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请教一下!这是防御术加强部分脚本!

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发表于 2010-12-22 18:11:19 | 显示全部楼层 |阅读模式
ZVSE
** function to offset skill levels
** offset skill levels for armorer, resistance, sorcery
!!BA:H0/?v7054;
[get attacking hero's #]

!!BA:H1/?v7055;
[get defending hero's #]

!!FU7026&v7054>-1:Pv7054/0;
[offset skill levels - attacker]

!!FU7026&v7055>-1:Pv7055/0;
[offset skill levels - defender]


** reset skill levels for armorer, resistance, sorcery
!!BU:C?y-9;
[check for end of battle]

!!FU7026&v7054>-1/y-9=1:Pv7054/1;
[reset skill levels - attacker]

!!FU7026&v7055>-1/y-9=1:Pv7055/1;
[reset skill levels - defender]


!?FU7026;
x1=hero
x2=set/reset


!!HEx1:S23/?y1;

[get hero's armorer skill level]

!!HEx1&y1=1/x2=0:S23/22;      这里S23/22是什么意思?10%是怎么得来的?                   [set basic armorer skill level]
!!HEx1&y1=2/x2=0:S23/23;     这里S23/23是什么意思?15%是怎么得来的?                      [set advanced armorer skill level]
!!HEx1&y1=3/x2=0:S23/19;     这里S23/19是什么意思?20%是怎么得来的?                    
[set expert armorer skill level]


!!HEx1&y1=22/x2=1:S23/1;
[restore basic armorer skill level]

!!HEx1&y1=23/x2=1:S23/2;
[restore advanced armorer skill level]

!!HEx1&y1=19/x2=1:S23/3;

[restore expert armorer skill level]



!!HEx1:S25/?y2;
[get hero's sorcery skill level]

!!HEx1&y2=1/x2=0/x1<>140:S25/-3;
[set basic sorcery skill level]

!!HEx1&y2=2/x2=0/x1<>140:S25/-2;

[set advanced sorcery skill level]

!!HEx1&y2=3/x2=0/x1<>140:S25/-1;
[set expert sorcery skill level]


!!HEx1&y2=-3/x2=1/x1<>140:S25/1;
[restore basic sorcery skill level]

!!HEx1&y2=-2/x2=1/x1<>140:S25/2;
[restore advanced sorcery skill level]

!!HEx1&y2=-1/x2=1/x1<>140:S25/3;
[restore expert sorcery skill level]


!!HEx1&y2=1/x2=0/x1=140:S25/-15;
20%

!!HEx1&y2=2/x2=0/x1=140:S25/-14;
40%

!!HEx1&y2=3/x2=0/x1=140:S25/-17;
60%


!!HEx1&y2=-15/x2=1/x1=140:S25/1;
!!HEx1&y2=-14/x2=1/x1=140:S25/2;
!!HEx1&y2=-17/x2=1/x1=140:S25/3;

************************
!!HEx1:S22/?y9;
!!HEx1&y9=1/x2=0/x1=149:S22/1;
10%

!!HEx1&y9=2/x2=0/x1=149:S22/17;
30%

!!HEx1&y9=3/x2=0/x1=149:S22/19;
50%


!!HEx1&y9=1/x2=1/x1=149:S22/1;
!!HEx1&y9=17/x2=1/x1=149:S22/2;
!!HEx1&y9=19/x2=1/x1=149:S22/3;
************************



[ 本帖最后由 xxb19780916 于 2010-12-22 18:29 编辑 ]
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    发表于 2010-12-22 22:02:24 | 显示全部楼层
    同蹲点...

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    发表于 2010-12-23 00:01:30 | 显示全部楼层
    研究了一下,结论纯属猜测。供参考和测试。

    我猜这些数字可能跟程序的算法有关。不是单纯的靠[wiki]ERM[/wiki]命令,假如靠ERM的话,应该有MF触发器。

    有可能是这样的:

    防御术等级=1时,减少5%伤害
    防御术等级=2时,减少10%伤害
    防御术等级=3时,减少15%伤害
    这是我们已知的。程序正常计算方式。

    下面是一些网友实测得出的结论,注意,这里的等级是10进制,如果测试时,用内存工具,需要转换成对应的16进制,用ERM直接写就行了。
    防御术等级=9时,减少40%伤害
    防御术等级=10时,减少50%伤害
    防御术等级=11时,减少60%伤害
    防御术等级=13时,减少20%伤害
    防御术等级=14时,减少40%伤害
    防御术等级=15时,减少60%伤害
    防御术等级=17时,减少5%伤害
    防御术等级=18时,减少10%伤害
    防御术等级=19时,减少20%伤害
    防御术等级=22时,减少????伤害
    防御术等级=23时,减少????伤害
    防御术等级=27时,减少30%伤害
    防御术等级=33时,减少25%伤害
    防御术等级=34时,减少50%伤害
    防御术等级=35时,减少100%伤害

    防御术等于22和23时,网友没有给出测试数据,我猜可能应该是10%和15%。那么实际上那段代码或许可以这样写,实际效果是一样的:
    !!HEx1&y1=1/x2=0:S23/18;
    !!HEx1&y1=2/x2=0:S23/3;   
    !!HEx1&y1=3/x2=0:S23/13

    当然这样写,如果在[wiki]英雄[/wiki]界面观察辅助技能时,会乱,所以每次回合结束后,再把防御术等级恢复过来:

    !!HEx1&y1=22/x2=1:S23/1;        防御术级别=22/x2=1   防御术级别设置为1
    !!HEx1&y1=23/x2=1:S23/2;        防御术级别=23/x2=1   防御术级别设置为2
    !!HEx1&y1=19/x2=1:S23/3;        防御术级别=19/x2=1   防御术级别设置为3;

    我在测试的时候,只查看了内存数据变化,没去看减少的伤害。
    战场生成后,内存地址里的数据,在防御术等于1,2,3的时候,确实变成了对应的22,23,19。战后,再恢复成1,2,3。

    有兴趣的朋友,可以实际测试下伤害数据,降低的百分比。


    进一步猜测,如果这样写:

    !!HEx1&y1=1/x2=0:S23/13;      
    !!HEx1&y1=2/x2=0:S23/14;   
    !!HEx1&y1=3/x2=0:S23/15;
    那么防御术就被加强成,初级,减20%,中级减40%,专家减60%。


    再猜,如果这样写:

    !!HEx1&y1=1/x2=0:S23/35;      
    !!HEx1&y1=2/x2=0:S23/35;   
    !!HEx1&y1=3/x2=0:S23/35;

    那么会防御术的英雄,不论级别多少,防御级别多少,物理伤害永远是1,适合创造boss 。

    [ 本帖最后由 fastarrow 于 2010-12-23 00:11 编辑 ]

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    发表于 2010-12-23 09:09:38 | 显示全部楼层
    4楼说得在理,可以用上述方法间接实现防御术的加强,不过实际测试真的很难,尤其是在防御术加强这一块,上面那些数据有的我以前也测试过,有些应该是比较准确的。我在改编《巫妖王毁灭》的过程中,也是用上述方法间接实现进攻、抗魔、战术等英雄技能加强的,不过用于防御术由于测试太难,就没办法下结论了。

    其实我觉得用上述方法可以间接实现进攻、防御、抗魔、箭术、战术、弹道等技能的加强(效果可以接近),用TM触发器模拟后勤、航海、理财、[wiki]神[/wiki]秘、智力等技能加强(效果可以乱真),再用其它方法实现领导、幸运、学习能力、魔力、急救、鹰眼、招魂等技能加强(除领导、幸运外效果比较接近),全技能加强的英雄并不是梦。 至于外交术要怎么强化就还搞不懂,原理都不难,我以前试搞过,不过由于测试太难,就没有进行下去。希望版主把它搞出来。

    [ 本帖最后由 沧海壹粟 于 2010-12-23 09:34 编辑 ]

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    发表于 2010-12-23 19:05:54 | 显示全部楼层

    回复 7# 的帖子

    外交有个等级是无论遇到什么怪物都100%加入的,具体是几忘了,可能是09或者11吧,不过这样搞非常无聊,都100%加入就没什么意思了。

    可以搞一个英雄遇到自己特长生物的,生物比较有倾向加入

    当访问某一种怪物的时候,检查怪物是否是英雄特长生物,之后用MO:R调整怪物敌意。理论上应该可行,但我没有尝试过。

    如果MO:R不能实现功能,还可以尝试间接的办法,按比例删去怪物,然后再给英雄增加相应的数量。

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     楼主| 发表于 2010-12-23 20:44:41 | 显示全部楼层

    今天下午试验了一下!

    测试结果如下:
    S1/5:10%;
    S1/6:20%;
    S1/7:30%;
    S1/17:40%;
    S1/18:50%;
    S1/19:60%;
    S1/43:100%;经过加强108级箭术伤害可达7.4倍伤害, 868级伤害可达45.4倍

    S22/6:10%;
    S22/7:15%;
    S22/17:30%;
    S22/13:40%;
    S22/14:50%;
    S22/15:60%;
    S22/39:100%;经过加强108级进攻伤害可达7.4倍伤害,868级伤害可达45.4倍

    [ 本帖最后由 xxb19780916 于 2010-12-23 21:07 编辑 ]

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     楼主| 发表于 2010-12-23 20:57:39 | 显示全部楼层

    如果按100%一加强箭术和进攻术!

    那主角特长箭术和进攻的,就更能够发挥的淋漓尽致了!
    防御术我仍然不建议加强,以前的15%蛮好,一定要到868级才能够免伤害,而且也不适合大型战斗了!
    觉得设置最合理了!
    防御术88级伤害只有19%,而到了108级伤害只有4%,也是相当的恐怖了!

    [ 本帖最后由 xxb19780916 于 2010-12-23 21:04 编辑 ]

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     楼主| 发表于 2010-12-23 21:13:54 | 显示全部楼层

    按照这样做BOSS的话!

    88级防御玩家-----108级箭术或进攻
    108级防御玩家-----868级箭术或进攻


    相对来说:箭术BOSS有相当的难度,不反击,不怕力盾,以前的打法通常有耗箭的,如果在弹药量足够的话,
    相信谁碰到都是噩梦!

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     楼主| 发表于 2010-12-23 21:38:16 | 显示全部楼层

    下面发一下加强箭术和进攻术的脚本,防御术没有加强!


    这样感觉进攻和防御还有箭术特长都很好,有的一拼了!
    ZVSE
    !#TM50:S2/999/1/255;
    !#TM51:S8/999/7/255;

    !#VRz722:S^{急救帐篷}

    每一轮战斗过后,都可以用急救帐篷医治你的部队,并且在战斗胜利后复活部分阵亡的部队,复活的生命总值为(1-50 + 英雄等级)^;
    !#VRz723:S^{弩车}

    T弩车可以在战斗中打击敌人的部队,并且在战前直接杀死敌方(1-50 + 英雄等级)点生命值的兵力。^;
    !#VRz724:S^{补给车}

    补给车可以在战斗中为你的远程攻击部队提供无限量的弹药,并且增加急救帐篷和弩车100%的非战斗效果。^;
    !#HT5/6:Tz722;
    !#HT5/4:Tz723;
    !#HT5/5:Tz724;
    !#VRz725:S^补给车^;
    !#UN:A5/9/725;

    !#VRz713:S^{初级抵抗力}

    初级抵抗力可使英雄部队的魔法抵抗力提高10%%^;
    !#VRz714:S^{中级抵抗力}

    中级抵抗力可使英雄部队的魔法抵抗力提高20%%^;
    !#VRz715:S^{高级抵抗力}

    高级抵抗力可使英雄部队的魔法抵抗力提高30%%^;
    !#UN:G0/26/1/z713 G0/26/2/z714 G0/26/3/z715;
    !#VRz716:S^{初级急救术}

    初级急救术可使英雄在战斗中自己控制急救帐篷,最多恢复50点生命值。可召唤帐篷,数量为英雄等级,并且行动之后自动施展疗伤魔法。^;
    !#VRz717:S^{中级急救术}

    中级急救术可使英雄在战斗中自己控制急救帐篷,最多恢复75点生命值。可召唤帐篷,数量为英雄等级,并且行动之后自动施展疗伤魔法。^;
    !#VRz718:S^{高级急救术}

    高级急救术可使英雄在战斗中自己控制急救帐篷,最多恢复100点生命值。可召唤帐篷,数量为英雄等级,并且行动之后自动施展全体疗伤魔法。^;
    !#UN:G0/27/1/z716 G0/27/2/z717 G0/27/3/z718;
    !#VRz719:S^{初级}{炮术}

    可控制弩车
    每轮发射1
    50%的机会造成2倍的损伤
    可控制箭塔^;
    !#VRz720:S^{中级}{炮术}

    可控制弩车
    每轮发射2
    75%的机会造成2倍的损伤
    可控制箭塔^;
    !#VRz721:S^{高级}{炮术}

    可控制弩车
    每轮发射2
    100%的机会造成2倍的损伤
    可控制箭塔^;
    !#UN:G0/20/1/z719 G0/20/2/z720 G0/20/3/z721;

    !#VRz726:S^{初级}{幸运术}

    幸运 +1
    开战时有10%的几率暂时为己方1支部队增加2点攻防并获得幸运之神魔法状态。^;
    !#VRz727:S^{中级}{幸运术}

    幸运 +2
    开战时有20%的几率暂时为己方2支部队增加2点攻防并获得幸运之神魔法状态。^;
    !#VRz728:S^{高级}{幸运术}

    幸运 +3
    开战时有30%的几率暂时为己方3支部队增加2点攻防并获得幸运之神魔法状态。^;
    !#UN:G0/9/1/z726 G0/9/2/z727 G0/9/3/z728;
    !#VRz732:S^{初级}{寻路术}

    初级寻路术可使英雄移动时受地形的影响减少25%%,英雄带领的部队地图速度至少为6^;
    !#VRz733:S^{中级}{寻路术}

    中级寻路术可使英雄移动时受地形的影响减少50%%,英雄带领的部队地图速度至少为7^;
    !#VRz734:S^{高级}{寻路术}

    高级寻路术可使英雄移动时受地形的影响减少75%%,英雄带领的部队地图速度至少为8^;
    !#UN&v7194=1:G0/0/1/z732 G0/0/2/z733 G0/0/3/z734;

    !#VRz750:S^{初级}{航海术}

    初级航海术可使英雄在海上的移动点数增加50%%,海战时暂时增加英雄攻防各1点。^;
    !#VRz751:S^{中级}{航海术}

    中级航海术可使英雄在海上的移动点数增加100%%,海战时暂时增加英雄攻防各2点。^;
    !#VRz752:S^{高级}{航海术}

    高级航海术可使英雄在海上的移动点数增加150%%,海战时暂时增加英雄攻防各3点。^;
    !#UN:G0/5/1/z750 G0/5/2/z751 G0/5/3/z752;

    !#VRz897:S^{初级}{防御术}

    初级防御术可使英雄的部队在遭到攻击时损伤减少5%%^;
    !#VRz898:S^{中级}{防御术}

    中级防御术可使英雄的部队在遭到攻击时损伤减少10%%^;
    !#VRz899:S^{高级}{防御术}

    中级防御术可使英雄的部队在遭到攻击时损伤减少15%%^;
    !#UN:G0/23/1/z897 G0/23/2/z898 G0/23/3/z899;

    !#VRz894:S^{初级魔力}

    初级魔力可使英雄在战斗中的魔法杀伤力提高10%%^;
    !#VRz895:S^{中级魔力}

    中级魔力可使英雄在战斗中的魔法杀伤力提高20%%^;
    !#VRz896:S^{高级魔力}

    高级魔力可使英雄在战斗中的魔法杀伤力提高30%%^;
    !#UN:G0/25/1/z894 G0/25/2/z895 G0/25/3/z896;

    !#VRz897:S^{初级箭术}

    初级箭术可使英雄在战斗中的远程杀伤力提高30%%^;
    !#VRz898:S^{中级箭术}

    中级箭术可使英雄在战斗中的远程杀伤力提高50%%^;
    !#VRz899:S^{高级箭术}

    高级箭术可使英雄在战斗中的远程杀伤力提高100%%^;
    !#UN:G0/1/1/z897 G0/1/2/z898 G0/1/3/z899;

    !#VRz900:S^{初级进攻术}

    初级进攻术可使英雄在战斗中的近战杀伤力提高30%%^;
    !#VRz901:S^{中级进攻术}

    中级进攻术可使英雄在战斗中的近战杀伤力提高50%%^;
    !#VRz902:S^{高级进攻术}

    高级进攻术可使英雄在战斗中的近战杀伤力提高100%%^;
    !#UN:G0/22/1/z900 G0/22/2/z901 G0/22/3/z902;



    ** end of Initialization Code

    ** Timer routines
    !?TM94;
    [day 1 - continue if pathfinding enabled]

    !!OW:C?v7026;
    [get current player]

    !!VRv7020:S0;
    [start with hero #0]

    !!DO7020/0/155/1:P1;
    [iterate through all heroes]


    !?TM50;
    [daily - continue if either estates, learning, pathfinding enabled]

    !!OW:C?v7026;
    [get current player]

    !!VRv7020:S0;
    [start with hero #0]

    !!DO7020/0/155/1:P0;
    [iterate through all heroes]


    !?FU7020;
    !!HEx16:O?v7021;
    [get owner of iterated hero]


    !!HEx16:S0/?y1;
    [get hero's pathfinding skill level]

    !!FU7025&y1>0:Px16/y1;
    [if hero has pathfinding, is in use and it's that hero's owner's turn, continue in function 7025 - if enabled]


    !?BA0;
    ** artillery for MP game runs at Attacker's side
    !!BA:H0/?v7020;

    [get attacking hero #]

    !!HEv7020&v7020>-1:A2/4/?y-7/?y-8;
    [see if attacking hero has a Ballista]

    !!FU7000&y-8>0/v7020>-1:P1;
    [shoot something - attacker]

    !!BA:H1/?v7020;
    [get defending hero #]

    !!HEv7020&v7020>-1:A2/4/?y-7/?y-8;
    [see if defending hero has a Ballista]

    !!FU7000&y-8>0/v7020>-1:P2;
    [shoot something - defender]


    !?BA0;
    ** first aid
    !!VRv7040:C0/0/0/0/0/0/0;
    [no creatures to resurrect after battle attacker]

    !!VRv7047:C0/0/0/0/0/0/0;
    [no creatures to resurrect after battle defender]

    !!BA:M0/0/?y-1/?v7040;
    [save qty in each of attacking hero's slots for after battle]

    !!BA:M0/1/?y-1/?v7041;

    [to determine qty lost for first aid skill]

    !!BA:M0/2/?y-1/?v7042;
    !!BA:M0/3/?y-1/?v7043;
    !!BA:M0/4/?y-1/?v7044;
    !!BA:M0/5/?y-1/?v7045;
    !!BA:M0/6/?y-1/?v7046;
    !!BA:M1/0/?y-1/?v7047;
    [save qty in each of defending hero's slots for after battle]

    !!BA:M1/1/?y-1/?v7048;
    [to determine qty lost for first aid skill]

    !!BA:M1/2/?y-1/?v7049;
    !!BA:M1/3/?y-1/?v7050;
    !!BA:M1/4/?y-1/?v7051;
    !!BA:M1/5/?y-1/?v7052;
    !!BA:M1/6/?y-1/?v7053;

    !?BA0;
    ** luck
    !!VRv7034:C-2/-2/-2/-2/-2/-2;
    [reset v7034-v7039]

    !!BA:H0/?v7020;
    [get attacking hero #]

    !!HEv7020&v7020>-1:S9/?y-1;
    [get attacker's luck skill level]

    !!FU7008&y-1>0/v7020>-1:Py-1/1;
    [call function 7008 if attacking hero has luck]

    !!BA:H1/?v7020;
    [get defending hero #]

    !!HEv7020&v7020>-1:S9/?y-2;
    [get defender's luck skill level]

    !!FU7008&y-2>0/v7020>-1:Py-2/2;
    [call function 7008 if defending hero has luck]

    !!BA:Od/?y-1;
    !!IP&998:Dy-1 V7034/7039; zvs[transfer settings to defender]

    ** start of battle-start trigger
    !?BA52;
    [Continue trigger if any skills are enabled]


    ** offset skill levels for armorer, resistance, sorcery
    !!BA:H0/?v7054;

    [get attacking hero's #]

    !!BA:H1/?v7055;
    [get defending hero's #]

    !!FU7026&v7054>-1:Pv7054/0;
    [offset skill levels - attacker]

    !!FU7026&v7055>-1:Pv7055/0;
    [offset skill levels - defender]

    ** end of battle-start trigger

    !?HM-1|v7193=1/v7197=1;
    [continue if navigation or scouting enabled]

    !!HE-1:N?v7020 O?y-2;
    [get #, owner of hero]

    !!OW:C?y-3;

    [get current player]

    !!FU&y-2<>y-3:E;
    [exit if not current player's hero]

    !!HEv7020:P?v7023/?v7024/?v7025;
    [get hero's position]

    !!TR7023:T?y-5/d/d/d/d/d/d/d;
    [get terrain type]


    !!IF:Wv7020;
    [enable hero variable]

    !!VRw4&v7193=1/y-5<>8:S0;
    [reset w4 if not on water - if enabled]

    !!HEv7020&v7193=1/y-5=8:S5/?w4;
    [get hero's navagation skill level if on water - if enabled]


    ** start of battlefield start trigger
    !?BF;
    [continue if luck or navigation enabled]


    ** luck
    !!BA:H0/?v7020;
    [get attacking hero #]

    !!HEv7020&v7020>-1:S9/?y-1;
    [get attacker's luck skill level]

    !!DO7010/0/20/1&v7020>-1/y-1>0:P1;
    [do function 7010 if attacker has luck]

    !!BA:H1/?v7020;
    [get defending hero #]

    !!HEv7020&v7020>-1:S9/?y-2;
    [get defender's luck skill level]

    !!DO7010/21/41/1&v7020>-1/y-2>0:P2;
    [do function 7010 if attacker has luck]


    ** navigation
    !!BA:H0/?v7020;
    [get attacking hero #]

    !!IF&v7020>-1:Wv7020;
    [enable hero variable]

    !!DO7024/0/20/1&v7020>-1/w4>0:Pw4;
    [prepare to add attack and defence to attacking hero's troops]

    !!BA:H1/?v7020;
    [get defending hero #]

    !!IF&v7020>-1:Wv7020;
    [enable hero variable]

    **
    zvs fix [20->41]

    !!DO7024/21/41/1&v7020>-1/w4>0:Pw4;
    [prepare to add attack and defence to defending hero's troops]


    ** end of battlefield start trigger

    ** start of post-action trigger
    !?BG1;
    [Continue trigger if any skills are enabled]

    ** reset skill levels for armorer, resistance, sorcery
    !!BU:C?y-9;
    [check for end of battle]

    !!FU7026&v7054>-1/y-9=1:Pv7054/1;
    [reset skill levels - attacker]

    !!FU7026&v7055>-1/y-9=1:Pv7055/1;
    [reset skill levels - defender]


    ** end of post-action trigger

    !?BA1;
    ** first aid
    !!BA:H0/?v7020;
    [get attacking hero #]

    !!HEv7020&v7020>-1:O?v7021;
    [get attacking hero's owner]

    !!HEv7020&v7020>-1:S27/?y-8;
    [see if attacking hero has First Aid skill]

    !!FU7002&v7021>-1/y-8>0/v7020>-1:P1;
    [handle first aid tent for attacker]

    !!BA:H1/?v7020;
    [get defending hero #]

    !!HEv7020&v7020>-1:O?v7021;
    [get defending hero's owner]

    !!HEv7020&v7020>-1:S27/?y-8;
    [see if defending hero has a First Aid Tent]

    !!FU7002&v7021>-1/y-8>0/v7020>-1:P2;
    [handle first aid tent for defender]


    ** reset skill levels for armorer, resistance, sorcery
    !!FU7026&v7054>-1:Pv7054/1;
    [reset skill levels - attacker]

    !!FU7026&v7055>-1:Pv7055/1;
    [reset skill levels - defender]


    ** end of battle end trigger


    ** function to handle artillery, hero v7020, skill level y1
    !?FU7000;
    !!HEv7020:A2/5/?y7/?y8 E?y3/?y4/1 S20/?y1;
    [check for Ammo Cart, get hero's level, artillery level]

    !!VRy5:S1;
    [set multiplier to 1]

    !!VRy5&y8>0:+1;
    [ammo cart bonus]

    !!VRy5&y1>0:+y1;

    [artillery bonus]

    !!VRy3:S0 +1 T49 +y4 *y5;
    [ballista damage: (1-50 + hero level) x bonus multiplier]

    !!VRy2:S0 T6;
    [random slot # to start search from]

    !!VRj:S7;

    [7 = slot not found]

    !!DO7001/0/6/1:Px1/y2/y3;
    [shoot next slot with >= 2 monsters]

    ** end of function

    ** function to check one stack for monsters to shoot
    !?FU7001;

    x1=slot#
    x2=slot
    x3=damage

    !!HEv7020:B0/?z1;
    [get hero's name]

    !!VRy4:Sx2 %7;
    [get an actual slot number]

    !!BA&x1=1:M1/y4/?y5/?y6;
    [get y5 type and y6 qty in slot of defender]

    !!BA&x1=2:M0/y4/?y5/?y6;
    [get y5 type and y6 qty in slot of attacker]

    !!IF:V2/0;
    [assume not shooting this stack]

    !!IF&j=7/y6>1:V2/1;

    [shoot if haven't yet and more than 1 monster]

    !!VRj&2:Sy4;
    [note we found a slot]

    !!MA&y5>-1:Py5/?y7;
    [get hit points of monster type y5]

    !!VRx3&2/y7>0::y7;

    [divide damage by hit points per monster to get monsters killed]

    !!VRx3&2/x3>y6:Sy6;
    [never kill entire stack]

    !!VRx3&2/x3=y6:-1;
    [broken into two lines since it didn't work as one]

    !!VRy6&2/x3>0:-x3;
    [kill some monsters]

    !!BA&2/x1=1/x3>0:M1/y4/?y5/y6;
    [store the new monster qty for defender]

    !!BA&2/x1=2/x3>0:M0/y4/?y5/y6;
    [store the new monster qty for attacker]

    !!VRy1&2/x3>0:Sx3 *y7;
    [monsters x hit points]

    !!HEv7020&2/x3>0:Edy1;
    [give experience] zvs[x3->y1]

    !!VRx2:+1;
    [next slot]

    ** end of function

    ** function to handle first aid tent
    !?FU7002;
    y1= HP
    y2=slot y9= first aid

    !!HEv7020:A2/5/?y7/?y8 E?y3/?y4/1 S27/?y9;
    [check for Ammo Cart, get hero's level, first aid level]

    !!VRy5:S1;
    [set multiplier to 1]

    !!VRy5&y8>0:+1;
    [ammo cart bonus]

    !!VRy5&y9>0:+y9;
    [first aid bonus]

    !!VRy1:S0 +1 T49 +y4 *y5;
    [first aid tent heal: (1-50 + hero level) x bonus multiplier]

    !!VRy2:S0 T6;
    [random slot # to start search from]

    !!VRj:S7;
    [7 = slot not found]

    !!DO7003/0/6/1:Px1/y1/y2;
    [heal next slot with >= 1 monster killed]

    ** end of function

    ** function to find slot where at least 1 cr was lost
    !?FU7003;
    x1=filter x2=hp healed
    x3=slot

    !!VRy4:Sx3 %7;
    [get an actual slot number]

    !!BA&x1=1:M0/y4/?y5/?y6;

    [get y5 type and y6 qty in slot y3 :attacker]

    !!BA&x1=2:M1/y4/?y5/?y6;
    [get y5 type and y6 qty in slot y3 :defender]

    !!FU|y5<0/y6<1:E;
    !!VRy1&x1=1:S7040 +y4;
    [get variable # of previous qty :attacker]

    !!VRy1&x1=2:S7047 +y4;
    [get variable # of previous qty :defender]

    !!VRy7:Svy1;
    [get previous qty]

    !!VRy7:-y6;
    [subtract current qty to get qty lost]

    !!FU7004&j=7/y7>0/y6>0:Px1/x2/x3/y4/y5/y6/y7;
    [try to heal stack if some lost but some left]

    !!VRx3:+1;
    [next slot]

    ** end of function

    ** function to heal a stack
    !?FU7004;
    !!HEv7020:B0/?z1;
    [get hero's name]

    !!MA:Px5/?y8;
    [get hit points of monster x5 into y8]

    !!VRy5:Sx2;
    [# of hit points to heal]

    !!VRy5::y8;
    [divided by monster hit points, rounded down, equals # to save]

    !!VRy5&y5>x7:Sx7;
    [can't save more than qty that died]

    !!BA&x1=1/y5>0:M0/x4/?x5/dy5;

    [restore y5 creatures attacker]

    !!BA&x1=2/y5>0:M1/x4/?x5/dy5;
    [restore y5 creatures defender]

    !!IF&1000/y5=1:Q2/21/x5/1^战斗胜利后, %Z1 用急救帐篷复活了一个生物!^;
    !!IF&1000/y5>1:Q2/21/x5/1^战斗胜利后, %Z1 用急救帐篷复活 %Y5 个生物!^;
    !!UN:R1;
    [redraw screen to show revived creatures]

    !!VRj&y5>0:Sx4;
    [note that we healed a stack if we did]

    ** end of function

    ** function for luck
    x1=luck
    x2=att/def (1/2)

    !?FU7008;

    !!HEv7020:B0/?z1;
    [get hero's name]

    !!VRy3:Sx1 *10;
    [multiply skill level by 10 to get % chance]

    !!VRy4:S0;
    !!VRy5:S0 T6;
    [random slot # to start search from]

    !!DO7009/0/6/1:Px1/x2/y3/y4/y5;
    [pick slots]


    ** function to pick slots
    !?FU7009;
    x1=luck level x2=filter x3=%chance x4=slot counter
    x5=random slot #


    !!VRy1:Sx5 %7;

    [get an actual slot number]

    !!BA&x2=1:M0/y1/?y2/?y3;
    [creatures attacker]

    !!BA&x2=2:M1/y1/?y2/?y3;
    [creatures defender]

    !!VRy6&y3>0:S0 R99;
    [random roll for luck]

    !!VRx4&x3>y6/y3>0:+1;
    [increment slot counter]

    !!VRv7034&x2=1/x3>y6/y3>0/x4=1:Sy1;
    [store slot # - attacker]

    !!VRv7035&x2=1/x3>y6/y3>0/x4=2/x1>1:Sy1;

    [store slot # - attacker]

    !!VRv7036&x2=1/x3>y6/y3>0/x4=3/x1=3:Sy1;
    [store slot # - attacker]

    !!VRv7037&x2=2/x3>y6/y3>0/x4=1:Sy1;
    [store slot # - defender]

    !!VRv7038&x2=2/x3>y6/y3>0/x4=2/x1>1:Sy1;

    [store slot # - defender]

    !!VRv7039&x2=2/x3>y6/y3>0/x4=3/x1=3:Sy1;
    [store slot # - defender]


    !!VRx5:+1;
    [next slot]

    ** end of function

    ** function to check if unit has luck
    !?FU7010;
    x1=filter
    x16=stack number


    !!BMx16:O?y5;
    [get hero slot number]

    !!FU7011&x1=1/y5=v7034:Px16;
    [call function 7011 if attacking unit has luck]

    !!FU7011&x1=1/y5=v7035:Px16;
    [call function 7011 if attacking unit has luck]

    !!FU7011&x1=1/y5=v7036:Px16;
    [call function 7011 if attacking unit has luck]

    !!FU7011&x1=2/y5=v7037:Px16;
    [call function 7011 if defending unit has luck]

    !!FU7011&x1=2/y5=v7038:Px16;

    [call function 7011 if defending unit has luck]

    !!FU7011&x1=2/y5=v7039:Px16;
    [call function 7011 if defending unit has luck]

    ** end of function

    ** function to give unit luck bonus
    !?FU7011;
    x1=stack #
    x2=stack offset

    !!BMx1:A?y1;
    [get attack]

    !!BMx1:D?y2;
    [get defence]

    !!VRy1:+5;
    [add attack boost]

    !!VRy2:+5;
    [add defence boost]

    !!BMx1:Ay1;

    [set attack]

    !!BMx1:Dy2;
    [set defence]

    ** end of function

    ** function to pick a monster
    !?FU7019;
    !!VRs:S0 T173;
    [random 0 to 173]

    !!VRs&s>=132/s<=135:S0 T173;

    [random 0 to 173 (reroll if super dragons were selected)]

    !!VRs&s>=150/s<=158:S0 T173;
    [random 0 to 173 (reroll if 8th levels were selected)]

    !!VRs&s>=145/s<=149:S0 T131;
    [random 0 to 131 (reroll if war machines were selected)]

    !!VRs&s>=160/s<=163:S0 T131;
    [random 0 to 131 (reroll if emissaries were selected)]

    !!VRs&s=122:S192;
    [set NOT USED 1 to sylvan centaur]

    !!VRs&s=124:S193;
    [set NOT USED 2 to sorceress]

    !!VRs&s=126:S194;
    [set NOT USED 3 to werewolf]

    !!VRs&s=128:S195;
    [set NOT USED 4 to hell steed]


    !!UN:N3/z704/s/0;
    [get monster name]

    !!UN:N3/z705/s/1;

    [get monsters name]

    ** end of function

    ** function for navigation (add attack and defence)
    (Parameters: x1=stat bonus)

    !?FU7024;

    !!BMx16:Adx1;
    [set attack]

    !!BMx16:Ddx1;
    [set defence]

    ** end of function

    ** function for pathfinding
    x1 = hero
    x2 = pathfinding
    x3=Logistics

    !?FU7025;

    !!HEx1:P?v7023/?v7024/?v7025;
    [get hero's position]

    !!TRv7023/v7024/v7025:T?y1/d/d/d/d/d/d/d;
    [get terrain type]

    !!FU&y1=8:E;
    [exit if on water]


    !!HEx1:W?y2;
    [get movement if on land]

    !!VRy2&x2=1/y2<1700:S1700;
    [set to 1700 if basic]

    !!VRy2&x3=1:+200;
    !!VRy2&x2=2/y2<1760:S1760;
    [set to 1760 if advanced]

    !!VRy2&x3=2:+300;
    !!VRy2&x2=3/y2<1830:S1830;
    [set to 1830 if expert]

    !!VRy2&x3=3:+400;
    !!HEx1:Wy2 Gy2;
    [set movement, reset intial movement if on land]

    ** end of function

    ** function to offset skill levels
    !?FU7026;
    x1=hero
    x2=set/reset


    !!HEx1:S23/?y1;
    [get hero's armorer skill level]

    !!HEx1&y1=1/x2=0:S23/1;
    [set basic armorer skill level]

    !!HEx1&y1=2/x2=0:S23/2;

    [set advanced armorer skill level]

    !!HEx1&y1=3/x2=0:S23/3;
    [set expert armorer skill level]


    !!HEx1&y1=1/x2=1:S23/1;
    [restore basic armorer skill level]

    !!HEx1&y1=2/x2=1:S23/2;

    [restore advanced armorer skill level]

    !!HEx1&y1=3/x2=1:S23/3;
    [restore expert armorer skill level]



    !!HEx1:S25/?y2;
    [get hero's sorcery skill level]

    !!HEx1&y2=1/x2=0/x1<>140:S25/-3;

    [set basic sorcery skill level]

    !!HEx1&y2=2/x2=0/x1<>140:S25/-2;
    [set advanced sorcery skill level]

    !!HEx1&y2=3/x2=0/x1<>140:S25/-1;
    [set expert sorcery skill level]


    !!HEx1&y2=-3/x2=1/x1<>140:S25/1;
    [restore basic sorcery skill level]

    !!HEx1&y2=-2/x2=1/x1<>140:S25/2;
    [restore advanced sorcery skill level]

    !!HEx1&y2=-1/x2=1/x1<>140:S25/3;
    [restore expert sorcery skill level]


    !!HEx1&y2=1/x2=0/x1=140:S25/-15;
    20%

    !!HEx1&y2=2/x2=0/x1=140:S25/-14;
    40%

    !!HEx1&y2=3/x2=0/x1=140:S25/-17;
    60%


    !!HEx1&y2=-15/x2=1/x1=140:S25/1;
    !!HEx1&y2=-14/x2=1/x1=140:S25/2;
    !!HEx1&y2=-17/x2=1/x1=140:S25/3;

    ************************
    !!HEx1:S22/?y9;
    !!HEx1&y9=1/x2=0:S22/17;
    30%

    !!HEx1&y9=2/x2=0:S22/14;
    50%

    !!HEx1&y9=3/x2=0:S22/39;
    100%


    !!HEx1&y9=17/x2=1:S22/1;
    !!HEx1&y9=14/x2=1:S22/2;
    !!HEx1&y9=39/x2=1:S22/3;
    ************************
    !!HEx1:S1/?y10;
    !!HEx1&y10=1/x2=0:S1/7;
    30%

    !!HEx1&y10=2/x2=0:S1/18;
    50%

    !!HEx1&y10=3/x2=0:S1/43;
    100%


    !!HEx1&y10=7/x2=1:S1/1;
    !!HEx1&y10=18/x2=1:S1/2;
    !!HEx1&y10=43/x2=1:S1/3;

    ************************
    !!HEx1:S26/?y3;
    [get hero's resistance skill level]

    !!HEx1&y3=1/x2=0:S26/9;
    [set basic resistance skill level]

    !!HEx1&y3=2/x2=0:S26/10;
    [set advanced resistance skill level]

    !!HEx1&y3=3/x2=0:S26/11;
    [set expert resistance skill level]


    !!HEx1:A2/57/?y5/?y7 A2/58/?y5/?y8 A2/59/?y5/?y9;
    [see if hero has Garniture of Interference, Surcoat of Counterpoise, Boots of Polarity]

    !!VRy6&y7>0/y8>0/y9>0:S1;

    [artifact bonus]


    !!HEx1&y3=0/y6=1/x2=2:S26/-17;
    [set no resistance (combo)]

    !!HEx1&y3=1/y6=1/x2=2:S26/-7;
    [set basic resistance (combo)]

    !!HEx1&y3=2/y6=1/x2=2:S26/-6;
    [set advanced resistance (combo)]

    !!HEx1&y3=3/y6=1/x2=2:S26/-5;
    [set expert resistance (combo)]



    !!HEx1&y3=9/x2=1:S26/1;
    [restore basic resistance skill level]

    !!HEx1&y3=10/x2=1:S26/2;

    [restore advanced resistance skill level]

    !!HEx1&y3=11/x2=1:S26/3;
    [restore expert resistance skill level]


    !!HEx1&y3=-17/x2=1:S26/0;
    [restore no resistance (combo)]

    !!HEx1&y3=-7/x2=1:S26/1;
    [restore basic resistance (combo)]

    !!HEx1&y3=-6/x2=1:S26/2;
    [restore advanced resistance (combo)]

    !!HEx1&y3=-5/x2=1:S26/3;
    [restore expert resistance (combo)]


    ** end of function
    ** function to iterate through current player's heroes (weekly)
    !?FU7012;
    !!HEv7020:O?v7021;
    [get owner of iterated hero]

    !!HEv7020&v7021=v7026:S13/?y1;
    [get hero's estates level]

    !!FU7013&v7188=1/v7021=v7026/y1>0:Py1;
    [if hero in use and it's that hero's owner's turn, continue in function 7013 (estates) - if enabled]

    *!HEv7020&v7021=v7026:S18/?y1;
    [get hero's scholar skill level]

    *!FU7014&v7196=1/v7021=v7026/y1>0:Py1;
    [if hero in use and it's that hero's owner's turn, continue in function 7014 (scholar) - if enabled]

    *!VRv7020:+1;
    [inc hero #]

    ** end of function

    ** function for estates
    x1=estates level

    !?FU7013;
    !!HEv7020:B0/?z700;
    [get hero's name]

    !!HEv7020:R2/?y1;
    [get hero's sex]

    !!IF:Wv7020;
    [enable hero variables]

    !!VRw5&w8<1/x1>0:S0 R5;
    [if not set, get random resource #]

    !!VRw6&w8<2/x1>1:S0 R5;
    !!VRw7&w8<3/x1=3:S0 R5;
    !!VRw8&w8=0/x1>0:S1;
    [set to lock resources]

    !!VRw8&w8=1/x1>1:S2;
    !!VRw8&w8=2/x1=3:S3;
    !!VRy3:S1 R2;
    [set quantity for resource 1]

    !!VRy3&w5=0|w5=2:*2;
    [double for wood or ore]

    !!VRy4:S1 R2;
    [set quantity for resource 2]

    !!VRy4&w6=0|w6=2:*2;
    [double for wood or ore]

    !!VRy5:S1 R2;
    [set quantity for resource 3]

    !!VRy5&w7=0|w7=2:*2;
    [double for wood or ore]

    !!IFv7020&1000/x1=1:Q2/w5/y3/1^%Z700 的理财术生产了一些资源。^;
    !!IFv7020&1000/x1=2:Q2/w5/y3/w6/y4/1^%Z700 的理财术生产了一些资源。^;
    !!IFv7020&1000/x1=3:Q2/w5/y3/w6/y4/w7/y5/1^%Z700 的理财术生产了许多资源。^;
    !!OW&x1=1:Rv7021/w5/dy3;
    [give the resources]

    !!OW&x1=2:Rv7021/w5/dy3 Rv7021/w6/dy4;
    [give the resources]

    !!OW&x1=3:Rv7021/w5/dy3 Rv7021/w6/dy4 Rv7021/w7/dy5; [give the resources]
    ** end of function
    **
    object trigger - post visit - Garniture of Interference

    !$OB5/57;
    !!FU7007:P2;
    **
    object trigger - post visit - Surcoat of Counterpoise

    !$OB5/58;
    !!FU7007:P2;
    **
    object trigger - post visit - Boots of Polarity

    !$OB5/59;
    !!FU7007:P2;
  • TA的每日心情
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    2019-1-31 14:25
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    [LV.7]血污怪

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    退役版主社区QQ达人魅力之星

    发表于 2010-12-26 15:38:14 | 显示全部楼层
    你们都厉害,居然研究到了这个地步。看来我落后太多啦。ERM不进则退啊。

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    2级 Adventuring Hero

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    入来观赏
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    退役版主

    发表于 2011-6-23 18:12:57 | 显示全部楼层
    瞅瞅。。。。看不懂,外行看热闹了

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    退役版主

    发表于 2011-6-23 18:19:25 | 显示全部楼层
    太长了,只能高山仰止,欣赏了
  • TA的每日心情
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    守望论坛的稻草人

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    社区QQ达人论坛守望者金牌裁判杰出贡献魅力之星TE联赛冠军

    发表于 2011-6-23 19:59:35 | 显示全部楼层
    我的天,我怎么会看这个贴的?
  • TA的每日心情

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    发表于 2012-1-7 10:23:40 | 显示全部楼层
    强烈请教,怎么使高级寻路术对地形的影响减少100%
    原语句:高级寻路术可使英雄移动时受地形的影响减少75%%,英雄带领的部队地图速度至少为8。^;
    !#UN&v7194=1:G0/0/1/z732 G0/0/2/z733 G0/0/3/z734;
    请指教。
  • TA的每日心情
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    发表于 2012-1-7 13:18:03 | 显示全部楼层
    原帖由 兽哥哥 于 2011-6-23 19:59 发表
    我的天,我怎么会看这个贴的?



    兽哥加油。。。。。。在WOG,只有想不到的,没有办不到的。。。
  • TA的每日心情
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    寄蜉蝣于天地,渺沧海之一粟。

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    退役版主社区QQ达人论坛守望者脚本测试狂论坛元老杰出贡献魅力之星

    发表于 2012-1-7 13:31:28 | 显示全部楼层
    原帖由 jvtcjll 于 2012-1-7 10:23 发表
    强烈请教,怎么使高级寻路术对地形的影响减少100%
    原语句:高级寻路术可使英雄移动时受地形的影响减少75%%,英雄带领的部队地图速度至少为8。^;
    !#UN&v7194=1:G0/0/1/z732 G0/0/2/z733 G0/0/3/z734;
    请指教。


    呵呵,你那句代码只是关于寻路术的说明,要使高级寻路术对地形的影响减少100%,说简单也简单说复杂也复杂,其实说明部分已经有提示了“英雄带领的部队地图速度至少为8”换成100%的话,就是“至少为10了”。
    “你看见的,是追随诸神脚步前进的埃拉西亚!”
    封神2.2黄金版 - 决战神之巅,英雄无敌世界的终极幻想
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