新人求助,请大神教教我,有彩蛋
我是在手机上玩wog的,下了个转换生物mod,需要ctrl+鼠标左键才能调出,麻烦大神帮忙看看怎么改成鼠标右键调出,找了半天应该就是这里试了几次没成功,彩蛋2楼送上** x1=slot
!?FU2476;
!!CM:R0;
!!CM:H?y9/?y8;
!!FU&y9<0:E;
!!VRy1:Sx1 -68;
!!HEy9:C0/y1/?y2/?y3;
!!FU&y2<0:E;
!!FU2474:Py1/y9;
** mouse trigger in hero screen for stack henchman settings
!?CM2&v2490=1|v2506=1;
!!CM:I?y3 F?y4 S?y5;
!!FU2470&v2490=1/y3=108/y4=0/y5=12:P;
!!FU2470&v2490=1/y3=112/y4=0/y5=12:P;
!!FU2467&v2490=1/y3=108/y4=4/y5=12:P;
!!FU2467&v2490=1/y3=112/y4=4/y5=12:P;
!!FU2476&v2506=1/y3>67/y3<75/y4=4/y5=12:Py3;
彩蛋来了,我发现一个一直没修复的变形元素bug,需要英雄有布阵技能,首先英雄带上变形元素找个野怪或敌方英雄在正式进入战斗(已经布阵完毕但变形元素未变形状态)后选择撤退,然后在城里酒馆重新雇佣英雄,会发现变形元素保留,此时可以把变形元素留在城里但变形元素位置得有兵哪怕 只有一个,然后继续找个野怪或英雄打,在布阵阶段(不能开始战斗)撤退,再从酒馆重新招募出来会发现英雄身上还带着第一次撤退的变形元素,如此反复,变形元素就能几何倍增长 不知道有没有人发现这个bug '但我玩的几个版本中这个bug还能生效 问题答案:把所有y5=12替换为y5=14
感谢反馈,这个bug会在下个ERA 3整合版的更新中修复
收到,谢谢
Archer30 发表于 2022-5-8 22:18
问题答案:把所有y5=12替换为y5=14
感谢反馈,这个bug会在下个ERA 3整合版的更新中修复
大神还是不行呀,我用的咱们论坛里的三追mod,麻烦您再给看看
ZVSE
ERMS_ScriptName=script85
ERMS_ScriptAuthor=poet
ERMS_ScriptVersion=2.0.0
ERMS_ScriptDate=16.7(July).2009
ERMS_ScriptERMVersion=2.70
ERMS_ScriptLanguage=中文(中国) or 中文(简体) (native)
ERMS_ScriptUsedVariables=v2457-v2511,w140-w142
ERMS_ScriptUsedFunctions=2457-2477
_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. 2004.10.5.945
** functions of this erm script:
** 1. Restore part of stacks after every battle, based on hero experience
** 2. Summon pet as henchman, Commander's are immortal
** 3. All monsters will have fake Ace level, Warlord flags will get bonus only
** for "real" stack experiences.
** 4. Summon stack as henchman, this is a necromancy-like skill for all heroes
** and all stacks, stacks may gain after each battle.
** 5. Convert any stack to any stack based on equal experience.
** Read WoG Options
** Note you should hardcode this if you import this script into WoG map.
!#UN:P257/?v2487; ** feature 1: check stack restore
!#UN:P258/?v2488; ** feature 2: check 3rd pet henchman
!#UN:P259/?v2489; ** feature 3: check Ace level
!#UN:P260/?v2490; ** feature 4: check 3rd stack henchman
!#UN:P261/?v2506; ** feature 5: check troop change
!#UN:P262/?v2511; ** feature 6: 1st henchman summons
** give artifacts to commander
!?FU2457;
!!FU&v2487=0/v2488=0:E; [ check WoG option ]
!!COx16:A1/149/50; ** Immortal
** all monsters in the battlefield will have Ace level
!?FU2458; ** x1=1: call in BR, x1=0 call in BF
!!FU&v2489=0:E; [ check WoG option ]
!!BMx16:N?y2; [ get stack count into y2 ]
!!FU&y2<1:E; [ break if no stack ]
!!VRy1:S-1 -x16; [ calculate the stack number into y1 ]
!!EAy1&x1=0:E10/12/d/d; [ in BF trigger, set level to 10 ]
!!FU&x1=0:E; [ quit for BF trigger ]
!!BMx16:T?y22; [ check if it is commander ]
!!FU&y22>=174/y22<=191:E; [ break if commander ]
!!BMx16:O?y19; [ in BR trigger, check if summoned creature first ]
!!FU&y19<>-1:E; [ break for normal stack creature ]
!!EAy1:R?y20/?y21; [ get warlord flag ]
!!FU&y20=156:E; [ break if warlord flag present ]
!!EAy1&y19=-1:E10/12/d/d; [ set summoned creature level to 10 ]
!!EAy1:R156/5; [ add warlord's flag on battlefield ]
** 去掉追随者的召唤能力设置,在BR触发器中恢复
!?BG0;
!!BMv2507&v2507>0/v2507<41/v2490=1:O-1;
!!BMv2508&v2508>0/v2508<41/v2490=1:O-1;
!!BMv2509&v2509>0/v2500<41/v2488=1:O-1;
!!BMv2510&v2510>0/v2510<41/v2488=1:O-1;
!!BMv7207&v7207>0/v7207<41/v2511=1:O-1;
!!BMv7208&v7208>0/v7208<41/v2511=1:O-1;
** summon commander stack according to hero level
!?FU2459;
!!FU&v2488=0:E; [ check WoG option ]
!!BA:Hx1/?y1; [ get hero number into y1]
!!FU&y1<0:E; [ exit if no hero]
!!HEy1:Ed/?y4; [ check level of hero into y4]
!!HEy1:O?y3; [ get attacker's owner]
!!OW:Iy3/?y6; [ check if AI]
!!HEy1:B2/?y5; [ check race of hero: y5]
!!VRy5: :2; [ get town type]
!!VRy19&y5=5:Sy4 :10 +2;
!!VRy4&y5=5:Sy4 +y19;
!!VRy18&x1=0:S174 +y5; [ set creature number in y18]
!!VRy18&x1=1:S183 +y5; [ set creature number]
!!FU2472:Px1; [ check position]
!!FU&v2497<0:E; [ exit if all occupied]
!!BU:Sy18/y4/v2497/x1/-1/0; [ add creatures to attacker's army at position v2497]
!!BU:Ev2497/?y2; [ get stack into y2]
!!BMy2:E0; [ set spells to zero to avoid bugs]
!!VRy9:S-1 -y2; [ calculate stack number into y9]
!!EAy9:D?y10; [ check if bonus lines copied]
!!EAy9&y10=0:Oy18; [ copy the bonus lines]
!!EAy9&y4>=10:E10/12/d/d; [ set level to 10 if hero level >10]
!!VRy4&y4<0:S0;
!!EAy9&y4<10:Ey4/12/d/d; [ set level to hero level if <10]
!!EAy9:R156/y5; [ add warlord's flag on battlefield]
!!VRv2509&y6=0:Sy2; [ 保存追随者占用的槽]
!!VRv2510&y6=1:Sy2;
** check AI monster x1 = hero id
!?FU2468;
!!HEx1:X?y1/?y2/d/d/d/d/?y7;
!!VRw142&w142=0/y1=1/y2<>512;
!!VRw142&w142=0/y1=4:Sy2;
!!VRw142&w142=0/y1=6:Sy7;
!!VRw142&w142=0/y1=7:S83;
!!VRw140&w140=0/y1=1/y2<>146:Sy2;
!!VRw140&w140=0/y1=4:Sy2;
!!VRw140&w140=0/y1=6:Sy7;
!!VRw140&w140=0/y1=7:S83;
** check player monster x1 = hero id
!?FU2469;
!!IF:Wx1;
!!VRv2491:Sw140;
!!VRv2492:Sw141;
** check AI monster x1 = hero id
!?FU2477;
!!IF:Wx1;
!!VRv2491:Sw142;
!!VRv2492:Sw141;
** check for available stack position
** x1 = 0 for attacker, 1 for defender return value in v2497
!?FU2472;
!!VRy1:Sx1 *10;
!!VRy8:S54 +y1;
!!BU:Ey8/?y2;
!!VRv2497&y2<0:Sy8;
!!FU&y2<0:E;
!!VRy8:S122 +y1;
!!BU:Ey8/?y2;
!!VRv2497&y2<0:Sy8;
!!FU&y2<0:E;
!!VRy8:S20 +y1;
!!BU:Ey8/?y2;
!!VRv2497&y2<0:Sy8;
!!FU&y2<0:E;
!!VRy8:S156 +y1;
!!BU:Ey8/?y2;
!!VRv2497&y2<0:Sy8;
!!FU&y2<0:E;
** summon stack henchman
!?FU2466;
!!FU&v2490=0:E; [ check WoG option ]
!!BA:Hx1/?y1; [ get hero number into y1 ]
!!FU&y1<0:E; [ exit if no hero ]
!!HEy1:E?y11/?y4; [ check level of hero into y4 ]
!!HEy1:O?y3; [ get attacker's owner ]
!!OW:Iy3/?y6; [ check if AI ]
!!FU2477&y6=1:Py1; [ check AI monster into v2491 ]
!!FU2469&y6=0:Py1; [ check player monster into v2491 ]
!!VRy18:Sv2491; [ set creature number in y18 ]
!!FU2472:Px1; [ check position ]
!!FU&v2497<0:E; [ exit if all occupied ]
!!MA:Fy18/?y12; [ check monster fight value ]
!!VRy19&v2492=5:Sy11 :2;
!!VRy11&v2492=5:Sy11 +y19; [ if warlord flag 5 ]
!!VRy11: :y12;
!!VRy11&y11<1:S1; [ calculate the count ]
!!BU:Sy18/y11/v2497/x1/-1/0; [ add creatures to attacker's army at position v2497 ]
!!BU:Ev2497/?y2; [ get stack into y2 ]
!!VRy9:S-1 -y2; [ calculate stack number into y9 ]
!!EAy9:D?y10; [ check if bonus lines copied ]
!!EAy9&y10=0:Oy18; [ copy the bonus lines ]
!!EAy9&y4>=10:E10/12/d/d; [ set level to 10 if hero level >10 ]
!!VRy4&y4<0:S0;
!!EAy9&y4<10:Ey4/12/d/d; [ set level to hero level if <10 ]
!!EAy9:R156/v2492; [ add warlord's flag on battlefield ]
!!VRv2507&y6=0:Sy2; [ 保存追随者占用的槽 ]
!!VRv2508&y6=1:Sy2;
** Battlefield trigger
!?BF;
!!FU2466:P0; ** add the stack henchman for attacker
!!FU2459:P1; ** add the pet henchman for defender
!!FU2459:P0; ** add the pet henchman for attacker
!!FU2466:P1; ** add the stack henchman for defender
!!DO2458/0/41/1:P0;
!!BMv2507&v2507>0/v2507<41/v2490=1:O6; [ 让追随者具有召唤能力,BG0触发器中恢复 ]
!!BMv2508&v2508>0/v2508<41/v2490=1:O6;
!!BMv2509&v2509>0/v2509<41/v2488=1:O6;
!!BMv2510&v2510>0/v2510<41/v2488=1:O6;
!!BMv7207&v7207>0/v7207<41/v2511=1:O6;
!!BMv7208&v7208>0/v7208<41/v2511=1:O6;
** Battleround trigger
!?BR&v997>=0;
!!DO2458/0/41/1:P1;
!!BMv2507&v2507>0/v2507<41/v2490=1:O6; [ 让追随者具有召唤能力,BG0触发器中恢复 ]
!!BMv2508&v2508>0/v2508<41/v2490=1:O6;
!!BMv2509&v2509>0/v2509<41/v2488=1:O6;
!!BMv2510&v2510>0/v2510<41/v2488=1:O6;
!!BMv7207&v7207>0/v7207<41/v2511=1:O6;
!!BMv7208&v7208>0/v7208<41/v2511=1:O6;
** x1==hero id, x2=defence, x3=exp, x16==slot number;
!?FU2461;
!!VRy6:Sx2 *14 +2458 +x16;
!!VRy7:Sx2 *14 +2458 +7 +x16;
!!HEx1:C0/x16/?y2/?y3;
!!VRvy6:S0;
!!VRvy7:S-1;
!!FU&y2<0:E;
!!MA:Fy2/?y4;
!!VRy5:Sy4 *y3;
!!VRy5&y5>x3:Sx3;
*!IF:M^save %X1 %X2 slot %X16 with %Y5 %Y2^;
!!VRvy6:Sy5;
!!VRvy7:Sy2;
** save heroes status before battle
** x1 == hero id, x2 == 0 for attacker, 1 for defence
!?FU2460;
!!HEx1:E?y1/?y4;
!!DO2461/0/6/1:Px1/x2/y1;
!!HEx1:I?y3;
!!VRy2:S2495 +x2;
!!VRy5:Sy4 *10;
!!VRvy2:Sy3;
!!VRvy2&y5<y3:Sy5;
!!HEx1:A2/3/d/?y6;
!!HEx1:A2/4/d/?y7;
!!HEx1:A2/5/d/?y8;
!!HEx1:A2/6/d/?y9;
!!VRy10:S2498 +x2;
!!VRvy10:Sy6;
!!VRvy10&y4<y6:Sy4;
!!VRy10:S2500 +x2;
!!VRvy10:Sy7;
!!VRvy10&y4<y7:Sy4;
!!VRy10:S2502 +x2;
!!VRvy10:Sy8;
!!VRvy10&y4<y8:Sy4;
!!VRy10:S2504 +x2;
!!VRvy10:Sy9;
!!VRvy10&y4<y9:Sy4;
** x1==hero id, x2=defence, x16==slot number;
!?FU2463;
!!VRy6:Sx2 *14 +2458 +x16;
!!VRy7:Sx2 *14 +2458 +7 +x16;
!!VRy8:Svy6;
!!VRy9:Svy7;
!!HEx1:C0/x16/?y2/?y3;
!!VRy2&y2<0:Sy9;
*!IF:M^restore %X1 %X2 slot %X16 with %Y8 %Y9^;
!!FU&y2<0:E;
!!MA:Fy2/?y4;
!!VRy5:Sy4 *y3;
!!FU&y5>y8:E;
!!VRy3:Sy8 :y4;
!!HEx1:C0/x16/y2/y3/10/12;
** x1=hero id, x2 = artifact, x3=position
!?FU2473;
!!HEx1:A1/x2/x3;
** restore heroes stack after battle
** x1 == hero id, x2 == 0 for attacker, 1 for defence
!?FU2462;
!!DO2463/0/6/1:Px1/x2;
!!VRy2:S2495 +x2;
!!VRy3:Svy2;
!!HEx1:I?y5;
!!HEx1&y3>y5:Iy3;
!!HEx1:A-4 A-5 A-6;
!!VRy10:S2500 +x2;
!!VRy11:Svy10;
!!DO2473/1/y11/1:Px1/4/13;
!!VRy10:S2502 +x2;
!!VRy11:Svy10;
!!DO2473/1/y11/1:Px1/5/14;
!!VRy10:S2504 +x2;
!!VRy11:Svy10;
!!DO2473/1/y11/1:Px1/6/15;
** set experience limit
!?FU2465; ** x1=limit
!!FU&v2489=0:E; [ check WoG option ]
!!EAx16:Lx1;
** stack henchman ** x16=hero
** w140: type of stack for Player ** w141: type of warlord flag ** w142: type of stack for AI
!?FU2464;
!!FU&v2490=0:E; [ check WoG option ]
!!IF:Wx16;
!!FU2468:Px16; [ set for hero specialties]
!!HEx16:B2/?y5; [ check race of hero: y5]
!!VRy5: :2; [ get town type]
!!UN:Ty5/0/0/?y6; [ get level 1 lower monster]
!!VRw140&w140=0:Sy6;
!!VRw141&w141=0:Sy5;
!!UN:Ty5/4/1/?y6; [ get level 4 higher monster]
!!VRw142&w142=0:Sy6;
** begin-of-battle trigger
!?BA0&v2487=1;
!!BA:H0/?v710 H1/?v711; [ Store attacking hero # in v710, defending hero # in v711]
!!FU2460&v710>=0:Pv710/0;
!!FU2460&v711>=0:Pv711/1;
** end-of-battle trigger
!?BA1&v2487=1;
!!FU2462&v710>=0:Pv710/0;
!!FU2462&v711>=0:Pv711/1;
!!UN:R1;
** pop-up dialog-box for stack henchman setting
** x1 = hero id
!?FU2471;
!!IF:Wx1;
!!VRy7:Sw140;
!!HE-1:E?y10/?y2;
!!MA:Fy7/?y12;
!!VRy6:Sy10 :y12;
!!VRy6&y6<1:S1;
!!VRz141:S^{当前等级: %Y2}
经验值: %Y10
{援军号:%W140 数量:%Y6}
是否需要更换下列生物援军?^;
!!IF:Q2/21/y7/2/z141;
!!VRx16&-2:S196;
!!FU&-2:E;
!!VRz-1:S^生物编号速查表
00-07-13:人族生物 14-21-27:森林生物
28-35-41:雪地生物 42-49-55:地域生物
56-63-69:亡灵生物 70-77-83:地穴生物
84-91-97:野人生物 98-105-111:训兽生物
112-118-131:元素生物(122,4,6,8 除外)
132-136-144:中立生物 150-159:八级生物
164-168-173,192-196:追随神迹新生物
^;
!!VRz-2:S^当前生物为%W140,请输入新生物编号^;
!!VRz-3:S^^;
!!IF:D58/-1/-2/-3////////////;
!!IF:F58/////1;
!!IF:E2493/58;
!!FU&v2493=-1:E;
!!VRy1:Vz1;
!!IF|y1<0/y1>196:M^非法的生物编号^;
!!FU|y1<0/y1>196:E;
!!IF&y1>173/y1<192:M^非法的生物编号,如使用宠物请直接在 WoG 选项中启用宠物援军^;
!!FU&y1>173/y1<192:E;
!!IF&y1>159/y1<164:M^不允许使用神使作为援军^;
!!FU&y1>159/y1<164:E;
!!IF&y1>144/y1<150:M^不允许使用战争机器作为援军^;
!!FU&y1>144/y1<150:E;
!!IF|y1=122/y1=124/y1=126/y1=128:M^不允许使用非法生物作为援军^;
!!FU|y1=122/y1=124/y1=126/y1=128:E;
!!MA:Fy1/?y12;
!!IF&y12>y10:M^英雄的经验值不足 {%Y12} ,不能调遣这个援军
多一些历练之后再试试吧。^;
!!FU&y12>y10:E;
!!VRy6:Sy10 :y12;
!!VRz141:S^请确认选择下列生物援军
{援军号:%Y1数量: %Y6}^;
!!IF:Q2/21/y1/2/z141;
!!FU&-2:E;
!!VRw140:Sy1;
!!VRx16:S196;
** for stack henchman settings
!?FU2470;
!!CM:R0;
!!CM:H?y9/?y8;
!!FU&y9<0:E;
!!DO2471/0/196/1:Py9;
** for stack henchman warload flag setting
!?FU2467;
!!CM:R0;
!!CM:H?y9/?y8;
!!FU&y9<0:E;
!!IF:Wy9;
!!VRy1:Sw141;
!!VRy2&y1=0:S1;
!!VRy2&y1=1:S2;
!!VRy2&y1=2:S4;
!!VRy2&y1=3:S8;
!!VRy2&y1=4:S16;
!!VRy2&y1=5:S32;
!!VRy2&y1=6:S64;
!!VRy2&y1=7:S128;
!!VRy2&y1=8:S256;
!!VRz-1:S^选择生物援军战神旗的类型^;
!!VRz-2:S^加生命^;
!!VRz-3:S^加攻击^;
!!VRz-4:S^加防御^;
!!VRz-5:S^加伤害^;
!!VRz-6:S^加速度^;
!!VRz-7:S^加经验值^;
!!VRz-8:S^降敌人防御^;
!!VRz-9:S^加偏移^;
!!VRz-10:S^加反击次数^;
!!IF:G1/2494/y2/-1/-2/-3/-4/-5/-6/-7/-8/-9/-10;
!!VRw141&v2494=1:S0;
!!VRw141&v2494=2:S1;
!!VRw141&v2494=4:S2;
!!VRw141&v2494=8:S3;
!!VRw141&v2494=16:S4;
!!VRw141&v2494=32:S5;
!!VRw141&v2494=64:S6;
!!VRw141&v2494=128:S7;
!!VRw141&v2494=256:S8;
** pop-up dialog-box for stack exchange
** x1 = hero id, x2 = slot id, x3 = monster id, x4 = monster count
!?FU2475;
!!VRy7:Sx3;
!!MA:Fy7/?y12;
!!VRy2:Sy12 *x4;
!!VRz141:S^{生物号:%X3 数量:%X4}
经验值: %Y2
是否需要更换该生物?^;
!!IF:Q2/21/y7/2/z141;
!!VRx16&-2:S196;
!!FU&-2:E;
!!VRz-1:S^生物编号速查表
00-07-13:人族生物 14-21-27:森林生物
28-35-41:雪地生物 42-49-55:地域生物
56-63-69:亡灵生物 70-77-83:地穴生物
84-91-97:野人生物 98-105-111:训兽生物
112-118-131:元素生物(122,4,6,8 除外)
132-136-144:中立生物 150-159:八级生物
164-168-173,192-196:追随神迹新生物
^;
!!VRz-2:S^当前生物为%X3,请输入新生物编号^;
!!VRz-3:S^^;
!!IF:D58/-1/-2/-3////////////;
!!IF:F58/////1;
!!IF:E2493/58;
!!FU&v2493=-1:E;
!!VRy1:Vz1;
!!IF|y1<0/y1>196:M^非法的生物编号^;
!!FU|y1<0/y1>196:E;
!!IF&y1>173/y1<192:M^不允许使用宠物^;
!!FU&y1>173/y1<192:E;
!!IF&y1>159/y1<164:M^不允许使用神使^;
!!FU&y1>159/y1<164:E;
!!IF&y1>144/y1<150:M^不允许使用战争机器^;
!!FU&y1>144/y1<150:E;
!!IF|y1=122/y1=124/y1=126/y1=128:M^不允许使用非法生物^;
!!FU|y1=122/y1=124/y1=126/y1=128:E;
!!MA:Fy1/?y13 Ly1/?y15 Uy1/?y16;
!!VRy17:S0; [ 初始化 y17 变量 ]
!!MA&y15=0/y16>=0:Fy16/?y17; [ 如果是一级未升级兵种,按照升级兵种计算战力 ]
!!MA&y16=11:Fy16/?y17; [ 如果是骑士,按照升级白骑士计算战力 ]
!!VRy18&y17<=y13:Sy13; [ assign y18 to max(y13, y17) ]
!!VRy18&y17>y13:Sy17;
!!MA:F57/?y14; [ 如果战力小于骷髅战士,按照骷髅战士计算 ]
!!VRy12&y18<=y14:Sy14; [ assign y12 to max(y18, y14) ]
!!VRy12&y18>y14:Sy18;
!!IF&y12>y2:M^现有生物的总战斗力不足 {%Y12} ,不能转换为这个生物
积攒多一些再试试吧^;
!!FU&y12>y2:E;
!!VRy6:Sy2 :y12;
!!VRz141:S^请确认更换为下列生物
{生物号:%Y1数量: %Y6}^;
!!IF:Q2/21/y1/2/z141;
!!FU&-2:E;
!!HEx1:C0/x2/y1/y6;
!!VRx16:S196;
** x1=slot, x2=hero id
!?FU2474;
!!HEx2:C0/x1/?y1/?y2;
!!MA:Fy1/?y3;
!!HEx2:S21/?y7; [检查学习术的等级]
!!VRy4&y7=0:Sy3 *y2 :2;
!!VRy4&y7=1:Sy3 *y2 *21 :40; [初级学习术 +5%]
!!VRy4&y7=2:Sy3 *y2 *11 :20; [中级学习术 +10%]
!!VRy4&y7=3:Sy3 *y2 *23 :40; [高级学习术 +15%]
!!IF&y4<0:M^生物战斗力溢出,请分队再试^;
!!FU&y4<0:E;
!!IF:Q7/21/y1/17/y4/10^您是需要{按照战斗力转换为其它生物}
还是{转换战斗力为一半经验值}?^;
!!HEx2:E?y5;
!!VRy6:Sy5+y4;
!!HEx2&v7=2:Ey6;
!!HEx2&v7=2:C0/x1/-1/0;
!!UN&v7=2:R3/x2;
!!FU&v7<>1:E;
!!DO2475/0/196/1:Px2/x1/y1/y2;
!!UN:R3/x2;
** x1=slot
!?FU2476;
!!CM:R0;
!!CM:H?y9/?y8;
!!FU&y9<0:E;
!!VRy1:Sx1 -68;
!!HEy9:C0/y1/?y2/?y3;
!!FU&y2<0:E;
!!FU2474:Py1/y9;
** mouse trigger in hero screen for stack henchman settings
!?CM2&v2490=1|v2506=1;
!!CM:I?y3 F?y4 S?y5;
!!FU2470&v2490=1/y3=108/y4=0/y5=14:P;
!!FU2470&v2490=1/y3=112/y4=0/y5=14:P;
!!FU2467&v2490=1/y3=108/y4=4/y5=14:P;
!!FU2467&v2490=1/y3=112/y4=4/y5=14:P;
!!FU2476&v2506=1/y3>67/y3<75/y4=4/y5=14:Py3;
** the post-instruction trigger
!?PI;
*!EA0:H10000; ** exp multiplier = 10000
!!DO2457/0/155/1:P; ** call FU2457 for all heros.
!!DO2464/0/155/1:P; ** call FU2464 for all heros.
!!DO2465/0/196/1:P10; ** change all experience limit 看走眼了,这里把题目的** mouse trigger in hero screen for stack henchman settings下边这段替换为我写的试试。
!?CM2&v2490=1|v2506=1;
!!SN:L^user32.dll^/?y1 Ay1/^GetKeyState^/?y2 Ey2/1/17;
!!VRy1:Sv1&65535; 2-bytes WORD
!!CM:I?y3 S?y5;
!!FU2470&v2490=1/y3=108/y1<32768/y5=12:P;
!!FU2470&v2490=1/y3=112/y1<32768/y5=12:P;
!!FU2467&v2490=1/y3=108/y1>=32768/y5=14:P;
!!FU2467&v2490=1/y3=112/y1>=32768/y5=14:P;
!!FU2476&v2506=1/y3>67/y3<75/y1>=32768/y5=14:Py3;
Archer30 发表于 2022-5-8 23:50
看走眼了,这里把题目的** mouse trigger in hero screen for stack henchman settings下边这段替换为我写 ...
还是不行;bq; rxl18167979170 发表于 2022-5-9 00:47
还是不行
是哪个版本的ERA/WoG呢?这里借用了一个系统插件,不一定能用于手机的 Archer30 发表于 2022-5-9 00:58
是哪个版本的ERA/WoG呢?这里借用了一个系统插件,不一定能用于手机的
wog3.58f erm2.8.1在电脑上一样的版本试了能用,不知道是不是跟手机系统有关;ym;
页:
[1]