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【已解决】八级生物工会的打开方式为右键城堡图片打开

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    2015-9-30 21:15
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    [LV.1]投石矮人

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    4级 Famous Hero

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    发表于 2012-5-13 20:14:13 | 显示全部楼层 |阅读模式
    目前是鼠标右键单击议事厅打开,求改为右键城堡打开。

    因为这个脚本和建筑师的脚本打开有冲突。

    ZVSE
    ERMS_ScriptDate=12.1(January).2007
    _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
    ****************************************************************
    ********************* New Upgrades *****************************
    **** done by: **************************************************
    **** Acid Dragon (building, dwelling and modifying parts) ******
    **** Timothy Pulver (upgrading part) ***************************
    **** special thanks to Thomas Franz for the PO:V3 bit ;) *******
    ****************************************************************
    * Variables Used: v9500-v9600 (not all of them, there exist some irregullar gaps)
    * Functions Used: FU9500-FU9513
    * z Variables Used: z943-z959, z199500-z199604
    !#VRv9500:S-1; [Initialize v9500 to -1]
    !#VRv9520:S0;
    !#VRv9562:S0;
    !?TM19&v9562=0; [occur at day one for all players, never after (timer from wogify)]
    !!UN:P555/?v1; [Check if New Upgrades script is enabled: v1=1 if Yes]
    !!FU9508&v1=1:P;
    !?FU9508;
    !#UN:P555/?v1; [Check if New Upgrades script is enabled: v1=1 if Yes]
    !#UN:P67/?v2; [Check if Neutral Town is enabled: v2=1 if yes]
    !#UN&v2=1/v1=1:P67/0; [DISABLE Neutral Town]
    !#UN:P125/?v2; [Check if the rule upg level 7 become level 8 is enabled: v2=1 if yes]
    !#UN&v2=1/v1=1:P125/0; [DISABLE the rule]
    !!MA:U29/-1; [Remove Master Gremlins to Halflings] *Tower*
    !!MA:U138/-1; [Remove Halflings to Master Gremlins] *Tower*
    ****************************************************************
    ************************ Upgrading Part ************************
    ****************************************************************
    !?CM1;
    !!UN:P555/?v1; [Check if New Upgrades script is enabled: v1=1 if Yes]
    !!FU9500&v1=1:P;
    !?FU9500;
    !!UN:P555/?v1; [Check if New Upgrades script is enabled: v1=1 if Yes]
    !!UN:P173/?v4; [Check if Universal Upgrades are enabled: v4=1 if yes]
    !!UN:P37/?v3; [Check if Rebalanced Creatures is enabled: v3=1 if yes]
    !!MA&v1=1/v4=1/v3<>1:U29/173; [Master Gremlins to Santa Gremlins] *Tower*
    !!MA&v1=1/v4=1/v3=1:U29/138; [Master Gremlins to Halflings] *Tower*
    !!MA&v1=1/v4=1/v3=1:U138/29; [Halflings to Master Gremlins] *Tower*
    !!UN:P900/?v5; [Check if STACK EXPERIENCE is enabled: v5=0 if no]
    !!MA&v1=1/v4=1/v3<>1/v5=0:U29/138; [Master Gremlins to Halflings] *Tower*
    !!MA&v1=1/v4=1/v3<>1/v5=0:U138/29; [Halflings to Master Gremlins] *Tower*
    [Set/Reset town types for creature upgrading]
    !!CA-1:T?y1; [Town type: y1]
    !!CM:I?y2; [Position clicked: y2]
    !!CA-1:P?v9530/?v9531/?v9532;
    [Check creature types]
    !!CA-1:P?y3/?y4/?y5; [Town's position: y3/y4/y5]
    !!POy3/y4/y5:O?y6; [PO:O: y6]
    !!FU9502&y6>0/y6<8:Py1; [Restore creatures unless nothing is stored yet]
    [Set creature to be upgraded (if upgraded creature dwelling is built)]
    !!FU9501&y2>=115/y2<=121:Py1/y2; [Garrison slots]
    !!FU9501&y2>=140/y2<=146:Py1/y2; [Visiting hero slots]
    ------------------------------------------------------------------------------------------------------------------
    [Determine which creature is clicked]
    [x1=town type, x2=position clicked]
    !?FU9501;
    !!VRy1:S-1;  !!VRy2:S-1;
    !!VRy1&x2>=115/x2<=121:Sx2 -115; [Garrison creature slot number: y1]
    !!VRy2&x2>=140/x2<=146:Sx2 -140; [Visiting hero creature slot number: y2]
    [Determine creature type: y5]
    !!CA-1:H0/?y3 H1/?y4; [Garrison hero: y3, Visiting hero: y4]
    !!HEy3&y3>=0/y1>=0:C0/y1/?y5/d; [Garrison hero creature: y5]
    !!CA-1&y3<0/y1>=0:M2/y1/?y5/d; [Garrison creature: y5]
    !!HEy4&y4>=0/y2>=0:C0/y2/?y5/d; [Visiting hero creature: y5]
    !!FU&y5<0:E; [Exit if not a creature]
    !!MA:Uy5/?y7; [Check for a custom upgrade: y7]
    [Default upgrade for all towns except Conflux]
    !!VRy6&y7=-1/y5<=111:Sy5 %2; [Remainder of creature number divided by 2: y6]
    !!VRy7&y7=-1/y5<=111/y6=0:Sy5 +1; [If non-upgraded, upgrade is y7]
    [Default upgrade for Conflux]
    !!VRy7&y7=-1/y5=112:S127; [Air Elemental]
    !!VRy7&y7=-1/y5=113:S125; [Earth Elemental]
    !!VRy7&y7=-1/y5=114:S129; [Fire Elemental]
    !!VRy7&y7=-1/y5=115:S123; [Water Elemental]
    !!VRy7&y7=-1/y5=118:S119; [Pixie]
    !!VRy7&y7=-1/y5=120:S121; [Psychic Elemental]
    !!VRy7&y7=-1/y5=130:S131; [Firebird]
    !!VRy6:S1; [Initialize y6 to 1]
    !!VRy6&y7>=0:S0; [Set y6 to 0 if y7>=0]
    !!FU|y6=1/y7=-2:E; [Exit if no upgrade]
    !!MA:Ly5/?v9502; [Store creature's level in v9502]
    !!VRy8:S37 +v9502; [Upgraded dwelling of this creature's level: y8]
    !!CA-1:B3/y8; [Check if town has this upgraded dwelling built: Flag 1 True if yes]
    !!CA-1&-1:B3/19; [Check if horde building 1 is built: Flag 1 is true if yes]
    !!CA-1&-1:B3/25; [Check if horde building 2 is built: Flag 1 is true if yes]
    !!FU&-1:E; [Exit if upgraded dwelling isn't built]
    !!POv9530/v9531/v9532:V3/?y-2; get flag for current town
    !!VRy-2:&64; test if the bit 7 is set
    !!FU&y-2=0:E; Exit if there's no special structure in town
    !!VRv9500:Sy5; [Store creature number: v9500]
    !!MA:Oy5/?v9501;  [Store creature's town type in v9501]
    !!FU&v9501<>x1:E; [Exit function if creture type is DIFFERENT than town type]
    !!VRv9510:Sy7; [Store upgraded creature number: v9510]
    !!MA:Oy7/?v9511;  [Store upgraded creature's town type in v9511]
    !!MA:Ly7/?v9512; [Store upgraded creature's level in v9512]
    [Check & Store creature type and level]
    !!CA-1:P?y13/?y14/?y15; [Town's position: y13/y14/y15]
    !!POy13/y14/y15:B0/?y16 B1/?y17 O?y18; [PO:B0: y16  PO:B1: y17  PO:O: y18]
    !!VRy9:Sy18 -1; [Subtract 1 from y18 to get real creature level: y9]
    !!UN&v9502<>y9:Tx1/v9502/0/?y18; [If this level not stored, get non-upgraded type: y18]
    !!UN&v9502<>y9:Tx1/v9502/1/?y19; [If this level not stored, get upgraded type: y19]
    !!VRy10&v9502<>y9:Sy18 +1; [Non-upgraded type +1: y10]
    !!VRy11&v9502<>y9:Sy19 +1; [Upgraded type +1: y11]
    !!VRy12&v9502<>y9:Sv9502 +1; [Creature level +1: y12]
    !!POy13/y14/y15&v9502<>y9:B0/y10; [If this level not stored, store non-upgraded type (+1)]
    !!POy13/y14/y15&v9502<>y9:B1/y11; [If this level not stored, store upgraded type (+1)]
    !!POy13/y14/y15&v9502<>y9:Oy12; [If this level not stored, store creature level (+1)]
    [Set this town's creature of this level]
    !!UN:Tx1/v9502/0/y5; [Set non-upgraded creature]
    !!UN:Tx1/v9502/1/y7; [Set upgraded creature]
    ------------------------------------------------------------------------------------------------------------------
    [Reset changed town creature types]
    !?FU9502;
    !!CA-1:P?y1/?y2/?y3; [Town's position: y1/y2/y3]
    [Creature type: y4 (non-upgraded) and y5 (upgraded), y6 (level)]
    !!POy1/y2/y3:B0/?y4 B1/?y5 O?y6; [PO:B0: y4  PO:B1: y5  PO:O: y6]
    !!VRy4&y4>0:-1; [Subtract 1 from y4 to get non-upgraded creature number]
    !!VRy5&y5>0:-1; [Subtract 1 from y5 to get upgraded creature number]
    !!VRy6&y6>0:-1; [Subtract 1 from y6 to get creature level]
    !!UN&y4>=0:Tx1/y6/0/y4; [Reset non-upgraded]
    !!UN&y5>=0:Tx1/y6/1/y5; [Reset upgraded]
    !!FU&v9500<0:E; [Exit function if no creature changed]
    [Restore creature: v9500]
    !!MA:Ov9500/v9501;  [Restore creature's town type]
    [Restore upgraded creature: v9510]
    !!MA:Ov9510/v9511;  [Restore upgraded creature's town type]
    [Reset v9500 to -1]
    !!VRv9500:S-1;

    ************************* set new upgrades ***********************************
    !#UN:P555/?v1; [Check if Extended Creature Upgrades is enabled: v1=1 if Yes]
    !#MA&v1=1:U13/150; [Archangels to Supreme Archangels] *Castle Level 8*
    !#MA&v1=1:U27/151; [Gold Dragons to Diamond Dragons] *Rampart Level 8*
    !#MA&v1=1:U41/152; [Titans to Lords of Thunder] *Tower Level 8*
    !#MA&v1=1:U55/153; [Arch Devils to Antichrists] *Inferno Level 8*
    !#MA&v1=1:U69/154; [Ghost Dragons to Blood Dragons] *Necropolis Level 8*
    !#MA&v1=1:U83/155; [Black Dragons to Darkness Dragons] *Dungeon Level 8*
    !#MA&v1=1:U97/156; [Ancient Behemoths to Ghost Behemoths] *Stronghold Level 8*
    !#MA&v1=1:U111/157; [Chaos Hydras to Hell Hydras] *Fortress Level 8*
    !#MA&v1=1:U131/158; [Phoenixes to Sacred Phoenixes] *Conflux Level 8*
    [aligment changes]
    !#MA&v1=1:O169/0;  War Zealot > Castle
    !#MA&v1=1:O192/1;  Sylvan Centaurs > Rampart
    !#MA&v1=1:O137/1;  Sharpshooters > Rampart
    !#MA&v1=1:O170/1;  Arctic Sharpshooters > Rampart
    !#MA&v1=1:O171/1;  Lava Sharpshooters > Rampart
    !#MA&v1=1:O138/2;  Halflings > Tower
    !#MA&v1=1:O173/2;  Santa Gremlin > Tower
    !#MA&v1=1:O116/2;  Gold Golem > Tower
    !#MA&v1=1:O117/2;  Diamond Golem > Tower
    !#MA&v1=1:O193/2;  Sorceresses > Tower
    !#MA&v1=1:O136/2;  Enchanters > Tower
    !#MA&v1=1:O159/4;  Ghosts > Necropolis
    !#MA&v1=1:O141/4;  Mummies > Necropolis
    !#MA&v1=1:O168/7;  Gorynyches > Fortress
    !#MA&v1=1:O164/8;  Fire Messengers > Fortress
    !#MA&v1=1:O165/8;  Earth Messengers > Fortress
    !#MA&v1=1:O166/8;  Air Messengers > Fortress
    !#MA&v1=1:O167/8;  Water Messengers > Fortress
    * changing statistics:
    [The following can only be upgraded at Hill Forts]
    [Hill Fort is trigger]
    !?OB35;
    !!UN:P555/?v2; [Check if the script is enabled: v2=1 if Yes]
    !!FU&v2<>1:E; [Exit if script isn't enabled]
    !!MA:U127/166; [Storm Elementals to Air Messengers] *Conflux*
    !!MA:U125/165; [Magma Elementals to Earth Messengers] *Conflux*
    !!MA:U129/164; [Energy Elementals to Fire Messengers] *Conflux*
    !!MA:U123/167; [Ice Elementals to Water Messengers] *Conflux*
    !!MA:U09/169; [Zealots to War Zealots] *Castle*
    !!MA:U19/192; [Grand Elves to Sylvan Centaurs] *Rampart*
    !!UN:P37/?v3; [Check if Rebalanced Creatures is enabled: v3=1 if yes]
    !!MA&v2=1/v3<>1:U29/173; [Master Gremlins to Santa Gremlins] *Tower*
    !!MA&v2=1/v3=1:U29/138; [Master Gremlins to Halflings] *Tower*
    !!MA&v2=1/v3=1:U138/29; [Halflings to Master Gremlins] *Tower*
    !!UN:P900/?v5; [Check if STACK EXPERIENCE is enabled: v5=0 if no]
    !!MA&v2=1/v3<>1/v5=0:U29/138; [Master Gremlins to Halflings] *Tower*
    !!MA&v2=1/v3<>1/v5=0:U138/29; [Halflings to Master Gremlins] *Tower*
    !!MA:U33/116; [Iron Golems to Gold Golems] *Tower*
    !!MA:U59/141; [Zombies to Mummies] *Necropolis*
    !!MA:U116/117; [Gold Golems to Diamond Golems] *Tower*
    !!MA:U137/170; [Sharpshooters to Arctic Sharpshooters] *Rampart*
    !!MA:U136/193; [Enchanters to Sorceresses] *Tower*
    !!MA:U170/171; [Arctic Sharpshooters to Lava Sharpshooters] *Rampart*
    !!MA:U193/136; [Sorceresses to Enchanters] *Tower*
    !!MA:U195/172; [Hell Steeds to Nightmares] *Neutral*
    !!MA:U111/168; [Chaos Hydras to Gorynyches] *Fortress*
    !!MA:U168/157; [Gorynches to Hell Hydras] *Fortress Level 8*
    [Post-visit Hill Fort is trigger]
    !$OB35;
    !!UN:P555/?v2; [Check if the script is enabled: v2=1 if Yes]
    !!FU&v2<>1:E; [Exit if script isn't enabled]
    !!UN:P173/?v6; [Check if Extended Upgrades are enabled: v6=1 if yes]
    !!UN:P174/?v7; [Check if Universal Upgrades are enabled: v7=1 if yes]
    !!MA&v6<>1/v7<>1:U127/-1; [Remove Storm Elementals to Air Messengers] *Conflux*
    !!MA&v6<>1/v7<>1:U125/-1; [Remove Magma Elementals to Earth Messengers] *Conflux*
    !!MA&v6<>1/v7<>1:U129/-1; [Remove Energy Elementals to Fire Messengers] *Conflux*
    !!MA&v6<>1/v7<>1:U123/-1; [Remove Ice Elementals to Water Messengers] *Conflux*
    !!MA&v6<>1/v7<>1:U09/-1; [Remove Zealots to War Zealots] *Castle*
    !!MA&v6<>1/v7<>1:U19/-1; [Remove Grand Elves to Sylvan Centaurs] *Rampart*
    !!MA&v6<>1/v7<>1:U29/-1; [Remove Master Gremlins to Santa Gremlins] *Tower*
    !!MA&v6<>1/v7<>1:U138/-1; [Remove Halflings to Master Gremlins] *Tower*
    !!MA&v6<>1/v7<>1:U33/-1; [Remove Iron Golems to Gold Golems] *Tower*
    !!MA&v6<>1/v7<>1:U59/-1; [Remove Zombies to Mummies] *Necropolis*
    !!MA&v6<>1/v7<>1:U116/-1; [Remove Gold Golems to Diamond Golems] *Tower*
    !!MA&v6<>1/v7<>1:U137/-1; [Remove Sharpshooters to Arctic Sharpshooters] *Rampart*
    !!MA&v6<>1/v7<>1:U136/-1; [Remove Enchanters to Sorceresses] *Tower*
    !!MA&v6<>1/v7<>1:U170/-1; [Remove Arctic Sharpshooters to Lava Sharpshooters] *Rampart*
    !!MA&v6<>1/v7<>1:U193/-1; [Remove Sorceresses to Enchanters] *Tower*
    !!MA&v6<>1/v7<>1:U195/-1; [Remove Hell Steeds to Nightmares] *Neutral*
    !!MA:U111/157; [Chaos Hydras to Hell Hydras] *Fortress Level 8*
    !!MA&v6<>1/v7<>1:U168/-1; [Remove Gorynches to Hell Hydras] *Fortress Level 8*
    *****************************************************************************
    ************** the special structure in a town used for upgrading ***********
    *****************************************************************************
    !?CM1; (trigger on clicking in town screen)
    !!UN:P555/?v2; [Check if the script is enabled: v2=1 if Yes]
    !!FU&v2<>1:E; [Exit if script isn't enabled]
    ******* auto-destructing the special building if there's no vilage hall *****
    * it's up here so as to skip the player/owner check and happens after
    * just any kind of click after destroying the vilage hall (like exiting)
    !!CA-1:B3/10;    check if there's a vilage hall
    !!CA-1&-1:B3/11; check town hall
    !!CA-1&-1:B3/12; check city hall
    !!CA-1&-1:B3/13; check capitol
    * if something is built somewhere a flag +1 had to happen
    !!POv9530/v9531/v9532&-1:V3/?y-2; get flag for current town
    !!VRy-2&-1:&64; test if the bit 7 is set
    !!POv9530/v9531/v9532&-1/y-2=64:V3/?y-3; get flag for current town
    !!VRy-3&y-2=64/-1:&-65; unset bit 7
    !!POv9530/v9531/v9532&-1/y-2=64:V3/y-3; once again set flag
    !!CA-1:O?y-2; (owner of the town: y-2)
    !!OW:C?v9540;   (current player: y-3)
    !!FU&y-2<>v9540:E; (Exit if player doesn't own town)
    !!CM:S?y1; (Get what type of click)
    !!FU&y1<>14:E; (exit if not right click)
    !!CM:I?y1;           (Get what type of click)
    !!FU&y1<10:E;        (abort if not town hall type)
    !!FU&y1>13:E;        (abort if not town hall type)
    !!CA-1:T?y2;         (get town type)
    !!CM:R0;             (Disable normal popup)
    !!CA-1:B3/13;        (if capitol built - reenable standard text)
    !!CM&1:R1;
    !!VRv4:S0;
    !!VRv5:S0;
    !!VRv6:S0;
    !!CA-1:B3/9;  (ckeck if there's a castle)
    !!VRv4&1:S1;  (set a helping var)
    !!CA-1:B3/8;  (check for citadel)
    !!VRv5&1:S1;
    !!CA-1:B3/7;  (check for fort)
    !!VRv6&1:S1;
    !!CM&v4=0/v5=0/v6=0:R1;   (if no fort, citadel or castle reenable standard text)
    !!UN:P4/?y2;     check if town demolition is enabled
    !!CM&y2=1:R0;   if it is not enabled - disable any standard text
    ************ get current resources *************
    !!OW:Rv9540/6/?v9541;    1 - gold
    !!OW:Rv9540/0/?v9542;    2 - wood
    !!OW:Rv9540/2/?v9543;    3 - ore
    !!OW:Rv9540/1/?v9544;    4 - mercury
    !!OW:Rv9540/3/?v9545;    5 - sulfur
    !!OW:Rv9540/4/?v9546;    6 - crystal
    !!OW:Rv9540/5/?v9547;    7 - gems
    !!OW:Rv9540/7/?v9548;    8 - mithril
    ************ set texts ********************
    !!VRz946:Sz199601; already build
    !!VRz947:Sz199602; can build
    !!VRz948:Sz199603; not enough resources
    !!VRz949:Sz199604; need to have a castle
    !!VRz945:S^^;
    !!VRz950:S^^;
    !!CA-1:T?y2; check town type
    ************************ CONFLUX *****************************
    !!VRz945&y2=8:Sz199500;                      text before building
    !!VRz950&y2=8:Sz199501;                      text after building
    !!VRz953&y2=8:Sz199502;                      the name of the graphic
    !!VRv9551&y2=8:S20000;                       price in gold
    !!VRv9552&y2=8:S30;                          price in crystals
    !!VRv9553&y2=8:S15;                          price in gems
    !!VRv9554&y2=8:Sv9546;                       second resource amount
    !!VRv9555&y2=8:Sv9547;                       third resource amount
    !!VRv9556&y2=8:S4;                           second resource is crystal
    !!VRv9557&y2=8:S5;                           third resource is gems
    ************************* CASTLE *****************************
    !!VRz945&y2=0:Sz199503;                      text before building
    !!VRz950&y2=0:Sz199504;                      text after building
    !!VRz953&y2=0:Sz199505;                      the name of the graphic
    !!VRv9551&y2=0:S22000;                       price in gold
    !!VRv9552&y2=0:S30;                          price in gems
    !!VRv9553&y2=0:S30;                          price in ore
    !!VRv9554&y2=0:Sv9547;                       second resource amount
    !!VRv9555&y2=0:Sv9543;                       third resource amount
    !!VRv9556&y2=0:S5;                           second resource is gems
    !!VRv9557&y2=0:S2;                           third resource is ore
    ************************ RAMPART ****************************
    !!VRz945&y2=1:Sz199506;                      text before building
    !!VRz950&y2=1:Sz199507;                      text after building
    !!VRz953&y2=1:Sz199508;                      the name of the graphic
    !!VRv9551&y2=1:S20000;                       price in gold
    !!VRv9552&y2=1:S25;                          price in crystals
    !!VRv9553&y2=1:S40;                          price in wood
    !!VRv9554&y2=1:Sv9546;                       second resource amount
    !!VRv9555&y2=1:Sv9542;                       third resource amount
    !!VRv9556&y2=1:S4;                           second resource is crystal
    !!VRv9557&y2=1:S0;                           third resource is wood
    ************************ TOWER *****************************
    !!VRz945&y2=2:Sz199509;                      text before building
    !!VRz950&y2=2:Sz199510;                      text after building
    !!VRz953&y2=2:Sz199511;                      the name of the graphic
    !!VRv9551&y2=2:S25000;                       price in gold
    !!VRv9552&y2=2:S30;                          price in gems
    !!VRv9553&y2=2:S15;                          price in mercury
    !!VRv9554&y2=2:Sv9547;                       second resource amount
    !!VRv9555&y2=2:Sv9544;                       third resource amount
    !!VRv9556&y2=2:S5;                           second resource is gems
    !!VRv9557&y2=2:S1;                           third resource is mercury
    ************************ INFERNO *****************************
    !!VRz945&y2=3:Sz199512;                      text before building
    !!VRz950&y2=3:Sz199513;                      text after building
    !!VRz953&y2=3:Sz199514;                      the name of the graphic
    !!VRv9551&y2=3:S19000;                       price in gold
    !!VRv9552&y2=3:S30;                          price in mercury
    !!VRv9553&y2=3:S15;                          price in sulfur
    !!VRv9554&y2=3:Sv9544;                       second resource amount
    !!VRv9555&y2=3:Sv9545;                       third resource amount
    !!VRv9556&y2=3:S1;                           second resource is mercury
    !!VRv9557&y2=3:S3;                           third resource is sulfur
    ************************ NECROPOLIS *****************************
    !!VRz945&y2=4:Sz199515;                      text before building
    !!VRz950&y2=4:Sz199516;                      text after building
    !!VRz953&y2=4:Sz199517;                      the name of the graphic
    !!VRv9551&y2=4:S21000;                       price in gold
    !!VRv9552&y2=4:S25;                          price in mercury
    !!VRv9553&y2=4:S35;                          price in wood
    !!VRv9554&y2=4:Sv9544;                       second resource amount
    !!VRv9555&y2=4:Sv9542;                       third resource amount
    !!VRv9556&y2=4:S1;                           second resource is mercury
    !!VRv9557&y2=4:S0;                           third resource is wood
    ************************ DUNGEON *****************************
    !!VRz945&y2=5:Sz199521;                      text before building
    !!VRz950&y2=5:Sz199522;                      text after building
    !!VRz953&y2=5:Sz199523;                      the name of the graphic
    !!VRv9551&y2=5:S23000;                       price in gold
    !!VRv9552&y2=5:S30;                          price in sulfur
    !!VRv9553&y2=5:S35;                          price in ore
    !!VRv9554&y2=5:Sv9545;                       second resource amount
    !!VRv9555&y2=5:Sv9543;                       third resource amount
    !!VRv9556&y2=5:S3;                           second resource is sulfur
    !!VRv9557&y2=5:S2;                           third resource is ore
    ************************ STRONGHOLD *****************************
    !!VRz945&y2=6:Sz199524;                      text before building
    !!VRz950&y2=6:Sz199525;                      text after building
    !!VRz953&y2=6:Sz199526;                      the name of the graphic
    !!VRv9551&y2=6:S19000;                       price in gold
    !!VRv9552&y2=6:S60;                          price in crystals
    !!VRv9553&y2=6:S15;                          price in gems
    !!VRv9554&y2=6:Sv9543;                       second resource amount
    !!VRv9555&y2=6:Sv9546;                       third resource amount
    !!VRv9556&y2=6:S2;                           second resource is ore
    !!VRv9557&y2=6:S4;                           third resource is crystal
    ************************ FORTRESS *****************************
    !!VRz945&y2=7:Sz199527;                      text before building
    !!VRz950&y2=7:Sz199528;                      text after building
    !!VRz953&y2=7:Sz199529;                      the name of the graphic
    !!VRv9551&y2=7:S18000;                       price in gold
    !!VRv9552&y2=7:S50;                          price in wood
    !!VRv9553&y2=7:S20;                          price in sulfur
    !!VRv9554&y2=7:Sv9542;                       second resource amount
    !!VRv9555&y2=7:Sv9545;                       third resource amount
    !!VRv9556&y2=7:S0;                           second resource is wood
    !!VRv9557&y2=7:S3;                           third resource is sulfur

    ********************** check if the building is built ****************
    !!VRv9520:S0;
    !!POv9530/v9531/v9532:V3/?y-2; get flag for current town
    !!VRy-2:&64; test if the bit 7 is set
    !!VRv9520&y-2=64:S1; set a check value for 'yes' on the v9520

    ********************** handle texts on the town screen ***************
    !!CA-1:R?y3;
    !!VRz945&v9520=0/y3=1:Sz945+z946;
    !!VRz945&v9520=0/y3=0/v4=1/v9554>=v9552/v9541>=v9551/v9555>=v9553:Sz945+z947;
    !!VRz945&v9520=0/y3=0/v4=1/v9541>=v9551/v9554>=v9552/v9555<v9553:Sz945+z948;
    !!VRz945&v9520=0/y3=0/v4=1/v9541>=v9551/v9554<v9552:Sz945+z948;
    !!VRz945&v9520=0/y3=0/v4=1/v9541<v9551:Sz945+z948;
    !!VRz945&v9520=0/y3=0/v4=0:Sz945+z949;
    !!IF&v9520=0:V1/0;
    !!IF&v9520=0/y3=1:M1/945;
    !!IF&v9520=0/y3=0/v4=1/v9541<v9551:Q2/6/v9551/v9556/v9552/v9557/v9553/1/945;
    !!IF&v9520=0/y3=0/v4=1/v9541>=v9551/v9554<v9552:Q2/6/v9551/v9556/v9552/v9557/v9553/1/945;
    !!IF&v9520=0/y3=0/v4=1/v9541>=v9551/v9554>=v9552/v9555<v9553:Q2/6/v9551/v9556/v9552/v9557/v9553/1/945;
    !!IF&v9520=0/y3=0/v4=1/v9541>=v9551/v9554>=v9552/v9555>=v9553:Q1/6/v9551/v9556/v9552/v9557/v9553/2/945;
    !!IF&v9520=0/y3=0/v4=0:M1/945;
    !!FU&v9520=0/-1:E;      (exit if player doesn't build)
    ******************************* building the special structure procedure *************
    !!VRv9541&v9520=0/1:Sv9541-v9551;   substract 'price' from 'gold'
    !!VRv9554&v9520=0/1:Sv9554-v9552;   substract 'price' from 'second resource amount'
    !!VRv9555&v9520=0/1:Sv9555-v9553;   substract 'price' from 'third resource amount'
    !!OW&v9520=0/1:Rv9540/6/v9541;      set new gold value
    !!OW&v9520=0/1:Rv9540/v9556/v9554;  set new second resource
    !!OW&v9520=0/1:Rv9540/v9557/v9555;  set new third resource
    !!VRz10&v9520=0/1:S^..\data\p\BUILDTWN.WAV^;
    !!SN&v9520=0/1:Pz10; Play the sound of a new building
    !!POv9530/v9531/v9532&v9520=0/1:V3/?y1; get flag for current town
    !!VRy1&v9520=0/1:|64; set the structure to 'built' (set bit 7)
    !!POv9530/v9531/v9532&v9520=0/1:V3/y1; set flag
    !!CA-1&v9520=0/1:R1;    no more building today for this town
    !!VRv9520&v9520=0/1:S1; set the helping v9520 because I don't want to re-write the entire code :P
    **************************** text if the structure is built **************
    !!IF&v9520=1:D3/950/0/0/952/0/0/0/953/0/0/0/0/0/0/0;
    !!IF&v9520=1:F3/0/0/0/0/0; [disabled cancel button]
    !!IF&v9520=1:E1/3; [Display dialogue box]

    ***************************************************************************
    ************ AI building the special structure and upgrading **************
    ***************************************************************************
    !?OB98&-1000; !!FU9504:P; -occur when AI is entering town
    !$OB98&-1000; !!FU9504:P; -occur when AI is leaving town
    !?FU9504;
    !!UN:P555/?v1; [Check if the script is enabled: v1=1 if Yes]
    !!FU&v1<>1:E; [Exit if not enabled]
    ***************************** building part ******************************
    !!CA998:O?y-2; (owner of the town: y-2)
    !!OW:C?v9540;   (current player: y-3)
    !!FU&y-2<>v9540:E; (Exit if player doesn't own town)
    !!VRv4:S0;
    !!CA998:B3/9;  (ckeck if there's a castle)
    !!VRv4&1:S1;  (set a helping var)
    ;get money
    !!OW:Rv9540/6/?v9541;    1 - gold
    !!OW:Rv9540/0/?v9542;    2 - wood
    !!OW:Rv9540/2/?v9543;    3 - ore
    !!OW:Rv9540/1/?v9544;    4 - mercury
    !!OW:Rv9540/3/?v9545;    5 - sulfur
    !!OW:Rv9540/4/?v9546;    6 - crystal
    !!OW:Rv9540/5/?v9547;    7 - gems
    !!OW:Rv9540/7/?v9548;    8 - mithril
    !!CA998:T?y2; check town type

    ************************ CONFLUX *****************************
    !!VRv9551&y2=8:S15000;                       price in gold
    !!VRv9552&y2=8:S30;                          price in crystals
    !!VRv9553&y2=8:S15;                          price in gems
    !!VRv9554&y2=8:Sv9546;                       second resource amount
    !!VRv9555&y2=8:Sv9547;                       third resource amount
    !!VRv9556&y2=8:S4;                           second resource is crystal
    !!VRv9557&y2=8:S5;                           third resource is gems
    ************************* CASTLE *****************************
    !!VRv9551&y2=0:S16000;                       price in gold
    !!VRv9552&y2=0:S30;                          price in gems
    !!VRv9553&y2=0:S30;                          price in ore
    !!VRv9554&y2=0:Sv9547;                       second resource amount
    !!VRv9555&y2=0:Sv9543;                       third resource amount
    !!VRv9556&y2=0:S5;                           second resource is gems
    !!VRv9557&y2=0:S2;                           third resource is ore
    ************************ RAMPART ****************************
    !!VRv9551&y2=1:S15000;                       price in gold
    !!VRv9552&y2=1:S25;                          price in crystals
    !!VRv9553&y2=1:S40;                          price in wood
    !!VRv9554&y2=1:Sv9546;                       second resource amount
    !!VRv9555&y2=1:Sv9542;                       third resource amount
    !!VRv9556&y2=1:S4;                           second resource is crystal
    !!VRv9557&y2=1:S0;                           third resource is wood
    ************************ TOWER *****************************
    !!VRv9551&y2=2:S17000;                       price in gold
    !!VRv9552&y2=2:S30;                          price in gems
    !!VRv9553&y2=2:S15;                          price in mercury
    !!VRv9554&y2=2:Sv9547;                       second resource amount
    !!VRv9555&y2=2:Sv9544;                       third resource amount
    !!VRv9556&y2=2:S5;                           second resource is gems
    !!VRv9557&y2=2:S1;                           third resource is mercury
    ************************ INFERNO *****************************
    !!VRv9551&y2=3:S14500;                       price in gold
    !!VRv9552&y2=3:S30;                          price in mercury
    !!VRv9553&y2=3:S15;                          price in sulfur
    !!VRv9554&y2=3:Sv9544;                       second resource amount
    !!VRv9555&y2=3:Sv9545;                       third resource amount
    !!VRv9556&y2=3:S1;                           second resource is mercury
    !!VRv9557&y2=3:S3;                           third resource is sulfur
    ************************ NECROPOLIS *****************************
    !!VRv9551&y2=4:S15500;                       price in gold
    !!VRv9552&y2=4:S25;                          price in mercury
    !!VRv9553&y2=4:S35;                          price in wood
    !!VRv9554&y2=4:Sv9544;                       second resource amount
    !!VRv9555&y2=4:Sv9542;                       third resource amount
    !!VRv9556&y2=4:S1;                           second resource is mercury
    !!VRv9557&y2=4:S0;                           third resource is wood
    ************************ DUNGEON *****************************
    !!VRv9551&y2=5:S17000;                       price in gold
    !!VRv9552&y2=5:S30;                          price in sulfur
    !!VRv9553&y2=5:S35;                          price in ore
    !!VRv9554&y2=5:Sv9545;                       second resource amount
    !!VRv9555&y2=5:Sv9543;                       third resource amount
    !!VRv9556&y2=5:S3;                           second resource is sulfur
    !!VRv9557&y2=5:S2;                           third resource is ore
    ************************ STRONGHOLD *****************************
    !!VRv9551&y2=6:S14500;                       price in gold
    !!VRv9552&y2=6:S60;                          price in crystals
    !!VRv9553&y2=6:S15;                          price in gems
    !!VRv9554&y2=6:Sv9543;                       second resource amount
    !!VRv9555&y2=6:Sv9546;                       third resource amount
    !!VRv9556&y2=6:S2;                           second resource is ore
    !!VRv9557&y2=6:S4;                           third resource is crystal
    ************************ FORTRESS *****************************
    !!VRv9551&y2=7:S14000;                       price in gold
    !!VRv9552&y2=7:S50;                          price in wood
    !!VRv9553&y2=7:S20;                          price in sulfur
    !!VRv9554&y2=7:Sv9542;                       second resource amount
    !!VRv9555&y2=7:Sv9545;                       third resource amount
    !!VRv9556&y2=7:S0;                           second resource is wood
    !!VRv9557&y2=7:S3;                           third resource is sulfur

    ********************** check if the building is built ****************
    !!VRv9520:S0;
    !!CA998:P?v9530/?v9531/?v9532; get position of the town
    !!POv9530/v9531/v9532:V3/?y-2; get flag for current town
    !!VRy-2:&64; test if the bit 7 is set
    !!VRv9520&y-2=64:S1; set a check value for 'yes' on the v9520

    ********************** set a flag if the right conditions are met  ***************
    *** NOTE: to make it easier for the AI, it builds as soon as it gets the right resources,
    *** no matter if AI built in tis turn or not
    !!IF&v9520=0/v4=0:V1/0;
    !!IF&v9520=0/v4=1/v9541>=v9551:V1/1;
    !!IF&v9520=0/v4=1/v9541<v9551:V1/0;
    !!FU&v9520=0/-1:E;      (exit if player doesn't build)
    ******************************* building the special structure procedure **************
    ***** NOTE: AI has to have only the right ammount of gold - resources will be substracted
    ***** (if not enough resources, then take away what AI has), but the building procedure
    ***** for the AI doesn't depend on them - only on gold.
    ***** (this is because AI doesn't know it 'needs' the right resources and won't use the
    ***** marketplace or won't save resources to get them)
    ***************************************************************************************
    ***** UPDATE: AI now has to have only about 75% of the gold ammount for human players
    ***************************************************************************************
    !!VRv9541&v9520=0/1:Sv9541-v9551;                substract 'price' from 'gold'
    !!VRv9554&v9520=0/1/v9554<v9552:S0;              set '0' for 'second resource amount' (if NOT enough)
    !!VRv9554&v9520=0/1/v9554>=v9552:Sv9554-v9552;   substract 'price' from 'second resource amount' (if enough)
    !!VRv9555&v9520=0/1/v9555<v9553:S0;              set '0' for 'third resource amount'  (if NOT enough)
    !!VRv9555&v9520=0/1/v9555>=v9553:Sv9555-v9553;   substract 'price' from 'third resource amount'  (if enough)
    !!OW&v9520=0/1:Rv9540/6/v9541;      set new gold value
    !!OW&v9520=0/1:Rv9540/v9556/v9554;  set new second resource
    !!OW&v9520=0/1:Rv9540/v9557/v9555;  set new third resource
    !!POv9530/v9531/v9532&v9520=0/1:V3/?y1; get flag for current town
    !!VRy1&v9520=0/1:|64; set the structure to 'built' (set bit 7)
    !!POv9530/v9531/v9532&v9520=0/1:V3/y1; set flag

    ***************************** upgrading part *****************************
    !!POv9530/v9531/v9532:V3/?y-2; get flag for current town
    !!VRy-2:&64; test if the bit 7 is set
    !!FU&y-2=0:E; Exit if there's no special structure in town
    !!HE-1:N?v1; [Hero number: v1]
    !!CA998:T?v2; [Town type: v2]
    [Check each creature in AI hero's army]
    !!DO9503/0/6/1:Pv1/v2;

    [Check each creature in AI hero's army]
    [x1=hero number, x2=town type]
    !?FU9503;
    !!HEx1:C0/x16/?y1/?y7; [Type of creature: y1, Number: y7]
    !!FU|y1<0/y7=0:E; [Exit if creature slot is empty]
    !!MA:Oy1/?y2; [Town creature belongs to: y2]
    !!MA:Uy1/?y3; [Creature's upgrade number: y3]
    !!MA:Ly1/?y4; [Creature's level: y4]

    !!VRy6:Sy4 +37; [Upgraded dwelling number in town: y6]
    !!CA998:B3/y6; [Check if upgraded dwelling is built: Flag 1 is true if yes]
    !!CA998&-1:B3/19; [Check if horde building 1 is built: Flag 1 is true if yes]
    !!CA998&-1:B3/25; [Check if horde building 2 is built: Flag 1 is true if yes]
    [Exit if NOT native town, creature has no upgrade, creature has default upgrade or upgraded dwelling isn't built]
    !!FU&y3=-2:E;
    !!FU&y3=-1:E;
    !!FU&y2<>x2:E;
    !!FU&-1:E;
    * [Default upgrade for all towns except Conflux: y3]
    *!VRy5&y3=-1/y1<=111:Sy1 %2; [Remainder of creature number divided by 2: y5]
    *!VRy3&y3=-1/y1<=111/y5=0:Sy1 +1; [If non-upgraded, upgrade is y3]
    * [Default upgrade for Conflux: y3]
    *!VRy3&y3=-1/y1=112:S127; [Air Elemental]
    *!VRy3&y3=-1/y1=113:S125; [Earth Elemental]
    *!VRy3&y3=-1/y1=114:S129; [Fire Elemental]
    *!VRy3&y3=-1/y1=115:S123; [Water Elemental]
    *!VRy3&y3=-1/y1=118:S119; [Pixie]
    *!VRy3&y3=-1/y1=120:S121; [Psychic Elemental]
    *!VRy3&y3=-1/y1=130:S131; [Firebird]
    !!VRy5:S1; [Initialize y5 to 1]
    !!VRy5&y3>=0:S0; [Set y5 to 0 if y3>=0]
    !!FU|y5=1:E; [Exit if no upgrade]
    !!OW:C?v9540;   (current player: v6540)
    !!OW:Rv9540/6/?v9541;    get gold
    !!HEx1:C0/x16/y1/?v9588; [get number of creatures]
    !!MA:Cy1/6/?v9589; [get cost of creature un-upg]
    !!MA:Cy3/6/?v9590; [get cost of creature upg]
    !!VRv9590: v9590-v9589; [calculate difference in costs]
    !!VRv9590: v9590*v9588; [multiply by creature number to get the real price]
    !!VRv9590: v9590:4; [divide by 4 and multiply by 3 to get 75% of the real price]
    !!VRv9590: v9590*3; [divide by 4 and multiply by 3 to get 75% of the real price]
    !!HEx1&v9590<=v9541:C0/x16/y3/d; [Upgrade creature]
    !!VRv9591&v9590<=v9541:Sv9541-v9590;   substract 'price' from 'gold'
    !!OW&v9590<=v9541:Rv9540/6/v9591;      set new gold value
    *** this was used for bug-catching only :)
    *!IF&v9590<=v9541:M ^AI upgrades creature number %Y1 to %Y3 in a quantity of %V9588 for %V9590 gold. He had %V9541 gold, now he has %V9591^;

    [ 本帖最后由 独孤求败 于 2012-5-13 21:24 编辑 ]
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    2021-11-2 11:44
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    [LV.10]圣龙

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    寄蜉蝣于天地,渺沧海之一粟。

    Rank: 9Rank: 9Rank: 9

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    退役版主社区QQ达人论坛守望者脚本测试狂论坛元老杰出贡献魅力之星

    发表于 2012-5-13 21:16:07 | 显示全部楼层

    回复 1# 的帖子

    问下:你这八级生物工会具体功能是什么?官方脚本我确实不记得了,你这几千行看得头都晕。

    另外你所说的改变点击议事厅为城堡,我想只要找到
    !!FU&y1<10:E;        (abort if not town hall type)
    !!FU&y1>13:E;        (abort if not town hall type)
    把它改成
    !!FU&y1<>9:E;   先试试

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    “你看见的,是追随诸神脚步前进的埃拉西亚!”
    封神2.2黄金版 - 决战神之巅,英雄无敌世界的终极幻想
  • TA的每日心情
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    2015-9-30 21:15
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    [LV.1]投石矮人

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    4级 Famous Hero

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     楼主| 发表于 2012-5-13 21:23:20 | 显示全部楼层
    OK!!

    这个脚本是在城里建造把自己的7级生物升级为8级生物的建筑,很多人永远都找不到如何才能自己生产出8级生物。

    已经解决 ,就是这样。

    祝沧海前辈永远生活开心快乐!

    [ 本帖最后由 独孤求败 于 2012-5-13 23:46 编辑 ]
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    [LV.3]火元素使者

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    风侠

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    论坛元老魅力之星封魔玩家

    发表于 2012-5-14 07:25:34 | 显示全部楼层
    右键?拆城也是用右键啊。
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    2015-1-22 08:29
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    [LV.2]野猪

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    发表于 2012-5-15 16:04:19 | 显示全部楼层
    楼主贴的是新生物升级,3.57可用(3.58f是否可用忘记了),Script99.erm的那个……
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