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游戲產(chǎn)業(yè)研究網(wǎng)

來訪者游戲steam多少錢

一、來訪者游戲steam多少錢

Visitor? 來訪者

steam商店鏈接?網(wǎng)頁鏈接

售價(jià) ¥ 12

二、游戲人生的訪客對(duì)自己有用嗎?大神們幫幫忙

對(duì)自己沒好處的,如果有好多人查看你的游戲人生,那你登入游戲人生的時(shí)候會(huì)很卡。

三、陽光牧場(chǎng)怎么進(jìn)入

登陸家園----應(yīng)用---游戲---社區(qū)游戲。

四、【高分】星際爭(zhēng)霸戰(zhàn)役編輯問題?。?!

(一)什么是Trigger

Trigger是觸發(fā)器的英文,觸發(fā)器就是“使某個(gè)對(duì)象在滿足一定條件的時(shí)候自動(dòng)觸發(fā)一系列行動(dòng)“的東東

打個(gè)比方:就把陰天下雨當(dāng)成一個(gè)Trigger

這里面的烏云就是對(duì)象(Players)

空氣溫度就是觸發(fā)條件(Conditions)

下雨就是行動(dòng)(Actions)

當(dāng)空氣到了一定低的溫度的時(shí)候,烏云中的水蒸氣變成了水,因?yàn)樘厮跃吐湎聛砹?,這就是陰天下雨的過程,而觸發(fā)器就是這么個(gè)原理!很簡(jiǎn)單吧!

(二)Trigger的三元素(這是我為了方便記憶隨便取的名字,你不喜歡可以叫它別的)

一個(gè)完整的Triggers包括三方面Players Conditions Actions,這三樣缺一不可

(1)Players (對(duì)象)

(在Trigger編輯欄中單擊New...創(chuàng)建一個(gè)新的Trigger,首先要輸入的就是Players)

Trigger所說的Players可以是單個(gè)的Player也可以是多個(gè)Player所組成的Force

在Trigger中可選的Players一共有13個(gè):

①Player * (*是1-8任意)

②Force * (*是1-4任意)

③All Players

PS:

這里的13個(gè)Player只是Trigger中第一個(gè)元素Players可以選擇的

在Condition和Action中還有其它的Player可選,在以后討論

在Force選項(xiàng)中如果更改Force 1-4的名稱的話,在Trigger中也隨之改變

(2)Conditions (條件)

(從字面直接翻譯就知道是條件,它是一個(gè)完整的Trigger里面第二個(gè)元素,新建一個(gè)Trigger,選定Players之后單擊下一步就該選擇Conditions)了

在Trigger中可選的Conditions一共有22個(gè)

因?yàn)樵诮?jīng)典教程里面有所有的Conditions介紹,我這里就不說了,我舉個(gè)例子來簡(jiǎn)單講解一下

(經(jīng)典教程:)

例1:

Players選擇All players

完整的Triggers如下:

CONDITIONS:

- Always:

ACTIONS:

- Center view for current player at ’’Start’’.

這個(gè)例子中的Conditions是Always命令

Always的意思是“總是“,用在Trigger里面就是“無論怎樣都執(zhí)行此Trigger的Actions“

所以測(cè)試地圖的時(shí)候就會(huì)在游戲剛開始就能執(zhí)行此Trigger

PS:

在講Players的時(shí)候提到了Conditions和Actions中可選的Player

在一些Conditions和Actions中要設(shè)置Player參數(shù)

可是在選擇的時(shí)候你會(huì)發(fā)現(xiàn)這里面的Player參數(shù)會(huì)比較多

例如在Bring這個(gè)Conditions中可選的Player參數(shù)就不只13個(gè)

還有另外5個(gè):

①Current player

②Foes

③Allies

④Neutral players

⑤Non Allied Victory Players

Current player:

翻譯過來是“當(dāng)前玩家“

如果第一元素Players選擇的是Player 1,那么在Conditions和Actions中選擇Current Player和選擇Player 1是一樣的

(※以下為重點(diǎn)內(nèi)容※)

如果第一元素Players選擇的是Force 1,并且Force 1中包括2個(gè)或者2個(gè)以上的Players的話,那么在Conditions和Actions中選擇Current Player的時(shí)候可要注意了

假設(shè)這里的Force 1中含有Player 1和Player 2 兩個(gè)

在Conditions中選擇Current Player的話就相當(dāng)于這個(gè)Trigger分別以Player 1和Player 2為第一元素做了2個(gè)Trigger,節(jié)省一個(gè)Trigger

在Conditions中選擇Force 1的話就完全不同了,相當(dāng)于這個(gè)Trigger以Player 1或Player 2位第一元素做了1個(gè)Trigger,此Trigger不含有節(jié)省不節(jié)省的關(guān)系

細(xì)心的朋友會(huì)注意到上面講的是數(shù)學(xué)中常見的邏輯問題“和“ “或“的區(qū)別

而且這么講也太抽象,有的人不一定能接受,我還是舉個(gè)例子說明吧

和剛才假設(shè)的一樣Force 1中只含有Player 1和Player 2

第一元素選擇Force 1

完整的Trigger如下:

CONDITIONS:

- Current player brings at least 1 Zerg Drone to ’’Create’’.

ACTIONS:

- Create 1 Zerg Zergling at ’’Create’’ for Current player.

寫了這一個(gè)Trigger相當(dāng)于寫了兩個(gè)類似的Trigger

第一元素是Player 1的

CONDITIONS:

- Player 1 brings at least 1 Zerg Drone to ’’Create’’.

ACTIONS:

- Create 1 Zerg Zergling at ’’Create’’ for Player 1.

第一元素是Player 2的

CONDITIONS:

- Player 2 brings at least 1 Zerg Drone to ’’Create’’.

ACTIONS:

- Create 1 Zerg Zergling at ’’Create’’ for Player 2.

意思是:

當(dāng)Player 1的一個(gè)Drone走到’’Create’’這個(gè)地方的時(shí)候 在’’Create’’這個(gè)地方創(chuàng)造一個(gè)Zergling給Player 1

當(dāng)Player 2的一個(gè)Drone走到’’Create’’這個(gè)地方的時(shí)候 在’’Create’’這個(gè)地方創(chuàng)造一個(gè)Zergling給Player 2

這樣的Trigger如果8個(gè)人的話就要寫8次,但是合理的使用Current Player的話寫一次就可以,所以說節(jié)省Trigger

接下來該說不用Current Player而用Force 1有什么不一樣了

第一元素還是Force 1

完整的Trigger如下:

CONDITIONS:

- Force 1 brings at least 1 Zerg Drone to ’’Create’’.

ACTIONS:

- Create 1 Zerg Zergling at ’’Create’’ for Force 1.

意思是Force 1中的任何一個(gè)Player的Drone走到’’Create’’這個(gè)地方的時(shí)候 在’’Create’’這個(gè)地方給Force 1中的每一個(gè)Player 創(chuàng)造一個(gè)Zergling

是不是截然不同啊! 希望新手們多多注意呀

(3)Actions (行動(dòng))

(完整的Trigger中最后一個(gè)環(huán)節(jié),正確的寫好一個(gè)Conditions,單擊完成下一步就該選擇Actions了)

Actions可以說是Trigger中的重頭戲

為什么這么說呢?

先看數(shù)量!

Actions一共有57個(gè)!

Conditions和Players加起來也沒它多

另外還有2個(gè)特殊的Actions

那就是Run AI Script 和Run AI Script at location

這就是被人傳頌的AI 建議初學(xué)者先不要學(xué)這里

這樣就剩下55個(gè)Actions了

希望初學(xué)者認(rèn)真觀看經(jīng)典教程的Trigger觸發(fā)器部分

(我再貼一次地址)

了解了Actions的重要之后就該知道Actions是什么

Actions直接翻譯就是行動(dòng) 作用的意思

在星際中體現(xiàn)為 給某個(gè)player加點(diǎn)水晶呀 殺死某個(gè)單位呀……

結(jié)束語:

本講大概的講解一下什么是Trigger 和Trigger的三要素

如何靈活運(yùn)用觸發(fā)不是看看教程就能明白的,希望新手們多多實(shí)踐

每個(gè)Players Conditions Actions都拿出來做成一個(gè)完整的Trigger

在星際中測(cè)試一下,如此反復(fù)實(shí)踐,才能記住每個(gè)語句的真正意思

(在經(jīng)典教程中的Trigger部分雖然每個(gè)Conditions和Actions都解釋了一次,但那只是字面理解,而且也有少許錯(cuò)誤,新手們只要參考就行,不要完全當(dāng)成絕對(duì)正確)

相信大家應(yīng)該玩過星際的 RPG 地圖,也見到那里的角色是會(huì)變身的。如果你覺得這很神奇,又想掌握這種板機(jī),就莫錯(cuò)過這篇文章!

首先,要掌握幾個(gè)簡(jiǎn)單的板機(jī):Condition 部分:

1.Score

Actions 部分:

1.Move location

2.Kill unit at location 或是 Remove unit at location

3.Create units

4.Leader Board ( Points )

然后(這里制作一個(gè),其他的你們想想就會(huì)作),作一個(gè)位置就叫“ P1 ”,再作一個(gè)就叫“ Fighter ”,還要一個(gè) Terran 的平民,接著做個(gè)板機(jī):

Players :

- Player1

Conditions :

- Player1 brings last 1 Civilian to “ Fighter ”

Actions :

- Remove all Civilian for player 1 at “ Fighter ”

- Create 1 Zergling at “ Fighter ” for Player1

戰(zhàn)士出來了??墒切请H的事件是離不開 Location 的,一定要在指定位置才會(huì)發(fā)生事件,但是升級(jí)的事是說不定在哪的!所以就要把 Location 沾到主角身上。這也是最重要的步驟。

Player :

- Player1

Conditions :

- Always

Actions :

- Center location labeled “ P1 ” on Zergling (我挑的戰(zhàn)士) owned by Player1 at “ Anywhere ”(這就是 Move location 的那個(gè)板機(jī))

- Preserve trigger

好!位置沾上去了。這里有幾點(diǎn)注意:為什么在 Anywhere (紅色的字那里)?當(dāng)然不一定的!如果把地圖分開幾部分升級(jí)地域的話,比如你想把主角在不同的迷宮修煉就專職為不同的人物,那就把各個(gè)迷宮都畫上 Location ,再多畫個(gè)拿來貼的位置,然后就照搬上去就是了!呵呵!

為什么要加 Preserve trigger ? 因?yàn)橹鹘鞘遣粩嘧邉?dòng)的,所以用它來使 location “沾”到主角身上!呵呵!

好了,怎么計(jì)算 EXP ?怎么讓主角專職?

首先讓玩家看看自己已經(jīng)得到的 EXP:

Player:

- Player1

Conditions :

- Always

Actions :

- Show leader Board for most Kill and Razings .Display lable : “ Exp ” 〔 Leader Board ( Points )〕

這樣,在游戲時(shí)便可在屏幕的左上方看到各玩家的 Exp 。 Exp 這個(gè)詞當(dāng)然喜歡改什么都可以! Kill and Razings 是計(jì)分項(xiàng)目的一種,也就是說你可以選別的,但是 Kill and Razings 最適合做我們一般的 RPG 地圖,當(dāng)然殺死單位的 Exp 是根據(jù) StarCraft 自身固有的給分規(guī)則來定,或許除了用 StarDraft 外,是沒法改的。

好!到升級(jí)部分了! Score 有用了!

Player :

- Player1

Conditions :

- Player1 Kill and Razings score at least 1200 .( 這就是 Score 板機(jī))

Actions :

- Remove all Zergling for player 1 at “ P1 ”〔當(dāng)然,為了有不同效果可以適當(dāng)選擇 Kill Unit at location 〕

- Create 1 Devouring One ( Zergling ) at “ P1 ” for Player1

呵呵!一個(gè)進(jìn)化的板機(jī)好啦!當(dāng)然那個(gè) 1200 可以因應(yīng)需要而作出合理的變動(dòng),以使游戲玩起來不會(huì)太難,或是太易。

但是一個(gè)升級(jí)總是不那么好,太普通了。可以結(jié)合 Switch 多作出幾個(gè)升級(jí)來!或是加上一些恢復(fù)生命值的板機(jī),做法幾乎一樣!看……

Player :

- Player1

Conditions :

- Player1 Kill and Razings score at least 1200 .

Actions :

- Remove all Zergling for player 1 at “ P1 ”

- Create 1 Devouring One ( Zergling ) at “ P1 ” for Player1

- Set “ Level2 ”

但是這時(shí)又要把 -P1- 沾到 Devouring One ( Zergling )上了……

Player :

- Player1

Conditions :

- Always

- “ Level2 ” is set

Actions :

- Center location labeled “ P1 ” on Devouring One ( Zergling )(我的戰(zhàn)士升級(jí)了) owned by Player1 at “ Anywhere ”

- Preserve trigger

呵呵,再作……

Player :

- Player1

Conditions :

- Player1 Kill and Razings score at least 2400 .

-“ level2 ” is set (這里順便說說!有時(shí)有的條件似乎可以不要,但是為了制作的水平,應(yīng)該盡量完整)

Actions :

- Remove all Devouring One ( Zergling ) at “ P1 ”

- Create 1 Ultralisk at “ P1 ” for Player1

- Set “ Level3 ”

……

如此類推一個(gè) RPG 就完成了一半,呵呵!另一半就是地形,這就不是我的職責(zé)了,發(fā)揮你們的創(chuàng)意吧!

還有一點(diǎn)要主意的,不知是星際編輯器的 Bug 還是什么,把位置沾到主角身上的板機(jī)的排列順序也有考究!不然就會(huì)產(chǎn)生 Bug ,比如,升級(jí)時(shí)地圖中間變了個(gè)升級(jí)后的人物出來,但是原來的人物又沒被取消,呵呵!我也搞不懂為什么!

到底怎么排呢?只要按照那個(gè)板機(jī)發(fā)生的先后排就行。

如上面我的升級(jí)方案是: Zergling - Devouring One ( Zergling )- Ultralisk -……

所以可以把看 Exp 的板機(jī)放第一, 把 P1 沾到 Zergling 上的板機(jī)放第二,把 P1 沾到 Devouring One(Zergling) 上的板機(jī)放第三,如此類推……

我都是這么個(gè)做法!當(dāng)然不一定要這樣。

還有些朋友問,怎么 RPG 里的人物的數(shù)據(jù)和正常的有出入?

這可到 Scenario/Unit and Hero setting 里改,當(dāng)然可以用熱鍵打開。我建議這些朋友去看看小組以前的一些有關(guān)的文章,有所廣益,呵呵!

?。。ㄍ蝗幌肫穑﹦偛盘岬降揭欢?Exp 時(shí)可恢復(fù) HP 的,其實(shí)不止 HP 可以就連 MP 和其他一些東西也可以!看看 Actions 中的“ Modify unit ……”類的板機(jī),那里就有加減單位的各項(xiàng)值的量。

有時(shí) Exp 的循環(huán)、加減是必不可少的,有玩過我的 Visitor 的朋友或許發(fā)現(xiàn)每當(dāng) Exp 拿到 1000 點(diǎn)時(shí)玩家的各類數(shù)字就會(huì)滿,當(dāng)超過 4500 就會(huì)回落到 3000 ,再次到達(dá)是玩家的數(shù)字又會(huì)滿,以達(dá)到循環(huán)不息的效果。在這有需要講講……

我們又要掌握一個(gè) Actions 中的“ Set Score ”:

Player :

- Player1

Conditions :

- Player1 Kill and Razings score at least 4500 .

Actions :

- Modify score for Player1 : set to 3000 Kill and razings.

-……(這都是些 Modify unit ×××那類的板機(jī),呵呵?。?/p>

- Preserve trigger

條件列表

條件有很多種

ACCUMULATE Player accumulates quantity resources.

該玩家積累多少資源時(shí)

ALWAYS Always.

總是

BRING Player brings quantity units to location.

該玩家?guī)Ф嗌賳挝坏教囟▍^(qū)域時(shí)

COMMAND Player commands quantity units.

該玩家控制多少單位時(shí)

COMMAND THE LEAST Current player commands the least units.

當(dāng)前玩家最少控制多少單位時(shí)

COMMAND THE LEAST AT Current player commands the least units at location.

當(dāng)前玩家在特定區(qū)域最少控制多少單位時(shí)

COMMAND THE MOST Current player commands the most units.

當(dāng)前玩家最多控制多少單位時(shí)

COMMAND THE MOST AT Current player commands the most units at location.

當(dāng)前玩家在特定區(qū)域最多控制多少單位時(shí)

COUNTDOWN TIMER Countdown timer is duration game seconds.

游戲時(shí)間倒數(shù)計(jì)時(shí)多少秒時(shí)

DEATHS Player has suffered quantity deaths of unit.

該玩家損失多少單位時(shí)

ELAPSED TIME Elapsed scenario time is duration game seconds.

游戲時(shí)間經(jīng)過多少秒時(shí)(游戲時(shí)間)

HIGHEST SCORE Current player has highest score points.

當(dāng)前玩家得分最高時(shí)

KILL Player kills quantity units.

該玩家殺死一定數(shù)量的單位時(shí)

LEAST KILLS Current player has least kills of unit.

當(dāng)前玩家殺死單位最少時(shí)

LEAST RESOURCES Current player has least resources.

當(dāng)前玩家積累資源最少時(shí)

LOWEST SCORE Current player has lowest score points.

當(dāng)前玩家得分最低時(shí)

MOST KILLS Current player has most kills of unit.

當(dāng)前玩家殺死單位最多時(shí)

MOST RESOURCES Current player has most resources.

當(dāng)前玩家積累資源最多時(shí)

NEVER Never. 從不

OPPONENTS Player has quantity opponents remaining in the game.

該玩家在游戲擁有多少對(duì)手時(shí)

SCORE Player score type score is quantity.

該玩家得分是多少時(shí)

SWITCH Switch is set.

開關(guān)被設(shè)置或清除時(shí)

結(jié)果列表

結(jié)果也有很多種

CENTER VIEW Center view for current player at location.

將畫面轉(zhuǎn)至某特定區(qū)域

COMMENT Comment: comment.

對(duì)觸發(fā)器加以說明,使之便于閱讀

CREATE UNITS Create quantity unit at location for player

在特定區(qū)域?yàn)橥婕覄?chuàng)造一定數(shù)量的單位

CREATE UNITS WITH PROPERTIES Create quantity

unit at location for player. Apply properties

在特定區(qū)域?yàn)橥婕覄?chuàng)造一定數(shù)量的具有一定屬性(如隱形,鉆地等)的單位

DEFEAT End scenario in defeat for current player.

當(dāng)前玩家任務(wù)失敗

DISPLAY TEXT MESSAGE Display for current player: text.

為當(dāng)前玩家顯示一些交代文字

DRAW End the scenario in a draw for all players.

所有玩家平手

GIVE UNITS TO PLAYER Give quantity units owned by player at location to player.

將特定區(qū)域的一個(gè)玩家(前者)的一定數(shù)量的部隊(duì)給另一個(gè)玩家(后者)

KILL UNIT Kill all units for player.

殺死玩家的所有單位

KILL UNITS AT LOCATION Kill quantity units for player at location.

殺死玩家的在特定區(qū)域的一定數(shù)量的單位

LEADER BOARD (CONTROL ATLOCATION)

Show Leader Board for most control of units at location. Display label: label

顯示目前特定區(qū)域里的單位控制情況

LEADER BOARD (CONTROL)

Show Leader Board for most control of unit. Display label: label

顯示目前單位控制情況

LEADER BOARD (GREED)

Show Greed Leader Board for player closest to accumulation of number ore and gas.

顯示目前總的資源收集情況

LEADER BOARD (KILLS)

Show Leader Board for most kills of unit. Display label: label

顯示目前殺死單位的情況

LEADER BOARD (POINTS)

Show Leader Board for most points. Display label: label

顯示目前得分情況

LEADER BOARD (RESOURCES)

Show Leader Board for accumulation of most resource. Display label: label

顯示目前資源收集情況

LEADER BOARD GOAL(CONTROL AT LOCATION)

Show Leader Board for player closest to control of number of units at location. Display label: label

顯示還需在特定區(qū)域里控制多少單位可達(dá)目標(biāo)

LEADER BOARD GOAL(CONTROL)

Show Leader Board for player closest to control of number of unit. Display label: label

顯示還需控制多少單位可達(dá)目標(biāo)

LEADER BOARD GOAL (KILLS)

Show Leader Board for player closest to number kills of unit. Display label: label

顯示還需殺死多少單位可達(dá)目標(biāo)

LEADER BOARD GOAL (POINTS)

Show Leader Board for player closest to number points. Display label: label

顯示距離目標(biāo)得分還差多少

LEADER BOARD GOAL(RESOURCES)

Show Leader Board for player closest to accumulation of number resource. Display label: label

顯示還需收集資源可達(dá)目標(biāo)

LEADER BOARD COMPUTER PLAYERS Set use of computer players in leaderboard calculations.

關(guān)閉或打開電腦的情況顯示

MINIMAP PING Show minimap ping for current player at location.

當(dāng)前玩家的小地圖顯示警告框

MODIFY UNIT ENERGY Set energy points for quantity units owned by player at location to percent%.

修改特定區(qū)域里一定數(shù)量的玩家控制單位的能量

MODIFY UNIT HANGAR COUNT Add at most quantity to hangar for quantity units at location owned by player.

修改特定區(qū)域里一定數(shù)量的玩家控制單位的彈藥(如航母,金甲蟲)

MODIFY UNIT HIT POINTS Set hit points for quantity units owned by player at location to percent%.

修改特定區(qū)域里一定數(shù)量的玩家控制單位的生命值

MODIFY UNIT RESOURCE AMOUNT Set resource amount for quantity resource sources owned by player at location to quantity.

修改特定區(qū)域里一定數(shù)量的玩家控制單位的能量MODIFY UNIT HANGAR COUNT Add at most quantity to hangar for quantity units at location owned by player.

修改特定區(qū)域里一定數(shù)量的玩家控制單位的彈藥(如航母,金甲蟲)

MODIFY UNIT HIT POINTS Set hit points for quantity units owned by player at location to percent%.

修改特定區(qū)域里一定數(shù)量的玩家控制單位的生命值

MODIFY UNIT RESOURCE AMOUNT Set resource amount for quantity resource sources owned by player at location to quantity.

修改特定區(qū)域里一定數(shù)量的玩家控制單位的能量

MODIFY UNIT SHIELD POINTS Set shield points for quantity units owned by player at location to percent%.

修改特定區(qū)域里一定數(shù)量的玩家控制單位的護(hù)盾

MOVE LOCATION Center location labeled location on units owned by player at location.

將一個(gè)特定區(qū)域移動(dòng)到一個(gè)單位身上在一個(gè)特定區(qū)域內(nèi)

MOVE UNITS Move quantity units for player at location to destination.

將玩家一定數(shù)量的單位由一個(gè)特定區(qū)域移動(dòng)到另一個(gè)特定區(qū)域

MUTE UNIT SPEECH Mute all non-trigger unit sounds for current player.

關(guān)閉當(dāng)前玩家所有非觸發(fā)單位的聲音

ORDER Issue order to all units owned by player at location: order to destination.

命令玩家的單位在從一個(gè)特定區(qū)域里移動(dòng).攻擊.巡邏到另一個(gè)特定區(qū)域

PAUSE GAME Pause the game.

暫停游戲

PAUSE TIMER Pause the countdown timer.

暫停倒計(jì)時(shí)

PLAY WAV Play WAV file

播放一段聲音

PRESERVE TRIGGER Preserve Trigger.

循環(huán)執(zhí)行當(dāng)前觸發(fā)

REMOVE UNIT Remove all units for player.

移除玩家所有單位

REMOVE UNITS AT LOCATION Remove quantity units for player at location.

移除玩家在特定區(qū)域里的一定數(shù)量的單位

RUN AI SCRIPT Execute AI script script.

運(yùn)行一個(gè)人工智能

RUN AI SCRIPT AT LOCATION Execute AI script script at location.

在特定區(qū)域運(yùn)行一個(gè)人工智能

SET ALLIANCE STATUS Set Player to Ally status.

設(shè)置當(dāng)前玩家與另一個(gè)玩家同盟或敵對(duì)

SET COUNTDOWN TIMER Modify Countdown Timer: Set duration seconds.

設(shè)置倒計(jì)時(shí)時(shí)間

SET DEATHS Modify death counts for player: Set quantity for unit.

設(shè)置玩家的死亡單位計(jì)數(shù)

SET DOODAD STATE Set doodad state for units for player at location.

特定區(qū)域里小物件的設(shè)置

SET INVINCIBILITY Set invincibility for units owned by player at location

設(shè)置特定區(qū)域里的玩家單位無敵

SET MISSION OBJECTIVES Set Mission Objectives to: text.

設(shè)定本關(guān)任務(wù)

SET NEXT SCENARIO Load scenario after completion of current game.

設(shè)定當(dāng)前任務(wù)結(jié)束后讀取的地圖

SET RESOURCES Modify resources for player: Set quantity resource.

為玩家設(shè)定一定數(shù)量的資源

SET SCORE Modify score for player: Set quantity points.

設(shè)定玩家得分

SET SWITCH Set switch.

開關(guān)設(shè)置

TALKING PORTRAIT Show unit talking to current player for duration milliseconds.

為當(dāng)前玩家顯示單位肖像一段時(shí)間

TRANSMISSION Send transmission to current player from unit at location.Play WAV file.Modify transmission duration: Set number milliseconds.Display the following text: Text

設(shè)置一段對(duì)話。包括小地圖上單位的地點(diǎn)顯示,伴隨的聲音及文字

UNMUTE UNIT SPEECH Unmute all non-trigger unit sounds for current player.

解除當(dāng)前玩家所有非觸發(fā)單位的聲音的關(guān)閉

UNPAUSE GAME Unpause the game.

解除游戲暫停

UNPAUSE TIMER Unpause the countdown timer.

解除倒計(jì)時(shí)暫停

VICTORY End scenario in victory for current player.

當(dāng)前玩家任務(wù)勝利

WAIT Wait for duration milliseconds.

等待一段時(shí)間(千分之一秒)

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