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发表于 2011-2-2 15:34:06
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显示全部楼层
自己看的时候随便译了下,不知道有没有用
Many of the map objects have their own specific receivers that can be used to change, set up or check or store (in variables) their properties. No check for the object's existence is made at map startup, but one is made when the command is executed. When you see the "Number" of the object, that means that you can set the number of this object from 0 to 31. This number is used when hero visits the object as a check value (visited/not).
| !!MN#1/#2/#3:
位于t x,y,l处的矿场属性
(Mines are Types 53 and 220)
O$ - 设置/检查矿的归属
0...7=设置归属
-2=当前玩家
-1=无颜色
O$/1
the same as MN:O$不重画地图
R$ - 设置资源类型 (0...6). See Format_R.
R$/1 设置资源类型但不重画地图
M#1/$2/$3 – 改变/检查守卫
#1 – 插孔编号(0...6)
$2 – 怪物类型(-1无守卫). See Format C.
$3 – 设置守卫数量
Comments:
没有颜色的矿场不能设置守卫,除非是“废弃的的矿井” Note:
if someone wishes to loop through all mines, (s)he should use the "no redraw" option, or else the loop will take longer than other, comparable loops
(for example, a loop through all heroes) | | !!SCx/y/l:
位于 x,y,l处的学者属性调整 | | !!CHx/y/l:
位于 x,y,l 处的宝箱属性调整
(Treasure Chests are Type 101)
S$ - Type of bonus Art.=1 or Gold / Experience=0
A$
- Artifact number (Format A1)
B$ - Bonus as gold/experience to $
$ may be 0...15
gold = $*500
experience =$*500-500
If $=0, that means that you get 0 gold and -500 exp.
As you can see, you can give a hero up to 7500 gold or 7000 exp. | | !!WT#1/#2/#3:位于 x,y,l 处的勇士之墓属性调整
(Warrior's Tombs are Type 108)
A$ -宝物+ID (Format A1)
S$ - 1有宝物0无宝物 | | !!KT#1/#2/#3:
位于 x,y,l
处的知识之数属性调整
(Trees of Knowledge are Type 102)
S$ - Type of tree:
=0 (免费)
=1 (2000 黄金)
=2 (10 宝石)
N$ - 知识之数的编号 (0...31) | | !!FR#1/#2/#3:
位于 x,y,l
营火的属性调整
(营火类型 12)
B$1/$2 – 资源类型 ($1) (Format R) and 数量 ($2)
Comments:
Campfires always have a resource as well as gold. So if the value of $2 is 5, it will have 5 of the resource ($1) and 500 gold. | | !!LN#1/#2/#3:
位于 x,y,l 披蓬属性调整
(披蓬类型 39)
N$ - Number of the Lean To (0...31)
B$1/$2 - Bonus type ($1) (Format R) and value ($2)
Note:
B values $1 and $2 are set to 0 just after visiting object, in post-visit trigger they already are 0/0. | | !!ST#1/#2/#3:
位于x,y,l 处的学习术属性调整
(Learning Stones are Type 100)
N$ - Number of the Learning Stone (0...31) | | !!WG#1/#2/#3:
位于 x,y,l 处货车的属性调整
(货车类型 105)
S$ - 有东西=1 或
无东西=0
B$ - 宝物=1 资源=0
A$ - 宝物ID. See Format A1
R$1/$2 –资源类型 ($1) 和数量 ($2). See Format R. | | !!SK#1/#2/#3:
位于 x,y,l 处尸骨的属性调整
(Skeletons are Type 22)
A$ - 宝物IDr. See Format A1
N$
- 尸骨编号 (0...31)
S$ - 有宝物=1 or 无宝物=0 | | !!SP#1/#2/#3:位于x,y,l 处魔法泉的属性调整
(魔法泉类型 48)
S$ - 有效=1 or 无效=0
N$
- 编号(0...31) | | !!WM#1/#2/#3:
位于x,y,l 处的水车属性调整
(Water Wheels are Type 109)
B$ - 有黄金(1) or 无 (0) | | !!SW#1/#2/#3:
位于 x,y,l 处的天鹅湖属性调整(类型 14)
B$ - 幸运+ 1...3
N$
- 编号(0...31) | | !!MT#1/#2/#3:
位于 x,y,l 处的方尖塔属性
(Obelisks are Type 57)
N$ - Number of the Obelisk (0...31) | | !!GD#1/#2/#3:
位于x,y,l 处的神秘花园属性调整
(Mystical Gardens are Type 55)
B$ - 资源类型 [usually = 5]. See Format R
T$ -有资源 (1) 或无资源 (0)
N$ -编号(0...31) | | !!ML#1/#2/#3:
位于 x,y,l 处风车属性调整
(Windmills are Type 112)
B$1/$2 – 资源类型 ($1) 和数量 ($2). See Format R | | !!DW#1/#2/#3:位于 x,y,l出生物巢穴属性的调整
(Monster Dwellings are Types 17 and 20, See Format CG)
M#1/$2/$3 - set the monster to hire
#1 = 插孔 (0...3) – 可以设置同一生物巢穴雇佣4种生物(4种可以是相同的)
#2 = 怪物类型 (-1=禁用,无生物雇佣) (Format C)
#3 = 编号
G#1/$2/$3 – 设置守卫
#1 = 插孔 (0...6)
#2 = 怪物类型 (-1=无怪物). See Format C
#3 = 怪物数量
O$ - 设置归属 (-1=无主)
O$/1; pass control over a dwelling to another player
$ = is a new owner.
The second parameter is a dummy but use 1 there.
This syntax chenges the owner plus calls an internal structure to adjust all growth numbers for the previous and a new owner.
Should work in MP mode. Note:
if someone wants to set up a dwelling to sell more than one creature type, none of the creatures should be level 1, or there will be trouble because level 1 creature are normally handed out for free | | !!WH#1/#2/#3::位于 x,y,l 处的女巫小屋属性
(女巫小屋类型 113)
S$
设置辅助技能类型 0...27 (Format SS) | | !!SY#1/#2/#3: 位于x,y,l 处的船坞属性调整
(船坞类型 87)
O$ : 设置归属 (0...7,-1). See Format E1 P$1/$2 : 默认在x+1,y+1处生产一条船,如果这个点在地图外,就无法买到船了。 | | !!GR#1/#2/#3:位于x,y,l 处守卫属性的调整
(Garrisons are Types 33 and 219) G#1/#2/#3 : 设置检查获得守卫
#1
= 插孔 (0...6)
#2
= 怪物类型 (-1=no monster there). See Format C
#3
= 怪物数量 F$ : Set/check/get if you can delete the guards (1=no, 0=yes). | | !!SR#1/#2/#3:位于x,y,l 处魔法神殿的属性调整
(Magic Shrines are Types 88, 89 and 90)
S$ : Set/get/check the spell number (see Format SP) for any kind of Shrine. | | !!UR#1/#2/#3: 位于 x,y,l 处的大学属性调整
(Universities are Type 104)
S$1/$2/$3/$4
are the skills that will be offered. See Format SS.
You can now place a new university correctly with the UN:I command and set the skills offered with the UR receiver. | | !!SG#1/#2/#3: - 位于x,y,l 处的标牌或漂流瓶的属性调整
(Signs are Type 91. Bottles are Type 59)
For Sign (t=91, terrain dependable) or Bottle (t=59) you can set any message.
M#, M^...^, M-1 - restore the default message. When placed on the map the message is any from default list. | | !!CB#1/#2/#3: -位于x,y,l 处的生物银行属性调整
Commands:
M$1/$2 – 设置/获取/检查
奖励的生物类型$1和数量$2
生物类型必须 >0 且 <128.
如果要设置无生物奖励,则类型设置 -1 数量设置 0.
G#1/$2/$3 – 设置/获取/检查守卫插孔 #1 (0...6), 类型 $2 数量$3.
R#1/$2 – 设置/获取/检查
奖励的资源. 资源类型#1 和数量$2.你可以同时设置7中资源
T$ - set/get/check whether CrBank is taken already (1) or not yet (0). Note, that if you reset a bank to not taken (set to 0), you still should set at least one guard stack unless you want the next hero that visits to get the treasure for free.
V$ - set/check/get a word of visiting of a player. This is a bit mask, so red is 1, blue is 2, tan is 4, green is 8 and so on.
设置宝物奖励.
A1/$ - 获取/检查
宝物ID (你不能对其设置).
A2/$ - get/set/check an artifact $ at position # (0...) in the bonus list.
A3/$ - add an artifact $ to the end of the bonus list.
A4/$ - remove artifact at position $ (0...) in the bonus list.
Comments.
You can make an almost unlimited list of artifacts for any Creature Bank.
You cannot set a scroll as an artifact; the game will treat it wrong and then crash.
The CB receiver should also work with Dragon Utopia, Crypt, Derelict Ship, and Shipwreck.
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In most cases it is inadvisable to try to set up objects using an immediate instruction (!#) at map start-up rather than using a standard receiver that follows a trigger. This is because these object setup commands often don't work as immediate instructions, or worse, will cause the map to crash. Now you can not only set but also get the string parameters. You can use it when M command is used to set name/message.
Example:
!!IFv10:S5;
!!SG4/3/0:M1/v10; set sign message to string var z[v10] or z5
!!SG4/3/0:M1/?z10; get current sign message to z10 string var Be careful: don't use OB command with an object with 2 entrance (yellow case)
When you place an object, it will set up only first right bottom entrance square that will be met. Then you should manually copy a control word from that square to all other yellow squares of this object.
How I check if AI visit objects?
When any hero visits an object the AI flag is stored in flag1000. So you can use it like here:
!?OB...;
!!IF&1000:M^Player^;
!!IF&-1000:M^AI^;
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