国家的崛起之爱国战争三项属性修改器
其实用用script,要比秘诀方便丰富。
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
功能包括:
1专署兵种打开
例如 捍马
enable_type_by_tribe("Humvee", "Americans", "Stable",0,3);
意思是把捍马放在马圈第三格
2加资源
give_good(i+1, "Wealth", 5000);
3加科技
gain_tech(i+1, "Information Age");
4加英雄
create_unit_upgrade(i+1, Rx, Ry, "napoleon", 1);
5回血,会能量
set_unit_craft(i+1, unit_heal,100);
heal_object(i+1,unit_heal,100);
6设置单位属性
// set_type_line_of_sight("Attack Helicopter", 30);
// set_object_type_attack("Attack Helicopter", 3500);
// set_object_type_max_range("Attack Helicopter", 21);
7外交
// declare_war(mem, tribe);
// make_alliance(mem, athens);
// make_peace(mem, tribe);
8开图
// show_all_map_enable(i+1);
///////////////////////////////////////////
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);
}
}
}
国家的崛起之传奇延续游戏秘籍
《国家的崛起:传奇》原创补充秘笈3《敌方英雄及等等》!!!
《国家的崛起:传奇》原创补充秘笈3《敌方英雄及等等》
steam 蒸汽要塞
doge walker 总督机甲兵
air cruiser 空中巡洋舰
sand dragon 沙之巨龙
great city 最大的城市
Glass Scorpion 水晶毒蝎
Mega Glass Golem 万年水晶巨怪
heart 寻心者(空中沙缸鱼)
Scorpion Rider 毒蝎
Afreet 恶魔
Fireswarm 火元素(火飞龙)
Rukh 鲁克魔蛇(高级火飞龙)
Imperial Musketeer 皇家火枪兵
dakhla 沙之典狱长达卡拉(大家想要的敌方英雄)
sawu 阎黑艾灵煞巫(大家想要的敌方英雄)
yontash 冥王央塔席(大家已经厌恶的我方英雄)
Death Snake(死亡之蛇)
Quetzal(凯祖蜥鸟)
Improved Dirigible(重型货物运输机)
Aerodrome(飞机场)
Storm Eagle(巨鹰轰炸机)
Death Sphere(死亡之球)
xil 太阳神季尔(大家想要的敌方英雄)
czin 死神夕恩(大家想要的敌方英雄...为什么不是bleach,连斩魄刀都不用,难道这家伙怕被人知道自己还不会卐解。)
shok 暴风女神沙克(大家想要的敌方英雄...唉,可惜罚球太差,要对付他用砍鲨战术就对了)
Juggernaut 天神坦克(我方中上级战斗单位)
The Doge 维努奇总督(最难破译的一个敌方英雄单位,花了好多时间才破译出不是doge而是The Doge,真是太可恶了,而且他的总督重锤巨炮我在快速上手模式里也发射不了纯粹是TMD个摆设气死我了。)
《国家的崛起:传奇》原创补充秘笈2《我方英雄名单》
有些英雄的名字我懒得去对照中文名字了,大家自己去试验是谁吧。
/cheat add
GIACOMO (吉亚克莫)主角
CARLINI (卡莲娜)
ARRI (艾瑞)
DISTRUZIO
ZEKE
LENORA
KAKOOLHA
BATTAGLION
VENZA
BELISARI
DAMANHUR
DAKHLA
THURAN
PULITORE
ADROMOLEK
《国家的崛起:传奇》欺骗码原创补充1
/cheat mana 英雄的名字 +数量 =给制定英雄加力量
/cheat mana 英雄的名字 -数量 =减去英雄力量
/cheat resource 你的名字 资源种类 +数量 =加钱
/cheat resource 你的名字 资源种类 -数量 =减钱
/cheat safe=在基地旁边加蒸气轰炸机和超级大坦克
/cheat explore normal或者explored或者all =改变地图探索方式"ALL"就是全开
/cheat finish =选中的建筑立刻完成建造
/cheat mapgen =生成一个新地图???
/cheat dominance - Give desired dominance
/cheat add 数量 名称 =在指针的地方加房子或者单位
/cheat tech 你的名字 tech on =全部科技
/cheat reveal =地图全开
/cheat ally或者peace或者war =你的名字 强制和一个玩加结盟/敌对
/cheat victory =获得胜利
---------
单位/cheat add指令
---------
KING =工业国机械大蜘蛛(BOSS级)
ELDER GLASS DRAGON =万年魔法族玻璃飞龙(BOSS级)
MASTER FIRE GOLME =火焰巨人(HIGH级)
ELDER GLASS GOLME =水晶巨人(HIGH级)
DOOM =总督重锤巨炮
CLOCKWORK MINE =机械矿工
DESERT WALKER =魔法族普通刀兵
PUZZLE BOX 或者 HOLY ARK =不同的两个补给单位(加攻击力)
DEFENSE =炮台
STEAM FORCES =坦克工厂
--------------------
以下是修正并原创补充的单位/cheat add指令
--------------------
giant =蜘蛛女王(BOSS级)
queen =喷火蜥蜴女王(BOSS级)
elder =野生万年喷火蜥蜴(HIGH级)
land =陆地海蛇(次等机械大蜘蛛BOOS-级别)
rock =蒸汽大炮
tank =攻击飞艇
air =蒸汽战斗机
city =一个城市
moon =月神艾克斯(BOOS级)
sun cannon =太阳加农炮
magic =艾灵圣盒(运输机类)
gun =枪炮飞船
high =大祭司
sun =太阳猎犬
can =死亡加农炮(故事模式也可使用,对一切建筑及敌对单位造成灭绝级伤害。BOOS+级别)
work =矿工
power =发电厂(加速单位制造)
temp =神殿
destroy =毁灭运输机(结合运输机和蒸汽战斗机的所有功能)
storm =暴风飞碟