战神引擎炼体自定义Npc脚本带素材(可进层级地图)

用于战神引擎炼体自定义Npc脚本和素材,玩家通过炼体升级到对应的层级,可以进入层级地图。帮主把素材和脚本提取出来了,对应的地图你们根据自己的添加的版本经行地图号的修改。

战神引擎炼体自定义Npc脚本带素材(可进层级地图)

战神引擎炼体自定义Npc脚本带素材(可进层级地图)

部分脚本

program Mir2;
var today , num,AddHP,AddHP1,AddHP2: integer;
var lttb : string;
Procedure _doexit;
begin
   This_Npc.CloseDialog(This_Player);
end;
Procedure _exit;
begin
   This_Npc.CloseDialog(This_Player);
end;
procedure _lianti; 
var num,AddHP,AddHP1,AddHP2: integer;
begin
             //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(99,12);
      AddHP := 100*num; 
      AddHP1 := 30*num;
      AddHP2 := 50*num;
    if num = 0 then
    begin
	if (This_Player.GetBagItemCount ('体力神珠') >= 1) and (This_Player.YBNum >= 100) 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.Take('体力神珠',1); 
				  This_Player.ScriptRequestSubYBNum(100);
                  This_Player.SetV(99,12, 1); //领取变量每领取一次加一
      	          This_Player.playerNotice('恭喜炼体成功', 0);
               end;
               1 : //法师
               begin
                   This_Player.AddPlayerAbil(4, AddHP1, 65535);
				  This_Player.AddHeroAbil(4, AddHP1, 65535);
                   This_Player.Take('体力神珠',1); 
				   This_Player.ScriptRequestSubYBNum(100);
                   This_Player.SetV(99,12, num + 1); //领取变量每领取一次加一 
                   This_Player.playerNotice('恭喜炼体成功', 0);       
               end;
               2 : //道士
               begin
                  This_Player.AddPlayerAbil(4, AddHP2, 65535);
				  This_Player.AddHeroAbil(4, AddHP2, 65535);
                  This_Player.Take('体力神珠',1); 
				  This_Player.ScriptRequestSubYBNum(100);
                  This_Player.SetV(99,12, num + 1); //领取变量每领取一次加一
                  This_Player.playerNotice('恭喜炼体成功', 0);
               end;
           end;
       end else
    This_Player.playerNotice('体力神珠或元宝不足', 0); 
    end else	
  if num = 1 then
    begin
	if (This_Player.GetBagItemCount ('体力神珠') >= 2) and (This_Player.YBNum >= 100) 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.Take('体力神珠',2); 
				  This_Player.ScriptRequestSubYBNum(100);
                  This_Player.SetV(99,12, num + 1); //领取变量每领取一次加一
                  This_Player.playerNotice('恭喜炼体成功', 0);
               end;
               1 : //法师
               begin
                   This_Player.AddPlayerAbil(4, AddHP1, 65535);
				  This_Player.AddHeroAbil(4, AddHP1, 65535);
                  This_Player.Take('体力神珠',2);
				  This_Player.ScriptRequestSubYBNum(100);
                   This_Player.SetV(99,12, num + 1); //领取变量每领取一次加一 
                   This_Player.playerNotice('恭喜炼体成功', 0);         
               end;
               2 : //道士
               begin
                  This_Player.AddPlayerAbil(4, AddHP2, 65535);
				  This_Player.AddHeroAbil(4, AddHP2, 65535);
                  This_Player.Take('体力神珠',2); 
				  This_Player.ScriptRequestSubYBNum(100);
                  This_Player.SetV(99,12, num + 1); //领取变量每领取一次加一
                  This_Player.playerNotice('恭喜炼体成功', 0);
               end;
           end;
       end else
       This_Player.playerNotice('体力神珠不足', 0)
    end else
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