回复 444# 的帖子
噢,诸葛亮出不了关别怪我哈ZVSE
***野兵援军***
ERMS_ScriptDate=25.2(February).2011
_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
** Last Updated: September 16, 2006
** Previously Updated: July 29, 2004
** Karmic Battles Script version 1.3 by Dieter Averbeckfor WoG 3.58
** (Version 1.2 updated by Bonizag and Timothy Pulver)
** (Version 1.3 updated by Timothy to correct AI hero XP)
** This script summons for every battle against wandering monster
** some additional stacks of creatures. This Script can`t be used
** as predone. If you want to, just send me a mail:
** dieter@byteware.de
** Version 1.1 will work with script54.erm (War Machines) and fixes a bug
** with stacks appearing on top of obstacles. It also corrects a potential
** problem with human vs. human online battles where the script sometimes
** activated when it shouldn't have.
** Here's how the number of Karmic creatures is calculated:
** The first battle, the Karmic Battle Counter for a hero starts at two.
** Each additional Karmic Battle that hero fights adds 1 to his or her Karmic
** Battle Counter.
** 1. A random number between 0 and 9 (inclusive) is generated for each battle.
** 2. If the number isn't 0, 1 is added to this hero's Karmic Battle count which
** starts the game at 1 (so the first Karmic Battle is always at 2).
** 3. The number and type of stacks is determined at follows:
**a) If the number is 0 there's no Karmic stacks.
**b) If the number is 1..3, there's 6 random stacks.
**c) If the number is 4..5, there's 3 random stacks.
**d) If the number is 6..7, there's 1 random stack.
**e) If the number is 8..9, there's 2 *calculated* stacks.
** 3. The number in each stack is determined as follows:
**a) If there's 6 random stacks, it's 1 times the Karmic Battle Count
**b) If there's 3 random stacks, it's 2 times the Karmic Battle Count
**c) If there's 1 random stack, it's 4 times the Karmic Battle Count
**d) If it's 2 calculated stacks, it's 1 times the Karmic Battle Count
** Calculated stacks determine the monster type depending on the hero's Karmic
** Battle Count with a random choice of two types for each Karmic Battle Count
** range, whereas random stacks are determined more randomly but level is based
** on the hero's Karmic Battle Count.
** Variables Used: v490-v492, w49
** Flags Used: 490
** Functions Used: FU491-FU494
** Variables v490, v491 and Flag 490 must not be modified by other programs!
** check wogify options
** monster stack trigger
!#VRv491=1;
!?OB54&v491=1;
!!IF:V490/1;** set Flag 490 to True to show that a monster stack is visited
!$OB54&v491=1;
!!IF:V490/0; ** reset Flag 490 to False after the monster stack visit is done
** before battle
!?BA0&1000/490/v491=1;
!!VRv490:S0 T9;** set random parameter for battle script (0-9): v490
!!IF:W-1;
!!BA:H0/?v492; ** store hero's number: v492
!!VRw49&w49=0:S1; ** prevent 0-stacks if hero gets attacked by Tim`s WM
!!VRw49&v490<>0:+1; ** count w49 up, if battlescript called
** battle modify - v490=1: summon 6 random creatures
!?BR&490/v491=1/v997<1;
!!BU:T?v1; ** Check for Tactics Phase: v1=0 if No
!!FU&v1=0/v997<0:E; ** Exit trigger if no Tactics Phase and v997 is less than 0
!!IF:Wv492; ** all the function calls below will use w49
**x1=multiplier x2=startPos x3=increase
!!DO491/1/6/1&v490>=0/v490<=3:P1/5/34; ** 0=<v490<=3,召唤6组
!!DO491/1/6/1&v490>=4/v490<=5:P1/5/34; ** 4=<v490<=5,召唤6组
!!DO491/1/6/1&v490>=6/v490<=7:P1/5/34; ** 6=<v490<=7,召唤6组
!!DO491/1/6/1&v490>=6/v490>=8:P1/5/34; ** 6=<v490<=7,召唤6组
!!IF:V490/0; ** flag490置为假,每次战斗只召唤一次
** 召唤随机怪物
!?FU491;
!!VRy1:Sw49; ** number per stack
!!VRy1:*x1; ** multiplier
!!VRy1&v37>-1:+v38 *2 +10;
!!VRy2:Sw49; ** set Level
!!VRy2&v37>-1:+v38;
!!VRy2::10; ** set multiplier for level
!!VRy2&y2>13:S13;
!!VRy3:S0 R7; ** calculate creature
!!VRy3:*14;
!!VRy3:+y2;
!!VRy5:S-1;
!!VRy5&y3=102:S104;
!!VRy5&y3=103:S105;
!!VRy5&y3=104:S106;
!!VRy5&y3=105:S107;
!!VRy5&y3=106:S102;
!!VRy5&y3=107:S103;
!!VRy3&y5>100:Sy5;
!!MA:Xy3/?y4;** Check monster Flags: y4
!!VRy4:&1; ** Check for 2-hex creature: y4>0 if Yes
!!DO492/1/200/1:Px2/y4; ** find a position with no obstacles: v1
!!BU:Sy3/y1/v1/1/-1/0;
!!VRx2:+x3; ** increase position number: x2
** 空位搜寻
!?FU492;
!!VRv1:S0 R7;
!!VRv1:+x1; ** x1 is offset position
!!BU:Ov1/?y1; ** check for obstacle: y1=0 if no obstacle
!!BU:Ev1/?y2; ** check for monster: y2<0 if no monster
!!VRy3&x2>0:Sv1 -1; ** check for 2-hex creature. Position=y3
!!BU&x2>0/y1=0:Oy3/?y1; ** check for obstacle: y1=0 if no obstacle
!!BU&x2>0/y2<0:Ey3/?y2; ** check for monster: y2<0 if no monster
!!VRv1&y1>0/x16=100:Sx1 +8;
!!BU&x16=100:Ov1/?y1; ** check for obstacle: y1=0 if no obstacle
!!BU&x16=100:Ev1/?y2; ** check for monster: y2<0 if no monster
!!VRv1&y2>=0/x16=100:Sx1 -1;
!!BU&x16=100:Ov1/?y1; ** check for obstacle: y1=0 if no obstacle
!!BU&x16=100:Ev1/?y2; ** check for monster: y2<0 if no monster
!!VRx16&y1=0/y2<0:S1000;** exit loop if valid position is found
** summon calculated stacks
!?FU493;
!!VRy1:S0 T1;
!!VRy1&w49>0/w49<10/y1=0:S139; **Peasant
!!VRy1&w49>0/w49<10/y1=1:S118; **Pixie
!!VRy1&w49>=10/w49<20/y1=0:S119; **Sprite
!!VRy1&w49>=10/w49<20/y1=1:S138; **Halfling
!!VRy1&w49>=20/w49<30:S0 R2;
!!VRy1&w49>=20/w49<30/y1=0:S112;**Air Elemental
!!VRy1&w49>=20/w49<30/y1=1:S140;**Boar
!!VRy1&w49>=20/w49<30/y1=2:S143;**Rogue
!!VRy1&w49>=30/w49<40/y1=0:S127; **Storm Elemantal
!!VRy1&w49>=30/w49<40/y1=1:S159; **Ghost
!!VRy1&w49>=40/w49<50:S0 R2;
!!VRy1&w49>=40/w49<50/y1=0:S115; **Water Elemental
!!VRy1&w49>=40/w49<50/y1=1:S141; **Mummy
!!VRy1&w49>=40/w49<50/y1=2:S142; **Nomad
!!VRy1&w49>=50/w49<110:S0 R2; **Random number 0..2
!!VRy1&w49>=50/w49<60/y1=0:S123; **Ice Elemental
!!VRy1&w49>=50/w49<60/y1=1:S166; **Air Messenger
!!VRy1&w49>=50/w49<60/y1=2:S192; **Sylvan Centaur
!!VRy1&w49>=60/w49<70/y1=0:S114; **Fire Elemental
!!VRy1&w49>=60/w49<70/y1=1:S164; **Fire Messenger
!!VRy1&w49>=60/w49<70/y1=2:S137; **Sharpshooter
!!VRy1&w49>=70/w49<80/y1=0:S129; **Energy Elemental
!!VRy1&w49>=70/w49<80/y1=1:S165; **Earth Messenger
!!VRy1&w49>=70/w49<80/y1=2:S167; **Water Messenger
!!VRy1&w49>=80/w49<90/y1=0:S113; **Earth Elemental
!!VRy1&w49>=80/w49<90/y1=1:S170; **Arctic Sharpshooter
!!VRy1&w49>=80/w49<90/y1=2:S194; **Werewolf
!!VRy1&w49>=90/w49<100/y1=0:S125; **Magma Elemental
!!VRy1&w49>=90/w49<100/y1=1:S171; **Lava Sharpshooter
!!VRy1&w49>=90/w49<100/y1=2:S144; **Troll
!!VRy1&w49>=100/w49<110/y1=0:S120; **Psychic Elemental
!!VRy1&w49>=100/w49<110/y1=1:S169; **War Zealot
!!VRy1&w49>=100/w49<110/y1=2:S193; **Sorceress
!!VRy1&w49>=110/w49<120:S0 R3;
!!VRy1&w49>=110/w49<120/y1=0:S121; **Magic Elemental
!!VRy1&w49>=110/w49<120/y1=1:S172; **Nightmare
!!VRy1&w49>=110/w49<120/y1=2:S136; **Enchanter
!!VRy1&w49>=110/w49<120/y1=3:S172; **梦魇兽
!!VRy1&w49>=120/w49<130/y1=0:S130; **Firebird
!!VRy1&w49>=120/w49<130/y1=1:S168; **Gorynych
!!VRy1&w49>=130/w49<140/y1=0:S130; **Phoenix
!!VRy1&w49>=130/w49<140/y1=1:S168; **Gorynych (Guthllu)
!!VRy1&w49>=140/y1=0:S150 R8; **Random Level 8
!!VRy1&w49>=140/y1=1:S132 R4; **Random Powerful Neutral Dragon
!!VRy1&w49>=140/y1=136:S196;**Dracolich
!!VRy1&y1=195:S172;出现烈火马时转成梦魇兽
!!VRy1&y1=139:S0;出现农民时转成枪兵
!!DO492/1/200/1:P73; ** find a position with no obstacles: v1
!!VRy2&v37>-1:Sw49 +v38 *2 +10;
!!BU:Sy1/y2/v1/1/-1/0;
!!DO492/1/200/1:P107; ** find a position with no obstacles: v1
!!VRy2&v37>-1:Sw49 +v38 *2 +10;
!!BU:Sy1/y2/v1/1/-1/0;
** after battle - give AI bonus experience equal to 50 x number of Karmic Battles fought]
!?BA1&-1000/490/v491=1;
!!BA:H0/?v492;
!!IF:Wv492;
!!VRw49:+1;
!!VRy-1:Sw49 *50;
!!HEv492:Edy-1;
!!IF:V490/0;
[ 本帖最后由 fastarrow 于 2011-3-19 20:48 编辑 ]
无效,没有援军了......
;cool;到了第二周了!
到了第二周了!!!!做这样的混战图的图文真是辛苦啊!!!各位大大有啥好经验分享下???;aiel; ;aiel; ;aiel;我到W3D4了,老猪刚出山,好难啊
按楼主要求测试, 没用二追,d1拿比蒙,开红门,拿精灵没有问题,主要是刘备要拿城下边的硫磺稍有难度。盗贼尽量都放最后打,资源和钱刚够。老猪前期很顺利,W2D6学完复活后,野兵加强了,等级高了援兵也强了,要S/L靠运气才能过后面的挡路野兵,援兵少了或吃魔能过。地面上暂时没难度,刘关张都可以裸奔,这个应该是因为他们等级低,野兵援兵不强。
赵云出山带兵打仗,等级不够,能力还体现不出来。
回复 446# 的帖子
可以了。因为加上了自定义选项,原脚本中的!#VRv491=1去掉了,现在加上了。 原帖由 zhxw0421 于 2011-3-19 20:39 发表 http://bbs.h3wog.com/images/common/back.gif
按楼主要求测试, 没用二追,d1拿比蒙,开红门,拿精灵没有问题,主要是刘备要拿城下边的硫磺稍有难度。盗贼尽量都放最后打,资源和钱刚够。
老猪前期很顺利,W2D6学完复活后,野兵加强了,等级高了援兵也强了,要S ...
诸葛后期遇到的援兵最多有2000来的7级兵,没二追的话,有难度,需要SL出低级援兵,援兵从四五级到7级都可能。刘备尽早出高土会轻松很多,不然可能被打得只剩一追。
诸葛亮要注意保护弹药车,这涉及到全体队员的移动力,下一战如果较近还好,如果比较远,必须保护弹药车,如果要度天,还有其它队员没动过,更是必须保护。
诸葛亮的弹药车加移动力,不是定时加,而是每移动一步加20点。正常每移动一格耗100点,加20点即变成耗80点,所以有时看上去到不了的地方,有时可以移动到。
[ 本帖最后由 fastarrow 于 2011-3-19 21:00 编辑 ] 原帖由 fastarrow 于 2011-3-19 20:57 发表 http://bbs.h3wog.com/images/common/back.gif
诸葛后期遇到的援兵最多有2000来的7级兵,没二追的话,有难度,需要SL出低级援兵,援兵从四五级到7级都可能。刘备尽早出高土会轻松很多,不然可能被打得只剩一追。
诸葛亮要注意保护弹药车,这涉及到全体队员 ...
原来如此,正琢磨着呢!受教了!:good_job: :good_job: :good_job:
出现问题了,卡在W3D3,蓝色读不过去了
什么原因啊,第17天,没有什么特殊事件吧?回复 452# 的帖子
取进度看看。17天蓝色没有特殊事件。难道是蓝色监狱里的人出来之后合兵造成的?
如果当天你一下干掉两个蓝色,试试少干掉一个,看看还卡住不。
[ 本帖最后由 fastarrow 于 2011-3-19 23:46 编辑 ]
汗。。。。。
原帖由 zhxw0421 于 2011-3-19 22:20 发表 http://bbs.h3wog.com/images/common/back.gif什么原因啊,第17天,没有什么特殊事件吧?
这人世间最痛苦的事可不能有。。。。。;cool; ;cool; ;cool; 刚取了成都,所有英雄都准备过来训练。
期间第三周的时候兰色会死机,查了下原因,是钟会还了兵要调整一下,我把钟会的圣龙去掉就可以过天。
没用二追,诸葛的路线可真有难度,野兵援军已经近千,保护好努车还是可以过的。去成都的路上有两处埋伏还是诸葛亮打的,刘备打第一处埋伏时挂了。
打粉色的金漩会出现援军,类似打野兵那种的援军,这个是设定的还是意外?
召唤石MS还不能翻页。
到第二周时打北平时,左边的黑龙2条,右边的黑龙则有200条,这儿是否没设定好?
回复 455# 的帖子
OK,我看下钟会的兵怎么调整。金旋的援兵是意外,很奇怪,援兵的触发是访问怪物不是英雄,想不通。
召唤石还来不及完善,这个肯定要完善的,但暂时没精力。下一版争取搞定。
龙又有问题了?我刚刚还打了,数量是对的啊。
你周几打的?第二周周四以后就不是200条了,如果在周四之前不是200就是BUG。
不过问题也不大,北平的建筑事件提前到周二。你得到所有建筑了吗?
钟会本身设定是没有圣龙的。你去掉的数量是多少?我要判断下他的圣龙是合兵来的还是事件加的。
[ 本帖最后由 fastarrow 于 2011-3-20 09:14 编辑 ] :good_job: :good_job: :good_job:
我看要更改成“正式测试版”才合适。
:lianhong: :lianhong: :lianhong: ^_^,老离头晕了吧 啊?
这不是正式版?
O,,,,NO!!!!!!
希望我不会碰到死机情况。。。。。。。。。。。;cool; ;cool; ;cool; 原帖由 魔域龙飞 于 2011-3-20 07:56 发表 http://uni.h3wog.com/images/common/back.gif刚取了成都,所有英雄都准备过来训练。
期间第三周的时候兰色会死机,查了下原因,是钟会还了兵要调整一下,我把钟会的圣龙去掉就可以过天。
没用二追,诸葛的路线可真有难度,野兵援军已经近千,保护好努车还是可 ...
怎么找到钟会调兵啊,要用什么软件,我这里只有地图编辑器 晕,我张飞辛辛苦苦杀出地面,结果纪灵怎么被拦路的黑龙灭了啊,是不是那个地方AI遇见黑龙也是200条啊
回复 456# 的帖子
北平守卫黑龙的问题,可能是我的版本是没调整之前的。已经是全建筑了。钟会的圣龙有130+头,具体多少忘记了。后来钟会又出现2次死机现象,我就把钟会的兵全换成一种,不让他带杂兵。