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地图中可用的中文ERM收集专帖

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  • TA的每日心情
    难过
    2020-6-4 09:43
  • 签到天数: 1 天

    连续签到: 1 天

    [LV.1]投石矮人

    1661

    回帖

    4万

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    10

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    论坛嘉宾

    Rank: 9Rank: 9Rank: 9

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    2919

    退役版主论坛元老

    发表于 2009-6-24 15:18:24 | 显示全部楼层 |阅读模式
  • TA的每日心情
    难过
    2020-6-4 09:43
  • 签到天数: 1 天

    连续签到: 1 天

    [LV.1]投石矮人

    1661

    回帖

    4万

    金币

    10

    精华

    论坛嘉宾

    Rank: 9Rank: 9Rank: 9

    积分
    2919

    退役版主论坛元老

     楼主| 发表于 2009-6-24 15:32:03 | 显示全部楼层
    隐藏技能
    ZVSE
    _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
    ERMS_ScriptDate=22.5(May).2005
    !?HL-1;
    !!FU710:P;

    !?FU707;
    !!HE-1:Sx16/?y1; [check for presence of skill]
    !!VRv549&y1>0:+1; [count it]

    !?FU710;
    !!VRv549:S0; [count of skills for this hero]
    !!DO707/0/27/1:P; [count the skills, return in v549]

    !!FU|v549<8/v549>12:E; // exit if hero has not enough or to much skills

    !!VRy1:S0 R27; [pick a random skill to offer]
    !!VRy1&y1=4:+1;
    !!VRy1&y1=11:+2;
    !!VRy1&y1=12:+1;
    !!VRy1&y1>13/y1<19:+5;
    !!HE-1:Sy1/?y2; [check for presence of random skill]
    !!HE-1:B0/?z352; [get hero name]
    !!UN:N4/353/y1; [get skill name]
    !!HE-1:R2/?y3; [get hero sex]
    !!VRz354&y3=0:S^他^;
    !!VRz354&y3=1:S^她^;
    !!VRy4:Sy1 *3 +3; [get picture of skill]
    !!IF:V2/0; [assume won't learn skill]
    !!IF&1000/y2=0/v549>=8/v549<=11:Q2/20/y4/2^%Z352可以学到一个秘术,%Z353。%Z354想不想学习这个秘术呢?^;
    !!IF&-1000/y2=0/v549>=8/v549<=11:V2/1; [AI always learns it]
    !!HE-1&2:Sy1/1; [give skill]

    ** end of function

    ********************************************************************************
    Display Hidden Skills
    ********************************************************************************

    [To view all skills (text list), Left-Click on the Experience icon]

    Temporary Variables: v1-v4, z1-z3
    Functions: FU14802-FU14806

    [Hero screen trigger]
    !?CM2;
    !!UN:P182/?y-1; [Check if script is enabled: y-1]
    !!VRy-1:S1;
    !!FU&y-1<>1:E; [Exit if script isn't enabled]
    !!CM:I?v1 S?v2 F?v4; [Location clicked: v1 (119=Experience Icon), Type of click: v2 (12=left), Flags: v4]

    !!FU|v1<>119/v2<>12/v4>4:E; [Exit if Experience icon isn't left-clicked]

    !!VRv3&v4=1:S0; [Initialize v3 to 0 for skill shifting: v3]

    !!DO14804/1/8/1&v4=1:P; [Shift displayed skills, part 1 (store skills)]
    !!DO14805/1/v3/1&v4=1/v3>1:P; [Shift displayed skills, part 2 (remove skills)]
    !!DO14806/1/v3/1&v4=1/v3>1:P; [Shift displayed skills, part 3 (redisplay skills)]
    !!UN&v4=1/v3>1:R3/-1; [Redraw hero screen]

    !!VRv3&v4=4:S1; [Initialize v3 to 1 for skill swapping: v3]
    !!DO14803/0/27/1&v4=4:P; [Skill display swapping: hidden skills with displayed skills]
    !!IF&v4=4/y-60=0:M^{替换隐藏/显示技能}

    (无隐藏技能交换)^;
    !!CM&v4>0:R0; [Cancel normal click message]

    !!FU&v4>0:E; [Exit if Experience icon shift or ctrl-clicked (Hidden skill display swapping)]

    [Initialize z1, z4, v3 and y-1..y-27]
    !!VRv3:S0;
    !!HE-1:B0/?z3; [Hero's name: z3]
    !!VRz1:S^{%Z3的隐藏技能}^;
    !!VRz4:S^^;

    !!DO14802/0/27/1:P; [Loop through all skills and add hidden skills to z1 list]

    [Prepare dialogue for display of hidden skills]
    !!VRy-29&v3>=9/v3<=16:S2; [Total number of skill pages: y-29]
    !!VRy-29&v3>=17/v3<=24:S3; [Total number of skill pages: y-29]
    !!VRy-29&v3>=25:S4; [Total number of skill pages: y-29]
    !!IF&v3>=1:Ny-31/y-1/y-32/y-2/y-33/y-3/y-34/y-4/y-35/y-5/y-36/y-6/y-37/y-7/y-38/y-8;
    !!VRz4&v3<=8:S^%Z1^;
    !!VRz4&v3>=9:S^%Z1

    (Page 1 of %Y-29)^;
    !!IF&v3>=1:N^%Z4^; [Display 1-8 hidden skill pictures]
    !!IF&v3>=9:Ny-39/y-9/y-40/y-10/y-41/y-11/y-42/y-12/y-43/y-13/y-44/y-14/y-45/y-15/y-46/y-16;
    !!VRz4&v3>=9:S^%Z1

    (Page 2 of %Y-29)^;
    !!IF&v3>=9:N^%Z4^; [Display 9-16 hidden skill pictures]
    !!IF&v3>=17:Ny-47/y-17/y-48/y-18/y-49/y-19/y-50/y-20/y-51/y-21/y-52/y-22/y-53/y-23/y-54/y-24;
    !!VRz4&v3>=17:S^%Z1

    (Page 3 of %Y-29)^;
    !!IF&v3>=17:N^%Z4^; [Display 17-24 hidden skill pictures]
    !!IF&v3>=25:Ny-55/y-25/y-56/y-26/y-57/y-27/y-58/y-28;
    !!VRz4&v3>=25:S^%Z1

    (Page 4 of %Y-29)^;
    !!IF&v3>=25:N^%Z4^; [Display 25-28 hidden skill pictures]

    !!IF&v3=0:M^%Z1

    (无)^; [If no skills hidden skills, display this string]
    !!CM:R0; [Disable standard mouse click message]

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

    [Loop through all skills and store hidden skill picture numbers to y- variables]

    !?FU14802;
    !!HE-1:Sx16/?y1; [Skill Level in skill x16: y1]
    !!HE-1:S?y2/x16/1; [Show slot for skill x16: y2 (0=not shown)]
    !!VRv3&y1>0/y2=0:+1; [Increment v3 skill counter]
    !!VRy3&y1>0/y2=0:Sv3 *-1; [Negative of skill counter: y3]
    !!VRy7&y1>0/y2=0:Sy3 -30; [Negative of skill counter -30: y7]

    [Store hidden skill number in yy3 (y-1..y-28)]
    !!VRy5:Sx16 +1 *-1; [-1..-28: y5]
    !!VRy6:Sy5 -30; [-31..-58: y6]
    !!VRyy5:S-1; [Initialize y-1..y-28 to -1]
    !!VRyy6:S-1; [Initialize y-31..y-58 to -1]
    !!VRy4&y1>0/y2=0:Sx16 +1 *3 +y1 -1; [Calculate skill picture number: y4]
    !!VRyy3&y1>0/y2=0:Sy4; [Store hidden skill picture number]
    !!VRyy7&y1>0/y2=0:S20; [Store 20 for each hidden skill]

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

    [Loop through all skills and allow hidden skills to be swapped with non-hidden]

    !?FU14803;
    !!HE-1:Sx16/?y1; [Skill Level in skill x16: y1 (0=no skill)]
    !!HE-1:S?y2/x16/1; [Check display slot for skill x16: y2 (0=not shown)]
    !!FU|y1=0/y2<>0/v3>8:E; [Exit if not a hidden skill or if v3>8]

    !!UN:P193/?y11; [See if Warfare Option is enabled: y11=1 if yes]
    !!VRy12:S0; [Initialize y12 to 0]
    !!VRy19:S0; [Initialize y19 to 0]
    !!VRy12|x16=10/x16=20/x16=27:S1; [Set y12 to 1 if this hidden skill is a Warfare Skill]
    !!HE-1:S10/?y13; [Skill Level in Ballistics: y13 (0=no skill)]
    !!HE-1:S?y14/10/1; [Check display slot for Ballistics: y14 (0=not shown)]
    !!VRy19&y13>0/y14>0:S1; [Set y19 to 1 if Ballistics skill know and shown: y19]
    !!HE-1:S20/?y15; [Skill Level in Artillery: y15 (0=no skill)]
    !!HE-1:S?y16/20/1; [Check display slot for Artillery: y16 (0=not shown)]
    !!VRy19&y15>0/y16>0:S1; [Set y19 to 1 if Artillery skill know and shown: y19]
    !!HE-1:S27/?y17; [Skill Level in First Aid: y17 (0=no skill)]
    !!HE-1:S?y18/27/1; [Check display slot for First Aid: y18 (0=not shown)]
    !!VRy19&y17>0/y18>0:S1; [Set y19 to 1 if First Aid skill know and shown: y19]
    !!VRy12|y11=0/y19=0:S0; [Reset y12 if Warfare not enabled, or no non-hidden Warfare Skill known]
    !!FU&y12=1:E; [Exit if Hidden skill is a Warfare skill and another is known and shown]

    !!VRy-60:S1; [Set y-60 to 1 if any hidden skill found: y-60]
    !!VRy4:Sx16 +1 *3 +y1 -1; [Calculate hidden skill picture number: y4]

    !!HE-1:S?y8; [Check number of displayed skills: y8]
    !!VRy9|y8=0/y8=8:Sv3; [If 0 or 8 skills are displayed, used v3 for display slot: y9]
    !!VRy9&y8>0/y8<8:Sy8 +1; [If more than 0 but fewer than 8 skills, use number displayed +1: y9]

    !!HE-1:Sy9/?y5/1; [Skill number of skill in display slot #y9 (1..8): y5]
    !!VRy6:S0; [Initialize y6 to 0]
    !!HE-1&y5>=0:Sy5/?y6; [Hero's Skill Level of skill in slot v3: y6]

    !!VRy7&y6>0:Sy5 +1 *3 +y6 -1; [Calculate displayed skill picture number: y7]

    !!UN:N4/-1/x16; [Skill name of Hidden skill: z-1]
    !!UN&y6>0:N4/-2/y5; [Skill name of Display skill: z-2]

    !!IF:V2/0 V3/0; [Initialize Flags 2 and 3 to False]

    !!IF&y6>0:Q2/20/y4/20/y7/2^{交换隐藏/显示技能}

    你是否想把 %Z-1 技能和 %Z-2 技能交换?^;

    !!HE-1&2:Sv3/x16/1; [Set hidden skill to display slot v3]

    !!IF&y6<1:Q3/20/y4/2^{交换隐藏/显示技能}

    你是否想把 %Z-1 放到空技能槽 #%Y9 里?^;

    !!HE-1&3:Sx16/0; [Remove hidden skill]
    !!HE-1&3:Sx16/y1; [Give hidden skill]

    !!FU&-2/-3:E; [If no change, exit]

    !!UN:R3/-1; [Redraw hero screen]
    !!VRv3&y9=v3:+1; [Increment v3 display slot counter if y9=v3: v3]

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

    [Loop through all displayed skills and store their number and level]

    !?FU14804;
    !!HE-1:Sx16/?y1/1; [Skill number of skill in display slot #x16 (1..8): y1]
    !!FU&y1<0:E; [Skip if no skill there]
    !!HE-1:Sy1/?y2; [Hero's Skill Level of skill in slot y1: y2]

    !!VRv3:+1; [Increment v3]
    !!VRy3:S70 +v3 *-1; [Index: Store skill number in y-71..y-78]
    !!VRyy3:Sy1; [Store skill number: yy3]
    !!VRy4:S80 +v3 *-1; [Index: Store skill level in y-81..y-88]
    !!VRyy4:Sy2; [Store skill level: yy4]

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

    [Remove all displayed skills]

    !?FU14805;
    !!VRy1:S70 +x16 *-1; [Index for stored skill number in y-71..y-78: y1]
    !!HE-1:Syy1/0; [Delete skill: yy1]

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

    [Redisplay redordered skills]

    !?FU14806;
    !!VRy1&x16=1:S70 +v3 *-1; [Index for last skill number: y1]
    !!VRy2&x16=1:S80 +v3 *-1; [Index for last skill level: y2]

    !!VRy1&x16>1:S70 +x16 -1 *-1; [Index for next skill number: y1]
    !!VRy2&x16>1:S80 +x16 -1 *-1; [Index for next skill level: y2]

    !!HE-1:Syy1/yy2; [Give skill to hero]

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

    [End of Display Hidden Skills]
    秘银矿(就是那个带个无色旗子的大锅)
    ZVSE

    *Mithril Smelter
    *Uses vars v1800-v1807
    *Uses functions FU1800-FU1802
    !#TM83:S2/999/7/255;Gives resource on day 2 every week,set up timer for 7 daily,replace 7 with 1 for daily,with 2 for two daily and so on...
    !#VRz100:S^秘银熔炉^;
    !#HT63/27:T100;
    !#VRv1800:S0; player 0
    !#VRv1801:S0; player 1
    !#VRv1802:S0; player 2
    !#VRv1803:S0; player 3
    !#VRv1804:S0; player 4
    !#VRv1805:S0; player 5
    !#VRv1806:S0; player 6
    !#VRv1807:S0; player 7

    !?OB63/27;                    If visited
    !!PO998:O?i;                  get owner
    !!HE-1:O?j;                   get hero owner
    !!FU1800&i<>j:Pi/j;           if not owner then change owner

    !?FU1800;
    !!PO998:Ox2;                  set new owner
    !!IF&1000:Q1/7/-1/1^{秘银熔炉}

    你控制了一口秘银熔炉,它将每天向你提供1秘银。^;
    !!FU1801:Pj;                   hint text
    !!VRy1:S8;                     default is no owner(y1=8)
    !!VRy1&x1>-1/x1<8:S1800 +x1;   if previous owner was a player then index to his var is y1
    !!VRy2:S1800 +x2;              index to visiting hero's var is y2
    !!VRvy1&y1<>8:-1;              decrease previous owner's var
    !!VRvy2:+1;                    increase visitor's var

    !?FU1801;
    !!VRz100:S^秘银熔炉 ^; calc hint text into z100
    !!VRz100&x1=0:+^红色玩家占有。(秘银)^;
    !!VRz100&x1=1:+^蓝色玩家占有。(秘银)^;
    !!VRz100&x1=2:+^褐色玩家占有。(秘银)^;
    !!VRz100&x1=3:+^绿色玩家占有。(秘银)^;
    !!VRz100&x1=4:+^橙色玩家占有。(秘银)^;
    !!VRz100&x1=5:+^紫色玩家占有。(秘银)^;
    !!VRz100&x1=6:+^青色玩家占有。(秘银)^;
    !!VRz100&x1=7:+^粉色玩家占有。(秘银)^;
    !!OB998:H100;    set hint text

    !?TM83;                       timer trigger
    !!DO1802/0/1/10:P;            give mithril

    !?FU1802;
    !!VRi:Sx16;                   calc index
    !!VRi:+1800;                  calc index
    !!VRj:Svi;                    store in j for easier reference
    !!OW:Rx16/7/dj;               give mithril
    *!OW:Rx16/7/?k;               ? current mithril
    *!VRk:+j;                     ? new mithril
    *!OW:Rx16/7/j;                store new mithril
    移动步数显示(Ctrl+左键点击英雄界面中英雄头像)
    1. ZVSE
    2. _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!
    3. ERMS_ScriptName=Movement Display
    4. ERMS_ScriptAuthor=?
    5. ERMS_ScriptVersion=1.0.0
    6. ERMS_ScriptDate=3.July.2006
    7. ERMS_ScriptERMVersion=2.X
    8. ERMS_ScriptLanguage=英语(美国) or 中文(简体) (native)

    9. !?CM2;
    10. !!CM:I?y-1 F?y-2 S?y-3;
    11. !!FU|y-1<>45/y-2<>4/y-3<>12:E;
    12. !!HE-1:W?v568 B0/?z982 W?v684;
    13. !!VRv684::103;
    14. !!IF:M^{%Z982的移动点}

    15. %Z982有%V568移动点(还可以走%V684步)。^;
    16. !!UN:R3/-1;

    17. **end of function
    复制代码
    死亡之屋
    ZVSE
    ERMS_ScriptDate=18.8(August).2004
    _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
    ***DEATH CHAMBER 9.0**** (by Rich Reed a.k.a. "Space8999")

    ***UPDATED: August 18, 2004


    **This script allows for heroes to visit the new WoG structure in the Castle
    **Objects in the Map Editor that resembles a pile of skulls (it is the 7th
    **object in the very first column underneath the CASTLE town). When a hero
    **visits it, he/she has a choice of fighting an "Undead King", which is a stack
    **of Power Liches. Dread Knights, Wraiths, and Ghosts are
    **also summoned onto the battlefield to aid the King in battle.

    **Upon defeating the King, the hero is awarded lots of gold, Mithril,
    **and Ghosts attempt to join the hero's army.

    **This structure works similar to the other creature banks, such as the Medusa Stores,
    **Imp Cache, Transylvanian Tavern, Naga Bank, Cyclops Stockpile, etc.

    *!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    *MAJOR THANKS TO TIM PULVER (a.k.a. "Fnord"), STEVE HANNA, ARSTAHD, AND TO ANYONE ELSE
    *WHO HELPED ME IN MAKING THIS SCRIPT POSSIBLE!
    *!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


    **========================================
    **FLAGS AND VARIABLES USED IN THIS SCRIPT
    **========================================

    **Flags
    *-------------------------------------------------------------------------------
    *FLAG 3 is used to ask the player if he/she wants to fight the Death Chamber
    *FLAGS 800 and 801 are used solely for the Death Chamber battles
    *-------------------------------------------------------------------------------

    **Variables
    **------------------------------------------------------------------------------
    *z890 and z891 keeps the hint text for the Death Chamber structures
    *z849 gets the name of the hero fighting the Power Liches
    *z850 allows "Power Lich King" to be displayed when "Death Ripple" is cast
    *v805 keeps the value of the visited Death Chamber's square
    *v806 is used to store whether the script is enabled or not
    *v807, v808, v809, v810, v811, v812 used for Power Lich King's spellcasting
    *v820 used for summoning of Wraiths
    **------------------------------------------------------------------------------

    **Set up Death Chamber structure

    !#UN:P70/?v806; ** Store 1 in v806 if script enabled, 0 if disabled

    !#VRv805&v806=1:S0; **Store 0 in the variable v805

    !#VRz890&v806=1:Sz170000;
    !#HT63/15&v806=1:P0/890;

    !#VRz891&v806=1:Sz170001;
    !#HT63/15&v806=1:P1/891;

    **------------------------------------------------------------------------------

    !?OB63/15&1000/v806=1; *Triggers when any "Death Chamber" is visited

    !!PO998:N?v805; **Check PO:N value of Death Chamber square
    !!IF&v805=1:M1/z170002;


    !?OB63/15&v805=0/1000/v806=1; *Triggers when any "Death Chamber" is visited
    !!IF:Q3/21/65/2/z170003;

    !!IF&3:V800/1; **Sets FLAG 800 to TRUE if OK is pressed

    !!HE-1&3/v805=0:Tv998/v999/v1000/65/1; **Trigger battle with the Lich King

    *===============================================================================
    **Set up the special "Death Chamber" battlefields and Power Liches
    *===============================================================================
    !?BA0&800/v806=1;
    !!BA:B20; **Evil Fog

    !?BF&800/v806=1; **Sets up special battlefield
    !!BF:C; **Clear the battlefield

    !!BFO65/59; **Place 4 huge Crypts onto center of battlefield
    !!BFO65/127;
    !!BFO65/89;
    !!BFO65/97;

    !!BFO34/3; **Place spooky trees onto top and bottom of battlefield
    !!BFO34/5;
    !!BFO34/7;
    !!BFO34/9;
    !!BFO34/11;
    !!BFO34/13;
    !!BFO34/173;
    !!BFO34/175;
    !!BFO34/177;
    !!BFO34/179;
    !!BFO34/181;
    !!BFO34/183;

    !!BFO62/21; **Place 8 Gravemarkers and 2 crosses onto the battlefield
    !!BFO62/24;
    !!BFO62/26;
    !!BFO62/27;
    !!BFO62/30;
    !!BFO62/157;
    !!BFO62/160;
    !!BFO62/162;
    !!BFO62/163;
    !!BFO62/166;

    **Place 4 tombstones to close up area in middle of battlefield

    !!BFO61/75;
    !!BFO61/79;
    !!BFO61/109;
    !!BFO61/113;


    **Code for attributes for the Lich King stacks

    !!BM21:S50; **Lich King has 50 speed for duration of combat

    !!BM21&v998<36:H600; **Lich King has 600 health if "x" position on map is less than 36
    !!BM21&v998>35/v998<72:H800; **Lich King has 800 health if "x" position on map is between 36 and 71
    !!BM21&v998>71/v998<108:H1000; **Lich King has 1000 health if "x" position on map is between 72 and 107
    !!BM21&v998>107:H1200; **Lich King has 1200 health if "x" position on map is greater than 107

    !!BM21:R5000; **Lich King has endless retaliations each round

    !!MA:X65/?i;
    !!VRi:+32768;
    !!BM21:Fi;

    !?BG&800/v806=1;
    !!BU:G4; **Evil Fog effect

    *===================================================================================
    **Begin In-battle code for battle with Power Lich King
    *===================================================================================
    !?BR&800/v806=1;

    !!VRz850:Sz170004;

    !!BG&v997>0:N?v807; **Get current stack number into "v807"
    !!BMv807&v997>0:P?i; **Get position of current stack number into "i"

    !!HE-1:B0/?z849; **Get name of the hero
    !!HE-1&v807<21:B0/z850; **Change hero's name to "Lich King" temporarily each round

    !!BM21&v997>0/v807<21/v998<36:C24/i/1/1/0; **Power Lich King casts "Death Ripple"

    !!BM21&v997>0/v807<21/v998>35/v998<72:C24/i/1/1/0;
    !!BM21&v997>0/v807<21/v998>35/v998<72:C24/i/2/2/0; **Power Lich King casts "Death Ripple" twice

    !!BM21&v997>0/v807<21/v998>71/v998<108:C24/i/1/1/0;
    !!BM21&v997>0/v807<21/v998>71/v998<108:C24/i/2/2/0;
    !!BM21&v997>0/v807<21/v998>71/v998<108:C24/i/2/2/0; **Power Lich King casts "Death Ripple" three times

    !!BM21&v997>0/v807<21/v998>107:C24/i/1/1/0;
    !!BM21&v997>0/v807<21/v998>107:C24/i/2/2/0;
    !!BM21&v997>0/v807<21/v998>107:C24/i/1/1/0;
    !!BM21&v997>0/v807<21/v998>107:C24/i/2/2/0; **Power Lich King casts "Death Ripple" four times

    **Lich King removes the 4 huge Crypts closing up the battlefield
    !!BM21&v997=1:C64/59/3/3/0;
    !!BM21&v997=1:C64/127/3/3/0;
    !!BM21&v997=1:C64/89/3/3/0;
    !!BM21&v997=1:C64/97/3/3/0;

    !!HE-1:B0/z849; **Reset name of the hero

    **Code to summon additional Lich stacks onto battlefield during second round
    !!VRk:S1 T10;
    !!BU&v997=1:S64/k/59/1/-1/1;
    !!BU&v997=1:S64/k/127/1/-1/1;
    !!BU&v997=1:S64/k/89/1/-1/1;
    !!BU&v997=1:S64/k/97/1/-1/1;

    **The "Age" spell applied to hero's troops during THIRD ROUND of combat and beyond
    !!BM0&v997>=2:M75/5/3;
    !!BM1&v997>=2:M75/5/3;
    !!BM2&v997>=2:M75/5/3;
    !!BM3&v997>=2:M75/5/3;
    !!BM4&v997>=2:M75/5/3;
    !!BM5&v997>=2:M75/5/3;
    !!BM6&v997>=2:M75/5/3;
    !!BM7&v997>=2:M75/5/3;
    !!BM8&v997>=2:M75/5/3;
    !!BM9&v997>=2:M75/5/3;
    !!BM10&v997>=2:M75/5/3;
    !!BM11&v997>=2:M75/5/3;
    !!BM12&v997>=2:M75/5/3;
    !!BM13&v997>=2:M75/5/3;
    !!BM14&v997>=2:M75/5/3;
    !!BM15&v997>=2:M75/5/3;
    !!BM16&v997>=2:M75/5/3;
    !!BM17&v997>=2:M75/5/3;
    !!BM18&v997>=2:M75/5/3;
    !!BM19&v997>=2:M75/5/3;
    !!BM20&v997>=2:M75/5/3;

    *===============================================================================
    **Code to summon Dread Knights onto battlefield at beginning of combat

    !!VRv817&v998<36:S2;
    *2 Dread Knights per stack summoned if x position of Death Chamber is less than 36
    !!VRv817&v998>35/v998<72:S3;
    *3 Dread Knights per stack summoned if x position of Death Chamber is between 35 and 72
    !!VRv817&v998>71/v998<108:S4;
    *4 Dread Knights per stack summoned if x position of Death Chamber is between 71 and 108
    !!VRv817&v998>107:S5;
    *5 Dread Knights per stack summoned if x position of Death Chamber is greater than 108

    !!BU&v997=0:S67/v817/41/1/-1/0;
    !!BU&v997=0:S67/v817/47/1/-1/0;
    !!BU&v997=0:S67/v817/143/1/-1/0;
    !!BU&v997=0:S67/v817/149/1/-1/0;

    *==================================================================================

    ***********************************************************************************
    *3 Wraiths per stack summoned if x position less than 36
    !!BU&v997=0/v998<36:S61/3/6/1/-1/0;
    !!BU&v997=0/v998<36:S61/3/8/1/-1/0;
    !!BU&v997=0/v998<36:S61/3/10/1/-1/0;
    !!BU&v997=0/v998<36:S61/3/176/1/-1/0;
    !!BU&v997=0/v998<36:S61/3/178/1/-1/0;
    !!BU&v997=0/v998<36:S61/3/180/1/-1/0;

    *5 Wraiths per stack summoned if x position greater than 107
    !!BU&v997=0/v998>107:S61/5/6/1/-1/0;
    !!BU&v997=0/v998>107:S61/5/8/1/-1/0;
    !!BU&v997=0/v998>107:S61/5/10/1/-1/0;
    !!BU&v997=0/v998>107:S61/5/176/1/-1/0;
    !!BU&v997=0/v998>107:S61/5/178/1/-1/0;
    !!BU&v997=0/v998>107:S61/5/180/1/-1/0;

    *7 Wraiths per stack summoned if x position of Death Chamber is between 36 and 72
    !!BU&v997=0/v998>35/v998<72:S61/7/6/1/-1/0;
    !!BU&v997=0/v998>35/v998<72:S61/7/8/1/-1/0;
    !!BU&v997=0/v998>35/v998<72:S61/7/10/1/-1/0;
    !!BU&v997=0/v998>35/v998<72:S61/7/176/1/-1/0;
    !!BU&v997=0/v998>35/v998<72:S61/7/178/1/-1/0;
    !!BU&v997=0/v998>35/v998<72:S61/7/180/1/-1/0;

    *9 Wraiths per stack summoned if x position of Death Chamber is between 72 and 108
    !!BU&v997=0/v998>71/v998<108:S61/9/6/1/-1/0;
    !!BU&v997=0/v998>71/v998<108:S61/9/8/1/-1/0;
    !!BU&v997=0/v998>71/v998<108:S61/9/10/1/-1/0;
    !!BU&v997=0/v998>71/v998<108:S61/9/176/1/-1/0;
    !!BU&v997=0/v998>71/v998<108:S61/9/178/1/-1/0;
    !!BU&v997=0/v998>71/v998<108:S61/9/180/1/-1/0;

    ************************************************************************************

    **Additional Lich stack summoned between the crypts depending upon x position
    !!BU&v997=0/v998<36:S64/10/94/1/-1/0;
    !!BU&v997=0/v998>35/v998<72:S64/20/94/1/-1/0;
    !!BU&v997=0/v998>71/v998<108:S64/30/94/1/-1/0;
    !!BU&v997=0/v998>107:S64/40/94/1/-1/0;

    ************************************************************************************

    **Ghosts now summoned inbetween trees during the third round and beyond!

    !!HE-1:E?p/?q; **Get hero's current level into "q"

    !!VRr&v998<36:Sq*8; **Summon 8x hero level of ghosts per stack
    !!VRr&v998<36:+v997; **Add ghosts depending upon round number

    !!VRr&v998>35/v998<72:Sq*12; **Summon 12x hero level of ghosts per stack
    !!VRr&v998>35/v998<72:+v997; **Add ghosts depending upon round number

    !!VRr&v998>71/v998<108:Sq*16; **Summon 16x hero level of ghosts per stack
    !!VRr&v998>71/v998<108:+v997; **Add ghosts depending upon round number

    !!VRr&v998>107:Sq*24; **Summon 24x hero level of ghosts per stack
    !!VRr&v998>107:+v997; **Add ghosts depending upon round number

    **Ghosts summoned inbetween trees
    !!BU&v997>=2/v998<36:S159/r/4/1/-1/1;
    !!BU&v997>=2/v998<36:S159/r/12/1/-1/1;
    !!BU&v997>=2/v998<36:S159/r/174/1/-1/1;
    !!BU&v997>=2/v998<36:S159/r/182/1/-1/1;

    !!BU&v997>=2/v998>35/v998<72:S159/r/4/1/-1/1;
    !!BU&v997>=2/v998>35/v998<72:S159/r/12/1/-1/1;
    !!BU&v997>=2/v998>35/v998<72:S159/r/174/1/-1/1;
    !!BU&v997>=2/v998>35/v998<72:S159/r/182/1/-1/1;

    !!BU&v997>=2/v998>71/v998<108:S159/r/4/1/-1/1;
    !!BU&v997>=2/v998>71/v998<108:S159/r/12/1/-1/1;
    !!BU&v997>=2/v998>71/v998<108:S159/r/174/1/-1/1;
    !!BU&v997>=2/v998>71/v998<108:S159/r/182/1/-1/1;

    !!BU&v997>=2/v998>107:S159/r/4/1/-1/1;
    !!BU&v997>=2/v998>107:S159/r/12/1/-1/1;
    !!BU&v997>=2/v998>107:S159/r/174/1/-1/1;
    !!BU&v997>=2/v998>107:S159/r/182/1/-1/1;

    *========================================================================================
    **Triggers for Power Lich King's spellcasting

    !?BG&800/v806=1;

    !?BG&800/v806=1;
    !!BG&v997=1:N?v808 Q?v812; **Get current stack number and attacking side
    !!BMv808&v997>=0:G29/?v810/?v811; **Get FIRE SHIELD info from current stack
    !!BMv808&v997>=0:P?j; **Get position of current stack number into "j"
    !!BM21&v997>=0/v808>=21/v810=0/v812=1:C29/j/1/1/0;**Power Lich King casts BASIC FIRE SHIELD

    !!BG&v997=1:N?v808 Q?v812; **Get current stack number and attacking side
    !!BMv808&v997>=0:G58/?v810/?v811; **Get COUNTERSTRIKE info from current stack
    !!BMv808&v997>=0:P?j; **Get position of current stack number into "j"
    !!BM21&v997>=0/v808>=21/v810=0/v812=1:C58/j/1/1/0;**Power Lich King casts BASIC COUNTERSTRIKE

    *-------------------------------------------------------------------------------------------------------

    !?BG&800/v998<36/v806=1;
    !!BG&v997=1:N?v807 Q?v812; **Get current stack number and attacking side
    !!BMv808&v997=1:G21/?v810/?v811; **Get MISFORTUNE info from current stack
    !!BMv808&v997=1:P?j; **Get position of current stack number into "j"
    !!BM21&v997=1/v807<21/v810=0/v812=0:C52/j/1/1/0;**Power Lich King casts BASIC MISFORTUNE

    !?BG&800/v998>35/v998<72/v806=1;
    !!BG&v997=1:N?v807 Q?v812; **Get current stack number and attacking side
    !!BMv808&v997=1:G21/?v810/?v811; **Get DISRUPTING RAY info from current stack
    !!BMv808&v997=1:P?j; **Get position of current stack number into "j"
    !!BM21&v997=1/v807<21/v810=0/v812=0:C47/j/1/1/0;**Power Lich King casts BASIC DISRUPTING RAY

    !?BG&800/v998>71/v998<108/v806=1;
    !!BG&v997=1:N?v807 Q?v812; **Get current stack number and attacking side
    !!BMv808&v997=1:G45/?v810/?v811; **Get WEAKNESS info from current stack
    !!BMv808&v997=1:P?j; **Get position of current stack number into "j"
    !!BM21&v997=1/v807<21/v810=0/v812=0:C45/j/1/1/0; **Power Lich King casts BASIC WEAKNESS

    !?BG&800/v998>107/v806=1;
    !!BG&v997=1:N?v807 Q?v812; **Get current stack number and attacking side
    !!BMv808&v997=1:G22/?v810/?v811; **Get SORROW info from current stack
    !!BMv808&v997=1:P?j; **Get position of current stack number into "j"
    !!BM21&v997=1/v807<21/v810=0/v812=0:C50/j/1/1/0; **Power Lich King casts BASIC SORROW

    !?BG&800/v806=1;
    !!BG&v997=1:N?v807 Q?v812; **Get current stack number and attacking side
    !!BMv808&v997=1:G21/?v810/?v811; **Get FIREBALL info from current stack
    !!BMv808&v997=1:P?j; **Get position of current stack number into "j"
    !!BM21&v997=1/v807<21/v810=0/v812=0:C21/j/1/1/0; **Power Lich King casts BASIC FIREBALL



    **==============================================================================
    **BEGIN THE POST-BATTLE TRIGGER AND COMMANDS (Power Liches)
    **==============================================================================

    **Post-battle trigger

    !?BA1&800/v806=1; **Do the following while FLAG 800 is still TRUE

    !!HE-1:O?t;

    !!IF&t>=0/v998<38:Q3/6/8000/7/4/21/159/1/z170005;
    !!IF&t>=0/v998>37/v998<72:Q3/6/10000/7/6/21/159/1/z170006;
    !!IF&t>=0/v998>71/v998<108:Q3/6/12000/7/8/21/159/1/z170007;
    !!IF&t>=0/v998>107:Q3/6/16000/7/10/21/159/1/z170008;

    !!OW&t>=0/v998<36:R-1/6/d800000; **Give 800000 gold to current player
    !!OW&t>=0/v998<36:R-1/7/d400; **Give 400 Mithril to current player
    !!HE-1&t>=0/v998<36:C2/159/3000/1; **Give 3000 Ghosts to current hero

    !!OW&t>=0/v998>35/v998<72:R-1/6/d1000000; **Give 1000000 gold to current player
    !!OW&t>=0/v998>35/v998<72:R-1/7/d600; **Give 600 Mithril to current player
    !!HE-1&t>=0/v998>35/v998<72:C2/159/4000/1; **Give 4000 Ghosts to current hero

    !!OW&t>=0/v998>71/v998<108:R-1/6/d1200000; **Give 1200000 gold to current player
    !!OW&t>=0/v998>71/v998<108:R-1/7/d800; **Give 800 Mithril to current player
    !!HE-1&t>=0/v998>71/v998<108:C2/159/5000/1; **Give 5000 Ghosts to current hero

    !!OW&t>=0/v998>107:R-1/6/d1600000; **Give 1600000 gold to current player
    !!OW&t>=0/v998>107:R-1/7/d1000; **Give 1000 Mithril to current player
    !!HE-1&t>=0/v998>107:C2/159/6000/1; **Give 6000 Ghosts to current hero

    !!PO998&t>=0:N1; **If hero is owned, value of Death Chamber position square is 1

    !!IF:V800/0; **Clear FLAG 800

    !!PO998&t=-1:N0;
    **If hero is unowned, value of Death Chamber position is 0 and another hero
    **can visit the structure

    **Variables cleared
    !!VRv805:S0;
    !!VRv807:S0;
    !!VRv808:S0;
    !!VRv809:S0;
    !!VRv810:S0;
    !!VRv811:S0;
    !!VRv812:S0;
    !!VRv820:S0;

    **End post-battle trigger

    *Object trigger when any "Death Chamber" that HASN'T been defeated is visited

    !?OB63/15&v805=0/1000/v806=1;

    !!VRj:S0;

    !!POv998/v999/v1000:B0/?j; **Read PO:B0 value into j
    !!POv998/v999/v1000:H?k; **Read PO:H value into k

    !!VRv1176:+v1179; **Add current value in "v1179" weekly counter into "v1176"

    **Store values from "j" into "v1176" to determine number of Lich Guards and Ghosts summoned
    !!VRv1176&j=0:+2;
    !!VRv1176&j=1:+4;
    !!VRv1176&j=2:+6;
    !!VRv1176&j=3:+8;
    !!VRv1176&j>=4:+10;

    **Store values from "j" into "v1177" to determine Lich King's stats
    !!VRv1177&j=0:S2;
    !!VRv1177&j=1:S4;
    !!VRv1177&j=2:S6;
    !!VRv1177&j=3:S8;
    !!VRv1177&j>=4:S10;

    **Store values from "k" into "v1173" to determine type of guards summoned with the Ghosts
    !!VRv1173&k=0:S0;
    !!VRv1173&k=1:S1;
    !!VRv1173&k=2:S2;
    !!VRv1173&k>=3:S3;

    **Store values from v1173 into "m" temporarily to show monsters in dialogue box
    !!VRm:S0;
    !!VRm&v1173=0:S68;
    !!VRm&v1173=1:S141;
    !!VRm&v1173=2:S172;
    !!VRm&v1173=3:S195;

    **Store names into "z3" to give hints to the player as to the amount of guards inside the chamber
    !!VRz3:S^^;
    !!VRz3&v1177=2:Sz170003;
    !!VRz3&v1177=4:Sz170004;
    !!VRz3&v1177=6:Sz170005;
    !!VRz3&v1177=8:Sz170006;
    !!VRz3&v1177>=10:Sz170007;

    **Random numbers from 0-5 determines what the Lich King says in his speech
    !!VRn:S0 T4;
    !!VRo:S0 T4;
    !!VRq:S0 T4;
    !!VRr:S0 T4;
    !!VRs:S0 T4;
    !!VRt:S0 T4;

    **Store names into "z4" to describe the Death Chamber structure
    !!VRz4:S^^;
    !!VRz4&n=0:Sz170008;
    !!VRz4&n=1:Sz170009;
    !!VRz4&n=2:Sz170010;
    !!VRz4&n=3:Sz170011;
    !!VRz4&n=4:Sz170012;

    **Store names into "z5" to describe the Lich King
    !!VRz5:S^^;
    !!VRz5&o=0:Sz170013;
    !!VRz5&o=1:Sz170014;
    !!VRz5&o=2:Sz170015;
    !!VRz5&o=3:Sz170016;
    !!VRz5&o=4:Sz170017;

    **Prepare to change the Power Liches name temporarily
    !!VRz6:S^^;
    !!VRz6:Sz170018;
    !!UN:G1/65/1/z6; **Change Power Liches name to temporarily

    **Store names into "z7" to describe Lich King's voice
    !!VRz7:S^^;
    !!VRz7&q=0:Sz170019;
    !!VRz7&q=1:Sz170020;
    !!VRz7&q=2:Sz170021;
    !!VRz7&q=3:Sz170022;
    !!VRz7&q=4:Sz170023;

    **Store names into "z8" to describe Lich King's treasures
    !!VRz8:S^^;
    !!VRz8&r=0:Sz170024;
    !!VRz8&r=1:Sz170025;
    !!VRz8&r=2:Sz170026;
    !!VRz8&r=3:Sz170027;
    !!VRz8&r=4:Sz170028;

    **Store names into "z9" to describe Lich King's threat
    !!VRz9:S^^;
    !!VRz9&s=0:Sz170029;
    !!VRz9&s=1:Sz170030;
    !!VRz9&s=2:Sz170031;
    !!VRz9&s=3:Sz170032;
    !!VRz9&s=4:Sz170033;

    **Store names into "z10" to describe Lich King's threat
    !!VRz10:S^^;
    !!VRz10&t=0:Sz170034;
    !!VRz10&t=1:Sz170035;
    !!VRz10&t=2:Sz170036;
    !!VRz10&t=3:Sz170037;
    !!VRz10&t=4:Sz170038;

    !!IF:Q3/21/65/21/159/21/m/2/z170039;

    **Clear "z" variables
    !!VRz3:S^^;
    !!VRz4:S^^;
    !!VRz5:S^^;
    !!VRz6:S^^;
    !!VRz7:S^^;
    !!VRz8:S^^;
    !!VRz9:S^^;
    !!VRz10:S^^;


    **end of function
    [/free]

    [ 本帖最后由 暗黑龙守护神 于 2009-6-25 22:09 编辑 ]
  • TA的每日心情
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    [LV.3]火元素使者

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    论坛元老魅力之星封魔玩家

    发表于 2009-6-24 20:39:39 | 显示全部楼层
    非常有用

    另外,我把yunings整理的那些脚本也加进来了.
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    魅力之星

    发表于 2009-6-24 22:29:27 | 显示全部楼层
    楼主不厚道。既然知道yunings那有个合集,怎么又搞一个合集呢。
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     楼主| 发表于 2009-6-25 08:06:50 | 显示全部楼层
    哈哈。抱歉了。标题没说清楚。其实我开这个贴是专门想把汉化过的ERM收集在一起的。不小心弄错了。附的那四个都是纯中文的。

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    最好能把所有常用的erm都弄成事件版。
    时不时的见有人找。
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    支持楼主!正在收集呢。
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    先踩一下楼主

    不踩一下再走还真过意不去呵......
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    发表于 2009-9-24 17:29:04 | 显示全部楼层
    原帖由 pxc04l7 于 2009-9-24 17:01 发表
    不踩一下再走还真过意不去呵......

    LS的是嘎嘎新的新人啊,还是谁的马甲?
  • TA的每日心情
    开心
    2014-3-29 07:01
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    1级 Hired Hero

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    发表于 2010-4-7 12:50:30 | 显示全部楼层
    楼主啊,那个秘银熔炉除了占领的第一天外就不再给秘银了啊~
  • TA的每日心情
    郁闷
    2013-10-3 08:50
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    2级 Adventuring Hero

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    发表于 2010-4-9 19:12:08 | 显示全部楼层

    我是来踩的

    好东西……
    尤其是那个一追……
    我找了好久……
    我本善良
  • TA的每日心情
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    5级 Honorable Hero

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    发表于 2024-11-5 16:08:12 | 显示全部楼层
    好东西,我来鼎一下
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