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悬赏ERM帮助中以下内容的汉化

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    发表于 2011-1-30 23:53:05 | 显示全部楼层 |阅读模式
    有一小部分内容我不太懂,所以贴出来给高手翻译下,请跟帖回答。(注意保持原文的格式,包括表格、文本颜色和超链接)
    1、FU:D命令:
    D$/$/$...
    最多接到 16$
    Call the function at opposite side.  
    这个命令与FUP的用法几乎相同,请先查看:FU:P
    Now during a battle you may pass the values of v vars to the other side and call functions at
    the other side. Say, you run a user dependent script (like stack splitting). The script runs at one side because it runs as a reaction to a human action (mouse click). So all that you change at this side will not be changed on the other side. Now you can pass all changed values to the other side not running a script there.
    Example.
    On the one side you run a mouse event driven script:
    ...
    !!VRv1234:S999;
    On the other side v1234 will still keep the old value.
    To fix it use:
    ...
    !!VRv1234:S999;
    !!IP:V1234/1234;

    The last command will immediately send the value of v1234 to the other side.
    Now to the second part of the problem. Say you use some specific command that has some
    effects on the battlefield (say you cast a spell with ERM).
    Again, if it is done only at one side, there will be a problem because it is not done on the
    other side. Now you may use a distant call for those cases. This means that you call a function
    but it runs not at this local PC but at a distant one (the opponent's PC).
    Up to 16 x parameters are transferred.
    Example.
    On one side you have:
    ...
    !!BMv10:Mi/y5/5;
    To make it run correctly you should make some changes:
    ...
    !!BMv10:Mi/y5/5;
    !!FU12345:Dv10/i/y5/5;

    !?FU12345;
    !!BMx1:Mx2/x3/x4;

    That is all. How it works. FU:D immediately transfer all x parameters to the other side and
    makes a call of FU1234 there. So BMv10:M... command runs at one PC and BMx1:M... at the other PC. If you pass all in the right order, you will see the same effect at both sides.
    Note that you can pass some vars with IP:V command and then call FU:D to pass more than 16 x parameters to the other side.

    Now, an example that you can check (tested):
    ***********
    ZVSE

    !?BG0;
    !!IF:M^Hi!^;
    !!VRv99:S99;
    !!VRv100:S100;
    !!VRv101:S101;
    !!IP:V99/100;
    !!FU123:D1/2/3/4/5;

    !?FU123;
    !!IF:M^V99=%V99, V100=%V100, V101=%V101, X1=%X1, X2=%X2, X3=%X3, X4=%X4, X5=%X5^;
    ***********
    You will see "Hi!" message at any action of a stack, then you will see a message "V99=99,
    V100=100, V101=0, X1=1, X2=2, X3=3, X4=4, X5=5
    " at the other PC. Then you get "Hi!" at the other
    PC.
    If you continue, you may notice that the next time the message will be: "
    V99=99, V100=100,
    V101=101, X1=1, X2=2, X3=3, X4=4, X5=5
    ". So v101 is changed. This is because first you send v99
    and v100 through the network and call a function that shows a message (and this is why
    v101 is 0). But then the BG0 trigger will work out at the defender's side and v101 will be set
    to 101.
    This example is only an example because in the script:
    !?BG0;
    !!IF:M^Hi!^;
    !!VRv99:S99; !!VRv100:S100; !!VRv101:S101;

    will work fine (identical) at both sides.
    But if you run a script as a reaction to a human related event (mouse click generally), you need to think how to transfer changes to the other side.










    2、HE:C命令
    C(...)
    (SE
    支持)
    Extended !!HE:C0, !!HE:C1 and !!HE:C2 syntax for setting or retaining Stack Experience.
    (Note:  does not work with
    C#1/#2/..../#14).

    Now these commands may have 5 or 6 parameters:
    !!HE...:C#/#1/$2/$3/$4/$5;
    # = 0 - change monsters (by slot)
      
    # = 1 - change monsters (by type)
      
    # = 2 - add stack of monsters
      
    $4 = experience value (default is 0)
      
    $5 = experience modifier (default is 0)

    Supported $5 modifier values:

    Mode 0 - Use this mode to add additional creatures that have experience.
     
    New creatures have their own experience $4, but old creatures (if you add monsters) keep their own experience. The result of experience per creature is calculated as:
    Exp=(ExpOld*NumOld+ExpNew*NumNew)/(NumOld+NumNew)
    a) Say you have a stack of 10 Monks with Exp 1000 (here and later per creature) and want to add 5 Monks with experience 3000.
    The result will be: (1000*10+3000*5)/15=1666
    E.g. HE...:C0/0/d/d100/5000/0;
    Add to the stack 100 creatures with exp 5000.
    b) If you add a creature of a different type, only the experience of the new creatures is taken. So if you have 10 Griffins Exp 1000 and want to add 5 Monks with experience 3000.
    The result will be: 3000.
    This is used to avoid problems when you move stacks from one slot to another and the experience is mixed. Say you placed a stack of Griffins in the stack 1 and then changed it to Monks accidentally forgot to change experience (so it IS a stack of Monks but the system thinks that it IS a stack of Griffins). So now adding more Monks, the system will think that you changed the type of creatures and takes only experience of new creatures.
    Exception: if the stack has not gained experience yet the experience will be averaged as if you weren't changing the type (same as mode 1).
    Note:
    do not use the 'd' modifier for $4 with mode 0.

    Mode 1 - The same as Mode 0 except that there is no check of creature type. So it always works according a) formula (above) whatever type of ex and new creature type you have.
     
    Examples.
    a) you want to set creatures in slot to Pikemen and they should have the experience (per creature) of previous creatures in the stack (whatever they were) plus new 7 creatures has 50 exp. points.
    !!HE...:C0/1/0/d7/50/1;
    Note:
    do not use the 'd' modifier for $4 with mode 1.

    Mode 2 - Use this mode to set experience for the whole stack.
     
    The stack will always be set to $4 experience.
    Example:
    HE...:C0/0/d/d/5000/2;
    The stack will have experience 5000
    Note:
    if you use the 'd' modifier with Mode 2 for $4, it will add the experience instead. This is identical to the operation of mode 3.

    Mode 3 - Use this mode to add additional experience to a stack.
     
    E.g. HE...:C0/0/d/d/5000/3;
    The stack will have +5000 experience.
    New creatures take the experience of the old creatures plus $4. Experience is not distributed. So if you have a stack of 10 Monks with Exp 1000, want to add 5 Monks and add 3000 experience with Mode 3, the result is: 1000+3000=4000.
    E.g.
    HE...:C0/0/d/d5/3000/3;
    The stack will have +5 creatures and +3000 experience.
    You can also use this mode to add creatures to a stack without reducing the stack's experience, or change the type of creatures in the stack while keeping the experience unchanged.
    You may use this modifier for temporary creature type changing as well, because the new stack will still have the same experience and if you change it then back, the stack will keep the experience.
    !!HE...:C0/1/0/d/0/3;
    !!HE...:C0/1/99/d/0/3;
    !!HE...:C0/1/0/d/0/3;

    Note:
    if you use the 'd' modifier for $4 with mode 3 it will work the following way:
    StackExp=OldExp+OldExp+AdditionalExperience.
    So if a stack had 200 experience, and you add 100 experience, it will have 200+200+100=500.
    Then if you add another 100 experience it will have 500+500+100=1100.

    Mode 4 - Use this mode to add experience Levels (Ranks) to a stack.
     
    New creatures take the experience of the old creatures plus experience equal to $4 levels.
    Experience is not distributed. So if you have a stack of 10 Monks with Exp 1000, and want to add 5 Monks and add 3 experience levels, the result is:
    1000+3levels=????
    It uses the next calculation:
    - we have E exp
    - get a current stack exp. level L0
    - get an exp. value E0 for level L0
    - get a reminder dE as E-E0
    - we have a level bonus L
    - get a resulting level L1 as L0+L
    - get an exp. value E1 for level L1
    - get a final exp. E as E1+dE
    E.g.
    HE...:C0/0/d/d/5/4;
    The stack will have +5 experience levels.
    Note:
    do not use the 'd' modifier for $4 with mode 4.

    Mode 5 - Use this mode if you upgrade creatures.
     
    The same as Mode 3 but the experience of new creatures is taken as though you made an upgrade of old creatures. The new experience will be the old experience multiplied by the Upgrade Multiplier plus an experience bonus.
    E.g.
    HE...:C0/0/d/d/500/5;
    The stack will have experience as if upgraded +500 experience.
    Note:
    do not use the 'd' modifier for $4 with mode 5.

    Mode 10 - Use this mode to add additional creatures with levels (ranks) of experience.
     
    This is the same as Mode 0 but $4 means additional levels (ranks) of new creature type experience.
    E.g.
    HE...:C0/0/d/d100/5/10;
    Add to the stack 100 creatures with exp of Rank 5.
    Note:
    do not use the 'd' modifier for $4 with mode 10.

    Mode 11 - The same as Mode 10 but regardless of creature types.
     
    This is the same as Mode 1 but you add creatures with experience equal to $4 levels (ranks).
    E.g.
    HE...:C0/0/3/d100/5/11;
    Add to the stack 100 creatures with exp of Rank 5, but also changing their type to Marksmen.

    Mode 12 - Use this mode to set the experience level (rank) for the whole stack.
     
    This is he same as 2 but $4 means experience levels (ranks).
    E.g.
    HE...:C0/0/d/d/5/12;
    The stack will have 5 levels (ranks) of experience.
    Mode 13 - Use this mode to set the equivalent percentage of experience for a new type of creature.
     
    This is the same as Mode 3 but it is assumed that you change the type of creatures and a new creature experience is taken as the same percentage that the old creatures have.
    So if you have a stack of Monks with exp. X and change it to a stack of Angels, the new experience will be:
    X*MaxA/MaxM+dE
    where MaxA is a max experience of an Angel and MaxM is a max experience of a Monk, dE is the added experience.
    E.g.
    HE...:C0/0/../d/1000/13;
    The new stack gets the corresponding experience that the old stack had plus 1000 exp.
    NewExp=OldExp*NewCreatureTypeR10Exp/OldCreatureTypeR10Exp+ExtraExp.
    Mode 14 - The same as Mode 13 but an addition is experience levels (ranks).
     
    E.g. HE...:C0/0/../d/3/14;
    The new stack gets the corresponding experience that the old stack had plus 3 levels (ranks) of exp.








    3、If else endif章节:

    If-Else-Endif construction
    If-else-endif construction used to act by conditions without using new functions or spamming triggers.

    To start IF section use the next receiver/instruction:
    !!if&condition:;
    Note that 'if' is in lower case.
    Condition is a standard AND and OR condition that you use now in any receiver. If during a script execution the condition evaluation is TRUE, the followed section is executed. If it is FALSE, the followed section is skipped until ELSE section begins or ENDIF found.

    To start ELSE section use the next receiver/instruction:
    !!el:;
    'el' is in lower case.
    No condition is evaluated even if present so this is unconditionally executed.
    ELSE section always expects IF part and linked to the latest found in the script IF.

    To end IF or IF-ELSE section use the next receiver/instruction:
    !!en:;
    'en' is in lower case.
    No condition is evaluated even if present so this is unconditionally executed.
    ENDIF section always expects IF part or IF_ELSE part and linked to the latest found in the script IF or IF-ELSE.

    You may use included IF-ELSE-ENDIF sections but not deeper than 10 levels.
    Every trigger (and thus function) has its own set of IF-ELSE-ENDIF and so may have up to 10 levels of included IF-ELSE-ENDIF.
    When you call a function the caller IF-ELSE-ENDIF state stays active, so when you are back the local IF-ELSE-ENDIF set is used again (a similar way as local function variables).

    Example:

    ZVSE!?HM-1;!!VRv10:S5;!!if&v10=5:;    !!IF:M^First IF^;    !!VRv10:S10;    !!if&v10<>10:;        !!IF:M^Second IF^;    !!el:;        !!IF:M^Second ELSE^;    !!en:;    !!IF:M^Second IF finished^;!!el:;    !!IF:M^First ELSE^;    !!VRv10:S99;    !!if&v10=99:;        !!IF:M^Third IF^;    !!el:;        !!IF:M^Third ELSE^;    !!en:;    !!IF:M^Third IF finished^;!!en:;!!IF:M^First IF finished^;
    You should see the next messages:
      First IF
      Second ELSE
      Second IF finished
      First IF finished








    4、VR命令,数位运算。(这个我真不懂)
    数位运算

    &#
    Check or remove specific bit of a variable
    & does a logical AND on the bits of a variable and can be used to check if a specific bit has been set. For example, to test if the variable v1 has the 5th bit (16) set, use: !!VRv1:&16; v1 will be set to 16 if bit 5 is set and 0 if it isn't. This can be very useful when checking monster flags.
    Example:
    !!BRx16:F?i; read flags
    !!VRi:&33554432; just look at waiting bit
    !!IF&i>0:M^This stack is waiting.^;
      You can also clear (remove) a specific bit without touching the other bits in a variable. To do so, use the negative minus one of the bit value you wish to remove. For example, to remove the 5th bit (16), use -17, e.g.,
    !!VRv1:&-17;
    To check or unset several bits at once sum their values. E.g. to remove 4th(8), 3rd(4) and 1st(1) bits use
    &-14 ( =-1*(8+3+1)-1 ).
    To check them use
    &13.
    |#
    Set a specific bit of a variable
    | does a logical OR on the bits of a variable and can be used to set a specific bit without changing the other bits. For example, to set the 6th bit (32) for v1, use: !!VRv1:|32;
      If v1 already had this bit set, nothing is changed. If it didn't, it now has this bit set. This can be very useful for adding new flags to a monster if you don't know which ones it already has, and in fact, this is really the only completely safe way to do so.
    To set several bits at once sum their values. E.g. to set 5th(16) and 3rd(4) bits use
    |20
    X$
    Does a logical XOR on a bits of a variable
    E.g.
    X-1 will invert bits of a variable.
    To check for difference between two variables use syntax :
    VR@:X$ , where @ is variable which is one of variables to compare and also will keep the result of comparison. $ is second comparing variable.
    Example:
    Say v1=163 (10100011) and v2=106 (01101010). Then after
    !!VRv1:Xv2; v2 is still 106.

    1
    0
    1
    0
    0
    0
    1
    1

    0
    1
    1
    0
    1
    0
    1
    0
    XOR
    -
    -
    -
    -
    -
    -
    -
    -

    1
    1
    0
    0
    1
    0
    0
    1
    So v1=201 (11001001)













    5、UN:U的用法详解


    New faster method for U command (search object engine)
    Now if you use a search object syntax UN:Utype/subtype/index/varindex you can set index to -1 or -2 (it was allowed to be 1...N before). A value of -1 means it will search for the next object of a type, using the coordinates of the previously found object of the same type while a value of -2 means the same but it will search for the previous object of a type on the map, starting from the last coordinates.
    In the standard syntax (index=1...N), UN:U is searching for each object from the beginning of the map and skips them until the index object is found. Thus it is a long process on larger maps, especially if there are a lot of objects of the specified type.
    With the new syntax (index=-1 or index=-2) the coordinates returned in v[varindex]/v[varindex+1]/v[varindex+2] are used, and a search for an object of the type specified starts from the next square on the map for -1 or the previous square for -2, not from the beginning. This means that the process should be faster, but it requires that you HAVE NOT CHANGED the returned coordinates of the previous search in V vars.
    Moreover, for the first (or last) object you should use a standard syntax OR you may set V[xcoord] var to -1 for the first object or -2 for the last object (
    examples below).

    If you use -1 and -2 as an index of the object to find you may move forward and backward from the current object. You may use them in any order.

    Examples:


    It works fine
    !!UN:U53/-1/1/1;
    (get location of mine 1: v1/v2/v3)
    ...
    !!VRv1:S99;
    (change v1 to anything)
    ...
    !!UN:U53/-1/2/1;
    (get location of mine 2: v1/v2/v3)


    It works WRONG!!! for v1 was modified
    !!UN:U53/-1/1/1; (get location of mine 1: v1/v2/v3)
    ...
    !!VRv1:S99;
    (change v1 to anything)
    ...
    !!UN:U53/-1/-1/1;
    (get location of NEXT mine (2): v1/v2/v3)


    It works fine
    !!UN:U53/-1/1/1;
    (get location of mine 1: v1/v2/v3)
    ... (v1/v2/v3 are NOT modified)
    !!UN:U53/-1/-1/1; (get location of NEXT mine (2): v1/v2/v3)
    ... (v1/v2/v3 are NOT modified)
    !!UN:U53/-1/-1/1; (get location of NEXT mine (3): v1/v2/v3)


    It works fine
    !!VRv1:S-1;
    (start search from the first object on the map)
    !!UN:U53/-1/-1/1; (get location of NEXT mine (1): v1/v2/v3)
    ... (v1/v2/v3 are NOT modified)
    !!UN:U53/-1/-1/1; (get location of NEXT mine (2): v1/v2/v3)
    ... (v1/v2/v3 are NOT modified)
    !!UN:U53/-1/-1/1; (get location of NEXT mine (3): v1/v2/v3)


    To
    a demonstration of how this syntax works, the following sample script may be used with a randomly generated XL 2 levels SoD map. It runs through all Creature banks in forward and then backward order.

    Example:


    ZVSE

    !#TM1:S1/999/1/1; set TM1 for red

    !?TM1;
    !!UN:U16/-1/?v100;
    !!VRv1:S-1;
    !!IF:M^Found %V100 Creature Banks. Now run through all of them.^;
    !!DO123/1/v100/1:P;

    !!IF:M^Put Shroud.^;
    !!UN:H72/72/0/1/100;
    Close for Red
    !!UN:H72/72/1/1/100; Close for Red

    !!VRv1:S-2;
    !!IF:M^Now run in backward order.^;
    !!DO124/1/v100/1:P;

    !?FU123;
    !!UN:U16/-1/-1/1;
    !!UN:Sv1/v2/v3/0/3;
    Open for Red
    !!UN:Lv1/v2/v3/100; Move a look for 100 ms

    !?FU124;
    !!UN:U16/-1/-2/1;
    !!UN:Sv1/v2/v3/0/3;
    Open for Red
    !!UN:Lv1/v2/v3/100; Move a look for 100 ms


    [ 本帖最后由 da3338280 于 2011-1-30 23:54 编辑 ]
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    发表于 2011-1-31 00:39:33 | 显示全部楼层
    好象不是很难,至少第一个很简单。
    可惜没时间,明天看我的手够不够快了。
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     楼主| 发表于 2011-1-31 14:07:28 | 显示全部楼层
    还没有人解答吗?跪求啊。

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    发表于 2011-1-31 14:51:06 | 显示全部楼层
    我还想试试呢,但一看里面放多关于脚本的术语,那就知难而退了,抱歉。
    喜欢:
    1.游戏:天之痕、H3(WOG)、SC;
    2.歌曲:这一生只为你;
    3.画漫画;
    4.网站:foodmate、gamerhome、wakeofgods。
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     楼主| 发表于 2011-1-31 17:39:44 | 显示全部楼层
    神兵呢?求给力。我都翻译了那么多了,就没人帮我翻译完这一点点吗?

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    发表于 2011-1-31 17:42:03 | 显示全部楼层

    英文POOR的路过!

    原帖由 da3338280 于 2011-1-31 17:39 发表
    神兵呢?求给力。我都翻译了那么多了,就没人帮我翻译完这一点点吗?

    求专家型人才!
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    论坛元老魅力之星封魔玩家

    发表于 2011-1-31 18:08:59 | 显示全部楼层
    我翻译3、4、5吧,你们翻译1、2
    如果我翻译太慢,你们可以帮忙从5开始翻译。
    谢谢
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    发表于 2011-1-31 21:24:19 | 显示全部楼层

    先放一个上来吧

    看来我的运气不适合干活。
    昨天本来想拿到公司上班时间弄的,结果u盘坏了,邮件居然没放送成功还没有提示。刚好公司电脑又上不了互联网
    明天就要回家了,东西还没收拾,先翻一个大家凑合看,有时间再继续。

    D$/$/$...
    最多接到 16$
    在对战方电脑触发FU函数
    这个命令与FUP的用法几乎相同,请先查看:FU:P
    在一场战斗中你可能需要传递一个V变量的值到对方电脑,在对方触发FU函数。比方说,你运行了一个依赖于玩家的脚本(象触发极快的怪物队伍)。这个脚本仅会在这边运行,因为这个脚本是对玩家动作(鼠标点击)的回应。所以,所有在你这边的改变不会在对方的电脑面前作出改变。现在,你可以传递所有改变了的值到以前不运行脚本的那边了。
    例如:
    在这边,你运行了鼠标触发事件的脚本:
    ...
    !!VRv1234:S999;
    在另一边,v1234仍然保持旧的值。
    这样来修正:
    ...
    !!VRv1234:S999;
    !!IP:V1234/1234;
    这个末尾的命令会马上把v1234的值发送到另一边。
    好,来看下一步问题。假定你用了某些在战场上有一些效果的特殊命令(比如你用ERM放了一个魔法)。问题再次出现了,这个脚本在这边运行了,在那边确没有运行。此刻,你需要一个远程触发来对付那些情况,也就是说你要在远方(对战方的电脑)触发一个FU函数而不是本方。
    等于转移16x参数。
    例如:
    在你这边有这个命令:
    ...
    !!BMv10:Mi/y5/5;
    为了让它正确的运行,你必须做一些改变:
    ...
    !!BMv10:Mi/y5/5;
    !!FU1234:Dv10/i/y5/5;
    !?FU1234;
    !!BMx1:Mx2/x3/x4;
    就这样,它干得怎么样。FU:D马上就把所有的x参数传递到了那边并在那边触发了FU1234。所以BMv10:M...命令在本方电脑运行,而BMx1:M...在对方电脑运行。如果你把正确的命令都传递过去了,你就会在两方都看到一样的效果。
    注意,用IP:V你可以传递一些V变量,而用FU:D你可以传递超过16X参数到对战方。
    现在,你可以用这个范例来检查(测试):
    ***********
    ZVSE
    !?BG0;
    !!IF:M^Hi!^;
    !!VRv99:S99;
    !!VRv100:S100;
    !!VRv101:S101;
    !!IP:V99/100;
    !!FU123:D1/2/3/4/5;
    !?FU123;
    !!IF:M^V99=%V99, V100=%V100, V101=%V101, X1=%X1, X2=%X2, X3=%X3, X4=%X4, X5=%X5^;
    ***********
    你会在任何一支队伍行动后看到“Hi!”这条信息(对话框),接着你会在对方电脑看到这条信息(如果对家就在你视线范围内)
    V99=99,
    V100=100, V101=0, X1=1, X2=2, X3=3, X4=4, X5=5
    然后,你才会在对方电脑看到“Hi!”这个信息。
    如果你继续,你可能回注意到:下次看到的信息会是这样的“V99=99, V100=100,
    V101=101, X1=1, X2=2, X3=3, X4=4, X5=5
    ”。V101之所以会改变,是因为:开始的时候,你通过网络把v99v100的值传送过去了再触发FU函数显示信息(这就是v101值为0的原因,你没用IP:V把数值即刻传递过去)。但是,在BG0触发器在防御方执行时,v101的值就会被设置成101
    这个范例只是用做示范的不全面的小例子,因为这个脚本:
    !?BG0;
    !!IF:M^Hi!^;
    !!VRv99:S99; !!VRv100:S100; !!VRv101:S101;
    会在两边都正常运行。
    但是,如果你运行的脚本是通过玩家有关的动作(如鼠标点击)触发的话,就必须考虑怎样把改变的效果传递到对战方了。
  • TA的每日心情
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    2015-9-20 13:37
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    魅力之星

    发表于 2011-1-31 21:30:26 | 显示全部楼层
    那个FU:P的链接麻烦克招做一下。
    PS:发现IP也没翻译
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    2015-9-20 13:37
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    魅力之星

    发表于 2011-2-2 00:50:44 | 显示全部楼层
    原帖由 songfx 于 2011-1-31 18:08 发表
    我翻译3、4、5吧,你们翻译1、2
    如果我翻译太慢,你们可以帮忙从5开始翻译。
    谢谢
    2我可以接。但过年了,时间可能不是很够。
    另外要改一下排版,原理解有错误。口译用了几个小时,加上修改和排版估计要一整天的时间,分开几天弄吧。
    wog.cn 该用户已被删除
    发表于 2011-2-2 14:52:15 | 显示全部楼层
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