求BM命令的部分翻译说明(内容多,请内行们每人承包一条吧)
!!BM#:XXXX; Check/Set/Get some parameters of a stack of monsters# - number of a stack (0...41).
Usually it is used like 0...20 for a first (0) player and 21...41 for a second (1) player. (是指对战双方吗,但这个0-20到底代表哪些呢?)
A$; Attack with bonuses (攻击加成?不知道具体效果是什么啊)
B$; Number of monsters in the stack (at the beginning of the battle). (战斗开始时的怪物数量?这有什么意义)
C#1/#2/#3/#4/#5; Cast a spell
#1 - spell number (Format SP)
#2 - position to cast
#3 - Monster skill level (0...3)
#4 - Hero (???) Spell power (0...3)
#5 - Check 4 Target Monster existing (alive)
Note: Parameter 5 must be a 1. This tells it to check if the target stack is alive (not wiped out) before casting, otherwise it will crash if it tries to cast on an invalid target. For the resurrection spells you might want to try a 0 here so that they can be used to revive dead stacks
D$; Defence with bonuses
E$; Spell numbers (not a number of a spell)
Comments:
This is the number of times remaining that this stack can cast its spell this combat. So Archangels will start with this value set to 1; after they Resurrect something, this will be 0.
For BG triggers, the value changes after the trigger for them casting the spell.
F$; Monster flag (as for MA:X)
Comments
Four of the previously unknown MA:X values are used to handle
the flow of combat:
0x01000000 = 16777216 - set if this stack has had morale this round
0x02000000 = 33554432 - set if this stack is waiting
0x04000000 = 67108864 - set if this stack is done acting for this round
0x08000000 = 134217728 - set if this stack is defending
0x00400000 = 4194304 - set if the stack is summoned (vanishes when killed)
0x00800000 = 8388608 - set if the stack is a clone (blue colour and 1 hit kills)
0x00C00000 = 12582912 - set for a stack that is created by the Clone spell. This is the sum of the bits above (summon) + (clone).
To check these bits, use BR:F, then use VR:& with the value corresponding to the bit you're interested in. So:
!!BRx16:F?i;
!!VRi:&33554432;
!!IF&i>0:M^This stack is waiting.^;
G#/$1/$2; Set/check/get active spell parameters
# - Spell number (Format SP)
$1 - Set/check/get duration (0=not applied)(魔法持续时间,至少为1,但这和下面的power值关联么?)
$2 - Set/check/get a power(power代表魔法的具体威力吗?)
H$; Hit points
I$; Side index as for heroes (0:left, 1:right) (这个完全不知道什么意思)
J?$; Get or check for number of active spells
K#; Strike a monster with #damage points
L$; Hit points lost by the next monster in the stack
M#1/#2/#3; Apply a spell to the monster
#1 = number of spell (See Format SP)
#2 = duration in turns
#3 = level of skill (0-no, 1-basic, 2-advanced, 3-expert)
Comments:
If you cast a spell that a monster already has, it will be ignored. But you can use "Dispel" spell :-)
In format SP, the special monster abilities aren't listed, but some were determined through testing:
70. Stone
71. Poison
72. Bind
73. Disease
74. Paralyze
75. Age
You can set those 6 fine with BR:M, except that a creature with Bind on it will never get to move (duration is ignored), and a Poisoned creature doesn't take damage in the first round of combat. And of course there is no graphic to show the condition being caused, but the condition itself is displayed correctly and works fine - a Stoned creature looks like it's made of stone and doesn't get to act, etc.
You can set any other spell with BM:M, even ones that have no meaning in combat - for example you can give a creature "summon boat" for 3 turns.
The graphic will show up when you right-click on the creature, and be listed as "summon boat." The creature will have a green number-of-creatures (indicating it's assumed to be a friendly spell), except for a few spells that show up as red (magic arrow and implosion were two).
Additionally spell numbers from 76 on appear to be used for creature abilities that have a picture and effect but don't permanently affect the target (i.e. aren't displayed when you right click on the creature later). You can set these for creatures with BR:M, but it either shows no picture (but shows the name if you put the mouse over the empty square), or crashes when you look at the creature (and it's not consistent - usually it crashes, but sometimes you see a blank square).
And if you use BG:C to try to "cast" one of these spells, it either does nothing or crashes. However I worked out a few names anyway, and perhaps they'll be useful to know eventually:
76. Death Cloud
77. Thunderbolt
78. ?
79. Death Stare
80. Acid Breath
N$; Number of monsters in the stack (current).
Comments:
A stack of Vampire Lords has 100 initially, and grows to 120. 10 are killed, but the remaining 110 do over 400 damage. Does the stack return to 120?
There is 3 numbers:
N1. Current number.
N2. Number before current attack (equal to N1 if this stack attacks)
N3. Number at the beginning of the battle.
Vampire will always grow no more than N3. Playing with these 3 numbers, you can get different results.
O$; Number of a (hero's) army slot (0...6,-1)
Comments:
If O$ sets to -1, the stack will not appear in (hero's) army after the battle (summoned creatures).
If O$ sets to -1, the stack will not appear in (hero's) army
after the battle (summoned creatures).
看的很晕,还没找魔法威力和怪物数量相关的内容,大师们出手吧
[ 本帖最后由 titanzwh 于 2009-10-26 16:31 编辑 ] 支持一下。 这个有中文的,自己找吧 魔法威力不要在bm找,在wog里面要实现生物施法的实质是直接使生物这个回合不能动然后英雄施法,再设定威力。N哪里不是说了吗?那里就是数量。
[ 本帖最后由 yjwlhy 于 2009-10-26 17:35 编辑 ] 这是几号脚本? 中文的帮助文件我已经看到了,功能方面不少没说清楚。
中文帮助:
!!BM#:XXXX; 检查/设置/获得怪物堆栈的一些参数
# - 堆栈编号 (0...41).
通常使用 0...20 给玩家1 (0)而 21...41 给玩家2(1)
OPTIONS
A$; 攻击加成
B$; 堆栈中的怪物数量 (战斗初始).
C#1/#2/#3/#4/#5; 施放魔法
#1 - 魔法编号 (格式 SP(Format SP))
#2 - 施放位置
#3 - 怪物技能等级 (0...3)
#4 - 英雄 (???) 魔法威力(0...3)
#5 - 检查4的目标怪物是否存在(存活)
注意:
参数5必须为1,这里所说的是检查在施法之前目标栈是否存在(不是空地),否则如果对一个空目标施法将造成冲突。如果是“复活”魔法则需要为0,这样才能够保证复活一个死去的单位
D$; 防御加成
E$; 魔法数量 (不是编号)
注意事项:
T表示在此堆栈内魔法还能够持续的时间数。如果一个大天使,开始设置值为1,当它复活某些东西则变为0
对于触发器 BG( BG triggers)在触发器触发之后将改变其值
F$; 怪物标志 (形如 MA:X)
注意事项:
有4个以前未知的 MA:X 值用于表示战斗
0x01000000 = 16777216 - 当前栈内士气向上
0x02000000 = 33554432 - 当前栈内为待机
0x04000000 = 67108864 - 当前栈内为完成此回合
0x08000000 = 134217728 - 当前栈内为防御
12582912 - 当前栈内为一个克隆体 12582912
检查这些位使用 BR:F,然后使用 VR:&对你所关心的值进行改动记住这些值均为32位的必须以单字母(???译者)输入(否则将不会与变量 v 匹配).如下:
!!BRx16:F?i;
!!VRi:&33554432;
!!IF&i>0:M^This stack is waiting.^;
G#/$1/$2; 设置/检查/获得正在使用的魔法参数
# - 魔法编号 (格式SP(Format SP))
$1 - 设置/检查/获得魔法持续时间 (0=未起作用)
$2 - 设置/检查/获得威力
H$; 血
I$; 英雄所在方索引 (0:左, 1:右)
J?$; 获得/检查能够使用的魔法编号
K#; 对一个怪物造成 #伤害
L$; 栈中怪物相邻的怪物的血的减少
M#1/#2/#3; 对怪物施放魔法
#1 = 魔法编号 (参见 格式 SP(Format SP))
#2 = 持续回合数
#3 = 技能等级 (0-无, 1-basic, 2-advanced, 3-expert)
注意事项:
If如果你对怪物施放已经存在的魔法,将不起作用。但可以施放 "Dispel" :-)
在格式 SP( format SP)中,有些特别的怪物魔法未列表,如下某些未被测试过
70. Stone
71. Poison
72. Bind
73. Disease
74. Paralyze
75. Age
你可以在BR:M,中设置以上6种。特别的是当Bind时不能移动(回合数忽略),中Poisoned的生物在第一回合的伤害不计算。当然 没有图片用以显示当前状态,但状态会在生物身上显示且正常工作。如一个石化的生物将看起来像石头且不能行动
可以设置其他的魔法给BM:M, 甚至对战斗无作用的。如,你可以给一个生物施放3回合的招船术( "summon boat") for 3 turns.
当你右键点击生物时显示的图片是招船的图片且生物数量栏是绿色(表示生物被施放有益魔法)除非已经中过其他魔法。
新增的魔法编号从76起,如下。施放者均为生物,有图片显示但作用不持久(即当右键点击时不显示)你可以使用BR:M将其设置给生物但不显示图片,(当你移动鼠标到一块空地时显示名称)还有一种可能性是造成冲突死机(冲突的可能性比较大,有时候是一块空的方格)
可以使用 BG:C 来“施放”这些魔法。其结果是没有表现或死机。虽然发现了一些解决方法,但最好是了解它们以避免上述情况
76. 毒云(Death Cloud)
77. 雷击(Thunderbolt)
78. ?
79. 死亡凝视(Death Stare)
80. 酸性攻击(Acid Breath)
N$; 当前栈里怪物的数目
注意事项:
一个栈开始里有 Vampire Lords 100 个,长到120. 10 个被杀,剩下110个,可以造成400伤害。是栈里的数字还原到120吗?
有3个数字:
N1. 当前值。
N2. 当前攻击之前的数字 (当前栈攻击时等同于 N1)
N3. 战斗开始时的数量。
Vampire 将不会增长超过 N3. 通过这3个值,可以得出不同的结论。
O$; 英雄部队的位置数量 (0...6,-1)
注意事项:
如果 O$ 设定为 -1,则此栈不会在战斗后显示(召唤的生物) 尤其是第一条整个命令的#不知道什么意思 问题没有解决,要不停的顶起 !!BM#:XXXX; 检查/设置/获得怪物堆栈的一些参数
# - 堆栈编号 (0...41).
通常使用 0...20 给玩家1 (0)而 21...41 给玩家2(1)
战场上就是分为左右两边英雄,0-20指的是战场左边英雄的部队堆栈,21-41是战场右边英雄的部队堆栈。 简单解释一下吧,如果你的英雄带有7个部队,当你是左方(进攻)的英雄时则这7个部队的栈堆分别是0-6。而当你防守的时候则会是21-27。
所以当你要改某个英雄带领的第一个部队的时候应该是BM0或者BM21。 哦,明白了,谢谢。
就是说生物自己攻击后自带的攻击魔法是无法设置的,其效果可以转化为给英雄多放一次固定魔法的能力吧。
[ 本帖最后由 titanzwh 于 2009-10-28 09:05 编辑 ] 小朱为什么让我从这个命令里面找魔法破坏和怪物数量的关系呢:dajie: 学习了早知道有翻译的就不看上面的了;htd;
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