PVZ2国际版事件代码模板
事件是PVZ2关卡的核心组成部分,也是自制关卡一块必学的内容。本文包含了所有PVZ2的事件代码,希望大家看后觉得有帮助,给个三连不过分吧? 核心: { "aliases": [ "WaveManagerProps" ], "objclass": "WaveManagerProperties", "objdata": { "MinNextWaveHealthPercentage": 最小出怪生命值百分比, "MaxNextWaveHealthPercentage": 最大出怪生命值百分比, "FlagWaveInterval": 单位大波小波数(用小波数除以单位大波小波数就是大波数,也叫旗数), "WaveCount": 小波数, "WaveSpendingPointIncrement": 30, "WaveSpendingPoints": 100, "ZombieCountdownFirstWaveSecs": 第一波前秒数, "ZombieCountdownHugeWaveDelay": 一大波前秒数, "Waves": [ [ "RTID(Wave1@CurrentLevel)" ], [ "RTID(Wave2@CurrentLevel)" ] ] } }, 事件: 一、正常出怪 "RTID(Wave代号@CurrentLevel)", { "aliases": [ "Wave代号" ], "objclass": "SpawnZombiesJitteredWaveActionProps", "objdata": { "AdditionalPlantfood": 叶绿素数量, "DynamicPlantfood": [1,1,1,1,1,0,0],(动态难度叶绿素) "ForcedCondition": {(缩小) "Condition": "shrunken" }, "NotificationEvents": [(摇滚年代音乐) "音乐代码" ], "Zombies": [ { "Row": 行数, "Type": "RTID(僵尸代码@ZombieTypes)" } ] } }, 二、沙尘暴 "RTID(Wave代号SandstormEvent0@CurrentLevel)", { "aliases": [ "Wave代号SandstormEvent0" ], "objclass": "StormZombieSpawnerProps", "objdata": { "AdditionalPlantfood": "叶绿素数量", "ColumnEnd": 数值(最远几列), "ColumnStart": 数值(最近几列), "GroupSize": 组数, "TimeBetweenGroups": 数值(每组来的时间), "Waves": "Sandstorm!", "Type": "sandstorm(沙尘暴)", "Zombies": [ { "Row": "行数", "Type": "RTID(僵尸代码@ZombieTypes)" } ] } }, 三、海盗登船 "RTID(Wave代号RaidingPartyEvent0@CurrentLevel)" { "aliases": [ "Wave代号RaidingPartyEvent0" ], "objclass": "RaidingPartyZombieSpawnerProps", "objdata": { "GroupSize": 组数, "SwashbucklerCount": 飞索僵尸数, "TimeBetweenGroups": 数值(每组来的时间) } }, 四、未来小鬼雨 "RTID(Wave代号SpiderRainEvent0@CurrentLevel)", { "aliases": [ "Wave代号SpiderRainEvent0" ], "objclass": "SpiderRainZombieSpawnerProps", "objdata": { "ColumnEnd": 数值(最远几列), "ColumnStart": 数值(最近几列), "GroupSize": 组数, "SpiderCount": 僵尸数, "SpiderZombieName": "小鬼代码(这里填其他僵尸可能会闪退)", "TimeBeforeFullSpawn": "第一组小鬼来前的时间", "TimeBetweenGroups": "数值(每组来的时间)", "WaveStartMessage": "[WARNING_SPIDERRAIN]", "ZombieFallTime": "数值(降落的时间)" } }, 五、生成障碍物(例如墓碑) "RTID(Wave代号GravestoneEvent0@CurrentLevel)", { "aliases": [ "Wave代号GravestoneEvent0" ], "objclass": "SpawnGravestonesWaveActionProps", "objdata": { "GravestonePool": [ { "Count": 障碍物数量, "Type": "RTID(障碍物代码@GridItemTypes)" } ], "SpawnEffectAnimID": "(出现时的贴图,不填则背景默认)", "SpawnPositionsPool": [ { "mX": 列数, "mY": 行数 } ], "DisplacePlants" : false,(植物不被击飞) "RandomPlacement" : false,(随机放置取消) "GridClassesToDestroy" : [ (消失的种类) "GridItemPowerTile" ] "SpawnSoundID": "Play_Zomb_Egypt_TombRaiser_Grave_Rise" } }, (想要障碍物代码的可以看我的《PVZ2国际版代码大全》的坐标项目) 六、墓碑出僵尸 "RTID(Wave代号GraveSpawnEvent0@CurrentLevel)", { "aliases": [ "Wave代号GraveSpawnEvent0" ], "objclass": "SpawnZombiesFromGridItemSpawnerProps", "objdata": { "AdditionalPlantfood": "叶绿素数量", "GridTypes"(出僵尸障碍物的种类): [ "RTID(障碍物代码@GridItemTypes)" ], "WaveStartMessage": "[WARNING_GRAVESTONE_SPAWN]", "ZombieSpawnWaitTime": "时间", "Zombies": [ { "Row": "行数", "Type": "RTID(僵尸代码@ZombieTypes)" } ] } }, 七、退朝(涨潮) "RTID(Wave代号TidalChangeEvent0@CurrentLevel)", { "aliases": [ "Wave代号TidalChangeEvent0" ], "objclass": "TidalChangeWaveActionProps", "objdata": { "TidalChange": { "ChangeAmount": 数值(变化到的列数), "ChangeType": "absolute" } } }, 八、退潮出僵尸 "RTID(Wave代号LowTideEvent0@CurrentLevel)", { "aliases": [ "Wave代号LowTideEvent0" ], "objclass": "BeachStageEventZombieSpawnerProps", "objdata": { "ColumnEnd": 数值(最远几行), "ColumnStart": 数值(最近几行), "GroupSize": 组数, "TimeBeforeFullSpawn": 0.5, "TimeBetweenGroups": 数值(每组来的时间), "WaveStartMessage": "提示语", "ZombieCount": 僵尸数, "ZombieName": "僵尸代码" } }, 九、冰风暴 "RTID(Wave代号StormEvent0@CurrentLevel)", { "aliases": [ "Wave代号StormEvent0" ], "objclass": "StormZombieSpawnerProps", "objdata": { "AdditionalPlantfood": "叶绿素数量", "ColumnEnd": 数值(最远几列), "ColumnStart": 数值(最近几列), "GroupSize": 组数, "TimeBetweenGroups": 数值(每组来的时间), "Waves": "Snowstorm!", "Type": "snowstorm", "Zombies": [ { "Row": "行数", "Type": "RTID(僵尸代码@ZombieTypes)" }, { "Row": "行数", "Type": "RTID(僵尸代码@ZombieTypes)" } ] } }, 十、冰风 "RTID(Wave代号FrostWindEvent0@CurrentLevel)", { "aliases": [ "Wave代号FrostWindEvent0" ], "objclass": "FrostWindWaveActionProps", "objdata": { "Winds": [ { "Direction": "right", "Row": 行数(受到冰风的行数) }, { "Direction": "right", "Row": 行数(受到冰风的行数) } ] } }, 十一、失落飞行员空袭 "RTID(Wave代号ParachuteRainEvent0@CurrentLevel)", { "aliases": [ "Wave代号ParachuteRainEvent0" ], "objclass": "ParachuteRainZombieSpawnerProps", "objdata": { "ColumnEnd": 数值(最远几行), "ColumnStart": 数值(最近几行), "GroupSize": 组数, "SpiderCount": 僵尸数, "SpiderZombieName": "lostcity_lostpilot", "TimeBeforeFullSpawn": "1", "TimeBetweenGroups": "数值(每组来的时间)", "WaveStartMessage": "[WARNING_PARACHUTERAIN]", "ZombieFallTime": "数值(降落的时间)" } }, 十二、恐龙 "RTID(Wave代号DinoTimeEvent0@CurrentLevel)", { "aliases": [ "Wave代号DinoTimeEvent0" ], "objclass": "DinoWaveActionProps", "objdata": { "DinoRow": "行数", "DinoType": "恐龙代码", "DinoWaveDuration": "数值(持续的波数)" } }, (想要恐龙代码的可以看我的《PVZ2国际版代码大全》的僵尸中的恐龙) 十三、时空裂缝 "RTID(Wave代号PortalsEvent0@CurrentLevel)" { "aliases": [ "Wave代号PortalsEvent0" ], "objclass": "SpawnModernPortalsWaveActionProps", "objdata": { "PortalColumn": 列数, "PortalRow": 行数, "PortalType": "时空裂缝代码", "SpawnEffectAnimID": "", "SpawnSoundID": "" } }, (想要时空裂缝代码的可以看我的《PVZ2国际版代码大全》的坐标项目) 十四、僵尸突然出现 "RTID(Wave代号FlagSpawnEvent0@CurrentLevel)", { "aliases": [ "Wave代号FlagSpawnEvent0" ], "objclass": "SpawnZombiesFromGroundSpawnerProps", "objdata": { "AdditionalPlantfood": "叶绿素数量", "ColumnEnd": 数值(最远几行), "ColumnStart": 数值(最近几行), "WaveStartMessage": "", "Zombies": [ { "Row": "行数", "Type": "RTID(僵尸代码@ZombieTypes)" }, { "Row": "行数", "Type": "RTID(僵尸代码@ZombieTypes)" } ] } }, 十五、传送带植物修改 "RTID(Wave代号ModConveyor0@CurrentLevel)" { "aliases": [ "Wave代号ModConveyor0" ], "objclass": "ModifyConveyorWaveActionProps", "objdata": { "Add": [(增加植物) { "MaxCount": 最多存在, "MinCount": 至少存在, "MaxWeightFactor": 数值(最大比例), "MinWeightFactor": 数值(最少比例), "Type": "RTID(植物代码@PlantTypes)", "Weight": 数值(概率) }, { "MaxCount": 最多存在, "MinCount": 至少存在, "MaxWeightFactor": 数值(最大比例), "MinWeightFactor": 数值(最少比例), "Type": "RTID(植物代码@PlantTypes)", "Weight": 数值(概率) } ], "Remove": [(去除植物) { "Type": "RTID(植物代码@PlantTypes)", }, { "Type": "RTID(植物代码@PlantTypes)", } ] } }, 十六、阳光掉落 "RTID(Wave代号SunDropperEvent0@CurrentLevel)", { "aliases": [ "Wave代号SunDropperEvent0" ], "objclass": "SunDropperWaveActionProps", "objdata": { "SunAmountToDrop": 数值 } }, 十七、仓尸球 "RTID(Wave代号HamsterStormEvent0@CurrentLevel)" { "aliases": [ "Wave代号HamsterStormEvent0" ], "objclass": "HamsterZombieSpawnerProps", "objdata": { "ColumnEnd": 数值(最远几行), "ColumnStart": 数值(最近几行), "GroupSize": 组数, "TimeBetweenGroups": 数值(每组来的时间), "Zombies": [ { "Type": "RTID(hamster_ball@ZombieTypes)", "ZombieInsideBallType": "RTID(僵尸代码@ZombieTypes)", "HasPlantfood": true,(拥有叶绿素) "Behavior": 速度(0为慢,1为快), "SpeedBeforeImpact": 0.5 }, { "Type": "RTID(hamster_ball@ZombieTypes)", "ZombieInsideBallType": "RTID(僵尸代码@ZombieTypes)", "HasPlantfood": true,(拥有叶绿素) "Behavior": 速度(0为慢,1为快), "SpeedBeforeImpact": 0.5 } ] } }, 别忘一键三连加关注₍˄·͈༝·͈˄*₎◞ ̑̑ 想要植物僵尸代码可见我的专栏《PVZ2国际版代码大全》