|
其实说来说去我觉得很多人都误解我意思了
我本意是说,麻痹会削弱凝视的效果,因而才想到了这个该法……不否认我更喜欢最求“暴力”,但我的这个帖子的出发点就是很简单的想法:“没道理越学越弱吧?,但麻痹和凝视的同事拥有的确是越学越弱了,所以才想着能否改改”
首先声明,我不是作者……原作者是谁我也不知道了……
这个erm我个人感觉很有意思,比大多数指挥官增强都好玩,可惜一直被埋没,没有在太多的地方被提到
现在贴上来,大家可以试试,很有意思
注意,请自己把rar改为erm……因为我这边没有rar压缩文件,而论坛又限制上传类型,so……
另,哪位朋友可以帮忙改改,不知道wog的技能出现是否有顺序?我发现死亡凝视的效果似乎会被麻痹影响,只有死亡凝视时能瞪死好几个,但有了麻痹后就只能瞪死1~3个了,最要命的是经常先麻痹再凝视……能否改成先凝视后麻痹,或者干脆把麻痹换成毒液之类的不影响凝视效果的技能?(例如双倍?)
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; [check if Enhanced Commanders is enabled in WoGify Options]
!#UN:P186/?v7177; [check if Choose Commanders is enabled in WoGify Options]
!#UN:P3/?v1; [check if Commanders are enabled]
!#VRv7185&v1=1:S0; [disable if Commanders aren't enabled]
!#CO-2&v7185=1:P1; [enable custom primary skill control]
!#UN:B6/1; [set new chest 6 to advanced setting (disabled)]
** function to make commanders alive
!?FU7072;
!!MA:Xx16/?i; [get flags]
!!VRi:+16; [add alive bit]
!!VRi|x16=178/x16=187:-16; [remove alive bit if soul eater]
!!MA:Xx16/i; [reset flags]
** end of function **
!#DO7072/174/191/1&v7185=1:P; [iterate through all commander types and make alive]
** end of initialization
** commander screen open trigger
!?CO0&v7185=1; [check if Enhanced Commanders is enabled]
!!HE-1:N?y-1; [get hero's (commander's) number]
!!FU7070:Py-1;
** end of hero level trigger
** start of pre-battle trigger **
!?BA0&v7185=1/-998; [check if Enhanced Commanders is enabled]
!!VRv7080:C-1/-1/-1/-1/-1/-1/-1/-1/-1/-1; [initialize variables]
!!BA:H0/?v7083; [get hero (commander) number - attacker]
!!BA:H1/?v7085; [get hero (commander) number - defender]
!!FU7070&v7083>-1:Pv7083; [modify commander stats - attacker]
!!FU7070&v7085>-1:Pv7085; [modify commander stats - defender]
!!COv7083&v7083>-1:B0/?y-1 T?v7088; [check skill bits, get type - attacker]
!!COv7085&v7085>-1:B0/?y-2 T?v7089; [check skill bits, get type - defender]
!!VRv7084&v7083>-1:Sy-1 &1; [check death stare bit - attacker]
!!VRv7086&v7085>-1:Sy-2 &1; [check death stare bit - defender]
!!COv7083&v7083>-1/v7084=1:B1/0/1; [remove death stare - attacker]
!!COv7085&v7085>-1/v7086=1:B1/0/1; [remove death stare - defender]
!!VRv7090&v7083>-1:Sy-1 &2; [check fire shield bit - attacker]
!!VRv7091&v7085>-1:Sy-2 &2; [check fire shield bit - defender]
!!COv7083&v7083>-1/v7090=2:B1/1/1; [remove fire shield - attacker]
!!COv7085&v7085>-1/v7091=2:B1/1/1; [remove fire shield - defender]
!!VRv9101&v7083>-1:Sy-1 &2048; [check fire shield bit - attacker]
!!VRv9102&v7085>-1:Sy-2 &2048; [check fire shield bit - defender]
!!COv7083&v7083>-1/v9101=2048:B1/11/0; [remove fire shield - attacker]
!!COv7085&v7085>-1/v9102=2048:B1/11/0; [remove fire shield - defender]
!!VRv9103&v7083>-1:Sy-1 &4; [check fire shield bit - attacker]
!!VRv9104&v7085>-1:Sy-2 &4; [check fire shield bit - defender]
!!COv7083&v7083>-1/v9103=4:B1/2/1; [remove fire shield - attacker]
!!COv7085&v7085>-1/v9104=4:B1/2/1; [remove fire shield - defender]
** end of function
---------------------------------------------------------------------
** pre-action trigger **
!?BG&v7185=1/-998; [continue if enabled]
!!BG:N?v7080 A?v7081 E?v7082; [get current stack, action type, destination stack]
!!BMv7082&v7082>-1:R?v7087; [get retaliations of target creature stack]
!!BMv7080&v7080>-1:T?v7092; [get type of current creature stack]
!!VRy-2&v7092=182/v7081=10:S66 T3; [if astral spirit is casting - choose random elemental spell]
!!BMv7080&v7092=182/v7081=10:U4/y-2; [if astral spirit is casting - change spell to summon elemental]
!!VRy-2&v7092=191/v7081=10:S66 T3; [if astral spirit is casting - choose random elemental spell]
!!BMv7080&v7092=191/v7081=10:U4/y-2; [if astral spirit is casting - change spell to summon elemental]
** end of pre-action trigger **
===============================================================================
** post-action trigger **
!?BG1&v7185=1/-998; [continue if enabled]
!!BMv7080&v7080>-1:T?y-3 I?y-4; [get acting monster type and side]
!!FU7071&y-3>=174/y-3<=191/v7081=10:Pv7080/y-3; [cast extra spell if commander cast]
!!BMv7082&v7082>-1:F?y-7 P?y-8; [get target's flags, position]
!!VRy-10&y-3>=174/y-3<=191/v7081>=6/v7081<=7/v7084=1/y-4=0:S0 R99; [random roll - attacker]
!!VRy-11&y-3>=174/y-3<=191/v7081>=6/v7081<=7/v7086=1/y-4=1:S0 R99; [random roll - defender]
!!FU7073&y-3>=174/y-3<=191/v7081>=6/v7081<=7/v7084=1/y-4=0/y-10<100:Py-7/y-8; [50% cast poison if commander with death stare attacked or shot - attacker]
!!FU7073&y-3>=174/y-3<=191/v7081>=6/v7081<=7/v7086=1/y-4=1/y-11<100:Py-7/y-8; [50% cast poison if commander with death stare attacked or shot - defender]
!!BMv7080&v7092=182/v7081=10:U4/58; [astral spirit - revert spell to counterstrike]
!!BMv7080&v7092=191/v7081=10:U4/58; [astral spirit - revert spell to counterstrike]
** retaliation attack
!!BMv7082&v7082>-1:T?y-3 I?y-4 P?y-5; [get target monster type, side, position]
!!BU&v7082>-1:Ey-5/?y-6; [check if target is still alive]
!!BMv7080&v7080>-1:F?y-9; [get flags of attacking creature stack]
!!VRy-9&v7080>-1:&65536; [check for no retaliation]
!!BMv7080&v7080>-1:F?y-7 P?y-8; [get acting creature's flags, position]
!!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; [random roll - attacker]
!!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; [random roll - defender]
!!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; [50% cast poison if commander with death stare retaliates - attacker]
!!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; [50% cast poison if commander with death stare retaliates - defender]
!!BU:C?y-1; [check for end of battle]
!!COv7083&v7083>-1/v7084=1/y-1=1:B1/0/1; [restore death stare - attacker]
!!COv7085&v7085>-1/v7086=1/y-1=1:B1/0/1; [restore death stare - defender]
** end of post-action trigger **
---------------------------------------------------------------
** post-action trigger **
!?BG1&v7185=1/-998; [continue if enabled]
!!BMv7080&v7080>-1:T?y-3 I?y-4; [get acting monster type and side]
!!FU7071&y-3>=174/y-3<=191/v7081=10:Pv7080/y-3; [cast extra spell if commander cast]
!!BMv7082&v7082>-1:F?y-7 P?y-8; [get target's flags, position]
!!VRy-10&y-3>=174/y-3<=191/v7081>=6/v7081<=7/v7090=2/y-4=0:S0 R99; [random roll - attacker]
!!VRy-11&y-3>=174/y-3<=191/v7081>=6/v7081<=7/v7091=2/y-4=1:S0 R99; [random roll - defender]
!!FU7074&y-3>=174/y-3<=191/v7081>=6/v7081<=7/v7090=2/y-4=0/y-10<50:Py-7/y-8; [50% cast poison if commander with death stare attacked or shot - attacker]
!!FU7074&y-3>=174/y-3<=191/v7081>=6/v7081<=7/v7091=2/y-4=1/y-11<50:Py-7/y-8; [50% cast poison if commander with death stare attacked or shot - defender]
!!BMv7080&v7092=182/v7081=10:U4/58; [astral spirit - revert spell to counterstrike]
!!BMv7080&v7092=191/v7081=10:U4/58; [astral spirit - revert spell to counterstrike]
** retaliation attack
!!BMv7082&v7082>-1:T?y-3 I?y-4 P?y-5; [get target monster type, side, position]
!!BU&v7082>-1:Ey-5/?y-6; [check if target is still alive]
!!BMv7080&v7080>-1:F?y-9; [get flags of attacking creature stack]
!!VRy-9&v7080>-1:&65536; [check for no retaliation]
!!BMv7080&v7080>-1:F?y-7 P?y-8; [get acting creature's flags, position]
!!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; [random roll - attacker]
!!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; [random roll - defender]
!!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; [50% cast poison if commander with death stare retaliates - attacker]
!!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; [50% cast poison if commander with death stare retaliates - defender]
!!BU:C?y-1; [check for end of battle]
!!COv7083&v7083>-1/v7090=2/y-1=1:B1/1/1; [restore death stare - attacker]
!!COv7085&v7085>-1/v7091=2/y-1=1:B1/1/1; [restore death stare - defender]
** end of post-action trigger **
-----------------------------------
** post-action trigger **
!?BG1&v7185=1/-998; [continue if enabled]
!!BMv7080&v7080>-1:T?y-3 I?y-4; [get acting monster type and side]
!!FU7071&y-3>=174/y-3<=191/v7081=10:Pv7080/y-3; [cast extra spell if commander cast]
!!BMv7082&v7082>-1:F?y-7 P?y-8; [get target's flags, position]
!!VRy-10&y-3>=174/y-3<=191/v7081>=6/v7081<=7/v9101=2048/y-4=0:S0 R99; [random roll - attacker]
!!VRy-11&y-3>=174/y-3<=191/v7081>=6/v7081<=7/v9102=2048/y-4=1:S0 R99; [random roll - defender]
!!FU9075&y-3>=174/y-3<=191/v7081>=6/v7081<=7/v9101=2048/y-4=0/y-10<40:Py-7/y-8; [50% cast poison if commander with death stare attacked or shot - attacker]
!!FU9075&y-3>=174/y-3<=191/v7081>=6/v7081<=7/v9102=2048/y-4=1/y-11<60:Py-7/y-8; [50% cast poison if commander with death stare attacked or shot - defender]
!!BMv7080&v7092=182/v7081=10:U4/58; [astral spirit - revert spell to counterstrike]
!!BMv7080&v7092=191/v7081=10:U4/58; [astral spirit - revert spell to counterstrike]
** retaliation attack
!!BMv7082&v7082>-1:T?y-3 I?y-4 P?y-5; [get target monster type, side, position]
!!BU&v7082>-1:Ey-5/?y-6; [check if target is still alive]
!!BMv7080&v7080>-1:F?y-9; [get flags of attacking creature stack]
!!VRy-9&v7080>-1:&65536; [check for no retaliation]
!!BMv7080&v7080>-1:F?y-7 P?y-8; [get acting creature's flags, position]
!!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; [random roll - attacker]
!!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; [random roll - defender]
!!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; [50% cast poison if commander with death stare retaliates - attacker]
!!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; [50% cast poison if commander with death stare retaliates - defender]
!!BU:C?y-1; [check for end of battle]
!!COv7083&v7083>-1/v9101=2048/y-1=1:B1/11/1; [restore death stare - attacker]
!!COv7085&v7085>-1/v9102=2048/y-1=1:B1/11/1; [restore death stare - defender]
** end of post-action trigger **
---------------------------------------------------------------------------
** post-action trigger **
!?BG1&v7185=1/-998; [continue if enabled]
!!BMv7080&v7080>-1:T?y-3 I?y-4; [get acting monster type and side]
!!FU7071&y-3>=174/y-3<=191/v7081=10:Pv7080/y-3; [cast extra spell if commander cast]
!!BMv7082&v7082>-1:F?y-7 P?y-8; [get target's flags, position]
!!VRy-10&y-3>=174/y-3<=191/v7081>=6/v7081<=7/v9103=4/y-4=0:S0 R99; [random roll - attacker]
!!VRy-11&y-3>=174/y-3<=191/v7081>=6/v7081<=7/v9104=4/y-4=1:S0 R99; [random roll - defender]
!!FU9076&y-3>=174/y-3<=191/v7081>=6/v7081<=7/v9103=4/y-4=0/y-10<50:Py-7/y-8; [50% cast poison if commander with death stare attacked or shot - attacker]
!!FU9076&y-3>=174/y-3<=191/v7081>=6/v7081<=7/v9104=4/y-4=1/y-11<50:Py-7/y-8; [50% cast poison if commander with death stare attacked or shot - defender]
!!BMv7080&v7092=182/v7081=10:U4/58; [astral spirit - revert spell to counterstrike]
!!BMv7080&v7092=191/v7081=10:U4/58; [astral spirit - revert spell to counterstrike]
** retaliation attack
!!BMv7082&v7082>-1:T?y-3 I?y-4 P?y-5; [get target monster type, side, position]
!!BU&v7082>-1:Ey-5/?y-6; [check if target is still alive]
!!BMv7080&v7080>-1:F?y-9; [get flags of attacking creature stack]
!!VRy-9&v7080>-1:&65536; [check for no retaliation]
!!BMv7080&v7080>-1:F?y-7 P?y-8; [get acting creature's flags, position]
!!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; [random roll - attacker]
!!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; [random roll - defender]
!!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; [50% cast poison if commander with death stare retaliates - attacker]
!!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; [50% cast poison if commander with death stare retaliates - defender]
!!BU:C?y-1; [check for end of battle]
!!COv7083&v7083>-1/v9103=4/y-1=1:B1/2/1; [restore death stare - attacker]
!!COv7085&v7085>-1/v9104=4/y-1=1:B1/2/1; [restore death stare - defender]
** end of post-action trigger **
----------------------------------------------------------------
** function to cast poison x1=flags x2=position
!?FU7073;
!!VRx1:&16; [just check alive bit]
!!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; [if target is alive have current stack cast poison]
** end of function **
** function to cast poison x1=flags x2=position
!?FU7074;
!!VRx1:&16; [just check alive bit]
!!BG:N?y1; [get current stack #]
!!BMy1&x1<>16:C71/x2/1/9/1;
!!BMy1&x1=16:C75/x2/1/9/1; [if target is alive have current stack cast poison]
** end of function **
** function to cast poison x1=flags x2=position
!?FU9075;
!!VRx1:&16; [just check alive bit]
!!BG:N?y1; [get current stack #]
!!BMy1:C70/x2/1/5/1; [if target is alive have current stack cast poison]
** end of function **
** function to cast poison x1=flags x2=position
!?FU9076;
!!VRx1:&16; [just check alive bit]
!!BG:N?y1; [get current stack #]
!!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; [if target is alive have current stack cast poison]
** end of function **
-----------------------------------------------------------------------------
==============================================================================
** post-buy commander trigger **
!?CO2&v7185=1/v7177<>1; [continue if enabled and "choose commanders" isn't]
!!HE-1:P?y-1/?y-2/?y-3; [get hero position]
!!OBy-1/y-2/y-3:U?y-4; [get subtype of town]
!!CO-1:Ty-4; [set commander type]
** end of post-buy commander trigger **
** function to edit commander stats
!?FU7070; x1=hero number
!!COx1:X2/?y2 T?y5; [get commander level & type]
** attack - base 5 + 1/2 x level - skill adds +25%,+50%,+75%,+100%,+125%
!!COx1:S0/?y3; [get attack level]
!!VRy4&y3=0:Sy2 :2 +5; [if attack=0 set attack to 5 + 1/2 level]
!!VRy4&y3=1:Sy2 :2 +5 *125 :100 -2; [if attack=1 set attack to 5 + 1/2 level x 125%]
!!VRy4&y3=2:Sy2 :2 +5 *150 :100 -5; [if attack=2 set attack to 5 + 1/2 level x 150%]
!!VRy4&y3=3:Sy2 :2 +5 *175 :100 -9; [if attack=3 set attack to 5 + 1/2 level x 175%]
!!VRy4&y3=4:Sy2 :2 +5 *2 -15; [if attack=4 set attack to 5 + 1/2 level x 200%]
!!VRy4&y3=5:Sy2 :2 +5 *225 :100 -25; [if attack=5 set attack to 5 + 1/2 level x 225%]
!!COx1:P0/y4; [set attack]
** defense - base 5 + 1/2 x level - skill adds +25%,+50%,+75%,+100%,+125%
!!COx1:S1/?y3; [get defence level]
!!VRy4&y3=0:Sy2 :2 +5; [if defence=0 set defence to 5 + 1/2 level]
!!VRy4&y3=1:Sy2 :2 +5 *125 :100 -4; [if defence=1 set defence to 5 + 1/2 level x 125%]
!!VRy4&y3=2:Sy2 :2 +5 *150 :100 -10; [if defence=2 set defence to 5 + 1/2 level x 150%]
!!VRy4&y3=3:Sy2 :2 +5 *175 :100 -18; [if defence=3 set defence to 5 + 1/2 level x 175%]
!!VRy4&y3=4:Sy2 :2 +5 *2 -30; [if defence=4 set defence to 5 + 1/2 level x 200%]
!!VRy4&y3=5:Sy2 :2 +5 *225 :100 -50; [if defence=5 set defence to 5 + 1/2 level x 225%]
!!COx1:P1/y4; [set defence]
** hit points - base 30 + 15 x level - skill adds +25%,+50%,+75%,+100%,+125%
!!COx1:S2/?y3; [get hit points level]
!!VRy4&y3=0:Sy2 *20 +40; [if hit points=0 set hit points to 40 + 20 x level]
!!VRy4&y3=1:Sy2 *20 +40 *125 :110; [if hit points=1 set hit points to 40 + 20 x level x 125%]
!!VRy4&y3=2:Sy2 *20 +40 *150 :125; [if hit points=2 set hit points to 40 + 20 x level x 150%]
!!VRy4&y3=3:Sy2 *20 +40 *175 :145; [if hit points=3 set hit points to 40 + 20 x level x 175%]
!!VRy4&y3=4:Sy2 *20 +40 *200 :170; [if hit points=4 set hit points to 40 + 20 x level x 200%]
!!VRy4&y3=5:Sy2 *20 +40 *225 :200; [if hit points=5 set hit points to 40 + 20 x level x 225%]
!!COx1:P2/y4; [set hit points]
** damage - base 10 + 5 x level - skill adds +25%,+50%,+75%,+100%,+125%
!!COx1:S3/?y3; [get damage level]
!!VRy4&y3=0:Sy2 *5 +10; [if damage=0 set damage to 10 + 5 x level]
!!VRy4&y3=1:Sy2 *5 +10 *125 :110; [if damage=1 set damage to 10 + 5 x level x 125%]
!!VRy4&y3=2:Sy2 *5 +10 *150 :125; [if damage=2 set damage to 10 + 5 x level x 150%]
!!VRy4&y3=3:Sy2 *5 +10 *175 :145; [if damage=3 set damage to 10 + 5 x level x 175%]
!!VRy4&y3=4:Sy2 *5 +10 *200 :170; [if damage=4 set damage to 10 + 5 x level x 200%]
!!VRy4&y3=5:Sy2 *5 +10 *225 :200; [if damage=5 set damage to 10 + 5 x level x 225%]
!!COx1:P3/y4; [set damage]
** magic power - base 3 + 3 x skill level (Soul Eater: base 1 + 1 x skill level)
!!COx1:S4/?y3; [get MP level]
!!VRy6:Sy3 +1 *3; [set power to (MP+1)x3]
!!VRy6&y5=4:Sy3 +1; [if Soul Eater set power MP+1]
!!VRy6&y5=8:Sy3 +1; [if Astral Spirit set power MP+1]
!!VRy4&y3=0:Sy6; [if MP=0 set power]
!!VRy4&y3=1:Sy6 -1; [if MP=1 set power]
!!VRy4&y3=2:Sy6 -3; [if MP=2 set power]
!!VRy4&y3=3:Sy6 -7; [if MP=3 set power]
!!VRy4&y3=4:Sy6 -14; [if MP=4 set power]
!!VRy4&y3=5:Sy6 -29; [if MP=5 set power]
!!COx1:P4/y4; [set power]
** magic resistance - base 0 + 10 x skill level
!!VRy4&y3=0:S0; [if MP=0 set magic resistance to 0]
!!VRy4&y3=1:S5; [if MP=1 set magic resistance to 10]
!!VRy4&y3=2:S5; [if MP=2 set magic resistance to 20]
!!VRy4&y3=3:S5; [if MP=3 set magic resistance to 30]
!!VRy4&y3=4:S5; [if MP=4 set magic resistance to 40]
!!VRy4&y3=5:S5; [if MP=5 set magic resistance to 50]
!!COx1:P6/y4; [set magic resistance]
** speed - base 5 - skill adds normal bonus
!!COx1:P5/5; [set base speed to 5]
** starting special bonus
!!COx1&y5=0:B1/13/1; [give paladin - endless retaliation]
!!COx1&y5=1:B1/11/1; [give hierophant - magic mirror (fire shield)]
!!COx1&y5=2:B1/4/1; [give temple guardian - shoot]
!!COx1&y5=3:B1/14/1; [give succubus - fly]
!!COx1&y5=4:B1/1/1; [give soul eater - fear]
!!COx1&y5=5:B1/2/1; [give brute - no retaliation]
!!COx1&y5=6:B1/3/1; [give ogre leader - block]
!!COx1&y5=7:B1/0/1; [give shaman - poison (death stare)]
!!COx1&y5=8:B1/7/1; [give astral spirit - ignore 50% defense]
!!VRx1:+1; [increment hero number]
** end of function
========================================================================
-----------------------------------------------------------------------
** object trigger - opal
!?OB101/7&v7185=1;
!!HE-1:N?y-1;
!!VRy-4:S0 T14; [random roll 0-14]
!!VRz2&y-4=0:Sz151000; [set string]
!!VRz2&y-4=1:Sz151001; [set string]
!!VRz2&y-4=2:Sz151002; [set string]
!!VRz2&y-4=3:Sz151003; [set string]
!!VRz2&y-4=4:Sz151004; [set string]
!!VRz2&y-4=5:Sz151005; [set string]
!!VRz2&y-4=6:Sz151006; [set string]
!!VRz2&y-4=7:Sz151007; [set string]
!!VRz2&y-4=8:Sz151008; [set string]
!!VRz2&y-4=9:Sz151009; [set string]
!!VRz2&y-4=10:Sz151010; [set string]
!!VRz2&y-4=11:Sz151011; [set string]
!!VRz2&y-4=12:Sz151012; [set string]
!!VRz2&y-4=13:Sz151013; [set string]
!!VRz2&y-4=14:Sz151014; [set string]
!!COy-1:B1/y-4/?y-5 D?y-6 E?y-7 N?z1; [check if commander has skill, is alive, is enabled, get name]
!!OB998&y-6=0/y-7=1:T101 U6; [set to chest 6 if commander is alive, enabled]
!!COy-1&y-5=0/y-6=0/y-7=1:B1/y-4/1; [give skill if commander doesn't have it and is alive, enabled]
!!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; [get Attack / Damage levels, check if alive, enabled, get name]
!!OB998&y-6=0/y-7=1:T101 U6; [set to chest 6 if commander is alive, enabled]
!!COy-1&y-6=0/y-7=1/y-2>y-3:S3/d1; [if Attack > Damage add 1 to Damage level]
!!COy-1&y-6=0/y-7=1/y-2<y-3:S0/d1; [if Attack < Damage add 1 to Attack level]
!!VRy-4&y-6=0/y-7=1/y-2=y-3/y-2<5:S0 T99; [percentage roll]
!!COy-1&y-6=0/y-7=1/y-2=y-3/y-2<5/y-4<50:S3/d1; [if Attack = Damage and < 6 and roll is < 50 add 1 to Damage level]
!!COy-1&y-6=0/y-7=1/y-2=y-3/y-2<5/y-4>49:S0/d1; [if Attack = Damage and < 6 and roll is < 50 add 1 to Attack level]
!!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; [get Defense / Hit Points levels, check if alive, enabled, get name]
!!OB998&y-6=0/y-7=1:T101 U6; [set to chest 6 if commander is alive, enabled]
!!COy-1&y-6=0/y-7=1/y-2>y-3:S2/d1; [if Defense > Hit Points add 1 to Hit Points level]
!!COy-1&y-6=0/y-7=1/y-2<y-3:S1/d1; [if Defense < Hit Points add 1 to Defense level]
!!VRy-4&y-6=0/y-7=1/y-2=y-3/y-2<5:S0 T99; [percentage roll]
!!COy-1&y-6=0/y-7=1/y-2=y-3/y-2<5/y-4<50:S2/d1; [if Defense = Hit Points and < 6 and roll is < 50 add 1 to Hit Points level]
!!COy-1&y-6=0/y-7=1/y-2=y-3/y-2<5/y-4>49:S1/d1; [if Defense = Hit Points and < 6 and roll is < 50 add 1 to Defense level]
!!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; [get Magic Power / Speed levels, check if alive, enabled get name]
!!OB998&y-6=0/y-7=1:T101 U6; [set to chest 6 if commander is alive, enabled]
!!COy-1&y-6=0/y-7=1/y-2>y-3:S5/d1; [if Magic Power > Speed add 1 to Speed level]
!!COy-1&y-6=0/y-7=1/y-2<y-3:S4/d1; [if Magic Power < Speed add 1 to Magic Power level]
!!VRy-4&y-6=0/y-7=1/y-2=y-3/y-2<5:S0 T99; [percentage roll]
!!COy-1&y-6=0/y-7=1/y-2=y-3/y-2<5/y-4<50:S5/d1; [if Magic Power = Speed and < 6 and roll is < 50 add 1 to Speed level]
!!COy-1&y-6=0/y-7=1/y-2=y-3/y-2<5/y-4>49:S4/d1; [if Magic Power = Speed and < 6 and roll is < 50 add 1 to Magic Power level]
!!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
宠物加强 script51
(宠物抗魔只到95%了)
在原有加强上加上一些效果
"降防"技能:加上了"驱散有益魔法","酸液腐蚀","随机状态魔法攻击(女巫)"------100%
"恐惧"技能:加上了"老化"(活的)和"中毒"(不活的)----------50%
"最大伤害"技能:加上了"随机攻击魔法攻击(闪电\冰箭)"------------50%
"回复血"技能:(屏蔽)
加上了"石化"-----------50%(有时会反击)
[ 本帖最后由 akgod 于 2011-9-7 06:35 编辑 ] |
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