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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
 Parent article:EUD 父文章: EUD
Starcraft Trigger related documentation
StarcraftTrigger相关文档
Conditions / Execution ( Artificial Intelligence )
条件 / 执行 ( 人工智能 )
Unit · Weapon · Location · Enhancement
单位 ·武器 ·位置 ·增强
tools
EUD Editor · TrigEditPlus
EUD 编辑器 ·TrigEditPlus
etc
Unlimiter · epScript · Learn
无限者 ·epScript ·学习
1. outline 1. 大纲2. materials 2. 材料
2.1. EUDTrig
2.1.1. Create a death table
2.1.1. 创建一个 Death Table
2.2. Cheat Omatic series program
2.2. 作弊 Omatic 系列程序
2.3. EUD DB 2.3. EUD 数据库2.4. EUD Editor 2.4. EUD 编辑器2.5. Scmdraft 2

1. outline 1. 大纲

This document is written for those who are interested in EUD, or who want to learn it in earnest.
本文档是为那些对 EUD 感兴趣或想认真学习它的人编写的。
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. EUDTrig

download 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)
  • 0x58A364 + (Unit ID * 12 + Player Number) * 4 = Offset
    0x58A364 + (单位 ID * 12 + 玩家编号) * 4 = 偏移量

    That is, if the player number is 10 (11P) and the unit ID is 300, the player number is 40 and the unit ID value is 14400, so adding them all together gives 0x58DBCC (decimal number 5823436). However, EPD does not use the unit ID itself, so the calculation formula is greatly shortened to '0x58A364 + 4 * player number', and the number of variables to deal with is reduced from two to one, making it easier to organize. In particular, in the case of a negative number, only the player number is used regardless of whether EPD is used or not. Therefore, it may be better to adapt to EPD.[2]
    也就是说,如果玩家编号为 10 (11P),单位 ID 为 300,则玩家编号为 40,单位 ID 值为 14400,因此将它们全部加在一起得到 0x58DBCC(十进制数 5823436)。但是,EPD 本身并不使用单位 ID,因此计算公式大大缩短为“0x58A364 + 4 * 玩家编号”,并且需要处理的变量数量从两个减少到一个,使其更易于组织。特别是,在负数的情况下,无论是否使用 EPD,都只使用玩家编号。因此,适应 EPD 可能更好。[2]

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。
01
02
03
04
1Byte 1字节
0 to 255 (multiples of 1)
0 到 255(1 的倍数)
1Byte 1字节
256 to 65535 (in multiples of 256)
256 到 65535(256 的倍数)
1Byte 1字节
65536 to 16777215 (multiples of 65536)
65536 换算成 16777215 (65536 的倍数)
1Byte 1字节
16777216 to 4294967295 (multiples of 16777216)
16777216 到 4294967295 (16777216 的倍数)
2Byte 2字节
0 to 65535 (multiples of 1)
0 到 65535(1 的倍数)
2Byte 2字节
65536 to 4294967295 (multiples of 65536)
65536 换算成 4294967295 (65536 的倍数)
4Byte 4字节
0 to 4294967295 (multiples of 1)
0 到 4294967295(1 的倍数)
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
2.1.1. 创建一个 Death Table

Now that you have some understanding, and you have printed out the player number and unit ID with the offset you found, you can now print out a death table based on that. If you press the Exporter button at the top of the program, a window will appear on the left, where you can create your own death table. In the output window, both conditional and execution parts can be created, and the maximum number is 16 conditionals and 64 execution parts, just like the general editor.
现在您已经有了一定的了解,并且已经打印出了玩家编号和单位 ID 以及您找到的偏移量,您现在可以根据它打印出死亡表。如果您按下程序顶部的 Exporter 按钮,左侧会出现一个窗口,您可以在其中创建自己的死亡表。在输出窗口中,可以创建条件部分和执行部分,最大数量为 16 个条件和 64 个执行部分,就像通用编辑器一样。


http://blogfiles.naver.net/20150705_3/sindaehyeon_14360389960089BOR5_PNG/EUDTrigD.png

1. Player 1. 播放器
Calculate the memory offset and write the output player number. Only numbers must be written down, and both negative (-) and positive (+) numbers can be recognized.
计算内存偏移量并写入输出玩家编号。只需写下数字,并且负数 (-) 和正数 (+) 都可以识别。

2. Unit ID 2. 设备 ID
Calculate the memory offset and write the output unit ID. Only numbers must be written down, and both negative (-) and positive (+) numbers can be recognized.
计算内存偏移量并写入输出单元 ID。只需写下数字,并且负数 (-) 和正数 (+) 都可以识别。

3. Compare / Modifier 3. 比较 / 修改器
If it is conditional, you can set At Least, At Most, and Exactly based on the value. In the case of the execution part, 'Add', 'Subtract', and 'SetTo' can change the value or set it to a specified value. As mentioned above, one death table handles a total of four spaces, so the conditional case is often used for offsets of 4 bytes or more. That's good for safety. Also, some memory may not be restored even after the game is over.[3] It is recommended to use SetTo whenever possible.
如果它是有条件的,则可以根据该值设置 At Least、At Most 和 Exactly 。对于执行部分,'Add'、'Subtract' 和 'SetTo' 可以更改值或将其设置为指定值。如上所述,一个 death table 总共处理四个空格,因此条件大小写通常用于 4 个字节或更大的偏移量。这对安全有好处。此外,即使在游戏结束后,某些内存也可能无法恢复。[3] 建议尽可能使用 SetTo。

4. Value 4. 价值
In the case of conditional, enter the value to be the standard, and in the case of execution, the value to be changed or set from the existing value. That is, the part that determines the number of units killed / the number of units killed on the death table. When used as an execution unit, StarCraft Editor does not recognize values higher than 0x7FFFFFFF (decimal number 2147483647), but it can recognize negative numbers. That is, if you put 0xFFFFFFFE inside, it changes to -2.
在条件情况下,输入要作为标准的值,在执行的情况下,输入要从现有值更改或设置的值。即,确定死亡表上被杀死的单位数/杀死的单位数的部分。当用作执行单元时,StarCraft Editor 无法识别大于 0x7FFFFFFF (十进制数 2147483647) 的值,但可以识别负数。也就是说,如果你把 0xFFFFFFFE 放在里面,它会变成 -2。

5. Add 5. 添加
The correct value is output to the death table. The death table is added to the conditional column in case of conditional part, and to the execution part column in case of execution part. Once inserted, it does not disappear until the reset button is pressed, and even if the content is deleted from the text format, it is still stored inside.
将正确的值输出到 death 表。如果是条件部分,则 death 表将添加到 conditional 列,如果是执行部分,则添加到 execution part 列。插入后,它不会消失,直到按下重置按钮,即使内容从文本格式中删除,它仍然存储在里面。

6. StarForge 6. 星福
The created death table is displayed in StarForge or similar text trigger format. When clicked, there are two cells placed in parallel, and a conditional death table is created in the upper column and an executive death table in the lower column. It can be used as a temporary notepad because it can not only be displayed in text format, but can also be directly copied, and writing and deleting is possible.
创建的死亡表以 StarForge 或类似的文本触发器格式显示。单击时,将有两个单元格平行放置,并在上列创建一个条件死亡表,在下列创建一个执行死亡表。它可以用作临时记事本,因为它不仅可以以文本格式显示,还可以直接复制,并且可以写入和删除。

7. StarEdit 7. 星空编辑
Shows the created death table in a organized death table format. When clicked, there are two cells placed in series, and a conditional death table is created in the left column and an executive death table in the right column.
以有序的死亡表格式显示创建的死亡表。单击后,将有两个单元格按顺序放置,并在左列中创建一个条件死亡表,在右列中创建一个执行死亡表。

8. Save 8. 保存
Create one trigger file (*.trg) containing all created death tables. The saved file can be used by loading it with a general editor. At this time, no player settings are set, and if you save it without anything, an empty trigger file with neither conditional nor execution part is created.
创建一个包含所有已创建的死亡表的触发器文件 (*.trg)。可以通过使用常规编辑器加载保存的文件来使用保存的文件。此时,没有设置播放器设置,如果保存它时没有任何内容,则会创建一个既没有条件也没有执行部分的空触发器文件。

9. Reset 9. 重置
Delete all created death tables. If you choose the StarForge format, even if you delete the death table 'directly', the death table is stored inside, so if you use the text trigger format, you have to reset the internal death table from time to time.
删除所有已创建的死亡表。如果你选择 StarForge 格式,即使你 “直接 ”删除了死亡表,死亡表也存储在里面,所以如果你使用文本触发器格式,你必须不时重置内部的死亡表。

2.2. Cheat Omatic series program
2.2. 作弊 Omatic 系列程序

In particular, any program that can clearly see, compare, and manipulate data, such as Cheat Engine or Art Money, is sufficient. Of course, these cheatomatic programs can be deleted assuming that these programs are harmful in many vaccines, and of course, in many online games in Korea , if you turn on this program as well, the game may end. However, our purpose is not to cheat by manipulating data in online games, etc., but to create our own map by manipulating the data of StarCraft, which is completely left behind as Blizzard Entertainment has withdrawn and is focusing on its sequel. Just turn off your antivirus or add it to the detection exceptions list.
特别是,任何可以清楚地看到、比较和操作数据的程序,例如 Cheat Engine 或 Art Money,就足够了。当然,假设这些程序在许多疫苗中是有害的,则可以删除这些作弊程序,当然,在许多 在线游戏 韩国 ,如果你也打开这个程序,游戏可能会结束。但是,我们的目的不是通过操纵网络游戏等中的数据来作弊,而是通过操纵星际争霸的数据来创建自己的地图,随着暴雪娱乐的退出并专注于其续集,星际争霸的数据完全被抛在了后面。只需关闭防病毒软件或将其添加到检测例外列表即可。

2.3. EUD DB 2.3. EUD 数据库

Shortcuts 快捷方式
EUD Offset Collection Site by O)FaRTy1billion, creator of EUDTrig[4] . Tolerable offsets are all gathered. By default, they are listed in ascending order by offset. If you are researching the EUD and find a new offset, but it's not in the EUD DB, you can write it yourself. Click the Add Address button at the top and write down what the offset contains.
EUD 胶印收集站点由 EUDTrig 的创建者 O)FaRTy1billion 提供 [4] 。可容忍的偏移量全部收集起来。默认情况下,它们按 offset 升序列出。如果您正在研究 EUD 并找到新的偏移量,但它不在 EUD DB 中,您可以自己编写。单击顶部的 Add Address 按钮并记下偏移量包含的内容。

2.4. EUD Editor 2.4. EUD 编辑器

EUDEditor
EUDEditor 2
EUDEditor and EUDEditor 2 are also simply used as "Deditor". "DEditor2" is used when only EUDEditor2 needs to be referred to.
EUDEditor 和 EUDEditor 2 也简单地用作“Deditor”。当只需要引用 EUDEditor2 时,使用“DEditor2”。

Both were presented by 'Delicious Bingsu' and made it simple for beginners to use.
两者都由 'Delicious Bingsu' 提供,使初学者使用起来很简单。

In order to use the two programs, the latest version of EUD Draft (download link) is required to some extent.
为了使用这两个程序,在一定程度上需要最新版本的 EUD Draft(下载链接)。

Usage is really simple. Just try it.
使用非常简单。试试吧。


When an error occurs, unsaved data may be lost, so it is good to save it frequently.
发生错误时,未保存的数据可能会丢失,因此最好经常保存。




There is a risk of a calculator error in the following cases.
在以下情况下,存在计算器错误的风险。

- If the EUD Draft is too old to support the model
- 如果 EUD 草案太旧而无法支持该模型
In this case, only application may be delayed.
在这种情况下,只有申请可能会延迟。
- If the map is in use in StarCraft at the time of insertion
- 如果插入时地图正在星际争霸中使用


- If the automatic compilation box is checked
- 如果选中了 automatic compilation 框
Automatic compilation is a function that is inserted whenever the data of the original map is newly saved, and an error may occur because the map is recognized as running when saving. If an error occurs due to the corresponding cause, the error occurs only in the insert function, so it is possible to modify and save.
自动编译是每当新保存原始地图的数据时插入的功能,保存时可能会因为地图被识别为正在运行而发生错误。如果由于相应原因导致错误,则错误仅发生在 insert 函数中,因此可以修改和保存。

2.5. Scmdraft 2

Scmdraft 2

All SCM drafts released in the Korean version are outdated versions, so it is impossible to create EUD triggers with the program.
韩文版发布的所有 SCM 草稿都是过时版本,因此无法使用该程序创建 EUD 触发器。

It may be a bit inconvenient since they are all in English, but input in languages other than English is possible inside units and triggers.
这可能有点不方便,因为它们都是英文的,但是可以在单位和触发器中输入英语以外的语言。

You can also touch offsets with EUD. See Scmdraft 2 for details .
您也可以使用 EUD 触摸偏移。有关详细信息,请参阅 Scmdraft 2 。


[1] Incidentally, this is the person who opened the EUD DB site.
[1] 顺便说一句,这就是打开 EUD DB 网站的人。
[2] The reason why EPD can be used is that it is displayed horizontally and vertically once a general data manipulation program is used, but in fact, all data is arranged in one line, so only one player number can be found. Also, in the case of a unit, even one unit uses 48 spaces at a time, which means that the first four spaces responsible for the number of deaths of units are Terran Marine, unit 0 of P1 , and the next address is the number of deaths of unit 0 of P2. contains information about Because of this, when using a general EUD, the player number always fluctuates.
[2] 之所以能用 EPD,是因为一旦使用通用的数据操作程序,它就会横向和纵向显示,但实际上,所有数据都排在一行中,因此只能找到一个玩家编号。此外,在一个单位的情况下,即使一个单位一次使用 48 个空格,这意味着负责单位死亡人数的前四个空格是 P1 的 0 号单位的 Terran Marine,下一个地址是 P2 的 0 号单位的死亡人数。包含有关的信息因此,当使用通用 EUD 时,玩家编号总是会波动。
[3] Of course , wLauncher has a function to recover data by itself, but it is to be prepared in case something happens.
[3] 当然,wLauncher 本身具有恢复数据的功能,但要做好准备以防万一。
[4] The page name also includes his name. farty1billion.dyndns.org _
[4]页面名称也包括他的名字。farty1billion.dyndns.org _


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公司地址:广州市天河区华夏路16号富力盈凯广场48楼