用贤知有你箭手连射10出现以下问题
1,选择英雄欧灵,当箭手等待(按W)时有机会自行射击,当自己兵种挡住射击路线时会对挡住路线的兵种造成伤害。本方是攻击方,一般对敌方右下角的兵种进行自行射击。2,当欧灵施加速魔法时出现弩车对本方相邻兵种造成伤害。
3,当欧灵撤退时并轮到箭手射击时会出现自行对本方兵种进行射击。
请教大师这是怎么回事!!!
太高端了,这都怎么测试出来的啊? :shuijiao:这也太厉害了。我记得英雄无敌5里头双击+顺势斩+强袭一口气才能砍6下不知道二连射+强袭+顺势斩能不能射6箭,反正二连射+强袭能4箭是肯定的 楼主啊,编写ERM设定一个功能时,需要有个严格的设定条件的.
你这样一说肯定是条件没设置好.
把脚本发上来让大家帮你看看吧.
纸上谈兵没法谈出结果的. ZVSE
ERMS_ScriptName=script92
ERMS_ScriptAuthor=GB
ERMS_ScriptVersion=1.0.0
ERMS_ScriptDate=23.5(May).2005
ERMS_ScriptERMVersion=2.70
ERMS_ScriptLanguage=简体中文 or 中文(简体) (native)
ERMS_ScriptUsedVariables=v85-87;z3-8;z466;v2800-2806
ERMS_AdditionalFiles=新英雄特长ERM;在其他ERM不要修改v83-86的值
ERMS_ScriptUsedTimers=19
ERMS_ScriptUsedFunctions=FU644;FU7041-7052
_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
;------------------------------选择新特长--------------------------------------------
!#VRv83:C156/156/156/156; 初始化变量
!#VRz3:S^新英雄特长^;
!#VRz4:S^输入拥有该特长的英雄名字:^;
!#VRz5:S^英雄特长为:^;
!#VRz6:S^每级增加己方部队生命的5%^;
!#IF:D6/3/4/5/////////6/7/8/9;
!#IF:E87/6;
!#VRz466&v87>0:Sz1; 将输入的名字保存到z466
!?TM19&1000;
!!DO644/0/155/1:P; 历遍所有英雄
!!VRv85&v85=156:S99; 没有符合名字的英雄,则默认设为跟Mars的设置一样!?FU644;
!!HEx16:B0/?z8; 取名字
!!HEx16:N?y10; 取编号
!!VRv85&z8=z466/v87=1:Sy10; 比较
!!VRz9&z8=z466/v87=1:S^(L)^;
!!VRz9&z8=z466:+z8;
!!HEx16&z8=z466:B0/z9;!#TM77:S2/999/1/255;
!?TM77;
!!DO2977/0/155/1:P; 检查每个英雄
!?FU2977;
!!HEx16&x16=v85:E?j/?k W?y1 O?y6;取得英雄移动力
!!FU&y6<0:E;!!VRy2:S1;!!VRy4:Sy1 *k :150;
!!VRy6:Sy2 *k *150;!!VRy7:Sy2 *k :2;
!!VRy1:+y4;
!!HEx16&x16=v85/x16<>147/x16<>148:Gdy1 Wdy1 Y9/y6/1/1 Y64/2/1/1;
!!HEx16&x16=v85/x16=148:Gdy1 Wdy1 Y9/y6/1/1 Y64/2/1/1;
!!HEx16&x16=v85/x16=147:Gdy1 Wdy1 Y9/y6/1/1 Y64/2/1/1;
;---------------------------战斗开始-------------------------------------------
!?BA0&1000;
!!BA:H0/?v9555; 保存进攻方英雄到v9555
!!BA:H1/?v9560; 防守方hero到v9560
!?BF&1000; 战场生成后
!!DO7041/0/20/1&v9555=v85:P; 小雨
!!DO7041/21/41/1&v9560=v85:P;
---------------------------新英雄特长--------------------------------
!?FU7041; rain(寒江夜雨)
!!BMx16:H?y-37 T?y1 T?y-44 F?f F?g F?h F?i F?m F?n F?o S?y23 B?y-55 N?y-56;!!HEv85:O?y2;
!!OW:Iy2/?y3;!!EAy1:F79/43/?y30;
!!EAy1:F119/53/?y31;!!EAy1:F67/61/?y22;
!!EAy1:F101/61/?y19;!!EAy1:F104/152/?y29;
!!EAy1:F66/61/?y32;
!!EAy1:F105/61/?y33;
!!EAy1:F111/61/?y34;
!!EAy1:F102/70/?y35;
!!EAy1:F102/76/?y36;
!!EAy1:F103/61/?y37;
!!EAy1&y32>0/y1=146/y3=0/y3<>1:By32/1/66/61/40/40/40/40/40/40/40/40/40/40/40;
!!EAy1&y33>0/y1=146/y3=0/y3<>1:By33/1/105/61/1/1/1/1/1/1/1/1/1/1/1;
!!EAy1&y29>0/y1=146/y3=0/y3<>1:By29/1/104/152/4/4/6/8/10/12/14/16/18/20/20;
!!EAy1&y34>0/y1=146/y3=0/y3<>1:By34/1/111/61/1/1/1/1/1/1/1/1/1/1/1;
!!FU&y-37=0:E;
!!VRy-37&y-44<>171/y-44<>136/y-44<>136::150;
!!VRy-37&y-44=171::20;!!VRy-37&y-44=136::20;
!!VRy-37&y-44=137::20; 每级增加1%的HP
!!VRy-37&y-37=0:S1;
!!HEv85:E?j/?k F?y8/?y9/?y10/?y11/1;
!!VRy-38:Sy-37 *k;
!!BMx16:Hdy-38;
!!VRh:+16384;火免
!!VRf:+32768;双击
!!VRg:+49152;双击和免疫火系
!!VRi:+638976;无反双击环击免疫火系
!!VRm:+573440;双击环击免疫火系
!!VRn:+606208;无反环击免疫火系
!!VRo:+557056;双击环击
---------------------------特长--------------------------------;
!!BMx16&y-44=8/k>24:Fg;Monk双击和免疫火系
!!BMx16&y-44=9/k>24:Fg;Zealot双击和免疫火
!!BMx16&y-44=18/k>24:Fg;Wood Elf双击和免疫火
!!BMx16&y-44=29/k>24:Fg;Master Gremlin双击和免疫火
!!BMx16&y-44=34/k>24:Fg;Mage双击和免疫火
!!BMx16&y-44=35/k>24:Fg;Arch Mage双击和免疫火
!!BMx16&y-44=41/k>24:Fg;Titan双击和免疫火
!!BMx16&y-44=64/k>24:Fg;Lich双击和免疫火
!!BMx16&y-44=65/k>24:Fg;Power Lich 双击和免疫火
!!BMx16&y-44=74/k>24:Fg;Beholder 双击和免疫火
!!BMx16&y-44=75/k>24:Fg;Evil Eye 双击和免疫火
!!BMx16&y-44=76/k>24:Fg;Medusa 双击和免疫火
!!BMx16&y-44=77/k>24:Fg;Medusa Queen 双击和免疫火
!!BMx16&y-44=94/k>24:Fg;Cyclops 双击和免疫火
!!BMx16&y-44=95/k>24:Fg;Cyclops King 双击和免疫火
!!BMx16&y-44=123/k>24:Fg;Ice Elemental 双击和免疫火
!!BMx16&y-44=127/k>24:Fg;Storm Elemental 双击和免疫火;
!!BMx16&y-44=136/k>24:Fg;Enchanter 双击和免疫火系
!!BMx16&y-44=137/k>24:Fg;Sharpshooter 双击和免疫火系
!!BMx16&y-44=138/k>24:Fg;Sharpshooter 双击和免疫火系
!!BMx16&y-44=170/k>24:Fg;Arctic Sharpshooter 双击和免疫火系
!!BMx16&y-44=171/k>24:Fg;Lava Sharpshooter 双击和免疫火系
!!BMx16&y-44=146/k>14:Fg;Ballista 双击和免疫火系
!!BMx16:D?y-39 A?y-46 U1/?y-49 U2/?y-42 U3/?y-62; 按等级直接增加攻,防,伤害
-------------------------
!!VRy12:Sy8 +y9 +y10 +y11 +y-42 +k :10;
!!VRy-53:S3 T10;随机数
!!BM:G212/?y-57/d;提取士气值
!!BM:G213/?y-58/d;获取幸运值
!!VRy-57&y-57<0:S0;
!!VRy-58&y-58<0:S0;
!!VRy-59:Sy-53+y-58 +y-57;
!!VRy-63:Sy-57 +y-58 +y-53;
!!VRy-64:Sy-57*y-58;
!!VRy-60&y-59>8:Sk*y-42 *y-63 :3;
!!VRy-60&y-59<9/y-64>0:Sk*y-42 *1;
!!VRy-61:Sy-60:100;
---------------------------
!!VRy-48:Sk*y-42;
!!VRy-43:Sy-48:100 +y-61 +y12;怪物伤害
!!VRy-62&y-62>0:+k;!!BMx16:U1/dy-43;
!!BMx16:U2/dy-43;
!!BMx16:U3/dy-62;
!!BMx16&y-44=146|y-44>173:N?y-45;
!!VRy-47&y-44=146:Sk:4;弩车计算公式
!!VRy-47&y-44>173/y-44<>180:Sk:2;指挥官不为食人魔领袖
!!VRy-47&y-44>173/y-44=180:Sk:3;指挥官为食人魔领袖
!!VRy-45&y-44=146|y-44>173:+y-47;
!!BMx16&y-44>173:Ny-45;增加指挥官数量
!!BMx16&y-44=146:Ny-45;增加弩车数量
!!VRy23&y-44=146:S38; 增加弩车38点速度;
!!VRy23&y-44<>146/y-44<>145/y-44<>147:S3; 按等级增加6点速度;
!!BMx16:Sdy23 M27/1000/3 M28/1000/3 M31/1000/3 M41/1000/3;
;------------------------------END--------------------------------
!?BG&1000;
!!BG:Q?y1 N?y2 E?y3;
!!BHy1:N?y4;!!HEv85:E?j/?k;
!!VRy42&k>0/k<20:S1;
!!VRy42&k>20/k<40:S2;
!!VRy42&k>40/k<60:S3;
!!VRy42&k>60/k<80:S4;
!!VRy42&k>80|k=0:S9;
!!FU9999993&y4=v85:Py2/y3/y42;
***以下直接复制贤知有你代码,只复制一次,类似增加射击次数的功能可无限重复调用,不用再复制。
!?FU9999993;
**A堆栈射击B堆栈且产生伤害(箭塔射击除外)
**x1=堆栈号
**x2=目标堆栈号
**x3=射击次数(需>0)
!!FU|x1<0/x1>41/x2<0/x2>41/x1=x2/x3<1:E;[#0]
!!BMx1:T?y1 N?y2; [#1]
!!BMx2:T?y11 N?y12;
!!FU|y1<0/y11<0/y2<1/y12<1/y1=149/y11=149:E;
!!BMx1:F?i U3/?j; [标志与弹药]
!!VRi:&4;
!!FU|i<>4/j<1:E; [非箭手或无弹药(若无射击动作会崩溃)]
*!FU&y1>144/y1<150:E; [排除战争机器]
!!UN:C6919200/4/?y20; [内存]
!!VRy31:Sx1 *1352 +21708 +y20;
!!VRy41:Sx2 *1352 +21708 +y20;
!!SN:E4453920/2/y31/y41; [射击且伤害]
!!BMx1:U3/d-1; [减少弹药]
!!VRx3:-1;
!!SN&x3>0:G0; [循环代码]
大概改了下,未测试.
!?BG&1000;
!!BG:Q?y1 N?y2 E?y3 A?y5;
!!BHy1:N?y4;
!!FU|y2<0/y3<0/y4<>v85/y4<0/y5<>7:E;[限制条件]y2和y3为存在堆栈编号,y4=v85为指定英雄,y5=7表示是堆栈射击的动作
!!BMy2:T?y11 N?y12;
!!BMy3:T?y13 N?y14;
!!FU|y11<0/y13<0/y12<1/y14<1/y11=149:E;[本堆栈和目标生物存在,且本堆栈不是箭塔]
!!HEv85:E?j/?k;
!!VRy42&k>0/k<20:S1;[以下的这些条件没设置好,比如中间值20,40,60等没包含在内,请自行修改]
!!VRy42&k>20/k<40:S2;
!!VRy42&k>40/k<60:S3;
!!VRy42&k>60/k<80:S4;
!!VRy42&k>80|k=0:S9;
!!FU9999993:Py2/y3/y42; 007出品就是短小彪悍啊 修改后经验证没有问题!
ZVSE
ERMS_ScriptName=script92
ERMS_ScriptAuthor=GB
ERMS_ScriptVersion=1.0.0
ERMS_ScriptDate=23.5(May).2005
ERMS_ScriptERMVersion=2.70
ERMS_ScriptLanguage=简体中文 or 中文(简体)
(native)
ERMS_ScriptUsedVariables=v85-87;z3-8;z466;v2800-2806
ERMS_AdditionalFiles=新英雄特长ERM;在其他ERM不要修改v83-86的值
ERMS_ScriptUsedTimers=19
ERMS_ScriptUsedFunctions=FU644;FU7041-7052
_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
;------------------------------选择新特
长--------------------------------------------
!#VRv83:C156/156/156/156; 初始化变量
!#VRz3:S^新英雄特长^;
!#VRz4:S^输入拥有该特长的英雄名字:^;
!#VRz5:S^英雄特长为:^;
!#VRz6:S^每级增加己方部队生命的5%^;
!#IF:D6/3/4/5/////////6/7/8/9;
!#IF:E87/6;
!#VRz466&v87>0:Sz1; 将输入的名字保存到z466
!?TM19&1000;
!!DO644/0/155/1:P; 历遍所有英雄
!!VRv85&v85=156:S99; 没有符合名字的英雄,则默认设为跟Mars的设置一样
!?FU644;
!!HEx16:B0/?z8; 取名字
!!HEx16:N?y10; 取编号
!!VRv85&z8=z466/v87=1:Sy10; 比较
!!VRz9&z8=z466/v87=1:S^(L)^;
!!VRz9&z8=z466:+z8;
!!HEx16&z8=z466:B0/z9;
!#TM77:S2/999/1/255;
!?TM77;
!!DO2977/0/155/1:P; 检查每个英雄
!?FU2977;!!HEx16&x16=v85:E?j/?k W?y1 O?y6;取得英雄移动力
!!FU&y6<0:E;!!VRy2:S1;!!VRy4:Sy1 *k :150;!!VRy6:Sy2 *k *150;
!!VRy7:Sy2 *k :2;!!VRy1:+y4;
!!HEx16&x16=v85/x16<>147/x16<>148:Gdy1 Wdy1 Y9/y6/1/1 Y64/2/1/1;
!!HEx16&x16=v85/x16=148:Gdy1 Wdy1 Y9/y6/1/1 Y64/2/1/1;
!!HEx16&x16=v85/x16=147:Gdy1 Wdy1 Y9/y6/1/1 Y64/2/1/1;
;---------------------------战斗开
始-------------------------------------------
!?BA0&1000;
!!BA:H0/?v9555; 保存进攻方英雄到v9555
!!BA:H1/?v9560; 防守方hero到v9560
!?BF&1000; 战场生成后
!!DO7041/0/20/1&v9555=v85:P; 小雨
!!DO7041/21/41/1&v9560=v85:P;
---------------------------新英雄特长--------------------------------
!?FU7041; rain(寒江夜雨)
!!BMx16:H?y-37 T?y1 T?y-44 F?f F?g F?h F?i F?m F?n F?o S?y23 B?y-55 N?y-56;
!!HEv85:O?y2;!!OW:Iy2/?y3;!!EAy1:F79/43/?y30;
!!EAy1:F119/53/?y31;
!!EAy1:F67/61/?y22;
!!EAy1:F101/61/?y19;
!!EAy1:F104/152/?y29;
!!EAy1:F66/61/?y32;
!!EAy1:F105/61/?y33;
!!EAy1:F111/61/?y34;
!!EAy1:F102/70/?y35;
!!EAy1:F102/76/?y36;
!!EAy1:F103/61/?y37;
!!EAy1&y32>0/y1=146/y3=0/y3<>1:By32/1/66/61/40/40/40/40/40/40/40/40/40/40/40;
!!EAy1&y33>0/y1=146/y3=0/y3<>1:By33/1/105/61/1/1/1/1/1/1/1/1/1/1/1;
!!EAy1&y29>0/y1=146/y3=0/y3<>1:By29/1/104/152/4/4/6/8/10/12/14/16/18/20/20;
!!EAy1&y34>0/y1=146/y3=0/y3<>1:By34/1/111/61/1/1/1/1/1/1/1/1/1/1/1;
!!FU&y-37=0:E;
!!VRy-37&y-44<>171/y-44<>136/y-44<>136::150;
!!VRy-37&y-44=171::20;
!!VRy-37&y-44=136::20;
!!VRy-37&y-44=137::20; 每级增加1%的HP
!!VRy-37&y-37=0:S1;
!!HEv85:E?j/?k F?y8/?y9/?y10/?y11/1;
!!VRy-38:Sy-37 *k;
!!BMx16:Hdy-38;!!VRh:+16384;火免
!!VRf:+32768;双击
!!VRg:+49152;双击和免疫火系
!!VRi:+638976;无反双击环击免疫火系
!!VRm:+573440;双击环击免疫火系
!!VRn:+606208;无反环击免疫火系
!!VRo:+557056;双击环击
---------------------------特
长--------------------------------;
!!BMx16&y-44=8/k>24:Fg;Monk双击和免疫火系
!!BMx16&y-44=9/k>24:Fg;Zealot双击和免疫火
!!BMx16&y-44=18/k>24:Fg;Wood Elf双击和免疫火
!!BMx16&y-44=29/k>24:Fg;Master Gremlin双击和免疫火
!!BMx16&y-44=34/k>24:Fg;Mage双击和免疫火
!!BMx16&y-44=35/k>24:Fg;Arch Mage双击和免疫火
!!BMx16&y-44=41/k>24:Fg;Titan双击和免疫火
!!BMx16&y-44=64/k>24:Fg;Lich双击和免疫火
!!BMx16&y-44=65/k>24:Fg;Power Lich 双击和免疫火
!!BMx16&y-44=74/k>24:Fg;Beholder 双击和免疫火
!!BMx16&y-44=75/k>24:Fg;Evil Eye 双击和免疫火
!!BMx16&y-44=76/k>24:Fg;Medusa 双击和免疫火
!!BMx16&y-44=77/k>24:Fg;Medusa Queen 双击和免疫火
!!BMx16&y-44=94/k>24:Fg;Cyclops 双击和免疫火
!!BMx16&y-44=95/k>24:Fg;Cyclops King 双击和免疫火
!!BMx16&y-44=123/k>24:Fg;Ice Elemental 双击和免疫火
!!BMx16&y-44=127/k>24:Fg;Storm Elemental 双击和免疫火;
!!BMx16&y-44=136/k>24:Fg;Enchanter 双击和免疫火系
!!BMx16&y-44=137/k>24:Fg;Sharpshooter 双击和免疫火系
!!BMx16&y-44=138/k>24:Fg;Sharpshooter 双击和免疫火系
!!BMx16&y-44=170/k>24:Fg;Arctic Sharpshooter 双击和免疫火系
!!BMx16&y-44=171/k>24:Fg;Lava Sharpshooter 双击和免疫火系
!!BMx16&y-44=146/k>14:Fg;Ballista 双击和免疫火系
!!BMx16:D?y-39 A?y-46 U1/?y-49 U2/?y-42 U3/?y-62; 按等级直接增加攻,防,伤
害-------------------------
!!VRy12:Sy8 +y9 +y10 +y11 +y-42 +k :10;
!!VRy-53:S3 T10;随机数
!!BM:G212/?y-57/d;提取士气值
!!BM:G213/?y-58/d;获取幸运值
!!VRy-57&y-57<0:S0;
!!VRy-58&y-58<0:S0;
!!VRy-59:Sy-53+y-58 +y-57;
!!VRy-63:Sy-57 +y-58 +y-53;
!!VRy-64:Sy-57*y-58;
!!VRy-60&y-59>8:Sk*y-42 *y-63 :3;
!!VRy-60&y-59<9/y-64>0:Sk*y-42 *1;
!!VRy-61:Sy-60:100;
---------------------------
!!VRy-48:Sk*y-42;
!!VRy-43:Sy-48:100 +y-61 +y12;怪物伤害
!!VRy-62&y-62>0:+k;!!BMx16:U1/dy-43;
!!BMx16:U2/dy-43;
!!BMx16:U3/dy-62;
!!BMx16&y-44=146|y-44>173:N?y-45;
!!VRy-47&y-44=146:Sk:4;弩车计算公式
!!VRy-47&y-44>173/y-44<>180:Sk:2;指挥官不为食人魔领袖
!!VRy-47&y-44>173/y-44=180:Sk:3;指挥官为食人魔领袖
!!VRy-45&y-44=146|y-44>173:+y-47;!!BMx16&y-44>173:Ny-45;增加指挥官数量
!!BMx16&y-44=146:Ny-45;增加弩车数量
!!VRy23&y-44=146:S38; 增加弩车38点速度;!!
VRy23&y-44<>146/y-44<>145/y-44<>147:S3; 按等级增加6点速度;
!!BMx16:Sdy23 M27/1000/3 M28/1000/3 M31/1000/3 M41/1000/3;
;------------------------------
END--------------------------------
!?BG&1000;
!!BG:Q?y1 N?y2 E?y3 A?y5;
!!BHy1:N?y4;
!!FU|
y2<0/y3<0/y4<>v85/y4<0/y5<>7:E;[限制条件]y2和y3为存在堆栈编号,y4=v85为指
定英雄,y5=7表示是堆栈射击的动作
!!BMy2:T?y11 N?y12;
!!BMy3:T?y13 N?y14;
!!
FU|y11<0/y13<0/y12<1/y14<1/y11=149:E;[本堆栈和目标生物存在,且本堆栈不是
箭塔]
!!HEv85:E?j/?k;
!!VRy42&k>0/k<20:S1;
!!VRy42&k>19/k<40:S2;
!!
VRy42&k>39/k<60:S3;
!!VRy42&k>59/k<80:S4;
!!VRy42&k>79|k=0:S9;
!!
FU9999993:Py2/y3/y42;
***以下直接复制贤知有你代码,只复制一次,类似增加射
击次数的功能可无限重复调用,不用再复制。
!?FU9999993;
**A堆栈射击B堆栈且产生
伤害(箭塔射击除外)
**x1=堆栈号
**x2=目标堆栈号
**x3=射击次数(需>0)
!!FU|
x1<0/x1>41/x2<0/x2>41/x1=x2/x3<1:E;[#0]
!!BMx1:T?y1 N?y2; [#1]
!!
BMx2:T?y11 N?y12;
!!FU|y1<0/y11<0/y2<1/y12<1/y1=149/y11=149:E;
!!BMx1:F?i
U3/?j; [标志与弹药]
!!VRi:&4;
!!FU|i<>4/j<1:E; [非箭手或无弹药(若
无射击动作会崩溃)]
*!FU&y1>144/y1<150:E; [排除战争机器]
!!UN:C6919200/4/?
y20; [内存]
!!VRy31:Sx1 *1352 +21708 +y20;
!!VRy41:Sx2 *1352
+21708 +y20;
!!SN:E4453920/2/y31/y41; [射击且伤害]
!!
BMx1:U3/d-1; [减少弹药]
!!VRx3:-1;
!!SN&x3>0:G0;
[循环代码]
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