WOG菜鸟求ERM脚本
我是WoG新人,在做WoG地图时,想在地图中的事件中设置ERM选项,可惜我不是太明白ERM的,所以发贴求助,望解答。我需要在WOG地图中设置如下ERM(在游戏时,由于不在对地图WOG化了,这些选项也可能无效)
1、英雄十技能
2、指挥官、追随者可用
3、城镇八级兵建筑
4、英雄、城镇改名与重排
5、英雄右键放兵、丢宝物。
目前只需要这几个,再次感谢。
:shangxin: :shangxin: 除了第三条不太好实现以外,其他都有安全脚本,不知道楼主需要怎样帮助?是我把安全脚本贴出来楼主自己带入地图还是什么其他的解决办法? 我的意思,就是麻烦您贴出来,让我自己带入地图,谢谢。 给我一点时间,5楼将附上脚本。
请将下面的脚本拷贝入你的地图,触发天数要大于500天
城镇可以招募8级兵,这个脚本我暂时找不到,无法合成给你——这个不是现在wog的官方脚本。以下的脚本,请你按照下面给出的顺序将脚本引入地图,即可正常使用。1、地图选项-ZVSE
!#UN:P5/0;禁止wog化地图
!#UN:P0/1;启用8级兵生物巢穴
!#UN:P1/0;箭塔经验累积
!#UN:P2/0;怪物可以放置在地图上
!#UN:P3/0;启用指挥官系统
!#UN:P6/0;英雄初始拥有指挥官,如果需要雇佣指挥官,把0改成1
!#UN:P7/1;生物巢穴积累生物,如果不需要,把1改成0
!#UN:P8/1;生物巢穴累积守卫(如果有的话),不需要,把1改成0
!#UN:P900/1;启用生物经验系统,不需要,把1改成0
!#UN:P124/1;英雄获得10个技能
!#UN:P169/1;城镇可以改名
!#UN:P187/1;英雄可以改名
!#UN:V?y1/?y2;
!#VRy3|y1<358/y2<281:Sy1 :100;
!#VRy4|y1<358/y2<281:Sy1 %100;
!#VRy5|y1<358/y2<281:Sy2 :100;
!#VRy6|y1<358/y2<281:Sy1 %100;
!#VRz10|y1<358/y2<281:S^你的 ERM 版本 : %Y5.%Y6
你的 WOG 版本 : %Y3.%Y4
此地图必须要求WOG版本 3.58 和ERM版本 2.81
你的WOG或者ERM不是最新版,请升级你的WOG^;
!#IF|y1<358/y2<281:D5/10;
!#IF|y1<358/y2<281:E1/5;2、GB修改加强版的第一追随者脚本(该脚本较大,需要分两部分引入地图),第一部分-ZVSE
!#VRv7206:S0;
!#VRv7181:S1;
** Timer routines
!#TM19:S1/1/1/255;
!?TM19&1000/v7181=1;
!!VRv7218:S0; 经验调整
!!VRv7220:S0; 进化开关
!!DO7105/0/155/1&v7206=0:P;
** start of hero screen mouse trigger **
!?CM2&v7181=1;
!!CM:I?y-3 F?y-4 S?y-5;
!!IF&y-3=141/y-4=512:Q2/-1/-1/1^HENCHMAN BONUS STATS AT LEVEL 1 :
+1 Attack
+1 Defense
+1 Speed
+2-5 Base Damage
+10 Base Health
At every 3rd level : +1 Attack, +1 Defense
At every 10th level : +1 Speed
Henchmen gain {Status} for each battle fought and gain levels (indicated by increased stack quantity). They also benefit from a {Status Bonus} based on hero level and current day.
Henchmen will die after one of the stack is lost, they may offer one last retaliation before doing so.
Lower level/un-upgraded creatures level up faster than higher level/upgraded creatures.
The "Disguise" spell is applied to color their quantity tag to help separate them from normal creatures.
Dead henchmen can be resurrected in a town for a fee based on creature cost and level.
AI heroes have a (good) chance of having a henchman of random level ({Status} based on hero level). The creature type is chosen randomly each battle and may even be of a type not in the hero's army.
^;
!!FU|y-3<>141/y-4<>0/y-5<>12:E;
!!CM:H?y-1/?y-2;
!!IF&y-1>-1:Wy-1;
!!FU7106&w118>-1:Py-1;
!!FU7102&w118<0:P;
!!UN:R3/-1;
** end of hero screen mouse trigger **
** start of object trigger - towns **
!?OB98&1000/v7181=1;
!!OW:I-1/?y-2;
!!CA998&y-2=0:O?y-4;
!!HE-1&y-2=0:N?y-1 O?y-3;
!!IF&y-2=0/y-1>-1:Wy-1;
!!FU7108&y-2=0/w118>-1/w119=0/y-3=y-4:Py-1;
*!FU7109&y-2=0/w118=-1/y-3<>y-4:P;
** end of object trigger - towns **
** start of object trigger - monsters **
!?OB54&1000/v7181=1;
!!FU7109:P; 测试时最好关闭
** end of object trigger - monsters **
!?FU7109;
!!OW:I-1/?y-2;
!!HE-1&y-2=0:N?y-1 O?y-3;
!!IF&y-2=0/y-1>-1:Wy-1;
!!IF&y-2=0/w118=-1:Q2/10/y-3/2^You have not yet chosen a Henchman.
Do you wish to look over your troops and see if any are worthy of the honor?
(Selecting NO will disable future reminders for this hero.)
{To open Henchman screen : Left Click on color banner on hero screen}
{To view Henchman help : Right Click on color banner on hero screen}^;
!!FU7102&2/y-2=0/w118=-1:P;
!!VRw118&-2/y-2=0/w118=-1:S-2;
** end of function **
** start of battlefield trigger **
!?BF&1000/v7181=1;
!!VRv7207:C-1/-1/-1/-1/-1/-1;
!!VRy-1:S-2;
!!BU:E2/?y-7;
!!BA:H0/?y-1;
!!HEy-1&y-1>-1:O?y-3;
!!OW:Iy-3/?y-6;
!!FU7103&y-6=1/y-1>-1:Py-1;
!!IF&y-1>-1:Wy-1;
!!VRy-8&y-7<21:S20;
!!VRy-8&y-7>20:S25;
!!FU7117&v7220=1/y-6<>1:Py-1; 进攻者的追随者进化
!!VRy18&v7220=1/y-6<>1:Sw118; 临时保存变量
!!VRw118&v7220=1/y-6<>1/v7221>0:Sv7221; 变更追随者
!!BU&w118>-1/w119=1/y-1>-1:Sw118/1/y-8/0/-1/0;
!!BU&w118>-1/w119=1/y-1>-1:Ey-8/?v7207;
!!VRv7216:S0;
!!VRv7216&y-1=144:S1; hero144 henchman spec
!!FU7101&w118>-1/w119=1/y-1>-1/v7207>-1:Pv7207/0/y-1;
!!BMv7207&w118>-1/w119=1/y-1>-1/v7221>0:M8/100/1; 添加异次门标志
!!VRw118&v7220=1/y-6<>1/v7221>0:Sy18; 重置追随者类型
!!VRy-2:S-2;
!!BA:H1/?y-2;
!!FU&y-2<0:E;
!!HEy-2:O?y-3;
!!OW:Iy-3/?y-6;
!!FU7103&y-6=1:Py-2;
!!IF:Wy-2;
!!FU7117&v7220=1/y-6<>1:Py-2; 防守者,电脑英雄不会有可变追随者
!!VRy18&v7220=1/y-6<>1:Sw118; 不然,一个不小心计算出圣龙级追随者
!!VRw118&v7220=1/y-6<>1/v7221>0:Sv7221; 玩家就要倒霉了
!!BU&w118>-1/w119=1:Sw118/1/30/1/-1/0;
!!BU&w118>-1/w119=1:E30/?v7208;
!!VRv7217:S0;
!!VRv7217&y-1=144:S1; hs
!!FU7101&w118>-1/w119=1/v7208>-1:Pv7208/1/y-2;
!!BMv7207&w118>-1/w119=1/v7221>0:M8/100/1;
!!VRw118&v7220=1/y-6<>1/v7221>0:Sy18;
** end of battlefield trigger **
;-------------------------------------------------------------------------------
*由英雄的7支部队计算新追随者的ID
!?FU7117;
!!VRv7221:S-1;
!!VRy30:S0;
!!HEx1:C0/0/?y11/d;
!!VRy30&y11<0:+1;
!!HEx1:C0/1/?y12/d;
!!VRy30&y12<0:+1;
!!HEx1:C0/2/?y13/d;
!!VRy30&y13<0:+1;
!!HEx1:C0/3/?y14/d;
!!VRy30&y14<0:+1;
!!HEx1:C0/4/?y15/d;
!!VRy30&y15<0:+1;
!!HEx1:C0/5/?y16/d;
!!VRy30&y16<0:+1;
!!HEx1:C0/6/?y17/d;
!!VRy30&y17<0:+1;
!!VRy20:S0 +y11 +y12 +y13;
!!VRy20:+y14 +y15 +y16 +y17;
!!VRy20&y30>0:+y30; 负补
!!VRy21:S0;
!!VRy21&y11>-1:+1;
!!VRy21&y12>-1:+1;
!!VRy21&y13>-1:+1;
!!VRy21&y14>-1:+1;
!!VRy21&y15>-1:+1;
!!VRy21&y16>-1:+1;
!!VRy21&y17>-1:+1;
!!VRv7221&y20>0/y21>0:Sy20 :y21;
*!IF:M^1-7:%Y11,%Y12,%Y13,%Y14,%Y15,%Y16,%Y17,all=%Y20,num=%Y21,new=%V7221^;
;-------------------------------------------------------------------------------
** pre-action trigger
*v7207为进攻方追随者的堆栈,v7208防守追随者
!?BG&v7181=1;
!!BMv7207&v7207>-1:N?v7211;
!!BMv7208&v7208>-1:N?v7212;
!!BG&v7207=v7210/v7211=0:A3;
!!BG&v7208=v7210/v7212=0:A3;
** end of pre-action trigger
** post-action trigger
*v7211是动作发生前的进攻方追随者数量,y-2是发生后的数量
*v7216,v7217是追随者特长英雄144的标志,其追随者不受死亡规则影响
!?BG1&v7181=1;
!!BG:N?v7210;
*进攻
!!BMv7207&v7207>-1:N?y-2 T?y-3;
!!BMv7207&v7207>-1/y-2<v7211/v7216<>1:K100000;
!!FU7107&v7207>-1/y-2<v7211/v7216<>1:P0/0/v7207;
!!BMv7207&v7207>-1/y-2>v7211/y-3<>159/v7216<>1:Nv7213 L0;
!!FU7107&v7207>-1/y-2>v7211/y-3<>159/v7216<>1:P0/1/v7207;
!!BU&v7207>-1/y-2<v7211/y-3<>159/v7216<>1:R;
*防守
!!BMv7208&v7208>-1:N?y-2 T?y-3;
!!BMv7208&v7208>-1/y-2<v7212/v7217<>1:K100000;
!!FU7107&v7208>-1/y-2<v7212/v7217<>1:P1/0/v7208;
!!BMv7208&v7208>-1/y-2>v7212/y-3<>159/v7217<>1:Nv7214 L0;
!!FU7107&v7208>-1/y-2<v7212/y-3<>159/v7217<>1:P1/1/v7208;
!!BU&v7208>-1/y-2<v7212/y-3<>159/v7217<>1:R;
** end of post-action trigger
** function to get monster names
!?FU7100; x1= Z index
!!HE-1:C0/x16/?y1/?y2;
!!UN&x16=0/y1>-1:N3/2/y1/0;
!!UN&x16=1/y1>-1:N3/3/y1/0;
!!UN&x16=2/y1>-1:N3/4/y1/0;
!!UN&x16=3/y1>-1:N3/5/y1/0;
!!UN&x16=4/y1>-1:N3/6/y1/0;
!!UN&x16=5/y1>-1:N3/7/y1/0;
!!UN&x16=6/y1>-1:N3/8/y1/0;
** end of function
** function to give stat increases x1=stackx2=attacker/defenderx3=hero number
!?FU7101;
!!BMx1:T?y6;
!!FU7104&y6>-1:Py6;
!!VRy7&y6>-1:Sv7215;
!!IF&y6>-1:Wx3;
!!HEx3:E?y1/?y2/1;
!!VRy10:Sy2 -1 *10 +w117 +c;
!!VRv7213&x2=0/y6>-1:Sy10 :y7 +1;
!!VRv7214&x2=1/y6>-1:Sy10 :y7 +1;
!!VRy8&x2=0/y6>-1:Sv7213;
!!VRy8&x2=1/y6>-1:Sv7214;
!!VRy4&y6>-1:Sy8 :10 +1;
!!BMx1&y6>-1:Sdy4;
!!BMx1&y6>-1:U1/d2;
!!BMx1&y6>-1:U2/d5;
!!VRy4&y6>-1:Sy8 :3 +1;
!!BMx1&y6>-1:Ady4 Ddy4;
!!BMx1&y6>-1:H?y4;
!!VRy5&y6>-1:Sy4 +10 *y8;
!!BMx1&y6>-1:Hy5;
**参考nf_xp的"帐篷导致追随者死亡Bug修正"一帖,Thank
!!BMx1&y6>-1:Ny8 By8;
*!BMx1|y6=63/y6=154:By8;
!!BMx1&y6>-1/v7221<=0:M4/100/1;
;由v7218的内容选择执行下面其中一条.
!!VRw117&v7218=0:+6 T4;
!!VRw117&v7218=1:+10 T5; 10-15
!!VRw117&v7218=2:+20 T10; 20-30
!!VRw117&v7218=3:+50; 50
;由英雄等级确定追随者的经验等级
!!VRy11:Sy2 :2; 英雄级别/2
!!VRy11&y11>10:S10; 限制最高10级
!!VRy12:Sx1 *-1 -1; 计算经验堆栈值
!!EAy12:Ey11/12/d/d; 按英雄级别给予追随者经验等级
!!FU7118&y11>=5/y5>999:Px3/x1; 5级+1000生命以上的追随者获得英雄奖励特技
*tactics speed boost if enabled*
!!UN:P218/?y1;
!!FU&y1<>1:E;
!!VRy3:S0;
!!VRy4:S0;
!!BH0:N?y1;
!!BH1:N?y2;
!!HEy1&y1>=0:S19/?y3;
!!HEy2&y2>=0:S19/?y4;
!!FU&y3=0/y4=0:E;
!!FU&y3=y4:E;
!!FU&y3<y4/x2=0:E;
!!FU&y3>y4/x2=1:E;
!!VRy5&y3>y4/x2=0:S0 +y3 -y4;
!!VRy5&y3<y4/x2=1:S0 +y4 -y3;
!!BMx1&y6>-1:Sdy5;
** end of functionGB修改加强版的第一追随者脚本(该脚本较大,需要分两部分引入地图),第二部分-ZVSE
*各族英雄的追随者给予相应奖励
!?FU7118;
!!BMx2:F?y72;
!!HEx1:B2/?y70;
!!VRy70::2;
!!VRy71&y70=0:Sy72|65536; 人,无反击
!!VRy71&y70=1:Sy72|32768; 森,2连击
!!VRy71&y70=2:Sy72|1024; 雪,免疫精神
!!VRy71&y70=3:Sy72|16384; 恶,免疫火
!!VRy71&y70=4:Sy72|262144; 鬼,亡灵
!!VRy71&y70=5:Sy72|8; 龙,龙息
!!VRy71&y70=6:Sy72|524288; 野,环击
!!VRy71&y70=7:Sy72|2; 泽,飞行
!!VRy71&y70=8:Sy72|131072; 元,无士气
!!BMx2:Fy71;
** function to pick henchman
!?FU7102; x1=
!!VRz1:S^你需要选择一个新的追随者吗?^;
!!VRz2:S^^;
!!VRz3:S^^;
!!VRz4:S^^;
!!VRz5:S^^;
!!VRz6:S^^;
!!VRz7:S^^;
!!VRz8:S^^;
!!VRz9:S^解散追随者^;
!!VRz10:S^取消^;
!!VRz11:S^进入追随者ERM加强菜单>>^;
!!DO7100/0/6/1:P2;
!!IF&1000:G1/1/256/1/2/3/4/5/6/7/8/9/11/10;
!!FU&v1=512:E;
!!VRy2&v1=1:S0;
!!VRy2&v1=2:S1;
!!VRy2&v1=4:S2;
!!VRy2&v1=8:S3;
!!VRy2&v1=16:S4;
!!VRy2&v1=32:S5;
!!VRy2&v1=64:S6;
!!HE-1&v1<256:N?y3;
!!HE-1&v1<128:C0/y2/?y1/d-1;
!!IF&v1<256/y3>-1:Wy3;
*!VRw117&v1<256:S0;
*!VRw117&v1<128::2; 更换则经验值减半.
!!VRw120&v1<128:S1; 更换则追随天数=1.
!!VRw118&v1<128:Sy1;
!!VRw119&v1<128:S1;
!!IF&v1<128:Q2/21/w118/1^Be worthy of the honor,
my hero.^; 追随者回应,这句话是"非常荣幸受此殊荣,我的英雄"的意思?
!!VRw118&v1=128:S-2;
!!VRw117&v1=128:S0; 解雇则经验值为零
!!VRw120&v1=128:S0; 解雇则追随天数归零.
!!MA&v1<128/w118>-1/y3=62:Lw118/?y14; 恶魔泽达
!!VRy15&v1<128/w118>-1/y3=62:Sy14 +1; 每次更换追随者则增加相应级别的经验
!!VRw117&v1<128/w118>-1/y3=62:+y15;
!!FU7115&v1=256:P;
;-------------------------------------------------------------------------------
!?FU7115;
!!HE-1:N?y3;
!!FU&y3<0:E;
!!IF:Wy3;
!!VRz1:S^追随者ERM加强菜单^;
!!VRz2:S^^;
!!VRz2&v7220=0:S^启动 追随者融合进化!迈向终极最强生物!^;
!!VRz3:S^^;
!!VRz3&v7220=1:S^禁断 追随者融合进化^;
!!VRz4:S^消耗魔法点来复活追随者^;
!!VRz5&w121=0:S^停止该追随者的自动转职^;
!!VRz5&w121=1:S^^;
!!VRz6&w121=1:S^启用该追随者的自动转职^;
!!VRz6&w121=0:S^^;
!!VRz7&w121=1:S^手动转职^;
!!VRz7&w121=0:S^^;
!!VRz8:S^查看该英雄的追随者奖励特技^;
!!VRz9:S^重新设定经验获得值^;
!!VRz10:S^取消^;
!!IF&1000:G1/1/256/1/2/3/4/5/6/7/8/9/10;
!!FU&v1=256:E;
!!VRv7220&v1=1:S1; 进化
!!VRv7220&v1=2:S0; 无进化
!!IF&w118<0/v1<64:M^Where is your Henchmen?^;容错处理
!!IF&w118>-1/w119=1/v1=4:M^Your Henchman alive.Dont need to resurrect.^;
!!FU7116&w118>-1/w119=0/v1=4:Py3; 魔法复活函数
!!VRw121&w118>-1/v1=8/w121=0:S1; 停止自动转职w121=1
!!VRw121&w118>-1/v1=16/w121=1:S0; 启用手动转职w121=1
!!FU7111&w118>-1/v1=32/w119=1:Py3/200; 转职函数
!!FU7119&v1=64:Py3;
!!FU7110&v1=128:P; 经验点增加函数
;---------------------------------------------------------------------
**魔法复活函数
!?FU7116;
!!IF:Wx1;
!!MA:Lw118/?y14;
!!VRy15:Sy14 +1;
!!VRy16:Sv7213 *y15;
!!HEx1:I?y17/1;
!!IF&y17<y16:M^Need %Y16 MP to resurrect.^;
!!FU&y17<y16:E;
!!UN&y17>=y16:N3/2/w118/0;
!!IF&y17>=y16:Q2/21/w118/2^Resurrect %Z2 for %Y16 MP?^;
!!VRw119&2:S1;
!!VRy17&2:-y16;
!!HE-1&2:Iy17;
** end of function
;---------------------------------------------------------------------
** 重新设定经验点-函数
!?FU7110;
!!VRz1:S^请选择每次战斗后获得的经验范围:^;
!!VRz2:S^6-10,默认.^;
!!VRz3:S^10-15,标准.^;
!!VRz4:S^20-30,加强.^;
!!VRz5:S^50-50,超快.^;
!!VRz6:S^不选择,退出^;
!!IF&1000:G1/1/16/1/2/3/4/5/6;
!!VRv7218&v1=1:S0; 变量v7218保存选择结果
!!VRv7218&v1=2:S1;
!!VRv7218&v1=4:S2;
!!VRv7218&v1=8:S3;
!?FU7119;
!!HEx1:B2/?y-70;
!!VRy-70::2;
!!VRz1&y-70=0:S^人族英雄追随者: 无反击
=天佑我军,誓死追随!=^;
!!VRz1&y-70=1:S^女巫族英雄追随者: 二连击
暗夜,出击.^;
!!VRz1&y-70=2:S^精灵族英雄追随者: 免疫精神魔法
绝对服从,永远追随.^;
!!VRz1&y-70=3:S^恶魔族英雄追随者: 免疫火魔法
追随到地狱的最深处!^;
!!VRz1&y-70=4:S^亡灵族英雄追随者: 不死属性
和平,我们最大的敌人^;
!!VRz1&y-70=5:S^男巫族英雄追随者: 龙息攻击
宝物,财富,还是死亡?^;
!!VRz1&y-70=6:S^野蛮人族英雄追随者: 环击
吼吼!杀啊!^;
!!VRz1&y-70=7:S^驯兽师族英雄追随者: 飞行
啊!哦,嗯.^;
!!VRz1&y-70=8:S^元素族英雄追随者: 无士气
无^;
!!IF:D19/1;
!!IF:E2/19;
** 完
;---------------------------------------------------------------------
!?TM1&1000/v7181=1;
!!DO7112/0/155/1:P; 追随天数每天加一
*每天自动检查是否能转职,仅限于玩家的8个可见英雄.
!!OW:O-1/?y9/?y1/?y2/?y3/?y4/?y5/?y6/?y7/?y8/?y10;
!!IF&y1>-1:Wy1;
!!FU7111&y1>-1/w121=0:Py1;
!!IF&y2>-1:Wy2;
!!FU7111&y2>-1/w121=0:Py2;
!!IF&y3>-1:Wy3;
!!FU7111&y3>-1/w121=0:Py3;
!!IF&y4>-1:Wy4;
!!FU7111&y4>-1/w121=0:Py4;
!!IF&y5>-1:Wy5;
!!FU7111&y5>-1/w121=0:Py5;
!!IF&y6>-1:Wy6;
!!FU7111&y6>-1/w121=0:Py6;
!!IF&y7>-1:Wy7;
!!FU7111&y7>-1/w121=0:Py7;
!!IF&y8>-1:Wy8;
!!FU7111&y8>-1/w121=0:Py8;
!?FU7112;
!!IF:Wx16;
!!VRw120&w119=1:+1;
!!VRw117&x16=106:+20; Dessa's HENCHMAN DAY DAY UP
*升级提示
!!FU&w118<0:E;
!!MA&w118>-1:Lw118/?y44;
*!IF&y44=5/w120=7:M^6to7^;
*!IF&y44=6/w120=8:M^7to7^;
!!FU|w120<>13/y44<6:E;
!!IF|w118=13/w118=27/w118=41/w118=131/w118=97:M^Tomorrow,Holy!Light!Victory!
8th henchman coming.^;
!!IF|w118=83/w118=69/w118=111/w118=55:M^Tomorrow,Evil!Darkness!Kill!
8th henchman coming.^;
;-------------------------------------------------------------------------------
** 转职函数 **
!?FU7111;
!!IF:Wx1;
!!FU|w118<0/w119=0:E; 追随者不存在或死亡则退出
!!FU7113:Pw118; 检查该兵种的最低追随天数
!!IF&w120<v7219/x2=200:M^Follow days too low.^; 少于最低天数则退出
!!FU&w120<v7219:E;
!!VRy18:Sw118;
!!VRw118:+1; 在原追随者类型上+1来获得转职对象的类型
*7级兵另外处理
!!VRw118&y18=158:S150; 8级兵循环转职
!!VRw118&y18=13:S150;
!!VRw118&y18=27:S151;
!!VRw118&y18=41:S152;
!!VRw118&y18=55:S153;
!!VRw118&y18=69:S154;
!!VRw118&y18=83:S155;
!!VRw118&y18=97:S156;
!!VRw118&y18=111:S157;
!!VRw118&y18=131:S158;
*元素城的非线性处理,真麻烦
!!VRw118&y18=119:S112;
!!VRw118&y18=112:S127;
!!VRw118&y18=113:S125;
!!VRw118&y18=114:S129;
!!VRw118&y18=115:S123;
!!VRw118&y18=127:S115;
!!VRw118&y18=123:S114;
!!VRw118&y18=129:S113;
!!VRw118&y18=125:S120;
!!VRw118&y18=121:S130;
*中立兵种的转职重排,trouble..
!!VRw118&y18=117:S173; 钻石人到圣诞小鬼
!!VRw118&y18=139:S138;
!!VRw118&y18=138:S143;
!!VRw118&y18=143:S140;
!!VRw118&y18=140:S142;
!!VRw118&y18=142:S141;
!!VRw118&y18=141:S144;
!!VRw118&y18=136:S193;
!!VRw118&y18=137:S170;
!!VRw118&y18=135:S132;
!!VRw118&y18=168:S133;
!!VRw118&y18=167:S169;
!!VRw118&y18=148:S164; 禁止箭塔出现,转向到火使者164
!!VRw118&y18=196:S0; 龙巫妖到枪兵(196>>0),循环处理
!!VRy12:Sw120;
!!VRw120&x2<>200:S0; 追随天数置一
**手动转职的提问,真FC,以前同样的代码竟然写了两次.
!!IF&x2=200:Q5/21/y18/21/w118/2^Fellow days OK,upgrade?^; 提问是否转职
!!VRw118&-5/x2=200:Sy18;
!!VRw120&5/x2=200:S0;
** 转职函数结束 **
;---------------------------------------------------------------------
** 检查最低追随天数
!?FU7113;
!!MA:Lx1/?y10; 检查该追随者的等级
!!VRv7219&y10=0:S3; 一级兵为3天,每级+1
!!VRv7219&y10=1:S4;
!!VRv7219&y10=2:S5;
!!VRv7219&y10=3:S6;
!!VRv7219&y10=4:S7;
!!VRv7219&y10=5:S8;
!!VRv7219&y10=6:S9; 未升级的7级兵转升级的需9天
;高级七级兵到八级兵需要14天
!!VRv7219|x1=13/x1=27/x1=41/x1=55/x1=69/x1=83/x1=97/x1=111/x1=131:S14;
;---------------------------------------------------------------------
** function to pick henchman for AI
!?FU7103; x1= hero #x16= slot #
!!IF:Wx1;
*!HEx1&y1<7:C0/y1/?y2/?y3;
!!VRy2:S0 T173;
!!VRy2&y2>=132/y2<=135:S105;
!!VRy2&y2>=150/y2<=158:S136;
!!VRy2&y2>=145/y2<=149:S172;
!!VRy2&y2>=160/y2<=163:S63;
!!VRy2&y2=122:S192;
!!VRy2&y2=124:S193;
!!VRy2&y2=126:S194;
!!VRy2&y2=128:S195;
!!VRy2&y2>173:S196; Dracolich
!!VRy2&y2<0:S132; xixi
!!MA:Ly2/?y11;
!!VRy2&y11=6:S121; 7级兵替换为魔法元素
!!HEx1&y2>-1:E?y6/?y7/1;
!!VRy4&y2>-1:S25 T10 *y7;
!!VRw118&y2>-1:Sy2;
!!VRw117&y2>-1/w118>-1/y4>w117:Sy4;
!!VRw117&y7>=15/y7<=19:+250; 高等级电脑英雄每次有更多经验奖励
!!VRw117&y7>=20/y7<=25:+500;
!!VRw117&y7>=26:+1000;
!!VRw119&y2>-1:S1;
*!VRw119&y2=-1:S0;
** end of function
** function to get creature level x1=type
!?FU7104;
!!MA:Lx1/?y7;
!!VRy8:S0;
!!VRy8&x1<112:Sx1 %2;
!!VRv7215&y7=0/y8=0:S20;
!!VRv7215&y7=1/y8=0:S25;
!!VRv7215&y7=2/y8=0:S35;
!!VRv7215&y7=3/y8=0:S50;
!!VRv7215&y7=4/y8=0:S75;
!!VRv7215&y7=5/y8=0:S115;
!!VRv7215&y7=6/y8=0:S180;
!!VRv7215&y7=0/y8=1:S22;
!!VRv7215&y7=1/y8=1:S28;
!!VRv7215&y7=2/y8=1:S40;
!!VRv7215&y7=3/y8=1:S58;
!!VRv7215&y7=4/y8=1:S88;
!!VRv7215&y7=5/y8=1:S136;
!!VRv7215&y7=6/y8=1:S250;
!!VRv7215&x1=112:S35;
!!VRv7215&x1=127:S40;
!!VRv7215&x1=113:S50;
!!VRv7215&x1=121:S58;
!!VRv7215&x1=119:S22;
!!VRv7215&x1=121:S136;
!!VRv7215&x1=123:S40;
!!VRv7215&x1=129:S58;
!!VRv7215&x1=131:S225;
!!VRv7215&x1=132:S550;
!!VRv7215&x1=133:S450;
!!VRv7215&x1=134:S350;
!!VRv7215&x1=135:S400;
!!VRv7215&x1>=150/x1<=158:S400;
!!VRv7215&x1=63:S80;
!!VRv7215&x1=159:S25;
!!VRv7215&x1=172:S136;
!!VRv7215&x1=196:S500;
** end of function
** function to initialize hero variable w118
!?FU7105;
!!IF:Wx16;
!!VRw117:S0; 经验清零
!!VRw118:S-1; 追随者无
!!VRw120:S0; 追随天数清零
!!VRw121:S0; 默认为自动转职
!!VRw117&x16>=145:S256; 特殊战役英雄开始有经验奖励
**给予追随者
!!VRw118&x16=146:S12; 女王的天使追随者
!!VRw118&x16=149:S96; 独眼龙的小白
!!VRw118&x16=150:S67; 哈特的黑骑
!!VRw118&x16=152:S139; 地主的农民
!!VRw118&x16=153:S82; 龙女的红龙
!!VRw118&x16=155:S54; X的小恶魔
!!VRw119|x16=146/x16=149/x16=150/x16=152/x16=153/x16=155:S1;
!!VRv7206:S1;
** end of function
** function to display henchman x1 = hero number
!?FU7106;
!!IF&x1>-1:Wx1;
!!VRz1:S^^;
!!VRz1&w119=0:S^<<<<{DEAD}>>>>^;
!!FU7104&w118>-1:Pw118;
!!HEx1:E?y1/?y2/1;
!!VRy2:-1 *10 +c -1;
!!VRy11:Sw117 +y2;
!!VRy3:Sy11 :v7215 +1;
!!VRy4:Sy11 %v7215 -v7215 *-1;
!!MA&w118>-1:Aw118/?y1;
!!VRy5:Sy3 :3 +1 +y1;
!!MA&w118>-1:Dw118/?y1;
!!VRy6:Sy3 :3 +1 +y1;
!!MA&w118>-1:Pw118/?y1;
!!VRy7:Sy1 +10 *y3;
!!MA&w118>-1:Mw118/?y1;
!!VRy8:Sy1 +2 *y3;
!!MA&w118>-1:Ew118/?y1;
!!VRy9:Sy1 +5 *y3;
!!MA&w118>-1:Sw118/?y1;
!!VRy10:Sy3 :10 +1 +y1;
!!FU7113:Pw118;
!!IF:Q2/21/w118/2^{Henchman level} : %Y3
{Level Rate} : %V7215{Status for next level} : %Y4
{Status Total} : %Y11{Earned} : %W117{Bonus} : %Y2
Attack : %Y5 Defense : %Y6
Health : %Y7 Damage : %Y8-%Y9
Speed : %Y10
Follow : %W120 days
(Follow Rate=%V7219 days)
%Z1
{Do you wish to select a new Henchman?}^;
!!FU7102&2:P;
** end of function
** function to handle dead/alive status
!?FU7107; x1=attacker/defender x2= dead/alive
!!BA&x1=0:H0/?y1;
!!BA&x1=1:H1/?y1;
!!IF:Wy1;
!!VRw119:Sx2;
!!BMx3&x2=0:V15 V80; 追随者死亡时动画
!!BMx3&x2=1:V20 V51; 追随者复活时动画
!!BMx1&x2=1/v7221<=0:M4/100/1; 标志
!!BMx1&x2=1/v7221>0:M8/100/1;
** end of function
** function to resurrect dead henchman
!?FU7108;
!!IF&x1>-1:Wx1;
!!FU7104&w118>-1:Pw118;
!!HEx1:E?y6/?y7/1;
!!IF&x1>-1:Wx1;
!!VRy10:Sy7 -1 *10 +w117 +c;
!!VRy3:Sy10 :v7215 +1;
!!MA:Cw118/6/?y8;
!!VRy4:Sy8 *y3 :5;
!!IF:Q2/21/w118/2^{Henchman level = %Y3}
Do you wish to resurrect this Henchman?
It will cost %Y4 gold.^;
!!OW:R-1/6/?y5;
!!VRy8&2/y5>=y4:Sy5 -y4;
!!OW&2/y5>=y4:R-1/6/y8;
!!VRw119&2/y5>=y4:S1;
!!IF&2/y5<y4:M^Sorry, you can't afford to pay for the resurrection.^;
** end of function
***END***3.城镇、英雄可以改名、重排-ZVSE
!?CM1&999;
!!UN:P169/?v1;
!!CM:A?v2/?v3 F?v4 S?v5;
!!FU10813&v1=1/v2>=79/v2<=240/v3>=387/v3<=405/v4=0/v5=12:P;
-------------------------------------------------------------------------------
!?MM1&999;
!!UN:P169/?v1;
!!FU&v1<>1:E;
!!VRz-1:Sz125000;
!!CM:A?v2/?v3;
!!CM&v2>=79/v2<=240/v3>=387/v3<=406:Mz-1;
-------------------------------------------------------------------------------
!?FU10813;
!!CA-1:N?z1;
!!VRz2:Sz125001;
!!VRz3:Sz125002;
!!VRz4:S^^;
!!IF:D17/2/3/4/4/4/4/4/4/4/4/4/4/4/4/4;
!!IF:E1/17;
!!VRz1:H1;
!!FU|-1/v1<1:E;
!!UN:U98/-1/?y1;
!!VRv1:S-1;
!!IF:V2/0;
!!DO10808/1/y1/1:P;
!!CA-1&-2:Nz1;
!!IF&-2:M1/z125003;
!!IF&2:M1/z125087;
-------------------------------------------------------------------------------
!?FU10808;
!!UN:U98/-1/-1/1;
!!CAv1/v2/v3:N?z5;
!!IF&z1=z5:V2/1;
!!VRx16&2:S999;
-------------------------------------------------------------------------------
ZVSE
!?CM2&999;
!!UN:P187/?y-1;
!!FU&y-1<>1:E;
!!CM:A?v1/?v2 F?v3 S?v4;
!!VRv3:S0;
!!VRv3&v1>=146/v2>=27/v1<=362/v2<=60/v3=0/v4=12:S1;
!!FU&v3<>1:E;
!!HE-1:B0/?z9;
!!VRz2:Sz125019;
!!VRz3:Sz125020;
!!VRz4:S^^;
!!IF:D17/2/3/4/4/4/4/4/4/4/4/4/4/4/4/4;
!!IF:E1/17;
!!VRz1:H1;
!!FU|-1/v1<1:E;
!!VRy-9:S0;
!!DO10815/0/155/1:P;
!!FU&y-9=99:E;
!!VRz2:Sz9;
!!VRz2:M4/?y-2;
!!VRz1:M5/?y-6;
!!VRz1:M6/?y-7;
!!VRy-8:Sy-7 +1 -y-6;
!!VRy-8&y-8>12:S12;
!!VRz3:M1/z1/y-6/y-8;
!!VRz3:M4/?y-3;
!!HE-1:B0/z3;
!!HE-1:B1/?z1;
!!VRz1:H1;
!!HE-1&-1:B3/?z1;
!!VRz1:M4/?y-1;
!!VRy-4:Sy-1 +200;
!!VRy-5:S-1;
!!DO10937/0/y-4/1&y-1>0:P;
!!UN:R3/-1;
------------------------------------------------------------------------------------------------------------------
!?FU10815;
!!HEx16:B0/?z8;
!!VRy-9&z8=z1:S99;
!!VRx16&z8=z1:S999;
!!IF&z8=z1:M1/z125088;
------------------------------------------------------------------------------------------------------------------
!?FU10937;
!!VRz-1:M1/z1/x16/y-2;
!!FU&z-1<>z2:E;
!!VRy-5:Sx16;
!!VRz-2:M1/z1/0/x16;
!!VRy1:Sx16 +y-2;
!!VRy2:Sy-1 -y1;
!!VRz-3:M1/z1/y1/y2;
!!VRz1:S^%Z-2%Z3%Z-3^;
!!HE-1:B1/z1;
!!VRz1:M4/?y-1;
------------------------------------------------------------------------------------------------------------------
!?CM5&999;
!!CM:F?y-1 I?y-2;
!!CM:S?y-3;
!!FU&y-1<>1:E;
!!FU41&y-2>=39/y-2<=43:P;
!!FU42&y-2>=32/y-2<=36:P;
!?FU41;
!!VRy1:Sy-2 -39;
!!OW:O-1/y1/?y2;
!!OW:A-1/?y3;
!!CM&y2=y3/y-3<>13:R0;
!!FU|y2<0/y-3<>13:E;
!!OW:O-1/1/y1/0;
!!OW:A-1/y2;
!!CM:R0;
!!UN:R1;
!?FU42;
!!VRy1:Sy-2 -32;
!!OW:N-1/y1/?y2;
!!OW:N-1/?y3;
!!CM&y2=y3/y2>=0/y-3<>13:R0;
!!FU|y2<0/y-3<>13:E;
!!OW:N-1/1/y1/0;
!!UN:R1;
!?CM5&999;
!!CM:F?y-1 I?y-2;
!!CM:S?y-3;
!!FU&y-1<>1:E;
!!FU41&y-2>=39/y-2<=43:P;
!!FU42&y-2>=32/y-2<=36:P;
!?FU41;
!!VRy1:Sy-2 -39;
!!OW:O-1/y1/?y2;
!!OW:A-1/?y3;
!!CM&y2=y3/y-3<>13:R0;
!!FU|y2<0/y-3<>13:E;
!!OW:O-1/1/y1/0;
!!OW:A-1/y2;
!!CM:R0;
!!UN:R1;
!?FU42;
!!VRy1:Sy-2 -32;
!!OW:N-1/y1/?y2;
!!OW:N-1/?y3;
!!CM&y2=y3/y2>=0/y-3<>13:R0;
!!FU|y2<0/y-3<>13:E;
!!OW:N-1/1/y1/0;
!!UN:R1; 谢谢管理员大大!我可以完成我的地图了!:lianhong: :lianhong:
[ 本帖最后由 快乐BOY 于 2008-3-14 16:37 编辑 ]
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