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EUD/Learn EUD/学习EUD/Learn EUD/学习Last Modified: 上次修改时间:2024-10-25 05:49:11 Category 类别
1. outline 1. 大纲
EUD basically consists of only the three variables of the 'Death' conditional and the 'Set Death' execution part: player, unit ID, and number of deaths/kills, but you need to understand exactly what offsets deal with what. . Most of the cases, such as the existence of shields, weapons, armor, and the maximum health of units, do not pose a great risk by simply changing the values, but in the case of extremely long information such as button sets or structural offsets, a collision occurs even if the values are touched incorrectly, and at the same time You may encounter the desktop several times, so make sure you understand it. EUD 基本上只由 'Death' 条件和 'Set Death' 执行部分的三个变量组成:玩家、单位 ID 和死亡/击杀数,但你需要确切地了解哪些偏移处理什么。.大多数情况下,例如盾牌、武器、盔甲的存在以及单位的最大生命值,简单地更改值不会造成很大的风险,但在按钮集或结构偏移等信息极长的情况下,即使值触摸不正确也会发生碰撞,同时你可能会多次遇到桌面, 因此,请确保您理解它。 2. materials 2. 材料Items or utility programs required to create EUDs. 创建 EUD 所需的项目或实用程序。 Currently, EUDEditor, EUDEditor 2, SCM Draft 2, and EudDraft are used. 目前使用 EUDEditor、EUDEditor 2、SCM Draft 2 和 EudDraft。 EUD Trig is an old program that was created before EUDEditor came out and is now inconvenient to use, so it is not used now. EUD Trig 是在 EUDEditor 问世之前创建的旧程序,现在使用不方便,所以现在不使用。 2.1. EUDTrigdownload 下载 EUDTrig is O)FaRTy1billion[1] It is a program that creates a simple one-line death table by substituting the player number, unit ID, and value for the address designated by , to the death table statement. . It is easy to use in a small capacity, but there is no translation version of this EUDTrig program in Korean, but it will not be a problem of English or Korean . EUDTrig 是 O)FaRTy10 亿 [1] 它是一个程序,通过将玩家编号、单位 ID 和值替换为 指定的地址来创建一个简单的单行死亡表。.它易于使用,容量小,但是没有韩语的EUDTrig程序翻译版本,但不会是 英语 或 韩语 的问题。 For reference, hexadecimal numbers are prefixed with 0x. If you just put '10', it means 10 in decimal, but if you put '0x10', it will be 16 in decimal. 作为参考,十六进制数以 0x 为前缀。如果你只输入“10”,则表示十进制为 10,但如果你输入“0x10”,则为十进制 16。 1. Memory Offset 1. 内存偏移 Enter the offset of the specified address. You can think of it as putting an address that will be a kind of starting point here. 输入指定地址的偏移量。您可以将其视为放置一个地址,该地址将作为此处的起点。 2. Object ID 2. 对象 ID Write the value to be moved from the top offset. 写入要从 top offset 移动的值。 3. Byte 3. 字节 Determines the number of bytes that one is responsible for. By default there are 1 to 4. 确定一个负责的字节数。默认情况下,有 1 到 4。 This byte is often seen in offsets, so many beginners are confused. To define it accurately, it can be seen as "the range covered." As a simple example, offset 0x006636B8, which is in charge of a unit's ground weapon, uses 1 byte per unit, that is, one space (0 to 255). On the other hand, the 0x00664080 offset, which is responsible for the advanced flag of the unit, uses 4 bytes per unit, that is, four spaces (0 ~ 4294967295, 2^32-1) at the same time. That's a lot of space for each unit. Since one death table always contains 4 bytes, four 1-byte offsets can be handled at the same time, and one 4-byte offset can be handled. 这个字节经常出现在 offsets 中,所以很多初学者都感到困惑。为了准确定义它,它可以看作是 “覆盖的范围”。举个简单的例子,负责单位地面武器的偏移量 0x006636B8 每个单位使用 1 个字节,即一个空格(0 到 255)。另一方面,负责单元高级标志的 0x00664080 偏移量每个单元使用 4 个字节,即四个空格 (0 ~ 4294967295, 2^32-1) 同时。每个单元都有很多空间。由于一个 death table 始终包含 4 个字节,因此可以同时处理四个 1 字节的偏移量,并且可以处理一个 4 字节的偏移量。 4. Use Extended Player Deaths 4. 使用延长的玩家死亡时间 Determines whether to use EPD ( Extended Layer Death ) or not . What else is EPD? For those who do, normally EUDs use the high-level unit's ID, but enabling EPD usage leaves the unit ID at 0 and moves it into the player number. Basically, when using EUD, the following formula is used. (as of 1.16.1) 确定是否使用 EPD ( Extended Layer Death ) 。EPD 还是什么?对于这样做的玩家,通常 EUD 使用高级单位的 ID,但启用 EPD 使用会将单位 ID 保留为 0 并将其移动到玩家编号中。基本上,在使用 EUD 时,使用以下公式。(自 1.16.1 起)
5. Calculate Player/Unit IDs / Calculate Memory Offset 5. 计算玩家/单位 ID / 计算内存偏移 파일:/20150705_71/sindaehyeon_1436038365729k15XV_PNG/EUDTrigB.png 文件:/20150705_71/sindaehyeon_1436038365729k15XV_PNG/EUDTrigB.png The arrow pointing down adds up the offset at the top and the object id added by the byte to turn it into a player number and unit id. 向下的箭头将顶部的偏移量和字节添加的对象 ID 相加,以将其转换为玩家编号和单位 ID。 파일:/20150705_34/sindaehyeon_14360386068618tbTF_PNG/EUDTrigC.png 파일:/20150705_34/sindaehyeon_14360386068618tbTF_PNG/EUDTrigC.png The upward arrow changes the player number and unit ID at the bottom to an offset at the top. At this time, the offset is always a multiple of 4 because it comes out as an offset corresponding to the first space (1 byte). 向上箭头将底部的玩家编号和单位 ID 更改为顶部的偏移量。此时,偏移量始终是 4 的倍数,因为它显示为对应于第一个空格(1 字节)的偏移量。 6. Player Number 6. 玩家编号 player number. When EPD use is disabled, P is added in front of it like P1, P2, P3, ..., and the range between 1 and 12 appears, and when EPD use is enabled, P disappears. For reference, when creating a death table, if P (Player) is attached, remove P and subtract 1 from the value. P1 corresponds to the value 0 and P12 corresponds to the value 11. 玩家编号。禁用 EPD 使用时,P 会像 P1、P2、P3 等一样添加到其前面,并显示 1 到 12 之间的范围,而当启用 EPD 使用时,P 会消失。作为参考,在创建死亡表时,如果附加了 P (Player),请删除 P 并从值中减去 1。P1 对应于值 0,P12 对应于值 11。 7. Unit ID 7. 设备 ID unit ID. Enable the use of EPD and always come out as 0 when outputting. 启用 EPD 的使用,并在输出时始终显示为 0。 8. Byte Offset 8. 字节偏移量 Directly shows the location where the corresponding offset is specified. When outputting, the number is shown in red, and the range shown in red varies according to the number of bytes, which confuses people with bytes. However, if you understand that the address and the death table deal with 4 bytes, this too can be easily solved. The following table is a simple example. 直接显示指定了相应偏移量的位置。输出时,数字显示为红色,红色显示的范围根据字节数而变化,这使人们与字节混淆。但是,如果您了解 address 和 death table 处理 4 个字节,这也很容易解决。下表是一个简单的示例。
That is, if the color changes at the third digit, the third space is a multiple of 65536, so multiply the desired value by 65536. 也就是说,如果颜色在第三位数字处发生变化,则第三个空格是 65536 的倍数,因此将所需值乘以 65536。 2.1.1. Create a death table |
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