【已解决】英雄转换特技图标后回不到原来的英雄特技图标
ZVSEERMS_ScriptDate=25.11(November).2010
_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
!?CM2;
!!CM:I?y1 F?y2;
!!HE-1:N?y3;
!!FU|y1<>118/y2<>512:E;
!!HE-1&v1984=0:X?v1985/?v1986/?v1987/?v1988/?v1989/?v1990/?v1991;
!!VRv1984:S1;
!!VRz891:S^请问想进行怎样的转换?^;
!!VRz892:S^像格鲁一样训练幻影射手^;
!!VRz893:S^像德肯一样训练魔幻法师^;
!!VRz894:S^退出^;
!!UN&z892=148:G2/148/2/1;
!!UN&z893=147:G2/147/2/1;
!!IF:G1/1992/0/891/892/893/894;
!!HE-1&v1992=1:X6/2/18/137;
!!HE-1&v1992=2:X6/8/34/136;
!!HE-1:C0/0/?y20/d C0/6/?y21/d;
!!HE-1&v1992=4:X6/y20/y20/y21;
!!CM:R;
!?CM2&v1984=1;
!!CM:I?y1;
!!FU&y1<>30720:E;
!!HE-1&v1984=0:Xv1985/v1986/v1987/v1988/v1989/v1990/v1991;
!!VRv1984:S0;
转换后特技图标的说明还是原来特技图标的说明
[ 本帖最后由 骷髅召唤师 于 2011-3-17 15:06 编辑 ] 指定的英雄是谁?特长是什么?
你好像没有语句是定义和恢复英雄特长的。
回复 2# 的帖子
无论是哪个英雄都可以转换 我觉得有两个问题。1。Z变量不能当作条件语句来使用。
如果你需要玩家根据文本选择来执行,就需要用IF来做一个对话框,再根据文本的选择给某个v变量返回一个值,然后用V变量做条件来执行命令。
2。如果你需要改变一个英雄的特长,就要用FU836这个函数,否则的话,不会提示有错误,但会有些问题,好像功能有,但是显示不正常。
回复 4# 的帖子
不知道哪里不对?请帮忙修改,谢谢! 4楼说得有道理。若你想把图标换成原来的容易,但保留原来的特长可能就比较难点,因为特长的种类实在是太多了。至于如何把图标换回来,你自己去参照TDS里的殴灵脚本。你那脚本太罗嗦了,没必要这样搞,直接转换成升级技能就行了。 ZVSE
**以泰泽为例,如果需要泰泽拥有升级生物的特长,同时又保留泰泽的防御技能特长
!#VRv84:C115;
!?CM2; 英雄屏幕鼠标触发
!!HE-1:N?y-90; 当前英雄ID存入y-90
!!FU&y-90<>v84:E; 当前英雄不是泰泽时终止
!!FU836:P2004/0/0/v84/0; 调用FU836函数,
!!HEv84:X0/23; 定义泰泽特长
!!UN:G2/v84/2/850; 设置英雄技能图片为防御术,文本说明用z850,850会在后面赋值
!!CM:I?y31 S?y32 F?y33; 鼠标点击位置,动作子类型,标志
!!HEv84&y31=30720/y32=12:X0/23; 点对勾时触发,用于恢复防御技能
!!FU|y31<68/y31>74:E; 鼠标点击不在英雄7格兵位置时终止
!!FU&y32<>12:E;
!!VRy33:Sy31 -68;
!!HEv84:C0/y33/?v37/?v39;
!!FU|v37<0/v39<1:E;
!!VRv38:S-1;
!!MA:Xv37/?y34 Xv37/?y35;
!!VRy34:&16;
!!VRy35:&262144;
!!VRv38&y34=0/v37<>159:S123; 无生命生物升级成冰元素
!!VRv38&y34>0:S-1;
!!VRv38&y35>0:S-1; 不能升级尸巫
!!VRv38|v37=8/v37=9/v37=169/v37=22/v37=23/v37=34/v37=35/v37=50/v37=51/v37=64/v37=65:S136; 祭司/枯木/法师/邪神/尸巫/升级成魔幻
!!VRv38|v37=76/v37=77/v37=90/v37=91/v37=106/v37=107/v37=113/v37=125/v37=193:S136; 美杜莎/食人魔/巨蜥/女巫升级成魔幻
!!VRv38|v37=2/v37=3/v37=18/v37=19/v37=32/v37=33/v37=44/v37=45/v37=60/v37=61:S171; 弓手/精灵/铁人/玛格/阴魂
!!VRv38|v37=74/v37=75/v37=88/v37=89/v37=100/v37=101/v37=115/v37=123/v37=192:S171; 邪眼/半兽/蜥蜴/水冰/席尔瓦升级成熔岩幻影
!!VRv38|v37=137/v37=170/v37=138/v37=173:S171; 幻影/极地幻影/投矮/圣侏儒升级成熔岩
!!VRv38|v37=10/v37=11/v37=24/v37=25/v37=38/v37=39/v37=52/v37=53:S172; 骑士/独角/纳迦/火怪升级成梦魇
!!VRv38|v37=80/v37=81/v37=92/v37=93/v37=108/v37=109/v37=102/v37=103/v37=195:S172; 狮子/雕鸟/飞龙/牛/烈火马升级成梦魇
!!VRv38|v37=13/v37=27/v37=41/v37=55/v37=69/v37=83/v37=97/v37=111/v37=131/v37=134/v37=168:S150; 高级7级兵升级成神圣天使
!!VRv38|v37=12/v37=26/v37=40/v37=54/v37=68/v37=82/v37=96/v37=110/v37=130:S132; 低级7级兵升级成圣龙
!!VRv38|v37=151/v37=152/v37=153/v37=154/v37=155/v37=157/v37=158/v37=135/v37=133/v37=150:S152; 8级兵和野外的龙可以升级成雷神
!!VRv38|v37=196/v37=123:/v37=172:S-1; 龙巫妖冰元素梦魇忽略
**以上几段根据自己需要选择
!!HEv84&v38>=0:X6/v37/v37/v38; 设生物技能置升级技能
!!HEv84&v38=-1/y31<69/y31>74:X0/23; 重设防御技能
!!VRz850:S^在防御术上每级有5%的额外奖励^; 哇塞 好专业啊;exp;打酱油走错门了;lh;
回复 7# 的帖子
谢谢。很详细,试着改一下。但是指定英雄了,如果是随机英雄呢?
[ 本帖最后由 骷髅召唤师 于 2010-11-27 18:56 编辑 ]
回复 6# 的帖子
如何把图标换回来是哪一句ZVSE
!?BG0&-998;
!!VRv2602:S0;
!!VRv2611:S-1;
!!BG:A?v2600;
!!BG&v2600=7:N?v2601D?v2602; v2602 - target stack position
!!BMv2601&v2600=7:T?v2604P?v2605I?v2608;v2604 - type of shooter stack v2605 - shooting stack position
!!BMv2601&v2600=7/v2604>0:I?v2603; get shooter's side
!!BG&v2600=7/v2604>0:Q?v2607H?v2610;v2607 shooter side | v2610 attacking stack commanding hero(if any)
!!FU&v2610<>0:E;only for Orrin
!!HEv2610&v2610>-1/v2600=7/v2604>0:A2/60/d/?v2615A2/61/d/?v2616A2/62/d/?v2617S1/?v2618; 53-archery lvl, 50 - +5%,51 - +10%,52 - +15%
!!BU&v2602>0:Ev2602/?v2619; get target stack num
!!BMv2619&v2619>-1:G28/?v2620/d; v2620 is the prim target behind air shield
*********************************linear check***********************************
!!IF:V341/0V342/0V343/0V344/0V345/0V346/0V347/0V348/0V349/0V350/0V351/0V352/0;
!!IF:V353/0V354/0V355/0V356/0V357/0V358/0V359/0V360/0V361/0V362/0V363/0V364/0;
!!IF:V365/0V366/0;
!!IF&v2602>0/v2602<16/v2605>0/v2605<16:V341/1;
!!IF&v2602>17/v2602<33/v2605>17/v2605<33:V342/1;
!!IF&v2602>34/v2602<50/v2605>34/v2605<50:V343/1;
!!IF&v2602>51/v2602<67/v2605>51/v2605<67:V344/1;
!!IF&v2602>68/v2602<84/v2605>68/v2605<84:V345/1;
!!IF&v2602>85/v2602<101/v2605>85/v2605<101:V346/1;
!!IF&v2602>102/v2602<118/v2605>102/v2605<118:V347/1;
!!IF&v2602>119/v2602<135/v2605>119/v2605<135:V348/1;
!!IF&v2602>136/v2602<152/v2605>136/v2605<152:V349/1;
!!IF&v2602>153/v2602<169/v2605>153/v2605<169:V350/1;
!!IF&v2602>170/v2602<186/v2605>170/v2605<186:V351/1;
!!IF|341/342/343/344/345/346/347/348/349/350/351:V352/1; if in one line set 352-true
****************************straight shot group check***************************
!!IF&v2602>0/v2602<33/v2605>0/v2605<16:V353/1;
!!IF&v2602>0/v2602<50/v2605>17/v2605<33:V354/1;
!!IF&v2602>17/v2602<67/v2605>34/v2605<50:V355/1;
!!IF&v2602>34/v2602<84/v2605>51/v2605<67:V356/1;
!!IF&v2602>51/v2602<101/v2605>68/v2605<84:V357/1;
!!IF&v2602>68/v2602<118/v2605>85/v2605<101:V358/1;
!!IF&v2602>85/v2602<135/v2605>102/v2605<118:V359/1;
!!IF&v2602>102/v2602<152/v2605>119/v2605<135:V360/1;
!!IF&v2602>119/v2602<169/v2605>136/v2605<152:V361/1;
!!IF&v2602>136/v2602<186/v2605>153/v2605<169:V362/1;
!!IF&v2602>153/v2602<186/v2605>170/v2605<186:V363/1;
!!IF|353/354/355/356/357/358/359/360/361/362/363:V364/1; if one group set 364 true
****************************chk target line only********************************
!!IF&v2602>0/v2602<16:V365/1;
!!IF&v2602>17/v2602<33:V366/1;
!!IF&v2602>34/v2602<50:V365/1;
!!IF&v2602>51/v2602<67:V366/1;
!!IF&v2602>68/v2602<84:V365/1;
!!IF&v2602>85/v2602<101:V366/1;
!!IF&v2602>102/v2602<118:V365/1;
!!IF&v2602>119/v2602<135:V366/1;
!!IF&v2602>136/v2602<152:V365/1;
!!IF&v2602>153/v2602<169:V366/1;
!!IF&v2602>170/v2602<186:V365/1;
***if in one line set sec target hex***
!!VRv2606&352/v2605<v2602:Sv2602+1; set v2606 to secondary target hex (left-to-rigt)
!!VRv2606&352/v2605>v2602:Sv2602-1; set v2606 to secondary target hex (right-to-left)
***if not in one line realize actual positions***
!!VRv2609:S0;
!!DO31/1/10/1&-352:Pv2602/v2605;
!!DO32/1/14/1&-352/-364:Pv2602/v2605;
**(v2609 values:1-shot to right, 2-shot to left, 5-shot to up-right, 6-shot to up-left,**
********* 9-shot to down-right, 10-shot to down left, 132-shot up, 136-shot down ********
!!VRv2606&v2609=1:Sv2602+1; set sec target of straight shot
!!VRv2606&v2609=2:Sv2602-1; set sec target of straight shot
!!VRv2606&v2609=5/365:Sv2602-16; set sec target of diagonal shot
!!VRv2606&v2609=5/366:Sv2602-17; set sec target of diagonal shot
!!VRv2606&v2609=6/365:Sv2602-17; set sec target of diagonal shot
!!VRv2606&v2609=6/366:Sv2602-18; set sec target of diagonal shot
!!VRv2606&v2609=9/365:Sv2602+18; set sec target of diagonal shot
!!VRv2606&v2609=9/366:Sv2602+17; set sec target of diagonal shot
!!VRv2606&v2609=10/365:Sv2602+17;set sec target of diagonal shot
!!VRv2606&v2609=10/366:Sv2602+16;set sec target of diagonal shot
!!VRv2606&v2609=132/365:Sv2602-16; set sec target of vertical shot
!!VRv2606&v2609=132/366:Sv2602-18; set sec target of vertical shot
!!VRv2606&v2609=136/365:Sv2602+18; set sec target of vertical shot
!!VRv2606&v2609=136/366:Sv2602+16; set sec target of vertical shot
!!BU&v2606>0/v2606<186:Ev2606/?v2611;
!!FU33&v2611>-1:Pv2615/v2616/v2617/v2618;
!!BMv2611&v2611>-1:I?v51;
!!BMv2611&v2611>-1/v2600=7/v2604>0/v2619<>v2611/v51<>v2608/v2620<2:Kv2612; apply dmg to sec target
=====================================FUs========================================
!?FU31; realize positions (horizontally)
!!VRx1&x1>15:-17; move target position one line higher
!!VRx2&x2>15:-17; move shooter position one line higher
!!VRx16&x1<16/x2<16:S10;
!!VRv2609&x2<x1/x1<16/x2<16:+1; shot to the right
!!VRv2609&x2>x1/x1<16/x2<16:+2; shot to the left
!!VRv2609&x2=x1/x1<16:+128; shooter&target in one vertical line
!?FU32; realize positions (vertically)
!!VRx1&x1<>1/x1<>18/x1<>35/x1<>52/x1<>69/x1<>86/x1<>103/x1<>120/x1<>137/x1<>154/x1<>171:-1;
!!VRx2&x2<>1/x2<>18/x2<>35/x2<>52/x2<>69/x2<>86/x2<>103/x2<>120/x2<>137/x2<>154/x2<>171:-1;
!!VRy1|x1=1/x1=18/x1=35/x1=52/x1=69/x1=86/x1=103/x1=120/x1=137/x1=154/x1=171:S10;
!!VRy2|x2=1/x2=18/x2=35/x2=52/x2=69/x2=86/x2=103/x2=120/x2=137/x2=154/x2=171:S10;
!!VRx16&y1=10/y2=10:S14;
!!VRv2609&y1=10/y2=10/x1<x2:+4; shot upwards
!!VRv2609&y1=10/y2=10/x1>x2:+8; shot downwards
!?FU33;
!!BMv2601:A?y1N?y2G41/?y20/?y21G42/?y22/?y23; y1 - attack skill of shooter, y2 - number of shooter
!!BMv2611:D?y3G28/?y24/?y25; y3 - defence of sec target
!!VRy5&y20=0:Sy2*4; y5 - base damage
!!VRy5&y20>0/y21<2:Sy2*5; basic bless modifyer
!!VRy5&y20>0/y21>1:Sy2*11:2; adv/exp bless modifyer
!!VRy5&y22>0/y23<2:Sy2*2; basic curse modifyer
!!VRy5&y22>0/y23>1:Sy2*3:2; adv/exp curse modifyer
!!VRy6:Sy5:20; y6 - bonus dmg (1)
!!VRy7:Sy1;
!!VRy7:-y3; attack - defence
!!VRy6:+y7;
!!VRy6&y6<0:S0; if defence>attack -> no bonus damage
!!VRy7:Sy5*3;
!!VRy6&y6>y7:Sy7; condition bonus dmg not to excess base dmg more than 3 times
!!VRy8&x1>0:+5; y8 - bonus dmg (2) - archery bonus
!!VRy8&x2>0:+10;
!!VRy8&x3>0:+15;
!!VRy8&x4=1:+10;
!!VRy8&x4=2:+25;
!!VRy8&x4=3:+50;
!!VRy10:Sy5;
!!VRy10:*y8:100;
!!VRy8:Sy10;
!!VRy9:S100; dmg reduction (%)
!!VRy10:Sy3;
!!VRy10:-y1;
!!VRy10:*5:2;
!!VRy9:-y10;
!!VRe1:Sy9:100;
!!VRe1&y1>y3:S1;
!!VRy5:+y6+y8;
!!VRy5:*e1;
!!VRy5&y24>0/y25<2::2; basic air shield modifyer
!!VRy5&y24>0/y25>1::3; adv/exp air shield modifyer
!!VRv2612:Sy5; final result damage
!!VRv2612&v2612<1:S1; no less than 1 HP
***********************************************************
!?BF|v1004=0/v1005=0;
!!HE0:R0/?y-1;
!!HE0&y-1<2:R0/2;
!!DO1205/0/20/1&v1004=0:P;
!!DO1205/21/41/1&v1005=0:P;
!!DO1354/0/20/1&v1004=0/v1065>0/v1065<3:P;
!!DO1354/21/41/1&v1005=0/v1065>0/v1065<3:P;
!?FU1205;
!!BMx16:T?y1 N?y2;
!!FU|y1<0/y2<1:E;
!!FU&y1=145:E;
!!BMx16:F?y2 F?y3;
!!VRy3:&4;
!!FU&y3=0:E;
!!VRy2:|32768;
!!BMx16:U3/d26;
!!BMx16:Fy2;
!?TM94&1000;
!!HE0:R0/2;
!?BA1;
!!HE-1:N?y-40;
!!FU&y-40<>0:E;
!!HE0:R0/?y-1;
!!HE0&y-1<2:R0/2;
***********************************************************
!#VRv1065:S0;
!?CM4&v1012>1;
!!BG:Q?v2607H?v2610;
!!FU&v2610<>0:E;
!!CM:I?y1 S?y2;
!!FU&y1<>2009:E;
!!FU&y2<>14:E;
!!CM:R0;
!!VRv10:Sv1065;
!!VRz1:S^无^;
!!VRz1&v1065=1:S^A^;
!!VRz1&v1065=2:S^B^;
!!VRz1:S^选择射击附加效果
目前的选择:%Z1^;
!!VRz2:S^取消选择可返回原状态^;
!!VRz3:S^A. 大爆炸:射击部队伤害会减少1/5^;
!!VRz4:S^B. 死亡云雾:射击部队伤害会减少1/5^;
!!IF:D3/1//2/////3/4///3/4//;
!!IF:F3/3/4///1;
!!IF:E1065/3;
!!VRv1065&v1065=-1:S0;
!!FU&v1065=v10:E;
!!DO1354/0/20/1&v1004=0:P;
!!DO1354/21/41/1&v1005=0:P;
!?FU1354;
!!BMx16:T?y1 N?y2;
!!FU|y1<0/y2<1:E;
!!FU&y1>144/y1<150:E;
!!FU|y1=45/y1=64/y1=65/y1=196:E;
!!FU&y1>173/y1<192:E;
!!BMx16:F?y1;
!!VRy1:&4;
!!BMx16&y1=4:U1/?y2 U2/?y3;
!!VRy2&y1=4/v1065>0/v1065<3/v10=0::5 *-1;
!!VRy3&y1=4/v1065>0/v1065<3/v10=0::5 *-1;
!!BMx16&y1=4/v1065>0/v1065<3/v10=0:U1/dy2 U2/dy3;
!!VRy2&y1=4/v1065=0/v10>0:*5 :4;
!!VRy3&y1=4/v1065=0/v10>0:*5 :4;
!!BMx16&y1=4/v1065=0/v10>0:U1/y2 U2/y3;
!?BG|v1004=0/v1005=0;
!!VRv1065&v472=1:S0 R2;
!!FU|v1065<1/v1065>2:E;
!!FU|v5006<>0/v5000<>7:E;
!!FU|v5016=64/v5016=65/v5016=196:E;
!!FU&v5016>144/v5016<150:E;
!!FU&v5016>173/v5016<192:E;
!!FU1345&v5016<>45/v1065=1:P45/0;
!!FU1345&v5016<>45/v1065=2:P65/0;
!?MF1|v1004=0/v1005=0;
!!MF&v5000=7/v1004=0/v5017<21/v5003<21/v1012>1:E0;
!!MF&v5000=7/v1005=0/v5017>20/v5003>20/v1012>1:E0;
***********************************************************
!?CM2;
!!HE-1:N?y-10;
!!FU&y-10<>0:E;
!!UN:G2/0/3/0;
!!CM:I?y1 S?y2 F?y3;
!!HE0&y1=30720/y2=12:X0/1;
!!FU|y1<68/y1>74:E;
!!FU&y2<>12:E;
!!VRy3:Sy1 -68;
!!HE0:C0/y3/?v1/?v3;
!!FU|v1<0/v3<1:E;
!!VRv2:S-1;
!!MA:Xv1/?y4 Xv1/?y5;
!!VRy4:&16;
!!VRy5:&262144;
!!VRv2&y4=0/v1<>159:S123;
!!VRv2&y4>0:S-1;
!!VRv2&y5>0:S65;
!!VRv2|v1=8/v1=9/v1=34/v1=35/v1=76/v1=77:S136;
!!VRv2|v1=2/v1=3/v1=18/v1=19/v1=100/v1=101:S137;
!!VRv2|v1=65/v1=123/v1=196:S-1;
!!HE0&v2>=0:X6/v1/v1/v2;
!!HE0&v2=-1:X0/1;
************************************************************
!?TM95&v472=1/1000;
!!DO1341/0/6/1:P; AI
!?FU1341;
!!HE0:C0/x16/?y1/?y2;
!!FU|y1<0/y2<1:E;
!!VRy1|y1=8/y1=9/y1=34/y1=35/y1=76/y1=77:S136;
!!VRy1|y1=2/y1=3/y1=18/y1=19/y1=100/y1=101:S137;
!!HE0:C0/x16/y1/y2; !?CM2;
!!HE-1:N?y-10;
!!FU&y-10<>0:E;
!!UN:G2/0/3/0;
!!CM:I?y1 S?y2 F?y3;
!!HE0&y1=30720/y2=12:X0/1;
!!FU|y1<68/y1>74:E;
!!FU&y2<>12:E;
!!VRy3:Sy1 -68;
!!HE0:C0/y3/?v1/?v3;
!!FU|v1<0/v3<1:E;
!!VRv2:S-1;
!!MA:Xv1/?y4 Xv1/?y5;
!!VRy4:&16;
!!VRy5:&262144;
!!VRv2&y4=0/v1<>159:S123;
!!VRv2&y4>0:S-1;
!!VRv2&y5>0:S65;
!!VRv2|v1=8/v1=9/v1=34/v1=35/v1=76/v1=77:S136;
!!VRv2|v1=2/v1=3/v1=18/v1=19/v1=100/v1=101:S137;
!!VRv2|v1=65/v1=123/v1=196:S-1;
!!HE0&v2>=0:X6/v1/v1/v2;
!!HE0&v2=-1:X0/1;
红色是用来定义和恢复欧灵的箭术特长的。
你无法写出所有英雄都有这样的特长,即随机,理论上也许可行,但实际上如果真的要实现,需要写很长很长的代码。
不过你可以不把他作为特长来写,这样就简单多了。
比如,只是一个普通鼠标触发的事件,象追随者那样,只要点旗帜就触发,与英雄无关。
用一个英雄界面现在还空着的地方。
很多地方都被使用了。比如头像是二追和传记,经验值图标是显示隐藏辅助技能,经验值数值是英雄转世。
尝试一下还没被使用的地方,好像ADPK的图标还没完全被使用。
回复 11# 的帖子
谢谢,很详细。 引用:你无法写出所有英雄都有这样的特长,即随机,理论上也许可行,但实际上如果真的要实现,需要写很长很长的代码。:good_job:这句话说得很对,写是可以写出来,但是太麻烦了,没有几个人会这么干的 我的个娘类,你写abap的function module?这么长,小母牛坐火箭类 我的个娘类,你写abap的function module?这么长,小母牛坐火箭类 谢谢你们的教导说明,可能是我的思路不正确,我在换个思路。
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