class Game_Actor < Game_Battler attr_reader :crt # 暴击几率 attr_reader :maxcrts # 暴击增益 attr_reader :lucks # 运气 attr_reader :neictl # 内部穿透力 attr_reader :waictl # 外部穿透力 attr_reader :xihp # 吸血 attr_reader :xisp # 吸气 alias mohuaiyuan201676_setup setup def setup(actor_id) mohuaiyuan201676_setup(actor_id) @crt = 0 @maxcrts = 0 @lucks = 0 @neictl = 0 @waictl = 0 @xihp = 0 @xisp = 0 end #● 定义暴击率 def crt n = str/2000+dex/2000+$game_variables[@actor_id+4850] #天赋效果增加暴击率 case self.id when 20 #玄霄 if self.battle_skill.include?(20) ; n += 15 ;end #[A天赋]冰火之力 when 13 #赵云 if self.battle_skill.include?(13) ; n += 10 ;end #[A天赋]勇冠三军 when 16 #步惊云 if self.battle_skill.include?(16) ; n += 30 ;end #[A天赋]火麒麟臂 end case @weapon_id when 1..999 weapon = $data_weapons[@weapon_id] n += weapon != nil ? weapon.str_plus/10 : 0 end #一些装备下的状态增加暴击率 for i in @states case i when 124..125 ; n += 20 #万寿套 和 五彩套 when 133 ; n += 5 #不败套1 when 134 ; n += 10 #不败套2 when 135 ; n += 15 #不败套3 when 136 ; n += 20 #不败套4 when 137 ; n += 25 #不败套5 161 165 when 161 ; n += 5 #凌霄套1 when 162 ; n += 10 #凌霄套2 when 163 ; n += 15 #凌霄套3 when 164 ; n += 20 #凌霄套4 when 165 ; n += 25 #凌霄套5 when 698 ; n += 15 #幻彩金光石 when 697 ; n += 10 #碧玉海星石 when 284 ; n += $game_variables[3674] #内功葵花宝典 when 269 ; n += $game_variables[3672] #内功招臻无招 end;end return [[n, 1].max, 300].min end #● 定义暴伤 def maxcrts n = 100+str/100+dex/100+$game_variables[@actor_id+4825] #星级附加效果增益 case $game_variables[3456] #$墨星级 when 1;n+=10 when 2;n+=20 when 3;n+=40 when 4;n+=100 end #天赋效果增加爆伤 case self.id when 20 #玄霄 if self.battle_skill.include?(20) ; n += 20 ;end #[A天赋]冰火之力 when 15 #陆雪琪 if self.battle_skill.include?(15) ; n += 30 ;end #[A天赋]天地不仁 when 21 #墨鸭 if self.battle_skill.include?(25) ; n += 25 ;end #[A天赋]火麒麟臂 when 17 #聂风 if self.battle_skill.include?(17) ; n += 35 ;end #[A天赋]魔血爆发 end #专属武器每5点元神+1%暴击率! case @weapon_id when 1..999 weapon = $data_weapons[@weapon_id] n += weapon != nil ? weapon.dex_plus/5 : 0 end #一些装备下的状态增加暴击率 for i in @states case i when 124..125 ; n += 20 #万寿套 和 五彩套 when 133 ; n += 30 #不败套1 when 134 ; n += 40 #不败套2 when 135 ; n += 50 #不败套3 when 136 ; n += 60 #不败套4 when 137 ; n += 70#不败套5 161 165 when 161 ; n += 30 #凌霄套1 when 162 ; n += 40#凌霄套2 when 163 ; n += 50#凌霄套3 when 164 ; n += 60 #凌霄套4 when 165 ; n += 70 #凌霄套5 when 699 ; n += 30 #无上黑玄石 when 697 ; n += 10#碧玉海星石 696 when 275 ; n += [$game_variables[3678]*4,60].min#内功擒龙功 end;end return [[n, 1].max, 500].min end #● 定义运气 def lucks n = 1+$game_variables[@actor_id+4800] #天赋效果增加爆伤 case self.id when 6 #赵灵儿 if self.battle_skill.include?(6) ; n += 10 ;end when 12 #张良 if self.battle_skill.include?(12) ; n += 8 ;end when 18 #宇文括 if self.battle_skill.include?(18) ; n += 7 ;end when 23 #柳梦璃 if self.battle_skill.include?(27) ; n += 3 ;end end case @weapon_id when 1..999 weapon = $data_weapons[@weapon_id] n += weapon != nil ? weapon.agi_plus/30 : 0 end #一些装备下的状态增加暴击率 for i in @states case i when 696 ; n += 10#第尊石 when 112 ; n += 2 #太乙1 when 113 ; n += 4 #太乙2 when 114 ; n += 6 #太乙3 when 115 ; n += 8 #太乙4 when 116 ; n += 10 #太乙5 when 118 ; n += 2 #乌光1 when 119 ; n += 4 #乌光2 when 120 ; n += 6 #乌光3 when 121 ; n += 8 #乌光4 when 122 ; n += 10 #乌光5 when 273 ; n += [$game_variables[3680],15].min#内功九阳神功 end end return [[n, 1].max, 100].min end #● 定义内穿 def neictl n = 1+$game_variables[@actor_id+4875] #星级附加效果增益 case $game_variables[186] #$陆星级 when 1;n+=20 when 2;n+=40 when 3;n+=60 when 4;n+=100 end case $game_variables[3440] #$玄星级 when 1;n+=20 when 2;n+=40 when 3;n+=60 when 4;n+=100 end #天赋效果增加内穿 case self.id when 14 #高月 if self.battle_skill.include?(14) ; n += 10 ;end when 8 #大司命 if self.battle_skill.include?(8) ; n += 10 ;end when 2 #少司命 if self.battle_skill.include?(2) ; n += 10 ;end end case @weapon_id when 1..999 weapon = $data_weapons[@weapon_id] n += weapon != nil ? weapon.int_plus/2 : 0 end #一些装备下的状态增加内穿 for i in @states case i when 143 ; n += 30 #天子3 when 144 ; n += 60 #天子4 when 145 ; n += 100 #天子5 when 272 ; n += $game_variables[3682] #太极心法 when 284 ; n += $game_variables[3674]*2 #内功葵花宝典 end;end return [[n, 1].max, 500].min end #● 定义外穿 def waictl n = 1+$game_variables[@actor_id+4900] #星级附加效果增益 case $game_variables[90] #$卫星级 when 1;n+=20 when 2;n+=40 when 3;n+=60 when 4;n+=100 end case $game_variables[180] #$赵星级 when 1;n+=20 when 2;n+=40 when 3;n+=60 when 4;n+=100 end #天赋效果增加外穿 case self.id when 10 #吕布 if self.battle_skill.include?(10) ; n += 10 ;end when 1 #卫庄 if self.battle_skill.include?(1) ; n += 10 ;end when 19 #夏侯仪 if self.battle_skill.include?(19) ; n += 10 ;end end case @weapon_id when 1..999 weapon = $data_weapons[@weapon_id] n += weapon != nil ? weapon.int_plus/2 : 0 end #一些装备下的状态增加外穿 for i in @states case i when 139 ; n += 30 #苍云3 when 140 ; n += 60 #苍云4 when 141 ; n += 100 #苍云5 when 284 ; n += $game_variables[3674]*2#内功葵花宝典 when 400 ; n += $data_states[400].pdef_rate end;end return [[n, 1].max, 500].min end #● 定义吸血 def xihp n = $game_variables[3692]+$game_variables[@actor_id+4925] #星级附加效果增益 case $game_variables[173] #$燕星级 when 1;n+=2 when 2;n+=3 when 3;n+=4 when 4;n+=5 end case $game_variables[3463] #$慕容紫英 when 1;n+=2 when 2;n+=3 when 3;n+=4 when 4;n+=5 end #天赋效果增加吸血 case self.id when 11 #燕丹 if self.battle_skill.include?(11) ; n += 10 ;end when 4 #盖聂 if self.battle_skill.include?(4) ; n += 10 ;end when 5 #天明 if self.battle_skill.include?(5) ; n += 10 ;end when 22 #慕容紫英 if self.battle_skill.include?(26) ; n += 5 ;end end case @weapon_id when 1..999 weapon = $data_weapons[@weapon_id] n += weapon != nil ? weapon.atk/30: 0 end #一些装备下的状态增加吸血 for i in @states case i when 139 ; n += 5 #苍云3 when 140 ; n += 8 #苍云4 when 141 ; n += 10 #苍云5 when 695 ; n += 15 #九玄破空石 when 693 ; n += 10 #字母阴阳石 when 276 ; n += $game_variables[3676] #内功九阴真经全本 when 284 ; n += $game_variables[3674] #内功葵花宝典 end;end return [[n, 1].max, 150].min end #● 定义吸真 def xisp n = $game_variables[3691]+$game_variables[@actor_id+4950] #星级附加效果增益 case $game_variables[183] #$高星级 when 1;n+=2 when 2;n+=3 when 3;n+=4 when 4;n+=5 end case $game_variables[3470] #$柳梦璃星级 when 1;n+=2 when 2;n+=3 when 3;n+=4 when 4;n+=5 end #天赋效果增加吸真 case self.id when 7 #李逍遥 if self.battle_skill.include?(7) ; n += 10 ;end when 3 #冰雪莲 if self.battle_skill.include?(3) ; n += 10 ;end end for i in @states case i when 143 ; n += 5 #天子3 when 144 ; n += 8 #天子4 when 145 ; n += 10 #天子5 when 694 ; n += 15#五彩斑斓石 when 693 ; n += 10# #字母阴阳石 when 276 ; n += $game_variables[3676]#内功九阴真经全本 when 284 ; n += $game_variables[3674]#内功葵花宝典 end;end weapon = $data_weapons[@weapon_id] n += weapon != nil ? weapon.atk/30: 0 return [[n, 1].max, 150].min end #--------------------------------------------------------------------------- #● 最大威力成长属性 #--------------------------------------------------------------------------- def zmax n = 500+$game_variables[$威力[0+@actor.id]]*1000 n += (str + dex + agi)/ 20 return [[n, 1].max, 10000].min end #--------------------------------------------------------------------------- #● 角色战斗力 #--------------------------------------------------------------------------- def ce n = str + dex + (atk * 10) + (int * 10) + $game_variables[99] #星级附加效果增益 case $game_variables[164] #$大星级 when 1;n+=300 when 2;n+=500 when 3;n+=800 when 4;n+=1000 end case $game_variables[3432] #$夏星级 when 1;n+=300 when 2;n+=500 when 3;n+=800 when 4;n+=1000 end for i in @states case i when 401 ; n += n * 50 /100 end end return [[n, 1].max, 65535].min end #--------------------------------------------------------------------------- #● 定义个人回合 #--------------------------------------------------------------------------- def yxtr n = 0 n += $game_variables[self.id + 187] return n end end #============================================================================== class Window_Base < Window #--------------------------------------------------------------------------- #● 战斗力描绘 #--------------------------------------------------------------------------- def draw_actor_ce(actor, x, y) self.contents.font.color = system_color self.contents.font.color = normal_color self.contents.draw_text(x, y, 164, 80, "战斗力:"+actor.ce.to_s) end def draw_actor_crt(actor, x, y) self.contents.font.color = system_color self.contents.font.color = normal_color self.contents.draw_text(x + 94, y, 164, 80, actor.crt.to_s+"%") end def draw_actor_maxcrts(actor, x, y) self.contents.font.color = system_color self.contents.font.color = normal_color self.contents.draw_text(x + 94, y, 164, 80, actor.maxcrts.to_s+"%") end def draw_actor_lucks(actor, x, y) self.contents.font.color = system_color self.contents.font.color = normal_color self.contents.draw_text(x + 94, y, 164, 80, actor.lucks.to_s+"%") end def draw_actor_neictl(actor, x, y) self.contents.font.color = system_color self.contents.font.color = normal_color self.contents.draw_text(x + 94, y, 164, 80, actor.neictl.to_s) end def draw_actor_waictl(actor, x, y) self.contents.font.color = system_color self.contents.font.color = normal_color self.contents.draw_text(x + 94, y, 164, 80, actor.waictl.to_s) end def draw_actor_xihp(actor, x, y) self.contents.font.color = system_color self.contents.font.color = normal_color self.contents.draw_text(x + 94, y, 164, 80, actor.xihp.to_s+"%") end def draw_actor_xisp(actor, x, y) self.contents.font.color = system_color self.contents.font.color = normal_color self.contents.draw_text(x + 94, y, 164, 80, actor.xisp.to_s+"%") end def draw_actor_zmax(actor, x, y) self.contents.font.color = system_color self.contents.font.color = normal_color self.contents.draw_text(x + 94, y, 164, 80, actor.zmax.to_s+"点") end end end
class Scene_Mstarlevel #-------------------------------------------------------------------------- # ● 初始化对像$scene = Scene_Mstarlevel.new # actor_index : 角色索引 Scene_Mstarlevel #-------------------------------------------------------------------------- def initialize(actor_index = 0, menu_index = 0) @actor_index = actor_index @menu_index = menu_index end #-------------------------------------------------------------------------- # ● 主处理 #-------------------------------------------------------------------------- def main # 获取角色 @actor = $game_party.actors[@actor_index] s1 = "暴击概率+" s2 = "暴击增益+" s3 = "江湖运气+" s4 = "内招穿透+" s5 = "外招穿透+" s6 = "外招吸血+" s7 = "内招吸真+" @commandy_window = Window_Command.new(180, [s1,s2,s3,s4,s5,s6,s7]) @commandy_window.index = @menu_index @commandy_window.back_opacity = 255 @commandy_window.active = false #@command_window.visible = false @commandy_window.x+=450 @commandy_window.y+=60 # 生成状态窗口 @status_window = Window_Mstar.new(@actor) @status_window.y =65 @help_window = Window_Mstar_Help.new @help_window.y =360 #选择窗口 @command_window = Window_MstarCommand.new @command_window.y=0 # 执行过渡 Graphics.transition # 主循环 loop do # 刷新游戏画面 Graphics.update # 刷新输入信息 Input.update # 刷新画面 update # 如果画面被切换的话就中断循环 if $scene != self break end end # 准备过渡 Graphics.freeze # 释放窗口 @status_window.dispose @help_window.dispose @command_window.dispose @commandy_window.dispose end #-------------------------------------------------------------------------- # ● 定义第二属性境界提升操作 #-------------------------------------------------------------------------- def update_commandy if Input.trigger?(Input::B) # 演奏取消 SE $game_system.se_play($data_system.cancel_se) @commandy_window.active = false @command_window.active = true # 切换到菜单画面 return end if Input.repeat?(Input::C) $game_system.se_play($data_system.decision_se) @actor = $game_party.actors[@actor_index] case @commandy_window.index when 0 #暴击概率 max30 #要石头防具 @actor.crt+=1 if $game_variables[@actor.id+4775]<30 if $game_party.armor_number($宝石[0+$game_variables[@actor.id+4775]])>=1 $game_variables[@actor.id+4850]+=1 #暴击概率 $game_variables[@actor.id+4775]+=1 #等级! $game_party.lose_armor($宝石[0+$game_variables[@actor.id+4775]],1) @status_window.refresh else $game_system.se_play($data_system.cancel_se) end end when 1 #暴击增益 max100 4750 #绿色仙魂 if $game_variables[@actor.id+4750]<100 if $game_party.item_number(956)>=1 $game_variables[@actor.id+4825]+=1 #暴击增益 $game_variables[@actor.id+4750]+=1 #等级! $game_party.lose_item(956,1) @status_window.refresh else $game_system.se_play($data_system.cancel_se) end end when 2 #江湖运气 max20 #金色仙魂 if $game_variables[@actor.id+4725]<20 if $game_party.item_number(960)>=1 $game_variables[@actor.id+4800]+=1 $game_variables[@actor.id+4725]+=1 #等级! $game_party.lose_item(960,1) @status_window.refresh else $game_system.se_play($data_system.cancel_se) end end when 3 #内招穿透 max100 #蓝色仙魂 if $game_variables[@actor.id+4700]<100 if $game_party.item_number(957)>=1 $game_variables[@actor.id+4875]+=1 $game_variables[@actor.id+4700]+=1 #等级! $game_party.lose_item(957,1) @status_window.refresh else $game_system.se_play($data_system.cancel_se) end end when 4 #外招穿透 max100 #橙色仙魂 if $game_variables[@actor.id+4675]<100 if $game_party.item_number(958)>=1 $game_variables[@actor.id+4900]+=1 $game_variables[@actor.id+4675]+=1 #等级! $game_party.lose_item(958,1) @status_window.refresh else $game_system.se_play($data_system.cancel_se) end end when 5 #吸血 max200% 紫色仙魂 if $game_variables[@actor.id+4650]<20 if $game_party.item_number(959)>=1 $game_variables[@actor.id+4925]+=1 $game_variables[@actor.id+4650]+=1 #等级! $game_party.lose_item(959,1) @status_window.refresh else $game_system.se_play($data_system.cancel_se) end end when 6 #吸真 max200% if $game_variables[@actor.id+4625]<20 if $game_party.item_number(959)>=1 $game_variables[@actor.id+4950]+=1 $game_variables[@actor.id+4625]+=1 #等级! $game_party.lose_item(959,1) @status_window.refresh else $game_system.se_play($data_system.cancel_se) end end end end case @commandy_window.index when 0 #暴击概率 if $game_variables[@actor.id+4775]<30 @text_1 = "目前需求吞噬:【"+$data_armors[$宝石[0+$game_variables[@actor.id+4775]]].name+"】" @text_1_s1 = "拥有:【"+$game_party.armor_number($宝石[0+$game_variables[@actor.id+4775]]).to_s+"】个" @text_1_s2 = "当前次数:"+$game_variables[@actor.id+4775].to_s+"次" @help_window.mstar_help_text(@text_1,@text_1_s1,@text_1_s2) else @text_1 = "已经是最高级的了" @help_window.mstar_help_text(@text_1) end when 1 #暴击增益 if $game_variables[@actor.id+4750]<100 @text_1 = "需求【绿色仙魂】一个:目前【"+$game_party.item_number(956).to_s+"】个" @text_1_s2 = "目前进行了"+$game_variables[@actor.id+4750].to_s+"次提升" @help_window.mstar_help_text(@text_1,@text_1_s2) else @text_1 = "已经是最高级的了" @help_window.mstar_help_text(@text_1) end when 2 #运气 if $game_variables[@actor.id+4725]<20 @text_1 = "需求【金色仙魂】一个:目前【"+$game_party.item_number(960).to_s+"】个" @text_1_s2 = "目前进行了"+$game_variables[@actor.id+4725].to_s+"次提升" @help_window.mstar_help_text(@text_1,@text_1_s2) else @text_1 = "已经是最高级的了" @help_window.mstar_help_text(@text_1) end when 3 #内穿 if $game_variables[@actor.id+4700]<100 @text_1 = "需求【蓝色仙魂】一个:目前【"+$game_party.item_number(957).to_s+"】个" @text_1_s2 = "目前进行了"+$game_variables[@actor.id+4700].to_s+"次提升" @help_window.mstar_help_text(@text_1,@text_1_s2) else @text_1 = "已经是最高级的了" @help_window.mstar_help_text(@text_1) end when 4 #外穿 if $game_variables[@actor.id+4675]<100 @text_1 = "需求【橙色仙魂】一个:目前【"+$game_party.item_number(958).to_s+"】个" @text_1_s2 = "目前进行了"+$game_variables[@actor.id+4675].to_s+"次提升" @help_window.mstar_help_text(@text_1,@text_1_s2) else @text_1 = "已经是最高级的了" @help_window.mstar_help_text(@text_1) end when 5 #吸血 if $game_variables[@actor.id+4650]<10000 @text_1 = "需求【紫色仙魂】一个:目前【"+$game_party.item_number(959).to_s+"】个" @text_1_s2 = "目前进行了"+$game_variables[@actor.id+4650].to_s+"次提升" @help_window.mstar_help_text(@text_1,@text_1_s2) else @text_1 = "已经是最高级的了" @help_window.mstar_help_text(@text_1) end when 6 #吸真 if $game_variables[@actor.id+4625]<10000 @text_1 = "也需求【紫色仙魂】一个:目前【"+$game_party.item_number(959).to_s+"】个" @text_1_s2 = "目前进行了"+$game_variables[@actor.id+4625].to_s+"次提升" @help_window.mstar_help_text(@text_1,@text_1_s2) else @text_1 = "已经是最高级的了" @help_window.mstar_help_text(@text_1) end return end end #-------------------------------------------------------------------------- # ● 刷新画面 Scene_Mstarlevel $scene = Scene_Mstarlevel.new #-------------------------------------------------------------------------- def update @status_window.update @help_window.update @command_window.update @commandy_window.update if @commandy_window.active update_commandy return end # 按下 B 键的情况下 if Input.trigger?(Input::B) # 演奏取消 SE $game_system.se_play($data_system.cancel_se) # 切换到菜单画面 $scene = Scene_Menu.new(7) return end #============================================================= # 按下 C 键的情况下 $game_variables[27]=魂力 57 = 声望 #============================================================= if Input.trigger?(Input::C) case @command_window.index when 1 #角色升星 #最大2 也就是3星 case @actor.id when 1 #卫庄 if $game_variables[90]<4 #8 if $game_party.item_number(1)>=$星牌递增[0+$game_variables[90]] && $game_party.gold>=$灵魂递增[0+$game_variables[90]] && $game_variables[27]>=$灵魂递增[0+$game_variables[90]] && #得出数值消耗结果 $game_party.lose_item(1,$星牌递增[0+$game_variables[90]]) $game_party.lose_gold($灵魂递增[0+$game_variables[90]]) $game_variables[27]-=$灵魂递增[0+$game_variables[90]] #记录消耗值 用于解散英雄之用 $game_variables[@actor.id+4600]+=$灵魂递增[0+$game_variables[90]] $game_variables[@actor.id+4550]+=$星牌递增[0+$game_variables[90]] #得出星级提升结果 for i in 3001..3007 $game_variables[i]+=1 end $game_variables[90]+=1 $game_system.se_play($data_system.battle_start_se) $卫庄名字=["卫庄","仙-卫庄","神-卫庄","玄-卫庄","真-卫庄","圣-卫庄","极-卫庄","元-卫庄","上清-卫庄"] $game_actors[1].name = $卫庄名字[0+$game_variables[90]] @status_window.refresh else $game_system.se_play($data_system.cancel_se) end end #=======================卫庄结束====================== when 2 #少司命 if $game_variables[93]<4 if $game_party.item_number(1)>=$星牌递增[0+$game_variables[93]] && $game_party.gold>=$灵魂递增[0+$game_variables[93]] && $game_variables[27]>=$灵魂递增[0+$game_variables[93]] && #得出数值消耗结果 $game_party.lose_item(1,$星牌递增[0+$game_variables[93]]) $game_party.lose_gold($灵魂递增[0+$game_variables[93]]) $game_variables[27]-=$灵魂递增[0+$game_variables[93]] #记录消耗值 用于解散英雄之用 $game_variables[@actor.id+4600]+=$灵魂递增[0+$game_variables[93]] $game_variables[@actor.id+4550]+=$星牌递增[0+$game_variables[93]] #得出星级提升结果 for i in 3008..3014 $game_variables[i]+=1 end $game_variables[93]+=1 $game_system.se_play($data_system.battle_start_se) $少司命名字=["少司命","仙-少司命","神-少司命","玄-少司命","真-少司命","圣-少司命","极-少司命","元-少司命","上清-少司命"] $game_actors[2].name = $少司命名字[0+$game_variables[93]] @status_window.refresh else $game_system.se_play($data_system.cancel_se) end end #=======================少司命结束====================== when 3 #冰雪莲 if $game_variables[96]<4 if $game_party.item_number(1)>=$星牌递增[0+$game_variables[96]] && $game_party.gold>=$灵魂递增[0+$game_variables[96]] && $game_variables[27]>=$灵魂递增[0+$game_variables[96]] && #得出数值消耗结果 $game_party.lose_item(1,$星牌递增[0+$game_variables[96]]) $game_party.lose_gold($灵魂递增[0+$game_variables[96]]) $game_variables[27]-=$灵魂递增[0+$game_variables[96]] #记录消耗值 用于解散英雄之用 $game_variables[@actor.id+4600]+=$灵魂递增[0+$game_variables[96]] $game_variables[@actor.id+4550]+=$星牌递增[0+$game_variables[96]] #得出星级提升结果 for i in 3015..3021 $game_variables[i]+=1 end $game_variables[96]+=1 $game_system.se_play($data_system.battle_start_se) $冰雪莲名字=["冰雪莲","仙-冰雪莲","神-冰雪莲","玄-冰雪莲","真-冰雪莲","圣-冰雪莲","极-冰雪莲","元-冰雪莲","上清-冰雪莲"] $game_actors[3].name = $冰雪莲名字[0+$game_variables[96]] @status_window.refresh else $game_system.se_play($data_system.cancel_se) end end #=======================冰雪莲结束====================== when 4 #盖聂 if $game_variables[152]<4 if $game_party.item_number(1)>=$星牌递增[0+$game_variables[152]] && $game_party.gold>=$灵魂递增[0+$game_variables[152]] && $game_variables[27]>=$灵魂递增[0+$game_variables[152]] && #得出数值消耗结果 $game_party.lose_item(1,$星牌递增[0+$game_variables[152]]) $game_party.lose_gold($灵魂递增[0+$game_variables[152]]) $game_variables[27]-=$灵魂递增[0+$game_variables[152]] #记录消耗值 用于解散英雄之用 $game_variables[@actor.id+4600]+=$灵魂递增[0+$game_variables[152]] $game_variables[@actor.id+4550]+=$星牌递增[0+$game_variables[152]] #得出星级提升结果 for i in 3022..3028 $game_variables[i]+=1 end $game_variables[152]+=1 $game_system.se_play($data_system.battle_start_se) $盖聂名字=["盖聂","仙-盖聂","神-盖聂","玄-盖聂","真-盖聂","圣-盖聂","极-盖聂","元-盖聂","上清-盖聂"] $game_actors[4].name = $盖聂名字[0+$game_variables[152]] @status_window.refresh else $game_system.se_play($data_system.cancel_se) end end #=======================盖聂结束====================== when 5 #天明 if $game_variables[155]<4 if $game_party.item_number(1)>=$星牌递增[0+$game_variables[155]] && $game_party.gold>=$灵魂递增[0+$game_variables[155]] && $game_variables[27]>=$灵魂递增[0+$game_variables[155]] && #得出数值消耗结果 $game_party.lose_item(1,$星牌递增[0+$game_variables[155]]) $game_party.lose_gold($灵魂递增[0+$game_variables[155]]) $game_variables[27]-=$灵魂递增[0+$game_variables[155]] #记录消耗值 用于解散英雄之用 $game_variables[@actor.id+4600]+=$灵魂递增[0+$game_variables[155]] $game_variables[@actor.id+4550]+=$星牌递增[0+$game_variables[155]] #得出星级提升结果 for i in 3029..3035 $game_variables[i]+=1 end $game_variables[155]+=1 $game_system.se_play($data_system.battle_start_se) $天明名字=["玉煞天明","仙-玉煞天明","神-玉煞天明","玄-玉煞天明","真-天明","圣-天明","极-天明","元-天明","上清-天明"] $game_actors[5].name = $天明名字[0+$game_variables[155]] @status_window.refresh else $game_system.se_play($data_system.cancel_se) end end #=======================天明结束====================== when 6 #赵灵儿 if $game_variables[158]<4 if $game_party.item_number(1)>=$星牌递增[0+$game_variables[158]] && $game_party.gold>=$灵魂递增[0+$game_variables[158]] && $game_variables[27]>=$灵魂递增[0+$game_variables[158]] && #得出数值消耗结果 $game_party.lose_item(1,$星牌递增[0+$game_variables[158]]) $game_party.lose_gold($灵魂递增[0+$game_variables[158]]) $game_variables[27]-=$灵魂递增[0+$game_variables[158]] #记录消耗值 用于解散英雄之用 $game_variables[@actor.id+4600]+=$灵魂递增[0+$game_variables[158]] $game_variables[@actor.id+4550]+=$星牌递增[0+$game_variables[158]] #得出星级提升结果 for i in 3036..3042 $game_variables[i]+=1 end $game_variables[158]+=1 $game_system.se_play($data_system.battle_start_se) $赵灵儿名字=["赵灵儿","仙-赵灵儿","神-赵灵儿","玄-赵灵儿","真-赵灵儿","圣-赵灵儿","极-赵灵儿","元-赵灵儿","上清-赵灵儿"] $game_actors[6].name = $赵灵儿名字[0+$game_variables[158]] @status_window.refresh else $game_system.se_play($data_system.cancel_se) end end #=======================赵灵儿结束====================== when 7 #李逍遥 if $game_variables[161]<4 if $game_party.item_number(1)>=$星牌递增[0+$game_variables[161]] && $game_party.gold>=$灵魂递增[0+$game_variables[161]] && $game_variables[27]>=$灵魂递增[0+$game_variables[161]] && #得出数值消耗结果 $game_party.lose_item(1,$星牌递增[0+$game_variables[161]]) $game_party.lose_gold($灵魂递增[0+$game_variables[161]]) $game_variables[27]-=$灵魂递增[0+$game_variables[161]] #记录消耗值 用于解散英雄之用 $game_variables[@actor.id+4600]+=$灵魂递增[0+$game_variables[161]] $game_variables[@actor.id+4550]+=$星牌递增[0+$game_variables[161]] #得出星级提升结果 for i in 3043..3049 $game_variables[i]+=1 end $game_variables[161]+=1 $game_system.se_play($data_system.battle_start_se) $李逍遥名字=["李逍遥","仙-李逍遥","神-李逍遥","玄-李逍遥","真-李逍遥","圣-李逍遥","极-李逍遥","元-李逍遥","上清-李逍遥"] $game_actors[7].name = $李逍遥名字[0+$game_variables[161]] @status_window.refresh else $game_system.se_play($data_system.cancel_se) end end #=======================李逍遥结束====================== when 8 #大司命 if $game_variables[164]<4 if $game_party.item_number(1)>=$星牌递增[0+$game_variables[164]] && $game_party.gold>=$灵魂递增[0+$game_variables[164]] && $game_variables[27]>=$灵魂递增[0+$game_variables[164]] && #得出数值消耗结果 $game_party.lose_item(1,$星牌递增[0+$game_variables[164]]) $game_party.lose_gold($灵魂递增[0+$game_variables[164]]) $game_variables[27]-=$灵魂递增[0+$game_variables[164]] #记录消耗值 用于解散英雄之用 $game_variables[@actor.id+4600]+=$灵魂递增[0+$game_variables[164]] $game_variables[@actor.id+4550]+=$星牌递增[0+$game_variables[164]] #得出星级提升结果 for i in 3050..3056 $game_variables[i]+=1 end $game_variables[164]+=1 $game_system.se_play($data_system.battle_start_se) $大司命名字=["大司命","仙-大司命","神-大司命","玄-大司命","真-大司命","圣-大司命","极-大司命","元-大司命","上清-大司命"] $game_actors[8].name = $大司命名字[0+$game_variables[164]] @status_window.refresh else $game_system.se_play($data_system.cancel_se) end end #=======================大司命结束====================== when 9 #重楼 if $game_variables[167]<4 if $game_party.item_number(1)>=$星牌递增[0+$game_variables[167]] && $game_party.gold>=$灵魂递增[0+$game_variables[167]] && $game_variables[27]>=$灵魂递增[0+$game_variables[167]] && #得出数值消耗结果 $game_party.lose_item(1,$星牌递增[0+$game_variables[167]]) $game_party.lose_gold($灵魂递增[0+$game_variables[167]]) $game_variables[27]-=$灵魂递增[0+$game_variables[167]] #记录消耗值 用于解散英雄之用 $game_variables[@actor.id+4600]+=$灵魂递增[0+$game_variables[167]] $game_variables[@actor.id+4550]+=$星牌递增[0+$game_variables[167]] #得出星级提升结果 for i in 3057..3063 $game_variables[i]+=1 end $game_variables[167]+=1 $game_system.se_play($data_system.battle_start_se) $重楼名字=["重楼","仙-重楼","神-重楼","玄-重楼","真-重楼","圣-重楼","极-重楼","元-重楼","上清-重楼"] $game_actors[9].name = $重楼名字[0+$game_variables[167]] @status_window.refresh else $game_system.se_play($data_system.cancel_se) end end #=======================重楼结束====================== when 10 #吕布 if $game_variables[170]<4 if $game_party.item_number(1)>=$星牌递增[0+$game_variables[170]] && $game_party.gold>=$灵魂递增[0+$game_variables[170]] && $game_variables[27]>=$灵魂递增[0+$game_variables[170]] && #得出数值消耗结果 $game_party.lose_item(1,$星牌递增[0+$game_variables[170]]) $game_party.lose_gold($灵魂递增[0+$game_variables[170]]) $game_variables[27]-=$灵魂递增[0+$game_variables[170]] #记录消耗值 用于解散英雄之用 $game_variables[@actor.id+4600]+=$灵魂递增[0+$game_variables[170]] $game_variables[@actor.id+4550]+=$星牌递增[0+$game_variables[170]] #得出星级提升结果 for i in 3064..3070 $game_variables[i]+=1 end $game_variables[170]+=1 $game_system.se_play($data_system.battle_start_se) $吕布名字=["吕布","仙-吕布","神-吕布","玄-吕布","真-吕布","圣-吕布","极-吕布","元-吕布","上清-吕布"] $game_actors[10].name = $吕布名字[0+$game_variables[170]] @status_window.refresh else $game_system.se_play($data_system.cancel_se) end end #=======================吕布结束====================== when 11 #燕丹 if $game_variables[173]<4 if $game_party.item_number(1)>=$星牌递增[0+$game_variables[173]] && $game_party.gold>=$灵魂递增[0+$game_variables[173]] && $game_variables[27]>=$灵魂递增[0+$game_variables[173]] && #得出数值消耗结果 $game_party.lose_item(1,$星牌递增[0+$game_variables[173]]) $game_party.lose_gold($灵魂递增[0+$game_variables[173]]) $game_variables[27]-=$灵魂递增[0+$game_variables[173]] #记录消耗值 用于解散英雄之用 $game_variables[@actor.id+4600]+=$灵魂递增[0+$game_variables[173]] $game_variables[@actor.id+4550]+=$星牌递增[0+$game_variables[173]] #得出星级提升结果 for i in 3071..3077 $game_variables[i]+=1 end $game_variables[173]+=1 $game_system.se_play($data_system.battle_start_se) $燕丹名字=["燕丹","仙-燕丹","神-燕丹","玄-燕丹","真-燕丹","圣-燕丹","极-燕丹","元-燕丹","上清-燕丹"] $game_actors[11].name = $燕丹名字[0+$game_variables[173]] @status_window.refresh else $game_system.se_play($data_system.cancel_se) end end #=======================燕丹结束====================== when 12 #张良 if $game_variables[177]<4 if $game_party.item_number(1)>=$星牌递增[0+$game_variables[177]] && $game_party.gold>=$灵魂递增[0+$game_variables[177]] && $game_variables[27]>=$灵魂递增[0+$game_variables[177]] && #得出数值消耗结果 $game_party.lose_item(1,$星牌递增[0+$game_variables[177]]) $game_party.lose_gold($灵魂递增[0+$game_variables[177]]) $game_variables[27]-=$灵魂递增[0+$game_variables[177]] #记录消耗值 用于解散英雄之用 $game_variables[@actor.id+4600]+=$灵魂递增[0+$game_variables[177]] $game_variables[@actor.id+4550]+=$星牌递增[0+$game_variables[177]] #得出星级提升结果 for i in 3078..3084 $game_variables[i]+=1 end $game_variables[177]+=1 $game_system.se_play($data_system.battle_start_se) $张良名字=["张良","仙-张良","神-张良","玄-张良","真-张良","圣-张良","极-张良","元-张良","上清-张良"] $game_actors[12].name = $张良名字[0+$game_variables[177]] @status_window.refresh else $game_system.se_play($data_system.cancel_se) end end #=======================张良结束====================== when 13 #赵云 if $game_variables[180]<4 if $game_party.item_number(1)>=$星牌递增[0+$game_variables[180]] && $game_party.gold>=$灵魂递增[0+$game_variables[180]] && $game_variables[27]>=$灵魂递增[0+$game_variables[180]] && #得出数值消耗结果 $game_party.lose_item(1,$星牌递增[0+$game_variables[180]]) $game_party.lose_gold($灵魂递增[0+$game_variables[180]]) $game_variables[27]-=$灵魂递增[0+$game_variables[180]] #记录消耗值 用于解散英雄之用 $game_variables[@actor.id+4600]+=$灵魂递增[0+$game_variables[180]] $game_variables[@actor.id+4550]+=$星牌递增[0+$game_variables[180]] #得出星级提升结果 for i in 3085..3091 $game_variables[i]+=1 end $game_variables[180]+=1 $game_system.se_play($data_system.battle_start_se) $赵云名字=["赵云","仙-赵云","神-赵云","玄-赵云","真-赵云","圣-赵云","极-赵云","元-赵云","上清-赵云"] $game_actors[13].name = $赵云名字[0+$game_variables[180]] @status_window.refresh else $game_system.se_play($data_system.cancel_se) end end #=======================赵云结束====================== when 14 #高月 if $game_variables[183]<4 if $game_party.item_number(1)>=$星牌递增[0+$game_variables[183]] && $game_party.gold>=$灵魂递增[0+$game_variables[183]] && $game_variables[27]>=$灵魂递增[0+$game_variables[183]] && #得出数值消耗结果 $game_party.lose_item(1,$星牌递增[0+$game_variables[183]]) $game_party.lose_gold($灵魂递增[0+$game_variables[183]]) $game_variables[27]-=$灵魂递增[0+$game_variables[183]] #记录消耗值 用于解散英雄之用 $game_variables[@actor.id+4600]+=$灵魂递增[0+$game_variables[183]] $game_variables[@actor.id+4550]+=$星牌递增[0+$game_variables[183]] #得出星级提升结果 for i in 3092..3098 $game_variables[i]+=1 end $game_variables[183]+=1 $game_system.se_play($data_system.battle_start_se) $高月名字=["高月","仙-高月","神-高月","玄-高月","真-高月","圣-高月","极-高月","元-高月","上清-高月"] $game_actors[14].name = $高月名字[0+$game_variables[183]] @status_window.refresh else $game_system.se_play($data_system.cancel_se) end end #=======================高月结束====================== when 15 #陆雪琪 if $game_variables[186]<4 if $game_party.item_number(1)>=$星牌递增[0+$game_variables[186]] && $game_party.gold>=$灵魂递增[0+$game_variables[186]] && $game_variables[27]>=$灵魂递增[0+$game_variables[186]] && #得出数值消耗结果 $game_party.lose_item(1,$星牌递增[0+$game_variables[186]]) $game_party.lose_gold($灵魂递增[0+$game_variables[186]]) $game_variables[27]-=$灵魂递增[0+$game_variables[186]] #记录消耗值 用于解散英雄之用 $game_variables[@actor.id+4600]+=$灵魂递增[0+$game_variables[186]] $game_variables[@actor.id+4550]+=$星牌递增[0+$game_variables[186]] #得出星级提升结果 for i in 3099..3105 $game_variables[i]+=1 end $game_variables[186]+=1 $game_system.se_play($data_system.battle_start_se) $陆雪琪名字=["陆雪琪","仙-陆雪琪","神-陆雪琪","玄-陆雪琪","真-陆雪琪","圣-陆雪琪","极-陆雪琪","元-陆雪琪","上清-陆雪琪"] $game_actors[15].name = $陆雪琪名字[0+$game_variables[186]] @status_window.refresh else $game_system.se_play($data_system.cancel_se) end end #=======================陆雪琪结束====================== when 16 #步惊云 if $game_variables[3429]<4 if $game_party.item_number(1)>=$星牌递增[0+$game_variables[3429]] && $game_party.gold>=$灵魂递增[0+$game_variables[3429]] && $game_variables[27]>=$灵魂递增[0+$game_variables[3429]] && #得出数值消耗结果 $game_party.lose_item(1,$星牌递增[0+$game_variables[3429]]) $game_party.lose_gold($灵魂递增[0+$game_variables[3429]]) $game_variables[27]-=$灵魂递增[0+$game_variables[3429]] #记录消耗值 用于解散英雄之用 $game_variables[@actor.id+4600]+=$灵魂递增[0+$game_variables[3429]] $game_variables[@actor.id+4550]+=$星牌递增[0+$game_variables[3429]] #得出星级提升结果 for i in 3401..3407 $game_variables[i]+=1 end $game_variables[3429]+=1 $game_system.se_play($data_system.battle_start_se) $步惊云名字=["步惊云","仙-步惊云","神-步惊云","玄-步惊云","真-步惊云","圣-步惊云","极-步惊云","元-步惊云","上清-步惊云"] $game_actors[16].name = $步惊云名字[0+$game_variables[3429]] @status_window.refresh else $game_system.se_play($data_system.cancel_se) end end #=======================步惊云结束====================== when 17 #聂风 if $game_variables[3430]<4 if $game_party.item_number(1)>=$星牌递增[0+$game_variables[3430]] && $game_party.gold>=$灵魂递增[0+$game_variables[3430]] && $game_variables[27]>=$灵魂递增[0+$game_variables[3430]] && #得出数值消耗结果 $game_party.lose_item(1,$星牌递增[0+$game_variables[3430]]) $game_party.lose_gold($灵魂递增[0+$game_variables[3430]]) $game_variables[27]-=$灵魂递增[0+$game_variables[3430]] #记录消耗值 用于解散英雄之用 $game_variables[@actor.id+4600]+=$灵魂递增[0+$game_variables[3430]] $game_variables[@actor.id+4550]+=$星牌递增[0+$game_variables[3430]] #得出星级提升结果 for i in 3408..3414 $game_variables[i]+=1 end $game_variables[3430]+=1 $game_system.se_play($data_system.battle_start_se) $聂风名字=["聂风","仙-聂风","神-聂风","玄-聂风","真-聂风","圣-聂风","极-聂风","元-聂风","上清-聂风"] $game_actors[17].name = $聂风名字[0+$game_variables[3430]] @status_window.refresh else $game_system.se_play($data_system.cancel_se) end end #=======================聂风结束====================== when 18 #宇文括 if $game_variables[3431]<4 if $game_party.item_number(1)>=$星牌递增[0+$game_variables[3431]] && $game_party.gold>=$灵魂递增[0+$game_variables[3431]] && $game_variables[27]>=$灵魂递增[0+$game_variables[3431]] && #得出数值消耗结果 $game_party.lose_item(1,$星牌递增[0+$game_variables[3431]]) $game_party.lose_gold($灵魂递增[0+$game_variables[3431]]) $game_variables[27]-=$灵魂递增[0+$game_variables[3431]] #记录消耗值 用于解散英雄之用 $game_variables[@actor.id+4600]+=$灵魂递增[0+$game_variables[3431]] $game_variables[@actor.id+4550]+=$星牌递增[0+$game_variables[3431]] #得出星级提升结果 for i in 3415..3421 $game_variables[i]+=1 end $game_variables[3431]+=1 $game_system.se_play($data_system.battle_start_se) $宇文括名字=["宇文括","仙-宇文括","神-宇文括","玄-宇文括","真-宇文括","圣-宇文括","极-宇文括","元-宇文括","上清-宇文括"] $game_actors[18].name = $宇文括名字[0+$game_variables[3431]] @status_window.refresh else $game_system.se_play($data_system.cancel_se) end end #=======================宇文括结束====================== when 19 #夏侯仪 if $game_variables[3432]<4 if $game_party.item_number(1)>=$星牌递增[0+$game_variables[3432]] && $game_party.gold>=$灵魂递增[0+$game_variables[3432]] && $game_variables[27]>=$灵魂递增[0+$game_variables[3432]] && #得出数值消耗结果 $game_party.lose_item(1,$星牌递增[0+$game_variables[3432]]) $game_party.lose_gold($灵魂递增[0+$game_variables[3432]]) $game_variables[27]-=$灵魂递增[0+$game_variables[3432]] #记录消耗值 用于解散英雄之用 $game_variables[@actor.id+4600]+=$灵魂递增[0+$game_variables[3432]] $game_variables[@actor.id+4550]+=$星牌递增[0+$game_variables[3432]] #得出星级提升结果 for i in 3422..3428 $game_variables[i]+=1 end $game_variables[3432]+=1 $game_system.se_play($data_system.battle_start_se) $夏侯仪名字=["夏侯仪","仙-夏侯仪","神-夏侯仪","玄-夏侯仪","真-夏侯仪","圣-夏侯仪","极-夏侯仪","元-夏侯仪","上清-夏侯仪"] $game_actors[19].name = $夏侯仪名字[0+$game_variables[3432]] @status_window.refresh else $game_system.se_play($data_system.cancel_se) end end #=======================夏侯仪结束====================== when 20 #玄霄 if $game_variables[3440]<4 if $game_party.item_number(1)>=$星牌递增[0+$game_variables[3440]] && $game_party.gold>=$灵魂递增[0+$game_variables[3440]] && $game_variables[27]>=$灵魂递增[0+$game_variables[3440]] && #得出数值消耗结果 $game_party.lose_item(1,$星牌递增[0+$game_variables[3440]]) $game_party.lose_gold($灵魂递增[0+$game_variables[3440]]) $game_variables[27]-=$灵魂递增[0+$game_variables[3440]] #记录消耗值 用于解散英雄之用 $game_variables[@actor.id+4600]+=$灵魂递增[0+$game_variables[3440]] $game_variables[@actor.id+4550]+=$星牌递增[0+$game_variables[3440]] #得出星级提升结果 for i in 3433..3439 $game_variables[i]+=1 end $game_variables[3440]+=1 $game_system.se_play($data_system.battle_start_se) $玄霄名字=["玄霄","仙-玄霄","神-玄霄","玄-玄霄","真-玄霄","圣-玄霄","极-玄霄","元-玄霄","上清-玄霄"] $game_actors[20].name = $玄霄名字[0+$game_variables[3440]] @status_window.refresh else $game_system.se_play($data_system.cancel_se) end end #=======================玄霄结束====================== when 21#墨鸭 if $game_variables[3456]<4 if $game_party.item_number(1)>=$星牌递增[0+$game_variables[3456]] && $game_party.gold>=$灵魂递增[0+$game_variables[3456]] && $game_variables[27]>=$灵魂递增[0+$game_variables[3456]] && #得出数值消耗结果 $game_party.lose_item(1,$星牌递增[0+$game_variables[3456]]) $game_party.lose_gold($灵魂递增[0+$game_variables[3456]]) $game_variables[27]-=$灵魂递增[0+$game_variables[3456]] #记录消耗值 用于解散英雄之用 $game_variables[@actor.id+4600]+=$灵魂递增[0+$game_variables[3456]] $game_variables[@actor.id+4550]+=$星牌递增[0+$game_variables[3456]] #得出星级提升结果 for i in 3451..3455 $game_variables[i]+=1 end $game_variables[3456]+=1 $game_system.se_play($data_system.battle_start_se) $墨鸦名字=["墨鸦","仙-墨鸦","神-墨鸦","玄-墨鸦","真-墨鸦","圣-墨鸦","极-墨鸦","元-墨鸦","上清-墨鸦"] $game_actors[21].name = $墨鸦名字[0+$game_variables[3456]] @status_window.refresh else $game_system.se_play($data_system.cancel_se) end end #=======================墨鸦结束====================== when 22#慕容紫英 if $game_variables[3463]<4 if $game_party.item_number(1)>=$星牌递增[0+$game_variables[3463]] && $game_party.gold>=$灵魂递增[0+$game_variables[3463]] && $game_variables[27]>=$灵魂递增[0+$game_variables[3463]] && #得出数值消耗结果 $game_party.lose_item(1,$星牌递增[0+$game_variables[3463]]) $game_party.lose_gold($灵魂递增[0+$game_variables[3463]]) $game_variables[27]-=$灵魂递增[0+$game_variables[3463]] #记录消耗值 用于解散英雄之用 $game_variables[@actor.id+4600]+=$灵魂递增[0+$game_variables[3463]] $game_variables[@actor.id+4550]+=$星牌递增[0+$game_variables[3463]] #得出星级提升结果 for i in 3458..3462 $game_variables[i]+=1 end $game_variables[3463]+=1 $game_system.se_play($data_system.battle_start_se) $慕容紫英名字=["慕容紫英","仙-慕容紫英","神-慕容紫英","玄-慕容紫英","真-慕容紫英","圣-慕容紫英","极-慕容紫英","元-慕容紫英","上清-慕容紫英"] $game_actors[22].name = $慕容紫英名字[0+$game_variables[3463]] @status_window.refresh else $game_system.se_play($data_system.cancel_se) end end #=======================慕容紫英结束====================== when 23#柳梦璃 if $game_variables[3470]<4 if $game_party.item_number(1)>=$星牌递增[0+$game_variables[3470]] && $game_party.gold>=$灵魂递增[0+$game_variables[3470]] && $game_variables[27]>=$灵魂递增[0+$game_variables[3470]] && #得出数值消耗结果 $game_party.lose_item(1,$星牌递增[0+$game_variables[3470]]) $game_party.lose_gold($灵魂递增[0+$game_variables[3470]]) $game_variables[27]-=$灵魂递增[0+$game_variables[3470]] #记录消耗值 用于解散英雄之用 $game_variables[@actor.id+4600]+=$灵魂递增[0+$game_variables[3470]] $game_variables[@actor.id+4550]+=$星牌递增[0+$game_variables[3470]] #得出星级提升结果 for i in 3465..3469 $game_variables[i]+=1 end $game_variables[3470]+=1 $game_system.se_play($data_system.battle_start_se) $柳梦璃名字=["柳梦璃","仙-柳梦璃","神-柳梦璃","玄-柳梦璃","真-柳梦璃","圣-柳梦璃","极-柳梦璃","元-柳梦璃","上清-柳梦璃"] $game_actors[23].name = $柳梦璃名字[0+$game_variables[3470]] @status_window.refresh else $game_system.se_play($data_system.cancel_se) end end #=======================慕容紫英结束====================== end when 2 @commandy_window.active = true @command_window.active = false $game_system.se_play($data_system.battle_start_se) return #============================================================= when 3 if $game_party.item_number(969)>=1 if $game_variables[$威力[0+@actor.id]]==0 $game_system.se_play($data_system.cancel_se) else #属性降低 $game_variables[$体退[0+@actor.id]]=0 $game_variables[$真退[0+@actor.id]]=0 $game_variables[$力退[0+@actor.id]]=0 $game_variables[$元退[0+@actor.id]]=0 $game_variables[$速退[0+@actor.id]]=0 #传承符-1 $game_party.lose_item(969,1) #星级降低 $game_variables[$威力[0+@actor.id]]=0 # $game_variables[717]=0 $game_actors[@actor.id].name = $名退[0+@actor.id] #灵石返还 $game_party.gain_gold($game_variables[@actor.id+4600]) #魂力返还 $game_variables[27]+=$game_variables[@actor.id+4600] #返还星牌 $game_party.gain_item(1,$game_variables[@actor.id+4550]) #消耗记录归0 $game_variables[@actor.id+4575]=0 $game_variables[@actor.id+4600]=0 $game_variables[@actor.id+4550]=0 #修正退化后的血量 @actor.hp = [@actor.hp, @actor.maxhp].min @actor.sp = [@actor.hp, @actor.maxsp].min $game_system.se_play($data_system.battle_start_se) @status_window.refresh end end when 4 $scene = Scene_Map.new end end #============================================================= # 什么都没有按下的情况 #============================================================= case @command_window.index when 0 @text_11 = "按空格换人,对应下面的要求来提升星级!" @text_zm_1 = "条件满足则提升,不可后悔!切记切记!" @help_window.mstar_help_text(@text_11,@text_zm_1) when 1 case @actor.id when 1..20 @text_1 = "炼星符:"+$星牌递增[0+$game_variables[$威力[0+@actor.id]]].to_s @text_1_s1 = "魂力+灵石:"+$灵魂递增[0+$game_variables[$威力[0+@actor.id]]].to_s @text_1_s2 = "消耗灵石魂力:"+$game_variables[@actor.id+4600].to_s+"消耗炼星符计数"+$game_variables[@actor.id+4550].to_s @help_window.mstar_help_text(@text_1,@text_1_s1,@text_1_s2) return end when 2 @text_11 = "境界提升依靠吞噬各种道具来完成!" @help_window.mstar_help_text(@text_11) when 3 if $game_variables[$威力[0+@actor.id]]==0 @text_11 = "已经是最低了 不能在退化了!" @help_window.mstar_help_text(@text_11) else @text_11 = "星级归0 需:传承符!返还消耗资源(不包括星牌)" @text_11_s1 = "返还灵石和魂力:"+$game_variables[@actor.id+4600].to_s @text_11_s2 = "返还炼星符:"+$game_variables[@actor.id+4550].to_s @help_window.mstar_help_text(@text_11,@text_11_s1,@text_11_s2) return end when 4 @text_11 = "退出升星界面" @help_window.mstar_help_text(@text_11) end #============================================================= # 转换角色 #============================================================= # 按下 R 键的情况下 case @command_window.index when 0 if Input.trigger?(Input::C) # 演奏光标 SE $game_system.se_play($data_system.cursor_se) # 移至下一位角色 @actor_index += 1 @actor_index %= $game_party.actors.size # 切换到别的状态画面 $scene = Scene_Mstarlevel.new(@actor_index) return end end end end
QQ截图20160722071952.png (5.39 KB, 下载次数: 10)
attr_reader :crt # 暴击几率
attr_accessor :crt # 暴击几率
#● 定义暴击率 def crt n = str/2000+dex/2000+$game_variables[@actor_id+4850] #天赋效果增加暴击率 case self.id when 20 #玄霄 if self.battle_skill.include?(20) ; n += 15 ;end #[A天赋]冰火之力 when 13 #赵云 if self.battle_skill.include?(13) ; n += 10 ;end #[A天赋]勇冠三军 when 16 #步惊云 if self.battle_skill.include?(16) ; n += 30 ;end #[A天赋]火麒麟臂 end case @weapon_id when 1..999 weapon = $data_weapons[@weapon_id] n += weapon != nil ? weapon.str_plus/10 : 0 end #一些装备下的状态增加暴击率 for i in @states case i when 124..125 ; n += 20 #万寿套 和 五彩套 when 133 ; n += 5 #不败套1 when 134 ; n += 10 #不败套2 when 135 ; n += 15 #不败套3 when 136 ; n += 20 #不败套4 when 137 ; n += 25 #不败套5 161 165 when 161 ; n += 5 #凌霄套1 when 162 ; n += 10 #凌霄套2 when 163 ; n += 15 #凌霄套3 when 164 ; n += 20 #凌霄套4 when 165 ; n += 25 #凌霄套5 when 698 ; n += 15 #幻彩金光石 when 697 ; n += 10 #碧玉海星石 when 284 ; n += $game_variables[3674] #内功葵花宝典 when 269 ; n += $game_variables[3672] #内功招臻无招 end;end return [[n, 1].max, 300].min end
@actor.crt += 1
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