很多人都是修改J脚本来实现魔兽TD地图变单机的,谁有TD单机的脚本,我下载的脚本是乱码的,可以发上来吗?
像LX这种小儿科的回答就别发了,我要的是脚本,就是用JASS写的脚本。
如何把加密的多人魔兽TD地图变为单机版?
答案:2 悬赏:80 手机版
解决时间 2021-02-10 08:04
- 提问者网友:锁深秋
- 2021-02-09 11:33
最佳答案
- 五星知识达人网友:行路难
- 2021-02-09 11:47
if ( not ( GetPlayerSlotState(Player(0)) != PLAYER_SLOT_STATE_PLAYING ) ) then
return false
endif
if ( not ( GetPlayerSlotState(Player(1)) != PLAYER_SLOT_STATE_PLAYING ) ) then
return false
endif
if ( not ( GetPlayerSlotState(Player(2)) != PLAYER_SLOT_STATE_PLAYING ) ) then
return false
endif
if ( not ( GetPlayerSlotState(Player(3)) != PLAYER_SLOT_STATE_PLAYING ) ) then
return false
endif
打开地图的j文件之后先搜索CreateNUnitsAtLocFacingLocBJ··然后把“if (
not ( GetPlayerSlotState(Player(0)) != PLAYER_SLOT_STATE_PLAYING ) ) then”顶格粘贴到“call CreateNUnitsAtLocFacingLocBJ( X【这个X表示玩家X】, udg_EnemyType[udg_pointer], Player(11), GetRandomLocInRect(gg_rct_Monster_Spawn_Bottom_Left), GetUnitLoc(GetTriggerUnit()) )”的上面··把endif 顶格粘贴到call CreateNUnitsAtLocFacingLocBJ( X【这个X表示玩家X】, udg_EnemyType[udg_pointer], Player(11), GetRandomLocInRect(gg_rct_Monster_Spawn_Bottom_Left), GetUnitLoc(GetTriggerUnit()) )”的下面
要对好入座··
============================================================
另外把【Bottom_Left是玩家1 Bottom_Right是玩家2 Top_Right是玩家3
Top_Left是玩家4】这些也改了
比如:call CreateNUnitsAtLocFacingLocBJ( 1, udg_EnemyType[udg_pointer], Player(11), GetRandomLocInRect(gg_rct_Monster_Spawn【_Bottom_Left】【这个就是改过之后的】), GetUnitLoc(GetTriggerUnit()) )
下面发一段我刚才改的金木水火土的代码给你··当然是改成单机的··
function Trig_Spawn_Monsters_Actions takes nothing returns nothing
if ( not ( GetPlayerSlotState(Player(0)) != PLAYER_SLOT_STATE_PLAYING ) ) then
call CreateNUnitsAtLocFacingLocBJ( 1, udg_EnemyType[udg_pointer], Player(11), GetRandomLocInRect(gg_rct_Monster_Spawn_Bottom_Left), GetUnitLoc(GetTriggerUnit()) )
endif
if ( not ( GetPlayerSlotState(Player(1)) != PLAYER_SLOT_STATE_PLAYING ) ) then
call CreateNUnitsAtLocFacingLocBJ( 1, udg_EnemyType[udg_pointer], Player(11), GetRandomLocInRect(gg_rct_Monster_Spawn_Bottom_Right), GetUnitLoc(GetTriggerUnit()) )
endif
if ( not ( GetPlayerSlotState(Player(2)) != PLAYER_SLOT_STATE_PLAYING ) ) then
call CreateNUnitsAtLocFacingLocBJ( 1, udg_EnemyType[udg_pointer], Player(11), GetRandomLocInRect(gg_rct_Monster_Spawn_Top_Right), GetUnitLoc(GetTriggerUnit()) )
endif
if ( not ( GetPlayerSlotState(Player(3)) != PLAYER_SLOT_STATE_PLAYING ) ) then
call CreateNUnitsAtLocFacingLocBJ( 1, udg_EnemyType[udg_pointer], Player(11), GetRandomLocInRect(gg_rct_Monster_Spawn_Top_Left), GetUnitLoc(GetTriggerUnit()) )
endif
endfunction
return false
endif
if ( not ( GetPlayerSlotState(Player(1)) != PLAYER_SLOT_STATE_PLAYING ) ) then
return false
endif
if ( not ( GetPlayerSlotState(Player(2)) != PLAYER_SLOT_STATE_PLAYING ) ) then
return false
endif
if ( not ( GetPlayerSlotState(Player(3)) != PLAYER_SLOT_STATE_PLAYING ) ) then
return false
endif
打开地图的j文件之后先搜索CreateNUnitsAtLocFacingLocBJ··然后把“if (
not ( GetPlayerSlotState(Player(0)) != PLAYER_SLOT_STATE_PLAYING ) ) then”顶格粘贴到“call CreateNUnitsAtLocFacingLocBJ( X【这个X表示玩家X】, udg_EnemyType[udg_pointer], Player(11), GetRandomLocInRect(gg_rct_Monster_Spawn_Bottom_Left), GetUnitLoc(GetTriggerUnit()) )”的上面··把endif 顶格粘贴到call CreateNUnitsAtLocFacingLocBJ( X【这个X表示玩家X】, udg_EnemyType[udg_pointer], Player(11), GetRandomLocInRect(gg_rct_Monster_Spawn_Bottom_Left), GetUnitLoc(GetTriggerUnit()) )”的下面
要对好入座··
============================================================
另外把【Bottom_Left是玩家1 Bottom_Right是玩家2 Top_Right是玩家3
Top_Left是玩家4】这些也改了
比如:call CreateNUnitsAtLocFacingLocBJ( 1, udg_EnemyType[udg_pointer], Player(11), GetRandomLocInRect(gg_rct_Monster_Spawn【_Bottom_Left】【这个就是改过之后的】), GetUnitLoc(GetTriggerUnit()) )
下面发一段我刚才改的金木水火土的代码给你··当然是改成单机的··
function Trig_Spawn_Monsters_Actions takes nothing returns nothing
if ( not ( GetPlayerSlotState(Player(0)) != PLAYER_SLOT_STATE_PLAYING ) ) then
call CreateNUnitsAtLocFacingLocBJ( 1, udg_EnemyType[udg_pointer], Player(11), GetRandomLocInRect(gg_rct_Monster_Spawn_Bottom_Left), GetUnitLoc(GetTriggerUnit()) )
endif
if ( not ( GetPlayerSlotState(Player(1)) != PLAYER_SLOT_STATE_PLAYING ) ) then
call CreateNUnitsAtLocFacingLocBJ( 1, udg_EnemyType[udg_pointer], Player(11), GetRandomLocInRect(gg_rct_Monster_Spawn_Bottom_Right), GetUnitLoc(GetTriggerUnit()) )
endif
if ( not ( GetPlayerSlotState(Player(2)) != PLAYER_SLOT_STATE_PLAYING ) ) then
call CreateNUnitsAtLocFacingLocBJ( 1, udg_EnemyType[udg_pointer], Player(11), GetRandomLocInRect(gg_rct_Monster_Spawn_Top_Right), GetUnitLoc(GetTriggerUnit()) )
endif
if ( not ( GetPlayerSlotState(Player(3)) != PLAYER_SLOT_STATE_PLAYING ) ) then
call CreateNUnitsAtLocFacingLocBJ( 1, udg_EnemyType[udg_pointer], Player(11), GetRandomLocInRect(gg_rct_Monster_Spawn_Top_Left), GetUnitLoc(GetTriggerUnit()) )
endif
endfunction
全部回答
- 1楼网友:春色三分
- 2021-02-09 12:40
搜一下:如何把加密的多人魔兽TD地图变为单机版?
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