Traditional Culture Encyclopedia - Tourist attractions - Age of Empires 2, how to edit the map you want
Age of Empires 2, how to edit the map you want
There is an option (a book) in the center of the game title screen to open and edit the map.
Go to:
First of all, the armor value cannot be modified
1. The use of triggers:
Create a new trigger in the upper column. In the corresponding lower column, "conditions" and "results" can be established. For example:
New trigger 0;
Establish condition 0: bring someone (such as a cavalry) to a certain place;
Establish result 0: Player No. 1 declares victory.
This means: when the cavalry arrives at the place, it will produce an effect, that is, player No. 1 wins. In other words, this trigger indicates the conditions for victory. The failure condition is generally represented by the result that the enemy player (such as player 2) wins.
There will be many optional conditions. There are also many results to choose from. In addition, each trigger will have some attributes, and you can specify it to trigger automatically at the beginning, or to activate it through a certain trigger. The words are relatively abstract, and it will be easier to understand if you look at more examples.
Conditions Pick a few to talk about.
1. Bring the target to the specified area
The most commonly used condition, which means that when a unit moves into a certain area, the next result will be produced.
2. Bringing the target to the designated target
refers to setting an object (such as a pikeman) first, and then setting an object (such as a cavalry), which means that when there is a cavalry in the pikeman's field of vision, an a result. Note: This is different from object visibility. The object being visible means that you can see the cavalry on the screen.
3. There seems to be no difference between "owning objects" and "owning a small number of objects".
4. Destroy the target
When a single target dies, a result is generated.
5. Capturing the target
Mainly refers to obtaining it from the "Mother of the Earth", or surrendering the unit. The latter point is very important, and will be discussed below.
p>
6. The stacking attribute is easier to understand. "Kill" means the number of people killed by the player, and "razed" means the buildings destroyed.
7. Timer
One of the most commonly used conditions.
8. AI signal
I don’t understand either.
Choose a few results to talk about.
1. Send a chat
One of the most commonly used "results", be sure to select "Player" as "Player 1". , you can see the subtitles.
2. Generate target
One of the more commonly used "results" is to generate a unit at a certain location. It can be a person or a building. .
3. Mission objective
The translation is not good enough. It means to order a unit or a unit in a certain area to move from somewhere. It should be compared to "moving target". OK.
4. Killing objects
One of the most commonly used "results" is to kill an object in a certain area.
5. .Moving target
The translation is not appropriate, it should be "remove target", which refers to making a unit disappear from the map (note: not killing)
6. p>
One of the most commonly used commands. Like in random maps, if he encounters an enemy during this period, he will attack the base.
The effect of generating targets is the same.
8. I don’t understand what clear instructions and AI targets mean.
2. Some common trigger examples
Because. I made a map, and the result is a screen of soldiers. I think everyone knows how to do it. I always think that you can play random maps in battles. When you make your own, you can make some "internal affairs" maps. I like to make RPG-like maps. There is a protagonist who completes a series of events and finally achieves the goal.
1. Dialogue: "Choose a unit", or "Bring the target to a certain area"
Result: Send chat: "..."
2. Beat the dog behind closed doors
Condition: Bring the target to a certain area Area
Result: Lock the door
Related plot: As soon as a cavalryman you command passed through a city gate, the city gate was closed forever and there was no way to go back.
3. Ambush
Condition: Bring the target to a certain area
Result 0: The target is generated. Several results can be connected to produce multiple soldiers.
Result 1: Send chat.
Related plot: Cao Cao was defeated on Huarong Road. Suddenly there was a sound of cannon and 500 swordsmen appeared. The red-faced general in front of the team was Guan Yu Guan Yunchang. Cao Cao sighed: "My life is over."
4. Lookout
Condition: Bring the target to a certain area. The area is set next to a watchtower.
Result 0: Release chat: "You boarded the lighthouse and saw the distance."
Result 1: Change ownership.
Make another player's sentry in the distance your own.
Result 2: Change perspective. Move the camera to the area near the previous guard post.
Related plot: It’s a bit like the one in Heroes 3, it’s quite vivid.
5. Defection
Conditions: As you wish.
Result 0: Change ownership. Change the units in a certain area to yours.
Result 1: Send chat.
Related plot: ... Lu Bu stabbed Dong Zhuo to death with one shot (at this time, the condition can be changed to "destroy the target", and the target is Dong Zhuo), and shouted to everyone: "The emperor has a decree, only kill Dong Zhuo, The rest will not be held accountable." Everyone cheered and surrendered to Lu Bu's disciples.
Note: You can also create plots such as obtaining mercenaries.
6. Riding
Conditions: Bring the target to a certain area. Set as an infantryman arriving at the stable.
Result 0: Destroy the target. Set to this infantry. That is, as soon as the trigger starts, the infantry disappears.
Result 1: Target generated. A cavalryman spawns next to the stable.
Related plot: In the Conqueror plot, the first level of the Spanish plot has a similar trigger, you can take a look. It is also relatively commonly used.
7. Fire
Conditions: As you wish. For example "timer".
Result 0: Damage target. The object is set to a building in a certain area.
Result 1: Send chat.
Related plot: That night, everyone fell asleep. ...Suddenly, someone shouted outside the window: "It's on fire--" Nobunaga opened the door and took a look. There were flames all around and the sound of killing was loud. Lan Wan hurriedly ran over: "Lord, wuwuwu... Akechi, Akechi Palace has rebelled..."
8. Big trick
Conditions: timer or taking the target to a certain place.
Result 0: Kill the object. Soldiers set as hostile players in a certain area. Or a building.
Result 1: Send chat.
Related plot 1: A group of spearmen surrounded Seng Bao. It was too late to speak, but soon, Seng Bao was heard shouting: "The Emperor of the Gods is beheaded with a cross in the sky!!!"... Silence Quiet, only the sound of wind. The black cloud hissed and carried his master away, leaving behind only a headless body...
Related plot 2: Bolt walked to the castle and pointed with his hand: "I'll call——", then turned around and left. Behind his huge figure, under the light of the setting sun, the castle creaked, and with a sudden bang, it suddenly turned into a push of rubble.
9. Invincible Wall Penetration
Conditions: Up to you.
Result 0: Destroy the target. Like a monk.
Result 1: Target generated. On the other side of the wall, a monk spawns.
Related plots: For example, some stunts in the TV series Jigong.
10. Channel
Condition: Take the target to a certain area. The target can be a monk armor and the area is the location of a crater.
Result 0: Destroy the target. Set to Monk A.
Result 1: Change of ownership. Make Monk B of "Mother Earth" from another place yours.
Result 2: Change perspective. Move the camera to a monk in the back.
Related plot: It feels like passing through a hole in the ground and coming to another exit.
11. Dead Zone
Condition: Objects within the zone. Set a certain area to own a certain player's units.
Result: Kill the object. Set to this player's unit.
Related plot: As long as the set object appears in the area, it will be killed. It gives people a feeling of terror. It is mainly used to prevent the computer from randomly creating units, for example, setting the area near the TC, so that his farmers will die as soon as they come out.
12. Reinforcements
Trigger 0: The status changes to "Multi-layer trigger".
Condition: timer. Set to e.g. 2 seconds.
Result: generate target. Set as long swordsman. The location is, for example, next to a wooden fence on the edge of the map (for convenience).
Trigger 1: The status changes to "multi-layer trigger". Unconditionally.
Result: Mission goal. Set the area to a place near the wooden fence (including the location of the previous trigger). The arrived position is set to another location such as next to TC.
Trigger 2:
Condition: such as timer. Or possess objects. Everyone is familiar with the former, now let’s try the latter. Set as player 1, owns 30 long swordsmen.
Result 0: Close trigger 0.
Result 1: Close trigger 1.
Result 2: Send chat.
Related plot: Every two seconds, a long swordsman will appear on the edge of the map, moving towards the TC in an endless stream. Until you have 30 swordsmen, a general will say: "All the king's reinforcements have arrived, let's go."
13. One-on-one
① Kill with one hit
Condition 0: Bring the target to a certain area.
For example, bring Knight A to another player's Knight B.
Condition 1: timer. 3 seconds.
Result 0: Kill the object. Set to Knight B.
Result 1: Send chat.
Related plot: Wei Yan shouted three times: "Who dares to kill me!" Unexpectedly, a general behind him suddenly stepped forward and shouted: "I will kill you!"
②No winner or loser
Trigger 0: Multi-layer trigger. (First assume that two weapons will attack each other, and each cut will reduce the blood by 10 drops.)
Condition: timer. 2 seconds.
Result 0: Increase vitality. 2 player knight armor. Quantity: 10.
Result 1: Increased vitality. 3 Players Knight B. Quantity: 10.
Result 2: Fire trigger 1.
Trigger 1: Start state "closed".
Condition: timer. 30 seconds or more.
Result 0: Close trigger 0.
Result 1: Send chat.
Result 2: Knight A walks north.
Result 3: Knight B goes south.
Related plot: It is said that Xiliang Jin Ma Chao and tiger idiot Xu Chu fight for 300 rounds with no outcome. Cao Cao was afraid that one of the two tigers would lose in a fight, so he hurriedly offered money to withdraw his troops. The two generals returned to their camps.
Note: ② is generally set to the plot while watching the battle. In other words, the duel is between other players’ generals. You can first place a few torches of Player 1 (that is, you) around the two generals. Then use the "change perspective" method to move the screen to the decisive battle area. Very vivid!
14. City Gate Level
Trigger 0
Result 0: Close the city gate. Set to City Gate A.
Result 1: Patrol. Designate a spearman to patrol in front of the city gate.
Trigger 1: The initial state is changed to "off".
Condition 0: Bring the target to a certain area. Set up a unit, such as the ranger "Sengbao", and set the area in a small area in front of the city gate;
Result 0: Send chat: "City Gate Guard: Sorry, you can't pass here without a pass. City Gate.";
Result 1: Activate trigger 2.
Trigger 2: Initial state "off".
Condition 0: The object is visible. Set up an object, such as a trading vehicle;
Result 0: Send out Chat: "Sengbao: Sir, can you lend me a pass?"
Result 1: Send out Chat: "Businessman: OK, here you go."
Result 2: Activate trigger 3.
Trigger 3: Initial state "off".
Condition 0: Bring the target to a certain area. Set the ranger monk to protect you at the city gate.
Result 0: Send chat: "Guard: Yes, it is a pass, you can pass.".
Result 1: Open the city gate. Set to City Gate A.
Note: This is a relatively rough level command, "The city gate is closed - get the pass - enter the city." You can also make it fuller and more vivid. For example, you kill an enemy soldier and find a pass on his body; or you meet a farmer on the road who says that there is a certain monk on a certain mountain and asks you to find him, etc. It depends on you.
15. Ferry
① Two-way automatic river crossing
Trigger 0: Multi-layer trigger. (First, place two docks on both sides of the river. Place a transport ship of player 2 on the south bank of the dock. Note: The diplomatic relationship between player 2 and player 1 is an alliance.)
Condition 0 : Objects in the area. Area: Set to the location of the transport ship on the south coast. Object: 2 player transport ship. Quantity: 1.
Condition 1: Units are stationed. Object: Transport ship. Quantity: 1.
Result 0: Target task. Send the transport ship to a destination on the north shore.
Trigger 1: Multi-layer trigger.
Condition 0: Object within the area. Area: Set as the transport ship destination on the North Shore. Object: 2 player transport ship. Quantity: 1.
Condition 1: Units are stationed. Object: Transport ship. Quantity: 1.
Result: Target task. Drive the transport ship to the starting point on the south shore.
Note: In this way, as long as the protagonist reaches the dock in the south, there will be a boat to transport him there. It can also be shipped back from the North Shore.
②One-way automatic ferry
Trigger 0: The same as trigger 0 for two-way ferry. However, one is added to the result.
Result 1: Activate trigger 2.
Trigger 2: Start state "closed". Multi-layer triggering.
Condition: timer. 15 seconds.
Result 0: Target task. Drive the transport ship back to its starting point on the south shore.
Result 1: trigger trigger 3.
Trigger 3: Start state "Close". Multi-layer triggering.
Condition: Object within the area. Area: Set to the location of the transport ship on the south coast. Object: 2 player transport ship. Quantity: 1.
Result: Close trigger 2.
Note: In this way, when your protagonist (or like Heroes, called the hero^v^) comes to the pier, gets on the boat, and will reach the other side. The boat will come back on its own. When a second hero comes, you will send him there. However, there is no turning back.
In short: the area should be set smaller, ★ preferably, add a trigger in the middle, and use the "timer" and "stop unit" commands for delay processing. Otherwise, the boat will sail back before you can even get off the boat.
Both methods depend on the situation. You can also change the quantity in condition 0 of the first trigger in ①. In short, it depends on the plot you want to set. The most sloppy method is to use the "Change Ownership" command to change the transport ship to your name. This way it's all up to you, but it won't be fun anymore.
16. Upgrade system
Trigger: It can be renamed "First Level". (Note: When creating a trigger, for the sake of convenience, you can change its name from "Trigger 0" to "XXX" in the lower left corner. This is actually a brief description of the trigger. In this way, after you have done many triggers, you can No confusion. )
Condition: stacked properties. I usually set it to player 1's "kills" and the number to "1".
Result: Release chat: "Sengbao has been promoted to level one!"
Result: Play sound. I usually choose the last "WOLF" sound, so that every time I level up, I will howl: "Oh howl——woo——". ^O^
Result: Change name. Set to your hero and change it to "Monk Protector - Level 1".
Result: Changed vitality. Set to your hero, 50.
Result: Changed attack power. Set as your hero, 1.
Remarks: In the future, you can create "second level" and "third level" triggers... as long as you make some changes. This one is the key trigger for the RPG plot. You can also be effective on several heroes at the same time, as long as when setting (take "change vitality" as an example), only set it to player No. 1, and not set the target. At this time, it is applicable to all units of player 1, that is to say, 50 drops of blood will be added at the same time.
17. Anti-cheating
Trigger 0
Conditions: There are many, it depends on which cheat you want to guard against. To prevent "robin hood", set the "gold" in the "accumulation attribute" to exceed a certain value. If it is to use "TORPEDO" to kill a hostile player. Can be set to "player defeated", set to that player.
Result 0: Release chat: "Cheating is not imperialism - Xiaoping gift!"
Result 1: Activate trigger 1.
Trigger 1: Start state "closed".
Condition: timer. 8 seconds.
Result: Victory declared. The enemy country (for example, player 3) wins. That means you lose.
18. Dual branch mode
This is the most advanced mode for plot development, because it is more complicated and prone to errors. It is best not to use it by beginners. Even if you are more proficient, it is a good habit to change the "trigger" on the lower left to a corresponding name.
①Ming’s branch route
Method: First set the city gates of two allies at an intersection and make a selection. When your protagonist passes through one of the city gates (for example, city gate A), use the "close the door and beat the dog" method to close city gate A. In the same way, when passing through City Gate B, close City Gate B. There is no turning back.
Or: Press and place two things, such as a 2-player tent and a 3-player tent. (Note: Player 2 and Player 3 are both allies of Player 1) Then create a trigger...
Trigger 1
Condition: Select the object. Set as player 2's tent.
Result 0: Close trigger 2.
Result 1: Activate other triggers.
This leads to a route. From now on, the name of all triggers activated will be changed to "Line 1...", and the status will be adjusted to "off" and all triggers will be activated by the previous trigger.
Trigger 2
Condition: Select the object. Set as player 3's tent.
Result 0: Close trigger 1.
Result 1: Activate other triggers.
This leads to a route. From now on, the name of all triggers activated will be changed to "2 lines...". And all the statuses adjusted to "off" are activated by the previous trigger.
②Dark branch route
Use trigger to proceed secretly, usually at the beginning of the game. To make it clearer, let me give a simple example.
Your protagonist comes to a place and suddenly a group of bandits (such as 5 militiamen) rush out. You have enough strength to defeat them. At this time, there was an unintentional branch.
Good approach: Run away and make other plans. For example, when you arrive in a courtyard, you will meet a monk who will tell you that those bandits were forced by life to take this road. As long as you defeat some bully, you can get money to give them and let them stop being robbers...
Evil method: kill without mercy, old experience points.
Later, when you come to the courtyard, the monk will question you and bring a group of people to beat you. Kill... and finally kill people all the way, and do XXX things with the bully... This is the branch that is not easy to detect. It's obviously more interesting.
Trigger: Encountering robbers: Refer to Example 3 "Ambush".
Trigger: Kill 5 people:
Condition: Accumulate attributes. Player 1. Kill. 5. (That means killing all the robbers)
Result: Activate trigger: Go down the wrong path.
Trigger: Going down the wrong path: starting state is "closed". Unconditionally. ★Multi-layer trigger★ (This is very important!!!!)
Result 0: Turn off trigger: S monk said.
Result 1: Activation trigger: E monk said. (SXXX means that this type of trigger is a good method, EXXX means that this type of trigger is a bad method.)
Trigger: Monk S said: Starting state: "Close".
Condition: Bring the target to a certain area. Object: Player protagonist. Area: Monk's side.
Result 0: Send chat: "Monk: Thank you for letting those robbers go, actually..."
Result 1: Activation trigger: SXXX. (Continue)
Note: The monk’s words are abbreviated, you can make them up yourself. From this, many triggers can be programmed to lead the protagonist onto the path of justice.
Trigger: Monk E said: Start state: "Close".
Condition: Bring the target to a certain area. Object: Player protagonist. Area: Monk's side.
Result 0: Send chat: "Monk: Amitabha, the donor is too murderous, why not let them go?"
Result 1: Activate trigger: E revenge.
Trigger: E Revenge: Start state: "Close".
Condition: timer. 5 seconds.
Result 0: Send chat: "Avenge my father and brothers!"
Result 1: Generate target. Just let a few people come out. Haha, I got some experience points.
Result 2: Activation trigger: EXXX. (Continues)
...: Many, many,...it’s up to you.
③Inserted branch plot
The addition of a special character can be set to cause a series of changes. Take an example from "The Legend of Jin Yong". In Black Dragon Pond, if Chen Ying doesn't join, she has to find her own way; if she joins, she will show you the way.
Trigger: Chen Ying joins:
Condition: Capture the target. Set as an enemy unit "Chen Ying".
Result 0: Send chat: "Thank you for letting me turn from darkness to light, take me to the city gate, I can take you through."
Result 1: Activation trigger: CH to the city gate .
Trigger: CH to city gate: Start state: "Close".
Condition: Bring the target to the target. Subject: Chen Ying. Next object: city gate.
Result: Open the city gate.
Trigger: The protagonist goes to the city gate: (This means Chen Ying does not join)
Conditions: Bring the target to the area. The protagonist arrives at the city gate.
Result 0: Send chat: "Protagonist: Come on, comrades, you will be rewarded with 3,000 rubles for opening the city gate——"
Related plot: Bolt took a sickle at the city gate. Digging and digging...the arrow tower behind is shooting and shooting...until GAME OVER.
Remarks: Of course, it can be made more complicated. For example, if Chen Ying does not join, other triggers will occur, etc. I’m so tired~~~I’ll give you a simple example. ^v^
3. Other things to pay attention to
1. Mission tips: When playing the built-in campaign of Empire 2, you can see that when receiving a mission, a "dang dang dang~~ dang" sound effect will be emitted. Then a line of text appears in "Task". Once the task is completed, the line will be crossed out. How is this done?
In any trigger, you can see in the middle below that in addition to the "initial state" and "multi-layer trigger", there are also "display objects" and "trigger description". Give an example.
Trigger: New task: Start status "Close".
Conditions: Bring the protagonist to the Prefect’s Mansion.
Result:...
When you write the goal of this task in the "Trigger Description" (for example: go to the Prefect's Mansion), then click "Yes" in the "Show Object" ". You can see that when this trigger is activated, the task "Go to the Prefect's Mansion" will appear. When the protagonist arrives at the Prefect's Mansion, the task will be crossed off.
2. You want a player to never be killed. You can place a pawn in dense woods.
3. Don't trigger too many, otherwise the computer will get confused. Keep it within 50.
4. The "results" of a certain trigger cannot be too many. Generally within 10 is still ok. Maybe it's memory related.
5. If the trigger appears red, it means that your "conditions" or "results" have not been set properly.
6. If trigger conflict occurs.
For example, at a certain time, A is triggered to order Cavalry King 5 to go east (target task), and B is triggered to order Cavalry King 5 to disappear (moving target). will jump to the desktop. It is inevitable that you will encounter mistakes at work, so save more.
I’m so tired~~~~~, but I haven’t explained every command yet. There’s nothing I can do about it. You can explore it yourself. I only talked about the triggers when editing the map, because this is the key point, and it is also where many people are confused. Other edits are okay.
After reading the above examples, are you all gearing up and eager to give it a try? Hehe, I wish you all the best to come up with more interesting plots
Attachment: Ferry trigger supplement
"In front of, in front of, one, one, bend, bend the river, singing a, singing a sweet, sweet song..."
I have said a little bit in the previous work The triggering method of "crossing the river" has been adopted. Because I am afraid of being annoyed, I use the sentence "It is best to add a trigger in the middle and use the 'timer' and 'stop unit' commands for delay processing. Otherwise, the ship will sail back before you can get off the ship." Prevaricate. Prevaricate. In fact, the so-called "best" should be "must", because it is too annoying to write it down. I thought that no one would do this trigger seriously, so I was lazy. Who would have thought that those who had a good harvest of grain and grass looked carefully and felt really ashamed, so ashamed...
Today I will write down the 15th example - ferrying, clearly and clearly. I will then attach a video of the trigger, click here to download.
Ferry
① Two-way automatic river crossing
1. First create four triggers and rename them as triggers: Trigger to the north: Trigger to the south: Triggered in the north: Triggered in the south. First, place two docks on both sides of the river. At the dock on the south shore, place a 2-player transport ship. Note: The diplomatic relationship between player 2 and player 1 must be an alliance.
2. The trigger must first be activated by another trigger: North. Because trigger: north must be closed. First create...
Trigger 0: (Take the simplest trigger, of course it can be more complex.)
Result 0: Activate trigger: north.
3. Trigger: North: Start state "Off". Multi-layer triggering.
Condition 0: Object within the area. Area: Set to the location of the transport ship on the south coast. Object: 2 player transport ship. Quantity: 1.
Condition 1: Units are stationed. Object: Transport ship. Quantity: 1. (Note: This quantity refers to - when this quantity is reached, the ship will sail. You can change it to suit your own requirements)
Result 0: Target mission. Send the transport ship to a destination on the north shore.
Result 1: Close trigger: reach the south shore. 3
Result 2: Activate trigger: Reach the North Shore. 2
4. Trigger: Arrival at North Shore: Starting status "Closed". Multi-layer triggering.
Condition 0: timer. The time depends on the situation, but it should be as large as possible. For example, if it takes 20 seconds for the ship to travel from south to north, the timer should be no less than 30 seconds.
Result 0: Close Trigger: North. 0
Result 1: Activate trigger: South. 1
5. Trigger: South: Start state "Off". Multi-layer triggering.
Condition 0: Object within the area. Area: Set as the transport ship destination on the North Shore. Object: 2 player transport ship. Quantity: 1.
Condition 1: Units are stationed. Object: Transport ship. Quantity: 1.
Result 0: Target task. Drive the transport ship to the starting point on the south shore.
Result 1: Close Trigger: Reach the North Shore. 2
Result 2: Activate trigger: Reach the south shore. 3
6. Trigger: Arrival at South Shore: Start status "Closed". Multi-layer triggering.
Condition 0: timer. The same time setting as "Arrival at South Shore".
Result 0: Close Trigger: South. 1
Result 1: Activate trigger: North. 0
Remarks: It can be clearly seen that these four triggers are interconnected. In this way, as long as the hero reaches the southern pier and gets on the boat, he will go through the process of "going north - reaching the north shore, and then he can get off the boat (the boat will stay there until the hero wants to go back to the south shore) - - Xiangnan - Arriving at the South Bank, you can go back if you want.
〖Advertisement time〗 Lao Li and Lao Zhang went to climb the Great Wall. As they walked, they said: "I used to have backache, leg pain, and foot cramps. , thanks to the plug moderator who bought me the 'Sengbao brand' steamed buns, you see, now my waist is no longer sore, my legs are no longer painful, and my feet are no longer cramped..." Lao Zhang said hurriedly: "Me too, you Look - I'm as strong as a bun now. ""Hehehehe..." bursts of laughter from the old man came from the valley.
②One-way automatic ferry
1. Trigger: North: Multi-layer trigger. < /p>
Condition 0: Area: Set to the location of the transport ship on the south coast. Object: 2 players' transport ship.
Condition 1: Stationed unit. : Transport ship. Quantity: 1.
Result 0: Target mission. Send the transport ship to a destination on the north shore.
Result 1: Activate trigger: reach the north shore.
2. Trigger: Arrival at North Shore: Starting status "Closed". Multi-layer triggering.
Condition: timer. 20 seconds or more.
Result 0: Target task. Drive the transport ship back to its starting point on the south shore.
Result 1: Excitation trigger: return.
Note: The purpose of creating this trigger is to allow the hero enough time to disembark. Then, the ship will return.
3. Trigger: Return: Start state "off". Multi-layer triggering.
Result: Close Trigger: Reach the North Shore.
Note: In this way, when your hero comes to the dock and gets on the boat, he will reach the other side. The boat will come back on its own. When a second hero comes, you will send him there. However, there is no turning back. This is also the essential difference from two-way automatic ferry.
Change blood, etc.
The specific method is to set the trigger object in the trigger effect-change HP (change blood volume) or change attack (change attack)
For the troops you want to select, just enter the number into the box. Please note that the region must be framed, otherwise the effect will disappear
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