[ПРОБЛЕМА] Неполадки в скрипте ERM 2.1 - Страница 4 - Форум HeroesWorld-а

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#46
Старый 28.04.2011, 14:44
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>>DemonRunner<<
 
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Re: [ПРОБЛЕМА] Неполадки в скрипте ERM 2.1

да не надо искать, я могу выложить тут.


!?FU1103; [Start of iron chest result Function]

!!VRy1:S1 T4; [Set y1 to random number from 1-5]

!!IF&1000:Q2^You spend all day fishing in the well. Eventually you haul up a rusty old chest.

Do you open it?^;

!!IF&-1000:V2/1; [If player is AI, set flag 2 to true]

!!VRy1&-2:S0; [If chest isn't opened, set y1 to 0]

!!IF&y1=0/1000:M^You toss the unopened chest back down the well where it lands with an incredibly loud {*SPLASH*} at the bottom!^;

[Empty chest: y1=1]
!!IF&y1=1/1000:M^Much to everyone's disappointment, the chest turns out to be empty.^;

[Chest contains gold: y1=2]
!!VRy2&y1=2:S1 T7 *100; [Set y2 to random number from 100 to 800]
!!IF&y1=2/1000:Q1/6/y2/1^Inside the chest you find

{%Y2 Gold Coins!}^;
!!OW&y1=2:R-1/6/dy2; [Give player gold]

[Chest contains resources: y1=3]
!!VRy2&y1=3:S0 T5; [Set y2 to random number from 0 to 5 -- resource type]
!!VRy3&y1=3:S3 T7; [Set y2 to random number from 3 to 8 -- resource amount]
!!IF&y1=3/1000:Q1/y2/y3/1^Inside the chest you find valuable resources!}^;
!!OW&y1=3:R-1/y2/dy3; [Give player resources]

[Chest contains artifact: y1=4]
!!FU1108&y1=4:P; [Set v308 to random artifact number: 7 to 127 excluding tomes,
and Angel Wings]
!!HE-1&y1=4:Av308; [Give hero artifact #v308]
!!IF&y1=4/1000:Q2/8/v308/1^Inside the chest you're elated to discover a magical artifact!^;

[Chest contains trap: y1=5]
!!HE-1&y1=5:B0/?z303; [Store hero's name in z303]
!!VRy2&y1=5:S0 T6; [Set y2 to random number from 0 to 6 -- army slot number]
!!VRy3&y1=5:S1 T4; [Set y3 to random number from 1 to 4 -- number of darts]
!!HE-1&y1=5:C0/y2/d0/?y4; [Store # of monsters found in hero's army slot y2 in y4]
!!VRy3&y3>y4:Sy4; [If more darts than monsters, make equal to monsters]
!!HE-1&y1=5:C0/y2/?y5/d0; [Store TYPE of monsters found in hero's army slot y2 in y5]
!!IF&y1=5/y4=0/1000:M^It's a TRAP! Deadly poison darts fly out, but luckily they all miss and nobody is injured.^;
!!VRy6&y1=5:Sy3 *65536 +y5; [Store type/number of monsters for message display purposes in y6]
!!UN&y1=5/y4>0:N3/z304/y5/1; [Store monster name (plural) in z304]
!!IF&y1=5/y4>0/1000:Q1/21/y6/1^It's a TRAP! Deadly poison darts fly out and instantly kill %Y3 of %Z303's loyal %Z304!^;
!!VRy3&y1=5:*-1; [Change y3 into a negative value]
!!HE-1&y1=5/y4>0:C0/y2/d0/dy3; [Remove y3 troops killed by darts]

------------------------------------------------------------------------------------------

!?FU1104; [Start of monster result Function]

!!FU1105:P; [Get monster # Function]
!!VRy1:S1 T6; [Set y1 to random number from 1 to 7 - number of monsters that appear]
!!VRy2:Sy1 *65536 +v300; [Set y2 to monster type/number for message display purposes]
!!IF&1000:Q1/21/y2/1^After spending several lazy hours fishing in the well, you're totally unprepared for what suddenly emerges!^;
!!HE-1:Tv998/v999/v1000/v300/y1; [Start a battle with hero vs y1 of type v300 monsters]
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#47
Старый 28.04.2011, 14:45
  #47
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HommFighter
 
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Re: [ПРОБЛЕМА] Неполадки в скрипте ERM 2.1

Ух ты, интересно, а есть что-нибудь ещё?
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#48
Старый 28.04.2011, 14:46
  #48
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Re: [ПРОБЛЕМА] Неполадки в скрипте ERM 2.1

Алтарь трансформации

ZVSE

** Tranformation Altar ERM Script Version 1.1 created by Timothy E. Pulver

** This script lets all "Lightning Altars" on a map function as transformation
** devices. When a hero climbs the altar, his or her army will be transformed
** into different random creatures, while maintaining approximately the same
** level of power. For example, a stack of 10 archers may become a stack of
** 10 dwarves or 10 gargoyles instead. Powerful neutral dragons in the game
** are immune to transformation, as are some of the new WoG creatures.
** Each Transformation Altar on the map can only be visited once per week.

** The "Lightning Altar" is a new WoG object that can be found in the WoG
** Heroes map editor in the Town Objects section. It's the 5th object beneath
** the Conflux castle. It appears as an altar with steps leading up to a pillar
** with a light on top. From the light comes dancing lightning bolts.

** To install this script in a map, simply copy & paste the code into a global
** (timed) event. Copy the entire code, from ZVSE to the end. Make sure
** that you disable ALL colours from receiving the event and/or change
** the event day to something like 500 or later to avoid the ERM script
** popping up as if it were a regular event message. The title of the event
** is unimportant, but I would suggest something like "Transformation Altar".
** And of course, you'll also need to put one or more "Lightning Altars" on
** your map for the heroes to visit. Happy transforming! :-)

Flags Used in this Script: 1,2,77, 209-211
Variables Used in this Script: f,g,i,j,k,l,v88-v90,x16,z75,
Functions Used in this Script: 18001

!?OB63/20; [Triggers when any "Lightning Altar" is visited]

!!IF:V209/0 V210/0 V211/0; [Sets flags 209, 210 and 211 to false]

[Set up right-click hint text for altar object]
!!VRz75:S^Altar of Transformation^;
!!OB998:H75;

[Ask if hero wishes to visit the altar]
!!IF&1000:Q1^Do you climb the steps of the mysterious altar?^;

[If player is AI, generate random response]
!!VRv90&-1000:S0 T1;
!!IF&v90=0/-1000:V1/0;
!!IF&v90=1/-1000:V1/1;

[Check if someone has already visited the altar this week. If noone has and hero visits, set control word to indicate that it has now been visited this week]
!!IF&1:V77/0; [Reset flag 77 to 0]
!!OB998:C?v89; [Get control word of this altar]
!!OB998&v89>999:C0; [If altar hasn't been visited, set its control word to 0]
!!VRv88:Sc0 -1 :7 *7 +1; [Determine most recent Day 1]
!!IF&v88<=v89/1:V77/1; [If most recent Day 1 is earlier or the same as the
the day last visited, don't allow visit]
!!OB998&1:Cc0; [If visiting, set control word to current day]

[If altar has been visited this week, display this message and set flag 1 to false]
!!IF&77/1/1000:M^You climb to the top of the altar but the energy merely sputters around you as if it had recently been drained. Try returning at the beginning of next week.^;
!!IF&77:V1/0;

[If hero visits altar, display this message]
!!IF&1/1000:M^{Flickering Energies}

~~ CRACKLE ~~

{all around you...}^;

[If hero visits altar, set v77 variable to true and make a "teleport hero" sound]
!!IF&1:V77/1;
!!HE-1&1/1000:Pv998/v999/v1000;

[If hero visits altar, perform transformation function 7 times -- once for each army slot]
!!DO18001/0/6/1&1:P;

[After transformation, display this message plus second message if appropriate]
!!IF&1/1000:M^You step down from the altar with
your army transformed!^;
!!IF&209/-211/1000:M^The powerful dragons in your army resist the transformation!^;
!!IF&211/-209/1000:M^The strange new creatures in your army resist the transformation!^;
!!IF&209/211/1000:M^The powerful dragons and the strange new creatures in your army resist the transformation!^;

----------------------------------------------------------------------------------------

[Start of transformation function]
!?FU18001;

!!VRi:S-1; [Sets variable i to -1]
!!HE-1:C0/x16/?i/d0; [Stores value of troop type found in hero's slot x16 in variable i]

!!VRg:S0; [Sets variable g to 0]
!!VRf:S0; [Sets variable f to 0]
!!VRl:S-1; [Sets variable l to -1]
!!IF:V2/0 V210/0; [Sets flag 2 and flag 210 to false]

[If existing troop type is a powerful neutral dragon, set flags 209 and 210 to 1]
!!IF&i>131/i<136:V209/1 V210/1;

!!VRg&i>101/i<104:S4; [If troop type is a gorgon or mighty gorgon, set variable g to 4]
!!VRg&i>103/i<108:S-2; [If troop type is a serpent fly, dragon fly, basilisk or greater basilisk, set variable g to -2]

!!VRi&g<>0:+g; [If variable g does NOT equal 0, add value of g to variable i]
!!IF&g<>0:V2/1; [If variable g does NOT equal 0, set flag 2 to true]

[Sets Conflux plus neutral creatures temporary values that are in numerical order]
!!VRf&i=118:S182; [Pixie]
!!VRf&i=139:S182; [Peasant]
!!VRf&i=119:S183; [Sprite]
!!VRf&i=138:S183; [Halfling]
!!VRf&i=112:S184; [Air Elemental]
!!VRf&i=140:S184; [Boar Rider]
!!VRf&i=127:S185; [Storm Elemental]
!!VRf&i=143:S185; [Rogue]
!!VRf&i=115:S186; [Water Elemental]
!!VRf&i=142:S186; [Nomad]
!!VRf&i=123:S187; [Ice Elemental]
!!VRf&i=141:S187; [Mummy]
!!VRf&i=114:S188; [Fire Elemental]
!!VRf&i=129:S189; [Energy Elemental]
!!VRf&i=116:S189; [Gold Golem]
!!VRf&i=137:S189; [Sharpshooter]
!!VRf&i=113:S190; [Earth Elemental]
!!VRf&i=125:S191; [Magma Elemental]
!!VRf&i=117:S191; [Diamond Golem]
!!VRf&i=144:S191; [Troll]
!!VRf&i=120:S192; [Psychic Elemental]
!!VRf&i=121:S193; [Magic Elemental]
!!VRf&i=136:S193; [Enchanter]
!!VRf&i=130:S194; [Firebird]
!!VRf&i=131:S195; [Phoenix]

!!VRj&i<112:S0 R8; [If troop type is less than 112, set j to random # from 0 to 8]
!!VRj&f>180:S0 R8; [If troop type is greater than 180, set j to random # from 0 to 8]
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#49
Старый 28.04.2011, 14:46
  #49
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HommFighter
 
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Re: [ПРОБЛЕМА] Неполадки в скрипте ERM 2.1

Да... дела...
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#50
Старый 28.04.2011, 14:46
  #50
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>>DemonRunner<<
 
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Re: [ПРОБЛЕМА] Неполадки в скрипте ERM 2.1

Ладно, давайте я вам в аську скину всё остальное
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#51
Старый 28.04.2011, 14:47
  #51
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Re: [ПРОБЛЕМА] Неполадки в скрипте ERM 2.1

Хорошо, большое спасибо за помощь!
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#52
Старый 28.04.2011, 14:47
  #52
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Re: [ПРОБЛЕМА] Неполадки в скрипте ERM 2.1

Да не за что)
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