战神引擎炼体脚本支持主号英雄脚本
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{ 35博客35boke.com *******************************************************************} Procedure _doexit; begin This_Npc . CloseDialog(This_Player); end ; procedure _lianti1; var today , num,AddHP,AddHP1,AddHP2: integer ; begin if This_Player . GetV( 99 , 1 ) <> today then begin This_Player . SetV( 99 , 1 ,today); This_Player . SetV( 99 , 2 , 0 ); end ; //初始化变量值,每天首次触发,将领取变量设置为0 num := This_Player . GetV( 99 , 2 ); AddHP := 60 *num; AddHP1 := 40 *num; AddHP2 := 20 *num; if num > 1 then begin case This_Player . Job of 0 : //战士 begin This_Player . AddPlayerAbil( 4 , AddHP, 65535 ); This_Player . AddHeroAbil( 4 , AddHP, 65535 ); This_Npc . NpcDialog(This_Player, '恭喜你开启成功\' ); end ; 1 : //法师 begin This_Player . AddPlayerAbil( 4 , AddHP1, 65535 ); This_Player . AddHeroAbil( 4 , AddHP1, 65535 ); This_Npc . NpcDialog(This_Player, '恭喜你开启成功\' ); end ; 2 : //道士 begin This_Player . AddPlayerAbil( 4 , AddHP2, 65535 ); This_Player . AddHeroAbil( 4 , AddHP2, 65535 ); This_Npc . NpcDialog(This_Player, '恭喜你开启成功\' ); end ; end ; end else This_Npc . NpcDialog(This_Player, '你没有转生,无法开启属性\' ); end ; procedure _lianti; var today , num,AddHP,AddHP1,AddHP2: integer ; begin if This_Player . GetV( 99 , 1 ) <> today then begin This_Player . SetV( 99 , 1 ,today); This_Player . SetV( 99 , 2 , 0 ); end ; //初始化变量值,每天首次触发,将领取变量设置为0 num := This_Player . GetV( 99 , 2 ); AddHP := 60 *num; AddHP1 := 40 *num; AddHP2 := 20 *num; if num < 10 then begin if (This_Player . MyLFnum >= 50 ) then begin case This_Player . Job of 0 : //0是战士 begin This_Player . AddPlayerAbil( 4 , AddHP, 65535 ); This_Player . AddHeroAbil( 4 , AddHP, 65535 ); This_Player . DecLF( 0 , 50 , false ); This_Player . SetV( 99 , 2 , num + 1 ); //领取变量每领取一次加一 This_Npc . NpcDialog(This_Player, '恭喜你炼体成功,当前炼体层数<' +inttostr(num)+'/c=red>层!\' +'| {cmd} <继续/@lianti>\' +'| {cmd} <取消/@doexit>\' ); end ; 1 : //法师 begin This_Player . AddPlayerAbil( 4 , AddHP1, 65535 ); This_Player . AddHeroAbil( 4 , AddHP1, 65535 ); This_Player . DecLF( 0 , 50 , false ); This_Player . SetV( 99 , 2 , num + 1 ); //领取变量每领取一次加一 This_Npc . NpcDialog(This_Player, '恭喜你炼体成功,当前炼体层数<' +inttostr(num)+'/c=red>层!\' +'| {cmd} <继续/@lianti>\' +'| {cmd} <取消/@doexit>\' ); end ; 2 : //道士 begin This_Player . AddPlayerAbil( 4 , AddHP2, 65535 ); This_Player . AddHeroAbil( 4 , AddHP2, 65535 ); This_Player . DecLF( 0 , 50 , false ); This_Player . SetV( 99 , 2 , num + 1 ); //领取变量每领取一次加一 This_Npc . NpcDialog(This_Player, '恭喜你炼体成功,当前炼体层数<' +inttostr(num)+'/c=red>层!\' +'| {cmd} <继续/@lianti>\' +'| {cmd} <取消/@doexit>\' ); end ; end ; end else This_Npc . NpcDialog(This_Player, '灵符不足 50 ,无法炼体\' ); end else This_Player . PlayerDialog( '<你的炼体层数已经达到顶级,无法继续/c=red>' ); end ; var today , num,AddHP,AddHP1,AddHP2: integer ; begin if This_Player . GetV( 99 , 1 ) <> today then begin This_Player . SetV( 99 , 1 ,today); This_Player . SetV( 99 , 2 , 0 ); end ; //初始化变量值,每天首次触发,将领取变量设置为0 num := This_Player . GetV( 99 , 2 ); AddHP := 60 *num; AddHP1 := 40 *num; AddHP2 := 20 *num; if num < 12 then This_Npc . NpcDialog(This_Player, '当前炼体层数<' +inttostr(num)+'/c=red>层 封顶< 10 /c= 254 >层!\' + '|<战士每级增加60点HP/c=251> 当前可获得HP<' +inttostr(num* 2 )+'/c=red>点\' + '|<道士每级增加40点HP/c=252> 当前可获得HP<' +inttostr(num* 2 )+'/c=red>点\' + '|<法师每级增加20点HP/c=253> 当前可获得HP<' +inttostr(num* 2 )+'/c=red>点\' +'|<每次炼体灵符 50 /c= 254 >\' +'|<人物可获得属性/c= 250 >\' +'|<属性有限时间 10 小时,可重复领取/c= 251 >\' +'|<开启炼体功能需要 50 灵符:第一次开启不会增加生命值/c=red>\' + '|{cmd}<开始炼体/@lianti> ^<开启属性/@lianti1>' ); end .
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