xueluowu 发表于 2010-5-21 22:02:08

请高手修改下宠物的攻击魔法

宠物在麻痹怪物之后总是出现一个攻击魔法把怪打醒,实在太烦人了,本人是菜鸟找了半天也不知道改那里才能去掉那个攻击魔法,麻烦高手修改下,只要把最后的攻击魔法去掉就可以,代码如下
ZVSE
ERMS_PoweredBy=ERM Scripter v. 2004.6.29.918
ERMS_ScriptDate=13.5(May).2005
_WARNING_#1=IMPORTANT! This file is not in a plain text format. NEVER use any editor except ERM_S for making any kind of changes!
ERMS_PoweredBy=ERM Scripter v. 2004.6.29.918
** ENHANCED COMMANDERS - ERM script 51

** By Arstahd
** Version: 1.11 updated October 2 2004
** Updated September 15, 2004 to change local y variables in instructions to v variables
** Special Thanks to Hermann the Weird for help with bug fixing and script maintenance

** Note: Commander Enhancements are disabled for network human-to-human battles.

** Variables used:
** V variables: v7080-v7092 v7177, v7185
** Y variables: y1-y9
** Functions used: 7070-7074
** Timers used: none

*** commander stats are calculated to new formulae
** display will be inaccurate when hero levels up, re-open commander screen to update stat display, ignore skill descriptions
** attack - base 5 + 1/2 x level - skill adds +25%,+50%,+75%,+100%,+125%
** defence - base 5 + 1/2 x level - skill adds +25%,+50%,+75%,+100%,+125%
** hit points - base 30 + 15 x level - skill adds +25%,+50%,+75%,+100%,+125%
** damage - base 10 + 5 x level - skill adds +25%,+50%,+75%,+100%,+125%
** magic power - base 3 + 3 x skill level (Soul Eater & Astral Spirit: base 1 + 1 x skill level)
** magic resistance- base 0 + 10 x skill level
** speed - base 5 - skill adds normal bonus
** spell quantity - functions as normal (increased by magic power skill)
*** commanders each start with a special ability
** paladin - endless retaliation
** heirophant - magic mirror (fire shield)
** temple guardian - shoot
** succubus - fly
** soul eater - fear
** brute - no retaliation
** ogre leader - block
** shaman - 50% poison (death stare)
** astral spirit - ignore 50% defense
*** commander spells improved, most apply an additional spell (at adv. level) after they cast a spell
** paladin - cure/bless
** heirophant - shield/mirth
** temple guardian - prayer (precision removed)
** succubus - fire shield/bloodlust (displays Sacrifice animation)
** soul eater - animate dead (no change)
** brute - bloodlust/stoneskin
** ogre leader - stoneskin/counterstrike
** shaman - haste/fortune
** astral spirit - summon elemental (counterstrike removed)
*** commanders (except soul eater &astral spirit) are now living and can be resurrected (soul eater can still be raised with animate dead)
*** commanders are town based if bought, type depends on town not hero when you buy a new commander (dismiss old commander to buy a new one)
*** "Death Stare" ability replaced with 50% chance to cast Poison - attack or shoot
*** "Fire Shield" ability replaced with expert Magic Mirror

*** commander stones now give skills:
** opal - gives random special ability
** ruby - gives either +1 to Attack skill or Damage skill
** sapphire - gives either +1 to Defense skill or Hit Points skill
** emerald - gives either +1 to Magic skill or Speed skill


** initialization
!#UN:P51/?v7185;
!#UN:P186/?v7177;
!#UN:P3/?v1;
!#VRv7185&v1=1:S0;

!#CO-2&v7185=1:P1;

!#UN:B6/1;


** function to make commanders alive
!?FU7072;

!!MA:Xx16/?i;
!!VRi:+16;
!!VRi|x16=178/x16=187:-16;
!!MA:Xx16/i;
** end of function **

!#DO7072/174/191/1&v7185=1:P;
** end of initialization

** commander screen open trigger
!?CO0&v7185=1;
!!HE-1:N?y-1;
!!FU7070:Py-1;
** end of hero level trigger

** start of pre-battle trigger **
!?BA0&v7185=1/-998;
!!VRv7080:C-1/-1/-1/-1/-1/-1/-1/-1/-1/-1;
!!BA:H0/?v7083;
!!BA:H1/?v7085;

!!FU7070&v7083>-1:Pv7083;
!!FU7070&v7085>-1:Pv7085;

!!COv7083&v7083>-1:B0/?y-1 T?v7088;
!!COv7085&v7085>-1:B0/?y-2 T?v7089;


!!VRv7084&v7083>-1:Sy-1 &1;
!!VRv7086&v7085>-1:Sy-2 &1;
!!COv7083&v7083>-1/v7084=1:B1/0/1;
!!COv7085&v7085>-1/v7086=1:B1/0/1;

!!VRv7090&v7083>-1:Sy-1 &2;
!!VRv7091&v7085>-1:Sy-2 &2;
!!COv7083&v7083>-1/v7090=2:B1/1/1;
!!COv7085&v7085>-1/v7091=2:B1/1/1;

!!VRv9101&v7083>-1:Sy-1 &2048;
!!VRv9102&v7085>-1:Sy-2 &2048;
!!COv7083&v7083>-1/v9101=2048:B1/11/0;
!!COv7085&v7085>-1/v9102=2048:B1/11/0;

!!VRv9103&v7083>-1:Sy-1 &4;
!!VRv9104&v7085>-1:Sy-2 &4;
!!COv7083&v7083>-1/v9103=4:B1/2/1;
!!COv7085&v7085>-1/v9104=4:B1/2/1;
** end of function

---------------------------------------------------------------------
** pre-action trigger **
!?BG&v7185=1/-998;
!!BG:N?v7080 A?v7081 E?v7082;
!!BMv7082&v7082>-1:R?v7087;
!!BMv7080&v7080>-1:T?v7092;


!!VRy-2&v7092=182/v7081=10:S66 T3;
!!BMv7080&v7092=182/v7081=10:U4/y-2;
!!VRy-2&v7092=191/v7081=10:S66 T3;
!!BMv7080&v7092=191/v7081=10:U4/y-2;

** end of pre-action trigger **
===============================================================================
** post-action trigger **
!?BG1&v7185=1/-998;
!!BMv7080&v7080>-1:T?y-3 I?y-4;
!!FU7071&y-3>=174/y-3<=191/v7081=10:Pv7080/y-3;

!!BMv7082&v7082>-1:F?y-7 P?y-8;

!!VRy-10&y-3>=174/y-3<=191/v7081>=6/v7081<=7/v7084=1/y-4=0:S0 R99;
!!VRy-11&y-3>=174/y-3<=191/v7081>=6/v7081<=7/v7086=1/y-4=1:S0 R99;
!!FU7073&y-3>=174/y-3<=191/v7081>=6/v7081<=7/v7084=1/y-4=0/y-10<100:Py-7/y-8;
!!FU7073&y-3>=174/y-3<=191/v7081>=6/v7081<=7/v7086=1/y-4=1/y-11<100:Py-7/y-8;

!!BMv7080&v7092=182/v7081=10:U4/58;
!!BMv7080&v7092=191/v7081=10:U4/58;

** retaliation attack
!!BMv7082&v7082>-1:T?y-3 I?y-4 P?y-5;
!!BU&v7082>-1:Ey-5/?y-6;

!!BMv7080&v7080>-1:F?y-9;
!!VRy-9&v7080>-1:&65536;

!!BMv7080&v7080>-1:F?y-7 P?y-8;
!!VRy-10&y-3>=174/y-3<=191/v7081=6/v7084=1/v7087>0/y-4=0/y-6>-1/y-9=0:S0 R99;
!!VRy-11&y-3>=174/y-3<=191/v7081=6/v7086=1/v7087>0/y-4=1/y-6>-1/y-9=0:S0 R99;
!!FU7073&y-3>=174/y-3<=191/v7081=6/v7084=1/v7087>0/y-4=0/y-10<100/y-6>-1/y-9=0:Py-7/y-8;
!!FU7073&y-3>=174/y-3<=191/v7081=6/v7086=1/v7087>0/y-4=1/y-11<100/y-6>-1/y-9=0:Py-7/y-8;

!!BU:C?y-1;
!!COv7083&v7083>-1/v7084=1/y-1=1:B1/0/1;
!!COv7085&v7085>-1/v7086=1/y-1=1:B1/0/1;
** end of post-action trigger **


---------------------------------------------------------------
** post-action trigger **
!?BG1&v7185=1/-998;
!!BMv7080&v7080>-1:T?y-3 I?y-4;
!!FU7071&y-3>=174/y-3<=191/v7081=10:Pv7080/y-3;

!!BMv7082&v7082>-1:F?y-7 P?y-8;

!!VRy-10&y-3>=174/y-3<=191/v7081>=6/v7081<=7/v7090=2/y-4=0:S0 R99;
!!VRy-11&y-3>=174/y-3<=191/v7081>=6/v7081<=7/v7091=2/y-4=1:S0 R99;
!!FU7074&y-3>=174/y-3<=191/v7081>=6/v7081<=7/v7090=2/y-4=0/y-10<50:Py-7/y-8;
!!FU7074&y-3>=174/y-3<=191/v7081>=6/v7081<=7/v7091=2/y-4=1/y-11<50:Py-7/y-8;

!!BMv7080&v7092=182/v7081=10:U4/58;
!!BMv7080&v7092=191/v7081=10:U4/58;

** retaliation attack
!!BMv7082&v7082>-1:T?y-3 I?y-4 P?y-5;
!!BU&v7082>-1:Ey-5/?y-6;

!!BMv7080&v7080>-1:F?y-9;
!!VRy-9&v7080>-1:&65536;

!!BMv7080&v7080>-1:F?y-7 P?y-8;
!!VRy-10&y-3>=174/y-3<=191/v7081=6/v7090=2/v7087>0/y-4=0/y-6>-1/y-9=0:S0 R99;
!!VRy-11&y-3>=174/y-3<=191/v7081=6/v7091=2/v7087>0/y-4=1/y-6>-1/y-9=0:S0 R99;
!!FU7074&y-3>=174/y-3<=191/v7081=6/v7090=2/v7087>0/y-4=0/y-10<50/y-6>-1/y-9=0:Py-7/y-8;
!!FU7074&y-3>=174/y-3<=191/v7081=6/v7091=2/v7087>0/y-4=1/y-11<50/y-6>-1/y-9=0:Py-7/y-8;

!!BU:C?y-1;
!!COv7083&v7083>-1/v7090=2/y-1=1:B1/1/1;
!!COv7085&v7085>-1/v7091=2/y-1=1:B1/1/1;
** end of post-action trigger **


-----------------------------------

** post-action trigger **
!?BG1&v7185=1/-998;
!!BMv7080&v7080>-1:T?y-3 I?y-4;
!!FU7071&y-3>=174/y-3<=191/v7081=10:Pv7080/y-3;

!!BMv7082&v7082>-1:F?y-7 P?y-8;

!!VRy-10&y-3>=174/y-3<=191/v7081>=6/v7081<=7/v9101=2048/y-4=0:S0 R99;
!!VRy-11&y-3>=174/y-3<=191/v7081>=6/v7081<=7/v9102=2048/y-4=1:S0 R99;
!!FU9075&y-3>=174/y-3<=191/v7081>=6/v7081<=7/v9101=2048/y-4=0/y-10<40:Py-7/y-8;
!!FU9075&y-3>=174/y-3<=191/v7081>=6/v7081<=7/v9102=2048/y-4=1/y-11<60:Py-7/y-8;

!!BMv7080&v7092=182/v7081=10:U4/58;
!!BMv7080&v7092=191/v7081=10:U4/58;

** retaliation attack
!!BMv7082&v7082>-1:T?y-3 I?y-4 P?y-5;
!!BU&v7082>-1:Ey-5/?y-6;

!!BMv7080&v7080>-1:F?y-9;
!!VRy-9&v7080>-1:&65536;

!!BMv7080&v7080>-1:F?y-7 P?y-8;
!!VRy-10&y-3>=174/y-3<=191/v7081=6/v9101=2048/v7087>0/y-4=0/y-6>-1/y-9=0:S0 R99;
!!VRy-11&y-3>=174/y-3<=191/v7081=6/v9102=2048/v7087>0/y-4=1/y-6>-1/y-9=0:S0 R99;
!!FU9075&y-3>=174/y-3<=191/v7081=6/v9101=2048/v7087>0/y-4=0/y-10<40/y-6>-1/y-9=0:Py-7/y-8;
!!FU9075&y-3>=174/y-3<=191/v7081=6/v9102=2048/v7087>0/y-4=1/y-11<60/y-6>-1/y-9=0:Py-7/y-8;

!!BU:C?y-1;
!!COv7083&v7083>-1/v9101=2048/y-1=1:B1/11/1;
!!COv7085&v7085>-1/v9102=2048/y-1=1:B1/11/1;
** end of post-action trigger **


---------------------------------------------------------------------------
** post-action trigger **
!?BG1&v7185=1/-998;
!!BMv7080&v7080>-1:T?y-3 I?y-4;
!!FU7071&y-3>=174/y-3<=191/v7081=10:Pv7080/y-3;

!!BMv7082&v7082>-1:F?y-7 P?y-8;

!!VRy-10&y-3>=174/y-3<=191/v7081>=6/v7081<=7/v9103=4/y-4=0:S0 R99;
!!VRy-11&y-3>=174/y-3<=191/v7081>=6/v7081<=7/v9104=4/y-4=1:S0 R99;
!!FU9076&y-3>=174/y-3<=191/v7081>=6/v7081<=7/v9103=4/y-4=0/y-10<50:Py-7/y-8;
!!FU9076&y-3>=174/y-3<=191/v7081>=6/v7081<=7/v9104=4/y-4=1/y-11<50:Py-7/y-8;

!!BMv7080&v7092=182/v7081=10:U4/58;
!!BMv7080&v7092=191/v7081=10:U4/58;

** retaliation attack
!!BMv7082&v7082>-1:T?y-3 I?y-4 P?y-5;
!!BU&v7082>-1:Ey-5/?y-6;

!!BMv7080&v7080>-1:F?y-9;
!!VRy-9&v7080>-1:&65536;

!!BMv7080&v7080>-1:F?y-7 P?y-8;
!!VRy-10&y-3>=174/y-3<=191/v7081=6/v9103=4/v7087>0/y-4=0/y-6>-1/y-9=0:S0 R99;
!!VRy-11&y-3>=174/y-3<=191/v7081=6/v9104=4/v7087>0/y-4=1/y-6>-1/y-9=0:S0 R99;
!!FU9076&y-3>=174/y-3<=191/v7081=6/v9103=4/v7087>0/y-4=0/y-10<50/y-6>-1/y-9=0:Py-7/y-8;
!!FU9076&y-3>=174/y-3<=191/v7081=6/v9104=4/v7087>0/y-4=1/y-11<50/y-6>-1/y-9=0:Py-7/y-8;

!!BU:C?y-1;
!!COv7083&v7083>-1/v9103=4/y-1=1:B1/2/1;
!!COv7085&v7085>-1/v9104=4/y-1=1:B1/2/1;
** end of post-action trigger **
----------------------------------------------------------------
** function to cast poison x1=flags x2=position
!?FU7073;
!!VRx1:&16;
!!BG:N?y1;
!!BMy1:C78/x2/3/1/1;
!!BMy1:C80/x2/3/3/1;
!!VRi:S0 T4;
!!VRy12&i=0:S42;
!!VRy12&i=1:S45;
!!VRy12&i=2:S47;
!!VRy12&i=3:S54;
!!VRy12&i=4:S73;
!!BMy1:Cy12/x2/1/9/1;
** end of function **


** function to cast poison x1=flags x2=position
!?FU7074;
!!VRx1:&16;
!!BG:N?y1;
!!BMy1&x1<>16:C71/x2/1/9/1;
!!BMy1&x1=16:C75/x2/1/9/1;
** end of function **


** function to cast poison x1=flags x2=position
!?FU9075;
!!VRx1:&16;
!!BG:N?y1;
!!BMy1:C70/x2/1/5/1;
** end of function **

** function to cast poison x1=flags x2=position
!?FU9076;
!!VRx1:&16;
!!BG:N?y1;
!!VRi:S0 R99;
!!VRy12&i>=0/i<35:S16;
!!VRy12&i>=35/i<65:S17;
!!VRy12&i>=65/i<85:S57;
!!VRy12&i>=85/i<100:S18;
!!BMy1:Cy12/x2/2/9/1;
** end of function **
-----------------------------------------------------------------------------
==============================================================================
** post-buy commander trigger **
!?CO2&v7185=1/v7177<>1;
!!HE-1:P?y-1/?y-2/?y-3;
!!OBy-1/y-2/y-3:U?y-4;
!!CO-1:Ty-4;
** end of post-buy commander trigger **

** function to edit commander stats
!?FU7070; x1=hero number

!!COx1:X2/?y2 T?y5;
** attack - base 5 + 1/2 x level - skill adds +25%,+50%,+75%,+100%,+125%
!!COx1:S0/?y3;
!!VRy4&y3=0:Sy2 :2 +5;
!!VRy4&y3=1:Sy2 :2 +5 *125 :100 -2;
!!VRy4&y3=2:Sy2 :2 +5 *150 :100 -5;
!!VRy4&y3=3:Sy2 :2 +5 *175 :100 -9;
!!VRy4&y3=4:Sy2 :2 +5 *2 -15;
!!VRy4&y3=5:Sy2 :2 +5 *225 :100 -25;
!!COx1:P0/y4;
** defense - base 5 + 1/2 x level - skill adds +25%,+50%,+75%,+100%,+125%
!!COx1:S1/?y3;
!!VRy4&y3=0:Sy2 :2 +5;
!!VRy4&y3=1:Sy2 :2 +5 *125 :100 -4;
!!VRy4&y3=2:Sy2 :2 +5 *150 :100 -10;
!!VRy4&y3=3:Sy2 :2 +5 *175 :100 -18;
!!VRy4&y3=4:Sy2 :2 +5 *2 -30;
!!VRy4&y3=5:Sy2 :2 +5 *225 :100 -50;
!!COx1:P1/y4;
** hit points - base 30 + 15 x level - skill adds +25%,+50%,+75%,+100%,+125%
!!COx1:S2/?y3;
!!VRy4&y3=0:Sy2 *20 +40;
!!VRy4&y3=1:Sy2 *20 +40 *125 :110;
!!VRy4&y3=2:Sy2 *20 +40 *150 :125;
!!VRy4&y3=3:Sy2 *20 +40 *175 :145;
!!VRy4&y3=4:Sy2 *20 +40 *200 :170;
!!VRy4&y3=5:Sy2 *20 +40 *225 :200;
!!COx1:P2/y4;
** damage - base 10 + 5 x level - skill adds +25%,+50%,+75%,+100%,+125%
!!COx1:S3/?y3;
!!VRy4&y3=0:Sy2 *5 +10;
!!VRy4&y3=1:Sy2 *5 +10 *125 :110;
!!VRy4&y3=2:Sy2 *5 +10 *150 :125;
!!VRy4&y3=3:Sy2 *5 +10 *175 :145;
!!VRy4&y3=4:Sy2 *5 +10 *200 :170;
!!VRy4&y3=5:Sy2 *5 +10 *225 :200;
!!COx1:P3/y4;
** magic power - base 3 + 3 x skill level (Soul Eater: base 1 + 1 x skill level)
!!COx1:S4/?y3;
!!VRy6:Sy3 +1 *3;
!!VRy6&y5=4:Sy3 +1;
!!VRy6&y5=8:Sy3 +1;
!!VRy4&y3=0:Sy6;
!!VRy4&y3=1:Sy6 -1;
!!VRy4&y3=2:Sy6 -3;
!!VRy4&y3=3:Sy6 -7;
!!VRy4&y3=4:Sy6 -14;
!!VRy4&y3=5:Sy6 -29;
!!COx1:P4/y4;
** magic resistance - base 0 + 10 x skill level
!!VRy4&y3=0:S0;
!!VRy4&y3=1:S5;
!!VRy4&y3=2:S5;
!!VRy4&y3=3:S5;
!!VRy4&y3=4:S5;
!!VRy4&y3=5:S5;
!!COx1:P6/y4;
** speed - base 5 - skill adds normal bonus
!!COx1:P5/5;

** starting special bonus

!!COx1&y5=0:B1/13/1;
!!COx1&y5=1:B1/11/1;
!!COx1&y5=2:B1/4/1;
!!COx1&y5=3:B1/14/1;
!!COx1&y5=4:B1/1/1;
!!COx1&y5=5:B1/2/1;
!!COx1&y5=6:B1/3/1;
!!COx1&y5=7:B1/0/1;
!!COx1&y5=8:B1/7/1;

!!VRx1:+1;
** end of function


========================================================================
-----------------------------------------------------------------------

** object trigger - opal
!?OB101/7&v7185=1;
!!HE-1:N?y-1;
!!VRy-4:S0 T14;
!!VRz2&y-4=0:Sz151000;
!!VRz2&y-4=1:Sz151001;
!!VRz2&y-4=2:Sz151002;
!!VRz2&y-4=3:Sz151003;
!!VRz2&y-4=4:Sz151004;
!!VRz2&y-4=5:Sz151005;
!!VRz2&y-4=6:Sz151006;
!!VRz2&y-4=7:Sz151007;
!!VRz2&y-4=8:Sz151008;
!!VRz2&y-4=9:Sz151009;
!!VRz2&y-4=10:Sz151010;
!!VRz2&y-4=11:Sz151011;
!!VRz2&y-4=12:Sz151012;
!!VRz2&y-4=13:Sz151013;
!!VRz2&y-4=14:Sz151014;

!!COy-1:B1/y-4/?y-5 D?y-6 E?y-7 N?z1;
!!OB998&y-6=0/y-7=1:T101 U6;
!!COy-1&y-5=0/y-6=0/y-7=1:B1/y-4/1;

!!IF&y-5=0/y-6=0/y-7=1/1000:M1/z151015;
!!IF&y-5=1/1000:M1/z151016;

** end of object trigger


** object trigger - ruby
!?OB101/8&v7185=1;
!!HE-1:N?y-1;
!!COy-1:S0/?y-2 S3/?y-3 D?y-6 E?y-7 N?z1;
!!OB998&y-6=0/y-7=1:T101 U6;
!!COy-1&y-6=0/y-7=1/y-2>y-3:S3/d1;
!!COy-1&y-6=0/y-7=1/y-2<y-3:S0/d1;
!!VRy-4&y-6=0/y-7=1/y-2=y-3/y-2<5:S0 T99;
!!COy-1&y-6=0/y-7=1/y-2=y-3/y-2<5/y-4<50:S3/d1;
!!COy-1&y-6=0/y-7=1/y-2=y-3/y-2<5/y-4>49:S0/d1;

!!IF&1000/y-6=0/y-2>y-3:M1/z151017;
!!IF&1000/y-6=0/y-2<y-3:M1/z151018;
!!IF&1000/y-6=0/y-2=y-3/y-2<5/y-4<50:M1/z151019;
!!IF&1000/y-6=0/y-2=y-3/y-2<5/y-4>49:M1/z151020;
!!IF&1000/y-6=0/y-2=y-3/y-2>4:M1/z151021;
** end of object trigger


** object trigger - sapphire
!?OB101/9&v7185=1;
!!HE-1:N?y-1;
!!COy-1:S1/?y-2 S2/?y-3 D?y-6 E?y-7 N?z1;
!!OB998&y-6=0/y-7=1:T101 U6;
!!COy-1&y-6=0/y-7=1/y-2>y-3:S2/d1;
!!COy-1&y-6=0/y-7=1/y-2<y-3:S1/d1;
!!VRy-4&y-6=0/y-7=1/y-2=y-3/y-2<5:S0 T99;
!!COy-1&y-6=0/y-7=1/y-2=y-3/y-2<5/y-4<50:S2/d1;
!!COy-1&y-6=0/y-7=1/y-2=y-3/y-2<5/y-4>49:S1/d1;

!!IF&1000/y-6=0/y-2>y-3:M1/z151022;
!!IF&1000/y-6=0/y-2<y-3:M1/z151023;
!!IF&1000/y-6=0/y-2=y-3/y-2<5/y-4<50:M1/z151024;
!!IF&1000/y-6=0/y-2=y-3/y-2<5/y-4>49:M1/z151025;
!!IF&1000/y-6=0/y-2=y-3/y-2>4:M1/z151026;
** end of object trigger


** object trigger - emerald
!?OB101/10&v7185=1;
!!HE-1:N?y-1;
!!COy-1:S4/?y-2 S5/?y-3 D?y-6 E?y-7 N?z1;
!!OB998&y-6=0/y-7=1:T101 U6;
!!COy-1&y-6=0/y-7=1/y-2>y-3:S5/d1;
!!COy-1&y-6=0/y-7=1/y-2<y-3:S4/d1;
!!VRy-4&y-6=0/y-7=1/y-2=y-3/y-2<5:S0 T99;
!!COy-1&y-6=0/y-7=1/y-2=y-3/y-2<5/y-4<50:S5/d1;
!!COy-1&y-6=0/y-7=1/y-2=y-3/y-2<5/y-4>49:S4/d1;

!!IF&1000/y-6=0/y-2>y-3:M1/z151027;
!!IF&1000/y-6=0/y-2<y-3:M1/z151028;
!!IF&1000/y-6=0/y-2=y-3/y-2<5/y-4<50:M1/z151029;
!!IF&1000/y-6=0/y-2=y-3/y-2<5/y-4>49:M1/z151030;
!!IF&1000/y-6=0/y-2=y-3/y-2>4:M1/z151031;
** end of object trigger

灰狼王子 发表于 2010-5-22 02:26:38

http://bbs.h3wog.com/thread-22330-1-1.html“麻痹”与“死亡之眼”的顺序
里面说的就是这回事另:对LZ这满大屏的代码 汗一个先:shufu:

无心云 发表于 2010-5-22 08:53:11

我也有点晕,拉了半天才看到沙发

德古拉伯爵 发表于 2010-5-22 10:56:54

;om; 这是什么鬼东西?

time6 发表于 2010-5-22 17:39:48

xueluowu,删除这些语句:

** function to cast poison x1=flags x2=position
!?FU7073;
!!VRx1:&16;
!!BG:N?y1;
!!BMy1:C78/x2/3/1/1;
!!BMy1:C80/x2/3/3/1;
!!VRi:S0 T4;
!!VRy12&i=0:S42;
!!VRy12&i=1:S45;
!!VRy12&i=2:S47;
!!VRy12&i=3:S54;
!!VRy12&i=4:S73;
!!BMy1:Cy12/x2/1/9/1;
** end of function **


** function to cast poison x1=flags x2=position
!?FU7074;
!!VRx1:&16;
!!BG:N?y1;
!!BMy1&x1<>16:C71/x2/1/9/1;
!!BMy1&x1=16:C75/x2/1/9/1;
** end of function **


** function to cast poison x1=flags x2=position
!?FU9075;
!!VRx1:&16;
!!BG:N?y1;
!!BMy1:C70/x2/1/5/1;
** end of function **

** function to cast poison x1=flags x2=position
!?FU9076;
!!VRx1:&16;
!!BG:N?y1;
!!VRi:S0 R99;
!!VRy12&i>=0/i<35:S16;
!!VRy12&i>=35/i<65:S17;
!!VRy12&i>=65/i<85:S57;
!!VRy12&i>=85/i<100:S18;
!!BMy1:Cy12/x2/2/9/1;
** end of function **

粗略看下,未测。

xueluowu 发表于 2010-5-25 20:36:20

唉,我也不想的,问题是我找不到这样的帖子和ERM啊,没办法见谅见谅:lianhong:
另外time6 问一下你说的这样会不会把其他的什么驱散老化中毒的魔法也屏蔽了吧

yexian7 发表于 2010-5-31 13:24:13

---------------------净化 酸液 疗伤 虚弱 瓦解射线 迟缓 疾病---------------------
** function to cast poison x1=flags x2=position
!?FU7073;!!VRx1:&16;
!!BG:N?y1;
!!BMy1:C78/x2/3/1/1;
!!BMy1:C80/x2/3/3/1;
!!VRi:S0 T4;
!!VRy12&i=0:S42;
!!VRy12&i=1:S45;
!!VRy12&i=2:S47;
!!VRy12&i=3:S54;
!!VRy12&i=4:S73;
!!BMy1:Cy12/x2/1/9/1;
** end of function **

---------------------剧毒 衰老---------------------
** function to cast poison x1=flags x2=position
!?FU7074;
!!VRx1:&16;
!!BG:N?y1;
!!BMy1&x1<>16:C71/x2/1/9/1;
!!BMy1&x1=16:C75/x2/1/9/1;
** end of function **

---------------------石化---------------------
** function to cast poison x1=flags x2=position
!?FU9075;
!!VRx1:&16;
!!BG:N?y1;
!!BMy1:C70/x2/1/5/1;
** end of function **

---------------------寒冰 闪电 泰坦箭 爆裂---------------------
** function to cast poison x1=flags x2=position
!?FU9076;
!!VRx1:&16;
!!BG:N?y1;
!!VRi:S0 R99;
!!VRy12&i>=0/i<35:S16;
!!VRy12&i>=35/i<65:S17;
!!VRy12&i>=65/i<85:S57;
!!VRy12&i>=85/i<100:S18;
!!BMy1:Cy12/x2/2/9/1;
** end of function **
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