战争机器脚本问题
这个脚本有修满血无法恢复的代码,按说明是当怪物数量受损但是满血时点等待然后到行动时就可以对满血部队进行治疗。但是实际使用时会出现帐篷点等待后直接跳过帐篷的动(相当于点了防御而不是等待)。同时当帐篷动作前自动发动的治疗导致所有怪物满血时帐篷也会直接跳过行动。如何修复这一问题?ZVSE
ERMS_ScriptDate=7.10(October).2013
_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
** Updated: August 26, 2005 by Perfect0(removed three "!" corresponding to new erm parser)
** Updated: November 19, 2004 by Timothy to fix a bug preventing recruitment of ghosts
** (and subsequent town rebuilding) from a demolished town.
** Updated: 06.01.2005 by Thomas Franz (samot): ballistas reduce the speed to minimal the half
** of the basic speed of the creature. If stack is slowed: minSpeed = 1/3 of the basic speed
*War Machine script 0.9 by Overlord
*Reserved: TM41, v591, v2000-v2074, FU900-FU927, w81-83
*Temporary: z1-z4
*
*ballista "base on ballista level" upgrades in towns
*x(#)*damage, target loose speed, att/def bonuses, increases hit
*
*ammo cart "base on ammo cart level" upgrades in town
*spell points every combat turn, def bonuses, increases hit
*
*first aid tent "base on first aid level" upgrades in town
*additional healing with resurrection, increases hit
*
*catapult "base on herolevel and ballistics skill"
*increases hit, with ballistics: shoot ability with 2,4 or 8 shoots
*
**修正帐篷使用:FU变量使用:FU928-FU932
**修正帐篷使用: v变量使用:v944-v949
************************ before action combat screen ***************************
!#UN:P54/?v591;
!?BG&v591=1; get before action
!!UN:G1/145/0/0;恢复单数冲车默认名称
!!UN:G1/145/1/0;恢复复数冲车默认名称
!!UN:G1/146/0/0;恢复单数炮车默认名称
!!UN:G1/146/1/0;恢复复数炮车默认名称
!!UN:G1/147/0/0;恢复单数帐篷默认名称
!!UN:G1/147/1/0;恢复复数帐篷默认名称
!!FU900:P;
!?FU900&v591=1;
!!BG:N?y1 E?y3 D?y4 H?y5 Q?y6 A?y7;
!!FU&y1<0|y1>41:E; exit if no stack
!!BMy1:T?y2 I?y8 N?y9 L?y10 F?y-1; y-1 - moster flags (132165 = catapult if not siege)
*
!!FU925&y2=145/y-1=132165:Py6/y1/y7/y8; catapult first stage
!!FU901&y2=45/y-1=132165/v2059=1:P1/y1/y7/y8/y5/y9; catapult second stage
*
!!FU902&y2=146/y7=7:P0/y3; ballista
* first aid tent actions *
**FU919&y2=173/v2056=1:P2/y7/y1; first aid other action
**FU922&y2=147/v2056=0/y7=11:P0/y3;
**FU903&y2=147/v2056=0/y7<>11:Py8/y5/y1/y7/y3; first aid start
!?FU901&v591=1; catapult action * magog *
* 1
!!VRx4&x1=1:+2068;
!!VRvx4&x1=1/x3=7:-1;
!!BMx2&x1=1/x3<>7:T145;
!!VRv2059&x1=1/x3=7:S3;
!!VRv2054&x1=1/x3=7:Sx2;
!!FU906&x1=1:P145/x5/x6/x2;
* 2
!!BMv2054&x1=2:T145;
!!VRv2059&x1=2:S0;
!!UN&x1=2:G1/45/0/0 G1/45/1/0; restore magog
**VRv2059&x1=1/x3=7
!?FU981&v1=55/v591=1; catapult
* 1
!!VRx4:+2068;
!!BMx2&x1=1:T145;
!!UN&x1=1:G1/173/0/0 G1/173/1/0;
!!VRv2059&x1=1:S0;
!!FU906&x1=1:P145/x5/x6/x2;
!!VRvx4&x1=1/x3=7:-1;
!!VRv2059&x1=1/x3=7/x7<>-1:S3;
!!VRv2054&x1=1/x3=7/x7<>-1:Sx7;
* 2
!!FU&x1<2:E;
!!VRv2059:S0;
!!BMv2054:I?y1;
*
!!VRy5&y1=0:Sv2071;
!!VRy5&y1=1:Sv2070;
!!BMv2054&y5>0:M71/y10/y10;
!!BU:R;
!?FU919&v591=1;
* 1
!!BMx4&x1=0:T147;
!!UN&x1=0:G1/173/0/0 G1/173/1/0;
!!VRv2056&x1=0:S0;
!!FU906&x1=0:P147/x2/x3/x4;
* 2
!!BMv2057&x1=1:T147;
!!UN&x1=1:G1/173/0/0 G1/173/1/0;
!!VRv2056&x1=1:S0;
* 3
!!FU&x1<2:E; exit if no x1
!!FU|x2<4/x2>8/x2=6/x2=7:E; exit if action is not right
!!BMx3:T147;
!!VRv2056:S0;
!?FU903&v591=1;
!!HEx2:S27/?y1;
!!FU&y1=0:E; exit if no first aid skill
!!DO904/0/20/1:Px1/1; get if any creature dead
!!FU&v1=0:E; exit if no creature to resurrect
!!VRv2056:S1; there is a creature to resurrect
!!VRz1:Sz154000;
!!VRz2:Sz154001;
!!UN:G1/173/0/1 G1/173/1/2;
!!BMx3:T173; change to santa gremlin
!!VRv2057:Sx3;
!!BG:A0;
!?FU904&v591=1;
!!VRvx2&x16=0:S0;
!!VRy1:Sx16;
!!VRy1&x1=1:+21;
!!BMy1:B?y2 N?y3 T?y4;
!!VRvx2&y3<y2/y4>-1:+1;
!?FU902&v591=1;
* 1
!!VRv2053&x1=0:S2;
!!BMx2&x1=0:N?v2054 H?y2 L?y3;
!!VRv2054&x1=0:*y2 -y3; get before life
!!VRv2055&x1=0:Sx2;
* 2
!!FU&x1=0:E; exit if not x1 = 1
!!VRv2053:S0;
!!BMv2055:N?y1 H?y2 L?y3 I?y4 S?y13 T?y16 G54/?y18/d; // get Number, Health, Lost HP, Side, Speed, Type and check, if creature is slowed
!!BH0&y4=1:N?y5;
!!BH1&y4=0:N?y5; get THE hero number
!!VRy1:*y2 -y3; get after life
!!HEy5:S20/?y11;
!!IF:Wy5;
!!VRy6:Sw81 +1;
!!VRy7:Sy11 +y6 *20 -20; artillery + level * 20, +80
!!FU&y7=0:E; exit if not more damage
!!VRy8:Sv2054 -y1 *y7 :100;
!!VRy15:Sy13;
!!VRy13&y15>0:-y11;
!!MA:Sy16/?y17; // get the basic speed of the creature
!!VRy17&y18=0::2; // halve the basic speed
!!VRy17&y18>0::3; // minimal a third of the basic speed, if creature is slowed
!!VRy13&y15>0/y13<y17:Sy17; no less than the half / a third of basic speed
!!BMv2055:Ky8 Sy13; give additional damage and speed loss
!!BU:R;
!?FU920&v591=1;
!!BG:H?y1;
!!FU&y1<>x2:E; exit if different hero
!!FU&x5=x6:E; exit if maximum creature founded
!!CM:R0;
!!VRx5:+1; add +1 creature
!!BMx7:Lx3 Nx5; set hitpoints to 0
!!BG:N?y1 Ex7 Dx8; get first aid tent
!!BMy1:T147;
!!UN:G1/173/0/0 G1/173/1/0;
!!VRv2056:S0;
!!BG:A11; call resurrection
!?FU925&v591=1; check catapults avaiabitity
!!VRv2074:S0;
!!VRx4:+2068;
!!FU&vx4=0:E; exit if no shots
!!FU926&x1=0:P0/103 P0/121 P0/137;
!!FU926&x1=1:P1/117 P1/116 P1/133 P1/150 P1/151;
!!FU&v2074=1:E; exit if enemy found
!!VRz1:Sz154002;
!!VRz2:Sz154003;
!!UN:G1/45/0/1 G1/45/1/2;
!!BMx2:T45; change to magog
!!BG:A0; cancel action
!!VRv2059:S1; set activity to 1
!?FU926&v591=1;
!!BU:Ex2/?y1;
!!FU&y1=-1:E;
!!BMy1:I?y2;
!!VRv2074&y2<>x1:S1;
************************* after action combat screen ***************************
!?BG1&v591=1; get after action
!!FU902&v2053=2:P1;
!!FU901&v2059=3:P2;
**FU922&v2056=2:P1;
!?FU922&v591=1;
* 1
!!VRv2056&x1=0:S2;
!!VRv2057&x1=0:Sx2;
!!BMv2057&x1=0:L?v2058; get before heal
* 2
!!FU&x1<1:E; exit
!!VRv2056:S0;
!!BMv2057:Lv2058 I?y2; restore old and get index.
!!BHy2:N?y3; get hero
!!HEy3:S27/?y11;
!!IF:Wy3;
!!VRy6:Sw82 +1;
!!VRy7:Sy11 +y6 *20 +80; first aid + level * 20, +80
* set healing points *
!!VRy1&y11=0:S25; !!VRy1&y11=1:S50; !!VRy1&y11=2:S75; !!VRy1&y11=3:S100;
!!VRy1:*y7 :100; get quantity to heal
!!FU923:Pv2057/y1/y11;
!?FU923&v591=1;
!!BMx1:B?y1 N?y2 H?y3 L?y4 L?y5; get information
!!VRy4:-x2;
!!BMx1&y4>-1:Ly4; all or partial healing
!!FU&y4>-1:E; stop if completed
!!BMx1&y4<0:L0;
!!FU&y1=y2:E; stop if maximum creature
!!FU&x3=0:E; stop if no first aid skills
!!VRx2:-y5;
!!VRy2:+1;
!!BMx1:Ny2 Ly3;
!!FU923:Pv2057/x2; recuring
************************* MOUSE CLICK combat screen ****************************
!?CM4&v591=1;
!!CM:D?v2048 F?v2049;
!!FU905&v2048>-1/v2048<186:Pv2048/v2049;
!?FU905&v591=1;
!!BU:Ex1/?y1; check monster position
!!FU&y1=-1:E; exit if no monster
!!BMy1:T?y2 I?y3 L?y5 H?y6 N?y7 F?y8 B?y9; y2 = monster , y3 = hero side
!!BHy3:N?y4; get hero number
!!UN&y8<>132165/y2=45:G1/45/0/0 G1/45/1/0; restore magog if mouse click on real magogs
!!VRz1&y8=132165:Sz154002;
!!VRz2&y8=132165:Sz154003;
!!UN&y8=132165:G1/45/0/1 G1/45/1/2;
!!FU901&y2=45/v2059=1/y8=132165:P1/y1/0/y3/y4/y7; catapult view
!!FU919&y2=173/v2056=1/y8=132161:P0/y4/y7/y1;
* reset santa gremlin *
!!UN&y2=173/v2056>0/y8<>132161:G1/173/0/0 G1/173/1/0;
!!UN&y2=45/v2059>0/y8<>132165:G1/173/0/0 G1/173/1/0; restore magog
*
!!FU920&v2056=1/y8<>132161/x2=0:Py2/y4/y6/y5/y7/y9/y1/x1;
!!FU906&y2>144/y2<149:Py2/y4/y7/y1; stats change if machines
!?FU906&v591=1; x1 = machine , x2 = hero
!!IF:Wx2; set W var for hero
!!VRy5:Sx1 -65;
!!VRy6:Swy5 +1; y6 = level of machine
!!VRy12&x4<21:Sv2070;
!!VRy12&x4>20:Sv2071;
!!VRy13&x4<21:Sv2072;
!!VRy13&x4>20:Sv2073;
!!VRz1&x1=146:Sz154004;
!!VRz1&x1=148:Sz154005;
!!VRz1&x1=147:Sz154006;
!!VRz1&x3>1:Sz154007;
!!VRz1:Sz154008;
!!VRz1&x1=145:Sz154009;
!!VRz1&x1=145/x3>1:Sz154010;
!!VRz1&x1=145/y12=1:Sz154011;
!!VRz1&x1=145/y12=2:Sz154012;
!!VRz1&x1=145/y12=3:Sz154013;
!!VRz1&x1=145/x3>1:Sz154014;
!!UN:G1/x1/1/1 G1/x1/0/1;
* hit points
!!VRy9&x1=145/y12=0:S500;
!!VRy9&x1=145/y12>0:Sy12 *50 *y12 +550;
!!VRy10&x1=145:Sy13 *50 +y9 -50;
!!VRy10&x1=146:Sy6 *50 +200;
!!VRy10&x1=147:Sy6 *25 + 125;
!!VRy10&x1=148:Sy6 *10 +90;
!!BMx4:Hy10 I?y11;
!!MA:Px1/y10;
* calculate shots for catapult *
!!FU&v2052=98:E; exit if siege
!!VRy12:S2068 +y11;
!!VRy11:Svy12;
!!MA&x1=145:N145/y11;
*********************** Pre-Post Combat and ammo cart **************************
!?BA0&v591=1;
!!BA:H0/?y-1; 获取进攻方英雄ID保存到y-1
!!IP:Wy-1/81/83; 发送英雄变量w81-w83
!!BA:H1/?y-1; 获取防守方英雄ID保存到y-1
!!IP:Wy-1/81/83; 发送英雄变量w81-w83
!!IP:V2000/2074; 发送v变量
!?BA52&v591=1;
!!BA:P?v1/?v2/?v3;
!!OBv1/v2/v3:T?v2052;
!!CAv1/v2/v3&v2052=98:U?v7; town number
!!UN&v2052=34:U98/-1/?y-2;
!!DO927/1/y-2/1&v2052=34/y-2>0:P;check if attacked hero in any town
!!FU915:P0/0 P1/0; store enabler
!!FU917:P; change stats
**
!?FU927&v591=1; check if attacked hero in this town
!!UN:U98/-1/x16/4;
!!FU&v1<>v4|v2<>v5/v3<>v6:E;
!!CAv1/v2/v3:U?v7 H0/?y-1; store town number & check if hero in town harrison
!!VRv2052&y-1=-1:S98; it is a siege if only 1 hero in town
**
!?FU917&v591=1;
!!CA0/v7&v2052=98:B3/7; check if town has fort
!!CA0/v7&v2052=98/-1:B3/8; check if town has citadel
!!CA0/v7&v2052=98/-1:B3/9; check if town has castle
!!VRv2052&v2052=98/-1:S0; town without fort
!!MA&v2052<>98:X145/132165 M145/0 E145/200 N145/8; not town or no fort
!!MA&v2052=98:X145/132197 M145/0 E145/200 N145/8; town with fort
!!FU918&v2052<>98:P0 P1;
!?FU918&v591=1;
!!BA:Hx1/?y1;
!!FU&y1<0:E;
!!HEy1:S10/?y2;
!!VRy3:S2068 +x1;
!!VRvy3&y2=1:S2;
!!VRvy3&y2=2:S4;
!!VRvy3&y2=3:S8;
!?BR&v591=1; set mana for ammo cart
!!DO907/0/41/1&v997>0:P1;
!?BF&v591=1; set machines attributes
!!FU924:P; check siege mode AGAIN, if AI don't GET IT!
!!FU909&v2052<>98:P0/119 P1/135; call if no siege battle
!!DO908/0/41/1:P;
!?FU924&v591=1;
!!BU:E119/?x1;
!!VRv2052&x1>-1:S98; if catapult found its a siege mode, set v2052 = 98
!!MA&x1>-1:X145/132197 M145/0 E145/0;
!?BA53&v591=1; after battle check & re-set enabler
!!FU912:P1/0 P1/1;
!!FU915:P0/1 P1/1;
!!VRv2048:C0/0/0/0/0/0/0/0/0/0/0/0/0/0/0/0; v2048-v2063
!!VRv2064:C0/0/0/0/0/0/0/0/0/0; v2064 - v2073
!?FU907&v591=1;
!!BMx16:T?y1 I?y2;
!!FU&y1<>148:E; exit
!!BHy2:N?y3;
!!IF:Wy3;
!!VRy6:Sw83 +1; get addition
!!HEy3:I?y7/1; get current spell points
!!VRy8:S2066 +y2; get current side index
!!VRy9:Svy8 *10; get knowledge power * 10
!!FU&y7=>y9:E; exit if spell already enough
!!VRy6:+y7; set additioanl spell
!!VRy6&y6>y9:Sy9; set max if y6 > y9
!!HEy3:Iy6/1;
!?FU908&v591=1;
!!BMx16:T?x6 I?x7;
!!FU|x6<145/x6>148:E; exit
!!BHx7:N?x5;
!!FU&x5<0:E; exit if no hero set
!!IF:Wx5;
!!VRx4:Sx6 -65;
!!VRx3:Swx4 +1; get w-var for type, add 1 top skip 0
*
!!VRx1:Sv2070 +x7; new method to get sec + skill
!!VRx2:Sv2072 +x7;
* change catapult stats
!!VRx8&x6=145/x1=0:S500;
!!VRx8&x6=145/x1>0:Sx1 *50 *x1 +550;
* hit points warmachines
!!VRx9&x6=145:Sx2 *50 +x8 -50;
!!VRx9&x6=146:Sx3 *50 +200;
!!VRx9&x6=147:Sx3 *25 +125;
!!VRx9&x6=148:Sx3 *10 +90;
!!BMx16:Hx9;
!?FU909&v591=1;
* place real catapults *
!!BA:Hx1/?y1;
!!FU&y1<0:E; exit if no hero found
!!HEy1:S10/?y11; get ballistics secondary skills
!!FU912:P6/x2/x1/1;
!!BU&y11>0/v1=0:S145/1/x2/x1/-1/0;
!?FU915&v591=1;
!!BA:Hx1/?y1;
!!FU&y1<0:E;
!!HEy1&x1=0/x2=0:A2/4/d/?v2060 A2/5/d/?v2061 A2/6/d/?v2062 Fd/d/d/?v2066 S10/?v2070 Ed/?v2072;
!!HEy1&x1=1/x2=0:A2/4/d/?v2063 A2/5/d/?v2064 A2/6/d/?v2065 Fd/d/d/?v2067 S10/?v2071 Ed/?v2073;
!!FU912:P6/y1/4/2 P6/y1/5/3 P6/y1/6/4; call enabler
!!HEy1&v2=1/x2=0:A-4;
!!HEy1&v3=1/x2=0:A-5;
!!HEy1&v4=1/x2=0:A-6;
!!HEy1&v2=1/x1=0/x2=1/v2060=1:A1/4/13;
!!HEy1&v3=1/x1=0/x2=1/v2061=1:A1/5/14;
!!HEy1&v4=1/x1=0/x2=1/v2062=1:A1/6/15;
!!HEy1&v2=1/x1=1/x2=1/v2063=1:A1/4/13;
!!HEy1&v3=1/x1=1/x2=1/v2064=1:A1/5/14;
!!HEy1&v4=1/x1=1/x2=1/v2065=1:A1/6/15;
****************************** Adventure Map ***********************************
!#TM41&v591=1:S1/999/1/255;
!?TM41&v591=1;
!!VRv2000:C0/0/0/0/0/0/0/0/0/0/0/0/0/0/0/0; v2000-v2015
!!VRv2016:C0/0/0/0/0/0/0/0/0/0/0/0/0/0/0/0; v2016-v2031
!!VRv2032:C0/0/0/0/0/0/0/0/0/0/0/0/0/0/0/0; v2032-v2047
!?OB98&-1000/v591=1; town - ai check only
!!HE-1:N?v2048;
!!FU912:P1/v2048;
!?OB106&v591=1; war machine factory, entrance!
!!HE-1:N?v2048;
!!UN:A4/10/0 A4/9/0 A5/10/0 A5/9/0 A6/10/0 A6/9/0; restore desc
!!FU912:P2/v2048;
!?CM1&v591=1; inside town
!!CA-1:B3/13;
!!CA-1&-1:B3/12;
!!CA-1&-1:B3/11;
!!CA-1&-1:B3/10;
!!FU&-1:E;
!!CM:R1 F?v2048 I?v2049 A?v2051/?v2050;
!!FU910&v2048=0/v2050<375:Pv2051/v2050/0/0/v2049/0;
!?CM2&v591=1; inside hero screen
!!CM:H?v2048/?y-1 F?v2050 I?v2049 A?v2051/?v2052;
!!FU911&v2049>14/v2049<19/v2052>28/v2052<165/v2051<653/v2051>562:Pv2049/0/v2048/1/v2050/v2051/v2052;
!!FU914&v2049=19/v2050=512:Pv2048/0;
!?CM3&v591=1; inside trade screen
!!CM:H?v2049/?v2050 F?v2048 I?v2051;
!!FU911&v2051>39/v2051<44:Pv2051/0/v2049/v2048/1;
!!FU911&v2051>58/v2051<63:Pv2051/0/v2050/v2048/1;
!!FU914&v2051=44:Pv2049/1;
!!FU914&v2051=63:Pv2050/1;
!?FU910&v591=1;
!!CA-1:T?x4 H1/?x3 U?x6; get town type
!!FU916:Px4/x1/x2/x5;
!!FU&x3<0|v1=-1:E; exit
!!VRx1:Sv1;
!!VRx5&x5<>22:S16;
!!VRx2&x1=4:S146;
!!VRx2&x1=5:S148;
!!VRx2&x1=6:S147;
!!IF:Wx3; set W var for hero
!!VRy5:Sx2 -65;
!!VRy6:Swy5 +1; get w-var for type, add 1 top skip 0
!!HEx3:A2/x1/d/?y1 B0/?z3 Ed/?y9/1 O?y10; hero level y9
!!VRwy5&y1=0:S0; set w-var to 0
!!UN&y1=0:G1/x2/0/0 G1/x2/1/0;
!!UN:Ax1/10/0 Ax1/9/0; restore desc
!!FU&y1=0:E; stop if found
!!CM:R0; Disable standard reaction
!!VRy16:S2000 +x6; get towns number store in v2000 + townnumber
!!VRy17:Svy16; get number from vy16
!!OW:Ry10/6/?y11; get gold from player
!!VRy8:Sy6 +1; next level
!!UN:N2/1/x4/x5 N3/2/x2/0; get ballista name & object name
!!FU913:Px2/x1/x3/y8; get stats
!!VRz5:Sz154015;
!!VRz6:Sz154016;
!!UN:Ax1/10/5 Ax1/9/6;
!!MA:Cx2/6/?y7; y7 = gold cost
!!VRy7::5 *y8; gold cost is level * machine / 5
!!VRy15:S2; set to choices
!!VRz4&y11<y7:Sz154017;
!!VRz4&y9<y8:Sz154018;
!!VRz4&y17>0:Sz154019;
!!VRy15&y11<y7|y9<y8:S4; set to message with no buttons
!!VRy15&y17>0:S4; also
!!VRz4&y15=2:S^^;
!!IF:Q1/8/x1/36/y7/y15/z154020;
!!FU&y15=4|-1:E; stop function
!!VRy11:-y7; sub money
!!OW:Ry10/6/y11; new money
!!VRwy5:+1; add level to W var for machine
**VRvy16:+1; add for use only 1 time/castle/day
!?FU911&v591=1;
!!VRx1&x1>58:-44; trade right hero fix
!!VRx1&x1>39:-25; trade left hero fix
!!VRx1&x1=15:S146;
!!VRx1&x1=16:S148;
!!VRx1&x1=17:S147;
!!VRx1&x1=18:S145;
!!VRx2&x1=145:S3; !!VRx2&x1=146:S4;
!!VRx2&x1=147:S6; !!VRx2&x1=148:S5;
!!HEx3:A2/x2/d/?y1 S10/?y12 B0/?z7 R2/?y19;
!!VRy1&x5=0/x6<609/x1<>146:S0; no ballista x-
!!VRy1&x5=0/x1=145/x7<121:S0; catapult y-
!!VRy1&x5=0/x1=146/x6>606:S0; ballista x+
!!VRy1&x5=0/x1=146/x7>72:S0; ballista y+
!!VRy1&x5=0/x1=148/x7>72:S0; ammo cart y+
!!VRy1&x5=0/x1=147/x7>118:S0; first aid y+
!!VRy1&x5=0/x1=147/x7<75:S0; first aid y-
!!FU&y1=0:E; exit if no found
!!CM:R0;
!!IF:Wx3; set W var for hero
!!VRy5:Sx1 -65;
!!VRy6:Swy5 +1;
!!FU913&x5>0:Px1/x2/x3/y6; get stats
*
!!VRz1&x2=3/y12=0:Sz154021;
!!VRz1&x2=3/y12=1:Sz154022;
!!VRz1&x2=3/y12=2:Sz154023;
!!VRz1&x2=3/y12=3:Sz154024;
!!VRz1&x2=4:Sz154025;
!!VRz1&x2=5:Sz154026;
!!VRz1&x2=6:Sz154027;
!!VRz6:S^^;
!!UN:Ax2/9/6;
!!VRz2&x2=3:Sz154028;
!!VRz2&x2=4:Sz154029;
!!VRz2&x2=5:Sz154030;
!!VRz2&x2=6:Sz154031;
!!VRz2&x4=0:Sz154032;
!!IF&x5>0:Q1/8/x2/4^%Z1
%Z2^;
!!FU912&x5=0:P6/x3/x2/1;
!!VRz4&x5=0/v1=0:Sz154033;
!!VRz4&x5=0/v1=1:Sz154034;
!!VRz5&x5=0/v1=0:Sz154035;
!!VRz5&x5=0/v1=1:Sz154036;
!!UN:Ax2/10/0;
!!VRz8&y19=0:Sz154037;
!!VRz8&y19=1:Sz154038;
!!IF&x5=0:Q1/8/x2/2/z154039;
!!FU912&x5=0/1:P7/x3/x2/v1;
!!FU&x5<>0:E; exit if not x5
!!FU&-1:E; exit if choosed no
!!VRz2&x2=3:Sz154040;
!!VRz2&x2=4:Sz154041;
!!VRz2&x2=5:Sz154042;
!!VRz2&x2=6:Sz154043;
!!VRz4&x5=0/v1=1:Sz154044;
!!VRz4&x5=0/v1=0:Sz154045;
!!IF:Q1/8/x2/1/z154046;
!?FU916&v591=1;
!!VRv1:S0;
!!VRv2&x1=0:C240/251/364/369; castle
!!VRv2&x1=1:C627/137/668/186; rampart
!!VRv2&x1=2:C495/227/613/353; tower
!!VRv2&x1=3:C684/272/780/367; inferno
!!VRv2&x1=4:C402/252/471/296; necropolis
!!VRv2&x1=5:C546/248/618/328; dungeon
!!VRv2&x1=6:C622/286/765/361; stronghold
!!VRv2&x1=7:C360/160/454/238; fortress
!!VRv2&x1=8:C463/200/533/255; conflux
!!VRv1&x2<v2|x2>v4:S-1;
!!VRv1&x3<v3|x3>v5:S-1;
!!FU&v1=-1:E; exit if out of range
!!VRv1:S-1;
!!VRv1&x4=16/x1=0:S4; castle
!!VRv1&x4=16/x1=1:S6; rampart
!!VRv1&x4=16/x1=2:S5; tower
!!VRv1&x4=16/x1=3:S5; inferno
!!VRv1&x4=16/x1=4:S6; necropolis
!!VRv1&x4=23/x1=4:S6; necropolis
!!VRv1&x4=16/x1=5:S4; dungeon
!!VRv1&x4=16/x1=6:S5; stronghold
!!VRv1&x4=22/x1=6:S4; stronghold
!!VRv1&x4=16/x1=7:S6; fortress 1
!!VRv1&x4=14/x1=7:S6; fortress 2
!!VRv1&x4=13/x1=7:S6; fortress 3
!!VRv1&x4=14/x1=8:S4; conflux
!!VRv1&x4=16/x1=8:S4; conflux
********************************* Functions ************************************
!?FU912&v591=1;
* Ai get's upgrades - x1 = 1 *
!!IF&x1>0/x1<4:Wx2;
!!HEx2&x1>0/x1<4:A2/4/d/?y1 A2/5/d/?y2 A2/6/d/?y3 Ed/?y4/1; y1-Ballista,y2=Ammo Cart,y3=Aid Tent,y4=hero level
!!VRw81&x1=1/y1>0/w81<y4:+1; add 1 level ballista
!!VRw82&x1=1/y3>0/w82<y4:+1; add 1 level first aid
!!VRw83&x1=1/y2>0/w83<y4:+1; add 1 level ammo cart
* Erase Quantity - x2 = 2 *
!!VRw81&x1=2/y1=0:S0; zero if no ballista
!!VRw82&x1=2/y3=0:S0; zero if no ammo
!!VRw83&x1=2/y2=0:S0; zero if no tent
* Reset w81-w83 every hero *
!!IF&x1=3:Wx16;
!!VRw81&x1=3:S0;
!!VRw82&x1=3:S0;
!!VRw83&x1=3:S0;
* get quantity of spells *
!!HEx2&x1=4:Mx16/?y1;
!!VRvx3&x1=4/y1=1:+1;
* get spells
!!HEx2&x1=5:Mx16/?y1;
!!VRvx3&x1=5/y1=1:Sx16;
!!VRx3&x1=5/y1=1:+1;
* get enabler
!!VRy1&x1=6:S2000 +x2;
!!VRy2&x1=6:Svy1; ** get hero ** y2 = get number
!!VRy6&x1=6/y2>999:S1;
!!VRy2&x1=6/y2>999:-1000;
!!VRy5&x1=6/y2>99:S1;
!!VRy2&x1=6/y2>99:-100;
!!VRy4&x1=6/y2>9:S1;
!!VRy2&x1=6/y2>9:-10;
!!VRy3&x1=6/y2>0:S1;
!!VRy2&x1=6:S0;
!!VRy2&x1=6/yx3=1:S1;
!!VRvx4&x1=6:Sy2;
* set enabler
!!VRy1&x1=7:S2000 +x2;
!!VRy2&x1=7:S30 -vy1; ** get hero ** y2 = get number
!!VRy3&x1=7/x3=3:S1;
!!VRy3&x1=7/x3=4:S10;
!!VRy3&x1=7/x3=5:S100;
!!VRy3&x1=7/x3=6:S1000;
!!VRvy1&x1=7/x4=0:+y3;
!!VRvy1&x1=7/x4=1:-y3;
!#DO912/0/155/1&v591=1:P3;
************************** Get Z-var for warmachines ***************************
!?FU913&v591=1;
!!HEx3:S27/?y10 S20/?y11 S10/?y12 Ed/?y13/1;
* catapult
!!VRy9&x2=3/y12=0:S500;
!!VRy9&x2=3/y12>0:Sy12 *50 *y12 +550;
!!VRy8&x2=3:Sy13 *50 +y9 -50;
!!VRy10&x2=3/y12=1:S2;
!!VRy10&x2=3/y12=2:S4;
!!VRy10&x2=3/y12=3:S8;
!!VRz3&x2=3/y12=0:S^^;
!!VRz3&x2=3/y12>0:Sz154047;
!!VRz5&x2=3:Sz154048;
* first aid tent
!!VRy8&x2=6:Sx4 *25 +125;
!!VRy7&x2=6:Sy10 +x4 *20 +80; first aid + level * 20, +80
!!VRz6&x2=6/y10=0:S^^;
!!VRz6&x2=6/y10>0:Sz154049;
!!VRz5&x2=6:Sz154050;
* ammo cart
!!VRy8&x2=5:Sx4 *10 +90;
!!VRz4&x2=5/x4=1:S^^;
!!VRz4&x2=5/x4>1:Sz154051;
!!VRz5&x2=5:Sz154052;
* ballista
!!VRy8&x2=4:Sx4 *50 +200;
!!VRy7&x2=4:Sy11 +x4 *20 +80; artillery + level * 20, +80
!!VRz6&x2=4/y11=0:S^^;
!!VRz6&x2=4/y11>0:Sz154053;
!!VRz5&x2=4:Sz154054;
******************************** Spell Book ************************************
!?FU914&v591=1;
!!HEx1:A2/1000/d/?y1 B0/?z3;
!!FU&y1=0:E;
!!CM:R0;
!!VRv1:S0;
!!DO912/0/69/1:P4/x1/1;
!!VRz2&v1=0:Sz154055;
!!VRz2&v1>3:Sz154056;
!!VRz2&v1=70:Sz154057;
!!UN:A0/9/2;
!!VRz1&x2=0:Sz154058;
!!VRz1&x2=1:Sz154059;
!!IF&v1=0|v1>3:Q1/8/0/4^%Z1^;
!!DO912/0/69/1&v1>0/v1<4:P5/x1/2;
!!VRz2:S^^;
!!VRz2&v1>1:Sz154060;
!!VRz1:Sz154061;
!!IF&v1=1:Q1/9/v2/4^%Z1^;
!!IF&v1=2:Q1/9/v2/9/v3/4^%Z1^;
!!IF&v1=3:Q1/9/v2/9/v3/9/v4/4^%Z1^;
!!UN:A0/9/0 A0/9/10;
********************************************************************************
********************************急救帐篷修正开始********************************
***修正帐篷使用:FU变量使用:FU928-FU932
***修正帐篷使用: v变量使用:v944-v949
***恢复总血量=因子A+因子B+因子C
***恢复血量因子A:y12:英雄急救术级别对应的基础医疗量
***恢复血量因子B:y13:(英雄急救术级别+帐篷等级)*20+120
***恢复血量因子C【新增】:y15:英雄级别*10(当英雄有急救术时)
!?BA0&v591=1;
!!BA&v591=1:H0/?v37; 进攻方英雄ID存入v37
!!BA&v591=1:H1/?v47; 防守方英雄ID存入v47
!!HEv37&v37>-1/v591=1:S27/?v38;获取进攻方英雄急救术等级保存到v38
!!HEv47&v47>-1/v591=1:S27/?v48;获取防守方英雄急救术等级保存到v48
!?BG;
!!FU928&v591=1:P;
!?FU928&v591=1;
!!VRv944:C-1/-1/-1/-1/-1/-1;v944-v949复位
!!BG:N?v944 A?v945 E?v947;
!!BMv944&v944>0:T?v946 I?y1;
!!BMv947&v947>0:N?v949; [目标怪物堆栈>0时,获取栈内怪物数量]
***帐篷***
!!IF&y1=0/v37>-1:Wv37; [使用英雄变量]
!!VRy2&y1=0:Sw82 +1;
!!VRy12&v946=147/v945=11/y1=0/v38=0:S25;
!!VRy12&v946=147/v945=11/y1=0/v38=1:S50;
!!VRy12&v946=147/v945=11/y1=0/v38=2:S75;
!!VRy12&v946=147/v945=11/y1=0/v38=3:S100;
!!VRy13&y1=0/v37>-1:Sv38 +y2 *20 +120;
!!HEv37&v37>-1:Ed/?y14; [获取进攻英雄等级保存至y14]
!!VRy15&y1=0/v37>-1/v38>0:Sy14 *10;
!!IF&y1=1/v47>-1:Wv47; [使用英雄变量]
!!VRy2&y1=1:Sw82 +1;
!!VRy12&v946=147/v945=11/y1=1/v48=0:S25;
!!VRy12&v946=147/v945=11/y1=1/v48=1:S50;
!!VRy12&v946=147/v945=11/y1=1/v48=2:S75;
!!VRy12&v946=147/v945=11/y1=1/v48=3:S100;
!!VRy13&y1=1/v47>-1:Sv48 +y2 *20 +120;
!!HEv47&v47>-1:Ed/?y14; [获取进攻英雄等级保存至y14]
!!VRy15&y1=1/v47>-1/v48>0:Sy14 *10;
!!VRv948&v946=147/v945=11:Sy12 +y13 +y14;
****************************
!?BG1&v591=1; 动作后触发
!!FU929&v591=1:P;调用函数929
****************************
**********************************************
!?FU929&v591=1;
!!BMv947&v946=147/v945=11:H?y1 L?y2 ; [获取目标怪物堆栈生命值,血的减少]
!!FU930&v946=147/v945=11/v948<=y2/v591=1:Py1/y2; [恢复的血<怪物减少的血时,调用函数930,x1=HP,x2=减少的血]
!!FU931&v946=147/v945=11/v948>y2/v591=1:Py1/y2;[恢复的血>怪物减少的血时,调用函数931,x1=HP,x2=减少的血]
!!BU:C?y12; [检查回合数是否结束]
!!UN&y12=1/74:P900/0; [回合结束时开启生物经验]
**********************************************
**********************************************
!?FU930&v591=1;
!!VRy1:Sx2 -v948;
!!BMv947:B?y2 N?y3 T?y4;获取栈内初始怪物数量/当前数量/怪物类型
!!VRy4:Sy2 -y3; 计算差值
!!VRy3&y4>0:+1; 损失数量>0时,至少复活1
!!BMv947:Ly1 Ny3;
!!UN:N3/49/y4/0; 获取怪物名称
!!VRz2:S^{急救帐篷复活了一个%Z49,额外恢复了%V948点生命值。}^;
!!MM:Sz2;
**********************************************
**********************************************
!?FU931&v591=1; x1=healthx2=damage
!!VRy6:Sv948 -x2;
!!BMv947:L0;
!!VRy7:Sy6 :x1 +1;
!!VRy8:Sy6 %x1;
!!VRy5:Sx1 -y8;
!!BMv947:Ndy7 Ly5;
!!BMv947:N?y1 B?y2;
!!VRy2&v949>y2:Sv949;
!!BMv947&y1>y2:Ny2 L0;
!!VRz2:S^{急救帐篷额外复活了%V948点生命值。}^;
!!MM:Sz2;
**********************************************
**************血满无法恢复修正****************
!?BG1&v591=1;
!!FU932&v591=1:P1;
!?FU932&v591=1;
!!BU:E153/?y40;获取进攻方帐篷堆栈
!!BU:E169/?y-40; 获取防守方帐篷堆栈
!!BMv944:B?y41 N?y42; 获取动作怪物堆栈栈内初始数量和当前数量
!!FU&y41=y42:E; 二者数量相等时函数终止
!!BMv944&v944>-1/v944<21/y40>-1/y42<y41/v38>0:Lx1; 动作怪物堆栈号为 0-21,进攻方帐篷堆栈>-1,当前数量<初始数量,进攻英雄有急救术:扣血一滴
!!BMv944&v944>20/v944<42/y-40>-1/y42<y41/v48>0:Lx1;动作怪物堆栈号为21-41,防守方帐篷堆栈>-1,当前数量<初始数量,防御英雄有急救术:扣血一滴
*******************修正完毕******************* @贤知有您 @神奇的卡片 gigichart 发表于 2013-10-27 12:25
@贤知有您 @神奇的卡片
@沧海一粟
解决了没有?????
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