scripting:ems
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| Beide Seiten, vorherige ÜberarbeitungVorherige ÜberarbeitungNächste Überarbeitung | Vorherige Überarbeitung | ||
| scripting:ems [2019/06/28 19:39] – madshadow | scripting:ems [2022/01/11 23:27] (aktuell) – madshadow | ||
|---|---|---|---|
| Zeile 5: | Zeile 5: | ||
| ===== Verwendung ===== | ===== Verwendung ===== | ||
| Folgendes Skript kann ins Mapskript kopiert werden: | Folgendes Skript kann ins Mapskript kopiert werden: | ||
| - | <code lua>-- ################################################################################################## | + | <code lua> | 
| - | -- # # | + | -- ################################################################################################### | 
| - | -- # # | + | |
| - | -- # | + | |
| -- # # | -- # # | ||
| - | -- # | ||
| -- # # | -- # # | ||
| -- # | -- # | ||
| Zeile 41: | Zeile 38: | ||
| ===== Die Konfiguration ===== | ===== Die Konfiguration ===== | ||
| Jede Karte lädt eine Standardkonfiguration. Die reicht in der Regel jedoch nicht aus, daher musst du noch ein Konfigurationsskript erstellen und in den **EMSconfigurations** Ordner kopieren: | Jede Karte lädt eine Standardkonfiguration. Die reicht in der Regel jedoch nicht aus, daher musst du noch ein Konfigurationsskript erstellen und in den **EMSconfigurations** Ordner kopieren: | ||
| + | Damit das Skript geladen wird **muss** es denselben Namen wie die Karte tragen.\\ | ||
| + | Beispiel: Heißt die Karte "(4) Toscana V2", so muss das Skript "(4) toscana v2.lua" | ||
| <code lua> | <code lua> | ||
| -- ************************************************************************************************ | -- ************************************************************************************************ | ||
| Zeile 58: | Zeile 57: | ||
| -- ******************************************************************************************** | -- ******************************************************************************************** | ||
| Version = 1, | Version = 1, | ||
| + | |||
| + | -- ******************************************************************************************** | ||
| + | -- * Debug Mode | ||
| + | -- * Activates the ems debug mode if set to true. | ||
| + | -- * This will enable key bindings to achieve some common debug tasks. | ||
| + | -- * Ingame a button with the text " | ||
| + | -- * (Default: false) | ||
| + | -- ******************************************************************************************** | ||
| + | ActivateDebug = true, | ||
| + | |||
| + | -- ******************************************************************************************** | ||
| + | -- * Custom debug functions | ||
| + | -- * If ActivateDebug is set to true, these two debug methods can be called by pressing N or M | ||
| + | -- * _fromPlayer - the id of the player that pressed the key | ||
| + | -- * _targetPlayerId1 - a player id between 1-8 (or 16 on cnetwork), that the caller wants to target | ||
| + | -- * _targetPlayerId2 - a second player id | ||
| + | -- * _x, _y - the position of the callers mouse at the time of pressing the key | ||
| + | -- * Example content: | ||
| + | -- * SetFriendly(_targetPlayerId1, | ||
| + | -- * Logic.CreateEntity(Entities.PU_Serf, | ||
| + | -- ******************************************************************************************** | ||
| + | CustomDebugFunc1 = function(_fromPlayer, | ||
| + | Logic.CreateEntity(Entities.PU_Serf, | ||
| + | end, | ||
| + | CustomDebugFunc2 = function(_fromPlayer, | ||
| + | Logic.CreateEntity(Entities.PU_Serf, | ||
| + | end, | ||
| -- ******************************************************************************************** | -- ******************************************************************************************** | ||
| Zeile 64: | Zeile 90: | ||
| -- * Similar use to FirstMapAction/ | -- * Similar use to FirstMapAction/ | ||
| -- ******************************************************************************************** | -- ******************************************************************************************** | ||
| - | |||
| Callback_OnMapStart = function() | Callback_OnMapStart = function() | ||
| AddPeriodicSummer(60); | AddPeriodicSummer(60); | ||
| Zeile 111: | Zeile 136: | ||
| Callback_GameModeSelected = function(_gamemode) | Callback_GameModeSelected = function(_gamemode) | ||
| end, | end, | ||
| - | |||
| - | --[[ | ||
| - | Ressources | ||
| - | You can specify the ressources for a player in one of the tables Normal, FastGame, SpeedGame | ||
| - | by adding a key entry with the playerId containing 6 entries which either contain a number | ||
| - | or a function that returns a number as amount for the respective ressource | ||
| - | If a player is not specified, he will get the ressources of player 1 | ||
| - | So if you want to give the same amount of ressources to all players, just specify player 1 | ||
| - | ]] | ||
| -- ******************************************************************************************** | -- ******************************************************************************************** | ||
| Zeile 197: | Zeile 213: | ||
| -- ******************************************************************************************** | -- ******************************************************************************************** | ||
| DisableStandardVictoryCondition = false, | DisableStandardVictoryCondition = false, | ||
| + | |||
| + | -- ******************************************************************************************** | ||
| + | -- * NeedsCppLogic | ||
| + | -- * If true, the script will check if all players have mcbs CppLogic dll loaded | ||
| + | -- * Set to true if you use function of CppLogic | ||
| + | -- * (default: false) | ||
| + | -- ******************************************************************************************** | ||
| + | NeedsCppLogic = false, | ||
| + | |||
| + | -- ******************************************************************************************** | ||
| + | -- * NeedsS5CommunityLib | ||
| + | -- * If true, the script will check if all players have the same version of the S5CommunityLib | ||
| + | -- * Set to true if you use function of the S5CommunityLib | ||
| + | -- * (default: false) | ||
| + | -- ******************************************************************************************** | ||
| + | NeedsS5CommunityLib = false, | ||
| + | |||
| + | -- ******************************************************************************************** | ||
| + | -- * Units | ||
| + | -- * Various units can be allowed or forbidden | ||
| + | -- * A 0 means the unit is forbidden - a higher number represents the maximum allowed level | ||
| + | -- * Example: | ||
| + | -- * Sword = 0, equals Swords are forbidden | ||
| + | -- * Sword = 2, equals the maximum level for swords is 2 = Upgrading once | ||
| + | -- ******************************************************************************************** | ||
| + | Sword | ||
| + | Bow = 4, | ||
| + | PoleArm = 4, | ||
| + | HeavyCavalry = 0, | ||
| + | LightCavalry = 0, | ||
| + | Rifle = 2, | ||
| + | Thief = 1, | ||
| + | Scout = 1, | ||
| + | Cannon1 = 0, | ||
| + | Cannon2 = 0, | ||
| + | Cannon3 = 0, | ||
| + | Cannon4 = 0, | ||
| + | |||
| + | -- * Buildings | ||
| + | Bridge = 1, | ||
| + | |||
| + | -- * Markets | ||
| + | -- * -1 = Building markets is forbidden | ||
| + | -- * 0 = Building markets is allowed | ||
| + | -- * >0 = Markets are allowed and limited to the number given | ||
| + | Markets = 0, | ||
| + | |||
| + | -- * Trade Limit | ||
| + | -- * 0 = no trade limit | ||
| + | -- * greater zero = maximum amount that you can buy in one single trade | ||
| + | TradeLimit = 0, | ||
| + | |||
| + | -- * TowerLevel | ||
| + | -- * 0 = Towers forbidden | ||
| + | -- * 1 = Watchtowers | ||
| + | -- * 2 = Balistatowers | ||
| + | -- * 3 = Cannontowers | ||
| + | TowerLevel = 1, -- 0-3 | ||
| + | |||
| + | -- * TowerLimit | ||
| + | -- * 0 = no tower limit | ||
| + | -- * >0 = towers are limited to the number given | ||
| + | TowerLimit = 0, | ||
| + | |||
| + | -- * WeatherChangeLockTimer | ||
| + | -- * Minutes for how long the weather can't be changed directly again after a weatherchange happened | ||
| + | WeatherChangeLockTimer = 3, | ||
| + | |||
| + | -- * Enables chaning to a specific weather with the weather tower | ||
| + | MakeSummer = 1, | ||
| + | MakeRain | ||
| + | MakeSnow | ||
| + | |||
| + | -- * Fixes the DestrBuild bug | ||
| + | AntiBug | ||
| + | |||
| + | -- * HQRush | ||
| + | -- * If set to 1, Headquarters are invulernerable as long the player still has village centers | ||
| + | AntiHQRush = 1, | ||
| + | |||
| + | -- * If set to 1, Players can't abuse blessing and overtime in combination for unlimited work | ||
| + | BlessLimit = 1, | ||
| + | |||
| + | -- * if set to true, Players are not able to lose their Headquarter. | ||
| + | InvulnerableHQs = false, | ||
| + | -- * Heroes | ||
| + | -- * NumberOfHeroesForAll sets the number of heroes every player can pick | ||
| + | -- * 1 behind each hero defines if the hero is allowed; 0 for forbidden | ||
| + | NumberOfHeroesForAll = 2, | ||
| + | Dario | ||
| + | Pilgrim | ||
| + | Ari = 1, | ||
| + | Erec = 1, | ||
| + | Salim | ||
| + | Helias | ||
| + | Drake | ||
| + | Yuki = 1, | ||
| + | Kerberos = 1, | ||
| + | Varg = 1, | ||
| + | Mary_de_Mortfichet = 1, | ||
| + | Kala = 1, | ||
| }; | }; | ||
| </ | </ | ||
scripting/ems.1561750744.txt.gz · Zuletzt geändert: 2021/09/18 19:00 (Externe Bearbeitung)
                
                