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楼主: 大谎言家

余波中的JASS研究

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 楼主| 发表于 2014-8-9 00:12:30 | 显示全部楼层
物品的相关触发

奇怪啊,没找到物品叠加之类的触发

function WearArmor(穿护甲) takes unit u returns nothing
    等待1.5s(这个应该是局部的等待吧?)
    播放gg_snd_WearArmor跟随单位u
    设置gg_snd_WearArmor的音量为127
    播放声音gg_snd_WearArmor
    等待0.4s
    单位u移动速度+150
endfunction

function ValidItem takes unit u, item i returns boolean
    设置局部整数变量 a = 1
    设置局部整数变量 itemid = 获取i的物品类型ID
    循环
        当 a>udg_nItemLists 时退出
        如果 CanPickup(u,itemid,udg_ItemLists[a]) then
            return false
        endif
        设置 a=a+1
    endloop
    return true
endfunction

function ItemPickup2 takes nothing returns nothing
    设置局部单位变量 u = 触发单位
    设置局部玩家变量 p = u的所有者
    设置局部物品变量 n = 被操作的物品
    设置局部整数变量 i = n的物品类型ID
    设置局部整数变量 j = u的单位类型ID
    设置局部整数变量 id = 玩家引索p
    call ItemPickup(u,n)
    如果 (i=='ckng(U238)' 或者 i=='I002(AP)') 而且 u拥有物品n 则 //Ammo Modifiers
        运行RifleBolt(u)(一个播放音效的函数)
        如果 j=='H003(狙击)' or j=='z00F(小弟)' or j=='z00G(小弟)' then
            为单位u添加技能 +35攻
        否则
            为单位u添加技能 +10攻
        endif
    否则如果 i=='I00O' and 单位u拥有物品n then //TX-1
        call RifleBolt(u)
        如果 j=='H003' 或者 j=='z00F' 或者 j=='z00G' then
            为单位u添加技能 +100攻
        否则
            为单位u添加技能 +40攻
        endif
    否则如果 i=='I007' 而且 单位u拥有物品n then //SAM-R
        call RifleBolt(u)
        单位u移动速度-5
        if j=='H003' or j=='z00F' or j=='z00G' then //Marksman
            call UnitAddAbility(u,'A00F')
        elseif j=='H008' or j=='z007' or j=='z005' then //Delta
            call UnitAddAbility(u,'A03S')
        elseif j=='H006' then //Recon
            call UnitAddAbility(u,'AItc')(总之就是一堆相似的+攻击技能)
        else
            call UnitAddAbility(u,'AItl')
        endif
    否则如果 i=='I018' 而且 单位u拥有物品n then //尸体
        u的移动速度-30
        运行函数GeneralEquipment(u)(就是一个播放音效的函数)
    否则如果 i=='I00B' and UnitHasItem(u,n) then //M-29
        call ShiftMoveSpeed(u,-4.0)
        call RifleBolt(u)
        if udg_Experience[id]<1000 then
            call DisplayTimedTextToPlayer(p,0.0,0.0,5.0,"提醒 : M-29 榴弹会伤害友军")
        endif
    elseif i=='I00N' and UnitHasItem(u,n) then //M320
        call ShiftMoveSpeed(u,-3.0)
        call RifleBolt(u)
        if udg_Experience[id]<1000 then
            call DisplayTimedTextToPlayer(p,0.0,0.0,5.0,"警告 : M320 榴弹会伤害友军")
        endif
    elseif i=='I00I' and UnitHasItem(u,n) then //SMAW
        call ShiftMoveSpeed(u,-6.0)
        call RifleBolt(u)
        if udg_Experience[id]<1000 then
            call DisplayTimedTextToPlayer(p,0.0,0.0,5.0,"警告 : SMAW 火箭会伤害友军")
        endif
    elseif i=='I003' and UnitHasItem(u,n) then //Hecate
        call ShiftMoveSpeed(u,-6.0)
        call RifleBolt(u)
    elseif i=='I000' and UnitHasItem(u,n) then //Machine Gun
        call ShiftMoveSpeed(u,-10.0)
        call MachineGunLink(u)(依然是播放音效的函数)
    elseif i=='I004' and UnitHasItem(u,n) then //Medkit
        call ShiftMoveSpeed(u,-3.0)
        call GeneralEquipment(u)
    elseif i=='I008' and UnitHasItem(u,n) then //Benelli
        call ShiftMoveSpeed(u,-5.0)
        call PumpShotgun(u)
    elseif (i=='I009' or i=='I00X') and UnitHasItem(u,n) then //Browning and DAO
        call ShiftMoveSpeed(u,-4.0)
        call PumpShotgun(u)(还是播放音效的函数)
    elseif i=='rde1' and UnitHasItem(u,n) then //Kevlar
        call ShiftMoveSpeed(u,-160.0) //10(恩……先减速160,再加速150,,10点就是重量)
        call GeneralEquipment(u)
        call WearArmor(u)
    elseif i=='I001' and UnitHasItem(u,n) then //Composite
        call ShiftMoveSpeed(u,-162.0) //12
        call GeneralEquipment(u)
        call WearArmor(u)
    elseif i=='I005' and UnitHasItem(u,n) then //Reactive
        call ShiftMoveSpeed(u,-166.0) //16
        call GeneralEquipment(u)
        call WearArmor(u)
    elseif i=='I00Z' and UnitHasItem(u,n) then //Nano Body Armor
        call ShiftMoveSpeed(u,-162.0) //12
        call GeneralEquipment(u)
        call WearArmor(u)
    elseif (i=='I00H' or i=='I017') and UnitHasItem(u,n) then //XML-9C and Surveillance Sentry
        call ShiftMoveSpeed(u,-12.0)
        call GeneralEquipment(u)
    elseif i=='I00Q' or i=='I00R' or i=='I00P' then //Chaingun
        call ShiftMoveSpeed(u,-35.0)
        call GeneralEquipment(u)
    elseif i=='I019' then //Aviation Fuel
        call ShiftMoveSpeed(u,-40.0)
        call GeneralEquipment(u)
    elseif (i=='I00N' or i=='I00I' or i=='I00B') and UnitHasItem(u,n) then
        call GeneralEquipment(u)
        if udg_Experience[id]<1000 then
            call DisplayTimedTextToPlayer(p,0.0,0.0,5.0,"警告 : 爆炸类武器会误伤队友.")
        endif
    elseif UnitHasItem(u,n) then
        call GeneralEquipment(u)
    endif
    设置 u = 无
    设置 n = 无
endfunction

//===========================================================================
function InitTrig_Item_Pickup takes nothing returns nothing
    set gg_trg_Item_Pickup = CreateTrigger()
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Item_Pickup, EVENT_PLAYER_UNIT_PICKUP_ITEM )
    call TriggerAddAction( gg_trg_Item_Pickup, function ItemPickup2 )
endfunction
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 楼主| 发表于 2014-9-5 22:36:16 | 显示全部楼层
血清的去毒效果

function AntiVenomConditions takes nothing returns boolean
    设置局部整数变量 i = 施放技能ID
    return i=='A03V(物品抗毒)' or i=='A04Q(医生)'
endfunction

function AntiVenom takes nothing returns nothing
    设置局部单位变量 u = 触发单位
    设置局部整数变量 i = 1
    如果 施放技能=='A04Q(医生)' 则 //Marine Corpsman AV
        设置 u = 技能释放目标
        去除 u 拥有的 疾病buff
    endif
    循环
        当 i > 2 时退出循环
        去除 u 拥有的 草酸病毒(没有堆积)buff
        删除 u 拥有的 感染 技能
        去除 u 拥有的 感染 buff
        去除 u 拥有的 草酸病毒(堆积)buff
        去除 u 拥有的 氢氯酸中毒 buff
        设置 i = i + 1
    endloop
    如果 随机整数1~3==1 则
        call UnitRemoveAbility(u,'B00B')
        call UnitRemoveAbility(u,'BNpa')
        call UnitRemoveAbility(u,'BNpm')(去掉几个恶心的毒BUFF)
    endif
    set u = null
endfunction

//===========================================================================
function InitTrig_Anti_Venom takes nothing returns nothing
    set gg_trg_Anti_Venom = CreateTrigger()
    call TriggerRegisterPlayerUnitEvent(gg_trg_Anti_Venom, Player(9), EVENT_PLAYER_UNIT_SPELL_EFFECT, null)
    call TriggerRegisterPlayerUnitEvent(gg_trg_Anti_Venom, Player(11), EVENT_PLAYER_UNIT_SPELL_EFFECT, null)
    call TriggerAddCondition( gg_trg_Anti_Venom, Condition(function AntiVenomConditions) )
    call TriggerAddAction(gg_trg_Anti_Venom,function AntiVenom)
endfunction
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 楼主| 发表于 2015-2-8 22:40:21 | 显示全部楼层
夜视仪(屏幕变绿的函数)

function NightVision takes 玩家变量 whichPlayer, 布尔变量 b returns nothing
    如果 whichPlayer==本地玩家 then
        如果 b=true then
            if udg_progress=="day" then(目测意思是白天)
                高级滤镜( 3.0, BLEND_MODE_MODULATE_2X, "ReplaceableTextures\\CameraMasks\\White_mask.blp", 0.0, 100.0, 0.0, 100.0, 0.0, 30.0, 0.0, 5.0 )
            否则
                设置迷雾(0,2300.0,4500.0,0.25,0.0,0.0,0.0) //0.25
                高级滤镜( 4.0, BLEND_MODE_MODULATE_2X, "ReplaceableTextures\\CameraMasks\\White_mask.blp", 20.0, 25.0, 20.0, 75.0, 0.0, 80.0, 0.0, 25.0 )
        否则
            设置迷雾(0,udg_ZStart,udg_ZEnd,0.55,udg_FogColor,udg_FogColor,udg_FogColor)
            高级滤镜( 0.5, BLEND_MODE_BLEND, "ReplaceableTextures\\CameraMasks\\White_mask.blp", 50.0, 100, 50.0, 0.0, 50.0, 100.0, 50.0, 100.0 )
            高级滤镜( 0.0, BLEND_MODE_BLEND, "ReplaceableTextures\\CameraMasks\\Black_mask.blp", 20.0, 20.0, 20.0, 0.0, 20.0, 20.0, 20.0, udg_Visibility )
endfunction
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发表于 2015-2-11 01:46:43 | 显示全部楼层
[em01] [em01] [em01] 呵呵
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 楼主| 发表于 2015-3-3 17:41:30 | 显示全部楼层
这是有关跳章的内容,也就是第二章那个叫做Delta的触发

function Chapter2b takes nothing returns nothing(这个应该是开场的函数)
    设置局部实数变量 trans = 0.0
    如果 udg_Players<1 或者 udg_Chapter==2 则
        return(也就是说没有玩家或者已经到了第二章就什么都不做呢……)
    如果 随机整数0~10==1 则
        设置 trans = 40.0
    打开触发器gg_trg_Marine_Ammunition
    设置 玩家9 的名字为 "三角洲特种部队"
    设置 udg_Intermission = true
    设置 udg_Lighting = true
    运行函数"SquadRatingCalc"
    设置 udg_XPFactor = udg_XPFactor * 1.1(目测跟经验有关,经验乘倍?)
    设置 udg_Chapter = 2
    设置 udg_M242Components[1] = 'I00Q'
    设置 udg_M242Components[2] = 'I00R'
    设置 udg_M242Components[3] = 'I00P'
    设置 udg_M242Components[4] = 'I00S'(原来机枪的物品类型都是预设的,也就是说如果换个也许就会有很奇葩的效果?)
    暂停 所有单位
    淡入淡出滤镜( bj_CINEFADETYPE_FADEOUT, 1.0, "ReplaceableTextures\\CameraMasks\\Black_mask.blp", 0, 0, 0, trans )(为毛要有几率增加透明度?搞不懂啊?)
    call ShowInterface(false,1.0)
    清除文字信息
    等待 1.5s
    播放音效 gg_snd_Message
    对玩家显示限时的消息(本地玩家, 0, 0, 5.0, "                                                                                     |cff8b864e三角洲特种部队|r" )
    对玩家显示限时的消息(本地玩家, 0, 0, 5.0, " " )
    对玩家显示限时的消息(本地玩家, 0, 0, 5.0, " " )
    对玩家显示限时的消息(本地玩家, 0, 0, 5.0, " " )
    对玩家显示限时的消息(本地玩家, 0, 0, 5.0, " " )
    对玩家显示限时的消息(本地玩家, 0, 0, 5.0, " " )
    对玩家显示限时的消息(本地玩家, 0, 0, 5.0, " " )
    暂停 所有单位(为毛要再弄一次?)
    等待 5.5s
    淡入淡出滤镜( bj_CINEFADETYPE_FADEIN, 1.0, "ReplaceableTextures\\CameraMasks\\Black_mask.blp", 0, 0, 0, trans )
    call ShowInterface(true,1.0)
    清除文字信息
    设置 udg_Lighting = false
    等待 1s
    设置 udg_Intermission = false
    解除所有单位暂停
    运行 IntermissionRestore()
    等待 5s
    淡入淡出滤镜( bj_CINEFADETYPE_FADEOUT, 0.001, "ReplaceableTextures\\CameraMasks\\Black_mask.blp", 0, 0, 0, 0 )
    淡入淡出滤镜( bj_CINEFADETYPE_FADEIN, 0.001, "ReplaceableTextures\\CameraMasks\\Black_mask.blp", 0, 0, 0, 0 )
    等待 0s(意义不明)
    运行IntermissionRestore()
    打开触发器 gg_trg_Ghoul_Spawn)
    打开触发器 gg_trg_Immortal_Spawn)
    打开触发器 gg_trg_Crepitus_Spawn)
    设置 udg_TurretEngine=true
    为 gg_trg_Turret_Ammo_Feed 添加 任意单位捡到物品 事件
    为 gg_trg_Turret_Ammunition_System 添加 玩家13 的单位受到攻击 事件
    为 gg_trg_Turret_Ammunition_System 添加 玩家14 的单位受到攻击 事件
    运行函数"Wave10b"(正式转章)
    删除 当前触发
//===========================================================================
function InitTrig_Delta takes nothing returns nothing
endfunction
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发表于 2015-3-5 14:30:48 | 显示全部楼层
多年前 我曾尝试研究
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 楼主| 发表于 2015-4-11 12:25:25 | 显示全部楼层
OP1的JASS部分:

function IntroA takes nothing returns nothing
    local integer i = 1
    local unit u = CreateUnit(Player(0),'hdhw',11553.0,11265.0,0.0)//创建一个地球
    call CameraSetupApplyForceDuration(gg_cam_Intro_Camera,true,0.0)//应用镜头
    call SetUnitTimeScalePercent(u,35.0)//设置地球的动画速率35%
    call TriggerSleepAction(0.)//不知为何等待0秒
    call SmoothUnitResize(u,2.3,2.6,7.5)//设置地球的缩放
    call TriggerSleepAction(0.)
    call CinematicFadeBJ(bj_CINEFADETYPE_FADEIN, 0.95, "ReplaceableTextures\\CameraMasks\\Black_mask.blp", 0, 0, 0, 0.0 )//滤镜
    loop
        exitwhen i>11
        call UnitShareVision(u,Player(i),true)//循环,让所有玩家分享地球的视野
        set i=i+1
    endloop
    call PolledWait(1.)//等待1s
    call DisplayTimedTextToPlayer(GetLocalPlayer(), 0.0, 0.0, 1.75, "   献给美国海军陆战队" )
    call DisplayTimedTextToPlayer(GetLocalPlayer(), 0.0, 0.0, 1.75, "   (Dedicated to the USMC)" )
    call PolledWait(3.)//等待3s
    call ClearTextMessages()//清空消息
    call PolledWait(0.5)//等待0.5s
    call DisplayTimedTextToPlayer(GetLocalPlayer(), 0.0, 0.0, 1.5, "   危机爆发后的几天里," )
    call DisplayTimedTextToPlayer(GetLocalPlayer(), 0.0, 0.0, 1.5, "   军方加快了行动的速度.." )
    call PolledWait(3.)//等待3s
    call ClearTextMessages()
    call CinematicFadeBJ( bj_CINEFADETYPE_FADEOUT, 0.75, "ReplaceableTextures\\CameraMasks\\Black_mask.blp", 0, 0, 0, 0.0)//滤镜
    call PolledWait(0.75)
    call RemoveUnit(u) //删除地球
    set u = null
    call SetAmbientNightSound("AshenvaleNight")//设置夜晚环境效果音
    call SetTerrainFogEx(0, udg_ZStart, udg_ZEnd, 0.55, udg_FogColor, udg_FogColor, udg_FogColor)//设置迷雾
    call CinematicFadeBJ(bj_CINEFADETYPE_FADEIN, 1.75, "ReplaceableTextures\\CameraMasks\\Black_mask.blp", 0, 0, 0, 0.0)//滤镜淡入
    call SetForceAllianceStateBJ(udg_EchoCompany,udg_EchoCompany,bj_ALLIANCE_ALLIED_VISION)//设置玩家组联盟状态
    set udg_myinteger = GetRandomInt(1,7)
    call ForForce(udg_EchoCompany,function IntroEngineB)//选取玩家组内玩家做动作
    set udg_GlobalUnit[1] = CreateUnit(Player(0),'e00F',GetRectCenterX(udg_IntroView[udg_myinteger]),GetRectCenterY(udg_IntroView[udg_myinteger]),0.0)//创建单位,这个是开头的视觉单位
    call CameraSetupApplyForceDuration(udg_IntroStart[udg_myinteger], true, 0.0)//应用镜头
    call CameraSetSourceNoise(8.0,0.1)//设置镜头摇晃
    call CameraSetupApplyForceDuration(udg_IntroEnd[udg_myinteger], true, 8.0)//应用镜头
    call DisplayTimedTextToPlayer( GetLocalPlayer(), 0, 0, 5.0, "                                                                            |cff8b864e寂静岭行动|r")
    call DisplayTimedTextToPlayer( GetLocalPlayer(), 0, 0, 5.0, " ")
    call DisplayTimedTextToPlayer( GetLocalPlayer(), 0, 0, 5.0, " ")
    call DisplayTimedTextToPlayer( GetLocalPlayer(), 0, 0, 5.0, " ")
    call DisplayTimedTextToPlayer( GetLocalPlayer(), 0, 0, 5.0, " ")
    call DisplayTimedTextToPlayer( GetLocalPlayer(), 0, 0, 5.0, " ")
    call DisplayTimedTextToPlayer( GetLocalPlayer(), 0, 0, 5.0, " ")
    call PolledWait(3.2)
    call CinematicFadeBJ(bj_CINEFADETYPE_FADEOUT, 1.25, "ReplaceableTextures\\CameraMasks\\Black_mask.blp", 0, 0, 0, 0.0)//滤镜淡出
endfunction
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 楼主| 发表于 2015-4-11 16:38:40 | 显示全部楼层
一整个余波开始的JASS:

作者到底哪些部分是用JASS写的哪些是用触发的?

function OperationSilentHill takes nothing returns nothing
    local trigger t = CreateTrigger()
    local trigger t2 = CreateTrigger() //-prime
    local integer i = 1
    local integer allowboot = 1
    local real x
    local real y
    local player p
    local location l = Location(11735.0,15716.0)
    local group g = AMGetUnitsInRange(600,l,null)//一大坨局部变量声明
    set udg_EchoCompany = GetPlayersByMapControl(MAP_CONTROL_USER)//EchoCompany似乎是一个玩家组,意思是说Ecompany=所有用户控制的玩家,也就是真人
    call ForGroup(g,function RemoveUnitAll)//选取g里头的单位做动作,清空单位组,意义不明
    call DestroyGroup(g)//删除单位组
    call RemoveLocation(l)//清除点l
    set g=null
    set l=null
    call ForceAddPlayer(udg_FireTeamA,Player(0))
    call ForceAddPlayer(udg_FireTeamA,Player(1))
    call ForceAddPlayer(udg_FireTeamA,Player(2))
    call ForceAddPlayer(udg_FireTeamA,Player(3))
    call ForceAddPlayer(udg_FireTeamA,Player(4))
    call SetPlayerColor(Player(0),PLAYER_COLOR_RED)
    call SetPlayerColor(Player(1),PLAYER_COLOR_RED)
    call SetPlayerColor(Player(2),PLAYER_COLOR_RED)
    call SetPlayerColor(Player(3),PLAYER_COLOR_RED)
    call SetPlayerColor(Player(4),PLAYER_COLOR_RED)
    call ForceAddPlayer(udg_FireTeamB,Player(5))
    call ForceAddPlayer(udg_FireTeamB,Player(6))
    call ForceAddPlayer(udg_FireTeamB,Player(7))
    call ForceAddPlayer(udg_FireTeamB,Player(8))
    call ForceAddPlayer(udg_FireTeamB,Player(10))
    call SetPlayerColor(Player(5),PLAYER_COLOR_BLUE)
    call SetPlayerColor(Player(6),PLAYER_COLOR_BLUE)
    call SetPlayerColor(Player(7),PLAYER_COLOR_BLUE)
    call SetPlayerColor(Player(8),PLAYER_COLOR_BLUE)
    call SetPlayerColor(Player(10),PLAYER_COLOR_BLUE)//设置两队玩家,疑似是死亡竞赛用的
    call SetPlayerColor(Player(13),ConvertPlayerColor(12))
    call SetPlayerOnScoreScreen(Player(13),false)
    call SetPlayerOnScoreScreen(Player(14),false)
    call SetPlayerOnScoreScreen(Player(9),false)//玩家9,13,14不会显示在计分屏上
    call ForForce(udg_EchoCompany,function TriggerEventInitialize)//注册玩家单位事件
    call SetForceAllianceStateBJ(bj_FORCE_PLAYER[9], udg_EchoCompany, bj_ALLIANCE_ALLIED )//设置玩家联盟状态
    call SetForceAllianceStateBJ(udg_EchoCompany, bj_FORCE_PLAYER[9], bj_ALLIANCE_ALLIED )
    call SetForceAllianceStateBJ(bj_FORCE_PLAYER[11], udg_EchoCompany, bj_ALLIANCE_ALLIED )
    call SetForceAllianceStateBJ(udg_EchoCompany, bj_FORCE_PLAYER[11], bj_ALLIANCE_ALLIED )
    call SetForceAllianceStateBJ(bj_FORCE_PLAYER[13], GetPlayersAllies(Player(0)), bj_ALLIANCE_UNALLIED )
    call SetForceAllianceStateBJ(GetPlayersAllies(Player(0)), bj_FORCE_PLAYER[13], bj_ALLIANCE_UNALLIED )
    call SetForceAllianceStateBJ(bj_FORCE_PLAYER[13], bj_FORCE_PLAYER[9], bj_ALLIANCE_UNALLIED )
    call SetForceAllianceStateBJ(bj_FORCE_PLAYER[9], bj_FORCE_PLAYER[13], bj_ALLIANCE_UNALLIED )
    call SetForceAllianceStateBJ(bj_FORCE_PLAYER[13], bj_FORCE_PLAYER[11], bj_ALLIANCE_UNALLIED )
    call SetForceAllianceStateBJ(bj_FORCE_PLAYER[11], bj_FORCE_PLAYER[13], bj_ALLIANCE_UNALLIED )
    call SetForceAllianceStateBJ(bj_FORCE_PLAYER[14], bj_FORCE_PLAYER[9], bj_ALLIANCE_UNALLIED )
    call SetForceAllianceStateBJ(bj_FORCE_PLAYER[9], bj_FORCE_PLAYER[14], bj_ALLIANCE_UNALLIED )
    call SetForceAllianceStateBJ(bj_FORCE_PLAYER[14], bj_FORCE_PLAYER[11], bj_ALLIANCE_UNALLIED )
    call SetForceAllianceStateBJ(bj_FORCE_PLAYER[11], bj_FORCE_PLAYER[14], bj_ALLIANCE_UNALLIED )
    call SetForceAllianceStateBJ(bj_FORCE_PLAYER[13], bj_FORCE_PLAYER[14], bj_ALLIANCE_ALLIED_VISION )
    call SetForceAllianceStateBJ(bj_FORCE_PLAYER[14], bj_FORCE_PLAYER[13], bj_ALLIANCE_ALLIED_VISION )
    call SetPlayerState(Player(13),PLAYER_STATE_GIVES_BOUNTY,0)
    call SetPlayerState(Player(14),PLAYER_STATE_GIVES_BOUNTY,0)
    call SetForceAllianceStateBJ(bj_FORCE_PLAYER[14], udg_FireTeamA, bj_ALLIANCE_UNALLIED )
    call SetForceAllianceStateBJ(udg_FireTeamA, bj_FORCE_PLAYER[14], bj_ALLIANCE_UNALLIED )
    call SetForceAllianceStateBJ(bj_FORCE_PLAYER[13], udg_FireTeamA, bj_ALLIANCE_UNALLIED )
    call SetForceAllianceStateBJ(udg_FireTeamA, bj_FORCE_PLAYER[13], bj_ALLIANCE_UNALLIED )
    call SetForceAllianceStateBJ(bj_FORCE_PLAYER[14], udg_FireTeamB, bj_ALLIANCE_UNALLIED )
    call SetForceAllianceStateBJ(udg_FireTeamB, bj_FORCE_PLAYER[14], bj_ALLIANCE_UNALLIED )
    call SetForceAllianceStateBJ(bj_FORCE_PLAYER[13], udg_FireTeamB, bj_ALLIANCE_UNALLIED )
    call SetForceAllianceStateBJ(udg_FireTeamB, bj_FORCE_PLAYER[13], bj_ALLIANCE_UNALLIED )
    call SetPlayerName(Player(13),"未知实体")
    call SetPlayerName(Player(14),"未知实体")//这一段全部都是在设置玩家的属性
    call FogEnable(true)//启用战争迷雾
    call FogMaskEnable(true)//启用黑色阴影
    set udg_Lighting = true
    call AbortCinematicFadeBJ()//不知为何有个Abort,只找到了淡入淡出滤镜
    call CinematicFadeCommonBJ(0.0,0.0,0.0,0.0,"ReplaceableTextures\\CameraMasks\\Black_mask.blp", 100,0.0)//滤镜
    call VolumeGroupSetVolumeBJ(SOUND_VOLUMEGROUP_MUSIC,0.0)
    call VolumeGroupSetVolumeBJ(SOUND_VOLUMEGROUP_UNITSOUNDS,0.0)//设置多通道音量
    call ShowInterface(false,0.0)//关闭信箱模式
    call TriggerSleepAction(0.)
    call ExecuteFunc("GameInitA")//看了一下这个函数貌似跟单位说的话有关,不明
    if GetRandomInt(0,50)==1 then
        call IntroC()
    elseif GetRandomInt(0,5)==1 then
        call IntroB()
    else
        call IntroA()
    endif//运行开头的电影
    call PolledWait(1.3)
    call ExecuteFunc("EvilSheep")//貌似是幽灵羊
    call ClearTextMessages()//清除文本
    call PolledWait(0.15)
    if udg_InitialPlayers==1 and RedCheatsAvailable() then//玩家是不是在进行单人游戏,看样子余波还能保存本地数据
        call DisableTrigger(gg_trg_Combat)//combat关闭
        set allowboot = 0
        set udg_Mode=4
    endif
    call ResetToGameCamera(0)//重置游戏镜头
    call PanCameraToTimed(GetUnitX(gg_unit_ntav_0005),GetUnitY(gg_unit_ntav_0005),0)旋转镜头
    call SetForceAllianceStateBJ(udg_EchoCompany,udg_EchoCompany,bj_ALLIANCE_ALLIED)//设置玩家联盟属性
    call RemoveUnit(udg_GlobalUnit[1])//删除GlobalUnit[1],不记得是什么了
    call ForForce(udg_EchoCompany, function IntroEngineC)//选取玩家组运行一个大概是初始化的函数
    call DialogSetMessage(udg_ModeDialog,"选择模式")
    set udg_DialogButton[1] = DialogAddButton(udg_ModeDialog, "|cff778899生存模式|r", 0 )
    set udg_DialogButton[2] = DialogAddButton(udg_ModeDialog, "|cff778899死亡竞赛|r", 0 )
    call TriggerSleepAction(0.)
    set i=0
    loop
        exitwhen i>udg_Players
        if GetPlayerSlotState(Player(i))!=PLAYER_SLOT_STATE_LEFT then
            set p = Player(i)
            exitwhen 1==1
        endif
        set i=i+1
    endloop
    set i=1
    loop
        exitwhen i>udg_InitialPlayers
        set udg_PlayerIcon[udg_Sorted] = "UI\\Widgets\\EscMenu\\Human\\blank-background.blp"
        set i=i+1
    endloop
    if GetLocalPlayer()==p then
        call ShowInterface(true,0.2)
    else
        call StartSound(gg_snd_ALICEBeep)
        call DisplayTimedTextToPlayer(GetLocalPlayer(),0.0,0.0,10.0,"正在初始化...")
    endif
    call DialogDisplay(p,udg_ModeDialog,true)
    loop
        exitwhen udg_DialogResponse[1]==1 or udg_myint==10 or udg_Players<2
        call TriggerSleepAction(1.)
        set udg_myint = udg_myint + 1
    endloop
    call DialogDisplay(p,udg_ModeDialog,false)
    if udg_myint==10 or udg_Players<2 then
        call ExecuteFunc("SurvivalInit")
    endif
    call ShowInterface(true,0.75)
    call CinematicFadeBJ(bj_CINEFADETYPE_FADEIN, 0.0, "ReplaceableTextures\\CameraMasks\\Black_mask.blp", 0, 0, 0, 0.0)
    set udg_Lighting = false
    call TriggerSleepAction(0.)
    call IntermissionRestore()
    call CameraSetTargetNoise(5.0,0.03)
    if udg_Mode!=3 then
        call DialogSetMessage(udg_DifficultyDialog,"难度选择")
        set udg_DialogButton[1] = DialogAddButton( udg_DifficultyDialog, "|cff778899正常|r", 0 )
        set udg_DialogButton[2] = DialogAddButton( udg_DifficultyDialog, "|cff778899噩梦|r", 0 )
        if allowboot==1 then
            set udg_DialogButton[3] = DialogAddButton( udg_DifficultyDialog, "|cff778899新兵营|r", 0 )
        endif
        call DialogDisplay(p,udg_DifficultyDialog,true)
        set udg_myint=0
        loop
            exitwhen udg_DialogResponse[2]==1 or udg_myint==10
            call TriggerSleepAction(1.)
            set udg_myint = udg_myint + 1
        endloop
        call DialogDisplay(p,udg_DifficultyDialog,false)
        if udg_Difficulty>=4.0 then
            set udg_DifficultyString = " 难度  :   噩梦"
            call SetPlayerHandicap(Player(13),GetPlayerHandicap(Player(13))+0.28)
            call SetPlayerHandicap(Player(14),GetPlayerHandicap(Player(14))+0.28)
            set udg_Pace = 0.8
            set udg_XPFactor = udg_XPFactor*2
        elseif udg_Difficulty>=2.0 then
            set udg_DifficultyString = " 难度  :   正常"
        else
            set udg_DifficultyString = " 难度  :   新兵营"
            set udg_XPFactor = 0.0
        endif
        if udg_XPFactor!=0.2 then //default normal
            call DisplayTimedTextToPlayer(GetLocalPlayer(), 0.0, 0.0, 10.0, udg_DifficultyString )
        endif
        call QuestSetTitle( udg_QuestDifficulty, SubString(udg_DifficultyString, 13, 100) )
    endif
    set udg_ACA[10] = true
    set udg_ACA[12] = true
    call ExecuteFunc("ALICEInit")
    call DialogClear(udg_DifficultyDialog)
    call DialogClear(udg_ModeDialog)
    call ClearSelection()
    if udg_Mode!=3 then
        call SelectUnit(udg_BlackHawk,true)
    endif
    set i=1
    loop
        exitwhen i>10
        set x = GetRandomReal(-4000.0,10000.0)
        set y = GetRandomReal(-4000.0,10000.0)
        call CreateUnit(Player(PLAYER_NEUTRAL_PASSIVE),'ndog',x,y,0.0)
        call TriggerSleepAction(0.)
        set i=i+1
    endloop
    set i=1
    loop
        exitwhen i>udg_Players
        call TriggerRegisterPlayerEventLeave( t, ConvertedPlayer(udg_Sorted) )
        call TriggerRegisterPlayerChatEvent( t2, ConvertedPlayer(udg_Sorted), "-prime", false )
        set i=i+1
    endloop
    call TriggerAddAction(t,function Leaver)
    call TriggerAddAction(t2,function SatchelPrimer)
    call TriggerRegisterTimerEvent(gg_trg_AI_Neutral_Victim,6.1,true)
    call TriggerRegisterTimerEvent(gg_trg_AI_Neutral_Extra,6.2,true)
    set t = null
    set t2 = null
    call TriggerRegisterPlayerUnitEventSimple( gg_trg_Ghoul_Spawn, Player(14), EVENT_PLAYER_UNIT_DEATH )
    call TriggerRegisterPlayerUnitEventSimple( gg_trg_Ghoul_Spawn, Player(13), EVENT_PLAYER_UNIT_DEATH )
    call RemoveRect(gg_rct_IntroCam1)
    call RemoveRect(gg_rct_IntroCam2)
    call RemoveRect(gg_rct_IntroCam3)
    call RemoveRect(gg_rct_IntroCam4)
    call RemoveRect(gg_rct_IntroCam5)
    call RemoveRect(gg_rct_IntroCam6)
    call RemoveRect(gg_rct_IntroCam7)
    call DestroyTrigger(gg_trg_Operation_Silent_Hill)
    set i=1
    if GetRandomInt(0,25)==1 then
        loop
            exitwhen i>10
            set x = GetRandomReal(-2000.0,500.0)
            set y = GetRandomReal(-800.0,1200.0)
            call CreateUnit(Player(PLAYER_NEUTRAL_PASSIVE),'n00T',x,y,0.0)
            call TriggerSleepAction(0.)
            set i=i+1
        endloop
    endif
endfunction

//===========================================================================
function InitTrig_Operation_Silent_Hill takes nothing returns nothing
    set gg_trg_Operation_Silent_Hill = CreateTrigger()
    call TriggerAddAction(gg_trg_Operation_Silent_Hill,function OperationSilentHill)
endfunction
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 楼主| 发表于 2015-4-12 22:27:34 | 显示全部楼层
function PlatoonReinforcements takes nothing returns nothing
    local real handicap = 0.0
    local integer i = 1
    local integer id = 0
    local integer LZSelect = GetRandomInt(1,8)
    local real x = GetRectCenterX(udg_LandingZones[LZSelect])
    local real y = GetRectCenterY(udg_LandingZones[LZSelect])
    local location l
    local real angle
    local boolean present
    local unit u
    local real theta = GetRandomReal(0.0,6.28)
    local real ux = Clamp(x+3000.0*Cos(theta),GetRectMinX(bj_mapInitialPlayableArea),GetRectMaxX(bj_mapInitialPlayableArea))
    local real uy = Clamp(y+3000.0*Sin(theta),GetRectMinY(bj_mapInitialPlayableArea),GetRectMaxY(bj_mapInitialPlayableArea))
    local unit blackhawk
    if udg_InitialPlayers==udg_Players then
        return
    else
        loop
            exitwhen i>udg_InitialPlayers
            if (GetWidgetLife(udg_Hero[udg_Sorted])<=0.405 or udg_Experience[udg_Sorted]>400000) and GetPlayerSlotState(ConvertedPlayer(udg_Sorted))!=PLAYER_SLOT_STATE_LEFT then
                set id=1337
            endif
            set i=i+1
        endloop
        set i=1
        if id!=1337 then
            return
        endif
    endif
    set l = Location(x,y)
    set udg_LZPoint = Location(x,y)
    set blackhawk = CreateUnit(Player(11),'h009',ux,uy,theta+3.14)
    call UnitApplyTimedLife(blackhawk,'Bhwd',90.0)
    call SetUnitScalePercent(blackhawk,50.0,50.0,50.0)
    call RemoveGuardPosition(blackhawk)
    call TriggerSleepAction(0.)
    call IssuePointOrder(blackhawk,"move",x,y)
    call StartSound(gg_snd_BlackHawkRotor)
    call PolledWait(5.5)
    call SetUnitFlyHeight(blackhawk,15.0,130.0)
    call SmoothUnitResize(blackhawk,0.6,1.2,4)
    call EnableTrigger(gg_trg_Landing_Area)
    call PolledWait(3.)
    call SetUnitTimeScalePercent(blackhawk,65.0)
    call ExecuteFunc("BlackHawkWashOff")
    call HeloShock(blackhawk)
    call AttachSoundToUnit(gg_snd_BlackHawkLand,blackhawk)
    call SetSoundVolume(gg_snd_BlackHawkLand,127)
    call StartSound(gg_snd_BlackHawkLand)
    call PolledWait(2.5)
    call KiloEvac(blackhawk)
    call IssueImmediateOrder(blackhawk,"holdposition")
    loop
        exitwhen i>udg_InitialPlayers
        set angle = 360.0*(I2R(i)-1)/I2R(udg_InitialPlayers)
        if (GetWidgetLife(udg_Hero[udg_Sorted])<=0.405 or udg_Experience[udg_Sorted]>400000) and GetPlayerSlotState(ConvertedPlayer(udg_Sorted))!=PLAYER_SLOT_STATE_LEFT then
            set present = true
            set handicap = handicap + 0.015
            if GetRandomInt(0,10)==1 and udg_Experience[udg_Sorted]>60000 then
                set id = 'z00E' //IUL
            elseif udg_Chapter!=1 and GetRandomInt(0,55)==1 and udg_Experience[udg_Sorted]>60000 then
                set id = 'z006' //Pilot
            elseif GetRandomInt(0,12)==1 and udg_Experience[udg_Sorted]>30000 then
                set id = 'z00G' //Sniper
            elseif GetRandomInt(0,6)==1 then
                set id = 'z009' //Flamethrower
            elseif GetRandomInt(0,6)==1 then
                set id = 'z001' //Corpsman
            elseif GetRandomInt(0,8)==1 then
                set id = 'z004' //Engineer
            elseif GetRandomInt(0,3)==1 then
                set id = 'z000' //Machine Gunner
            elseif GetRandomInt(0,5)==1 then
                set id = 'z00F' //Marksman
            else
                set id = 'z008' //Rifleman
            endif
            set u = CreateUnit(ConvertedPlayer(udg_Sorted),id,x+80.0,y-175.0,0.0)
            call SetLoadState(I2S(H2I(u)),1)
            call UnitAddItemById(u,'I004') //Medkit
            if id=='z001' then
                call TriggerRegisterUnitEvent(gg_trg_Anti_Venom,u,EVENT_UNIT_SPELL_EFFECT)
            elseif id=='z006' then
                call TriggerRegisterUnitEvent(gg_trg_Control_Aircraft,u,EVENT_UNIT_SPELL_EFFECT)
            elseif id=='z004' then
                call UnitAddItemById(u,'I014') //Field Lights
                call TriggerRegisterUnitEvent(gg_trg_Nanosteel_Net,u,EVENT_UNIT_SPELL_EFFECT)
            endif
            call UnitAddAbility(u,'A04R') //NVG
            call TriggerRegisterUnitEvent(gg_trg_Ailments,u,EVENT_UNIT_DAMAGED)
            call TriggerRegisterUnitEvent(gg_trg_Article_15,u,EVENT_UNIT_DEATH)
            call IssuePointOrder(u,"attack", x + (325.0*Cos(angle*0.01745)), y + (325.0*Sin(angle*0.01745)) )
        endif
        call TriggerSleepAction(0.)
        set i=i+1
    endloop
    if present then
        call StartSound(gg_snd_RockandRoll)
    endif
    if present then
        call SetCameraQuickPosition(x,y)
        call PingMinimapEx(x,y,15.0,255,0,0,false)
        call ALICEText(15.0, "|cfff3ad00ALICE|r : Reinforcements have arrived." )
        call SetPlayerHandicap(Player(13),GetPlayerHandicap(Player(13))+handicap)
        call SetPlayerHandicap(Player(14),GetPlayerHandicap(Player(14))+handicap)
    endif
    set i=1
    loop
        exitwhen i>12
        call PolledWait(5.)
        call KiloEvac(blackhawk)
        set i=i+1
    endloop
    call ExecuteFunc("BlackHawkWashOff")
    call SetUnitFlyHeight(blackhawk,800.0,200.0)
    call SmoothUnitResize(blackhawk,1.2,0.5,3)
    call SetUnitTimeScalePercent(blackhawk,100.0)
    call IssuePointOrder(blackhawk,"move",13000.0,10000.0)
    call PolledWait(3.5)
    call DisableTrigger(gg_trg_Landing_Area)
    call EnumDestructablesInCircleBJ(600,l,function TreeShakeEnd)
    call PolledWait(3.)
    call RemoveUnit(blackhawk)
    call RemoveLocation(l)
    call RemoveLocation(udg_LZPoint)
    set l = null
    set u = null
    set blackhawk = null
endfunction

这个是援军的JASS部分……明天再来翻译
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发表于 2015-4-13 13:21:03 | 显示全部楼层
虽然打的很少,还是来支持
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