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BUFF属性 GEE

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admin 发表于 2017-9-24 01:06:28 | 显示全部楼层 |阅读模式
[@神力]
#IF
#ACT
MOV N$人物攻击倍数X <$STR(N$人物攻击倍数)>
POWERRATE <$STR(N$人物攻击倍数X)> 9999 0
SetClientBuff  11 1 1232 9999 10 15 <$POWERRATE>倍神力
break
;增加人物攻击倍数
[@爆率]
#IF
#ACT
MOV N$人物爆率倍数X <$STR(N$人物爆率倍数)>
MOV N$人物爆率BUFFX <$STR(N$人物爆率BUFF)>
KILLMONBURSTRATE <$STR(N$人物爆率倍数X)> 9999 0 1
SetClientBuff  11 2 1230 9999 55 15 <$STR(N$人物爆率BUFFX)>倍爆率
break

;增加人物杀怪爆率



[@attack]
#IF
InSafeZone
#ACT
break

#IF
S0.InSafeZone
#ACT
break

#IF
CheckItemHasStone 1 几率降低敌人双防属性为0☆3秒 1
random 50
#ACT
P.ChangeHumAbility 1 - 65535 10
P.ChangeHumAbility 2 - 65535 10
P.ChangeHumAbility 3 - 65535 10
P.ChangeHumAbility 4 - 65535 10
P.PLAYEFFECT 1 230 17 1 100 0 0 0 0
SendCenterMsg 180 255 【<$USERNAME>】的【<$WEAPON>】触发双防降低10秒,敌方防御降低为0! 1 3
BREAK

#IF
CheckItemHasStone 1 几率增加自己攻击速度:持续3秒 1
random 50
#ACT
ChangeSpeed 2 10 3
SendCenterMsg 180 255 【<$USERNAME>】的【<$WEAPON>】触发攻击加速,攻击速度提高300%-3秒! 1 3
BREAK


#IF
CHECKCURRTARGETRACE = 0
CheckItemHasStone 1 几率触发禁锢:人物移动范围5X5 1
random 50
#ACT
P.CHANGESTATE 8 5 10
P.PLAYEFFECT 1 585 15 1 100 0 0 0 0
SendCenterMsg 180 255 【<$USERNAME>】的【<$WEAPON>】触发王者禁锢5秒,敌方活动范围5X5,无法小退.回城! 1 3
BREAK

#IF
CHECKCURRTARGETRACE = 0
CheckItemHasStone 1 几率使敌方禁止攻击3秒 1
random 50
#ACT
P.ChangeModeEx 9 3
P.PLAYEFFECT 1 474 16 1 100 0 0 0 0
SendCenterMsg 180 255 【<$USERNAME>】的【<$WEAPON>】触发禁止攻击,敌方无法攻击-持续3秒! 1 3
BREAK

#IF
CHECKCURRTARGETRACE = 0
CheckItemHasStone 1 几率触发减血瞬间打掉敌方血20% 1
random 50
#ACT
P.ADDHPPER - 20
P.PLAYEFFECT 1 19 12 1 100 0 0 0 0
SendCenterMsg 180 255 【<$USERNAME>】的【<$WEAPON>】触发天伤,敌方总血量瞬间减掉-20%! 1 3
BREAK

#IF
CHECKCURRTARGETRACE = 0
CheckItemHasStone 1 几率触发偷取:敌方传送物品消失 1
random 50
#ACT
P.TAKE 盟重传送石 99
P.TAKE 随机传送石 99
P.PLAYEFFECT 1 0 17 1 100 0 0 0 0
SendCenterMsg 180 255 【<$USERNAME>】的【<$WEAPON>】触发偷取,敌方全部传送物品消失! 1 3
BREAK

#IF
CheckItemHasStone 1 3秒内给自己加伤害100%血量 1
random 50
#ACT
CHANGESTATE 10 3 100 100
PLAYEFFECT 1 300 30 1 100 0 0 0 0
SendCenterMsg 180 255 【<$USERNAME>】的【<$WEAPON>】触发吸血,3秒内攻击伤害的100%转换成血量加给自己! 1 3
BREAK

#IF
CHECKCURRTARGETRACE = 0
CheckItemHasStone 1 几率触发和谐:敌方模式改为和平 1
random 50
#ACT
P.SetHumAttackMode 1 3
SendCenterMsg 180 255 【<$USERNAME>】的【<$WEAPON>】触发和谐,敌方变为和平攻击模式3秒! 1 3
BREAK

#IF
CheckItemHasStone 1 冰冻:几率触发敌方3秒内被冰冻 1
random 50
#ACT
P.ChangeState 2 3
P.PLAYEFFECT 1 52 16 1 100 0 0 0 0
SendCenterMsg 180 255 【<$USERNAME>】的【<$WEAPON>】触发冰冻,敌方被冻结3秒! 1 3
BREAK








#IF
EQUAL U25 6
#ACT
#CALL [其它\BUFF装备.txt] @吞噬
#IF
EQUAL U27 1
#ACT
#CALL [其它\BUFF装备.txt] @猎魔


[@斩杀]
{
#IF
Random 50
<$CURRRTARGETFULLNAME>.CheckHpPer < 21
#ACT
<$CURRRTARGETFULLNAME>.HumanHP - 5000
PLAYEFFECT 12 180 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 50 0 -200 -150
<$CURRRTARGETFULLNAME>.PLAYEFFECT 5 1536 12 1 100 0 0 0
BREAK
}
[@斩杀1]
{
#IF
Random 40
<$CURRRTARGETFULLNAME>.CheckHpPer < 21
#ACT
<$CURRRTARGETFULLNAME>.HumanHP - 5000
PLAYEFFECT 12 180 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 50 0 -200 -150
<$CURRRTARGETFULLNAME>.PLAYEFFECT 5 1536 12 1 100 0 0 0
BREAK
}

ChangeSpeed 2 -50 10


[@斩杀2]
{
#IF
Random 30
<$CURRRTARGETFULLNAME>.CheckHpPer < 21
#ACT
<$CURRRTARGETFULLNAME>.HumanHP - 5000
PLAYEFFECT 12 180 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 50 0 -200 -150
<$CURRRTARGETFULLNAME>.PLAYEFFECT 5 1536 12 1 100 0 0 0
BREAK
}
[@斩杀3]
{
#IF
Random 20
<$CURRRTARGETFULLNAME>.CheckHpPer < 21
#ACT
<$CURRRTARGETFULLNAME>.HumanHP - 500000
PLAYEFFECT 12 180 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 50 0 -200 -150
<$CURRRTARGETFULLNAME>.PLAYEFFECT 5 1536 12 1 100 0 0 0
SENDMSG 5 {◆》:|150:0:1}{五行火【怒吼】:|251:0:0}{成功触发|249:0:0}
BREAK
}
[@斩杀4]
{
#IF
Random 10
<$CURRRTARGETFULLNAME>.CheckHpPer < 21
#ACT
<$CURRRTARGETFULLNAME>.HumanHP - 5000
PLAYEFFECT 12 180 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 50 0 -200 -150
<$CURRRTARGETFULLNAME>.PLAYEFFECT 5 1536 12 1 100 0 0 0
BREAK
}


;----------------------------------------------------------

[@防护]
{
#IF
Random 20
EQUAL N$BUFF冷却3 0
#ACT
MOV N$BUFF冷却3 1
PLAYEFFECT 12 196 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 50 0 -200 -150
SetClientBuff 12 3 13 20 910 8 坚不可摧 (开启)
MOV N$防护属性 <$MAXAC>
DIV N$防护属性 10
ChangeHumAbility 2 + <$STR(N$防护属性)> 10
PLAYEFFECT 5 2330 19 5 100 0 0 0
SENDMSG 5 防护:防御力提升<$STR(N$防护属性)>(10秒)
BREAK
}

[@防护1]
{
#IF
Random 20
EQUAL N$BUFF冷却3 0
#ACT
MOV N$BUFF冷却3 1
PLAYEFFECT 12 196 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 50 0 -200 -150
SetClientBuff 12 3 13 20 910 8 坚不可摧 (开启)
MOV N$防护属性 <$MAXAC>
DIV N$防护属性 9
ChangeHumAbility 2 + <$STR(N$防护属性)> 9
PLAYEFFECT 5 2330 19 5 100 0 0 0
SENDMSG 5 防护:防御力提升<$STR(N$防护属性)>(10秒)
BREAK
}
[@防护2]
{
#IF
Random 15
EQUAL N$BUFF冷却3 0
#ACT
MOV N$BUFF冷却3 1
PLAYEFFECT 12 196 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 50 0 -200 -150
SetClientBuff 12 3 13 20 910 8 坚不可摧 (开启)
MOV N$防护属性 <$MAXAC>
DIV N$防护属性 8
ChangeHumAbility 2 + <$STR(N$防护属性)> 8
PLAYEFFECT 5 2330 19 5 100 0 0 0
SENDMSG 5 防护:防御力提升<$STR(N$防护属性)>(10秒)
BREAK
}

[@防护3]
{
#IF
Random 10
EQUAL N$BUFF冷却3 0
#ACT
MOV N$BUFF冷却3 1
PLAYEFFECT 12 196 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 50 0 -200 -150
SetClientBuff 12 3 13 20 910 8 坚不可摧 (开启)
MOV N$防护属性 <$MAXAC>
DIV N$防护属性 7
ChangeHumAbility 2 + <$STR(N$防护属性)> 7
PLAYEFFECT 5 2330 19 5 100 0 0 0
SENDMSG 5 防护:防御力提升<$STR(N$防护属性)>(10秒)
BREAK
}


[@防护4]
{
#IF
Random 5
EQUAL N$BUFF冷却3 0
#ACT
MOV N$BUFF冷却3 1
PLAYEFFECT 12 196 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 50 0 -200 -150
SetClientBuff 12 3 13 20 910 8 坚不可摧 (开启)
MOV N$防护属性 <$MAXAC>
DIV N$防护属性 5
ChangeHumAbility 2 + <$STR(N$防护属性)> 5
PLAYEFFECT 5 2330 19 5 100 0 0 0
SENDMSG 5 防护:防御力提升<$STR(N$防护属性)>(10秒)
BREAK
}

;----------------------------------------------------------
[@禁制]
{
#IF
Random 50
EQUAL N$BUFF冷却4 0
Large <$MAXMC> 199
#ACT
MOV N$BUFF冷却4 1
PLAYEFFECT 12 184 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 50 0 -200 -150
SetClientBuff 12 4 24 12 870 8 坠堕渊狱
<$CURRRTARGETFULLNAME>.SetClientBuff 12 4 24 12 870 8 坠堕渊狱
<$CURRRTARGETFULLNAME>.ChangeModeEx 9 2
<$CURRRTARGETFULLNAME>.PLAYEFFECT 5 1550 9 1 100
<$CURRRTARGETFULLNAME>.PLAYEFFECT 5 1560 8 9 125
<$CURRRTARGETFULLNAME>.SENDMSG 5 你被<$CURRRTARGETFULLNAME>禁制2秒,期间无法攻击和释放技能...
BREAK

}
[@禁制1]
{
#IF
Random 50
EQUAL N$BUFF冷却4 0
Large <$MAXMC> 199
#ACT
MOV N$BUFF冷却4 1
PLAYEFFECT 12 184 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 50 0 -200 -150
SetClientBuff 12 4 24 12 870 8 坠堕渊狱
<$CURRRTARGETFULLNAME>.SetClientBuff 12 4 24 12 870 8 坠堕渊狱
<$CURRRTARGETFULLNAME>.ChangeModeEx 9 2
<$CURRRTARGETFULLNAME>.PLAYEFFECT 5 1550 9 1 100
<$CURRRTARGETFULLNAME>.PLAYEFFECT 5 1560 8 9 125
<$CURRRTARGETFULLNAME>.SENDMSG 5 你被<$CURRRTARGETFULLNAME>禁制2秒,期间无法攻击和释放技能...
BREAK
}

[@禁制2]
{
#IF
Random 45
EQUAL N$BUFF冷却4 0
Large <$MAXMC> 199
#ACT
MOV N$BUFF冷却4 1
PLAYEFFECT 12 184 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 50 0 -200 -150
SetClientBuff 12 4 24 12 870 8 坠堕渊狱
<$CURRRTARGETFULLNAME>.SetClientBuff 12 4 24 12 870 8 坠堕渊狱
<$CURRRTARGETFULLNAME>.ChangeModeEx 9 2
<$CURRRTARGETFULLNAME>.PLAYEFFECT 5 1550 9 1 100
<$CURRRTARGETFULLNAME>.PLAYEFFECT 5 1560 8 9 125
<$CURRRTARGETFULLNAME>.SENDMSG 5 你被<$CURRRTARGETFULLNAME>禁制2秒,期间无法攻击和释放技能...
BREAK
}

[@禁制3]
{
#IF
Random 40
EQUAL N$BUFF冷却4 0
Large <$MAXMC> 199
#ACT
MOV N$BUFF冷却4 1
PLAYEFFECT 12 184 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 50 0 -200 -150
SetClientBuff 12 4 24 12 870 8 坠堕渊狱
<$CURRRTARGETFULLNAME>.SetClientBuff 12 4 24 12 870 8 坠堕渊狱
<$CURRRTARGETFULLNAME>.ChangeModeEx 9 3
<$CURRRTARGETFULLNAME>.PLAYEFFECT 5 1550 9 1 100
<$CURRRTARGETFULLNAME>.PLAYEFFECT 5 1560 8 9 125
<$CURRRTARGETFULLNAME>.SENDMSG 5 你被<$CURRRTARGETFULLNAME>禁制3秒,期间无法攻击和释放技能...
BREAK
}

[@禁制4]
{
#IF
Random 35
EQUAL N$BUFF冷却4 0
Large <$MAXMC> 199
#ACT
MOV N$BUFF冷却4 1
PLAYEFFECT 12 184 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 50 0 -200 -150
SetClientBuff 12 4 24 12 870 8 坠堕渊狱
<$CURRRTARGETFULLNAME>.SetClientBuff 12 4 24 12 870 8 坠堕渊狱
<$CURRRTARGETFULLNAME>.ChangeModeEx 9 3
<$CURRRTARGETFULLNAME>.PLAYEFFECT 5 1550 9 1 100
<$CURRRTARGETFULLNAME>.PLAYEFFECT 5 1560 8 9 125
<$CURRRTARGETFULLNAME>.SENDMSG 5 你被<$CURRRTARGETFULLNAME>禁制3秒,期间无法攻击和释放技能...
BREAK
}
[@禁制5]
{
#IF
Random 30
EQUAL N$BUFF冷却4 0
Large <$MAXMC> 199
#ACT
MOV N$BUFF冷却4 1
PLAYEFFECT 12 184 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 50 0 -200 -150
SetClientBuff 12 4 24 12 870 8 坠堕渊狱
<$CURRRTARGETFULLNAME>.SetClientBuff 12 4 24 12 870 8 坠堕渊狱
<$CURRRTARGETFULLNAME>.ChangeModeEx 9 4
<$CURRRTARGETFULLNAME>.PLAYEFFECT 5 1550 9 1 100
<$CURRRTARGETFULLNAME>.PLAYEFFECT 5 1560 8 9 125
<$CURRRTARGETFULLNAME>.SENDMSG 5 你被<$CURRRTARGETFULLNAME>禁制4秒,期间无法攻击和释放技能...
BREAK
}
[@禁制6]
{
#IF
Random 25
EQUAL N$BUFF冷却4 0
Large <$MAXMC> 199
#ACT
MOV N$BUFF冷却4 1
PLAYEFFECT 12 184 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 50 0 -200 -150
SetClientBuff 12 4 24 12 870 8 坠堕渊狱
<$CURRRTARGETFULLNAME>.SetClientBuff 12 4 24 12 870 8 坠堕渊狱
<$CURRRTARGETFULLNAME>.ChangeModeEx 9 4
<$CURRRTARGETFULLNAME>.PLAYEFFECT 5 1550 9 1 100
<$CURRRTARGETFULLNAME>.PLAYEFFECT 5 1560 8 9 125
<$CURRRTARGETFULLNAME>.SENDMSG 5 你被<$CURRRTARGETFULLNAME>禁制4秒,期间无法攻击和释放技能...
BREAK
}
[@禁制7]
{
#IF
Random 20
EQUAL N$BUFF冷却4 0
Large <$MAXMC> 199
#ACT
MOV N$BUFF冷却4 1
PLAYEFFECT 12 184 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 50 0 -200 -150
SetClientBuff 12 4 24 12 870 8 坠堕渊狱
<$CURRRTARGETFULLNAME>.SetClientBuff 12 4 24 12 870 8 坠堕渊狱
<$CURRRTARGETFULLNAME>.ChangeModeEx 9 5
<$CURRRTARGETFULLNAME>.PLAYEFFECT 5 1550 9 1 100
<$CURRRTARGETFULLNAME>.PLAYEFFECT 5 1560 8 9 125
<$CURRRTARGETFULLNAME>.SENDMSG 5 你被<$CURRRTARGETFULLNAME>禁制5秒,期间无法攻击和释放技能...
BREAK
}


[@禁制8]
{
#IF
Random 15
EQUAL N$BUFF冷却4 0
Large <$MAXMC> 199
#ACT
MOV N$BUFF冷却4 1
PLAYEFFECT 12 184 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 50 0 -200 -150
SetClientBuff 12 4 24 12 870 8 坠堕渊狱
<$CURRRTARGETFULLNAME>.SetClientBuff 12 4 24 12 870 8 坠堕渊狱
<$CURRRTARGETFULLNAME>.ChangeModeEx 9 5
<$CURRRTARGETFULLNAME>.PLAYEFFECT 5 1550 9 1 100
<$CURRRTARGETFULLNAME>.PLAYEFFECT 5 1560 8 9 125
<$CURRRTARGETFULLNAME>.SENDMSG 5 你被<$CURRRTARGETFULLNAME>禁制5秒,期间无法攻击和释放技能...
BREAK
}

[@禁制9]
{
#IF
Random 10
EQUAL N$BUFF冷却4 0
Large <$MAXMC> 199
#ACT
MOV N$BUFF冷却4 1
PLAYEFFECT 12 184 1 1 1500 0 -35 -150 1
PLAYEFFECT 67 360 8 3 50 0 -200 -150
SetClientBuff 12 4 24 12 870 8 坠堕渊狱
<$CURRRTARGETFULLNAME>.SetClientBuff 12 4 24 12 870 8 坠堕渊狱
<$CURRRTARGETFULLNAME>.ChangeModeEx 9 6
<$CURRRTARGETFULLNAME>.PLAYEFFECT 5 1550 9 1 100
<$CURRRTARGETFULLNAME>.PLAYEFFECT 5 1560 8 9 125
<$CURRRTARGETFULLNAME>.SENDMSG 5 你被<$CURRRTARGETFULLNAME>禁制6秒,期间无法攻击和释放技能...
BREAK
}

;----------------------------------------------------------


;----------------------------------------------------------
[@强拆]
{
#IF
EQUAL N$BUFF冷却9 1
#ACT
BREAK

#IF
NOT Random 30
#ACT
BREAK

#IF
<$CURRRTARGETFULLNAME>.CheckBagSize 1
#ACT
MOVR N$强拆位置 0 15
SetHumVar <$CURRRTARGETFULLNAME> <$STR(N$强拆中转)> <$STR(N$强拆位置)>
#ELSEACT
MOV N$BUFF冷却9 1
<$CURRRTARGETFULLNAME>.HumanHP - 300
PLAYEFFECT 12 189 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 100 0 -200 -150
SetClientBuff 12 9 9 20 630 8 强拆计时
<$CURRRTARGETFULLNAME>.PLAYEFFECT  13 1020 8 1 200 0 -45 -80
BREAK

#IF
<$CURRRTARGETFULLNAME>.CHECKUSEITEM <$STR(N$强拆中转)>
#ACT
MOV N$BUFF冷却9 1
PLAYEFFECT 12 189 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 100 0 -200 -150
<$CURRRTARGETFULLNAME>.TakeOffItem <$STR(N$强拆中转)>
<$CURRRTARGETFULLNAME>.SENDMSG 5 你有一件装备被<$CURRRTARGETFULLNAME>打到包裹里了...
<$CURRRTARGETFULLNAME>.PLAYEFFECT 5 310 20 1 100
SetClientBuff 12 9 9 20 630 8 强拆计时
BREAK
#ELSEACT
MOV N$BUFF冷却9 1
<$CURRRTARGETFULLNAME>.HumanHP - 300
PLAYEFFECT 12 189 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 100 0 -200 -150
SetClientBuff 12 9 9 20 630 8 强拆计时
<$CURRRTARGETFULLNAME>.PLAYEFFECT  13 1020 8 1 200 0 -45 -80
BREAK

}

;----------------------------------------------------------
[@护佑]
{
#IF
CheckSuckDamage > 0
#ACT
BREAK

#IF
Random 10
#ACT
SetSuckDamage = 2000 200 100
PLAYEFFECT 12 195 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 100 0 -200 -150
PLAYEFFECT 5 2330 19 1 100 0 0 0
SENDMSG 5 护佑:减少20%受到的伤害,累计减少2000点伤害...
BREAK

}


;----------------------------------------------------------















;----------------------------------------------------------

[@吞噬]
{
#IF
Random 20
EQUAL N$BUFF冷却6 0
#ACT
MOV N$BUFF冷却6 1
GetHumVar <$CURRRTARGETFULLNAME> <$HP> <$STR(N$吞噬中转1)>
DIV N$吞噬中转1 5
INC N$吞噬中转1 1
SetHumVar <$CURRRTARGETFULLNAME> <$STR(N$吞噬中转)> <$STR(N$吞噬中转1)>
<$CURRRTARGETFULLNAME>.HumanMP - <$STR(N$吞噬中转)>
SENDMSG 5 {◆》:|150:0:1}{五行【吞噬】:|251:0:0}{成功触发|249:0:0}{触发五行专属!!|249:0:0}
BREAK


[@猎魔]
{
#IF
Random 20
EQUAL N$BUFF冷却6 0
#ACT
MOV N$BUFF冷却6 1
GetHumVar <$CURRRTARGETFULLNAME> <$MP> <$STR(N$猎魔中转1)>
DIV N$猎魔中转1 5
INC N$猎魔中转1 1
SetHumVar <$CURRRTARGETFULLNAME> <$STR(N$猎魔中转)> <$STR(N$猎魔中转1)>
<$CURRRTARGETFULLNAME>.HumanHP - <$STR(N$猎魔中转)>

SENDMSG 5 {◆》:|150:0:1}{神兵【猎魔】:|251:0:0}{成功触发|249:0:0}{触发神兵专属!!|249:0:0}
BREAK
}










[@奋战]
{
#IF
Random 20
EQUAL N$BUFF冷却5 0
#ACT
MOV N$BUFF冷却5 1
PLAYEFFECT 12 192 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 50 0 -200 -150
SetClientBuff 12 5 10 20 790 8 五行金[奋战]
MOV N$奋战属性 <$MAXDC>
DIV N$奋战属性 10
ChangeHumAbility 6 + <$STR(N$奋战属性)> 10
PLAYEFFECT 5 3000 20 5 90 0 0 0
SENDMSG 5 {◆》:|150:0:1}{五行金【奋战】:|251:0:0}{攻击力提升|251:0:0}{<$STR(N$奋战属性)>|249:0:0}{(10秒)|250:0:0}
BREAK
}
[@合并]
{
#IF
Random 13
EQUAL N$BUFF冷却6 0
#ACT
MOV N$BUFF冷却6 1
PLAYEFFECT 12 190 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 50 0 -200 -150
SetClientBuff 12 6 5 6 830 8 蓝色妖姬
GetHumVar <$CURRRTARGETFULLNAME> <$MP> <$STR(N$猎魔中转1)>
DIV N$猎魔中转1 3
INC N$猎魔中转1 1
SetHumVar <$CURRRTARGETFULLNAME> <$STR(N$猎魔中转)> <$STR(N$猎魔中转1)>
<$CURRRTARGETFULLNAME>.HumanMP - <$STR(N$猎魔中转)>
<$CURRRTARGETFULLNAME>.PLAYEFFECT 25 80 6 1 100 0 0 0
BREAK

#IF
Random 13
EQUAL N$BUFF冷却5 0
#ACT
MOV N$BUFF冷却5 1
PLAYEFFECT 12 192 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 100 0 -200 -150
SetClientBuff 12 5 10 20 790 8 真爱玫瑰
MOV N$奋战属性 <$MAXDC>
DIV N$奋战属性 10
ChangeHumAbility 6 + <$STR(N$奋战属性)> 10
PLAYEFFECT 5 3000 20 5 90 0 0 0
SENDMSG 5 奋战:攻击力提升<$STR(N$奋战属性)>(10秒)
BREAK
}




;----------------------------------------------------------
[@陨星]
{
#IF
Random 20
#ACT
PLAYEFFECT 12 181 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 50 0 -200 -150
<$CURRRTARGETFULLNAME>.PLAYEFFECT 5 990 24 1 100 0
MOV N$陨星伤害 1
<$CURRRTARGETFULLNAME>.GOTOLABEL 7 @陨星伤害 3 2
<$CURRRTARGETFULLNAME>.HumanHP - 100000
SENDMSG 5 {◆》:|150:0:1}{五行木【陨落】:|251:0:0}{成功触发|249:0:0}
BREAK

[@陨星伤害]
#IF
INSAFEZONE
#ACT
BREAK

#IF
EQUAL N$陨星伤害 0
#ACT
HumanHP - 100000
BREAK
#ELSEACT
MOV N$陨星伤害 0
BREAK


}


;----------------------------------------------------------
[@神兽]
{
#IF
Random 10
NOT CHECKSLAVENAME 灵兽
#ACT
RECALLMOB 灵兽 7
ChangeSlaveNameColor 灵兽 70
PLAYEFFECT 12 182 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 100 0 -200 -150
MOV N$神兽BUFF 0
BREAK
}

;----------------------------------------------------------
[@真战]
{
#IF
Random 10
EQUAL N$BUFF冷却7 0
#ACT
MOV N$BUFF冷却7 1
PLAYEFFECT 12 183 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 50 0 -200 -150
SetClientBuff 12 7 3 6 750 8 真战杀杀
<$CURRRTARGETFULLNAME>.HumanHP - 500
<$CURRRTARGETFULLNAME>.PLAYEFFECT 13 1010 8 1 200 0 -45 -80
BREAK
}

[@猎命]
{
#IF
Random 10
EQUAL N$BUFF冷却8 0
#ACT
MOV N$BUFF冷却8 1
PLAYEFFECT 12 185 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 150 0 -200 -150
SetClientBuff 12 8 4 6 710 8 皆随吾剑
GetHumVar <$CURRRTARGETFULLNAME> <$HP> <$STR(N$猎命中转1)>
DIV N$猎命中转1 10
INC N$猎命中转1 1
SetHumVar <$CURRRTARGETFULLNAME> <$STR(N$猎命中转)> <$STR(N$猎命中转1)>
<$CURRRTARGETFULLNAME>.HumanHP - <$STR(N$猎命中转)>
<$CURRRTARGETFULLNAME>.PLAYEFFECT 13 1010 8 1 200 0 -45 -80
BREAK
}

;----------------------------------------------------------
[@七伤]
{
#IF
Small N$七伤次数 7
EQUAL N$BUFF冷却7 0
#ACT
INC N$七伤次数 1
SendCenterMsg 251 0 七伤已攻击<$STR(N$七伤次数)>次 0 2
BREAK

#IF
Large N$七伤次数 6
EQUAL N$BUFF冷却7 0
#ACT
MOV N$七伤次数 0
MOV N$BUFF冷却7 1
PLAYEFFECT 12 186 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 100 0 -200 -150
SetClientBuff 12 7 6 20 320 630
<$CURRRTARGETFULLNAME>.HumanHP - 500
<$CURRRTARGETFULLNAME>.PLAYEFFECT 13 1020 8 1 100 0 0 0
BREAK
}


;----------------------------------------------------------
[@搏命]
{
#IF
CheckHpPer > 30
#ACT
BREAK

#IF
EQUAL N$BUFF冷却1 0
#ACT
MOV N$搏命中转 <$MAXMP>
DEC N$搏命中转 <$MP>
INC N$搏命中转 1
#ELSEACT
BREAK

#IF
Random 5
EQUAL N$BUFF冷却1 0
Large N$搏命中转 2000
#ACT
MOV N$BUFF冷却1 1
PLAYEFFECT 12 187 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 100 0 -200 -150
SetClientBuff 12 1 7 20 320 630
<$CURRRTARGETFULLNAME>.HumanHP - 2000
<$CURRRTARGETFULLNAME>.PLAYEFFECT 25 80 6 1 100 0 0 0
BREAK

#IF
Random 5
EQUAL N$BUFF冷却1 0
#ACT
MOV N$BUFF冷却1 1
PLAYEFFECT 12 187 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 100 0 -200 -150
SetClientBuff 12 1 7 20 320 630
<$CURRRTARGETFULLNAME>.HumanHP - <$STR(N$搏命中转)>
<$CURRRTARGETFULLNAME>.PLAYEFFECT 25 80 6 1 100 0 0 0
BREAK

}

;----------------------------------------------------------
[@杀战]
{
#IF
Random 3
EQUAL N$BUFF冷却1 0
#ACT
MOV N$BUFF冷却1 1
PLAYEFFECT 12 188 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 100 0 -200 -150
SetClientBuff 12 1 8 20 320 630
GetHumVar <$CURRRTARGETFULLNAME> <$MAXHP> <$STR(N$杀战中转1)>
DIV N$杀战中转1 10
SetHumVar <$CURRRTARGETFULLNAME> <$STR(N$杀战中转)> <$STR(N$杀战中转1)>
<$CURRRTARGETFULLNAME>.HumanHP - <$STR(N$杀战中转)>
<$CURRRTARGETFULLNAME>.PLAYEFFECT 25 80 6 1 100 0 0 0
BREAK

}


[@隐匿]
{
#IF
EQUAL N$BUFF冷却1 1
#ACT
BREAK

#IF
Small N$隐匿次数 10
#ACT
INC N$隐匿次数 1
SendCenterMsg 251 0 隐匿已攻击<$STR(N$隐匿次数)>次 0 2
BREAK

#IF
NOT Random 5
#ACT
BREAK

#IF
Small <$MAXSC> 50
#ACT
MOV N$隐匿次数 0
MOV N$BUFF冷却1 1
PLAYEFFECT 12 191 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 100 0 -200 -150
SetClientBuff 12 1 25 20 320 630
ChangeModeEx 2 1
PLAYEFFECT 5 360 10 1 100 0 0 0
SENDMSG 5 你已隐匿1秒,别人没办法看见或攻击你...
BREAK

#IF
Small <$MAXSC> 200
#ACT
MOV N$隐匿次数 0
MOV N$BUFF冷却1 1
MOV N$隐匿时长 <$MAXSC>
DIV N$隐匿时长 25
PLAYEFFECT 12 191 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 100 0 -200 -150
SetClientBuff 12 1 25 20 320 630
ChangeModeEx 2 <$STR(N$隐匿时长)>
PLAYEFFECT 5 360 10 1 100 0 0 0
SENDMSG 5 你已隐匿<$STR(N$隐匿时长)>秒,别人没办法看见或攻击你...
BREAK

#IF
Large <$MAXSC> 199
#ACT
MOV N$隐匿次数 0
MOV N$BUFF冷却1 1
PLAYEFFECT 12 191 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 100 0 -200 -150
SetClientBuff 12 1 25 20 320 630
ChangeModeEx 2 8
PLAYEFFECT 5 360 10 1 100 0 0 0
SENDMSG 5 你已隐匿8秒,别人没办法看见或攻击你...
BREAK

}

;----------------------------------------------------------

;----------------------------------------------------------
[@魔能]
{
#IF
Random 3
EQUAL N$BUFF冷却1 0
#ACT
MOV N$BUFF冷却1 1
PLAYEFFECT 12 193 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 100 0 -200 -150
SetClientBuff 12 1 12 20 320 630
MOV N$魔能属性 <$MAXMC>
DIV N$魔能属性 10
ChangeHumAbility 8 + <$STR(N$魔能属性)> 10
PLAYEFFECT 5 2980 20 5 90 0 0 0
SENDMSG 5 奋战:魔法力提升<$STR(N$魔能属性)>(10秒)
BREAK

}

;----------------------------------------------------------
[@道光]
{
#IF
Random 3
EQUAL N$BUFF冷却1 0
#ACT
MOV N$BUFF冷却1 1
PLAYEFFECT 12 194 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 100 0 -200 -150
SetClientBuff 12 1 11 20 320 630
MOV N$道光属性 <$MAXSC>
DIV N$道光属性 10
ChangeHumAbility 10 + <$STR(N$道光属性)> 10
PLAYEFFECT 5 3020 20 5 90 0 0 0
SENDMSG 5 奋战:道术力提升<$STR(N$道光属性)>(10秒)
BREAK

}

;----------------------------------------------------------





[@血牛]
{
#IF
Random 3
EQUAL N$BUFF冷却2 0
#ACT
MOV N$BUFF冷却2 1
PLAYEFFECT 12 197 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 100 0 -200 -150
SetClientBuff 12 2 18 20 280 630
MOV N$血牛属性 <$MAXHP>
DIV N$血牛属性 10
ChangeHumAbility 11 + <$STR(N$血牛属性)> 10
PLAYEFFECT 5 2320 3 34 100 0 0 0
SENDMSG 5 血牛:生命上限提升<$STR(N$血牛属性)>(10秒)
BREAK

}

;-------------------------------------------------------------
[@回魔]
{
#IF
Random 3
EQUAL N$BUFF冷却3 0
CheckMpPer < 30
#ACT
MOV N$BUFF冷却3 1
PLAYEFFECT 12 198 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 100 0 -200 -150
SetClientBuff 12 3 15 30 240 630
AddMpPer + 30
PLAYEFFECT 5 2660 20 1 100 0 -256 -256
BREAK

}

;-------------------------------------------------------------
[@回血]
{
#IF
Random 3
EQUAL N$BUFF冷却4 0
CheckHpPer < 30
#ACT
MOV N$BUFF冷却4 1
PLAYEFFECT 12 199 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 100 0 -200 -150
SetClientBuff 12 4 14 30 200 630
AddhpPer + 30
PLAYEFFECT 5 2500 20 1 100 0 -256 -256
BREAK

}

[@魔甲]
{
#IF
Random 3
EQUAL N$BUFF冷却4 0
#ACT
MOV N$BUFF冷却4 1
PLAYEFFECT 12 200 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 100 0 -200 -150
SetClientBuff 12 4 17 20 200 630
MOV N$魔甲属性 <$MAXMAC>
DIV N$魔甲属性 10
ChangeHumAbility 4 + <$STR(N$魔甲属性)> 10
PLAYEFFECT 5 2330 19 5 100 0 0 0
SENDMSG 5 魔甲:魔御力提升<$STR(N$魔甲属性)>(10秒)
BREAK

}

[@魔灵]
{
#IF
Random 3
EQUAL N$BUFF冷却4 0
#ACT
MOV N$BUFF冷却4 1
PLAYEFFECT 12 201 1 1 1400 0 -35 -150 1
PLAYEFFECT 67 360 8 3 100 0 -200 -150
SetClientBuff 12 4 19 20 200 630
MOV N$魔灵属性 <$MAXMP>
DIV N$魔灵属性 10
ChangeHumAbility 12 + <$STR(N$魔灵属性)> 20
PLAYEFFECT 5 2410 10 16 100 0 0 0
SENDMSG 5 魔灵:魔力上限提升<$STR(N$魔灵属性)>(20秒)
BREAK

}



















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