Special Forces");
// gain_upgrade(i+1, "Rocket Artillery");
gain_upgrade(i+1, "Scout");
gain_upgrade(i+1, "Explorer");
disable_type_by_tribe("Elite Special Forces",find_nation(i+1));
disable_type_by_tribe("Commando",find_nation(i+1));
disable_type_by_tribe("Scout",find_nation(i+1));
disable_type_by_tribe("Explorer",find_nation(i+1));
// gain_upgrade(i+1, "Main Battle Tank");
// gain_upgrade(i+1, "Armored Cavalry");
// gain_upgrade(i+1, "Anti-Aircraft Mi ile");
// gain_upgrade(i+1, "Advanced Fighter");
// gain_upgrade(i+1, "Attack Helicopter");
// gain_upgrade(i+1, "Stealth Bomber");
gain_upgrade(i+1, "Cruise Mi ile");
// gain_upgrade(i+1, "Mi ile Cruiser");
gain_upgrade(i+1, "Attack Submarine");
// gain_upgrade(i+1, "Advanced Battleship");
// gain_upgrade(i+1, "Jet Fighter Bomber");
// gain_upgrade(i+1, "Aircraft Carrier");
disable_type_by_tribe("Attack Submarine",find_nation(i+1));
enable_type_by_tribe("Nuclear Mi ile Sub",find_nation(i+1), "Dock", 0, 3);
gain_upgrade(i+1, "Nuclear Mi ile Sub");
enable_type_by_tribe("Humvee",find_nation(i+1), "Stable", 0, 4);
enable_type_by_tribe("Sas",find_nation(i+1), "Barracks", 0, 4);
gain_upgrade(i+1, "Humvee");
gain_upgrade(i+1, "Sas");
// set_object_type_armor("Attack Helicopter", 30);
// set_object_type_max_health("Attack Helicopter", 500);
// set_type_line_of_sight("Attack Helicopter", 30);
// set_object_type_attack("Attack Helicopter", 3500);
// set_object_type_max_range("Attack Helicopter", 21);
set_object_type_armor("Nuclear Mi ile Sub", 80);
set_object_type_max_health("Nuclear Mi ile Sub", 500);
set_type_line_of_sight("Nuclear Mi ile Sub", 30);
set_object_type_attack("Nuclear Mi ile Sub", 3500);
set_object_type_max_range("Nuclear Mi ile Sub", 26);
set_preq("Airbase", "Cla ical Age","Global Pro erity");
set_preq("Biplane", "Cla ical Age","Global Pro erity");
set_preq("Fighter", "Cla ical Age","Global Pro erity");
set_preq("Jet Fighter", "Cla ical Age","Global Pro erity");
//set_preq("Advanced Fighter", "Cla ical Age","Global Pro erity");
set_preq("Eagle Fighter", "Cla ical Age","Global Pro erity");
gain_upgrade(i+1, "Airbase");
gain_upgrade(i+1, "Biplane");
gain_upgrade(i+1, "Fighter");
gain_upgrade(i+1, "Jet Fighter");
gain_upgrade(i+1, "Advanced Fighter");
//gain_upgrade(i+1, "Eagle Fighter");
//disable_type_by_tribe("Biplane",find_nation(i+1));
//disable_type_by_tribe("Fighter",find_nation(i+1));
disable_type_by_tribe("Jet Fighter",find_nation(i+1));
//disable_type_by_tribe("Advanced Fighter",find_nation(i+1));
enable_type_by_tribe("Eagle Fighter",find_nation(i+1), "Airbase", 0, 0);
set_object_type_attack("Eagle Fighter", 2500);
//set_preq("Jet Fighter Bomber", "Cla ical Age","Global Pro erity");
//gain_upgrade(i+1, "Fighter Bomber");
//gain_upgrade(i+1, "Jet Fighter Bomber");
//enable_type_by_tribe("Jet Fighter Bomber",find_nation(i+1), "Airbase", 0, 3);
//set_object_type_attack("Jet Fighter Bomber", 2500);
disable_type_by_tribe("Cruise Mi ile",find_nation(i+1));
disable_type_by_tribe("Humvee",find_nation(i+1));
disable_type_by_tribe("Nuclear Mi ile Sub",find_nation(i+1));
disable_tech(i+1, "Mi ile Shield");
print_game_msg("Hallo Friend,Play Ha y.----王炀");
// set_object_type_armor("Spy", 30)
static int alexander = 0;
static int napoleon = 0;
static int parmenio = 0;
static int antipater = 0;
static int ptolemy = 0;
static int darius = 0;
static int memnon = 0;
static int itamenes = 0;
static int maurya = 0;
static int porus = 0;
static int fouche = 0;
static int schwarze erg = 0;
static int paoli = 0;
int o = -1;
if (timer_expired("pop")) {
set_timer("pop", 2);
string bu le;
//if (num_objects_selected(player) == 1) {
if ((alexander 0 alexander 4) || (alexander == 0 object_type_selected(player, "Alexander"))) {
switch (alexander % 4) {
case 0 :
bu le = $S("+50 attack!");
case 1 :
bu le = $S("+50 Heavy Infantry attack!");
case 2 :
bu le = $S("Double craft!");
case 3 :
bu le = $S("50% faster Forced March!");
o = find_unit(1, "Alexander");
alexander++;
} else if ((napoleon 0 napoleon 4) || (napoleon == 0 object_type_selected(player, "napoleon"))) {
switch (napoleon % 4) {
case 0 :
bu le = $S("+3 attack to siege!");
case 1 :
bu le = $S("+1 range to siege!");
case 2 :
bu le = $S("Double craft!");
case 3 :
bu le = $S("50% faster Forced March!");
o = find_unit(1, "Napoleon");
napoleon++;
} else if ((parmenio 0 parmenio 4) || (parmenio == 0 object_type_selected(player, "parmenio"))) {
switch (parmenio % 4) {
case 0 :
bu le = $S("+1 Heavy Cavalry attack!");
case 1 :
bu le = $S("Bigger radius!");
case 2 :
bu le = $S("3x longer ambush!");
case 3 :
bu le = $S("Starts with 5 Companio !");
o = find_unit(1, "parmenio");
parmenio++;
} else if ((antipater 0 antipater 5) || (antipater == 0 object_type_selected(player, "antipater"))) {
switch (antipater % 5) {
case 0 :
bu le = $S("Heals nearby units!");
case 1 :
bu le = $S("Entrenched units take 80% damage!");
case 2 :
bu le = $S("Can Entrench outside home territory!");
case 3 :
bu le = $S("2x entrenchment eed");
case 4 :
bu le = $S("+3 attack to buildings when garrisoned!");
o = find_unit(1, "antipater");
antipater++;
} else if ((ptolemy 0 ptolemy 4) || (ptolemy == 0 object_type_selected(player, "ptolemy"))) {
switch (ptolemy % 4) {
case 0 :
bu le = $S("+1 range!");
case 1 :
bu le = $S("+1 Line-of-Sight for ranged units!");
case 2 :
bu le = $S("+1 siege attack!");
case 3 :
bu le = $S("+1 armor!");
o = find_unit(1, "ptolemy");
ptolemy++;
} else if ((darius 0 darius 3) || (darius == 0 object_type_selected(player, "darius"))) {
switch (darius % 3) {
case 0 :
bu le = $S("+1 defe e!");
case 1 :
bu le = $S("Prevents attrition!");
case 2 :
bu le = $S("Enables the War Chariot!");
o = find_unit(1, "darius");
darius++;
} else if ((memnon 0 memnon 4) || (memnon == 0 object_type_selected(player, "memnon"))) {
switch (memnon % 4) {
case 0 :
bu le = $S("Always cloaked!");
case 1 :
bu le = $S("2x craft regeneration!");
case 2 :
bu le = $S("Increases Greek Mercenaries' attack!");
case 3 :
bu le = $S("Increases Greek Mercenaries' armor!");
o = find_unit(1, "memnon");
memnon++;
} else if (( itamenes 0 itamenes 4) || ( itamenes == 0 object_type_selected(player, " itamenes"))) {
switch ( itamenes % 4) {
case 0 :
bu le = $S("+1 Horse Archer attack!");
case 1 :
bu le = $S("20% faster Cavalry!");
case 2 :
bu le = $S("Increases building plunder!");
case 3 :
bu le = $S("Gai plunder from enemy units!");
o = find_unit(1, " itamenes"); itamenes++;
} else if ((maurya 0 maurya 2) || (maurya == 0 object_type_selected(player, "Chandragupta Maurya"))) {
switch (maurya % 2) {
case 0 :
bu le = $S("2x craft!");
case 1 :
bu le = $S("Prevents attrition!");
o = find_unit(1, "chandragupta maurya");
maurya++;
} else if ((porus 0 porus 4) || (porus == 0 object_type_selected(player, "porus"))) {
switch (porus % 3) {
case 0 :
bu le = $S("Detects cloaked units!");
case 1 :
bu le = $S("Double hit points");
case 2 :
bu le = $S("Creates 2x decoys");
case 3 :
bu le = $S("20% faster Elephants!");
o = find_unit(1, "porus");
porus++;
} else if ((fouche 0 fouche 2) || (fouche == 0 object_type_selected(player, "fouche"))) {
switch (fouche % 2) {
case 0 :
bu le = $S("Reveals all enemies!");
case 1 :
bu le = $S("Triple craft!");
o = find_unit(1, "fouche");
fouche++;
} else if ((paoli 0 paoli 3) || (paoli == 0 object_type_selected(player, "paoli"))) {
switch (paoli % 3) {
case 0 :
bu le = $S("I tant ipe!");
case 1 :
bu le = $S("I tant sabotage!");
case 2 :
bu le = $S("Double craft!");
o = find_unit(1, "paoli");
paoli++;
} else if ((schwarze erg 0 schwarze erg 3) || (schwarze erg == 0 object_type_selected(player, "schwarze erg"))) {
switch (schwarze erg % 3) {
case 0 :
bu le = $S("Double hit points!");
case 1 :
bu le = $S("Double craft!");
case 2 :
bu le = $S("Starts with 4 Commandos!");
o = find_unit(1, "schwarze erg");
schwarze erg++;
for (i = 0; i num_players(); i++) {
// if (find_nation(i+1) == "RUSSIANS") {
if (get_leader_name(i+1) == "king") {
// if (find_nation(i+1) == "America ") {
// enable_type_by_tribe("Humvee",find_nation(i+1), "Stable", 0, 3);
// enable_type_by_tribe("Nuclear Mi ile Sub",find_nation(i+1), "Dock", 0, 3);
// gain_tech(i+1, "Cla ical Age");
// gain_tech(i+1, "Medieval Age");
// gain_tech(i+1, "Gu owder Age");
// gain_tech(i+1, "Enlightenment Age");
// gain_tech(i+1, "Industrial Age");
// gain_tech(i+1, "Modern Age");
// gain_tech(i+1, "Information Age");
// gain_tech(i+1, "Mi ile Shield");
// gain_tech(i+1, "World Government");
// gain_tech(i+1, "Global Pro erity");
// gain_tech(i+1, "Artificial Intelligence");
// give_good(i+1, "Food", 3000);
// give_good(i+1, "Timber", 3000);
// give_good(i+1, "Metal", 3000);
// give_good(i+1, "Wealth", 3000);
// give_good(i+1, "Oil", 3000);
// give_good(i+1, "Knowledge", 3000);
// set_object_type_armor("Attack Helicopter", 30);
// set_object_type_max_health("Attack Helicopter", 500);
// set_type_line_of_sight("Attack Helicopter", 30);
// set_object_type_attack("Attack Helicopter", 3500);
// set_object_type_max_range("Attack Helicopter", 21);
for (n = 0 < um_military_buildings(i+1); n++)
building = find_build(i+1,"");
set_object_health(i+1,building, 100);
for (a = 0; a num_units(i+1); a++) {
unit_heal = find_unit(i+1, "");
unit_max_craft(i+1, unit_heal);
set_unit_craft(i+1, unit_heal,100);
if (object_health(i+1,unit_heal) 100) {
heal_object(i+1,unit_heal,100);
if (length(bu le) 0) {
bu le_text_obj(bu le, player, o);
回答者:
2009-4-9 23:26
楼上的,汗死,照你这样,晓不得要等到哪年⊙﹏⊙b
回答者:
2009-4-10 16:43
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