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无敌英雄★英雄寂寞
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原脚本问题:当生命系变成不死系时,会出现问题,还是受死亡之眼!
现在修正一下:
ZVSE
ERMS_ScriptDate=20.5(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
** Emerald Tower Script Version 0.2 Created by Timothy Pulver
** Requires WoG version 3.57 or later using ERM version 2.6 or later.
** WoGify Name: script44.erm
** This script makes all green roofed towers in the game (object type 63,
** subtype 65) into Emerald Towers where the Wizard who dwells there will
** improve any creature type in your army for a price. The price is a lot of
** resources of a specific type, depending on the improvement. In addition,
** one of the creatures of the type being improved must also be left for the
** Wizard.
** The improvement number is usually a percentage of the existing score. For
** example, 50% growth bonus, or 25% attack bonus. In addition to standard
** stat improvements, new special abilities may be added. Special abilities
** all cost Mithril.
** Each Emerald Tower may only be visited once per day. A maximum of 12
** types of creatures may be improved in any game, but each creature type
** may have many improvements made to it. A creature cannot be improved
** during a "Week of" that creature type, if the "Week of Monsters" script
** is active.
------------------------------------------------------------------------
Permanent Variables: z816-z841, v1240-v1252 (not v1253--used by Garrison script))
Temporary Variables: v1-v7, v360-v369, z1-z9, z480-z490
Temporary Flags: 1-4
Functions: 10900-10911
Timers: 38
Dialogues: 3
-----------------------------------------------------------------------
[Setup]
!#VRv1240:S0; [Initialize changed species counter to 0]
!#VRz816:S^翡翠塔
(未访问)^;
!#VRz817:S^翡翠塔
(已访问)^;
!#HT63/65:P0/816;
!#HT63/65:P1/817;
!#TM38:S8/999/7/255;
-----------------------------------------------------------------------
[Timer resets the Emerald Towers' non-visited status each day]
!?TM38;
!!UN:U63/65/?v1; [Number of Emerald Towers: v1]
!!DO10910/1/v1/1&v1>0:P; [Loop through all Emerald Towers]
-----------------------------------------------------------------------
[Reset non-visited status for each Emerald Tower]
!?FU10910;
!!UN:U63/65/x16/1; [Coordinates in v1/v2/v3]
!!POv1/v2/v3:N0; [Set PO:N to 0 to reset hint text]
-----------------------------------------------------------------------
[Tower with turret is trigger]
!?OB63/65;
!!PO998:N?v1; [Check if tower has been visited this week: v1=1 if visited]
!!IF&v1=1/1000:M^{翡翠塔}
你敲了敲大门,一个小侏儒探出头来。
“走开!巫师没空理你!”小侏儒粗鲁地吼道,在你面前咣地关上了大门。^;
[Continue object trigger if Tower hasn't been visited yet this week]
!?OB63/65&v1=0;
!!IF&1000:Q2/5/7/2^{翡翠塔}
你敲了敲大门,一个小侏儒探出头来。
“你和巫师预约过吗?”
门上的告示写着:
“凡与巫师预约需付7个宝石”
你要预约吗?^;
!!OW&2:R-1/5/?y1; [Player's current gem total: y1]
!!VRz9:S^^;
!!VRz9&2/y1<7:S^你没有足够的宝石。没有宝石,就不能预约。 ^;
!!IF&y1<7:V2/0; [Set flag 2 to false if player doesn't have at least 7 gems]
!!OW&2:R-1/5/d-7; [Remove seven gems from player's total]
!!IF&2/1000:M^小侏儒拿走宝石,然后引你入内。
巨大的大厅是阴暗的并布满蜘蛛网和成千上万布满灰尘的旧书。
在你能更多的窥探之前,巫师出现了,裹着长长而又平滑的长袍。^;
!!FU10900&2:P; [Choose species to improve]
!!IF&-2/1000:M^“%Z9没有预约, 不能进去!” 侏儒吼道,在你面前咣地关上了大门。^;
-----------------------------------------------------------------------
!?FU10900;
[Build a listing of different creature types in hero's army (v360-v366), v1=total number]
[Store creature names in z480-z486]
!!FU10901:P;
!!VRz1:S^“呵呵,” 巫师问道。 “你想改造哪队生物?”^;
!!VRz2:S^我不想改变了。^;
!!IF&v1>0/1000:G1/367/0/1/480/481/482/483/484/485/486/2/0/0/0/0;
!!IF&v1=0/1000:M^“你没有带任何生物,我帮不了你。再见。”^;
[Determine which box was checked - store result (creature number) in v2]
!!VRv2:S0;
!!VRv2&v367=1:Sv360;
!!VRv2&v367=2:Sv361;
!!VRv2&v367=4:Sv362;
!!VRv2&v367=8:Sv363;
!!VRv2&v367=16:Sv364;
!!VRv2&v367=32:Sv365;
!!VRv2&v367=64:Sv366;
!!VRv2&v367=128:S-1;
!!IF:V4/1; [Set flag 4 to true]
!!IF&v2=-1/1000:Q4^{巫师显得很恼火。}
“你不要我的服务? 好吧! 你赶紧走吧,别浪费我宝贵的时间了!”
你要离开翡翠塔吗?^;
[Check for "Week of Monsters" script activated and if it's the monster of the week.]
[Flag 56 will be true if script is active, v170 is monster of the week]
!!UN&v2>=0:N3/3/v2/0; [Store monster name (singular) in z3]
!!UN&v2>=0:N3/4/v2/1; [Store monster name (plural) in z4]
!!IF&56/v170>=0/v170=v2/1000:Q4/21/v2/1^{巫师显得很不安。}
“现在是%Z3之周,影响了我的法力。我无法立即改造%Z4。请你下周再来吧。”
你要离开翡翠塔吗?^;
!!VRv2&56/v170>=0/v170=v2:S-1; [Set v2 to -1]
[Check if this is a new creature (if it is and if v1240>12, set v2 to -1)]
[If this is a new creature, set v6 to -1, if not new, set v6 to loop index number]
!!VRv6:S-1;
!!DO10908/1/v1240/1&v2>=0/v1240>0:P;
!!IF&v1240>=12/v6<0/v2>=0/1000:Q4^{巫师看起来很不安。}
“噢,不,这根本不行。在这片土地上%V1240 种族已经被改造过了。再要加强或者给它魔法能力都会引起未知后果而且很危险。我不会这样做的。”
你要离开翡翠塔吗?^;
!!VRv2&v1240>=12/v6<0:S-1; [Set v2 to -1 if v1240 = 12 and creature isn't new]
!!FU10902&v2>=0:P; [Display improvement options]
!!FU10900&v2=-1/-4:P; [Choose species to improve]
-----------------------------------------------------------------------
[Store unique creature numbers in v360-v366 (-1 equals no creature)]
[v1=number of unique creature numbers in hero's army]
!?FU10901;
!!VRv1:S0;
!!VRv360:C-1/-1/-1/-1/-1/-1/-1;
!!VRz480:S^^;
!!VRz481:S^^;
!!VRz482:S^^;
!!VRz483:S^^;
!!VRz484:S^^;
!!VRz485:S^^;
!!VRz486:S^^;
!!HE-1:C0/0/?y1/?y2; [Slot 0]
!!VRv1&y2>0:+1;
!!VRv360&y2>0:Sy1;
!!UN&y2>0:N3/480/y1/1;
!!HE-1:C0/1/?y1/?y2; [Slot 1]
!!VRy4:S0;
!!VRy4&v1=1/y1=v360:S99;
!!VRv1&y2>0/y4<>99:+1;
!!VRy3&y2>0/y4<>99:S359 +v1;
!!VRy5&y2>0/y4<>99:S479 +v1;
!!UN&y2>0/y4<>99:N3/y5/y1/1;
!!VRvy3&y2>0/y4<>99:Sy1;
!!HE-1:C0/2/?y1/?y2; [Slot 2]
!!VRy4:S0;
!!VRy4&v1>=1/y1=v360:S99;
!!VRy4&v1=2/y1=v361:S99;
!!VRv1&y2>0/y4<>99:+1;
!!VRy3&y2>0/y4<>99:S359 +v1;
!!VRy5&y2>0/y4<>99:S479 +v1;
!!UN&y2>0/y4<>99:N3/y5/y1/1;
!!VRvy3&y2>0/y4<>99:Sy1;
!!HE-1:C0/3/?y1/?y2; [Slot 3]
!!VRy4:S0;
!!VRy4&v1>=1/y1=v360:S99;
!!VRy4&v1>=2/y1=v361:S99;
!!VRy4&v1=3/y1=v362:S99;
!!VRv1&y2>0/y4<>99:+1;
!!VRy3&y2>0/y4<>99:S359 +v1;
!!VRy5&y2>0/y4<>99:S479 +v1;
!!UN&y2>0/y4<>99:N3/y5/y1/1;
!!VRvy3&y2>0/y4<>99:Sy1;
!!HE-1:C0/4/?y1/?y2; [Slot 4]
!!VRy4:S0;
!!VRy4&v1>=1/y1=v360:S99;
!!VRy4&v1>=2/y1=v361:S99;
!!VRy4&v1>=3/y1=v362:S99;
!!VRy4&v1=4/y1=v363:S99;
!!VRv1&y2>0/y4<>99:+1;
!!VRy3&y2>0/y4<>99:S359 +v1;
!!VRy5&y2>0/y4<>99:S479 +v1;
!!UN&y2>0/y4<>99:N3/y5/y1/1;
!!VRvy3&y2>0/y4<>99:Sy1;
!!HE-1:C0/5/?y1/?y2; [Slot 5]
!!VRy4:S0;
!!VRy4&v1>=1/y1=v360:S99;
!!VRy4&v1>=2/y1=v361:S99;
!!VRy4&v1>=3/y1=v362:S99;
!!VRy4&v1>=4/y1=v363:S99;
!!VRy4&v1=5/y1=v364:S99;
!!VRv1&y2>0/y4<>99:+1;
!!VRy3&y2>0/y4<>99:S359 +v1;
!!VRy5&y2>0/y4<>99:S479 +v1;
!!UN&y2>0/y4<>99:N3/y5/y1/1;
!!VRvy3&y2>0/y4<>99:Sy1;
!!HE-1:C0/6/?y1/?y2; [Slot 6]
!!VRy4:S0;
!!VRy4&v1>=1/y1=v360:S99;
!!VRy4&v1>=2/y1=v361:S99;
!!VRy4&v1>=3/y1=v362:S99;
!!VRy4&v1>=4/y1=v363:S99;
!!VRy4&v1>=5/y1=v364:S99;
!!VRy4&v1=6/y1=v365:S99;
!!VRv1&y2>0/y4<>99:+1;
!!VRy3&y2>0/y4<>99:S359 +v1;
!!VRy5&y2>0/y4<>99:S479 +v1;
!!UN&y2>0/y4<>99:N3/y5/y1/1;
!!VRvy3&y2>0/y4<>99:Sy1;
-----------------------------------------------------------------------
[Choose the type of improvement]
!?FU10902;
!!UN:N3/3/v2/0;
!!MA:Av2/?y1; [Calculate 25% Attack bonus: y2]
!!VRy2:Sy1 :4;
!!VRy2&y2=0:S1;
!!MA:Dv2/?y1; [Calculate 25% Defense bonus: y3]
!!VRy3:Sy1 :4;
!!VRy3&y3=0:S1;
!!MA:Ev2/?y1; [Calculate 25% Damage bonus: y4]
!!VRy4:Sy1 :4;
!!VRy4&y4=0:S1;
!!MA:Pv2/?y1; [Calculate 25% Health bonus: y5]
!!VRy5:Sy1 :4;
!!VRy5&y5=0:S1;
!!MA:Sv2/?y1; [Calculate 25% Speed bonus: y6]
!!VRy6:Sy1 :4;
!!VRy6&y6=0:S1;
!!MA:Gv2/?y1; [Calculate 50% Growth bonus: y7]
!!VRy7:Sy1 :2;
!!VRy7&y7=0:S1;
!!MA:Nv2/?y8; [Determine number of shots: y8]
!!MA:Bv2/?y10; [Determine number of spell castings: y10]
!!VRz1:S^“你想怎样改造%Z3 ?”^;
!!VRz2:S^我不想改造了。^;
!!VRz480:S^+%Y2 攻击力,花费 15 硫磺^;
!!VRz481:S^+%Y3 防御力,花费 30 石头^;
!!VRz482:S^+%Y4 杀伤力,花费 10 宝石^;
!!VRz483:S^+%Y5 生命,花费 20 水晶^;
!!VRz484:S^+%Y6 速度,花费 30 水银^;
!!VRz485:S^+%Y7 生长率,花费 30 木头^;
!!VRz486&y8<24:S^24 只箭,花费 12000 黄金^;
!!VRz486|y8<1/y8>=24:S^^;
!!VRz487&y10>0:S^+1 施法次数每场战斗,花费 20 秘银^;
!!VRz487|y10<1/y10>12:S^^;
!!VRz488:S^一种新的特技^;
!!IF&1000:G1/368/0/1/480/481/482/483/484/485/486/487/488/2/0/0;
[Determine which box was checked (bonus type) - store result in v3]
!!VRv3:S0;
!!VRv3&v368=1:S2;
!!VRv3&v368=2:S3;
!!VRv3&v368=4:S4;
!!VRv3&v368=8:S5;
!!VRv3&v368=16:S6;
!!VRv3&v368=32:S7;
!!VRv3&v368=64:S8;
!!VRv3&v368=128:S9;
!!VRv3&v368=256:S10;
!!VRv3&v368=512:S-1;
!!VRv5:S0;
!!FU10906&v3=10:P; [Give choice of Special Bonus]
!!VRv4:S0;
!!FU10903&v3>1:P; [Ask player to pay for Bonus: v4=1 if player pays]
!!VRy9&v3>=2/v3<=7:Syv3; [Bonus amount: y9]
!!FU10905&v4=1:Py9; [Add bonus to creature type if player paid for it]
!!VRv1240&v4=1/v6<0:+1; [Increment Changed Creature Counter if v4=1 and v6<0]
!!FU10909&v4=1:P; [Change species name to reflect ability/bonus just gained]
!!PO998&v4=1:N1; [Set hint text to "visited"]
!!IF&v3=-1/1000:Q4^{巫师显得很恼火。}
“你不要我的服务?好吧!你赶紧走吧,别浪费我宝贵的时间!”
你要离开翡翠塔吗?^;
!!VRv3&v3>1/v4=0/-4:S-1; [Set v3 to -1 if player can't pay but doesn't leave]
!!FU10900&v3=-1/-4:P; [Choose species to improve]
-----------------------------------------------------------------------
[Player pays for bonus]
[v2=creature type, v3=bonus type]
!?FU10903;
[Determine resource type and cost: y1=resource type, y2=resource amount]
!!VRy1&v3=2:S3; [Attack]
!!VRy2&v3=2:S15;
!!VRz1&v3=2:S^硫磺^;
!!VRy1&v3=3:S2; [Defense]
!!VRy2&v3=3:S30;
!!VRz1&v3=3:S^石头^;
!!VRy1&v3=4:S5; [Damage]
!!VRy2&v3=4:S10;
!!VRz1&v3=4:S^宝石^;
!!VRy1&v3=5:S4; [Health]
!!VRy2&v3=5:S20;
!!VRz1&v3=5:S^水晶^;
!!VRy1&v3=6:S1; [Speed]
!!VRy2&v3=6:S30;
!!VRz1&v3=6:S^水银^;
!!VRy1&v3=7:S0; [Growth]
!!VRy2&v3=7:S30;
!!VRz1&v3=7:S^木头^;
!!VRy1&v3=8:S6; [Shots]
!!VRy2&v3=8:S12000;
!!VRz1&v3=8:S^金币^;
!!VRy1&v3=9:S7; [Spells]
!!VRy2&v3=9:S20;
!!VRz1&v3=9:S^秘银^;
!!VRy1&v3=10:S7; [Special]
!!VRy2&v3=10/v5=1:S25; [Flying]
!!VRy2&v3=10/v5=2:S15; [Extended Attack]
!!VRy2&v3=10/v5=3:S20; [Undead]
!!VRy2&v3=10/v5=4:S15; [No Morale]
!!VRy2&v3=10/v5=5:S30; [Two Attacks]
!!VRy2&v3=10/v5=6:S25; [Attack All Adjacent]
!!VRy2&v3=10/v5=7:S25; [No Retaliation]
!!VRy2&v3=10/v5=8:S20; [Immune to Mind Spells]
!!VRy2&v3=10/v5=9:S15; [Immune to Fire Spells]
!!VRy2&v3=10/v5=10:S15; [No Close Combat Penalty]
!!VRz1&v3=10:S^秘银^;
!!IF:V4/1; [Set flag 4 to true]
!!OW:R-1/y1/?y3; [Check if player can afford resource cost: y3=player's amount of resource]
!!IF&y2>y3/1000:Q4/y1/y2/2^{巫师显得很恼火。}
“你没有足够的%Z1。快滚,别浪费我的时间!”
你要离开翡翠塔吗?^;
[Calculate number of creatures that must be left: y7]
!!MA:Lv2/?y6; [Level of creature: y6]
!!VRy7&y6=0:S64;
!!VRy7&y6=1:S32;
!!VRy7&y6=2:S16;
!!VRy7&y6=3:S8;
!!VRy7&y6=4:S4;
!!VRy7&y6=5:S2;
!!VRy7&y6>=6:S1;
!!VRy7|v2=56/v2=57:S128;
!!VRz8&y7=1:Sz3; [One]
!!VRz8&y7>1:Sz4; [More than one]
!!VRz9&y7=1:S^^; [One]
!!VRz9&y7>1:S^^; [More than one]
!!IF:V3/0;
!!VRy5:S65536 *y7; [Set number text for creature picture]
!!VRy5:+v2; [Set number text for creature picture]
!!IF&y3>=y2/1000:Q3/21/y5/2^“除了%Y2个%Z1, 我还需要%Y7个%Z8祭神。 这些%Z8将不再回到你的部队。”
“你同意吗?”^;
!!VRv3&-3/y3>=y2:S-1; [If the player doesn't agree, set v3 to -1]
!!VRv7:S0;
!!DO10904/0/6/1&3:P; [See if hero has enough creatures of the type to be enchanted]
!!DO10911/0/6/1&v7>=y7/3:Py7; [Remove the creatures (if enough)]
!!IF&v7<y7/3:Q4/21/y5/2^{巫师显然很生气。}
“这些不够。我必须要有%Y7个%Z4才能完成仪式。你走吧,别在这里浪费我的时间,否则我把你们全部变成又老又丑的癞蛤蟆!”
你要离开翡翠塔吗?^; [If not enough creatures, display this]
!!UN&3:N3/4/v2/1;
!!IF&3/v7>=y7/1000:Q1/21/y5/y1/y2/1^侏儒拿了你%Y2个%Z1,带着%Y7个%Z4走下幽暗的长廊。%Z8回过头用恐惧的眼神望着你,轻声地啜泣,直到消失在黑暗的墓室深处。
“你可以走了,”巫师粗鲁地说道,“改造很快就会完成。”^;
!!VRy4&3/v7>=y7:Sy3 -y2; [y4 = player's new amount of resource after payment]
!!OW&3/v7>=y7:R-1/y1/y4; [Set player's resource amount to y4]
!!VRv4&3/v7>=y7:S1; [Set v4 to 1 to indicate the bonus should be given]
-----------------------------------------------------------------------
[Check if hero has enough creatures of specified type for "payment"]
[v2=creature type, x16=slot number]
[At end of loop, v7=total creatures of type v2 in hero's army]
!?FU10904;
!!HE-1:C0/x16/?y1/?y2; [y1=type, y2=number]
!!VRv7&y1=v2/y2>0:+y2; [Add number of creatures of right type in slot to v7 total]
-----------------------------------------------------------------------
[Add bonus to creature type]
[v2=creature type, v3=bonus type, x1=bonus amount]
!?FU10905;
!!MA&v3=2:Av2/dx1; [Attack bonus]
!!MA&v3=3:Dv2/dx1; [Defense bonus]
!!MA&v3=4:Ev2/dx1; [Damage high bonus]
!!MA&v3=4:Mv2/dx1; [Damage low bonus]
!!MA&v3=5:Pv2/dx1; [Health bonus]
!!MA&v3=6:Sv2/dx1; [Speed bonus]
!!MA&v3=7:Gv2/dx1; [Growth bonus]
!!MA&v3=8:Nv2/24; [Shots bonus]
!!MA&v3=9:Bv2/d1; [Spell casting bonus]
!!FU10907&v3=10:P; [Special]
-----------------------------------------------------------------------
[Choose Special Ability: v2=creature number]
!?FU10906;
!!VRz480:S^^; !!VRz481:S^^; !!VRz482:S^^; !!VRz483:S^^; !!VRz484:S^^;
!!VRz485:S^^; !!VRz486:S^^; !!VRz487:S^^; !!VRz488:S^^; !!VRz489:S^^; !!VRz490:S^^;
!!MA:Xv2/?v369; [Existing special abilities of monster v2: v369]
!!VRy1:Sv369; [Flying]
!!VRy1:&2;
!!VRz480&y1=0:S^无视障碍(飞行),花费 25 秘银^;
!!VRz480&y1=2:S^^;
!!VRy1:Sv369; [Extended Attack]
!!VRy1:&8;
!!VRz481&y1=0:S^攻击两格(龙息攻击),花费 15 秘银^;
!!VRz481&y1=8:S^^;
!!VRy1:Sv369; [Undead]
!!VRy-1:Sv369;
!!VRy1:&262144;
!!VRy-1&y1=0:&16;
!!VRz482&y1=0/y-1=16:S^亡灵生物,花费 20 秘银^;
!!VRz482&y1=262144:S^^;
!!VRy1:Sv369; [No Morale]
!!VRy1:&131072;
!!VRz483&y1=0:S^不受士气影响,花费 15 秘银^;
!!VRz483&y1=131072:S^^;
!!VRy1:Sv369; [Two Attacks]
!!VRy1:&32768;
!!VRz484&y1=0:S^攻击两次,花费 30 秘银^;
!!VRz484&y1=32768:S^^;
!!VRy1:Sv369; [Attack All Adjacent]
!!VRy1:&524288;
!!VRz485&y1=0:S^环击,花费 25 秘银^;
!!VRz485&y1=524288:S^^;
!!VRy1:Sv369; [No Retaliation]
!!VRy1:&65536;
!!VRz486&y1=0:S^攻击不受反击,花费 25 秘银^;
!!VRz486&y1=65536:S^^;
!!VRy1:Sv369; [Immune to Mind Spells]
!!VRy1:&1024;
!!VRz487&y1=0:S^免疫心智魔法,花费 20 秘银^;
!!VRz487&y1=1024:S^^;
!!VRy1:Sv369; [Immune to Fire Spells]
!!VRy1:&16384;
!!VRz488&y1=0:S^免疫火魔法,花费 15 秘银^;
!!VRz488&y1=16384:S^^;
!!VRy1:Sv369; [No Close Combat Penalty]
!!VRy2:Sv369;
!!VRy1:&4096; (Check No Close Combat Penalty)
!!VRy2:&4; (Check Shooter)
!!VRz489&y1=0/y2=4:S^近身攻击不受影响,花费 15 秘银^;
!!VRz489|y1=4096/y2=0:S^^;
!!VRz1:S^“你想给 %Z4 增加什么新的魔法能力?”^;
!!VRz2:S^我不想这样做了。^;
!!IF&1000:G1/368/0/1/480/481/482/483/484/485/486/487/488/489/2/0;
[Determine which box was checked - store result in v5]
!!VRv5:S0;
!!VRv5&v368=1:S1;
!!VRv5&v368=2:S2;
!!VRv5&v368=4:S3;
!!VRv5&v368=8:S4;
!!VRv5&v368=16:S5;
!!VRv5&v368=32:S6;
!!VRv5&v368=64:S7;
!!VRv5&v368=128:S8;
!!VRv5&v368=256:S9;
!!VRv5&v368=512:S10;
!!VRv5&v368=1024:S-1;
!!VRv3&v5=-1:S-1; [If player changes his or her mind, set v3 to -1]
-----------------------------------------------------------------------
[Add Special Ability: v2=creature number, v5=bonus number]
!?FU10907;
!!MA&v5=1:Xv2/d2; [Add Flying]
!!MA&v5=2:Xv2/d8; [Add Extended Attack]
!!MA&v5=3:Xv2/d262128; [Add Undead]
!!MA&v5=4:Xv2/d131072; [Add Unaffected by Morale]
!!MA&v5=5:Xv2/d32768; [Add Two Attacks]
!!MA&v5=6:Xv2/d524288; [Add Attack All Adjacent]
!!MA&v5=7:Xv2/d65536; [Add No Retaliation]
!!MA&v5=8:Xv2/d1024; [Add Immunity to Mind Spells]
!!MA&v5=9:Xv2/d16384; [Add Immunity to Fire Spells]
!!MA&v5=10:Xv2/d4096; [Add No Close Combat Penalty]
-----------------------------------------------------------------------
[Check if this is a new creature species to be enchanted]
[If new, v6=-1, if not new, set v6 to loop index number (x16)]
!?FU10908;
!!VRy1:S1240 +x16; [Index of v variable, holding creature numbers]
!!VRv6&vy1=v2:Sx16; [If not new, set v6 to loop index number (x16)]
!!VRx16&vy1=v2:S99; [If not new, exit loop]
-----------------------------------------------------------------------
[Change species name to reflect ability or bonus just gained]
[v2=creature number, v3=standard bonus type, v5=special bonus type (if v3=10 or v5>0)]
[v6=loop index number, v1240=changed creature counter]
!?FU10909;
!!VRy1:S1 R2; [y1=random number from 1 to 3]
!!UN:G1/v2/0/0; [Restore original singular name of species]
!!UN:G1/v2/1/0; [Restore original plural name of species]
[If a new species, store creature number in v(1240+v1240)]
!!VRy4:S1240 +v1240;
!!VRvy4&v6<0:Sv2;
[Set index number for singular name z variable (y2) and plural name z variable (y3)]
!!VRy2&v6<0:Sv1240 *2;
!!VRy2&v6>0:Sv6 *2;
!!VRy2:+816;
!!VRy3:Sy2 +1;
[Store standard singular species name in z6 variable, plural in z7]
!!UN:N3/6/v2/0;
!!UN:N3/7/v2/1;
[Generate descriptor word to preface name: z5]
!!VRz5&v3=2/y1=1:S^威猛^; [Attack]
!!VRz5&v3=2/y1=2:S^强悍^;
!!VRz5&v3=2/y1=3:S^勇猛^;
!!VRz5&v3=3/y1=1:S^厚皮^; [Defense]
!!VRz5&v3=3/y1=2:S^坚固^;
!!VRz5&v3=3/y1=3:S^坚固^;
!!VRz5&v3=4/y1=1:S^凶猛^; [Damage]
!!VRz5&v3=4/y1=2:S^强劲^;
!!VRz5&v3=4/y1=3:S^凶恶^;
!!VRz5&v3=5/y1=1:S^强健^; [Health]
!!VRz5&v3=5/y1=2:S^健壮^;
!!VRz5&v3=5/y1=3:S^强壮^;
!!VRz5&v3=6/y1=1:S^敏捷^; [Speed]
!!VRz5&v3=6/y1=2:S^极速^;
!!VRz5&v3=6/y1=3:S^迅捷^;
!!VRz5&v3=7/y1=1:S^多产^; [Growth]
!!VRz5&v3=7/y1=2:S^高产^;
!!VRz5&v3=7/y1=3:S^盛产^;
!!VRz5&v3=8/y1=1:S^满箭^; [Shots]
!!VRz5&v3=8/y1=2:S^满矢^;
!!VRz5&v3=8/y1=3:S^善射^;
!!VRz5&v3=9/y1=1:S^魔幻^; [Spells]
!!VRz5&v3=9/y1=2:S^魔力^;
!!VRz5&v3=9/y1=3:S^神力^;
!!VRz5&v5=1/y1=1:S^飞行^; [Flying]
!!VRz5&v5=1/y1=2:S^飞翔^;
!!VRz5&v5=1/y1=3:S^滑翔^;
!!VRz5&v5=2/y1=1:S^龙息^; [Extended Attack]
!!VRz5&v5=2/y1=2:S^长刀^;
!!VRz5&v5=2/y1=3:S^长剑^;
!!VRz5&v5=3/y1=1:S^亡灵^; [Undead]
!!VRz5&v5=3/y1=2:S^不死^;
!!VRz5&v5=3/y1=3:S^失魂^;
!!VRz5&v5=4/y1=1:S^冷静^; [No Morale]
!!VRz5&v5=4/y1=2:S^无情c^;
!!VRz5&v5=4/y1=3:S^无欲^;
!!VRz5&v5=5/y1=1:S^亢奋^; [Two Attacks]
!!VRz5&v5=5/y1=2:S^狂怒^;
!!VRz5&v5=5/y1=3:S^狂暴^;
!!VRz5&v5=6/y1=1:S^环刀^; [Attack All Adjacent]
!!VRz5&v5=6/y1=2:S^旋风^;
!!VRz5&v5=6/y1=3:S^环击^;
!!VRz5&v5=7/y1=1:S^无挡^; [No Retaliation]
!!VRz5&v5=7/y1=2:S^无反^;
!!VRz5&v5=7/y1=3:S^破竹^;
!!VRz5&v5=8/y1=1:S^志坚^; [Immune to Mind Spells]
!!VRz5&v5=8/y1=2:S^志强^;
!!VRz5&v5=8/y1=3:S^意坚^;
!!VRz5&v5=9/y1=1:S^御火^; [Immune to Fire Spells]
!!VRz5&v5=9/y1=2:S^抗火^;
!!VRz5&v5=9/y1=3:S^甘露^;
!!VRz5&v5=10/y1=1:S^近击^; [No Close Combat Penalty]
!!VRz5&v5=10/y1=2:S^肉搏^;
!!VRz5&v5=10/y1=3:S^武斗^;
[Set new names for species]
!!VRzy2:S^%Z5 %Z6^; [Singular]
!!UN:G1/v2/0/y2;
!!VRzy3:S^%Z5 %Z7^; [Plural]
!!UN:G1/v2/1/y3;
-----------------------------------------------------------------------
[Remove creatures of specified type from hero's army for "payment"]
[v2=creature type, x1=number of creatures needed, x16=slot number]
!?FU10911;
!!HE-1:C0/x16/?y1/?y2; [y1=type, y2=number]
!!HE-1&y1=v2/y2>0/y2<=x1:C0/x16/-1/0; [Remove entire stack if less than or equal to # needed]
!!VRy4&y1=v2/y2>0/y2<=x1:Sx1 -y2; [Reduce x1 (y4) by amount in stack]
!!VRy3&y1=v2/y2>x1:Sx1 *-1; [Store negative value of x1 in y3]
!!HE-1&y1=v2/y2>x1:C0/x16/d/dy3; [Remove x1 (y3) troops from stack if more than # needed]
!!VRy4&y1=v2/y2>x1:S0; [Reduce x1 (y4) to 0]
!!VRx1&y1=v2/y2>0:Sy4; [Set x1 to y4]
** End of Script ** |
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