国家的崛起之爱国战争三项属性修改器
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) == "Americans") {
int buildin;
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, "spitamenes", 1);
create_unit_upgrade(i+1, Rx, Ry, "porus", 1);
// create_unit_upgrade(i+1, Rx, Ry, "schwarzenberg", 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("Assault Marines", "Classical Age", "Global Prosperity");
// set_preq("Assault Infantry", "Classical Age", "Global Prosperity");
// set_preq("Commando", "Classical Age", "Global Prosperity");
// set_preq("Anti-Tank Missile", "Classical Age", "Global Prosperity");
// set_preq("Advanced Machine Gun", "Classical Age", "Global Prosperity");
// set_preq("Rocket Artillery", "Classical Age", "Global Prosperity");
// set_preq("Main Battle Tank", "Classical Age", "Global Prosperity");
// set_preq("Armored Cavalry", "Classical Age", "Global Prosperity");
// set_preq("Anti-Aircraft Missile", "Classical Age", "Global Prosperity");
// set_preq("Attack Helicopter", "Classical Age", "Global Prosperity");
// set_preq("Advanced Fighter", "Classical Age", "Global Prosperity");
// set_preq("Jet Fighter Bomber", "Classical Age","Global Prosperity");
// set_preq("Aircraft Carrier", "Classical Age","Global Prosperity");
// set_preq("Missile Cruiser", "Classical Age", "Global Prosperity");
// set_preq("Advanced Battleship", "Classical Age", "Global Prosperity");
// set_preq("Attack Submarine", "Classical Age", "Global Prosperity");
set_preq("Cruise Missile", "Classical Age", "Global Prosperity");
// set_preq("Stealth Bomber", "Classical Age", "Global Prosperity");
// set_preq("Elite Special Forces", "Classical Age", "Global Prosperity");
set_preq("Sas", "Classical Age", "Global Prosperity");
set_preq("Nuclear Missile Sub", "Classical Age", "Global Prosperity");
set_preq("Missile Silo", "Classical Age", "Global Prosperity");
set_preq("Humvee", "Classical Age","Global Prosperity");
// show_all_map_enable(i+1);
// gain_tech(i+1, "Classical Age");
// gain_tech(i+1, "Medieval Age");
// gain_tech(i+1, "Gunpowder 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, "Missile Shield");
gain_tech(i+1, "World Government");
gain_tech(i+1, "Global Prosperity");
gain_tech(i+1, "Artificial Intelligence");
gain_upgrade(i+1, "Commando");
// gain_upgrade(i+1, "Assault Infantry");
// gain_upgrade(i+1, "Assault Marines");
// gain_upgrade(i+1, "Anti-Tank Missile");
// 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 Missile");
// gain_upgrade(i+1, "Advanced Fighter");
// gain_upgrade(i+1, "Attack Helicopter");
// gain_upgrade(i+1, "Stealth Bomber");
gain_upgrade(i+1, "Cruise Missile");
// gain_upgrade(i+1, "Missile 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 Missile Sub",find_nation(i+1), "Dock", 0, 3);
gain_upgrade(i+1, "Nuclear Missile 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 Missile Sub", 80);
set_object_type_max_health("Nuclear Missile Sub", 500);
set_type_line_of_sight("Nuclear Missile Sub", 30);
set_object_type_attack("Nuclear Missile Sub", 3500);
set_object_type_max_range("Nuclear Missile Sub", 26);
set_preq("Airbase", "Classical Age","Global Prosperity");
set_preq("Biplane", "Classical Age","Global Prosperity");
set_preq("Fighter", "Classical Age","Global Prosperity");
set_preq("Jet Fighter", "Classical Age","Global Prosperity");
//set_preq("Advanced Fighter", "Classical Age","Global Prosperity");
set_preq("Eagle Fighter", "Classical Age","Global Prosperity");
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", "Classical Age","Global Prosperity");
//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);
}
else{
disable_type_by_tribe("Cruise Missile",find_nation(i+1));
disable_type_by_tribe("Humvee",find_nation(i+1));
disable_type_by_tribe("Nuclear Missile Sub",find_nation(i+1));
disable_tech(i+1, "Missile Shield");
}
}
print_game_msg("Hallo Friend,Play Happy.----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 spitamenes = 0;
static int maurya = 0;
static int porus = 0;
static int fouche = 0;
static int schwarzenberg = 0;
static int paoli = 0;
int o = -1;
if (timer_expired("pop")) {
set_timer("pop", 2);
string bubble;
//if (num_objects_selected(player) == 1) {
if ((alexander > 0 && alexander < 4) || (alexander == 0 && object_type_selected(player, "Alexander"))) {
switch (alexander % 4) {
case 0 :
bubble = $S("+50 attack!");
break;
case 1 :
bubble = $S("+50 Heavy Infantry attack!");
break;
case 2 :
bubble = $S("Double craft!");
break;
case 3 :
bubble = $S("50% faster Forced March!");
break;
}
o = find_unit(1, "Alexander");
alexander++;
} else if ((napoleon > 0 && napoleon < 4) || (napoleon == 0 && object_type_selected(player, "napoleon"))) {
switch (napoleon % 4) {
case 0 :
bubble = $S("+3 attack to siege!");
break;
case 1 :
bubble = $S("+1 range to siege!");
break;
case 2 :
bubble = $S("Double craft!");
break;
case 3 :
bubble = $S("50% faster Forced March!");
break;
}
o = find_unit(1, "Napoleon");
napoleon++;
} else if ((parmenio > 0 && parmenio < 4) || (parmenio == 0 && object_type_selected(player, "parmenio"))) {
switch (parmenio % 4) {
case 0 :
bubble = $S("+1 Heavy Cavalry attack!");
break;
case 1 :
bubble = $S("Bigger radius!");
break;
case 2 :
bubble = $S("3x longer ambush!");
break;
case 3 :
bubble = $S("Starts with 5 Companions!");
break;
}
o = find_unit(1, "parmenio");
parmenio++;
} else if ((antipater > 0 && antipater < 5) || (antipater == 0 && object_type_selected(player, "antipater"))) {
switch (antipater % 5) {
case 0 :
bubble = $S("Heals nearby units!");
break;
case 1 :
bubble = $S("Entrenched units take 80% damage!");
break;
case 2 :
bubble = $S("Can Entrench outside home territory!");
break;
case 3 :
bubble = $S("2x entrenchment speed");
break;
case 4 :
bubble = $S("+3 attack to buildings when garrisoned!");
break;
}
o = find_unit(1, "antipater");
antipater++;
} else if ((ptolemy > 0 && ptolemy < 4) || (ptolemy == 0 && object_type_selected(player, "ptolemy"))) {
switch (ptolemy % 4) {
case 0 :
bubble = $S("+1 range!");
break;
case 1 :
bubble = $S("+1 Line-of-Sight for ranged units!");
break;
case 2 :
bubble = $S("+1 siege attack!");
break;
case 3 :
bubble = $S("+1 armor!");
break;
}
o = find_unit(1, "ptolemy");
ptolemy++;
} else if ((darius > 0 && darius < 3) || (darius == 0 && object_type_selected(player, "darius"))) {
switch (darius % 3) {
case 0 :
bubble = $S("+1 defense!");
break;
case 1 :
bubble = $S("Prevents attrition!");
break;
case 2 :
bubble = $S("Enables the War Chariot!");
break;
}
o = find_unit(1, "darius");
darius++;
} else if ((memnon > 0 && memnon < 4) || (memnon == 0 && object_type_selected(player, "memnon"))) {
switch (memnon % 4) {
case 0 :
bubble = $S("Always cloaked!");
break;
case 1 :
bubble = $S("2x craft regeneration!");
break;
case 2 :
bubble = $S("Increases Greek Mercenaries' attack!");
break;
case 3 :
bubble = $S("Increases Greek Mercenaries' armor!");
break;
}
o = find_unit(1, "memnon");
memnon++;
} else if ((spitamenes > 0 && spitamenes < 4) || (spitamenes == 0 && object_type_selected(player, "spitamenes"))) {
switch (spitamenes % 4) {
case 0 :
bubble = $S("+1 Horse Archer attack!");
break;
case 1 :
bubble = $S("20% faster Cavalry!");
break;
case 2 :
bubble = $S("Increases building plunder!");
break;
case 3 :
bubble = $S("Gains plunder from enemy units!");
break;
}
o = find_unit(1, "spitamenes");
spitamenes++;
} else if ((maurya > 0 && maurya < 2) || (maurya == 0 && object_type_selected(player, "Chandragupta Maurya"))) {
switch (maurya % 2) {
case 0 :
bubble = $S("2x craft!");
break;
case 1 :
bubble = $S("Prevents attrition!");
break;
}
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 :
bubble = $S("Detects cloaked units!");
break;
case 1 :
bubble = $S("Double hit points");
break;
case 2 :
bubble = $S("Creates 2x decoys");
break;
case 3 :
bubble = $S("20% faster Elephants!");
break;
}
o = find_unit(1, "porus");
porus++;
} else if ((fouche > 0 && fouche < 2) || (fouche == 0 && object_type_selected(player, "fouche"))) {
switch (fouche % 2) {
case 0 :
bubble = $S("Reveals all enemies!");
break;
case 1 :
bubble = $S("Triple craft!");
break;
}
o = find_unit(1, "fouche");
fouche++;
} else if ((paoli > 0 && paoli < 3) || (paoli == 0 && object_type_selected(player, "paoli"))) {
switch (paoli % 3) {
case 0 :
bubble = $S("Instant snipe!");
break;
case 1 :
bubble = $S("Instant sabotage!");
break;
case 2 :
bubble = $S("Double craft!");
break;
}
o = find_unit(1, "paoli");
paoli++;
} else if ((schwarzenberg > 0 && schwarzenberg < 3) || (schwarzenberg == 0 && object_type_selected(player, "schwarzenberg"))) {
switch (schwarzenberg % 3) {
case 0 :
bubble = $S("Double hit points!");
break;
case 1 :
bubble = $S("Double craft!");
break;
case 2 :
bubble = $S("Starts with 4 Commandos!");
break;
}
o = find_unit(1, "schwarzenberg");
schwarzenberg++;
}
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) == "Americans") {
// enable_type_by_tribe("Humvee",find_nation(i+1), "Stable", 0, 3);
// enable_type_by_tribe("Nuclear Missile Sub",find_nation(i+1), "Dock", 0, 3);
// gain_tech(i+1, "Classical Age");
// gain_tech(i+1, "Medieval Age");
// gain_tech(i+1, "Gunpowder 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, "Missile Shield");
// gain_tech(i+1, "World Government");
// gain_tech(i+1, "Global Prosperity");
// 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;n <num_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(bubble) > 0) {
bubble_text_obj(bubble, player, o);
}
}
}
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用我的代码替换
\Rise of Nations\Thrones and Patriots\scenario\scriptlibrary\general_powers.bhs
用king作用户名,你就能爽了