本文章展示了几种常用的杀人换钱的方法.
每种方法都有具体的适合的制图环境.
如果有不知道的名词,可以看看下面给出的资料.如果没有的话请善用搜索.
1. 分数法1: 杀任意单位时奖励
当一个单位或建筑被杀时,玩家会赢得固定的Kill Score.具体点数可以看后面给的资料
这个分数可以被"Score"条件检测到.可以使用"Kills"、"Razings" 或者 "Kills and Razings". (当建筑
被杀时,份数会计入Razings而不是Kills)
以下触发会在玩家杀了至少一个单位时奖励1水晶.
Conditions:
Current player Kills score is at least 1.
Actions:
Preserve Trigger.
Modify score for Current player: Set to 0 Kill?.
Modify resources for Current player: Add 1 Minerals.
这个方法在合适的环境下是完美的.但是它确实有一些问题
一个玩家在一个触发循环内杀了多个单位(例子: 溅射型攻击会同时杀掉很多单位[坦囧克杀成堆的小狗,
明白吧?]),如果这事发生的话,这条触发会只给这个玩家一水晶
还有.有很多的单位可以杀,用这种方法的话.不管杀了什么,奖赏都一样.
1.1 对此方法的一些建议:
1.如果清理速度很快的话,使用HyperTriggers增加精确度.这也会增加奖励速度.
2.避免同时杀掉多个单位(地图里不使用溅射型单位)
2. 分数法2: 挣到一定kill score时奖励
这个方法在玩家挣到25 个kill score point时奖励一水晶.
Conditions
Current player Kills score is at least 25.
Actions:
Preserve Trigger.
Modify score for Current player: Subtract to 25 Kill?.
Modify resources for Current player: Add 1 Minerals.
记住:有些单位会给玩家更多的钱.杀一个Infested Kerrigan会挣得4000点kill score.但杀一个
Broodling 只给25点kill score.从玩家的观点看,Infested Kerrigan值160水晶,Broodling只值1水晶.
如果玩家可以在短时间内杀很多单位.这个触发的奖励速度也许不够快.看看以下建议来找点方法.
2.1 对此方法的一些建议:
1.使用HyperTriggers增加奖励速度.
2.使用更高的值来增加奖励速度.(比如 用一个每100 Kill Score奖励4水晶的触发)
3.用更多的奖励触发来增加速度.(比如设置三个触发:一个25KS换1,一个100KS换4,一个400K?换16.这样速
度就快多了.)
3. 分数法3: 根据被杀的单位奖励
这个方法你需要一个单位做一个触发.但你可以自定义每个单位给的奖励.
据个例子,地图里只有三种敌人:Broodlings、 Hydralisks 和 Infested Kerrigan.
Conditions
Current player Kills score is at least 4000.
Actions:
Preserve Trigger.
Modify score for Current player: Subtract to 4000 Kill?.
Modify resources for Current player: Add 1 Minerals.
Conditions
Current player Kills score is at least 350.
Actions:
Preserve Trigger.
Modify score for Current player: Subtract to 350 Kill?.
Modify resources for Current player: Add 5 Minerals.
Conditions
Current player Kills score is at least 25.
Actions:
Preserve Trigger.
Modify score for Current player: Subtract to 25 Kill?.
Modify resources for Current player: Add 20 Minerals.
这种方法不能区分有相同Kill Score的单位.
如果一个玩家同时杀了多个单位.它也许会收到错误的奖励.
3.1 对此方法的一些建议:
1.使用Hyper Triggers 增加奖励速度.
2.安排触发时,高Kill Score的触发放上面.如果你不这样的话,玩家可以会收到错误的奖励
3.避免玩家可以同时杀掉很多单位(比如不使用溅射伤害)
4.使用Deths 和Set Deths触发提高精度. (比如这样:
Conditions
Current player Kills score is at least 25.
Foes has suffered at least 1 deaths of Broodling.
Actions:
Preserve Trigger.
Modify score for Current player: Subtract to 25 Kill?.
Modify resources for Current player: Add 20 Mineral?.
Modify deaths for Foes: Subtract 1 for Broodling.
4. 独立触发奖励
这个方法用"Kills"条件检测玩家所杀的单位.数量也使用"Kills"触发判断.而不是使用以前方法中的Kill
Score.
这个条件很容易精确检测玩家杀的东西并奖励,但是有一个问题,数量不能被设置.
为了让这个方法有效,你需要设置一大串触发来检测所杀的单位.
假设一个有3个Zergling的地图,当玩家杀掉一个Zergling时要奖励1水晶.
用这个方法的话,以下三个触发是有必要的.
Conditions:
Current Player kills at least 1 Zergling.
Action?:
Modify resources for Current Player: Add 1 Ore.
Conditions:
Current Player kills at least 2 Zergling.
Actions:
s for Current Player: Add 1 Ore.
Conditions:
Current Player kills at least 3 Zergling.
Action?:
Modify resources for Current Player: Add 1 Ore.
如果加入了"reserve Trigger"的话,这些触发会永远执行下去.因为没有触发能修改玩家杀了一个
Zergling这个事实.
如果地图里能被杀的单位没有限制,那么这个方法绝不是一个好主意.
可以利用一些触发软件很快的写出这些触发.比如SC_Trigger.如果你懂点脚本的话,SCMD2里面的纯文本式
触发编辑器会更爽.
4.1 对此方法的一些建议:
1.使用大数值来减少触发的数量.(比如用 每杀10个给10水晶 替代 每杀1个给1水晶.)
5. 根据对手的Deaths奖励
当玩家杀了一个单位是,这个单位的所有者会挣到一个该单位的Deaths值.比如当玩家杀了一个Player8的
Zergling.那么P8会得到一个Zergling的Deaths值.
"Deaths"条件可以检测玩家杀敌人单位的种类和数量.然后给其奖励.
以下触发在P8的狗被杀是给玩家增加一水晶.
Conditions:
Player 8 has suffered at least 1 deaths of Zerg Zergling.
Actions:
Preserve trigger.
Modify death counts for Player 8: Subtract 1 for Zerg Zergling.
Modify resources for Current Player: Add 1 ore.
记得用"Set Deaths" 减掉Deaths计数器的值.
5.1 对此方法的一些建议:
1.这个方法不能检测出谁杀了这个单位.
2.这个方法是为单人地图设计的。联机地图的话,给所有玩家增加相同的奖励.
6. 单位计数法
这种方法允许对同一个Player进行精确的追踪,只要他们被Location分离.你需要一个或多个"竞技台",在
这里单位可以通过触发进出,且只能被一个玩家所杀.
为了实现这个方法你需要在这个区域里创建(维护)一定量的单位,然后在实际值低于这个值时加钱.
建议把这个值放到Deaths Counter?里面,用过Binary Countoffs进行比较.[详细资料看文章最后]
7. 完美奖励法
这种方法被称为完美的,因为它可以用较少的转换来准确地跟踪杀敌
整个系统的基本思路如下:
1.需要一个Computer玩家来储存分数(检测玩家杀敌).并用"The Most Kill?"条件来工作.
2.游戏开始时,分数储存者允许杀一个单位使它成为"Most Kills"
然后,当一个玩家杀了一个单位,他们的Kill?增加一个.这时这个玩家就会成为"Most kill?". (如果2个玩
家有相同数量的杀敌数,那么他们都是"Most kills")
3.一个触发对"most kills"玩家执行,并给他奖励.然后其他的玩家加1个Kill.(包括分数储存者)
(要给他们Kill积分,你需要创建一个单位让他们杀.通常情况下在炮台附近创建一个很弱的单位来实现)
4.因为其他玩家都增加了一个Kill,那么他们必须重来一次,除了保存分数的人.
分数保存者必须比其他人多一个Kill
这条触发简单的为分数保存者使用了一个Death Counter.我们用这个计数器为玩家和分数保存者创建单位
来增加Kill.
Players:
Computer Player
Conditions:
Always.
Actions
Modify death counts for Score Keeper: Set to 1 for CreateUnit.
这条触发使用Death Counter为玩家创建那些单位.
在你的地图里你需要一个隐蔽的地方来处理这些单位.比如,我给所有玩家创建了一个Photon Cannon.并
在它旁边画了一个Location创建单位.玩家的炮台会自动的处理这些的单位.
Players:
All Players.
Conditions:
Current player has suffered at least 1 deaths of CreateUnit.
Actions
Preserve trigger.
Modify death counts for Current player: Subtract 1 for CreateUnit.
Center location labeled 'UpdateKills' on 'hoton Cannon' owned by Current Player at
'Anywhere'.
Create 1 Zergling at 'UpdateKills' for (enemy player).
这个触发用来检测玩家的Kills并奖励.
CreateUnit计数器是为所有玩家建立的,用来重平衡Kill总量.
Players:
Human Players.
Conditions:
Elapsed scenario time is at least 1 game seconds.
Current player has most kills of any unit.
All Players has suffered exactly 0 deaths of CreateUnit.
(enemy player) brings exactly 0 units to (炮台的所在地).
Actions
Preserve trigger.
Modify death counts for All Players: Add 1 for CreateUnit.
Modify death counts for Current player: Subtract 1 for CreateUnit.
Modify resources for Current player: Add 1 Minerals.
水晶会在Most Kills更新时自动加上去.如果杀的单位多的话会要点时间.
7.1 对此方法的一些建议:
1.用Hyper Triggers增加处理速度.
2.可以用杀敌更快的单位(神族白球)替代炮台.增加Kill的更新速度.
3.试试新事物,这个系统很容易改进的.
8. 可能的改进
This alternative method does not use Death Counts, and will give a different amount of
minerals or other types of rewards for each separate unit type killed. Its fundamental core
is the exact same as the one listed above, but since there are several different rewards to
be given, a Move Unit trigger replaces the Death Counts. The main benefit of this
alternative method is the need for less triggers to achieve the same objective than using
Death Counts.
Just like the existing Perfect method, this system uses a computer player as the "Leader",
who will always have 1 more kill in every type of enemy unit (for simplicity, "Monster")
that the human players (for simplicity, "Heroes") will need to kill. Whenever a Hero kills a
certain type of Monster, he will have the same number of Kills (not to be confused with Kill
Score, which is entirely different) as the Leader does. This is detected through the Most
Kills condition (not to be confused with the Score: Kills condition), and we will award that
Hero some gold, experience, etc. Now we reset the state of the Perfect KTC system by letting
all the Heroes and the Leader -- EXCEPT the Hero who was just awarded -- kill that same
Monster unit. The non-trigger parts of this system are also important, since you need to
isolate an area to let the Kill Update proces? be completed. In addition, when the game
starts, the Leader will immediately kill 1 of every unit so it will have that +1 Kill
advantage.
Preparation:
Players: Let the Leader be P8 and a Computer, the Monsters are P7 and another Computer, and
P1-P4 are Heroes and Human controlled. P1-4 and P8 are unallied with P7.
Terrain + Units: all Heroes and the Leader each owns a Photon Cannon. Another damage-dealing
unit will also work, but Photon Cannons are an obvious choice because they are stationary,
attack both Air and Ground, and are Detectors (in other words, they will kill everything).
These Cannons need to be spread apart far enough so that one Cannon cannot be within
attacking range of another. Lastly, place 1 of each type of Monster (1 Zergling, 1
Hydralisk, etc.) within range of the Photon Cannon owned by the Leader and set their HP to
1%.
Locations: "Moveto" (any size) and "Movefrom" (needs to be big enough to cover many units).
"Moveto" can be placed anywhere. "Movefrom" needs to be in an isolated area that also has to
be quite big. "Update" is a location that covers all the Photon Cannons mentioned above.
Step-by-step Triggers & Explanations:
1) After the map starts for a few seconds and before any trigger runs, the kills are as
follows: Leader- 1 Zergling, 1 Hydralisk, etc.; Heroes- 0 Zergling, 0 Hydralisk, etc. Of
course, you don't need to use Zerglings or Hydralisks, this is just an example.
2) A Hero kills a Zergling. We'll say it's P3, though this trigger will take care of all of
them. Now the kills are as follows: Leader- 1 Zergling, 1 Hydralisk, etc.; P3- 1 Zergling, 0
Hydralisk, etc.; All Heroes except P3- 0 Zergling, 0 Hydralisk, etc.
Players:
Heroes (all of them)
Conditions:
Current Player has Most Kills for: Zergling.
All player? bring exactly 0 Men to "Update".
Actions:
Preserve Trigger.
Set resources/score or whatever reward you want. You can also play a Wav sound to enhance
the map.
Create 1 Zergling for Heroes at "Movefrom".
Create 1 Zergling for Leader at "Movefrom".
Remove 1 Zergling for Current Player at "Movefrom". (in this example, for P3)
3) Now we move the newly created Zerglings so they go to each person's Cannon. Each player's
kills are still the same as Step 2 until the Cannons attack and kill the Zerglings.
Players:
Heroes (all of them - in this example, it won't run for P3) and the Leader.
Conditions:
Current player brings at least 1 men to "Movefrom".
Actions:
Preserve Trigger.
Move location "Moveto" on Photon Cannon owned by Current Player at "Update".
Move all men for Current Player at "Movefrom" to "Moveto".
Give all men owned by Current Player at "Moveto" to P7.
Modify unit HP for all men owned by P7 at "Update": set to 1%.
4) After a few seconds, the Kills change to this: Leader- 2 Zergling, 1 Hydralisk, etc.; All
Heroes including P3- 1 Zergling, 0 Hydralisk, etc. As you can see, Leader regains his lead,
and P1-P4 have the same number of Kills again
5) Repeat the trigger from Step 2) for all other Monster types
8.1 对此方法的一些建议:
1.To conserve space, use the Leader's own Photon Cannon space to serve the function as
"Movefrom". Make sure that P8 allies the other players so he won't kill their Monsters with
his Photon Cannon before those Monsters are moved to each player's own space.
2.Use Hyper Triggers to increase the speed that the players are rewarded.
3.Instead of cannons, use a unit that can kill faster (e.g. Archon), to speed up the kills-
updating process.
记得这个文章最先看到是在CSGA的百科上 |