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本帖最后由 jiushiainilip19 于 2016-7-22 07:40 编辑
这是我自己添加的角色新属性 可是这个只能在战斗中调用 无法在其他界面调用
比如在一些加点的界面用@actor.crt就会报错
这个该用什么样的方法去解决呢?
实在是不想用到那么多变量来给角色加属性!
[pre lang="ruby"]
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
[/pre]
[pre lang="ruby"]
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+=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+=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+=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+=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+=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+=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+=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+=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+=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+=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+=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+=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+=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+=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+=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+=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+=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+=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+=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+=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+=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+=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+=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
[/pre] |
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