元宝充值的脚本有两种,第一是游戏里面自带的,可以通过战神GM后台工具,去补发,然后玩家去领取,还有一种是GM比较熟悉的,就是安装支付平台生成的,今天帮战分享的这个是系统和平台组合的,当然,平台也可以设置这种完整充值元宝后,额外获得装备和物品的奖励。
脚本如下
{********************************************************************
*******************************************************************}
program Mir2;
var
sum:Integer;
mei:Integer;
sum1:Integer;
sum2:Integer;
sum3:Integer;
sum4:Integer;
sum6:Integer;
sum7:Integer;
Procedure _doexit;
begin
This_Npc.CloseDialog(This_Player);
end;
procedure _jiangli1; //这里领取每日充值奖励的 地方
var today , mei: integer;
begin
begin
today := GetDateNum(GetNow);// 获取当前日期 //
if This_Player.GetV(99,98) <> today then // 初始化
begin
This_Player.SetV(99,98,today); //
This_Player.SetV(99,99,0); // 每日 初始化 将 充值的 数变为 0 次初始化 不会 初始总 充值数
mei := This_Player.getV(99,99);
end else
mei := This_Player.getV(99,99); //赋值 mei= This_Player.getV(99,99); 充值数量
This_NPC.NpcDialog(This_Player,
'| ★★★★您今日充值金额<'+inttostr(mei)+'/c=red>元★★★★\|' //获取 每日 充值 数量 显示 inttostr(mei)
+'充值比例:元宝1:10\|' //,金刚石1:1,灵符1:1!
+'<每日充值 c="red">'+' '+'累积充值50元可以领取'+' '+'<领取 lq20="">\|'
);
end;
end;
procedure _lq20; //领取
var today , mei: integer;
begin
mei := This_Player.getV(99,99); //直接 mei := This_Player.getV(99,99); 取值
today := GetDateNum(GetNow);// 获取当前日期
if This_Player.GetV(99,1) <> today then
begin
This_Player.setV(99,1,today);
This_Player.SetV(99,2,0); //获取 日期 每日 重置自己的领取 次数 不充值 无法领取
end else
sum7:= This_Player.getV(99,2);
if mei >= 50 then
begin
if sum7 < 1 then
begin
if This_Player.FreeBagNum >= 6 then
begin
This_Player.Give('勋章之心',2);
This_Player.Give('50声望包',1);
This_Player.Give('50灵符礼包',1);
This_Player.Give('金刚石',100);
This_Player.setV(99,2,sum7 + 1) ;
end else
This_NPC.NpcDialog(This_Player,
'没有足够的包裹空间!\');
end else
This_NPC.NpcDialog(This_Player,
'你已经领取了每日充值奖励!');
end else
This_NPC.NpcDialog(This_Player,
'你今日充值不够50元!');
end;
//下面是 总充值 奖励
procedure _jiangli;
begin
begin
if This_Player.GetV(88,88)< 1
then
begin
This_Player.setV(88,88,0)
sum := This_Player.getV(88,88);
end else
sum := This_Player.getV(88,88);
end;
This_NPC.NpcDialog(This_Player,
'| ★★★★您当前累积总充值<'+inttostr(sum)+'/c=red>元★★★★\|'
+'充值比例:元宝1:100\|' //,金刚石1:1,灵符1:1!
+'<首充礼包 c="red">'+' '+'累积充值50元可以领取'+' '+'<领取 lq5="">\|'
+'<初级赞助 c="red">'+' '+'累积充值200元可以领取'+' '+'<领取 lq1="">\|'
+'<中级赞助 c="red">'+' '+'累积充值500元可以领取'+' '+'<领取 lq2="">\|'
+'<高级赞助 c="red">'+' '+'累积充值1000元可以领取'+' '+'<领取 lq3="">\|'
+'<顶级赞助 c="red">'+' '+'累积充值2000元可以领取'+' '+'<领取 lq4="">\|'
);
end;
procedure _lq5;
begin
begin
if This_Player.getV(88,6) < 0 then
begin
This_Player.setV(88,6,0)
sum1:= This_Player.getV(88,6);
end else
sum6:= This_Player.getV(88,6);
end;
if sum >= 50 then begin
if sum6 < 1 then
begin
if This_Player.FreeBagNum >= 10 then
begin
case This_Player.Job of
0 :
begin
This_Player.Give('井中月',1);
This_Player.Give('幽灵项链',1);
This_Player.Give('幽灵手套',2);
This_Player.Give('龙之戒指',2);
if This_Player.Gender = 0 then
This_Player.Give('首充战袍(男)',1)
else
This_Player.Give('首充战袍(女)',1);
This_Player.setV(88,6,sum6 + 1) ;
end;
1 :
begin
This_Player.Give('血饮',1);
This_Player.Give('生命项链',1);
This_Player.Give('思贝儿手镯',2);
This_Player.Give('红宝石戒指',2);
if This_Player.Gender = 0 then
This_Player.Give('恶魔长袍(男)',1)
else
This_Player.Give('恶魔长袍(女)',1);
This_Player.setV(88,6,sum6 + 1) ;
end;
2 :
begin
This_Player.Give('无极棍',1);
This_Player.Give('天珠项链',1);
This_Player.Give('心灵手镯',2);
This_Player.Give('铂金戒指',2);
This_Player.GiveBindItem('超级护身符',2);
if This_Player.Gender = 0 then//检测男女
This_Player.Give('幽灵战衣(男)',1)
else
This_Player.Give('幽灵战衣(女)',1);
This_Player.setV(88,6,sum6 + 1) ;
end;
end;
end else
This_NPC.NpcDialog(This_Player,
'没有足够的包裹空间!\');
end else
This_NPC.NpcDialog(This_Player,
'你已经领过一次了!');
end else
This_NPC.NpcDialog(This_Player,
'你充值不够50元!');
end;
procedure _lq1;
begin
begin
if This_Player.getV(88,1) < 0 then
begin
This_Player.setV(88,1,0)
sum1:= This_Player.getV(88,1);
end else
sum1:= This_Player.getV(88,1);
end;
if sum >= 200 then begin
if sum1 < 1 then
begin
if This_Player.FreeBagNum >= 5 then
begin
case This_Player.Job of
0 :
begin
This_Player.Give('裁决之杖',1);
This_Player.Give('200灵符礼包', 1);
This_Player.Give('逐日剑法' , 1);
This_Player.Give('沃玛宝石' , 1);
This_Player.setV(88,1,sum1 + 1) ;
end;
1 :
begin
This_Player.Give('骨玉权杖',1);
This_Player.Give('200灵符礼包', 1);
This_Player.Give('流星火雨' , 1);
This_Player.Give('沃玛宝石' , 1);
This_Player.setV(88,1,sum1 + 1) ;
end;
2 :
begin
This_Player.Give('龙纹剑',1);
This_Player.Give('200灵符礼包' , 1);
This_Player.Give('噬血术' , 1);
This_Player.Give('沃玛宝石' , 1);
This_Player.setV(88,1,sum1 + 1) ;
end;
end;
This_Player.setV(88,1,sum1 + 1) ;
end else
This_NPC.NpcDialog(This_Player,
'没有足够的包裹空间!\');
end else
This_NPC.NpcDialog(This_Player,
'你已经领过一次了!');
end else
This_NPC.NpcDialog(This_Player,
'你充值不够200元!');
end;
procedure _lq2;
begin
begin
if This_Player.getV(88,2) < 0 then
begin
This_Player.setV(88,2,0)
sum2:= This_Player.getV(88,2);
end else
sum2:= This_Player.getV(88,2);
end;
if sum >= 500 then
begin
if sum2 < 1 then
begin
if This_Player.FreeBagNum >= 2 then
begin
case This_Player.Job of
0 :
begin
This_Player.Give('怒斩',1);
This_Player.Give('500灵符礼包' , 1);
This_Player.Give('祖玛宝石' , 1);
This_Player.setV(88,2,sum2 + 1) ;
end;
1 :
begin
This_Player.Give('龙牙',1);
This_Player.Give('500灵符礼包' , 1);
This_Player.Give('祖玛宝石' , 1);
This_Player.setV(88,2,sum2 + 1) ;
end;
2 :
begin
This_Player.Give('逍遥扇',1);
This_Player.Give('500灵符礼包' , 1);
This_Player.Give('祖玛宝石' , 1);
This_Player.setV(88,2,sum2 + 1) ;
end;
end;
end else
This_NPC.NpcDialog(This_Player,
'没有足够的包裹空间!\');
end else
This_NPC.NpcDialog(This_Player,
'你已经领过一次了!');
end else
This_NPC.NpcDialog(This_Player,
'你充值不够500元!');
end;
procedure _lq3;
begin
begin
if This_Player.getV(88,3) < 0 then
begin
This_Player.setV(88,3,0)
sum3:= This_Player.getV(88,3);
end else
sum3:= This_Player.getV(88,3);
end;
if sum >= 1000 then
begin
if sum3 < 1 then
begin
if This_Player.FreeBagNum >= 2 then
begin
case This_Player.Job of
0 :
begin
This_Player.Give('黄金屠龙',1);
This_Player.Give('1000灵符礼包' , 1);
This_Player.Give('赤月宝石', 1);
This_Player.setV(88,3,sum3 + 1) ;
end;
1 :
begin
This_Player.Give('黄金屠龙',1);
This_Player.Give('1000灵符礼包' , 1);
This_Player.Give('赤月宝石', 1);
This_Player.setV(88,3,sum3 + 1) ;
end;
2 :
begin
This_Player.Give('黄金屠龙',1);
This_Player.Give('1000灵符礼包' , 1);
This_Player.Give('赤月宝石', 1);
This_Player.setV(88,3,sum3 + 1) ;
end;
end;
end else
This_NPC.NpcDialog(This_Player,
'没有足够的包裹空间!\');
end else
This_NPC.NpcDialog(This_Player,
'你已经领过一次了!');
end else
This_NPC.NpcDialog(This_Player,
'你充值不够1000元!');
end;
procedure _lq4;
begin
begin
if This_Player.getV(88,4) < 0 then
begin
This_Player.setV(88,4,0)
sum4:= This_Player.getV(88,4);
end else
sum4:= This_Player.getV(88,4);
end;
if sum >= 2000 then
begin
if sum4 < 1 then
begin
if This_Player.FreeBagNum >= 7 then
begin
This_Player.SysGiveGift('至尊赞助大使',1,true);
This_Player.Give('仙*冰雪之龙', 1);
This_Player.Give('1000灵符礼包' , 5);
This_Player.setV(88,4,sum4 + 1) ;
end else
This_NPC.NpcDialog(This_Player,
'没有足够的包裹空间!\');
end else
This_NPC.NpcDialog(This_Player,
'你已经领过一次了!');
end else
This_NPC.NpcDialog(This_Player,
'你充值不够2000元!');
end;
procedure _newYB();
begin
if This_Player.GetV(11,10) <> 888 then
begin
This_Player.SetV(11,10,888);
This_NPC.YBDealDialogShowMode(This_Player,true);
end else
begin
This_NPC.YBDealDialogShowMode(This_Player,false);
end;
end;
Procedure _GetYB;
var
today , num: integer;
d2,d3 : integer;
s1 , td : double;
begin
s1 := GetNow;
d2 := This_Player.GetS(23,1);
td := ConvertDBToDateTime(d2);
d3 := minusDataTime(s1,td);
if (d3 >= 300) or (This_Player.GetS(23,2) < 3) then
begin
This_Player.QueryAwardCode(This_Player.Name);
This_Npc.CloseDialog(This_Player);
end else
This_Npc.NpcDialog(This_Player,
'你操作太快,连续领取3次没有成功,将锁定5分钟!请' + inttostr(300 - d3) + '秒后再次尝试!'
);
end;
Procedure _YB;
var
num: integer;
begin
num := This_Player.GetS(23,2);
This_Npc.NpcDialog(This_Player,
'当前充值' + inttostr(num) + '元宝!'
);
end;
Begin
This_Npc.NpcDialog(This_Player,
'|您好,充值后,可以找我领取元宝,。\ '+
'|充值请点击下方的血球,在弹出的功能中点击充值按钮\ '+
'|充值支持微信,支付宝等多种充值方式\ '+
'|首充<50 c="red">元即可领取首冲大礼包,内含沃玛套装\ '+
'|累计<200 c="red">元即可领取祖玛武器一把,赠送<高级技能书 c="red">,按职业发放 \'+
'|累计<500 c="red">元即可领取赤月武器一把,按职业发放\ '+
'|首充<1000 c="red">元即可领取屠龙级武器一把,按职业发放\'+
'|{cmd}<领取元宝 getyb=""> ^<充值奖励 jiangli="">\'+
'|{cmd}<每日充值奖励 jiangli1=""> \'
);
end.