I translated it but still do not understand very well how it works, mostly because the first script did not work properly then he added commands, so everything is scattered through 4 pages.
If I understand well, the first step is to assign to x1 the type of projectile:
!!FU#:P0/<номер существа>/<тип снаряда>;
From the list here:
Типы снаряда соответствуют стандартным изображениям снарядов для следующих существ:
After that my problem is the translation. He specifies that a sound 82M should be added, as well as shooting frames. But he also talks about a missile def (in that specific case--> for peasants)
The people write the script but not working. At the end Chortos comes up with a (?) final version (but everyone adds something, and I don't get it):
ZVSE
!#MA:N139 /16;
!#MA:X139/?i;
!#VRi:|4;
!#MA:X139/i;
!#FU29900:P139/3;
!?FU6000;
Make sure the creature number is valid
!!VRx3&x1=1/x2<2:S-1;
!!VRx3&x1=1/x2>146:S-1;
!!FU|x2<2/x2>146:E;
Get the correct address
!!VRx2:+4447138;
Do what they ask us to do
!!UN&x1=0:Cx2/1/x3;
!!UN&x1=1:Cx2/1/?x3;
from what I understand this time x1 is creature ID, x2 =3 (3 what is? number of shooting def? or color beam or...?)
but I don't understand most of additional comments. Anyone got this script working? Is there a need for a "PPEASX.def (?)" as well or simply the script assigns an existing projectile?